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	<title>Internet Movie Firearms Database - Guns in Movies, TV and Video Games - User contributions [en]</title>
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	<updated>2026-05-09T15:46:52Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Order:_1886&amp;diff=1634847</id>
		<title>The Order: 1886</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Order:_1886&amp;diff=1634847"/>
		<updated>2023-12-11T14:19:43Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: /* Webley Mk II */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = The Order: 1886&lt;br /&gt;
|picture = TheOrderBoxart.jpg&lt;br /&gt;
|caption =  ''Offical Boxart''&lt;br /&gt;
|date= 2015&lt;br /&gt;
|developer=Ready at Dawn&lt;br /&gt;
|platforms=Playstation 4&lt;br /&gt;
|publisher=Sony Computer Entertainment&lt;br /&gt;
|genre=Third-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''The Order: 1886''''' is a video game set in an alternate history London that follows the exploits of a group of legendary protectors of the British realm named 'The Order'. Members of 'The Order' are disciples of the Knights of the Round Table and Arthur himself and are tasked with protecting the people of England from a multitude of threats including 'Half-Breeds' which is the name they use to describe werewolves and vampires.&lt;br /&gt;
&lt;br /&gt;
Nearly all of the weapons featured are highly anachronistic, as the game is set before public knowledge of stable smokeless powder, but they are generally given a steampunk makeover to make them look appropriate in the alternate history setting.&lt;br /&gt;
&lt;br /&gt;
{{Game Title|The Order: 1886}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Spoilers}}&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Webley Mk II==&lt;br /&gt;
The first weapon you will find in the game is a [[Webley_Revolvers#Webley_.455_Mk_II|Webley .455 Mk II]] revolver, which is called the &amp;quot;Mk 1 Service Revolver&amp;quot; in-game. This weapon is anachronistic by 8 years. In-game animations show this pistol having a cocked hammer after every shot, despite the weapon being double action, clearly lacking an autorevolver mechanism, and the player character never cocking it.&lt;br /&gt;
[[File:Weble Mk II.jpg|thumb|none|300px|Webley Mk II - .455 Webley]] &lt;br /&gt;
[[File:The_OrderMk1-1Edit.jpg|thumb|none|600px|The 'Mk 1 Service Revolver' on the ground. Note the rounded grip, the Mk I has a &amp;quot;bird head&amp;quot; shaped grip]] &lt;br /&gt;
[[File:The_OrderMk1-2Edit.jpg|thumb|none|600px|Much to his chagrin Sir Galahad finds that someone has forgotten to load the Service Revolver.]] &lt;br /&gt;
[[File:The OrderMk1-3Edit.jpg|thumb|none|600px|Sir Galahad with the Revolver.]]&lt;br /&gt;
[[File:The OrderMk1-4.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Borchardt C-93==&lt;br /&gt;
The [[Borchardt C-93]] is seen as the standard issue for Knights of 'The Order', and is called the 'C-78 Autoloading Pistol'. This weapon is anachronistic by approximately 7 Years.&lt;br /&gt;
[[Image:borchardtc93.jpg|thumb|300px|none|Borchardt C-93 - 7.65 Borchardt]] &lt;br /&gt;
[[File:The_OrderC78-1.jpg|thumb|none|600px|The 'C-78 Autoloading Pistol' on the ground.]]&lt;br /&gt;
[[File:The_OrderC78-1Edit.jpg|thumb|none|600px|Sir Galahad  with his 'C-78 Autoloading Pistol'.]]&lt;br /&gt;
[[File:The_OrderC78-2Edit.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Dragoon==&lt;br /&gt;
The [[Colt Dragoon]] appears in the later half of the game as the 'M4 Dragoon Revolver' and is the strongest handgun in the game, killing most enemies with a single round. The weapon is a fictional top-break (like the [[Webley|Webley revolver]]) version of the Colt Dragoon 3rd model; as stated in the game, &amp;quot;this revolver was built as an upgrade to the older M3 Dragoons&amp;quot;, which implies that the 'M4 Dragoon Revolver' is a further development of the Colt Dragoon 3rd model in the game universe. It is worth noting that although it is technically cartridge converted, the revolver in the game is still modeled on the basis of the original percussion model with a cylinder with cap slots (which would actually make it incompatible with metal cartridges), and with a loading lever. Any cylinder latch is also missing.&lt;br /&gt;
[[Image:Dragoon 3rd model.jpg‎|thumb|none|300px|Colt Dragoon 3rd model - .44 cal]]&lt;br /&gt;
[[File:The Order DragoonRevolver.jpg|400px|thumb|none|The 'M4 Dragoon Revolver' as it appears in the game.]]&lt;br /&gt;
[[File:The_OrderDragoon.jpg|thumb|none|600px|The Revolver on the ground.]]&lt;br /&gt;
[[File:The_OrderDragoon1.jpg|thumb|none|600px|Sebastians revolver lies on the table.]]&lt;br /&gt;
[[File:The_OrderDragoon-1.jpg|thumb|none|600px|Marquis de Lafayette aims his Dragoon.]]&lt;br /&gt;
[[File:The_OrderDragoon-1Edit.jpg|thumb|none|600px|Sir Galahad with the Dragoon.]]&lt;br /&gt;
[[File:The_OrderDragoon-2Edit.jpg|thumb|none|600px|Reloading, without thinking how it should work.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96==&lt;br /&gt;
A [[Mauser C96]] with an M712-style detachable magazine appears in-game as the 'C-81 Maschinepistole'. It is modeled with the hammer of the early C96 prototype as well as its stepped barrel, and is select-fire despite not having a fire selector. It is anachronistic by about 10 years, though detachable magazine versions appeared even later.&lt;br /&gt;
[[Image:Whats up doc.jpg|thumb|none|300px|Early Mauser C96 prototype - 7.63x25mm Mauser]]&lt;br /&gt;
[[Image:MauserM712Schnellfeuer.jpg|thumb|none|300px|Mauser M712 Schnellfeuer - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:The OrderC81-1.jpg|thumb|none|500px|Concept art of the 'C-81'. Note that this has a fire selector similar to that of an Astra 903 machine pistol, and no magazine release.]]&lt;br /&gt;
[[File:The_Order_c93_1.jpg|thumb|none|600px|The 'C-81' on the ground. Now it has a magazine release but no fire selector.]]&lt;br /&gt;
[[File:The_Order_c93_2.jpg|thumb|none|600px|Sir Galahad with the Mauser.]]&lt;br /&gt;
[[File:The_Order_c93_3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Duelist Revolver&amp;quot;==&lt;br /&gt;
The 'Duelist Revolver' is a fictional double-barreled revolver with a 10-round cylinder, seemingly based on a Lancaster-made [[Howdah Pistol]]. Conceptually, it appears to be inspired by actual double-barreled revolvers such as the Lefaucheux double-barreled revolver or the Henrion, Dassy, and Heuschen revolver. In-game, it fires two shots sequentially in a short burst per trigger pull, rather than two at once as one might reasonably expect, or one shot per trigger pull like the real double-barreled revolvers.&lt;br /&gt;
[[File:Admiral-s-lancaster-2762-full.jpg|thumb|none|300px|Lancaster Howdah Pistol - .476 CF]]&lt;br /&gt;
[[File:The Order DuelistRevolver.jpg|400px|thumb|none|The &amp;quot;Duelist Revolver&amp;quot; as it appears in-game...]]&lt;br /&gt;
[[File:The_OrderDuelist-1.jpg|thumb|none|600px|...and as it appears lying in the dirt. Note the very short trigger travel, which is highly implausible for a double action mechanism.]]&lt;br /&gt;
[[File:The_OrderDuelist-1Edit.jpg|thumb|none|600px|Sir Galahad eyeing the mutated revolver with suspicion.]]&lt;br /&gt;
[[File:The_OrderDuelist-2.jpg|thumb|none|600px|Reloading the revolver is accomplished with the help of a rather large speedloader. Note the extremely thin trigger group.]]&lt;br /&gt;
&lt;br /&gt;
==British 1756 Light Dragoon Pistol==&lt;br /&gt;
A [[Flintlock Pistol |British 1756 Light Dragoon Pistol]] is seen in Lord Hastings Showcase.&lt;br /&gt;
[[Image:LightdragoonPistol.jpg |thumb|none|400px|British 1756 Light Dragoon Pistol - .68 caliber.]]&lt;br /&gt;
[[File:The_OrderD_Flint.jpg|thumb|none|600px|The Pistol in the showcase.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Bergmann MP35/I (hybrid)==&lt;br /&gt;
The &amp;quot;M85 Automatisch&amp;quot; appears to be based on the [[Bergmann MP35/I]] (a design that wouldn't come around for another 49 years), albeit with a [[Bergmann MP18]]'s charging handle, and a vertical magazine well that takes drum magazines seemingly based on those used in the German-issued Fl.-S.-K. 15 variant of the [[Mondragón Rifle|Mondragón Modelo 1908]].&lt;br /&gt;
[[File:MP35a.jpg|thumb|none|450px|Bergmann MP35/I - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Mp18 right.jpg|thumb|none|450px|Bergmann MP18 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:mondragon with drum mag.jpg|thumb|none|450px|Mondragón Fl.-S.-K. 15 with 30-round drum magazine - 7x57mm Mauser]]&lt;br /&gt;
[[File:The Order M85 concept.jpg|thumb|none|500px|Concept art of the &amp;quot;M85 Automatisch&amp;quot;. Note the slightly stretched-out receiver and comparably-compressed drum; exactly what sort of cartridge this thing is supposed to be chambered for is anybody's guess.]]&lt;br /&gt;
[[File:The_OrderM85-2Edit.jpg|thumb|none|600px|The M85 on the ground.]] &lt;br /&gt;
[[File:The OrderM85-1Edit.jpg|thumb|none|600px|Sir Galahad prepares to fight some half-breeds with his half-breed automatic. Note that, unlike either of the submachine guns it draws influence from, the M85 Automatisch fires from a closed bolt.]] &lt;br /&gt;
[[File:The OrderM85-3Edit.jpg|thumb|none|600px|Smacking in a new drum; here, the bolt is locked back.]]&lt;br /&gt;
[[File:The OrderM85-4.jpg|thumb|none|600px|Alastair D'Argyll with an M85, giving a good view of the distinctive not-quite-round offset drum.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Chiappa Triple Threat==&lt;br /&gt;
The 'Three Crown' Coach Gun in-game appears to be based on the [[Chiappa Triple Threat]] shotgun, the in-game version fires all 3 barrels at once. It is anachronistic by over 100 years.&lt;br /&gt;
[[File:ChiappaTripleThreat.jpg|thumb|none|500px|Chiappa Triple Threat - 12 gauge]]&lt;br /&gt;
[[File:The OrderThreeCrown-1.jpg|thumb|none|500px|Concept art of the 'Three Crown' Coach Gun]]&lt;br /&gt;
[[File:The_Order_shot1.jpg|thumb|none|600px|The 'Three Crown' on the ground. Note the double trigger, perhaps an explanation for how it fires three rounds with one trigger pull, it could trigger all three strikers to drop, bypassing any ratcheting mechanism is built into the weapon.]]&lt;br /&gt;
[[File:The_Order_shot2.jpg|thumb|none|600px|Sir Galahad with the shotgun.]]&lt;br /&gt;
[[File:The_Order_shot3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
The [[Browning Auto-5]] appears as 'RA-5 Repeating Shotgun'. It is anachronistic by about 19 years.&lt;br /&gt;
[[File:BrowAut5.jpg|400px|thumb|none|Browning Auto-5 (pre-WW2) in Sporting/Field configuration - 12 gauge]]&lt;br /&gt;
[[File:RA5Shotgun.jpg|500px|thumb|none|The RA-5 as it appears in the game.]]&lt;br /&gt;
[[File:RA5_1.jpg|600px|thumb|none|The RA-5 on the gound. The in-game model is actually quite accurate to the real firearm, although the earliest Brownings were most commonly straight stocks without a pistol grip, not this semi-pistol grip style.]]&lt;br /&gt;
[[File:RA5_2.jpg|600px|thumb|none|Sir Galahad with the RA-5.]]&lt;br /&gt;
[[File:RA5_3.jpg|600px|thumb|none|Reloading. Possibly for gameplay reasons, the animations are entirely incorrect for this firearm, as the bolt does not lock back on the last shot and it locks back during the animation, and Sir Galahad shoves rounds through the open ejection port/the side of the receiver to reload instead of the proper procedure for an early Auto-5 - namely dropping a round through the locked open ejection port into the chamber or on the lifter, closing the bolt, then flipping the shotgun over and holding down the bolt release button as you load four rounds into the magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Essex M2 Falchion&amp;quot;==&lt;br /&gt;
The 'Essex M2 Falchion' is the standard-issue automatic rifle for Knights of 'The Order' and appears to be based on the [[Molot Vepr]] with a compressed air &amp;quot;Launcher&amp;quot; attached to the bottom. The magazine seems to be from a [[Browning Automatic Rifle]] and the rear sights from a [[Mauser Gewehr 1898]].&lt;br /&gt;
[[Image:SOK-94.jpg|thumb|none|450px|SOK-94 Vepr (&amp;quot;Boar&amp;quot;) - 7.62x39mm]]&lt;br /&gt;
[[Image:BARearlymodel.jpg|thumb|none|450px|M1918 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[Image:Mauser g98.jpg|thumb|none|450px|Mauser Gewehr 1898 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:The OrderM2Falchion-2.jpg|thumb|none|500px|Concept art of the 'Essex M2 Falchion']]&lt;br /&gt;
[[File:The OrderM2Falchion-1Edit.jpg|thumb|none|600px|The 'Essex M2 Falchion'. Note the double trigger.]] &lt;br /&gt;
[[File:The OrderM2Falchion-1.jpg|thumb|none|600px|Sir Galahad with the 'Essex M2 Falchion'.]] &lt;br /&gt;
[[File:The OrderM2Falchion-3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No. 5 Jungle Carbine==&lt;br /&gt;
The 'M84 Marksman Carbine' is a [[Jungle Carbine|Lee-Enfield No. 5 Jungle Carbine]]. It serves as the game's sniper rifle. It appears with both suppressed and unsuppressed versions.&lt;br /&gt;
[[Image:No5JungleCarbine.jpg|thumb|none|450px|Lee-Enfield No. 5 Jungle Carbine - .303 British]]&lt;br /&gt;
[[File:The_OrderM84-1.jpg|thumb|none|500px|Concept art (partially a photograph) of the 'M84' with a suppressor attached.]] &lt;br /&gt;
[[File:The_OrderM84-2Edit.jpg|thumb|none|600px|The 'M84' lying on a table.]] &lt;br /&gt;
[[File:The_OrderM84-3Edit.jpg|thumb|none|600px|Sir Galahad admiring the 'M84']] &lt;br /&gt;
[[File:The_OrderM84-4Edit.jpg|thumb|none|600px|Sir Galahad admiring the 'M84']] &lt;br /&gt;
[[File:The_OrderM84-4_1.jpg|thumb|none|600px|Taking aim with the 'M84']] &lt;br /&gt;
[[File:The_OrderM84-5_0.jpg|thumb|none|600px|First-person view down the scope.]]&lt;br /&gt;
[[File:The_OrderM84-5Edit.jpg|thumb|none|600px|Reloading the No. 5.]]&lt;br /&gt;
&lt;br /&gt;
==Pedersen/T1E3 rifle==&lt;br /&gt;
The [[Pedersen Rifle]] appears in the game as the 'M82 Selfloader Carbine'. This weapon is anachronistic for about 34 years.&lt;br /&gt;
[[File:Vickers-Armstrong_Pedersen.jpg|thumb|none|450px|Pedersen/T1E3 Rifle - .276 Pedersen]] &lt;br /&gt;
[[File:The_OrderM82-1Edit.jpg|thumb|none|600px|The 'M82 Selfloader Carbine' on the ground.]]&lt;br /&gt;
[[File:The_OrderM82-1.jpg|thumb|none|600px|Sir Galahad with the 'M82 Selfloader Carbine'.]] &lt;br /&gt;
[[File:The_OrderM82-2Edit.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Hand Grenades=&lt;br /&gt;
&lt;br /&gt;
==Stielhandgranate==&lt;br /&gt;
The grenades in the game, both frag and smoke use the same model, are based on the [[Model 24 Stielhandgranate]], with a few cosmetic alterations such as an unusable blade attachment. While the attached ring on the stick resembles the spoon safety from the earlier [[Model 15 Stielhandgranate|Model 15]], the warhead itself looks like the  British No.3 Mk.1 Hales rifle grenade.&lt;br /&gt;
[[Image:M24WithFragSleeve.jpg|thumb|none|350px|Model 24 Stielhandgranate with fragmentation sleeve.]]&lt;br /&gt;
[[File:M15grenade.JPG|thumb|none|350px|Model 15 Stielhandgranate with spoon safety.]]&lt;br /&gt;
[[File:The_OrderFragGrenade.jpg|thumb|none|500px|Concept art of the grenade.]]&lt;br /&gt;
[[File:The_Ordergr_1.jpg|thumb|none|600px|Two stick grenades in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Smoke Grenade==&lt;br /&gt;
The Smoke Grenade is also based on the [[Model 24 Stielhandgranate]] but with a different warhead.&lt;br /&gt;
[[File:The_Ordersmoke_1.jpg|thumb|none|600px|The Smoke grenade thrown by Sir Galahad.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Thermite Gun==&lt;br /&gt;
The Thermite gun is, rather loosely, based on the [[Maxim MG08/15|Maxim LMG 08/15 &amp;quot;Spandau&amp;quot;]] with elements of a [[Lewis Gun]] and a [[Vickers K machine gun]]. It sprays a cloud of thermite that can then be ignited with a flare launcher attached to the underside of the weapon.&lt;br /&gt;
[[Image:Lmg08-15 air.jpg ‎|thumb|none|500px|LMG 08/15 Air-Cooled - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:Lewis gun.JPG|thumb|none|500px|Lewis Gun - .303 British]]&lt;br /&gt;
[[Image:Vickersk.jpg |thumb|none|500px|Vickers K Machine Gun - .303 British]]&lt;br /&gt;
[[File:The_OrderThermite-3.jpg|thumb|none|500px|Concept art of the 'Thermite Gun']]&lt;br /&gt;
[[File:The_OrderThermite-1Edit.jpg|thumb|none|600px|Sir Galahad admiring his new 'Thermite Gun']] &lt;br /&gt;
[[File:The_OrderThermite-2Edit.jpg|thumb|none|600px|Sir Galahad with the 'Thermite Gun'.]]&lt;br /&gt;
[[File:The_OrderThermite-4.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==TS21 Arc Induction Lance==&lt;br /&gt;
The 'TS21 Arc Induction Lance' is a completely fictional weapon that appears to have been built out of spare rifle parts by Nikola Tesla.&lt;br /&gt;
[[File:The_OrderTS21-1.jpg|thumb|none|500px|Concept art of the 'TS21 Arc Induction Lance'.]]&lt;br /&gt;
[[File:The OrderTS21-1_1.jpg|thumb|none|600px|The TS21 in-game.]]&lt;br /&gt;
[[File:The_OrderTS21-2.jpg|thumb|none|600px|Lady Igraine armed with the 'Induction Lance'.]]&lt;br /&gt;
[[File:The OrderTS21-3.jpg|thumb|none|600px|Sir Galahad with the 'Induction Lance'.]]&lt;br /&gt;
[[File:The OrderTS21-4.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==TS-17 Detonator==&lt;br /&gt;
The 'TS-17 Detonator' is also a completely fictional weapon.&lt;br /&gt;
[[File:The OrderTS17-1.jpg|thumb|none|600px|The 'TS-17 Detonator' on a table. Buttstock seems to have been made on the likeness a [[Mauser C96]].]]&lt;br /&gt;
[[File:The OrderTS17-2.jpg|thumb|none|600px|Sir Galahad with the 'TS-17 Detonator'.]]&lt;br /&gt;
[[File:The OrderTS17-3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==TS-29 Cannon==&lt;br /&gt;
The 'TS-29 Cannon' is based on the [[M18 Recoilless Rifle]].&lt;br /&gt;
[[Image:M18 Recoilless.jpg|thumb|none|500px|M18 Recoilless Rifle - 57mm]]&lt;br /&gt;
[[File:The OrderTS29_1.jpg|thumb|none|600px|Sir Galahad with the 'TS-29 Cannon'.]]&lt;br /&gt;
[[File:The OrderTS29_2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Repeating Arbalest==&lt;br /&gt;
The Crossbow in-game is called the 'Repeating Arabalest' and is always scoped, rather than have the bolt loaded one at a time it takes a drum attachment that holds 5 bolt at a time in a similar fashion to the one seen in [[Van Helsing]].&lt;br /&gt;
[[File:The_OrderCrossbow-1.jpg|thumb|none|500px|Concept art of the 'Repeating Arabalest']]&lt;br /&gt;
[[File:The Ordercross_1.jpg|thumb|none|600px|The crossbow on a table. Note how it resembles modern Twinbow crossbows.]]&lt;br /&gt;
[[File:The Ordercross_2.jpg|thumb|none|600px|Sir Galahad admiring the 'Repeating Arabalest'.]]&lt;br /&gt;
[[File:The Ordercross_3.jpg|thumb|none|600px|Preparing.]]&lt;br /&gt;
[[File:The Ordercross_4.jpg|thumb|none|600px|Sir Galahad with the crossbow.]]&lt;br /&gt;
[[File:The Ordercross_5.jpg|thumb|none|600px|View through the scope.]]&lt;br /&gt;
[[File:The Ordercross_6.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Tesla Gun==&lt;br /&gt;
During the last fight, Nikola Tesla is seen with a fictional weapon. Sir Galahad takes the gun but is disarmed by Alastair.&lt;br /&gt;
[[File:The Order_tesla.jpg|thumb|none|600px|Sir Galahad with the Tesla Gun.]]&lt;br /&gt;
&lt;br /&gt;
{{DEFAULTSORT:Order: 1886, The}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Science Fiction]]&lt;br /&gt;
[[Category:Fantasy]]&lt;/div&gt;</summary>
		<author><name>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Order:_1886&amp;diff=1634846</id>
		<title>The Order: 1886</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Order:_1886&amp;diff=1634846"/>
		<updated>2023-12-11T14:18:21Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: /* Mauser C96 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = The Order: 1886&lt;br /&gt;
|picture = TheOrderBoxart.jpg&lt;br /&gt;
|caption =  ''Offical Boxart''&lt;br /&gt;
|date= 2015&lt;br /&gt;
|developer=Ready at Dawn&lt;br /&gt;
|platforms=Playstation 4&lt;br /&gt;
|publisher=Sony Computer Entertainment&lt;br /&gt;
|genre=Third-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''The Order: 1886''''' is a video game set in an alternate history London that follows the exploits of a group of legendary protectors of the British realm named 'The Order'. Members of 'The Order' are disciples of the Knights of the Round Table and Arthur himself and are tasked with protecting the people of England from a multitude of threats including 'Half-Breeds' which is the name they use to describe werewolves and vampires.&lt;br /&gt;
&lt;br /&gt;
Nearly all of the weapons featured are highly anachronistic, as the game is set before public knowledge of stable smokeless powder, but they are generally given a steampunk makeover to make them look appropriate in the alternate history setting.&lt;br /&gt;
&lt;br /&gt;
{{Game Title|The Order: 1886}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Spoilers}}&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Webley Mk II==&lt;br /&gt;
The first weapon you will find in the game is a [[Webley_Revolvers#Webley_.455_Mk_II|Webley .455 Mk II]] revolver, which is called the &amp;quot;Mk 1 Service Revolver&amp;quot; in-game. This weapon is anachronistic by 8 years.&lt;br /&gt;
[[File:Weble Mk II.jpg|thumb|none|300px|Webley Mk II - .455 Webley]] &lt;br /&gt;
[[File:The_OrderMk1-1Edit.jpg|thumb|none|600px|The 'Mk 1 Service Revolver' on the ground. Note the rounded grip, the Mk I has a &amp;quot;bird head&amp;quot; shaped grip]] &lt;br /&gt;
[[File:The_OrderMk1-2Edit.jpg|thumb|none|600px|Much to his chagrin Sir Galahad finds that someone has forgotten to load the Service Revolver.]] &lt;br /&gt;
[[File:The OrderMk1-3Edit.jpg|thumb|none|600px|Sir Galahad with the Revolver.]]&lt;br /&gt;
[[File:The OrderMk1-4.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Borchardt C-93==&lt;br /&gt;
The [[Borchardt C-93]] is seen as the standard issue for Knights of 'The Order', and is called the 'C-78 Autoloading Pistol'. This weapon is anachronistic by approximately 7 Years.&lt;br /&gt;
[[Image:borchardtc93.jpg|thumb|300px|none|Borchardt C-93 - 7.65 Borchardt]] &lt;br /&gt;
[[File:The_OrderC78-1.jpg|thumb|none|600px|The 'C-78 Autoloading Pistol' on the ground.]]&lt;br /&gt;
[[File:The_OrderC78-1Edit.jpg|thumb|none|600px|Sir Galahad  with his 'C-78 Autoloading Pistol'.]]&lt;br /&gt;
[[File:The_OrderC78-2Edit.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Dragoon==&lt;br /&gt;
The [[Colt Dragoon]] appears in the later half of the game as the 'M4 Dragoon Revolver' and is the strongest handgun in the game, killing most enemies with a single round. The weapon is a fictional top-break (like the [[Webley|Webley revolver]]) version of the Colt Dragoon 3rd model; as stated in the game, &amp;quot;this revolver was built as an upgrade to the older M3 Dragoons&amp;quot;, which implies that the 'M4 Dragoon Revolver' is a further development of the Colt Dragoon 3rd model in the game universe. It is worth noting that although it is technically cartridge converted, the revolver in the game is still modeled on the basis of the original percussion model with a cylinder with cap slots (which would actually make it incompatible with metal cartridges), and with a loading lever. Any cylinder latch is also missing.&lt;br /&gt;
[[Image:Dragoon 3rd model.jpg‎|thumb|none|300px|Colt Dragoon 3rd model - .44 cal]]&lt;br /&gt;
[[File:The Order DragoonRevolver.jpg|400px|thumb|none|The 'M4 Dragoon Revolver' as it appears in the game.]]&lt;br /&gt;
[[File:The_OrderDragoon.jpg|thumb|none|600px|The Revolver on the ground.]]&lt;br /&gt;
[[File:The_OrderDragoon1.jpg|thumb|none|600px|Sebastians revolver lies on the table.]]&lt;br /&gt;
[[File:The_OrderDragoon-1.jpg|thumb|none|600px|Marquis de Lafayette aims his Dragoon.]]&lt;br /&gt;
[[File:The_OrderDragoon-1Edit.jpg|thumb|none|600px|Sir Galahad with the Dragoon.]]&lt;br /&gt;
[[File:The_OrderDragoon-2Edit.jpg|thumb|none|600px|Reloading, without thinking how it should work.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96==&lt;br /&gt;
A [[Mauser C96]] with an M712-style detachable magazine appears in-game as the 'C-81 Maschinepistole'. It is modeled with the hammer of the early C96 prototype as well as its stepped barrel, and is select-fire despite not having a fire selector. It is anachronistic by about 10 years, though detachable magazine versions appeared even later.&lt;br /&gt;
[[Image:Whats up doc.jpg|thumb|none|300px|Early Mauser C96 prototype - 7.63x25mm Mauser]]&lt;br /&gt;
[[Image:MauserM712Schnellfeuer.jpg|thumb|none|300px|Mauser M712 Schnellfeuer - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:The OrderC81-1.jpg|thumb|none|500px|Concept art of the 'C-81'. Note that this has a fire selector similar to that of an Astra 903 machine pistol, and no magazine release.]]&lt;br /&gt;
[[File:The_Order_c93_1.jpg|thumb|none|600px|The 'C-81' on the ground. Now it has a magazine release but no fire selector.]]&lt;br /&gt;
[[File:The_Order_c93_2.jpg|thumb|none|600px|Sir Galahad with the Mauser.]]&lt;br /&gt;
[[File:The_Order_c93_3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Duelist Revolver&amp;quot;==&lt;br /&gt;
The 'Duelist Revolver' is a fictional double-barreled revolver with a 10-round cylinder, seemingly based on a Lancaster-made [[Howdah Pistol]]. Conceptually, it appears to be inspired by actual double-barreled revolvers such as the Lefaucheux double-barreled revolver or the Henrion, Dassy, and Heuschen revolver. In-game, it fires two shots sequentially in a short burst per trigger pull, rather than two at once as one might reasonably expect, or one shot per trigger pull like the real double-barreled revolvers.&lt;br /&gt;
[[File:Admiral-s-lancaster-2762-full.jpg|thumb|none|300px|Lancaster Howdah Pistol - .476 CF]]&lt;br /&gt;
[[File:The Order DuelistRevolver.jpg|400px|thumb|none|The &amp;quot;Duelist Revolver&amp;quot; as it appears in-game...]]&lt;br /&gt;
[[File:The_OrderDuelist-1.jpg|thumb|none|600px|...and as it appears lying in the dirt. Note the very short trigger travel, which is highly implausible for a double action mechanism.]]&lt;br /&gt;
[[File:The_OrderDuelist-1Edit.jpg|thumb|none|600px|Sir Galahad eyeing the mutated revolver with suspicion.]]&lt;br /&gt;
[[File:The_OrderDuelist-2.jpg|thumb|none|600px|Reloading the revolver is accomplished with the help of a rather large speedloader. Note the extremely thin trigger group.]]&lt;br /&gt;
&lt;br /&gt;
==British 1756 Light Dragoon Pistol==&lt;br /&gt;
A [[Flintlock Pistol |British 1756 Light Dragoon Pistol]] is seen in Lord Hastings Showcase.&lt;br /&gt;
[[Image:LightdragoonPistol.jpg |thumb|none|400px|British 1756 Light Dragoon Pistol - .68 caliber.]]&lt;br /&gt;
[[File:The_OrderD_Flint.jpg|thumb|none|600px|The Pistol in the showcase.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Bergmann MP35/I (hybrid)==&lt;br /&gt;
The &amp;quot;M85 Automatisch&amp;quot; appears to be based on the [[Bergmann MP35/I]] (a design that wouldn't come around for another 49 years), albeit with a [[Bergmann MP18]]'s charging handle, and a vertical magazine well that takes drum magazines seemingly based on those used in the German-issued Fl.-S.-K. 15 variant of the [[Mondragón Rifle|Mondragón Modelo 1908]].&lt;br /&gt;
[[File:MP35a.jpg|thumb|none|450px|Bergmann MP35/I - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Mp18 right.jpg|thumb|none|450px|Bergmann MP18 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:mondragon with drum mag.jpg|thumb|none|450px|Mondragón Fl.-S.-K. 15 with 30-round drum magazine - 7x57mm Mauser]]&lt;br /&gt;
[[File:The Order M85 concept.jpg|thumb|none|500px|Concept art of the &amp;quot;M85 Automatisch&amp;quot;. Note the slightly stretched-out receiver and comparably-compressed drum; exactly what sort of cartridge this thing is supposed to be chambered for is anybody's guess.]]&lt;br /&gt;
[[File:The_OrderM85-2Edit.jpg|thumb|none|600px|The M85 on the ground.]] &lt;br /&gt;
[[File:The OrderM85-1Edit.jpg|thumb|none|600px|Sir Galahad prepares to fight some half-breeds with his half-breed automatic. Note that, unlike either of the submachine guns it draws influence from, the M85 Automatisch fires from a closed bolt.]] &lt;br /&gt;
[[File:The OrderM85-3Edit.jpg|thumb|none|600px|Smacking in a new drum; here, the bolt is locked back.]]&lt;br /&gt;
[[File:The OrderM85-4.jpg|thumb|none|600px|Alastair D'Argyll with an M85, giving a good view of the distinctive not-quite-round offset drum.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Chiappa Triple Threat==&lt;br /&gt;
The 'Three Crown' Coach Gun in-game appears to be based on the [[Chiappa Triple Threat]] shotgun, the in-game version fires all 3 barrels at once. It is anachronistic by over 100 years.&lt;br /&gt;
[[File:ChiappaTripleThreat.jpg|thumb|none|500px|Chiappa Triple Threat - 12 gauge]]&lt;br /&gt;
[[File:The OrderThreeCrown-1.jpg|thumb|none|500px|Concept art of the 'Three Crown' Coach Gun]]&lt;br /&gt;
[[File:The_Order_shot1.jpg|thumb|none|600px|The 'Three Crown' on the ground. Note the double trigger, perhaps an explanation for how it fires three rounds with one trigger pull, it could trigger all three strikers to drop, bypassing any ratcheting mechanism is built into the weapon.]]&lt;br /&gt;
[[File:The_Order_shot2.jpg|thumb|none|600px|Sir Galahad with the shotgun.]]&lt;br /&gt;
[[File:The_Order_shot3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
The [[Browning Auto-5]] appears as 'RA-5 Repeating Shotgun'. It is anachronistic by about 19 years.&lt;br /&gt;
[[File:BrowAut5.jpg|400px|thumb|none|Browning Auto-5 (pre-WW2) in Sporting/Field configuration - 12 gauge]]&lt;br /&gt;
[[File:RA5Shotgun.jpg|500px|thumb|none|The RA-5 as it appears in the game.]]&lt;br /&gt;
[[File:RA5_1.jpg|600px|thumb|none|The RA-5 on the gound. The in-game model is actually quite accurate to the real firearm, although the earliest Brownings were most commonly straight stocks without a pistol grip, not this semi-pistol grip style.]]&lt;br /&gt;
[[File:RA5_2.jpg|600px|thumb|none|Sir Galahad with the RA-5.]]&lt;br /&gt;
[[File:RA5_3.jpg|600px|thumb|none|Reloading. Possibly for gameplay reasons, the animations are entirely incorrect for this firearm, as the bolt does not lock back on the last shot and it locks back during the animation, and Sir Galahad shoves rounds through the open ejection port/the side of the receiver to reload instead of the proper procedure for an early Auto-5 - namely dropping a round through the locked open ejection port into the chamber or on the lifter, closing the bolt, then flipping the shotgun over and holding down the bolt release button as you load four rounds into the magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Essex M2 Falchion&amp;quot;==&lt;br /&gt;
The 'Essex M2 Falchion' is the standard-issue automatic rifle for Knights of 'The Order' and appears to be based on the [[Molot Vepr]] with a compressed air &amp;quot;Launcher&amp;quot; attached to the bottom. The magazine seems to be from a [[Browning Automatic Rifle]] and the rear sights from a [[Mauser Gewehr 1898]].&lt;br /&gt;
[[Image:SOK-94.jpg|thumb|none|450px|SOK-94 Vepr (&amp;quot;Boar&amp;quot;) - 7.62x39mm]]&lt;br /&gt;
[[Image:BARearlymodel.jpg|thumb|none|450px|M1918 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[Image:Mauser g98.jpg|thumb|none|450px|Mauser Gewehr 1898 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:The OrderM2Falchion-2.jpg|thumb|none|500px|Concept art of the 'Essex M2 Falchion']]&lt;br /&gt;
[[File:The OrderM2Falchion-1Edit.jpg|thumb|none|600px|The 'Essex M2 Falchion'. Note the double trigger.]] &lt;br /&gt;
[[File:The OrderM2Falchion-1.jpg|thumb|none|600px|Sir Galahad with the 'Essex M2 Falchion'.]] &lt;br /&gt;
[[File:The OrderM2Falchion-3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No. 5 Jungle Carbine==&lt;br /&gt;
The 'M84 Marksman Carbine' is a [[Jungle Carbine|Lee-Enfield No. 5 Jungle Carbine]]. It serves as the game's sniper rifle. It appears with both suppressed and unsuppressed versions.&lt;br /&gt;
[[Image:No5JungleCarbine.jpg|thumb|none|450px|Lee-Enfield No. 5 Jungle Carbine - .303 British]]&lt;br /&gt;
[[File:The_OrderM84-1.jpg|thumb|none|500px|Concept art (partially a photograph) of the 'M84' with a suppressor attached.]] &lt;br /&gt;
[[File:The_OrderM84-2Edit.jpg|thumb|none|600px|The 'M84' lying on a table.]] &lt;br /&gt;
[[File:The_OrderM84-3Edit.jpg|thumb|none|600px|Sir Galahad admiring the 'M84']] &lt;br /&gt;
[[File:The_OrderM84-4Edit.jpg|thumb|none|600px|Sir Galahad admiring the 'M84']] &lt;br /&gt;
[[File:The_OrderM84-4_1.jpg|thumb|none|600px|Taking aim with the 'M84']] &lt;br /&gt;
[[File:The_OrderM84-5_0.jpg|thumb|none|600px|First-person view down the scope.]]&lt;br /&gt;
[[File:The_OrderM84-5Edit.jpg|thumb|none|600px|Reloading the No. 5.]]&lt;br /&gt;
&lt;br /&gt;
==Pedersen/T1E3 rifle==&lt;br /&gt;
The [[Pedersen Rifle]] appears in the game as the 'M82 Selfloader Carbine'. This weapon is anachronistic for about 34 years.&lt;br /&gt;
[[File:Vickers-Armstrong_Pedersen.jpg|thumb|none|450px|Pedersen/T1E3 Rifle - .276 Pedersen]] &lt;br /&gt;
[[File:The_OrderM82-1Edit.jpg|thumb|none|600px|The 'M82 Selfloader Carbine' on the ground.]]&lt;br /&gt;
[[File:The_OrderM82-1.jpg|thumb|none|600px|Sir Galahad with the 'M82 Selfloader Carbine'.]] &lt;br /&gt;
[[File:The_OrderM82-2Edit.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Hand Grenades=&lt;br /&gt;
&lt;br /&gt;
==Stielhandgranate==&lt;br /&gt;
The grenades in the game, both frag and smoke use the same model, are based on the [[Model 24 Stielhandgranate]], with a few cosmetic alterations such as an unusable blade attachment. While the attached ring on the stick resembles the spoon safety from the earlier [[Model 15 Stielhandgranate|Model 15]], the warhead itself looks like the  British No.3 Mk.1 Hales rifle grenade.&lt;br /&gt;
[[Image:M24WithFragSleeve.jpg|thumb|none|350px|Model 24 Stielhandgranate with fragmentation sleeve.]]&lt;br /&gt;
[[File:M15grenade.JPG|thumb|none|350px|Model 15 Stielhandgranate with spoon safety.]]&lt;br /&gt;
[[File:The_OrderFragGrenade.jpg|thumb|none|500px|Concept art of the grenade.]]&lt;br /&gt;
[[File:The_Ordergr_1.jpg|thumb|none|600px|Two stick grenades in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Smoke Grenade==&lt;br /&gt;
The Smoke Grenade is also based on the [[Model 24 Stielhandgranate]] but with a different warhead.&lt;br /&gt;
[[File:The_Ordersmoke_1.jpg|thumb|none|600px|The Smoke grenade thrown by Sir Galahad.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Thermite Gun==&lt;br /&gt;
The Thermite gun is, rather loosely, based on the [[Maxim MG08/15|Maxim LMG 08/15 &amp;quot;Spandau&amp;quot;]] with elements of a [[Lewis Gun]] and a [[Vickers K machine gun]]. It sprays a cloud of thermite that can then be ignited with a flare launcher attached to the underside of the weapon.&lt;br /&gt;
[[Image:Lmg08-15 air.jpg ‎|thumb|none|500px|LMG 08/15 Air-Cooled - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:Lewis gun.JPG|thumb|none|500px|Lewis Gun - .303 British]]&lt;br /&gt;
[[Image:Vickersk.jpg |thumb|none|500px|Vickers K Machine Gun - .303 British]]&lt;br /&gt;
[[File:The_OrderThermite-3.jpg|thumb|none|500px|Concept art of the 'Thermite Gun']]&lt;br /&gt;
[[File:The_OrderThermite-1Edit.jpg|thumb|none|600px|Sir Galahad admiring his new 'Thermite Gun']] &lt;br /&gt;
[[File:The_OrderThermite-2Edit.jpg|thumb|none|600px|Sir Galahad with the 'Thermite Gun'.]]&lt;br /&gt;
[[File:The_OrderThermite-4.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==TS21 Arc Induction Lance==&lt;br /&gt;
The 'TS21 Arc Induction Lance' is a completely fictional weapon that appears to have been built out of spare rifle parts by Nikola Tesla.&lt;br /&gt;
[[File:The_OrderTS21-1.jpg|thumb|none|500px|Concept art of the 'TS21 Arc Induction Lance'.]]&lt;br /&gt;
[[File:The OrderTS21-1_1.jpg|thumb|none|600px|The TS21 in-game.]]&lt;br /&gt;
[[File:The_OrderTS21-2.jpg|thumb|none|600px|Lady Igraine armed with the 'Induction Lance'.]]&lt;br /&gt;
[[File:The OrderTS21-3.jpg|thumb|none|600px|Sir Galahad with the 'Induction Lance'.]]&lt;br /&gt;
[[File:The OrderTS21-4.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==TS-17 Detonator==&lt;br /&gt;
The 'TS-17 Detonator' is also a completely fictional weapon.&lt;br /&gt;
[[File:The OrderTS17-1.jpg|thumb|none|600px|The 'TS-17 Detonator' on a table. Buttstock seems to have been made on the likeness a [[Mauser C96]].]]&lt;br /&gt;
[[File:The OrderTS17-2.jpg|thumb|none|600px|Sir Galahad with the 'TS-17 Detonator'.]]&lt;br /&gt;
[[File:The OrderTS17-3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==TS-29 Cannon==&lt;br /&gt;
The 'TS-29 Cannon' is based on the [[M18 Recoilless Rifle]].&lt;br /&gt;
[[Image:M18 Recoilless.jpg|thumb|none|500px|M18 Recoilless Rifle - 57mm]]&lt;br /&gt;
[[File:The OrderTS29_1.jpg|thumb|none|600px|Sir Galahad with the 'TS-29 Cannon'.]]&lt;br /&gt;
[[File:The OrderTS29_2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Repeating Arbalest==&lt;br /&gt;
The Crossbow in-game is called the 'Repeating Arabalest' and is always scoped, rather than have the bolt loaded one at a time it takes a drum attachment that holds 5 bolt at a time in a similar fashion to the one seen in [[Van Helsing]].&lt;br /&gt;
[[File:The_OrderCrossbow-1.jpg|thumb|none|500px|Concept art of the 'Repeating Arabalest']]&lt;br /&gt;
[[File:The Ordercross_1.jpg|thumb|none|600px|The crossbow on a table. Note how it resembles modern Twinbow crossbows.]]&lt;br /&gt;
[[File:The Ordercross_2.jpg|thumb|none|600px|Sir Galahad admiring the 'Repeating Arabalest'.]]&lt;br /&gt;
[[File:The Ordercross_3.jpg|thumb|none|600px|Preparing.]]&lt;br /&gt;
[[File:The Ordercross_4.jpg|thumb|none|600px|Sir Galahad with the crossbow.]]&lt;br /&gt;
[[File:The Ordercross_5.jpg|thumb|none|600px|View through the scope.]]&lt;br /&gt;
[[File:The Ordercross_6.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Tesla Gun==&lt;br /&gt;
During the last fight, Nikola Tesla is seen with a fictional weapon. Sir Galahad takes the gun but is disarmed by Alastair.&lt;br /&gt;
[[File:The Order_tesla.jpg|thumb|none|600px|Sir Galahad with the Tesla Gun.]]&lt;br /&gt;
&lt;br /&gt;
{{DEFAULTSORT:Order: 1886, The}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Science Fiction]]&lt;br /&gt;
[[Category:Fantasy]]&lt;/div&gt;</summary>
		<author><name>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Order:_1886&amp;diff=1634845</id>
		<title>The Order: 1886</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Order:_1886&amp;diff=1634845"/>
		<updated>2023-12-11T14:18:03Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: /* Mauser C96 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = The Order: 1886&lt;br /&gt;
|picture = TheOrderBoxart.jpg&lt;br /&gt;
|caption =  ''Offical Boxart''&lt;br /&gt;
|date= 2015&lt;br /&gt;
|developer=Ready at Dawn&lt;br /&gt;
|platforms=Playstation 4&lt;br /&gt;
|publisher=Sony Computer Entertainment&lt;br /&gt;
|genre=Third-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''The Order: 1886''''' is a video game set in an alternate history London that follows the exploits of a group of legendary protectors of the British realm named 'The Order'. Members of 'The Order' are disciples of the Knights of the Round Table and Arthur himself and are tasked with protecting the people of England from a multitude of threats including 'Half-Breeds' which is the name they use to describe werewolves and vampires.&lt;br /&gt;
&lt;br /&gt;
Nearly all of the weapons featured are highly anachronistic, as the game is set before public knowledge of stable smokeless powder, but they are generally given a steampunk makeover to make them look appropriate in the alternate history setting.&lt;br /&gt;
&lt;br /&gt;
{{Game Title|The Order: 1886}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Spoilers}}&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Webley Mk II==&lt;br /&gt;
The first weapon you will find in the game is a [[Webley_Revolvers#Webley_.455_Mk_II|Webley .455 Mk II]] revolver, which is called the &amp;quot;Mk 1 Service Revolver&amp;quot; in-game. This weapon is anachronistic by 8 years.&lt;br /&gt;
[[File:Weble Mk II.jpg|thumb|none|300px|Webley Mk II - .455 Webley]] &lt;br /&gt;
[[File:The_OrderMk1-1Edit.jpg|thumb|none|600px|The 'Mk 1 Service Revolver' on the ground. Note the rounded grip, the Mk I has a &amp;quot;bird head&amp;quot; shaped grip]] &lt;br /&gt;
[[File:The_OrderMk1-2Edit.jpg|thumb|none|600px|Much to his chagrin Sir Galahad finds that someone has forgotten to load the Service Revolver.]] &lt;br /&gt;
[[File:The OrderMk1-3Edit.jpg|thumb|none|600px|Sir Galahad with the Revolver.]]&lt;br /&gt;
[[File:The OrderMk1-4.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Borchardt C-93==&lt;br /&gt;
The [[Borchardt C-93]] is seen as the standard issue for Knights of 'The Order', and is called the 'C-78 Autoloading Pistol'. This weapon is anachronistic by approximately 7 Years.&lt;br /&gt;
[[Image:borchardtc93.jpg|thumb|300px|none|Borchardt C-93 - 7.65 Borchardt]] &lt;br /&gt;
[[File:The_OrderC78-1.jpg|thumb|none|600px|The 'C-78 Autoloading Pistol' on the ground.]]&lt;br /&gt;
[[File:The_OrderC78-1Edit.jpg|thumb|none|600px|Sir Galahad  with his 'C-78 Autoloading Pistol'.]]&lt;br /&gt;
[[File:The_OrderC78-2Edit.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Dragoon==&lt;br /&gt;
The [[Colt Dragoon]] appears in the later half of the game as the 'M4 Dragoon Revolver' and is the strongest handgun in the game, killing most enemies with a single round. The weapon is a fictional top-break (like the [[Webley|Webley revolver]]) version of the Colt Dragoon 3rd model; as stated in the game, &amp;quot;this revolver was built as an upgrade to the older M3 Dragoons&amp;quot;, which implies that the 'M4 Dragoon Revolver' is a further development of the Colt Dragoon 3rd model in the game universe. It is worth noting that although it is technically cartridge converted, the revolver in the game is still modeled on the basis of the original percussion model with a cylinder with cap slots (which would actually make it incompatible with metal cartridges), and with a loading lever. Any cylinder latch is also missing.&lt;br /&gt;
[[Image:Dragoon 3rd model.jpg‎|thumb|none|300px|Colt Dragoon 3rd model - .44 cal]]&lt;br /&gt;
[[File:The Order DragoonRevolver.jpg|400px|thumb|none|The 'M4 Dragoon Revolver' as it appears in the game.]]&lt;br /&gt;
[[File:The_OrderDragoon.jpg|thumb|none|600px|The Revolver on the ground.]]&lt;br /&gt;
[[File:The_OrderDragoon1.jpg|thumb|none|600px|Sebastians revolver lies on the table.]]&lt;br /&gt;
[[File:The_OrderDragoon-1.jpg|thumb|none|600px|Marquis de Lafayette aims his Dragoon.]]&lt;br /&gt;
[[File:The_OrderDragoon-1Edit.jpg|thumb|none|600px|Sir Galahad with the Dragoon.]]&lt;br /&gt;
[[File:The_OrderDragoon-2Edit.jpg|thumb|none|600px|Reloading, without thinking how it should work.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96==&lt;br /&gt;
A [[Mauser C96]] with an M712-style detachable magazine appears in-game as the 'C-81 Maschinepistole'. It is modeled with the hammer of the early C96 prototype as well as an artistic interpretation of its stepped barrel, and is select-fire despite not having a fire selector. It is anachronistic by about 10 years, though detachable magazine versions appeared even later.&lt;br /&gt;
[[Image:Whats up doc.jpg|thumb|none|300px|Early Mauser C96 prototype - 7.63x25mm Mauser]]&lt;br /&gt;
[[Image:MauserM712Schnellfeuer.jpg|thumb|none|300px|Mauser M712 Schnellfeuer - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:The OrderC81-1.jpg|thumb|none|500px|Concept art of the 'C-81'. Note that this has a fire selector similar to that of an Astra 903 machine pistol, and no magazine release.]]&lt;br /&gt;
[[File:The_Order_c93_1.jpg|thumb|none|600px|The 'C-81' on the ground. Now it has a magazine release but no fire selector.]]&lt;br /&gt;
[[File:The_Order_c93_2.jpg|thumb|none|600px|Sir Galahad with the Mauser.]]&lt;br /&gt;
[[File:The_Order_c93_3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Duelist Revolver&amp;quot;==&lt;br /&gt;
The 'Duelist Revolver' is a fictional double-barreled revolver with a 10-round cylinder, seemingly based on a Lancaster-made [[Howdah Pistol]]. Conceptually, it appears to be inspired by actual double-barreled revolvers such as the Lefaucheux double-barreled revolver or the Henrion, Dassy, and Heuschen revolver. In-game, it fires two shots sequentially in a short burst per trigger pull, rather than two at once as one might reasonably expect, or one shot per trigger pull like the real double-barreled revolvers.&lt;br /&gt;
[[File:Admiral-s-lancaster-2762-full.jpg|thumb|none|300px|Lancaster Howdah Pistol - .476 CF]]&lt;br /&gt;
[[File:The Order DuelistRevolver.jpg|400px|thumb|none|The &amp;quot;Duelist Revolver&amp;quot; as it appears in-game...]]&lt;br /&gt;
[[File:The_OrderDuelist-1.jpg|thumb|none|600px|...and as it appears lying in the dirt. Note the very short trigger travel, which is highly implausible for a double action mechanism.]]&lt;br /&gt;
[[File:The_OrderDuelist-1Edit.jpg|thumb|none|600px|Sir Galahad eyeing the mutated revolver with suspicion.]]&lt;br /&gt;
[[File:The_OrderDuelist-2.jpg|thumb|none|600px|Reloading the revolver is accomplished with the help of a rather large speedloader. Note the extremely thin trigger group.]]&lt;br /&gt;
&lt;br /&gt;
==British 1756 Light Dragoon Pistol==&lt;br /&gt;
A [[Flintlock Pistol |British 1756 Light Dragoon Pistol]] is seen in Lord Hastings Showcase.&lt;br /&gt;
[[Image:LightdragoonPistol.jpg |thumb|none|400px|British 1756 Light Dragoon Pistol - .68 caliber.]]&lt;br /&gt;
[[File:The_OrderD_Flint.jpg|thumb|none|600px|The Pistol in the showcase.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Bergmann MP35/I (hybrid)==&lt;br /&gt;
The &amp;quot;M85 Automatisch&amp;quot; appears to be based on the [[Bergmann MP35/I]] (a design that wouldn't come around for another 49 years), albeit with a [[Bergmann MP18]]'s charging handle, and a vertical magazine well that takes drum magazines seemingly based on those used in the German-issued Fl.-S.-K. 15 variant of the [[Mondragón Rifle|Mondragón Modelo 1908]].&lt;br /&gt;
[[File:MP35a.jpg|thumb|none|450px|Bergmann MP35/I - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Mp18 right.jpg|thumb|none|450px|Bergmann MP18 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:mondragon with drum mag.jpg|thumb|none|450px|Mondragón Fl.-S.-K. 15 with 30-round drum magazine - 7x57mm Mauser]]&lt;br /&gt;
[[File:The Order M85 concept.jpg|thumb|none|500px|Concept art of the &amp;quot;M85 Automatisch&amp;quot;. Note the slightly stretched-out receiver and comparably-compressed drum; exactly what sort of cartridge this thing is supposed to be chambered for is anybody's guess.]]&lt;br /&gt;
[[File:The_OrderM85-2Edit.jpg|thumb|none|600px|The M85 on the ground.]] &lt;br /&gt;
[[File:The OrderM85-1Edit.jpg|thumb|none|600px|Sir Galahad prepares to fight some half-breeds with his half-breed automatic. Note that, unlike either of the submachine guns it draws influence from, the M85 Automatisch fires from a closed bolt.]] &lt;br /&gt;
[[File:The OrderM85-3Edit.jpg|thumb|none|600px|Smacking in a new drum; here, the bolt is locked back.]]&lt;br /&gt;
[[File:The OrderM85-4.jpg|thumb|none|600px|Alastair D'Argyll with an M85, giving a good view of the distinctive not-quite-round offset drum.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Chiappa Triple Threat==&lt;br /&gt;
The 'Three Crown' Coach Gun in-game appears to be based on the [[Chiappa Triple Threat]] shotgun, the in-game version fires all 3 barrels at once. It is anachronistic by over 100 years.&lt;br /&gt;
[[File:ChiappaTripleThreat.jpg|thumb|none|500px|Chiappa Triple Threat - 12 gauge]]&lt;br /&gt;
[[File:The OrderThreeCrown-1.jpg|thumb|none|500px|Concept art of the 'Three Crown' Coach Gun]]&lt;br /&gt;
[[File:The_Order_shot1.jpg|thumb|none|600px|The 'Three Crown' on the ground. Note the double trigger, perhaps an explanation for how it fires three rounds with one trigger pull, it could trigger all three strikers to drop, bypassing any ratcheting mechanism is built into the weapon.]]&lt;br /&gt;
[[File:The_Order_shot2.jpg|thumb|none|600px|Sir Galahad with the shotgun.]]&lt;br /&gt;
[[File:The_Order_shot3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
The [[Browning Auto-5]] appears as 'RA-5 Repeating Shotgun'. It is anachronistic by about 19 years.&lt;br /&gt;
[[File:BrowAut5.jpg|400px|thumb|none|Browning Auto-5 (pre-WW2) in Sporting/Field configuration - 12 gauge]]&lt;br /&gt;
[[File:RA5Shotgun.jpg|500px|thumb|none|The RA-5 as it appears in the game.]]&lt;br /&gt;
[[File:RA5_1.jpg|600px|thumb|none|The RA-5 on the gound. The in-game model is actually quite accurate to the real firearm, although the earliest Brownings were most commonly straight stocks without a pistol grip, not this semi-pistol grip style.]]&lt;br /&gt;
[[File:RA5_2.jpg|600px|thumb|none|Sir Galahad with the RA-5.]]&lt;br /&gt;
[[File:RA5_3.jpg|600px|thumb|none|Reloading. Possibly for gameplay reasons, the animations are entirely incorrect for this firearm, as the bolt does not lock back on the last shot and it locks back during the animation, and Sir Galahad shoves rounds through the open ejection port/the side of the receiver to reload instead of the proper procedure for an early Auto-5 - namely dropping a round through the locked open ejection port into the chamber or on the lifter, closing the bolt, then flipping the shotgun over and holding down the bolt release button as you load four rounds into the magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Essex M2 Falchion&amp;quot;==&lt;br /&gt;
The 'Essex M2 Falchion' is the standard-issue automatic rifle for Knights of 'The Order' and appears to be based on the [[Molot Vepr]] with a compressed air &amp;quot;Launcher&amp;quot; attached to the bottom. The magazine seems to be from a [[Browning Automatic Rifle]] and the rear sights from a [[Mauser Gewehr 1898]].&lt;br /&gt;
[[Image:SOK-94.jpg|thumb|none|450px|SOK-94 Vepr (&amp;quot;Boar&amp;quot;) - 7.62x39mm]]&lt;br /&gt;
[[Image:BARearlymodel.jpg|thumb|none|450px|M1918 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[Image:Mauser g98.jpg|thumb|none|450px|Mauser Gewehr 1898 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:The OrderM2Falchion-2.jpg|thumb|none|500px|Concept art of the 'Essex M2 Falchion']]&lt;br /&gt;
[[File:The OrderM2Falchion-1Edit.jpg|thumb|none|600px|The 'Essex M2 Falchion'. Note the double trigger.]] &lt;br /&gt;
[[File:The OrderM2Falchion-1.jpg|thumb|none|600px|Sir Galahad with the 'Essex M2 Falchion'.]] &lt;br /&gt;
[[File:The OrderM2Falchion-3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No. 5 Jungle Carbine==&lt;br /&gt;
The 'M84 Marksman Carbine' is a [[Jungle Carbine|Lee-Enfield No. 5 Jungle Carbine]]. It serves as the game's sniper rifle. It appears with both suppressed and unsuppressed versions.&lt;br /&gt;
[[Image:No5JungleCarbine.jpg|thumb|none|450px|Lee-Enfield No. 5 Jungle Carbine - .303 British]]&lt;br /&gt;
[[File:The_OrderM84-1.jpg|thumb|none|500px|Concept art (partially a photograph) of the 'M84' with a suppressor attached.]] &lt;br /&gt;
[[File:The_OrderM84-2Edit.jpg|thumb|none|600px|The 'M84' lying on a table.]] &lt;br /&gt;
[[File:The_OrderM84-3Edit.jpg|thumb|none|600px|Sir Galahad admiring the 'M84']] &lt;br /&gt;
[[File:The_OrderM84-4Edit.jpg|thumb|none|600px|Sir Galahad admiring the 'M84']] &lt;br /&gt;
[[File:The_OrderM84-4_1.jpg|thumb|none|600px|Taking aim with the 'M84']] &lt;br /&gt;
[[File:The_OrderM84-5_0.jpg|thumb|none|600px|First-person view down the scope.]]&lt;br /&gt;
[[File:The_OrderM84-5Edit.jpg|thumb|none|600px|Reloading the No. 5.]]&lt;br /&gt;
&lt;br /&gt;
==Pedersen/T1E3 rifle==&lt;br /&gt;
The [[Pedersen Rifle]] appears in the game as the 'M82 Selfloader Carbine'. This weapon is anachronistic for about 34 years.&lt;br /&gt;
[[File:Vickers-Armstrong_Pedersen.jpg|thumb|none|450px|Pedersen/T1E3 Rifle - .276 Pedersen]] &lt;br /&gt;
[[File:The_OrderM82-1Edit.jpg|thumb|none|600px|The 'M82 Selfloader Carbine' on the ground.]]&lt;br /&gt;
[[File:The_OrderM82-1.jpg|thumb|none|600px|Sir Galahad with the 'M82 Selfloader Carbine'.]] &lt;br /&gt;
[[File:The_OrderM82-2Edit.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Hand Grenades=&lt;br /&gt;
&lt;br /&gt;
==Stielhandgranate==&lt;br /&gt;
The grenades in the game, both frag and smoke use the same model, are based on the [[Model 24 Stielhandgranate]], with a few cosmetic alterations such as an unusable blade attachment. While the attached ring on the stick resembles the spoon safety from the earlier [[Model 15 Stielhandgranate|Model 15]], the warhead itself looks like the  British No.3 Mk.1 Hales rifle grenade.&lt;br /&gt;
[[Image:M24WithFragSleeve.jpg|thumb|none|350px|Model 24 Stielhandgranate with fragmentation sleeve.]]&lt;br /&gt;
[[File:M15grenade.JPG|thumb|none|350px|Model 15 Stielhandgranate with spoon safety.]]&lt;br /&gt;
[[File:The_OrderFragGrenade.jpg|thumb|none|500px|Concept art of the grenade.]]&lt;br /&gt;
[[File:The_Ordergr_1.jpg|thumb|none|600px|Two stick grenades in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Smoke Grenade==&lt;br /&gt;
The Smoke Grenade is also based on the [[Model 24 Stielhandgranate]] but with a different warhead.&lt;br /&gt;
[[File:The_Ordersmoke_1.jpg|thumb|none|600px|The Smoke grenade thrown by Sir Galahad.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Thermite Gun==&lt;br /&gt;
The Thermite gun is, rather loosely, based on the [[Maxim MG08/15|Maxim LMG 08/15 &amp;quot;Spandau&amp;quot;]] with elements of a [[Lewis Gun]] and a [[Vickers K machine gun]]. It sprays a cloud of thermite that can then be ignited with a flare launcher attached to the underside of the weapon.&lt;br /&gt;
[[Image:Lmg08-15 air.jpg ‎|thumb|none|500px|LMG 08/15 Air-Cooled - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:Lewis gun.JPG|thumb|none|500px|Lewis Gun - .303 British]]&lt;br /&gt;
[[Image:Vickersk.jpg |thumb|none|500px|Vickers K Machine Gun - .303 British]]&lt;br /&gt;
[[File:The_OrderThermite-3.jpg|thumb|none|500px|Concept art of the 'Thermite Gun']]&lt;br /&gt;
[[File:The_OrderThermite-1Edit.jpg|thumb|none|600px|Sir Galahad admiring his new 'Thermite Gun']] &lt;br /&gt;
[[File:The_OrderThermite-2Edit.jpg|thumb|none|600px|Sir Galahad with the 'Thermite Gun'.]]&lt;br /&gt;
[[File:The_OrderThermite-4.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==TS21 Arc Induction Lance==&lt;br /&gt;
The 'TS21 Arc Induction Lance' is a completely fictional weapon that appears to have been built out of spare rifle parts by Nikola Tesla.&lt;br /&gt;
[[File:The_OrderTS21-1.jpg|thumb|none|500px|Concept art of the 'TS21 Arc Induction Lance'.]]&lt;br /&gt;
[[File:The OrderTS21-1_1.jpg|thumb|none|600px|The TS21 in-game.]]&lt;br /&gt;
[[File:The_OrderTS21-2.jpg|thumb|none|600px|Lady Igraine armed with the 'Induction Lance'.]]&lt;br /&gt;
[[File:The OrderTS21-3.jpg|thumb|none|600px|Sir Galahad with the 'Induction Lance'.]]&lt;br /&gt;
[[File:The OrderTS21-4.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==TS-17 Detonator==&lt;br /&gt;
The 'TS-17 Detonator' is also a completely fictional weapon.&lt;br /&gt;
[[File:The OrderTS17-1.jpg|thumb|none|600px|The 'TS-17 Detonator' on a table. Buttstock seems to have been made on the likeness a [[Mauser C96]].]]&lt;br /&gt;
[[File:The OrderTS17-2.jpg|thumb|none|600px|Sir Galahad with the 'TS-17 Detonator'.]]&lt;br /&gt;
[[File:The OrderTS17-3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==TS-29 Cannon==&lt;br /&gt;
The 'TS-29 Cannon' is based on the [[M18 Recoilless Rifle]].&lt;br /&gt;
[[Image:M18 Recoilless.jpg|thumb|none|500px|M18 Recoilless Rifle - 57mm]]&lt;br /&gt;
[[File:The OrderTS29_1.jpg|thumb|none|600px|Sir Galahad with the 'TS-29 Cannon'.]]&lt;br /&gt;
[[File:The OrderTS29_2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Repeating Arbalest==&lt;br /&gt;
The Crossbow in-game is called the 'Repeating Arabalest' and is always scoped, rather than have the bolt loaded one at a time it takes a drum attachment that holds 5 bolt at a time in a similar fashion to the one seen in [[Van Helsing]].&lt;br /&gt;
[[File:The_OrderCrossbow-1.jpg|thumb|none|500px|Concept art of the 'Repeating Arabalest']]&lt;br /&gt;
[[File:The Ordercross_1.jpg|thumb|none|600px|The crossbow on a table. Note how it resembles modern Twinbow crossbows.]]&lt;br /&gt;
[[File:The Ordercross_2.jpg|thumb|none|600px|Sir Galahad admiring the 'Repeating Arabalest'.]]&lt;br /&gt;
[[File:The Ordercross_3.jpg|thumb|none|600px|Preparing.]]&lt;br /&gt;
[[File:The Ordercross_4.jpg|thumb|none|600px|Sir Galahad with the crossbow.]]&lt;br /&gt;
[[File:The Ordercross_5.jpg|thumb|none|600px|View through the scope.]]&lt;br /&gt;
[[File:The Ordercross_6.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Tesla Gun==&lt;br /&gt;
During the last fight, Nikola Tesla is seen with a fictional weapon. Sir Galahad takes the gun but is disarmed by Alastair.&lt;br /&gt;
[[File:The Order_tesla.jpg|thumb|none|600px|Sir Galahad with the Tesla Gun.]]&lt;br /&gt;
&lt;br /&gt;
{{DEFAULTSORT:Order: 1886, The}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Science Fiction]]&lt;br /&gt;
[[Category:Fantasy]]&lt;/div&gt;</summary>
		<author><name>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Order:_1886&amp;diff=1634844</id>
		<title>The Order: 1886</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Order:_1886&amp;diff=1634844"/>
		<updated>2023-12-11T14:17:26Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: /* &amp;quot;Duelist Revolver&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = The Order: 1886&lt;br /&gt;
|picture = TheOrderBoxart.jpg&lt;br /&gt;
|caption =  ''Offical Boxart''&lt;br /&gt;
|date= 2015&lt;br /&gt;
|developer=Ready at Dawn&lt;br /&gt;
|platforms=Playstation 4&lt;br /&gt;
|publisher=Sony Computer Entertainment&lt;br /&gt;
|genre=Third-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''The Order: 1886''''' is a video game set in an alternate history London that follows the exploits of a group of legendary protectors of the British realm named 'The Order'. Members of 'The Order' are disciples of the Knights of the Round Table and Arthur himself and are tasked with protecting the people of England from a multitude of threats including 'Half-Breeds' which is the name they use to describe werewolves and vampires.&lt;br /&gt;
&lt;br /&gt;
Nearly all of the weapons featured are highly anachronistic, as the game is set before public knowledge of stable smokeless powder, but they are generally given a steampunk makeover to make them look appropriate in the alternate history setting.&lt;br /&gt;
&lt;br /&gt;
{{Game Title|The Order: 1886}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Spoilers}}&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Webley Mk II==&lt;br /&gt;
The first weapon you will find in the game is a [[Webley_Revolvers#Webley_.455_Mk_II|Webley .455 Mk II]] revolver, which is called the &amp;quot;Mk 1 Service Revolver&amp;quot; in-game. This weapon is anachronistic by 8 years.&lt;br /&gt;
[[File:Weble Mk II.jpg|thumb|none|300px|Webley Mk II - .455 Webley]] &lt;br /&gt;
[[File:The_OrderMk1-1Edit.jpg|thumb|none|600px|The 'Mk 1 Service Revolver' on the ground. Note the rounded grip, the Mk I has a &amp;quot;bird head&amp;quot; shaped grip]] &lt;br /&gt;
[[File:The_OrderMk1-2Edit.jpg|thumb|none|600px|Much to his chagrin Sir Galahad finds that someone has forgotten to load the Service Revolver.]] &lt;br /&gt;
[[File:The OrderMk1-3Edit.jpg|thumb|none|600px|Sir Galahad with the Revolver.]]&lt;br /&gt;
[[File:The OrderMk1-4.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Borchardt C-93==&lt;br /&gt;
The [[Borchardt C-93]] is seen as the standard issue for Knights of 'The Order', and is called the 'C-78 Autoloading Pistol'. This weapon is anachronistic by approximately 7 Years.&lt;br /&gt;
[[Image:borchardtc93.jpg|thumb|300px|none|Borchardt C-93 - 7.65 Borchardt]] &lt;br /&gt;
[[File:The_OrderC78-1.jpg|thumb|none|600px|The 'C-78 Autoloading Pistol' on the ground.]]&lt;br /&gt;
[[File:The_OrderC78-1Edit.jpg|thumb|none|600px|Sir Galahad  with his 'C-78 Autoloading Pistol'.]]&lt;br /&gt;
[[File:The_OrderC78-2Edit.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Dragoon==&lt;br /&gt;
The [[Colt Dragoon]] appears in the later half of the game as the 'M4 Dragoon Revolver' and is the strongest handgun in the game, killing most enemies with a single round. The weapon is a fictional top-break (like the [[Webley|Webley revolver]]) version of the Colt Dragoon 3rd model; as stated in the game, &amp;quot;this revolver was built as an upgrade to the older M3 Dragoons&amp;quot;, which implies that the 'M4 Dragoon Revolver' is a further development of the Colt Dragoon 3rd model in the game universe. It is worth noting that although it is technically cartridge converted, the revolver in the game is still modeled on the basis of the original percussion model with a cylinder with cap slots (which would actually make it incompatible with metal cartridges), and with a loading lever. Any cylinder latch is also missing.&lt;br /&gt;
[[Image:Dragoon 3rd model.jpg‎|thumb|none|300px|Colt Dragoon 3rd model - .44 cal]]&lt;br /&gt;
[[File:The Order DragoonRevolver.jpg|400px|thumb|none|The 'M4 Dragoon Revolver' as it appears in the game.]]&lt;br /&gt;
[[File:The_OrderDragoon.jpg|thumb|none|600px|The Revolver on the ground.]]&lt;br /&gt;
[[File:The_OrderDragoon1.jpg|thumb|none|600px|Sebastians revolver lies on the table.]]&lt;br /&gt;
[[File:The_OrderDragoon-1.jpg|thumb|none|600px|Marquis de Lafayette aims his Dragoon.]]&lt;br /&gt;
[[File:The_OrderDragoon-1Edit.jpg|thumb|none|600px|Sir Galahad with the Dragoon.]]&lt;br /&gt;
[[File:The_OrderDragoon-2Edit.jpg|thumb|none|600px|Reloading, without thinking how it should work.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96==&lt;br /&gt;
A [[Mauser C96]] with an M712-style detachable magazine appears in-game as the 'C-81 Maschinepistole'. It is modeled with the hammer of the early C96 prototype and is select-fire despite not having a fire selector. It is anachronistic by about 10 years, though detachable magazine versions appeared even later.&lt;br /&gt;
[[Image:Whats up doc.jpg|thumb|none|300px|Early Mauser C96 prototype - 7.63x25mm Mauser]]&lt;br /&gt;
[[Image:MauserM712Schnellfeuer.jpg|thumb|none|300px|Mauser M712 Schnellfeuer - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:The OrderC81-1.jpg|thumb|none|500px|Concept art of the 'C-81'. Note that this has a fire selector similar to that of an Astra 903 machine pistol, and no magazine release.]]&lt;br /&gt;
[[File:The_Order_c93_1.jpg|thumb|none|600px|The 'C-81' on the ground. Now it has a magazine release but no fire selector.]]&lt;br /&gt;
[[File:The_Order_c93_2.jpg|thumb|none|600px|Sir Galahad with the Mauser.]]&lt;br /&gt;
[[File:The_Order_c93_3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Duelist Revolver&amp;quot;==&lt;br /&gt;
The 'Duelist Revolver' is a fictional double-barreled revolver with a 10-round cylinder, seemingly based on a Lancaster-made [[Howdah Pistol]]. Conceptually, it appears to be inspired by actual double-barreled revolvers such as the Lefaucheux double-barreled revolver or the Henrion, Dassy, and Heuschen revolver. In-game, it fires two shots sequentially in a short burst per trigger pull, rather than two at once as one might reasonably expect, or one shot per trigger pull like the real double-barreled revolvers.&lt;br /&gt;
[[File:Admiral-s-lancaster-2762-full.jpg|thumb|none|300px|Lancaster Howdah Pistol - .476 CF]]&lt;br /&gt;
[[File:The Order DuelistRevolver.jpg|400px|thumb|none|The &amp;quot;Duelist Revolver&amp;quot; as it appears in-game...]]&lt;br /&gt;
[[File:The_OrderDuelist-1.jpg|thumb|none|600px|...and as it appears lying in the dirt. Note the very short trigger travel, which is highly implausible for a double action mechanism.]]&lt;br /&gt;
[[File:The_OrderDuelist-1Edit.jpg|thumb|none|600px|Sir Galahad eyeing the mutated revolver with suspicion.]]&lt;br /&gt;
[[File:The_OrderDuelist-2.jpg|thumb|none|600px|Reloading the revolver is accomplished with the help of a rather large speedloader. Note the extremely thin trigger group.]]&lt;br /&gt;
&lt;br /&gt;
==British 1756 Light Dragoon Pistol==&lt;br /&gt;
A [[Flintlock Pistol |British 1756 Light Dragoon Pistol]] is seen in Lord Hastings Showcase.&lt;br /&gt;
[[Image:LightdragoonPistol.jpg |thumb|none|400px|British 1756 Light Dragoon Pistol - .68 caliber.]]&lt;br /&gt;
[[File:The_OrderD_Flint.jpg|thumb|none|600px|The Pistol in the showcase.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Bergmann MP35/I (hybrid)==&lt;br /&gt;
The &amp;quot;M85 Automatisch&amp;quot; appears to be based on the [[Bergmann MP35/I]] (a design that wouldn't come around for another 49 years), albeit with a [[Bergmann MP18]]'s charging handle, and a vertical magazine well that takes drum magazines seemingly based on those used in the German-issued Fl.-S.-K. 15 variant of the [[Mondragón Rifle|Mondragón Modelo 1908]].&lt;br /&gt;
[[File:MP35a.jpg|thumb|none|450px|Bergmann MP35/I - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Mp18 right.jpg|thumb|none|450px|Bergmann MP18 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:mondragon with drum mag.jpg|thumb|none|450px|Mondragón Fl.-S.-K. 15 with 30-round drum magazine - 7x57mm Mauser]]&lt;br /&gt;
[[File:The Order M85 concept.jpg|thumb|none|500px|Concept art of the &amp;quot;M85 Automatisch&amp;quot;. Note the slightly stretched-out receiver and comparably-compressed drum; exactly what sort of cartridge this thing is supposed to be chambered for is anybody's guess.]]&lt;br /&gt;
[[File:The_OrderM85-2Edit.jpg|thumb|none|600px|The M85 on the ground.]] &lt;br /&gt;
[[File:The OrderM85-1Edit.jpg|thumb|none|600px|Sir Galahad prepares to fight some half-breeds with his half-breed automatic. Note that, unlike either of the submachine guns it draws influence from, the M85 Automatisch fires from a closed bolt.]] &lt;br /&gt;
[[File:The OrderM85-3Edit.jpg|thumb|none|600px|Smacking in a new drum; here, the bolt is locked back.]]&lt;br /&gt;
[[File:The OrderM85-4.jpg|thumb|none|600px|Alastair D'Argyll with an M85, giving a good view of the distinctive not-quite-round offset drum.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Chiappa Triple Threat==&lt;br /&gt;
The 'Three Crown' Coach Gun in-game appears to be based on the [[Chiappa Triple Threat]] shotgun, the in-game version fires all 3 barrels at once. It is anachronistic by over 100 years.&lt;br /&gt;
[[File:ChiappaTripleThreat.jpg|thumb|none|500px|Chiappa Triple Threat - 12 gauge]]&lt;br /&gt;
[[File:The OrderThreeCrown-1.jpg|thumb|none|500px|Concept art of the 'Three Crown' Coach Gun]]&lt;br /&gt;
[[File:The_Order_shot1.jpg|thumb|none|600px|The 'Three Crown' on the ground. Note the double trigger, perhaps an explanation for how it fires three rounds with one trigger pull, it could trigger all three strikers to drop, bypassing any ratcheting mechanism is built into the weapon.]]&lt;br /&gt;
[[File:The_Order_shot2.jpg|thumb|none|600px|Sir Galahad with the shotgun.]]&lt;br /&gt;
[[File:The_Order_shot3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
The [[Browning Auto-5]] appears as 'RA-5 Repeating Shotgun'. It is anachronistic by about 19 years.&lt;br /&gt;
[[File:BrowAut5.jpg|400px|thumb|none|Browning Auto-5 (pre-WW2) in Sporting/Field configuration - 12 gauge]]&lt;br /&gt;
[[File:RA5Shotgun.jpg|500px|thumb|none|The RA-5 as it appears in the game.]]&lt;br /&gt;
[[File:RA5_1.jpg|600px|thumb|none|The RA-5 on the gound. The in-game model is actually quite accurate to the real firearm, although the earliest Brownings were most commonly straight stocks without a pistol grip, not this semi-pistol grip style.]]&lt;br /&gt;
[[File:RA5_2.jpg|600px|thumb|none|Sir Galahad with the RA-5.]]&lt;br /&gt;
[[File:RA5_3.jpg|600px|thumb|none|Reloading. Possibly for gameplay reasons, the animations are entirely incorrect for this firearm, as the bolt does not lock back on the last shot and it locks back during the animation, and Sir Galahad shoves rounds through the open ejection port/the side of the receiver to reload instead of the proper procedure for an early Auto-5 - namely dropping a round through the locked open ejection port into the chamber or on the lifter, closing the bolt, then flipping the shotgun over and holding down the bolt release button as you load four rounds into the magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Essex M2 Falchion&amp;quot;==&lt;br /&gt;
The 'Essex M2 Falchion' is the standard-issue automatic rifle for Knights of 'The Order' and appears to be based on the [[Molot Vepr]] with a compressed air &amp;quot;Launcher&amp;quot; attached to the bottom. The magazine seems to be from a [[Browning Automatic Rifle]] and the rear sights from a [[Mauser Gewehr 1898]].&lt;br /&gt;
[[Image:SOK-94.jpg|thumb|none|450px|SOK-94 Vepr (&amp;quot;Boar&amp;quot;) - 7.62x39mm]]&lt;br /&gt;
[[Image:BARearlymodel.jpg|thumb|none|450px|M1918 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[Image:Mauser g98.jpg|thumb|none|450px|Mauser Gewehr 1898 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:The OrderM2Falchion-2.jpg|thumb|none|500px|Concept art of the 'Essex M2 Falchion']]&lt;br /&gt;
[[File:The OrderM2Falchion-1Edit.jpg|thumb|none|600px|The 'Essex M2 Falchion'. Note the double trigger.]] &lt;br /&gt;
[[File:The OrderM2Falchion-1.jpg|thumb|none|600px|Sir Galahad with the 'Essex M2 Falchion'.]] &lt;br /&gt;
[[File:The OrderM2Falchion-3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No. 5 Jungle Carbine==&lt;br /&gt;
The 'M84 Marksman Carbine' is a [[Jungle Carbine|Lee-Enfield No. 5 Jungle Carbine]]. It serves as the game's sniper rifle. It appears with both suppressed and unsuppressed versions.&lt;br /&gt;
[[Image:No5JungleCarbine.jpg|thumb|none|450px|Lee-Enfield No. 5 Jungle Carbine - .303 British]]&lt;br /&gt;
[[File:The_OrderM84-1.jpg|thumb|none|500px|Concept art (partially a photograph) of the 'M84' with a suppressor attached.]] &lt;br /&gt;
[[File:The_OrderM84-2Edit.jpg|thumb|none|600px|The 'M84' lying on a table.]] &lt;br /&gt;
[[File:The_OrderM84-3Edit.jpg|thumb|none|600px|Sir Galahad admiring the 'M84']] &lt;br /&gt;
[[File:The_OrderM84-4Edit.jpg|thumb|none|600px|Sir Galahad admiring the 'M84']] &lt;br /&gt;
[[File:The_OrderM84-4_1.jpg|thumb|none|600px|Taking aim with the 'M84']] &lt;br /&gt;
[[File:The_OrderM84-5_0.jpg|thumb|none|600px|First-person view down the scope.]]&lt;br /&gt;
[[File:The_OrderM84-5Edit.jpg|thumb|none|600px|Reloading the No. 5.]]&lt;br /&gt;
&lt;br /&gt;
==Pedersen/T1E3 rifle==&lt;br /&gt;
The [[Pedersen Rifle]] appears in the game as the 'M82 Selfloader Carbine'. This weapon is anachronistic for about 34 years.&lt;br /&gt;
[[File:Vickers-Armstrong_Pedersen.jpg|thumb|none|450px|Pedersen/T1E3 Rifle - .276 Pedersen]] &lt;br /&gt;
[[File:The_OrderM82-1Edit.jpg|thumb|none|600px|The 'M82 Selfloader Carbine' on the ground.]]&lt;br /&gt;
[[File:The_OrderM82-1.jpg|thumb|none|600px|Sir Galahad with the 'M82 Selfloader Carbine'.]] &lt;br /&gt;
[[File:The_OrderM82-2Edit.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Hand Grenades=&lt;br /&gt;
&lt;br /&gt;
==Stielhandgranate==&lt;br /&gt;
The grenades in the game, both frag and smoke use the same model, are based on the [[Model 24 Stielhandgranate]], with a few cosmetic alterations such as an unusable blade attachment. While the attached ring on the stick resembles the spoon safety from the earlier [[Model 15 Stielhandgranate|Model 15]], the warhead itself looks like the  British No.3 Mk.1 Hales rifle grenade.&lt;br /&gt;
[[Image:M24WithFragSleeve.jpg|thumb|none|350px|Model 24 Stielhandgranate with fragmentation sleeve.]]&lt;br /&gt;
[[File:M15grenade.JPG|thumb|none|350px|Model 15 Stielhandgranate with spoon safety.]]&lt;br /&gt;
[[File:The_OrderFragGrenade.jpg|thumb|none|500px|Concept art of the grenade.]]&lt;br /&gt;
[[File:The_Ordergr_1.jpg|thumb|none|600px|Two stick grenades in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Smoke Grenade==&lt;br /&gt;
The Smoke Grenade is also based on the [[Model 24 Stielhandgranate]] but with a different warhead.&lt;br /&gt;
[[File:The_Ordersmoke_1.jpg|thumb|none|600px|The Smoke grenade thrown by Sir Galahad.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Thermite Gun==&lt;br /&gt;
The Thermite gun is, rather loosely, based on the [[Maxim MG08/15|Maxim LMG 08/15 &amp;quot;Spandau&amp;quot;]] with elements of a [[Lewis Gun]] and a [[Vickers K machine gun]]. It sprays a cloud of thermite that can then be ignited with a flare launcher attached to the underside of the weapon.&lt;br /&gt;
[[Image:Lmg08-15 air.jpg ‎|thumb|none|500px|LMG 08/15 Air-Cooled - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:Lewis gun.JPG|thumb|none|500px|Lewis Gun - .303 British]]&lt;br /&gt;
[[Image:Vickersk.jpg |thumb|none|500px|Vickers K Machine Gun - .303 British]]&lt;br /&gt;
[[File:The_OrderThermite-3.jpg|thumb|none|500px|Concept art of the 'Thermite Gun']]&lt;br /&gt;
[[File:The_OrderThermite-1Edit.jpg|thumb|none|600px|Sir Galahad admiring his new 'Thermite Gun']] &lt;br /&gt;
[[File:The_OrderThermite-2Edit.jpg|thumb|none|600px|Sir Galahad with the 'Thermite Gun'.]]&lt;br /&gt;
[[File:The_OrderThermite-4.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==TS21 Arc Induction Lance==&lt;br /&gt;
The 'TS21 Arc Induction Lance' is a completely fictional weapon that appears to have been built out of spare rifle parts by Nikola Tesla.&lt;br /&gt;
[[File:The_OrderTS21-1.jpg|thumb|none|500px|Concept art of the 'TS21 Arc Induction Lance'.]]&lt;br /&gt;
[[File:The OrderTS21-1_1.jpg|thumb|none|600px|The TS21 in-game.]]&lt;br /&gt;
[[File:The_OrderTS21-2.jpg|thumb|none|600px|Lady Igraine armed with the 'Induction Lance'.]]&lt;br /&gt;
[[File:The OrderTS21-3.jpg|thumb|none|600px|Sir Galahad with the 'Induction Lance'.]]&lt;br /&gt;
[[File:The OrderTS21-4.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==TS-17 Detonator==&lt;br /&gt;
The 'TS-17 Detonator' is also a completely fictional weapon.&lt;br /&gt;
[[File:The OrderTS17-1.jpg|thumb|none|600px|The 'TS-17 Detonator' on a table. Buttstock seems to have been made on the likeness a [[Mauser C96]].]]&lt;br /&gt;
[[File:The OrderTS17-2.jpg|thumb|none|600px|Sir Galahad with the 'TS-17 Detonator'.]]&lt;br /&gt;
[[File:The OrderTS17-3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==TS-29 Cannon==&lt;br /&gt;
The 'TS-29 Cannon' is based on the [[M18 Recoilless Rifle]].&lt;br /&gt;
[[Image:M18 Recoilless.jpg|thumb|none|500px|M18 Recoilless Rifle - 57mm]]&lt;br /&gt;
[[File:The OrderTS29_1.jpg|thumb|none|600px|Sir Galahad with the 'TS-29 Cannon'.]]&lt;br /&gt;
[[File:The OrderTS29_2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Repeating Arbalest==&lt;br /&gt;
The Crossbow in-game is called the 'Repeating Arabalest' and is always scoped, rather than have the bolt loaded one at a time it takes a drum attachment that holds 5 bolt at a time in a similar fashion to the one seen in [[Van Helsing]].&lt;br /&gt;
[[File:The_OrderCrossbow-1.jpg|thumb|none|500px|Concept art of the 'Repeating Arabalest']]&lt;br /&gt;
[[File:The Ordercross_1.jpg|thumb|none|600px|The crossbow on a table. Note how it resembles modern Twinbow crossbows.]]&lt;br /&gt;
[[File:The Ordercross_2.jpg|thumb|none|600px|Sir Galahad admiring the 'Repeating Arabalest'.]]&lt;br /&gt;
[[File:The Ordercross_3.jpg|thumb|none|600px|Preparing.]]&lt;br /&gt;
[[File:The Ordercross_4.jpg|thumb|none|600px|Sir Galahad with the crossbow.]]&lt;br /&gt;
[[File:The Ordercross_5.jpg|thumb|none|600px|View through the scope.]]&lt;br /&gt;
[[File:The Ordercross_6.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Tesla Gun==&lt;br /&gt;
During the last fight, Nikola Tesla is seen with a fictional weapon. Sir Galahad takes the gun but is disarmed by Alastair.&lt;br /&gt;
[[File:The Order_tesla.jpg|thumb|none|600px|Sir Galahad with the Tesla Gun.]]&lt;br /&gt;
&lt;br /&gt;
{{DEFAULTSORT:Order: 1886, The}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Science Fiction]]&lt;br /&gt;
[[Category:Fantasy]]&lt;/div&gt;</summary>
		<author><name>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Order:_1886&amp;diff=1634843</id>
		<title>The Order: 1886</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Order:_1886&amp;diff=1634843"/>
		<updated>2023-12-11T14:16:30Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: /* Chiappa Triple Threat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = The Order: 1886&lt;br /&gt;
|picture = TheOrderBoxart.jpg&lt;br /&gt;
|caption =  ''Offical Boxart''&lt;br /&gt;
|date= 2015&lt;br /&gt;
|developer=Ready at Dawn&lt;br /&gt;
|platforms=Playstation 4&lt;br /&gt;
|publisher=Sony Computer Entertainment&lt;br /&gt;
|genre=Third-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''The Order: 1886''''' is a video game set in an alternate history London that follows the exploits of a group of legendary protectors of the British realm named 'The Order'. Members of 'The Order' are disciples of the Knights of the Round Table and Arthur himself and are tasked with protecting the people of England from a multitude of threats including 'Half-Breeds' which is the name they use to describe werewolves and vampires.&lt;br /&gt;
&lt;br /&gt;
Nearly all of the weapons featured are highly anachronistic, as the game is set before public knowledge of stable smokeless powder, but they are generally given a steampunk makeover to make them look appropriate in the alternate history setting.&lt;br /&gt;
&lt;br /&gt;
{{Game Title|The Order: 1886}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Spoilers}}&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Webley Mk II==&lt;br /&gt;
The first weapon you will find in the game is a [[Webley_Revolvers#Webley_.455_Mk_II|Webley .455 Mk II]] revolver, which is called the &amp;quot;Mk 1 Service Revolver&amp;quot; in-game. This weapon is anachronistic by 8 years.&lt;br /&gt;
[[File:Weble Mk II.jpg|thumb|none|300px|Webley Mk II - .455 Webley]] &lt;br /&gt;
[[File:The_OrderMk1-1Edit.jpg|thumb|none|600px|The 'Mk 1 Service Revolver' on the ground. Note the rounded grip, the Mk I has a &amp;quot;bird head&amp;quot; shaped grip]] &lt;br /&gt;
[[File:The_OrderMk1-2Edit.jpg|thumb|none|600px|Much to his chagrin Sir Galahad finds that someone has forgotten to load the Service Revolver.]] &lt;br /&gt;
[[File:The OrderMk1-3Edit.jpg|thumb|none|600px|Sir Galahad with the Revolver.]]&lt;br /&gt;
[[File:The OrderMk1-4.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Borchardt C-93==&lt;br /&gt;
The [[Borchardt C-93]] is seen as the standard issue for Knights of 'The Order', and is called the 'C-78 Autoloading Pistol'. This weapon is anachronistic by approximately 7 Years.&lt;br /&gt;
[[Image:borchardtc93.jpg|thumb|300px|none|Borchardt C-93 - 7.65 Borchardt]] &lt;br /&gt;
[[File:The_OrderC78-1.jpg|thumb|none|600px|The 'C-78 Autoloading Pistol' on the ground.]]&lt;br /&gt;
[[File:The_OrderC78-1Edit.jpg|thumb|none|600px|Sir Galahad  with his 'C-78 Autoloading Pistol'.]]&lt;br /&gt;
[[File:The_OrderC78-2Edit.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Dragoon==&lt;br /&gt;
The [[Colt Dragoon]] appears in the later half of the game as the 'M4 Dragoon Revolver' and is the strongest handgun in the game, killing most enemies with a single round. The weapon is a fictional top-break (like the [[Webley|Webley revolver]]) version of the Colt Dragoon 3rd model; as stated in the game, &amp;quot;this revolver was built as an upgrade to the older M3 Dragoons&amp;quot;, which implies that the 'M4 Dragoon Revolver' is a further development of the Colt Dragoon 3rd model in the game universe. It is worth noting that although it is technically cartridge converted, the revolver in the game is still modeled on the basis of the original percussion model with a cylinder with cap slots (which would actually make it incompatible with metal cartridges), and with a loading lever. Any cylinder latch is also missing.&lt;br /&gt;
[[Image:Dragoon 3rd model.jpg‎|thumb|none|300px|Colt Dragoon 3rd model - .44 cal]]&lt;br /&gt;
[[File:The Order DragoonRevolver.jpg|400px|thumb|none|The 'M4 Dragoon Revolver' as it appears in the game.]]&lt;br /&gt;
[[File:The_OrderDragoon.jpg|thumb|none|600px|The Revolver on the ground.]]&lt;br /&gt;
[[File:The_OrderDragoon1.jpg|thumb|none|600px|Sebastians revolver lies on the table.]]&lt;br /&gt;
[[File:The_OrderDragoon-1.jpg|thumb|none|600px|Marquis de Lafayette aims his Dragoon.]]&lt;br /&gt;
[[File:The_OrderDragoon-1Edit.jpg|thumb|none|600px|Sir Galahad with the Dragoon.]]&lt;br /&gt;
[[File:The_OrderDragoon-2Edit.jpg|thumb|none|600px|Reloading, without thinking how it should work.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96==&lt;br /&gt;
A [[Mauser C96]] with an M712-style detachable magazine appears in-game as the 'C-81 Maschinepistole'. It is modeled with the hammer of the early C96 prototype and is select-fire despite not having a fire selector. It is anachronistic by about 10 years, though detachable magazine versions appeared even later.&lt;br /&gt;
[[Image:Whats up doc.jpg|thumb|none|300px|Early Mauser C96 prototype - 7.63x25mm Mauser]]&lt;br /&gt;
[[Image:MauserM712Schnellfeuer.jpg|thumb|none|300px|Mauser M712 Schnellfeuer - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:The OrderC81-1.jpg|thumb|none|500px|Concept art of the 'C-81'. Note that this has a fire selector similar to that of an Astra 903 machine pistol, and no magazine release.]]&lt;br /&gt;
[[File:The_Order_c93_1.jpg|thumb|none|600px|The 'C-81' on the ground. Now it has a magazine release but no fire selector.]]&lt;br /&gt;
[[File:The_Order_c93_2.jpg|thumb|none|600px|Sir Galahad with the Mauser.]]&lt;br /&gt;
[[File:The_Order_c93_3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Duelist Revolver&amp;quot;==&lt;br /&gt;
The 'Duelist Revolver' is a fictional double-barreled revolver with a 10-round cylinder, seemingly based on a Lancaster-made [[Howdah Pistol]]. Conceptually, it appears to be inspired by actual double-barreled revolvers such as the Lefaucheux double-barreled revolver or the Henrion, Dassy, and Heuschen revolver. In-game, it fires two shots sequentially in a short burst per trigger pull, rather than two at once as one might reasonably expect, or one shot per trigger pull like the real double-barreled revolvers.&lt;br /&gt;
[[File:Admiral-s-lancaster-2762-full.jpg|thumb|none|300px|Lancaster Howdah Pistol - .476 CF]]&lt;br /&gt;
[[File:The Order DuelistRevolver.jpg|400px|thumb|none|The &amp;quot;Duelist Revolver&amp;quot; as it appears in-game...]]&lt;br /&gt;
[[File:The_OrderDuelist-1.jpg|thumb|none|600px|...and as it appears lying in the dirt.]]&lt;br /&gt;
[[File:The_OrderDuelist-1Edit.jpg|thumb|none|600px|Sir Galahad eyeing the mutated revolver with suspicion.]]&lt;br /&gt;
[[File:The_OrderDuelist-2.jpg|thumb|none|600px|Reloading the revolver is accomplished with the help of a rather large speedloader. Note the extremely thin trigger group.]]&lt;br /&gt;
&lt;br /&gt;
==British 1756 Light Dragoon Pistol==&lt;br /&gt;
A [[Flintlock Pistol |British 1756 Light Dragoon Pistol]] is seen in Lord Hastings Showcase.&lt;br /&gt;
[[Image:LightdragoonPistol.jpg |thumb|none|400px|British 1756 Light Dragoon Pistol - .68 caliber.]]&lt;br /&gt;
[[File:The_OrderD_Flint.jpg|thumb|none|600px|The Pistol in the showcase.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Bergmann MP35/I (hybrid)==&lt;br /&gt;
The &amp;quot;M85 Automatisch&amp;quot; appears to be based on the [[Bergmann MP35/I]] (a design that wouldn't come around for another 49 years), albeit with a [[Bergmann MP18]]'s charging handle, and a vertical magazine well that takes drum magazines seemingly based on those used in the German-issued Fl.-S.-K. 15 variant of the [[Mondragón Rifle|Mondragón Modelo 1908]].&lt;br /&gt;
[[File:MP35a.jpg|thumb|none|450px|Bergmann MP35/I - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Mp18 right.jpg|thumb|none|450px|Bergmann MP18 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:mondragon with drum mag.jpg|thumb|none|450px|Mondragón Fl.-S.-K. 15 with 30-round drum magazine - 7x57mm Mauser]]&lt;br /&gt;
[[File:The Order M85 concept.jpg|thumb|none|500px|Concept art of the &amp;quot;M85 Automatisch&amp;quot;. Note the slightly stretched-out receiver and comparably-compressed drum; exactly what sort of cartridge this thing is supposed to be chambered for is anybody's guess.]]&lt;br /&gt;
[[File:The_OrderM85-2Edit.jpg|thumb|none|600px|The M85 on the ground.]] &lt;br /&gt;
[[File:The OrderM85-1Edit.jpg|thumb|none|600px|Sir Galahad prepares to fight some half-breeds with his half-breed automatic. Note that, unlike either of the submachine guns it draws influence from, the M85 Automatisch fires from a closed bolt.]] &lt;br /&gt;
[[File:The OrderM85-3Edit.jpg|thumb|none|600px|Smacking in a new drum; here, the bolt is locked back.]]&lt;br /&gt;
[[File:The OrderM85-4.jpg|thumb|none|600px|Alastair D'Argyll with an M85, giving a good view of the distinctive not-quite-round offset drum.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Chiappa Triple Threat==&lt;br /&gt;
The 'Three Crown' Coach Gun in-game appears to be based on the [[Chiappa Triple Threat]] shotgun, the in-game version fires all 3 barrels at once. It is anachronistic by over 100 years.&lt;br /&gt;
[[File:ChiappaTripleThreat.jpg|thumb|none|500px|Chiappa Triple Threat - 12 gauge]]&lt;br /&gt;
[[File:The OrderThreeCrown-1.jpg|thumb|none|500px|Concept art of the 'Three Crown' Coach Gun]]&lt;br /&gt;
[[File:The_Order_shot1.jpg|thumb|none|600px|The 'Three Crown' on the ground. Note the double trigger, perhaps an explanation for how it fires three rounds with one trigger pull, it could trigger all three strikers to drop, bypassing any ratcheting mechanism is built into the weapon.]]&lt;br /&gt;
[[File:The_Order_shot2.jpg|thumb|none|600px|Sir Galahad with the shotgun.]]&lt;br /&gt;
[[File:The_Order_shot3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
The [[Browning Auto-5]] appears as 'RA-5 Repeating Shotgun'. It is anachronistic by about 19 years.&lt;br /&gt;
[[File:BrowAut5.jpg|400px|thumb|none|Browning Auto-5 (pre-WW2) in Sporting/Field configuration - 12 gauge]]&lt;br /&gt;
[[File:RA5Shotgun.jpg|500px|thumb|none|The RA-5 as it appears in the game.]]&lt;br /&gt;
[[File:RA5_1.jpg|600px|thumb|none|The RA-5 on the gound. The in-game model is actually quite accurate to the real firearm, although the earliest Brownings were most commonly straight stocks without a pistol grip, not this semi-pistol grip style.]]&lt;br /&gt;
[[File:RA5_2.jpg|600px|thumb|none|Sir Galahad with the RA-5.]]&lt;br /&gt;
[[File:RA5_3.jpg|600px|thumb|none|Reloading. Possibly for gameplay reasons, the animations are entirely incorrect for this firearm, as the bolt does not lock back on the last shot and it locks back during the animation, and Sir Galahad shoves rounds through the open ejection port/the side of the receiver to reload instead of the proper procedure for an early Auto-5 - namely dropping a round through the locked open ejection port into the chamber or on the lifter, closing the bolt, then flipping the shotgun over and holding down the bolt release button as you load four rounds into the magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Essex M2 Falchion&amp;quot;==&lt;br /&gt;
The 'Essex M2 Falchion' is the standard-issue automatic rifle for Knights of 'The Order' and appears to be based on the [[Molot Vepr]] with a compressed air &amp;quot;Launcher&amp;quot; attached to the bottom. The magazine seems to be from a [[Browning Automatic Rifle]] and the rear sights from a [[Mauser Gewehr 1898]].&lt;br /&gt;
[[Image:SOK-94.jpg|thumb|none|450px|SOK-94 Vepr (&amp;quot;Boar&amp;quot;) - 7.62x39mm]]&lt;br /&gt;
[[Image:BARearlymodel.jpg|thumb|none|450px|M1918 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[Image:Mauser g98.jpg|thumb|none|450px|Mauser Gewehr 1898 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:The OrderM2Falchion-2.jpg|thumb|none|500px|Concept art of the 'Essex M2 Falchion']]&lt;br /&gt;
[[File:The OrderM2Falchion-1Edit.jpg|thumb|none|600px|The 'Essex M2 Falchion'. Note the double trigger.]] &lt;br /&gt;
[[File:The OrderM2Falchion-1.jpg|thumb|none|600px|Sir Galahad with the 'Essex M2 Falchion'.]] &lt;br /&gt;
[[File:The OrderM2Falchion-3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No. 5 Jungle Carbine==&lt;br /&gt;
The 'M84 Marksman Carbine' is a [[Jungle Carbine|Lee-Enfield No. 5 Jungle Carbine]]. It serves as the game's sniper rifle. It appears with both suppressed and unsuppressed versions.&lt;br /&gt;
[[Image:No5JungleCarbine.jpg|thumb|none|450px|Lee-Enfield No. 5 Jungle Carbine - .303 British]]&lt;br /&gt;
[[File:The_OrderM84-1.jpg|thumb|none|500px|Concept art (partially a photograph) of the 'M84' with a suppressor attached.]] &lt;br /&gt;
[[File:The_OrderM84-2Edit.jpg|thumb|none|600px|The 'M84' lying on a table.]] &lt;br /&gt;
[[File:The_OrderM84-3Edit.jpg|thumb|none|600px|Sir Galahad admiring the 'M84']] &lt;br /&gt;
[[File:The_OrderM84-4Edit.jpg|thumb|none|600px|Sir Galahad admiring the 'M84']] &lt;br /&gt;
[[File:The_OrderM84-4_1.jpg|thumb|none|600px|Taking aim with the 'M84']] &lt;br /&gt;
[[File:The_OrderM84-5_0.jpg|thumb|none|600px|First-person view down the scope.]]&lt;br /&gt;
[[File:The_OrderM84-5Edit.jpg|thumb|none|600px|Reloading the No. 5.]]&lt;br /&gt;
&lt;br /&gt;
==Pedersen/T1E3 rifle==&lt;br /&gt;
The [[Pedersen Rifle]] appears in the game as the 'M82 Selfloader Carbine'. This weapon is anachronistic for about 34 years.&lt;br /&gt;
[[File:Vickers-Armstrong_Pedersen.jpg|thumb|none|450px|Pedersen/T1E3 Rifle - .276 Pedersen]] &lt;br /&gt;
[[File:The_OrderM82-1Edit.jpg|thumb|none|600px|The 'M82 Selfloader Carbine' on the ground.]]&lt;br /&gt;
[[File:The_OrderM82-1.jpg|thumb|none|600px|Sir Galahad with the 'M82 Selfloader Carbine'.]] &lt;br /&gt;
[[File:The_OrderM82-2Edit.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Hand Grenades=&lt;br /&gt;
&lt;br /&gt;
==Stielhandgranate==&lt;br /&gt;
The grenades in the game, both frag and smoke use the same model, are based on the [[Model 24 Stielhandgranate]], with a few cosmetic alterations such as an unusable blade attachment. While the attached ring on the stick resembles the spoon safety from the earlier [[Model 15 Stielhandgranate|Model 15]], the warhead itself looks like the  British No.3 Mk.1 Hales rifle grenade.&lt;br /&gt;
[[Image:M24WithFragSleeve.jpg|thumb|none|350px|Model 24 Stielhandgranate with fragmentation sleeve.]]&lt;br /&gt;
[[File:M15grenade.JPG|thumb|none|350px|Model 15 Stielhandgranate with spoon safety.]]&lt;br /&gt;
[[File:The_OrderFragGrenade.jpg|thumb|none|500px|Concept art of the grenade.]]&lt;br /&gt;
[[File:The_Ordergr_1.jpg|thumb|none|600px|Two stick grenades in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Smoke Grenade==&lt;br /&gt;
The Smoke Grenade is also based on the [[Model 24 Stielhandgranate]] but with a different warhead.&lt;br /&gt;
[[File:The_Ordersmoke_1.jpg|thumb|none|600px|The Smoke grenade thrown by Sir Galahad.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Thermite Gun==&lt;br /&gt;
The Thermite gun is, rather loosely, based on the [[Maxim MG08/15|Maxim LMG 08/15 &amp;quot;Spandau&amp;quot;]] with elements of a [[Lewis Gun]] and a [[Vickers K machine gun]]. It sprays a cloud of thermite that can then be ignited with a flare launcher attached to the underside of the weapon.&lt;br /&gt;
[[Image:Lmg08-15 air.jpg ‎|thumb|none|500px|LMG 08/15 Air-Cooled - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:Lewis gun.JPG|thumb|none|500px|Lewis Gun - .303 British]]&lt;br /&gt;
[[Image:Vickersk.jpg |thumb|none|500px|Vickers K Machine Gun - .303 British]]&lt;br /&gt;
[[File:The_OrderThermite-3.jpg|thumb|none|500px|Concept art of the 'Thermite Gun']]&lt;br /&gt;
[[File:The_OrderThermite-1Edit.jpg|thumb|none|600px|Sir Galahad admiring his new 'Thermite Gun']] &lt;br /&gt;
[[File:The_OrderThermite-2Edit.jpg|thumb|none|600px|Sir Galahad with the 'Thermite Gun'.]]&lt;br /&gt;
[[File:The_OrderThermite-4.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==TS21 Arc Induction Lance==&lt;br /&gt;
The 'TS21 Arc Induction Lance' is a completely fictional weapon that appears to have been built out of spare rifle parts by Nikola Tesla.&lt;br /&gt;
[[File:The_OrderTS21-1.jpg|thumb|none|500px|Concept art of the 'TS21 Arc Induction Lance'.]]&lt;br /&gt;
[[File:The OrderTS21-1_1.jpg|thumb|none|600px|The TS21 in-game.]]&lt;br /&gt;
[[File:The_OrderTS21-2.jpg|thumb|none|600px|Lady Igraine armed with the 'Induction Lance'.]]&lt;br /&gt;
[[File:The OrderTS21-3.jpg|thumb|none|600px|Sir Galahad with the 'Induction Lance'.]]&lt;br /&gt;
[[File:The OrderTS21-4.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==TS-17 Detonator==&lt;br /&gt;
The 'TS-17 Detonator' is also a completely fictional weapon.&lt;br /&gt;
[[File:The OrderTS17-1.jpg|thumb|none|600px|The 'TS-17 Detonator' on a table. Buttstock seems to have been made on the likeness a [[Mauser C96]].]]&lt;br /&gt;
[[File:The OrderTS17-2.jpg|thumb|none|600px|Sir Galahad with the 'TS-17 Detonator'.]]&lt;br /&gt;
[[File:The OrderTS17-3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==TS-29 Cannon==&lt;br /&gt;
The 'TS-29 Cannon' is based on the [[M18 Recoilless Rifle]].&lt;br /&gt;
[[Image:M18 Recoilless.jpg|thumb|none|500px|M18 Recoilless Rifle - 57mm]]&lt;br /&gt;
[[File:The OrderTS29_1.jpg|thumb|none|600px|Sir Galahad with the 'TS-29 Cannon'.]]&lt;br /&gt;
[[File:The OrderTS29_2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Repeating Arbalest==&lt;br /&gt;
The Crossbow in-game is called the 'Repeating Arabalest' and is always scoped, rather than have the bolt loaded one at a time it takes a drum attachment that holds 5 bolt at a time in a similar fashion to the one seen in [[Van Helsing]].&lt;br /&gt;
[[File:The_OrderCrossbow-1.jpg|thumb|none|500px|Concept art of the 'Repeating Arabalest']]&lt;br /&gt;
[[File:The Ordercross_1.jpg|thumb|none|600px|The crossbow on a table. Note how it resembles modern Twinbow crossbows.]]&lt;br /&gt;
[[File:The Ordercross_2.jpg|thumb|none|600px|Sir Galahad admiring the 'Repeating Arabalest'.]]&lt;br /&gt;
[[File:The Ordercross_3.jpg|thumb|none|600px|Preparing.]]&lt;br /&gt;
[[File:The Ordercross_4.jpg|thumb|none|600px|Sir Galahad with the crossbow.]]&lt;br /&gt;
[[File:The Ordercross_5.jpg|thumb|none|600px|View through the scope.]]&lt;br /&gt;
[[File:The Ordercross_6.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Tesla Gun==&lt;br /&gt;
During the last fight, Nikola Tesla is seen with a fictional weapon. Sir Galahad takes the gun but is disarmed by Alastair.&lt;br /&gt;
[[File:The Order_tesla.jpg|thumb|none|600px|Sir Galahad with the Tesla Gun.]]&lt;br /&gt;
&lt;br /&gt;
{{DEFAULTSORT:Order: 1886, The}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Science Fiction]]&lt;br /&gt;
[[Category:Fantasy]]&lt;/div&gt;</summary>
		<author><name>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Order:_1886&amp;diff=1634842</id>
		<title>The Order: 1886</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Order:_1886&amp;diff=1634842"/>
		<updated>2023-12-11T14:15:33Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: /* Browning Auto-5 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = The Order: 1886&lt;br /&gt;
|picture = TheOrderBoxart.jpg&lt;br /&gt;
|caption =  ''Offical Boxart''&lt;br /&gt;
|date= 2015&lt;br /&gt;
|developer=Ready at Dawn&lt;br /&gt;
|platforms=Playstation 4&lt;br /&gt;
|publisher=Sony Computer Entertainment&lt;br /&gt;
|genre=Third-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''The Order: 1886''''' is a video game set in an alternate history London that follows the exploits of a group of legendary protectors of the British realm named 'The Order'. Members of 'The Order' are disciples of the Knights of the Round Table and Arthur himself and are tasked with protecting the people of England from a multitude of threats including 'Half-Breeds' which is the name they use to describe werewolves and vampires.&lt;br /&gt;
&lt;br /&gt;
Nearly all of the weapons featured are highly anachronistic, as the game is set before public knowledge of stable smokeless powder, but they are generally given a steampunk makeover to make them look appropriate in the alternate history setting.&lt;br /&gt;
&lt;br /&gt;
{{Game Title|The Order: 1886}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Spoilers}}&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Webley Mk II==&lt;br /&gt;
The first weapon you will find in the game is a [[Webley_Revolvers#Webley_.455_Mk_II|Webley .455 Mk II]] revolver, which is called the &amp;quot;Mk 1 Service Revolver&amp;quot; in-game. This weapon is anachronistic by 8 years.&lt;br /&gt;
[[File:Weble Mk II.jpg|thumb|none|300px|Webley Mk II - .455 Webley]] &lt;br /&gt;
[[File:The_OrderMk1-1Edit.jpg|thumb|none|600px|The 'Mk 1 Service Revolver' on the ground. Note the rounded grip, the Mk I has a &amp;quot;bird head&amp;quot; shaped grip]] &lt;br /&gt;
[[File:The_OrderMk1-2Edit.jpg|thumb|none|600px|Much to his chagrin Sir Galahad finds that someone has forgotten to load the Service Revolver.]] &lt;br /&gt;
[[File:The OrderMk1-3Edit.jpg|thumb|none|600px|Sir Galahad with the Revolver.]]&lt;br /&gt;
[[File:The OrderMk1-4.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Borchardt C-93==&lt;br /&gt;
The [[Borchardt C-93]] is seen as the standard issue for Knights of 'The Order', and is called the 'C-78 Autoloading Pistol'. This weapon is anachronistic by approximately 7 Years.&lt;br /&gt;
[[Image:borchardtc93.jpg|thumb|300px|none|Borchardt C-93 - 7.65 Borchardt]] &lt;br /&gt;
[[File:The_OrderC78-1.jpg|thumb|none|600px|The 'C-78 Autoloading Pistol' on the ground.]]&lt;br /&gt;
[[File:The_OrderC78-1Edit.jpg|thumb|none|600px|Sir Galahad  with his 'C-78 Autoloading Pistol'.]]&lt;br /&gt;
[[File:The_OrderC78-2Edit.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Dragoon==&lt;br /&gt;
The [[Colt Dragoon]] appears in the later half of the game as the 'M4 Dragoon Revolver' and is the strongest handgun in the game, killing most enemies with a single round. The weapon is a fictional top-break (like the [[Webley|Webley revolver]]) version of the Colt Dragoon 3rd model; as stated in the game, &amp;quot;this revolver was built as an upgrade to the older M3 Dragoons&amp;quot;, which implies that the 'M4 Dragoon Revolver' is a further development of the Colt Dragoon 3rd model in the game universe. It is worth noting that although it is technically cartridge converted, the revolver in the game is still modeled on the basis of the original percussion model with a cylinder with cap slots (which would actually make it incompatible with metal cartridges), and with a loading lever. Any cylinder latch is also missing.&lt;br /&gt;
[[Image:Dragoon 3rd model.jpg‎|thumb|none|300px|Colt Dragoon 3rd model - .44 cal]]&lt;br /&gt;
[[File:The Order DragoonRevolver.jpg|400px|thumb|none|The 'M4 Dragoon Revolver' as it appears in the game.]]&lt;br /&gt;
[[File:The_OrderDragoon.jpg|thumb|none|600px|The Revolver on the ground.]]&lt;br /&gt;
[[File:The_OrderDragoon1.jpg|thumb|none|600px|Sebastians revolver lies on the table.]]&lt;br /&gt;
[[File:The_OrderDragoon-1.jpg|thumb|none|600px|Marquis de Lafayette aims his Dragoon.]]&lt;br /&gt;
[[File:The_OrderDragoon-1Edit.jpg|thumb|none|600px|Sir Galahad with the Dragoon.]]&lt;br /&gt;
[[File:The_OrderDragoon-2Edit.jpg|thumb|none|600px|Reloading, without thinking how it should work.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96==&lt;br /&gt;
A [[Mauser C96]] with an M712-style detachable magazine appears in-game as the 'C-81 Maschinepistole'. It is modeled with the hammer of the early C96 prototype and is select-fire despite not having a fire selector. It is anachronistic by about 10 years, though detachable magazine versions appeared even later.&lt;br /&gt;
[[Image:Whats up doc.jpg|thumb|none|300px|Early Mauser C96 prototype - 7.63x25mm Mauser]]&lt;br /&gt;
[[Image:MauserM712Schnellfeuer.jpg|thumb|none|300px|Mauser M712 Schnellfeuer - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:The OrderC81-1.jpg|thumb|none|500px|Concept art of the 'C-81'. Note that this has a fire selector similar to that of an Astra 903 machine pistol, and no magazine release.]]&lt;br /&gt;
[[File:The_Order_c93_1.jpg|thumb|none|600px|The 'C-81' on the ground. Now it has a magazine release but no fire selector.]]&lt;br /&gt;
[[File:The_Order_c93_2.jpg|thumb|none|600px|Sir Galahad with the Mauser.]]&lt;br /&gt;
[[File:The_Order_c93_3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Duelist Revolver&amp;quot;==&lt;br /&gt;
The 'Duelist Revolver' is a fictional double-barreled revolver with a 10-round cylinder, seemingly based on a Lancaster-made [[Howdah Pistol]]. Conceptually, it appears to be inspired by actual double-barreled revolvers such as the Lefaucheux double-barreled revolver or the Henrion, Dassy, and Heuschen revolver. In-game, it fires two shots sequentially in a short burst per trigger pull, rather than two at once as one might reasonably expect, or one shot per trigger pull like the real double-barreled revolvers.&lt;br /&gt;
[[File:Admiral-s-lancaster-2762-full.jpg|thumb|none|300px|Lancaster Howdah Pistol - .476 CF]]&lt;br /&gt;
[[File:The Order DuelistRevolver.jpg|400px|thumb|none|The &amp;quot;Duelist Revolver&amp;quot; as it appears in-game...]]&lt;br /&gt;
[[File:The_OrderDuelist-1.jpg|thumb|none|600px|...and as it appears lying in the dirt.]]&lt;br /&gt;
[[File:The_OrderDuelist-1Edit.jpg|thumb|none|600px|Sir Galahad eyeing the mutated revolver with suspicion.]]&lt;br /&gt;
[[File:The_OrderDuelist-2.jpg|thumb|none|600px|Reloading the revolver is accomplished with the help of a rather large speedloader. Note the extremely thin trigger group.]]&lt;br /&gt;
&lt;br /&gt;
==British 1756 Light Dragoon Pistol==&lt;br /&gt;
A [[Flintlock Pistol |British 1756 Light Dragoon Pistol]] is seen in Lord Hastings Showcase.&lt;br /&gt;
[[Image:LightdragoonPistol.jpg |thumb|none|400px|British 1756 Light Dragoon Pistol - .68 caliber.]]&lt;br /&gt;
[[File:The_OrderD_Flint.jpg|thumb|none|600px|The Pistol in the showcase.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Bergmann MP35/I (hybrid)==&lt;br /&gt;
The &amp;quot;M85 Automatisch&amp;quot; appears to be based on the [[Bergmann MP35/I]] (a design that wouldn't come around for another 49 years), albeit with a [[Bergmann MP18]]'s charging handle, and a vertical magazine well that takes drum magazines seemingly based on those used in the German-issued Fl.-S.-K. 15 variant of the [[Mondragón Rifle|Mondragón Modelo 1908]].&lt;br /&gt;
[[File:MP35a.jpg|thumb|none|450px|Bergmann MP35/I - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Mp18 right.jpg|thumb|none|450px|Bergmann MP18 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:mondragon with drum mag.jpg|thumb|none|450px|Mondragón Fl.-S.-K. 15 with 30-round drum magazine - 7x57mm Mauser]]&lt;br /&gt;
[[File:The Order M85 concept.jpg|thumb|none|500px|Concept art of the &amp;quot;M85 Automatisch&amp;quot;. Note the slightly stretched-out receiver and comparably-compressed drum; exactly what sort of cartridge this thing is supposed to be chambered for is anybody's guess.]]&lt;br /&gt;
[[File:The_OrderM85-2Edit.jpg|thumb|none|600px|The M85 on the ground.]] &lt;br /&gt;
[[File:The OrderM85-1Edit.jpg|thumb|none|600px|Sir Galahad prepares to fight some half-breeds with his half-breed automatic. Note that, unlike either of the submachine guns it draws influence from, the M85 Automatisch fires from a closed bolt.]] &lt;br /&gt;
[[File:The OrderM85-3Edit.jpg|thumb|none|600px|Smacking in a new drum; here, the bolt is locked back.]]&lt;br /&gt;
[[File:The OrderM85-4.jpg|thumb|none|600px|Alastair D'Argyll with an M85, giving a good view of the distinctive not-quite-round offset drum.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Chiappa Triple Threat==&lt;br /&gt;
The 'Three Crown' Coach Gun in-game appears to be based on the [[Chiappa Triple Threat]] shotgun, the in-game version fires all 3 barrels at once. It is anachronistic by over 100 years.&lt;br /&gt;
[[File:ChiappaTripleThreat.jpg|thumb|none|500px|Chiappa Triple Threat - 12 gauge]]&lt;br /&gt;
[[File:The OrderThreeCrown-1.jpg|thumb|none|500px|Concept art of the 'Three Crown' Coach Gun]]&lt;br /&gt;
[[File:The_Order_shot1.jpg|thumb|none|600px|The 'Three Crown' on the ground. Note the double trigger.]]&lt;br /&gt;
[[File:The_Order_shot2.jpg|thumb|none|600px|Sir Galahad with the shotgun.]]&lt;br /&gt;
[[File:The_Order_shot3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
The [[Browning Auto-5]] appears as 'RA-5 Repeating Shotgun'. It is anachronistic by about 19 years.&lt;br /&gt;
[[File:BrowAut5.jpg|400px|thumb|none|Browning Auto-5 (pre-WW2) in Sporting/Field configuration - 12 gauge]]&lt;br /&gt;
[[File:RA5Shotgun.jpg|500px|thumb|none|The RA-5 as it appears in the game.]]&lt;br /&gt;
[[File:RA5_1.jpg|600px|thumb|none|The RA-5 on the gound. The in-game model is actually quite accurate to the real firearm, although the earliest Brownings were most commonly straight stocks without a pistol grip, not this semi-pistol grip style.]]&lt;br /&gt;
[[File:RA5_2.jpg|600px|thumb|none|Sir Galahad with the RA-5.]]&lt;br /&gt;
[[File:RA5_3.jpg|600px|thumb|none|Reloading. Possibly for gameplay reasons, the animations are entirely incorrect for this firearm, as the bolt does not lock back on the last shot and it locks back during the animation, and Sir Galahad shoves rounds through the open ejection port/the side of the receiver to reload instead of the proper procedure for an early Auto-5 - namely dropping a round through the locked open ejection port into the chamber or on the lifter, closing the bolt, then flipping the shotgun over and holding down the bolt release button as you load four rounds into the magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Essex M2 Falchion&amp;quot;==&lt;br /&gt;
The 'Essex M2 Falchion' is the standard-issue automatic rifle for Knights of 'The Order' and appears to be based on the [[Molot Vepr]] with a compressed air &amp;quot;Launcher&amp;quot; attached to the bottom. The magazine seems to be from a [[Browning Automatic Rifle]] and the rear sights from a [[Mauser Gewehr 1898]].&lt;br /&gt;
[[Image:SOK-94.jpg|thumb|none|450px|SOK-94 Vepr (&amp;quot;Boar&amp;quot;) - 7.62x39mm]]&lt;br /&gt;
[[Image:BARearlymodel.jpg|thumb|none|450px|M1918 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[Image:Mauser g98.jpg|thumb|none|450px|Mauser Gewehr 1898 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:The OrderM2Falchion-2.jpg|thumb|none|500px|Concept art of the 'Essex M2 Falchion']]&lt;br /&gt;
[[File:The OrderM2Falchion-1Edit.jpg|thumb|none|600px|The 'Essex M2 Falchion'. Note the double trigger.]] &lt;br /&gt;
[[File:The OrderM2Falchion-1.jpg|thumb|none|600px|Sir Galahad with the 'Essex M2 Falchion'.]] &lt;br /&gt;
[[File:The OrderM2Falchion-3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No. 5 Jungle Carbine==&lt;br /&gt;
The 'M84 Marksman Carbine' is a [[Jungle Carbine|Lee-Enfield No. 5 Jungle Carbine]]. It serves as the game's sniper rifle. It appears with both suppressed and unsuppressed versions.&lt;br /&gt;
[[Image:No5JungleCarbine.jpg|thumb|none|450px|Lee-Enfield No. 5 Jungle Carbine - .303 British]]&lt;br /&gt;
[[File:The_OrderM84-1.jpg|thumb|none|500px|Concept art (partially a photograph) of the 'M84' with a suppressor attached.]] &lt;br /&gt;
[[File:The_OrderM84-2Edit.jpg|thumb|none|600px|The 'M84' lying on a table.]] &lt;br /&gt;
[[File:The_OrderM84-3Edit.jpg|thumb|none|600px|Sir Galahad admiring the 'M84']] &lt;br /&gt;
[[File:The_OrderM84-4Edit.jpg|thumb|none|600px|Sir Galahad admiring the 'M84']] &lt;br /&gt;
[[File:The_OrderM84-4_1.jpg|thumb|none|600px|Taking aim with the 'M84']] &lt;br /&gt;
[[File:The_OrderM84-5_0.jpg|thumb|none|600px|First-person view down the scope.]]&lt;br /&gt;
[[File:The_OrderM84-5Edit.jpg|thumb|none|600px|Reloading the No. 5.]]&lt;br /&gt;
&lt;br /&gt;
==Pedersen/T1E3 rifle==&lt;br /&gt;
The [[Pedersen Rifle]] appears in the game as the 'M82 Selfloader Carbine'. This weapon is anachronistic for about 34 years.&lt;br /&gt;
[[File:Vickers-Armstrong_Pedersen.jpg|thumb|none|450px|Pedersen/T1E3 Rifle - .276 Pedersen]] &lt;br /&gt;
[[File:The_OrderM82-1Edit.jpg|thumb|none|600px|The 'M82 Selfloader Carbine' on the ground.]]&lt;br /&gt;
[[File:The_OrderM82-1.jpg|thumb|none|600px|Sir Galahad with the 'M82 Selfloader Carbine'.]] &lt;br /&gt;
[[File:The_OrderM82-2Edit.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Hand Grenades=&lt;br /&gt;
&lt;br /&gt;
==Stielhandgranate==&lt;br /&gt;
The grenades in the game, both frag and smoke use the same model, are based on the [[Model 24 Stielhandgranate]], with a few cosmetic alterations such as an unusable blade attachment. While the attached ring on the stick resembles the spoon safety from the earlier [[Model 15 Stielhandgranate|Model 15]], the warhead itself looks like the  British No.3 Mk.1 Hales rifle grenade.&lt;br /&gt;
[[Image:M24WithFragSleeve.jpg|thumb|none|350px|Model 24 Stielhandgranate with fragmentation sleeve.]]&lt;br /&gt;
[[File:M15grenade.JPG|thumb|none|350px|Model 15 Stielhandgranate with spoon safety.]]&lt;br /&gt;
[[File:The_OrderFragGrenade.jpg|thumb|none|500px|Concept art of the grenade.]]&lt;br /&gt;
[[File:The_Ordergr_1.jpg|thumb|none|600px|Two stick grenades in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Smoke Grenade==&lt;br /&gt;
The Smoke Grenade is also based on the [[Model 24 Stielhandgranate]] but with a different warhead.&lt;br /&gt;
[[File:The_Ordersmoke_1.jpg|thumb|none|600px|The Smoke grenade thrown by Sir Galahad.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Thermite Gun==&lt;br /&gt;
The Thermite gun is, rather loosely, based on the [[Maxim MG08/15|Maxim LMG 08/15 &amp;quot;Spandau&amp;quot;]] with elements of a [[Lewis Gun]] and a [[Vickers K machine gun]]. It sprays a cloud of thermite that can then be ignited with a flare launcher attached to the underside of the weapon.&lt;br /&gt;
[[Image:Lmg08-15 air.jpg ‎|thumb|none|500px|LMG 08/15 Air-Cooled - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:Lewis gun.JPG|thumb|none|500px|Lewis Gun - .303 British]]&lt;br /&gt;
[[Image:Vickersk.jpg |thumb|none|500px|Vickers K Machine Gun - .303 British]]&lt;br /&gt;
[[File:The_OrderThermite-3.jpg|thumb|none|500px|Concept art of the 'Thermite Gun']]&lt;br /&gt;
[[File:The_OrderThermite-1Edit.jpg|thumb|none|600px|Sir Galahad admiring his new 'Thermite Gun']] &lt;br /&gt;
[[File:The_OrderThermite-2Edit.jpg|thumb|none|600px|Sir Galahad with the 'Thermite Gun'.]]&lt;br /&gt;
[[File:The_OrderThermite-4.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==TS21 Arc Induction Lance==&lt;br /&gt;
The 'TS21 Arc Induction Lance' is a completely fictional weapon that appears to have been built out of spare rifle parts by Nikola Tesla.&lt;br /&gt;
[[File:The_OrderTS21-1.jpg|thumb|none|500px|Concept art of the 'TS21 Arc Induction Lance'.]]&lt;br /&gt;
[[File:The OrderTS21-1_1.jpg|thumb|none|600px|The TS21 in-game.]]&lt;br /&gt;
[[File:The_OrderTS21-2.jpg|thumb|none|600px|Lady Igraine armed with the 'Induction Lance'.]]&lt;br /&gt;
[[File:The OrderTS21-3.jpg|thumb|none|600px|Sir Galahad with the 'Induction Lance'.]]&lt;br /&gt;
[[File:The OrderTS21-4.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==TS-17 Detonator==&lt;br /&gt;
The 'TS-17 Detonator' is also a completely fictional weapon.&lt;br /&gt;
[[File:The OrderTS17-1.jpg|thumb|none|600px|The 'TS-17 Detonator' on a table. Buttstock seems to have been made on the likeness a [[Mauser C96]].]]&lt;br /&gt;
[[File:The OrderTS17-2.jpg|thumb|none|600px|Sir Galahad with the 'TS-17 Detonator'.]]&lt;br /&gt;
[[File:The OrderTS17-3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==TS-29 Cannon==&lt;br /&gt;
The 'TS-29 Cannon' is based on the [[M18 Recoilless Rifle]].&lt;br /&gt;
[[Image:M18 Recoilless.jpg|thumb|none|500px|M18 Recoilless Rifle - 57mm]]&lt;br /&gt;
[[File:The OrderTS29_1.jpg|thumb|none|600px|Sir Galahad with the 'TS-29 Cannon'.]]&lt;br /&gt;
[[File:The OrderTS29_2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Repeating Arbalest==&lt;br /&gt;
The Crossbow in-game is called the 'Repeating Arabalest' and is always scoped, rather than have the bolt loaded one at a time it takes a drum attachment that holds 5 bolt at a time in a similar fashion to the one seen in [[Van Helsing]].&lt;br /&gt;
[[File:The_OrderCrossbow-1.jpg|thumb|none|500px|Concept art of the 'Repeating Arabalest']]&lt;br /&gt;
[[File:The Ordercross_1.jpg|thumb|none|600px|The crossbow on a table. Note how it resembles modern Twinbow crossbows.]]&lt;br /&gt;
[[File:The Ordercross_2.jpg|thumb|none|600px|Sir Galahad admiring the 'Repeating Arabalest'.]]&lt;br /&gt;
[[File:The Ordercross_3.jpg|thumb|none|600px|Preparing.]]&lt;br /&gt;
[[File:The Ordercross_4.jpg|thumb|none|600px|Sir Galahad with the crossbow.]]&lt;br /&gt;
[[File:The Ordercross_5.jpg|thumb|none|600px|View through the scope.]]&lt;br /&gt;
[[File:The Ordercross_6.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Tesla Gun==&lt;br /&gt;
During the last fight, Nikola Tesla is seen with a fictional weapon. Sir Galahad takes the gun but is disarmed by Alastair.&lt;br /&gt;
[[File:The Order_tesla.jpg|thumb|none|600px|Sir Galahad with the Tesla Gun.]]&lt;br /&gt;
&lt;br /&gt;
{{DEFAULTSORT:Order: 1886, The}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Science Fiction]]&lt;br /&gt;
[[Category:Fantasy]]&lt;/div&gt;</summary>
		<author><name>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Order:_1886&amp;diff=1634841</id>
		<title>The Order: 1886</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Order:_1886&amp;diff=1634841"/>
		<updated>2023-12-11T14:13:21Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: /* Browning Auto-5 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = The Order: 1886&lt;br /&gt;
|picture = TheOrderBoxart.jpg&lt;br /&gt;
|caption =  ''Offical Boxart''&lt;br /&gt;
|date= 2015&lt;br /&gt;
|developer=Ready at Dawn&lt;br /&gt;
|platforms=Playstation 4&lt;br /&gt;
|publisher=Sony Computer Entertainment&lt;br /&gt;
|genre=Third-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''The Order: 1886''''' is a video game set in an alternate history London that follows the exploits of a group of legendary protectors of the British realm named 'The Order'. Members of 'The Order' are disciples of the Knights of the Round Table and Arthur himself and are tasked with protecting the people of England from a multitude of threats including 'Half-Breeds' which is the name they use to describe werewolves and vampires.&lt;br /&gt;
&lt;br /&gt;
Nearly all of the weapons featured are highly anachronistic, as the game is set before public knowledge of stable smokeless powder, but they are generally given a steampunk makeover to make them look appropriate in the alternate history setting.&lt;br /&gt;
&lt;br /&gt;
{{Game Title|The Order: 1886}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Spoilers}}&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Webley Mk II==&lt;br /&gt;
The first weapon you will find in the game is a [[Webley_Revolvers#Webley_.455_Mk_II|Webley .455 Mk II]] revolver, which is called the &amp;quot;Mk 1 Service Revolver&amp;quot; in-game. This weapon is anachronistic by 8 years.&lt;br /&gt;
[[File:Weble Mk II.jpg|thumb|none|300px|Webley Mk II - .455 Webley]] &lt;br /&gt;
[[File:The_OrderMk1-1Edit.jpg|thumb|none|600px|The 'Mk 1 Service Revolver' on the ground. Note the rounded grip, the Mk I has a &amp;quot;bird head&amp;quot; shaped grip]] &lt;br /&gt;
[[File:The_OrderMk1-2Edit.jpg|thumb|none|600px|Much to his chagrin Sir Galahad finds that someone has forgotten to load the Service Revolver.]] &lt;br /&gt;
[[File:The OrderMk1-3Edit.jpg|thumb|none|600px|Sir Galahad with the Revolver.]]&lt;br /&gt;
[[File:The OrderMk1-4.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Borchardt C-93==&lt;br /&gt;
The [[Borchardt C-93]] is seen as the standard issue for Knights of 'The Order', and is called the 'C-78 Autoloading Pistol'. This weapon is anachronistic by approximately 7 Years.&lt;br /&gt;
[[Image:borchardtc93.jpg|thumb|300px|none|Borchardt C-93 - 7.65 Borchardt]] &lt;br /&gt;
[[File:The_OrderC78-1.jpg|thumb|none|600px|The 'C-78 Autoloading Pistol' on the ground.]]&lt;br /&gt;
[[File:The_OrderC78-1Edit.jpg|thumb|none|600px|Sir Galahad  with his 'C-78 Autoloading Pistol'.]]&lt;br /&gt;
[[File:The_OrderC78-2Edit.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Dragoon==&lt;br /&gt;
The [[Colt Dragoon]] appears in the later half of the game as the 'M4 Dragoon Revolver' and is the strongest handgun in the game, killing most enemies with a single round. The weapon is a fictional top-break (like the [[Webley|Webley revolver]]) version of the Colt Dragoon 3rd model; as stated in the game, &amp;quot;this revolver was built as an upgrade to the older M3 Dragoons&amp;quot;, which implies that the 'M4 Dragoon Revolver' is a further development of the Colt Dragoon 3rd model in the game universe. It is worth noting that although it is technically cartridge converted, the revolver in the game is still modeled on the basis of the original percussion model with a cylinder with cap slots (which would actually make it incompatible with metal cartridges), and with a loading lever. Any cylinder latch is also missing.&lt;br /&gt;
[[Image:Dragoon 3rd model.jpg‎|thumb|none|300px|Colt Dragoon 3rd model - .44 cal]]&lt;br /&gt;
[[File:The Order DragoonRevolver.jpg|400px|thumb|none|The 'M4 Dragoon Revolver' as it appears in the game.]]&lt;br /&gt;
[[File:The_OrderDragoon.jpg|thumb|none|600px|The Revolver on the ground.]]&lt;br /&gt;
[[File:The_OrderDragoon1.jpg|thumb|none|600px|Sebastians revolver lies on the table.]]&lt;br /&gt;
[[File:The_OrderDragoon-1.jpg|thumb|none|600px|Marquis de Lafayette aims his Dragoon.]]&lt;br /&gt;
[[File:The_OrderDragoon-1Edit.jpg|thumb|none|600px|Sir Galahad with the Dragoon.]]&lt;br /&gt;
[[File:The_OrderDragoon-2Edit.jpg|thumb|none|600px|Reloading, without thinking how it should work.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96==&lt;br /&gt;
A [[Mauser C96]] with an M712-style detachable magazine appears in-game as the 'C-81 Maschinepistole'. It is modeled with the hammer of the early C96 prototype and is select-fire despite not having a fire selector. It is anachronistic by about 10 years, though detachable magazine versions appeared even later.&lt;br /&gt;
[[Image:Whats up doc.jpg|thumb|none|300px|Early Mauser C96 prototype - 7.63x25mm Mauser]]&lt;br /&gt;
[[Image:MauserM712Schnellfeuer.jpg|thumb|none|300px|Mauser M712 Schnellfeuer - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:The OrderC81-1.jpg|thumb|none|500px|Concept art of the 'C-81'. Note that this has a fire selector similar to that of an Astra 903 machine pistol, and no magazine release.]]&lt;br /&gt;
[[File:The_Order_c93_1.jpg|thumb|none|600px|The 'C-81' on the ground. Now it has a magazine release but no fire selector.]]&lt;br /&gt;
[[File:The_Order_c93_2.jpg|thumb|none|600px|Sir Galahad with the Mauser.]]&lt;br /&gt;
[[File:The_Order_c93_3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Duelist Revolver&amp;quot;==&lt;br /&gt;
The 'Duelist Revolver' is a fictional double-barreled revolver with a 10-round cylinder, seemingly based on a Lancaster-made [[Howdah Pistol]]. Conceptually, it appears to be inspired by actual double-barreled revolvers such as the Lefaucheux double-barreled revolver or the Henrion, Dassy, and Heuschen revolver. In-game, it fires two shots sequentially in a short burst per trigger pull, rather than two at once as one might reasonably expect, or one shot per trigger pull like the real double-barreled revolvers.&lt;br /&gt;
[[File:Admiral-s-lancaster-2762-full.jpg|thumb|none|300px|Lancaster Howdah Pistol - .476 CF]]&lt;br /&gt;
[[File:The Order DuelistRevolver.jpg|400px|thumb|none|The &amp;quot;Duelist Revolver&amp;quot; as it appears in-game...]]&lt;br /&gt;
[[File:The_OrderDuelist-1.jpg|thumb|none|600px|...and as it appears lying in the dirt.]]&lt;br /&gt;
[[File:The_OrderDuelist-1Edit.jpg|thumb|none|600px|Sir Galahad eyeing the mutated revolver with suspicion.]]&lt;br /&gt;
[[File:The_OrderDuelist-2.jpg|thumb|none|600px|Reloading the revolver is accomplished with the help of a rather large speedloader. Note the extremely thin trigger group.]]&lt;br /&gt;
&lt;br /&gt;
==British 1756 Light Dragoon Pistol==&lt;br /&gt;
A [[Flintlock Pistol |British 1756 Light Dragoon Pistol]] is seen in Lord Hastings Showcase.&lt;br /&gt;
[[Image:LightdragoonPistol.jpg |thumb|none|400px|British 1756 Light Dragoon Pistol - .68 caliber.]]&lt;br /&gt;
[[File:The_OrderD_Flint.jpg|thumb|none|600px|The Pistol in the showcase.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Bergmann MP35/I (hybrid)==&lt;br /&gt;
The &amp;quot;M85 Automatisch&amp;quot; appears to be based on the [[Bergmann MP35/I]] (a design that wouldn't come around for another 49 years), albeit with a [[Bergmann MP18]]'s charging handle, and a vertical magazine well that takes drum magazines seemingly based on those used in the German-issued Fl.-S.-K. 15 variant of the [[Mondragón Rifle|Mondragón Modelo 1908]].&lt;br /&gt;
[[File:MP35a.jpg|thumb|none|450px|Bergmann MP35/I - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Mp18 right.jpg|thumb|none|450px|Bergmann MP18 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:mondragon with drum mag.jpg|thumb|none|450px|Mondragón Fl.-S.-K. 15 with 30-round drum magazine - 7x57mm Mauser]]&lt;br /&gt;
[[File:The Order M85 concept.jpg|thumb|none|500px|Concept art of the &amp;quot;M85 Automatisch&amp;quot;. Note the slightly stretched-out receiver and comparably-compressed drum; exactly what sort of cartridge this thing is supposed to be chambered for is anybody's guess.]]&lt;br /&gt;
[[File:The_OrderM85-2Edit.jpg|thumb|none|600px|The M85 on the ground.]] &lt;br /&gt;
[[File:The OrderM85-1Edit.jpg|thumb|none|600px|Sir Galahad prepares to fight some half-breeds with his half-breed automatic. Note that, unlike either of the submachine guns it draws influence from, the M85 Automatisch fires from a closed bolt.]] &lt;br /&gt;
[[File:The OrderM85-3Edit.jpg|thumb|none|600px|Smacking in a new drum; here, the bolt is locked back.]]&lt;br /&gt;
[[File:The OrderM85-4.jpg|thumb|none|600px|Alastair D'Argyll with an M85, giving a good view of the distinctive not-quite-round offset drum.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Chiappa Triple Threat==&lt;br /&gt;
The 'Three Crown' Coach Gun in-game appears to be based on the [[Chiappa Triple Threat]] shotgun, the in-game version fires all 3 barrels at once. It is anachronistic by over 100 years.&lt;br /&gt;
[[File:ChiappaTripleThreat.jpg|thumb|none|500px|Chiappa Triple Threat - 12 gauge]]&lt;br /&gt;
[[File:The OrderThreeCrown-1.jpg|thumb|none|500px|Concept art of the 'Three Crown' Coach Gun]]&lt;br /&gt;
[[File:The_Order_shot1.jpg|thumb|none|600px|The 'Three Crown' on the ground. Note the double trigger.]]&lt;br /&gt;
[[File:The_Order_shot2.jpg|thumb|none|600px|Sir Galahad with the shotgun.]]&lt;br /&gt;
[[File:The_Order_shot3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
The [[Browning Auto-5]] appears as 'RA-5 Repeating Shotgun'. It is anachronistic by about 19 years.&lt;br /&gt;
[[File:BrowAut5.jpg|400px|thumb|none|Browning Auto-5 (pre-WW2) in Sporting/Field configuration - 12 gauge]]&lt;br /&gt;
[[File:RA5Shotgun.jpg|500px|thumb|none|The RA-5 as it appears in the game. The in-game model is actually quite accurate to the real firearm.]]&lt;br /&gt;
[[File:RA5_1.jpg|600px|thumb|none|The RA-5 on the gound.]]&lt;br /&gt;
[[File:RA5_2.jpg|600px|thumb|none|Sir Galahad with the RA-5.]]&lt;br /&gt;
[[File:RA5_3.jpg|600px|thumb|none|Reloading. Possibly for gameplay reasons, the animations are entirely incorrect for this firearm, as the bolt does not lock back on the last shot and it locks back during the animation, and Sir Galahad shoves rounds through the open ejection port/the side of the receiver to reload instead of the proper procedure for an early Auto-5 - namely dropping a round through the locked open ejection port into the chamber or on the lifter, closing the bolt, then flipping the shotgun over and holding down the bolt release button as you load four rounds into the magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Essex M2 Falchion&amp;quot;==&lt;br /&gt;
The 'Essex M2 Falchion' is the standard-issue automatic rifle for Knights of 'The Order' and appears to be based on the [[Molot Vepr]] with a compressed air &amp;quot;Launcher&amp;quot; attached to the bottom. The magazine seems to be from a [[Browning Automatic Rifle]] and the rear sights from a [[Mauser Gewehr 1898]].&lt;br /&gt;
[[Image:SOK-94.jpg|thumb|none|450px|SOK-94 Vepr (&amp;quot;Boar&amp;quot;) - 7.62x39mm]]&lt;br /&gt;
[[Image:BARearlymodel.jpg|thumb|none|450px|M1918 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[Image:Mauser g98.jpg|thumb|none|450px|Mauser Gewehr 1898 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:The OrderM2Falchion-2.jpg|thumb|none|500px|Concept art of the 'Essex M2 Falchion']]&lt;br /&gt;
[[File:The OrderM2Falchion-1Edit.jpg|thumb|none|600px|The 'Essex M2 Falchion'. Note the double trigger.]] &lt;br /&gt;
[[File:The OrderM2Falchion-1.jpg|thumb|none|600px|Sir Galahad with the 'Essex M2 Falchion'.]] &lt;br /&gt;
[[File:The OrderM2Falchion-3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No. 5 Jungle Carbine==&lt;br /&gt;
The 'M84 Marksman Carbine' is a [[Jungle Carbine|Lee-Enfield No. 5 Jungle Carbine]]. It serves as the game's sniper rifle. It appears with both suppressed and unsuppressed versions.&lt;br /&gt;
[[Image:No5JungleCarbine.jpg|thumb|none|450px|Lee-Enfield No. 5 Jungle Carbine - .303 British]]&lt;br /&gt;
[[File:The_OrderM84-1.jpg|thumb|none|500px|Concept art (partially a photograph) of the 'M84' with a suppressor attached.]] &lt;br /&gt;
[[File:The_OrderM84-2Edit.jpg|thumb|none|600px|The 'M84' lying on a table.]] &lt;br /&gt;
[[File:The_OrderM84-3Edit.jpg|thumb|none|600px|Sir Galahad admiring the 'M84']] &lt;br /&gt;
[[File:The_OrderM84-4Edit.jpg|thumb|none|600px|Sir Galahad admiring the 'M84']] &lt;br /&gt;
[[File:The_OrderM84-4_1.jpg|thumb|none|600px|Taking aim with the 'M84']] &lt;br /&gt;
[[File:The_OrderM84-5_0.jpg|thumb|none|600px|First-person view down the scope.]]&lt;br /&gt;
[[File:The_OrderM84-5Edit.jpg|thumb|none|600px|Reloading the No. 5.]]&lt;br /&gt;
&lt;br /&gt;
==Pedersen/T1E3 rifle==&lt;br /&gt;
The [[Pedersen Rifle]] appears in the game as the 'M82 Selfloader Carbine'. This weapon is anachronistic for about 34 years.&lt;br /&gt;
[[File:Vickers-Armstrong_Pedersen.jpg|thumb|none|450px|Pedersen/T1E3 Rifle - .276 Pedersen]] &lt;br /&gt;
[[File:The_OrderM82-1Edit.jpg|thumb|none|600px|The 'M82 Selfloader Carbine' on the ground.]]&lt;br /&gt;
[[File:The_OrderM82-1.jpg|thumb|none|600px|Sir Galahad with the 'M82 Selfloader Carbine'.]] &lt;br /&gt;
[[File:The_OrderM82-2Edit.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Hand Grenades=&lt;br /&gt;
&lt;br /&gt;
==Stielhandgranate==&lt;br /&gt;
The grenades in the game, both frag and smoke use the same model, are based on the [[Model 24 Stielhandgranate]], with a few cosmetic alterations such as an unusable blade attachment. While the attached ring on the stick resembles the spoon safety from the earlier [[Model 15 Stielhandgranate|Model 15]], the warhead itself looks like the  British No.3 Mk.1 Hales rifle grenade.&lt;br /&gt;
[[Image:M24WithFragSleeve.jpg|thumb|none|350px|Model 24 Stielhandgranate with fragmentation sleeve.]]&lt;br /&gt;
[[File:M15grenade.JPG|thumb|none|350px|Model 15 Stielhandgranate with spoon safety.]]&lt;br /&gt;
[[File:The_OrderFragGrenade.jpg|thumb|none|500px|Concept art of the grenade.]]&lt;br /&gt;
[[File:The_Ordergr_1.jpg|thumb|none|600px|Two stick grenades in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Smoke Grenade==&lt;br /&gt;
The Smoke Grenade is also based on the [[Model 24 Stielhandgranate]] but with a different warhead.&lt;br /&gt;
[[File:The_Ordersmoke_1.jpg|thumb|none|600px|The Smoke grenade thrown by Sir Galahad.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Thermite Gun==&lt;br /&gt;
The Thermite gun is, rather loosely, based on the [[Maxim MG08/15|Maxim LMG 08/15 &amp;quot;Spandau&amp;quot;]] with elements of a [[Lewis Gun]] and a [[Vickers K machine gun]]. It sprays a cloud of thermite that can then be ignited with a flare launcher attached to the underside of the weapon.&lt;br /&gt;
[[Image:Lmg08-15 air.jpg ‎|thumb|none|500px|LMG 08/15 Air-Cooled - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:Lewis gun.JPG|thumb|none|500px|Lewis Gun - .303 British]]&lt;br /&gt;
[[Image:Vickersk.jpg |thumb|none|500px|Vickers K Machine Gun - .303 British]]&lt;br /&gt;
[[File:The_OrderThermite-3.jpg|thumb|none|500px|Concept art of the 'Thermite Gun']]&lt;br /&gt;
[[File:The_OrderThermite-1Edit.jpg|thumb|none|600px|Sir Galahad admiring his new 'Thermite Gun']] &lt;br /&gt;
[[File:The_OrderThermite-2Edit.jpg|thumb|none|600px|Sir Galahad with the 'Thermite Gun'.]]&lt;br /&gt;
[[File:The_OrderThermite-4.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==TS21 Arc Induction Lance==&lt;br /&gt;
The 'TS21 Arc Induction Lance' is a completely fictional weapon that appears to have been built out of spare rifle parts by Nikola Tesla.&lt;br /&gt;
[[File:The_OrderTS21-1.jpg|thumb|none|500px|Concept art of the 'TS21 Arc Induction Lance'.]]&lt;br /&gt;
[[File:The OrderTS21-1_1.jpg|thumb|none|600px|The TS21 in-game.]]&lt;br /&gt;
[[File:The_OrderTS21-2.jpg|thumb|none|600px|Lady Igraine armed with the 'Induction Lance'.]]&lt;br /&gt;
[[File:The OrderTS21-3.jpg|thumb|none|600px|Sir Galahad with the 'Induction Lance'.]]&lt;br /&gt;
[[File:The OrderTS21-4.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==TS-17 Detonator==&lt;br /&gt;
The 'TS-17 Detonator' is also a completely fictional weapon.&lt;br /&gt;
[[File:The OrderTS17-1.jpg|thumb|none|600px|The 'TS-17 Detonator' on a table. Buttstock seems to have been made on the likeness a [[Mauser C96]].]]&lt;br /&gt;
[[File:The OrderTS17-2.jpg|thumb|none|600px|Sir Galahad with the 'TS-17 Detonator'.]]&lt;br /&gt;
[[File:The OrderTS17-3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==TS-29 Cannon==&lt;br /&gt;
The 'TS-29 Cannon' is based on the [[M18 Recoilless Rifle]].&lt;br /&gt;
[[Image:M18 Recoilless.jpg|thumb|none|500px|M18 Recoilless Rifle - 57mm]]&lt;br /&gt;
[[File:The OrderTS29_1.jpg|thumb|none|600px|Sir Galahad with the 'TS-29 Cannon'.]]&lt;br /&gt;
[[File:The OrderTS29_2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Repeating Arbalest==&lt;br /&gt;
The Crossbow in-game is called the 'Repeating Arabalest' and is always scoped, rather than have the bolt loaded one at a time it takes a drum attachment that holds 5 bolt at a time in a similar fashion to the one seen in [[Van Helsing]].&lt;br /&gt;
[[File:The_OrderCrossbow-1.jpg|thumb|none|500px|Concept art of the 'Repeating Arabalest']]&lt;br /&gt;
[[File:The Ordercross_1.jpg|thumb|none|600px|The crossbow on a table. Note how it resembles modern Twinbow crossbows.]]&lt;br /&gt;
[[File:The Ordercross_2.jpg|thumb|none|600px|Sir Galahad admiring the 'Repeating Arabalest'.]]&lt;br /&gt;
[[File:The Ordercross_3.jpg|thumb|none|600px|Preparing.]]&lt;br /&gt;
[[File:The Ordercross_4.jpg|thumb|none|600px|Sir Galahad with the crossbow.]]&lt;br /&gt;
[[File:The Ordercross_5.jpg|thumb|none|600px|View through the scope.]]&lt;br /&gt;
[[File:The Ordercross_6.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Tesla Gun==&lt;br /&gt;
During the last fight, Nikola Tesla is seen with a fictional weapon. Sir Galahad takes the gun but is disarmed by Alastair.&lt;br /&gt;
[[File:The Order_tesla.jpg|thumb|none|600px|Sir Galahad with the Tesla Gun.]]&lt;br /&gt;
&lt;br /&gt;
{{DEFAULTSORT:Order: 1886, The}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Science Fiction]]&lt;br /&gt;
[[Category:Fantasy]]&lt;/div&gt;</summary>
		<author><name>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Raid_2&amp;diff=1634283</id>
		<title>The Raid 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Raid_2&amp;diff=1634283"/>
		<updated>2023-12-09T00:19:15Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: /* Beretta 93R */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unidentified}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Movie&lt;br /&gt;
|name = ''The Raid 2'' &amp;lt;br&amp;gt; ''Serbuan Maut 2''&lt;br /&gt;
|picture = Raid2_pca.jpg&lt;br /&gt;
|caption = ''American poster''&lt;br /&gt;
|country = [[Image:INA.jpg|25px]] Indonesia &amp;lt;br&amp;gt; [[Image:USA.jpg|25px]] United States&lt;br /&gt;
|director = Gareth Evans&lt;br /&gt;
|date= 2014&lt;br /&gt;
|language = Indonesian &amp;lt;br&amp;gt; Japanese &amp;lt;br&amp;gt; English&lt;br /&gt;
|studio=Pt. Merantau Films &amp;lt;br&amp;gt; XYZ Films&lt;br /&gt;
|character1=Rama/Yuda&lt;br /&gt;
|actor1=[[Iko Uwais]]&lt;br /&gt;
|character2=Uco&lt;br /&gt;
|actor2=[[Arifin Putra]]&lt;br /&gt;
|character3=Eka&lt;br /&gt;
|actor3=[[Oka Antara]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''The Raid 2''''', also known as '''''The Raid 2: Berandal''''', is a 2014 Indonesian/American sequel to 2011's ''[[The Raid: Redemption]]'' written, edited and directed by Gareth Evans, who performed the same duties on the first film. [[Iko Uwais]] returns as Rama, along with a few other actors from the first film. [[Yayan Ruhian]], who played Mad Dog in the first film, returns as a different character.&lt;br /&gt;
&lt;br /&gt;
Writer and director Gareth Evans had started working on another script, ''Berandal'', as a follow-up to his first film, ''Merantau'', but eventually moved onto ''The Raid: Redemption'' for cost reasons. ''Berandal'' was then adapted as a sequel to ''The Raid: Redemption''. Evans has indicated he would be interested in making a third film which would take place a few hours before the end of ''The Raid 2''.&lt;br /&gt;
&lt;br /&gt;
Like the first film, airsoft and replica weapons were used in place of real firearms, with CGI shell casings, muzzle flash and smoke added digitally in post-production.&lt;br /&gt;
&lt;br /&gt;
{{Film Title|The Raid 2}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
[[Beretta 92FS]] pistols are seen in the hands of both cops and gangsters. &lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|none|300px|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:Raid2_B92_01.jpg|thumb|none|600px|One of Bunawar's men points a Beretta at Wahyu (most likely not played by [[Pierre Gruno]], since his face is never seen.)]]&lt;br /&gt;
[[File:Raid2_B92_02.jpg|thumb|none|600px|One of Bejo's henchman with his Beretta, as he struggles with Rama/Yuda ([[Iko Uwais]]) in the back of an SUV.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
[[Glock 17]] pistols are seen in the hands of both cops and gangsters. &lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|300px|3rd Generation Glock 17 - 9x19mm.]]&lt;br /&gt;
[[File:Raid2_G17_01.jpg|thumb|none|600px|Bunawar and his men approach the van from the first film.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Officer's ACP==&lt;br /&gt;
Eka ([[Oka Antara]]) carries a stainless or nickel-plated pistol [[Colt Officer's ACP]]. &lt;br /&gt;
[[Image:Colt_Officers_ACP.jpg|thumb|none|300px|Colt Officers ACP - .45 ACP]]&lt;br /&gt;
[[File:Raid2_pistol_01.jpg|thumb|none|600px|Eka dispatches one of the pornographers.]]&lt;br /&gt;
[[File:Raid2_pistol_02.jpg|thumb|none|600px|Eka and his men open up on the rest of the pornographers.]]&lt;br /&gt;
[[File:Raid2_pistol_03.jpg|thumb|none|600px|Eka draws his pistol, but not before he's hit.]]&lt;br /&gt;
[[File:Raid2_pistol_04.jpg|thumb|none|600px|Eka's pistol still on the floor.]]&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
[[File:Raid2_pistol_S01.jpg|thumb|none|400px|A closeup of Eka's sidearm from the poster. This image appears to have been flipped.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
Pornographer Topan ([[Epy Kusnandar]]) uses a [[Glock 18]] to defend himself.&lt;br /&gt;
[[Image:Glock 18C.jpg|thumb|none|300px|Glock 18C (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:Raid2_G18_01.jpg|thumb|none|600px|Topan fires his Glock 18 on full auto...]]&lt;br /&gt;
[[File:Raid2_G18_02.jpg|thumb|none|600px|...until it runs dry.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 327 (airsoft)==&lt;br /&gt;
Uco ([[Arifin Putra]]) uses a [[Smith &amp;amp; Wesson Model 327]] later in the film. Bejo ([[Alex Abbad]]) uses it as well. A closeup reveals that this is a Japanese-made Tanaka replica.&lt;br /&gt;
[[Image:S&amp;amp;W327.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 327 - .357 Magnum]]&lt;br /&gt;
[[Image:Raid2_SW327_01.jpg|thumb|none|600px|The business end of Uco's S&amp;amp;W 327.]]&lt;br /&gt;
[[Image:Raid2_SW327_02.jpg|thumb|none|600px|A closeup reveals &amp;quot;Made in Japan&amp;quot; and &amp;quot;Tanaka&amp;quot; etched below the cylinder. Note the rather large gap between the cylinder and barrel, and the lack of flash, which should be present while firing a real revolver.]]&lt;br /&gt;
[[Image:Raid2_SW327_03.jpg|thumb|none|600px|Bejo takes the S&amp;amp;W 327 from Uco.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
Eka ([[Oka Antara]]) uses a [[Beretta 93R]] while trying to retrieve Rama/Yuda. It fires in fully-automatic and seems to hold way more than 20 rounds, as depicted in the scene.&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|300px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:Raid2_B93_01.jpg|thumb|none|600px|Ohhh, this won't end well... Note the pistol being pushed out of battery in this image.]]&lt;br /&gt;
[[Image:Raid2_B93_02.jpg|thumb|none|600px|Eka reloads his Beretta one-handed.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Mini Uzi==&lt;br /&gt;
[[Mini Uzi]]s are seen several times over the course of the film.&lt;br /&gt;
[[Image:MiniUzi_01.jpg|thumb|none|350px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:Raid2_Mini_01.jpg|thumb|none|600px|Uco's men open fire on the pornographers.]]&lt;br /&gt;
[[Image:Raid2_Mini_02.jpg|thumb|none|600px|One of Bejo's men goes after Eka.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
One of the pornographers is armed with a [[Heckler &amp;amp; Koch MP5A2]].&lt;br /&gt;
[[Image:MP5.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5A2 with early &amp;quot;slimline&amp;quot; handguard - 9x19mm]]&lt;br /&gt;
[[Image:Raid2_MP5A2_01.jpg|thumb|none|600px|The MP5A2 circled.]]&lt;br /&gt;
[[Image:Raid2_MP5A2_02.jpg|thumb|none|600px|The MP5A2 circled.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington Model 31==&lt;br /&gt;
[[Remington Model 31]] shotguns are seen throughout the film. &lt;br /&gt;
[[Image:MGC_Remington_Model_31.jpg|thumb|none|400px|MGC Replica Remington Model 31]]&lt;br /&gt;
[[Image:Raid2_R31_01.jpg|thumb|none|600px|One of Bejo's henchmen with a Remington Model 31.]]&lt;br /&gt;
[[Image:Raid2_R31_02.jpg|thumb|none|600px|One of Bejo's henchmen takes aim at Eka.]]&lt;br /&gt;
[[Image:Raid2_R31_03.jpg|thumb|none|600px|The perils of going all airsoft as the stock breaks off. This shot remained in the film, however.]]&lt;br /&gt;
[[Image:Raid2_R31_04.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Raid2_R31_05.jpg|thumb|none|600px|Uco with the Remington Model 31 tossed to him by Bejo.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37==&lt;br /&gt;
Sawn-off [[Ithaca 37]] shotguns are seen throughout the film. &lt;br /&gt;
[[Image:Ithaca_m37sawedoff.jpg|thumb|none|400px|Ithaca 37 with sawed-off stock and barrel - 12 gauge (airsoft)]]&lt;br /&gt;
[[Image:Raid2_I37_01.jpg|thumb|none|600px|One of the pornographers reaches for a sawn-off Ithaca 37 under a table.]]&lt;br /&gt;
[[Image:Raid2_I37_02.jpg|thumb|none|600px|Bejo with a sawn-off Ithaca 37.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Unidentified rifle==&lt;br /&gt;
A prison guard is armed with an unidentified bolt-action rifle.&lt;br /&gt;
[[Image:Raid2_rifle_01.jpg|thumb|none|600px|The guard chambers another round into his rifle.]]&lt;br /&gt;
&lt;br /&gt;
=Miscellanea=&lt;br /&gt;
Several guns are seen in the closing credits.&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
[[Image:P226R.jpg|thumb|none|300px|SIG-Sauer P226R - 9x19mm]]&lt;br /&gt;
[[Image:Raid2_P226_01.jpg|thumb|none|600px|The P226R on the right. A Remington 31 is on the left.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 36==&lt;br /&gt;
[[Image:M36.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 36 - .38 Special]]&lt;br /&gt;
[[Image:Raid2_SW36_01.jpg|thumb|none|600px|The S&amp;amp;W 36 in the closing credits.]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified rifle==&lt;br /&gt;
[[Image:Raid2_rifle2_01.jpg|thumb|none|600px|An unidentified rifle.]]&lt;br /&gt;
&lt;br /&gt;
{{DEFAULTSORT:Raid 2, The}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action Movie]]&lt;br /&gt;
[[Category:Crime]]&lt;br /&gt;
[[Category:Martial Arts]]&lt;br /&gt;
[[Category:Indonesian Produced]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:Movie]]&lt;/div&gt;</summary>
		<author><name>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Raid_2&amp;diff=1634282</id>
		<title>The Raid 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Raid_2&amp;diff=1634282"/>
		<updated>2023-12-09T00:18:06Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: /* Beretta 93R */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unidentified}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Movie&lt;br /&gt;
|name = ''The Raid 2'' &amp;lt;br&amp;gt; ''Serbuan Maut 2''&lt;br /&gt;
|picture = Raid2_pca.jpg&lt;br /&gt;
|caption = ''American poster''&lt;br /&gt;
|country = [[Image:INA.jpg|25px]] Indonesia &amp;lt;br&amp;gt; [[Image:USA.jpg|25px]] United States&lt;br /&gt;
|director = Gareth Evans&lt;br /&gt;
|date= 2014&lt;br /&gt;
|language = Indonesian &amp;lt;br&amp;gt; Japanese &amp;lt;br&amp;gt; English&lt;br /&gt;
|studio=Pt. Merantau Films &amp;lt;br&amp;gt; XYZ Films&lt;br /&gt;
|character1=Rama/Yuda&lt;br /&gt;
|actor1=[[Iko Uwais]]&lt;br /&gt;
|character2=Uco&lt;br /&gt;
|actor2=[[Arifin Putra]]&lt;br /&gt;
|character3=Eka&lt;br /&gt;
|actor3=[[Oka Antara]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''The Raid 2''''', also known as '''''The Raid 2: Berandal''''', is a 2014 Indonesian/American sequel to 2011's ''[[The Raid: Redemption]]'' written, edited and directed by Gareth Evans, who performed the same duties on the first film. [[Iko Uwais]] returns as Rama, along with a few other actors from the first film. [[Yayan Ruhian]], who played Mad Dog in the first film, returns as a different character.&lt;br /&gt;
&lt;br /&gt;
Writer and director Gareth Evans had started working on another script, ''Berandal'', as a follow-up to his first film, ''Merantau'', but eventually moved onto ''The Raid: Redemption'' for cost reasons. ''Berandal'' was then adapted as a sequel to ''The Raid: Redemption''. Evans has indicated he would be interested in making a third film which would take place a few hours before the end of ''The Raid 2''.&lt;br /&gt;
&lt;br /&gt;
Like the first film, airsoft and replica weapons were used in place of real firearms, with CGI shell casings, muzzle flash and smoke added digitally in post-production.&lt;br /&gt;
&lt;br /&gt;
{{Film Title|The Raid 2}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
[[Beretta 92FS]] pistols are seen in the hands of both cops and gangsters. &lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|none|300px|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:Raid2_B92_01.jpg|thumb|none|600px|One of Bunawar's men points a Beretta at Wahyu (most likely not played by [[Pierre Gruno]], since his face is never seen.)]]&lt;br /&gt;
[[File:Raid2_B92_02.jpg|thumb|none|600px|One of Bejo's henchman with his Beretta, as he struggles with Rama/Yuda ([[Iko Uwais]]) in the back of an SUV.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
[[Glock 17]] pistols are seen in the hands of both cops and gangsters. &lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|300px|3rd Generation Glock 17 - 9x19mm.]]&lt;br /&gt;
[[File:Raid2_G17_01.jpg|thumb|none|600px|Bunawar and his men approach the van from the first film.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Officer's ACP==&lt;br /&gt;
Eka ([[Oka Antara]]) carries a stainless or nickel-plated pistol [[Colt Officer's ACP]]. &lt;br /&gt;
[[Image:Colt_Officers_ACP.jpg|thumb|none|300px|Colt Officers ACP - .45 ACP]]&lt;br /&gt;
[[File:Raid2_pistol_01.jpg|thumb|none|600px|Eka dispatches one of the pornographers.]]&lt;br /&gt;
[[File:Raid2_pistol_02.jpg|thumb|none|600px|Eka and his men open up on the rest of the pornographers.]]&lt;br /&gt;
[[File:Raid2_pistol_03.jpg|thumb|none|600px|Eka draws his pistol, but not before he's hit.]]&lt;br /&gt;
[[File:Raid2_pistol_04.jpg|thumb|none|600px|Eka's pistol still on the floor.]]&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
[[File:Raid2_pistol_S01.jpg|thumb|none|400px|A closeup of Eka's sidearm from the poster. This image appears to have been flipped.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
Pornographer Topan ([[Epy Kusnandar]]) uses a [[Glock 18]] to defend himself.&lt;br /&gt;
[[Image:Glock 18C.jpg|thumb|none|300px|Glock 18C (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:Raid2_G18_01.jpg|thumb|none|600px|Topan fires his Glock 18 on full auto...]]&lt;br /&gt;
[[File:Raid2_G18_02.jpg|thumb|none|600px|...until it runs dry.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 327 (airsoft)==&lt;br /&gt;
Uco ([[Arifin Putra]]) uses a [[Smith &amp;amp; Wesson Model 327]] later in the film. Bejo ([[Alex Abbad]]) uses it as well. A closeup reveals that this is a Japanese-made Tanaka replica.&lt;br /&gt;
[[Image:S&amp;amp;W327.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 327 - .357 Magnum]]&lt;br /&gt;
[[Image:Raid2_SW327_01.jpg|thumb|none|600px|The business end of Uco's S&amp;amp;W 327.]]&lt;br /&gt;
[[Image:Raid2_SW327_02.jpg|thumb|none|600px|A closeup reveals &amp;quot;Made in Japan&amp;quot; and &amp;quot;Tanaka&amp;quot; etched below the cylinder. Note the rather large gap between the cylinder and barrel, and the lack of flash, which should be present while firing a real revolver.]]&lt;br /&gt;
[[Image:Raid2_SW327_03.jpg|thumb|none|600px|Bejo takes the S&amp;amp;W 327 from Uco.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
Eka ([[Oka Antara]]) uses a [[Beretta 93R]] while trying to retrieve Rama/Yuda. It fires in fully-automatic and seems to hold way more than 20 rounds, as depicted in the scene.&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|300px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:Raid2_B93_01.jpg|thumb|none|600px|Ohhh, this won't end well...]]&lt;br /&gt;
[[Image:Raid2_B93_02.jpg|thumb|none|600px|Eka reloads his Beretta one-handed.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Mini Uzi==&lt;br /&gt;
[[Mini Uzi]]s are seen several times over the course of the film.&lt;br /&gt;
[[Image:MiniUzi_01.jpg|thumb|none|350px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:Raid2_Mini_01.jpg|thumb|none|600px|Uco's men open fire on the pornographers.]]&lt;br /&gt;
[[Image:Raid2_Mini_02.jpg|thumb|none|600px|One of Bejo's men goes after Eka.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
One of the pornographers is armed with a [[Heckler &amp;amp; Koch MP5A2]].&lt;br /&gt;
[[Image:MP5.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5A2 with early &amp;quot;slimline&amp;quot; handguard - 9x19mm]]&lt;br /&gt;
[[Image:Raid2_MP5A2_01.jpg|thumb|none|600px|The MP5A2 circled.]]&lt;br /&gt;
[[Image:Raid2_MP5A2_02.jpg|thumb|none|600px|The MP5A2 circled.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington Model 31==&lt;br /&gt;
[[Remington Model 31]] shotguns are seen throughout the film. &lt;br /&gt;
[[Image:MGC_Remington_Model_31.jpg|thumb|none|400px|MGC Replica Remington Model 31]]&lt;br /&gt;
[[Image:Raid2_R31_01.jpg|thumb|none|600px|One of Bejo's henchmen with a Remington Model 31.]]&lt;br /&gt;
[[Image:Raid2_R31_02.jpg|thumb|none|600px|One of Bejo's henchmen takes aim at Eka.]]&lt;br /&gt;
[[Image:Raid2_R31_03.jpg|thumb|none|600px|The perils of going all airsoft as the stock breaks off. This shot remained in the film, however.]]&lt;br /&gt;
[[Image:Raid2_R31_04.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Raid2_R31_05.jpg|thumb|none|600px|Uco with the Remington Model 31 tossed to him by Bejo.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37==&lt;br /&gt;
Sawn-off [[Ithaca 37]] shotguns are seen throughout the film. &lt;br /&gt;
[[Image:Ithaca_m37sawedoff.jpg|thumb|none|400px|Ithaca 37 with sawed-off stock and barrel - 12 gauge (airsoft)]]&lt;br /&gt;
[[Image:Raid2_I37_01.jpg|thumb|none|600px|One of the pornographers reaches for a sawn-off Ithaca 37 under a table.]]&lt;br /&gt;
[[Image:Raid2_I37_02.jpg|thumb|none|600px|Bejo with a sawn-off Ithaca 37.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Unidentified rifle==&lt;br /&gt;
A prison guard is armed with an unidentified bolt-action rifle.&lt;br /&gt;
[[Image:Raid2_rifle_01.jpg|thumb|none|600px|The guard chambers another round into his rifle.]]&lt;br /&gt;
&lt;br /&gt;
=Miscellanea=&lt;br /&gt;
Several guns are seen in the closing credits.&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
[[Image:P226R.jpg|thumb|none|300px|SIG-Sauer P226R - 9x19mm]]&lt;br /&gt;
[[Image:Raid2_P226_01.jpg|thumb|none|600px|The P226R on the right. A Remington 31 is on the left.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 36==&lt;br /&gt;
[[Image:M36.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 36 - .38 Special]]&lt;br /&gt;
[[Image:Raid2_SW36_01.jpg|thumb|none|600px|The S&amp;amp;W 36 in the closing credits.]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified rifle==&lt;br /&gt;
[[Image:Raid2_rifle2_01.jpg|thumb|none|600px|An unidentified rifle.]]&lt;br /&gt;
&lt;br /&gt;
{{DEFAULTSORT:Raid 2, The}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action Movie]]&lt;br /&gt;
[[Category:Crime]]&lt;br /&gt;
[[Category:Martial Arts]]&lt;br /&gt;
[[Category:Indonesian Produced]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:Movie]]&lt;/div&gt;</summary>
		<author><name>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_5&amp;diff=1634055</id>
		<title>Resident Evil 5</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_5&amp;diff=1634055"/>
		<updated>2023-12-08T12:29:33Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: /* Heckler &amp;amp; Koch P8 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:RE5poster.jpg|thumb|right|300px|''Resident Evil 5'' (2009)]]&lt;br /&gt;
'''''Resident Evil 5''''' (known in Japan as ''Biohazard 5'') is a survival horror third-person shooter video game developed and published by Capcom. It was released in 2009 for the Xbox 360, PS3, and PC. In the game, Chris Redfield, now an operative of the international anti-biohazard task force Bioterrorism Security Assessment Alliance (BSAA), investigates a bioterrorist threat in Kijuju, a fictional region in Africa. Joining him is fellow BSAA operative Sheva Alomar. The basic enemies, Majini, are a continuation of the Ganados form ''Resident Evil 4'', being infected by a brain-controlling parasite that still leaves some intelligence intact.&lt;br /&gt;
&lt;br /&gt;
Returning from ''Resident Evil 4'' is The Mercenaries mode, an arcade-styled timed high score challenge arena. Two DLC, &amp;quot;Lost in Nightmares&amp;quot; and &amp;quot;Desperate Escape&amp;quot; were released for console versions of this game. &amp;quot;Nightmares&amp;quot; serves as a prequel to ''Resident Evil 5'' and stars Chris Redfield and Jill Valentine, while &amp;quot;Escape&amp;quot; takes place concurrent to the main game, following Jill Valentine and Josh Stone. The DLCs also add The Mercenaries Reunion, basically a Mercenaries mode content pack with that features the return of Barry Burton and Rebecca Chambers, last seen in the original ''Resident Evil.'' While console exclusive for six years, both DLC were released for the PC as part of the &amp;quot;Untold Stories&amp;quot; Bundle when the game was ported to Steam on March 26, 2015.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''Resident Evil 5'' features a weapon upgrade system similar to the one in ''Resident Evil 4''. Instead of having a merchant NPC serve as the store, the store is presented between chapters instead. Most weapons can have their firepower, reload speed, and capacity upgraded. A few weapons can also upgrade their attack range or critical hit rate. As is somewhat expected, capacity upgrades means that weapon capacities can go to absurdly high levels. After completing the game once, the Bonus Features menu is unlocked, which allows players to use &amp;quot;Exchange Points&amp;quot; (gained by completing campaign chapters or finishing a game of The Mercenaries) to unlock infinite ammo for all fully upgraded weapons.&lt;br /&gt;
&lt;br /&gt;
Ammo is divided between weapon types and shared between weapons of a type. The five basic ammo types in ''Resident Evil 5'' are Handgun, Machine gun, Shotgun, Rifle, and Magnum, all of which have ammo box models recycled from ''Resident Evil 4''. The &amp;quot;Machine gun&amp;quot; category encompasses the two submachine guns and the two assault rifles in the game, and the ammo box was the 9mm TMP ammo box in ''Resident Evil 4''. The Milkor MGL Mk 1L uses its own special grenades.&lt;br /&gt;
&lt;br /&gt;
Unlike ''Resident Evil 4'', where most weapons can only be bought from the Merchant, many weapons in ''Resident Evil 5'' are found inside the levels. Should the player miss the free weapon in a level, the weapon will be made available in the stores after that level.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' In the console versions of this game (and on the PC when using a gamepad), non-scoped weapons are aimed using a solid laser beam that enamates from their attached laser aiming modules (LAM), which are present on all weapons (even sniper rifles), as was seen in ''Resident Evil 4''. These laser beams are not present in the vanilla PC version when using the standard mouse and keyboard controls; instead, a persistent reticule is placed on screen when the player aims. As such, many of this page's screenshots will not depict the lasers, as the screenshots are predominately from the PC version and the game automatically reverts to mouse and keyboard whenever either is touched, including when taking screenshots.&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] is Chris and Sheva's starting weapon, given to them in the first level by BSAA undercover operative Reynard Fisher. It's also used by Irving in a few cutscenes and Wesker wields a custom version called the &amp;quot;Samurai Edge&amp;quot; from the [[Resident Evil (2002 VG)|REmake]]. Chris and Jill also wield them during the raid on Spencer's Estate during &amp;quot;Lost In Nightmares;&amp;quot; they acquire two identical ones from Spencer's deceased guards before confronting Wesker. Wesker also uses the normal 92FS on the plane to fire at Sheva, saving his Samurai Edge for Chris. Chris and Sheva both start with Beretta 92FS as part of their default Mercenaries loadouts (with 50 and 40 round magazines, respectively). Wesker uses his Samurai Edge model from the REmake during the Mercenaries as well (the only time you'll find a Beretta with the correct 15 round capacity); Josh Stone carries one in Mercenaries Reunion with a respectable 100 round magazine.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;M92F&amp;quot; starts off with a humble ten round mag (like the Silver Ghost in ''Resident Evil 4''), but can be upgraded all the way to 100 rounds (more handgun ammo than you can carry in a single item slot). This ridiculously high capacity is shared by the &amp;quot;starter&amp;quot; weapons of each type - the Skorpion, Ithaca 37, and Sako 75. It has an upgradable critical hit rate.&lt;br /&gt;
&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|350px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[Image:RE5Beretta.jpg|thumb|none|599px|Resident Evil 5 Beretta 92FS]]&lt;br /&gt;
[[Image:RE5-3.jpg|thumb|none|600px|Sheva with her Beretta 92FS with a frame-mounted laser.]]&lt;br /&gt;
[[Image:RE592FS.jpg|thumb|none|601px|Chris's 92FS cycles.]]&lt;br /&gt;
[[Image:RE5-5.jpg|thumb|none|600px|Chris reloads his Beretta.]]&lt;br /&gt;
[[Image:RE592FS8.jpg|thumb|none|600px|Sheva reloads the Beretta 92FS. Due to a bug, her Beretta always locks back when reloading, even if there were some unfired rounds in the magazine.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-30-22h08m57s156.jpg|thumb|none|600px|Sheva aims her Beretta 92FS.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-27-23h29m17s158.jpg|thumb|none|600px|I don't think clipping your finger through the trigger counts as trigger discipline.]]&lt;br /&gt;
[[Image:RE592FS7.jpg|thumb|none|600px|Chris holds his Beretta. It appears that the trigger bar is just part of the texture.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-28-12h33m10s235.jpg|thumb|none|600px|I don't know about you, but this is the face I'd make if I got fooled into thinking sunglasses were a threat.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-30-22h10m06s236.jpg|thumb|none|600px|You can tell it's the normal version due to a lack of wooden grips, and no integrated rail, or Brigadier slide, or more obviously, the significantly smaller LAM.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot; (Albert Wesker)==&lt;br /&gt;
This custom [[Beretta 92FS Brigadier]] is wielded exclusively by Albert Wesker, originally seen in [[Resident Evil (2002)]]. Wesker's Samurai Edge features a two-tone finish with Black and Inox parts, a full-length under-barrel rail, a skeletonized hammer, an extended beavertail, and is equipped with an EoTech LAM-1000 under the barrel.&lt;br /&gt;
&lt;br /&gt;
Primarily appearing in CG cutscenes, the pistol can also be used in gameplay in the &amp;quot;Mercenaries&amp;quot; mode by equipping Wesker with the S.T.A.R.S. Outfit. This weapon cannot be unlocked and used in the main game. The weapon is statistically nearly identical to the standard 92FS, but with a meatier firing sound, more damage with each shot, and a 90% increased critical rate for headshots. Similar to the Beretta 92FS for Chris, a Samurai Edge will always be in the holster for Wesker's STARS costume in the Mercenaries, even if the player has discarded the weapon.&lt;br /&gt;
&lt;br /&gt;
[[Image:Samurai Edge A.Wesker model.jpg|thumb|none|400px|Official Tokyo Marui airsoft replica of Albert Wesker's Beretta 92FS &amp;quot;Samurai Edge&amp;quot; from the ''Resident Evil'' video game series.]]&lt;br /&gt;
[[Image:RE5SamuraiEdge.jpg|thumb|none|600px|Wesker's Samurai Edge in Resident Evil 5.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-30-22h20m02s152.jpg|thumb|none|600px|Wesker goes in for the kill.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-30-22h20m26s142.jpg|thumb|none|600px|Seems Wesker has the upper hand...]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-30-22h21m54s106.jpg|thumb|none|600px|Well, he has the high ground, at least.]]&lt;br /&gt;
[[Image:RE5Samurai2.jpg|thumb|none|600px|Wesker takes aim with his customized Beretta.]]&lt;br /&gt;
[[Image:RE5Samurai1.jpg|thumb|none|600px|Wesker reloads the Samurai Edge.]]&lt;br /&gt;
[[Image:2456.jpg|thumb|none|600px|Wesker with his Samurai Edge in an official art.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
Returning from ''Code Veronica'', an actual [[Beretta 93R]] (and not a remodeled version of the game's Beretta 92FS as is common in most games) is unlocked for purchase when one fully upgrades the Beretta 92FS. The pistol fires in 3 shot bursts. The burst mode in this game, unlike burst-firing weapons in other games, behaves realistically, requiring the player hold down the trigger for the full burst. Releasing the trigger prematurely results in only one or two rounds being fired. The 93R's optional shoulder stock is permanently attached, and because of the presence of the folding grip, the laser sight is mounted &amp;quot;over-barrel&amp;quot; on a scope mount bolted to the pistol frame.&lt;br /&gt;
&lt;br /&gt;
The Beretta 93R's magazine capacity can be upgraded up to 30 rounds, which is equal in capacity to some real aftermarket magazines. Excella Gionne carries one with said 30 shot magazine in the Mercenaries Reunion mode, though she never uses one in the main game.&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:RE593R.jpg|thumb|none|600px|Resident Evil 5 Beretta 93R]]&lt;br /&gt;
[[Image:RE5 M93r-2.jpg‎|thumb|none|600px|Chris sends a quick burst into the Majini's stomach. A triple tap is usually enough to kill any basic Majini.]]&lt;br /&gt;
[[Image:RE5 M93r-1.jpg‎|thumb|none|600px|Chris reloads the Beretta 93R. The shoulder stock automatically folds itself whenever not aiming.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 96FS &amp;quot;Samurai Edge&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
This customized .40S&amp;amp;W &amp;quot;Samurai Edge&amp;quot; is exclusive to player character Barry Burton in the &amp;quot;Mercenaries Reunion&amp;quot; mode (DLC from PSN/XboxLive or RE5 Gold Edition). Previously appearing in ''[[Resident Evil (2002)]]'' as a deliberately overpowered &amp;quot;New Game+&amp;quot; weapon, RE5 is ironically the first time Barry is seen using this pistol that he ostensibly owns. Being .40 S&amp;amp;W, the pistol is based on the [[Beretta 96]], equipped with an extended barrel, compensator, and extended magazine.&lt;br /&gt;
&lt;br /&gt;
Performance-wise, the weapon has a penetration ability similar to the P8 and the FiveseveN in the previous game, and as in the previous title, its critical hit chances reset after each successive penetration, making it possible to explode the head of the enemy ''behind'' the enemy you just shot. Fires from a 30-round magazine. Despite being a .40 handgun, it is coded to use 9mm rounds like everything else.&lt;br /&gt;
&lt;br /&gt;
[[File:Barry_Burton_Samurai_Edge.jpg|thumb|none|400px|Tokyo Marui airsoft replica of Barry Burton's Samurai Edge from ''[[Resident Evil (2002)|Resident Evil]]'' (2002).]]&lt;br /&gt;
[[Image:Barry_RE5.jpg|thumb|none|600px|A close-up of Barry Burton's 96FS Samurai Edge pistol, equipped with a laser sight like every other weapon in the game.]]&lt;br /&gt;
[[Image:RE596FS.jpg|thumb|none|600px|Barry kills a Majini with the Samurai Edge pistol.]]&lt;br /&gt;
[[Image:RE596FS2.jpg|thumb|none|600px|Barry wields the custom Beretta in the official trailer announcing him as a playable character.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Px4 Storm==&lt;br /&gt;
The [[Beretta Px4 Storm]] is BSAA Jill's exclusive weapon in the Mercenaries minigame. It is apparently meant to be Jill's BSAA sidearm, though she wielded a regular Beretta 92FS in ''Revelations'' and &amp;quot;Lost in Nightmares&amp;quot; which both take place before ''Resident Evil 5''.&lt;br /&gt;
&lt;br /&gt;
The weapon's special ability is a combination between that of the H&amp;amp;K P8 and the Critical Hit Ability as it has a high chance of killing an enemy with a headshot.&lt;br /&gt;
[[Image:Px4 Storm.jpg|thumb|none|350px|Beretta Px4 Storm - 9x19mm]]&lt;br /&gt;
[[Image:RE59000.jpg|thumb|none|600px|Resident Evil 5 Beretta Px4 Storm]]&lt;br /&gt;
[[Image:RE5Px4C.jpg‎|thumb|none|600px|Jill takes aim with her Px4 Storm. Note the hammer stays uncocked]]&lt;br /&gt;
[[Image:RE5 px4-1.jpg‎|thumb|none|600px|Jill reloads the Px4.]]&lt;br /&gt;
[[Image:RE5Px4F.jpg‎|thumb|none|600px|Jill finishes a wounded Majini with a double knee drop.]]&lt;br /&gt;
[[Image:RE5Px4A.jpg‎|thumb|none|600px|A great close-up of Jill's Px4.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P8==&lt;br /&gt;
The ''Bundeswehr''-issue variant of the 9mm [[Heckler_%26_Koch_USP#Heckler_.26_Koch_P8|H&amp;amp;K USP]], identified by its reversed safety lever markings as well as the correct and easily legible HK logo, P8 model, and 9x19mm caliber markings on the slide, plus the HK P8 logo present on the grip, is one of the usable pistols in this game. It appears to be a standard-issue BSAA sidearm, as all members (except Jill and informant Renard Fisher) in-game have a P8 in a thigh-holster. Sheva will always have one in her holster regardless if she equips other guns or when no handgun is in her inventory; switching to a handgun will cause it to magically become whatever it should be.&lt;br /&gt;
&lt;br /&gt;
The pistol is made available for purchase in the campaign after finishing Chapter 2-3. Midnight Wesker carries a P8 (along with a Model 500 and a ''lot'' of explosives) in the Mercenaries mode and Warrior Chris uses one along with the fictional Hydra and a PSG-1 in Mercenaries Reunion.&lt;br /&gt;
&lt;br /&gt;
The weapon is very similar to the Five-seveN in ''[[Resident Evil 4]]'', in that the weapon has a piercing ability, able to penetrate 2 or 3 enemies at a time and flawlessly penetrate wooden shields, which can be upgraded to pierce 5 enemies at the same time. The weapon, like most handguns, is fitted with under barrel laser sight. It starts with a 9-round capacity by default and can be upgraded to a max capacity of 25 rounds.&lt;br /&gt;
&lt;br /&gt;
[[Image:Pistole-p8.jpg‎ |thumb|none|350px|Heckler &amp;amp; Koch P8 - 9x19mm]]&lt;br /&gt;
[[Image:RE5P8.jpg|thumb|none|600px|Resident Evil 5 H&amp;amp;K P8. Note the accurate trade dress on the slide and frame. This stands in direct contrast to the 92FS, 93R, PX4, Desert Eagle, and Silver Serpent, which do not bear any markings of any sort where they should be present on the model.]]&lt;br /&gt;
[[Image:RE5P8B.jpg|thumb|none|600px|Chris engages some tribal Majini during Chapter 3.]]&lt;br /&gt;
[[Image:RE5P8A.jpg|thumb|none|600px|Chris reloads his H&amp;amp;K P8.]]&lt;br /&gt;
[[Image:RE5P8D.jpg|thumb|none|600px|Wesker fires the P8 in the Mercenaries mode.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] appears in the game marked under the name &amp;quot;Lightning Hawk&amp;quot;, and can be found in Chapter 5-3. The in-game version is identical to the Desert Eagle used in ''[[Resident Evil 2]]'', featuring custom wooden grips. Its caliber is not stated, but is likely .50 AE, though gameplay wise it's just generic Magnum Ammo, which it shares with the Model 29 and Model 500. Fully upgraded, the weapon has an 8-round capacity. It can be found in a stone tomb during the battle with Wesker. STARS Wesker carries one in Mercenaries, while Business Sheva uses one alongside the P8.&lt;br /&gt;
&lt;br /&gt;
Technically the &amp;quot;weakest&amp;quot; magnum in terms of damage (still more than enough to kill many kinds of enemies in one shot), it has the highest piercing power, a fast rate of fire, and a quick reload to compensate.&lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|400px|none|IMI Desert Eagle Mark XIX with chrome finish - .50 AE]]&lt;br /&gt;
[[Image:tm-gbb-bio2desv.jpg|thumb|400px|none|Airsoft version of Desert Eagle as seen in RE2]]&lt;br /&gt;
[[Image:RE5DEAGLEBRANDDEAGLE.jpg|thumb|none|600px|Resident Evil 5 Lightning Hawk. Note front slide serrations that were not on the original RE2 version.]]&lt;br /&gt;
[[Image:RE5DE1.jpg‎|thumb|600px|none|Chris with a Desert Eagle pistol after surviving the onslaught in Chapter 1-1.]]&lt;br /&gt;
[[Image:RE5DE2.jpg‎|thumb|600px|none|Chris fires his Desert Eagle. Note how the hammer actually hits the firing pin, a great animation detail.]]&lt;br /&gt;
[[Image:RE5DE3.jpg‎|thumb|600px|none|Chris reloads his Desert Eagle Mark XIX after the first real boss battle against Uroboros.]]&lt;br /&gt;
[[Image:RE5DE4.jpg‎|thumb|600px|none|The superhumanly strong Wesker demonstrates the quite exaggerated recoil of the Desert Eagle. Also note the cocked hammer, which is very rare in video games, where Desert Eagles are usually shown to operate in incorrect DAO mode.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226==&lt;br /&gt;
The [[SIG-Sauer P226]] is the most powerful of the non-magnum caliber handguns, fitting a similar role to the Mauser C96 in the previous game. Like the HK P8, this pistol is modeled with accurate trade dress, bearing the SIG Sauer logo and P226 model name on the slide. The weapon is unlocked for purchase after finishing Chapter 4-2, and starts with a meager 8-round capacity that only goes up to 16 when fully upgraded. Safari Chris carries one with the aforementioned 16-round magazine in Mercenaries.&lt;br /&gt;
[[Image:SigP226.jpg‎|thumb|none|350px|SIG-Sauer P226 - 9x19mm]]&lt;br /&gt;
[[Image:RE5SIG.jpg|thumb|none|600px|Resident Evil 5 SIG-Sauer P226]]&lt;br /&gt;
[[Image:RE5P226A.jpg|thumb|none|600px|Chris aims at an infested soldier during Chapter 5.]]&lt;br /&gt;
[[Image:RE5P226B.jpg|thumb|none|600px|Chris reloads the P226 when it runs empty.]]&lt;br /&gt;
&lt;br /&gt;
==Silver Serpent==&lt;br /&gt;
Barry Burton's &amp;quot;Silver Serpent&amp;quot; magnum revolver from [[Resident Evil (2002 VG)]] returns in the &amp;quot;Mercenaries Reunion&amp;quot; mode, which he uses in two of his melee attacks and is present in a special shoulder holster when not in use. Note that the model of revolver has changed from a [[Colt Python]]/[[Colt Anaconda]] hybrid to a [[Smith &amp;amp; Wesson Model 500]], but still features the same underlug weight.&lt;br /&gt;
&lt;br /&gt;
[[File:Resident_Evil_1_Magnum.jpg|thumb|none|350px|Replica of Barry Burton's Silver Serpent from ''[[Resident Evil (2002)|Resident Evil]]'' (2002).]]&lt;br /&gt;
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 with 8 3/8&amp;quot; Barrel - .500 S&amp;amp;W Magnum.]]&lt;br /&gt;
[[Image:Resident Evil HD Barry Silver Serpent 1.jpg|thumb|none|600px|The original Silver Serpent from Resident Evil:Remake.]]&lt;br /&gt;
[[Image:Mercenaries Reunion Silver Serpent.jpg|thumb|none|600px|The Silver Serpent in the hands of Barry Burton in the figurine collectibles of Resident Evil 5. It is clearly a Smith &amp;amp; Wesson Model 500 as seen by it's gigantic fluted cylinder and S&amp;amp;W-style cylinder latch. Also gone are the checkered wooden grips, being replaced by rubber ones.]]&lt;br /&gt;
[[Image:Barry Anaconda.jpg|thumb|none|600px|&amp;quot;I have THIS!&amp;quot;]]&lt;br /&gt;
[[Image:RE5Promo.jpg|thumb|none|600px|Promo image of the four new playable characters, from left to right: Josh with a SIG556 rifle, Excella Gionne with a Beretta 93R, Rebecca Chambers with a Street Sweeper and MP5A3, and finally Barry Burton with the Silver Serpent.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 29==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]] is a Magnum first found in Chapter 3-1 on a booby-trapped corpse of a BSAA member in a hut. It can later be purchased for 3000 gold. Its cylinder capacity can be upgraded to hold 12 rounds. STARS Chris carries one with said 12-shot cylinder in the Mercenaries mode and Barry carries an identical magnum in Mercenaries Reunion. Uses generic magnum ammo, which it shares with the .50 AE Desert Eagle and .500 Model 500. Its damage is higher than the Desert Eagle, but balanced with its slower rate of fire.&lt;br /&gt;
&lt;br /&gt;
[[Image:Smith wesson 44mag 8inch barrel.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 29 revolver with 8 3/8&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[Image:RE5M29.jpg|thumb|none|600px|Resident Evil 5 S&amp;amp;W Model 29. Unlike the P8 and P226, the barrel markings aren't very legible.]]&lt;br /&gt;
[[Image:RE5M29A.jpg‎|thumb|600px|none|Chris holds a Model 29 revolver.]]&lt;br /&gt;
[[Image:RE5M29B.jpg‎|thumb|600px|none|Chris does a quick reload.]]&lt;br /&gt;
[[Image:RE5M29D.jpg‎|thumb|600px|none|Recoil of a shot from the Model 29. It is similar to the Desert Eagle's recoil. That headless Majini probably doesn't feel lucky, but that critical headshot has probably made Chris's day. Note also that it doesn't matter if Chris fired six shots, or only five, because he still has six more in the revolver.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] returns from ''Resident Evil 4'', this time under its real name. It is unlocked for purchase upon fully upgrading the Model 29. Still the most powerful Magnum type weapon, its damage per shot tops out at 5,000, which is higher than any other in-game weapon barring the 30,000 damage dealt by the rocket launcher. A single shot is usually enough to take down most foes. Can be upgraded from its standard (correct) capacity of five shots to six. Midnight Wesker carries one alongside an H&amp;amp;K P8 in Mercenaries and Fairy Tale Sheva uses one in Mercenaries Reunion alongside a SIG 556. It uses generic magnum ammo, shared with the Desert Eagle and Model 29.&lt;br /&gt;
&lt;br /&gt;
Strangely, after each shot, the hammer returns to the cocked position, even though there is clearly no animation of the characters cocking it. While a DAO variant of the M500 exists, it wasn't in wide production in 2008, when ''Resident Evil 5'' was released, so it's unlikely the shooter is partially depressing the trigger to drop the hammer.&lt;br /&gt;
&lt;br /&gt;
[[Image:S&amp;amp;W500.jpg|thumb|none|450px|Smith &amp;amp; Wesson Model 500 - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[Image:RE5SW500.jpg|thumb|none|600px|Resident Evil 5 S&amp;amp;W Model 500. Similar to the Model 29, the trade dress is present but illegible due to quality.]]&lt;br /&gt;
[[Image:RE5M500A.jpg‎|thumb|600px|none|Wesker takes aim with the S&amp;amp;W Model 500 revolver.]]&lt;br /&gt;
[[Image:RE5M500B.jpg‎|thumb|600px|none|The recoil of the Model 500. The wooden shield had no chance against the .500 S&amp;amp;W Magnum round. Neither had the Majini carrying it.]]&lt;br /&gt;
[[Image:RE5M500C.jpg‎|thumb|600px|none|Chris pulls a lever with the S&amp;amp;W Model 500 in his right hand.]]&lt;br /&gt;
[[Image:RE5M500D.jpg‎|thumb|600px|none|Chris reloads the Model 500 inside the missile depot. As the HUD shows, the 5-round cylinder can be upgraded to hold 6 rounds, however the gun's model does not change.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Ithaca 37==&lt;br /&gt;
The [[Ithaca 37]] is the first available shotgun in the game, found in Chapter 1-2. It is a 5-shot riot gun model fitted with the Stakeout model's pistol grip. While the weakest of the shotguns in terms of damage, its critical hits and capacity can both be easily upgraded due to its cheap upgrade costs; the capacity in particular can be upgraded to a ludicrous 25 rounds. BSAA Chris carries one (alongside his trusty Beretta) in the Mercenaries mode.&lt;br /&gt;
&lt;br /&gt;
Even though the Ithaca is supposed to eject downwards, the in-game version ejects to the side, despite there being visibly no ejection port to the side.&lt;br /&gt;
[[Image:ithaca37.jpg|thumb|500px|none|Ithaca 37 riot with pistol grip - 12 gauge]]&lt;br /&gt;
[[Image:RE5Ithaca.jpg|thumb|none|600px|Resident Evil 5 Ithaca 37]]&lt;br /&gt;
[[Image:re537.jpg|thumb|none|600px|Chris uses an Ithaca 37 to blow away a Majini on a GAU-19/A minigun.]]&lt;br /&gt;
[[Image:re537a.jpg|thumb|none|600px|An Ithaca 37 on Chris' back as he enters Mercenary mode.]]&lt;br /&gt;
[[Image:RE5M37A.jpg|thumb|none|600px|Chris fires the Ithaca 37 at a Cephalo.]]&lt;br /&gt;
[[Image:RE5M37B.jpg|thumb|none|600px|A good view of Sheva's Ithaca as she stabs a Majini in the chest.]]&lt;br /&gt;
[[Image:RE5M37C.jpg|thumb|none|600px|Chris reloads his Ithaca 37 during the oilfield level.]]&lt;br /&gt;
[[Image:RE5shotty.jpg|thumb|none|300px|Sheva poses with an Ithaca 37 in some promotional art.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
Returning from ''Resident Evil 4'', the [[Benelli M3 Super 90]] is the second available shotgun in game, found near the oil rig in Chapter 3-3; another M3 with a fixed eight-round magazine can be found in Spencer's bedroom during &amp;quot;Lost in Nightmares.&amp;quot; The weapon comes with its real name this time, and no longer has the Benelli M4-style sliding stock. Safari Chris carries one (along with a P226 and a pair of RPG-7s) in Mercenaries and Josh Stone carries an M3 of his own (along with a fully-upgraded Beretta and a single RPG-7) in Mercenaries Reunion. It is the hardest-hitting shotgun in terms of raw damage. The magazine capacity can be upgraded to a maximum of ten rounds.&lt;br /&gt;
&lt;br /&gt;
[[Image:Benelli_m3-1-.jpg|thumb|none|500px|Benelli M3 Super 90 with pistol grip stock combination - 12 gauge]]&lt;br /&gt;
[[Image:RE5Benelli.jpg|thumb|none|600px|Resident Evil 5 Benelli M3 Super 90]]&lt;br /&gt;
[[Image:RE5Bene.jpg|thumb|none|600px|Wesker aims a Benelli M3 in a &amp;quot;Versus&amp;quot; match.]]&lt;br /&gt;
[[Image:RE5M3E.jpg|thumb|none|600px|Chris carries a Benelli M3 on his back.]]&lt;br /&gt;
[[Image:RE5M3A.jpg|thumb|none|600px| &amp;quot;Agent Zebra&amp;quot;...sorry, &amp;quot;Safari Chris&amp;quot; kills a Majini with the M3 in Mercenaries mode. Note the crosshair is enlarged; it is normally narrow, but blooms whenever the player fires.]]&lt;br /&gt;
[[Image:RE5M3C.jpg|thumb|none|600px|Chris pumps the M3 Super 90 after gunning down a Majini from up close.]]&lt;br /&gt;
[[Image:RE5M3D.jpg|thumb|none|600px|Chris quickly reloads the Benelli. As with Leon in the last game, he thinks all shotguns have a two round capacity and the other shells come from the land of magic.]]&lt;br /&gt;
[[Image:RE5-7.jpg|thumb|none|300px|Sheva armed with a Benelli M3 shotgun in a promo image.]]&lt;br /&gt;
&lt;br /&gt;
==SWD/Cobray Street Sweeper ==&lt;br /&gt;
Retunring (sort of) from ''Resident Evil 4'', an [[SWD/Cobray Street Sweeper]] is found on the tanker in Chapter 6-1. Clubbin' Sheva carries one (along with an AK-74 and a Sako 75) in Mercenaries and Rebecca Chambers uses another one (alongside an MP5) in Mercenaries Reunion. Called the &amp;quot;Jail Breaker&amp;quot; in-game, it's effective range can be upgraded; this upgrade interestingly applies to the range of the ''spread'' as well, widening it, and adding extra pellets per shot. The weapon starts with a 5 shots capacity and can be upgraded to a maximum of 15.&lt;br /&gt;
&lt;br /&gt;
The Street Sweeper is never seen ejecting any shells. While this is technically accurate as the Street Sweeper lacks an automatic shell ejection system, the shells would realistically have to be manually ejected during the reloading process. The game however depicts none of it, the spent shells apparently just disappearing inside the gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:CobrayStreetSweeper.jpg|thumb|none|420px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge]]&lt;br /&gt;
[[Image:RE5Striker.jpg|thumb|none|600px|Resident Evil 5 Jail Breaker]]&lt;br /&gt;
[[Image:RE5Striker1.jpg|thumb|none|600px|A Street Sweeper hidden in a metal crate.]]&lt;br /&gt;
[[Image:RE5Striker3.jpg|thumb|none|600px|Chris fires the Street Sweeper. True to its name, it sweeps through the infested village with no problem.]]&lt;br /&gt;
[[Image:RE5Striker2.jpg|thumb|none|600px|Chris reloads the Street Sweeper after clearing a village full of zombified tribesmen. Like the other guns with an internal magazine, such as the Sako 75 rifle and the other shotguns, the singular reload animation only depicts Chris loading in two rounds. As all weapons only have one reload animation in this game, the two round reload stands in for all the different number of shells needed for reloading. Chris also apparently cranks the winding key after loading the two rounds, implied by the pump-action-like sound audible at the end of the reload.]]&lt;br /&gt;
[[Image:RE5Striker4.jpg|thumb|none|600px|A good view of the Street Sweeper as Chris climbs up to collect a diamond. This shotgun is not, as previously thought, an [[Armsel Striker]]; it lacks the drum advance lever and has a key rather than a knob on the front of the drum.]]&lt;br /&gt;
&lt;br /&gt;
==Hydra==&lt;br /&gt;
The &amp;quot;Hydra&amp;quot; is a secret weapon unlocked for purchase when the Ithaca 37 is fully upgraded. It is a triple-barreled side-by-side sawed-off shotgun. STARS Wesker carries a Hydra (alongside his custom Beretta and a Desert Eagle) in Mercenaries and Warrior Chris uses one (with a PSG-1 and a P8) in the Mercenaries Reunion.&lt;br /&gt;
&lt;br /&gt;
This gun was likely based on a Dickson triple-barreled shotgun with a sawed-off stock and barrels - but unlike that shotgun, this one has only one trigger, meaning only one barrel can be fired at a time, like an over/under shotgun. Strangely, the transition between barrels happens automatically. The Hydra has a baffling starting capacity of four, and this can be further improved as the game progresses. Like the &amp;quot;Jail Breaker&amp;quot; it has an upgradable attack range.&lt;br /&gt;
[[File:Dickson Triple Barrel.jpg|thumb|none|500px|John Dickson &amp;amp; Son Triple Barrel Side by Side Shotgun - 16 Gauge]]&lt;br /&gt;
[[Image:RE5Hydra.jpg|thumb|none|600px|Resident Evil 5 Hydra Shotgun]]&lt;br /&gt;
[[Image:RE5 Hydra-2.jpg‎|thumb|none|600px|Chris reloads the Hydra.]]&lt;br /&gt;
[[Image:RE5 Hydra-3.jpg‎|thumb|none|600px|Sheva reloads the Hydra. The character will first load two shells at once to the right and center chambers, and then load another shell into the left chamber.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns =&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] appears in the game as &amp;quot;H&amp;amp;K MP5&amp;quot;. It is the second submachine gun found in the game, found fairly early on at a BSAA rally point in Chapter 2-1, and can be bought after the chapter. The MP5A3 features an unrealistic 45-round magazine by default, which can be upgraded to hold an impressively impossible load of 150 rounds. One with a 100 round magazine can be found by Jill in the upstairs of the mansion during &amp;quot;Lost in Nightmares.&amp;quot; BSAA Jill uses one in Mercenaries (with her Px4 as a backup) and Rebecca carries one alongside a Streetsweeper in Mercenaries Reunion.&lt;br /&gt;
&lt;br /&gt;
Like all the other &amp;quot;machine gun&amp;quot; type weapons, it fires &amp;quot;machine gun ammunition&amp;quot;. It is equipped with a reflex sight that is useless gameplay-wise, and a laser pointer/flashlight combination attachment on the forend, though the flashlight component is never turned on even where flashlights are needed (they would rather carry around a 40-pound lamp and let the other guy do all the fighting by himself).&lt;br /&gt;
&lt;br /&gt;
[[Image:HKmp5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with Surefire 628 dedicated forend weaponlight and 0-1-2 trigger group - 9x19mm]]&lt;br /&gt;
[[Image:RE5MP5.jpg|thumb|none|600px|Resident Evil 5 MP5A3]]&lt;br /&gt;
[[Image:RE5HKmp5A3.jpg|thumb|none|600px|Chris fires his H&amp;amp;K MP5A3.]]&lt;br /&gt;
[[Image:RE5MP5A3D.jpg|thumb|none|600px|Jill pulls back the bolt of the MP5A3 before reloading it.]]&lt;br /&gt;
[[Image:RE5MP5A32.jpg|thumb|none|600px|Chris reloads the MP5A3. Unlike the pistols, the MP5A3 features only one reload animation, where the shooter pulls back the bolt handle first, swaps the magazines, and does an HK-slap to release the bolt. Also of note is, despite how accurately this game depicts weapons, the developers failed to model the magazine with bullets.]]&lt;br /&gt;
&lt;br /&gt;
==Skorpion vz. 61==&lt;br /&gt;
The [[Skorpion SA|Skorpion vz. 61]] is found very early in the game in Chapter 1-1 (the first level). It starts with a 30 round magazine in most versions of the game, but starts with a 50-round magazine in the PAL version, along with reduced starting damage. Like many other guns, can be upgraded to hold a truly absurd 300 rounds of ammunition per magazine (that's not one, but ''two'' full boxes of the generic machine gun ammo). It has an upgradable critical hit rate, making it a fairly effective weapon but next to useless when used by the AI partner.&lt;br /&gt;
&lt;br /&gt;
Jill carries two Skorpions during a boss battle against her midway through the game. In &amp;quot;Desperate Escape&amp;quot;, following Jill right after the boss fight, she starts with one Skorpion instead. In the Mercenaries, Battlesuit Jill also uses one (alongside a PSG-1) and BSAA Sheva carries another, alongside a Beretta 92FS and an SVD.&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|none|350px|Skorpion vz. 61 - .32 ACP]]&lt;br /&gt;
[[Image:RE5VZ61C.jpg|thumb|none|600px|Resident Evil 5 Skorpion vz. 61]]&lt;br /&gt;
[[Image:RE5VZ61B.jpg|thumb|none|600px|Chris discovers a Skorpion placed conveniently in a metal crate right in the middle of the town's marketplace. The starting ammo for the vz. 61 is 30 rounds, but the magazine is clearly a 20-rounder.]]&lt;br /&gt;
[[Image:RE5VZ61E.jpg|thumb|none|600px|Chris shoots a way through the incoming Majini tribesmen.]]&lt;br /&gt;
[[Image:RE5VZ61D.jpg|thumb|none|600px|Jill reloads her vz. 61. Despite carrying two Skorpions in the Story Mode, Jill can only use one in Mercenaries mode. That one, however has its magazine capacity fully upgraded to hold 300 rounds.]]&lt;br /&gt;
[[Image:RE5VZ61A.jpg|thumb|none|600px|Unlockable figure of Jill Valentine posing with two Skorpion submachine guns.  The film version of Jill is seen carrying these in ''[[Resident Evil: Retribution]]''.]]&lt;br /&gt;
[[Image:Jill valentine shooting by jasonpictures-d82wr9c.jpg|thumb|none|600px|Jill shooting with one Skorpion in a cutscene from &amp;quot;Desperate Escape&amp;quot;.]]&lt;br /&gt;
[[Image:Jill valentine shooting 2 by jasonpictures-d82wrfi.jpg|thumb|none|600px|Another picture of Jill shooting with one Skorpion in a cutscene from &amp;quot;Desperate Escape&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==AK-74==&lt;br /&gt;
The [[AK-74]] is one of the &amp;quot;machine guns&amp;quot; that can be found in Chapter 5-1, and can later be bought for ₦4000. The weapon starts out with a 30-round capacity (the same as most real life AK-74s), and can be upgraded up to 50 rounds. Clubbin' Sheva carries one in Mercenaries mode and Excella has one in Mercenaries Reunion. The AK-74 is the most powerful of the &amp;quot;machine gun&amp;quot; class weapons, but is also by far the least accurate and has the smallest capacity.&lt;br /&gt;
&lt;br /&gt;
The AK-74 is also used by some Majini soldiers, who are found in Chapter 5 and the &amp;quot;Experimental Facility&amp;quot; Mercenaries stage in the Mercenaries Reunion expansion. Their AKs are equipped with green laser sights and dissolve along with the rest of their bodies when killed.&lt;br /&gt;
[[Image:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[Image:RE5AK74.jpg|thumb|none|600px|Resident Evil 5 AK-74]]&lt;br /&gt;
[[Image:RE5AK74A.jpg|thumb|none|600px|Chris discovers an AK-74 in a steel crate.]]&lt;br /&gt;
[[Image:RE5AK74C.jpg|thumb|none|600px|Chris engages some infested soldiers with his newly-acquired AK-74.]]&lt;br /&gt;
[[Image:RE5AK74B.jpg|thumb|none|600px|Chris reloads his AK-74 during the battle with U-8, a giant spider-like thing. Note the laser sight is fitted to the AK-74's side-mount rail.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer SIG556 HOLO==&lt;br /&gt;
The [[SIG-Sauer SIG556|SIG-Sauer SIG556 HOLO]] is depicted as the primary weapon of the BSAA, used by BSAA operatives. It is found fairly late into the game, in Chapter 5-2. STARS Chris carries one in Mercenaries and Fairy Tale Sheva has one in Reunion. Josh uses a scoped SIG556 during a battle between Chris and Sheva with a group of motorcycle riding Majini.&lt;br /&gt;
&lt;br /&gt;
Like the MP5A3, it is equipped with a holographic sight that is useless in gameplay. The SIG556 maxes out its ammunition capacity at 90 rounds. While it is depicted as fully automatic in-game, the real SIG556 is a semi-auto only rifle for civilian use.&lt;br /&gt;
[[Image:Sig556.jpg|thumb|none|500px|SIG-Sauer SIG556 HOLO with ACOG scope - 5.56x45mm]]&lt;br /&gt;
[[Image:RE5556.jpg|thumb|none|600px|Resident Evil 5 SIG556 HOLO.]]&lt;br /&gt;
[[Image:RE5SG556A.jpg|thumb|none|600px|The SIG556 HOLO has a polymer magazine.]]&lt;br /&gt;
[[Image:RE5SG556B.jpg|thumb|none|600px|Chris reloads the SIG556 HOLO.]]&lt;br /&gt;
[[File:RE5Reload.jpg|thumb|none|600px|Sheva reloads the SIG556 HOLO.]]&lt;br /&gt;
[[Image:RE5SG556D.jpg|thumb|none|600px|Sheva pulls the charging handle of the SIG556 HOLO.]]&lt;br /&gt;
[[Image:RE5SG556E.jpg|thumb|none|600px|Chris opens fire with the SIG556 HOLO, unlucky for the Majini trying to eat him.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-28-13h52m08s119.jpg|thumb|600px|none|Josh and the rest of Delta team, armed with SIG556 HOLOs.]]&lt;br /&gt;
[[Image:RE556.jpg|thumb|none|500px|Josh with his SIG556 HOLO.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Sako 75==&lt;br /&gt;
The [[Sako 75]] is featured in-game as the S75, first found in Chapter 2-1. It is the most powerful out of the 3 sniper rifles when fully upgraded, likely to balance its slow rate of fire, and holds 50 rounds when its capacity upgrade is maxed out. It uses generic rifle ammo, which it shares with the SVD and the PSG-1.&lt;br /&gt;
&lt;br /&gt;
Sheva carries a Sako when equipping her Clubbin costume in the Mercenaries.&lt;br /&gt;
[[Image:Sako 75.jpg|thumb|none|500px|Sako 75 Varmint - .223 Remington]]&lt;br /&gt;
[[Image:RE5Sako5.jpg|thumb|none|600px|Resident Evil 5 Sako 75]]&lt;br /&gt;
[[Image:RE5Sako3.jpg|thumb|none|600px|The &amp;quot;S75&amp;quot;, as it is known in the game, on Chris's back, along with his machete.]]&lt;br /&gt;
[[Image:RE5Sako4.jpg|thumb|none|600px|Good shot of the Sako 75 as Chris operates the mechanism inside the forgotten ruins.]]&lt;br /&gt;
[[Image:RE5Sako1.jpg|thumb|none|600px|Chris operates the bolt of the rifle. After each shot, the camera backs out of the scope view till the shooter operates the bolt, then returns to the last position.]]&lt;br /&gt;
[[Image:RE5Sako2.jpg|thumb|none|600px|Chris reloads the Sako. As the HUD tells, the maximum capacity is 50 rounds. Pretty impressive for a gun with an internal magazine.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The [[SVD Dragunov]] is the first semi-auto sniper rifle found in the game, found in Chapter 2-2. It has a starting capacity of 7 rounds and can be upgraded to a maximum of 18 rounds. It has mid level performance, less powerful than the Sako but more than the PSG-1. BSAA Sheva carries one in Mercenaries. Uses generic rifle ammo.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov Sniper Rifle - 7.62x54mmR]]&lt;br /&gt;
[[Image:RE5SVD.jpg|thumb|none|600px|Resident Evil 5 SVD]]&lt;br /&gt;
[[Image:re5SVD Rifle.jpg|thumb|none|600px|An SVD Dragunov on Sheva's back in Mercenary mode.]]&lt;br /&gt;
[[Image:re5SVD Rifle2.jpg|thumb|none|601px|Another angle of that SVD on her back.]]&lt;br /&gt;
[[Image:RE5SVD1.jpg|thumb|none|600px|Chris borrows the SVD from Sheva to do some long-range not-quite-zombie-but-human-mutant-monster-shooting. The reticle looks nothing like a genuine PSO-1 reticle.]]&lt;br /&gt;
[[Image:RE5SVD5.jpg|thumb|none|600px|Sheva reloads the SVD.]]&lt;br /&gt;
[[Image:RE5SVD2.jpg|thumb|none|600px|Unlockable figure of Sheva posing with the SVD.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch PSG1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch PSG1]] is found late in the game in Chapter 5-3, aboard the Tricell freighter. It starts out with 5 round capacity, but can only be upgraded to a 15-round capacity. In real life the PSG1 can use any magazine that the [[G3]] battle rifle can, including the G3's 20-round magazine and the 50-round drum magazines used in the [[Heckler &amp;amp; Koch HK11|HK11]] automatic rifle series, making it the only weapon in the game with a max capacity ''lower'' than it can hold in real life.&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;Lost in Nightmares,&amp;quot; a PSG1 can be found in the storeroom of Spencer's mansion. Battlesuit Jill carries one (alongside a single Skorpion) in the Mercenaries and Warrior Chris uses one in the Mercenaries Reunion.&lt;br /&gt;
&lt;br /&gt;
It is the only rifle in game where the scope can be upgraded, which makes it extremely useful for getting some of the more difficult BSAA emblems. The PSG-1 is the &amp;quot;weakest&amp;quot; rifle in the game (though this is again, relative), but it also has an insanely fast reload time, comparable to some of the handguns and faster than just about everything else.&lt;br /&gt;
[[Image:H&amp;amp;KPSG01.jpg‎ |thumb|none|500px|Heckler &amp;amp; Koch PSG1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:RE5PSG1.jpg|thumb|none|600px|Resident Evil 5 H&amp;amp;K PSG1]]&lt;br /&gt;
[[Image:RE5 psg1.jpg‎|thumb|none|600px|A PSG1 rifle in a metal box.]]&lt;br /&gt;
[[Image:RE5_PSG1_Scope.JPG|thumb|none|600px|View through the PSG1's scope. Josh's scoped SIG556 has the same reticle when he kills the motorcycle Majinis during Chapter 1.]]&lt;br /&gt;
[[Image:RE5PSG3.jpg‎|thumb|none|600px|Chris reloads his PSG1.]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Weapons=&lt;br /&gt;
==Milkor MGL Mk 1L==&lt;br /&gt;
The [[MGL-140|Milkor MGL Mk 1L]] is the game's grenade launcher. It holds twelve rounds, twice as many as the real world weapon. In addition to high explosive rounds, other fictional rounds are available for the weapon to fire which include flash rounds, flame rounds, acid rounds, nitrogen rounds, and electric rounds. It cannot be upgraded.&lt;br /&gt;
&lt;br /&gt;
In the Mercenaries, STARS Chris and Tribal Sheva both equip them (loaded with Electric and Nitrogen rounds, respectively); Excella uses one in Mercenaries Reunion. One loaded with incendiary rounds can be picked up on the &amp;quot;Ship Deck&amp;quot; stage, while several more are scattered throughout the &amp;quot;Ruins&amp;quot; stage in Mercenaries No Mercy for the PC.&lt;br /&gt;
&lt;br /&gt;
[[Image:MGL Mk 1 L.jpg|thumb|none|450px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[Image:RE5MGL5.jpg|thumb|none|600px|Resident Evil 5 Grenade Launcher]]&lt;br /&gt;
[[Image:RE5MGL1.jpg|thumb|none|600px|The MGL Mk 1L in a metal crate.]]&lt;br /&gt;
[[Image:RE5MGL3.jpg|thumb|none|600px|The MGL Mk 1L on Chris's back.]]&lt;br /&gt;
[[Image:RE5MGL4.jpg|thumb|none|600px|Chris fires the grenade launcher at a group of infested tribesmen. The rounds it fires are incorrectly depicted as flying straight with no arc, almost like a rocket launcher.]]&lt;br /&gt;
[[Image:RE5MGL2.jpg|thumb|none|600px|Good view of the MGL as a Majini tries to eat Chris alive.]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Machine gun==&lt;br /&gt;
A fictional (although quite convincing) hybrid machine gun is mounted on the Hummer during the Savanna chapter, is operated by Chris and is used to take out motorcycle mounted foes. The entire rear section of the weapon appears to be a [[M249|FN M249 SAW]] as evident from the club foot stock (which in this case it's made out of wood), general receiver layout, and the gas regulator knob under the barrel. However the front section has an [[RPK]] style fore grip, and a [[PKM]] style carry handle and front sight. This same gun is used by several enemies and some BSAA light vehicles in ''Resident Evil 6''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|400px|M249-E2 SAW with a 200 round ammo drum - 5.56x45mm]]&lt;br /&gt;
[[Image:RPK lmg.jpg|thumb|none|400px|RPK Light Machine Gun with 40 round magazine - 7.62x39mm]]&lt;br /&gt;
[[Image:HungarianPKM.jpg|thumb|400px|none|PKM with latest version of Flash hider - 7.62x54mmR]]&lt;br /&gt;
[[Image:RE5Hybrid1.jpg‎|thumb|600px|none|Chris opens fire on Majini pursuing the Humvee.]]&lt;br /&gt;
[[Image:RE5PKM1.jpg‎|thumb|600px|none|Chris with the Hybrid machine gun.]]&lt;br /&gt;
[[Image:RE5Hybrid2.jpg‎|thumb|600px|none|Chris fires the Hybrid machine gun at Ndesu, a BOW based on the recurring ''Gigante'' enemies from ''Resident Evil 4'' whose presence is never explained or referenced again. During this boss battle, the game switches to first-person perspective, although sights can still not be used.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
There are two [[Minigun]]s in the game. The first is mounted on a tripod in the bed of a BSAA HMMWV and is used by Sheva. The second is a portable version that is carried by the Gatling gun Majini sub-bosses and unlocked as a special weapon usable only by Chris. When the Skorpion is fully-upgraded and the game is beaten once on any difficulty, the &amp;quot;Gatling gun&amp;quot; can be purchased for ₦50,000. No upgrades are available for this weapon.&lt;br /&gt;
&lt;br /&gt;
The hand held version is what you would expect from a video game Minigun. It fires at only 600RPM, but the rounds travel slow enough that the screen can be saturated with bullets, giving the illusion that the weapon has a high fire rate. Further adding to this illusion is a noticeable upward recoil while firing and the weapon has a tendency to jerk around to the left or the right as Chris tries desperately to control the bullet hose. Once firing it is almost impossible to aim the weapon accurately. In addition to the latent inaccuracy of the weapon due to excessive recoil, making slight corrections in where the weapon is pointed causes the weapon to jump significantly in that direction in a jerky manner, rather than smoothly like other weapons.&lt;br /&gt;
&lt;br /&gt;
The portable Gatling gun has a red laser sight in the center of the barrel cluster, individual flash hiders for each barrel like the ones found on early GE Miniguns, and includes a custom &amp;quot;chainsaw grip&amp;quot; attached to the gun mount. The portable weapon features a brass deflector and a fully-modeled flexible chute (much too large for 7.62mm rounds) that connects an unidentifiable block on the bottom of the gun (as opposed to the feeder/delinker) to the bottom right side of an enormous full-metal ammunition backpack. The ammo backpack stores an unlimited supply of rounds and is completely indestructible. Flaming arrows and bullets alike will bounce off doing absolutely no damage and enemies seem to have trouble grabbing Chris from behind when he wears it. Even if the weapon is unequipped, he will still wear the backpack, giving him an extra measure of protection at all times; this can be helpful, unless you also equip the Hydra, since the change of perspective puts that ammo box right in the center of the screen.&lt;br /&gt;
&lt;br /&gt;
Heavy Metal Chris carries one in Mercenaries Reunion.&lt;br /&gt;
[[File:Minigun with ammo backpack.jpg|thumb|none|450px|M134 Minigun with ammo backpack.]]&lt;br /&gt;
[[Image:RE5 minigun.jpg‎|thumb|none|600px|Chris fires the unlockable handheld minigun.]]&lt;br /&gt;
[[Image:RE5 minigun-2.jpg‎|thumb|none|600px|Sheva spins up the barrels of the M134 when Ndesu arrives during one of the game's many boss battles.]]&lt;br /&gt;
[[Image:RE5 minigun-3.jpg‎|thumb|none|600px|Sheva opens fire with the vehicle mounted M134.]]&lt;br /&gt;
[[Image:RE5M134D.jpg‎|thumb|none|600px|A Majini (with anger management issues) fires his minigun, right into the ceiling of Wesker's tanker. This enemy is based on the conspicuously dark-skinned Spanish Mercenary called &amp;quot;JJ&amp;quot; who wielded a similar weapon in ''Resident Evil 4,'' and is another enemy copied from the previous game with no explanation.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower==&lt;br /&gt;
The [[M2 Flamethrower]] can be used during Chapter 5-2, when Chris and Sheva are fighting the Uroboros Mkono boss in a Tricell lab. Defeating Mkono requires using the flamethrower first to expose its weak points.&lt;br /&gt;
&lt;br /&gt;
As with the flamethrower in ''Resident Evil 2'', the ammunition is represented by a percentage bar, although the percent symbol itself is not present, making it appear as if the flamethrower is loaded with 100 invisible projectiles which become a torrent of flame whenever the weapon is fired. A refueling station is present inside the lab, located on a wall. At any time, the flamethrower may be placed into the refueling station to refuel.&lt;br /&gt;
&lt;br /&gt;
[[Image:M2 Flamethrower.jpg|thumb|none|300px|M2 Flamethrower]]&lt;br /&gt;
[[Image:RE5M2A.jpg|thumb|none|600px|Chris waiting for the M2 Flamethrower to refill. The M2 looks like a modern-day flamethrower, but it is pretty obvious which weapon it was based on.]]&lt;br /&gt;
[[Image:RE5M2B.jpg|thumb|none|600px|Chris engages the mutant from up close. The flamethrower holds 100 &amp;quot;rounds&amp;quot;, which last for about 12-15 seconds.]]&lt;br /&gt;
[[Image:RE5M2C.jpg|thumb|none|600px|Sheva gives Mkono a warm welcome.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-19/A==&lt;br /&gt;
The [[General Dynamics GAU-19/A]] is seen in several fixed gun emplacements, first on the back of a truck near the Mines, and later on a naval mounting in the third chapter. Two GAU-19/As are also mounted on Irving's boat along with two fictional missile launchers. Has unlimited ammunition, but can overheat. Despite being designed to destroy ''tanks'' the weapon is treated more like a machine gun in ''Resident Evil'' (meaning it inflicts damage roughly comparable to an electric airsoft gun); most notably, it's a completely valid strategy to hide behind sheet metal during the player's first encounter with the weapon.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gau 19-2.jpg|thumb|none|500px|GD GAU-19/A with muzzle brake and external weapon mount - .50 BMG]]&lt;br /&gt;
[[Image:RE5GAU19A.jpg|thumb|none|600px|Chris examines the GAU-19A that nearly blew his head off.]]&lt;br /&gt;
[[Image:re537.jpg|thumb|none|600px|Chris with an Ithaca 37 and a General Dynamics GAU-19/A in the background.]]&lt;br /&gt;
[[Image:RE5GAU19A2.jpg|thumb|none|600px|An angry Majini with a GAU-19/A aboard Irving's yacht.]]&lt;br /&gt;
[[Image:RE5GAU19A3.jpg|thumb|none|600px|Chris test fires the GAU-19/A machine gun.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
Returning from ''Resident Evil 4'', three varieties of the [[RPG-7]] can be found in ''Resident Evil 5''. The basic version is a disposable single-shot version, one of which can be found in the Marshlands in Chapter 3-1 on a half sunken boat, and can bought after that for ₦10,000.&lt;br /&gt;
&lt;br /&gt;
A special RPG-7 fitted with a night vision scope is used exclusively in the first battle with Wesker. Unlike the normal disposable version, this weapon can be reloaded with various RPG ammunition laying around in ammunition crates and barrels but it must be picked up and carried separately from the launcher requiring your partner to carry the ammunition while another operates and reloads the weapon.&lt;br /&gt;
&lt;br /&gt;
The Infinite Launcher with unlimited ammo is unlocked for use after beating the game in five hours or less. This particular weapon will replace any RPGs already in inventory or encountered by the player, and due to having infinite ammo, is an absolute must for completing the game on higher difficulties. Because the RPG lacks a reload animation, it's possible to fire the infinite version without allowing the scope animation to take place, meaning the player can see the magically respawning warheads on the weapon.&lt;br /&gt;
&lt;br /&gt;
RPGs are depicted in much the same way they were in the previous game (and like the MGL is here): they fire in a straight line with very little sway. In fact, the RPG-7 has a variable zoom scope with similar power to the sniper rifles, meaning it can be used to kill large groups of enemies at extreme ranges.&lt;br /&gt;
&lt;br /&gt;
Safari Chris carries two in Mercenaries (the only time two of the same weapon can be carried at a time) and Josh has one in Reunion. Several are scattered around the Mercenaries stage &amp;quot;Ship Deck&amp;quot; in all versions of the game (along with an MGL) and they appear in all stages in Mercenaries No Mercy, probably to help the player deal with multiple bosses at a time.&lt;br /&gt;
&lt;br /&gt;
Outside of player-usable RPGs, the RPG-7 is equipped by various armed Majini in Chapter 5. &lt;br /&gt;
[[Image:RPG-7V1 small.jpg|thumb|none|400px|RPG-7V1 with PGO-7 scope - 40mm]]&lt;br /&gt;
[[Image:RE5RPG7.jpg|thumb|none|600px|Resident Evil 5 RPG-7]]&lt;br /&gt;
[[Image:RE5RPG1.jpg‎|thumb|none|600px|An RPG-7 placed in a metal box.]]&lt;br /&gt;
[[Image:RE5RPG3.jpg‎|thumb|none|600px|Chris and Sheva reload the RPG-7 at the hangar.]]&lt;br /&gt;
[[Image:RE5RPG2.jpg‎|thumb|none|600px|View through the scope of the standard RPG-7.]]&lt;br /&gt;
[[Image:RE5RPG4.jpg‎|thumb|none|600px|View through the NV scope of the special RPG used during the Wesker boss battle, otherwise known as &amp;quot;RPG-7 NVS&amp;quot; (Night Vision Sight).]]&lt;br /&gt;
[[Image:RE5RPG5.jpg‎|thumb|none|600px|A Majini soldier aims his RPG-7 at Chris and Sheva.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92A Stinger==&lt;br /&gt;
A Majini uses a [[FIM-92A Stinger]] surface-to-air missile launcher in an attempt to destroy the helicopter in the downloadable Chapter &amp;quot;Desperate Escape&amp;quot;. Unlike in ''Resident Evil 2'', here it is correctly depicted as a lock-on missile; bizarrely, it doesn't lock on to the chopper, but the ''pilot'' instead.&lt;br /&gt;
&lt;br /&gt;
[[File:FIM-92 Stinger.jpg|thumb|none|450px|FIM-92A Stinger - 70mm]]&lt;br /&gt;
[[Image:RE5Stinger1.jpg|thumb|none|600px|The Majini aims the FIM-92A Stinger at Doug's helo.]]&lt;br /&gt;
[[Image:RE5Stinger2.jpg|thumb|none|600px|He misses the helicopter and gets an 5.56mm round between his eyes from Jill's SIG556.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Mk 48 Grenade Series==&lt;br /&gt;
A fictional (or could we say &amp;quot;generic&amp;quot;) series of grenades, consisting of a fragmentation, flashbang, and incendiary grenade. The characters do not remove the safety pins before throwing these grenades.&lt;br /&gt;
[[Image:RE5Frag1.jpg|thumb|none|600px|Chris feeds U-8 with a delicious fragmentation grenade. The safety pin is clearly visible on the grenade. Chris has trained his grenades well, though, and they obediently explode as soon as U-8 closes its mouth.]]&lt;br /&gt;
[[Image:RE5Frag2.jpg|thumb|none|600px|Chris about to throw a frag grenade towards the Majini soldiers. Note the two different colored lasers. The red one is attached to Sheva's Beretta, while the green one indicates an enemy weapon, in this case the mercenary's AK-74.]]&lt;br /&gt;
[[Image:RE5Flash1.jpg|thumb|none|600px|Chris (in S.T.A.R.S. outfit) prepares to toss a flash grenade to disable a small group of Majini.]]&lt;br /&gt;
[[Image:RE5Inc1.jpg|thumb|none|600px|Uroboros Mkono about to taste an incendiary grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Frag Grenade==&lt;br /&gt;
Some of the infested soldiers have [[M26 hand grenade]]s on their vests. These can be shot, with predictable results.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:RE5M26.jpg|thumb|none|600px|Bunch of M26 grenades visible on the soldier's vest.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
Despite carrying [[M26 hand grenade]]s, the grenades that some Majini soldiers can throw at Chris and Sheva are low-detail [[Model 24 Stielhandgranate]]s (likely recycled from RE4), possibly for their higher profile. These soldiers also appear in Mercenaries mode. Strangely, they sometimes function like flash-bang grenades when thrown by enemies. That particular breed of M24 is slightly magical, as the burst and report ''only'' affect the player, despite player thrown grenades effecting everyone, and being instantly lethal to any exposed ''Plaga'' form. &lt;br /&gt;
[[Image:M24WithFragSleeve.jpg|thumb|none|330px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; stick grenade with fragmentation sleeve]]&lt;br /&gt;
[[Image:RE5Model24.jpg|thumb|none|600px|A low-quality Model 24 Stielhandgranate about to hit the floor (circled in red).]]&lt;br /&gt;
&lt;br /&gt;
==Proximity Mine==&lt;br /&gt;
The Proximity Land Mine is featured in the game as a weapon and is mostly used against one of the bosses encountered. It does not appear to be based on any real-life land mine.&lt;br /&gt;
&lt;br /&gt;
The Proximity Mine is fitted with a LED light on top and frequently beeps when planted after 5 seconds. It cannot be triggered by the player characters, though they can be caught in the blast if detonated by an enemy or gunfire. In Versus, they can be set off by enemy players, and are extremely lethal.&lt;br /&gt;
[[Image:RE5Prox2.jpg|thumb|none|600px|A proximity mine placed on a shelf.]]&lt;br /&gt;
[[Image:RE5Prox1.jpg|thumb|none|600px|Chris about to place the proximity mine.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Shinji Mikami]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_5&amp;diff=1634054</id>
		<title>Resident Evil 5</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_5&amp;diff=1634054"/>
		<updated>2023-12-08T12:29:19Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: /* Heckler &amp;amp; Koch P8 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:RE5poster.jpg|thumb|right|300px|''Resident Evil 5'' (2009)]]&lt;br /&gt;
'''''Resident Evil 5''''' (known in Japan as ''Biohazard 5'') is a survival horror third-person shooter video game developed and published by Capcom. It was released in 2009 for the Xbox 360, PS3, and PC. In the game, Chris Redfield, now an operative of the international anti-biohazard task force Bioterrorism Security Assessment Alliance (BSAA), investigates a bioterrorist threat in Kijuju, a fictional region in Africa. Joining him is fellow BSAA operative Sheva Alomar. The basic enemies, Majini, are a continuation of the Ganados form ''Resident Evil 4'', being infected by a brain-controlling parasite that still leaves some intelligence intact.&lt;br /&gt;
&lt;br /&gt;
Returning from ''Resident Evil 4'' is The Mercenaries mode, an arcade-styled timed high score challenge arena. Two DLC, &amp;quot;Lost in Nightmares&amp;quot; and &amp;quot;Desperate Escape&amp;quot; were released for console versions of this game. &amp;quot;Nightmares&amp;quot; serves as a prequel to ''Resident Evil 5'' and stars Chris Redfield and Jill Valentine, while &amp;quot;Escape&amp;quot; takes place concurrent to the main game, following Jill Valentine and Josh Stone. The DLCs also add The Mercenaries Reunion, basically a Mercenaries mode content pack with that features the return of Barry Burton and Rebecca Chambers, last seen in the original ''Resident Evil.'' While console exclusive for six years, both DLC were released for the PC as part of the &amp;quot;Untold Stories&amp;quot; Bundle when the game was ported to Steam on March 26, 2015.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''Resident Evil 5'' features a weapon upgrade system similar to the one in ''Resident Evil 4''. Instead of having a merchant NPC serve as the store, the store is presented between chapters instead. Most weapons can have their firepower, reload speed, and capacity upgraded. A few weapons can also upgrade their attack range or critical hit rate. As is somewhat expected, capacity upgrades means that weapon capacities can go to absurdly high levels. After completing the game once, the Bonus Features menu is unlocked, which allows players to use &amp;quot;Exchange Points&amp;quot; (gained by completing campaign chapters or finishing a game of The Mercenaries) to unlock infinite ammo for all fully upgraded weapons.&lt;br /&gt;
&lt;br /&gt;
Ammo is divided between weapon types and shared between weapons of a type. The five basic ammo types in ''Resident Evil 5'' are Handgun, Machine gun, Shotgun, Rifle, and Magnum, all of which have ammo box models recycled from ''Resident Evil 4''. The &amp;quot;Machine gun&amp;quot; category encompasses the two submachine guns and the two assault rifles in the game, and the ammo box was the 9mm TMP ammo box in ''Resident Evil 4''. The Milkor MGL Mk 1L uses its own special grenades.&lt;br /&gt;
&lt;br /&gt;
Unlike ''Resident Evil 4'', where most weapons can only be bought from the Merchant, many weapons in ''Resident Evil 5'' are found inside the levels. Should the player miss the free weapon in a level, the weapon will be made available in the stores after that level.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' In the console versions of this game (and on the PC when using a gamepad), non-scoped weapons are aimed using a solid laser beam that enamates from their attached laser aiming modules (LAM), which are present on all weapons (even sniper rifles), as was seen in ''Resident Evil 4''. These laser beams are not present in the vanilla PC version when using the standard mouse and keyboard controls; instead, a persistent reticule is placed on screen when the player aims. As such, many of this page's screenshots will not depict the lasers, as the screenshots are predominately from the PC version and the game automatically reverts to mouse and keyboard whenever either is touched, including when taking screenshots.&lt;br /&gt;
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= Handguns =&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] is Chris and Sheva's starting weapon, given to them in the first level by BSAA undercover operative Reynard Fisher. It's also used by Irving in a few cutscenes and Wesker wields a custom version called the &amp;quot;Samurai Edge&amp;quot; from the [[Resident Evil (2002 VG)|REmake]]. Chris and Jill also wield them during the raid on Spencer's Estate during &amp;quot;Lost In Nightmares;&amp;quot; they acquire two identical ones from Spencer's deceased guards before confronting Wesker. Wesker also uses the normal 92FS on the plane to fire at Sheva, saving his Samurai Edge for Chris. Chris and Sheva both start with Beretta 92FS as part of their default Mercenaries loadouts (with 50 and 40 round magazines, respectively). Wesker uses his Samurai Edge model from the REmake during the Mercenaries as well (the only time you'll find a Beretta with the correct 15 round capacity); Josh Stone carries one in Mercenaries Reunion with a respectable 100 round magazine.&lt;br /&gt;
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The &amp;quot;M92F&amp;quot; starts off with a humble ten round mag (like the Silver Ghost in ''Resident Evil 4''), but can be upgraded all the way to 100 rounds (more handgun ammo than you can carry in a single item slot). This ridiculously high capacity is shared by the &amp;quot;starter&amp;quot; weapons of each type - the Skorpion, Ithaca 37, and Sako 75. It has an upgradable critical hit rate.&lt;br /&gt;
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[[Image:BerettaM92FS.jpg|thumb|350px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[Image:RE5Beretta.jpg|thumb|none|599px|Resident Evil 5 Beretta 92FS]]&lt;br /&gt;
[[Image:RE5-3.jpg|thumb|none|600px|Sheva with her Beretta 92FS with a frame-mounted laser.]]&lt;br /&gt;
[[Image:RE592FS.jpg|thumb|none|601px|Chris's 92FS cycles.]]&lt;br /&gt;
[[Image:RE5-5.jpg|thumb|none|600px|Chris reloads his Beretta.]]&lt;br /&gt;
[[Image:RE592FS8.jpg|thumb|none|600px|Sheva reloads the Beretta 92FS. Due to a bug, her Beretta always locks back when reloading, even if there were some unfired rounds in the magazine.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-30-22h08m57s156.jpg|thumb|none|600px|Sheva aims her Beretta 92FS.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-27-23h29m17s158.jpg|thumb|none|600px|I don't think clipping your finger through the trigger counts as trigger discipline.]]&lt;br /&gt;
[[Image:RE592FS7.jpg|thumb|none|600px|Chris holds his Beretta. It appears that the trigger bar is just part of the texture.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-28-12h33m10s235.jpg|thumb|none|600px|I don't know about you, but this is the face I'd make if I got fooled into thinking sunglasses were a threat.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-30-22h10m06s236.jpg|thumb|none|600px|You can tell it's the normal version due to a lack of wooden grips, and no integrated rail, or Brigadier slide, or more obviously, the significantly smaller LAM.]]&lt;br /&gt;
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==Beretta 92FS &amp;quot;Samurai Edge&amp;quot; (Albert Wesker)==&lt;br /&gt;
This custom [[Beretta 92FS Brigadier]] is wielded exclusively by Albert Wesker, originally seen in [[Resident Evil (2002)]]. Wesker's Samurai Edge features a two-tone finish with Black and Inox parts, a full-length under-barrel rail, a skeletonized hammer, an extended beavertail, and is equipped with an EoTech LAM-1000 under the barrel.&lt;br /&gt;
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Primarily appearing in CG cutscenes, the pistol can also be used in gameplay in the &amp;quot;Mercenaries&amp;quot; mode by equipping Wesker with the S.T.A.R.S. Outfit. This weapon cannot be unlocked and used in the main game. The weapon is statistically nearly identical to the standard 92FS, but with a meatier firing sound, more damage with each shot, and a 90% increased critical rate for headshots. Similar to the Beretta 92FS for Chris, a Samurai Edge will always be in the holster for Wesker's STARS costume in the Mercenaries, even if the player has discarded the weapon.&lt;br /&gt;
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[[Image:Samurai Edge A.Wesker model.jpg|thumb|none|400px|Official Tokyo Marui airsoft replica of Albert Wesker's Beretta 92FS &amp;quot;Samurai Edge&amp;quot; from the ''Resident Evil'' video game series.]]&lt;br /&gt;
[[Image:RE5SamuraiEdge.jpg|thumb|none|600px|Wesker's Samurai Edge in Resident Evil 5.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-30-22h20m02s152.jpg|thumb|none|600px|Wesker goes in for the kill.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-30-22h20m26s142.jpg|thumb|none|600px|Seems Wesker has the upper hand...]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-30-22h21m54s106.jpg|thumb|none|600px|Well, he has the high ground, at least.]]&lt;br /&gt;
[[Image:RE5Samurai2.jpg|thumb|none|600px|Wesker takes aim with his customized Beretta.]]&lt;br /&gt;
[[Image:RE5Samurai1.jpg|thumb|none|600px|Wesker reloads the Samurai Edge.]]&lt;br /&gt;
[[Image:2456.jpg|thumb|none|600px|Wesker with his Samurai Edge in an official art.]]&lt;br /&gt;
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==Beretta 93R==&lt;br /&gt;
Returning from ''Code Veronica'', an actual [[Beretta 93R]] (and not a remodeled version of the game's Beretta 92FS as is common in most games) is unlocked for purchase when one fully upgrades the Beretta 92FS. The pistol fires in 3 shot bursts. The burst mode in this game, unlike burst-firing weapons in other games, behaves realistically, requiring the player hold down the trigger for the full burst. Releasing the trigger prematurely results in only one or two rounds being fired. The 93R's optional shoulder stock is permanently attached, and because of the presence of the folding grip, the laser sight is mounted &amp;quot;over-barrel&amp;quot; on a scope mount bolted to the pistol frame.&lt;br /&gt;
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The Beretta 93R's magazine capacity can be upgraded up to 30 rounds, which is equal in capacity to some real aftermarket magazines. Excella Gionne carries one with said 30 shot magazine in the Mercenaries Reunion mode, though she never uses one in the main game.&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:RE593R.jpg|thumb|none|600px|Resident Evil 5 Beretta 93R]]&lt;br /&gt;
[[Image:RE5 M93r-2.jpg‎|thumb|none|600px|Chris sends a quick burst into the Majini's stomach. A triple tap is usually enough to kill any basic Majini.]]&lt;br /&gt;
[[Image:RE5 M93r-1.jpg‎|thumb|none|600px|Chris reloads the Beretta 93R. The shoulder stock automatically folds itself whenever not aiming.]]&lt;br /&gt;
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==Beretta 96FS &amp;quot;Samurai Edge&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
This customized .40S&amp;amp;W &amp;quot;Samurai Edge&amp;quot; is exclusive to player character Barry Burton in the &amp;quot;Mercenaries Reunion&amp;quot; mode (DLC from PSN/XboxLive or RE5 Gold Edition). Previously appearing in ''[[Resident Evil (2002)]]'' as a deliberately overpowered &amp;quot;New Game+&amp;quot; weapon, RE5 is ironically the first time Barry is seen using this pistol that he ostensibly owns. Being .40 S&amp;amp;W, the pistol is based on the [[Beretta 96]], equipped with an extended barrel, compensator, and extended magazine.&lt;br /&gt;
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Performance-wise, the weapon has a penetration ability similar to the P8 and the FiveseveN in the previous game, and as in the previous title, its critical hit chances reset after each successive penetration, making it possible to explode the head of the enemy ''behind'' the enemy you just shot. Fires from a 30-round magazine. Despite being a .40 handgun, it is coded to use 9mm rounds like everything else.&lt;br /&gt;
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[[File:Barry_Burton_Samurai_Edge.jpg|thumb|none|400px|Tokyo Marui airsoft replica of Barry Burton's Samurai Edge from ''[[Resident Evil (2002)|Resident Evil]]'' (2002).]]&lt;br /&gt;
[[Image:Barry_RE5.jpg|thumb|none|600px|A close-up of Barry Burton's 96FS Samurai Edge pistol, equipped with a laser sight like every other weapon in the game.]]&lt;br /&gt;
[[Image:RE596FS.jpg|thumb|none|600px|Barry kills a Majini with the Samurai Edge pistol.]]&lt;br /&gt;
[[Image:RE596FS2.jpg|thumb|none|600px|Barry wields the custom Beretta in the official trailer announcing him as a playable character.]]&lt;br /&gt;
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==Beretta Px4 Storm==&lt;br /&gt;
The [[Beretta Px4 Storm]] is BSAA Jill's exclusive weapon in the Mercenaries minigame. It is apparently meant to be Jill's BSAA sidearm, though she wielded a regular Beretta 92FS in ''Revelations'' and &amp;quot;Lost in Nightmares&amp;quot; which both take place before ''Resident Evil 5''.&lt;br /&gt;
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The weapon's special ability is a combination between that of the H&amp;amp;K P8 and the Critical Hit Ability as it has a high chance of killing an enemy with a headshot.&lt;br /&gt;
[[Image:Px4 Storm.jpg|thumb|none|350px|Beretta Px4 Storm - 9x19mm]]&lt;br /&gt;
[[Image:RE59000.jpg|thumb|none|600px|Resident Evil 5 Beretta Px4 Storm]]&lt;br /&gt;
[[Image:RE5Px4C.jpg‎|thumb|none|600px|Jill takes aim with her Px4 Storm. Note the hammer stays uncocked]]&lt;br /&gt;
[[Image:RE5 px4-1.jpg‎|thumb|none|600px|Jill reloads the Px4.]]&lt;br /&gt;
[[Image:RE5Px4F.jpg‎|thumb|none|600px|Jill finishes a wounded Majini with a double knee drop.]]&lt;br /&gt;
[[Image:RE5Px4A.jpg‎|thumb|none|600px|A great close-up of Jill's Px4.]]&lt;br /&gt;
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==Heckler &amp;amp; Koch P8==&lt;br /&gt;
The ''Bundeswehr''-issue variant of the 9mm [[Heckler_%26_Koch_USP#Heckler_.26_Koch_P8|H&amp;amp;K USP]], identified by its reversed safety lever markings as well as the correct and easily legible HK logo, P8 model, and 9x19mm caliber markings on the slide, plus the HK P8 logo present on the grip, is one of the usable pistols in this game. It appears to be a standard-issue BSAA sidearm, as all members (except Jill and informant Renard Fisher) in-game have a P8 in a thigh-holster. Sheva will always have one in her holster regardless if she equips other guns or when no handgun is in her inventory; switching to a handgun will cause it to magically become whatever it should be.&lt;br /&gt;
&lt;br /&gt;
The pistol is made available for purchase in the campaign after finishing Chapter 2-3. Midnight Wesker carries a P8 (along with a Model 500 and a ''lot'' of explosives) in the Mercenaries mode and Warrior Chris uses one along with the fictional Hydra and a PSG-1 in Mercenaries Reunion.&lt;br /&gt;
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The weapon is very similar to the Five-seveN in ''[[Resident Evil 4]]'', in that the weapon has a piercing ability, able to penetrate 2 or 3 enemies at a time and flawlessly penetrate wooden shields, which can be upgraded to pierce 5 enemies at the same time. The weapon, like most handguns, is fitted with under barrel laser sight. It starts with a 9-round capacity by default and can be upgraded to a max capacity of 25 rounds.&lt;br /&gt;
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[[Image:Pistole-p8.jpg‎ |thumb|none|350px|Heckler &amp;amp; Koch P8 - 9x19mm]]&lt;br /&gt;
[[Image:RE5P8.jpg|thumb|none|600px|Resident Evil 5 H&amp;amp;K P8. Note the accurate trade dress on the slide. This stands in direct contrast to the 92FS, 93R, PX4, Desert Eagle, and Silver Serpent, which do not bear any markings of any sort where they should be present on the model.]]&lt;br /&gt;
[[Image:RE5P8B.jpg|thumb|none|600px|Chris engages some tribal Majini during Chapter 3.]]&lt;br /&gt;
[[Image:RE5P8A.jpg|thumb|none|600px|Chris reloads his H&amp;amp;K P8.]]&lt;br /&gt;
[[Image:RE5P8D.jpg|thumb|none|600px|Wesker fires the P8 in the Mercenaries mode.]]&lt;br /&gt;
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==IMI Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] appears in the game marked under the name &amp;quot;Lightning Hawk&amp;quot;, and can be found in Chapter 5-3. The in-game version is identical to the Desert Eagle used in ''[[Resident Evil 2]]'', featuring custom wooden grips. Its caliber is not stated, but is likely .50 AE, though gameplay wise it's just generic Magnum Ammo, which it shares with the Model 29 and Model 500. Fully upgraded, the weapon has an 8-round capacity. It can be found in a stone tomb during the battle with Wesker. STARS Wesker carries one in Mercenaries, while Business Sheva uses one alongside the P8.&lt;br /&gt;
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Technically the &amp;quot;weakest&amp;quot; magnum in terms of damage (still more than enough to kill many kinds of enemies in one shot), it has the highest piercing power, a fast rate of fire, and a quick reload to compensate.&lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|400px|none|IMI Desert Eagle Mark XIX with chrome finish - .50 AE]]&lt;br /&gt;
[[Image:tm-gbb-bio2desv.jpg|thumb|400px|none|Airsoft version of Desert Eagle as seen in RE2]]&lt;br /&gt;
[[Image:RE5DEAGLEBRANDDEAGLE.jpg|thumb|none|600px|Resident Evil 5 Lightning Hawk. Note front slide serrations that were not on the original RE2 version.]]&lt;br /&gt;
[[Image:RE5DE1.jpg‎|thumb|600px|none|Chris with a Desert Eagle pistol after surviving the onslaught in Chapter 1-1.]]&lt;br /&gt;
[[Image:RE5DE2.jpg‎|thumb|600px|none|Chris fires his Desert Eagle. Note how the hammer actually hits the firing pin, a great animation detail.]]&lt;br /&gt;
[[Image:RE5DE3.jpg‎|thumb|600px|none|Chris reloads his Desert Eagle Mark XIX after the first real boss battle against Uroboros.]]&lt;br /&gt;
[[Image:RE5DE4.jpg‎|thumb|600px|none|The superhumanly strong Wesker demonstrates the quite exaggerated recoil of the Desert Eagle. Also note the cocked hammer, which is very rare in video games, where Desert Eagles are usually shown to operate in incorrect DAO mode.]]&lt;br /&gt;
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==SIG-Sauer P226==&lt;br /&gt;
The [[SIG-Sauer P226]] is the most powerful of the non-magnum caliber handguns, fitting a similar role to the Mauser C96 in the previous game. Like the HK P8, this pistol is modeled with accurate trade dress, bearing the SIG Sauer logo and P226 model name on the slide. The weapon is unlocked for purchase after finishing Chapter 4-2, and starts with a meager 8-round capacity that only goes up to 16 when fully upgraded. Safari Chris carries one with the aforementioned 16-round magazine in Mercenaries.&lt;br /&gt;
[[Image:SigP226.jpg‎|thumb|none|350px|SIG-Sauer P226 - 9x19mm]]&lt;br /&gt;
[[Image:RE5SIG.jpg|thumb|none|600px|Resident Evil 5 SIG-Sauer P226]]&lt;br /&gt;
[[Image:RE5P226A.jpg|thumb|none|600px|Chris aims at an infested soldier during Chapter 5.]]&lt;br /&gt;
[[Image:RE5P226B.jpg|thumb|none|600px|Chris reloads the P226 when it runs empty.]]&lt;br /&gt;
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==Silver Serpent==&lt;br /&gt;
Barry Burton's &amp;quot;Silver Serpent&amp;quot; magnum revolver from [[Resident Evil (2002 VG)]] returns in the &amp;quot;Mercenaries Reunion&amp;quot; mode, which he uses in two of his melee attacks and is present in a special shoulder holster when not in use. Note that the model of revolver has changed from a [[Colt Python]]/[[Colt Anaconda]] hybrid to a [[Smith &amp;amp; Wesson Model 500]], but still features the same underlug weight.&lt;br /&gt;
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[[File:Resident_Evil_1_Magnum.jpg|thumb|none|350px|Replica of Barry Burton's Silver Serpent from ''[[Resident Evil (2002)|Resident Evil]]'' (2002).]]&lt;br /&gt;
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 with 8 3/8&amp;quot; Barrel - .500 S&amp;amp;W Magnum.]]&lt;br /&gt;
[[Image:Resident Evil HD Barry Silver Serpent 1.jpg|thumb|none|600px|The original Silver Serpent from Resident Evil:Remake.]]&lt;br /&gt;
[[Image:Mercenaries Reunion Silver Serpent.jpg|thumb|none|600px|The Silver Serpent in the hands of Barry Burton in the figurine collectibles of Resident Evil 5. It is clearly a Smith &amp;amp; Wesson Model 500 as seen by it's gigantic fluted cylinder and S&amp;amp;W-style cylinder latch. Also gone are the checkered wooden grips, being replaced by rubber ones.]]&lt;br /&gt;
[[Image:Barry Anaconda.jpg|thumb|none|600px|&amp;quot;I have THIS!&amp;quot;]]&lt;br /&gt;
[[Image:RE5Promo.jpg|thumb|none|600px|Promo image of the four new playable characters, from left to right: Josh with a SIG556 rifle, Excella Gionne with a Beretta 93R, Rebecca Chambers with a Street Sweeper and MP5A3, and finally Barry Burton with the Silver Serpent.]]&lt;br /&gt;
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==Smith &amp;amp; Wesson Model 29==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]] is a Magnum first found in Chapter 3-1 on a booby-trapped corpse of a BSAA member in a hut. It can later be purchased for 3000 gold. Its cylinder capacity can be upgraded to hold 12 rounds. STARS Chris carries one with said 12-shot cylinder in the Mercenaries mode and Barry carries an identical magnum in Mercenaries Reunion. Uses generic magnum ammo, which it shares with the .50 AE Desert Eagle and .500 Model 500. Its damage is higher than the Desert Eagle, but balanced with its slower rate of fire.&lt;br /&gt;
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[[Image:Smith wesson 44mag 8inch barrel.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 29 revolver with 8 3/8&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[Image:RE5M29.jpg|thumb|none|600px|Resident Evil 5 S&amp;amp;W Model 29. Unlike the P8 and P226, the barrel markings aren't very legible.]]&lt;br /&gt;
[[Image:RE5M29A.jpg‎|thumb|600px|none|Chris holds a Model 29 revolver.]]&lt;br /&gt;
[[Image:RE5M29B.jpg‎|thumb|600px|none|Chris does a quick reload.]]&lt;br /&gt;
[[Image:RE5M29D.jpg‎|thumb|600px|none|Recoil of a shot from the Model 29. It is similar to the Desert Eagle's recoil. That headless Majini probably doesn't feel lucky, but that critical headshot has probably made Chris's day. Note also that it doesn't matter if Chris fired six shots, or only five, because he still has six more in the revolver.]]&lt;br /&gt;
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==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] returns from ''Resident Evil 4'', this time under its real name. It is unlocked for purchase upon fully upgrading the Model 29. Still the most powerful Magnum type weapon, its damage per shot tops out at 5,000, which is higher than any other in-game weapon barring the 30,000 damage dealt by the rocket launcher. A single shot is usually enough to take down most foes. Can be upgraded from its standard (correct) capacity of five shots to six. Midnight Wesker carries one alongside an H&amp;amp;K P8 in Mercenaries and Fairy Tale Sheva uses one in Mercenaries Reunion alongside a SIG 556. It uses generic magnum ammo, shared with the Desert Eagle and Model 29.&lt;br /&gt;
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Strangely, after each shot, the hammer returns to the cocked position, even though there is clearly no animation of the characters cocking it. While a DAO variant of the M500 exists, it wasn't in wide production in 2008, when ''Resident Evil 5'' was released, so it's unlikely the shooter is partially depressing the trigger to drop the hammer.&lt;br /&gt;
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[[Image:S&amp;amp;W500.jpg|thumb|none|450px|Smith &amp;amp; Wesson Model 500 - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[Image:RE5SW500.jpg|thumb|none|600px|Resident Evil 5 S&amp;amp;W Model 500. Similar to the Model 29, the trade dress is present but illegible due to quality.]]&lt;br /&gt;
[[Image:RE5M500A.jpg‎|thumb|600px|none|Wesker takes aim with the S&amp;amp;W Model 500 revolver.]]&lt;br /&gt;
[[Image:RE5M500B.jpg‎|thumb|600px|none|The recoil of the Model 500. The wooden shield had no chance against the .500 S&amp;amp;W Magnum round. Neither had the Majini carrying it.]]&lt;br /&gt;
[[Image:RE5M500C.jpg‎|thumb|600px|none|Chris pulls a lever with the S&amp;amp;W Model 500 in his right hand.]]&lt;br /&gt;
[[Image:RE5M500D.jpg‎|thumb|600px|none|Chris reloads the Model 500 inside the missile depot. As the HUD shows, the 5-round cylinder can be upgraded to hold 6 rounds, however the gun's model does not change.]]&lt;br /&gt;
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=Shotguns=&lt;br /&gt;
==Ithaca 37==&lt;br /&gt;
The [[Ithaca 37]] is the first available shotgun in the game, found in Chapter 1-2. It is a 5-shot riot gun model fitted with the Stakeout model's pistol grip. While the weakest of the shotguns in terms of damage, its critical hits and capacity can both be easily upgraded due to its cheap upgrade costs; the capacity in particular can be upgraded to a ludicrous 25 rounds. BSAA Chris carries one (alongside his trusty Beretta) in the Mercenaries mode.&lt;br /&gt;
&lt;br /&gt;
Even though the Ithaca is supposed to eject downwards, the in-game version ejects to the side, despite there being visibly no ejection port to the side.&lt;br /&gt;
[[Image:ithaca37.jpg|thumb|500px|none|Ithaca 37 riot with pistol grip - 12 gauge]]&lt;br /&gt;
[[Image:RE5Ithaca.jpg|thumb|none|600px|Resident Evil 5 Ithaca 37]]&lt;br /&gt;
[[Image:re537.jpg|thumb|none|600px|Chris uses an Ithaca 37 to blow away a Majini on a GAU-19/A minigun.]]&lt;br /&gt;
[[Image:re537a.jpg|thumb|none|600px|An Ithaca 37 on Chris' back as he enters Mercenary mode.]]&lt;br /&gt;
[[Image:RE5M37A.jpg|thumb|none|600px|Chris fires the Ithaca 37 at a Cephalo.]]&lt;br /&gt;
[[Image:RE5M37B.jpg|thumb|none|600px|A good view of Sheva's Ithaca as she stabs a Majini in the chest.]]&lt;br /&gt;
[[Image:RE5M37C.jpg|thumb|none|600px|Chris reloads his Ithaca 37 during the oilfield level.]]&lt;br /&gt;
[[Image:RE5shotty.jpg|thumb|none|300px|Sheva poses with an Ithaca 37 in some promotional art.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
Returning from ''Resident Evil 4'', the [[Benelli M3 Super 90]] is the second available shotgun in game, found near the oil rig in Chapter 3-3; another M3 with a fixed eight-round magazine can be found in Spencer's bedroom during &amp;quot;Lost in Nightmares.&amp;quot; The weapon comes with its real name this time, and no longer has the Benelli M4-style sliding stock. Safari Chris carries one (along with a P226 and a pair of RPG-7s) in Mercenaries and Josh Stone carries an M3 of his own (along with a fully-upgraded Beretta and a single RPG-7) in Mercenaries Reunion. It is the hardest-hitting shotgun in terms of raw damage. The magazine capacity can be upgraded to a maximum of ten rounds.&lt;br /&gt;
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[[Image:Benelli_m3-1-.jpg|thumb|none|500px|Benelli M3 Super 90 with pistol grip stock combination - 12 gauge]]&lt;br /&gt;
[[Image:RE5Benelli.jpg|thumb|none|600px|Resident Evil 5 Benelli M3 Super 90]]&lt;br /&gt;
[[Image:RE5Bene.jpg|thumb|none|600px|Wesker aims a Benelli M3 in a &amp;quot;Versus&amp;quot; match.]]&lt;br /&gt;
[[Image:RE5M3E.jpg|thumb|none|600px|Chris carries a Benelli M3 on his back.]]&lt;br /&gt;
[[Image:RE5M3A.jpg|thumb|none|600px| &amp;quot;Agent Zebra&amp;quot;...sorry, &amp;quot;Safari Chris&amp;quot; kills a Majini with the M3 in Mercenaries mode. Note the crosshair is enlarged; it is normally narrow, but blooms whenever the player fires.]]&lt;br /&gt;
[[Image:RE5M3C.jpg|thumb|none|600px|Chris pumps the M3 Super 90 after gunning down a Majini from up close.]]&lt;br /&gt;
[[Image:RE5M3D.jpg|thumb|none|600px|Chris quickly reloads the Benelli. As with Leon in the last game, he thinks all shotguns have a two round capacity and the other shells come from the land of magic.]]&lt;br /&gt;
[[Image:RE5-7.jpg|thumb|none|300px|Sheva armed with a Benelli M3 shotgun in a promo image.]]&lt;br /&gt;
&lt;br /&gt;
==SWD/Cobray Street Sweeper ==&lt;br /&gt;
Retunring (sort of) from ''Resident Evil 4'', an [[SWD/Cobray Street Sweeper]] is found on the tanker in Chapter 6-1. Clubbin' Sheva carries one (along with an AK-74 and a Sako 75) in Mercenaries and Rebecca Chambers uses another one (alongside an MP5) in Mercenaries Reunion. Called the &amp;quot;Jail Breaker&amp;quot; in-game, it's effective range can be upgraded; this upgrade interestingly applies to the range of the ''spread'' as well, widening it, and adding extra pellets per shot. The weapon starts with a 5 shots capacity and can be upgraded to a maximum of 15.&lt;br /&gt;
&lt;br /&gt;
The Street Sweeper is never seen ejecting any shells. While this is technically accurate as the Street Sweeper lacks an automatic shell ejection system, the shells would realistically have to be manually ejected during the reloading process. The game however depicts none of it, the spent shells apparently just disappearing inside the gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:CobrayStreetSweeper.jpg|thumb|none|420px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge]]&lt;br /&gt;
[[Image:RE5Striker.jpg|thumb|none|600px|Resident Evil 5 Jail Breaker]]&lt;br /&gt;
[[Image:RE5Striker1.jpg|thumb|none|600px|A Street Sweeper hidden in a metal crate.]]&lt;br /&gt;
[[Image:RE5Striker3.jpg|thumb|none|600px|Chris fires the Street Sweeper. True to its name, it sweeps through the infested village with no problem.]]&lt;br /&gt;
[[Image:RE5Striker2.jpg|thumb|none|600px|Chris reloads the Street Sweeper after clearing a village full of zombified tribesmen. Like the other guns with an internal magazine, such as the Sako 75 rifle and the other shotguns, the singular reload animation only depicts Chris loading in two rounds. As all weapons only have one reload animation in this game, the two round reload stands in for all the different number of shells needed for reloading. Chris also apparently cranks the winding key after loading the two rounds, implied by the pump-action-like sound audible at the end of the reload.]]&lt;br /&gt;
[[Image:RE5Striker4.jpg|thumb|none|600px|A good view of the Street Sweeper as Chris climbs up to collect a diamond. This shotgun is not, as previously thought, an [[Armsel Striker]]; it lacks the drum advance lever and has a key rather than a knob on the front of the drum.]]&lt;br /&gt;
&lt;br /&gt;
==Hydra==&lt;br /&gt;
The &amp;quot;Hydra&amp;quot; is a secret weapon unlocked for purchase when the Ithaca 37 is fully upgraded. It is a triple-barreled side-by-side sawed-off shotgun. STARS Wesker carries a Hydra (alongside his custom Beretta and a Desert Eagle) in Mercenaries and Warrior Chris uses one (with a PSG-1 and a P8) in the Mercenaries Reunion.&lt;br /&gt;
&lt;br /&gt;
This gun was likely based on a Dickson triple-barreled shotgun with a sawed-off stock and barrels - but unlike that shotgun, this one has only one trigger, meaning only one barrel can be fired at a time, like an over/under shotgun. Strangely, the transition between barrels happens automatically. The Hydra has a baffling starting capacity of four, and this can be further improved as the game progresses. Like the &amp;quot;Jail Breaker&amp;quot; it has an upgradable attack range.&lt;br /&gt;
[[File:Dickson Triple Barrel.jpg|thumb|none|500px|John Dickson &amp;amp; Son Triple Barrel Side by Side Shotgun - 16 Gauge]]&lt;br /&gt;
[[Image:RE5Hydra.jpg|thumb|none|600px|Resident Evil 5 Hydra Shotgun]]&lt;br /&gt;
[[Image:RE5 Hydra-2.jpg‎|thumb|none|600px|Chris reloads the Hydra.]]&lt;br /&gt;
[[Image:RE5 Hydra-3.jpg‎|thumb|none|600px|Sheva reloads the Hydra. The character will first load two shells at once to the right and center chambers, and then load another shell into the left chamber.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns =&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] appears in the game as &amp;quot;H&amp;amp;K MP5&amp;quot;. It is the second submachine gun found in the game, found fairly early on at a BSAA rally point in Chapter 2-1, and can be bought after the chapter. The MP5A3 features an unrealistic 45-round magazine by default, which can be upgraded to hold an impressively impossible load of 150 rounds. One with a 100 round magazine can be found by Jill in the upstairs of the mansion during &amp;quot;Lost in Nightmares.&amp;quot; BSAA Jill uses one in Mercenaries (with her Px4 as a backup) and Rebecca carries one alongside a Streetsweeper in Mercenaries Reunion.&lt;br /&gt;
&lt;br /&gt;
Like all the other &amp;quot;machine gun&amp;quot; type weapons, it fires &amp;quot;machine gun ammunition&amp;quot;. It is equipped with a reflex sight that is useless gameplay-wise, and a laser pointer/flashlight combination attachment on the forend, though the flashlight component is never turned on even where flashlights are needed (they would rather carry around a 40-pound lamp and let the other guy do all the fighting by himself).&lt;br /&gt;
&lt;br /&gt;
[[Image:HKmp5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with Surefire 628 dedicated forend weaponlight and 0-1-2 trigger group - 9x19mm]]&lt;br /&gt;
[[Image:RE5MP5.jpg|thumb|none|600px|Resident Evil 5 MP5A3]]&lt;br /&gt;
[[Image:RE5HKmp5A3.jpg|thumb|none|600px|Chris fires his H&amp;amp;K MP5A3.]]&lt;br /&gt;
[[Image:RE5MP5A3D.jpg|thumb|none|600px|Jill pulls back the bolt of the MP5A3 before reloading it.]]&lt;br /&gt;
[[Image:RE5MP5A32.jpg|thumb|none|600px|Chris reloads the MP5A3. Unlike the pistols, the MP5A3 features only one reload animation, where the shooter pulls back the bolt handle first, swaps the magazines, and does an HK-slap to release the bolt. Also of note is, despite how accurately this game depicts weapons, the developers failed to model the magazine with bullets.]]&lt;br /&gt;
&lt;br /&gt;
==Skorpion vz. 61==&lt;br /&gt;
The [[Skorpion SA|Skorpion vz. 61]] is found very early in the game in Chapter 1-1 (the first level). It starts with a 30 round magazine in most versions of the game, but starts with a 50-round magazine in the PAL version, along with reduced starting damage. Like many other guns, can be upgraded to hold a truly absurd 300 rounds of ammunition per magazine (that's not one, but ''two'' full boxes of the generic machine gun ammo). It has an upgradable critical hit rate, making it a fairly effective weapon but next to useless when used by the AI partner.&lt;br /&gt;
&lt;br /&gt;
Jill carries two Skorpions during a boss battle against her midway through the game. In &amp;quot;Desperate Escape&amp;quot;, following Jill right after the boss fight, she starts with one Skorpion instead. In the Mercenaries, Battlesuit Jill also uses one (alongside a PSG-1) and BSAA Sheva carries another, alongside a Beretta 92FS and an SVD.&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|none|350px|Skorpion vz. 61 - .32 ACP]]&lt;br /&gt;
[[Image:RE5VZ61C.jpg|thumb|none|600px|Resident Evil 5 Skorpion vz. 61]]&lt;br /&gt;
[[Image:RE5VZ61B.jpg|thumb|none|600px|Chris discovers a Skorpion placed conveniently in a metal crate right in the middle of the town's marketplace. The starting ammo for the vz. 61 is 30 rounds, but the magazine is clearly a 20-rounder.]]&lt;br /&gt;
[[Image:RE5VZ61E.jpg|thumb|none|600px|Chris shoots a way through the incoming Majini tribesmen.]]&lt;br /&gt;
[[Image:RE5VZ61D.jpg|thumb|none|600px|Jill reloads her vz. 61. Despite carrying two Skorpions in the Story Mode, Jill can only use one in Mercenaries mode. That one, however has its magazine capacity fully upgraded to hold 300 rounds.]]&lt;br /&gt;
[[Image:RE5VZ61A.jpg|thumb|none|600px|Unlockable figure of Jill Valentine posing with two Skorpion submachine guns.  The film version of Jill is seen carrying these in ''[[Resident Evil: Retribution]]''.]]&lt;br /&gt;
[[Image:Jill valentine shooting by jasonpictures-d82wr9c.jpg|thumb|none|600px|Jill shooting with one Skorpion in a cutscene from &amp;quot;Desperate Escape&amp;quot;.]]&lt;br /&gt;
[[Image:Jill valentine shooting 2 by jasonpictures-d82wrfi.jpg|thumb|none|600px|Another picture of Jill shooting with one Skorpion in a cutscene from &amp;quot;Desperate Escape&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==AK-74==&lt;br /&gt;
The [[AK-74]] is one of the &amp;quot;machine guns&amp;quot; that can be found in Chapter 5-1, and can later be bought for ₦4000. The weapon starts out with a 30-round capacity (the same as most real life AK-74s), and can be upgraded up to 50 rounds. Clubbin' Sheva carries one in Mercenaries mode and Excella has one in Mercenaries Reunion. The AK-74 is the most powerful of the &amp;quot;machine gun&amp;quot; class weapons, but is also by far the least accurate and has the smallest capacity.&lt;br /&gt;
&lt;br /&gt;
The AK-74 is also used by some Majini soldiers, who are found in Chapter 5 and the &amp;quot;Experimental Facility&amp;quot; Mercenaries stage in the Mercenaries Reunion expansion. Their AKs are equipped with green laser sights and dissolve along with the rest of their bodies when killed.&lt;br /&gt;
[[Image:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[Image:RE5AK74.jpg|thumb|none|600px|Resident Evil 5 AK-74]]&lt;br /&gt;
[[Image:RE5AK74A.jpg|thumb|none|600px|Chris discovers an AK-74 in a steel crate.]]&lt;br /&gt;
[[Image:RE5AK74C.jpg|thumb|none|600px|Chris engages some infested soldiers with his newly-acquired AK-74.]]&lt;br /&gt;
[[Image:RE5AK74B.jpg|thumb|none|600px|Chris reloads his AK-74 during the battle with U-8, a giant spider-like thing. Note the laser sight is fitted to the AK-74's side-mount rail.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer SIG556 HOLO==&lt;br /&gt;
The [[SIG-Sauer SIG556|SIG-Sauer SIG556 HOLO]] is depicted as the primary weapon of the BSAA, used by BSAA operatives. It is found fairly late into the game, in Chapter 5-2. STARS Chris carries one in Mercenaries and Fairy Tale Sheva has one in Reunion. Josh uses a scoped SIG556 during a battle between Chris and Sheva with a group of motorcycle riding Majini.&lt;br /&gt;
&lt;br /&gt;
Like the MP5A3, it is equipped with a holographic sight that is useless in gameplay. The SIG556 maxes out its ammunition capacity at 90 rounds. While it is depicted as fully automatic in-game, the real SIG556 is a semi-auto only rifle for civilian use.&lt;br /&gt;
[[Image:Sig556.jpg|thumb|none|500px|SIG-Sauer SIG556 HOLO with ACOG scope - 5.56x45mm]]&lt;br /&gt;
[[Image:RE5556.jpg|thumb|none|600px|Resident Evil 5 SIG556 HOLO.]]&lt;br /&gt;
[[Image:RE5SG556A.jpg|thumb|none|600px|The SIG556 HOLO has a polymer magazine.]]&lt;br /&gt;
[[Image:RE5SG556B.jpg|thumb|none|600px|Chris reloads the SIG556 HOLO.]]&lt;br /&gt;
[[File:RE5Reload.jpg|thumb|none|600px|Sheva reloads the SIG556 HOLO.]]&lt;br /&gt;
[[Image:RE5SG556D.jpg|thumb|none|600px|Sheva pulls the charging handle of the SIG556 HOLO.]]&lt;br /&gt;
[[Image:RE5SG556E.jpg|thumb|none|600px|Chris opens fire with the SIG556 HOLO, unlucky for the Majini trying to eat him.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-28-13h52m08s119.jpg|thumb|600px|none|Josh and the rest of Delta team, armed with SIG556 HOLOs.]]&lt;br /&gt;
[[Image:RE556.jpg|thumb|none|500px|Josh with his SIG556 HOLO.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Sako 75==&lt;br /&gt;
The [[Sako 75]] is featured in-game as the S75, first found in Chapter 2-1. It is the most powerful out of the 3 sniper rifles when fully upgraded, likely to balance its slow rate of fire, and holds 50 rounds when its capacity upgrade is maxed out. It uses generic rifle ammo, which it shares with the SVD and the PSG-1.&lt;br /&gt;
&lt;br /&gt;
Sheva carries a Sako when equipping her Clubbin costume in the Mercenaries.&lt;br /&gt;
[[Image:Sako 75.jpg|thumb|none|500px|Sako 75 Varmint - .223 Remington]]&lt;br /&gt;
[[Image:RE5Sako5.jpg|thumb|none|600px|Resident Evil 5 Sako 75]]&lt;br /&gt;
[[Image:RE5Sako3.jpg|thumb|none|600px|The &amp;quot;S75&amp;quot;, as it is known in the game, on Chris's back, along with his machete.]]&lt;br /&gt;
[[Image:RE5Sako4.jpg|thumb|none|600px|Good shot of the Sako 75 as Chris operates the mechanism inside the forgotten ruins.]]&lt;br /&gt;
[[Image:RE5Sako1.jpg|thumb|none|600px|Chris operates the bolt of the rifle. After each shot, the camera backs out of the scope view till the shooter operates the bolt, then returns to the last position.]]&lt;br /&gt;
[[Image:RE5Sako2.jpg|thumb|none|600px|Chris reloads the Sako. As the HUD tells, the maximum capacity is 50 rounds. Pretty impressive for a gun with an internal magazine.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The [[SVD Dragunov]] is the first semi-auto sniper rifle found in the game, found in Chapter 2-2. It has a starting capacity of 7 rounds and can be upgraded to a maximum of 18 rounds. It has mid level performance, less powerful than the Sako but more than the PSG-1. BSAA Sheva carries one in Mercenaries. Uses generic rifle ammo.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov Sniper Rifle - 7.62x54mmR]]&lt;br /&gt;
[[Image:RE5SVD.jpg|thumb|none|600px|Resident Evil 5 SVD]]&lt;br /&gt;
[[Image:re5SVD Rifle.jpg|thumb|none|600px|An SVD Dragunov on Sheva's back in Mercenary mode.]]&lt;br /&gt;
[[Image:re5SVD Rifle2.jpg|thumb|none|601px|Another angle of that SVD on her back.]]&lt;br /&gt;
[[Image:RE5SVD1.jpg|thumb|none|600px|Chris borrows the SVD from Sheva to do some long-range not-quite-zombie-but-human-mutant-monster-shooting. The reticle looks nothing like a genuine PSO-1 reticle.]]&lt;br /&gt;
[[Image:RE5SVD5.jpg|thumb|none|600px|Sheva reloads the SVD.]]&lt;br /&gt;
[[Image:RE5SVD2.jpg|thumb|none|600px|Unlockable figure of Sheva posing with the SVD.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch PSG1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch PSG1]] is found late in the game in Chapter 5-3, aboard the Tricell freighter. It starts out with 5 round capacity, but can only be upgraded to a 15-round capacity. In real life the PSG1 can use any magazine that the [[G3]] battle rifle can, including the G3's 20-round magazine and the 50-round drum magazines used in the [[Heckler &amp;amp; Koch HK11|HK11]] automatic rifle series, making it the only weapon in the game with a max capacity ''lower'' than it can hold in real life.&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;Lost in Nightmares,&amp;quot; a PSG1 can be found in the storeroom of Spencer's mansion. Battlesuit Jill carries one (alongside a single Skorpion) in the Mercenaries and Warrior Chris uses one in the Mercenaries Reunion.&lt;br /&gt;
&lt;br /&gt;
It is the only rifle in game where the scope can be upgraded, which makes it extremely useful for getting some of the more difficult BSAA emblems. The PSG-1 is the &amp;quot;weakest&amp;quot; rifle in the game (though this is again, relative), but it also has an insanely fast reload time, comparable to some of the handguns and faster than just about everything else.&lt;br /&gt;
[[Image:H&amp;amp;KPSG01.jpg‎ |thumb|none|500px|Heckler &amp;amp; Koch PSG1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:RE5PSG1.jpg|thumb|none|600px|Resident Evil 5 H&amp;amp;K PSG1]]&lt;br /&gt;
[[Image:RE5 psg1.jpg‎|thumb|none|600px|A PSG1 rifle in a metal box.]]&lt;br /&gt;
[[Image:RE5_PSG1_Scope.JPG|thumb|none|600px|View through the PSG1's scope. Josh's scoped SIG556 has the same reticle when he kills the motorcycle Majinis during Chapter 1.]]&lt;br /&gt;
[[Image:RE5PSG3.jpg‎|thumb|none|600px|Chris reloads his PSG1.]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Weapons=&lt;br /&gt;
==Milkor MGL Mk 1L==&lt;br /&gt;
The [[MGL-140|Milkor MGL Mk 1L]] is the game's grenade launcher. It holds twelve rounds, twice as many as the real world weapon. In addition to high explosive rounds, other fictional rounds are available for the weapon to fire which include flash rounds, flame rounds, acid rounds, nitrogen rounds, and electric rounds. It cannot be upgraded.&lt;br /&gt;
&lt;br /&gt;
In the Mercenaries, STARS Chris and Tribal Sheva both equip them (loaded with Electric and Nitrogen rounds, respectively); Excella uses one in Mercenaries Reunion. One loaded with incendiary rounds can be picked up on the &amp;quot;Ship Deck&amp;quot; stage, while several more are scattered throughout the &amp;quot;Ruins&amp;quot; stage in Mercenaries No Mercy for the PC.&lt;br /&gt;
&lt;br /&gt;
[[Image:MGL Mk 1 L.jpg|thumb|none|450px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[Image:RE5MGL5.jpg|thumb|none|600px|Resident Evil 5 Grenade Launcher]]&lt;br /&gt;
[[Image:RE5MGL1.jpg|thumb|none|600px|The MGL Mk 1L in a metal crate.]]&lt;br /&gt;
[[Image:RE5MGL3.jpg|thumb|none|600px|The MGL Mk 1L on Chris's back.]]&lt;br /&gt;
[[Image:RE5MGL4.jpg|thumb|none|600px|Chris fires the grenade launcher at a group of infested tribesmen. The rounds it fires are incorrectly depicted as flying straight with no arc, almost like a rocket launcher.]]&lt;br /&gt;
[[Image:RE5MGL2.jpg|thumb|none|600px|Good view of the MGL as a Majini tries to eat Chris alive.]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Machine gun==&lt;br /&gt;
A fictional (although quite convincing) hybrid machine gun is mounted on the Hummer during the Savanna chapter, is operated by Chris and is used to take out motorcycle mounted foes. The entire rear section of the weapon appears to be a [[M249|FN M249 SAW]] as evident from the club foot stock (which in this case it's made out of wood), general receiver layout, and the gas regulator knob under the barrel. However the front section has an [[RPK]] style fore grip, and a [[PKM]] style carry handle and front sight. This same gun is used by several enemies and some BSAA light vehicles in ''Resident Evil 6''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|400px|M249-E2 SAW with a 200 round ammo drum - 5.56x45mm]]&lt;br /&gt;
[[Image:RPK lmg.jpg|thumb|none|400px|RPK Light Machine Gun with 40 round magazine - 7.62x39mm]]&lt;br /&gt;
[[Image:HungarianPKM.jpg|thumb|400px|none|PKM with latest version of Flash hider - 7.62x54mmR]]&lt;br /&gt;
[[Image:RE5Hybrid1.jpg‎|thumb|600px|none|Chris opens fire on Majini pursuing the Humvee.]]&lt;br /&gt;
[[Image:RE5PKM1.jpg‎|thumb|600px|none|Chris with the Hybrid machine gun.]]&lt;br /&gt;
[[Image:RE5Hybrid2.jpg‎|thumb|600px|none|Chris fires the Hybrid machine gun at Ndesu, a BOW based on the recurring ''Gigante'' enemies from ''Resident Evil 4'' whose presence is never explained or referenced again. During this boss battle, the game switches to first-person perspective, although sights can still not be used.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
There are two [[Minigun]]s in the game. The first is mounted on a tripod in the bed of a BSAA HMMWV and is used by Sheva. The second is a portable version that is carried by the Gatling gun Majini sub-bosses and unlocked as a special weapon usable only by Chris. When the Skorpion is fully-upgraded and the game is beaten once on any difficulty, the &amp;quot;Gatling gun&amp;quot; can be purchased for ₦50,000. No upgrades are available for this weapon.&lt;br /&gt;
&lt;br /&gt;
The hand held version is what you would expect from a video game Minigun. It fires at only 600RPM, but the rounds travel slow enough that the screen can be saturated with bullets, giving the illusion that the weapon has a high fire rate. Further adding to this illusion is a noticeable upward recoil while firing and the weapon has a tendency to jerk around to the left or the right as Chris tries desperately to control the bullet hose. Once firing it is almost impossible to aim the weapon accurately. In addition to the latent inaccuracy of the weapon due to excessive recoil, making slight corrections in where the weapon is pointed causes the weapon to jump significantly in that direction in a jerky manner, rather than smoothly like other weapons.&lt;br /&gt;
&lt;br /&gt;
The portable Gatling gun has a red laser sight in the center of the barrel cluster, individual flash hiders for each barrel like the ones found on early GE Miniguns, and includes a custom &amp;quot;chainsaw grip&amp;quot; attached to the gun mount. The portable weapon features a brass deflector and a fully-modeled flexible chute (much too large for 7.62mm rounds) that connects an unidentifiable block on the bottom of the gun (as opposed to the feeder/delinker) to the bottom right side of an enormous full-metal ammunition backpack. The ammo backpack stores an unlimited supply of rounds and is completely indestructible. Flaming arrows and bullets alike will bounce off doing absolutely no damage and enemies seem to have trouble grabbing Chris from behind when he wears it. Even if the weapon is unequipped, he will still wear the backpack, giving him an extra measure of protection at all times; this can be helpful, unless you also equip the Hydra, since the change of perspective puts that ammo box right in the center of the screen.&lt;br /&gt;
&lt;br /&gt;
Heavy Metal Chris carries one in Mercenaries Reunion.&lt;br /&gt;
[[File:Minigun with ammo backpack.jpg|thumb|none|450px|M134 Minigun with ammo backpack.]]&lt;br /&gt;
[[Image:RE5 minigun.jpg‎|thumb|none|600px|Chris fires the unlockable handheld minigun.]]&lt;br /&gt;
[[Image:RE5 minigun-2.jpg‎|thumb|none|600px|Sheva spins up the barrels of the M134 when Ndesu arrives during one of the game's many boss battles.]]&lt;br /&gt;
[[Image:RE5 minigun-3.jpg‎|thumb|none|600px|Sheva opens fire with the vehicle mounted M134.]]&lt;br /&gt;
[[Image:RE5M134D.jpg‎|thumb|none|600px|A Majini (with anger management issues) fires his minigun, right into the ceiling of Wesker's tanker. This enemy is based on the conspicuously dark-skinned Spanish Mercenary called &amp;quot;JJ&amp;quot; who wielded a similar weapon in ''Resident Evil 4,'' and is another enemy copied from the previous game with no explanation.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower==&lt;br /&gt;
The [[M2 Flamethrower]] can be used during Chapter 5-2, when Chris and Sheva are fighting the Uroboros Mkono boss in a Tricell lab. Defeating Mkono requires using the flamethrower first to expose its weak points.&lt;br /&gt;
&lt;br /&gt;
As with the flamethrower in ''Resident Evil 2'', the ammunition is represented by a percentage bar, although the percent symbol itself is not present, making it appear as if the flamethrower is loaded with 100 invisible projectiles which become a torrent of flame whenever the weapon is fired. A refueling station is present inside the lab, located on a wall. At any time, the flamethrower may be placed into the refueling station to refuel.&lt;br /&gt;
&lt;br /&gt;
[[Image:M2 Flamethrower.jpg|thumb|none|300px|M2 Flamethrower]]&lt;br /&gt;
[[Image:RE5M2A.jpg|thumb|none|600px|Chris waiting for the M2 Flamethrower to refill. The M2 looks like a modern-day flamethrower, but it is pretty obvious which weapon it was based on.]]&lt;br /&gt;
[[Image:RE5M2B.jpg|thumb|none|600px|Chris engages the mutant from up close. The flamethrower holds 100 &amp;quot;rounds&amp;quot;, which last for about 12-15 seconds.]]&lt;br /&gt;
[[Image:RE5M2C.jpg|thumb|none|600px|Sheva gives Mkono a warm welcome.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-19/A==&lt;br /&gt;
The [[General Dynamics GAU-19/A]] is seen in several fixed gun emplacements, first on the back of a truck near the Mines, and later on a naval mounting in the third chapter. Two GAU-19/As are also mounted on Irving's boat along with two fictional missile launchers. Has unlimited ammunition, but can overheat. Despite being designed to destroy ''tanks'' the weapon is treated more like a machine gun in ''Resident Evil'' (meaning it inflicts damage roughly comparable to an electric airsoft gun); most notably, it's a completely valid strategy to hide behind sheet metal during the player's first encounter with the weapon.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gau 19-2.jpg|thumb|none|500px|GD GAU-19/A with muzzle brake and external weapon mount - .50 BMG]]&lt;br /&gt;
[[Image:RE5GAU19A.jpg|thumb|none|600px|Chris examines the GAU-19A that nearly blew his head off.]]&lt;br /&gt;
[[Image:re537.jpg|thumb|none|600px|Chris with an Ithaca 37 and a General Dynamics GAU-19/A in the background.]]&lt;br /&gt;
[[Image:RE5GAU19A2.jpg|thumb|none|600px|An angry Majini with a GAU-19/A aboard Irving's yacht.]]&lt;br /&gt;
[[Image:RE5GAU19A3.jpg|thumb|none|600px|Chris test fires the GAU-19/A machine gun.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
Returning from ''Resident Evil 4'', three varieties of the [[RPG-7]] can be found in ''Resident Evil 5''. The basic version is a disposable single-shot version, one of which can be found in the Marshlands in Chapter 3-1 on a half sunken boat, and can bought after that for ₦10,000.&lt;br /&gt;
&lt;br /&gt;
A special RPG-7 fitted with a night vision scope is used exclusively in the first battle with Wesker. Unlike the normal disposable version, this weapon can be reloaded with various RPG ammunition laying around in ammunition crates and barrels but it must be picked up and carried separately from the launcher requiring your partner to carry the ammunition while another operates and reloads the weapon.&lt;br /&gt;
&lt;br /&gt;
The Infinite Launcher with unlimited ammo is unlocked for use after beating the game in five hours or less. This particular weapon will replace any RPGs already in inventory or encountered by the player, and due to having infinite ammo, is an absolute must for completing the game on higher difficulties. Because the RPG lacks a reload animation, it's possible to fire the infinite version without allowing the scope animation to take place, meaning the player can see the magically respawning warheads on the weapon.&lt;br /&gt;
&lt;br /&gt;
RPGs are depicted in much the same way they were in the previous game (and like the MGL is here): they fire in a straight line with very little sway. In fact, the RPG-7 has a variable zoom scope with similar power to the sniper rifles, meaning it can be used to kill large groups of enemies at extreme ranges.&lt;br /&gt;
&lt;br /&gt;
Safari Chris carries two in Mercenaries (the only time two of the same weapon can be carried at a time) and Josh has one in Reunion. Several are scattered around the Mercenaries stage &amp;quot;Ship Deck&amp;quot; in all versions of the game (along with an MGL) and they appear in all stages in Mercenaries No Mercy, probably to help the player deal with multiple bosses at a time.&lt;br /&gt;
&lt;br /&gt;
Outside of player-usable RPGs, the RPG-7 is equipped by various armed Majini in Chapter 5. &lt;br /&gt;
[[Image:RPG-7V1 small.jpg|thumb|none|400px|RPG-7V1 with PGO-7 scope - 40mm]]&lt;br /&gt;
[[Image:RE5RPG7.jpg|thumb|none|600px|Resident Evil 5 RPG-7]]&lt;br /&gt;
[[Image:RE5RPG1.jpg‎|thumb|none|600px|An RPG-7 placed in a metal box.]]&lt;br /&gt;
[[Image:RE5RPG3.jpg‎|thumb|none|600px|Chris and Sheva reload the RPG-7 at the hangar.]]&lt;br /&gt;
[[Image:RE5RPG2.jpg‎|thumb|none|600px|View through the scope of the standard RPG-7.]]&lt;br /&gt;
[[Image:RE5RPG4.jpg‎|thumb|none|600px|View through the NV scope of the special RPG used during the Wesker boss battle, otherwise known as &amp;quot;RPG-7 NVS&amp;quot; (Night Vision Sight).]]&lt;br /&gt;
[[Image:RE5RPG5.jpg‎|thumb|none|600px|A Majini soldier aims his RPG-7 at Chris and Sheva.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92A Stinger==&lt;br /&gt;
A Majini uses a [[FIM-92A Stinger]] surface-to-air missile launcher in an attempt to destroy the helicopter in the downloadable Chapter &amp;quot;Desperate Escape&amp;quot;. Unlike in ''Resident Evil 2'', here it is correctly depicted as a lock-on missile; bizarrely, it doesn't lock on to the chopper, but the ''pilot'' instead.&lt;br /&gt;
&lt;br /&gt;
[[File:FIM-92 Stinger.jpg|thumb|none|450px|FIM-92A Stinger - 70mm]]&lt;br /&gt;
[[Image:RE5Stinger1.jpg|thumb|none|600px|The Majini aims the FIM-92A Stinger at Doug's helo.]]&lt;br /&gt;
[[Image:RE5Stinger2.jpg|thumb|none|600px|He misses the helicopter and gets an 5.56mm round between his eyes from Jill's SIG556.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Mk 48 Grenade Series==&lt;br /&gt;
A fictional (or could we say &amp;quot;generic&amp;quot;) series of grenades, consisting of a fragmentation, flashbang, and incendiary grenade. The characters do not remove the safety pins before throwing these grenades.&lt;br /&gt;
[[Image:RE5Frag1.jpg|thumb|none|600px|Chris feeds U-8 with a delicious fragmentation grenade. The safety pin is clearly visible on the grenade. Chris has trained his grenades well, though, and they obediently explode as soon as U-8 closes its mouth.]]&lt;br /&gt;
[[Image:RE5Frag2.jpg|thumb|none|600px|Chris about to throw a frag grenade towards the Majini soldiers. Note the two different colored lasers. The red one is attached to Sheva's Beretta, while the green one indicates an enemy weapon, in this case the mercenary's AK-74.]]&lt;br /&gt;
[[Image:RE5Flash1.jpg|thumb|none|600px|Chris (in S.T.A.R.S. outfit) prepares to toss a flash grenade to disable a small group of Majini.]]&lt;br /&gt;
[[Image:RE5Inc1.jpg|thumb|none|600px|Uroboros Mkono about to taste an incendiary grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Frag Grenade==&lt;br /&gt;
Some of the infested soldiers have [[M26 hand grenade]]s on their vests. These can be shot, with predictable results.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:RE5M26.jpg|thumb|none|600px|Bunch of M26 grenades visible on the soldier's vest.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
Despite carrying [[M26 hand grenade]]s, the grenades that some Majini soldiers can throw at Chris and Sheva are low-detail [[Model 24 Stielhandgranate]]s (likely recycled from RE4), possibly for their higher profile. These soldiers also appear in Mercenaries mode. Strangely, they sometimes function like flash-bang grenades when thrown by enemies. That particular breed of M24 is slightly magical, as the burst and report ''only'' affect the player, despite player thrown grenades effecting everyone, and being instantly lethal to any exposed ''Plaga'' form. &lt;br /&gt;
[[Image:M24WithFragSleeve.jpg|thumb|none|330px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; stick grenade with fragmentation sleeve]]&lt;br /&gt;
[[Image:RE5Model24.jpg|thumb|none|600px|A low-quality Model 24 Stielhandgranate about to hit the floor (circled in red).]]&lt;br /&gt;
&lt;br /&gt;
==Proximity Mine==&lt;br /&gt;
The Proximity Land Mine is featured in the game as a weapon and is mostly used against one of the bosses encountered. It does not appear to be based on any real-life land mine.&lt;br /&gt;
&lt;br /&gt;
The Proximity Mine is fitted with a LED light on top and frequently beeps when planted after 5 seconds. It cannot be triggered by the player characters, though they can be caught in the blast if detonated by an enemy or gunfire. In Versus, they can be set off by enemy players, and are extremely lethal.&lt;br /&gt;
[[Image:RE5Prox2.jpg|thumb|none|600px|A proximity mine placed on a shelf.]]&lt;br /&gt;
[[Image:RE5Prox1.jpg|thumb|none|600px|Chris about to place the proximity mine.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Shinji Mikami]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_5&amp;diff=1634053</id>
		<title>Resident Evil 5</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_5&amp;diff=1634053"/>
		<updated>2023-12-08T12:27:57Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: Trade Dresses&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:RE5poster.jpg|thumb|right|300px|''Resident Evil 5'' (2009)]]&lt;br /&gt;
'''''Resident Evil 5''''' (known in Japan as ''Biohazard 5'') is a survival horror third-person shooter video game developed and published by Capcom. It was released in 2009 for the Xbox 360, PS3, and PC. In the game, Chris Redfield, now an operative of the international anti-biohazard task force Bioterrorism Security Assessment Alliance (BSAA), investigates a bioterrorist threat in Kijuju, a fictional region in Africa. Joining him is fellow BSAA operative Sheva Alomar. The basic enemies, Majini, are a continuation of the Ganados form ''Resident Evil 4'', being infected by a brain-controlling parasite that still leaves some intelligence intact.&lt;br /&gt;
&lt;br /&gt;
Returning from ''Resident Evil 4'' is The Mercenaries mode, an arcade-styled timed high score challenge arena. Two DLC, &amp;quot;Lost in Nightmares&amp;quot; and &amp;quot;Desperate Escape&amp;quot; were released for console versions of this game. &amp;quot;Nightmares&amp;quot; serves as a prequel to ''Resident Evil 5'' and stars Chris Redfield and Jill Valentine, while &amp;quot;Escape&amp;quot; takes place concurrent to the main game, following Jill Valentine and Josh Stone. The DLCs also add The Mercenaries Reunion, basically a Mercenaries mode content pack with that features the return of Barry Burton and Rebecca Chambers, last seen in the original ''Resident Evil.'' While console exclusive for six years, both DLC were released for the PC as part of the &amp;quot;Untold Stories&amp;quot; Bundle when the game was ported to Steam on March 26, 2015.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''Resident Evil 5'' features a weapon upgrade system similar to the one in ''Resident Evil 4''. Instead of having a merchant NPC serve as the store, the store is presented between chapters instead. Most weapons can have their firepower, reload speed, and capacity upgraded. A few weapons can also upgrade their attack range or critical hit rate. As is somewhat expected, capacity upgrades means that weapon capacities can go to absurdly high levels. After completing the game once, the Bonus Features menu is unlocked, which allows players to use &amp;quot;Exchange Points&amp;quot; (gained by completing campaign chapters or finishing a game of The Mercenaries) to unlock infinite ammo for all fully upgraded weapons.&lt;br /&gt;
&lt;br /&gt;
Ammo is divided between weapon types and shared between weapons of a type. The five basic ammo types in ''Resident Evil 5'' are Handgun, Machine gun, Shotgun, Rifle, and Magnum, all of which have ammo box models recycled from ''Resident Evil 4''. The &amp;quot;Machine gun&amp;quot; category encompasses the two submachine guns and the two assault rifles in the game, and the ammo box was the 9mm TMP ammo box in ''Resident Evil 4''. The Milkor MGL Mk 1L uses its own special grenades.&lt;br /&gt;
&lt;br /&gt;
Unlike ''Resident Evil 4'', where most weapons can only be bought from the Merchant, many weapons in ''Resident Evil 5'' are found inside the levels. Should the player miss the free weapon in a level, the weapon will be made available in the stores after that level.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' In the console versions of this game (and on the PC when using a gamepad), non-scoped weapons are aimed using a solid laser beam that enamates from their attached laser aiming modules (LAM), which are present on all weapons (even sniper rifles), as was seen in ''Resident Evil 4''. These laser beams are not present in the vanilla PC version when using the standard mouse and keyboard controls; instead, a persistent reticule is placed on screen when the player aims. As such, many of this page's screenshots will not depict the lasers, as the screenshots are predominately from the PC version and the game automatically reverts to mouse and keyboard whenever either is touched, including when taking screenshots.&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] is Chris and Sheva's starting weapon, given to them in the first level by BSAA undercover operative Reynard Fisher. It's also used by Irving in a few cutscenes and Wesker wields a custom version called the &amp;quot;Samurai Edge&amp;quot; from the [[Resident Evil (2002 VG)|REmake]]. Chris and Jill also wield them during the raid on Spencer's Estate during &amp;quot;Lost In Nightmares;&amp;quot; they acquire two identical ones from Spencer's deceased guards before confronting Wesker. Wesker also uses the normal 92FS on the plane to fire at Sheva, saving his Samurai Edge for Chris. Chris and Sheva both start with Beretta 92FS as part of their default Mercenaries loadouts (with 50 and 40 round magazines, respectively). Wesker uses his Samurai Edge model from the REmake during the Mercenaries as well (the only time you'll find a Beretta with the correct 15 round capacity); Josh Stone carries one in Mercenaries Reunion with a respectable 100 round magazine.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;M92F&amp;quot; starts off with a humble ten round mag (like the Silver Ghost in ''Resident Evil 4''), but can be upgraded all the way to 100 rounds (more handgun ammo than you can carry in a single item slot). This ridiculously high capacity is shared by the &amp;quot;starter&amp;quot; weapons of each type - the Skorpion, Ithaca 37, and Sako 75. It has an upgradable critical hit rate.&lt;br /&gt;
&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|350px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[Image:RE5Beretta.jpg|thumb|none|599px|Resident Evil 5 Beretta 92FS]]&lt;br /&gt;
[[Image:RE5-3.jpg|thumb|none|600px|Sheva with her Beretta 92FS with a frame-mounted laser.]]&lt;br /&gt;
[[Image:RE592FS.jpg|thumb|none|601px|Chris's 92FS cycles.]]&lt;br /&gt;
[[Image:RE5-5.jpg|thumb|none|600px|Chris reloads his Beretta.]]&lt;br /&gt;
[[Image:RE592FS8.jpg|thumb|none|600px|Sheva reloads the Beretta 92FS. Due to a bug, her Beretta always locks back when reloading, even if there were some unfired rounds in the magazine.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-30-22h08m57s156.jpg|thumb|none|600px|Sheva aims her Beretta 92FS.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-27-23h29m17s158.jpg|thumb|none|600px|I don't think clipping your finger through the trigger counts as trigger discipline.]]&lt;br /&gt;
[[Image:RE592FS7.jpg|thumb|none|600px|Chris holds his Beretta. It appears that the trigger bar is just part of the texture.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-28-12h33m10s235.jpg|thumb|none|600px|I don't know about you, but this is the face I'd make if I got fooled into thinking sunglasses were a threat.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-30-22h10m06s236.jpg|thumb|none|600px|You can tell it's the normal version due to a lack of wooden grips, and no integrated rail, or Brigadier slide, or more obviously, the significantly smaller LAM.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot; (Albert Wesker)==&lt;br /&gt;
This custom [[Beretta 92FS Brigadier]] is wielded exclusively by Albert Wesker, originally seen in [[Resident Evil (2002)]]. Wesker's Samurai Edge features a two-tone finish with Black and Inox parts, a full-length under-barrel rail, a skeletonized hammer, an extended beavertail, and is equipped with an EoTech LAM-1000 under the barrel.&lt;br /&gt;
&lt;br /&gt;
Primarily appearing in CG cutscenes, the pistol can also be used in gameplay in the &amp;quot;Mercenaries&amp;quot; mode by equipping Wesker with the S.T.A.R.S. Outfit. This weapon cannot be unlocked and used in the main game. The weapon is statistically nearly identical to the standard 92FS, but with a meatier firing sound, more damage with each shot, and a 90% increased critical rate for headshots. Similar to the Beretta 92FS for Chris, a Samurai Edge will always be in the holster for Wesker's STARS costume in the Mercenaries, even if the player has discarded the weapon.&lt;br /&gt;
&lt;br /&gt;
[[Image:Samurai Edge A.Wesker model.jpg|thumb|none|400px|Official Tokyo Marui airsoft replica of Albert Wesker's Beretta 92FS &amp;quot;Samurai Edge&amp;quot; from the ''Resident Evil'' video game series.]]&lt;br /&gt;
[[Image:RE5SamuraiEdge.jpg|thumb|none|600px|Wesker's Samurai Edge in Resident Evil 5.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-30-22h20m02s152.jpg|thumb|none|600px|Wesker goes in for the kill.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-30-22h20m26s142.jpg|thumb|none|600px|Seems Wesker has the upper hand...]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-30-22h21m54s106.jpg|thumb|none|600px|Well, he has the high ground, at least.]]&lt;br /&gt;
[[Image:RE5Samurai2.jpg|thumb|none|600px|Wesker takes aim with his customized Beretta.]]&lt;br /&gt;
[[Image:RE5Samurai1.jpg|thumb|none|600px|Wesker reloads the Samurai Edge.]]&lt;br /&gt;
[[Image:2456.jpg|thumb|none|600px|Wesker with his Samurai Edge in an official art.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
Returning from ''Code Veronica'', an actual [[Beretta 93R]] (and not a remodeled version of the game's Beretta 92FS as is common in most games) is unlocked for purchase when one fully upgrades the Beretta 92FS. The pistol fires in 3 shot bursts. The burst mode in this game, unlike burst-firing weapons in other games, behaves realistically, requiring the player hold down the trigger for the full burst. Releasing the trigger prematurely results in only one or two rounds being fired. The 93R's optional shoulder stock is permanently attached, and because of the presence of the folding grip, the laser sight is mounted &amp;quot;over-barrel&amp;quot; on a scope mount bolted to the pistol frame.&lt;br /&gt;
&lt;br /&gt;
The Beretta 93R's magazine capacity can be upgraded up to 30 rounds, which is equal in capacity to some real aftermarket magazines. Excella Gionne carries one with said 30 shot magazine in the Mercenaries Reunion mode, though she never uses one in the main game.&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:RE593R.jpg|thumb|none|600px|Resident Evil 5 Beretta 93R]]&lt;br /&gt;
[[Image:RE5 M93r-2.jpg‎|thumb|none|600px|Chris sends a quick burst into the Majini's stomach. A triple tap is usually enough to kill any basic Majini.]]&lt;br /&gt;
[[Image:RE5 M93r-1.jpg‎|thumb|none|600px|Chris reloads the Beretta 93R. The shoulder stock automatically folds itself whenever not aiming.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 96FS &amp;quot;Samurai Edge&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
This customized .40S&amp;amp;W &amp;quot;Samurai Edge&amp;quot; is exclusive to player character Barry Burton in the &amp;quot;Mercenaries Reunion&amp;quot; mode (DLC from PSN/XboxLive or RE5 Gold Edition). Previously appearing in ''[[Resident Evil (2002)]]'' as a deliberately overpowered &amp;quot;New Game+&amp;quot; weapon, RE5 is ironically the first time Barry is seen using this pistol that he ostensibly owns. Being .40 S&amp;amp;W, the pistol is based on the [[Beretta 96]], equipped with an extended barrel, compensator, and extended magazine.&lt;br /&gt;
&lt;br /&gt;
Performance-wise, the weapon has a penetration ability similar to the P8 and the FiveseveN in the previous game, and as in the previous title, its critical hit chances reset after each successive penetration, making it possible to explode the head of the enemy ''behind'' the enemy you just shot. Fires from a 30-round magazine. Despite being a .40 handgun, it is coded to use 9mm rounds like everything else.&lt;br /&gt;
&lt;br /&gt;
[[File:Barry_Burton_Samurai_Edge.jpg|thumb|none|400px|Tokyo Marui airsoft replica of Barry Burton's Samurai Edge from ''[[Resident Evil (2002)|Resident Evil]]'' (2002).]]&lt;br /&gt;
[[Image:Barry_RE5.jpg|thumb|none|600px|A close-up of Barry Burton's 96FS Samurai Edge pistol, equipped with a laser sight like every other weapon in the game.]]&lt;br /&gt;
[[Image:RE596FS.jpg|thumb|none|600px|Barry kills a Majini with the Samurai Edge pistol.]]&lt;br /&gt;
[[Image:RE596FS2.jpg|thumb|none|600px|Barry wields the custom Beretta in the official trailer announcing him as a playable character.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Px4 Storm==&lt;br /&gt;
The [[Beretta Px4 Storm]] is BSAA Jill's exclusive weapon in the Mercenaries minigame. It is apparently meant to be Jill's BSAA sidearm, though she wielded a regular Beretta 92FS in ''Revelations'' and &amp;quot;Lost in Nightmares&amp;quot; which both take place before ''Resident Evil 5''.&lt;br /&gt;
&lt;br /&gt;
The weapon's special ability is a combination between that of the H&amp;amp;K P8 and the Critical Hit Ability as it has a high chance of killing an enemy with a headshot.&lt;br /&gt;
[[Image:Px4 Storm.jpg|thumb|none|350px|Beretta Px4 Storm - 9x19mm]]&lt;br /&gt;
[[Image:RE59000.jpg|thumb|none|600px|Resident Evil 5 Beretta Px4 Storm]]&lt;br /&gt;
[[Image:RE5Px4C.jpg‎|thumb|none|600px|Jill takes aim with her Px4 Storm. Note the hammer stays uncocked]]&lt;br /&gt;
[[Image:RE5 px4-1.jpg‎|thumb|none|600px|Jill reloads the Px4.]]&lt;br /&gt;
[[Image:RE5Px4F.jpg‎|thumb|none|600px|Jill finishes a wounded Majini with a double knee drop.]]&lt;br /&gt;
[[Image:RE5Px4A.jpg‎|thumb|none|600px|A great close-up of Jill's Px4.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P8==&lt;br /&gt;
The ''Bundeswehr''-issue variant of the 9mm [[Heckler_%26_Koch_USP#Heckler_.26_Koch_P8|H&amp;amp;K USP]], identified by its reversed safety lever markings as well as the correct and easily legible HK logo, P8 model, and 9x19mm caliber markings, is one of the usable pistols in this game. It appears to be a standard-issue BSAA sidearm, as all members (except Jill and informant Renard Fisher) in-game have a P8 in a thigh-holster. Sheva will always have one in her holster regardless if she equips other guns or when no handgun is in her inventory; switching to a handgun will cause it to magically become whatever it should be.&lt;br /&gt;
&lt;br /&gt;
The pistol is made available for purchase in the campaign after finishing Chapter 2-3. Midnight Wesker carries a P8 (along with a Model 500 and a ''lot'' of explosives) in the Mercenaries mode and Warrior Chris uses one along with the fictional Hydra and a PSG-1 in Mercenaries Reunion.&lt;br /&gt;
&lt;br /&gt;
The weapon is very similar to the Five-seveN in ''[[Resident Evil 4]]'', in that the weapon has a piercing ability, able to penetrate 2 or 3 enemies at a time and flawlessly penetrate wooden shields, which can be upgraded to pierce 5 enemies at the same time. The weapon, like most handguns, is fitted with under barrel laser sight. It starts with a 9-round capacity by default and can be upgraded to a max capacity of 25 rounds.&lt;br /&gt;
&lt;br /&gt;
[[Image:Pistole-p8.jpg‎ |thumb|none|350px|Heckler &amp;amp; Koch P8 - 9x19mm]]&lt;br /&gt;
[[Image:RE5P8.jpg|thumb|none|600px|Resident Evil 5 H&amp;amp;K P8. Note the accurate trade dress on the slide. This stands in direct contrast to the 92FS, 93R, PX4, Desert Eagle, and Silver Serpent, which do not bear any markings of any sort where they should be present on the model.]]&lt;br /&gt;
[[Image:RE5P8B.jpg|thumb|none|600px|Chris engages some tribal Majini during Chapter 3.]]&lt;br /&gt;
[[Image:RE5P8A.jpg|thumb|none|600px|Chris reloads his H&amp;amp;K P8.]]&lt;br /&gt;
[[Image:RE5P8D.jpg|thumb|none|600px|Wesker fires the P8 in the Mercenaries mode.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] appears in the game marked under the name &amp;quot;Lightning Hawk&amp;quot;, and can be found in Chapter 5-3. The in-game version is identical to the Desert Eagle used in ''[[Resident Evil 2]]'', featuring custom wooden grips. Its caliber is not stated, but is likely .50 AE, though gameplay wise it's just generic Magnum Ammo, which it shares with the Model 29 and Model 500. Fully upgraded, the weapon has an 8-round capacity. It can be found in a stone tomb during the battle with Wesker. STARS Wesker carries one in Mercenaries, while Business Sheva uses one alongside the P8.&lt;br /&gt;
&lt;br /&gt;
Technically the &amp;quot;weakest&amp;quot; magnum in terms of damage (still more than enough to kill many kinds of enemies in one shot), it has the highest piercing power, a fast rate of fire, and a quick reload to compensate.&lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|400px|none|IMI Desert Eagle Mark XIX with chrome finish - .50 AE]]&lt;br /&gt;
[[Image:tm-gbb-bio2desv.jpg|thumb|400px|none|Airsoft version of Desert Eagle as seen in RE2]]&lt;br /&gt;
[[Image:RE5DEAGLEBRANDDEAGLE.jpg|thumb|none|600px|Resident Evil 5 Lightning Hawk. Note front slide serrations that were not on the original RE2 version.]]&lt;br /&gt;
[[Image:RE5DE1.jpg‎|thumb|600px|none|Chris with a Desert Eagle pistol after surviving the onslaught in Chapter 1-1.]]&lt;br /&gt;
[[Image:RE5DE2.jpg‎|thumb|600px|none|Chris fires his Desert Eagle. Note how the hammer actually hits the firing pin, a great animation detail.]]&lt;br /&gt;
[[Image:RE5DE3.jpg‎|thumb|600px|none|Chris reloads his Desert Eagle Mark XIX after the first real boss battle against Uroboros.]]&lt;br /&gt;
[[Image:RE5DE4.jpg‎|thumb|600px|none|The superhumanly strong Wesker demonstrates the quite exaggerated recoil of the Desert Eagle. Also note the cocked hammer, which is very rare in video games, where Desert Eagles are usually shown to operate in incorrect DAO mode.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226==&lt;br /&gt;
The [[SIG-Sauer P226]] is the most powerful of the non-magnum caliber handguns, fitting a similar role to the Mauser C96 in the previous game. Like the HK P8, this pistol is modeled with accurate trade dress, bearing the SIG Sauer logo and P226 model name on the slide. The weapon is unlocked for purchase after finishing Chapter 4-2, and starts with a meager 8-round capacity that only goes up to 16 when fully upgraded. Safari Chris carries one with the aforementioned 16-round magazine in Mercenaries.&lt;br /&gt;
[[Image:SigP226.jpg‎|thumb|none|350px|SIG-Sauer P226 - 9x19mm]]&lt;br /&gt;
[[Image:RE5SIG.jpg|thumb|none|600px|Resident Evil 5 SIG-Sauer P226]]&lt;br /&gt;
[[Image:RE5P226A.jpg|thumb|none|600px|Chris aims at an infested soldier during Chapter 5.]]&lt;br /&gt;
[[Image:RE5P226B.jpg|thumb|none|600px|Chris reloads the P226 when it runs empty.]]&lt;br /&gt;
&lt;br /&gt;
==Silver Serpent==&lt;br /&gt;
Barry Burton's &amp;quot;Silver Serpent&amp;quot; magnum revolver from [[Resident Evil (2002 VG)]] returns in the &amp;quot;Mercenaries Reunion&amp;quot; mode, which he uses in two of his melee attacks and is present in a special shoulder holster when not in use. Note that the model of revolver has changed from a [[Colt Python]]/[[Colt Anaconda]] hybrid to a [[Smith &amp;amp; Wesson Model 500]], but still features the same underlug weight.&lt;br /&gt;
&lt;br /&gt;
[[File:Resident_Evil_1_Magnum.jpg|thumb|none|350px|Replica of Barry Burton's Silver Serpent from ''[[Resident Evil (2002)|Resident Evil]]'' (2002).]]&lt;br /&gt;
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 with 8 3/8&amp;quot; Barrel - .500 S&amp;amp;W Magnum.]]&lt;br /&gt;
[[Image:Resident Evil HD Barry Silver Serpent 1.jpg|thumb|none|600px|The original Silver Serpent from Resident Evil:Remake.]]&lt;br /&gt;
[[Image:Mercenaries Reunion Silver Serpent.jpg|thumb|none|600px|The Silver Serpent in the hands of Barry Burton in the figurine collectibles of Resident Evil 5. It is clearly a Smith &amp;amp; Wesson Model 500 as seen by it's gigantic fluted cylinder and S&amp;amp;W-style cylinder latch. Also gone are the checkered wooden grips, being replaced by rubber ones.]]&lt;br /&gt;
[[Image:Barry Anaconda.jpg|thumb|none|600px|&amp;quot;I have THIS!&amp;quot;]]&lt;br /&gt;
[[Image:RE5Promo.jpg|thumb|none|600px|Promo image of the four new playable characters, from left to right: Josh with a SIG556 rifle, Excella Gionne with a Beretta 93R, Rebecca Chambers with a Street Sweeper and MP5A3, and finally Barry Burton with the Silver Serpent.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 29==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]] is a Magnum first found in Chapter 3-1 on a booby-trapped corpse of a BSAA member in a hut. It can later be purchased for 3000 gold. Its cylinder capacity can be upgraded to hold 12 rounds. STARS Chris carries one with said 12-shot cylinder in the Mercenaries mode and Barry carries an identical magnum in Mercenaries Reunion. Uses generic magnum ammo, which it shares with the .50 AE Desert Eagle and .500 Model 500. Its damage is higher than the Desert Eagle, but balanced with its slower rate of fire.&lt;br /&gt;
&lt;br /&gt;
[[Image:Smith wesson 44mag 8inch barrel.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 29 revolver with 8 3/8&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[Image:RE5M29.jpg|thumb|none|600px|Resident Evil 5 S&amp;amp;W Model 29. Unlike the P8 and P226, the barrel markings aren't very legible.]]&lt;br /&gt;
[[Image:RE5M29A.jpg‎|thumb|600px|none|Chris holds a Model 29 revolver.]]&lt;br /&gt;
[[Image:RE5M29B.jpg‎|thumb|600px|none|Chris does a quick reload.]]&lt;br /&gt;
[[Image:RE5M29D.jpg‎|thumb|600px|none|Recoil of a shot from the Model 29. It is similar to the Desert Eagle's recoil. That headless Majini probably doesn't feel lucky, but that critical headshot has probably made Chris's day. Note also that it doesn't matter if Chris fired six shots, or only five, because he still has six more in the revolver.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] returns from ''Resident Evil 4'', this time under its real name. It is unlocked for purchase upon fully upgrading the Model 29. Still the most powerful Magnum type weapon, its damage per shot tops out at 5,000, which is higher than any other in-game weapon barring the 30,000 damage dealt by the rocket launcher. A single shot is usually enough to take down most foes. Can be upgraded from its standard (correct) capacity of five shots to six. Midnight Wesker carries one alongside an H&amp;amp;K P8 in Mercenaries and Fairy Tale Sheva uses one in Mercenaries Reunion alongside a SIG 556. It uses generic magnum ammo, shared with the Desert Eagle and Model 29.&lt;br /&gt;
&lt;br /&gt;
Strangely, after each shot, the hammer returns to the cocked position, even though there is clearly no animation of the characters cocking it. While a DAO variant of the M500 exists, it wasn't in wide production in 2008, when ''Resident Evil 5'' was released, so it's unlikely the shooter is partially depressing the trigger to drop the hammer.&lt;br /&gt;
&lt;br /&gt;
[[Image:S&amp;amp;W500.jpg|thumb|none|450px|Smith &amp;amp; Wesson Model 500 - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[Image:RE5SW500.jpg|thumb|none|600px|Resident Evil 5 S&amp;amp;W Model 500. Similar to the Model 29, the trade dress is present but illegible due to quality.]]&lt;br /&gt;
[[Image:RE5M500A.jpg‎|thumb|600px|none|Wesker takes aim with the S&amp;amp;W Model 500 revolver.]]&lt;br /&gt;
[[Image:RE5M500B.jpg‎|thumb|600px|none|The recoil of the Model 500. The wooden shield had no chance against the .500 S&amp;amp;W Magnum round. Neither had the Majini carrying it.]]&lt;br /&gt;
[[Image:RE5M500C.jpg‎|thumb|600px|none|Chris pulls a lever with the S&amp;amp;W Model 500 in his right hand.]]&lt;br /&gt;
[[Image:RE5M500D.jpg‎|thumb|600px|none|Chris reloads the Model 500 inside the missile depot. As the HUD shows, the 5-round cylinder can be upgraded to hold 6 rounds, however the gun's model does not change.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Ithaca 37==&lt;br /&gt;
The [[Ithaca 37]] is the first available shotgun in the game, found in Chapter 1-2. It is a 5-shot riot gun model fitted with the Stakeout model's pistol grip. While the weakest of the shotguns in terms of damage, its critical hits and capacity can both be easily upgraded due to its cheap upgrade costs; the capacity in particular can be upgraded to a ludicrous 25 rounds. BSAA Chris carries one (alongside his trusty Beretta) in the Mercenaries mode.&lt;br /&gt;
&lt;br /&gt;
Even though the Ithaca is supposed to eject downwards, the in-game version ejects to the side, despite there being visibly no ejection port to the side.&lt;br /&gt;
[[Image:ithaca37.jpg|thumb|500px|none|Ithaca 37 riot with pistol grip - 12 gauge]]&lt;br /&gt;
[[Image:RE5Ithaca.jpg|thumb|none|600px|Resident Evil 5 Ithaca 37]]&lt;br /&gt;
[[Image:re537.jpg|thumb|none|600px|Chris uses an Ithaca 37 to blow away a Majini on a GAU-19/A minigun.]]&lt;br /&gt;
[[Image:re537a.jpg|thumb|none|600px|An Ithaca 37 on Chris' back as he enters Mercenary mode.]]&lt;br /&gt;
[[Image:RE5M37A.jpg|thumb|none|600px|Chris fires the Ithaca 37 at a Cephalo.]]&lt;br /&gt;
[[Image:RE5M37B.jpg|thumb|none|600px|A good view of Sheva's Ithaca as she stabs a Majini in the chest.]]&lt;br /&gt;
[[Image:RE5M37C.jpg|thumb|none|600px|Chris reloads his Ithaca 37 during the oilfield level.]]&lt;br /&gt;
[[Image:RE5shotty.jpg|thumb|none|300px|Sheva poses with an Ithaca 37 in some promotional art.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
Returning from ''Resident Evil 4'', the [[Benelli M3 Super 90]] is the second available shotgun in game, found near the oil rig in Chapter 3-3; another M3 with a fixed eight-round magazine can be found in Spencer's bedroom during &amp;quot;Lost in Nightmares.&amp;quot; The weapon comes with its real name this time, and no longer has the Benelli M4-style sliding stock. Safari Chris carries one (along with a P226 and a pair of RPG-7s) in Mercenaries and Josh Stone carries an M3 of his own (along with a fully-upgraded Beretta and a single RPG-7) in Mercenaries Reunion. It is the hardest-hitting shotgun in terms of raw damage. The magazine capacity can be upgraded to a maximum of ten rounds.&lt;br /&gt;
&lt;br /&gt;
[[Image:Benelli_m3-1-.jpg|thumb|none|500px|Benelli M3 Super 90 with pistol grip stock combination - 12 gauge]]&lt;br /&gt;
[[Image:RE5Benelli.jpg|thumb|none|600px|Resident Evil 5 Benelli M3 Super 90]]&lt;br /&gt;
[[Image:RE5Bene.jpg|thumb|none|600px|Wesker aims a Benelli M3 in a &amp;quot;Versus&amp;quot; match.]]&lt;br /&gt;
[[Image:RE5M3E.jpg|thumb|none|600px|Chris carries a Benelli M3 on his back.]]&lt;br /&gt;
[[Image:RE5M3A.jpg|thumb|none|600px| &amp;quot;Agent Zebra&amp;quot;...sorry, &amp;quot;Safari Chris&amp;quot; kills a Majini with the M3 in Mercenaries mode. Note the crosshair is enlarged; it is normally narrow, but blooms whenever the player fires.]]&lt;br /&gt;
[[Image:RE5M3C.jpg|thumb|none|600px|Chris pumps the M3 Super 90 after gunning down a Majini from up close.]]&lt;br /&gt;
[[Image:RE5M3D.jpg|thumb|none|600px|Chris quickly reloads the Benelli. As with Leon in the last game, he thinks all shotguns have a two round capacity and the other shells come from the land of magic.]]&lt;br /&gt;
[[Image:RE5-7.jpg|thumb|none|300px|Sheva armed with a Benelli M3 shotgun in a promo image.]]&lt;br /&gt;
&lt;br /&gt;
==SWD/Cobray Street Sweeper ==&lt;br /&gt;
Retunring (sort of) from ''Resident Evil 4'', an [[SWD/Cobray Street Sweeper]] is found on the tanker in Chapter 6-1. Clubbin' Sheva carries one (along with an AK-74 and a Sako 75) in Mercenaries and Rebecca Chambers uses another one (alongside an MP5) in Mercenaries Reunion. Called the &amp;quot;Jail Breaker&amp;quot; in-game, it's effective range can be upgraded; this upgrade interestingly applies to the range of the ''spread'' as well, widening it, and adding extra pellets per shot. The weapon starts with a 5 shots capacity and can be upgraded to a maximum of 15.&lt;br /&gt;
&lt;br /&gt;
The Street Sweeper is never seen ejecting any shells. While this is technically accurate as the Street Sweeper lacks an automatic shell ejection system, the shells would realistically have to be manually ejected during the reloading process. The game however depicts none of it, the spent shells apparently just disappearing inside the gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:CobrayStreetSweeper.jpg|thumb|none|420px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge]]&lt;br /&gt;
[[Image:RE5Striker.jpg|thumb|none|600px|Resident Evil 5 Jail Breaker]]&lt;br /&gt;
[[Image:RE5Striker1.jpg|thumb|none|600px|A Street Sweeper hidden in a metal crate.]]&lt;br /&gt;
[[Image:RE5Striker3.jpg|thumb|none|600px|Chris fires the Street Sweeper. True to its name, it sweeps through the infested village with no problem.]]&lt;br /&gt;
[[Image:RE5Striker2.jpg|thumb|none|600px|Chris reloads the Street Sweeper after clearing a village full of zombified tribesmen. Like the other guns with an internal magazine, such as the Sako 75 rifle and the other shotguns, the singular reload animation only depicts Chris loading in two rounds. As all weapons only have one reload animation in this game, the two round reload stands in for all the different number of shells needed for reloading. Chris also apparently cranks the winding key after loading the two rounds, implied by the pump-action-like sound audible at the end of the reload.]]&lt;br /&gt;
[[Image:RE5Striker4.jpg|thumb|none|600px|A good view of the Street Sweeper as Chris climbs up to collect a diamond. This shotgun is not, as previously thought, an [[Armsel Striker]]; it lacks the drum advance lever and has a key rather than a knob on the front of the drum.]]&lt;br /&gt;
&lt;br /&gt;
==Hydra==&lt;br /&gt;
The &amp;quot;Hydra&amp;quot; is a secret weapon unlocked for purchase when the Ithaca 37 is fully upgraded. It is a triple-barreled side-by-side sawed-off shotgun. STARS Wesker carries a Hydra (alongside his custom Beretta and a Desert Eagle) in Mercenaries and Warrior Chris uses one (with a PSG-1 and a P8) in the Mercenaries Reunion.&lt;br /&gt;
&lt;br /&gt;
This gun was likely based on a Dickson triple-barreled shotgun with a sawed-off stock and barrels - but unlike that shotgun, this one has only one trigger, meaning only one barrel can be fired at a time, like an over/under shotgun. Strangely, the transition between barrels happens automatically. The Hydra has a baffling starting capacity of four, and this can be further improved as the game progresses. Like the &amp;quot;Jail Breaker&amp;quot; it has an upgradable attack range.&lt;br /&gt;
[[File:Dickson Triple Barrel.jpg|thumb|none|500px|John Dickson &amp;amp; Son Triple Barrel Side by Side Shotgun - 16 Gauge]]&lt;br /&gt;
[[Image:RE5Hydra.jpg|thumb|none|600px|Resident Evil 5 Hydra Shotgun]]&lt;br /&gt;
[[Image:RE5 Hydra-2.jpg‎|thumb|none|600px|Chris reloads the Hydra.]]&lt;br /&gt;
[[Image:RE5 Hydra-3.jpg‎|thumb|none|600px|Sheva reloads the Hydra. The character will first load two shells at once to the right and center chambers, and then load another shell into the left chamber.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns =&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] appears in the game as &amp;quot;H&amp;amp;K MP5&amp;quot;. It is the second submachine gun found in the game, found fairly early on at a BSAA rally point in Chapter 2-1, and can be bought after the chapter. The MP5A3 features an unrealistic 45-round magazine by default, which can be upgraded to hold an impressively impossible load of 150 rounds. One with a 100 round magazine can be found by Jill in the upstairs of the mansion during &amp;quot;Lost in Nightmares.&amp;quot; BSAA Jill uses one in Mercenaries (with her Px4 as a backup) and Rebecca carries one alongside a Streetsweeper in Mercenaries Reunion.&lt;br /&gt;
&lt;br /&gt;
Like all the other &amp;quot;machine gun&amp;quot; type weapons, it fires &amp;quot;machine gun ammunition&amp;quot;. It is equipped with a reflex sight that is useless gameplay-wise, and a laser pointer/flashlight combination attachment on the forend, though the flashlight component is never turned on even where flashlights are needed (they would rather carry around a 40-pound lamp and let the other guy do all the fighting by himself).&lt;br /&gt;
&lt;br /&gt;
[[Image:HKmp5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with Surefire 628 dedicated forend weaponlight and 0-1-2 trigger group - 9x19mm]]&lt;br /&gt;
[[Image:RE5MP5.jpg|thumb|none|600px|Resident Evil 5 MP5A3]]&lt;br /&gt;
[[Image:RE5HKmp5A3.jpg|thumb|none|600px|Chris fires his H&amp;amp;K MP5A3.]]&lt;br /&gt;
[[Image:RE5MP5A3D.jpg|thumb|none|600px|Jill pulls back the bolt of the MP5A3 before reloading it.]]&lt;br /&gt;
[[Image:RE5MP5A32.jpg|thumb|none|600px|Chris reloads the MP5A3. Unlike the pistols, the MP5A3 features only one reload animation, where the shooter pulls back the bolt handle first, swaps the magazines, and does an HK-slap to release the bolt. Also of note is, despite how accurately this game depicts weapons, the developers failed to model the magazine with bullets.]]&lt;br /&gt;
&lt;br /&gt;
==Skorpion vz. 61==&lt;br /&gt;
The [[Skorpion SA|Skorpion vz. 61]] is found very early in the game in Chapter 1-1 (the first level). It starts with a 30 round magazine in most versions of the game, but starts with a 50-round magazine in the PAL version, along with reduced starting damage. Like many other guns, can be upgraded to hold a truly absurd 300 rounds of ammunition per magazine (that's not one, but ''two'' full boxes of the generic machine gun ammo). It has an upgradable critical hit rate, making it a fairly effective weapon but next to useless when used by the AI partner.&lt;br /&gt;
&lt;br /&gt;
Jill carries two Skorpions during a boss battle against her midway through the game. In &amp;quot;Desperate Escape&amp;quot;, following Jill right after the boss fight, she starts with one Skorpion instead. In the Mercenaries, Battlesuit Jill also uses one (alongside a PSG-1) and BSAA Sheva carries another, alongside a Beretta 92FS and an SVD.&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|none|350px|Skorpion vz. 61 - .32 ACP]]&lt;br /&gt;
[[Image:RE5VZ61C.jpg|thumb|none|600px|Resident Evil 5 Skorpion vz. 61]]&lt;br /&gt;
[[Image:RE5VZ61B.jpg|thumb|none|600px|Chris discovers a Skorpion placed conveniently in a metal crate right in the middle of the town's marketplace. The starting ammo for the vz. 61 is 30 rounds, but the magazine is clearly a 20-rounder.]]&lt;br /&gt;
[[Image:RE5VZ61E.jpg|thumb|none|600px|Chris shoots a way through the incoming Majini tribesmen.]]&lt;br /&gt;
[[Image:RE5VZ61D.jpg|thumb|none|600px|Jill reloads her vz. 61. Despite carrying two Skorpions in the Story Mode, Jill can only use one in Mercenaries mode. That one, however has its magazine capacity fully upgraded to hold 300 rounds.]]&lt;br /&gt;
[[Image:RE5VZ61A.jpg|thumb|none|600px|Unlockable figure of Jill Valentine posing with two Skorpion submachine guns.  The film version of Jill is seen carrying these in ''[[Resident Evil: Retribution]]''.]]&lt;br /&gt;
[[Image:Jill valentine shooting by jasonpictures-d82wr9c.jpg|thumb|none|600px|Jill shooting with one Skorpion in a cutscene from &amp;quot;Desperate Escape&amp;quot;.]]&lt;br /&gt;
[[Image:Jill valentine shooting 2 by jasonpictures-d82wrfi.jpg|thumb|none|600px|Another picture of Jill shooting with one Skorpion in a cutscene from &amp;quot;Desperate Escape&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==AK-74==&lt;br /&gt;
The [[AK-74]] is one of the &amp;quot;machine guns&amp;quot; that can be found in Chapter 5-1, and can later be bought for ₦4000. The weapon starts out with a 30-round capacity (the same as most real life AK-74s), and can be upgraded up to 50 rounds. Clubbin' Sheva carries one in Mercenaries mode and Excella has one in Mercenaries Reunion. The AK-74 is the most powerful of the &amp;quot;machine gun&amp;quot; class weapons, but is also by far the least accurate and has the smallest capacity.&lt;br /&gt;
&lt;br /&gt;
The AK-74 is also used by some Majini soldiers, who are found in Chapter 5 and the &amp;quot;Experimental Facility&amp;quot; Mercenaries stage in the Mercenaries Reunion expansion. Their AKs are equipped with green laser sights and dissolve along with the rest of their bodies when killed.&lt;br /&gt;
[[Image:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[Image:RE5AK74.jpg|thumb|none|600px|Resident Evil 5 AK-74]]&lt;br /&gt;
[[Image:RE5AK74A.jpg|thumb|none|600px|Chris discovers an AK-74 in a steel crate.]]&lt;br /&gt;
[[Image:RE5AK74C.jpg|thumb|none|600px|Chris engages some infested soldiers with his newly-acquired AK-74.]]&lt;br /&gt;
[[Image:RE5AK74B.jpg|thumb|none|600px|Chris reloads his AK-74 during the battle with U-8, a giant spider-like thing. Note the laser sight is fitted to the AK-74's side-mount rail.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer SIG556 HOLO==&lt;br /&gt;
The [[SIG-Sauer SIG556|SIG-Sauer SIG556 HOLO]] is depicted as the primary weapon of the BSAA, used by BSAA operatives. It is found fairly late into the game, in Chapter 5-2. STARS Chris carries one in Mercenaries and Fairy Tale Sheva has one in Reunion. Josh uses a scoped SIG556 during a battle between Chris and Sheva with a group of motorcycle riding Majini.&lt;br /&gt;
&lt;br /&gt;
Like the MP5A3, it is equipped with a holographic sight that is useless in gameplay. The SIG556 maxes out its ammunition capacity at 90 rounds. While it is depicted as fully automatic in-game, the real SIG556 is a semi-auto only rifle for civilian use.&lt;br /&gt;
[[Image:Sig556.jpg|thumb|none|500px|SIG-Sauer SIG556 HOLO with ACOG scope - 5.56x45mm]]&lt;br /&gt;
[[Image:RE5556.jpg|thumb|none|600px|Resident Evil 5 SIG556 HOLO.]]&lt;br /&gt;
[[Image:RE5SG556A.jpg|thumb|none|600px|The SIG556 HOLO has a polymer magazine.]]&lt;br /&gt;
[[Image:RE5SG556B.jpg|thumb|none|600px|Chris reloads the SIG556 HOLO.]]&lt;br /&gt;
[[File:RE5Reload.jpg|thumb|none|600px|Sheva reloads the SIG556 HOLO.]]&lt;br /&gt;
[[Image:RE5SG556D.jpg|thumb|none|600px|Sheva pulls the charging handle of the SIG556 HOLO.]]&lt;br /&gt;
[[Image:RE5SG556E.jpg|thumb|none|600px|Chris opens fire with the SIG556 HOLO, unlucky for the Majini trying to eat him.]]&lt;br /&gt;
[[Image:Vlcsnap-2009-09-28-13h52m08s119.jpg|thumb|600px|none|Josh and the rest of Delta team, armed with SIG556 HOLOs.]]&lt;br /&gt;
[[Image:RE556.jpg|thumb|none|500px|Josh with his SIG556 HOLO.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Sako 75==&lt;br /&gt;
The [[Sako 75]] is featured in-game as the S75, first found in Chapter 2-1. It is the most powerful out of the 3 sniper rifles when fully upgraded, likely to balance its slow rate of fire, and holds 50 rounds when its capacity upgrade is maxed out. It uses generic rifle ammo, which it shares with the SVD and the PSG-1.&lt;br /&gt;
&lt;br /&gt;
Sheva carries a Sako when equipping her Clubbin costume in the Mercenaries.&lt;br /&gt;
[[Image:Sako 75.jpg|thumb|none|500px|Sako 75 Varmint - .223 Remington]]&lt;br /&gt;
[[Image:RE5Sako5.jpg|thumb|none|600px|Resident Evil 5 Sako 75]]&lt;br /&gt;
[[Image:RE5Sako3.jpg|thumb|none|600px|The &amp;quot;S75&amp;quot;, as it is known in the game, on Chris's back, along with his machete.]]&lt;br /&gt;
[[Image:RE5Sako4.jpg|thumb|none|600px|Good shot of the Sako 75 as Chris operates the mechanism inside the forgotten ruins.]]&lt;br /&gt;
[[Image:RE5Sako1.jpg|thumb|none|600px|Chris operates the bolt of the rifle. After each shot, the camera backs out of the scope view till the shooter operates the bolt, then returns to the last position.]]&lt;br /&gt;
[[Image:RE5Sako2.jpg|thumb|none|600px|Chris reloads the Sako. As the HUD tells, the maximum capacity is 50 rounds. Pretty impressive for a gun with an internal magazine.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The [[SVD Dragunov]] is the first semi-auto sniper rifle found in the game, found in Chapter 2-2. It has a starting capacity of 7 rounds and can be upgraded to a maximum of 18 rounds. It has mid level performance, less powerful than the Sako but more than the PSG-1. BSAA Sheva carries one in Mercenaries. Uses generic rifle ammo.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov Sniper Rifle - 7.62x54mmR]]&lt;br /&gt;
[[Image:RE5SVD.jpg|thumb|none|600px|Resident Evil 5 SVD]]&lt;br /&gt;
[[Image:re5SVD Rifle.jpg|thumb|none|600px|An SVD Dragunov on Sheva's back in Mercenary mode.]]&lt;br /&gt;
[[Image:re5SVD Rifle2.jpg|thumb|none|601px|Another angle of that SVD on her back.]]&lt;br /&gt;
[[Image:RE5SVD1.jpg|thumb|none|600px|Chris borrows the SVD from Sheva to do some long-range not-quite-zombie-but-human-mutant-monster-shooting. The reticle looks nothing like a genuine PSO-1 reticle.]]&lt;br /&gt;
[[Image:RE5SVD5.jpg|thumb|none|600px|Sheva reloads the SVD.]]&lt;br /&gt;
[[Image:RE5SVD2.jpg|thumb|none|600px|Unlockable figure of Sheva posing with the SVD.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch PSG1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch PSG1]] is found late in the game in Chapter 5-3, aboard the Tricell freighter. It starts out with 5 round capacity, but can only be upgraded to a 15-round capacity. In real life the PSG1 can use any magazine that the [[G3]] battle rifle can, including the G3's 20-round magazine and the 50-round drum magazines used in the [[Heckler &amp;amp; Koch HK11|HK11]] automatic rifle series, making it the only weapon in the game with a max capacity ''lower'' than it can hold in real life.&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;Lost in Nightmares,&amp;quot; a PSG1 can be found in the storeroom of Spencer's mansion. Battlesuit Jill carries one (alongside a single Skorpion) in the Mercenaries and Warrior Chris uses one in the Mercenaries Reunion.&lt;br /&gt;
&lt;br /&gt;
It is the only rifle in game where the scope can be upgraded, which makes it extremely useful for getting some of the more difficult BSAA emblems. The PSG-1 is the &amp;quot;weakest&amp;quot; rifle in the game (though this is again, relative), but it also has an insanely fast reload time, comparable to some of the handguns and faster than just about everything else.&lt;br /&gt;
[[Image:H&amp;amp;KPSG01.jpg‎ |thumb|none|500px|Heckler &amp;amp; Koch PSG1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:RE5PSG1.jpg|thumb|none|600px|Resident Evil 5 H&amp;amp;K PSG1]]&lt;br /&gt;
[[Image:RE5 psg1.jpg‎|thumb|none|600px|A PSG1 rifle in a metal box.]]&lt;br /&gt;
[[Image:RE5_PSG1_Scope.JPG|thumb|none|600px|View through the PSG1's scope. Josh's scoped SIG556 has the same reticle when he kills the motorcycle Majinis during Chapter 1.]]&lt;br /&gt;
[[Image:RE5PSG3.jpg‎|thumb|none|600px|Chris reloads his PSG1.]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Weapons=&lt;br /&gt;
==Milkor MGL Mk 1L==&lt;br /&gt;
The [[MGL-140|Milkor MGL Mk 1L]] is the game's grenade launcher. It holds twelve rounds, twice as many as the real world weapon. In addition to high explosive rounds, other fictional rounds are available for the weapon to fire which include flash rounds, flame rounds, acid rounds, nitrogen rounds, and electric rounds. It cannot be upgraded.&lt;br /&gt;
&lt;br /&gt;
In the Mercenaries, STARS Chris and Tribal Sheva both equip them (loaded with Electric and Nitrogen rounds, respectively); Excella uses one in Mercenaries Reunion. One loaded with incendiary rounds can be picked up on the &amp;quot;Ship Deck&amp;quot; stage, while several more are scattered throughout the &amp;quot;Ruins&amp;quot; stage in Mercenaries No Mercy for the PC.&lt;br /&gt;
&lt;br /&gt;
[[Image:MGL Mk 1 L.jpg|thumb|none|450px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[Image:RE5MGL5.jpg|thumb|none|600px|Resident Evil 5 Grenade Launcher]]&lt;br /&gt;
[[Image:RE5MGL1.jpg|thumb|none|600px|The MGL Mk 1L in a metal crate.]]&lt;br /&gt;
[[Image:RE5MGL3.jpg|thumb|none|600px|The MGL Mk 1L on Chris's back.]]&lt;br /&gt;
[[Image:RE5MGL4.jpg|thumb|none|600px|Chris fires the grenade launcher at a group of infested tribesmen. The rounds it fires are incorrectly depicted as flying straight with no arc, almost like a rocket launcher.]]&lt;br /&gt;
[[Image:RE5MGL2.jpg|thumb|none|600px|Good view of the MGL as a Majini tries to eat Chris alive.]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Machine gun==&lt;br /&gt;
A fictional (although quite convincing) hybrid machine gun is mounted on the Hummer during the Savanna chapter, is operated by Chris and is used to take out motorcycle mounted foes. The entire rear section of the weapon appears to be a [[M249|FN M249 SAW]] as evident from the club foot stock (which in this case it's made out of wood), general receiver layout, and the gas regulator knob under the barrel. However the front section has an [[RPK]] style fore grip, and a [[PKM]] style carry handle and front sight. This same gun is used by several enemies and some BSAA light vehicles in ''Resident Evil 6''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|400px|M249-E2 SAW with a 200 round ammo drum - 5.56x45mm]]&lt;br /&gt;
[[Image:RPK lmg.jpg|thumb|none|400px|RPK Light Machine Gun with 40 round magazine - 7.62x39mm]]&lt;br /&gt;
[[Image:HungarianPKM.jpg|thumb|400px|none|PKM with latest version of Flash hider - 7.62x54mmR]]&lt;br /&gt;
[[Image:RE5Hybrid1.jpg‎|thumb|600px|none|Chris opens fire on Majini pursuing the Humvee.]]&lt;br /&gt;
[[Image:RE5PKM1.jpg‎|thumb|600px|none|Chris with the Hybrid machine gun.]]&lt;br /&gt;
[[Image:RE5Hybrid2.jpg‎|thumb|600px|none|Chris fires the Hybrid machine gun at Ndesu, a BOW based on the recurring ''Gigante'' enemies from ''Resident Evil 4'' whose presence is never explained or referenced again. During this boss battle, the game switches to first-person perspective, although sights can still not be used.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
There are two [[Minigun]]s in the game. The first is mounted on a tripod in the bed of a BSAA HMMWV and is used by Sheva. The second is a portable version that is carried by the Gatling gun Majini sub-bosses and unlocked as a special weapon usable only by Chris. When the Skorpion is fully-upgraded and the game is beaten once on any difficulty, the &amp;quot;Gatling gun&amp;quot; can be purchased for ₦50,000. No upgrades are available for this weapon.&lt;br /&gt;
&lt;br /&gt;
The hand held version is what you would expect from a video game Minigun. It fires at only 600RPM, but the rounds travel slow enough that the screen can be saturated with bullets, giving the illusion that the weapon has a high fire rate. Further adding to this illusion is a noticeable upward recoil while firing and the weapon has a tendency to jerk around to the left or the right as Chris tries desperately to control the bullet hose. Once firing it is almost impossible to aim the weapon accurately. In addition to the latent inaccuracy of the weapon due to excessive recoil, making slight corrections in where the weapon is pointed causes the weapon to jump significantly in that direction in a jerky manner, rather than smoothly like other weapons.&lt;br /&gt;
&lt;br /&gt;
The portable Gatling gun has a red laser sight in the center of the barrel cluster, individual flash hiders for each barrel like the ones found on early GE Miniguns, and includes a custom &amp;quot;chainsaw grip&amp;quot; attached to the gun mount. The portable weapon features a brass deflector and a fully-modeled flexible chute (much too large for 7.62mm rounds) that connects an unidentifiable block on the bottom of the gun (as opposed to the feeder/delinker) to the bottom right side of an enormous full-metal ammunition backpack. The ammo backpack stores an unlimited supply of rounds and is completely indestructible. Flaming arrows and bullets alike will bounce off doing absolutely no damage and enemies seem to have trouble grabbing Chris from behind when he wears it. Even if the weapon is unequipped, he will still wear the backpack, giving him an extra measure of protection at all times; this can be helpful, unless you also equip the Hydra, since the change of perspective puts that ammo box right in the center of the screen.&lt;br /&gt;
&lt;br /&gt;
Heavy Metal Chris carries one in Mercenaries Reunion.&lt;br /&gt;
[[File:Minigun with ammo backpack.jpg|thumb|none|450px|M134 Minigun with ammo backpack.]]&lt;br /&gt;
[[Image:RE5 minigun.jpg‎|thumb|none|600px|Chris fires the unlockable handheld minigun.]]&lt;br /&gt;
[[Image:RE5 minigun-2.jpg‎|thumb|none|600px|Sheva spins up the barrels of the M134 when Ndesu arrives during one of the game's many boss battles.]]&lt;br /&gt;
[[Image:RE5 minigun-3.jpg‎|thumb|none|600px|Sheva opens fire with the vehicle mounted M134.]]&lt;br /&gt;
[[Image:RE5M134D.jpg‎|thumb|none|600px|A Majini (with anger management issues) fires his minigun, right into the ceiling of Wesker's tanker. This enemy is based on the conspicuously dark-skinned Spanish Mercenary called &amp;quot;JJ&amp;quot; who wielded a similar weapon in ''Resident Evil 4,'' and is another enemy copied from the previous game with no explanation.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower==&lt;br /&gt;
The [[M2 Flamethrower]] can be used during Chapter 5-2, when Chris and Sheva are fighting the Uroboros Mkono boss in a Tricell lab. Defeating Mkono requires using the flamethrower first to expose its weak points.&lt;br /&gt;
&lt;br /&gt;
As with the flamethrower in ''Resident Evil 2'', the ammunition is represented by a percentage bar, although the percent symbol itself is not present, making it appear as if the flamethrower is loaded with 100 invisible projectiles which become a torrent of flame whenever the weapon is fired. A refueling station is present inside the lab, located on a wall. At any time, the flamethrower may be placed into the refueling station to refuel.&lt;br /&gt;
&lt;br /&gt;
[[Image:M2 Flamethrower.jpg|thumb|none|300px|M2 Flamethrower]]&lt;br /&gt;
[[Image:RE5M2A.jpg|thumb|none|600px|Chris waiting for the M2 Flamethrower to refill. The M2 looks like a modern-day flamethrower, but it is pretty obvious which weapon it was based on.]]&lt;br /&gt;
[[Image:RE5M2B.jpg|thumb|none|600px|Chris engages the mutant from up close. The flamethrower holds 100 &amp;quot;rounds&amp;quot;, which last for about 12-15 seconds.]]&lt;br /&gt;
[[Image:RE5M2C.jpg|thumb|none|600px|Sheva gives Mkono a warm welcome.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-19/A==&lt;br /&gt;
The [[General Dynamics GAU-19/A]] is seen in several fixed gun emplacements, first on the back of a truck near the Mines, and later on a naval mounting in the third chapter. Two GAU-19/As are also mounted on Irving's boat along with two fictional missile launchers. Has unlimited ammunition, but can overheat. Despite being designed to destroy ''tanks'' the weapon is treated more like a machine gun in ''Resident Evil'' (meaning it inflicts damage roughly comparable to an electric airsoft gun); most notably, it's a completely valid strategy to hide behind sheet metal during the player's first encounter with the weapon.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gau 19-2.jpg|thumb|none|500px|GD GAU-19/A with muzzle brake and external weapon mount - .50 BMG]]&lt;br /&gt;
[[Image:RE5GAU19A.jpg|thumb|none|600px|Chris examines the GAU-19A that nearly blew his head off.]]&lt;br /&gt;
[[Image:re537.jpg|thumb|none|600px|Chris with an Ithaca 37 and a General Dynamics GAU-19/A in the background.]]&lt;br /&gt;
[[Image:RE5GAU19A2.jpg|thumb|none|600px|An angry Majini with a GAU-19/A aboard Irving's yacht.]]&lt;br /&gt;
[[Image:RE5GAU19A3.jpg|thumb|none|600px|Chris test fires the GAU-19/A machine gun.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
Returning from ''Resident Evil 4'', three varieties of the [[RPG-7]] can be found in ''Resident Evil 5''. The basic version is a disposable single-shot version, one of which can be found in the Marshlands in Chapter 3-1 on a half sunken boat, and can bought after that for ₦10,000.&lt;br /&gt;
&lt;br /&gt;
A special RPG-7 fitted with a night vision scope is used exclusively in the first battle with Wesker. Unlike the normal disposable version, this weapon can be reloaded with various RPG ammunition laying around in ammunition crates and barrels but it must be picked up and carried separately from the launcher requiring your partner to carry the ammunition while another operates and reloads the weapon.&lt;br /&gt;
&lt;br /&gt;
The Infinite Launcher with unlimited ammo is unlocked for use after beating the game in five hours or less. This particular weapon will replace any RPGs already in inventory or encountered by the player, and due to having infinite ammo, is an absolute must for completing the game on higher difficulties. Because the RPG lacks a reload animation, it's possible to fire the infinite version without allowing the scope animation to take place, meaning the player can see the magically respawning warheads on the weapon.&lt;br /&gt;
&lt;br /&gt;
RPGs are depicted in much the same way they were in the previous game (and like the MGL is here): they fire in a straight line with very little sway. In fact, the RPG-7 has a variable zoom scope with similar power to the sniper rifles, meaning it can be used to kill large groups of enemies at extreme ranges.&lt;br /&gt;
&lt;br /&gt;
Safari Chris carries two in Mercenaries (the only time two of the same weapon can be carried at a time) and Josh has one in Reunion. Several are scattered around the Mercenaries stage &amp;quot;Ship Deck&amp;quot; in all versions of the game (along with an MGL) and they appear in all stages in Mercenaries No Mercy, probably to help the player deal with multiple bosses at a time.&lt;br /&gt;
&lt;br /&gt;
Outside of player-usable RPGs, the RPG-7 is equipped by various armed Majini in Chapter 5. &lt;br /&gt;
[[Image:RPG-7V1 small.jpg|thumb|none|400px|RPG-7V1 with PGO-7 scope - 40mm]]&lt;br /&gt;
[[Image:RE5RPG7.jpg|thumb|none|600px|Resident Evil 5 RPG-7]]&lt;br /&gt;
[[Image:RE5RPG1.jpg‎|thumb|none|600px|An RPG-7 placed in a metal box.]]&lt;br /&gt;
[[Image:RE5RPG3.jpg‎|thumb|none|600px|Chris and Sheva reload the RPG-7 at the hangar.]]&lt;br /&gt;
[[Image:RE5RPG2.jpg‎|thumb|none|600px|View through the scope of the standard RPG-7.]]&lt;br /&gt;
[[Image:RE5RPG4.jpg‎|thumb|none|600px|View through the NV scope of the special RPG used during the Wesker boss battle, otherwise known as &amp;quot;RPG-7 NVS&amp;quot; (Night Vision Sight).]]&lt;br /&gt;
[[Image:RE5RPG5.jpg‎|thumb|none|600px|A Majini soldier aims his RPG-7 at Chris and Sheva.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92A Stinger==&lt;br /&gt;
A Majini uses a [[FIM-92A Stinger]] surface-to-air missile launcher in an attempt to destroy the helicopter in the downloadable Chapter &amp;quot;Desperate Escape&amp;quot;. Unlike in ''Resident Evil 2'', here it is correctly depicted as a lock-on missile; bizarrely, it doesn't lock on to the chopper, but the ''pilot'' instead.&lt;br /&gt;
&lt;br /&gt;
[[File:FIM-92 Stinger.jpg|thumb|none|450px|FIM-92A Stinger - 70mm]]&lt;br /&gt;
[[Image:RE5Stinger1.jpg|thumb|none|600px|The Majini aims the FIM-92A Stinger at Doug's helo.]]&lt;br /&gt;
[[Image:RE5Stinger2.jpg|thumb|none|600px|He misses the helicopter and gets an 5.56mm round between his eyes from Jill's SIG556.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Mk 48 Grenade Series==&lt;br /&gt;
A fictional (or could we say &amp;quot;generic&amp;quot;) series of grenades, consisting of a fragmentation, flashbang, and incendiary grenade. The characters do not remove the safety pins before throwing these grenades.&lt;br /&gt;
[[Image:RE5Frag1.jpg|thumb|none|600px|Chris feeds U-8 with a delicious fragmentation grenade. The safety pin is clearly visible on the grenade. Chris has trained his grenades well, though, and they obediently explode as soon as U-8 closes its mouth.]]&lt;br /&gt;
[[Image:RE5Frag2.jpg|thumb|none|600px|Chris about to throw a frag grenade towards the Majini soldiers. Note the two different colored lasers. The red one is attached to Sheva's Beretta, while the green one indicates an enemy weapon, in this case the mercenary's AK-74.]]&lt;br /&gt;
[[Image:RE5Flash1.jpg|thumb|none|600px|Chris (in S.T.A.R.S. outfit) prepares to toss a flash grenade to disable a small group of Majini.]]&lt;br /&gt;
[[Image:RE5Inc1.jpg|thumb|none|600px|Uroboros Mkono about to taste an incendiary grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Frag Grenade==&lt;br /&gt;
Some of the infested soldiers have [[M26 hand grenade]]s on their vests. These can be shot, with predictable results.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:RE5M26.jpg|thumb|none|600px|Bunch of M26 grenades visible on the soldier's vest.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
Despite carrying [[M26 hand grenade]]s, the grenades that some Majini soldiers can throw at Chris and Sheva are low-detail [[Model 24 Stielhandgranate]]s (likely recycled from RE4), possibly for their higher profile. These soldiers also appear in Mercenaries mode. Strangely, they sometimes function like flash-bang grenades when thrown by enemies. That particular breed of M24 is slightly magical, as the burst and report ''only'' affect the player, despite player thrown grenades effecting everyone, and being instantly lethal to any exposed ''Plaga'' form. &lt;br /&gt;
[[Image:M24WithFragSleeve.jpg|thumb|none|330px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; stick grenade with fragmentation sleeve]]&lt;br /&gt;
[[Image:RE5Model24.jpg|thumb|none|600px|A low-quality Model 24 Stielhandgranate about to hit the floor (circled in red).]]&lt;br /&gt;
&lt;br /&gt;
==Proximity Mine==&lt;br /&gt;
The Proximity Land Mine is featured in the game as a weapon and is mostly used against one of the bosses encountered. It does not appear to be based on any real-life land mine.&lt;br /&gt;
&lt;br /&gt;
The Proximity Mine is fitted with a LED light on top and frequently beeps when planted after 5 seconds. It cannot be triggered by the player characters, though they can be caught in the blast if detonated by an enemy or gunfire. In Versus, they can be set off by enemy players, and are extremely lethal.&lt;br /&gt;
[[Image:RE5Prox2.jpg|thumb|none|600px|A proximity mine placed on a shelf.]]&lt;br /&gt;
[[Image:RE5Prox1.jpg|thumb|none|600px|Chris about to place the proximity mine.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Shinji Mikami]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_4&amp;diff=1633851</id>
		<title>Resident Evil 4</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_4&amp;diff=1633851"/>
		<updated>2023-12-07T01:56:53Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: /* Mauser C96 &amp;quot;Red 9&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Resident Evil 4.jpg|right|thumb|300px|''Resident Evil 4'' (2005)]]&lt;br /&gt;
&lt;br /&gt;
'''''Resident Evil 4''''' (known as '''''Biohazard 4''''' in Japan) is the fourth main entry in Capcom's popular series. First released in 2005 for the Nintendo Gamecube, it was later ported to the PS2 with some additional content and weaponry but downgraded graphics, followed by a straight PC port in 2007. A version for the Nintendo Wii with Wiimote motion controls, combining the extras of the PS2 version and the graphical quality of the Gamecube version was also released in 2007, and this was later followed by versions for Apple's iPhone in 2009 and iPad in 2010. In 2011 a high-definition version was released on PSN and XBox Live, followed by the &amp;quot;Ultimate HD Edition&amp;quot; for PC in early 2014. In 2021 Capcom announced a new version of Resident Evil 4 that incorporates a first-person perspective along with virtual reality headset and motion controller support via the Oculus Quest 2. The new version of the game will also include redesigned textures with increased resolution.&lt;br /&gt;
&lt;br /&gt;
The main character is Leon Scott Kennedy, previously a rookie cop in ''[[Resident Evil 2]]''. Six years after Leon's escape from Raccoon City, he is now a special agent working for the US Government and investigating the disappearance of the President's daughter Ashley Graham in a remote area of Spain. He soon finds out that the local villagers have become mindless monsters called Ganados, who attack any outsiders with vicious intent, and seem to be ruled by a mysterious religious cult called the Los Iluminados who infect people with parasites named &amp;quot;Las Plagas&amp;quot;. Leon battles his way across this rural part of Spain as he rescues Ashley and foils the cult leader's schemes.&lt;br /&gt;
&lt;br /&gt;
From the PS2 version onwards, an additional campaign called &amp;quot;Separate Ways&amp;quot; was added, which covers what Leon's sometimes-ally Ada Wong was doing during the events of the story. Another non-canon mini-campaign starring Ada, called Assignment: Ada, is available for all versions. Also introduced is The Mercenaries mode, an arcade mode where the player plays as characters from the game and the ''Resident Evil'' universe, each with their own abilities and equipment, and kill enemies in a timed arena to get the highest score possible. The mode, a fleshed out version of the &amp;quot;The Mercenaries - Operation: Mad Jackal&amp;quot; mode from ''[[Resident Evil 3: Nemesis]]'', would prove to be extremely popular, returning for ''[[Resident Evil 5]]'', ''[[Resident Evil 6]]'', even spawning its own spin-off game ''[[Resident Evil: The Mercenaries 3D]]''. All three side-games are unlocked upon beating the main game once.&lt;br /&gt;
&lt;br /&gt;
[[Resident Evil 4 (2023 VG)|A remake of this game]] in the same vein as other recent installments was released on March 24, 2023.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
''Resident Evil 4'' uses a third-person over-shoulder view with a toggle for aiming; player characters cannot shoot or reload outside of aim mode, and cannot move while aiming. To facilitate aiming, a red laser sight is fitted to almost every non-scoped weapon in the game, and will enamate a full solid laser beam when aiming; the only version where this is not the case is the Wii version, which has a large circular crosshair in place of the laser beam to compensate for the less precise motion control.&lt;br /&gt;
&lt;br /&gt;
The game has a grid-based inventory system explained as an attache case the player character is conspicuously not carrying; this has a set number of squares into which all weapons, ammunition and other items except treasure and keys must be fitted. Characters can only equip a single weapon at a time, which is switched out from the inventory screen, though equipping a grenade will also allow every other grenade of that type the player has to be thrown.&lt;br /&gt;
&lt;br /&gt;
Weapons can either be found in the game world or bought from the Merchant, a strange hooded man with a ridiculously hammy voice that will exchange priceless treasures for various hardware. Stores also allow weapons to be upgraded; most weapons can have their power, fire rate, reload speed and capacity upgraded in a series of increments that unlock as the campaign progresses; these do not alter the weapons visually, and often result in absurd increases in ammo capacities. Almost every weapon has a high-priced &amp;quot;exclusive&amp;quot; upgrade which will boost a single aspect of its stats significantly. This system does not apply to Ada's campaign; her weapons are at a pre-set level and cannot be further upgraded.&lt;br /&gt;
&lt;br /&gt;
A few weapons also have optional mods which take up additional inventory space; stocks can be attached to the C96 and TMP to remove the simulated hand sway effect and reduce recoil, and several other weapons can equip scopes.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Silver Ghost&amp;quot;==&lt;br /&gt;
Leon Kennedy's starting weapon is the &amp;quot;Handgun&amp;quot;, commonly nicknamed &amp;quot;Silver Ghost&amp;quot;, and uses Handgun Ammo (9mm). The pistol is of fictional design, which, according to unsourced reports citing RE4 weapon designer Shigeomi Okamura, was inspired by [[H&amp;amp;K USP]], [[Smith &amp;amp; Wesson Sigma|S&amp;amp;W Sigma]], and [[Ruger P-series pistol|Ruger P85]]; the latter makes the most sense, as the Silver Ghost replaced Leon's prior starting handgun, the [[Ruger KP94]], late in the game's development.&lt;br /&gt;
&lt;br /&gt;
The Silver Ghost takes heavy design cues from all three handguns: From the USP it takes the Tactical version's threaded barrel for a sound suppressor, frame, trigger, and slide stop. From the Sigma it borrows its slide, magazine, and magazine well. From the P85 it claims its external hammer, iron sights, and grips with horizontal serrations.&lt;br /&gt;
&lt;br /&gt;
As for its original features: Its slide is stainless steel with vertical slide serrations. Its polymer grip has checkered front and back straps, while the panels are wood framed with polymer inserts (featuring the P85's serrations) and a central medallion on each side. The grips in general strongly resemble the ones featured on [[Resident_Evil_3:_Nemesis#Beretta_92FS_.22Samurai_Edge.22|Jill's Beretta 92FS &amp;quot;Samurai Edge&amp;quot;]] from ''Resident Evil 3: Nemesis''. It lacks an external safety like a [[Glock]]. A red laser sight has been fixed to the frame, with its pressure switch attached to the grip.&lt;br /&gt;
&lt;br /&gt;
In gameplay the Silver Ghost features average power, decent magazine capacity, good firing speed, and rather shaky aim compared to other handguns. When fully upgraded it receives a x5 critical headshot rate, making it much more likely to kill normal Ganados (and also Las Plagas parasites) in one hit.&lt;br /&gt;
&lt;br /&gt;
The name &amp;quot;Silver Ghost&amp;quot; is not used at any point inside ''Resident Evil 4''; it appears to be an unofficial nickname that originated from the [https://web.archive.org/web/0/https://www.projectumbrella.net/articles/ARMS-Jan-06-Vol-211 January 2006 issue of the ''ARMS'' magazine] (Japanese: アームズ), a Japanese monthly airsoft enthusiast magazine. The issue was a ''Resident Evil 4'' PS2 release special, and contained an article on a custom airsoft reproduction of Leon's Handgun, alongside a staff-written story about how Leon conceived the pistol with Joseph Kendo, a gun maker from Raccoon City who previously designed the custom &amp;quot;Samurai Edge&amp;quot; handguns for the Raccoon City S.T.A.R.S. This story gave the weapon the name of &amp;quot;Silver Ghost&amp;quot; (which was given by Leon in reference of his current condition of being &amp;quot;a spirit pulled out from [his] body&amp;quot;), which became the common name for the gun.&lt;br /&gt;
&lt;br /&gt;
The story was entirely unofficial, and was more or less a short fanfiction, but some elements were apparently official; the in-game weapon's slide is marked with the words &amp;quot;Kendo Custom Shop&amp;quot;, meaning that the idea that of the pistol being custom work by Kendo gifted to Leon is likely true. The article was also apparently written based on interviews with ''Resident Evil'' weapon designer Shigeomi Okamura (who also designed weapons for Capcom's ''Devil May Cry'' and ''Dino Crisis'' series), meaning that some elements of the story, maybe even the name itself, possibly came straight out of the weapon designer.&lt;br /&gt;
&lt;br /&gt;
Albert Wesker uses a separate Silver Ghost in The Mercenaries, where it is equipped with a suppressor. The suppressor was initially available for Leon's Silver Ghost which can be found in a room with treasures, but was cut in the final game for unknown reasons. Interestingly, Wesker also uses a silenced Silver Ghost in ''Resident Evil: The Umbrella Chronicles''.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KUSPTactical9.jpg|thumb|none|400px|Heckler &amp;amp; Koch USP SD with thread protector cap - 9x19mm]]&lt;br /&gt;
[[Image:13283.jpg|thumb|none|400px|Smith &amp;amp; Wesson Sigma - 9x19mm]]&lt;br /&gt;
[[Image:Ruger-P85.jpg|thumb|none|400px|Ruger P85 - 9x19mm]]&lt;br /&gt;
[[Image:RE4HDGhost.jpg|thumb|none|600px|Leon's custom handgun, the Silver Ghost. Like most of the handguns, it has a pressure switch for the laser sight on the grip.]]&lt;br /&gt;
[[Image:RE4ghostmulti.jpg|thumb|none|600px|Four varied images of Leon's Silver Ghost. 3D would be ideal, perhaps IMFDB 2.0!]]&lt;br /&gt;
[[Image:Resident Evil 4 Handgun ready.jpg|thumb|none|600px|Entering a small house, Leon readies his Handgun as he approaches a villager tending a fire.]]&lt;br /&gt;
[[Image:Biohazard 4 Incubate (frame 2709).jpg|thumb|none|600px|''&amp;quot;Freeze!&amp;quot;'' Leon barely dodges the axe of the now hostile villager then holds him at gunpoint with his Handgun.]]&lt;br /&gt;
[[Image:Resident Evil 4 Handgun aim.jpg|thumb|none|600px|Leon aims his Handgun at the villager.]]&lt;br /&gt;
[[Image:Resident Evil 4 Handgun reload.jpg|thumb|none|600px|The threat dealt with, Leon reloads his Handgun.]]&lt;br /&gt;
[[Image:Resident Evil 4 Handgun view.jpg|thumb|none|600px|Leon with his Handgun while escorting Ashley.]]&lt;br /&gt;
[[Image:Biohazard 4 Incubate (frame 10721).jpg|thumb|none|600px|Leon runs dry in the middle of a fight.]]&lt;br /&gt;
[[Image:Hasta Luego.jpg|thumb|none|600px|&amp;quot;''Hasta Luego''&amp;quot; Leon ignites the spilled gasoline around Bitores Mendez the village chief.]]&lt;br /&gt;
[[Image:Resident Evil 4 Handgun Silencer.jpg|thumb|none|600px|Albert Wesker's Handgun equipped with a Knight's Armament suppressor.]]&lt;br /&gt;
&lt;br /&gt;
===VR version===&lt;br /&gt;
[[File:RE4VR 01.jpg|thumb|none|600px|The Handgun in Resident Evil 4 VR.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The Punisher is based off of the [[FN Five-seveN]] handgun. Though chambered in 5.7x28mm in reality, the in-game version uses regular Handgun Ammo (9mm) although in the VR version it correctly uses 5.7x28mm rounds as can be seen in the magazine model. In game, the weapon has the ability to pierce shields and multiple enemies, an exaggerated gameplay depiction of the real 5.7x28mm's armor penetrating capabilities. Its in-game model features an altered trigger.&lt;br /&gt;
&lt;br /&gt;
This weapon can be purchased from the Merchant or won in a contest after shooting ten of fifteen blue medallions scattered across two areas. If all targets have been shot, the Punisher will have a free upgrade added onto it, making it slightly more powerful than the standard Handgun. When every handgun is upgraded to its maximum, the Punisher is the weakest, but it can penetrate through several enemies. The gun is used by Ada in Assignment Ada and The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN-FiveSeven USG.jpg|thumb|none|400px|FN Five-seveN - 5.7x28mm]]&lt;br /&gt;
[[Image:RE4punisherleft.jpg|thumb|none|600px|FN Five-seveN &amp;quot;Punisher&amp;quot; handgun with exclusive upgrade.]]&lt;br /&gt;
[[Image:RE4punisherright.jpg|thumb|none|600px|Other side.]]&lt;br /&gt;
[[Image:Resident Evil 4 Punisher aim.jpg|thumb|none|600px|Leon aims the Punisher.]]&lt;br /&gt;
[[Image:Resident Evil 4 Punisher reload.jpg|thumb|none|600px|Leon reloads the Punisher.]]&lt;br /&gt;
&lt;br /&gt;
===VR version===&lt;br /&gt;
[[File:RE4VR 02.jpg|thumb|none|600px|The Punisher in Resident Evil 4 VR. Rather notably if the magazine is ejected or a new magazine is pulled from the pouch, inspecting it shows accurately modeled 5.7x28mm rounds in the magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Red 9&amp;quot;==&lt;br /&gt;
The [[Mauser C96 &amp;quot;Red 9&amp;quot;]] appears under its famous nickname. It can be purchased from the Merchant after Chapter 2-2, who also sells an attachable stock that improves its accuracy significantly. It is the most powerful 9mm handgun in-game, and when coupled with its stock, also the most accurate, but it is also the slowest-firing. The original US edition has an Exclusive firepower rating of 5.0, while the PAL edition raises this to 6.5.&lt;br /&gt;
&lt;br /&gt;
Vagrant Spaniard Luis Sera uses this as his primary weapon in the main game.&lt;br /&gt;
&lt;br /&gt;
[[File:MauserRed9stock.JPG|thumb|none|400px|Mauser C96 &amp;quot;Red 9&amp;quot; Version with shoulder stock and stripper clip - 9x19mm]]&lt;br /&gt;
[[Image:RE4red9right.jpg|thumb|none|600px|&amp;quot;''Ah, the choice of an avid gun collector. It's a nice gun stranger.''&amp;quot; The Mauser C96 &amp;quot;Red 9&amp;quot; equipped with its shoulder stock. It has the iconic &amp;quot;9&amp;quot; carved on its grips and a laser sight fitted onto the barrel.]]&lt;br /&gt;
[[Image:RE4red9left.jpg|thumb|none|600px|Note the stock has a hinge; in real life it can be used as a holster, though Leon does not appear to know this since it still takes up an additional three inventory slots. It is not particularly clear how this is supposed to make sense, given the gun that fits inside it takes up eight.]]&lt;br /&gt;
[[Image:Resident Evil 4 Red9 aim.jpg|thumb|none|600px|Leon aims the Red 9 at Ganados.]]&lt;br /&gt;
[[Image:Resident Evil 4 Red9 reload.jpg|thumb|none|600px|Leon reloads the Red 9 using a stripper clip. Note the closed bolt and the ammunition therefore clipping through the model.]]&lt;br /&gt;
[[Image:Resident Evil 4 Red9 Stock aim.jpg|thumb|none|600px|Leon aims the Red 9 with the shoulder stock attached.]]&lt;br /&gt;
[[Image:Resident Evil 4 Red9 Luis ready.jpg|thumb|none|600px|Armed with his trusty Red 9, Luis helps Leon fend off a large army of Ganados inside a cabin.]]&lt;br /&gt;
[[Image:Adios Leon.jpg|thumb|none|600px|&amp;quot;''Adios, Leon.''&amp;quot; &amp;lt;br&amp;gt; Damage Luis too many times during the cabin fight and this happens.]]&lt;br /&gt;
&lt;br /&gt;
===VR version===&lt;br /&gt;
[[File:RE4VR 03.jpg|thumb|none|600px|The Red 9 model in Resident Evil 4 VR.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD==&lt;br /&gt;
The Blacktail is based on the [[Springfield XD]] with grips inspired by the [[FN FNP-9]]. Though using regular Handgun Ammo (9mm), it appears to be a rather bulkier larger caliber version of the XD rather than 9mm, perhaps a design error. It can be purchased from the Merchant after Leon reaches the castle. Ada uses this as her handgun in the main game and Separate Ways. Leon uses it in The Mercenaries. It has a better handling than the standard handgun. Fully upgraded, it is the second fastest firing and highest capacity handgun in the game, with the Matilda being at number 1. The PAL edition improves its maximum Firepower rating from 3.4 to 4.5.&lt;br /&gt;
&lt;br /&gt;
[[File:SpringFieldXD9.jpg|thumb|none|400px|Springfield Armory XD - 9x19mm]]&lt;br /&gt;
[[Image:RE4blacktail.jpg|thumb|none|600px|Spingfield Armory XD &amp;quot;Blacktail&amp;quot; handgun. The grip is heavily inspired the FN FNP-9's grips, though is not identical to it.]]&lt;br /&gt;
[[Image:Resident Evil 4 Blacktail aim.jpg|thumb|none|600px|Ada aiming the Blacktail.]]&lt;br /&gt;
[[Image:Resident Evil 4 Blacktail reload.jpg|thumb|none|600px|Ada reloading the Blacktail. This shows the grip safety which is so hard to see in other shots.]]&lt;br /&gt;
[[Image:RE4adaBlacktail.jpg|thumb|none|600px|Ada with her Blacktail.]]&lt;br /&gt;
[[Image:Resident Evil 4 Blacktail Ada.jpg|thumb|none|600px|Ada playfully points her Blacktail at Leon's back, who then proceeds to school her about the effectiveness of knives in close encounters.]]&lt;br /&gt;
[[Image:Separate Ways chapter clear.jpg|thumb|none|600px|Ada poses with her Blacktail in chapter clear screens.]]&lt;br /&gt;
[[Image:Ada Blacktail and Breasts.jpg|thumb|none|600px|Ashley isn't the only one equipped with ballistics.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M==&lt;br /&gt;
The Matilda is an [[Heckler_%26_Koch_VP70|H&amp;amp;K VP70M]], the same handgun Leon uses as a rookie cop in ''[[Resident Evil 2]]''. It is unlocked for purchase from the Merchant after successfully completing the game once on Normal difficulty. It is fitted with its stock, which cannot be removed unlike the Red-9 or the TMP. It fires rapid three-round bursts, much faster than in RE2 and probably the closest a video game VP70 gets to the 2200 RPM burst fire of the real VP70M. Like in RE2 the slide incorrectly locks back upon expending all ammo.&lt;br /&gt;
&lt;br /&gt;
Its exclusive upgrade grants a 100-round magazine: heavily exaggerated from its real life capacity, but with its high ROF even 100 rounds run out quickly. The name Matilda is inspired by the character Mathilda from the movie ''[[Leon The Professional|Léon: The Professional]]''.&lt;br /&gt;
&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M - 9x19mm]]&lt;br /&gt;
[[Image:RE4matilda.jpg|thumb|none|600px|Leon's service handgun, six years in the future.]]&lt;br /&gt;
[[Image:RE4matildaleft.jpg|thumb|none|600px|The H&amp;amp;K VP70M &amp;quot;Matilda&amp;quot;. The burst fire selector is on the stock behind the slide. Note early style grip.]]&lt;br /&gt;
[[Image:Resident Evil 4 Matilda ready.jpg|thumb|none|600px|Leon in his R.P.D. uniform, wielding his VP70M &amp;quot;Matilda&amp;quot; once again.]]&lt;br /&gt;
[[Image:Resident Evil 4 Matilda aim.jpg|thumb|none|600px|Leon aiming his Matilda.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Broken Butterfly&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
The Broken Butterfly is a top-break revolver chambered in Magnum Ammo (.45 ACP, misidentified by the developers as a high pressure magnum cartridge). It is a hybrid of the [[Smith &amp;amp; Wesson Schofield]] and [[Colt Single Action Army]]; the barrel and hinge resemble the Model 3 Schofield, while the frame is nearly identical to the Colt SAA. Despite looking like an old fashioned single action revolver, the gun actually has a double action mechanism, which is convenient for rapid firing at big monsters without that thumb-cocking drivel. The Merchant tells the player about the &amp;quot;joy of reloading&amp;quot;: because the ejector rod does not completely push out casings, Leon will dump empties behind his back then ''throw'' cartridges into the chambers rather than simply sliding them into position.&lt;br /&gt;
&lt;br /&gt;
It has a loading gate like the SAA which is not necessary given its top-break mechanism, however the gate lid is missing, meaning the cartridge in the chamber aligned with the loading gate is visible. This can mean two things: Either the aligned cartridge can fall entirely out of its chamber while pointing the gun upwards, wasting a good round. Or an expanded fired cartridge can partially fall out and get stuck, which would block the cylinder from turning and jam the gun (both scenarios not happening in the game for obvious reasons).&lt;br /&gt;
&lt;br /&gt;
It can be purchased from the Merchant after Chapter 3–1, but a free one can found in a section of the castle after freeing Ashley in Chapter 4-1. Its capacity can be upgraded up to 12, despite being a six shooter. It has a firepower of 50.0 after purchasing its exclusive upgrade.&lt;br /&gt;
&lt;br /&gt;
[[Image:S&amp;amp;WSchofieldright.jpg|thumb|none|400px|Smith &amp;amp; Wesson Schofield Model 3 with blued finish - .45 Schofield]]&lt;br /&gt;
[[Image:ColtSingleActionArmy.jpg|thumb|none|400px|Colt Single Action Army - .45 Long Colt]]&lt;br /&gt;
[[Image:Resident Evil 4 Broken Butterfly acquired.jpg|thumb|none|600px|The Broken Butterfly newly acquired. It always has a different finish than the one in the attache case.]]&lt;br /&gt;
[[Image:RE4butterfly.jpg|thumb|none|600px|The Broken Butterfly as it appears in the attache case. The description is a clear reference to [[Sudden Impact|Dirty Harry]] and his [[Smith &amp;amp; Wesson Model 29|.44 Magnum]].]]&lt;br /&gt;
[[Image:Resident Evil 4 Broken Butterfly aim.jpg|thumb|none|600px|Leon engages in a standoff with the minigun-wielding J.J. Ganado. Note the exposed cartridge face in the loading gate.]]&lt;br /&gt;
[[Image:Resident Evil 4 Broken Butterfly reload 1.jpg|thumb|none|600px|Leon performs a daring (and stylish) reload sequence in front of Salazar. First he pivots the barrel, causing the extractor star to partially eject the casings.]]&lt;br /&gt;
[[Image:Resident Evil 4 Broken Butterfly reload 2.jpg|thumb|none|600px|He tips the revolver over his shoulder, letting gravity remove the empty cartridges from the cylinder. Note their case length, which is far longer than the stubby .45 ACP which the gun is supposed to be chambered in.]]&lt;br /&gt;
[[Image:Resident Evil 4 Broken Butterfly reload 3.jpg|thumb|none|600px|He energetically throws three fresh rounds inside the chambers. Note the cartridge in Leon's left hand sporting a spitzer-type bullet that the .45 ACP isn't typically known for.]]&lt;br /&gt;
[[Image:Resident Evil 4 Broken Butterfly reload 4.jpg|thumb|none|600px|Then finally he flicks the cylinder shut, styling on the enemy in front of him.]]&lt;br /&gt;
[[Image:Resident Evil 4 Broken Butterfly view.jpg|thumb|none|600px|Leon wielding the Broken Butterfly. Note the wood grips, which doesn't appear on either the acquisition or attache case images of the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911==&lt;br /&gt;
The Killer7 is a modified Colt [[M1911]] that may be purchased from the Merchant after Leon reaches the Island in Chapter 5-1, and uses Magnum Ammo (.45 ACP). Its model is a reference to the AMT Hardballer in ''[[The Terminator]]'', with a similar large custom laser mounted on top of the slide. It is the only weapon that has no exclusive ability when fully upgraded. The name of the weapon is a reference to fellow Capcom game [[Killer7]], in which the character KAEDE Smith uses a similarly modified 1911.&lt;br /&gt;
[[Image:COLTM1911 1913.jpg|thumb|none|400px|Colt M1911 - .45 ACP]]&lt;br /&gt;
[[Image:ED_45.jpg|thumb|none|400px|The AMT Hardballer from ''The Terminator (1984)'' which inspired RE4's Killer7]]&lt;br /&gt;
[[Image:RE4killerleft.jpg|thumb|none|600px|The logo of Capcom's ''[[Killer7]]'' is engraved on the slide.]]&lt;br /&gt;
[[Image:RE4killerright.jpg|thumb|none|600px|Note the Killer7's primitive laser sight, straight from the 1980s.]]&lt;br /&gt;
[[Image:RE4killerAim.jpg|thumb|none|600px|The Killer7's sight in action.]]&lt;br /&gt;
[[Image:Resident Evil 4 Killer7 reload.jpg|thumb|none|600px|Reloading the Killer7.]]&lt;br /&gt;
[[Image:Resident Evil 4 Killer7 ready.jpg|thumb|none|600px|Leon holding his Killer7.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] appears as the &amp;quot;Handcannon&amp;quot;; equipped with a fictional laser sight, a six chambered cylinder (the real thing has only five chambers), and checkered grips taken from [[Resident_Evil_(2002_VG)#Silver_Serpent_.28.44_Magnum_and_.357_Magnum_versions.29|Barry Burton's Silver Serpent]]. It is one of the earliest depictions of the S&amp;amp;W Model 500 in visual media.&lt;br /&gt;
&lt;br /&gt;
This extremely powerful weapon can be unlocked free of charge when the player gets a five-star rank with all characters on all stages in Mercenary Mode. It uses its own unique ammunition (.50 caliber), which are dropped at random by enemies while the gun is in the inventory, and can also be sold at a high price. The first reload animation has Leon loading four rounds manually, which changes to a speed loader reload when the player upgrades its reload speed to max level.&lt;br /&gt;
&lt;br /&gt;
When fully upgraded, the Handcannon acquires infinite ammunition and the second highest damage of any weapon in the game at 99.9, far exceeding the Broken Butterfly and Killer7.&lt;br /&gt;
&lt;br /&gt;
[[File:Magnum 50cal 500.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 500 - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[Image:RE4HDhandcannonleft.jpg|thumb|none|600px|Inventory preview of a fully-upgraded S&amp;amp;W Model 500 &amp;quot;Handcannon&amp;quot;. The bulky thing under the barrel is its laser sight. It also seems to lack a cylinder release.]]&lt;br /&gt;
[[Image:RE4HDhandcannonright.jpg|thumb|none|600px|Other side.]]&lt;br /&gt;
[[Image:RE4HDhandcannonPose.jpg|thumb|none|600px|Equipping the Handcannon in the inventory has Leon resting the revolver on his shoulder, which is a reference to Dan Smith from Capcom's ''Killer7'' game who also strikes the same pose with his magnum revolver. It should be noted that the gun points to the left edge of the screen by default orientation in the attache case, rather than right like other firearms.]]&lt;br /&gt;
[[Image:RE4HDhandcannonHold.jpg|thumb|none|600px|While trekking through one of the Spanish cult's absurdly huge and complex castles, Leon brandishes a Handcannon. Y'know, to be safe.]]&lt;br /&gt;
[[Image:RE4HDhandcannonAim.jpg|thumb|none|600px|Leon aiming the Handcannon, showing off the laser sight.]]&lt;br /&gt;
[[Image:RE4HDhandcannonFire.jpg|thumb|none|600px|Leon expertly handling the gun's massive recoil so the barrel doesn't crack his skull. Fun fact: The Handcannon actually behaves like a miniature shotgun than an actual magnum. Shooting at water reveals four tightly-clumped points of impact instead of just one.]]&lt;br /&gt;
[[Image:RE4HDhandcannonReload.jpg|thumb|none|600px|With nothing better to do, Leon reloads his unlimited-ammo Handcannon, first by dramatically swinging out the cylinder and dumping everything onto the ground, ejector rod be damned.]]&lt;br /&gt;
[[Image:RE4HDhandcannonReload2.jpg|thumb|none|600px|Then whipping out a speedloader loaded with what looks to be spitzer-pointed rifle rounds. Note the 6-round cylinder, while the real Model 500 is only available with a 5-round cylinder. When reloading the upgraded Handcannon, Leon uses a 6-round speed loader. Otherwise he would toss loose rounds into the cylinder like he does with the Broken Butterfly.]]&lt;br /&gt;
[[Image:Resident Evil 4 Handcannon acquired.jpg|thumb|none|600px|''&amp;quot;Stranger! Haha! What d'you need that for? Goin' huntin' an elephant?&amp;quot;'']]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The first shotgun that Leon gets is a [[Remington 870]], more specifically the Express Combo model with its smoothbore barrel installed. May be obtained in one of three ways: on Easy difficulty, the weapon comes in Leon's inventory when the game starts; on Normal or higher difficulties, Leon can find it for free on the second floor of a house in the Ganado Village; alternatively, the player can purchase this weapon from the Merchant from the very beginning. Not an outstanding weapon, nonetheless when fully upgraded its range exceeds that of any shotgun, enabling it to kill enemies normally out of shotgun range.&lt;br /&gt;
&lt;br /&gt;
Ada uses her own unique version in Separate Ways; it has a stainless steel barrel, a pistol grip, and a foregrip attached to its fore-end. Its damage is average for a shotgun.&lt;br /&gt;
&lt;br /&gt;
[[File:REM870exp combo.jpeg|thumb|none|400px|Remington 870 Express Combo - 12 gauge]]&lt;br /&gt;
[[File:Resident Evil 4 Shotgun menu.jpg|thumb|none|600px|Remington 870. Easily the lowest detail weapon model in the game.]]&lt;br /&gt;
[[File:Resident Evil 4 Shotgun wall.jpg|thumb|none|600px|The loaded Shotgun which the previous owner foolishly left hanging on his wall for intruders to use. Come across this shotgun as Ada in Separate Ways and she will comment that she should leave this for Leon.]]&lt;br /&gt;
[[File:Resident Evil 4 Shotgun aim.jpg|thumb|none|600px|Leon aiming the Shotgun at Dr. Salvador. This mini-boss is easily the first death of many new RE4 players as he will instantly decapitate Leon once his chainsaw connects.]]&lt;br /&gt;
[[File:Resident Evil 4 Shotgun reload.jpg|thumb|none|600px|Having staved off decapitation, Leon reloads the Shotgun. All shotguns in RE4 are always loaded with two shells then pumped during the reload animations, no matter their magazine capacity or if only a single shot was fired. Note the shell clipping with his index finger.]]&lt;br /&gt;
[[File:870 shorty.jpg|thumb|none|450px|Remington 870 with TacStar front and rear pistol grips - 12 gauge. Similar to Ada's shotgun.]]&lt;br /&gt;
[[File:Resident Evil 4 Shotgun Ada menu.jpg|thumb|none|600px|Ada's 870. Another very low detail model, like the standard pump action.]]&lt;br /&gt;
[[File:Resident Evil 4 Shotgun Ada aim.jpg|thumb|none|600px|Ada aims her 870; lacking a stock, it is held at the hip like the TMP.]]&lt;br /&gt;
[[File:Resident Evil 4 Shotgun Ada reload.jpg|thumb|none|600px|Ada reloads her shotgun.]]&lt;br /&gt;
&lt;br /&gt;
===VR version===&lt;br /&gt;
[[File:RE4VR 01.jpg|thumb|none|600px|The Remington 870 Express Combo in Resident Evil 4 VR.]]&lt;br /&gt;
&lt;br /&gt;
==Custom Benelli M3 Super 90== &lt;br /&gt;
This stainless-steel shotgun is a custom [[Benelli M3]] with elements from the [[Benelli M4]] added to it, notably the collapsible stock and the top rail on the receiver. Called the Riot Gun, it is identical to  [[Resident_Evil_(2002_VG)#Benelli_M3_Super_90|Richard Aiken's Assault Shotgun]] from the ''Resident Evil 2002 Remake'' except for the lack of the S.T.A.R.S emblem on the receiver.&lt;br /&gt;
&lt;br /&gt;
Despite the fact that many prefer the tighter spread of the Riot Gun over the Striker's wide-shot, it is rarely used once the Striker becomes available due to its compact design, despite the fact that the Riot Gun has clearly been intentionally modified with the M4 collapsing stock.&lt;br /&gt;
&lt;br /&gt;
The weapon may be purchased from the Merchant from Chapter 3-1 onwards. It is also used by Leon in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[File:Airsoft-Benelli-M3.JPG|thumb|none|400px|'''Airsoft''' Benelli M3 Super 90 produced by CYMA]]&lt;br /&gt;
[[Image:M4H20NP3.jpg|thumb|none|400px|Benelli M4 with stainless steel finish - 12 gauge]]&lt;br /&gt;
[[Image:RE4riotgunright.jpg|thumb|none|600px|The Benelli M3/M4 Hybrid &amp;quot;Riot Gun&amp;quot;.]]&lt;br /&gt;
[[Image:RE4riotgunleft.jpg|thumb|none|600px|Riot Gun.]]&lt;br /&gt;
[[Image:Resident Evil 4 Riot Gun aim.jpg|thumb|none|600px|Leon aims his Riot Gun at unchristian Los Iluminados monks. Despite the presence of a pistol grip, Leon insists on holding it like the standard 870 shotgun.]]&lt;br /&gt;
[[Image:Resident Evil 4 Riot Gun reload.jpg|thumb|none|600px|Leon reloads his Riot Gun.]]&lt;br /&gt;
&lt;br /&gt;
===VR version===&lt;br /&gt;
In Resident Evil 4 VR, the Riot Gun model has been changed. This version was based on the Remington 870 with an M4S90 stock and an M3S90 handguard.&lt;br /&gt;
[[File:Cyma CM353LM.JPG|thumb|none|500px|Cyma CM353LM]]&lt;br /&gt;
[[File:RE4VR 03.jpg|thumb|none|600px|The Riot Gun in Resident Evil 4 VR. Note trigger group and receiver.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray Street Sweeper / Armsel Protecta Hybrid==&lt;br /&gt;
A hybrid of a [[SWD/Cobray Street Sweeper]] and [[Armsel Protecta]] may be purchased from the Merchant, and is called the Striker, which was the original variant of the weapon series. The weapon model lacks the rear lever and the wind-up key of the Street Sweeper, but it also lacks the Armsel Protecta's shell deflector. Functionally, the weapon has the semi-automatic firing of the Street Sweeper and the automatic shell ejection of the Armsel Protecta (which is animated in a bizarre way; the spent shell ejects itself after a short delay instead of immediately when the weapon is fired as it should be).&lt;br /&gt;
&lt;br /&gt;
Being semi-automatic, the Striker fires much faster than the other pump-action shotguns, though Leon has an exaggerated recoil animation after every shot, meaning that there is still a delay between shots. The reload animation has Leon always putting two shells into the gun then giving the (visually absent) wind-up key a crank. When upgraded to max level, the Striker's capacity expands to a whopping ''100 rounds''. Leon aims and fires the Striker from the hip like Ada's shotgun, despite a foldout stock being clearly present.&lt;br /&gt;
&lt;br /&gt;
[[File:CobrayStreetSweeper.jpg|thumb|none|400px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge]]&lt;br /&gt;
[[Image:Protecta.jpg|thumb|none|400px|Armsel Protecta - 12 gauge]]&lt;br /&gt;
[[Image:RE4strikereleft.jpg|thumb|none|600px|The &amp;quot;Striker&amp;quot; shotgun.]]&lt;br /&gt;
[[Image:RE4strikerright.jpg|thumb|none|600px|Note the lack of a shell deflector.]]&lt;br /&gt;
[[Image:RE4strikerdrum.jpg|thumb|none|600px|Note the lack of a winding key on the drum.]]&lt;br /&gt;
[[File:Resident Evil 4 Striker aim.jpg|thumb|none|600px|Leon aims the Striker.]]&lt;br /&gt;
[[File:Resident Evil 4 Striker reload.jpg|thumb|none|600px|Leon reloads the Striker.]]&lt;br /&gt;
&lt;br /&gt;
===VR version===&lt;br /&gt;
[[File:RE4VR 05.jpg|thumb|none|600px|The Striker model with a G36V export optical sight by default in Resident Evil 4 VR.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Steyr TMP==&lt;br /&gt;
The [[Steyr TMP]], simply called the TMP in-game, may be purchased from the Merchant after the player's first encounter with him. A stock may also be purchased to improve accuracy and reduce recoil. Ada also uses the TMP in her cutscenes and campaign, as well as in The Mercenaries mode. The TMP uses its own custom 9mm Ammo, not shared with the handguns.&lt;br /&gt;
&lt;br /&gt;
[[Image:SteyrTMP.jpg|thumb|none|400px|Steyr TMP - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:RE4HDTMP.jpg|thumb|none|600px|Inventory preview of the Steyr TMP, showing off an alarmingly-poor use of an apostrophe.]]&lt;br /&gt;
[[Image:RE4HDTMPHold.jpg|thumb|none|600px|Leon bringing his newfangled TMP to church for a good baptizing.]]&lt;br /&gt;
[[Image:RE4HDTMPAim.jpg|thumb|none|600px|Aiming with the unmodified TMP shows just why its accuracy is so horrid: Leon and Ada will fire the TMP from the hip if used without the stock, thereby sending shots all over the place and the poor posture makes aiming it very wobbly and awkward.]]&lt;br /&gt;
[[Image:RE4HDTMPReload.jpg|thumb|none|600px|Having destroyed one of the Merchant's 15 blue medallions as part of a dare, Leon inserts a new mag into his TMP.]]&lt;br /&gt;
[[Image:Resident Evil 4 TMP Ada firing.jpg|thumb|none|600px|Ada hoses down Saddler with her TMP. Note that the laser sight integrated with the foregrip replaces the standard slanted TMP foregrip.]]&lt;br /&gt;
[[Image:Resident Evil 4 TMP Ada casings.jpg|thumb|none|600px|The TMP firing and ejecting casings. Apparently the &amp;quot;custom&amp;quot; aspect of the TMP's 9mm ammo consists of a non-standard protruding rim at the base of the case; normal 9x19mm ammunition is rimless, as rimmed ammunition is notoriously tricky to make feed reliably from magazines.]]&lt;br /&gt;
[[Image:Resident Evil 4 TMP Ada pose.jpg|thumb|none|600px|Ada admires her handiwork. Good view of the TMP. Also notice Ada's good trigger discipline.]]&lt;br /&gt;
[[Image:SteyrTMPcarbine.jpg|thumb|none|450px|Steyr TMP with stock and M68 Aimpoint sight - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:RE4HDTMPStock.jpg|thumb|none|600px|The TMP with its optional stock; this stock is based on Steyr's factory option for the TMP, though the profile is somewhat altered.]]&lt;br /&gt;
[[Image:RE4HDTMPStockHold.jpg|thumb|none|600px|Leon posing with the modified TMP.]]&lt;br /&gt;
[[Image:RE4HDTMPStockAim.jpg|thumb|none|600px|Only with its proprietary stock fitted, will the player characters actually shoulder the thing when firing, making shot grouping a wee bit more consistent at long ranges as well as reducing shaking and sway when trying to line up a shot. Bringing the gun higher up can also make a difference, as railings or tables can sometimes foil a shot from the hip, especially in a game where one can't move their character while aiming.]]&lt;br /&gt;
[[Image:RE4HDTMPStockReload.jpg|thumb|none|600px|Reloading the modded TMP.]]&lt;br /&gt;
&lt;br /&gt;
===VR version===&lt;br /&gt;
[[File:RE4VR 03.jpg|thumb|none|600px|The TMP model in Resident Evil 4 VR.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
Chapter 5-3 boss Jack Krauser wields a customized TMP based on the [[Brügger &amp;amp; Thomet MP9]]. It is modified with a B&amp;amp;T MP9 folding stock, an RIS attached extended muzzle-end fitted with a different vertical-grip, and a PEQ laser sight. In The Mercenaries minigame, HUNK carries this modified TMP as his weapon. HUNK also uses it in ''Resident Evil: The Umbrella Chronicles'' instead of his MP5A3 from RE2.&lt;br /&gt;
&lt;br /&gt;
[[Image:B&amp;amp;T-MP9.jpg‎|thumb|none|400px|Brügger &amp;amp; Thomet MP9 - 9x19mm]]&lt;br /&gt;
[[Image:Resident Evil 4 TMP Special ready.jpg|thumb|none|600px|Krauser's customized TMP, it has MP9 features, an RIS attached extended muzzle-end fitted with a straight vertical-grip and a PEQ laser sight.]]&lt;br /&gt;
[[Image:Resident Evil 4 TMP Special laser.jpg|thumb|none|600px|Krauser aiming his custom TMP at Leon. Note the strangely enlarged front end.]]&lt;br /&gt;
[[Image:Resident Evil 4 TMP Special firing.jpg|thumb|none|600px|Krauser firing his TMP. Note the RIS rail on the side.]]&lt;br /&gt;
[[Image:Resident Evil 4 TMP Special menu.jpg|thumb|none|600px|HUNK with the custom TMP.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[M1A1 Thompson|Thompson]] submachine gun appears in the game under one of its many famous historical nicknames, the ''Chicago Typewriter''. In the main campaign this weapon is unlocked for Leon by completing the Separate Ways side-story. In Separate Ways the Thompson is unlocked for Ada by finishing the non-canon Assignment Ada (On the GameCube Assignment Ada unlocks the gun for Leon). It may purchased from the Merchant for either 1 million (Leon) or 3 million pesetas (Ada). It comes with unlimited ammo and high damage.&lt;br /&gt;
&lt;br /&gt;
The Chicago Typewriter appears as the M1A1 Thompson from WWII when using Leon's Normal and R.P.D. costumes, and can be redundantly reloaded with 30 round stick magazines. When donning Leon's Mafia costume or playing as Ada in Separate Ways, a second model of the M1A1 Thompson appears: it uses 50 round drum magazines and its handguard is replaced with the slanted foregrip found on the 1921/1928 Thompson variants (the M1A1 receiver is incapable of accepting drum mags in real life without modifications). Both Typewriters incorrectly fire from a closed bolt instead of an open bolt.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:Colt 1921A Thompson2.jpg|thumb|none|400px|1921 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:RE4thompsonright.jpg|thumb|none|600px|The Chicago Typewriter. I believe the technical term is &amp;quot;overkill.&amp;quot;]]&lt;br /&gt;
[[Image:ChicagoTypewriter.jpg|thumb|none|600px|The Chicago Typewriter &amp;quot;Mafia Edition&amp;quot;. Note M1A1 receiver, however its been modified to look like the Tommy Guns from the Roaring 20s, albeit without the Cutts compensator.]]&lt;br /&gt;
[[Image:RE4thompsonFire.jpg|thumb|none|600px|Blazing away, not really at anything.]]&lt;br /&gt;
[[Image:RE4thompsonload.jpg|thumb|none|600px|Reloading is not necessary, but hey. Leon rocks in a new magazine, then tilts the Typewriter sideways to pull the bolt.]]&lt;br /&gt;
[[Image:Resident Evil 4 Chicago Typewriter firing.jpg|thumb|none|600px|Mafia Leon firing away with his Chicago Typewriter with the 1921 style foregrip and drum magazine.]]&lt;br /&gt;
[[Image:Resident Evil 4 Chicago Typewriter reload.jpg|thumb|none|600px|Instead of replacing the drum when &amp;quot;reloading&amp;quot;, Mafia Leon will readjust his hat. &amp;quot;Reload&amp;quot; four times and the Raccoon City Gangster will toss his hat in the air then catch it while striking a stylish pose, just like in them old time Hollywood movies.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903A4==&lt;br /&gt;
A [[M1903 Springfield#M1903A4 Springfield Sniper Rifle|Springfield M1903A4]] rifle can be purchased from the Merchant. It uses Rifle Ammo (.223), which implies that the Springfield has been converted from .30-06 Springfield to .223 Remington. A higher magnification scope can be bought for the rifle, increasing its accuracy at long range, and it could also be fitted with the Infrared Scope found on the island to help with defeating Regenerators and Iron Maidens. When fully upgraded, the bolt action Springfield's damage greatly exceeds that of its semi-auto counterpart: in the original NTSC editions it increases to 18.0, while in the PAL version and later releases it is raised to a rather absurd 30.0, and rivals the power of the Magnums.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rifle Springfield M1903A4 with M84 sight.jpg|thumb|none|400px|Springfield M1903A4 - .30-06]]&lt;br /&gt;
[[Image:RE4HDSpringfieldLeft.jpg|thumb|none|600px|Inventory preview of the Springfield M1903A4 rifle, here with its default M84 scope.]]&lt;br /&gt;
[[Image:RE4HDSpringfieldLeft2.jpg|thumb|none|600px|Again, now with its aftermarket scope.]]&lt;br /&gt;
[[Image:RE4HDSpringfieldHold.jpg|thumb|none|600px|Leon posing with the Springfield inside the Merchant's cliffside cache.]]&lt;br /&gt;
[[Image:RE4HDSpringfieldAim.jpg|thumb|none|600px|Aiming with the unmodified Springfield.]]&lt;br /&gt;
[[Image:RE4HDSpringfieldScope.jpg|thumb|none|600px|Scope view. Good luck seeing anything at all with this in the dark.]]&lt;br /&gt;
[[Image:RE4HDSpringfieldReload.jpg|thumb|none|600px|Leon loads his 7-shot Springfield with what looks to be a ''9''-round stripper clip. He's also forcibly jamming in the clip diagonally (since the scope is obstructing the port), which isn't going to work since stripper clip guides for the Springfield are aligned directly vertical with the chamber.]]&lt;br /&gt;
[[Image:RE4HDSpringfieldHold2.jpg|thumb|none|600px|Leon holds his now-modified Springfield.]]&lt;br /&gt;
[[Image:RE4HDSpringfieldScope2.jpg|thumb|none|600px|View of the more powerful scope. The illuminated dot works wonders for aiming at night or in low-light areas, which are to say about 80% of the visitable locations.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8==&lt;br /&gt;
A Semi-Auto [[Heckler &amp;amp; Koch SL8]] may be purchased by Leon from the Merchant, and also uses Rifle Ammo. The weapon uses a G36V export optical sight by default. Being a semi-auto it fires significantly faster. Like the bolt-action rifle, a separate custom scope can bought and attached, as well as the Infrared scope found on the Island. This gun is used by Ada in Separate Ways, Assignment Ada, and The Mercenaries. It is also used by Wesker in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[Image:HK-SL8.jpg|thumb|none|400px|Heckler and Koch SL8 - .223/5.56x45mm]]&lt;br /&gt;
[[Image:G36.jpg|thumb|400px|none|Heckler &amp;amp; Koch G36V (formerly G36E) with export optical sight - 5.56x45mm]]&lt;br /&gt;
[[Image:RE4semiright.jpg|thumb|none|600px|The H&amp;amp;K SL8]]&lt;br /&gt;
[[Image:RE4semileft.jpg|thumb|none|600px|Other side.]]&lt;br /&gt;
[[Image:Resident Evil 4 Semi Auto Rifle view.jpg|thumb|none|600px|Leon carries the SL8 Semi-Auto Rifle.]]&lt;br /&gt;
[[Image:RE4semiscope.jpg|thumb|none|600px|SL8 scope view.]]&lt;br /&gt;
[[Image:RE4semiNewScope.jpg|thumb|none|600px|SL8 upgraded scope. Note how it replaces the original G36V carry handle with scope.]]&lt;br /&gt;
[[Image:Resident Evil 4 Semi Auto Rifle Scope view.jpg|thumb|none|600px|Leon carries the Semi-Auto Rifle with the custom scope and mounting base attached.]]&lt;br /&gt;
[[Image:Resident Evil 4 Semi Auto Rifle Infrared Scope menu.jpg|thumb|none|600px|The SL8 Semi Auto Rifle with the infrared scope attached.]]&lt;br /&gt;
[[Image:Resident Evil 4 Semi Auto Rifle Infrared Scope view.jpg|thumb|none|600px|The Semi-Auto Rifle with the infrared scope.]]&lt;br /&gt;
[[Image:Resident Evil 4 Semi Auto Rifle Infrared Scope aim.jpg|thumb|none|600px|Infrared scope view, exposing the parasites on the Iron Maiden. Shooting them all will kill the monster for good.]]&lt;br /&gt;
&lt;br /&gt;
===VR version===&lt;br /&gt;
[[File:RE4VR 04.jpg|thumb|none|600px|The SL8 model in Resident Evil 4 VR.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==Modified Gatling Gun==&lt;br /&gt;
At the end of sequence of Leon chasing a Los Iluminados priest in the Castle, the villain jumps on what appears to be an antique [[Gatling Gun]] with its hand crank and vertical magazine removed, and instead rigged up to the drive system and feed unit of an [[M134 Minigun]]. Later on the island, the same gun emplacements appear, used by enemy mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gatling_gun_1865.jpg|thumb|none|400px|British M1865 Gatling Gun at the Royal Artillery Museum - .58 Rimfire / .50-70]]&lt;br /&gt;
[[Image:Resident Evil 4 minigun 10.jpg|thumb|none|600px|The priest readies his modified Gatling gun at the Castle.]]&lt;br /&gt;
[[Image:Resident Evil 4 Gatling Gun.jpg|thumb|none|600px|A Ganado checks if his Gatling gun is in working order.]]&lt;br /&gt;
[[Image:Resident Evil 4 minigun 2.jpg|thumb|none|600px|Note that this gun seems to have been visually based on a deactivated museum weapon that has plugs screwed into the ends of the barrels.]]&lt;br /&gt;
[[Image:Resident Evil 4 minigun 5.jpg|thumb|none|600px|Close up of a Ganado firing his Gatling Gun.]]&lt;br /&gt;
[[Image:Resident Evil 4 Gatling Gun view.jpg|thumb|none|600px|Good view of the Gatling Guns's shape.]]&lt;br /&gt;
[[Image:Resident Evil 4 minigun 4.jpg|thumb|none|600px|The Gatling gun firing.]]&lt;br /&gt;
&lt;br /&gt;
==Hand Held M134 Minigun ==&lt;br /&gt;
The Big Afro-Spaniard Ganado J.J. enemy wields a [[Hand Held M134 Minigun]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgement Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Resident Evil minigun 1.jpg|thumb|none|600px|J.J. makes his entrance with his Minigun.]]&lt;br /&gt;
[[Image:Resident Evil minigun 2.jpg|thumb|none|600px|The huge dark-skinned Ganado with anger management issues fires a long burst.]]&lt;br /&gt;
[[Image:Resident Evil minigun 3.jpg|thumb|none|600px|The muzzle flash effect seemingly implies that the Minigun is simultaneously firing two barrels, which is impossible in reality.]]&lt;br /&gt;
[[Image:Resident Evil 4 JJ Minigun view.jpg|thumb|none|600px|After giving J.J. a hard earned rest, Leon inspects his Minigun.]]&lt;br /&gt;
&lt;br /&gt;
==GE M134 Minigun==&lt;br /&gt;
Mike, the helicopter pilot who provides close air support to Leon during the endgame, has twin remote controlled [[GE M134 Minigun]]s mounted on the hull of his bird.&lt;br /&gt;
&lt;br /&gt;
[[Image:M134.JPG|thumb|none|400px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Resident Evil 4 Helicopter.jpg|thumb|none|600px|&amp;quot;''Now that's what I call backup.''&amp;quot; Mike's Bell UH-1 Iroquois &amp;quot;Huey&amp;quot; bristling with GE M134 Miniguns and AGM-114 Hellfire missiles. During gameplay, he hoses down enemies with the miniguns, then uses the missiles to destroy machine gun nests.]]&lt;br /&gt;
[[Image:Resident Evil 4 Helicopter Left Minigun resting.jpg|thumb|none|600px|The left Minigun of Mike's helicopter at rest.]]&lt;br /&gt;
[[Image:Resident Evil 4 Helicopter Left Minigun firing.jpg|thumb|none|600px|The left Minigun firing.]]&lt;br /&gt;
[[Image:Resident Evil 4 Helicopter Right Minigun firing.jpg|thumb|none|600px|The right Minigun firing.]]&lt;br /&gt;
[[Image:Resident Evil 4 Helicopter Minigun.jpg|thumb|none|600px|Mike swipes the Ganado scumbags clean with his Miniguns.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] serves as the rocket launcher of the game. The standard single-shot Rocket Launcher may be purchased any time from the Merchant, and a free one can be found in the Castle. The Special Rocket Launcher with red rocket is provided by Ada Wong during the final boss fight to finish off the boss (though they can be killed without using the Special Rocket Launcher, in which case the player can keep the launcher and sell it for extra money on New Game +). The Infinite Rocket Launcher is available for purchase from the Merchant upon completion of the game once. Obviously, the rocket launchers are capable of dealing heavy damage to any creature, often killing bosses with one shot when aimed at their weak spots.&lt;br /&gt;
&lt;br /&gt;
Some Ganados such as Saddler's Army Men are also armed with RPG-7 rocket launchers.&lt;br /&gt;
&lt;br /&gt;
[[Image:RPG-7V1 small.jpg|thumb|none|400px|RPG-7V1 with PGO-7 scope - 40mm]]&lt;br /&gt;
[[Image:RE4launcherright.jpg|thumb|none|600px|You can read RPG-7 on the side of the rocket. Note the scope.]]&lt;br /&gt;
[[Image:Resident Evil 4 Rocket Launcher Special acquired.jpg|thumb|none|600px|Special Rocket Launcher, loaded with red anti-boss warhead.]]&lt;br /&gt;
[[Image:Resident Evil 4 Rocket Launcher Special warhead.jpg|thumb|none|600px|Leon fires the Special Rocket Launcher, with the warhead deploying its stabilizing fins mid-flight.]]&lt;br /&gt;
[[Image:RE4rpgFire.jpg|thumb|none|600px|FWOOSH! Leon unleashes his Infinite Launcher.]]&lt;br /&gt;
[[Image:Resident Evil 4 Rocket Launcher Ganado.jpg|thumb|none|600px|A Ganado soldier aims his RPG-7 rocket launcher. Note the lack of a scope.]]&lt;br /&gt;
&lt;br /&gt;
===VR version===&lt;br /&gt;
[[File:RE4VR 05.jpg|thumb|none|600px|The RPG-7 in Resident Evil 4 VR.]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Weaponry=&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
In the Castle, Leon fires a giant cannon to destroy a gate so he can proceed.&lt;br /&gt;
&lt;br /&gt;
[[Image:Naval cannon.jpg|thumb|none|400px|Naval cannon - 18th century]]&lt;br /&gt;
[[Image:Resident Evil cannon 1.jpg|thumb|none|600px|The cannon was left loaded, so Leon doesn't have to ram in ammunition, wads, and place a gunpowder charge inside the breech. He then fires the cannon without igniting the touch hole.]]&lt;br /&gt;
[[Image:Resident Evil cannon 2.jpg|thumb|none|600px|Full view of the cannon.]]&lt;br /&gt;
&lt;br /&gt;
==M61 Vulcan==&lt;br /&gt;
In Separate Ways Ada Wong finds a [[M61 Vulcan]] Rotary Cannon which can be used against the gun batteries of a small warship manned by Los Iluminados soldiers.&lt;br /&gt;
&lt;br /&gt;
[[Image:M61vulcan.jpg|thumb|none|400px|GE M61 Vulcan Cannon - 20x102mm]]&lt;br /&gt;
[[Image:Resident Evil 4 Gatling Cannon.jpg|thumb|none|600px|Ada finds a M61 Vulcan mounted on an artillery base, which requires a computer chip to operate.]]&lt;br /&gt;
&lt;br /&gt;
==Flak Artillery==&lt;br /&gt;
Aside from the Rotary Cannon, Ada can also use an artillery piece to destroy the warship's guns (needs identification).&lt;br /&gt;
&lt;br /&gt;
[[Image:Resident Evil 4 Flak Cannon.jpg|thumb|none|600px|Ada and the artillery piece. It also requires a chip to use.]]&lt;br /&gt;
&lt;br /&gt;
==Warship Artillery==&lt;br /&gt;
The Los Iluminados have a warship at their disposal, which seems to have been converted from a commercial vessel. It is armed with weaponry similar to those found on a US Navy destroyer, though the gun positions are nonsensical for a fighting ship. Ada needs to destroy these armaments to proceed as they deal extreme damage to her.&lt;br /&gt;
===Anti-Aircraft Gun===&lt;br /&gt;
[[Image:Phalanx Block 1A.jpg|thumb|none|400px|Phalanx Block 1A CIWS - 20x102mm]]&lt;br /&gt;
[[Image:Resident Evil 4 Anti Aircraft Gun.jpg|thumb|none|600px|Four barreled Anti-aircraft gun based on the [[M61 Vulcan|Phalanx CIWS]].]]&lt;br /&gt;
===Naval Gun===&lt;br /&gt;
[[File:Mk-45-dvic487.jpg|thumb|none|450px|5&amp;quot;/54 caliber Mark 45 gun - 127x835mmR]]&lt;br /&gt;
[[File:Resident Evil 4 Destroyer Gun.jpg|thumb|none|600px|Destroyer gun based on the 5-inch/54 caliber Mark 45 gun.]]&lt;br /&gt;
&lt;br /&gt;
===Torpedo Launcher===&lt;br /&gt;
[[Image:Resident Evil 4 Torpedo Tubes.jpg|thumb|none|600px|Quadruple torpedo tubes for launching anti-ship torpedoes. They are not used in the game (obviously they can't hit Ada).]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Guns=&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 2==&lt;br /&gt;
An image of a [[Smith &amp;amp; Wesson Model 2]] revolver can be seen on the door of the Merchant's shooting range, found throughout the game.&lt;br /&gt;
&lt;br /&gt;
[[Image:S&amp;amp;wmodel2.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 2 .32 Short]]&lt;br /&gt;
[[Image:Resident Evil 4 flintlock.jpg|thumb|none|600px|The Smith &amp;amp; Wesson image is marked with #1.]]&lt;br /&gt;
&lt;br /&gt;
==Flintlock Pistol==&lt;br /&gt;
An image of a [[Flintlock Pistol]] can also be seen on the door of the Merchant's shooting range.&lt;br /&gt;
&lt;br /&gt;
[[File:British Heavy Dragoon pistol.jpg|thumb|400px|none|British Heavy Dragoon Pistol - .62 caliber]]&lt;br /&gt;
[[Image:Resident Evil 4 flintlock.jpg|thumb|none|600px|The Flintlock Pistol image is marked with #2.]]&lt;br /&gt;
&lt;br /&gt;
==Colt 1851 Navy==&lt;br /&gt;
What appears to be a [[Colt 1851 Navy]] revolver can be seen on a painting in the castle. The picture itself is based on 'King Charles I At The Hunt' by Anthony Van Dyck, which makes it out of time.&lt;br /&gt;
&lt;br /&gt;
[[Image:1851_colt_navy_london.jpg|thumb|none|400px|Colt 1851 Navy London Model - .36 caliber.]]&lt;br /&gt;
[[Image:Resident Evil 4 colt.jpg|thumb|none|600px|The man in the painting with his 1851 Navy.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 700 BDL==&lt;br /&gt;
&lt;br /&gt;
In a cutscene, one of Ganados with the village chief Bitores Mendez uses what appears to be a [[Remington 700 BDL]] rifle modified to fire tranquilizer darts to knock out Ada Wong.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington 700 BDL.jpg|thumb|none|400px|Remington Model 700 (1970s Production) - .308 Winchester]]&lt;br /&gt;
[[Image:Resident Evil rifle.jpg|thumb|none|600px|Rifle at the left.]]&lt;br /&gt;
&lt;br /&gt;
==Merchant Displays==&lt;br /&gt;
The Merchant has a few weapons on display that can not be purchased. These include a [[Steyr SPP]] (or a [[TMP]] missing its fore-grip), a low-detail [[Heckler &amp;amp; Koch SL8]], and a few [[Ruger KP94]] handguns.&lt;br /&gt;
&lt;br /&gt;
[[Image:SteyrSPPPistl.jpg|thumb|none|400px|Steyr SPP with 30-round magazine - 9x19mm]]&lt;br /&gt;
[[Image:RE4armsdealer1.jpg|thumb|none|600px|A Steyr SPP (or TMP missing its fore-grip) at the Merchant's shop.]]&lt;br /&gt;
[[Image:RugerP94Black.jpg|thumb|none|400px|Ruger P94 - .40 S&amp;amp;W]]&lt;br /&gt;
[[Image:RE4armsdealer2.jpg|thumb|none|600px|Low resolution handguns of some sort at the Merchant's shop. These are seemingly a low-poly version of the cut Ruger KP94 model, albeit with a new texture featuring wooden grips and a peculiar ventilated slide; this model also appears on the wall of the Merchant's shooting range.]]&lt;br /&gt;
[[Image:Resident Evil 4 New Weapon Acquired.jpg|thumb|none|600px|Ruger KP94 handguns can be seen in all special weapon unlock screens. Note the M1A1 Thompson and Steyr SPP submachine guns.]]&lt;br /&gt;
[[Image:HK SL8-4.jpg|thumb|none|400px|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm. This variant is not imported into the US due to its double stack magazine well, which allows it to use flush fitting 10 round magazines.]]&lt;br /&gt;
[[Image:RE4armsdealer3.jpg|thumb|none|600px|Low-detail H&amp;amp;K SL8-4 with a pistol grip and standard iron sights in place of the rail.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Mine Thrower==&lt;br /&gt;
Leon can purchase a Mine Thrower from the Merchant. It fires explosive mine darts that stick to any surface, be it the ground or an enemy. The darts detonate after a few seconds, dealing heavy damage to anything near them. The Mine Thrower feeds from a detachable box magazine, but despite this it has to be &amp;quot;broken open&amp;quot; like a derringer to reload. Once fully upgraded, the Mine Thrower darts have a larger radius and become heat-seeking, just like the Mine Thrower from ''[[Resident Evil 3: Nemesis]]''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Resident Evil 4 Mine Thrower menu.jpg|thumb|none|600px|&amp;quot;''Not only will you need cash, but you'll need guts to buy that weapon.''&amp;quot; The Mine Thrower in the attache case.]]&lt;br /&gt;
[[Image:Resident Evil 4 Mine Thrower aim.jpg|thumb|none|600px|Leon aims the Mine Thrower.]]&lt;br /&gt;
[[Image:Resident Evil 4 Mine Thrower reload.jpg|thumb|none|600px|Leon reloads the Mine Thrower.]]&lt;br /&gt;
&lt;br /&gt;
==Bowgun==&lt;br /&gt;
In Separate Ways, Ada Wong can buy a Bowgun from the Merchant that shoots crossbow bolts tipped with explosive broadheads. It deals roughly the same damage as a hand grenade.&lt;br /&gt;
&lt;br /&gt;
[[Image:Resident Evil 4 Bowgun menu.jpg|thumb|none|600px|The Bowgun in the attache case.]]&lt;br /&gt;
[[Image:Resident Evil 4 Bowgun reload.jpg|thumb|none|600px|Ada loads up another quarrel after blasting J.J. in the face.]]&lt;br /&gt;
&lt;br /&gt;
==Krauser's Drones==&lt;br /&gt;
During the buildup to Krauser's boss fight, several robotic drones will approach Leon and either shoot with machine guns or self destruct.&lt;br /&gt;
&lt;br /&gt;
[[Image:Resident Evil 4 Krauser Robot.jpg|thumb|none|600px|Note the little machine gun on the drone, it even has a tiny ammo belt.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==Custom Grenades==&lt;br /&gt;
There are three types of custom hand grenades found in RE4: Fragmentation grenades deal wide area explosive damage, Flashbangs stun all enemies in range and also have an added effect of instantly killing exposed Las Plagas parasites, and finally Incendiary grenades burn all targets in a small area. Weirdly, the pins are not pulled when throwing them.&lt;br /&gt;
&lt;br /&gt;
[[Image:Resident Evil 4 Hand Grenade.jpg|thumb|none|600px|Hand Grenade painted olive drab.]]&lt;br /&gt;
[[Image:Resident Evil 4 Flash Grenade.jpg|thumb|none|600px|Flashbang in blue. It doesn't have cutout holes in its body, which in real life are required for the flash and sound of the grenade to escape.]]&lt;br /&gt;
[[Image:Resident Evil 4 Incendiary Grenade.jpg|thumb|none|600px|Incendiary Grenade in red.]]&lt;br /&gt;
[[Image:Resident Evil 4 Krauser Grenades.jpg|thumb|none|600px|Krauser faces Leon in a deadly knife fight with several grenades strapped to his belt. They seem to resemble the M67 grenade due to their rounded shape. During the buildup to his boss fight, he will toss a flashbang whenever Leon deals enough damage, then disappear.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Grenade==&lt;br /&gt;
[[M67 Hand Grenade|M67 Hand Grenades]] can be found in one of the Merchant's shops. They can't be bought and used.&lt;br /&gt;
&lt;br /&gt;
[[Image:M67.jpg|thumb|none|200px|M67 fragmentation grenade with &amp;quot;jungle clip&amp;quot;.]]&lt;br /&gt;
[[Image:Resident Evil 4 Grenades and Artillery Shells.jpg|thumb|none|600px|A stockpile of seriously low resolution M67 Grenades (missing their pins and levers, and painted silver for some reason), machine gun belts, and artillery shells. Upon inspection Leon ponders just where did the Merchant get all these munitions.]]&lt;br /&gt;
&lt;br /&gt;
==Dynamite==&lt;br /&gt;
Certain Ganados carry and throw sticks of dynamite at their enemies. Because of their reckless usage of explosives, they often get themselves or their own comrades killed, which the player can exploit. Their dynamite can also be shot in their hand or in mid-air, which provides even more options. In the mines, Leon must use dynamite to blow up a huge rock blocking the way.&lt;br /&gt;
&lt;br /&gt;
[[Image:Resident Evil 4 Dynamite Ganado.jpg|thumb|none|600px|A suicidal Ganado approaches Leon with a lit stick of dynamite. If Leon gets grabbed by a dynamite-wielding enemy he must shake him off, or else it will result in instant death as the explosive blows both of them up.]]&lt;br /&gt;
&lt;br /&gt;
==TNT==&lt;br /&gt;
There are several traps scattered across the game consisting of bundles of TNT lashed together connected to two detonators with a tripwire running across two walls. During Krauser's final boss fight, several charges of TNT are rigged to blow inside the fort Leon and Krauser are fighting in.&lt;br /&gt;
&lt;br /&gt;
[[Image:Resident Evil 4 TNT Trap.jpg|thumb|none|600px|Leon encounters a TNT tripwire trap. Its chest high so its rather easy to spot.]]&lt;br /&gt;
[[Image:Resident Evil 4 TNT Krauser.jpg|thumb|none|600px|TNT charges on the fort walls, giving the player a limited amount of time to defeat Krauser before they go boom.]]&lt;br /&gt;
&lt;br /&gt;
==Molotov Cocktail==&lt;br /&gt;
During the first village encounter, Leon can climb a tall tower and be safe from enemy melee attacks. However the villagers will toss Molotov Cocktails at his position instead to flush him out.&lt;br /&gt;
&lt;br /&gt;
[[Image:Molotovin cocktail.jpg|thumb|none|200px|Original Finnish Molotov cocktail.]]&lt;br /&gt;
[[Image:Resident Evil 4 Molotov Cocktail thrown.jpg|thumb|none|600px|Hiding in the village tower isn't exactly safe, as this thrown Molotov implies.]]&lt;br /&gt;
&lt;br /&gt;
=Ammunition images=&lt;br /&gt;
[[Image:RE4pistolAmmo.jpg|thumb|none|600px|Handgun Ammo representing 9x19mm Parabellum. Though the box is marked with &amp;quot;30 pistol cartridges&amp;quot;, the player will be hard pressed to find one with more than 20 in the game. The lettering on the side also states the rounds are &amp;quot;Hi-Shok JHP&amp;quot; or Jacketed Hollow Points, which may explain their ability to occasionally explode enemies heads.]]&lt;br /&gt;
[[Image:RE4magnumAmmo.jpg|thumb|none|600px|Magnum Ammo. Though the description may lead one to believe that the in-game magnum ammo is .45 Winchester Magnum, the side of the ammo box indicates that it's actually ''.45 ACP'', a non-magnum cartridge in reality. This is probably a modeling mistake of the devs since in the ''[[Resident Evil Outbreak]]'' games (which released before RE4) .45 ACP is correctly classified as a standard handgun caliber, albeit more powerful than 9mm.]]&lt;br /&gt;
[[Image:RE4handcannonAmmo.jpg|thumb|none|600px|Handcannon Ammo likely representing .500 S&amp;amp;W Magnum rounds. The devs clearly forgot to add the 0 to &amp;quot;.50 Caliber&amp;quot;, so its mistakenly shown as &amp;quot;.5 Caliber&amp;quot;.]]&lt;br /&gt;
[[Image:RE4tmpAmmo.jpg|thumb|none|600px|TMP Ammo. Note that the ammo box explicitly refers to itself as 9mm Parabellum, though it may be similar to the Israeli &amp;quot;black tip&amp;quot; 9mm rounds that are designated for usage in sub-machine guns. Hence the the incompatibility of TMP rounds for handguns and vice-versa.]]&lt;br /&gt;
[[Image:RE4shotgunAmmo.jpg|thumb|none|600px|Shotgun Shells. The ammo box calls the ammo 12 gauge sabot slugs, although you can't fire a sabot slug from a smoothbore shotgun, they have a wide spread anyway. &amp;quot;Hybred&amp;quot; appears to be a misspelling of Hybrid.]]&lt;br /&gt;
[[Image:RE4rifleAmmo.jpg|thumb|none|600px|Rifle Ammo representing .223 Remington.]]&lt;br /&gt;
[[Image:Resident Evil 4 Mine Thrower ammo.jpg|thumb|none|600px|Mine Thrower ammo consisting of explosive mine darts.]]&lt;br /&gt;
[[Image:Resident Evil 4 Bowgun bolts.jpg|thumb|none|600px|Ammo pickup icon for the Bowgun's explosive bolts. Note the arrowheads which resemble modern hunting broadheads for compound bows and crossbows.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese_Produced/Filmed]]&lt;br /&gt;
[[Category:Shinji Mikami]]&lt;br /&gt;
[[Category:VR]]&lt;/div&gt;</summary>
		<author><name>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1633848</id>
		<title>Resident Evil 4 (2023 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1633848"/>
		<updated>2023-12-07T01:51:11Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: /* Springfield M1903A4 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 4&lt;br /&gt;
|picture=Re4remaketitle.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= March 24, 2023&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Playstation 5&amp;lt;br&amp;gt;Xbox Series X/S&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 4''''' is a 2023 remake of the critically-acclaimed ''[[Resident Evil 4]]'' originally released in 2005. As with recent installments of the franchise, the 2023 remake runs under the technologically-advanced RE Engine, featuring significantly improved graphics over its original game as well as its HD remakes. Along with new visuals, much of the mechanics have been remade and the gameplay itself being modernized to the remake series standards starting with the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]].&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
As per the recent remakes, the game uses a third-person over-the-shoulder perspective, albeit with more fluidity and freedom since the player character can now aim and move at the same time. The laser sight used in most of the console versions of the original game have been removed (with the exception of the Hardballer's iconic laser module), although it exists as a secondary attachment to some pistols. Interestingly, almost every firearm (not including the fictional &amp;quot;P.R.L. 412&amp;quot; energy weapon) has returned from the original game, with most of them modeled accurately to their real-world counterparts (such as the SL8 and the Striker-12) while others are remodeled (the fictional &amp;quot;Silver Ghost&amp;quot; to the slightly-less fictional USP9, and the M1911 to Hardballer) entirely, but function the same way.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Focus aiming&amp;quot; returns from the previous remakes, standing still long enough allows the crosshair to be reduced to a dot, allowing for an increased critical shot rate. Using the optional laser sight for some pistols (or when using the Hardballer in general) increases the critical shot chance, as it is always considered &amp;quot;focused&amp;quot; by default.&lt;br /&gt;
&lt;br /&gt;
The attaché case first introduced in the original game returns in the remake as its form of inventory system, and weapons can be switched out on the fly. Weapons cannot be discarded entirely, instead, they can be put into the typewriter storage (the item box equivalent to recent entries) which can be retrieved back at any time. The functionality of the knife has been expanded compared to the previous remakes, as they can be used to parry highly-damaging/instant kill attacks, or it can be used to get out of a grab quickly for some enemies. There is a durability system with knives, which can be broken if they're used too much. Some knives can be repaired at the Merchant with a fee, while others (most commonly the ones found in the game world) will be entirely lost. Multiple knives can be acquired, and the game will prioritize consumable knives before the reusable ones.&lt;br /&gt;
&lt;br /&gt;
Speaking of the Merchant, he returns in the remake as well. Many weapons and items can be bought from him via pesetas while some items and weapons are bought with rare spinels, which can be obtained by completing various side quests that are featured in this game. Various weapons and items can be obtained for free throughout the game world itself, but if they are missed within the chapter it is featured in, it will be available in the next chapter in the Merchant's wares. Once again, weapons can be upgraded from the Merchant, and ammunition capacity upgrades can go to absurdly high levels (though it isn't as high as in the original game). Once fully upgraded, weapons can be upgraded one more time through exclusive upgrades, in which they require an exclusive upgrade ticket (traded with spinels) and a large amount of pesetas. Some weapons can be bought at the post-game shop, purchased via credits obtained by completing various challenges.&lt;br /&gt;
&lt;br /&gt;
As before, various weapon accessories such as scopes and stocks can be fitted onto several weapons to enhance their capabilities, at the cost of some inventory space.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
All available pistols (and not revolvers and the Mauser C96 &amp;quot;Red 9&amp;quot;) can hold an additional round in the chamber if the player reloads the pistol while it isn't empty, which also has a separate &amp;quot;tactical&amp;quot; reload animation. All pistols are chambered in high velocity &amp;quot;9mm Handgun&amp;quot; rounds, while magnum-type handguns use &amp;quot;.45 Centerfire Pistol&amp;quot; (ie. .45 ACP). The player character holds the handguns in either a traditional stance or through the Center Axis Relock technique.&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP9==&lt;br /&gt;
Replacing the hybridized &amp;quot;Silver Ghost&amp;quot; pistol in the original game, Leon starts with a Kendo Shop custom-tailored two-tone &amp;quot;SG-09 R&amp;quot;, based on the [[Heckler &amp;amp; Koch USP|Heckler &amp;amp; Koch USP9]]; its in-game description notes that it is a derivative of the &amp;quot;MUP&amp;quot;, which is the name of the USP9 in the RE2 and RE3 remakes. As with the VP70M in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], the USP9 is Leon's &amp;quot;canon&amp;quot; cutscene sidearm, as he always brandishes this pistol regardless of having it in his attaché case or stored in the typewriter storage. It rather interestingly sports a Picatinny rail on the frame; USPs did not have such integral rails during their production run, instead sporting a proprietary H&amp;amp;K developed rail for attaching lights and lasers. Picatinny rails did not become standard on HK pistols until the HK45 and P30 line of pistols that were introduced in 2006. The gun also sports a custom grip with finger grooves and checkering pattern reminiscent of the P30.&lt;br /&gt;
&lt;br /&gt;
It initially and incorrectly holds 10 handgun rounds in the magazine when not upgraded, though the level 3 capacity upgrade gives it 14 rounds, one round shy of the actual 15 in real life. This can be upgraded up to 18 rounds when fully upgraded. It doesn't come with its laser sight by default, unlike the original pistol, but it can be fitted with one if the player buys the laser sight upgrade from the Merchant; the cutscene pistol is never shown with a laser sight, even if the player upgraded their pistol with one.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;SG&amp;quot; in its designation likely refers to &amp;quot;Silver Ghost&amp;quot;, the unofficial name of the original weapon it replaced, while &amp;quot;-09&amp;quot; likely refers to its caliber, 9mm. The &amp;quot;R&amp;quot; designation is unknown, but is speculated to mean &amp;quot;Remake&amp;quot;. As before, the pistol's exclusive perk upgrade allows the pistol to have a 5x critical shot rate. Predictably, it remains as Leon's sidearm in The Mercenaries mode.&lt;br /&gt;
&lt;br /&gt;
[[File:TM SG-09 R.jpg|thumb|none|350px|Tokyo Marui SG-09 R - 6mm BB. This is a licensed replica of the &amp;quot;SG-09 R&amp;quot;, a customized Heckler &amp;amp; Koch USP, from ''Resident Evil 4'' (2023). Note that the airsoft pistol bears the HK, USP, European proofs, and date code markings on the slide while these are removed from the in game model, leaving only the 9x19mm caliber and kendo logo.]]&lt;br /&gt;
[[File:RE4R_SG09R_2.jpg|thumb|none|600px|The SG-09 R in the model viewer, without its laser sight module attached, bearing high resemblance to the airsoft replica reference image above. It's no IMFDB 2.0 yet, but eventually we'll get there. Note that the serial number is visible here and in a different spot than a normal USP's is, which is on the underside of the dust cover where the rail is molded on the real gun's frame. The presence of design elements from the later P30 and HK45 pistols especially in the grip checkering pattern, finger grooves and Picatinny rail suggests that in-universe, Joseph Kendo took inspiration from examples of both pistols (which likely would have been in late prototype phases in 2004) or competing pistols incorporating these features.]]&lt;br /&gt;
[[File:RE4R_SG09R_1.jpg|thumb|none|600px|Ditto, other side.  Its frame is slightly longer than the normal variant (which is an interesting design choice as no USPs were ever made with extended frames) and it has been fitted with a compensator, which includes a new front sight. As a consequence of this, the normal front sight on the slide itself has been replaced with a filler plug in the same finish as the slide. Note the &amp;quot;kendo&amp;quot; logo engraving, which according to supplemental Tokyo Marui advertising materials, was supposed to be scrubbed from the pistol upon completion and entering official US Government service for operational security and deniability reasons. Leon, however, is stated to have liked the gun and Joseph Kendo's work so much that he elected to keep it engraved on the slide.]]&lt;br /&gt;
[[File:RE4Rusp9 aimflashlight.jpg|thumb|none|600px|Leon using the USP in conjunction with a flashlight.]]&lt;br /&gt;
[[File:RE4Rusp9tacticalreload.jpg|thumb|none|600px|Performing a tactical reload. Note the magazines appear to be steel instead of the real USP9's polymer magazines]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Beavertail==&lt;br /&gt;
The &amp;quot;Sentinel Nine&amp;quot; appears as one of the exclusive Deluxe or Collector's edition weapons, based on the [[SIG-Sauer P226 Beavertail]] that Leon used in ''[[Resident Evil: Vendetta]]'' under the same name. This marks it as its first usable appearance by the player in the game series.&lt;br /&gt;
&lt;br /&gt;
The weapon is anachronistic, as the [https://www.projectumbrella.net/sentinel-nine-thorough-analysis.html in-universe documents] about the Sentinel Nine released alongside the tie-in Tokyo Marui replica, state that the Sentinel Nine was developed in 2011. It can be excused however, since the pistol itself is bonus content and very much non-canon to this game.&lt;br /&gt;
&lt;br /&gt;
While it has slightly lower damage than the default USP9 Leon starts with, it boasts the highest capacity of any handgun in the game (not including the VP70M's exclusive double ammo upgrade), at 31 when fully upgraded. It initially holds 19 rounds to start with, and it has a faster fire rate than the USP9 to boot, although it is slightly superseded by the Springfield Armory XD when the latter is fully upgraded. Like the USP9, its exclusive perk upgrade allows 5x critical shot rate, and it can be attached with a laser sight.&lt;br /&gt;
[[File:Leon sentinel nine.jpg|thumb|none|350px|Tokyo Marui Sentinel Nine &amp;quot;Leon Model&amp;quot; - 6mm BB. This is a licensed replica of the custom SIG-Sauer P226 Beavertail from ''Resident Evil: Vendetta''.]]&lt;br /&gt;
[[File:RE4R_S9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_S9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] returns as the &amp;quot;Punisher&amp;quot;, along with its exaggerated piercing capabilities. The pistol can only be bought from the Merchant, but instead of pesetas, he sells the weapon in spinels. Once again, the Five-seveN in-game uses standard handgun rounds shared by other pistols, which is 9mm in this game instead of the 5.7 round. However closer inspection of the magazine when reloading shows accurately modeled 5.7x28mm rounds. It holds an underloaded 12 rounds by default, though the level 4 capacity upgrade increases it to 21 rounds, one round over the maximum capacity of the real deal. Like the USP9, the Five-seveN can be upgraded with an underbarrel laser sight. Instead of the all-black finish of the original weapon, the pistol is based on the FDE variant.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Punisher MC&amp;quot; is the Merchant's custom-made variant available in Separate Ways, which can be bought from the Merchant himself for 10,000 pesetas. In a sense, it looks and functions very similarly to its normal counterpart.&lt;br /&gt;
&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:RE4R_Punisher_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Punisher_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Red 9&amp;quot;==&lt;br /&gt;
The iconic [[Mauser C96 &amp;quot;Red 9&amp;quot;|C96 &amp;quot;Red9&amp;quot;]] also returns, and it can now be found for free in Chapter 4, though if the player misses the firearm there, it can alternatively be bought by the Merchant with pesetas. As before, it can be fitted with a stock to improve accuracy and recoil. It initially holds 8 rounds in capacity, though the level 2 ammo capacity upgrade allows it to correctly hold 10 rounds, which can be potentially increased further up to 16. An iconic pistol from returning veterans and new players alike, the Red9's best known for its raw damage per shot with low fire rate, with its exclusive perk upgrade having 1.5x firepower.&lt;br /&gt;
&lt;br /&gt;
It remains as Luis' primary sidearm in the game as well as The Mercenaries. An infinite ammo variant of the Red9 is used by Leon throughout Chapter 11's minecart section, with 10 rounds instead of the default 8 rounds. Since Luis isn't seen with his sidearm all throughout this specific section, it implies that he lent his sidearm to Leon for the time being.&lt;br /&gt;
&lt;br /&gt;
[[File:MauserRed9stock.JPG|thumb|none|400px|Mauser C96 &amp;quot;Red 9&amp;quot; Version with shoulder stock and stripper clip - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Red9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Red9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD==&lt;br /&gt;
The &amp;quot;Blacktail&amp;quot; also makes its return, taking the appearance on the [[Springfield Armory XD]], albeit with a more rounded trigger guard. It is the most compact pistol available, taking up 2x2 slots in the attaché case rather than 2x3 in exchange of magazine capacity. It is a well-balanced upgrade to the USP9, holding 9 rounds initially, up to 13 when fully upgraded. Despite the presence of a rail for mounting lasers, the Blacktail cannot mount the optional laser sight. This could potentially be explained by the laser sight being designed to mount onto Picatinny rails, as the SG-09R, Punisher and Sentinel Nine all sport such rails.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Blacktail AC&amp;quot; - AC standing for &amp;quot;Ada Custom&amp;quot; - is a custom variant of the Springfield XD, wielded by Ada and available to the player in Separate Ways or in The Mercenaries gamemodes while using her default outfit. What exactly makes the Blacktail AC a custom pistol or even to Ada's personal specifications is unknown. &lt;br /&gt;
&lt;br /&gt;
[[File:SpringFieldXD9.jpg|thumb|none|350px|Springfield Armory XD - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Blacktail_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Blacktail_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M==&lt;br /&gt;
The [[Heckler_%26_Koch_VP70|H&amp;amp;K VP70M]] makes its appearance once again as the &amp;quot;Matilda&amp;quot;. Unlike its original incarnation, it is not a post-game weapon (rather, it is obtained by spending 10 Spinels from the Merchant from Chapter 8 onwards) and it can be used without its stock, which must be purchased separately. Correctly, the slide does not lock back on the last shot; however, unlike other pistols, there is no separate empty reload animation. It fires at about 800-900 RPM, which is much slower than its real blistering 2200 RPM fire rate, which it historically has never had in this series, although the original game came the closest. It is, however, a marked improvement over the last time this sidearm and stock appeared in ''RE2R'', where it chugged along at a speed slower than an M3 Grease Gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Matilda_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Matilda_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Vertec Inox==&lt;br /&gt;
In the spirit of the custom-made Beretta 92FS &amp;quot;Samurai Edge&amp;quot;, the [[Beretta 92FS Vertec]] Inox serves exclusively as Albert Wesker's sidearm in cutscenes and it is usable while playing as Wesker in The Mercenaries. This is in contrast to Wesker having a Silver Ghost in the original Resident Evil 4, with zero explanation as to how he has possession of Leon's supposedly one-of-a-kind custom pistol. It holds an underloaded 10 rounds, but it packs quite a punch. It is known in-game as the &amp;quot;XM96E1&amp;quot; and it features minor alterations compared to the real-world weapon, such as added front slide serrations and an extra slot for the picatinny rail. The name and description, specifically noting its increased power, seem to imply that the pistol has been converted to a .40 caliber Beretta 96 or is an experimental Beretta 96 prototype. Given that it is a dead ringer for the Beretta 96 Vertec Inox, it is likely the latter.&lt;br /&gt;
&lt;br /&gt;
[[File:Beretta-92FS-Vertec-SS.jpg|thumb|none|350px|Beretta 92FS Vertec Inox - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Schofield==&lt;br /&gt;
The &amp;quot;Broken Butterfly&amp;quot; returns once more, now more accurately based on a [[Smith &amp;amp; Wesson Schofield]] than a hybrid of the former and the [[Colt Single Action Army]]. It is the quintessential magnum handgun, which can be bought much later in the game compared to the original version, available in chapter 7 for pesetas. It initially holds 6 rounds in the cylinder, though it can hold up to an impossible 10 rounds through upgrades and Capcom-patented magic. Its exclusive upgrade perk increases the firepower by 1.5x. It is available in The Mercenaries while playing as Leon's Pinstripe outfit.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;WSchofieldright.jpg|thumb|none|350px|Smith &amp;amp; Wesson Schofield Model 3 with blued finish - .45 Schofield]]&lt;br /&gt;
[[File:RE4R_BB_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BB_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AMT Hardballer==&lt;br /&gt;
The &amp;quot;Killer7&amp;quot; returns, albeit modeled after an [[AMT Hardballer]] (along with a large functional custom laser sight, making it resemble more of the pistol used in ''[[The Terminator]]'' as well as KAEDE's &amp;quot;CONNECTION&amp;quot; pistol in Capcom's [[Killer7|namesake cult-classic]]) than a standard Colt [[M1911]] used in the original game. The trigger guard is also more squared, a characteristic of the [[LAR Grizzly Pistol]]. It can be purchased from the Merchant with 42,000 pesetas starting from Chapter 11 onwards, making it as a late-game stable alternative to the Smith &amp;amp; Wesson Schofield. It starts off with a reasonable seven shots in the magazine, though this can be increased up to 15 once maxed out. It now has an exclusive upgrade, giving it a 5x critical shot rate. It is Wesker's pocket-handcannon of choice in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[File:ED_45.jpg|thumb|none|400px|AMT Hardballer Longslide with laserlock sight as used in the ''The Terminator'' film - .45 ACP]]&lt;br /&gt;
[[File:AMTHardballer5in.jpg|thumb|none|400px|AMT Hardballer with 5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[File:RE4R_Killer7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Killer7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] returns as the &amp;quot;Handcannon&amp;quot;, a post-game unlock by completing the &amp;quot;Professional Agent&amp;quot; challenge, done by completing the game in the Professional difficulty (the highest difficulty after Hardcore) in any rank without using any bonus weapons or by completing all stages in the Mercenaries in S rank or higher. It retains the wood grips seen in the original model, and it ditches the fictional laser sight and fore that was once part of the original weapon, in favor of the more true-to-life 10.5&amp;quot; variant. It now uses magnum ammo instead of proprietary handcannon ammo. The hammer is incorrectly depicted as always being cocked with a corresponding sound effect despite Leon never physically touching it, as if the weapon were automatic.&lt;br /&gt;
&lt;br /&gt;
It initially holds the correct 5 rounds when first obtained, 9 when fully upgraded. Capacity is a moot point once its exclusive upgrade is obtained, allowing it to have infinite ammunition. Its damage doesn't wildly surpass the other magnum-type weapons compared to its original incarnation (with the Schofield having better raw damage and the Hardballer having dramatically increased crit rate, when both of them have their exclusive upgrades) and its accuracy beyond several feet is atrocious but its insane longevity thanks to infinite ammo makes up its shortcomings. Leon reloads the revolver while the hammer is cocked, which is impossible to perform as the cylinder cannot be open or closed.&lt;br /&gt;
&lt;br /&gt;
Wearing Leon's &amp;quot;Pinstripe&amp;quot; outfit with the Handcannon while it has infinite ammo will have Leon perform a stylish move, akin to the infinite ammo Thompson SMG.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;W500.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 500 (10.5&amp;quot; barrel) with extended ejector shroud, accessory rail, and sling - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:RE4R_Handcannon_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Handcannon_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
As before, Leon acquires the [[Remington 870]] (as the &amp;quot;W-870&amp;quot;) as his first shotgun obtained in the Ganado Village (now known as the Village Square in the remake). Instead of the Express Combo in the original game, its model was based on the fully upgraded variant in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It holds five shells when first obtained, despite the presence of an extended tube magazine on the model. It can be upgraded to the correct 8 with the level 4 ammo upgrade and up to 10 on its max ammo upgrade. The 870 packs the biggest damage and stopping power of all of the shotguns, but its wide spread necessitates close-quarter riskiness. Unlike the original pump shotgun which is always pumped when reloaded, the remake shotgun is realistically only pumped when emptied. It is available to Leon's Pinstripe costume in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
As with the original game, Ada can buy a sawed-off version of the W-870 from the Merchant's wares, starting from Chapter 2 of Separate Ways. As before, it is a compact version of the shotgun with a pistol grip. It has increased power and a reduced size profile, at the cost of capacity (from 5 to 3). This variant is available to her default outfit in The Mercenaries as her shotgun of choice.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:870 shorty.jpg|thumb|none|450px|Remington 870 with TacStar front and rear pistol grips - 12 gauge. Similar to Ada's shotgun.]]&lt;br /&gt;
[[File:RE4R_W870_2.jpg|thumb|none|600px|Right side of the gun in the model viewer.]]&lt;br /&gt;
[[File:RE4R_W870_1.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:RE4R870shoot2.jpg|thumb|none|600px|Leon mid pump while taking down a ganado.]]&lt;br /&gt;
[[File:RE4R870reload.jpg|thumb|none|600px|Loading a new shell.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The &amp;quot;Skull Shaker&amp;quot;, a sawed off [[Winchester Model 1887]] akin to the famous cut-down variant first seen in ''[[Terminator 2]]'', is available by purchasing the Deluxe or Collector's Edition or through its own separate DLC. In a similar vein to its reference, Leon will flip cock the weapon, though the weapon does not have an enlarged lever loop. Unlike the other shotguns, the custom Model 1887 is an extremely compact weapon (occupying a 2x2 grid space), beating out the Striker-12 and the sawed-off Remington 870. However, it can hold a paltry ''two'' shells in the magazine tube when not upgraded, though it can be reloaded and expended fairly quickly (in fact, all shells are loaded at once), which may be Capcom's way of referencing the real life Cowboy Action Shooting Drop 2 capacity mod sometimes done to real 1887s for competition purposes. It can be upgraded up to six shells with a maxed out ammo capacity upgrade, though the correct five shell capacity is possible.&lt;br /&gt;
&lt;br /&gt;
Its presence in the game is likely a callback to Jill's [[Winchester Model 1892#&amp;quot;Mare's Leg&amp;quot;|Winchester 1892 &amp;quot;Mare's Leg&amp;quot;]] in the original ''[[Resident Evil 3: Nemesis|Resident Evil 3]]'', where in the weapon functions as a fast-firing lever-action shotgun. It even has similar gameplay properties to it, especially when the Model 1887 is maxed out.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1887 Airsoft.jpg|thumb|450px|none|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'']]&lt;br /&gt;
[[File:RE4R_SkullShaker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SkullShaker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] fitted with an [[Benelli M4 Super 90|M4]] stock from the ''Resident Evil 3'' remake appears as the &amp;quot;Riot Gun&amp;quot;. It is made available in Chapter 6 and has the tightest spread of all the shotguns. Interestingly, the Riot Gun is semi-automatic in-game (unlike the original Riot Gun, which is pump-action) but does not use its respective modification as seen in ''Resident Evil 3''. In game it is modeled after an early model Benelli M3 as shown by its barrel mounted rifle sights, as is typical with models such as those imported by HK on the United States civilian market. It is Leon's shotgun of choice in The Mercenaries. In the model viewer it is depicted with a shell on the lifter, but this would be incorrect as the shotgun doesn't deposit one from the magazine onto the lifter unless the trigger is pulled or the shell release lever is tripped, and it would prevent the user from lifting the shell lifter in order to load rounds into the magazine. Despite the aforementioned Remington 870 having a different reload animation for an empty magazine tube, the M3 Super 90's charging handle is always pulled when reloaded which would eject a chambered shell. In addition, the bolt locks back open on empty, but the reload animations would not be possible in this configuration.&lt;br /&gt;
&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE4R_M3RG_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M3RG_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
The &amp;quot;Striker&amp;quot; makes its appearance, available in the Merchant's wares starting from Chapter 10 onwards. The in-game model is now accurately modeled after the later production variant of the [[Penn Arms Striker-12]], featuring its unique thumb tab, rear drum advance lever and its large shell deflector from the other Striker variants. The reload animation is more to its real-life counterpart, as Leon uses the winding key after inserting the shell (or shells in fact, as he inserts more than one shell into the weapon to shorten its reload time). Leon does not, however, eject the last spent shell manually with the ejector rod featured in the weapon. And oddly enough, firing the weapon does not eject the shells either. To top it all off, he still doesn't brace the stock when in use, despite the presence of the foldout stock in the model, he continues to fire it from the hip.&lt;br /&gt;
&lt;br /&gt;
The Striker functions to its counterpart in the original game in essence, being a compact semi-automatic lategame shotgun. It holds 12 shotshells in the revolving drum when first obtained, up to 24 with all of the ammo capacity upgrades and up to ''48'' when its exclusive perk upgrade is bought (downplayed from an absurd ''100'' in its original incarnation). When it is fully upgraded, Leon can reload the entire Striker by inserting ''one'' shell in. It isn't as strong nor accurate as the other shotguns (so much so that its inaccuracy is rather too comical), it fares better in the capacity and reload time market.&lt;br /&gt;
&lt;br /&gt;
The Striker itself also makes as appearance as a charm trinket for the attaché case, increasing Leon's movement speed by 8%. This is a reference to the well-known &amp;quot;Ditman Glitch&amp;quot;, wherein the Striker (or more accurately, a hybrid of it) is used to make all of Leon's actions perform faster than usual; which makes it a common sight in speedruns of the original game.&lt;br /&gt;
&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:RE4R_Striker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Striker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
TMP ammo in the original game is now compatible with other submachine guns in the remake.&lt;br /&gt;
&lt;br /&gt;
==Steyr TMP==&lt;br /&gt;
The [[Steyr TMP]] returns as well, under the &amp;quot;TMP&amp;quot; name as before. It can be bought from the Merchant starting in Chapter 3 and available right off the bat in Separate Ways, an early game automatic firearm in both circumstances. Like before, the TMP fires 9mm submachine gun ammunition, which cannot be exchanged with the pistol ammunition commonly found in-game, and it can be fitted with a stock to improve its accuracy. While its magazine is shortened from its original incarnation, it does not reflect the 30 round capacity that it starts off with, which can be increased up to 70 with upgrades. It is modeled after its true-to-life variant, and as an result, it does not have the mounted laser sight on the grip. The TMP's stock must now be purchased with spinels rather than pesetas. It is Krauser's and Ada's (in the Dress outfit) firearm of choice in The Mercenaries and the main game.&lt;br /&gt;
&lt;br /&gt;
Interestingly, while not in the full game itself, the TMP can also be acquired as a hidden weapon in the Chainsaw Demo, under the requirement that the player must empty the inventory before proceeding to village proper, and finding it in a well at the south area of the village.&lt;br /&gt;
&lt;br /&gt;
[[Image:SteyrTMP.jpg|thumb|none|400px|Steyr TMP - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:SteyrTMPcarbine.jpg|thumb|none|450px|Steyr TMP with stock and M68 Aimpoint sight - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE4R_TMP_1.jpg|thumb|none|600px|Right side of the TMP with stock fitted.]]&lt;br /&gt;
[[File:RE4R_TMP_2.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:RE4Rtmpnostockidle.jpg|thumb|none|600px|Leon holding the TMP without a stock, displaying excellent trigger discipline.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
New to ''Resident Evil 4'', the HK [[MP5A5]] makes an appearance as the &amp;quot;LE 5&amp;quot;, being an alternative to the TMP which can be first obtained for free by solving a puzzle in Chapter 13. It is an altered version of the MP5A3 of the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], with a Navy 3-round burst trigger group (thus, identifying it as an A5, with its extending stock) and the deletion of the checkering texture seen in the original &amp;quot;slimline&amp;quot; MP5 variants and its original optic; though other optics can be attached to the weapon for better accuracy. It still doesn't have its iron sights, however, even when optics are removed from the weapon. The bolt of the weapon also never opens when fired or when the cocking lever is locked back during reloading.&lt;br /&gt;
&lt;br /&gt;
Compared to the TMP, the MP5 has penetration power, like the FN Five-seveN (with its exclusive upgrade having 5x penetration power; again, just like the Five-seveN), at the cost of raw power and reload time. It holds 20 rounds in the magazine when not upgraded, though it can hold 30 with the level 2 capacity upgrade, all the way to 60 when maxed out. The MP5A5 is chambered in 9mm Parabellum (as it shares ammunition to the aforementioned TMP, with the SMG ammo box explicitly mentioning this), unlike the ''Resident Evil 2'' remake where it is oddly chambered in .380 ACP. This does not explain the weapon's piercing capabilities - although a plausible explanation does exist in the fact that the MP5 has an extra 3 inches of barrel length over the TMP, resulting in a slightly higher muzzle velocity - however; though it could be for gameplay purposes, to make the MP5 more distinct from the available TMP. Instead of the custom MP9 in the original game, HUNK now uses the MP5A5 as his only firearm in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm]]&lt;br /&gt;
[[File:RE4R_LE5_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_LE5_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|Thompson &amp;quot;Chicago Typewriter&amp;quot;]] makes its appearance once again, now under the name &amp;quot;Chicago Sweeper&amp;quot;. As the Separate Ways side-story isn't included in the remake game's release, the Thompson can be unlocked instead by completing the game in the Professional difficulty with at least an A rank. It is obtained for free of cost once it is unlocked, as it is stored in the typewriter storage. As before, the Thompson is depicted as the [[M1A1 Thompson|GI M1A1 variant]], with a stick magazine, side-charging handle and streamlined, but winged sights. It is considered as a &amp;quot;bonus weapon&amp;quot;, and using it voids unlocking the Handcannon.&lt;br /&gt;
&lt;br /&gt;
Unlike the original version of the weapon, the Thompson does not come with its infinite ammunition by default, as this property is now an exclusive perk upgrade; which means the Thompson incorrectly uses 9mm submachine gun rounds until the exclusive upgrade is obtained. Despite using stick magazines, these hold 50 rounds in the magazine in-game, which is the capacity used in the 50-round Thompson drum magazines for the 1921 and 1928 variants. This can be upgraded into an absurd 70 rounds when fully upgraded. Obtaining the infinite ammunition upgrade changes the stick magazine into the aforementioned drum magazine (despite the real M1 and the M1A1 Thompsons being unable to utilize drum magazines), which makes the magazine model no longer tied to Leon's current costume; though the &amp;quot;reload&amp;quot; animation when using the Mafia (now known as Pinstripe) costume remains.&lt;br /&gt;
&lt;br /&gt;
It is an available weapon for Pinstripe Leon in The Mercenaries mode, pre-upgraded to hold 60 rounds instead of 50.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:RE4R_M1A1_1.jpg|thumb|none|600px|The Thompson in the inventory menu; since it is not possible to view the Thompson with stick magazines through the model viewer.]]&lt;br /&gt;
[[File:RE4R_M1A1_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Colt 1921A Thompson2.jpg|thumb|none|400px|1921 Thompson - .45 ACP]]&lt;br /&gt;
[[File:RE4R_M1A1_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1A1_4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
Rifle-type firearms are aimed in a first-person perspective, even when the optics are removed. They also have an exclusive property of having 3x damage multiplier to enemy weakpoints. All rifles are chambered in 55-grain .223 Remington cartridges and it can pierce through enemies.&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903A4==&lt;br /&gt;
The [[M1903 Springfield#M1903A4 Springfield Sniper Rifle|Springfield M1903A4]] bolt-action rifle returns in the remake, now known as the &amp;quot;SR M1903&amp;quot; instead of the generic &amp;quot;Rifle&amp;quot; designation. It is purchased relatively early in the game, as before, at Chapter 2. Buying the weapon during the said chapter will come with an ACOG sight (that is incorrectly able to switch between two magnification levels) for free. When sights are mounted to the weapon, the rifle will be fitted with a Picatinny rail. While its maximum firepower mentioned in its stats no longer exceeds that of the magnum-type handguns featured in the game (even when its exclusive perk upgrade was purchased), it is still capable as a suitable long range weapon with raw power in mind, especially when hitting enemy weakpoints. All rounds are correctly loaded individually instead of using stripper clips, to further make itself distinct from other rifles of its class.&lt;br /&gt;
&lt;br /&gt;
It holds 5 rounds by default, though it can hold up to a maximum of 13 through upgrades. Its exclusive power doubles the firepower, heavily increasing the weapon's damage. It is the longarm of choice for the newcomer Luis in The Mercenaries. It can be obtained in Chapter 1 of Separate Ways, along with an ACOG sight.&lt;br /&gt;
&lt;br /&gt;
[[File:Rifle Springfield M1903A4 with M84 sight.jpg|thumb|none|400px|Springfield M1903A4 - .30-06]]&lt;br /&gt;
[[File:RE4R_M1903_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1903_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Springfield M1903A3===&lt;br /&gt;
Detaching the current scope of the M1903A4 turns it into the [[Springfield M1903A3]] variant, as both of its iron sights are attached to the model to make aiming in the first-person perspective more viable. The weapon is still reloaded round-by-round, however.&lt;br /&gt;
&lt;br /&gt;
[[File:M1903A3_Rifle_made_by_Remington_Arms.jpg‎|thumb|none|400px|Remington-manufactured M1903A3 Springfield - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8 hybrid==&lt;br /&gt;
Changed from the generic &amp;quot;Semi-Auto Rifle&amp;quot;, the &amp;quot;Stingray&amp;quot; makes an appearance as one of the available rifle options. It bears much more resemblance to the [[Heckler &amp;amp; Koch SL8]] in real life compared to how it was in the original game. Specifically, the game depicts the SL8 as a hybrid variant of the US import SL8-1 (the crimping in magazine well and single-stack magazine being notable giveaways), but with the shortened rail of the European/Canadian variant SL8-4, albeit without the G36 handguard. It is available in the Merchant's wares starting from Chapter 7. It is available in Leon's and Ada's (Dress outfit) loadout in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
While not the fastest-firing of its kind anymore (which was taken over by the Model 933), it remains as a great ammo-conserving variant, also allowing rapid precision fire to enemy weakpoints in close to medium ranges. It initially holds 10 rounds, which is the correct capacity of the proprietary magazine that the SL8-1 (and the SL8-6) is loaded in. This can be increased up to 18 rounds with the highest capacity upgrade. Its exclusive upgrade doubles the rate of fire.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk sl8-1.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-1 - 5.56x45mm]]&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_Stingray_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Stingray_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Coming from the [[Resident Evil 3 (2020 VG)|''Resident Evil 3'' remake]], the [[Colt Model 933]] returns as the &amp;quot;CQBR Assault Rifle&amp;quot;. Its designation &amp;quot;CQBR&amp;quot; as well its A2 standalone sight, aren't anachronistic this time, as they have been in service as per the game's setting - 2004. It is first obtainable for free in Chapter 10, once the player completes a puzzle in the library of the castle. If not obtained there, it can be purchased from the Merchant starting from Chapter 11, with a limited-time discount all throughout the aforementioned chapter. Unlike ''RE3R'', this incarnation of the carbine doesn't come with its sling swivel, but the charging handle is fully modeled.&lt;br /&gt;
&lt;br /&gt;
The Model 933 is considered as an expensive, fast-firing rifle option compared to the latter two rifles (which, as a result, has less firepower compared to the bolt-action M1903), best at single-target damage per second output against tougher enemies and bosses. It holds an underloaded 20 rounds inside the 30 STANAG magazine when not upgraded, up to a still incorrect 32 (sharing the capacity as with the counterpart in the ''Resident Evil 3'' remake) when maxed out. Its exclusive upgrade increases firepower by 1.5x. Even though its usage of in-game rifle ammo is mostly correct (.223 Remington is near identical to 5.56 NATO), one will soon question the CQBR's longevity once you realize that having an automatic weapon use an ammo type meant for snipers will probably burn through already rare ammo reserves rather quickly. While it demands trigger and accuracy control, the 933 can surpass the SL8 in every way possible.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_CQBR_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_CQBR_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
The Huey gunship that Mike pilots is armed with the M21 Armament System. Twin [[M134 Minigun]]s and side-mounted 70mm rocket pods can be seen mounted on the helicopter.&lt;br /&gt;
&lt;br /&gt;
[[File:Armament.jpg|thumb|none|500px|M134 Minigun mounted on a M21 Armament Subsystem (along with a M158 rocket launcher), used on Huey gunships - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE4R_M21Huey_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M21Huey_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG08==&lt;br /&gt;
Various [[Maxim MG08]] emplaced machine guns with custom mounts are used by the Ganado in the early island levels, which can be commandeered by Leon. These carry limited ammo.&lt;br /&gt;
&lt;br /&gt;
[[Image:MaximMG08.jpg|thumb|none|400px|Maxim MG08 on 'sledge' mount - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] once again serves as the main rocket launcher throughout the game, featuring the same role as with the original iteration, along with its use of some of the Ganado in the later parts of the storyline. This time, the RPG-7 in the remake does not feature any sort of scope in all of its variants. The Infinite Rocket Launcher is available only in a New Game+ save file for 2,000,000 pesetas. Both rocket launchers can be used to bypass certain sections of the game and even one-shot bosses entirely. The regular rocket launcher is available to Ada's dress costume in The Mercenaries as part of her loadout.&lt;br /&gt;
&lt;br /&gt;
Interestingly, during the final boss fight, the player cannot use any other weapon nor switch to other weapons once the special variant of the RPG-7 is dropped specifically to finish the boss, meaning it is no longer possible that the player can sell nor keep the Special Rocket Launcher during a NG+ playthrough. The regular/infinite Rocket Launcher can be used to finish the aforementioned boss off, but the Special Rocket Launcher will not be dropped. The Special Rocket Launcher also appears in Separate Ways, but while it is obtained as part of an objective, it is not usable.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RE4R_RLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Weaponry=&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
As before, a few cannon artillery pieces are stationed across the castle sections of the game. Leon himself can commandeer one in Chapter 7 as well as Chapter 8, using it to destroy the castle gate and a couple of catapults as well. Ada can also man them in Separate Ways. They have infinite ammo in all of these sequences. It is also usable in the castle portion of The Mercenaries mode, which contain very limited ammo (3 to be exact).&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==&amp;quot;Bolt Thrower&amp;quot;==&lt;br /&gt;
Replacing the original &amp;quot;Mine Thrower&amp;quot; fictional arm gun in the original game, a modernized crossbow sorts of weapon known as the &amp;quot;Bolt Thrower&amp;quot; makes its appearance. This weapon can be purchased with 10,000 pesetas starting from Chapter 2, with the Merchant giving Leon a small discount upon going behind the church. As its name implies, the &amp;quot;Bolt Thrower&amp;quot; fires craftable bolt projectiles which can be retrieved after the projectile hits. Leon can attach the bolts with explosive mines, which detonate when an enemy is in its proximity or after a few seconds once it has been struck to the enemy.&lt;br /&gt;
&lt;br /&gt;
Stealthy but slow-firing (especially not upgraded), the Bolt Thrower greatly benefits from exploration sections in the game, conserving ammunition for other weapons when they will be needed for the high combat sections later on.&lt;br /&gt;
&lt;br /&gt;
[[File:RE4R_BoltThrower_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BoltThrower_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Blast Crossbow==&lt;br /&gt;
The remake's counterpart of the &amp;quot;Bowgun&amp;quot; is the Blast Crossbow, which functions similarly to its original incarnation. It can be found in Chapter 3 of Separate Ways, and not bought from the Merchant (unless Ada misses the crossbow there). It is available to Ada's default outfit in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from the previous remakes, this time as the &amp;quot;Heavy Grenade&amp;quot;. This grenade functions as an upgraded version of the M67 &amp;quot;Hand Grenade&amp;quot; below, having more demolition power with a larger blast radius.&lt;br /&gt;
&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE4R_M26.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M67 Fragmentation Grenade==&lt;br /&gt;
The [[M67 hand grenade]] makes its appearance, simply known as the &amp;quot;Hand Grenade&amp;quot;, which replaces the original function of the M26 grenades in the previous remakes.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:RE4R_M67.jpg|thumb|none|600px|The grenade in the model viewer.]]&lt;br /&gt;
[[File:Download (27).jpg|thumb|none|600px|Leon holding the grenade with his thumb depressing the spoon.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] once again makes its return from the recent remakes, known as the &amp;quot;Flash Grenade&amp;quot;. Its color scheme is altered compared to its previous appearance, with differing markings as well.&lt;br /&gt;
&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE4R_M84.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese_Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1633845</id>
		<title>Resident Evil 4 (2023 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1633845"/>
		<updated>2023-12-07T01:49:34Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: /* Benelli M3 Super 90 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 4&lt;br /&gt;
|picture=Re4remaketitle.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= March 24, 2023&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Playstation 5&amp;lt;br&amp;gt;Xbox Series X/S&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 4''''' is a 2023 remake of the critically-acclaimed ''[[Resident Evil 4]]'' originally released in 2005. As with recent installments of the franchise, the 2023 remake runs under the technologically-advanced RE Engine, featuring significantly improved graphics over its original game as well as its HD remakes. Along with new visuals, much of the mechanics have been remade and the gameplay itself being modernized to the remake series standards starting with the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]].&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
As per the recent remakes, the game uses a third-person over-the-shoulder perspective, albeit with more fluidity and freedom since the player character can now aim and move at the same time. The laser sight used in most of the console versions of the original game have been removed (with the exception of the Hardballer's iconic laser module), although it exists as a secondary attachment to some pistols. Interestingly, almost every firearm (not including the fictional &amp;quot;P.R.L. 412&amp;quot; energy weapon) has returned from the original game, with most of them modeled accurately to their real-world counterparts (such as the SL8 and the Striker-12) while others are remodeled (the fictional &amp;quot;Silver Ghost&amp;quot; to the slightly-less fictional USP9, and the M1911 to Hardballer) entirely, but function the same way.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Focus aiming&amp;quot; returns from the previous remakes, standing still long enough allows the crosshair to be reduced to a dot, allowing for an increased critical shot rate. Using the optional laser sight for some pistols (or when using the Hardballer in general) increases the critical shot chance, as it is always considered &amp;quot;focused&amp;quot; by default.&lt;br /&gt;
&lt;br /&gt;
The attaché case first introduced in the original game returns in the remake as its form of inventory system, and weapons can be switched out on the fly. Weapons cannot be discarded entirely, instead, they can be put into the typewriter storage (the item box equivalent to recent entries) which can be retrieved back at any time. The functionality of the knife has been expanded compared to the previous remakes, as they can be used to parry highly-damaging/instant kill attacks, or it can be used to get out of a grab quickly for some enemies. There is a durability system with knives, which can be broken if they're used too much. Some knives can be repaired at the Merchant with a fee, while others (most commonly the ones found in the game world) will be entirely lost. Multiple knives can be acquired, and the game will prioritize consumable knives before the reusable ones.&lt;br /&gt;
&lt;br /&gt;
Speaking of the Merchant, he returns in the remake as well. Many weapons and items can be bought from him via pesetas while some items and weapons are bought with rare spinels, which can be obtained by completing various side quests that are featured in this game. Various weapons and items can be obtained for free throughout the game world itself, but if they are missed within the chapter it is featured in, it will be available in the next chapter in the Merchant's wares. Once again, weapons can be upgraded from the Merchant, and ammunition capacity upgrades can go to absurdly high levels (though it isn't as high as in the original game). Once fully upgraded, weapons can be upgraded one more time through exclusive upgrades, in which they require an exclusive upgrade ticket (traded with spinels) and a large amount of pesetas. Some weapons can be bought at the post-game shop, purchased via credits obtained by completing various challenges.&lt;br /&gt;
&lt;br /&gt;
As before, various weapon accessories such as scopes and stocks can be fitted onto several weapons to enhance their capabilities, at the cost of some inventory space.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
All available pistols (and not revolvers and the Mauser C96 &amp;quot;Red 9&amp;quot;) can hold an additional round in the chamber if the player reloads the pistol while it isn't empty, which also has a separate &amp;quot;tactical&amp;quot; reload animation. All pistols are chambered in high velocity &amp;quot;9mm Handgun&amp;quot; rounds, while magnum-type handguns use &amp;quot;.45 Centerfire Pistol&amp;quot; (ie. .45 ACP). The player character holds the handguns in either a traditional stance or through the Center Axis Relock technique.&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP9==&lt;br /&gt;
Replacing the hybridized &amp;quot;Silver Ghost&amp;quot; pistol in the original game, Leon starts with a Kendo Shop custom-tailored two-tone &amp;quot;SG-09 R&amp;quot;, based on the [[Heckler &amp;amp; Koch USP|Heckler &amp;amp; Koch USP9]]; its in-game description notes that it is a derivative of the &amp;quot;MUP&amp;quot;, which is the name of the USP9 in the RE2 and RE3 remakes. As with the VP70M in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], the USP9 is Leon's &amp;quot;canon&amp;quot; cutscene sidearm, as he always brandishes this pistol regardless of having it in his attaché case or stored in the typewriter storage. It rather interestingly sports a Picatinny rail on the frame; USPs did not have such integral rails during their production run, instead sporting a proprietary H&amp;amp;K developed rail for attaching lights and lasers. Picatinny rails did not become standard on HK pistols until the HK45 and P30 line of pistols that were introduced in 2006. The gun also sports a custom grip with finger grooves and checkering pattern reminiscent of the P30.&lt;br /&gt;
&lt;br /&gt;
It initially and incorrectly holds 10 handgun rounds in the magazine when not upgraded, though the level 3 capacity upgrade gives it 14 rounds, one round shy of the actual 15 in real life. This can be upgraded up to 18 rounds when fully upgraded. It doesn't come with its laser sight by default, unlike the original pistol, but it can be fitted with one if the player buys the laser sight upgrade from the Merchant; the cutscene pistol is never shown with a laser sight, even if the player upgraded their pistol with one.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;SG&amp;quot; in its designation likely refers to &amp;quot;Silver Ghost&amp;quot;, the unofficial name of the original weapon it replaced, while &amp;quot;-09&amp;quot; likely refers to its caliber, 9mm. The &amp;quot;R&amp;quot; designation is unknown, but is speculated to mean &amp;quot;Remake&amp;quot;. As before, the pistol's exclusive perk upgrade allows the pistol to have a 5x critical shot rate. Predictably, it remains as Leon's sidearm in The Mercenaries mode.&lt;br /&gt;
&lt;br /&gt;
[[File:TM SG-09 R.jpg|thumb|none|350px|Tokyo Marui SG-09 R - 6mm BB. This is a licensed replica of the &amp;quot;SG-09 R&amp;quot;, a customized Heckler &amp;amp; Koch USP, from ''Resident Evil 4'' (2023). Note that the airsoft pistol bears the HK, USP, European proofs, and date code markings on the slide while these are removed from the in game model, leaving only the 9x19mm caliber and kendo logo.]]&lt;br /&gt;
[[File:RE4R_SG09R_2.jpg|thumb|none|600px|The SG-09 R in the model viewer, without its laser sight module attached, bearing high resemblance to the airsoft replica reference image above. It's no IMFDB 2.0 yet, but eventually we'll get there. Note that the serial number is visible here and in a different spot than a normal USP's is, which is on the underside of the dust cover where the rail is molded on the real gun's frame. The presence of design elements from the later P30 and HK45 pistols especially in the grip checkering pattern, finger grooves and Picatinny rail suggests that in-universe, Joseph Kendo took inspiration from examples of both pistols (which likely would have been in late prototype phases in 2004) or competing pistols incorporating these features.]]&lt;br /&gt;
[[File:RE4R_SG09R_1.jpg|thumb|none|600px|Ditto, other side.  Its frame is slightly longer than the normal variant (which is an interesting design choice as no USPs were ever made with extended frames) and it has been fitted with a compensator, which includes a new front sight. As a consequence of this, the normal front sight on the slide itself has been replaced with a filler plug in the same finish as the slide. Note the &amp;quot;kendo&amp;quot; logo engraving, which according to supplemental Tokyo Marui advertising materials, was supposed to be scrubbed from the pistol upon completion and entering official US Government service for operational security and deniability reasons. Leon, however, is stated to have liked the gun and Joseph Kendo's work so much that he elected to keep it engraved on the slide.]]&lt;br /&gt;
[[File:RE4Rusp9 aimflashlight.jpg|thumb|none|600px|Leon using the USP in conjunction with a flashlight.]]&lt;br /&gt;
[[File:RE4Rusp9tacticalreload.jpg|thumb|none|600px|Performing a tactical reload. Note the magazines appear to be steel instead of the real USP9's polymer magazines]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Beavertail==&lt;br /&gt;
The &amp;quot;Sentinel Nine&amp;quot; appears as one of the exclusive Deluxe or Collector's edition weapons, based on the [[SIG-Sauer P226 Beavertail]] that Leon used in ''[[Resident Evil: Vendetta]]'' under the same name. This marks it as its first usable appearance by the player in the game series.&lt;br /&gt;
&lt;br /&gt;
The weapon is anachronistic, as the [https://www.projectumbrella.net/sentinel-nine-thorough-analysis.html in-universe documents] about the Sentinel Nine released alongside the tie-in Tokyo Marui replica, state that the Sentinel Nine was developed in 2011. It can be excused however, since the pistol itself is bonus content and very much non-canon to this game.&lt;br /&gt;
&lt;br /&gt;
While it has slightly lower damage than the default USP9 Leon starts with, it boasts the highest capacity of any handgun in the game (not including the VP70M's exclusive double ammo upgrade), at 31 when fully upgraded. It initially holds 19 rounds to start with, and it has a faster fire rate than the USP9 to boot, although it is slightly superseded by the Springfield Armory XD when the latter is fully upgraded. Like the USP9, its exclusive perk upgrade allows 5x critical shot rate, and it can be attached with a laser sight.&lt;br /&gt;
[[File:Leon sentinel nine.jpg|thumb|none|350px|Tokyo Marui Sentinel Nine &amp;quot;Leon Model&amp;quot; - 6mm BB. This is a licensed replica of the custom SIG-Sauer P226 Beavertail from ''Resident Evil: Vendetta''.]]&lt;br /&gt;
[[File:RE4R_S9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_S9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] returns as the &amp;quot;Punisher&amp;quot;, along with its exaggerated piercing capabilities. The pistol can only be bought from the Merchant, but instead of pesetas, he sells the weapon in spinels. Once again, the Five-seveN in-game uses standard handgun rounds shared by other pistols, which is 9mm in this game instead of the 5.7 round. However closer inspection of the magazine when reloading shows accurately modeled 5.7x28mm rounds. It holds an underloaded 12 rounds by default, though the level 4 capacity upgrade increases it to 21 rounds, one round over the maximum capacity of the real deal. Like the USP9, the Five-seveN can be upgraded with an underbarrel laser sight. Instead of the all-black finish of the original weapon, the pistol is based on the FDE variant.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Punisher MC&amp;quot; is the Merchant's custom-made variant available in Separate Ways, which can be bought from the Merchant himself for 10,000 pesetas. In a sense, it looks and functions very similarly to its normal counterpart.&lt;br /&gt;
&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:RE4R_Punisher_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Punisher_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Red 9&amp;quot;==&lt;br /&gt;
The iconic [[Mauser C96 &amp;quot;Red 9&amp;quot;|C96 &amp;quot;Red9&amp;quot;]] also returns, and it can now be found for free in Chapter 4, though if the player misses the firearm there, it can alternatively be bought by the Merchant with pesetas. As before, it can be fitted with a stock to improve accuracy and recoil. It initially holds 8 rounds in capacity, though the level 2 ammo capacity upgrade allows it to correctly hold 10 rounds, which can be potentially increased further up to 16. An iconic pistol from returning veterans and new players alike, the Red9's best known for its raw damage per shot with low fire rate, with its exclusive perk upgrade having 1.5x firepower.&lt;br /&gt;
&lt;br /&gt;
It remains as Luis' primary sidearm in the game as well as The Mercenaries. An infinite ammo variant of the Red9 is used by Leon throughout Chapter 11's minecart section, with 10 rounds instead of the default 8 rounds. Since Luis isn't seen with his sidearm all throughout this specific section, it implies that he lent his sidearm to Leon for the time being.&lt;br /&gt;
&lt;br /&gt;
[[File:MauserRed9stock.JPG|thumb|none|400px|Mauser C96 &amp;quot;Red 9&amp;quot; Version with shoulder stock and stripper clip - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Red9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Red9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD==&lt;br /&gt;
The &amp;quot;Blacktail&amp;quot; also makes its return, taking the appearance on the [[Springfield Armory XD]], albeit with a more rounded trigger guard. It is the most compact pistol available, taking up 2x2 slots in the attaché case rather than 2x3 in exchange of magazine capacity. It is a well-balanced upgrade to the USP9, holding 9 rounds initially, up to 13 when fully upgraded. Despite the presence of a rail for mounting lasers, the Blacktail cannot mount the optional laser sight. This could potentially be explained by the laser sight being designed to mount onto Picatinny rails, as the SG-09R, Punisher and Sentinel Nine all sport such rails.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Blacktail AC&amp;quot; - AC standing for &amp;quot;Ada Custom&amp;quot; - is a custom variant of the Springfield XD, wielded by Ada and available to the player in Separate Ways or in The Mercenaries gamemodes while using her default outfit. What exactly makes the Blacktail AC a custom pistol or even to Ada's personal specifications is unknown. &lt;br /&gt;
&lt;br /&gt;
[[File:SpringFieldXD9.jpg|thumb|none|350px|Springfield Armory XD - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Blacktail_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Blacktail_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M==&lt;br /&gt;
The [[Heckler_%26_Koch_VP70|H&amp;amp;K VP70M]] makes its appearance once again as the &amp;quot;Matilda&amp;quot;. Unlike its original incarnation, it is not a post-game weapon (rather, it is obtained by spending 10 Spinels from the Merchant from Chapter 8 onwards) and it can be used without its stock, which must be purchased separately. Correctly, the slide does not lock back on the last shot; however, unlike other pistols, there is no separate empty reload animation. It fires at about 800-900 RPM, which is much slower than its real blistering 2200 RPM fire rate, which it historically has never had in this series, although the original game came the closest. It is, however, a marked improvement over the last time this sidearm and stock appeared in ''RE2R'', where it chugged along at a speed slower than an M3 Grease Gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Matilda_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Matilda_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Vertec Inox==&lt;br /&gt;
In the spirit of the custom-made Beretta 92FS &amp;quot;Samurai Edge&amp;quot;, the [[Beretta 92FS Vertec]] Inox serves exclusively as Albert Wesker's sidearm in cutscenes and it is usable while playing as Wesker in The Mercenaries. This is in contrast to Wesker having a Silver Ghost in the original Resident Evil 4, with zero explanation as to how he has possession of Leon's supposedly one-of-a-kind custom pistol. It holds an underloaded 10 rounds, but it packs quite a punch. It is known in-game as the &amp;quot;XM96E1&amp;quot; and it features minor alterations compared to the real-world weapon, such as added front slide serrations and an extra slot for the picatinny rail. The name and description, specifically noting its increased power, seem to imply that the pistol has been converted to a .40 caliber Beretta 96 or is an experimental Beretta 96 prototype. Given that it is a dead ringer for the Beretta 96 Vertec Inox, it is likely the latter.&lt;br /&gt;
&lt;br /&gt;
[[File:Beretta-92FS-Vertec-SS.jpg|thumb|none|350px|Beretta 92FS Vertec Inox - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Schofield==&lt;br /&gt;
The &amp;quot;Broken Butterfly&amp;quot; returns once more, now more accurately based on a [[Smith &amp;amp; Wesson Schofield]] than a hybrid of the former and the [[Colt Single Action Army]]. It is the quintessential magnum handgun, which can be bought much later in the game compared to the original version, available in chapter 7 for pesetas. It initially holds 6 rounds in the cylinder, though it can hold up to an impossible 10 rounds through upgrades and Capcom-patented magic. Its exclusive upgrade perk increases the firepower by 1.5x. It is available in The Mercenaries while playing as Leon's Pinstripe outfit.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;WSchofieldright.jpg|thumb|none|350px|Smith &amp;amp; Wesson Schofield Model 3 with blued finish - .45 Schofield]]&lt;br /&gt;
[[File:RE4R_BB_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BB_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AMT Hardballer==&lt;br /&gt;
The &amp;quot;Killer7&amp;quot; returns, albeit modeled after an [[AMT Hardballer]] (along with a large functional custom laser sight, making it resemble more of the pistol used in ''[[The Terminator]]'' as well as KAEDE's &amp;quot;CONNECTION&amp;quot; pistol in Capcom's [[Killer7|namesake cult-classic]]) than a standard Colt [[M1911]] used in the original game. The trigger guard is also more squared, a characteristic of the [[LAR Grizzly Pistol]]. It can be purchased from the Merchant with 42,000 pesetas starting from Chapter 11 onwards, making it as a late-game stable alternative to the Smith &amp;amp; Wesson Schofield. It starts off with a reasonable seven shots in the magazine, though this can be increased up to 15 once maxed out. It now has an exclusive upgrade, giving it a 5x critical shot rate. It is Wesker's pocket-handcannon of choice in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[File:ED_45.jpg|thumb|none|400px|AMT Hardballer Longslide with laserlock sight as used in the ''The Terminator'' film - .45 ACP]]&lt;br /&gt;
[[File:AMTHardballer5in.jpg|thumb|none|400px|AMT Hardballer with 5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[File:RE4R_Killer7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Killer7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] returns as the &amp;quot;Handcannon&amp;quot;, a post-game unlock by completing the &amp;quot;Professional Agent&amp;quot; challenge, done by completing the game in the Professional difficulty (the highest difficulty after Hardcore) in any rank without using any bonus weapons or by completing all stages in the Mercenaries in S rank or higher. It retains the wood grips seen in the original model, and it ditches the fictional laser sight and fore that was once part of the original weapon, in favor of the more true-to-life 10.5&amp;quot; variant. It now uses magnum ammo instead of proprietary handcannon ammo. The hammer is incorrectly depicted as always being cocked with a corresponding sound effect despite Leon never physically touching it, as if the weapon were automatic.&lt;br /&gt;
&lt;br /&gt;
It initially holds the correct 5 rounds when first obtained, 9 when fully upgraded. Capacity is a moot point once its exclusive upgrade is obtained, allowing it to have infinite ammunition. Its damage doesn't wildly surpass the other magnum-type weapons compared to its original incarnation (with the Schofield having better raw damage and the Hardballer having dramatically increased crit rate, when both of them have their exclusive upgrades) and its accuracy beyond several feet is atrocious but its insane longevity thanks to infinite ammo makes up its shortcomings. Leon reloads the revolver while the hammer is cocked, which is impossible to perform as the cylinder cannot be open or closed.&lt;br /&gt;
&lt;br /&gt;
Wearing Leon's &amp;quot;Pinstripe&amp;quot; outfit with the Handcannon while it has infinite ammo will have Leon perform a stylish move, akin to the infinite ammo Thompson SMG.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;W500.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 500 (10.5&amp;quot; barrel) with extended ejector shroud, accessory rail, and sling - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:RE4R_Handcannon_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Handcannon_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
As before, Leon acquires the [[Remington 870]] (as the &amp;quot;W-870&amp;quot;) as his first shotgun obtained in the Ganado Village (now known as the Village Square in the remake). Instead of the Express Combo in the original game, its model was based on the fully upgraded variant in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It holds five shells when first obtained, despite the presence of an extended tube magazine on the model. It can be upgraded to the correct 8 with the level 4 ammo upgrade and up to 10 on its max ammo upgrade. The 870 packs the biggest damage and stopping power of all of the shotguns, but its wide spread necessitates close-quarter riskiness. Unlike the original pump shotgun which is always pumped when reloaded, the remake shotgun is realistically only pumped when emptied. It is available to Leon's Pinstripe costume in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
As with the original game, Ada can buy a sawed-off version of the W-870 from the Merchant's wares, starting from Chapter 2 of Separate Ways. As before, it is a compact version of the shotgun with a pistol grip. It has increased power and a reduced size profile, at the cost of capacity (from 5 to 3). This variant is available to her default outfit in The Mercenaries as her shotgun of choice.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:870 shorty.jpg|thumb|none|450px|Remington 870 with TacStar front and rear pistol grips - 12 gauge. Similar to Ada's shotgun.]]&lt;br /&gt;
[[File:RE4R_W870_2.jpg|thumb|none|600px|Right side of the gun in the model viewer.]]&lt;br /&gt;
[[File:RE4R_W870_1.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:RE4R870shoot2.jpg|thumb|none|600px|Leon mid pump while taking down a ganado.]]&lt;br /&gt;
[[File:RE4R870reload.jpg|thumb|none|600px|Loading a new shell.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The &amp;quot;Skull Shaker&amp;quot;, a sawed off [[Winchester Model 1887]] akin to the famous cut-down variant first seen in ''[[Terminator 2]]'', is available by purchasing the Deluxe or Collector's Edition or through its own separate DLC. In a similar vein to its reference, Leon will flip cock the weapon, though the weapon does not have an enlarged lever loop. Unlike the other shotguns, the custom Model 1887 is an extremely compact weapon (occupying a 2x2 grid space), beating out the Striker-12 and the sawed-off Remington 870. However, it can hold a paltry ''two'' shells in the magazine tube when not upgraded, though it can be reloaded and expended fairly quickly (in fact, all shells are loaded at once), which may be Capcom's way of referencing the real life Cowboy Action Shooting Drop 2 capacity mod sometimes done to real 1887s for competition purposes. It can be upgraded up to six shells with a maxed out ammo capacity upgrade, though the correct five shell capacity is possible.&lt;br /&gt;
&lt;br /&gt;
Its presence in the game is likely a callback to Jill's [[Winchester Model 1892#&amp;quot;Mare's Leg&amp;quot;|Winchester 1892 &amp;quot;Mare's Leg&amp;quot;]] in the original ''[[Resident Evil 3: Nemesis|Resident Evil 3]]'', where in the weapon functions as a fast-firing lever-action shotgun. It even has similar gameplay properties to it, especially when the Model 1887 is maxed out.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1887 Airsoft.jpg|thumb|450px|none|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'']]&lt;br /&gt;
[[File:RE4R_SkullShaker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SkullShaker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] fitted with an [[Benelli M4 Super 90|M4]] stock from the ''Resident Evil 3'' remake appears as the &amp;quot;Riot Gun&amp;quot;. It is made available in Chapter 6 and has the tightest spread of all the shotguns. Interestingly, the Riot Gun is semi-automatic in-game (unlike the original Riot Gun, which is pump-action) but does not use its respective modification as seen in ''Resident Evil 3''. In game it is modeled after an early model Benelli M3 as shown by its barrel mounted rifle sights, as is typical with models such as those imported by HK on the United States civilian market. It is Leon's shotgun of choice in The Mercenaries. In the model viewer it is depicted with a shell on the lifter, but this would be incorrect as the shotgun doesn't deposit one from the magazine onto the lifter unless the trigger is pulled or the shell release lever is tripped, and it would prevent the user from lifting the shell lifter in order to load rounds into the magazine. Despite the aforementioned Remington 870 having a different reload animation for an empty magazine tube, the M3 Super 90's charging handle is always pulled when reloaded which would eject a chambered shell. In addition, the bolt locks back open on empty, but the reload animations would not be possible in this configuration.&lt;br /&gt;
&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE4R_M3RG_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M3RG_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
The &amp;quot;Striker&amp;quot; makes its appearance, available in the Merchant's wares starting from Chapter 10 onwards. The in-game model is now accurately modeled after the later production variant of the [[Penn Arms Striker-12]], featuring its unique thumb tab, rear drum advance lever and its large shell deflector from the other Striker variants. The reload animation is more to its real-life counterpart, as Leon uses the winding key after inserting the shell (or shells in fact, as he inserts more than one shell into the weapon to shorten its reload time). Leon does not, however, eject the last spent shell manually with the ejector rod featured in the weapon. And oddly enough, firing the weapon does not eject the shells either. To top it all off, he still doesn't brace the stock when in use, despite the presence of the foldout stock in the model, he continues to fire it from the hip.&lt;br /&gt;
&lt;br /&gt;
The Striker functions to its counterpart in the original game in essence, being a compact semi-automatic lategame shotgun. It holds 12 shotshells in the revolving drum when first obtained, up to 24 with all of the ammo capacity upgrades and up to ''48'' when its exclusive perk upgrade is bought (downplayed from an absurd ''100'' in its original incarnation). When it is fully upgraded, Leon can reload the entire Striker by inserting ''one'' shell in. It isn't as strong nor accurate as the other shotguns (so much so that its inaccuracy is rather too comical), it fares better in the capacity and reload time market.&lt;br /&gt;
&lt;br /&gt;
The Striker itself also makes as appearance as a charm trinket for the attaché case, increasing Leon's movement speed by 8%. This is a reference to the well-known &amp;quot;Ditman Glitch&amp;quot;, wherein the Striker (or more accurately, a hybrid of it) is used to make all of Leon's actions perform faster than usual; which makes it a common sight in speedruns of the original game.&lt;br /&gt;
&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:RE4R_Striker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Striker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
TMP ammo in the original game is now compatible with other submachine guns in the remake.&lt;br /&gt;
&lt;br /&gt;
==Steyr TMP==&lt;br /&gt;
The [[Steyr TMP]] returns as well, under the &amp;quot;TMP&amp;quot; name as before. It can be bought from the Merchant starting in Chapter 3 and available right off the bat in Separate Ways, an early game automatic firearm in both circumstances. Like before, the TMP fires 9mm submachine gun ammunition, which cannot be exchanged with the pistol ammunition commonly found in-game, and it can be fitted with a stock to improve its accuracy. While its magazine is shortened from its original incarnation, it does not reflect the 30 round capacity that it starts off with, which can be increased up to 70 with upgrades. It is modeled after its true-to-life variant, and as an result, it does not have the mounted laser sight on the grip. The TMP's stock must now be purchased with spinels rather than pesetas. It is Krauser's and Ada's (in the Dress outfit) firearm of choice in The Mercenaries and the main game.&lt;br /&gt;
&lt;br /&gt;
Interestingly, while not in the full game itself, the TMP can also be acquired as a hidden weapon in the Chainsaw Demo, under the requirement that the player must empty the inventory before proceeding to village proper, and finding it in a well at the south area of the village.&lt;br /&gt;
&lt;br /&gt;
[[Image:SteyrTMP.jpg|thumb|none|400px|Steyr TMP - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:SteyrTMPcarbine.jpg|thumb|none|450px|Steyr TMP with stock and M68 Aimpoint sight - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE4R_TMP_1.jpg|thumb|none|600px|Right side of the TMP with stock fitted.]]&lt;br /&gt;
[[File:RE4R_TMP_2.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:RE4Rtmpnostockidle.jpg|thumb|none|600px|Leon holding the TMP without a stock, displaying excellent trigger discipline.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
New to ''Resident Evil 4'', the HK [[MP5A5]] makes an appearance as the &amp;quot;LE 5&amp;quot;, being an alternative to the TMP which can be first obtained for free by solving a puzzle in Chapter 13. It is an altered version of the MP5A3 of the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], with a Navy 3-round burst trigger group (thus, identifying it as an A5, with its extending stock) and the deletion of the checkering texture seen in the original &amp;quot;slimline&amp;quot; MP5 variants and its original optic; though other optics can be attached to the weapon for better accuracy. It still doesn't have its iron sights, however, even when optics are removed from the weapon. The bolt of the weapon also never opens when fired or when the cocking lever is locked back during reloading.&lt;br /&gt;
&lt;br /&gt;
Compared to the TMP, the MP5 has penetration power, like the FN Five-seveN (with its exclusive upgrade having 5x penetration power; again, just like the Five-seveN), at the cost of raw power and reload time. It holds 20 rounds in the magazine when not upgraded, though it can hold 30 with the level 2 capacity upgrade, all the way to 60 when maxed out. The MP5A5 is chambered in 9mm Parabellum (as it shares ammunition to the aforementioned TMP, with the SMG ammo box explicitly mentioning this), unlike the ''Resident Evil 2'' remake where it is oddly chambered in .380 ACP. This does not explain the weapon's piercing capabilities - although a plausible explanation does exist in the fact that the MP5 has an extra 3 inches of barrel length over the TMP, resulting in a slightly higher muzzle velocity - however; though it could be for gameplay purposes, to make the MP5 more distinct from the available TMP. Instead of the custom MP9 in the original game, HUNK now uses the MP5A5 as his only firearm in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm]]&lt;br /&gt;
[[File:RE4R_LE5_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_LE5_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|Thompson &amp;quot;Chicago Typewriter&amp;quot;]] makes its appearance once again, now under the name &amp;quot;Chicago Sweeper&amp;quot;. As the Separate Ways side-story isn't included in the remake game's release, the Thompson can be unlocked instead by completing the game in the Professional difficulty with at least an A rank. It is obtained for free of cost once it is unlocked, as it is stored in the typewriter storage. As before, the Thompson is depicted as the [[M1A1 Thompson|GI M1A1 variant]], with a stick magazine, side-charging handle and streamlined, but winged sights. It is considered as a &amp;quot;bonus weapon&amp;quot;, and using it voids unlocking the Handcannon.&lt;br /&gt;
&lt;br /&gt;
Unlike the original version of the weapon, the Thompson does not come with its infinite ammunition by default, as this property is now an exclusive perk upgrade; which means the Thompson incorrectly uses 9mm submachine gun rounds until the exclusive upgrade is obtained. Despite using stick magazines, these hold 50 rounds in the magazine in-game, which is the capacity used in the 50-round Thompson drum magazines for the 1921 and 1928 variants. This can be upgraded into an absurd 70 rounds when fully upgraded. Obtaining the infinite ammunition upgrade changes the stick magazine into the aforementioned drum magazine (despite the real M1 and the M1A1 Thompsons being unable to utilize drum magazines), which makes the magazine model no longer tied to Leon's current costume; though the &amp;quot;reload&amp;quot; animation when using the Mafia (now known as Pinstripe) costume remains.&lt;br /&gt;
&lt;br /&gt;
It is an available weapon for Pinstripe Leon in The Mercenaries mode, pre-upgraded to hold 60 rounds instead of 50.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:RE4R_M1A1_1.jpg|thumb|none|600px|The Thompson in the inventory menu; since it is not possible to view the Thompson with stick magazines through the model viewer.]]&lt;br /&gt;
[[File:RE4R_M1A1_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Colt 1921A Thompson2.jpg|thumb|none|400px|1921 Thompson - .45 ACP]]&lt;br /&gt;
[[File:RE4R_M1A1_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1A1_4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
Rifle-type firearms are aimed in a first-person perspective, even when the optics are removed. They also have an exclusive property of having 3x damage multiplier to enemy weakpoints. All rifles are chambered in 55-grain .223 Remington cartridges and it can pierce through enemies.&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903A4==&lt;br /&gt;
The [[M1903 Springfield#M1903A4 Springfield Sniper Rifle|Springfield M1903A4]] bolt-action rifle returns in the remake, now known as the &amp;quot;SR M1903&amp;quot; instead of the generic &amp;quot;Rifle&amp;quot; designation. It is purchased relatively early in the game, as before, at Chapter 2. Buying the weapon during the said chapter will come with an ACOG sight for free. When sights are mounted to the weapon, the rifle will be fitted with a Picatinny rail. While its maximum firepower mentioned in its stats no longer exceeds that of the magnum-type handguns featured in the game (even when its exclusive perk upgrade was purchased), it is still capable as a suitable long range weapon with raw power in mind, especially when hitting enemy weakpoints. All rounds are correctly loaded individually instead of using stripper clips, to further make itself distinct from other rifles of its class.&lt;br /&gt;
&lt;br /&gt;
It holds 5 rounds by default, though it can hold up to a maximum of 13 through upgrades. Its exclusive power doubles the firepower, heavily increasing the weapon's damage. It is the longarm of choice for the newcomer Luis in The Mercenaries. It can be obtained in Chapter 1 of Separate Ways, along with an ACOG sight.&lt;br /&gt;
&lt;br /&gt;
[[File:Rifle Springfield M1903A4 with M84 sight.jpg|thumb|none|400px|Springfield M1903A4 - .30-06]]&lt;br /&gt;
[[File:RE4R_M1903_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1903_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Springfield M1903A3===&lt;br /&gt;
Detaching the current scope of the M1903A4 turns it into the [[Springfield M1903A3]] variant, as both of its iron sights are attached to the model to make aiming in the first-person perspective more viable. The weapon is still reloaded round-by-round, however.&lt;br /&gt;
&lt;br /&gt;
[[File:M1903A3_Rifle_made_by_Remington_Arms.jpg‎|thumb|none|400px|Remington-manufactured M1903A3 Springfield - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8 hybrid==&lt;br /&gt;
Changed from the generic &amp;quot;Semi-Auto Rifle&amp;quot;, the &amp;quot;Stingray&amp;quot; makes an appearance as one of the available rifle options. It bears much more resemblance to the [[Heckler &amp;amp; Koch SL8]] in real life compared to how it was in the original game. Specifically, the game depicts the SL8 as a hybrid variant of the US import SL8-1 (the crimping in magazine well and single-stack magazine being notable giveaways), but with the shortened rail of the European/Canadian variant SL8-4, albeit without the G36 handguard. It is available in the Merchant's wares starting from Chapter 7. It is available in Leon's and Ada's (Dress outfit) loadout in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
While not the fastest-firing of its kind anymore (which was taken over by the Model 933), it remains as a great ammo-conserving variant, also allowing rapid precision fire to enemy weakpoints in close to medium ranges. It initially holds 10 rounds, which is the correct capacity of the proprietary magazine that the SL8-1 (and the SL8-6) is loaded in. This can be increased up to 18 rounds with the highest capacity upgrade. Its exclusive upgrade doubles the rate of fire.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk sl8-1.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-1 - 5.56x45mm]]&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_Stingray_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Stingray_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Coming from the [[Resident Evil 3 (2020 VG)|''Resident Evil 3'' remake]], the [[Colt Model 933]] returns as the &amp;quot;CQBR Assault Rifle&amp;quot;. Its designation &amp;quot;CQBR&amp;quot; as well its A2 standalone sight, aren't anachronistic this time, as they have been in service as per the game's setting - 2004. It is first obtainable for free in Chapter 10, once the player completes a puzzle in the library of the castle. If not obtained there, it can be purchased from the Merchant starting from Chapter 11, with a limited-time discount all throughout the aforementioned chapter. Unlike ''RE3R'', this incarnation of the carbine doesn't come with its sling swivel, but the charging handle is fully modeled.&lt;br /&gt;
&lt;br /&gt;
The Model 933 is considered as an expensive, fast-firing rifle option compared to the latter two rifles (which, as a result, has less firepower compared to the bolt-action M1903), best at single-target damage per second output against tougher enemies and bosses. It holds an underloaded 20 rounds inside the 30 STANAG magazine when not upgraded, up to a still incorrect 32 (sharing the capacity as with the counterpart in the ''Resident Evil 3'' remake) when maxed out. Its exclusive upgrade increases firepower by 1.5x. Even though its usage of in-game rifle ammo is mostly correct (.223 Remington is near identical to 5.56 NATO), one will soon question the CQBR's longevity once you realize that having an automatic weapon use an ammo type meant for snipers will probably burn through already rare ammo reserves rather quickly. While it demands trigger and accuracy control, the 933 can surpass the SL8 in every way possible.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_CQBR_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_CQBR_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
The Huey gunship that Mike pilots is armed with the M21 Armament System. Twin [[M134 Minigun]]s and side-mounted 70mm rocket pods can be seen mounted on the helicopter.&lt;br /&gt;
&lt;br /&gt;
[[File:Armament.jpg|thumb|none|500px|M134 Minigun mounted on a M21 Armament Subsystem (along with a M158 rocket launcher), used on Huey gunships - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE4R_M21Huey_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M21Huey_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG08==&lt;br /&gt;
Various [[Maxim MG08]] emplaced machine guns with custom mounts are used by the Ganado in the early island levels, which can be commandeered by Leon. These carry limited ammo.&lt;br /&gt;
&lt;br /&gt;
[[Image:MaximMG08.jpg|thumb|none|400px|Maxim MG08 on 'sledge' mount - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] once again serves as the main rocket launcher throughout the game, featuring the same role as with the original iteration, along with its use of some of the Ganado in the later parts of the storyline. This time, the RPG-7 in the remake does not feature any sort of scope in all of its variants. The Infinite Rocket Launcher is available only in a New Game+ save file for 2,000,000 pesetas. Both rocket launchers can be used to bypass certain sections of the game and even one-shot bosses entirely. The regular rocket launcher is available to Ada's dress costume in The Mercenaries as part of her loadout.&lt;br /&gt;
&lt;br /&gt;
Interestingly, during the final boss fight, the player cannot use any other weapon nor switch to other weapons once the special variant of the RPG-7 is dropped specifically to finish the boss, meaning it is no longer possible that the player can sell nor keep the Special Rocket Launcher during a NG+ playthrough. The regular/infinite Rocket Launcher can be used to finish the aforementioned boss off, but the Special Rocket Launcher will not be dropped. The Special Rocket Launcher also appears in Separate Ways, but while it is obtained as part of an objective, it is not usable.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RE4R_RLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Weaponry=&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
As before, a few cannon artillery pieces are stationed across the castle sections of the game. Leon himself can commandeer one in Chapter 7 as well as Chapter 8, using it to destroy the castle gate and a couple of catapults as well. Ada can also man them in Separate Ways. They have infinite ammo in all of these sequences. It is also usable in the castle portion of The Mercenaries mode, which contain very limited ammo (3 to be exact).&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==&amp;quot;Bolt Thrower&amp;quot;==&lt;br /&gt;
Replacing the original &amp;quot;Mine Thrower&amp;quot; fictional arm gun in the original game, a modernized crossbow sorts of weapon known as the &amp;quot;Bolt Thrower&amp;quot; makes its appearance. This weapon can be purchased with 10,000 pesetas starting from Chapter 2, with the Merchant giving Leon a small discount upon going behind the church. As its name implies, the &amp;quot;Bolt Thrower&amp;quot; fires craftable bolt projectiles which can be retrieved after the projectile hits. Leon can attach the bolts with explosive mines, which detonate when an enemy is in its proximity or after a few seconds once it has been struck to the enemy.&lt;br /&gt;
&lt;br /&gt;
Stealthy but slow-firing (especially not upgraded), the Bolt Thrower greatly benefits from exploration sections in the game, conserving ammunition for other weapons when they will be needed for the high combat sections later on.&lt;br /&gt;
&lt;br /&gt;
[[File:RE4R_BoltThrower_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BoltThrower_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Blast Crossbow==&lt;br /&gt;
The remake's counterpart of the &amp;quot;Bowgun&amp;quot; is the Blast Crossbow, which functions similarly to its original incarnation. It can be found in Chapter 3 of Separate Ways, and not bought from the Merchant (unless Ada misses the crossbow there). It is available to Ada's default outfit in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from the previous remakes, this time as the &amp;quot;Heavy Grenade&amp;quot;. This grenade functions as an upgraded version of the M67 &amp;quot;Hand Grenade&amp;quot; below, having more demolition power with a larger blast radius.&lt;br /&gt;
&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE4R_M26.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M67 Fragmentation Grenade==&lt;br /&gt;
The [[M67 hand grenade]] makes its appearance, simply known as the &amp;quot;Hand Grenade&amp;quot;, which replaces the original function of the M26 grenades in the previous remakes.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:RE4R_M67.jpg|thumb|none|600px|The grenade in the model viewer.]]&lt;br /&gt;
[[File:Download (27).jpg|thumb|none|600px|Leon holding the grenade with his thumb depressing the spoon.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] once again makes its return from the recent remakes, known as the &amp;quot;Flash Grenade&amp;quot;. Its color scheme is altered compared to its previous appearance, with differing markings as well.&lt;br /&gt;
&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE4R_M84.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese_Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1633844</id>
		<title>Resident Evil 4 (2023 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1633844"/>
		<updated>2023-12-07T01:48:35Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: /* Smith &amp;amp; Wesson Model 500 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 4&lt;br /&gt;
|picture=Re4remaketitle.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= March 24, 2023&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Playstation 5&amp;lt;br&amp;gt;Xbox Series X/S&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 4''''' is a 2023 remake of the critically-acclaimed ''[[Resident Evil 4]]'' originally released in 2005. As with recent installments of the franchise, the 2023 remake runs under the technologically-advanced RE Engine, featuring significantly improved graphics over its original game as well as its HD remakes. Along with new visuals, much of the mechanics have been remade and the gameplay itself being modernized to the remake series standards starting with the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]].&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
As per the recent remakes, the game uses a third-person over-the-shoulder perspective, albeit with more fluidity and freedom since the player character can now aim and move at the same time. The laser sight used in most of the console versions of the original game have been removed (with the exception of the Hardballer's iconic laser module), although it exists as a secondary attachment to some pistols. Interestingly, almost every firearm (not including the fictional &amp;quot;P.R.L. 412&amp;quot; energy weapon) has returned from the original game, with most of them modeled accurately to their real-world counterparts (such as the SL8 and the Striker-12) while others are remodeled (the fictional &amp;quot;Silver Ghost&amp;quot; to the slightly-less fictional USP9, and the M1911 to Hardballer) entirely, but function the same way.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Focus aiming&amp;quot; returns from the previous remakes, standing still long enough allows the crosshair to be reduced to a dot, allowing for an increased critical shot rate. Using the optional laser sight for some pistols (or when using the Hardballer in general) increases the critical shot chance, as it is always considered &amp;quot;focused&amp;quot; by default.&lt;br /&gt;
&lt;br /&gt;
The attaché case first introduced in the original game returns in the remake as its form of inventory system, and weapons can be switched out on the fly. Weapons cannot be discarded entirely, instead, they can be put into the typewriter storage (the item box equivalent to recent entries) which can be retrieved back at any time. The functionality of the knife has been expanded compared to the previous remakes, as they can be used to parry highly-damaging/instant kill attacks, or it can be used to get out of a grab quickly for some enemies. There is a durability system with knives, which can be broken if they're used too much. Some knives can be repaired at the Merchant with a fee, while others (most commonly the ones found in the game world) will be entirely lost. Multiple knives can be acquired, and the game will prioritize consumable knives before the reusable ones.&lt;br /&gt;
&lt;br /&gt;
Speaking of the Merchant, he returns in the remake as well. Many weapons and items can be bought from him via pesetas while some items and weapons are bought with rare spinels, which can be obtained by completing various side quests that are featured in this game. Various weapons and items can be obtained for free throughout the game world itself, but if they are missed within the chapter it is featured in, it will be available in the next chapter in the Merchant's wares. Once again, weapons can be upgraded from the Merchant, and ammunition capacity upgrades can go to absurdly high levels (though it isn't as high as in the original game). Once fully upgraded, weapons can be upgraded one more time through exclusive upgrades, in which they require an exclusive upgrade ticket (traded with spinels) and a large amount of pesetas. Some weapons can be bought at the post-game shop, purchased via credits obtained by completing various challenges.&lt;br /&gt;
&lt;br /&gt;
As before, various weapon accessories such as scopes and stocks can be fitted onto several weapons to enhance their capabilities, at the cost of some inventory space.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
All available pistols (and not revolvers and the Mauser C96 &amp;quot;Red 9&amp;quot;) can hold an additional round in the chamber if the player reloads the pistol while it isn't empty, which also has a separate &amp;quot;tactical&amp;quot; reload animation. All pistols are chambered in high velocity &amp;quot;9mm Handgun&amp;quot; rounds, while magnum-type handguns use &amp;quot;.45 Centerfire Pistol&amp;quot; (ie. .45 ACP). The player character holds the handguns in either a traditional stance or through the Center Axis Relock technique.&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP9==&lt;br /&gt;
Replacing the hybridized &amp;quot;Silver Ghost&amp;quot; pistol in the original game, Leon starts with a Kendo Shop custom-tailored two-tone &amp;quot;SG-09 R&amp;quot;, based on the [[Heckler &amp;amp; Koch USP|Heckler &amp;amp; Koch USP9]]; its in-game description notes that it is a derivative of the &amp;quot;MUP&amp;quot;, which is the name of the USP9 in the RE2 and RE3 remakes. As with the VP70M in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], the USP9 is Leon's &amp;quot;canon&amp;quot; cutscene sidearm, as he always brandishes this pistol regardless of having it in his attaché case or stored in the typewriter storage. It rather interestingly sports a Picatinny rail on the frame; USPs did not have such integral rails during their production run, instead sporting a proprietary H&amp;amp;K developed rail for attaching lights and lasers. Picatinny rails did not become standard on HK pistols until the HK45 and P30 line of pistols that were introduced in 2006. The gun also sports a custom grip with finger grooves and checkering pattern reminiscent of the P30.&lt;br /&gt;
&lt;br /&gt;
It initially and incorrectly holds 10 handgun rounds in the magazine when not upgraded, though the level 3 capacity upgrade gives it 14 rounds, one round shy of the actual 15 in real life. This can be upgraded up to 18 rounds when fully upgraded. It doesn't come with its laser sight by default, unlike the original pistol, but it can be fitted with one if the player buys the laser sight upgrade from the Merchant; the cutscene pistol is never shown with a laser sight, even if the player upgraded their pistol with one.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;SG&amp;quot; in its designation likely refers to &amp;quot;Silver Ghost&amp;quot;, the unofficial name of the original weapon it replaced, while &amp;quot;-09&amp;quot; likely refers to its caliber, 9mm. The &amp;quot;R&amp;quot; designation is unknown, but is speculated to mean &amp;quot;Remake&amp;quot;. As before, the pistol's exclusive perk upgrade allows the pistol to have a 5x critical shot rate. Predictably, it remains as Leon's sidearm in The Mercenaries mode.&lt;br /&gt;
&lt;br /&gt;
[[File:TM SG-09 R.jpg|thumb|none|350px|Tokyo Marui SG-09 R - 6mm BB. This is a licensed replica of the &amp;quot;SG-09 R&amp;quot;, a customized Heckler &amp;amp; Koch USP, from ''Resident Evil 4'' (2023). Note that the airsoft pistol bears the HK, USP, European proofs, and date code markings on the slide while these are removed from the in game model, leaving only the 9x19mm caliber and kendo logo.]]&lt;br /&gt;
[[File:RE4R_SG09R_2.jpg|thumb|none|600px|The SG-09 R in the model viewer, without its laser sight module attached, bearing high resemblance to the airsoft replica reference image above. It's no IMFDB 2.0 yet, but eventually we'll get there. Note that the serial number is visible here and in a different spot than a normal USP's is, which is on the underside of the dust cover where the rail is molded on the real gun's frame. The presence of design elements from the later P30 and HK45 pistols especially in the grip checkering pattern, finger grooves and Picatinny rail suggests that in-universe, Joseph Kendo took inspiration from examples of both pistols (which likely would have been in late prototype phases in 2004) or competing pistols incorporating these features.]]&lt;br /&gt;
[[File:RE4R_SG09R_1.jpg|thumb|none|600px|Ditto, other side.  Its frame is slightly longer than the normal variant (which is an interesting design choice as no USPs were ever made with extended frames) and it has been fitted with a compensator, which includes a new front sight. As a consequence of this, the normal front sight on the slide itself has been replaced with a filler plug in the same finish as the slide. Note the &amp;quot;kendo&amp;quot; logo engraving, which according to supplemental Tokyo Marui advertising materials, was supposed to be scrubbed from the pistol upon completion and entering official US Government service for operational security and deniability reasons. Leon, however, is stated to have liked the gun and Joseph Kendo's work so much that he elected to keep it engraved on the slide.]]&lt;br /&gt;
[[File:RE4Rusp9 aimflashlight.jpg|thumb|none|600px|Leon using the USP in conjunction with a flashlight.]]&lt;br /&gt;
[[File:RE4Rusp9tacticalreload.jpg|thumb|none|600px|Performing a tactical reload. Note the magazines appear to be steel instead of the real USP9's polymer magazines]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Beavertail==&lt;br /&gt;
The &amp;quot;Sentinel Nine&amp;quot; appears as one of the exclusive Deluxe or Collector's edition weapons, based on the [[SIG-Sauer P226 Beavertail]] that Leon used in ''[[Resident Evil: Vendetta]]'' under the same name. This marks it as its first usable appearance by the player in the game series.&lt;br /&gt;
&lt;br /&gt;
The weapon is anachronistic, as the [https://www.projectumbrella.net/sentinel-nine-thorough-analysis.html in-universe documents] about the Sentinel Nine released alongside the tie-in Tokyo Marui replica, state that the Sentinel Nine was developed in 2011. It can be excused however, since the pistol itself is bonus content and very much non-canon to this game.&lt;br /&gt;
&lt;br /&gt;
While it has slightly lower damage than the default USP9 Leon starts with, it boasts the highest capacity of any handgun in the game (not including the VP70M's exclusive double ammo upgrade), at 31 when fully upgraded. It initially holds 19 rounds to start with, and it has a faster fire rate than the USP9 to boot, although it is slightly superseded by the Springfield Armory XD when the latter is fully upgraded. Like the USP9, its exclusive perk upgrade allows 5x critical shot rate, and it can be attached with a laser sight.&lt;br /&gt;
[[File:Leon sentinel nine.jpg|thumb|none|350px|Tokyo Marui Sentinel Nine &amp;quot;Leon Model&amp;quot; - 6mm BB. This is a licensed replica of the custom SIG-Sauer P226 Beavertail from ''Resident Evil: Vendetta''.]]&lt;br /&gt;
[[File:RE4R_S9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_S9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] returns as the &amp;quot;Punisher&amp;quot;, along with its exaggerated piercing capabilities. The pistol can only be bought from the Merchant, but instead of pesetas, he sells the weapon in spinels. Once again, the Five-seveN in-game uses standard handgun rounds shared by other pistols, which is 9mm in this game instead of the 5.7 round. However closer inspection of the magazine when reloading shows accurately modeled 5.7x28mm rounds. It holds an underloaded 12 rounds by default, though the level 4 capacity upgrade increases it to 21 rounds, one round over the maximum capacity of the real deal. Like the USP9, the Five-seveN can be upgraded with an underbarrel laser sight. Instead of the all-black finish of the original weapon, the pistol is based on the FDE variant.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Punisher MC&amp;quot; is the Merchant's custom-made variant available in Separate Ways, which can be bought from the Merchant himself for 10,000 pesetas. In a sense, it looks and functions very similarly to its normal counterpart.&lt;br /&gt;
&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:RE4R_Punisher_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Punisher_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Red 9&amp;quot;==&lt;br /&gt;
The iconic [[Mauser C96 &amp;quot;Red 9&amp;quot;|C96 &amp;quot;Red9&amp;quot;]] also returns, and it can now be found for free in Chapter 4, though if the player misses the firearm there, it can alternatively be bought by the Merchant with pesetas. As before, it can be fitted with a stock to improve accuracy and recoil. It initially holds 8 rounds in capacity, though the level 2 ammo capacity upgrade allows it to correctly hold 10 rounds, which can be potentially increased further up to 16. An iconic pistol from returning veterans and new players alike, the Red9's best known for its raw damage per shot with low fire rate, with its exclusive perk upgrade having 1.5x firepower.&lt;br /&gt;
&lt;br /&gt;
It remains as Luis' primary sidearm in the game as well as The Mercenaries. An infinite ammo variant of the Red9 is used by Leon throughout Chapter 11's minecart section, with 10 rounds instead of the default 8 rounds. Since Luis isn't seen with his sidearm all throughout this specific section, it implies that he lent his sidearm to Leon for the time being.&lt;br /&gt;
&lt;br /&gt;
[[File:MauserRed9stock.JPG|thumb|none|400px|Mauser C96 &amp;quot;Red 9&amp;quot; Version with shoulder stock and stripper clip - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Red9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Red9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD==&lt;br /&gt;
The &amp;quot;Blacktail&amp;quot; also makes its return, taking the appearance on the [[Springfield Armory XD]], albeit with a more rounded trigger guard. It is the most compact pistol available, taking up 2x2 slots in the attaché case rather than 2x3 in exchange of magazine capacity. It is a well-balanced upgrade to the USP9, holding 9 rounds initially, up to 13 when fully upgraded. Despite the presence of a rail for mounting lasers, the Blacktail cannot mount the optional laser sight. This could potentially be explained by the laser sight being designed to mount onto Picatinny rails, as the SG-09R, Punisher and Sentinel Nine all sport such rails.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Blacktail AC&amp;quot; - AC standing for &amp;quot;Ada Custom&amp;quot; - is a custom variant of the Springfield XD, wielded by Ada and available to the player in Separate Ways or in The Mercenaries gamemodes while using her default outfit. What exactly makes the Blacktail AC a custom pistol or even to Ada's personal specifications is unknown. &lt;br /&gt;
&lt;br /&gt;
[[File:SpringFieldXD9.jpg|thumb|none|350px|Springfield Armory XD - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Blacktail_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Blacktail_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M==&lt;br /&gt;
The [[Heckler_%26_Koch_VP70|H&amp;amp;K VP70M]] makes its appearance once again as the &amp;quot;Matilda&amp;quot;. Unlike its original incarnation, it is not a post-game weapon (rather, it is obtained by spending 10 Spinels from the Merchant from Chapter 8 onwards) and it can be used without its stock, which must be purchased separately. Correctly, the slide does not lock back on the last shot; however, unlike other pistols, there is no separate empty reload animation. It fires at about 800-900 RPM, which is much slower than its real blistering 2200 RPM fire rate, which it historically has never had in this series, although the original game came the closest. It is, however, a marked improvement over the last time this sidearm and stock appeared in ''RE2R'', where it chugged along at a speed slower than an M3 Grease Gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Matilda_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Matilda_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Vertec Inox==&lt;br /&gt;
In the spirit of the custom-made Beretta 92FS &amp;quot;Samurai Edge&amp;quot;, the [[Beretta 92FS Vertec]] Inox serves exclusively as Albert Wesker's sidearm in cutscenes and it is usable while playing as Wesker in The Mercenaries. This is in contrast to Wesker having a Silver Ghost in the original Resident Evil 4, with zero explanation as to how he has possession of Leon's supposedly one-of-a-kind custom pistol. It holds an underloaded 10 rounds, but it packs quite a punch. It is known in-game as the &amp;quot;XM96E1&amp;quot; and it features minor alterations compared to the real-world weapon, such as added front slide serrations and an extra slot for the picatinny rail. The name and description, specifically noting its increased power, seem to imply that the pistol has been converted to a .40 caliber Beretta 96 or is an experimental Beretta 96 prototype. Given that it is a dead ringer for the Beretta 96 Vertec Inox, it is likely the latter.&lt;br /&gt;
&lt;br /&gt;
[[File:Beretta-92FS-Vertec-SS.jpg|thumb|none|350px|Beretta 92FS Vertec Inox - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Schofield==&lt;br /&gt;
The &amp;quot;Broken Butterfly&amp;quot; returns once more, now more accurately based on a [[Smith &amp;amp; Wesson Schofield]] than a hybrid of the former and the [[Colt Single Action Army]]. It is the quintessential magnum handgun, which can be bought much later in the game compared to the original version, available in chapter 7 for pesetas. It initially holds 6 rounds in the cylinder, though it can hold up to an impossible 10 rounds through upgrades and Capcom-patented magic. Its exclusive upgrade perk increases the firepower by 1.5x. It is available in The Mercenaries while playing as Leon's Pinstripe outfit.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;WSchofieldright.jpg|thumb|none|350px|Smith &amp;amp; Wesson Schofield Model 3 with blued finish - .45 Schofield]]&lt;br /&gt;
[[File:RE4R_BB_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BB_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AMT Hardballer==&lt;br /&gt;
The &amp;quot;Killer7&amp;quot; returns, albeit modeled after an [[AMT Hardballer]] (along with a large functional custom laser sight, making it resemble more of the pistol used in ''[[The Terminator]]'' as well as KAEDE's &amp;quot;CONNECTION&amp;quot; pistol in Capcom's [[Killer7|namesake cult-classic]]) than a standard Colt [[M1911]] used in the original game. The trigger guard is also more squared, a characteristic of the [[LAR Grizzly Pistol]]. It can be purchased from the Merchant with 42,000 pesetas starting from Chapter 11 onwards, making it as a late-game stable alternative to the Smith &amp;amp; Wesson Schofield. It starts off with a reasonable seven shots in the magazine, though this can be increased up to 15 once maxed out. It now has an exclusive upgrade, giving it a 5x critical shot rate. It is Wesker's pocket-handcannon of choice in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[File:ED_45.jpg|thumb|none|400px|AMT Hardballer Longslide with laserlock sight as used in the ''The Terminator'' film - .45 ACP]]&lt;br /&gt;
[[File:AMTHardballer5in.jpg|thumb|none|400px|AMT Hardballer with 5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[File:RE4R_Killer7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Killer7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] returns as the &amp;quot;Handcannon&amp;quot;, a post-game unlock by completing the &amp;quot;Professional Agent&amp;quot; challenge, done by completing the game in the Professional difficulty (the highest difficulty after Hardcore) in any rank without using any bonus weapons or by completing all stages in the Mercenaries in S rank or higher. It retains the wood grips seen in the original model, and it ditches the fictional laser sight and fore that was once part of the original weapon, in favor of the more true-to-life 10.5&amp;quot; variant. It now uses magnum ammo instead of proprietary handcannon ammo. The hammer is incorrectly depicted as always being cocked with a corresponding sound effect despite Leon never physically touching it, as if the weapon were automatic.&lt;br /&gt;
&lt;br /&gt;
It initially holds the correct 5 rounds when first obtained, 9 when fully upgraded. Capacity is a moot point once its exclusive upgrade is obtained, allowing it to have infinite ammunition. Its damage doesn't wildly surpass the other magnum-type weapons compared to its original incarnation (with the Schofield having better raw damage and the Hardballer having dramatically increased crit rate, when both of them have their exclusive upgrades) and its accuracy beyond several feet is atrocious but its insane longevity thanks to infinite ammo makes up its shortcomings. Leon reloads the revolver while the hammer is cocked, which is impossible to perform as the cylinder cannot be open or closed.&lt;br /&gt;
&lt;br /&gt;
Wearing Leon's &amp;quot;Pinstripe&amp;quot; outfit with the Handcannon while it has infinite ammo will have Leon perform a stylish move, akin to the infinite ammo Thompson SMG.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;W500.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 500 (10.5&amp;quot; barrel) with extended ejector shroud, accessory rail, and sling - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:RE4R_Handcannon_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Handcannon_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
As before, Leon acquires the [[Remington 870]] (as the &amp;quot;W-870&amp;quot;) as his first shotgun obtained in the Ganado Village (now known as the Village Square in the remake). Instead of the Express Combo in the original game, its model was based on the fully upgraded variant in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It holds five shells when first obtained, despite the presence of an extended tube magazine on the model. It can be upgraded to the correct 8 with the level 4 ammo upgrade and up to 10 on its max ammo upgrade. The 870 packs the biggest damage and stopping power of all of the shotguns, but its wide spread necessitates close-quarter riskiness. Unlike the original pump shotgun which is always pumped when reloaded, the remake shotgun is realistically only pumped when emptied. It is available to Leon's Pinstripe costume in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
As with the original game, Ada can buy a sawed-off version of the W-870 from the Merchant's wares, starting from Chapter 2 of Separate Ways. As before, it is a compact version of the shotgun with a pistol grip. It has increased power and a reduced size profile, at the cost of capacity (from 5 to 3). This variant is available to her default outfit in The Mercenaries as her shotgun of choice.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:870 shorty.jpg|thumb|none|450px|Remington 870 with TacStar front and rear pistol grips - 12 gauge. Similar to Ada's shotgun.]]&lt;br /&gt;
[[File:RE4R_W870_2.jpg|thumb|none|600px|Right side of the gun in the model viewer.]]&lt;br /&gt;
[[File:RE4R_W870_1.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:RE4R870shoot2.jpg|thumb|none|600px|Leon mid pump while taking down a ganado.]]&lt;br /&gt;
[[File:RE4R870reload.jpg|thumb|none|600px|Loading a new shell.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The &amp;quot;Skull Shaker&amp;quot;, a sawed off [[Winchester Model 1887]] akin to the famous cut-down variant first seen in ''[[Terminator 2]]'', is available by purchasing the Deluxe or Collector's Edition or through its own separate DLC. In a similar vein to its reference, Leon will flip cock the weapon, though the weapon does not have an enlarged lever loop. Unlike the other shotguns, the custom Model 1887 is an extremely compact weapon (occupying a 2x2 grid space), beating out the Striker-12 and the sawed-off Remington 870. However, it can hold a paltry ''two'' shells in the magazine tube when not upgraded, though it can be reloaded and expended fairly quickly (in fact, all shells are loaded at once), which may be Capcom's way of referencing the real life Cowboy Action Shooting Drop 2 capacity mod sometimes done to real 1887s for competition purposes. It can be upgraded up to six shells with a maxed out ammo capacity upgrade, though the correct five shell capacity is possible.&lt;br /&gt;
&lt;br /&gt;
Its presence in the game is likely a callback to Jill's [[Winchester Model 1892#&amp;quot;Mare's Leg&amp;quot;|Winchester 1892 &amp;quot;Mare's Leg&amp;quot;]] in the original ''[[Resident Evil 3: Nemesis|Resident Evil 3]]'', where in the weapon functions as a fast-firing lever-action shotgun. It even has similar gameplay properties to it, especially when the Model 1887 is maxed out.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1887 Airsoft.jpg|thumb|450px|none|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'']]&lt;br /&gt;
[[File:RE4R_SkullShaker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SkullShaker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] fitted with an [[Benelli M4 Super 90|M4]] stock from the ''Resident Evil 3'' remake appears as the &amp;quot;Riot Gun&amp;quot;. It is made available in Chapter 6 and has the tightest spread of all the shotguns. Interestingly, the Riot Gun is semi-automatic in-game (unlike the original Riot Gun, which is pump-action) but does not use its respective modification as seen in ''Resident Evil 3''. In game it is modeled after an early model Benelli M3 as shown by its barrel mounted rifle sights, as is typical with models such as those imported by HK on the United States civilian market. It is Leon's shotgun of choice in The Mercenaries. In the model viewer it is depicted with a shell on the lifter, but this would be incorrect as the shotgun doesn't deposit one from the magazine onto the lifter unless the trigger is pulled or the shell release lever is tripped, and it would prevent the user from lifting the shell lifter in order to load rounds into the magazine. Despite the aforementioned Remington 870 having a different reload animation for an empty magazine tube, the M3 Super 90's charging handle is always pulled when reloaded which would eject a chambered shell.&lt;br /&gt;
&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE4R_M3RG_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M3RG_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
The &amp;quot;Striker&amp;quot; makes its appearance, available in the Merchant's wares starting from Chapter 10 onwards. The in-game model is now accurately modeled after the later production variant of the [[Penn Arms Striker-12]], featuring its unique thumb tab, rear drum advance lever and its large shell deflector from the other Striker variants. The reload animation is more to its real-life counterpart, as Leon uses the winding key after inserting the shell (or shells in fact, as he inserts more than one shell into the weapon to shorten its reload time). Leon does not, however, eject the last spent shell manually with the ejector rod featured in the weapon. And oddly enough, firing the weapon does not eject the shells either. To top it all off, he still doesn't brace the stock when in use, despite the presence of the foldout stock in the model, he continues to fire it from the hip.&lt;br /&gt;
&lt;br /&gt;
The Striker functions to its counterpart in the original game in essence, being a compact semi-automatic lategame shotgun. It holds 12 shotshells in the revolving drum when first obtained, up to 24 with all of the ammo capacity upgrades and up to ''48'' when its exclusive perk upgrade is bought (downplayed from an absurd ''100'' in its original incarnation). When it is fully upgraded, Leon can reload the entire Striker by inserting ''one'' shell in. It isn't as strong nor accurate as the other shotguns (so much so that its inaccuracy is rather too comical), it fares better in the capacity and reload time market.&lt;br /&gt;
&lt;br /&gt;
The Striker itself also makes as appearance as a charm trinket for the attaché case, increasing Leon's movement speed by 8%. This is a reference to the well-known &amp;quot;Ditman Glitch&amp;quot;, wherein the Striker (or more accurately, a hybrid of it) is used to make all of Leon's actions perform faster than usual; which makes it a common sight in speedruns of the original game.&lt;br /&gt;
&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:RE4R_Striker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Striker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
TMP ammo in the original game is now compatible with other submachine guns in the remake.&lt;br /&gt;
&lt;br /&gt;
==Steyr TMP==&lt;br /&gt;
The [[Steyr TMP]] returns as well, under the &amp;quot;TMP&amp;quot; name as before. It can be bought from the Merchant starting in Chapter 3 and available right off the bat in Separate Ways, an early game automatic firearm in both circumstances. Like before, the TMP fires 9mm submachine gun ammunition, which cannot be exchanged with the pistol ammunition commonly found in-game, and it can be fitted with a stock to improve its accuracy. While its magazine is shortened from its original incarnation, it does not reflect the 30 round capacity that it starts off with, which can be increased up to 70 with upgrades. It is modeled after its true-to-life variant, and as an result, it does not have the mounted laser sight on the grip. The TMP's stock must now be purchased with spinels rather than pesetas. It is Krauser's and Ada's (in the Dress outfit) firearm of choice in The Mercenaries and the main game.&lt;br /&gt;
&lt;br /&gt;
Interestingly, while not in the full game itself, the TMP can also be acquired as a hidden weapon in the Chainsaw Demo, under the requirement that the player must empty the inventory before proceeding to village proper, and finding it in a well at the south area of the village.&lt;br /&gt;
&lt;br /&gt;
[[Image:SteyrTMP.jpg|thumb|none|400px|Steyr TMP - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:SteyrTMPcarbine.jpg|thumb|none|450px|Steyr TMP with stock and M68 Aimpoint sight - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE4R_TMP_1.jpg|thumb|none|600px|Right side of the TMP with stock fitted.]]&lt;br /&gt;
[[File:RE4R_TMP_2.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:RE4Rtmpnostockidle.jpg|thumb|none|600px|Leon holding the TMP without a stock, displaying excellent trigger discipline.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
New to ''Resident Evil 4'', the HK [[MP5A5]] makes an appearance as the &amp;quot;LE 5&amp;quot;, being an alternative to the TMP which can be first obtained for free by solving a puzzle in Chapter 13. It is an altered version of the MP5A3 of the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], with a Navy 3-round burst trigger group (thus, identifying it as an A5, with its extending stock) and the deletion of the checkering texture seen in the original &amp;quot;slimline&amp;quot; MP5 variants and its original optic; though other optics can be attached to the weapon for better accuracy. It still doesn't have its iron sights, however, even when optics are removed from the weapon. The bolt of the weapon also never opens when fired or when the cocking lever is locked back during reloading.&lt;br /&gt;
&lt;br /&gt;
Compared to the TMP, the MP5 has penetration power, like the FN Five-seveN (with its exclusive upgrade having 5x penetration power; again, just like the Five-seveN), at the cost of raw power and reload time. It holds 20 rounds in the magazine when not upgraded, though it can hold 30 with the level 2 capacity upgrade, all the way to 60 when maxed out. The MP5A5 is chambered in 9mm Parabellum (as it shares ammunition to the aforementioned TMP, with the SMG ammo box explicitly mentioning this), unlike the ''Resident Evil 2'' remake where it is oddly chambered in .380 ACP. This does not explain the weapon's piercing capabilities - although a plausible explanation does exist in the fact that the MP5 has an extra 3 inches of barrel length over the TMP, resulting in a slightly higher muzzle velocity - however; though it could be for gameplay purposes, to make the MP5 more distinct from the available TMP. Instead of the custom MP9 in the original game, HUNK now uses the MP5A5 as his only firearm in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm]]&lt;br /&gt;
[[File:RE4R_LE5_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_LE5_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|Thompson &amp;quot;Chicago Typewriter&amp;quot;]] makes its appearance once again, now under the name &amp;quot;Chicago Sweeper&amp;quot;. As the Separate Ways side-story isn't included in the remake game's release, the Thompson can be unlocked instead by completing the game in the Professional difficulty with at least an A rank. It is obtained for free of cost once it is unlocked, as it is stored in the typewriter storage. As before, the Thompson is depicted as the [[M1A1 Thompson|GI M1A1 variant]], with a stick magazine, side-charging handle and streamlined, but winged sights. It is considered as a &amp;quot;bonus weapon&amp;quot;, and using it voids unlocking the Handcannon.&lt;br /&gt;
&lt;br /&gt;
Unlike the original version of the weapon, the Thompson does not come with its infinite ammunition by default, as this property is now an exclusive perk upgrade; which means the Thompson incorrectly uses 9mm submachine gun rounds until the exclusive upgrade is obtained. Despite using stick magazines, these hold 50 rounds in the magazine in-game, which is the capacity used in the 50-round Thompson drum magazines for the 1921 and 1928 variants. This can be upgraded into an absurd 70 rounds when fully upgraded. Obtaining the infinite ammunition upgrade changes the stick magazine into the aforementioned drum magazine (despite the real M1 and the M1A1 Thompsons being unable to utilize drum magazines), which makes the magazine model no longer tied to Leon's current costume; though the &amp;quot;reload&amp;quot; animation when using the Mafia (now known as Pinstripe) costume remains.&lt;br /&gt;
&lt;br /&gt;
It is an available weapon for Pinstripe Leon in The Mercenaries mode, pre-upgraded to hold 60 rounds instead of 50.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:RE4R_M1A1_1.jpg|thumb|none|600px|The Thompson in the inventory menu; since it is not possible to view the Thompson with stick magazines through the model viewer.]]&lt;br /&gt;
[[File:RE4R_M1A1_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Colt 1921A Thompson2.jpg|thumb|none|400px|1921 Thompson - .45 ACP]]&lt;br /&gt;
[[File:RE4R_M1A1_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1A1_4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
Rifle-type firearms are aimed in a first-person perspective, even when the optics are removed. They also have an exclusive property of having 3x damage multiplier to enemy weakpoints. All rifles are chambered in 55-grain .223 Remington cartridges and it can pierce through enemies.&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903A4==&lt;br /&gt;
The [[M1903 Springfield#M1903A4 Springfield Sniper Rifle|Springfield M1903A4]] bolt-action rifle returns in the remake, now known as the &amp;quot;SR M1903&amp;quot; instead of the generic &amp;quot;Rifle&amp;quot; designation. It is purchased relatively early in the game, as before, at Chapter 2. Buying the weapon during the said chapter will come with an ACOG sight for free. When sights are mounted to the weapon, the rifle will be fitted with a Picatinny rail. While its maximum firepower mentioned in its stats no longer exceeds that of the magnum-type handguns featured in the game (even when its exclusive perk upgrade was purchased), it is still capable as a suitable long range weapon with raw power in mind, especially when hitting enemy weakpoints. All rounds are correctly loaded individually instead of using stripper clips, to further make itself distinct from other rifles of its class.&lt;br /&gt;
&lt;br /&gt;
It holds 5 rounds by default, though it can hold up to a maximum of 13 through upgrades. Its exclusive power doubles the firepower, heavily increasing the weapon's damage. It is the longarm of choice for the newcomer Luis in The Mercenaries. It can be obtained in Chapter 1 of Separate Ways, along with an ACOG sight.&lt;br /&gt;
&lt;br /&gt;
[[File:Rifle Springfield M1903A4 with M84 sight.jpg|thumb|none|400px|Springfield M1903A4 - .30-06]]&lt;br /&gt;
[[File:RE4R_M1903_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1903_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Springfield M1903A3===&lt;br /&gt;
Detaching the current scope of the M1903A4 turns it into the [[Springfield M1903A3]] variant, as both of its iron sights are attached to the model to make aiming in the first-person perspective more viable. The weapon is still reloaded round-by-round, however.&lt;br /&gt;
&lt;br /&gt;
[[File:M1903A3_Rifle_made_by_Remington_Arms.jpg‎|thumb|none|400px|Remington-manufactured M1903A3 Springfield - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8 hybrid==&lt;br /&gt;
Changed from the generic &amp;quot;Semi-Auto Rifle&amp;quot;, the &amp;quot;Stingray&amp;quot; makes an appearance as one of the available rifle options. It bears much more resemblance to the [[Heckler &amp;amp; Koch SL8]] in real life compared to how it was in the original game. Specifically, the game depicts the SL8 as a hybrid variant of the US import SL8-1 (the crimping in magazine well and single-stack magazine being notable giveaways), but with the shortened rail of the European/Canadian variant SL8-4, albeit without the G36 handguard. It is available in the Merchant's wares starting from Chapter 7. It is available in Leon's and Ada's (Dress outfit) loadout in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
While not the fastest-firing of its kind anymore (which was taken over by the Model 933), it remains as a great ammo-conserving variant, also allowing rapid precision fire to enemy weakpoints in close to medium ranges. It initially holds 10 rounds, which is the correct capacity of the proprietary magazine that the SL8-1 (and the SL8-6) is loaded in. This can be increased up to 18 rounds with the highest capacity upgrade. Its exclusive upgrade doubles the rate of fire.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk sl8-1.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-1 - 5.56x45mm]]&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_Stingray_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Stingray_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Coming from the [[Resident Evil 3 (2020 VG)|''Resident Evil 3'' remake]], the [[Colt Model 933]] returns as the &amp;quot;CQBR Assault Rifle&amp;quot;. Its designation &amp;quot;CQBR&amp;quot; as well its A2 standalone sight, aren't anachronistic this time, as they have been in service as per the game's setting - 2004. It is first obtainable for free in Chapter 10, once the player completes a puzzle in the library of the castle. If not obtained there, it can be purchased from the Merchant starting from Chapter 11, with a limited-time discount all throughout the aforementioned chapter. Unlike ''RE3R'', this incarnation of the carbine doesn't come with its sling swivel, but the charging handle is fully modeled.&lt;br /&gt;
&lt;br /&gt;
The Model 933 is considered as an expensive, fast-firing rifle option compared to the latter two rifles (which, as a result, has less firepower compared to the bolt-action M1903), best at single-target damage per second output against tougher enemies and bosses. It holds an underloaded 20 rounds inside the 30 STANAG magazine when not upgraded, up to a still incorrect 32 (sharing the capacity as with the counterpart in the ''Resident Evil 3'' remake) when maxed out. Its exclusive upgrade increases firepower by 1.5x. Even though its usage of in-game rifle ammo is mostly correct (.223 Remington is near identical to 5.56 NATO), one will soon question the CQBR's longevity once you realize that having an automatic weapon use an ammo type meant for snipers will probably burn through already rare ammo reserves rather quickly. While it demands trigger and accuracy control, the 933 can surpass the SL8 in every way possible.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_CQBR_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_CQBR_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
The Huey gunship that Mike pilots is armed with the M21 Armament System. Twin [[M134 Minigun]]s and side-mounted 70mm rocket pods can be seen mounted on the helicopter.&lt;br /&gt;
&lt;br /&gt;
[[File:Armament.jpg|thumb|none|500px|M134 Minigun mounted on a M21 Armament Subsystem (along with a M158 rocket launcher), used on Huey gunships - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE4R_M21Huey_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M21Huey_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG08==&lt;br /&gt;
Various [[Maxim MG08]] emplaced machine guns with custom mounts are used by the Ganado in the early island levels, which can be commandeered by Leon. These carry limited ammo.&lt;br /&gt;
&lt;br /&gt;
[[Image:MaximMG08.jpg|thumb|none|400px|Maxim MG08 on 'sledge' mount - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] once again serves as the main rocket launcher throughout the game, featuring the same role as with the original iteration, along with its use of some of the Ganado in the later parts of the storyline. This time, the RPG-7 in the remake does not feature any sort of scope in all of its variants. The Infinite Rocket Launcher is available only in a New Game+ save file for 2,000,000 pesetas. Both rocket launchers can be used to bypass certain sections of the game and even one-shot bosses entirely. The regular rocket launcher is available to Ada's dress costume in The Mercenaries as part of her loadout.&lt;br /&gt;
&lt;br /&gt;
Interestingly, during the final boss fight, the player cannot use any other weapon nor switch to other weapons once the special variant of the RPG-7 is dropped specifically to finish the boss, meaning it is no longer possible that the player can sell nor keep the Special Rocket Launcher during a NG+ playthrough. The regular/infinite Rocket Launcher can be used to finish the aforementioned boss off, but the Special Rocket Launcher will not be dropped. The Special Rocket Launcher also appears in Separate Ways, but while it is obtained as part of an objective, it is not usable.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RE4R_RLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Weaponry=&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
As before, a few cannon artillery pieces are stationed across the castle sections of the game. Leon himself can commandeer one in Chapter 7 as well as Chapter 8, using it to destroy the castle gate and a couple of catapults as well. Ada can also man them in Separate Ways. They have infinite ammo in all of these sequences. It is also usable in the castle portion of The Mercenaries mode, which contain very limited ammo (3 to be exact).&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==&amp;quot;Bolt Thrower&amp;quot;==&lt;br /&gt;
Replacing the original &amp;quot;Mine Thrower&amp;quot; fictional arm gun in the original game, a modernized crossbow sorts of weapon known as the &amp;quot;Bolt Thrower&amp;quot; makes its appearance. This weapon can be purchased with 10,000 pesetas starting from Chapter 2, with the Merchant giving Leon a small discount upon going behind the church. As its name implies, the &amp;quot;Bolt Thrower&amp;quot; fires craftable bolt projectiles which can be retrieved after the projectile hits. Leon can attach the bolts with explosive mines, which detonate when an enemy is in its proximity or after a few seconds once it has been struck to the enemy.&lt;br /&gt;
&lt;br /&gt;
Stealthy but slow-firing (especially not upgraded), the Bolt Thrower greatly benefits from exploration sections in the game, conserving ammunition for other weapons when they will be needed for the high combat sections later on.&lt;br /&gt;
&lt;br /&gt;
[[File:RE4R_BoltThrower_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BoltThrower_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Blast Crossbow==&lt;br /&gt;
The remake's counterpart of the &amp;quot;Bowgun&amp;quot; is the Blast Crossbow, which functions similarly to its original incarnation. It can be found in Chapter 3 of Separate Ways, and not bought from the Merchant (unless Ada misses the crossbow there). It is available to Ada's default outfit in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from the previous remakes, this time as the &amp;quot;Heavy Grenade&amp;quot;. This grenade functions as an upgraded version of the M67 &amp;quot;Hand Grenade&amp;quot; below, having more demolition power with a larger blast radius.&lt;br /&gt;
&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE4R_M26.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M67 Fragmentation Grenade==&lt;br /&gt;
The [[M67 hand grenade]] makes its appearance, simply known as the &amp;quot;Hand Grenade&amp;quot;, which replaces the original function of the M26 grenades in the previous remakes.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:RE4R_M67.jpg|thumb|none|600px|The grenade in the model viewer.]]&lt;br /&gt;
[[File:Download (27).jpg|thumb|none|600px|Leon holding the grenade with his thumb depressing the spoon.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] once again makes its return from the recent remakes, known as the &amp;quot;Flash Grenade&amp;quot;. Its color scheme is altered compared to its previous appearance, with differing markings as well.&lt;br /&gt;
&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE4R_M84.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese_Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1633843</id>
		<title>Resident Evil 4 (2023 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1633843"/>
		<updated>2023-12-07T01:47:52Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: /* Beretta 92FS Vertec Inox */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 4&lt;br /&gt;
|picture=Re4remaketitle.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= March 24, 2023&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Playstation 5&amp;lt;br&amp;gt;Xbox Series X/S&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 4''''' is a 2023 remake of the critically-acclaimed ''[[Resident Evil 4]]'' originally released in 2005. As with recent installments of the franchise, the 2023 remake runs under the technologically-advanced RE Engine, featuring significantly improved graphics over its original game as well as its HD remakes. Along with new visuals, much of the mechanics have been remade and the gameplay itself being modernized to the remake series standards starting with the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]].&lt;br /&gt;
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{{VG Title}}&lt;br /&gt;
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=Overview=&lt;br /&gt;
As per the recent remakes, the game uses a third-person over-the-shoulder perspective, albeit with more fluidity and freedom since the player character can now aim and move at the same time. The laser sight used in most of the console versions of the original game have been removed (with the exception of the Hardballer's iconic laser module), although it exists as a secondary attachment to some pistols. Interestingly, almost every firearm (not including the fictional &amp;quot;P.R.L. 412&amp;quot; energy weapon) has returned from the original game, with most of them modeled accurately to their real-world counterparts (such as the SL8 and the Striker-12) while others are remodeled (the fictional &amp;quot;Silver Ghost&amp;quot; to the slightly-less fictional USP9, and the M1911 to Hardballer) entirely, but function the same way.&lt;br /&gt;
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&amp;quot;Focus aiming&amp;quot; returns from the previous remakes, standing still long enough allows the crosshair to be reduced to a dot, allowing for an increased critical shot rate. Using the optional laser sight for some pistols (or when using the Hardballer in general) increases the critical shot chance, as it is always considered &amp;quot;focused&amp;quot; by default.&lt;br /&gt;
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The attaché case first introduced in the original game returns in the remake as its form of inventory system, and weapons can be switched out on the fly. Weapons cannot be discarded entirely, instead, they can be put into the typewriter storage (the item box equivalent to recent entries) which can be retrieved back at any time. The functionality of the knife has been expanded compared to the previous remakes, as they can be used to parry highly-damaging/instant kill attacks, or it can be used to get out of a grab quickly for some enemies. There is a durability system with knives, which can be broken if they're used too much. Some knives can be repaired at the Merchant with a fee, while others (most commonly the ones found in the game world) will be entirely lost. Multiple knives can be acquired, and the game will prioritize consumable knives before the reusable ones.&lt;br /&gt;
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Speaking of the Merchant, he returns in the remake as well. Many weapons and items can be bought from him via pesetas while some items and weapons are bought with rare spinels, which can be obtained by completing various side quests that are featured in this game. Various weapons and items can be obtained for free throughout the game world itself, but if they are missed within the chapter it is featured in, it will be available in the next chapter in the Merchant's wares. Once again, weapons can be upgraded from the Merchant, and ammunition capacity upgrades can go to absurdly high levels (though it isn't as high as in the original game). Once fully upgraded, weapons can be upgraded one more time through exclusive upgrades, in which they require an exclusive upgrade ticket (traded with spinels) and a large amount of pesetas. Some weapons can be bought at the post-game shop, purchased via credits obtained by completing various challenges.&lt;br /&gt;
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As before, various weapon accessories such as scopes and stocks can be fitted onto several weapons to enhance their capabilities, at the cost of some inventory space.&lt;br /&gt;
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=Handguns=&lt;br /&gt;
All available pistols (and not revolvers and the Mauser C96 &amp;quot;Red 9&amp;quot;) can hold an additional round in the chamber if the player reloads the pistol while it isn't empty, which also has a separate &amp;quot;tactical&amp;quot; reload animation. All pistols are chambered in high velocity &amp;quot;9mm Handgun&amp;quot; rounds, while magnum-type handguns use &amp;quot;.45 Centerfire Pistol&amp;quot; (ie. .45 ACP). The player character holds the handguns in either a traditional stance or through the Center Axis Relock technique.&lt;br /&gt;
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==Heckler &amp;amp; Koch USP9==&lt;br /&gt;
Replacing the hybridized &amp;quot;Silver Ghost&amp;quot; pistol in the original game, Leon starts with a Kendo Shop custom-tailored two-tone &amp;quot;SG-09 R&amp;quot;, based on the [[Heckler &amp;amp; Koch USP|Heckler &amp;amp; Koch USP9]]; its in-game description notes that it is a derivative of the &amp;quot;MUP&amp;quot;, which is the name of the USP9 in the RE2 and RE3 remakes. As with the VP70M in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], the USP9 is Leon's &amp;quot;canon&amp;quot; cutscene sidearm, as he always brandishes this pistol regardless of having it in his attaché case or stored in the typewriter storage. It rather interestingly sports a Picatinny rail on the frame; USPs did not have such integral rails during their production run, instead sporting a proprietary H&amp;amp;K developed rail for attaching lights and lasers. Picatinny rails did not become standard on HK pistols until the HK45 and P30 line of pistols that were introduced in 2006. The gun also sports a custom grip with finger grooves and checkering pattern reminiscent of the P30.&lt;br /&gt;
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It initially and incorrectly holds 10 handgun rounds in the magazine when not upgraded, though the level 3 capacity upgrade gives it 14 rounds, one round shy of the actual 15 in real life. This can be upgraded up to 18 rounds when fully upgraded. It doesn't come with its laser sight by default, unlike the original pistol, but it can be fitted with one if the player buys the laser sight upgrade from the Merchant; the cutscene pistol is never shown with a laser sight, even if the player upgraded their pistol with one.&lt;br /&gt;
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&amp;quot;SG&amp;quot; in its designation likely refers to &amp;quot;Silver Ghost&amp;quot;, the unofficial name of the original weapon it replaced, while &amp;quot;-09&amp;quot; likely refers to its caliber, 9mm. The &amp;quot;R&amp;quot; designation is unknown, but is speculated to mean &amp;quot;Remake&amp;quot;. As before, the pistol's exclusive perk upgrade allows the pistol to have a 5x critical shot rate. Predictably, it remains as Leon's sidearm in The Mercenaries mode.&lt;br /&gt;
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[[File:TM SG-09 R.jpg|thumb|none|350px|Tokyo Marui SG-09 R - 6mm BB. This is a licensed replica of the &amp;quot;SG-09 R&amp;quot;, a customized Heckler &amp;amp; Koch USP, from ''Resident Evil 4'' (2023). Note that the airsoft pistol bears the HK, USP, European proofs, and date code markings on the slide while these are removed from the in game model, leaving only the 9x19mm caliber and kendo logo.]]&lt;br /&gt;
[[File:RE4R_SG09R_2.jpg|thumb|none|600px|The SG-09 R in the model viewer, without its laser sight module attached, bearing high resemblance to the airsoft replica reference image above. It's no IMFDB 2.0 yet, but eventually we'll get there. Note that the serial number is visible here and in a different spot than a normal USP's is, which is on the underside of the dust cover where the rail is molded on the real gun's frame. The presence of design elements from the later P30 and HK45 pistols especially in the grip checkering pattern, finger grooves and Picatinny rail suggests that in-universe, Joseph Kendo took inspiration from examples of both pistols (which likely would have been in late prototype phases in 2004) or competing pistols incorporating these features.]]&lt;br /&gt;
[[File:RE4R_SG09R_1.jpg|thumb|none|600px|Ditto, other side.  Its frame is slightly longer than the normal variant (which is an interesting design choice as no USPs were ever made with extended frames) and it has been fitted with a compensator, which includes a new front sight. As a consequence of this, the normal front sight on the slide itself has been replaced with a filler plug in the same finish as the slide. Note the &amp;quot;kendo&amp;quot; logo engraving, which according to supplemental Tokyo Marui advertising materials, was supposed to be scrubbed from the pistol upon completion and entering official US Government service for operational security and deniability reasons. Leon, however, is stated to have liked the gun and Joseph Kendo's work so much that he elected to keep it engraved on the slide.]]&lt;br /&gt;
[[File:RE4Rusp9 aimflashlight.jpg|thumb|none|600px|Leon using the USP in conjunction with a flashlight.]]&lt;br /&gt;
[[File:RE4Rusp9tacticalreload.jpg|thumb|none|600px|Performing a tactical reload. Note the magazines appear to be steel instead of the real USP9's polymer magazines]]&lt;br /&gt;
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==SIG-Sauer P226 Beavertail==&lt;br /&gt;
The &amp;quot;Sentinel Nine&amp;quot; appears as one of the exclusive Deluxe or Collector's edition weapons, based on the [[SIG-Sauer P226 Beavertail]] that Leon used in ''[[Resident Evil: Vendetta]]'' under the same name. This marks it as its first usable appearance by the player in the game series.&lt;br /&gt;
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The weapon is anachronistic, as the [https://www.projectumbrella.net/sentinel-nine-thorough-analysis.html in-universe documents] about the Sentinel Nine released alongside the tie-in Tokyo Marui replica, state that the Sentinel Nine was developed in 2011. It can be excused however, since the pistol itself is bonus content and very much non-canon to this game.&lt;br /&gt;
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While it has slightly lower damage than the default USP9 Leon starts with, it boasts the highest capacity of any handgun in the game (not including the VP70M's exclusive double ammo upgrade), at 31 when fully upgraded. It initially holds 19 rounds to start with, and it has a faster fire rate than the USP9 to boot, although it is slightly superseded by the Springfield Armory XD when the latter is fully upgraded. Like the USP9, its exclusive perk upgrade allows 5x critical shot rate, and it can be attached with a laser sight.&lt;br /&gt;
[[File:Leon sentinel nine.jpg|thumb|none|350px|Tokyo Marui Sentinel Nine &amp;quot;Leon Model&amp;quot; - 6mm BB. This is a licensed replica of the custom SIG-Sauer P226 Beavertail from ''Resident Evil: Vendetta''.]]&lt;br /&gt;
[[File:RE4R_S9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_S9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
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==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] returns as the &amp;quot;Punisher&amp;quot;, along with its exaggerated piercing capabilities. The pistol can only be bought from the Merchant, but instead of pesetas, he sells the weapon in spinels. Once again, the Five-seveN in-game uses standard handgun rounds shared by other pistols, which is 9mm in this game instead of the 5.7 round. However closer inspection of the magazine when reloading shows accurately modeled 5.7x28mm rounds. It holds an underloaded 12 rounds by default, though the level 4 capacity upgrade increases it to 21 rounds, one round over the maximum capacity of the real deal. Like the USP9, the Five-seveN can be upgraded with an underbarrel laser sight. Instead of the all-black finish of the original weapon, the pistol is based on the FDE variant.&lt;br /&gt;
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The &amp;quot;Punisher MC&amp;quot; is the Merchant's custom-made variant available in Separate Ways, which can be bought from the Merchant himself for 10,000 pesetas. In a sense, it looks and functions very similarly to its normal counterpart.&lt;br /&gt;
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[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:RE4R_Punisher_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Punisher_2.jpg|thumb|none|600px|]]&lt;br /&gt;
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==Mauser C96 &amp;quot;Red 9&amp;quot;==&lt;br /&gt;
The iconic [[Mauser C96 &amp;quot;Red 9&amp;quot;|C96 &amp;quot;Red9&amp;quot;]] also returns, and it can now be found for free in Chapter 4, though if the player misses the firearm there, it can alternatively be bought by the Merchant with pesetas. As before, it can be fitted with a stock to improve accuracy and recoil. It initially holds 8 rounds in capacity, though the level 2 ammo capacity upgrade allows it to correctly hold 10 rounds, which can be potentially increased further up to 16. An iconic pistol from returning veterans and new players alike, the Red9's best known for its raw damage per shot with low fire rate, with its exclusive perk upgrade having 1.5x firepower.&lt;br /&gt;
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It remains as Luis' primary sidearm in the game as well as The Mercenaries. An infinite ammo variant of the Red9 is used by Leon throughout Chapter 11's minecart section, with 10 rounds instead of the default 8 rounds. Since Luis isn't seen with his sidearm all throughout this specific section, it implies that he lent his sidearm to Leon for the time being.&lt;br /&gt;
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[[File:MauserRed9stock.JPG|thumb|none|400px|Mauser C96 &amp;quot;Red 9&amp;quot; Version with shoulder stock and stripper clip - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Red9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Red9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
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==Springfield Armory XD==&lt;br /&gt;
The &amp;quot;Blacktail&amp;quot; also makes its return, taking the appearance on the [[Springfield Armory XD]], albeit with a more rounded trigger guard. It is the most compact pistol available, taking up 2x2 slots in the attaché case rather than 2x3 in exchange of magazine capacity. It is a well-balanced upgrade to the USP9, holding 9 rounds initially, up to 13 when fully upgraded. Despite the presence of a rail for mounting lasers, the Blacktail cannot mount the optional laser sight. This could potentially be explained by the laser sight being designed to mount onto Picatinny rails, as the SG-09R, Punisher and Sentinel Nine all sport such rails.&lt;br /&gt;
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The &amp;quot;Blacktail AC&amp;quot; - AC standing for &amp;quot;Ada Custom&amp;quot; - is a custom variant of the Springfield XD, wielded by Ada and available to the player in Separate Ways or in The Mercenaries gamemodes while using her default outfit. What exactly makes the Blacktail AC a custom pistol or even to Ada's personal specifications is unknown. &lt;br /&gt;
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[[File:SpringFieldXD9.jpg|thumb|none|350px|Springfield Armory XD - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Blacktail_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Blacktail_2.jpg|thumb|none|600px|]]&lt;br /&gt;
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==Heckler &amp;amp; Koch VP70M==&lt;br /&gt;
The [[Heckler_%26_Koch_VP70|H&amp;amp;K VP70M]] makes its appearance once again as the &amp;quot;Matilda&amp;quot;. Unlike its original incarnation, it is not a post-game weapon (rather, it is obtained by spending 10 Spinels from the Merchant from Chapter 8 onwards) and it can be used without its stock, which must be purchased separately. Correctly, the slide does not lock back on the last shot; however, unlike other pistols, there is no separate empty reload animation. It fires at about 800-900 RPM, which is much slower than its real blistering 2200 RPM fire rate, which it historically has never had in this series, although the original game came the closest. It is, however, a marked improvement over the last time this sidearm and stock appeared in ''RE2R'', where it chugged along at a speed slower than an M3 Grease Gun.&lt;br /&gt;
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[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Matilda_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Matilda_2.jpg|thumb|none|600px|]]&lt;br /&gt;
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==Beretta 92FS Vertec Inox==&lt;br /&gt;
In the spirit of the custom-made Beretta 92FS &amp;quot;Samurai Edge&amp;quot;, the [[Beretta 92FS Vertec]] Inox serves exclusively as Albert Wesker's sidearm in cutscenes and it is usable while playing as Wesker in The Mercenaries. This is in contrast to Wesker having a Silver Ghost in the original Resident Evil 4, with zero explanation as to how he has possession of Leon's supposedly one-of-a-kind custom pistol. It holds an underloaded 10 rounds, but it packs quite a punch. It is known in-game as the &amp;quot;XM96E1&amp;quot; and it features minor alterations compared to the real-world weapon, such as added front slide serrations and an extra slot for the picatinny rail. The name and description, specifically noting its increased power, seem to imply that the pistol has been converted to a .40 caliber Beretta 96 or is an experimental Beretta 96 prototype. Given that it is a dead ringer for the Beretta 96 Vertec Inox, it is likely the latter.&lt;br /&gt;
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[[File:Beretta-92FS-Vertec-SS.jpg|thumb|none|350px|Beretta 92FS Vertec Inox - 9x19mm]]&lt;br /&gt;
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==Smith &amp;amp; Wesson Schofield==&lt;br /&gt;
The &amp;quot;Broken Butterfly&amp;quot; returns once more, now more accurately based on a [[Smith &amp;amp; Wesson Schofield]] than a hybrid of the former and the [[Colt Single Action Army]]. It is the quintessential magnum handgun, which can be bought much later in the game compared to the original version, available in chapter 7 for pesetas. It initially holds 6 rounds in the cylinder, though it can hold up to an impossible 10 rounds through upgrades and Capcom-patented magic. Its exclusive upgrade perk increases the firepower by 1.5x. It is available in The Mercenaries while playing as Leon's Pinstripe outfit.&lt;br /&gt;
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[[File:S&amp;amp;WSchofieldright.jpg|thumb|none|350px|Smith &amp;amp; Wesson Schofield Model 3 with blued finish - .45 Schofield]]&lt;br /&gt;
[[File:RE4R_BB_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BB_2.jpg|thumb|none|600px|]]&lt;br /&gt;
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==AMT Hardballer==&lt;br /&gt;
The &amp;quot;Killer7&amp;quot; returns, albeit modeled after an [[AMT Hardballer]] (along with a large functional custom laser sight, making it resemble more of the pistol used in ''[[The Terminator]]'' as well as KAEDE's &amp;quot;CONNECTION&amp;quot; pistol in Capcom's [[Killer7|namesake cult-classic]]) than a standard Colt [[M1911]] used in the original game. The trigger guard is also more squared, a characteristic of the [[LAR Grizzly Pistol]]. It can be purchased from the Merchant with 42,000 pesetas starting from Chapter 11 onwards, making it as a late-game stable alternative to the Smith &amp;amp; Wesson Schofield. It starts off with a reasonable seven shots in the magazine, though this can be increased up to 15 once maxed out. It now has an exclusive upgrade, giving it a 5x critical shot rate. It is Wesker's pocket-handcannon of choice in The Mercenaries.&lt;br /&gt;
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[[File:ED_45.jpg|thumb|none|400px|AMT Hardballer Longslide with laserlock sight as used in the ''The Terminator'' film - .45 ACP]]&lt;br /&gt;
[[File:AMTHardballer5in.jpg|thumb|none|400px|AMT Hardballer with 5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[File:RE4R_Killer7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Killer7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
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==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] returns as the &amp;quot;Handcannon&amp;quot;, a post-game unlock by completing the &amp;quot;Professional Agent&amp;quot; challenge, done by completing the game in the Professional difficulty (the highest difficulty after Hardcore) in any rank without using any bonus weapons or by completing all stages in the Mercenaries in S rank or higher. It retains the wood grips seen in the original model, and it ditches the fictional laser sight and fore that was once part of the original weapon, in favor of the more true-to-life 10.5&amp;quot; variant. It now uses magnum ammo instead of proprietary handcannon ammo. The hammer is incorrectly depicted as always being cocked despite Leon never physically touching it, as if the weapon were automatic.&lt;br /&gt;
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It initially holds the correct 5 rounds when first obtained, 9 when fully upgraded. Capacity is a moot point once its exclusive upgrade is obtained, allowing it to have infinite ammunition. Its damage doesn't wildly surpass the other magnum-type weapons compared to its original incarnation (with the Schofield having better raw damage and the Hardballer having dramatically increased crit rate, when both of them have their exclusive upgrades) and its accuracy beyond several feet is atrocious but its insane longevity thanks to infinite ammo makes up its shortcomings. Leon reloads the revolver while the hammer is cocked, which is impossible to perform as the cylinder cannot be open or closed.&lt;br /&gt;
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Wearing Leon's &amp;quot;Pinstripe&amp;quot; outfit with the Handcannon while it has infinite ammo will have Leon perform a stylish move, akin to the infinite ammo Thompson SMG.&lt;br /&gt;
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[[File:S&amp;amp;W500.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 500 (10.5&amp;quot; barrel) with extended ejector shroud, accessory rail, and sling - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:RE4R_Handcannon_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Handcannon_2.jpg|thumb|none|600px|]]&lt;br /&gt;
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=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
As before, Leon acquires the [[Remington 870]] (as the &amp;quot;W-870&amp;quot;) as his first shotgun obtained in the Ganado Village (now known as the Village Square in the remake). Instead of the Express Combo in the original game, its model was based on the fully upgraded variant in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It holds five shells when first obtained, despite the presence of an extended tube magazine on the model. It can be upgraded to the correct 8 with the level 4 ammo upgrade and up to 10 on its max ammo upgrade. The 870 packs the biggest damage and stopping power of all of the shotguns, but its wide spread necessitates close-quarter riskiness. Unlike the original pump shotgun which is always pumped when reloaded, the remake shotgun is realistically only pumped when emptied. It is available to Leon's Pinstripe costume in The Mercenaries.&lt;br /&gt;
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As with the original game, Ada can buy a sawed-off version of the W-870 from the Merchant's wares, starting from Chapter 2 of Separate Ways. As before, it is a compact version of the shotgun with a pistol grip. It has increased power and a reduced size profile, at the cost of capacity (from 5 to 3). This variant is available to her default outfit in The Mercenaries as her shotgun of choice.&lt;br /&gt;
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[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:870 shorty.jpg|thumb|none|450px|Remington 870 with TacStar front and rear pistol grips - 12 gauge. Similar to Ada's shotgun.]]&lt;br /&gt;
[[File:RE4R_W870_2.jpg|thumb|none|600px|Right side of the gun in the model viewer.]]&lt;br /&gt;
[[File:RE4R_W870_1.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:RE4R870shoot2.jpg|thumb|none|600px|Leon mid pump while taking down a ganado.]]&lt;br /&gt;
[[File:RE4R870reload.jpg|thumb|none|600px|Loading a new shell.]]&lt;br /&gt;
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==Winchester Model 1887==&lt;br /&gt;
The &amp;quot;Skull Shaker&amp;quot;, a sawed off [[Winchester Model 1887]] akin to the famous cut-down variant first seen in ''[[Terminator 2]]'', is available by purchasing the Deluxe or Collector's Edition or through its own separate DLC. In a similar vein to its reference, Leon will flip cock the weapon, though the weapon does not have an enlarged lever loop. Unlike the other shotguns, the custom Model 1887 is an extremely compact weapon (occupying a 2x2 grid space), beating out the Striker-12 and the sawed-off Remington 870. However, it can hold a paltry ''two'' shells in the magazine tube when not upgraded, though it can be reloaded and expended fairly quickly (in fact, all shells are loaded at once), which may be Capcom's way of referencing the real life Cowboy Action Shooting Drop 2 capacity mod sometimes done to real 1887s for competition purposes. It can be upgraded up to six shells with a maxed out ammo capacity upgrade, though the correct five shell capacity is possible.&lt;br /&gt;
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Its presence in the game is likely a callback to Jill's [[Winchester Model 1892#&amp;quot;Mare's Leg&amp;quot;|Winchester 1892 &amp;quot;Mare's Leg&amp;quot;]] in the original ''[[Resident Evil 3: Nemesis|Resident Evil 3]]'', where in the weapon functions as a fast-firing lever-action shotgun. It even has similar gameplay properties to it, especially when the Model 1887 is maxed out.&lt;br /&gt;
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[[Image:M1887 Airsoft.jpg|thumb|450px|none|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'']]&lt;br /&gt;
[[File:RE4R_SkullShaker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SkullShaker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
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==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] fitted with an [[Benelli M4 Super 90|M4]] stock from the ''Resident Evil 3'' remake appears as the &amp;quot;Riot Gun&amp;quot;. It is made available in Chapter 6 and has the tightest spread of all the shotguns. Interestingly, the Riot Gun is semi-automatic in-game (unlike the original Riot Gun, which is pump-action) but does not use its respective modification as seen in ''Resident Evil 3''. In game it is modeled after an early model Benelli M3 as shown by its barrel mounted rifle sights, as is typical with models such as those imported by HK on the United States civilian market. It is Leon's shotgun of choice in The Mercenaries. In the model viewer it is depicted with a shell on the lifter, but this would be incorrect as the shotgun doesn't deposit one from the magazine onto the lifter unless the trigger is pulled or the shell release lever is tripped, and it would prevent the user from lifting the shell lifter in order to load rounds into the magazine. Despite the aforementioned Remington 870 having a different reload animation for an empty magazine tube, the M3 Super 90's charging handle is always pulled when reloaded which would eject a chambered shell.&lt;br /&gt;
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[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE4R_M3RG_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M3RG_2.jpg|thumb|none|600px|]]&lt;br /&gt;
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==Penn Arms Striker-12==&lt;br /&gt;
The &amp;quot;Striker&amp;quot; makes its appearance, available in the Merchant's wares starting from Chapter 10 onwards. The in-game model is now accurately modeled after the later production variant of the [[Penn Arms Striker-12]], featuring its unique thumb tab, rear drum advance lever and its large shell deflector from the other Striker variants. The reload animation is more to its real-life counterpart, as Leon uses the winding key after inserting the shell (or shells in fact, as he inserts more than one shell into the weapon to shorten its reload time). Leon does not, however, eject the last spent shell manually with the ejector rod featured in the weapon. And oddly enough, firing the weapon does not eject the shells either. To top it all off, he still doesn't brace the stock when in use, despite the presence of the foldout stock in the model, he continues to fire it from the hip.&lt;br /&gt;
&lt;br /&gt;
The Striker functions to its counterpart in the original game in essence, being a compact semi-automatic lategame shotgun. It holds 12 shotshells in the revolving drum when first obtained, up to 24 with all of the ammo capacity upgrades and up to ''48'' when its exclusive perk upgrade is bought (downplayed from an absurd ''100'' in its original incarnation). When it is fully upgraded, Leon can reload the entire Striker by inserting ''one'' shell in. It isn't as strong nor accurate as the other shotguns (so much so that its inaccuracy is rather too comical), it fares better in the capacity and reload time market.&lt;br /&gt;
&lt;br /&gt;
The Striker itself also makes as appearance as a charm trinket for the attaché case, increasing Leon's movement speed by 8%. This is a reference to the well-known &amp;quot;Ditman Glitch&amp;quot;, wherein the Striker (or more accurately, a hybrid of it) is used to make all of Leon's actions perform faster than usual; which makes it a common sight in speedruns of the original game.&lt;br /&gt;
&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:RE4R_Striker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Striker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
TMP ammo in the original game is now compatible with other submachine guns in the remake.&lt;br /&gt;
&lt;br /&gt;
==Steyr TMP==&lt;br /&gt;
The [[Steyr TMP]] returns as well, under the &amp;quot;TMP&amp;quot; name as before. It can be bought from the Merchant starting in Chapter 3 and available right off the bat in Separate Ways, an early game automatic firearm in both circumstances. Like before, the TMP fires 9mm submachine gun ammunition, which cannot be exchanged with the pistol ammunition commonly found in-game, and it can be fitted with a stock to improve its accuracy. While its magazine is shortened from its original incarnation, it does not reflect the 30 round capacity that it starts off with, which can be increased up to 70 with upgrades. It is modeled after its true-to-life variant, and as an result, it does not have the mounted laser sight on the grip. The TMP's stock must now be purchased with spinels rather than pesetas. It is Krauser's and Ada's (in the Dress outfit) firearm of choice in The Mercenaries and the main game.&lt;br /&gt;
&lt;br /&gt;
Interestingly, while not in the full game itself, the TMP can also be acquired as a hidden weapon in the Chainsaw Demo, under the requirement that the player must empty the inventory before proceeding to village proper, and finding it in a well at the south area of the village.&lt;br /&gt;
&lt;br /&gt;
[[Image:SteyrTMP.jpg|thumb|none|400px|Steyr TMP - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:SteyrTMPcarbine.jpg|thumb|none|450px|Steyr TMP with stock and M68 Aimpoint sight - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE4R_TMP_1.jpg|thumb|none|600px|Right side of the TMP with stock fitted.]]&lt;br /&gt;
[[File:RE4R_TMP_2.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:RE4Rtmpnostockidle.jpg|thumb|none|600px|Leon holding the TMP without a stock, displaying excellent trigger discipline.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
New to ''Resident Evil 4'', the HK [[MP5A5]] makes an appearance as the &amp;quot;LE 5&amp;quot;, being an alternative to the TMP which can be first obtained for free by solving a puzzle in Chapter 13. It is an altered version of the MP5A3 of the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], with a Navy 3-round burst trigger group (thus, identifying it as an A5, with its extending stock) and the deletion of the checkering texture seen in the original &amp;quot;slimline&amp;quot; MP5 variants and its original optic; though other optics can be attached to the weapon for better accuracy. It still doesn't have its iron sights, however, even when optics are removed from the weapon. The bolt of the weapon also never opens when fired or when the cocking lever is locked back during reloading.&lt;br /&gt;
&lt;br /&gt;
Compared to the TMP, the MP5 has penetration power, like the FN Five-seveN (with its exclusive upgrade having 5x penetration power; again, just like the Five-seveN), at the cost of raw power and reload time. It holds 20 rounds in the magazine when not upgraded, though it can hold 30 with the level 2 capacity upgrade, all the way to 60 when maxed out. The MP5A5 is chambered in 9mm Parabellum (as it shares ammunition to the aforementioned TMP, with the SMG ammo box explicitly mentioning this), unlike the ''Resident Evil 2'' remake where it is oddly chambered in .380 ACP. This does not explain the weapon's piercing capabilities - although a plausible explanation does exist in the fact that the MP5 has an extra 3 inches of barrel length over the TMP, resulting in a slightly higher muzzle velocity - however; though it could be for gameplay purposes, to make the MP5 more distinct from the available TMP. Instead of the custom MP9 in the original game, HUNK now uses the MP5A5 as his only firearm in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm]]&lt;br /&gt;
[[File:RE4R_LE5_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_LE5_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|Thompson &amp;quot;Chicago Typewriter&amp;quot;]] makes its appearance once again, now under the name &amp;quot;Chicago Sweeper&amp;quot;. As the Separate Ways side-story isn't included in the remake game's release, the Thompson can be unlocked instead by completing the game in the Professional difficulty with at least an A rank. It is obtained for free of cost once it is unlocked, as it is stored in the typewriter storage. As before, the Thompson is depicted as the [[M1A1 Thompson|GI M1A1 variant]], with a stick magazine, side-charging handle and streamlined, but winged sights. It is considered as a &amp;quot;bonus weapon&amp;quot;, and using it voids unlocking the Handcannon.&lt;br /&gt;
&lt;br /&gt;
Unlike the original version of the weapon, the Thompson does not come with its infinite ammunition by default, as this property is now an exclusive perk upgrade; which means the Thompson incorrectly uses 9mm submachine gun rounds until the exclusive upgrade is obtained. Despite using stick magazines, these hold 50 rounds in the magazine in-game, which is the capacity used in the 50-round Thompson drum magazines for the 1921 and 1928 variants. This can be upgraded into an absurd 70 rounds when fully upgraded. Obtaining the infinite ammunition upgrade changes the stick magazine into the aforementioned drum magazine (despite the real M1 and the M1A1 Thompsons being unable to utilize drum magazines), which makes the magazine model no longer tied to Leon's current costume; though the &amp;quot;reload&amp;quot; animation when using the Mafia (now known as Pinstripe) costume remains.&lt;br /&gt;
&lt;br /&gt;
It is an available weapon for Pinstripe Leon in The Mercenaries mode, pre-upgraded to hold 60 rounds instead of 50.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:RE4R_M1A1_1.jpg|thumb|none|600px|The Thompson in the inventory menu; since it is not possible to view the Thompson with stick magazines through the model viewer.]]&lt;br /&gt;
[[File:RE4R_M1A1_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Colt 1921A Thompson2.jpg|thumb|none|400px|1921 Thompson - .45 ACP]]&lt;br /&gt;
[[File:RE4R_M1A1_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1A1_4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
Rifle-type firearms are aimed in a first-person perspective, even when the optics are removed. They also have an exclusive property of having 3x damage multiplier to enemy weakpoints. All rifles are chambered in 55-grain .223 Remington cartridges and it can pierce through enemies.&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903A4==&lt;br /&gt;
The [[M1903 Springfield#M1903A4 Springfield Sniper Rifle|Springfield M1903A4]] bolt-action rifle returns in the remake, now known as the &amp;quot;SR M1903&amp;quot; instead of the generic &amp;quot;Rifle&amp;quot; designation. It is purchased relatively early in the game, as before, at Chapter 2. Buying the weapon during the said chapter will come with an ACOG sight for free. When sights are mounted to the weapon, the rifle will be fitted with a Picatinny rail. While its maximum firepower mentioned in its stats no longer exceeds that of the magnum-type handguns featured in the game (even when its exclusive perk upgrade was purchased), it is still capable as a suitable long range weapon with raw power in mind, especially when hitting enemy weakpoints. All rounds are correctly loaded individually instead of using stripper clips, to further make itself distinct from other rifles of its class.&lt;br /&gt;
&lt;br /&gt;
It holds 5 rounds by default, though it can hold up to a maximum of 13 through upgrades. Its exclusive power doubles the firepower, heavily increasing the weapon's damage. It is the longarm of choice for the newcomer Luis in The Mercenaries. It can be obtained in Chapter 1 of Separate Ways, along with an ACOG sight.&lt;br /&gt;
&lt;br /&gt;
[[File:Rifle Springfield M1903A4 with M84 sight.jpg|thumb|none|400px|Springfield M1903A4 - .30-06]]&lt;br /&gt;
[[File:RE4R_M1903_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1903_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Springfield M1903A3===&lt;br /&gt;
Detaching the current scope of the M1903A4 turns it into the [[Springfield M1903A3]] variant, as both of its iron sights are attached to the model to make aiming in the first-person perspective more viable. The weapon is still reloaded round-by-round, however.&lt;br /&gt;
&lt;br /&gt;
[[File:M1903A3_Rifle_made_by_Remington_Arms.jpg‎|thumb|none|400px|Remington-manufactured M1903A3 Springfield - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8 hybrid==&lt;br /&gt;
Changed from the generic &amp;quot;Semi-Auto Rifle&amp;quot;, the &amp;quot;Stingray&amp;quot; makes an appearance as one of the available rifle options. It bears much more resemblance to the [[Heckler &amp;amp; Koch SL8]] in real life compared to how it was in the original game. Specifically, the game depicts the SL8 as a hybrid variant of the US import SL8-1 (the crimping in magazine well and single-stack magazine being notable giveaways), but with the shortened rail of the European/Canadian variant SL8-4, albeit without the G36 handguard. It is available in the Merchant's wares starting from Chapter 7. It is available in Leon's and Ada's (Dress outfit) loadout in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
While not the fastest-firing of its kind anymore (which was taken over by the Model 933), it remains as a great ammo-conserving variant, also allowing rapid precision fire to enemy weakpoints in close to medium ranges. It initially holds 10 rounds, which is the correct capacity of the proprietary magazine that the SL8-1 (and the SL8-6) is loaded in. This can be increased up to 18 rounds with the highest capacity upgrade. Its exclusive upgrade doubles the rate of fire.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk sl8-1.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-1 - 5.56x45mm]]&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_Stingray_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Stingray_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Coming from the [[Resident Evil 3 (2020 VG)|''Resident Evil 3'' remake]], the [[Colt Model 933]] returns as the &amp;quot;CQBR Assault Rifle&amp;quot;. Its designation &amp;quot;CQBR&amp;quot; as well its A2 standalone sight, aren't anachronistic this time, as they have been in service as per the game's setting - 2004. It is first obtainable for free in Chapter 10, once the player completes a puzzle in the library of the castle. If not obtained there, it can be purchased from the Merchant starting from Chapter 11, with a limited-time discount all throughout the aforementioned chapter. Unlike ''RE3R'', this incarnation of the carbine doesn't come with its sling swivel, but the charging handle is fully modeled.&lt;br /&gt;
&lt;br /&gt;
The Model 933 is considered as an expensive, fast-firing rifle option compared to the latter two rifles (which, as a result, has less firepower compared to the bolt-action M1903), best at single-target damage per second output against tougher enemies and bosses. It holds an underloaded 20 rounds inside the 30 STANAG magazine when not upgraded, up to a still incorrect 32 (sharing the capacity as with the counterpart in the ''Resident Evil 3'' remake) when maxed out. Its exclusive upgrade increases firepower by 1.5x. Even though its usage of in-game rifle ammo is mostly correct (.223 Remington is near identical to 5.56 NATO), one will soon question the CQBR's longevity once you realize that having an automatic weapon use an ammo type meant for snipers will probably burn through already rare ammo reserves rather quickly. While it demands trigger and accuracy control, the 933 can surpass the SL8 in every way possible.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_CQBR_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_CQBR_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
The Huey gunship that Mike pilots is armed with the M21 Armament System. Twin [[M134 Minigun]]s and side-mounted 70mm rocket pods can be seen mounted on the helicopter.&lt;br /&gt;
&lt;br /&gt;
[[File:Armament.jpg|thumb|none|500px|M134 Minigun mounted on a M21 Armament Subsystem (along with a M158 rocket launcher), used on Huey gunships - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE4R_M21Huey_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M21Huey_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG08==&lt;br /&gt;
Various [[Maxim MG08]] emplaced machine guns with custom mounts are used by the Ganado in the early island levels, which can be commandeered by Leon. These carry limited ammo.&lt;br /&gt;
&lt;br /&gt;
[[Image:MaximMG08.jpg|thumb|none|400px|Maxim MG08 on 'sledge' mount - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] once again serves as the main rocket launcher throughout the game, featuring the same role as with the original iteration, along with its use of some of the Ganado in the later parts of the storyline. This time, the RPG-7 in the remake does not feature any sort of scope in all of its variants. The Infinite Rocket Launcher is available only in a New Game+ save file for 2,000,000 pesetas. Both rocket launchers can be used to bypass certain sections of the game and even one-shot bosses entirely. The regular rocket launcher is available to Ada's dress costume in The Mercenaries as part of her loadout.&lt;br /&gt;
&lt;br /&gt;
Interestingly, during the final boss fight, the player cannot use any other weapon nor switch to other weapons once the special variant of the RPG-7 is dropped specifically to finish the boss, meaning it is no longer possible that the player can sell nor keep the Special Rocket Launcher during a NG+ playthrough. The regular/infinite Rocket Launcher can be used to finish the aforementioned boss off, but the Special Rocket Launcher will not be dropped. The Special Rocket Launcher also appears in Separate Ways, but while it is obtained as part of an objective, it is not usable.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RE4R_RLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Weaponry=&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
As before, a few cannon artillery pieces are stationed across the castle sections of the game. Leon himself can commandeer one in Chapter 7 as well as Chapter 8, using it to destroy the castle gate and a couple of catapults as well. Ada can also man them in Separate Ways. They have infinite ammo in all of these sequences. It is also usable in the castle portion of The Mercenaries mode, which contain very limited ammo (3 to be exact).&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==&amp;quot;Bolt Thrower&amp;quot;==&lt;br /&gt;
Replacing the original &amp;quot;Mine Thrower&amp;quot; fictional arm gun in the original game, a modernized crossbow sorts of weapon known as the &amp;quot;Bolt Thrower&amp;quot; makes its appearance. This weapon can be purchased with 10,000 pesetas starting from Chapter 2, with the Merchant giving Leon a small discount upon going behind the church. As its name implies, the &amp;quot;Bolt Thrower&amp;quot; fires craftable bolt projectiles which can be retrieved after the projectile hits. Leon can attach the bolts with explosive mines, which detonate when an enemy is in its proximity or after a few seconds once it has been struck to the enemy.&lt;br /&gt;
&lt;br /&gt;
Stealthy but slow-firing (especially not upgraded), the Bolt Thrower greatly benefits from exploration sections in the game, conserving ammunition for other weapons when they will be needed for the high combat sections later on.&lt;br /&gt;
&lt;br /&gt;
[[File:RE4R_BoltThrower_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BoltThrower_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Blast Crossbow==&lt;br /&gt;
The remake's counterpart of the &amp;quot;Bowgun&amp;quot; is the Blast Crossbow, which functions similarly to its original incarnation. It can be found in Chapter 3 of Separate Ways, and not bought from the Merchant (unless Ada misses the crossbow there). It is available to Ada's default outfit in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from the previous remakes, this time as the &amp;quot;Heavy Grenade&amp;quot;. This grenade functions as an upgraded version of the M67 &amp;quot;Hand Grenade&amp;quot; below, having more demolition power with a larger blast radius.&lt;br /&gt;
&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE4R_M26.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M67 Fragmentation Grenade==&lt;br /&gt;
The [[M67 hand grenade]] makes its appearance, simply known as the &amp;quot;Hand Grenade&amp;quot;, which replaces the original function of the M26 grenades in the previous remakes.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:RE4R_M67.jpg|thumb|none|600px|The grenade in the model viewer.]]&lt;br /&gt;
[[File:Download (27).jpg|thumb|none|600px|Leon holding the grenade with his thumb depressing the spoon.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] once again makes its return from the recent remakes, known as the &amp;quot;Flash Grenade&amp;quot;. Its color scheme is altered compared to its previous appearance, with differing markings as well.&lt;br /&gt;
&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE4R_M84.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese_Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1633842</id>
		<title>Resident Evil 4 (2023 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1633842"/>
		<updated>2023-12-07T01:46:24Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: /* Heckler &amp;amp; Koch VP70M */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 4&lt;br /&gt;
|picture=Re4remaketitle.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= March 24, 2023&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Playstation 5&amp;lt;br&amp;gt;Xbox Series X/S&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 4''''' is a 2023 remake of the critically-acclaimed ''[[Resident Evil 4]]'' originally released in 2005. As with recent installments of the franchise, the 2023 remake runs under the technologically-advanced RE Engine, featuring significantly improved graphics over its original game as well as its HD remakes. Along with new visuals, much of the mechanics have been remade and the gameplay itself being modernized to the remake series standards starting with the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]].&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
As per the recent remakes, the game uses a third-person over-the-shoulder perspective, albeit with more fluidity and freedom since the player character can now aim and move at the same time. The laser sight used in most of the console versions of the original game have been removed (with the exception of the Hardballer's iconic laser module), although it exists as a secondary attachment to some pistols. Interestingly, almost every firearm (not including the fictional &amp;quot;P.R.L. 412&amp;quot; energy weapon) has returned from the original game, with most of them modeled accurately to their real-world counterparts (such as the SL8 and the Striker-12) while others are remodeled (the fictional &amp;quot;Silver Ghost&amp;quot; to the slightly-less fictional USP9, and the M1911 to Hardballer) entirely, but function the same way.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Focus aiming&amp;quot; returns from the previous remakes, standing still long enough allows the crosshair to be reduced to a dot, allowing for an increased critical shot rate. Using the optional laser sight for some pistols (or when using the Hardballer in general) increases the critical shot chance, as it is always considered &amp;quot;focused&amp;quot; by default.&lt;br /&gt;
&lt;br /&gt;
The attaché case first introduced in the original game returns in the remake as its form of inventory system, and weapons can be switched out on the fly. Weapons cannot be discarded entirely, instead, they can be put into the typewriter storage (the item box equivalent to recent entries) which can be retrieved back at any time. The functionality of the knife has been expanded compared to the previous remakes, as they can be used to parry highly-damaging/instant kill attacks, or it can be used to get out of a grab quickly for some enemies. There is a durability system with knives, which can be broken if they're used too much. Some knives can be repaired at the Merchant with a fee, while others (most commonly the ones found in the game world) will be entirely lost. Multiple knives can be acquired, and the game will prioritize consumable knives before the reusable ones.&lt;br /&gt;
&lt;br /&gt;
Speaking of the Merchant, he returns in the remake as well. Many weapons and items can be bought from him via pesetas while some items and weapons are bought with rare spinels, which can be obtained by completing various side quests that are featured in this game. Various weapons and items can be obtained for free throughout the game world itself, but if they are missed within the chapter it is featured in, it will be available in the next chapter in the Merchant's wares. Once again, weapons can be upgraded from the Merchant, and ammunition capacity upgrades can go to absurdly high levels (though it isn't as high as in the original game). Once fully upgraded, weapons can be upgraded one more time through exclusive upgrades, in which they require an exclusive upgrade ticket (traded with spinels) and a large amount of pesetas. Some weapons can be bought at the post-game shop, purchased via credits obtained by completing various challenges.&lt;br /&gt;
&lt;br /&gt;
As before, various weapon accessories such as scopes and stocks can be fitted onto several weapons to enhance their capabilities, at the cost of some inventory space.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
All available pistols (and not revolvers and the Mauser C96 &amp;quot;Red 9&amp;quot;) can hold an additional round in the chamber if the player reloads the pistol while it isn't empty, which also has a separate &amp;quot;tactical&amp;quot; reload animation. All pistols are chambered in high velocity &amp;quot;9mm Handgun&amp;quot; rounds, while magnum-type handguns use &amp;quot;.45 Centerfire Pistol&amp;quot; (ie. .45 ACP). The player character holds the handguns in either a traditional stance or through the Center Axis Relock technique.&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP9==&lt;br /&gt;
Replacing the hybridized &amp;quot;Silver Ghost&amp;quot; pistol in the original game, Leon starts with a Kendo Shop custom-tailored two-tone &amp;quot;SG-09 R&amp;quot;, based on the [[Heckler &amp;amp; Koch USP|Heckler &amp;amp; Koch USP9]]; its in-game description notes that it is a derivative of the &amp;quot;MUP&amp;quot;, which is the name of the USP9 in the RE2 and RE3 remakes. As with the VP70M in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], the USP9 is Leon's &amp;quot;canon&amp;quot; cutscene sidearm, as he always brandishes this pistol regardless of having it in his attaché case or stored in the typewriter storage. It rather interestingly sports a Picatinny rail on the frame; USPs did not have such integral rails during their production run, instead sporting a proprietary H&amp;amp;K developed rail for attaching lights and lasers. Picatinny rails did not become standard on HK pistols until the HK45 and P30 line of pistols that were introduced in 2006. The gun also sports a custom grip with finger grooves and checkering pattern reminiscent of the P30.&lt;br /&gt;
&lt;br /&gt;
It initially and incorrectly holds 10 handgun rounds in the magazine when not upgraded, though the level 3 capacity upgrade gives it 14 rounds, one round shy of the actual 15 in real life. This can be upgraded up to 18 rounds when fully upgraded. It doesn't come with its laser sight by default, unlike the original pistol, but it can be fitted with one if the player buys the laser sight upgrade from the Merchant; the cutscene pistol is never shown with a laser sight, even if the player upgraded their pistol with one.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;SG&amp;quot; in its designation likely refers to &amp;quot;Silver Ghost&amp;quot;, the unofficial name of the original weapon it replaced, while &amp;quot;-09&amp;quot; likely refers to its caliber, 9mm. The &amp;quot;R&amp;quot; designation is unknown, but is speculated to mean &amp;quot;Remake&amp;quot;. As before, the pistol's exclusive perk upgrade allows the pistol to have a 5x critical shot rate. Predictably, it remains as Leon's sidearm in The Mercenaries mode.&lt;br /&gt;
&lt;br /&gt;
[[File:TM SG-09 R.jpg|thumb|none|350px|Tokyo Marui SG-09 R - 6mm BB. This is a licensed replica of the &amp;quot;SG-09 R&amp;quot;, a customized Heckler &amp;amp; Koch USP, from ''Resident Evil 4'' (2023). Note that the airsoft pistol bears the HK, USP, European proofs, and date code markings on the slide while these are removed from the in game model, leaving only the 9x19mm caliber and kendo logo.]]&lt;br /&gt;
[[File:RE4R_SG09R_2.jpg|thumb|none|600px|The SG-09 R in the model viewer, without its laser sight module attached, bearing high resemblance to the airsoft replica reference image above. It's no IMFDB 2.0 yet, but eventually we'll get there. Note that the serial number is visible here and in a different spot than a normal USP's is, which is on the underside of the dust cover where the rail is molded on the real gun's frame. The presence of design elements from the later P30 and HK45 pistols especially in the grip checkering pattern, finger grooves and Picatinny rail suggests that in-universe, Joseph Kendo took inspiration from examples of both pistols (which likely would have been in late prototype phases in 2004) or competing pistols incorporating these features.]]&lt;br /&gt;
[[File:RE4R_SG09R_1.jpg|thumb|none|600px|Ditto, other side.  Its frame is slightly longer than the normal variant (which is an interesting design choice as no USPs were ever made with extended frames) and it has been fitted with a compensator, which includes a new front sight. As a consequence of this, the normal front sight on the slide itself has been replaced with a filler plug in the same finish as the slide. Note the &amp;quot;kendo&amp;quot; logo engraving, which according to supplemental Tokyo Marui advertising materials, was supposed to be scrubbed from the pistol upon completion and entering official US Government service for operational security and deniability reasons. Leon, however, is stated to have liked the gun and Joseph Kendo's work so much that he elected to keep it engraved on the slide.]]&lt;br /&gt;
[[File:RE4Rusp9 aimflashlight.jpg|thumb|none|600px|Leon using the USP in conjunction with a flashlight.]]&lt;br /&gt;
[[File:RE4Rusp9tacticalreload.jpg|thumb|none|600px|Performing a tactical reload. Note the magazines appear to be steel instead of the real USP9's polymer magazines]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Beavertail==&lt;br /&gt;
The &amp;quot;Sentinel Nine&amp;quot; appears as one of the exclusive Deluxe or Collector's edition weapons, based on the [[SIG-Sauer P226 Beavertail]] that Leon used in ''[[Resident Evil: Vendetta]]'' under the same name. This marks it as its first usable appearance by the player in the game series.&lt;br /&gt;
&lt;br /&gt;
The weapon is anachronistic, as the [https://www.projectumbrella.net/sentinel-nine-thorough-analysis.html in-universe documents] about the Sentinel Nine released alongside the tie-in Tokyo Marui replica, state that the Sentinel Nine was developed in 2011. It can be excused however, since the pistol itself is bonus content and very much non-canon to this game.&lt;br /&gt;
&lt;br /&gt;
While it has slightly lower damage than the default USP9 Leon starts with, it boasts the highest capacity of any handgun in the game (not including the VP70M's exclusive double ammo upgrade), at 31 when fully upgraded. It initially holds 19 rounds to start with, and it has a faster fire rate than the USP9 to boot, although it is slightly superseded by the Springfield Armory XD when the latter is fully upgraded. Like the USP9, its exclusive perk upgrade allows 5x critical shot rate, and it can be attached with a laser sight.&lt;br /&gt;
[[File:Leon sentinel nine.jpg|thumb|none|350px|Tokyo Marui Sentinel Nine &amp;quot;Leon Model&amp;quot; - 6mm BB. This is a licensed replica of the custom SIG-Sauer P226 Beavertail from ''Resident Evil: Vendetta''.]]&lt;br /&gt;
[[File:RE4R_S9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_S9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] returns as the &amp;quot;Punisher&amp;quot;, along with its exaggerated piercing capabilities. The pistol can only be bought from the Merchant, but instead of pesetas, he sells the weapon in spinels. Once again, the Five-seveN in-game uses standard handgun rounds shared by other pistols, which is 9mm in this game instead of the 5.7 round. However closer inspection of the magazine when reloading shows accurately modeled 5.7x28mm rounds. It holds an underloaded 12 rounds by default, though the level 4 capacity upgrade increases it to 21 rounds, one round over the maximum capacity of the real deal. Like the USP9, the Five-seveN can be upgraded with an underbarrel laser sight. Instead of the all-black finish of the original weapon, the pistol is based on the FDE variant.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Punisher MC&amp;quot; is the Merchant's custom-made variant available in Separate Ways, which can be bought from the Merchant himself for 10,000 pesetas. In a sense, it looks and functions very similarly to its normal counterpart.&lt;br /&gt;
&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:RE4R_Punisher_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Punisher_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Red 9&amp;quot;==&lt;br /&gt;
The iconic [[Mauser C96 &amp;quot;Red 9&amp;quot;|C96 &amp;quot;Red9&amp;quot;]] also returns, and it can now be found for free in Chapter 4, though if the player misses the firearm there, it can alternatively be bought by the Merchant with pesetas. As before, it can be fitted with a stock to improve accuracy and recoil. It initially holds 8 rounds in capacity, though the level 2 ammo capacity upgrade allows it to correctly hold 10 rounds, which can be potentially increased further up to 16. An iconic pistol from returning veterans and new players alike, the Red9's best known for its raw damage per shot with low fire rate, with its exclusive perk upgrade having 1.5x firepower.&lt;br /&gt;
&lt;br /&gt;
It remains as Luis' primary sidearm in the game as well as The Mercenaries. An infinite ammo variant of the Red9 is used by Leon throughout Chapter 11's minecart section, with 10 rounds instead of the default 8 rounds. Since Luis isn't seen with his sidearm all throughout this specific section, it implies that he lent his sidearm to Leon for the time being.&lt;br /&gt;
&lt;br /&gt;
[[File:MauserRed9stock.JPG|thumb|none|400px|Mauser C96 &amp;quot;Red 9&amp;quot; Version with shoulder stock and stripper clip - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Red9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Red9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD==&lt;br /&gt;
The &amp;quot;Blacktail&amp;quot; also makes its return, taking the appearance on the [[Springfield Armory XD]], albeit with a more rounded trigger guard. It is the most compact pistol available, taking up 2x2 slots in the attaché case rather than 2x3 in exchange of magazine capacity. It is a well-balanced upgrade to the USP9, holding 9 rounds initially, up to 13 when fully upgraded. Despite the presence of a rail for mounting lasers, the Blacktail cannot mount the optional laser sight. This could potentially be explained by the laser sight being designed to mount onto Picatinny rails, as the SG-09R, Punisher and Sentinel Nine all sport such rails.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Blacktail AC&amp;quot; - AC standing for &amp;quot;Ada Custom&amp;quot; - is a custom variant of the Springfield XD, wielded by Ada and available to the player in Separate Ways or in The Mercenaries gamemodes while using her default outfit. What exactly makes the Blacktail AC a custom pistol or even to Ada's personal specifications is unknown. &lt;br /&gt;
&lt;br /&gt;
[[File:SpringFieldXD9.jpg|thumb|none|350px|Springfield Armory XD - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Blacktail_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Blacktail_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M==&lt;br /&gt;
The [[Heckler_%26_Koch_VP70|H&amp;amp;K VP70M]] makes its appearance once again as the &amp;quot;Matilda&amp;quot;. Unlike its original incarnation, it is not a post-game weapon (rather, it is obtained by spending 10 Spinels from the Merchant from Chapter 8 onwards) and it can be used without its stock, which must be purchased separately. Correctly, the slide does not lock back on the last shot; however, unlike other pistols, there is no separate empty reload animation. It fires at about 800-900 RPM, which is much slower than its real blistering 2200 RPM fire rate, which it historically has never had in this series, although the original game came the closest. It is, however, a marked improvement over the last time this sidearm and stock appeared in ''RE2R'', where it chugged along at a speed slower than an M3 Grease Gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Matilda_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Matilda_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Vertec Inox==&lt;br /&gt;
In the spirit of the custom-made Beretta 92FS &amp;quot;Samurai Edge&amp;quot;, the [[Beretta 92FS Vertec]] Inox serves exclusively as Albert Wesker's sidearm in cutscenes and it is usable while playing as Wesker in The Mercenaries. It holds an underloaded 10 rounds, but it packs quite a punch. It is known in-game as the &amp;quot;XM96E1&amp;quot; and it features minor alterations compared to the real-world weapon, such as added front slide serrations and an extra slot for the picatinny rail. The name and description, specifically noting its increased power, seem to imply that the pistol has been converted to a .40 caliber Beretta 96 or is an experimental Beretta 96 prototype. Given that it is a dead ringer for the Beretta 96 Vertec Inox, it is likely the latter.&lt;br /&gt;
&lt;br /&gt;
[[File:Beretta-92FS-Vertec-SS.jpg|thumb|none|350px|Beretta 92FS Vertec Inox - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Schofield==&lt;br /&gt;
The &amp;quot;Broken Butterfly&amp;quot; returns once more, now more accurately based on a [[Smith &amp;amp; Wesson Schofield]] than a hybrid of the former and the [[Colt Single Action Army]]. It is the quintessential magnum handgun, which can be bought much later in the game compared to the original version, available in chapter 7 for pesetas. It initially holds 6 rounds in the cylinder, though it can hold up to an impossible 10 rounds through upgrades and Capcom-patented magic. Its exclusive upgrade perk increases the firepower by 1.5x. It is available in The Mercenaries while playing as Leon's Pinstripe outfit.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;WSchofieldright.jpg|thumb|none|350px|Smith &amp;amp; Wesson Schofield Model 3 with blued finish - .45 Schofield]]&lt;br /&gt;
[[File:RE4R_BB_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BB_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AMT Hardballer==&lt;br /&gt;
The &amp;quot;Killer7&amp;quot; returns, albeit modeled after an [[AMT Hardballer]] (along with a large functional custom laser sight, making it resemble more of the pistol used in ''[[The Terminator]]'' as well as KAEDE's &amp;quot;CONNECTION&amp;quot; pistol in Capcom's [[Killer7|namesake cult-classic]]) than a standard Colt [[M1911]] used in the original game. The trigger guard is also more squared, a characteristic of the [[LAR Grizzly Pistol]]. It can be purchased from the Merchant with 42,000 pesetas starting from Chapter 11 onwards, making it as a late-game stable alternative to the Smith &amp;amp; Wesson Schofield. It starts off with a reasonable seven shots in the magazine, though this can be increased up to 15 once maxed out. It now has an exclusive upgrade, giving it a 5x critical shot rate. It is Wesker's pocket-handcannon of choice in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[File:ED_45.jpg|thumb|none|400px|AMT Hardballer Longslide with laserlock sight as used in the ''The Terminator'' film - .45 ACP]]&lt;br /&gt;
[[File:AMTHardballer5in.jpg|thumb|none|400px|AMT Hardballer with 5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[File:RE4R_Killer7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Killer7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] returns as the &amp;quot;Handcannon&amp;quot;, a post-game unlock by completing the &amp;quot;Professional Agent&amp;quot; challenge, done by completing the game in the Professional difficulty (the highest difficulty after Hardcore) in any rank without using any bonus weapons or by completing all stages in the Mercenaries in S rank or higher. It retains the wood grips seen in the original model, and it ditches the fictional laser sight and fore that was once part of the original weapon, in favor of the more true-to-life 10.5&amp;quot; variant. It now uses magnum ammo instead of proprietary handcannon ammo. The hammer is incorrectly depicted as always being cocked despite Leon never physically touching it, as if the weapon were automatic.&lt;br /&gt;
&lt;br /&gt;
It initially holds the correct 5 rounds when first obtained, 9 when fully upgraded. Capacity is a moot point once its exclusive upgrade is obtained, allowing it to have infinite ammunition. Its damage doesn't wildly surpass the other magnum-type weapons compared to its original incarnation (with the Schofield having better raw damage and the Hardballer having dramatically increased crit rate, when both of them have their exclusive upgrades) and its accuracy beyond several feet is atrocious but its insane longevity thanks to infinite ammo makes up its shortcomings. Leon reloads the revolver while the hammer is cocked, which is impossible to perform as the cylinder cannot be open or closed.&lt;br /&gt;
&lt;br /&gt;
Wearing Leon's &amp;quot;Pinstripe&amp;quot; outfit with the Handcannon while it has infinite ammo will have Leon perform a stylish move, akin to the infinite ammo Thompson SMG.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;W500.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 500 (10.5&amp;quot; barrel) with extended ejector shroud, accessory rail, and sling - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:RE4R_Handcannon_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Handcannon_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
As before, Leon acquires the [[Remington 870]] (as the &amp;quot;W-870&amp;quot;) as his first shotgun obtained in the Ganado Village (now known as the Village Square in the remake). Instead of the Express Combo in the original game, its model was based on the fully upgraded variant in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It holds five shells when first obtained, despite the presence of an extended tube magazine on the model. It can be upgraded to the correct 8 with the level 4 ammo upgrade and up to 10 on its max ammo upgrade. The 870 packs the biggest damage and stopping power of all of the shotguns, but its wide spread necessitates close-quarter riskiness. Unlike the original pump shotgun which is always pumped when reloaded, the remake shotgun is realistically only pumped when emptied. It is available to Leon's Pinstripe costume in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
As with the original game, Ada can buy a sawed-off version of the W-870 from the Merchant's wares, starting from Chapter 2 of Separate Ways. As before, it is a compact version of the shotgun with a pistol grip. It has increased power and a reduced size profile, at the cost of capacity (from 5 to 3). This variant is available to her default outfit in The Mercenaries as her shotgun of choice.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:870 shorty.jpg|thumb|none|450px|Remington 870 with TacStar front and rear pistol grips - 12 gauge. Similar to Ada's shotgun.]]&lt;br /&gt;
[[File:RE4R_W870_2.jpg|thumb|none|600px|Right side of the gun in the model viewer.]]&lt;br /&gt;
[[File:RE4R_W870_1.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:RE4R870shoot2.jpg|thumb|none|600px|Leon mid pump while taking down a ganado.]]&lt;br /&gt;
[[File:RE4R870reload.jpg|thumb|none|600px|Loading a new shell.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The &amp;quot;Skull Shaker&amp;quot;, a sawed off [[Winchester Model 1887]] akin to the famous cut-down variant first seen in ''[[Terminator 2]]'', is available by purchasing the Deluxe or Collector's Edition or through its own separate DLC. In a similar vein to its reference, Leon will flip cock the weapon, though the weapon does not have an enlarged lever loop. Unlike the other shotguns, the custom Model 1887 is an extremely compact weapon (occupying a 2x2 grid space), beating out the Striker-12 and the sawed-off Remington 870. However, it can hold a paltry ''two'' shells in the magazine tube when not upgraded, though it can be reloaded and expended fairly quickly (in fact, all shells are loaded at once), which may be Capcom's way of referencing the real life Cowboy Action Shooting Drop 2 capacity mod sometimes done to real 1887s for competition purposes. It can be upgraded up to six shells with a maxed out ammo capacity upgrade, though the correct five shell capacity is possible.&lt;br /&gt;
&lt;br /&gt;
Its presence in the game is likely a callback to Jill's [[Winchester Model 1892#&amp;quot;Mare's Leg&amp;quot;|Winchester 1892 &amp;quot;Mare's Leg&amp;quot;]] in the original ''[[Resident Evil 3: Nemesis|Resident Evil 3]]'', where in the weapon functions as a fast-firing lever-action shotgun. It even has similar gameplay properties to it, especially when the Model 1887 is maxed out.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1887 Airsoft.jpg|thumb|450px|none|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'']]&lt;br /&gt;
[[File:RE4R_SkullShaker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SkullShaker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] fitted with an [[Benelli M4 Super 90|M4]] stock from the ''Resident Evil 3'' remake appears as the &amp;quot;Riot Gun&amp;quot;. It is made available in Chapter 6 and has the tightest spread of all the shotguns. Interestingly, the Riot Gun is semi-automatic in-game (unlike the original Riot Gun, which is pump-action) but does not use its respective modification as seen in ''Resident Evil 3''. In game it is modeled after an early model Benelli M3 as shown by its barrel mounted rifle sights, as is typical with models such as those imported by HK on the United States civilian market. It is Leon's shotgun of choice in The Mercenaries. In the model viewer it is depicted with a shell on the lifter, but this would be incorrect as the shotgun doesn't deposit one from the magazine onto the lifter unless the trigger is pulled or the shell release lever is tripped, and it would prevent the user from lifting the shell lifter in order to load rounds into the magazine. Despite the aforementioned Remington 870 having a different reload animation for an empty magazine tube, the M3 Super 90's charging handle is always pulled when reloaded which would eject a chambered shell.&lt;br /&gt;
&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE4R_M3RG_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M3RG_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
The &amp;quot;Striker&amp;quot; makes its appearance, available in the Merchant's wares starting from Chapter 10 onwards. The in-game model is now accurately modeled after the later production variant of the [[Penn Arms Striker-12]], featuring its unique thumb tab, rear drum advance lever and its large shell deflector from the other Striker variants. The reload animation is more to its real-life counterpart, as Leon uses the winding key after inserting the shell (or shells in fact, as he inserts more than one shell into the weapon to shorten its reload time). Leon does not, however, eject the last spent shell manually with the ejector rod featured in the weapon. And oddly enough, firing the weapon does not eject the shells either. To top it all off, he still doesn't brace the stock when in use, despite the presence of the foldout stock in the model, he continues to fire it from the hip.&lt;br /&gt;
&lt;br /&gt;
The Striker functions to its counterpart in the original game in essence, being a compact semi-automatic lategame shotgun. It holds 12 shotshells in the revolving drum when first obtained, up to 24 with all of the ammo capacity upgrades and up to ''48'' when its exclusive perk upgrade is bought (downplayed from an absurd ''100'' in its original incarnation). When it is fully upgraded, Leon can reload the entire Striker by inserting ''one'' shell in. It isn't as strong nor accurate as the other shotguns (so much so that its inaccuracy is rather too comical), it fares better in the capacity and reload time market.&lt;br /&gt;
&lt;br /&gt;
The Striker itself also makes as appearance as a charm trinket for the attaché case, increasing Leon's movement speed by 8%. This is a reference to the well-known &amp;quot;Ditman Glitch&amp;quot;, wherein the Striker (or more accurately, a hybrid of it) is used to make all of Leon's actions perform faster than usual; which makes it a common sight in speedruns of the original game.&lt;br /&gt;
&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:RE4R_Striker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Striker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
TMP ammo in the original game is now compatible with other submachine guns in the remake.&lt;br /&gt;
&lt;br /&gt;
==Steyr TMP==&lt;br /&gt;
The [[Steyr TMP]] returns as well, under the &amp;quot;TMP&amp;quot; name as before. It can be bought from the Merchant starting in Chapter 3 and available right off the bat in Separate Ways, an early game automatic firearm in both circumstances. Like before, the TMP fires 9mm submachine gun ammunition, which cannot be exchanged with the pistol ammunition commonly found in-game, and it can be fitted with a stock to improve its accuracy. While its magazine is shortened from its original incarnation, it does not reflect the 30 round capacity that it starts off with, which can be increased up to 70 with upgrades. It is modeled after its true-to-life variant, and as an result, it does not have the mounted laser sight on the grip. The TMP's stock must now be purchased with spinels rather than pesetas. It is Krauser's and Ada's (in the Dress outfit) firearm of choice in The Mercenaries and the main game.&lt;br /&gt;
&lt;br /&gt;
Interestingly, while not in the full game itself, the TMP can also be acquired as a hidden weapon in the Chainsaw Demo, under the requirement that the player must empty the inventory before proceeding to village proper, and finding it in a well at the south area of the village.&lt;br /&gt;
&lt;br /&gt;
[[Image:SteyrTMP.jpg|thumb|none|400px|Steyr TMP - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:SteyrTMPcarbine.jpg|thumb|none|450px|Steyr TMP with stock and M68 Aimpoint sight - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE4R_TMP_1.jpg|thumb|none|600px|Right side of the TMP with stock fitted.]]&lt;br /&gt;
[[File:RE4R_TMP_2.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:RE4Rtmpnostockidle.jpg|thumb|none|600px|Leon holding the TMP without a stock, displaying excellent trigger discipline.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
New to ''Resident Evil 4'', the HK [[MP5A5]] makes an appearance as the &amp;quot;LE 5&amp;quot;, being an alternative to the TMP which can be first obtained for free by solving a puzzle in Chapter 13. It is an altered version of the MP5A3 of the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], with a Navy 3-round burst trigger group (thus, identifying it as an A5, with its extending stock) and the deletion of the checkering texture seen in the original &amp;quot;slimline&amp;quot; MP5 variants and its original optic; though other optics can be attached to the weapon for better accuracy. It still doesn't have its iron sights, however, even when optics are removed from the weapon. The bolt of the weapon also never opens when fired or when the cocking lever is locked back during reloading.&lt;br /&gt;
&lt;br /&gt;
Compared to the TMP, the MP5 has penetration power, like the FN Five-seveN (with its exclusive upgrade having 5x penetration power; again, just like the Five-seveN), at the cost of raw power and reload time. It holds 20 rounds in the magazine when not upgraded, though it can hold 30 with the level 2 capacity upgrade, all the way to 60 when maxed out. The MP5A5 is chambered in 9mm Parabellum (as it shares ammunition to the aforementioned TMP, with the SMG ammo box explicitly mentioning this), unlike the ''Resident Evil 2'' remake where it is oddly chambered in .380 ACP. This does not explain the weapon's piercing capabilities - although a plausible explanation does exist in the fact that the MP5 has an extra 3 inches of barrel length over the TMP, resulting in a slightly higher muzzle velocity - however; though it could be for gameplay purposes, to make the MP5 more distinct from the available TMP. Instead of the custom MP9 in the original game, HUNK now uses the MP5A5 as his only firearm in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm]]&lt;br /&gt;
[[File:RE4R_LE5_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_LE5_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|Thompson &amp;quot;Chicago Typewriter&amp;quot;]] makes its appearance once again, now under the name &amp;quot;Chicago Sweeper&amp;quot;. As the Separate Ways side-story isn't included in the remake game's release, the Thompson can be unlocked instead by completing the game in the Professional difficulty with at least an A rank. It is obtained for free of cost once it is unlocked, as it is stored in the typewriter storage. As before, the Thompson is depicted as the [[M1A1 Thompson|GI M1A1 variant]], with a stick magazine, side-charging handle and streamlined, but winged sights. It is considered as a &amp;quot;bonus weapon&amp;quot;, and using it voids unlocking the Handcannon.&lt;br /&gt;
&lt;br /&gt;
Unlike the original version of the weapon, the Thompson does not come with its infinite ammunition by default, as this property is now an exclusive perk upgrade; which means the Thompson incorrectly uses 9mm submachine gun rounds until the exclusive upgrade is obtained. Despite using stick magazines, these hold 50 rounds in the magazine in-game, which is the capacity used in the 50-round Thompson drum magazines for the 1921 and 1928 variants. This can be upgraded into an absurd 70 rounds when fully upgraded. Obtaining the infinite ammunition upgrade changes the stick magazine into the aforementioned drum magazine (despite the real M1 and the M1A1 Thompsons being unable to utilize drum magazines), which makes the magazine model no longer tied to Leon's current costume; though the &amp;quot;reload&amp;quot; animation when using the Mafia (now known as Pinstripe) costume remains.&lt;br /&gt;
&lt;br /&gt;
It is an available weapon for Pinstripe Leon in The Mercenaries mode, pre-upgraded to hold 60 rounds instead of 50.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:RE4R_M1A1_1.jpg|thumb|none|600px|The Thompson in the inventory menu; since it is not possible to view the Thompson with stick magazines through the model viewer.]]&lt;br /&gt;
[[File:RE4R_M1A1_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Colt 1921A Thompson2.jpg|thumb|none|400px|1921 Thompson - .45 ACP]]&lt;br /&gt;
[[File:RE4R_M1A1_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1A1_4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
Rifle-type firearms are aimed in a first-person perspective, even when the optics are removed. They also have an exclusive property of having 3x damage multiplier to enemy weakpoints. All rifles are chambered in 55-grain .223 Remington cartridges and it can pierce through enemies.&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903A4==&lt;br /&gt;
The [[M1903 Springfield#M1903A4 Springfield Sniper Rifle|Springfield M1903A4]] bolt-action rifle returns in the remake, now known as the &amp;quot;SR M1903&amp;quot; instead of the generic &amp;quot;Rifle&amp;quot; designation. It is purchased relatively early in the game, as before, at Chapter 2. Buying the weapon during the said chapter will come with an ACOG sight for free. When sights are mounted to the weapon, the rifle will be fitted with a Picatinny rail. While its maximum firepower mentioned in its stats no longer exceeds that of the magnum-type handguns featured in the game (even when its exclusive perk upgrade was purchased), it is still capable as a suitable long range weapon with raw power in mind, especially when hitting enemy weakpoints. All rounds are correctly loaded individually instead of using stripper clips, to further make itself distinct from other rifles of its class.&lt;br /&gt;
&lt;br /&gt;
It holds 5 rounds by default, though it can hold up to a maximum of 13 through upgrades. Its exclusive power doubles the firepower, heavily increasing the weapon's damage. It is the longarm of choice for the newcomer Luis in The Mercenaries. It can be obtained in Chapter 1 of Separate Ways, along with an ACOG sight.&lt;br /&gt;
&lt;br /&gt;
[[File:Rifle Springfield M1903A4 with M84 sight.jpg|thumb|none|400px|Springfield M1903A4 - .30-06]]&lt;br /&gt;
[[File:RE4R_M1903_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1903_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Springfield M1903A3===&lt;br /&gt;
Detaching the current scope of the M1903A4 turns it into the [[Springfield M1903A3]] variant, as both of its iron sights are attached to the model to make aiming in the first-person perspective more viable. The weapon is still reloaded round-by-round, however.&lt;br /&gt;
&lt;br /&gt;
[[File:M1903A3_Rifle_made_by_Remington_Arms.jpg‎|thumb|none|400px|Remington-manufactured M1903A3 Springfield - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8 hybrid==&lt;br /&gt;
Changed from the generic &amp;quot;Semi-Auto Rifle&amp;quot;, the &amp;quot;Stingray&amp;quot; makes an appearance as one of the available rifle options. It bears much more resemblance to the [[Heckler &amp;amp; Koch SL8]] in real life compared to how it was in the original game. Specifically, the game depicts the SL8 as a hybrid variant of the US import SL8-1 (the crimping in magazine well and single-stack magazine being notable giveaways), but with the shortened rail of the European/Canadian variant SL8-4, albeit without the G36 handguard. It is available in the Merchant's wares starting from Chapter 7. It is available in Leon's and Ada's (Dress outfit) loadout in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
While not the fastest-firing of its kind anymore (which was taken over by the Model 933), it remains as a great ammo-conserving variant, also allowing rapid precision fire to enemy weakpoints in close to medium ranges. It initially holds 10 rounds, which is the correct capacity of the proprietary magazine that the SL8-1 (and the SL8-6) is loaded in. This can be increased up to 18 rounds with the highest capacity upgrade. Its exclusive upgrade doubles the rate of fire.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk sl8-1.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-1 - 5.56x45mm]]&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_Stingray_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Stingray_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Coming from the [[Resident Evil 3 (2020 VG)|''Resident Evil 3'' remake]], the [[Colt Model 933]] returns as the &amp;quot;CQBR Assault Rifle&amp;quot;. Its designation &amp;quot;CQBR&amp;quot; as well its A2 standalone sight, aren't anachronistic this time, as they have been in service as per the game's setting - 2004. It is first obtainable for free in Chapter 10, once the player completes a puzzle in the library of the castle. If not obtained there, it can be purchased from the Merchant starting from Chapter 11, with a limited-time discount all throughout the aforementioned chapter. Unlike ''RE3R'', this incarnation of the carbine doesn't come with its sling swivel, but the charging handle is fully modeled.&lt;br /&gt;
&lt;br /&gt;
The Model 933 is considered as an expensive, fast-firing rifle option compared to the latter two rifles (which, as a result, has less firepower compared to the bolt-action M1903), best at single-target damage per second output against tougher enemies and bosses. It holds an underloaded 20 rounds inside the 30 STANAG magazine when not upgraded, up to a still incorrect 32 (sharing the capacity as with the counterpart in the ''Resident Evil 3'' remake) when maxed out. Its exclusive upgrade increases firepower by 1.5x. Even though its usage of in-game rifle ammo is mostly correct (.223 Remington is near identical to 5.56 NATO), one will soon question the CQBR's longevity once you realize that having an automatic weapon use an ammo type meant for snipers will probably burn through already rare ammo reserves rather quickly. While it demands trigger and accuracy control, the 933 can surpass the SL8 in every way possible.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_CQBR_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_CQBR_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
The Huey gunship that Mike pilots is armed with the M21 Armament System. Twin [[M134 Minigun]]s and side-mounted 70mm rocket pods can be seen mounted on the helicopter.&lt;br /&gt;
&lt;br /&gt;
[[File:Armament.jpg|thumb|none|500px|M134 Minigun mounted on a M21 Armament Subsystem (along with a M158 rocket launcher), used on Huey gunships - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE4R_M21Huey_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M21Huey_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG08==&lt;br /&gt;
Various [[Maxim MG08]] emplaced machine guns with custom mounts are used by the Ganado in the early island levels, which can be commandeered by Leon. These carry limited ammo.&lt;br /&gt;
&lt;br /&gt;
[[Image:MaximMG08.jpg|thumb|none|400px|Maxim MG08 on 'sledge' mount - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] once again serves as the main rocket launcher throughout the game, featuring the same role as with the original iteration, along with its use of some of the Ganado in the later parts of the storyline. This time, the RPG-7 in the remake does not feature any sort of scope in all of its variants. The Infinite Rocket Launcher is available only in a New Game+ save file for 2,000,000 pesetas. Both rocket launchers can be used to bypass certain sections of the game and even one-shot bosses entirely. The regular rocket launcher is available to Ada's dress costume in The Mercenaries as part of her loadout.&lt;br /&gt;
&lt;br /&gt;
Interestingly, during the final boss fight, the player cannot use any other weapon nor switch to other weapons once the special variant of the RPG-7 is dropped specifically to finish the boss, meaning it is no longer possible that the player can sell nor keep the Special Rocket Launcher during a NG+ playthrough. The regular/infinite Rocket Launcher can be used to finish the aforementioned boss off, but the Special Rocket Launcher will not be dropped. The Special Rocket Launcher also appears in Separate Ways, but while it is obtained as part of an objective, it is not usable.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RE4R_RLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Weaponry=&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
As before, a few cannon artillery pieces are stationed across the castle sections of the game. Leon himself can commandeer one in Chapter 7 as well as Chapter 8, using it to destroy the castle gate and a couple of catapults as well. Ada can also man them in Separate Ways. They have infinite ammo in all of these sequences. It is also usable in the castle portion of The Mercenaries mode, which contain very limited ammo (3 to be exact).&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==&amp;quot;Bolt Thrower&amp;quot;==&lt;br /&gt;
Replacing the original &amp;quot;Mine Thrower&amp;quot; fictional arm gun in the original game, a modernized crossbow sorts of weapon known as the &amp;quot;Bolt Thrower&amp;quot; makes its appearance. This weapon can be purchased with 10,000 pesetas starting from Chapter 2, with the Merchant giving Leon a small discount upon going behind the church. As its name implies, the &amp;quot;Bolt Thrower&amp;quot; fires craftable bolt projectiles which can be retrieved after the projectile hits. Leon can attach the bolts with explosive mines, which detonate when an enemy is in its proximity or after a few seconds once it has been struck to the enemy.&lt;br /&gt;
&lt;br /&gt;
Stealthy but slow-firing (especially not upgraded), the Bolt Thrower greatly benefits from exploration sections in the game, conserving ammunition for other weapons when they will be needed for the high combat sections later on.&lt;br /&gt;
&lt;br /&gt;
[[File:RE4R_BoltThrower_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BoltThrower_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Blast Crossbow==&lt;br /&gt;
The remake's counterpart of the &amp;quot;Bowgun&amp;quot; is the Blast Crossbow, which functions similarly to its original incarnation. It can be found in Chapter 3 of Separate Ways, and not bought from the Merchant (unless Ada misses the crossbow there). It is available to Ada's default outfit in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from the previous remakes, this time as the &amp;quot;Heavy Grenade&amp;quot;. This grenade functions as an upgraded version of the M67 &amp;quot;Hand Grenade&amp;quot; below, having more demolition power with a larger blast radius.&lt;br /&gt;
&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE4R_M26.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M67 Fragmentation Grenade==&lt;br /&gt;
The [[M67 hand grenade]] makes its appearance, simply known as the &amp;quot;Hand Grenade&amp;quot;, which replaces the original function of the M26 grenades in the previous remakes.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:RE4R_M67.jpg|thumb|none|600px|The grenade in the model viewer.]]&lt;br /&gt;
[[File:Download (27).jpg|thumb|none|600px|Leon holding the grenade with his thumb depressing the spoon.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] once again makes its return from the recent remakes, known as the &amp;quot;Flash Grenade&amp;quot;. Its color scheme is altered compared to its previous appearance, with differing markings as well.&lt;br /&gt;
&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE4R_M84.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese_Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1627642</id>
		<title>Call of Duty: Modern Warfare (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1627642"/>
		<updated>2023-11-13T05:18:47Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: /* PKM */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare''&lt;br /&gt;
|picture=MW19-Cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=October 25, 2019&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: Modern Warfare''''' (also known as ''Modern Warfare (2019)'', ''MW2019'' or ''MW19'') is a first-person shooter developed by Infinity Ward and published by Activision, released on October 25, 2019. It is the sixteenth main series installment in the ''Call of Duty'' series. ''Modern Warfare'' is a soft reboot of the original ''Modern Warfare'' trilogy (''[[Call of Duty 4: Modern Warfare]]'', ''[[Call of Duty: Modern Warfare 2]]'' and ''[[Call of Duty: Modern Warfare 3]]''), featuring a similar modern-day setting, a new version of classic MW character Captain Price (portrayed by [[Barry Sloane]] rather than Billy Murray), and similar classic ''Call of Duty'' gameplay, while telling a completely new story.&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: Warzone''''' is a semi-standalone battle royale game mode of ''Modern Warfare'' released in March 10, 2020; ''Warzone'' is free-to-play and can be downloaded and played without purchasing ''Modern Warfare''. ''Warzone'' is marketed as its own free-to-play game, though from a technical perspective it is a game mode included in the installation of ''Modern Warfare''. ''Warzone'' servers were shut down in September 21, 2023, in favor of ''Warzone 2.0'' (now being branded as ''Warzone'', replacing the name of the original game).&lt;br /&gt;
&lt;br /&gt;
With the releases of ''[[Call of Duty: Black Ops Cold War]]'' and ''[[Call of Duty: Vanguard]]'', ''Warzone'' was overhauled with weapons and gameplay elements from said games, including near-direct ports of their arsenals. Progression in ''Warzone'' is linked to all three games. As ''Warzone'' features all weapons that appear in ''Modern Warfare'', ''Cold War'', and ''Vanguard'' (for weapons like the M1911 which exist in multiple games, each game's version is treated as a different weapon), and nearly all the weapons from ''Cold War'' and ''Vanguard'' maintain their animations, attachments, and other general gameplay attributes from their original games, these weapons (including any differences between Warzone and the original games) are covered on their respective pages.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare}}&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'' features the Gunsmith, a more extensive system of weapon customization than earlier ''Call of Duty'' games, with possibilities of customizing a weapon's furniture and even caliber in addition to magazines and attachments. Perks are now considered &amp;quot;attachments&amp;quot;, will take up a mod slot, and will only affect the weapon(s) they are applied to. &lt;br /&gt;
&lt;br /&gt;
There are also &amp;quot;Blueprint&amp;quot; customizations, which offer pre-configured weapon setups that can sometimes also contain visual changes to their base models and attachments. Players can create their own blueprints by filling all five mod slots on a weapon and saving the configuration to the Armory, and though the use of the Gunsmith Customs system, the player can mix and match part models or skins from other blueprints to modified base models - unique blueprints can be modified and saved at the player's discretion.&lt;br /&gt;
&lt;br /&gt;
''Modern Warfare'' features a more expansive and detailed set of weapon animations than most other titles in the series, with different reloading animations when equipped with the reload hastening perk Sleight of Hand for almost all weapons (Infinity Ward's previous ''[[Call of Duty: Infinite Warfare]]'' also had a lot of full animation changes for its SoH analogue Dexterity, though the animation changes were less noticeable and the amount of weapons with new animations was not as extensive as in ''MW2019''), animated fire mode switching, and a different sprint animation for the new Super Sprint ability. Player characters will often visibly retain the old magazine during a non-empty reload (an act usually skipped in Sleight of Hand reloads), and discard it during an empty reload. Players can now also reload many weapons when aiming down sights, the reload animation being the normal reload animations played at a different angle (this unusual gimmick previously appeared in a more limited form in ''[[Far Cry 3]]'', ''[[Far Cry 4|4]]'', and ''[[Far Cry 5|5]]'').&lt;br /&gt;
&lt;br /&gt;
Third person weapon animations are fully identical to first-person animations, with some minor loss of detail. Inactive weapons can be seen on the third person player model, either hanging off of a sling for primaries or in a holster for secondaries.&lt;br /&gt;
&lt;br /&gt;
For what are apparently legal reasons, many weapons and equipment featured in ''Modern Warfare'' and later games have minor cosmetic differences compared to their real life counterparts, while still sharing the general shape and appearance to the real life weapons and equipment. An example of this quirk would be the Harrier jet used in the &amp;quot;VTOL Jet&amp;quot; killstreak having square air intakes instead of round air intakes; the [[Heckler &amp;amp; Koch MP7A2]] in-game is another good example of this as it also sports a differently shaped receiver and other components.&lt;br /&gt;
&lt;br /&gt;
Additional trivia on weapons in ''Modern Warfare'':&lt;br /&gt;
* In some multiplayer modes and singleplayer sections, the player character will be equipped with nightvision goggles, letting them see in darkness but preventing them from aiming down sights normally (for most sight options). Using the ADS key in these case will instead result in the player character tilting the gun sideways and using infrared lasers (always automatically equipped in night scenarios) to aim.&lt;br /&gt;
* There are two flashback missions in the campaign, where the player plays as a young Farah Karim. Weapons in these levels have special first-person animations, reflecting young Farah's lack of experience and/or fatigue from being dehydrated and starved for more than a week.&lt;br /&gt;
* Performing a melee attack without a Combat or Tactical Knife equipped will result in the player character bludgeoning the enemy with the current weapon. There are different melee animations for long firearms, pistols, and special weapons like the minigun.&lt;br /&gt;
* All guns that fire from an open bolt or have a double action trigger have a small delay before the gun actually fires; with the open bolt guns, the sound of the bolt dropping right before the actual gunshot can be heard.&lt;br /&gt;
* Firearms set to semi auto will play an audio effect simulating trigger reset that corresponds to the player's controller/mouse input.&lt;br /&gt;
* Muzzle devices such as compensators and brakes will alter the shape and direction of muzzle flash and gas while firing.&lt;br /&gt;
* Ejected casings realistically have charred markings near their necks.&lt;br /&gt;
* On some guns where the charging handle isn't supported by its own separate spring, their reload animations realistically show the charging handles sliding back when reloading.&lt;br /&gt;
* All bullet-firing weapons use modeled ballistic projectiles instead of hitscan in previous games (complete with bullet drop ala later ''Battlefield'' series), rather than limited to certain occasions such as the [[Barrett M82A1]] or the [[RSASS]] in the original ''Modern Warfare'' series, or being restricted to longer ranges while using hitscan in shorter ranges, as in ''Black Ops 4''.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
Pistols will often play a brass check animation when picked up or pulled out for the first time in a life, an animation not seen in previous ''Call of Duty'' games (which generally feature dramatic slide racks instead). All handguns are held with a compressed ready stance except the revolver and the Desert Eagle which are held in a conventional stance.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;.357&amp;quot;==&lt;br /&gt;
The &amp;quot;.357&amp;quot; is a hybrid between the [[Colt Anaconda]] and the [[Smith &amp;amp; Wesson Model 581]]. The front sight and the cylinder release latch are from the Smith &amp;amp; Wesson, while the barrel and rear sight are from the Anaconda. The frame also has three pins arranged in the same manner as on the Anaconda. The trigger guard is that of a [[Colt Python]], and the default grips appear to be loosely based on Parchmayr Decelerator grips. Customization options include short-range scopes, triggers, grips with integrated stocks, and different lengths of barrel. It can also be loaded with .38 snake shot shells, though the game itself can't seem to make up its mind about this, as the shells are referred to as both &amp;quot;snake shot&amp;quot; and &amp;quot;buckshot&amp;quot; in Gunsmith.&lt;br /&gt;
&lt;br /&gt;
The game files refer the revolver to as &amp;quot;cpapa&amp;quot;; given that most filenames of this game allude to real weapon names by using the NATO phonetic alphabet, it is possible that &amp;quot;CP&amp;quot; in this case stands for &amp;quot;Colt Python&amp;quot;, which is indeed chambered in .357 Magnum. In contradiction to the in-game name and caliber, a Russian soldier is heard calling it a .44 caliber revolver during the &amp;quot;Hometown&amp;quot; flashback mission in the campaign, which intentionally or not coincides with its Anaconda influences. The revolver is also the weapon of choice of General Barkov, who wields it during certain cutscenes.&lt;br /&gt;
&lt;br /&gt;
By default, the &amp;quot;universal&amp;quot; revolver reloading technique is used and done with the right hand; with the grip stocks attached, the revolver is reloaded with the left hand instead; with Sleight of Hand, the FBI reload technique is used. During an interrogation scene in the campaign, the player is given loose rounds for the revolver, and a special round-by-round reload animation is played. The initial draw animation of the revolver shows a quick check of the cylinder.&lt;br /&gt;
&lt;br /&gt;
The .357 cannot be suppressed in multiplayer, which reflects the fact that the design of the revolver makes it impossible to be suppressed with a muzzle-mounted suppressor. However, in Singleplayer and Special Ops, the revolver can be suppressed; in singleplayer, the hidden .357 found in &amp;quot;Embedded&amp;quot; can be suppressed with oil filters picked up in the level, and the player's own revolvers can be fitted with suppressors found in the Special Ops level Operation Crosswind.&lt;br /&gt;
&lt;br /&gt;
On launch, the .357 erroneously showed a spent casing flying backwards towards the player with each shot. This has since been patched out.&lt;br /&gt;
[[File:Colt Anaconda HQ.jpg|thumb|none|375px|Colt Anaconda with 6&amp;quot; barrel and Pachmayr grips - .44 Magnum]]&lt;br /&gt;
[[File:S&amp;amp;WModel581.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 581 - .357 Magnum]]&lt;br /&gt;
[[File:Pythstainless6.jpg|thumb|none|375px|Colt Python Stainless Steel variant with 6&amp;quot; Barrel and Colt marked rubber combat grips - .357 Magnum]]&lt;br /&gt;
[[File:MW 357 (1).jpg|thumb|none|600px|Golem with the .357 on the Khandor Hideout Multiplayer level.]]&lt;br /&gt;
[[File:MW 357 (2).jpg|thumb|none|600px|Aiming the revolver.]]&lt;br /&gt;
[[File:MW 357 (3).jpg|thumb|none|600px|About to fire; note the hammer in full cock.]]&lt;br /&gt;
[[File:MW 357 (4).jpg|thumb|none|600px|Opening up the cylinder to reload - the cartridges are already beginning to slide out.]]&lt;br /&gt;
[[File:MW 357 (5).jpg|thumb|none|600px|Mashing the ejector rod. Spent casings are ejected off screen which sidesteps the issue of fired/unfired rounds; however, six spent casings will end up on the ground in-world if one looks down, regardless.]]&lt;br /&gt;
[[File:MW 357 (6).jpg|thumb|none|600px|Sliding in a fresh speedloader of ammo.]]&lt;br /&gt;
[[File:MW 357 (9).jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:MW 357 (10).jpg|thumb|none|600px|Inspecting the right side.]]&lt;br /&gt;
[[File:MW 357 (8).jpg|thumb|none|600px|The revolver can be fitted with a fixed buttstock (plastic or wood), a telescopic sight and a long barrel.]]&lt;br /&gt;
[[File:MW19-Revolver-1.jpg|thumb|none|600px|The revolver as seen in one of the trailers. Here, it is fitted with the &amp;quot;.357 Long&amp;quot; barrel attachment, which changes the frankenbarrel from the default 6&amp;quot; length to 8&amp;quot; Anaconda length. Note the pins from the Anaconda, and the trigger guard from the Python. The end of the muzzle is clearly based on the Anaconda; however, the front sight and the lack of ventilated-rib point to Model 581 influence.]]&lt;br /&gt;
[[File:CoDMW Silenced357.jpg|thumb|none|600px|The hidden revolver found in &amp;quot;Embedded&amp;quot;, fitted with an oil filter suppressor, which sounds about as silly as it appears.]]&lt;br /&gt;
[[File:CoDMW Silenced357 1.jpg|thumb|none|600px|But as with any other weapon with this type of suppressor on, you might as well forget about aiming. There are reflex sights found later on which alleviate this somewhat, but even they are still placed far too low to clear the metal cans and provide unobstructed view.]]&lt;br /&gt;
[[File:CoDMW Hometown357.jpg|thumb|none|600px|The .357 uses a different set of animations in the level &amp;quot;Hometown&amp;quot;. As the user is a very young Farah Karim, who up until then has barely wielded any firearm, her controls are clumsy and wobbly, as evident by her grip.]]&lt;br /&gt;
[[File:CoDMW Hometown357 1.jpg|thumb|none|600px|Notably, however, she uses it in single-action mode, as the double-action trigger is likely too heavy for a small child with no training to reliably pull, and thumbs the hammer after each shot as a result.]]&lt;br /&gt;
[[File:CoDMW Hometown357 2.jpg|thumb|none|600px|Young Farah lining up a shot with her revolver, or tries to, at any rate. As expected for an inexperienced child, she doesn't align the sights properly and her grip is weak, so the gun wobbles all over the place and makes the objective of shooting down the two Russians in the area a bit tough, though it is entirely possible to kill both with one shot if the player is remotely skilled, which also unlocks an achievement.]]&lt;br /&gt;
[[File:CoDMW Hometown357 3.jpg|thumb|none|600px|Reloading the .357 as Farah is largely the same as any adult character would, only with a lot more fiddling around, and with a left hand technique as opposed to the universal reload normally used on this weapon. As with the Taurus Raging Bull in ''[[Call of Duty: Ghosts]]'', the revolver in this sequence is erroneously shown as being reloadable with the hammer cocked.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XRK .357&amp;quot;===&lt;br /&gt;
The &amp;quot;XRK .357&amp;quot; blueprint modification is a custom black revolver with integral underbarrel rails featured in the &amp;quot;XRK&amp;quot; pack. It appears to be based on the [[Smith &amp;amp; Wesson Model 327 R8]]. Equipping the &amp;quot;Silverfield Ordnance .357&amp;quot; barrel attachment of the standard .357 also gives it a barrel similar to the R8.&lt;br /&gt;
[[File:S&amp;amp;WModel327.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 327 Performance Center M&amp;amp;P R8 - .357 Magnum]]&lt;br /&gt;
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The &amp;quot;XRK .357&amp;quot; on the left, next to an &amp;quot;XRK M4&amp;quot;. Unlike the R8, the XRK has a 6-round cylinder, like the standard &amp;quot;.357&amp;quot;.]]&lt;br /&gt;
[[File:MW 357 (11).jpg|thumb|none|600px|The player holds an XRK .357. It is equipped by standard with a green laser and a reflex sight that can be removed at any time.]]&lt;br /&gt;
[[File:MW 357 (12).jpg|thumb|none|600px|The revolver also has a gold-plated trigger and hammer.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M9A3==&lt;br /&gt;
The [[Beretta M9A3]] was added in Season 3 as the &amp;quot;Renetti&amp;quot;. It is depicted with front slide serrations, the frame is extended nearly to the end of the slide, and the gun has a frame-mounted safety (left side only) similarly to the first model of the [[Beretta 92]] series. The right side of the slide is marked &amp;quot;MOD. MIKE 9 - CAL. 9mm Para&amp;quot;, a nod to its real designation, and the left side states &amp;quot;MADE IN CALIFORNIA&amp;quot; and &amp;quot;SILVERFIELD USA CORP.&amp;quot; The initial drawing animation of the Beretta shows the user cocking the pistol's hammer.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Renetti&amp;quot; can be turned into a pseudo-[[Beretta 93R]]: the &amp;quot;Mk3 Burst Mod&amp;quot; changes the fire mode to 3-round burst (without the possibility to switch to semi-auto during gameplay) while giving the gun a ported barrel, and the &amp;quot;FTAC SATUS CS-3&amp;quot; or &amp;quot;CS-X&amp;quot; attachment gives it a shoulder stock. The latter also adds a folding front grip, but denies the use of a laser sight on the frame rail.&lt;br /&gt;
&lt;br /&gt;
The Season 5 update made the slide a black color by default, but this was undone and the tan slide returned after the mid-season update. Some blueprints will turn the Renetti into the black variant of the M9A3, however.&lt;br /&gt;
[[File:M9A3 Left.jpg|thumb|none|350px|Beretta M9A3 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Beretta92oldest.jpg|thumb|none|350px|Beretta 92 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW2019 M9A3.jpg|thumb|none|600px|Note the enlarged slide stop and more circular takedown lever compared to an actual M9A3.]]&lt;br /&gt;
[[File:MW M9A3 (1).jpg|thumb|none|600px|The &amp;quot;Renetti&amp;quot; pistol inside a garage on Backlot - it is held with more thumbs-forward grip than the other pistols. A different, higher idle position is used when the folding grip and shoulder stock are added.]]&lt;br /&gt;
[[File:MW M9A3 (2).jpg|thumb|none|600px|Aiming the Beretta.]]&lt;br /&gt;
[[File:MW M9A3 (3).jpg|thumb|none|600px|Swapping out the M9A3 style magazines. These only hold 15 rounds; the real updated magazines hold 17. (However, these always seem to be loaded with just one bullet, as the follower is seen right below it)]]&lt;br /&gt;
[[File:MW M9A3 (4).jpg|thumb|none|600px|Empty-reloading the pistol.]]&lt;br /&gt;
[[File:MW M9A3 (9).jpg|thumb|none|600px|Inspecting the right side.]]&lt;br /&gt;
[[File:MW M9A3 (5).jpg|thumb|none|600px|Maneuvering to release the slide.]]&lt;br /&gt;
[[File:MW M9A3 (6).jpg|thumb|none|600px|Attacking the gas tank cover of a sedan with the M9A3.]]&lt;br /&gt;
[[File:MW M9A3 (7).jpg|thumb|none|600px|Holding a shoulder-stocked Beretta in a traditional fashion.]]&lt;br /&gt;
[[File:MW19Renetticustom2.jpg|thumb|none|600px|Ghost inspecting his custom M9A3 fitted with an aftermarket barrel and slide, Surefire X400, extended magazines and a suppressor.]]&lt;br /&gt;
[[File:MW19Renetticustom1.jpg|thumb|none|600px|The hammer hitting the firing pin when shooting the customized M9A3.]]&lt;br /&gt;
[[File:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm Parabellum, for comparison.]]&lt;br /&gt;
[[File:MW Renetti 93R 1.jpg|thumb|none|600px|Reloading the 93R-style &amp;quot;Renetti&amp;quot; equipped with an additional &amp;quot;Desperado Pro Compensator&amp;quot;, &amp;quot;Lightweight Trigger&amp;quot;, and 27-round magazine. The slide gains a non-ambi fire selector that seems somewhat hard to manipulate given its size, but loses the front serrations. The barrel remains the same length, but features three cuts on the top. The trigger, which normally increases the semi-automatic pistols' rates of fire, reduces the delay between bursts as one would expect; somewhat nonsensically, however, it also somehow increases the cyclic rate of fire ''within'' each burst.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Guard One&amp;quot;===&lt;br /&gt;
The &amp;quot;Guard One&amp;quot; blueprint of the &amp;quot;Renetti&amp;quot; seems to be inspired by the &amp;quot;Samurai Edge&amp;quot; Berettas of the ''[[Resident Evil]]'' series, specifically Albert Wesker's two-tone Samurai Edge.&lt;br /&gt;
[[File:Samurai Edge A.Wesker model.jpg|thumb|none|350px|Tokyo Marui airsoft replica of Albert Wesker's Beretta 92FS &amp;quot;Samurai Edge&amp;quot; from the ''Resident Evil'' video game series.]]&lt;br /&gt;
[[File:Beretta 92FS compensator.jpg|thumb|none|350px|Beretta 92FS with attached SGS compensator - 9x19mm]]&lt;br /&gt;
[[File:MW M9A3 Guard One.jpg|thumb|none|600px|The &amp;quot;Guard One&amp;quot; blueprint in Gunsmith. Removing the custom wood grips reveals that the blueprint's default grips are also wood, without the black inlay or gold logo.]]&lt;br /&gt;
[[File:MW19 Guard One Reload.jpg|none|thumb|600px|Doing a tactical reload with the &amp;quot;Guard One&amp;quot;, which shows that the extended magazines that come with the blueprint are also stainless steel (and the bullet clipping through the follower is as well).]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] appears as the &amp;quot;.50 GS&amp;quot;. It is portrayed with the pins above the trigger guard relocated, and also has more grooves on the slide than the real Desert Eagle. It is also depicted with a stylized integral underbarrel rail. It was explicitly said to be the .50 ''AE'' version in pre-release footage, but this was replaced in the final game with generic &amp;quot;.50 pistol&amp;quot; rounds.&lt;br /&gt;
&lt;br /&gt;
The Desert Eagle has a 7-round magazine capacity by default, which can be increased to 10 and 13 rounds with magazine attachments in multiplayer. The 10-round version can also be found in singleplayer.&lt;br /&gt;
&lt;br /&gt;
The default Desert Eagle has a unique ring shaped muzzle flash, which it also makes in real life.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Royal Decree&amp;quot; blueprint can be unlocked by ranking first in a Tournament for the Gunfight mode. It features a blued finish with golden engravings for all of the chrome parts on a regular .50 GS, as well as a unique model for the Rubberized Grip Tape attachment in the form of a wooden wraparound grip panel with machined finger grooves. Unlike most blueprints, changing the grip attachment does not alter the weapon model, only the texture and where camouflages are applied. Swapping out the Rubberized Grip Tapes for any other one in that category changes the grip panel from wooden to synthetic, and allows camouflages to apply to the whole weapon model instead of just the grip area.&lt;br /&gt;
[[File:DesertEagle50AE.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:MW DEagle (1).jpg|thumb|none|600px|The .50 AE Desert Eagle inside a premium clothing store in Piccadilly Circus.]]&lt;br /&gt;
[[File:MW DEagle (2).jpg|thumb|none|600px|Aiming down the Desert Eagle's iron sights.]]&lt;br /&gt;
[[File:MW DEagle (3).jpg|thumb|none|600px|Performing a non-empty reload with the magnum pistol. Here one can clearly see its markings, proclaiming the Deagle to be manufactured by &amp;quot;FORGE TAC Manufacturing&amp;quot;, the same company who supposedly created many of the stock and handguard attachments for other firearms in-universe.]]&lt;br /&gt;
[[File:MW DEagle (4).jpg|thumb|none|600px|Upon empty, the player character dramatically dumps out the magazine.]]&lt;br /&gt;
[[File:MW DEagle (5).jpg|thumb|none|600px|Releasing the slide after mashing in a new mag.]]&lt;br /&gt;
[[File:MW DEagle (6).jpg|thumb|none|600px|In case there weren't enough action movie tropes present, meleeing the floor reveals an empty cigarette packet.]]&lt;br /&gt;
[[File:MW DEagle (7).jpg|thumb|none|600px|Initially-equipping (which shows the safety getting disengaged) a Desert Eagle fitted with ludicrously long compensator, with yet another shorter muzzle brake on the end; the latter is considered a muzzle device, while the former comes in the form of the &amp;quot;FORGE TAC Enforcer&amp;quot; barrel, and is seemingly based on [[:File:BDSIIDeagle-1.jpg|the customized Desert Eagles]] used in ''[[The Boondock Saints II: All Saints Day]]''.]]&lt;br /&gt;
[[File:MW19 Deagle Akimbo.jpg|thumb|none|600px|D-Day inspects his two Desert Eagles fitted with compensators and extended magazines. Note the integral underbarrel rail which in comparison to the [[:File:Desert Eagle XIX 50 Picatinny rail.jpg|real thing]] is fictionalized by simply having a Mark XIX top rail built into the bottom.]]&lt;br /&gt;
[[File:MW19DesertEagleTwoTone.jpg|thumb|none|600px|A Polish GROM operator reloads his &amp;quot;Monochrome&amp;quot; Desert Eagle as he wonders why [[Call of Duty: Modern Warfare 2#Desert Eagle Mark XIX|it looks so familiar]].]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21==&lt;br /&gt;
The Gen 3 [[Glock 21]] appears in-game as the &amp;quot;X16&amp;quot;. It has a tan frame, and the slide (which is dark brown-ish instead of being black) has the appropriate &amp;quot;.45 Auto&amp;quot; markings, though the Glock logo has been replaced by that of the fictitious &amp;quot;XRK Texas&amp;quot;. It is frequently used by the enemies in-game, including Russian forces, which should be using the [[MP-443 Grach]] instead.&lt;br /&gt;
&lt;br /&gt;
It's one of the firearms available to Farah in the flashback mission &amp;quot;Captive&amp;quot;. In this mission, Farah holds the Glock 21 with a teacup grip, showing her lack of firearm experience. However, this also occurs with the Glock that she can optionally pull out during the helicopter part of &amp;quot;Into the Furnace&amp;quot;, even though she obviously acquired enough combat experience by that time.&lt;br /&gt;
&lt;br /&gt;
One of the customization options is the ability to equip the gun with a [[Glock 41]]-style slide (the latter existing in Gen 4 only) via the &amp;quot;Singuard Arms Advantage&amp;quot; barrel attachment, while retaining the Gen 3 frame. This is evidenced by the lack of a cut on the front top of the slide, which is present on the similar-looking Glock 34 and 35.&lt;br /&gt;
&lt;br /&gt;
[[File:Glock21.jpg|thumb|none|350px|Glock 21 (3rd Generation) - .45 ACP]]&lt;br /&gt;
[[File:MW Glock (1).jpg|thumb|none|600px|The Glock 21 in-game. The low, centered, and slightly tilted idle position is somewhat similar to the &amp;quot;Smart Pistol&amp;quot; from ''Titanfall'', a game made by former Infinity Ward members (some of whom returned to IW to work on ''Modern Warfare''). Equipping the shoulder stock brings the pistol back into a more usual idle pose.]]&lt;br /&gt;
[[File:MW Glock (2).jpg|thumb|none|600px|Aiming down the three-dot style sights...]]&lt;br /&gt;
[[File:MW19Glock3.jpg|thumb|none|600px|...which are revealed to be functional night sights. Most of the handgun barrels have this feature in the game.]]&lt;br /&gt;
[[File:MW Glock (3).jpg|thumb|none|600px|Performing a mag swap with the pistol.]]&lt;br /&gt;
[[File:MW Glock (4).jpg|thumb|none|600px|Reloading the Glock from empty. Without Sleight of Hand, the operator releases the slide by quickly pulling it. With Sleight of Hand, they press the slide release (which is not actually engaged) instead. Similar animations also appear on the Desert Eagle, the P320, and the Beretta M9A3.]]&lt;br /&gt;
[[File:MW19Glock1.jpg|thumb|none|600px|An american PJ operator inspects his customized Glock 21 as he resists the urge to find out if the slide is made out of chocolate or not.]]&lt;br /&gt;
[[File:MW19Glock2.jpg|thumb|none|600px|The slide of the custom Glock being pulled when reloading it from empty. Note the &amp;quot;Technician&amp;quot; gloves which are clearly a parody of Mechanix.]]&lt;br /&gt;
[[File:MW Glock (5).jpg|thumb|none|600px|The acquiring animation of the G21 - the user performs a brass check.]]&lt;br /&gt;
[[File:MW Glock (6).jpg|thumb|none|600px|A stocked Glock held in a more typical style.]]&lt;br /&gt;
[[File:MW2019 Glock Arcade.jpg|thumb|none|600px|The &amp;quot;War Beast&amp;quot; arcade cabinets found in Riley's Arcade on the Piccadilly Circus multiplayer level have basic plastic red and blue Glock pistols as their controllers. The same machine can be see in the Rec building on Al-Raab Airbase.]]&lt;br /&gt;
[[File:Glock41.jpg|thumb|none|375px|Glock 41 - .45 ACP]]&lt;br /&gt;
[[File:MW Glock Gunsmith (2).jpg|thumb|none|600px|Gunsmith preview of a Glock equipped with a G41-like slide, a shoulder stock, a reflex sight, and an extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18C===&lt;br /&gt;
The &amp;quot;Singuard Arms Featherweight&amp;quot; barrel attachment turns the weapon into a [[Glock 18C]], indicated by the fire selector, the &amp;quot;9x19&amp;quot; markings, and the compensator cuts on the front top of the slide. These elements are merely cosmetic, as neither the fire mode, caliber or muzzle climb change during gameplay. Instead, the ADS speed is increased at the cost of a lower bullet velocity.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm Parabellum. This model has compensator cuts on the slide and barrel to reduce muzzle climb while firing.]]&lt;br /&gt;
[[File:MW Glock Gunsmith (1).jpg|thumb|none|600px|Previewing the G18 lookalike in Gunsmith, modified with a compensator, laser, and extended mag.]]&lt;br /&gt;
[[File:MW19Glock4.jpg|thumb|none|600px|Gaz inspects his two G18s to figure out why they are not shooting full-auto. He then realizes that the selector is there just for cosmetic purposes.]]&lt;br /&gt;
[[File:MW19Glock5.jpg|thumb|none|600px|He then reloads his left one. Notice how the characters are actually using their index finger to drop magazines and release the slide when reloading left handed, unlike in previous Call of Duty titles, that mirrored the animations whether the guns had ambi controls or not.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;The Howler&amp;quot;===&lt;br /&gt;
&amp;quot;The Howler&amp;quot; (a PS4 exclusive), &amp;quot;Impossible Task&amp;quot;, &amp;quot;Chisel&amp;quot;, and &amp;quot;Draugr&amp;quot; blueprints have a modified slide and frame, with the former resembling that of a [[Springfield Armory XDM]] (also available on the default Glock 21 via the &amp;quot;Vanguard Elite&amp;quot; attachment), and the latter looking like that of a [[Smith &amp;amp; Wesson M&amp;amp;P]].&lt;br /&gt;
[[File:XDM5.25.jpg|thumb|none|350px|Springfield Armory XD-M 5.25 - .45 ACP]]&lt;br /&gt;
[[File:S&amp;amp;W M&amp;amp;P 45acp.jpg|thumb|none|350px|Smith &amp;amp; Wesson M&amp;amp;P45 with 4.5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[File:MW Glock Impossible Task.jpg|thumb|none|600px|A preview of the &amp;quot;Impossible Task&amp;quot;.]]&lt;br /&gt;
[[File:MW Glock Impossible Task (2).jpg|thumb|none|600px|The &amp;quot;Impossible Task&amp;quot; in the player's hands. Note the round trigger guard and slide serrations like the M&amp;amp;P.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Urban Defiler&amp;quot;===&lt;br /&gt;
The &amp;quot;Urban Defiler&amp;quot; blueprint modification has a grip, trigger guard and accessory rail very similar to those of an [[Arsenal Firearms Strike One]], along with a custom slide. This is also the case for the &amp;quot;Quick Hit&amp;quot; and &amp;quot;Cherry Blossom&amp;quot;, and the same type of frame is used on the &amp;quot;Pegasus&amp;quot;, &amp;quot;Gemcutter&amp;quot;, &amp;quot;Greenback&amp;quot;, &amp;quot;Peace and Tranquility&amp;quot;, and &amp;quot;Guac My World&amp;quot; blueprints.&lt;br /&gt;
[[File:Arsenal Firearms Strike One Current.jpg|thumb|none|350px|Arsenal Firearms Strike One - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Strike One Gunsmith (1).jpg|thumb|none|600px|A preview of the &amp;quot;Urban Defiler&amp;quot; without its included attachments.]]&lt;br /&gt;
[[File:MW Strike One (1).jpg|thumb|none|600px|The weapon in-game, in the bowels of a cargo ship.]]&lt;br /&gt;
[[File:MW Strike One (2).jpg|thumb|none|600px|Aiming the pistol.]]&lt;br /&gt;
[[File:MW Strike One (3).jpg|thumb|none|600px|Wrapping up a tactical reload, with the used magazine in hand. This blueprint correctly uses metal magazines instead of the polymer Glock ones, but using any larger mag option reverts them back to the original model with extended baseplates]]&lt;br /&gt;
[[File:MW Strike One (4).jpg|thumb|none|600px|Chambering a round on the empty reload.]]&lt;br /&gt;
[[File:MW Strike One (5).jpg|thumb|none|600px|Drawing a pair of Strike One lookalikes; note the fingers clip with the red dot sights. Dual pistols can still be seemingly-nonsensically equipped with sights - though a single pistol can be still used and aimed while on a ladder.]]&lt;br /&gt;
&lt;br /&gt;
==Kimber Custom TLE/RL II==&lt;br /&gt;
The [[Kimber Custom TLE/RL II]] is featured in the game, fitted with checkered plastic/nylon grips and hex head grip screws and it has a standard barrel bushing instead of a full length guide rod. It is simply referred to as &amp;quot;1911&amp;quot; in the HUD/loadout, though the right side of the slide actually has &amp;quot;Custom TLE RL II&amp;quot; markings. In the mission &amp;quot;Embedded&amp;quot;, Alex starts out with a Kimber and later fits on a makeshift suppressor using an oil can for the later stealth sections of the mission. Oddly, the chamber and tip of the barrel (the latter technically part of the slide model) are stainless, but the barrel that sticks out during empty reloads is black, despite supposedly being the same part.&lt;br /&gt;
Interestingly, it seems that the player characters actually use the handgun's thumb safety, as a mechanical sound is heard every time it's holstered, indicating that it has been put on safe, there is no animation or audio cue for switching it off when drawing unfortunately.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Riptide&amp;quot; blueprint added in Season 1 is fitted with a [[Kimber Warrior]]'s grips, and is equipped by default with the &amp;quot;1911 Stalker&amp;quot; barrel attachment mentioned below. Alongside Captain Price as a playable operator, Season 4 also adds the &amp;quot;Callous&amp;quot; blueprint, which is themed after the original Price's iconic sidearm, the original trilogy's M1911 model. &amp;quot;Callous&amp;quot; most notably features an original-style M1911 slide, with only rear vertical serrations, as well as different sights and lighter coloured grips. It does not, however, feature the original trilogy M1911's distinctive full-length guide rod, and is built on the same railed frame as this game's standard M1911 (as is required to use laser attachments). &amp;quot;Callous&amp;quot; suffers the same stainless-and-black barrel issue as the default slide/barrel models. Rather bizarrely, if the &amp;quot;Callous&amp;quot; barrel attachment (&amp;quot;.45 Compact&amp;quot; attachment, though modelled as a standard-length slide) is removed, the default slide &amp;quot;under&amp;quot; it is not the default one as one would expect, but the stainless slide and gold barrel version from &amp;quot;The Invader&amp;quot; blueprint; this is most likely a bug/oversight.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:MW M1911 (1).jpg|thumb|none|600px|Coalition operative Ghost wields the Kimber 1911 in the Shoot House map.]]&lt;br /&gt;
[[File:MW M1911 (2).jpg|thumb|none|600px|Sighting in the target with the .45.]]&lt;br /&gt;
[[File:MW M1911 (3).jpg|thumb|none|600px|Changing out seven-round magazines.]]&lt;br /&gt;
[[File:1911 EmptyMW2019.jpg|thumb|none|600px|The game depicts the slide stop on the 1911 engaging the slide on empty reloads.]]&lt;br /&gt;
[[File:MW M1911 (4).jpg|thumb|none|600px|Thumbing the slide release on empty. The Kimber 1911 is the only automatic pistol in Modern Warfare where the standard animations have the player characters interact with the slide release instead of power stroking the slide on empty.]]&lt;br /&gt;
[[File:MW M1911 (5).jpg|thumb|none|600px|Thumping the target reveals the orange plates do indeed react to bullets and blunt force alike.]]&lt;br /&gt;
[[File:CoD MW 1911 Oil Can.jpg|thumb|none|600px|Alex fits an oil can on his Kimber in the mission &amp;quot;Embedded&amp;quot;. Somehow an automobile oil filter has the exact matching threading to fit onto his pistol, or any weapon he could get his hand on in the mission, for that matter. This type of suppressor is also available in multiplayer, where it is just as obstructive.]]&lt;br /&gt;
[[File:MW M1911 (6).jpg|thumb|none|600px|Press-checking a customized Kimber 1911.]]&lt;br /&gt;
[[File:MW M1911 (7).jpg|thumb|none|600px|Equipping a pair of 1911s, which shows some clipping of the reflex sights.]]&lt;br /&gt;
[[File:MW191911.jpg|thumb|none|600px|Captain Price reloads a &amp;quot;Riptide&amp;quot; 1911 with the Kimber Warrior grips. Also note the rubberbands holding the grip safety depressed.]] &lt;br /&gt;
&lt;br /&gt;
===STI 2011===&lt;br /&gt;
Some blueprint modifications take the form of an STI 2011, most closely resembling the [[STI Tactical|STI Tactical 5.0]], but with the depiction of an [[STI Costa Carry Comp]] style rectangular cutout on the left side of the slide. Those blueprints are the &amp;quot;Javelina&amp;quot;, &amp;quot;Corax&amp;quot;, &amp;quot;Bite Strength&amp;quot; and &amp;quot;Blue Dwarf&amp;quot;; the &amp;quot;Obsidian Carat&amp;quot; also has an STI frame, but requires the &amp;quot;1911 Stalker&amp;quot; attachment in order to match the slide as well. The &amp;quot;Corax&amp;quot; also has the skeletonized trigger of modern [[SIG-Sauer 1911]] variants (such as the 1911 TACOPS), albeit with a small hole added in it.&lt;br /&gt;
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical 5.0 - 9x19mm / .40 S&amp;amp;W / .45 ACP]]&lt;br /&gt;
[[File:MW STI Tactical.jpg|thumb|none|600px|The &amp;quot;Blue Dwarf&amp;quot; STI-style 1911.]]&lt;br /&gt;
[[File:MW19corax (1).jpg|thumb|none|600px|Holding a customized &amp;quot;Corax&amp;quot; at the ready.]]&lt;br /&gt;
[[File:MW19corax (3).jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:MW19corax (2).jpg|thumb|none|600px|Swapping magazines. Despite resembling an STI with a double-stack frame, the variant retains the single-stack one of the base Kimber.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] was leaked into the game in late 2020 as the &amp;quot;Sykov&amp;quot;. Users were able to unlock the pistol in multiplayer, but were initially unable to use it except in Survival mode (though it could be obtained in multiplayer out of weapon drops). An update on April 15, 2021 fully implemented the PM into multiplayer and coop gameplay.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Sykov&amp;quot; is highly customizable - the barrel customizations give it a nickel frame, or any of the two barrels assemblies mentioned in the sections below. 20-round extended and 80-round drum magazines are also unlockable. It is treated as a DAO pistol by default; though the &amp;quot;Lightweight Single-Action&amp;quot; trigger converts it to standard SA functionality and leaves the hammer cocked in-gameplay. Visually, the grip and grip panels appear to be a bit longer than the real PM; on account of the fictional 12-round single stack magazines.&lt;br /&gt;
The fact that 9mm Makarov is mentioned by name numerous times in the game and the fact that the markings on the gun say it's made by the Verdansk Weapons Factory, it might imply that in-universe the Sykov is a distinct variant of the actual [[Makarov PM]], but made in Kastovia, much like [[Call of Duty: Modern Warfare II (2022)|Modern Warfare II's]] AK variants.  &lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|325px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:MakarovGunsmithpreview MW19.jpg|thumb|none|600px|The &amp;quot;Sykov&amp;quot; in Gunsmith preview - here, the slight extension of the grip and grip panels can be seen compared to the actual Makarov.]]&lt;br /&gt;
[[File:MakarovGunsmith2preview MW19.jpg|thumb|none|600px|Other side, note the plum finish on the safety. The hammer always appears cocked in Gunsmith.]]&lt;br /&gt;
[[File:MW2019 Makarov (1).jpg|thumb|none|600px|Wielding the &amp;quot;Sykov&amp;quot; inside the Scrapyard offices.]]&lt;br /&gt;
[[File:MW2019 Makarov (2).jpg|thumb|none|600px|Aiming at the lockers.]]&lt;br /&gt;
[[File:MW2019 Makarov (3).jpg|thumb|none|600px|Reloading with both Makarov magazines in hand. Said magazines appear to be slightly enlarged PM magazines with 12 rounds stuffed inside of them.]]&lt;br /&gt;
[[File:MW2019 Makarov (4).jpg|thumb|none|600px|Ditto, now from empty.]]&lt;br /&gt;
[[File:MW2019 Makarov (5).jpg|thumb|none|600px|Pulling the slide while still grasping the spent magazine.]]&lt;br /&gt;
[[File:MW19 Mak Decocker.jpg|thumb|none|600px|If equipped with the single-action trigger, the user will always engage the safety (which decocks the hammer) when holstering the Makarov, however when switching back to it, the hammer will be cocked automatically.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Makarov pm.jpg|thumb|none|325px|Stainless Baikal IJ-70-17AS - .380 ACP]]&lt;br /&gt;
[[File:MW2019 Makarov (10).jpg|thumb|none|600px|The player holds a custom Sykov.]]&lt;br /&gt;
[[File:MW2019 Makarov (7).jpg|thumb|none|600px|The &amp;quot;SSB 105mm&amp;quot; barrel gives the PM a nickel finish and a custom slide pattern. The single-action trigger is in use in this instance. SSB standing for &amp;quot;Sykov's Svet Bochka&amp;quot; and translates as &amp;quot;Sykov's Light Barrel&amp;quot;, which is a lexical error, since in Russian the &amp;quot;Barrel&amp;quot; of a firearm (&amp;quot;Stvol&amp;quot;) and the &amp;quot;Barrel&amp;quot; as a hollow cylindrical container (&amp;quot;Bochka&amp;quot;) are two different words. Despite this, the markings on the gun state that it's made in Ukraine.]]&lt;br /&gt;
&lt;br /&gt;
===Makarov PB===&lt;br /&gt;
The &amp;quot;SSL 308mm&amp;quot; barrel (SSL standing for &amp;quot;Sykov Skrytyy Lisa&amp;quot;) gives the gun an integrally suppressed [[Makarov PB]] assembly.&lt;br /&gt;
[[File:Pb-1.jpg|thumb|none|400px|Makarov PB with secondary suppressor - 9x18mm Makarov]]&lt;br /&gt;
[[File:MW2019 Makarov (11).jpg|thumb|none|600px|The PB in first-person.]]&lt;br /&gt;
[[File:MW2019 Makarov (8).jpg|thumb|none|600px|Mag-checking the &amp;quot;SSL 308mm&amp;quot; Makarov PB variant - note the cocked hammer again, but the trigger is still in the DA stage.]]&lt;br /&gt;
[[File:MW2019 Makarov (14).jpg|thumb|none|600px|While inspecting the PM, the player checks the pistol's magazine, showing the enlarged magazine and other aftermarket modifications.]]&lt;br /&gt;
&lt;br /&gt;
===Stechkin APS===&lt;br /&gt;
The &amp;quot;Sorokin 140mm Auto&amp;quot; barrel assembly gives the weapon a [[Stechkin APS]]-style appearance and full-auto fire conversion. Additionally, both of the APS style stocks are also available as the &amp;quot;PP-Skelet&amp;quot; (''Skeleton'') and &amp;quot;PP-Karabin&amp;quot; (''Carbine''). As with the MP5 - MP5K name change, changing to the automatic barrel renames the pistol's in-game designation to &amp;quot;Sorokin&amp;quot;.&lt;br /&gt;
[[File:Pistol Russian Stechkin 9x18mm Makarov machine pistol 2.jpg|thumb|none|350px|Stechkin APS - 9x18mm Makarov]]&lt;br /&gt;
[[File:MW2019 Makarov (12).jpg|thumb|none|600px|The player holds a frankengun.]]&lt;br /&gt;
[[File:MW2019Stech9.jpg|thumb|none|600px|When sprinting or swapping the pistol, the player character will flick safety on.]]&lt;br /&gt;
[[File:MW2019 Makarov (9).jpg|thumb|none|600px|Reloading a PM modified with the &amp;quot;Sorokin 140mm Auto&amp;quot; barrel assembly, which essentially turns the &amp;quot;Sykov&amp;quot; into a narrow framed Stechkin APS. The APS-conversion and/or its shoulder stocks change the idle pose to a typical style similar to the previous Glock 21 and M9A3 stocked poses.]]&lt;br /&gt;
[[File:MW2019 Makarov (13).jpg|thumb|none|600px|Despite the fact that the slide is almost exactly the same as the original APS, the rear sight is still from the PM.]]&lt;br /&gt;
[[File:Makarovdrum.jpg|thumb|none|300px|Makarov PM with 84-round drum magazine - 9x18mm Makarov]]&lt;br /&gt;
[[File:MW2019 Makarov (15).jpg|thumb|none|600px|The pistol (although in this case an APS) with the drum magazine.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320 RX==&lt;br /&gt;
The [[SIG-Sauer P320|SIG-Sauer P320 RX]], identified by the optic cut on the slide, appears under the fictional designation &amp;quot;M19&amp;quot;. SIG-Sauer offers the M17 and the M18 variants, however they do not have an M19 model. The in-game model is not correctly proportioned, as it has intermediate dimensions between the full-size P320 RX and the compact version. Nevertheless, it can be modified with the correctly proportioned slide of a full-length P320 RX via the &amp;quot;XRK L Super&amp;quot; or the &amp;quot;XRK V Extended&amp;quot; barrel attachment, while retaining the shorter frame. It is fitted with original P320-style iron sights, and the proprietary reflex sight is removed by default, but the weapon can optionally be equipped with one of the three &amp;quot;mini reflex&amp;quot; sight options. It has an FDE finish, feeds from a 17-round magazine (like the full-size and carry models), and can use optional 21 and 32-round extended mags.&lt;br /&gt;
&lt;br /&gt;
Unique black P320s are used by Kyle Garrick and the Metropolitan Police Service in the &amp;quot;Piccadilly&amp;quot; singleplayer mission and by Captain Price in some missions. Additionally, the P320 chambered in 150 grain .40 S&amp;amp;W is a personal favorite of Captain Price, as prepared for him by Nikolai in the &amp;quot;Old Comrades&amp;quot; mission (despite the fact that Laswell specifically instructed Price to use &amp;quot;host nation weapons only&amp;quot;, which none of Nikolai's acquisitions are). The specific gun available to the player in &amp;quot;Old Comrades&amp;quot; is equipped with the Holosun-based red dot sight that is only available to primary weapons in multiplayer. The P320s available to the player use military-appropriate 9mm instead, and are the weakest pistols damage-wise in multiplayer as a result. The Season 2 Operator Ghost carries an unusable black P320 in a chest holster.&lt;br /&gt;
&lt;br /&gt;
All executions which involve a pistol feature the Operator using a no-attachments P320, and not the player's equipped pistol (if any). Due to a bug, this execution-only P320 can be used when climbing ladders, however this reveals that the execution P320 is actually the Kimber TLE/RL II seen above in all ways except its 3D model (magazine capacity, damage, rate of fire, sound effects, and even ADS position as the sights aren't lined up, etc).&lt;br /&gt;
&lt;br /&gt;
[[File:P320 RX Compact.jpg|thumb|none|350px|SIG-Sauer P320 RX Compact with proprietary ROMEO1 sight - 9x19mm]]&lt;br /&gt;
[[File:P320 RX Full Size.jpg|thumb|none|350px|SIG-Sauer P320 RX Full Size - 9x19mm]]&lt;br /&gt;
[[File:MW P320 (1).jpg|thumb|none|600px|The &amp;quot;M19&amp;quot; in game.]]&lt;br /&gt;
[[File:MW P320 (2).jpg|thumb|none|600px|Aiming the handgun.]]&lt;br /&gt;
[[File:MW P320 (3).jpg|thumb|none|600px|Reloading. The weapon has four underbarrel rail slots like the P320 RX Compact, yet the frame itself is longer than this model, but shorter than the full-size P320 RX. Note the first generation trigger. It can be swapped to the more recent model via some blueprint variants that change the look of the &amp;quot;Lightweight trigger&amp;quot; attachment.]]&lt;br /&gt;
[[File:MW P320 (4).jpg|thumb|none|600px|Powerstroking the slide from empty.]]&lt;br /&gt;
[[File:MW P320 (5).jpg|thumb|none|600px|Drawing a P320 - as with the other pistols, the operator checks the chamber.]]&lt;br /&gt;
[[File:MW19 P320 black.jpg|thumb|none|600px|Kyle Garrick reloads his black P320 during a shootout with terrorists in London.]]&lt;br /&gt;
[[File:MW P230 Black.jpg|thumb|none|600px|The &amp;quot;Dirty Business&amp;quot; P320, which is the same wet model from the Piccadilly singleplayer mission, with added extended magazine and &amp;quot;lightweight trigger&amp;quot; attachments. The trigger attachment is black (and wet) matching the rest of the model, unlike the bright, shiny blue it usually is.]]&lt;br /&gt;
[[File:MW P320 (6).jpg|thumb|none|600px|Initially-equipping a pair of P320s - note the fully modeled blue trigger mechanisms.]]&lt;br /&gt;
[[File:MW19P320.jpg|thumb|none|600px|As Alex reloads his P320RX from empty, one can observe that the slide stop is not actually engaged and that the empty magazine still has bullets inside.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Brügger &amp;amp; Thomet APC9 K PRO G==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet APC9|Brügger &amp;amp; Thomet APC9 K PRO G]] was included in Season 5 as the &amp;quot;ISO&amp;quot;. The model has various visual alterations, such as a slightly longer handguard, along with the upper receiver being lengthened to the rear, similarly to the [[Brügger &amp;amp; Thomet GHM9]]. It is depicted with a reciprocating charging handle like the original APC9 series, and the length of the charging handle's mechanism is intermediate between the original APC9 and the PRO variants.&lt;br /&gt;
&lt;br /&gt;
It is fitted with a telescoping stock by default, but can be modified with a folding stock via the &amp;quot;FTAC Vagrant&amp;quot; attachment. The barrel options are the following: &amp;quot;ISO 140mm CQB&amp;quot;, a slightly shortened barrel (incorrectly named, as it is approximately 120mm), &amp;quot;FSS Revolution&amp;quot;, a long barrel similar in length to the APC9-P carbine (but with a custom handguard extension), &amp;quot;FTAC 225mm Dominator&amp;quot;, an extended barrel of intermediate length between the standard APC9 and the APC9-P, and &amp;quot;FSS Nightshade&amp;quot;, an integrally suppressed barrel similar to the APC9 SD.&lt;br /&gt;
&lt;br /&gt;
[[File:APC9 K PRO G.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC9 K PRO G - 9x19mm Parabellum]]&lt;br /&gt;
[[File:GHM9 Compact G.jpg|thumb|none|450px|Brügger &amp;amp; Thomet GHM9 Compact G, for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW APC9 Gunsmith (1).jpg|thumb|none|600px|The vanilla APC9 K PRO G in Gunsmith.]]&lt;br /&gt;
[[File: MW APC9 (1).jpg|thumb|none|600px|Spawning in with the B&amp;amp;T APC9 - the first round is shown being chambered. Note that unlike many of the guns in Modern Warfare 2019, the APC9's breech is not modelled, instead being a block with no texture.]]&lt;br /&gt;
[[File: MW APC9 (2).jpg|thumb|none|600px|Captain Price with his APC9 in the Suldal Harbor map.]]&lt;br /&gt;
[[File: MW APC9 (3).jpg|thumb|none|600px|Aiming with the Magpul MBUS-esque sights, with the rear aperture graciously open.]]&lt;br /&gt;
[[File: MW APC9 (4).jpg|thumb|none|600px|Working the B&amp;amp;T's fire selector.]]&lt;br /&gt;
[[File: MW APC9 (5).jpg|thumb|none|600px|Performing a non-empty reload.]]&lt;br /&gt;
[[File: MW APC9 (6).jpg|thumb|none|600px|About to dump out an empty mag.]]&lt;br /&gt;
[[File: MW APC9 (7).jpg|thumb|none|600px|Inserting a new one, and Price uses his trigger finger to release the bolt.]]&lt;br /&gt;
[[File: MW APC9 (8).jpg|thumb|none|600px|Tapping a wall with the APC9.]]&lt;br /&gt;
[[File:MW APC9 Gunsmith (2).jpg|thumb|none|600px|A customized APC9 with an [[:File:APC9 Carbine.jpeg|APC9-P]] like barrel length via the &amp;quot;FSS Revolution&amp;quot; attachment.]]&lt;br /&gt;
[[File: MW APC9 (9).jpg|thumb|none|600px|The player holds an APC9 with &amp;quot;FSS Revolution&amp;quot; attachment.]]&lt;br /&gt;
[[File: MW APC9 (10).jpg|thumb|none|600px|Inspecting the APC9 with &amp;quot;FSS Revolution&amp;quot; attachment.]]&lt;br /&gt;
&lt;br /&gt;
[[File:B&amp;amp;T SMG APC9 PRO G.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC9 PRO G - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW APC9 Gunsmith (2.5).jpg|thumb|none|600px|&amp;quot;The Conduit&amp;quot; APC9 with the &amp;quot;FTAC 225mm Dominator&amp;quot; barrel assembly, with a length somewhere between an APC9 and an APC9-P.]]&lt;br /&gt;
&lt;br /&gt;
[[File:APC9 SD.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC9 SD - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW APC9 Gunsmith (3).jpg|thumb|none|600px|The &amp;quot;FSS Nightshade&amp;quot; APC9.]]&lt;br /&gt;
[[File: MW APC9 (11).jpg|thumb|none|600px|The player holds the APC9 with &amp;quot;FSS Nightshade&amp;quot; attachment.]]&lt;br /&gt;
[[File: MW APC9 (12).jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File: MW APC9 (13).jpg|thumb|none|600px|Inspecting the right side.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 A1]] was leaked into the game in late 2020 as the &amp;quot;CX-9&amp;quot;. It was fully implemented into multiplayer on August 3, 2021. It is fitted with a stylized Zhukov stock and uses 20-round magazines by default, although 30-round magazines and 50-round drums are available.&lt;br /&gt;
[[File:Evo 3 A1.jpg|thumb|none|450px|CZ Scorpion Evo 3 A1 - 9x19mm]]&lt;br /&gt;
[[File:ScorpionEvoMW19 gunsmith.jpg|thumb|none|600px|The &amp;quot;CX-9&amp;quot; in the gunsmith weapon preview screen. Note the stylized Zhukov stock.]]&lt;br /&gt;
[[File:ScorpionEvoMW19 gunsmith2.jpg|thumb|none|600px|The left side of the gun.]]&lt;br /&gt;
[[File:ScorpionEvoMW19 idle.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:ScorpionEvoMW19 ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:ScorpionEvoMW19 inspect1.jpg|thumb|none|600px|Performing a weapon inspect involves the player character checking the magazine.]]&lt;br /&gt;
[[File:ScorpionEvoMW19 inspect2.jpg|thumb|none|600px|Note the &amp;quot;FORGE-TAC&amp;quot; logo.]]&lt;br /&gt;
[[File:ScorpionEvoMW19 inspect3.jpg|thumb|none|600px|Then checking the right hand side of the gun. Note the burst fire marking above the fire selector, only accessible through the &amp;quot;12-R Hollowpoint&amp;quot; magazine option.]]&lt;br /&gt;
[[File:ScorpionEvoMW19 reload1.jpg|thumb|none|600px|Reloading from empty involves ejecting the empty magazine, inserting a new magazine, then pressing the bolt release. Note the player character actuating the magazine release paddle.]]&lt;br /&gt;
[[File:ScorpionEvoMW19 reload2.jpg|thumb|none|600px|Performing a tactical reload involves the now ubiquitous retention of the old magazine as the fresh mag is inserted.]]&lt;br /&gt;
&lt;br /&gt;
[[File:CZ Scorpion EVO 3 S1 Carbine Muzzle Brake.jpg|thumb|none|450px|CZ Scorpion EVO 3 S1 Carbine with muzzle brake - 9x19mm]]&lt;br /&gt;
[[File:MW19 Scorpion S1 (1).jpg|thumb|none|600px|The &amp;quot;CX-9&amp;quot; with the &amp;quot;CX-38E&amp;quot; barrel assembly which is similar to the Evo 3 S1 Carbine barrel and handguard - there is also a &amp;quot;CX-38&amp;quot; which is the same handguard with a shorter barrel. The &amp;quot;CX-MM&amp;quot; stock is also equipped here.]]&lt;br /&gt;
[[File:MW CZ EVO (1).jpg|thumb|none|600px|The player holds the CX-9 with the &amp;quot;CX-38E&amp;quot; barrel assembly.]]&lt;br /&gt;
[[File:MW CZ EVO (2).jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:MW CZ EVO (3).jpg|thumb|none|600px|Inspecting the right side.]]&lt;br /&gt;
&lt;br /&gt;
[[File:CZ Scorpion EVO3 S1 Carbine.jpg|thumb|none|450px|CZ Scorpion EVO 3 S1 Carbine with faux suppressor - 9x19mm]]&lt;br /&gt;
[[File:MW19 Scorpion S1 (2).jpg|thumb|none|600px|Another Scorpion carbine build with the &amp;quot;CX-38S,&amp;quot; which is an actual integrally suppressed barrel.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Scorpion EVO 3 S2 SB.jpg|thumb|none|450px|CZ Scorpion EVO 3 S2 Micro with SBTEVO folding brace - 9x19mm]]&lt;br /&gt;
[[File:MW19 ScorpionK (1).jpg|thumb|none|600px|A Scorpion K-style build with the &amp;quot;CX-23S&amp;quot; short barrel and collapsed &amp;quot;CX-FR&amp;quot; stock, and 12-round Hollow Point mags.]]&lt;br /&gt;
[[File:MW19 ScorpionK (2).jpg|thumb|none|600px|The &amp;quot;CX-23&amp;quot; barrel has a short integral suppressor and built-in handstop configuration.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is available in the game. The &amp;quot;FORGE TAC Retribution&amp;quot; barrel attachment adds an extended barrel and a large handguard to the front of the P90.&lt;br /&gt;
&lt;br /&gt;
Owing to its unique magazine design, the P90 cannot remain in ADS mode while reloading.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR (Triple Rail) with optics removed - 5.7x28mm]]&lt;br /&gt;
[[File:MW P90 (1).jpg|thumb|none|600px|The P90 TR in-game.]]&lt;br /&gt;
[[File:MW P90 (2).jpg|thumb|none|600px|Aiming down the rail mounted irons.]]&lt;br /&gt;
[[File:MW P90 (8).jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:MW P90 (9).jpg|thumb|none|600px|Inspecting the right side.]]&lt;br /&gt;
&lt;br /&gt;
===FN P90===&lt;br /&gt;
The &amp;quot;FSS ring sight&amp;quot; gives the weapon an integrated reflex sight, turning it into an original [[FN P90#FN P90|FN P90]]. As with the AUG's unique integrated scope, the reticle cannot be changed.&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[File:MW P90 (3).jpg|thumb|none|600px|The FN P90 with its original built-in reflex sight and a partially-depleted magazine. Like ''Modern Warfare Remastered'', the translucent magazine is fully animated.]]&lt;br /&gt;
[[File:MW P90 (4).jpg|thumb|none|600px|View of the red dot. The real integrated sight uses a circle-within-a-T shaped reticle.]]&lt;br /&gt;
[[File:MW P90 (5).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:MW P90 (6).jpg|thumb|none|600px|Working the P90's action.]]&lt;br /&gt;
[[File:MW P90 (7).jpg|thumb|none|600px|Thumping a hostile shipping container with the P90. The reflex sight has a slightly altered shape. The gun is also marked with &amp;quot;FORGE TAC Manufacturing USA&amp;quot;.]]&lt;br /&gt;
[[File:MW P90 Neutralizer.jpg|thumb|none|600px|&amp;quot;The Neutralizer&amp;quot; P90 which shows off the [[Magpul PDR-C]]-esque thumbhole grip and trigger guard, the custom stock and the custom increased trigger all of the P90 blueprints have. This one is equipped with the &amp;quot;FORGE TAC Retribution&amp;quot; long barrel and handguard, which is based on the [https://danhagadesigns.com/ps90-m-lok-handguard-nylon/ M-LOK] [https://danhagadesigns.com/ps90-m-lok-handguard-aluminum/ handguards] made by Dan Haga Designs for the PS90.]]&lt;br /&gt;
[[File:MW P90 (10).jpg|thumb|none|600px|The player holds an &amp;quot;Stygian&amp;quot; P90.]]&lt;br /&gt;
[[File:MW P90 (11).jpg|thumb|none|600px|&amp;quot;Stygian&amp;quot; P90 appears with the same fictional model but a different all-black color scheme. The gun has the waffle magazine, and the upper receiver resembles a stylized EFFEN 90.]]&lt;br /&gt;
[[File:MW P90 (12).jpg|thumb|none|600px|Inspecting the right side.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] appears simply as the &amp;quot;MP5&amp;quot;, and is fitted with a top rail. By default, the weapon has a Navy trigger group and an unusable SureFire 628 flashlight-equipped handguard. In multiplayer, the handguard can be changed with attachments: using foregrips or muzzle-mounted suppressors replaces the flashlight handguard with the standard &amp;quot;tropical&amp;quot; wide handguard with an added bottom rail. The barrel attachments &amp;quot;FSS Light&amp;quot; and &amp;quot;Monolithic Integral Suppressor&amp;quot; give the MP5 a handguard with rails on the 3, 6, and 9 o'clock positions (the latter also adds an integral suppressor).&lt;br /&gt;
&lt;br /&gt;
All of the MP5's blueprints have S-E-F trigger groups, with a lower receiver based on that of the [[PTR 9KT]], an American clone of the MP5K. Many of those blueprints also have an M-LOK style handguard.&lt;br /&gt;
&lt;br /&gt;
The stock is extended by default, but equipping the &amp;quot;FTAC collapsible&amp;quot; stock attachment retracts it. Some optic attachments remove the iron sights, while others don't. Laser attachments are mounted in a laser mount added in front of the ejection port when they're used.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;FSS Mini&amp;quot; barrel attachment gives it a barrel and handguard combo similar to (but longer than) that of an [[Heckler &amp;amp; Koch SP89|SP89]], and changes the HUD name to &amp;quot;[[MP5K]]&amp;quot;. The SP89-like handguard features an underbarrel rail, which is by default fitted with a handstop that is removed when a suppressor or a foregrip is used.&lt;br /&gt;
&lt;br /&gt;
Using the &amp;quot;Burst Fire&amp;quot; perk gives the MP5 a three-round burst firing mode like that of the [[MP5A5]]. It doesn't change the weapon model not it adds the '3-Round Burst' mode on the fire selector, however, and also replaces the default full-auto option.&lt;br /&gt;
[[File:Hk-mp5n.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group and threaded muzzle - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A3wSurefire628.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with SureFire 628 dedicated forend weaponlight - 9x19mm]]&lt;br /&gt;
[[File:MW MP5A3 (1).jpg|thumb|none|600px|Patrolling the Rammaza market with the MP5A3.]]&lt;br /&gt;
[[File:MW MP5A3 (2).jpg|thumb|none|600px|Aiming the SMG.]]&lt;br /&gt;
[[File:MW MP5A3 (3).jpg|thumb|none|600px|Actuating the MP5's fire selector.]]&lt;br /&gt;
[[File:MW MP5A3 (4).jpg|thumb|none|600px|Locking the bolt back on a partial reload; this extra step is appropriate, as loading a full magazine into a real MP5 can be difficult when the bolt is closed, however no rounds seem to be extracted from the chamber during this process. Performing a tactical reload with Sleight of Hand however will simply swap the magazines without operating the bolt.]]&lt;br /&gt;
[[File:MW MP5A3 (5).jpg|thumb|none|600px|Swapping the partially spent magazine for a full one. The dedicated flashlight forend will change to a railed version of the tropical handguard if a foregrip is equipped.]]&lt;br /&gt;
[[File:MW MP5A3 (6).jpg|thumb|none|600px|Knocking the bolt back into battery with the old magazine still in hand.]]&lt;br /&gt;
[[File:MW MP5A3 (7).jpg|thumb|none|600px|Inserting a fresh magazine during an empty reload animation, after locking back the bolt and throwing away the empty mag.]]&lt;br /&gt;
[[File:MW MP5A3 (8).jpg|thumb|none|600px|Followed by the obligatory HK-slap to close the bolt.]]&lt;br /&gt;
[[File:MW MP5A3 (9).jpg|thumb|none|600px|Smacking the ground with the MP5's collapsible stock.]]&lt;br /&gt;
[[File:MW19-MP5-1.jpg|thumb|none|600px|An SAS operative wielding an MP5A3 fitted with a KAC QDSS NT-4 suppressor, micro red dot, and weaponlight from the campaign reveal trailer. Note that in a modeling error, the KAC suppressor is attached far forward of the 3-lug muzzle device adapter. This was fixed on release.]]&lt;br /&gt;
[[File:PTR 9KT.jpg|thumb|none|350px|PTR 9KT - 9x19mm. Note the similarity of the lower receiver to the weapon pictured below.]]&lt;br /&gt;
[[File:MW19 MP5.jpg|thumb|none|600px|Reloading an MP5 with a SEF trigger group and an M-LOK style handguard in Azhir Cave; this specific model is called &amp;quot;Feeling Rusty&amp;quot; and it's always shown as wet. As with the other blueprints, the triangular parts on the lower receiver are facing the opposite direction compared to real SEF lowers and the button magazine release is missing.]]&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;KSP89.jpg|thumb|none|350px|Heckler &amp;amp; Koch SP89 Pistol with factory 15-round magazine - 9x19mm]]&lt;br /&gt;
[[File:MW MP5K 1.jpg|thumb|none|600px|Performing a Sleight of Hand reload on the SP89/MP5K lookalike in the [[Rock, The|Gulag Showers.]]]]&lt;br /&gt;
[[File:MW MP5 Gunsmith (1).jpg|thumb|none|600px|Affixing a suppressor or a foregrip removes the handstop, and makes the kurz MP5 look a bit like a short SD variant.]]&lt;br /&gt;
[[File:MW MP5A3 (10).jpg|thumb|none|600px|&amp;quot;Heat Cycle&amp;quot; MP5 appears with the custom straight magazine, SEF trigger guard, gun belt and light khaki upper receiver.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A2===&lt;br /&gt;
The &amp;quot;classic straight-line stock&amp;quot; attachment gives the MP5A3 a fixed stock, turning it into an [[MP5A2]]. The &amp;quot;Admiral's Pride&amp;quot; blueprint has a wooden stock and M-LOK handguard, along with some gold elements.&lt;br /&gt;
[[File:H&amp;amp;KMP5-N.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MW MP5A2 Gunsmith (1).jpg|thumb|none|600px|An MP5A2 sporting an angled foregrip, as seen in the Gunsmith.]]&lt;br /&gt;
[[File:MW MP5A2 (2).jpg|thumb|none|600px|The modified MP5A2 in the player's hands. The front sight removes when any sight is mounted, but in real life it requires the replacement of the entire front sight tower.]]&lt;br /&gt;
[[File:MW MP5A2 (3).jpg|thumb|none|600px|In this screenshot, the MP5 is equipped with a FSS Light forearm and ranger foregrip.]]&lt;br /&gt;
&lt;br /&gt;
[[File:MP5A2 Wood.jpg|thumb|none|450px|Turkish clone of the MP5A2 with wooden furniture - 9x19mm, for comparison.]]&lt;br /&gt;
[[File:MW MP5 woodfurniture.jpg|thumb|none|600px|The &amp;quot;Admiral's Pride&amp;quot; MP5. Unlike the Turkish MP5 pictured above, the front part of the stock is wooden as well.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
The MP5A3 can also be fitted with the &amp;quot;Subsonic Integral Suppressor&amp;quot;, effectively turning it into an [[MP5SD3]].&lt;br /&gt;
[[File:MP5SD3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD3 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW MP5SD Gunsmith (1).jpg|thumb|none|600px|An MP5SD3 made from the &amp;quot;Point Blank&amp;quot; blueprint, which lacks a top rail by default. The MP5SD's distinct handguard is actually a set of rail covers - it uses the same rail system from the &amp;quot;FSS Light&amp;quot; and the shorter &amp;quot;Monolithic&amp;quot; integrally suppressed barrel.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
Combining the aforementioned solid stock and integral suppressor modifications turns the MP5A3 into an [[Heckler &amp;amp; Koch MP5SD|MP5SD2]].&lt;br /&gt;
[[File:HK-MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW MP5SD Gunsmith (2).jpg|thumb|none|600px|A MP5SD2 with a stubby foregrip and casket magazine, as seen in Gunsmith. Note how the bottom set of SD handguard-style rail covers is removed.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5/10===&lt;br /&gt;
The MP5 can be converted to fire 10mm Auto ammunition, turning it into an [[Heckler &amp;amp; Koch MP5/10|MP5/10]], minus the bolt hold open assembly.&lt;br /&gt;
[[File:MP5-10-retractable.jpg|thumb|none|409px|Heckler &amp;amp; Koch MP5/10 with 3-round burst trigger group and retractable stock - 10mm Auto]]&lt;br /&gt;
[[File:Heckler and Koch MP510.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
[[File:MW MP5-10 Gunsmith (1).jpg|thumb|none|600px|The H&amp;amp;K MP5/10 equipped with a red dot sight and collapsible stock.]]&lt;br /&gt;
[[File:MW MP5-10 Gunsmith (2).jpg|thumb|none|600px|The fixed stock MP5/10 in Gunsmith. Note the tropical/B&amp;amp;T MP5 railed handguard hybrid.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A black [[Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;MP7&amp;quot;. It is modeled a bit differently than the regular MP7 design, as seen with the iron sights, charging handle, shape of the rear of the receiver, and side folding stock. The MP7 has 50-round and 60-round extended magazine attachment options, both of which are fictional square drums, and appears to be inspired by the ProMag 5.56 65rd drum magazine.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MW MP7A2 Gunsmith (1).jpg|thumb|none|600px|Left side of the MP7A2 in Gunsmith, note the drastic visual differences between it and the reference image and the side folding micro stock which loosely resembles the Magpul MOE SL-K.]]&lt;br /&gt;
[[File:MW MP7A2 (1).jpg|thumb|none|600px|A vanilla MP7A2 in the Gulag showers.]]&lt;br /&gt;
[[File:MW MP7A2 (2).jpg|thumb|none|600px|Aiming. The iron sight picture is similar to the flipped-down pistol sights of the real MP7. Some optic attachments fold these down, while others remove them entirely.]]&lt;br /&gt;
[[File:MW MP7A2 (3).jpg|thumb|none|600px|Flicking the fire selector lever. The in-game models portray the left side lever as the fire selector, while the right side lever is the bolt release.]]&lt;br /&gt;
[[File:MW MP7A2 (4).jpg|thumb|none|600px|Performing a reload with the MP7A2. Note the &amp;quot;FSS&amp;quot; marking, another fictional manufacturer from the game.]]&lt;br /&gt;
[[File:MW MP7A2 (5).jpg|thumb|none|600px|Inserting a magazine on the full reload. The bolt release is dropped with the trigger finger; this can be seen when aiming through an offset red dot sight.]]&lt;br /&gt;
[[File:MW MP7A2 (6).jpg|thumb|none|600px|The MP7's stock attack.]]&lt;br /&gt;
[[File:MW MP7A2 (7).jpg|thumb|none|600px|The initial draw animation of the MP7, where the user quickly operates the charging handle to chamber a round.]]&lt;br /&gt;
[[File:MW MP7A2 (8).jpg|thumb|none|600px|Player inspects the MP7 customized with the extended barrel, the suppressor, the AR-15 stock adapter and the fictional 60-round magazine.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (1).jpg|thumb|none|600px|The &amp;quot;Piercer&amp;quot; blueprint for the MP7A2, which gives it a collapsible stock albeit in a very different aesthetic resembling the Aim Sports Micro Battle Stock.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (2).jpg|thumb|none|600px|A Coalition operative wields a MP7A2 equipped with a vertical grip and a sound suppressor on the new Crash level.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (3).jpg|thumb|none|600px|The iron sights are a bit simpler than the regular variants.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (4).jpg|thumb|none|600px|About to change out 4.6mm magazines. There is a cutout between the grip panel and the base of the pistol grip that actually shows the magazines going inside the grip. Also note the modified markings, which provides the full name of &amp;quot;FSS&amp;quot;, &amp;quot;First Signal Solutions&amp;quot;.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (5).jpg|thumb|none|600px|Equipping the &amp;quot;Piercer&amp;quot; MP7.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The full-sized [[IMI Uzi]] is featured in the game, and has an accurately slow rate of fire compared to its depictions in the ''[[Call of Duty: Black Ops|Black Ops]]'' series. Its grip and handguard are depicted with fictional stippled texture instead of the proper striped pattern. The two bulges above the fire selector also have fictional shapes. The iron sights are angular and have two circular cutouts similarly to the [[Micro Uzi]].&lt;br /&gt;
&lt;br /&gt;
Unlike previous games, the Uzi in ''Modern Warfare'' is correctly depicted as firing from an open bolt. During an empty reload, the magazines are swapped, the non-reciprocating charging handle is pulled and the bolt is locked in the rearward position.&lt;br /&gt;
&lt;br /&gt;
The “16.5&amp;quot; Factory Carbine” barrel attachment gives it a longer barrel, but despite the name, it isn't as long as that of an actual [[Uzi Carbine]]. A February 2020 update added two new attachments; one of them is an Uzi Carbine-like barrel fitted with a shroud, which was initially called &amp;quot;FSS Orion&amp;quot;, but was later renamed to &amp;quot;FSS Carbine Pro&amp;quot;. The other one gives the ability to use .41 AE ammunition; these were initially loaded in 25-round magazines, but a later patch increased the capacity to 32 rounds like the standard 9mm ammo.&lt;br /&gt;
&lt;br /&gt;
The Uzi is commonly used by the Al-Qatala terrorists in the campaign, as well as by the Urzikstani militia. Curiously enough, Russian forces also wield the Uzi in the mission &amp;quot;Embedded&amp;quot;.&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MicroUziPistol.jpg‎|thumb|none|300px|IMI Micro Uzi with 20-round magazine - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi (1).jpg|thumb|none|600px|An operator wields the Uzi in-game and admires the patriotic garage doors.]]&lt;br /&gt;
[[File:MW Uzi (2).jpg|thumb|none|600px|Aiming down the sights. When optics are equipped, the Uzi gains a Picatinny rail scope mount, mounted in front of the rear sight. Likewise, using underbarrel attachments will give the Uzi a piece of underbarrel rail. Lasers are mounted on a dedicated mount added to the right side of the receiver when they're used, just behind the front sight.]]&lt;br /&gt;
[[File:MW Uzi (3).jpg|thumb|none|600px|Reloading the Uzi with a fistful of magazines. Sleight of Hand reloads are mostly the same as the normal reloads (just faster), except that on a normal empty reload, the user gives the new loaded magazine an extra smack on the bottom before pulling the bolt, which is omitted in the Sleight of Hand empty reload. Note that the weapon has &amp;quot;A-F-S&amp;quot; selector markings, a characteristic of civilian Uzis converted to full-auto.]]&lt;br /&gt;
[[File:MW Uzi (4).jpg|thumb|none|600px|Pulling the bolt back on an empty reload. An alternate bolt pull animation with the hand to the side instead of the top is used when some attachments are equipped.]]&lt;br /&gt;
[[File:MW Uzi (5).jpg|thumb|none|600px|Giving the brick wall a what-for with the Uzi's collapsible stock.]]&lt;br /&gt;
[[File:MW Uzi (6).jpg|thumb|none|600px|Drawing an Uzi; the player character slaps the stock to unlock it...]]&lt;br /&gt;
[[File:MW Uzi (7).jpg|thumb|none|600px|...and pulls it into position. Some attachment setups alter this &amp;quot;first time drawing&amp;quot; animation to the empty reload's bolt pull animation instead.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi-3.jpg|thumb|none|450px|IMI Uzi with detachable wood buttstock (late model with cheek cutout in comb) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi Gunsmith (1).jpg|thumb|none|600px|Right side of an Uzi modified with a TangoDown Quick Detach Short Vertical Grip and wood stock as seen in Gunsmith. Note that the stock only affixes to the rear of the receiver; in reality it attaches to the bottom corner instead.]]&lt;br /&gt;
[[File:MW Uzi (11).jpg|thumb|none|600px|The player holds the Uzi with an attached wood stock.]]&lt;br /&gt;
[[File:MW Uzi (12).jpg|thumb|none|600px|Inspecting the right side.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi Carbine shrouded.jpg|thumb|none|450px|Uzi semi-automatic carbine with 16&amp;quot; barrel (IMI Model A) fitted with a barrel shroud - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi Freight Train.jpg|thumb|none|600px|The &amp;quot;Freight Train&amp;quot; .41 AE Uzi, which has a barrel shroud and a railed forend.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Blowback&amp;quot;===&lt;br /&gt;
The &amp;quot;Blowback&amp;quot; blueprint modification gives it the pistol grip, trigger guard and overall aesthetic of the [[IWI Uzi Pro|Uzi Pro Pistol]] (albeit still in the form factor of the original full-size Uzi) while retaining the size and folding stock from the standard Uzi. The default Micro Uzi sights are replaced with flip up sights mounted onto short rails. The blueprint also comes with what looks like Vortex Venom red dot mounted on an Armson USA Uzi rail mount.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Speed Run&amp;quot; blueprint is very similar, but features a different setup of default attachments, including &amp;quot;no stock&amp;quot;.&lt;br /&gt;
[[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro Pistol with stabilizing brace - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi Blowback.jpg|thumb|none|600px|The &amp;quot;Blowback&amp;quot; Uzi blueprint, which gives it an Uzi Pro pistol stylized receiver, pistol grip and trigger guard. The standard Uzi folding stock also gets a &amp;quot;techno futuristic&amp;quot; makeover. &amp;quot;Corvus Defense&amp;quot; is written at the back of the receiver; while this is featured in-game among the fictional manufacturers, the name actually coincides with that of Corvus Defensio, a real manufacturer of accessory rails, handguards and other gun parts.]]&lt;br /&gt;
[[File:MW Uzi (8).jpg|thumb|none|600px|The &amp;quot;Blowback&amp;quot; in first-person.]]&lt;br /&gt;
[[File:MW Uzi (9).jpg|thumb|none|600px|Examining its various fictionalized details.]]&lt;br /&gt;
[[File:MW Uzi (10).jpg|thumb|none|600px|A look at the other side, which shows that the rounds it uses are apparently steel-cased (or possibly nickel-plated).]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
A [[KRISS Vector]] chambered in .45 ACP was added in Season 4 as the &amp;quot;Fennec&amp;quot; (the name of a type of small North African fox). It is a hybrid of the Gen I and Gen II Vector, as it has many visual features of the former, but with the pivoting trigger and the ribs above the magazine release of the latter. The pistol grip lacks ribs at the rear like the Gen I model, but has Gen II-esque ribs at the front, as well as having a grip wrap of similar height. Furthermore, the weapon lacks the bridge connecting the bottom of the pistol grip to the lower receiver. The lower receiver of the in-game model is also curiously shortened, massively shrinking down the Super-V recoil dampening system of the real world Vector to the point where it's questionable whether it'd even fit; this could go some way to explaining why the in-game SMG has rather significant muzzle climb.&lt;br /&gt;
&lt;br /&gt;
The Battle Pass promo image for the Vector shows it correctly feature a 2-round burst marking between auto and semi; however, the final in-game version lacks the burst marking. This is despite the fact that one of the magazine options (like the SMG-45) locks the weapon to 2-round burst, swapping the 25-round magazine for a Glock 21 magazine which is underloaded to 12 rounds while using higher damage (hollow point) ammo. Nevertheless, the &amp;quot;Dawn to Dusk&amp;quot; Legendary blueprint does have a burst marking; the &amp;quot;Silver Fox&amp;quot; blueprint also has three selector positions, but they are incorrectly marked as Safe/Fire/Auto (the real Vector's safety lever is separate from the fire selector).&lt;br /&gt;
&lt;br /&gt;
There are two barrel attachment options for the Vector. The “ZLR 16&amp;quot; Apex” gives it a long barrel with an M-LOK handguard extension, but despite the name, it is slightly shorter than 16 inches. The “ZLR 18&amp;quot; Deadfall” gives it a barrel shroud based on that of a semi-auto Vector CRB Enhanced, though it is depicted as an integral suppressor in-game, and the length matches the real 16&amp;quot; carbine (and not the 18.6&amp;quot; Canada compliant version as the name seems to imply). The latter prevents the ability to equip muzzle attachments.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;ZLR Sabre&amp;quot; suppressor is one of the muzzle customizations, and is visually similar to the aforementioned CRB barrel shroud (albeit shorter), along with some possible inspiration from the SilencerCo Osprey suppressor. Additionally, the weapon has some stock options that are attached via an M4 stock adaptor; these include the &amp;quot;no stock&amp;quot;, which adds a quick-detach sling swivel like a Vector SDP pistol.&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW19 ACE Vector 01.jpg|thumb|none|600px|Kyle Garrick holding a KRISS Vector in &amp;quot;The Story So Far&amp;quot; trailer.]]&lt;br /&gt;
[[File:MW2019 Vector.jpg|thumb|none|600px|The &amp;quot;Fennec&amp;quot; in the Gunsmith preview screen, showing off its strange visual alterations.]]&lt;br /&gt;
[[File:MW2019 Vector2.jpg|thumb|none|600px|The straight-line design of the stock is vaguely reminiscent of the prototype versions of the Vector, though most of the design features seem to come from the production models instead.]]&lt;br /&gt;
[[File:MW Vector (1).jpg|thumb|none|600px|The Vector SMG in-game.]]&lt;br /&gt;
[[File:MW Vector (2).jpg|thumb|none|600px|Sighting in the Vector.]]&lt;br /&gt;
[[File:MW Vector (3).jpg|thumb|none|600px|Working the side fire selector.]]&lt;br /&gt;
[[File:MW Vector (4).jpg|thumb|none|600px|Withdrawing the Vector's magazine.]]&lt;br /&gt;
[[File:MW Vector (5).jpg|thumb|none|600px|Reloading a new one.]]&lt;br /&gt;
[[File:MW Vector (6).jpg|thumb|none|600px|Pulling the charging handle...]]&lt;br /&gt;
[[File:MW Vector (7).jpg|thumb|none|600px|...or smacking the bolt release, Sleight of Hand style.]]&lt;br /&gt;
[[File:MW Vector (8).jpg|thumb|none|600px|Thumping a pillar with the Vector.]]&lt;br /&gt;
[[File:KRISS SDP II.jpg|thumb|none|400px|KRISS USA Vector SDP Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Vector SDP (1).jpg|thumb|none|600px|A Vector SDP build in Gunsmith.]]&lt;br /&gt;
[[File:Vector CRB Enhanced Defiance.jpg|thumb|none|500px|KRISS USA Vector CRB Enhanced, Gen II version with Defiance M4 stock - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Vector CRB (1).jpg|thumb|none|600px|The “ZLR 18&amp;quot; Deadfall” Vector CRB fitted with a 40-round drum magazine. The Magpul angled grip clips into the magwell rather than being cut down as in ''Call of Duty: Ghosts''.]]&lt;br /&gt;
[[File:MW Vector CRB (2).jpg|thumb|none|600px|A silly looking Vector with the &amp;quot;Apex&amp;quot; and &amp;quot;Sabre&amp;quot; parts, along with an [[AW-F]]-style stock (which, aside from the base model, is the only one that doesn't use an M4 stock adaptor).]]&lt;br /&gt;
[[File:MW Vector CRB (3).jpg|thumb|none|600px|The player holds a Vector CRB with a ZLR 18&amp;quot; Deadfall.]]&lt;br /&gt;
[[File:MW Vector CRB (4).jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:MW Vector CRB (5).jpg|thumb|none|600px|Inspecting the right side.]]&lt;br /&gt;
[[File:MW Vector CRB (6).jpg|thumb|none|600px|The Vector CRB with a ZLR 16&amp;quot; Apex.]]&lt;br /&gt;
&lt;br /&gt;
==LWRC SMG-45==&lt;br /&gt;
The [[LWRC SMG-45]] was added in Season 2 as the &amp;quot;Striker 45&amp;quot;. The in-game model has a shorter barrel and handguard than the real weapon, along with a H&amp;amp;K UMP-like fire control group and a Taurus G2C-like grip. By default, it is fitted with a pistol brace; there are some stock customization options, though none of them have the appearance of the real SMG/SBR version (the closest match would be the UMP-like stock seen on the &amp;quot;Undertaker&amp;quot; blueprint mentioned below). It comes with 25-round .45 ACP magazines by default; these can be changed to 45-round magazines or 12-round magazines with hollow point rounds, the latter also changing the fire mode from automatic to two-round burst.&lt;br /&gt;
[[File:LWRC SMG-45 brace.jpg|thumb|none|450px|LWRC SMG-45 with stabilizing brace - .45 ACP]]&lt;br /&gt;
[[File: MW SMG-45 (1).jpg|thumb|none|600px|The &amp;quot;Striker 45&amp;quot; on Rust.]]&lt;br /&gt;
[[File: MW SMG-45 (2).jpg|thumb|none|600px|Aiming the LWRC.]]&lt;br /&gt;
[[File: MW SMG-45 (3).jpg|thumb|none|600px|Working the selector lever.]]&lt;br /&gt;
[[File: MW SMG-45 (4).jpg|thumb|none|600px|Wyatt performs a non-empty reload.]]&lt;br /&gt;
[[File: MW SMG-45 (5).jpg|thumb|none|600px|Reloading while empty, note the bolt release paddle sticking out. The charging handle drops back onto the locked-open bolt after the last round, which does not occur on the real LWRC SMG-45. As of an update, the charging handle now stays forward, though it can still be seen dropping back in the third person world model.]]&lt;br /&gt;
[[File: MW SMG-45 (6).jpg|thumb|none|600px|Sending the bolt home. The charging handle is only used in the draw animation.]]&lt;br /&gt;
[[File: MW SMG-45 (7).jpg|thumb|none|600px|Thumping a shipping container with the arm brace.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch UMP45===&lt;br /&gt;
The &amp;quot;Undertaker&amp;quot; variant of the SMG-45 resembles the [[Heckler &amp;amp; Koch UMP45]], noted by the rear sight, the smoother upper receiver, the magwell, and the similarly shaped stock, in addition to the already present UMP-like selector switch. Extended barrels and a stock customization also allow for [[Heckler &amp;amp; Koch USC]] lookalikes. The Undertaker/UMP's trademarks (unique to the UMP) have undergone several changes through various patches. The Battlepass background image shows &amp;quot;MODEL 45&amp;quot;, but by the time the gun/blueprint was in the game this had been changed to &amp;quot;FTX-45&amp;quot;; as of the Warzone patch this was been changed again to &amp;quot;STRIKER 45&amp;quot;, making its unique trademarks nonexistent.&lt;br /&gt;
&lt;br /&gt;
The UMP45 resemblance also applies to the later-added &amp;quot;Garrote&amp;quot;, &amp;quot;Dream Dasher&amp;quot;, &amp;quot;Evil Manifest&amp;quot;, &amp;quot;Halcyon Days&amp;quot;, and &amp;quot;Bat Out Of Hell&amp;quot; blueprints.&lt;br /&gt;
&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with RIS rail - .45 ACP]]&lt;br /&gt;
[[File:MW UMP45 (1).jpg|thumb|none|600px|The UMP proper as seen in the Undertaker's preview. It still has the ambidextrous bolt release of the SMG-45, a feature the real UMP lacks. The front sight post is also replaced by that segment of RIS rail; as animations are shared with the LWRC, the UMP uses a non standard raised rear sight (folded down here) and Troy Fixed HK style non-folding front sight post.]]&lt;br /&gt;
[[File:MW UMP45 (2).jpg|thumb|none|600px|Right side of the UMP in Gunsmith.]]&lt;br /&gt;
[[File:MW UMP45 (3).jpg|thumb|none|600px|Drawing the UMP45 with a chamber check.]]&lt;br /&gt;
[[File:MW UMP45 (4).jpg|thumb|none|600px|Pointing the UMP at some scaffolding.]]&lt;br /&gt;
[[File:MW UMP45 (5).jpg|thumb|none|600px|Aiming through the raised sights.]]&lt;br /&gt;
[[File:MW UMP45 (6).jpg|thumb|none|600px|Reloading the UMP. This is a pre-patch screenshot; the charging handle now (correctly) stays forward in first person.]]&lt;br /&gt;
[[File:USC RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:MW USC45 (1).jpg|thumb|none|600px|A USC-like build in the Gunsmith. The short magazine is a &amp;quot;12-round Hollow Point&amp;quot; magazine that increases the damage and also converts the full-auto setting into a two-round burst.]]&lt;br /&gt;
[[File:MW USC45 (2).jpg|thumb|none|600px|Reloading via telekinesis - a weird bug occurred when setting the weapon to semi-auto, where the reload animations defaulted to the regular-sized magazine. This was rectified in a later patch.]]&lt;br /&gt;
[[File:MW USC45 (3).jpg|thumb|none|600px|The empty reload, as seen normally when set back to the two-shot burst setting of the short 12-round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] is featured in the game. It uses an early Bizon-1 64-round helical magazine by default, and can also use a fictional 84-round magazine.&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]]&lt;br /&gt;
[[File:MW PP-19 (1).jpg|thumb|none|600px|Going out for a stroll with the PP-19 Bizon-2 on the St. Petrograd map.]]&lt;br /&gt;
[[File:MW PP-19 (2).jpg|thumb|none|600px|Looking down the Bizon's iron sights.]]&lt;br /&gt;
[[File:MW PP-19 (3).jpg|thumb|none|600px|Working the fire selector. The different positions can be seen when aiming through a canted reflex sight.]]&lt;br /&gt;
[[File:MW PP-19 (4).jpg|thumb|none|600px|Removing a partially spent magazine. On empty, the operator lets the empty magazine drop free. Unlike many other games, the reload animation actually explicitly shows the magazine release being actuated by the player character's right index finger.]]&lt;br /&gt;
[[File:MW PP-19 (5).jpg|thumb|none|600px|Locking in another helical mag. Note how the handguard has only two vent holes, as opposed to the real steel's three.]]&lt;br /&gt;
[[File:MW PP-19 (6).jpg|thumb|none|600px|Rechambering the Bizon underhand style.]]&lt;br /&gt;
[[File:MW PP-19 (7).jpg|thumb|none|600px|The operator attempts to break his SMG across a column.]]&lt;br /&gt;
[[File:MW PP-19 Chuckwalla.jpg|thumb|none|600px|The &amp;quot;Chuckwalla&amp;quot; Bizon. Some blueprints give the PP-19 a new makeover more inline with the production AK-12 series, including the pistol grip and a full length top rail. A ZenitCo style charging handle knob is also added to the bolt, as well as an ambidextrous fire selector.]]&lt;br /&gt;
[[File:PP-19 Bizon top-folding stock.jpg|thumb|none|450px|PP-19 Bizon-2-01 with top-folding stock - 9x19mm]]&lt;br /&gt;
[[File:MW PP-19 Gunsmith (1).jpg|thumb|none|600px|A frontal view of a PP-19 equipped with a Bizon-2-01 style stock in Gunsmith. Note the completely smooth texture of the 64-round magazine, like the Bizon-1 early models.]]&lt;br /&gt;
[[File:MW PP-19 Gunsmith (2).jpg|thumb|none|600px|Another view of the Bizon loaded with the 84-round helical mag, which features the ribbed texture of the real Bizon-2's mag.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears simply as the &amp;quot;AUG&amp;quot;. Like several of ''Modern Warfare'''s weapons, its model has some stylized features - in particular, the design of the foregrip is noticeably different, the upper rail has additional vent holes (vaguely reminiscent of those on the [[Thales F90]], albeit significantly shorter to fit the XS's rail profile), the trigger guard is significantly larger (with the front being more or less parallel with the pistol grip, rather than being at a shallower angle as on the real weapon), and the stock features some non-standard molding details. One of the multiple customization options is the &amp;quot;622mm long barrel&amp;quot;, which gives it an [[Steyr AUG HBAR|AUG HBAR]] style barrel.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|400px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW AUG Gunsmith (1).jpg|thumb|none|600px|Right side of an AUG A3 9mm in Gunsmith. By default the AUG features a more squared-shaped buttpad similar to an [[IWI X95]], although the original low profile butt can be equipped instead.]]&lt;br /&gt;
[[File:MW AUG 9mm (1).jpg|thumb|none|600px|The AUG A3 9mm XS in-game.]]&lt;br /&gt;
[[File:MW AUG 9mm (2).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:MW AUG 9mm (3).jpg|thumb|none|600px|Locking the bolt back on an empty reload.]]&lt;br /&gt;
[[File:MW AUG 9mm (4).jpg|thumb|none|600px|Pushing in a new mag; note how the thinner segment of the actual AUG 9mm XS's magazine well adaptor has been turned into a hollowed-out triangle on the in-game version.]]&lt;br /&gt;
[[File:MW AUG 9mm (5).jpg|thumb|none|600px|Palming the charging handle forward.]]&lt;br /&gt;
[[File:MW AUG 9mm (6).jpg|thumb|none|600px|Whacking the stock against some rocks; this gives a good view of the seemingly-random set of 3 diagonal lines molded into the polymer.]]&lt;br /&gt;
[[File:MW AUG 9mm (7).jpg|thumb|none|600px|Thumbing the bolt release with Sleight of Hand.]]&lt;br /&gt;
[[File:MW Hadir AUG 9mm.jpg|thumb|none|600px|Hadir's AUG in the 9mm variant as seen in the mission &amp;quot;Proxy War&amp;quot;. Note the A2 style upper receiver and it appears to use the original 5.56 muzzle assembly.]]&lt;br /&gt;
[[File:MW Silverstar 1.jpg|thumb|none|600px|The Legendary &amp;quot;Silverstar&amp;quot; blueprint of the AUG Para featuring gold plating and a customized stock. Note the lack of the bolt release. When using Sleight of Hand, the player will still thumb it despite it not being there.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A3===&lt;br /&gt;
The weapon can be modified to use 5.56x45mm ammunition (in 30-round mags or 60-round drums, although the 42-round HBAR magazine is conspicuously absent) and a 16 inch barrel, essentially turning it into an [[Steyr AUG A3|AUG A3]] assault rifle (though the barrel looks different). The front part of the top rail remains the same as that of the 9mm XS variant.&lt;br /&gt;
&lt;br /&gt;
One thing to note is that the 30-round mag looks like an AR-15 style magazine, while the 60-round drum is somewhat based on a Magpul D-60 PMAG. The real weapon requires a NATO stock conversion in order to accept such magazines, which isn't reflected on the in-game model, as it has a standard AUG A3 stock.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Gremlin&amp;quot; blueprint, Hadir's personal rifle, has an actual AUG A3's barrel, along with a top rail and a flash hider similar to the civilian AUG A3 M1. The &amp;quot;Death Roll&amp;quot; blueprint also has the same features (it mounts an A3 SF-style scope by default).&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|425px|Steyr AUG A3 with optics removed and 16&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW AUG Gunsmith (2).jpg|thumb|none|600px|Previewing an AUG A3 in Gunsmith with a replacement foregrip. Note the standard-style buttpad.]]&lt;br /&gt;
[[File:Steyr AUG A3 SF.jpg|thumb|none|425px|Steyr AUG A3 SF with 16-inch barrel and Zeiss Z-Point red dot sight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW AUG (1).jpg|thumb|none|600px|An AUG A3 SF-style build in-game.]]&lt;br /&gt;
[[File:MW AUG (2).jpg|thumb|none|600px|Aiming down the classic AUG-type scope, which has much higher degree of lens distortion compared to the other scopes in the game.]]&lt;br /&gt;
[[File:MW AUG (3).jpg|thumb|none|600px|Reloading a 5.56 semi-waffled magazine.]]&lt;br /&gt;
[[File:MW AUG (4).jpg|thumb|none|600px|Clacking some rocks with the AUG's stock.]]&lt;br /&gt;
[[File:MW Leecher 1.jpg|thumb|none|600px|The Legendary &amp;quot;Leecher&amp;quot; blueprint features a different custom stock than the &amp;quot;Silverstar&amp;quot; above, but once again lacks the bolt release.]]&lt;br /&gt;
[[File:MW Leecher-issue.jpg|thumb|none|600px|The real AUG recoil pad is smaller than the fictitious AUG stock, which shows the exposed magazine and lack of a bolt inside the receiver.]]&lt;br /&gt;
[[File:MW Leecher 2.jpg|thumb|none|600px|Much like he has a phantom leg, Warcom operator Alex uses the phantom bolt release of the Leecher on a Sleight of Hand reload.]]&lt;br /&gt;
[[File:AUG A3 M1 high rail.jpg|thumb|none|425px|Steyr AUG A3 M1, high-rail version - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW AUG (5).jpg|thumb|none|600px|The &amp;quot;Death Roll&amp;quot; AUG with the A3 M1 style components and a Magpul AFG2.]]&lt;br /&gt;
[[File:MW AUG (6).jpg|thumb|none|600px|Aiming down the iron sights mounted on the rail.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==AA-12==&lt;br /&gt;
The [[AA-12]] was added during Season 6, under the name &amp;quot;JAK-12&amp;quot;. It can be customized to use drum magazines, slug rounds, Dragon's Breath rounds or FRAG-12 rounds.&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|none|400px|AA-12 CQB - 12 gauge]]&lt;br /&gt;
[[File:MW2019 AA12 1.jpg|thumb|none|600px|An unmodified &amp;quot;JAK-12&amp;quot; in Gunsmith.]]&lt;br /&gt;
[[File:MW2019 AA12.jpg|thumb|none|600px|Similar to the ''[[Call of Duty Online]]'' model, the cutlass-type bottom fingerguard is absent.]]&lt;br /&gt;
[[File:MW2019 AA-12 (1).jpg|thumb|none|600px|Spawning in with the AA-12 - here, the Urzikstani Staff Sergeant character readies the shotgun.]]&lt;br /&gt;
[[File:MW2019 AA-12 (2).jpg|thumb|none|600px|The AA-12 CQB inside the TV Station's server room.]]&lt;br /&gt;
[[File:MW2019 AA-12 (3).jpg|thumb|none|600px|Using the iron sights.]]&lt;br /&gt;
[[File:MW2019 AA-12 (4).jpg|thumb|none|600px|Partial reloads are performed in a manner similar to the RO933 carbine.]]&lt;br /&gt;
[[File:MW2019 AA-12 (5).jpg|thumb|none|600px|Locking the bolt back on empty.]]&lt;br /&gt;
[[File:MW2019 AA-12 (6).jpg|thumb|none|600px|Sliding in a fresh 8-round stick magazine.]]&lt;br /&gt;
[[File:MW2019 AA-12 (7).jpg|thumb|none|600px|Seating the charging handle forward. For the Sleight-of-Hand empty reload the user simply runs the handle back and forward after changing magazines.]]&lt;br /&gt;
[[File:MW2019 AA-12 (8).jpg|thumb|none|600px|The shotgun's right side.]]&lt;br /&gt;
[[File:AA12FullAutoShotGun.jpg|thumb|none|450px|AA-12 - 12 gauge]]&lt;br /&gt;
[[File:MW AA12 DrumInspect.jpeg|thumb|none|600px|Inspecting an AA-12 with the &amp;quot;ZLR J-3600 Torrent&amp;quot; barrel, thermal sight, and a 20-round drum magazine. The AA-12 also has the option to use 32-round drums.]]&lt;br /&gt;
[[File:MW AA12 DrumReload1.jpeg|thumb|none|600px|Reloading with the drum magazines are performed in a somewhat unorthodox pose.]]&lt;br /&gt;
[[File:MW AA12 DrumReload2.jpeg|thumb|none|600px|Wrapping up the empty reload.]]&lt;br /&gt;
[[File:MW AA12 DrumReloadFast1.jpeg|thumb|none|600px|With Sleight of Hand, the weapon is held in a more familiar manner. Here it is fitted with the &amp;quot;ZLR J-2800 Influx&amp;quot; barrel.]]&lt;br /&gt;
[[File:MW AA12 DrumReloadFast2.jpeg|thumb|none|600px|A quick rack of the charging handle and the next 20 rounds are good to go.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
A visually altered [[Over and Under Shotgun|Browning Citori 725]] over and under shotgun appears as the &amp;quot;725&amp;quot;. The receiver was seemingly inspired by that of the Citori 725 Pro shotguns, though the barrels lack the extended chokes seen on these. The ribs are low like the 725 Pro Sporting, but the forend is similar to that of the 725 Pro Trap, and the stock's recoil pad is ventilated like the latter.&lt;br /&gt;
&lt;br /&gt;
A unique &amp;quot;Hammer&amp;quot; variant is available to players who participated in the beta and reached at least level 10.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
[[File:MW 725 (1).jpg|thumb|none|600px|The Browning Citori 725 in-game.]]&lt;br /&gt;
[[File:MW 725 (2).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:MW 725 (3).jpg|thumb|none|600px|Reloading the top barrel after firing a single shot.]]&lt;br /&gt;
[[File:MW 725 (4).jpg|thumb|none|600px|Ejecting both shells, which appear to have been melded together.]]&lt;br /&gt;
[[File:MW 725 (5).jpg|thumb|none|600px|The melee animation of the 725.]]&lt;br /&gt;
[[File:MW 725 (6).jpg|thumb|none|600px|The unique &amp;quot;Judgement&amp;quot; blueprint features an ultra-lightweight &amp;quot;Forge-Tac&amp;quot; shroud on the barrels.]]&lt;br /&gt;
[[File:MW2019 725 hammer.jpg|thumb|none|600px|A promotional image of the &amp;quot;Hammer&amp;quot; pre-customized variant of the 725, given as a bonus to beta participants. It is customized with a pistol grip, angled foregrip, holographic sight, and suppressed short barrels.]]&lt;br /&gt;
[[File:MW 725 (7).jpg|thumb|none|600px|A sawed-off shotgun in the hands of the player on the Hackney Yard map.]]&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
The [[Fostech Origin-12]] is featured in the game, and comes with a side-mounted foregrip by default. It normally has a 9.75 inch barrel, while the &amp;quot;FORGE TAC Impaler&amp;quot; attachment gives it an 18.5 inch barrel.&lt;br /&gt;
[[File:Origin-12-short.jpg|thumb|none|400px|Fostech Origin-12 with 9.75&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MW Origin-12 (1).jpg|thumb|none|600px|The Fostech wielded by Minotaur, as he shows off his ridiculously thick forearm.]]&lt;br /&gt;
[[File:MW Origin-12 (2).jpg|thumb|none|600px|Aiming down the tacticool iron sights.]]&lt;br /&gt;
[[File:MW Origin-12 (3).jpg|thumb|none|600px|Somehow the operator manages to wield both magazines during a reload.]]&lt;br /&gt;
[[File:MW Origin-12 (4).jpg|thumb|none|600px|The shotgun is tilted over to show the bolt being released from empty, much like in ''[[Rainbow Six: Siege]]''.]]&lt;br /&gt;
[[File:MW Origin-12 (5).jpg|thumb|none|600px|And as with the aforementioned game, the shotgun can also be used as a blunt melee weapon.]]&lt;br /&gt;
[[File:Fostech Origin 12.jpg|thumb|none|450px|Fostech Origin-12 with 18.5&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MW Origin-12 (6).jpg|thumb|none|600px|Right side of the Origin-12 with the 18.5&amp;quot; barrel.]]&lt;br /&gt;
[[File:MW Origin-12 Stealth Action.jpg|thumb|none|600px|Some blueprints of the Fostech give it cosmetically different parts, such as the &amp;quot;Stealth Action&amp;quot; show here.]]&lt;br /&gt;
&lt;br /&gt;
===Fostech Origin-12 SBV===&lt;br /&gt;
The &amp;quot;FORGE TAC Dart&amp;quot; attachment consists of a stabilizing arm brace, turning the weapon into an Origin-12 SBV. The in-game accessory is based on a SIGTac SB15 brace, and is inaccurately described as a stock, though this somewhat fits with the fact that the player character simply uses it as a traditional stock without making use of the brace's main purpose, nevermind the fact that the straps are missing.&lt;br /&gt;
[[File:Origin 12 SBV.jpg|thumb|none|400px|Fostech Origin-12 SBV - 12 gauge]]&lt;br /&gt;
[[File:MW2019 Origin12Brace.jpg|thumb|none|600px|A good look at the &amp;quot;FORGE TAC Dart&amp;quot; arm brace.]]&lt;br /&gt;
[[File:MW Origin-12 (7).jpg|thumb|none|600px|Reloading a drum magazine into an Origin-12 SBV.]]&lt;br /&gt;
[[File:MW Origin-12 (8).jpg|thumb|none|600px|Getting a look at the arm brace with the melee attack. The drum dynamically tracks remaining rounds; it is close to empty in this instance.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Masterkey==&lt;br /&gt;
The [[Knight's Armament Masterkey]] is an available underbarrel attachment for most assault rifles. It is referred to as the &amp;quot;12-Gauge Deputy&amp;quot; and incorrectly fires in semi-automatic mode; the pump mechanism is entirely absent in-game, replaced by a static forend. Due to it lacking any sort of reloading animations, it can achieve an inaccurate eight-round capacity through resupplying or using the &amp;quot;fully loaded&amp;quot; perk. By default, it previously spawned with a technically accurate four rounds, but this was increased to six rounds in a February 2020 patch; resupplying automatically refills the magazine tube to eight.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:MW Masterkey (1).jpg|thumb|none|600px|A view of the &amp;quot;12-Gauge Deputy&amp;quot; mounted on an M16-lookalike.]]&lt;br /&gt;
[[File:MW Masterkey (2).jpg|thumb|none|600px|The Masterkey in use. Fortunately, it is not pointed like a UBGL anymore.]]&lt;br /&gt;
[[File:MW Masterkey (3).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the device.]]&lt;br /&gt;
[[File:MW FAMAS Hybrid.jpg|thumb|none|600px|Side view of the Masterkey attached to the &amp;quot;Fractured&amp;quot; blueprint of the FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
===Hybrid Underbarrel Shotgun===&lt;br /&gt;
The version available to the post-release [[CTAR-21|Tavor CTAR-21]], [[SIG SG 552]], [[Galil ACE]] and [[AN-94]] uses a different model. It appears to be a fictionalized hybrid between the KAC Masterkey and the [[M26 MASS]]. It is also fitted with what appears to be a miniature heat shield and a forend which resembles the grip from the GP underbarrel grenade launchers.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:XM26 2 highRes.jpg|thumb|none|400px|M26 MASS 12 gauge mounted on [[M4A1 carbine]] with C-More red dot sight 5.56x45mm]]&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:MW Tavor Masterkey.jpg|thumb|none|600px|The shotgun attached to the CTAR-21.]]&lt;br /&gt;
[[File:MW Masterkey (4).jpg|thumb|none|600px|As seen from the right under a SG 551 lookalike.]]&lt;br /&gt;
[[File:MW Masterkey (5).jpg|thumb|none|600px|The hybrid Masterkey as seen in-game on a modified Tavor.]]&lt;br /&gt;
&lt;br /&gt;
==M26 MASS==&lt;br /&gt;
A standalone [[M26 Modular Accessory Shotgun System]] was added to the game in the Season 2. It has the magazine well of the early M26 MASS. It is referred to as the &amp;quot;VLK Rogue&amp;quot; in the loadout menu/HUD, but the markings on the model call it the &amp;quot;Mike 2-6&amp;quot;, an obvious reference to its real name. Using some of the attachments will add a large rail interface system to the front of the M26 MASS.&lt;br /&gt;
&lt;br /&gt;
An update in April 2020 added the ability to use Dragon's Breath ammunition.&lt;br /&gt;
[[File:PEO M26 MASS Stand-alone.jpg|thumb|none|400px|Standalone version of the M26 MASS with iron sights, M4-style telescoping stock, pistol grip and 3-round magazine - 12 gauge]]&lt;br /&gt;
[[File:TheoneXM26A.jpg|thumb|none|400px|Early-version M26 MASS mounted on an M4A1 carbine - 12 gauge / 5.56x45mm]]&lt;br /&gt;
[[File:MW M26 MASS (1).jpg|thumb|none|600px|Gunsmith view of the M26 MASS.]]&lt;br /&gt;
[[File:MW M26 MASS (2).jpg|thumb|none|600px|The M26 on the Bazaar level.]]&lt;br /&gt;
[[File:MW M26 MASS (3).jpg|thumb|none|600px|Aiming the device.]]&lt;br /&gt;
[[File:MW M26 MASS (4).jpg|thumb|none|600px|Working the action, which sends out a spent shell.]]&lt;br /&gt;
[[File:MW M26 MASS (5).jpg|thumb|none|600px|Inserting the magazine on a partial reload. The markings above the trigger guard include &amp;quot;Shingletown, CA&amp;quot;; considering the Russian &amp;quot;ВЛК&amp;quot; (VLK) label on the magwell (and in the name), as well as the &amp;quot;ОРУЖИЕ&amp;quot; (weapon) marking on the rear sight, this is likely meant as an importer's mark.]]&lt;br /&gt;
[[File:MW M26 MASS (6).jpg|thumb|none|600px|Throwing an empty mag out of the M26, the user first pulls the bolt back.]]&lt;br /&gt;
[[File:MW M26 MASS (7).jpg|thumb|none|600px|Chambering a round from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS==&lt;br /&gt;
The [[Remington 870 MCS]] appears, referred to as the &amp;quot;Model 680&amp;quot;. Available attachments include a magazine tube extension, along with different barrel lengths, forends and stocks. In contrast to shell-by-shell loading shotguns from previous games, the reloading process finally involves pumping the handle only when the weapon was empty. This is the first game in the series since ''[[Call of Duty 3]]'' to correctly depict this procedure.&lt;br /&gt;
&lt;br /&gt;
A unique &amp;quot;1337 Skeet&amp;quot; variant is exclusively available to owners of the Operator edition, which features a synthetic version of the traditional &amp;quot;Lockwood Precision Series&amp;quot; stock. The same stock is also available on the &amp;quot;Hush&amp;quot; variant unlocked upon reaching the officer ranks (level 57).&lt;br /&gt;
&lt;br /&gt;
A March 2020 update adds Dragon's Breath rounds as an ammo option alongside Slugs, as well as conversion kits to use 6-round detachable box magazines for all available ammo types.&lt;br /&gt;
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington 870 MCS Entry - 12 gauge]]&lt;br /&gt;
[[File:MW 870 (1).jpg|thumb|none|600px|The entry-length 870 MCS in-game.]]&lt;br /&gt;
[[File:MW 870 (2).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:MW 870 (3).jpg|thumb|none|600px|Pumping after firing a shot; the spent shell can be just barely seen to the right.]]&lt;br /&gt;
[[File:MW 870 (4).jpg|thumb|none|600px|Reloading the Remington.]]&lt;br /&gt;
[[File:MW 870 (5).jpg|thumb|none|600px|Working the action after an empty reload or if the regular pumping animation is interrupted by reloading.]]&lt;br /&gt;
[[File:MW 870 (6).jpg|thumb|none|600px|The MCS style stock inspects the photogrammetry-rendered earth.]]&lt;br /&gt;
[[File:MW 870 (7).jpg|thumb|none|600px|A shorty 870 on the Shoot House level.]]&lt;br /&gt;
[[File:Mw2019domino870.jpg|thumb|none|600px|Coalition Operator &amp;quot;Domino&amp;quot; holds a shortened 870.]]&lt;br /&gt;
[[File:MW 870 (8).jpg|thumb|none|600px|Wielding a wood-furnished Remington modified from &amp;quot;The Ejector&amp;quot; blueprint, which features a redesigned receiver and new sights.]]&lt;br /&gt;
[[File:MW 870 (12).jpg|thumb|none|600px|Sleight of Hand-reloading with a competition-like reload technique. With this weapon, as well as the MK2/Marlin 1895 (though with standard animations as well), has the player character insert ammunition continuously as if they had all the requisite ammo in their reloading hand, which begs the question of how the player characters are able to hold 8 12-gauge shells in one hand and are still be able to dexterously reload.]]&lt;br /&gt;
[[File:MW 870 (10).jpg|thumb|none|600px|ADS of the different iron sights.]]&lt;br /&gt;
[[File:Remington Model 870 DM.jpg|thumb|none|400px|Remington Model 870 DM - 12 gauge]]&lt;br /&gt;
[[File:Hawkpump.jpg|thumb|none|400px|Hawk Type 97-2 - 12 gauge]]&lt;br /&gt;
[[File:MW 870 DM (1).jpg|thumb|none|600px|An 870 DM made from the &amp;quot;Gulf Stalker&amp;quot; blueprint. The magazine well, with its rear magazine release, resembles the Chinese 870-derived Hawk Type 97-2's magazine well more than the actual Remington Model 870 DM's magwell.]]&lt;br /&gt;
[[File:MW 870 DM (2).jpg|thumb|none|600px|The box magazine 870 in-game.]]&lt;br /&gt;
[[File:MW 870 DM (3).jpg|thumb|none|600px|Reloading a magazine loaded with Dragon's Breath shells.]]&lt;br /&gt;
[[File:MW 870 DM (4).jpg|thumb|none|600px|Tossing out an empty mag; as with the M26 MASS, the action is opened initially.]]&lt;br /&gt;
[[File:MW 870 DM (5).jpg|thumb|none|600px|Chambering a fresh round.]]&lt;br /&gt;
&lt;br /&gt;
==Standard Manufacturing DP-12==&lt;br /&gt;
The [[Standard Manufacturing DP-12]] is featured in the game. In the campaign, it only appears in the final level &amp;quot;Into the Furnace&amp;quot;, under the name &amp;quot;DP-12 Incendiary&amp;quot;, and firing self-explanatory incendiary shells. In multiplayer, it is named &amp;quot;R9-0 Shotgun&amp;quot; instead, and can fire either buckshot or slug rounds, as well as Dragon's Breath rounds following an update during Season 5. It is equipped with Magpul MBUS PRO Steel Sights by default. The reloading animation correctly shows both magazine tubes being loaded, unlike some similar twin magazine tube shotguns from previous ''Call of Duty'' games.&lt;br /&gt;
[[File:SM DP-12 FD Earth.jpg|thumb|none|450px|Standard Manufacturing DP-12 (FDE) - 12 gauge]]&lt;br /&gt;
[[File:MW DP-12 (1).jpg|thumb|none|600px|When initially acquired, the user gives the DP-12 a dramatic pump.]]&lt;br /&gt;
[[File:MW DP-12 (2).jpg|thumb|none|600px|The DP-12 in idle.]]&lt;br /&gt;
[[File:MW DP-12 (3).jpg|thumb|none|600px|Looking through the MBUS PRO Steel Sights.]]&lt;br /&gt;
[[File:MW DP-12 (4).jpg|thumb|none|600px|Cycling the shotgun after letting out two buckshot blasts.]]&lt;br /&gt;
[[File:MW DP-12 (5).jpg|thumb|none|600px|Reloading; shells are quickly loaded into the right and left tubes.]]&lt;br /&gt;
[[File:MW DP-12 (6).jpg|thumb|none|600px|One of the shotgun's melee animations.]]&lt;br /&gt;
[[File:MW DP-12 Hardhat.jpg|thumb|none|600px|The &amp;quot;Hardhat&amp;quot; DP-12 blueprint, which seems to be themed after the Nintendo NES Zapper or Super Scope light guns.]]&lt;br /&gt;
[[File:MW DP-12 (7).jpg|thumb|none|600px|A fictionalized blueprint model in the hands of the player.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
==AK-47==&lt;br /&gt;
The [[AK-47]] appears in the game, and is modeled with a proper milled dust cover, unlike past titles in the series. The AK-47 features a large assortment of attachments, allowing all sorts of configurations to be made. Some of the more notable ones available in the multiplayer Gunsmith are the following:&lt;br /&gt;
&lt;br /&gt;
*Barrel options consist of the &amp;quot;Spetsnaz Elite&amp;quot;, a railed handguard based on Midwest Industries AK Gen 2 M-LOK; the “23.0&amp;quot; RPK Barrel”, an [[RPK]]-style barrel and bipod (but combined with the original AK-47's gas tube); the “8.1&amp;quot; Compact Barrel”, a Krinkov-length carbine barrel (with the distinctive muzzle device by default) with a handguard that appears to be custom made, combining elements from the [[AKS-74U]] and custom built &amp;quot;AK pistols&amp;quot;; and the “23&amp;quot; Romanian” barrel, which is identical to the “23.0&amp;quot; RPK Barrel” but with the addition of a [[PM md. 63]] style foregrip.&lt;br /&gt;
*Stock options consist of the &amp;quot;Field LMG Stock&amp;quot;, a [[PKM]]-style stock; the &amp;quot;Skeleton Stock&amp;quot;, an [[AKS-74]] folding stock; &amp;quot;No Stock&amp;quot;, which replaces the buttstock with what seems to be an unused stock adapter; the &amp;quot;FSS Close Quarters Stock&amp;quot;, an M4-type telescoping stock mounted on a stock adapter; and the &amp;quot;FORGE TAC Ultralight&amp;quot;, a lightweight stock inspired by Fortis LA stock.&lt;br /&gt;
*Magazine options are: 40-round extended magazines, 75-round drum mags, and 30-round 5.45x39mm magazines.&lt;br /&gt;
&lt;br /&gt;
Using optic attachments adds a side-mounted BP-02 Picatinny scope rail, using some of the underbarrel attachments replace the default wooden lower handguard with a synthetic railed one, and laser attachments are attached to the right side of the barrel right under the gas block.&lt;br /&gt;
&lt;br /&gt;
Russian forces are seen wielding AK-47s during the flashback missions taking place in 1999 and 2009; in reality, by this point the Russian military was using the AK-74/AK-74M, with any milled-receiver AK variants having long since been retired. In the rest of the campaign set in 2019, they more sensibly use the so-called &amp;quot;AK-12&amp;quot; mentioned below, although some soldiers are still shown using modified AK-47s.&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 (Type III) - 7.62x39mm]]&lt;br /&gt;
[[File:MW AK-47 (1).jpg|thumb|none|600px|The AK-47 on the Aniyah Palace level.]]&lt;br /&gt;
[[File:MW AK-47 (2).jpg|thumb|none|600px|Aiming the Kalashnikov.]]&lt;br /&gt;
[[File:MW AK-47 (3).jpg|thumb|none|600px|Working the AK's selector. This lifts the rifle up enough that the front of the stock can be seen, showing the conventional tang-type stock mount, which distinguishes the rifle as a Type III - while similar in most respects, the Type II features a large metal stock-mounting bracket instead.]]&lt;br /&gt;
[[File:MW AK-47 (4).jpg|thumb|none|600px|Performing a tactical reload. Note the [https://thinlineweapons.com/AIA/bstmounts.html Bulgarian AK-74 style side mounting plate].]]&lt;br /&gt;
[[File:MW AK-47 (5).jpg|thumb|none|600px|And the tactical empty reload. The &amp;quot;Sleight of Hand&amp;quot; uses a sped-up version of this for all reloads.]]&lt;br /&gt;
[[File:MW AK-47 (6).jpg|thumb|none|600px|Pulling the charging handle while in ADS to show a little bit more of the animation. The default charging animation uses the underhanded method done with the left hand, and equipping the drum mag will use an animation where the charging handle is pulled with the right hand instead.]]&lt;br /&gt;
[[File:MW AK-47 (8).jpg|thumb|none|600px|Inspecting the right side.]]&lt;br /&gt;
[[File:MW AK-47 (7).jpg|thumb|none|600px|Rapping on a wall with the wood stock.]]&lt;br /&gt;
[[File:MW AK-47 (9).jpg|thumb|none|600px|The modified milled AK with a Romanian foregrip handguard, [[RPK]]-style barrel and bipod and OKP-7 sight (aka &amp;quot;Monocle Reflex Sight&amp;quot;) in the Hackney Yard map.]]&lt;br /&gt;
[[File:MW AK-47 Gunsmith (1).jpg|thumb|none|600px|Previewing an AK with its unique bayonet attachment in Gunsmith. It is weirdly offset to allow for underbarrel attachments to be used.]]&lt;br /&gt;
[[File:MW SAM7K Gunsmith.jpg|thumb|none|600px|The AK fitted with the “8.1&amp;quot; Compact Barrel” and the &amp;quot;No Stock&amp;quot; attachment. This combination gives it an appearance somewhat reminiscent of the [[:File:Arsenal SAM7K.jpg|Arsenal SAM7K]].]]&lt;br /&gt;
[[File:MW2019 SC-2026.jpg|thumb|none|600px|Combining the Krinkov barrel with the &amp;quot;Muzzle Brake&amp;quot; and the &amp;quot;FSS Close Quarters Stock&amp;quot; gives the gun a design that coincidentally resembles the Peruvian [[:File:SC-2026C.jpg|Diseños Casanave SC-2026C]], except that it retains the wooden furniture and the left-side dovetail mount for optics seen on the base AK-47 of the game.]]&lt;br /&gt;
&lt;br /&gt;
===AK-74===&lt;br /&gt;
While the 5.45x39mm attachment normally changes the magazine without altering the rest of the gun's appearance, there is a configuration found in the singleplayer campaign that effectively turns it into an [[AK-74]] (while retaining the &amp;quot;AK-47&amp;quot; name). The telltale signs, in addition to the magazine, are the stamped receiver, ribbed dust cover, wooden handguard with palm swell, pistol grip, gas block, gas tube, front sight block, and muzzle brake. This setup was initially exclusive to the campaign, but was later made available in multiplayer during Season 1, via the &amp;quot;Revolution&amp;quot; blueprint (by equipping the appropriate attachments on it), except that the muzzle device is different.&lt;br /&gt;
&lt;br /&gt;
An AK-47/74 hybrid is used by Russian Army soldiers in the campaign, incorrectly called an &amp;quot;[[AK-12]]&amp;quot;. It has the AK-74's 5.45mm magazine (albeit purely as a cosmetic; it performs identical to the 7.62mm AK-47s as opposed to the multiplayer customization), stamped receiver and ribbed cover, but retains the AK-47's gas tube and barrel assembly. It is also equipped with the &amp;quot;Spetsnaz Elite&amp;quot; handguard, the &amp;quot;FORGE TAC Ultralight&amp;quot; stock, and the AK-12's pistol grip (a component of the &amp;quot;Steel Curtain&amp;quot; blueprint in multiplayer, described below). This version has different markings on the receiver compared to the &amp;quot;Revolution&amp;quot; variant.&lt;br /&gt;
&lt;br /&gt;
Of note is that the in-game AKs with with stamped receivers lack the additional pin for the auto sear, above the paddle magazine release (even though the base milled AK correctly has it); it is actually needed in order to fire in fully-automatic mode. Additionally, some of these blueprints have Romanian selector markings, but the A (full-auto) and R (semi-auto) marks are reversed, and thus the selector is shown with &amp;quot;S-R-A&amp;quot; markings as opposed to the appropriate &amp;quot;S-A-R&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
During the alpha, the standard AK-47 w/ 5.45mm ammunition was referred to as an &amp;quot;AKS-74u&amp;quot; in the multiplayer HUD, even if it wasn't modified to Krinkov length. This was changed in the final game, with the name remaining &amp;quot;AK-47&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:AK-12.jpg|thumb|none|450px|An actual AK-12, for comparison to the &amp;quot;AK-12&amp;quot; found in the singleplayer - 5.45x39mm]]&lt;br /&gt;
[[File:MW AK-74 (1).jpg|thumb|none|600px|The world model of an AK-74-esque build, seen here in the hands of SAS trooper Thorne. There is a white tape wrapped around the barrel/muzzle brake assembly.]]&lt;br /&gt;
[[File:MW AK-12 (1).jpg|thumb|none|600px|Alex wields the &amp;quot;AK-12&amp;quot; with an angled foregrip near the end of &amp;quot;Proxy War&amp;quot;.]]&lt;br /&gt;
[[File:MW AK-12 (2).jpg|thumb|none|600px|Reloading another AK earlier in the mission. All of the &amp;quot;AK-12&amp;quot; variants use an RS Regulate optics mount. According to the markings, the faux Midwest Industries AK Gen 2 M-LOK handguard is made under license in Belarus; also note that it lacks two pins in comparison to the real thing.]]&lt;br /&gt;
[[File:MW AK-12 (3).jpg|thumb|none|600px|An &amp;quot;AK-12&amp;quot; on the ground. Note that it does have the correct pistol grip of the AK-12/15. In contrast to the in-game model, the HUD icon depicts it with a 7.62mm magazine and a milled receiver.]]&lt;br /&gt;
[[File:MPi-AKS-74N.jpg|thumb|none|450px|East German MPi-AKS-74N - 5.45x39mm]]&lt;br /&gt;
[[File:MW MPi-AKS (2).jpg|thumb|none|600px|The &amp;quot;Revolution&amp;quot; blueprint is equipped with a German folding stock by default. Combining this with the 5.45mm attachment makes it resemble an MPi-AKS-74N. A similar blueprint called the &amp;quot;Gilded Arm&amp;quot; was later added in Season 6.]]&lt;br /&gt;
&lt;br /&gt;
===AKM===&lt;br /&gt;
The AK-47 can be found in the campaign with the aforementioned AK-74 parts, while retaining the 7.62x39mm chambering; this makes it resemble an [[AKM]], though it still has the AK-74's characteristic front sight block and 90 degree gas block (such a configuration is [[:File:WW2 AK-47 (1)-1-.jpg|seen]] in the film ''[[Wolf Warrior 2]]''), along with its muzzle brake. Farah Karim uses this setup as her main weapon of choice, fitted with a German [[MPi-KMS-72]] style folding stock (the latter not being available to the player in the campaign). The aforementioned &amp;quot;Revolution&amp;quot; blueprint is essentially modeled after Farah's weapon, but with a different muzzle device.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Steel Curtain&amp;quot; blueprint modification available at launch uses the aforementioned &amp;quot;AK-12&amp;quot; model (but with a 7.62x39mm magazine by default). It has the same receiver and pistol grip (combined with an original AK-47's barrel assembly), and is fitted with the same railed handguard, along with an &amp;quot;FSS Close Quarters Stock&amp;quot; attachment. The later two can be removed to give the AK its original stock and handguard. The combination of a stamped receiver with an original AK-47 gas system also applies to many blueprints added post-release, such as the &amp;quot;Dusk Ripper&amp;quot; and the &amp;quot;War Saw&amp;quot;.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:AKM TOB MW2019.jpg|thumb|none|600px|Equipping the &amp;quot;Operator Foregrip&amp;quot; (modeled after the TangoDown Stubby vertical grip) switches the operator's grip from a conventional hold on the handguard to a C-clamp grip. This does not apply to other foregrips available in game. It was later changed so that the user's thumb is sitting on the side of the handguard instead.]]&lt;br /&gt;
[[File:MW AKM Gunsmith (1).jpg|thumb|none|600px|A closeup of the AKM receiver of the &amp;quot;Steel Curtain&amp;quot; blueprint AK. Note the serial number markings bizarrely using the Latin letters &amp;quot;SN&amp;quot; on a Russian weapon. &amp;quot;ДЛЯ ВОЕННОГО ИСПОЛЬЗОВАНИЯ&amp;quot; means &amp;quot;FOR MILITARY USE&amp;quot; and is likely inspired by the &amp;quot;RESTRICTED MILITARY/GOVERNMENT LAW ENFORCEMENT/EXPORT USE ONLY&amp;quot; markings found on some US government AR receivers. The &amp;quot;ВЛК&amp;quot; inscription under the rear sight is Russian for &amp;quot;VLK&amp;quot;, a fictional Russian weapon manufacturer also found on other Russian weapons in the game; the name is also a shortened form for &amp;quot;wolf&amp;quot; in Russian (волк , ''volk''), corresponding to their wolf head logo.]]&lt;br /&gt;
[[File:MW AKM Gunsmith (2).jpg|thumb|none|600px|The &amp;quot;Steel Curtain&amp;quot; AK with some different attachments, including the triangular folding stock and a muzzle brake. Note how it still has the older AK-47's barrel assembly.]]&lt;br /&gt;
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm, for comparison.]]&lt;br /&gt;
[[File:MW19-AK-2.jpg|thumb|none|600px|Farah with her rifle, which has a scope mount even though no optics are used, along with a white tape wrapped around the magazine.]]&lt;br /&gt;
[[File:MW19-AK-1.jpg|thumb|none|600px|The reveal trailer showed Farah managing to fire her AK in the air with the safety on, and with the bolt not moving. Both errors seem to have been corrected: the final game has the fire selector set to the correct position, and Infinity Ward stated that the bolt issue has been fixed. However, the snippet of this scene in the game's main menu (seen when hovering over the Campaign button) still has the errors.]]&lt;br /&gt;
[[File:MW MPi-AKS (1).jpg|thumb|none|600px|The &amp;quot;Revolution&amp;quot; AK. It features a different muzzle device from Farah's, which has a regular AK-74 muzzle brake.]]&lt;br /&gt;
[[File:MW RPK Gunsmith (1).jpg|thumb|none|600px|An RPK-like build with the bipod deployed, in Gunsmith. A similar build was made available post-release as a blueprint called &amp;quot;RPK&amp;quot; (with darker wood furniture), although it retains the standard AK-47's milled receiver (as well as its gas tube shown here).]]&lt;br /&gt;
[[File:MW RPK Gunsmith (2).jpg|thumb|none|600px|The AK with the “23&amp;quot; Romanian” barrel assembly and a side folding stock. The 40-round extended magazine is equipped, which prior to Season 3 was based off of a polymer ISD Bulgaria &amp;quot;Polymaggs&amp;quot; 7.62x39mm magazine. The current 40 round magazine model is based on the ISD Bulgaria slab side polymer magazine, while the original model is still used by the Steel Curtain blueprint. Both are still the same length as regular 30-round magazines.]]&lt;br /&gt;
[[File:MW2019 Resonant.jpg|thumb|none|600px|The &amp;quot;Resonant&amp;quot; blueprint, which seems to be based on ''[[Call of Duty: Infinite Warfare]]''’s &amp;quot;Volk&amp;quot; AK. The energy rounds zap and explode whole enemies in a manner similar to the ''Wunderwaffe DG-2'' from previous games' Zombies modes.]]&lt;br /&gt;
&lt;br /&gt;
===Arsenal AR-M1===&lt;br /&gt;
At the opposite end of the spectrum (when compared to the &amp;quot;Steel Curtain&amp;quot; and other similar blueprints), there are some AKs in the campaign found with an AK-74 style gas block, gas tube and front sight, while retaining the original AK-47 milled receiver. This configuration resembles the Bulgarian [[Arsenal AR-M1]].&lt;br /&gt;
[[File:AR-M1 7.62mm.jpg|thumb|none|450px|Arsenal AR-M1 - 7.62x39mm]]&lt;br /&gt;
[[File:MW AK (1).jpg|thumb|none|600px|An AK with the 74-style barrel assembly lying on the floor.]]&lt;br /&gt;
[[File:MW AK (2).jpg|thumb|none|600px|Reloading another example with a drum magazine.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74U===&lt;br /&gt;
The stamped-receiver AK-74 in singleplayer can be found modified with the “8.1&amp;quot; Compact Barrel” as well as the &amp;quot;Skeleton Stock&amp;quot;, creating a reasonable approximation of the [[AKS-74U]]. This setup is also found on the version referred to as &amp;quot;AK-12&amp;quot;, and can be achieved in multiplayer by equipping the appropriate attachments on the blueprints that have stamped receivers. The AKS-74U style configuration is seen by default on the following blueprints (some of them with different stocks): &amp;quot;Upper Hand&amp;quot;, &amp;quot;Duly Devoted&amp;quot;, &amp;quot;Last Rites&amp;quot;, &amp;quot;Black Cat&amp;quot;, &amp;quot;Collateral&amp;quot;, and &amp;quot;Waliima&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Compared to the full length &amp;quot;AK-12&amp;quot; rifles, the campaign carbines actually have the in-game 5.45mm chambering, even when using the Molot RPK drums. &lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:MW AK-12 (5).jpg|thumb|none|600px|Reloading to get a good view of the receiver. Note the unique black handguards on these versions found in the story.]]&lt;br /&gt;
[[File:MW AK-12 (4).jpg|thumb|none|600px|The shorty AKS-74U modification on the floor, in this case fitted with the &amp;quot;FORGE TAC Ultralight&amp;quot; stock which is inspired by Fortis LA stock.]]&lt;br /&gt;
[[File:MW AKS-74U (1).jpg|thumb|none|600px|Gunsmith view of an AKS-74U made from the &amp;quot;Steel Curtain&amp;quot;. Because there are no attachments that modify the standard AK leaf sight in ''Modern Warfare'', all of the AKS-74U approximations have to use it as opposed to a real AKS-74U's flip-up rear sight (similar to the ''[[Metro]]'' games).]]&lt;br /&gt;
[[File:MW AKS-74U emblem.jpg|thumb|none|600px|An image of an actual AKS-74U (with the proper folding stock hardware at the back of the receiver, flip-up rear sight, and handguard) can be seen in the background of unlockable emblems from Season 3.]]&lt;br /&gt;
&lt;br /&gt;
===AKMSU===&lt;br /&gt;
The combination of either of the stamped-receiver blueprints with the “8.1&amp;quot; Compact Barrel” and &amp;quot;Skeleton Stock&amp;quot; attachments (with the 7.62mm chambering retained) turns the gun into an approximation of the [[AKMSU]].&lt;br /&gt;
[[File:AK-Krinkov.jpg|thumb|none|400px|AKMSU - 7.62x39mm]]&lt;br /&gt;
[[File:MW2019 AKMSU.jpg|thumb|none|600px|The &amp;quot;Steel Curtain&amp;quot; blueprint set up to resemble the AKMSU with the carbine barrel, triangle skeleton stock and an AK-12-like pistol grip. Note the full-size AK rear sight that has been retained.]]&lt;br /&gt;
[[File:AK open.jpg|thumb|none|400px|Custom-built gold-plated AK carbine used in the film ''[[Lord of War]]'' - 7.62x39mm]]&lt;br /&gt;
[[File:MW AKMSU (1).jpg|thumb|none|600px|An AKMSU made from the &amp;quot;Revolution&amp;quot; blueprint. This specific configuration is reminiscent of the custom shorty AK from ''Lord of War''.]]&lt;br /&gt;
[[File:MW AKMSU (2).jpg|thumb|none|600px|Reloading the AKMSU.]]&lt;br /&gt;
&lt;br /&gt;
==AN-94==&lt;br /&gt;
The [[AN-94]] was introduced as a Battle Pass reward with Season 5. It has a rear sight and open front sight from the 2015 - mid 2020 production [[AK-12]]/15 rifles. As with ''[[Call of Duty: Black Ops II]]'', the AN-94 is set to full auto by default and the first two shots fired are in hyperburst mode; using the selector will set the rifle to the burst-only firemode. Accurate to the real weapon, the first and third shots fired in full auto fire at the same rate of fire as all subsequent shots, with the second round / hyperburst round effectively being a &amp;quot;bonus&amp;quot; round fired between the first and third rounds. However, unlike the real AN-94 where the second/hyperburst round fires very close to the first round (roughly one-third of the time until the third round), either due to a bug or oversight the second round actually fires a bit closer to the ''third'' round, making the second and third round more of a hyperburst (which is also slower than the real first/second round hyperburst).&lt;br /&gt;
&lt;br /&gt;
It uses a non-standard cylindrical flash hider by default, but the correct AN-94 muzzle device can be equipped as the &amp;quot;AN-94 Sonic Brake&amp;quot;. It also feeds from transparent 5.45 30-round magazines by default, and can take an [[RPK-74M]] extended 45-round plum magazine or a 6L31 60-rounder quadstacked magazine. The stock can also be folded or replaced with a clubfoot version resembling the later production models, or be replaced with other AR-like stocks and an AKS-74 wire stock. As with other post-release assault rifles, the underbarrel grenade launcher is a Madbull XM203, but this one comes with an added pistol grip to resemble the correct GP-series grenade launcher that is not used for whatever reason. As with the M59/66 SKS, the AN-94 also uses the Western style suppressors rather than the Russian types.&lt;br /&gt;
[[File:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:MW AN-94 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of the default AN-94.]]&lt;br /&gt;
[[File: MW AN-94 (1).jpg|thumb|none|600px|Initially equipping the AN-94 (equipped with it's real-life muzzle device) with an overhand bolt pull. The empty reload's underhand animation is played instead if optics are equipped.]]&lt;br /&gt;
[[File: MW AN-94 (2).jpg|thumb|none|600px|The Nikonov in idle.]]&lt;br /&gt;
[[File: MW AN-94 (3).jpg|thumb|none|600px|As with previous iterations in the series, the AN-94 has a non-standard rear sight, although this iteration seems to be based on the 2015 - 2020 production AK-12/15 rear sight.]]&lt;br /&gt;
[[File: MW AN-94 (4).jpg|thumb|none|600px|Using the fire mode selector.]]&lt;br /&gt;
[[File: MW AN-94 (5).jpg|thumb|none|600px|A view of the partially-depleted magazine at the start of a tactical reload. Note the &amp;quot;СДЕЛАНО В КАСТОВИИ&amp;quot; markings which is Russian for &amp;quot;Made in Kastovia&amp;quot; (the fictitious location where the majority of Modern Warfare's multiplayer maps and the Battle Royale mode take place; a campaign level select screen indicates &amp;quot;Kastovia&amp;quot; is actually located in South Ossetia, which is a Russian break-away state in the country of Georgia).]]&lt;br /&gt;
[[File: MW AN-94 (6).jpg|thumb|none|600px|Reloading with both mags sandwiched together, the old one is upside down.]]&lt;br /&gt;
[[File: MW AN-94 (7).jpg|thumb|none|600px|Kicking out an old magazine, very ''Battlefield 3/4'' style.]]&lt;br /&gt;
[[File: MW AN-94 (8).jpg|thumb|none|600px|Although the action is rechambered underhand style unlike the draw animation and the previously mentioned games.]]&lt;br /&gt;
[[File: MW AN-94 (9).jpg|thumb|none|600px|Melee-ing gives also gives a good view of the dynamic 5.45 magazine.]]&lt;br /&gt;
[[File:MW2019Abakan5.jpg|thumb|none|600px|A member of the FSB with the rifle.]]&lt;br /&gt;
[[File:MW2019Abakan2.jpg|thumb|none|600px|The barrel reciprocating while the rifle is shot.]]&lt;br /&gt;
[[File:MW2019Abakan3.jpg|thumb|none|600px|Rocking in a new magazine during the rather awkward tactical reload.]]&lt;br /&gt;
[[File:MW2019Abakan4.jpg|thumb|none|600px|Kicking out the old magazine during an empty reload. The dynamic magazine bullet tracking isn't present in 3rd person, though the omission is understandable.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] was added in Season 6 as the &amp;quot;AS VAL&amp;quot; and according to the markings, it's made in Kastovia in-universe (the same place some AK variants are supposed to be made in) . Unlike most assault rifles in the game, it is not select-fire - as with Season 4's Galil ACE, it instead has the firemode tied to different magazine/ammo types. It holds 20 rounds by default, and can be fitted with 30-round magazines. It can also use 10-round magazines of SPP ammunition, increasing damage and penetration at the cost of restricting the fire mode to semi-auto. It also cannot be fitted with an underbarrel grenade launcher or shotgun.&lt;br /&gt;
&lt;br /&gt;
The inspection animation shows the operator giving the charging handle an extra smack after releasing it following the chamber check, likely to ensure that the bolt is fully in battery.&lt;br /&gt;
[[File:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:MW2019 ASVAL.jpg|thumb|none|600px|An unmodified AS Val in Gunsmith; note the non-standard magazine pattern and additional ribbing on the dust cover.]]&lt;br /&gt;
[[File:MW2019 ASVAL1.jpg|thumb|none|600px|The iron sights are repositioned onto the handguard akin to the SR-3M.]]&lt;br /&gt;
[[File:MW AS VAL (1).jpg|thumb|none|600px|Spawning in with the AS Val - the character disengages the safety lever.]]&lt;br /&gt;
[[File:MW AS VAL (2).jpg|thumb|none|600px|The Val in idle.]]&lt;br /&gt;
[[File:MW AS VAL (3).jpg|thumb|none|600px|Aiming with the short radius sights.]]&lt;br /&gt;
[[File:MW AS VAL (4).jpg|thumb|none|600px|Reloading tactical style.]]&lt;br /&gt;
[[File:MW AS VAL (5).jpg|thumb|none|600px|Throwing out the spent magazine on an empty reload.]]&lt;br /&gt;
[[File:MW AS VAL (6).jpg|thumb|none|600px|Working the action underhanded style.]]&lt;br /&gt;
[[File:MW AS VAL (7).jpg|thumb|none|600px|Melee-ing results in the operator getting his AS Val stuck to the frozen light pole.]]&lt;br /&gt;
[[File:MW AS VAL (8).jpg|thumb|none|600px|The inspect animations of the new Season 6 weapons involve ammo-checking both the magazine...]]&lt;br /&gt;
[[File:MW AS VAL (9).jpg|thumb|none|600px|...and the chamber. The game also tracks how many rounds are left in the magazine plus one in the chamber, thus enabling players to inspect an empty magazine and a loaded chamber when down to the last round.]]&lt;br /&gt;
&lt;br /&gt;
===VSS Vintorez===&lt;br /&gt;
Equipping the &amp;quot;VLK Vintazh&amp;quot; stock turns the gun into a [[VSS Vintorez]], while the &amp;quot;VLK Strelok&amp;quot; stock approximates that of the modernized VSSM; while not mandatory, the &amp;quot;Dragunov Scope&amp;quot; and the &amp;quot;SPP 10-R Mags&amp;quot; help further this setup's resemblance to the real deal.&lt;br /&gt;
[[File:Vss1.jpg|thumb|none|450px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:MW2019 VSSVintorez.jpg|thumb|none|600px|The VSS Vintorez in Gunsmith.]]&lt;br /&gt;
[[File:MW2019 VSSVintorez1.jpg|thumb|none|600px|The rifle's other side, showing off the scope mount]]&lt;br /&gt;
[[File:VSSM.jpg|thumb|none|450px|VSSM - 9x39mm]]&lt;br /&gt;
[[File:MW VSSM Gunsmith.jpg|thumb|none|600px|A VSSM style build with the &amp;quot;VLK Strelok&amp;quot; stock, and the &amp;quot;VLK 200mm Osa&amp;quot; barrel assembly that includes a distinct hexagonal handguard similar to the Troy extended AK and Russian Corner-6 handguards.]]&lt;br /&gt;
[[File:MW2019vintorezM2.jpg|thumb|none|600px|Bale with the psudo-VSSM.]]&lt;br /&gt;
[[File:MW2019vintorazM1.jpg|thumb|none|600px|Other side.]]&lt;br /&gt;
&lt;br /&gt;
===SR-3 Vikhr===&lt;br /&gt;
[[SR-3]]/SR-3M Vikhr-like configurations can be made from the &amp;quot;Stovl SOF&amp;quot; barrel and the &amp;quot;Stovl 6P30 Skelet&amp;quot; stock or default stock, respectively. The name in these two attachments is a misspelling of &amp;quot;Stvol&amp;quot;, a fictional weapon manufacturer fully known as &amp;quot;Ствол Тактический&amp;quot; in-game, which translates to &amp;quot;barrel tactical&amp;quot;; &amp;quot;6P30&amp;quot; is the GRAU index designation of the AS Val.&lt;br /&gt;
[[File:SR3.jpg|thumb|none|350px|SR-3 Vikhr - 9x39mm]]&lt;br /&gt;
[[File:SR-3M-vichr-30-mag.jpg|thumb|none|450px|SR-3M with 30-round magazine - 9x39mm]]&lt;br /&gt;
[[File:SR3M-Vixr.jpg|thumb|none|450px|SR-3M with suppressor - 9x39mm]]&lt;br /&gt;
[[File:MW SR-3 Gunsmith.jpg|thumb|none|600px|A SR-3 build in Gunsmith. The barrel assembly is only available with the suppressor; no unsuppressed options are available.]]&lt;br /&gt;
[[File:MW AS VAL (10).jpg|thumb|none|600px|The player inspects the SR-3 build.]]&lt;br /&gt;
&lt;br /&gt;
==ASh-12.7==&lt;br /&gt;
The [[ASh-12.7]] prototype appears as the &amp;quot;Oden&amp;quot;, likely an alternative reading of &amp;quot;Wōden&amp;quot;, the Old English rendition of the name of the Nordic god Odin. Oddly enough, three additional &amp;quot;factory&amp;quot; barrel lengths are available to the &amp;quot;Oden&amp;quot;, with lengths ranging from 420 to 810mm, despite the ASh-12.7 having no such option in reality, it being deliberately designed with a short barrel to facilitate use in close quarters. The markings indicate that it is manufactured by VLK like the other Russian weapons.&lt;br /&gt;
&lt;br /&gt;
It holds 20 rounds in a magazine modeled after a 10-rounder, and has extended mags options of 25 and 30 rounds (the latter in a 20-round magazine). The ASh-12 also uses the M203 as its underbarrel launcher rather than than the Russian GP-25.&lt;br /&gt;
[[File:ASh-12 flattop.jpg|thumb|none|420px|ASh-12.7 prototype with flat top, grenade launcher and suppressor - 12.7x55mm]]&lt;br /&gt;
[[File:ASh-12.jpg|thumb|none|420px|ASh-12.7 prototype - 12.7x55mm]]&lt;br /&gt;
[[File:MW ASh (1).jpg|thumb|none|600px|The ASh-12.7 on the Stack small map.]]&lt;br /&gt;
[[File:MW ASh (2).jpg|thumb|none|600px|Aiming down the rather short-radius iron sights.]]&lt;br /&gt;
[[File:MW ASh (3).jpg|thumb|none|600px|Tossing an empty mag aside on the empty reload.]]&lt;br /&gt;
[[File:MW ASh (4).jpg|thumb|none|600px|Pulling the ASh-12's charging handle.]]&lt;br /&gt;
[[File:MW ASh (5).jpg|thumb|none|600px|Stock attack of the weapon.]]&lt;br /&gt;
[[File:MW2019MinotaurOdin.jpg|thumb|none|600px|Operator Minotaur shows off his guns and the right side of the weapon.]]&lt;br /&gt;
[[File:MW ASh (6).jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:MW ASh (7).jpg|thumb|none|600px|Inspecting the right side.]]&lt;br /&gt;
[[File:MW Oden The Liar.jpg|thumb|none|600px|&amp;quot;The Liar&amp;quot; blueprint of the ASh-12, which features a very small magazine model for the standard 20-rounder; a 12.7mm magazine of this size wouldn't be holding more than 5 rounds.]]&lt;br /&gt;
[[File:MW Oden Carbon Bear (1).jpg|thumb|none|600px|A stylized Oden as seen with the &amp;quot;Carbon Bear&amp;quot; blueprint, which gives it a forend somewhat similar to the integrally-suppressed Desert Tech MDR. The &amp;quot;Black Asp&amp;quot;, &amp;quot;Ground Splitter&amp;quot;, and &amp;quot;Krampus&amp;quot; blueprints also use the alternate chassis. An unused, small reciprocating charging handle is also present on the left side. The too-small &amp;quot;20&amp;quot; round magazine (which is actually a 10 round magazine) can also be observed.]]&lt;br /&gt;
[[File:MW Oden Black Asp (1).jpg|thumb|none|600px|Stylized Oden with a &amp;quot;Black Asp&amp;quot; skin. In fact, it differs from the previous one only in some light parts.]]&lt;br /&gt;
[[File:MW Oden Black Asp (2).jpg|thumb|none|600px|Player inspects the &amp;quot;Black Asp&amp;quot; Oden. Note the &amp;quot;сделано в россии&amp;quot; markings meaning &amp;quot;Made in Russia&amp;quot;, which is not on the original gun.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
The [[Colt Model 933]] appears, inaccurately referred to as the longer-barreled [[M4A1]]. By default, it is equipped with a black Daniel Defense Mk18 RIS II handguard (although the bottom two screws are mounted from the back to front like the other four screws, whereas on the real handguard they are mounted from front to back), Knight's Armament Company Micro sights, VLTOR BCM Gunfighter Mod 3 charging handle and Magpul ASAP ambidextrous sling mount. Similarly to the ''Modern Warfare 2'' M4A1, the in-game rifle has some parts tan and the rest black. The base Model 933 in-game has a tan NSWC Crane SOPMOD Block II buttstock (not a B5 enhanced because it lacks QD sling cups), tan A2 pistol grip, tan Magpul Gen 3 windowed PMAG, a single tan KAC rail cover on the right side of the weapon's handguard and partially tan KAC sights.&lt;br /&gt;
&lt;br /&gt;
It has various customization options, including optics, barrel lengths, and stocks, along with the ability to mount an [[LMT M203]] grenade launcher. It can be converted to use both .458 SOCOM and 9x19mm rounds, in a 10 round magazine and a 32 round magazine respectively. The &amp;quot;no stock&amp;quot; attachment replaces the collapsible stock with a buffer tube cover. The &amp;quot;Burst&amp;quot; perk changes the full-auto mode to 3-round burst (like a Colt Model 935), though the in-game model still has full-auto selector markings. The weapon gains an M4A1/M16A4's carrying handle with some blueprints, such as the &amp;quot;OG&amp;quot; blueprint, which is unlocked upon reaching maximum rank in multiplayer (level 156) prior to the start of the first official season.&lt;br /&gt;
&lt;br /&gt;
The weapon's model features some of the best details in the entire ''Call of Duty'' series, with articulating bolt releases, magazine releases, and selector levers. In addition, the third person animations for the rifle are neigh identical to the first person ones, with fully flushed out equip and reload animations along with an animated bolt. Despite this, the pin for the auto sear on the lower receiver is absent, which would in reality prevent the rifle from firing in full-auto or burst modes. The Create-a-Class menu incorrectly describes the weapon as a battle rifle.&lt;br /&gt;
&lt;br /&gt;
The modern weapon is rather bizarrely used by WWII-era Germans in the gulag cutscene for ''[[Call of Duty: Vanguard]]''’s Season 3 in Warzone, although Warzone doesn't really follow strict weapon limitations by era anyway.&lt;br /&gt;
&lt;br /&gt;
[[File:Colt m4 commando 03.jpg|thumb|none|450px|Colt Model 933 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2019933Gunsmith.jpg|thumb|none|600px|Gunsmith preview of the Colt 933. The semi-auto marking is missing from the base weapon.]]&lt;br /&gt;
[[File:MW Mk18 (1).jpg|thumb|none|600px|Equipping the Model 933. The user performs a brass check and then smacks the forward assist to ensure the rifle rechambers properly.]]&lt;br /&gt;
[[File:MW Mk18 (2).jpg|thumb|none|600px|The RO933 in idle.]]&lt;br /&gt;
[[File:MW Mk18 (3).jpg|thumb|none|600px|Aiming down the KAC sights.]]&lt;br /&gt;
[[File:MW Mk18 (4).jpg|thumb|none|600px|Working the AR fire selector switch.]]&lt;br /&gt;
[[File:MW Mk18 (5).jpg|thumb|none|600px|Reloading the PMAGs. The magazine catch is properly animated.]]&lt;br /&gt;
[[File:MW Mk18 (6).jpg|thumb|none|600px|The bolt release paddle also sticks out on empty. For some reason, the magazine seems loaded with just one round by looking at it from the top, despite the side windows showing it as full. Detailed animations have come a long way since ''[[Call of Duty 4]]''. Note also the FORGE TAC markings all over the side of the gun.]]&lt;br /&gt;
[[File:MW Mk18 (7).jpg|thumb|none|600px|Chambering the Colt Model 933 with a forceful smack.]]&lt;br /&gt;
[[File:MW Mk18 (8).jpg|thumb|none|600px|Meleeing with the carbine. Note the dark American Flag on the dust cover. Also note the fire selector markings: the semi-auto position is marked &amp;quot;Fire&amp;quot; (which is normally seen on civilian rifles) as opposed to &amp;quot;Semi&amp;quot; on real select-fire ARs. Nevertheless, some blueprint variants such as the &amp;quot;Thunderclap&amp;quot; and &amp;quot;Grail Quest&amp;quot; have the appropriate markings.]]&lt;br /&gt;
[[File:M2019933Light2.jpg|thumb|none|600px|One of the Marine Raiders in the opening mission searches a dark warehouse with his weapon light. The player is able to equip their weapons but the flashlight isn't usable, and said flashlights only show up in this mission.]]&lt;br /&gt;
&lt;br /&gt;
[[File:AA Beowulf Tactical.jpg|thumb|none|450px|Alexander Arms .50 Beowulf Tactical - .50 Beowulf. The &amp;quot;Calibrutal&amp;quot; blueprint has a barrel and muzzle brake reminiscent of this weapon.]]&lt;br /&gt;
[[File:MW Calibrutal.jpg|thumb|none|600px|The &amp;quot;Calibrutal&amp;quot; AR, with a ludicrously thick barrel and muzzle device.]]&lt;br /&gt;
[[File:MW Mk18 .458 (2).jpg|thumb|none|600px|A Coalition operator on roadblock duty loading his RO933 chambered in .458 SOCOM. Note the &amp;quot;Commando Foregrip&amp;quot;, which resembles a Magpul Angled Foregrip.]]&lt;br /&gt;
[[File:MW Mk18 .458 (3).jpg|thumb|none|600px|ADS of the different sights.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The “FSS 11.5&amp;quot; Commando” barrel attachment turns the weapon into a [[Mk 18 Mod 0]], albeit with a slightly shorter barrel. The attachment's name is misleading, considering that the Mk 18 has a 10.5&amp;quot; barrel. The front sight used is based on ARMS #41 folding front sight that maintains the same shape and silhouette as a regular A2 standard front sight base when in use, but folds down when optics are equipped.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|400px|Mk 18 Mod 0 with LMT rear sight, Crane stock, and RIS foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MK-18 Mod 0 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a Mk 18 Mod 0. Note the KAC RAS inspired handguard which once again is depicted with incorrect six vents instead of the proper seven, like in ''Call of Duty 4''.]]&lt;br /&gt;
[[File:MW19 Mk18.jpg|thumb|none|600px|Holding a carry handle-equipped Mk 18 Mod 0 made from the &amp;quot;Grail Quest&amp;quot; blueprint. This blueprint also has a different type of magazine, a black non-windowed stylized version of the PMAG.]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 901===&lt;br /&gt;
The weapon can be fitted with the fixed buttstock of an M16. When combined with the &amp;quot;Corvus Custom Marksman&amp;quot; or the &amp;quot;Stock M16 Grenadier&amp;quot; barrel attachment (the latter having an M203 heat shield), this makes it resemble the [[M16A4|Colt Model 901]] (which was marketed as an M16A3). However, the barrel is shown with an M203 groove ahead of the front sight, like an M4 carbine. Both customization options use the same folding front sight as the Mk 18 Mod 0 described above.&lt;br /&gt;
&lt;br /&gt;
Just like the base weapon, it can be fitted with a 3-round burst customization (like an M16A4), while visually retaining the full-auto selector markings. The &amp;quot;OG&amp;quot; Weapon Blueprint adds a slightly modified carry handle along with the &amp;quot;Stock M16 Grenadier&amp;quot; barrel and M16 stock, as does the &amp;quot;Old Faithful&amp;quot; blueprint. &amp;quot;The Breakup&amp;quot;, &amp;quot;Jumping Spider&amp;quot; and &amp;quot;Grail Quest&amp;quot; blueprints also add the carry handle, but with different paint schemes and attachments. The &amp;quot;Kingly Splendor&amp;quot; blueprint features STANAG magazines.&lt;br /&gt;
&lt;br /&gt;
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A4M203.jpg|thumb|none|450px|Colt M16A4 (5.56x45mm) with M203 40mm grenade launcher and heat shield, for comparison.]]&lt;br /&gt;
[[File:MW M16 OG (1).jpg|thumb|none|600px|The M16/M203 combo setup built from the &amp;quot;OG&amp;quot; blueprint in-game. Note that even with the M16 M203 handguard, the grenade launcher is still somehow mounted on a section of picatinny rail underneath the handguard. How this is done is unclear, but likely a custom handguard setup designed for the game.]]&lt;br /&gt;
[[File:MW M16 OG (2).jpg|thumb|none|600px|Looking through the carry handle rear sight.]]&lt;br /&gt;
[[File:MW19 M16.jpg|none|600px|thumb|Reloading the M16 made out of the &amp;quot;Thunderclap&amp;quot; which features an all-black finish all-round and a STANAG metal magazine, which is loaded with appropriately black tinted bullets.]]&lt;br /&gt;
[[File:MW M16A3 (4).jpg|thumb|none|600px|Thumping the ground with the M16 stock.]]&lt;br /&gt;
[[File:MW Mock12 (1).jpg|thumb|none|600px|An M16 further mocked up as a [[Mk 12 Special Purpose Rifle|Mk 12 Mod 1]].]]&lt;br /&gt;
&lt;br /&gt;
===Colt 9mm SMG (R0991)===&lt;br /&gt;
The weapon can be modified to use 9x19mm ammunition. Coupled with the “FSS 11.5&amp;quot; Commando” attachment, this makes it resemble a [[Colt 9mm Submachine Gun|Colt 9mm SMG (R0991)]], though the receiver remains unchanged from the base Colt Model 933 (except for the ejection port).&lt;br /&gt;
[[File:Colt R0991.jpg|thumb|none|400px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight - 9x19mm]]&lt;br /&gt;
[[File:MW Colt 9mm (2).jpg|thumb|none|600px|Performing a tactical reload on a TangoDown Stubby foregrip-equipped SMG. The reload is a bit like the R0991 in ''[[Killing Floor 2]]''. Also note the magwell insert.]]&lt;br /&gt;
[[File:MW Colt 9mm (4).jpg|thumb|none|600px|Getting a look at the altered ejection port. Note how the rest of the receiver is completely unchanged, retaining the base weapon's forward assist, case deflector, and bolt carrier group, the latter indicated by the gas vent holes on the BCG. 9mm AR-15 variants use either straight blowback or delayed blowback for operation, neither of which have use for vent holes and most have none.]]&lt;br /&gt;
[[File:MW Colt 9mm Oscar Mike.jpg|thumb|none|600px|The &amp;quot;Oscar Mike&amp;quot; blueprint of the R0991, which features a unique lower receiver. Note how the conversion uses its own unique magazines rather than sharing the same ones from the Uzi.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XRK M4&amp;quot;===&lt;br /&gt;
The &amp;quot;XRK M4&amp;quot; blueprint modification is available in the XRK Weapons Pack for those who purchase the game digitally. It consists of a receiver based on Radian Weapons receiver with raised area surrounding the magazine catch like the standard M4 or the Noveske N4 (though the left side of the upper resembles Mega Arms MATEN or Cross Machine Tools upper plus grooves from JP Enterprises CTR-02), a fictional quad rail handguard loosely based on CMMG handguards, a stock based on Magpul ACS, and a pistol grip based on Magpul K2/K2+ depicted without its beavertail. It also has a fictional extended bolt catch release lever which is a hybrid between Phase 5 Extended Bolt Release V2 and Parker Mountain Machine Oversized Bolt Catch Paddle. The same receiver model layout, default pistol grip, trigger and fire selector is seen by default in most other blueprints added in the game post release, &amp;quot;Fair Bass&amp;quot;, &amp;quot;Polytope&amp;quot;, &amp;quot;War Pig&amp;quot;, &amp;quot;White Noise&amp;quot;, and &amp;quot;Zip Tie&amp;quot; to name a few, though with different markings, different manufacturer's printings and different attachments.&lt;br /&gt;
&lt;br /&gt;
It is optionally equipped with magazines based on Magpul PMAGs, a laser pointer inspired by the AN/PEQ-15, and an angled foregrip based on the Magpul AFG.&lt;br /&gt;
&lt;br /&gt;
[[File:Radian 10.5 SBR.jpg|thumb|none|400px|Radian Model 1 SBR - .223 Wylde chamber (.223 Remington and 5.56x45mm compatible)]]&lt;br /&gt;
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]&lt;br /&gt;
[[File:MW19-XRK-M4-2.jpg|thumb|none|600px|A character about to flip the safety switch of the &amp;quot;XRK M4&amp;quot; in the DLC trailer. Note the five grooves on the upper, which correspond to the JP Enterprises PSC-12 number-wise, and the JP Enterprises CTR-02 location-wise. Also note the raised area around the magazine catch like the M4 or the Noveske N4. On this blueprint (and on some other ones like the &amp;quot;Zip Tie&amp;quot;), the appropriate &amp;quot;Semi&amp;quot; marking is used, but the &amp;quot;Safe&amp;quot; and &amp;quot;Auto&amp;quot; markings are reversed, with the fire selector pointing towards the user but somehow set to &amp;quot;safe&amp;quot;.]]&lt;br /&gt;
[[File:MW Mk18 (11).jpg|thumb|none|600px|Curiously enough, black versions of the &amp;quot;XRK M4&amp;quot; can be found from US Marines in the single player campaign. The weapons are referred to as the &amp;quot;Zip Tie&amp;quot;. Kyle reloads one such weapon recently acquired from a deceased Marine. Note that some models such as this version still feed from the default tan windowed PMAGs, a combination that is not possible in multiplayer.]]&lt;br /&gt;
[[File:MW2019XRK1.jpg|thumb|none|600px|A Marine firing from behind cover with the rifle. The right-side bolt release on the rifle is placed so far back that it would be awkward to use. Also note the lack of gas ports or forward assist notches on the bolt carrier group (characteristics more indicative of an airsoft gun), unlike the standard &amp;quot;M4&amp;quot; weapon model.]]&lt;br /&gt;
[[File:MW Mk18 (13).jpg|thumb|none|600px|The player holds the aforementioned &amp;quot;Zip Tie&amp;quot; blueprint in multiplayer, which comes with the unique fore-end. Inspection of the gun shows similar fire selector and magazine catch as on the XRK M4, but in bright blue color. Note the special extended handguard with rail covers. Also, unlike the XRK M4, this skin has an American flag on the magwell.]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 Carbine===&lt;br /&gt;
The &amp;quot;Task Force&amp;quot; blueprint added in March 2020 is modeled after an actual [[M4A1]]. It largely resembles the weapon seen in ''[[Modern Warfare 2]]'', though it is depicted with a KAC RAS with incorrect six vents instead of MW2's A.R.M.S. #50C-TR S.I.R. It is equipped with the same A.R.M.S. #40L/PRI folding sights setup as in MW2 complete with a KAC foregrip. The charging handle appears to be inspired by Aero Precision Charging Handle and BCM Gunfighter.&lt;br /&gt;
&lt;br /&gt;
Prior to this, an M4A1 carbine was seen in a piece of promotional artwork. The deluxe preorder bonuses include a stylized, animated playercard based on the image of Captain MacMillan armed with a suppressed M4 from an original promotional screenshot of ''[[Call of Duty 4: Modern Warfare]]''. &lt;br /&gt;
[[File:ColtM4.jpg|thumb|none|450px|M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2019 TaskForce2.jpg|thumb|none|Full view of &amp;quot;Task Force&amp;quot; blueprint, which more or less has the same setup as the M4A1 in ''Modern Warfare 2'' bar for the handguard. Also note the different ridges and the vertical (instead of horizontal) sling cutout on the &amp;quot;totally not a 6 position LE stock&amp;quot;.|600px]]&lt;br /&gt;
[[File:MW2019MW2-M42.jpg|thumb|none|600px|Inspecting the left side of the M4A1. Note that instead of the original MW2 M4A1 A.R.M.S. S.I.R. rail system, this version has a KAC RAS with the typical ''Call of Duty'' six vent treatment, and has a non-standard charging handle like the other &amp;quot;M4A1&amp;quot; variants. Also note that the rear sight is more closely modeled after the real thing in comparison to the pseudo A.R.M.S. #40L seen on the &amp;quot;M13&amp;quot;.]]&lt;br /&gt;
[[File:MW2019MW2-M43.jpg|thumb|none|600px|Inspecting the right side.]]&lt;br /&gt;
[[File:MW2019MW2-M44.jpg|thumb|none|600px|Looking down the A.R.M.S. iron sights.]]&lt;br /&gt;
[[File:MW2019MW2-M46.jpg|thumb|none|600px|Thumbing the bolt release on an empty reload with Sleight of Hand, as opposed to smacking it with the default reload.]]&lt;br /&gt;
[[File:M4 MW2019.jpeg|thumb|none|600px|An operator holding an M4A1 in a piece of promotional art; some versions of this artwork (including the Dark Edition's cover art) are flipped.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]] is featured in the game, and fires in three-round bursts by default, like in ''[[Modern Warfare 2]]''. It was referred to as &amp;quot;FR .556&amp;quot; in early revealed gameplay footage, suggesting an extremely incorrect caliber, but this was later corrected to &amp;quot;FR 5.56&amp;quot;. Like the Colt Model 933, it is incorrectly described as a battle rifle in the Create-a-Class menu.&lt;br /&gt;
&lt;br /&gt;
It is fitted with the PGMP rail mounting system, which are fitted with MFI Sig MAD iron sights by default. It also has an Advanced Armament Blackout Muzzle Brake by default. Strangely, it also seems to have the barrel and gas block of a [[Remington ACR]], despite the FAMAS not even being gas-operated.&lt;br /&gt;
&lt;br /&gt;
The FAMAS has no side and underbarrel rails by default, which are fitted when relevant attachments are used. Like in previous ''Call of Duty'' games, the F1 by default uses 25-round magazines with 30-round capacities. Alternate magazines options include 50-round and 60-round mags. In this regard, the G2 variant would be more appropriate since it is STANAG-compatible with those mags.&lt;br /&gt;
&lt;br /&gt;
In the campaign, the FAMAS is used by both the friendly Urzikstani milita and by enemy Al-Qatala forces. The latter also occasionally wield FAMASes in the Spec Ops mode.&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FAMAS PGMP.jpg|thumb|none|450px|FAMAS with PGMP rail mount system - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Rem ACR.jpg|thumb|none|450px|Remington ACR with 14.5&amp;quot; barrel, 5-sided handguard, and fixed stock - 5.56x45mm NATO. Image provided to show the barrel and gas block featured on the in-game FAMAS.]]&lt;br /&gt;
[[File:MW FAMAS (1).jpg|thumb|none|600px|Initially-drawing the FAMAS results in a fast brass check.]]&lt;br /&gt;
[[File:MW FAMAS (2).jpg|thumb|none|600px|The FAMAS in-game.]]&lt;br /&gt;
[[File:MW FAMAS (3).jpg|thumb|none|600px|Aiming down a new set of rail-mounted irons.]]&lt;br /&gt;
[[File:MW FAMAS (4).jpg|thumb|none|600px|Actuating the FAMAS's stock-mounted selector switch. In reality, this would switch between burst-fire and full-auto.]]&lt;br /&gt;
[[File:MW FAMAS (5).jpg|thumb|none|600px|Reloading with a fresh magazine pressed against the cheek rest. Note the steel-cased rounds, as the standard brass-cased rounds were notorious for causing malfunctions in the F1.]]&lt;br /&gt;
[[File:MW FAMAS (6).jpg|thumb|none|600px|Charging the FAMAS F1.]]&lt;br /&gt;
[[File:MW FAMAS (7).jpg|thumb|none|600px|Rapping on a orange plastic emergency barricade. Note the block between the grenade alidade sight and the charging handle, indicative of the PGMP.]]&lt;br /&gt;
[[File:MW2019FAMASUrz1.jpg|thumb|none|600px|An Urzikstan Liberation Force fighter with the FAMAS, which has an aftermarket muzzle brake.]]&lt;br /&gt;
[[File:MW FAMAS (8).jpg|thumb|none|600px|A tan-colored &amp;quot;Jerboa&amp;quot; FAMAS blueprint in-game. This blueprint has a custom frame and also equipped by default with a tactical suppressor, laser, VLK 3.0x Optic scope and 50-round magazine.]]&lt;br /&gt;
[[File:MW19-FAMAS-1.jpg|thumb|none|600px|A FAMAS F1 being used by an Al-Qatala terrorist at Piccadilly Circus in the reveal trailer. Notably, she fires it in full-auto, which the FAMAS is capable of in reality, but not during gameplay, as its gimmick is being a burst-fire weapon.]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS Valorisé===&lt;br /&gt;
The &amp;quot;Fractured Forces&amp;quot;, &amp;quot;Code Breaker&amp;quot;, &amp;quot;The Artisan&amp;quot;, &amp;quot;Insurgency&amp;quot; and &amp;quot;The Fallen&amp;quot; blueprints convert the base FAMAS into a prototype [[FAMAS Valorisé]], albeit with some cosmetic modifications. &lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|400px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm]]&lt;br /&gt;
[[File:MW2019 FAMASValorise.jpg|thumb|none|600px|The &amp;quot;Code Breaker&amp;quot; in Gunsmith with an EOTech HHS and vertical grip.]]&lt;br /&gt;
[[File:MW FAMAS Valorise (1).jpg|thumb|none|600px|Chamber-checking the &amp;quot;Code Breaker&amp;quot;.]]&lt;br /&gt;
[[File:MW FAMAS Valorise (2).jpg|thumb|none|600px|The low-profile FAMAS in idle - compared to the above images, it is held a bit higher up.]]&lt;br /&gt;
[[File:MW FAMAS Valorise (3).jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:MW FAMAS Valorise (4).jpg|thumb|none|600px|Inserting a magazine in the empty reload.]]&lt;br /&gt;
[[File:MW FAMAS Valorise (5).jpg|thumb|none|600px|Chambering the Valorisé.]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS G1===&lt;br /&gt;
A FAMAS blueprint released in Season 4 and labeled &amp;quot;Fractured&amp;quot; includes a G1 style trigger guard and the aforementioned Valorisé upper receiver (a similar configuration seen in recent ''[[Battlefield]]'' games). Through the Gunsmith Customs feature, the &amp;quot;Fractured&amp;quot;’s trigger guard can be applied to any other FAMAS blueprint; doing so with the correct setup gives the gun the appearance of a [[FAMAS G1]].&lt;br /&gt;
&lt;br /&gt;
[[File:FAMAS G1.jpg|thumb|none|450px|FAMAS G1 - 5.56x45mm]]&lt;br /&gt;
[[File:MW FAMAS G1.jpg|thumb|none|600px|An unreleased FAMAS G1 blueprint in an intro screen to the armory.]]&lt;br /&gt;
[[File:MW FAMAS Hybrid.jpg|thumb|none|600px|Right side of the &amp;quot;Fractured&amp;quot; blueprint.]]&lt;br /&gt;
[[File:MW FAMAS G1 (2).jpg|thumb|none|600px|A FAMAS G1 build achieved with the Gunsmith Customs feature, by attaching the trigger guard of the &amp;quot;Fractured&amp;quot; FAMAS to the base version, which also has its bipod deployed (by selecting the Bipod attachment) and the Compensator attachment (a closer stand-in to the real FAMAS flash hider).]]&lt;br /&gt;
[[File:MW2019FAMASUis1.jpg|thumb|none|600px|Iskra inspects the FAMAS.]]&lt;br /&gt;
[[File:MW2019FAMASUis2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] is available in-game. By default, it is fitted with an 18&amp;quot; barrel like the Paratrooper variant. It can be equipped with a longer barrel (albeit slightly shorter that the standard FAL's 21&amp;quot;) via the &amp;quot;XRK Marksman&amp;quot; or the inaccurately named “18.0&amp;quot; Ultralight” barrel attachment. It can also be modified with a DSA SA58's 16&amp;quot; barrel with the (also inaccurately named) “13.0&amp;quot; OSW Para” attachment. The front part of the gas block is angled, unlike the real world FAL.&lt;br /&gt;
&lt;br /&gt;
It is limited to semi-automatic fire by default, but can be changed to fire in incorrect three-round bursts with the &amp;quot;Burst&amp;quot; weapon perk. Curiously, FALs in the campaign can very rarely be found with the ability to toggle between semi and full-auto fire modes; as not every FAL in the campaign has this ability, it is likely a hidden attachment or an entirely different weapon entity that was left in the singleplayer as an Easter Egg of sorts.&lt;br /&gt;
&lt;br /&gt;
The FAL is commonly used by Al-Qatala militants in the singleplayer campaign and in the Spec Ops mode.&lt;br /&gt;
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN-LAR.jpg|thumb|none|450px|FN FAL with G1/StG 58 forend - 7.62x51mm NATO. Image used to show the barrel &amp;amp; muzzle]]&lt;br /&gt;
[[File:Fn fal g series.jpg|thumb|none|450px|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw2019 falmenu.jpg|thumb|none|600px|The FAL in the multiplayer weapon selection menu. The FAL has been fitted with Picatinny rails above the receiver and under the handguard.]]&lt;br /&gt;
[[File:MW FN FAL (1).jpg|thumb|none|600px|The FN FAL on the &amp;quot;Hackney Yard&amp;quot; multiplayer map. Notice that it has 5 vent holes in the handguard instead of 3.]]&lt;br /&gt;
[[File:MW FN FAL (2).jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:MW FN FAL (3).jpg|thumb|none|600px|Performing a tactical reload with the two magazines sandwiched-together. With Sleight of Hand, the operator will flick out the old magazine with a new one, like in previous ''Call of Duty'' games. Initially, the weapon was depicted with &amp;quot;E-S&amp;quot; selector markings, similarly to the Austrian StG 58 variant, but with incorrect positions, as they are supposed to be behind the selector switch (and with the S above the E). The selector markings have been changed to &amp;quot;S-F&amp;quot; after a patch. In both cases, the selector is set to a position that would be pointing towards the full-auto setting on a real FAL.]]&lt;br /&gt;
[[File:MW FN FAL (4).jpg|thumb|none|600px|On empty, the user checks the empty chamber...]]&lt;br /&gt;
[[File:MW FN FAL (5).jpg|thumb|none|600px|...swaps the magazine...]]&lt;br /&gt;
[[File:MW FN FAL (6).jpg|thumb|none|600px|...and rechambers with the charging handle. With Sleight of Hand, the bolt release is pressed.]]&lt;br /&gt;
[[File:MW FN FAL (7).jpg|thumb|none|600px|Reloading the extended 30-round magazines on a scoped and bipod-equipped FAL.]]&lt;br /&gt;
[[File:MW FAL (8).jpg|thumb|none|600px|The FAL with the &amp;quot;S-F&amp;quot; selector markings...]]&lt;br /&gt;
[[File:MW FAL (9).jpg|thumb|none|600px|...while the &amp;quot;Beefeater&amp;quot; variant still has a gold-embossed &amp;quot;E-S&amp;quot; inscription.]]&lt;br /&gt;
&lt;br /&gt;
===FN FAL Paratrooper===&lt;br /&gt;
The “Factory 18&amp;quot; Aluminum Stock” attachment turns the gun into a pseudo FAL Paratrooper.&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;
[[File:MW FN FAL para.jpg|thumb|none|600px|The faux FAL Paratrooper as seen in the Gunsmith; note that the stock is IMBEL style.]]&lt;br /&gt;
&lt;br /&gt;
===DSA SA58 OSW===&lt;br /&gt;
The &amp;quot;Smooth Dominator&amp;quot; and some of the purchasable blueprints for the FAL convert the rifle into more modern DS Arms variants depending on one's configuration in Gunsmith. &lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg‎ ‎|thumb|450px|none|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW FAL Smooth Dominator.jpg|thumb|none|600px|The base &amp;quot;Smooth Dominator&amp;quot; FAL, which gives it a [[DSA SA58 OSW]] style receiver cover, an SA58 handguard with SIG-Sauer 516 vent holes, a stock very loosely inspired by DS Arms Battle Rifle Stock and a Para/IMBEL style muzzle.]]&lt;br /&gt;
[[File:MW SA58 OSW Gunsmith.jpg|thumb|none|600px|The stock can be replaced with the regular side-folding variant, or choosing no option equips the regular black solid FAL stock.]]&lt;br /&gt;
[[File:MW SA58 OSW 1.jpg|thumb|none|600px|The pseudo-SA58 on Vacant.]]&lt;br /&gt;
[[File:MW SA58 OSW (2).jpg|thumb|none|600px|Using the new set of iron sights.]]&lt;br /&gt;
[[File:MW SA58 OSW (3).jpg|thumb|none|600px|Reloading with the Sleight of Hand perk, similar to the animations of previous games. Note that like in BO2, the magazine release is actuated with the operator's finger instead of with the magazine like in MW2. Also note how this variant weirdly has &amp;quot;7.52 mm&amp;quot; markings on the receiver, even though the magazine correctly reads 7.62 mm.]]&lt;br /&gt;
[[File:MW SA58 OSW (4).jpg|thumb|none|600px|The old magazine dropping out.]]&lt;br /&gt;
[[File:MW SA58 OSW (5).jpg|thumb|none|600px|Thumbing the bolt release tab. This variant has selector markings similar to those of an original FAL, but still incorrectly positioned. In place of the currently shown &amp;quot;A-S&amp;quot; marks, there should be &amp;quot;S-R&amp;quot; markings, and the &amp;quot;A&amp;quot; should be in front of the selector switch (full-auto position). Another blueprint, the &amp;quot;Soul Reaper&amp;quot;, is depicted with &amp;quot;S-A&amp;quot; marks in front of the fire selector.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[SCAR-H]] appears as the &amp;quot;FN Scar 17&amp;quot;. During the beta, it was incorrectly called &amp;quot;FN Scar 17s&amp;quot;, which referred to the civilian SCAR 17S. In an ironic reversal of the descriptions of the Colt Model 933 and the FAMAS, the SCAR-H is described as an assault rifle in the Create-a-Class. Despite having the &amp;quot;[[FN]]&amp;quot; moniker in its name, the markings identify the fictional manufacturer &amp;quot;FORGE TAC Arms USA&amp;quot; as the weapon's maker instead. &amp;quot;The Traitor&amp;quot; blueprint gives it an ACR inspired stock and a rail extension loosely based on Midway Industries SCAR rail extension.&lt;br /&gt;
&lt;br /&gt;
The weapon is also seen in the &amp;quot;Poster&amp;quot; calling card in multiplayer.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW SCAR-H Gunsmith (1).jpg|thumb|none|600px|Right side of the SCAR-H as seen in the Gunsmith. Note the handguard's 3 vent holes being turned into one long slot, the reshaped magazine release, magazine baseplate and shell deflector, the modified stock design (which has no length of pull adjustment), the relocated pins, and the greatly elongated side rails.]]&lt;br /&gt;
[[File:MW SCAR-H (1).jpg|thumb|none|600px|Spawning in with the SCAR-H; the user does a chamber check by pulling on the charging handle with their left thumb. A slightly different chamber check animation where the user pulls the charging handle with their entire left hand is used when the underbarrel grenade launcher is equipped.]]&lt;br /&gt;
[[File:MW SCAR-H (2).jpg|thumb|none|600px|The regular FN SCAR in-game.]]&lt;br /&gt;
[[File:MW SCAR-H (3).jpg|thumb|none|600px|Aiming; as in ''[[Call of Duty: Black Ops II|BOII]]'', the top half of the rear sight is missing, though the front sight hood is now missing as well.]]&lt;br /&gt;
[[File:MW SCAR-H (4).jpg|thumb|none|600px|Using the SCAR's fire selector.]]&lt;br /&gt;
[[File:MW SCAR-H (5).jpg|thumb|none|600px|The tactical reload; like the [[FAL]], the player character grabs both magazines with one hand while swapping them. There are several interesting things to note here:&amp;lt;br&amp;gt;&lt;br /&gt;
* Like the &amp;quot;M4A1&amp;quot;, the magazine release is animated.&amp;lt;br&amp;gt;&lt;br /&gt;
* The elongated side rails have pushed the barrel retaining pin block further back compared to the real weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
* There is a vertical outdent on the magwell, which most AR-15 magwells have but is not present on the real FN SCAR.&amp;lt;br&amp;gt;&lt;br /&gt;
* The fire selector positons have been rotated 45 degrees down compared to real life (this diagonal position in real life points to single-fire, but in-game it points to full-auto).&amp;lt;br&amp;gt;&lt;br /&gt;
* There are &amp;quot;FORGE TAC Arms USA&amp;quot; markings underneath the rear sight.]]&lt;br /&gt;
[[File:MW SCAR-H (6).jpg|thumb|none|600px|On empty, the operator checks the empty chamber, and then tosses out the empty magazine. The right side of the barrel retaining block is absent here; it would be floating on top the ejection port otherwise.]]&lt;br /&gt;
[[File:MW SCAR-H (7).jpg|thumb|none|600px|Thumbing the bolt release on empty.]]&lt;br /&gt;
[[File:Scar17 1.jpg|thumb|none|600px|The bolt release is smacked when the UBGL is equipped. Pictured here is the &amp;quot;Fugitive&amp;quot; variant, which comes with a matching OD-green launcher.]]&lt;br /&gt;
[[File:MW2019SCARHR3.jpg|thumb|none|600px|A South Korean 707th member reloads an all black SCAR-H. Note the psudo Special Operations Command Korea patch.]]&lt;br /&gt;
[[File:MW SCAR Traitor.jpg|thumb|none|600px|&amp;quot;The Traitor&amp;quot; SCAR-H; note the [[Bushmaster ACR|ACR]]-like stock and the receiver vaguely resembles a [[CZ 805 BREN]] or Imperial Arms CypherX 17 replacement receiver. All cosmetically modified upper/lower receivers from blueprints based off of the &amp;quot;Traitor&amp;quot; will have misaligned bolt release paddles and will feature a visible gap if mated up with a &amp;quot;base&amp;quot; SCAR upper/lower receiver. ]]&lt;br /&gt;
[[File:MW SCAR Traitor (2).jpg|thumb|none|600px|The player holds &amp;quot;The Traitor&amp;quot;.]]&lt;br /&gt;
[[File:MW SCAR Traitor (3).jpg|thumb|none|600px|And inspects it, showing Tempus Arnament markings.]]&lt;br /&gt;
&lt;br /&gt;
===FN SSR===&lt;br /&gt;
Combining the “FORGE TAC 20.0&amp;quot; LB” barrel with the &amp;quot;XRK Obelisk Pro&amp;quot; stock makes the rifle resemble an [[FN SSR]], though it remains select-fire and lacks the three-pin barrel retaining blocks.&lt;br /&gt;
[[File:SSR Mk.20 Mod.0.jpg||thumb|none|450px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW FN SSR Gunsmith (1).jpg|thumb|none|600px|The left side of an FN SSR build in Gunsmith.]]&lt;br /&gt;
[[File:MW FN SSR (1).jpg|thumb|none|600px|An FN SSR-lookalike in-game.]]&lt;br /&gt;
[[File:MW FN SSR (2).jpg|thumb|none|600px|Dry-reloading the accurized SCAR.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-SC===&lt;br /&gt;
The combination of the &amp;quot;FORGE TAC CQC Pro&amp;quot; barrel with the &amp;quot;FTAC collapsible stock&amp;quot; makes the weapon resemble the compact [[FN SCAR-SC]], except that it remains chambered in 7.62x51mm and cannot be modified to 5.56x45mm.&lt;br /&gt;
[[File:FN SCAR-SC.jpg|thumb|none|400px|FN SCAR-SC - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW SCAR-SC (3).jpg|thumb|none|600px|A SCAR-SC build in Gunsmith.]]&lt;br /&gt;
[[File:MW SCAR-SC (1).jpg|thumb|none|600px|Holding the 7.62mm SCAR-SC with a C-clamp grip. The new upper features a bronze-colored shade of FDE.]]&lt;br /&gt;
[[File:MW SCAR-SC (2).jpg|thumb|none|600px|A view of the stock right at the start of a reload.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36]] was added with the &amp;quot;Season One&amp;quot; content pack. It is fitted with an HK aluminum top rail and a short barrel, and is referred to as the &amp;quot;Holger-26&amp;quot;. Almost every element of the weapon is slightly fictionalized with details that are different to real life. Most notably, the weapon lacks a magazine release paddle, and instead has an AR-15-esque ambidextrous magazine release button in place of the G36's rear magwell pin (STANAG magwell adapters for the G36 include a similar release, though it is located further forward of the pin). The bipods are also static parts of the default long handguard, and are not usable as an actual attachment in-game, making it the only LMG to lack this option.&lt;br /&gt;
&lt;br /&gt;
As in ''[[Call of Duty: Modern Warfare 3]]'', it is ostensibly set up to pass for an MG36, hence its classification as an LMG. As a result, it loads from a fictional drum magazine (two X-Products style drums joined together in the shape of a Beta C-Mag, unlike the more lifelike C-Mag available for the in-game HK433) by default, though it can use 30-round mags with the benefit of better mobility and reload speed. The rifle features its integrated optics as attachment options, which are ''inspired by'' the ZF 3×4° dual scopes. The reflex sight is modeled after the real lower optic, while the 4x scope is modeled after the real upper optic; ironically, this reverses which is the scope and the reflex compared to reality. While the optics do include the forward carry handle element, they're mounted ''below'' the optics instead of above.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Necrosis&amp;quot; blueprint, which is a very rare example of a blueprint in a standard finish with no embellishments, features a low-profile short rail instead of the full-length G36C carry handle, as well as a rather styled handguard, different stock, and different fictionalized take on the receiver. The receiver is about the same level of fictionalized as the main/normal model, though in different areas; some parts are more authentic (upper half of the receiver, a visible-from-the-outside operating rod, a brass deflector) while other parts are more fictionalized (lower half of the receiver, the folding part of the charging handle).&lt;br /&gt;
&lt;br /&gt;
The most notable trait of the &amp;quot;Necrosis&amp;quot; model is that it's clearly designed to be the model used with the integrated optics, properly bridging the gap in the rails and being a carry handle, instead of being awkwardly squished directly into the G36C top rail.&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 NATO]]&lt;br /&gt;
[[File:MW MG36 Gunsmith.jpg|thumb|none|600px|Inventory preview of the fake MG36. Note that almost every detail on the weapon has been fictionalized to varying degrees. The large button to unlatch the folding stock is also missing here, so how it folds over in-universe is anyone's guess. Also note the S-E-F fire control group; while the iconic H&amp;amp;K bullet pictograms are more common, German military G36s do use S-E-F markings. That said, the actual positions of the selector have been reversed, with it currently physically in the safe position, while pointing to full-auto.]]&lt;br /&gt;
[[File:MW MG36 Gunsmith 2.jpg|thumb|none|600px|Right side, showing the asymmetrical rail mount. Yeah, the brass deflector is gone too...]]&lt;br /&gt;
[[File:MW MG36 Hold.jpg|thumb|none|600px|Idle pose of the &amp;quot;Holger-26&amp;quot;. Note the chopped down front sight.]]&lt;br /&gt;
[[File:MW MG36 Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:MW MG36 Reload.jpg|thumb|none|600px|Having realized the bipods are just for show and not actually usable, the Spetsnaz operator vents his anger and all of his ammo at a nearby wall, before swapping in a new X-Products/Beta C-Mag mutant 100-round drum. Note the magazine release button, the &amp;quot;FORGE TAC&amp;quot; marking, and the fact that the charging handle lacks an operating rod, apparently being vertically attached directly to the bolt carrier.]]&lt;br /&gt;
[[File:MW MG36 Reload 2.jpg|thumb|none|600px|Reloading from empty necessitates the additional step of racking said charging handle.]]&lt;br /&gt;
[[File:MW MG36 Reload 3.jpg|thumb|none|600px|With Sleight of Hand, the operator simply dumps the magazine on the floor instead of manually taking it off, and skips an extra magazine slap that is performed in the normal reload after loading in the new magazine; the charging part remains unchanged.]]&lt;br /&gt;
[[File:MW MG36 Melee 1.jpg|thumb|none|600px|A most strictly inadvisable melee animation where the operator bashes a wall with his fragile magazine.]]&lt;br /&gt;
[[File:MW MG36 Melee 2.jpg|thumb|none|600px|Having wised up, he resorts to using the stock instead.]]&lt;br /&gt;
[[File:MW G36 4x (1).jpg|thumb|none|600px|A G36 with its scope.]]&lt;br /&gt;
[[File:MW G36 4x (2).jpg|thumb|none|600px|Looking through the magnified scope. Unlike the unique sights of the AUG and P90, both of the G36 scopes can have their reticles changed.]]&lt;br /&gt;
[[File:G36-accessory-kit.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36 with low-profile scope rail - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MG36 Necrosis 1.jpg|thumb|none|600px|The &amp;quot;Necrosis&amp;quot; blueprint with no attachments. Note the alternate integrated bipod model, still just as unusable. Its stock better matches the real stock's silhouette, though it's filled in and features an adjustable cheek riser; it also now has an actual button to fold the stock.]]&lt;br /&gt;
[[File:MW G36 Guilded.jpg|thumb|none|600px|The &amp;quot;Gilded&amp;quot; G36 blueprint, which uses the normal-model stock.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36KA4===&lt;br /&gt;
The &amp;quot;XRK Ultralight&amp;quot; barrel attachment turns the weapon into a [[Heckler &amp;amp; Koch G36K|G36KA4]].&lt;br /&gt;
[[File:HK G36KA4 right.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW G36K Gunsmith.jpg|thumb|none|600px|Inventory preview of the G36K with a flat Picatinny top...]]&lt;br /&gt;
[[File:MW G36K Gunsmith 2.jpg|thumb|none|600px|...and with an integral optic, the one modeled after the upper reflex sight.]]&lt;br /&gt;
[[File:MW G36K Necrosis 1.jpg|thumb|none|600px|The exact same build (apart from the buttplate) on the &amp;quot;Necrosis&amp;quot; blueprint, showcasing the difference in receiver designs.]]&lt;br /&gt;
[[File:MW G36K Necrosis 2.jpg|thumb|none|600px|The above example at an angle, to better show how the integrated optics actually fits properly on this blueprint.]]&lt;br /&gt;
[[File:MW G36K Hold.jpg|thumb|none|600px|Idle pose.]]&lt;br /&gt;
[[File:MW G36K Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:MW G36K Reload.jpg|thumb|none|600px|Reloading the G36K with 30-round mags. The translucent magazine is another casualty of this war, having been replaced by an opaque one somewhat similar to Magpul G36 magazines. The magazine release is pressed from the right side and visibly bends outwards towards the left during the process.]]&lt;br /&gt;
[[File:MW G36K Reload 2.jpg|thumb|none|600px|Tugging the charging handle on an empty reload.]]&lt;br /&gt;
[[File:MW G36K Reload 3.jpg|thumb|none|600px|With Sleight of Hand, mag swap is instead changed to the operator quickly replacing one with the other, and that's ''somehow'' faster than the default tactical animation. Sleight of Hand 30-round reloads, along with the normal 30-round empty reload, are the only occasions where the left-sided mag release is actually operated. Another rarity in videogames is the use of the G36's bolt release when reloaded like this; this aspect remains surprisingly faithful to the real thing, considering how much of the gun was changed for the sake of dodging copyright.]]&lt;br /&gt;
[[File:MW G36 Reddot (1).jpg|thumb|none|600px|The G36K with the proprietary reflex sight, modeled after the real lower optic, in the hands of Yegor.]]&lt;br /&gt;
[[File:MW G36 Reddot (2).jpg|thumb|none|600px|Aiming down the reflex optic.]]&lt;br /&gt;
[[File:MW G36K Necrosis 3.jpg|thumb|none|600px|Sprinting with a &amp;quot;Necrosis&amp;quot; G36K fitted with an integral optic, looking ''dramatically'' better than mounted on the G36C rail.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The “FTAC 8.98&amp;quot; Spitfire” attachment turns the gun into a [[Heckler &amp;amp; Koch G36C|G36C]].&lt;br /&gt;
[[File:HK G36C3 right.jpg|thumb|none|400px|Heckler &amp;amp; Koch G36C3 with an attached EOTech sight over red dot sight, vertical foregrip and laser - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW G36C.jpg|thumb|none|600px|A G36C build in Gunsmith.]]&lt;br /&gt;
[[File:MW G36C Colonial Standard.jpg|thumb|none|600px|The [[Aliens]] [[M41A Pulse Rifle]]-inspired &amp;quot;Colonial Standard&amp;quot; G36C included in the &amp;quot;Earth Expeditionary Force&amp;quot; bundle, which also includes a Ripley-themed uniform for SAS character Charly. &amp;quot;Adios&amp;quot; is also from one of the film's M56 Smart Guns.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK433==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK433]] appears as the &amp;quot;Kilo 141&amp;quot;, a reference to the original trilogy's Task Force 141. The early Beta version of the in-game model was marked with &amp;quot;Manufactured Under License&amp;quot; and &amp;quot;Kal. 5.56mm&amp;quot;, the latter of which correctly reflected the German caliber markings of the real weapon. However, the retail model states that it is made in Switzerland, and has English &amp;quot;Cal. 5.56mm&amp;quot; markings. It is also marked with &amp;quot;Singuard Arms&amp;quot;, a fictional weapon manufacturer.&lt;br /&gt;
&lt;br /&gt;
It has an 11&amp;quot; barrel by default, but can be modified with longer barrels. They are stated to be 16.6&amp;quot; and 19.8&amp;quot;, but the in-game models are clearly shorter than this, and appear to be 12.5&amp;quot; and 14.5&amp;quot; respectively. Aside from generic attachments, the HK433 can also be fitted with a Honey Badger-esque integral suppressor in the form of the &amp;quot;Singuard Arms Whisper&amp;quot; barrel, and a 100-round Beta C-Mag, making it the only STANAG-compatible weapon other than the fake MG36 mentioned above to accept one, strangely enough. Initially, the &amp;quot;FSS Close Quarters Stock&amp;quot; was the same M4-style stock seen on various other weapons, but it got later replaced (under the same name) by a unique telescoping stock previously seen on some blueprints such as the &amp;quot;Union Black&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
With the majority of the campaign taking place in 2019, it isn't correct to see the HK433 as as standard-issue weapon, as the real gun was still in prototype stage during that time. Plus, it anachronistically appears in the campaign level &amp;quot;Captive&amp;quot; set in 2009, used by then-Lieutenant Price, around 8 years before its real-life introduction (the [[Colt Canada C8 Carbine|Colt Canada C8 CQB]] or the [[G36C|Heckler &amp;amp; Koch G36CSF]] would be more appropriate in SAS hands). In a continuity error, Price's HK433 gains the aforementioned telescoping stock in the final cutscene of &amp;quot;Captive&amp;quot;, while having a normal stock in the rest of the mission. Some characters in other missions also use the HK433 with that stock. Some blueprints such as the &amp;quot;Union Black&amp;quot; and &amp;quot;Berliner&amp;quot; give the laser aiming modules pressure pads, attached to the handguard mounted rails (the LAMs on these versions also sit on top instead of the right side rail seen below).&lt;br /&gt;
[[File:HK433.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK433, third prototype - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW HK433 (1).jpg|thumb|none|600px|An Allegiance operative wields the HK433 on Piccadilly Circus. By default, the player character holds the weapon with a C-clamp grip, which changes when a vertical foregrip or underbarrel weapon is attached. When using the &amp;quot;Singuard Arms Whisper&amp;quot; integrally-suppressed barrel, the operator adopts a standard weapon stance instead, though the weapon model is still tilted to the left as usual.]]&lt;br /&gt;
[[File:MW HK433 (2).jpg|thumb|none|600px|Aiming down the 433's sights.]]&lt;br /&gt;
[[File:MW HK433 (3).jpg|thumb|none|600px|Performing a tactical reload. Note the &amp;quot;Cal 5.56mm&amp;quot;, &amp;quot;Singuard Arms&amp;quot;, and &amp;quot;Manufactured in Switzerland&amp;quot; markings.]]&lt;br /&gt;
[[File:MW HK433 (4).jpg|thumb|none|600px|Pulling the HK's charging handle on a dry reload.]]&lt;br /&gt;
[[File:MW HK433 (5).jpg|thumb|none|600px|Thumbing the bolt release on the Sleight of Hand empty reload on an HK433 adorned with a British DPM inspired camouflage.]]&lt;br /&gt;
[[File:MW HK433 (6).jpg|thumb|none|600px|Reloading the 433 with a C-Mag.]]&lt;br /&gt;
[[File:MW HK433 (7).jpg|thumb|none|600px|Working the bolt release in a manner similar to the &amp;quot;M27 IAR&amp;quot; from ''[[Call of Duty: Ghosts]]'', as seen with the combination of Sleight of Hand and the Beta C-Mag.]]&lt;br /&gt;
[[File:MW HK433 (8).jpg|thumb|none|600px|The draw animation of the HK433. Note the lack of a windage adjustment knob on the EOTech, presumably a redesign due to avoiding copyright issues. Also note the Picatinny rail section attached onto the HKey slots, which mounts laser attachments.]]&lt;br /&gt;
[[File:MW19-PriceRifle-1.jpg|thumb|none|600px|Price with his suppressed HK433 in the reveal trailer, modified with what appears to be a hybrid between the Magpul ACS stock and KRISS Defiance stock (not available to the HK433 in the final game). His L-3 GPNVG-18 panoramic night-vision goggles are also somehow attached to his boonie hat without it falling off.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Galil ACE Hybrid==&lt;br /&gt;
A 7.62x39mm fully-automatic [[IWI Galil ACE]] was added in Season 4 as the &amp;quot;CR-56 AMAX&amp;quot;. By default, it is depicted with an 11.8&amp;quot; barrel, which isn't present on real Galil ACEs of that caliber, but is actually used on the civilian ACE GAR51SBR chambered in 7.62x51mm NATO. Nevertheless, one of the barrel attachments, the “FSS 8.3&amp;quot; Intruder”, gives it a more appropriate 8.3&amp;quot; barrel which is used on the civilian GAR39SBR (7.62x39mm), and is very slightly shorter than the military 8.5&amp;quot; Galil ACE 31.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;CR-56 EXO&amp;quot; attachment gives it a folding stock similar to the original [[Galil#Galil AR|IMI Galil]], and the &amp;quot;XRK Zodiac S440&amp;quot; barrel attachment gives it a long barrel and a front sight reminiscent of it as well, along with a [[Beretta AR-70/223]]-like handguard.&lt;br /&gt;
&lt;br /&gt;
Like the later-added AS Val, the Galil in-game lacks the ability to select between automatic and semi-automatic mode. Instead, equipping the weapon with 10-round magazines of 7.62x39mm M67 Yugoslavian ammunition restricts the fire mode to semi-auto.&lt;br /&gt;
[[File:Galil ACE 32 sb.jpg|thumb|none|450px|IWI Galil ACE 32, earlier version with 15&amp;quot; barrel - 7.62x39mm]]&lt;br /&gt;
[[File:ACE GAR51.jpg|thumb|none|450px|IWI US Galil ACE GAR51SBR - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW2019 GalilACE1.jpg|thumb|none|600px|The Galil ACE with its default 11.8&amp;quot; barrel. The lower receiver has a bit of resemblance to both the 7.62x39 [[Bushmaster ACR]] lower and the [[AK-Alfa]]. A left side safety is completely absent, though.]]&lt;br /&gt;
[[File:MW2019 GalilACE.jpg|thumb|none|600px|Note how it also uses an [[AK-12]]/AK-15 like round buffer telescoping stock.]]&lt;br /&gt;
[[File:MW ACE (1).jpg|thumb|none|600px|The Galil ACE on the reimagined &amp;quot;Hardhat&amp;quot; map from ''MW3.'' Note the non-standard top cover latch; the ACE series use a conventional AK-style push-button, while the in-game rifle instead uses a sheet-metal tab reminiscent of the [[RPK-16]], with the spot that the button would normally occupy being taken up by the fictional manufacturer's pentagonal logo.]]&lt;br /&gt;
[[File:MW ACE (2).jpg|thumb|none|600px|Aiming the Galil ACE - though with a rear sight this wide, &amp;quot;pointing&amp;quot; might be a more appropriate verb.]]&lt;br /&gt;
[[File:MW ACE (3).jpg|thumb|none|600px|Throwing aside a spent magazine; the same pentagonal logo is visible here, as is a 3-position selector correctly set to &amp;quot;auto&amp;quot;.]]&lt;br /&gt;
[[File:MW ACE (4).jpg|thumb|none|600px|About to rock in another.]]&lt;br /&gt;
[[File:MW ACE (5).jpg|thumb|none|600px|Working the ACE's action.]]&lt;br /&gt;
[[File:MW ACE (6).jpg|thumb|none|600px|Stock attack of the Galil.]]&lt;br /&gt;
[[File:MW19 ACE Vector 01.jpg|thumb|none|600px|Price holding a Galil in &amp;quot;The Story So Far&amp;quot; trailer.]]&lt;br /&gt;
[[File:ACE GAR39.jpg|thumb|none|450px|IWI US Galil ACE GAR39SBR - 7.62x39mm]]&lt;br /&gt;
[[File:MW ACE 31 (8).jpg|thumb|none|600px|Spetsnaz character Bale holding a Galil ACE fitted with the “FSS 8.3&amp;quot; Intruder” barrel, a classic folding stock, a Kobra red dot sight, and a 45-round extended magazine.]]&lt;br /&gt;
[[File:MW ACE The Divide.jpg|thumb|none|600px|&amp;quot;The Divide&amp;quot; Galil ACE with the GAR39SBR-like barrel and forend.]]&lt;br /&gt;
[[File:GalilAR.jpg|thumb|none|450px|IMI Galil AR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:AR70223.jpg|thumb|none|450px|Beretta AR-70/223 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW ACE (7).jpg|thumb|none|600px|An ACE with the &amp;quot;EXO&amp;quot; stock and &amp;quot;Zodiac&amp;quot; barrel, doing its best to look a bit less modern.]]&lt;br /&gt;
[[File:MW ACE (8).jpg|thumb|none|600px|The [[Galatz]]-like sniper version of the Galil.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Tavor CTAR-21==&lt;br /&gt;
A [[CTAR-21|Tavor CTAR-21]] with some alterations from the Tavor 7 and the AUG series was added with the &amp;quot;Season One&amp;quot; content pack, under the name &amp;quot;RAM-7&amp;quot;, manufactured by XRK in-game. Like some other weapons in the game, its profile was altered quite drastically to skirt around trademarks, resulting in a very boxy receiver with a straight-line flattop. It has two extended barrel options that also equip it with extended handguards, as well as a short 13.5&amp;quot; barrel option (almost close to an IWI X95's 13&amp;quot; barrel) inside the default handguard. The fictional &amp;quot;RAM-7&amp;quot; designation appears to be an allusion to the Tavor 7.&lt;br /&gt;
&lt;br /&gt;
The TAR-21's Meprolight reflex sight appears as an attachment unique to this rifle, mounted alongside a 4x magnifier. The magnifier is fixed rather than being toggleable, and as such the optic is always a 4x scope in practical terms.&lt;br /&gt;
[[File:CTAR Flattop.jpg|thumb|none|425px|IWI Tavor CTAR-21 with flat top - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Tavor 7.jpg|thumb|none|425px|IWI Tavor 7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW TAR21 Gunsmith.jpg|thumb|none|600px|Inventory preview of the CTAR-21. Note the Steyr AUG-type crossbolt safety that's ostensibly meant to work as a fire selector. This is especially odd considering the TAR-21 up until the X95 uses a dial-type selector instead. The weapon also has an AUG-style trigger. The two horizontal vents are from the Tavor 7. The front sight, with a tiny base, is also mounted backwards.]]&lt;br /&gt;
[[File:MW TAR21 Hold.jpg|thumb|none|600px|Idle pose of the CTAR-21. Note the continuous top rail which is inspired either by the Flat Top variant or the Tavor 7.]]&lt;br /&gt;
[[File:MW TAR21 Aim.jpg|thumb|none|600px|Iron sights. These are very open and clear.]]&lt;br /&gt;
[[File:MW TAR21 Reload.jpg|thumb|none|600px|Performing a magazine change with the CTAR-21. The weird crossbolt safety is plainly visible in this shot.]]&lt;br /&gt;
[[File:MW TAR21 Reload 3.jpg|thumb|none|600px|Racking the comma-shaped charging handle. The charging handle on a real TAR-21 is more cylindrical instead.]]&lt;br /&gt;
[[File:MW TAR21 Reload 2.jpg|thumb|none|600px|With Sleight of Hand, the operator will quickly hit the mag release with the heel of his hand, slot in a new mag, then thumb the bolt release to chamber in one swift motion. The charging handle slides down onto the locked-back bolt as the user tilts the Tavor upwards; however, it stays forward if one maintains ADS while empty Sleight of Hand reloading.]]&lt;br /&gt;
[[File:MW TAR21 Melee.jpg|thumb|none|600px|Melee bashing with the CTAR-21 looks more like the operator is gifting his gun to the enemy, or at the very least desperately trying to throw it away from him.]]&lt;br /&gt;
[[File:MW TAR21 Melee 2.jpg|thumb|none|600px|The Spetsnaz operator demonstrates an alternate melee animation by thumping on a pickup truck with the stock of his CTAR-21.]]&lt;br /&gt;
&lt;br /&gt;
===IWI Tavor TAR-21===&lt;br /&gt;
The &amp;quot;FORGE TAC Eclipse&amp;quot; barrel attachment turns the gun into a full-sized [[TAR-21]], with an extended handguard.&lt;br /&gt;
[[File:Manticore Arms Tavor.jpg|thumb|none|450px|IWI Tavor SAR with Manticore Arms furniture, for comparison - .223 Remington]]&lt;br /&gt;
[[File:MW Masterkey (5).jpg|thumb|none|600px|Reloading the Tavor fitted with the &amp;quot;Eclipse&amp;quot; barrel and other attachments.]]&lt;br /&gt;
[[File:MW TAR21 Corrupter.jpg|thumb|none|600px|The &amp;quot;Corrupter&amp;quot; TAR-21, which also features an even further-stylized chassis.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is available in-game, classed as a marksman rifle rather than a sniper rifle due to using iron sights by default. The usage of the Kar98k in a modern context is likely inspired by its real life usage in the Syrian Civil War and the War in Donbass - in the campaign story, the allied Urzikstani militia often wield both infantry and scoped K98ks. &lt;br /&gt;
&lt;br /&gt;
Unlike the majority of previous games, the full five-round stripper clip is not used for all reloads irrespective of the rounds remaining in the magazine. The new partial reload animation shows the player character partially pushing down a stripper clip and removing it after only loading three rounds on the clip. The full five-round clip is only used in the empty reload. When the &amp;quot;Sniper Scope&amp;quot; is attached, the regular reloads using a stripper clip are replaced by loading round-by-round (where the correct amount of rounds are always loaded).&lt;br /&gt;
&lt;br /&gt;
The Bipod attachment gives the Kar98k the folding monopods from an [[Arisaka Type 99]] rifle. Almost all of the blueprints for the rifle give it a modernized synthetic replacement stock.&lt;br /&gt;
&lt;br /&gt;
During the beta, it was mistakenly described as being chambered in &amp;quot;7.62 Mauser&amp;quot; (although the 7.62mm caliber incidentally makes sense, since there are real Kar98k rifles converted to 7.62x51mm). The description was later corrected to 7.92 Mauser.&lt;br /&gt;
[[File:Mauser 98K with bayonet.jpg|thumb|none|450px|Karabiner 98k with hooded front sight and bayonet - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:MW Kar98k (1).jpg|thumb|none|600px|An Allegiance soldier patrols an old farm with his vintage Kar98k.]]&lt;br /&gt;
[[File:MW Kar98k (2).jpg|thumb|none|600px|Looking through the rifle's iron sights.]]&lt;br /&gt;
[[File:MW Kar98k (3).jpg|thumb|none|600px|Working the bolt after a shot. An ejected casing is present, but appears in a split second. Note a few inaccuracies with the bolt. The animation doesn't show the player character rotating the bolt as far as it would need to in real life to cycle, the extractor claw is rotating with the bolt when it shouldn't, and there appears to be no locking lugs modeled on the bolt itself.]]&lt;br /&gt;
[[File:MW Kar98k (4).jpg|thumb|none|600px|Removing a stripper clip with two rounds left on the partial reload.]]&lt;br /&gt;
[[File:MW Kar98k (5).jpg|thumb|none|600px|Loading the K98k's magazine from empty.]]&lt;br /&gt;
[[File:MW Kar98k (6).jpg|thumb|none|600px|The empty clip is knocked out by chambering the first round.]]&lt;br /&gt;
[[File:MW Kar98k (7).jpg|thumb|none|600px|When initially equipped, the distinctive Mauser flag-style safety is disengaged, as shown here by Alex in the singleplayer story.]]&lt;br /&gt;
[[File:Mauser g98 Sniper.jpg|thumb|none|450px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:MW Kar98k (8).jpg|thumb|none|600px|Holding a Karabiner 98k sniper rifle on the Talsik Backlot level.]]&lt;br /&gt;
[[File:MW Kar98k (9).jpg|thumb|none|600px|Scanning the skies for enemy aircraft.]]&lt;br /&gt;
[[File:MW Kar98k (10).jpg|thumb|none|600px|Reloading the scoped K98k with individual rounds.]]&lt;br /&gt;
[[File:MW Kar98k (11).jpg|thumb|none|600px|The stock attack of the Karabiner.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] appears as a designated marksman rifle. It is referred to as an &amp;quot;EBR-14&amp;quot;, though it was correctly called &amp;quot;M14&amp;quot; during the alpha. Nevertheless, it can be customized with an EBR stock via the &amp;quot;FSS Raider Chassis Elite&amp;quot; attachment. It has a shorter 18&amp;quot; barrel by default (like in ''[[Call of Duty 4: Modern Warfare]]''), but can be modified to have a standard M14's 22&amp;quot; barrel, though the front sight remains attached to the gas block rather than the muzzle.&lt;br /&gt;
&lt;br /&gt;
The M14 appears to be Alex's signature weapon in the singleplayer campaign; appearing in the Sage EBR chassis in pre-rendered cutscenes and in an Archangel style stock during segments where Alex is a supporting NPC. &lt;br /&gt;
[[File:M14 rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M14 (1).jpg|thumb|none|600px|An operator watches the helicopter that dropped him off fly away, M14 in-hand.]]&lt;br /&gt;
[[File:MW M14 (2).jpg|thumb|none|600px|Aiming down the battle rifle's sights. Note the &amp;quot;FORGE TAC&amp;quot; markings.]]&lt;br /&gt;
[[File:MW M14 (3).jpg|thumb|none|600px|Reloading a 10-shot magazine.]]&lt;br /&gt;
[[File:MW M14 (4).jpg|thumb|none|600px|Knocking an empty one free. With Sleight of Hand, a fresh mag is grabbed first and knocks out the spent one, similar to the animation in ''[[Medal of Honor: Warfighter]]''.]]&lt;br /&gt;
[[File:MW M14 (5).jpg|thumb|none|600px|Pulling the bolt handle to rechamber the rifle. Again, with Sleight of Hand, the character pulls the bolt with their left hand from underneath the M14.]]&lt;br /&gt;
[[File:Sagem14 09-1-.jpg|thumb|none|450px|M14 with Sage EBR chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M14 Gunsmith (1).jpg|thumb|none|600px|A customized M14 in Gunsmith with the &amp;quot;FSS Raider Chassis Elite&amp;quot;.]]&lt;br /&gt;
[[File:MW M14 (6).jpg|thumb|none|600px|Sleight-of-Hand reloading a customized EBR.]]&lt;br /&gt;
[[File:Mk 14 Mod 1 EBR.jpg|thumb|none|450px|Mk 14 Mod 1 EBR with TangoDown pistol grip, Magpul CTR stock, cheekpad, RIS foregrip, and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M14 Gunsmith (2).jpg|thumb|none|600px|Another customization with the &amp;quot;FSS Raider Chassis Pro&amp;quot;.]]&lt;br /&gt;
[[File:M1A JAE-100.jpg|thumb|none|450px|M1A with JAE-100 G3 stock - .308 Winchester]]&lt;br /&gt;
[[File:MW M14 Gunsmith (3).jpg|thumb|none|600px|Lastly, the &amp;quot;FTAC Lightweight Stock&amp;quot; resembles a hybrid of an Archangel chassis and Magpul's Remington 700 stock. Some blueprints also use this stock without the cheek riser comb.]]&lt;br /&gt;
[[File:MW M14 JAE-100 (1).jpg|thumb|none|600px|The &amp;quot;Stay Frosty&amp;quot; M14 blueprint in-game. Some variants of the M14 replace the receiver with a fictitious version, most apparent with the replacement rear sight.]]&lt;br /&gt;
[[File:MW M14 JAE-100 (2).jpg|thumb|none|600px|A view through the different sight picture.]]&lt;br /&gt;
[[File:MW M14 JAE-100 (3).jpg|thumb|none|600px|The JAE-100 M14, [[Call of Duty 4: Modern Warfare|All Ghillied Up]].]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1895==&lt;br /&gt;
The [[Marlin Model 1895]] appears as the &amp;quot;MK2 Carbine&amp;quot;, under the marksman rifles class. It operates similarly to the Remington 870 MCS and the Karabiner 98k in-game; the lever action is worked after a reload if the rifle is empty or if the cycling animation was interrupted by a reload.&lt;br /&gt;
&lt;br /&gt;
Some blueprints give the Marlin brown wood furniture. Other blueprints give the rifle a skeletonized stock, a Midwest Industries M-LOK forend, and a different set of iron sights.&lt;br /&gt;
[[File:Marlin Model 1895SBL.jpg|thumb|none|450px|Marlin Model 1895SBL - .45-70]]&lt;br /&gt;
[[File:MW Marlin (1).jpg|thumb|none|600px|Spetsnaz operative Rodion wields the Marlin M1895 on the Speedball map.]]&lt;br /&gt;
[[File:MW Marlin (2).jpg|thumb|none|600px|Aiming the repeater.]]&lt;br /&gt;
[[File:MW Marlin (3).jpg|thumb|none|600px|Cycling the action after putting a .45-sized hole in the wall. The hammer will erroneously stay cocked on an empty reload or if the cycling action gets interrupted.]]&lt;br /&gt;
[[File:MW Marlin (4).jpg|thumb|none|600px|Loading the Marlin round-by-round.]]&lt;br /&gt;
[[File:MW Marlin (5).jpg|thumb|none|600px|Stock attack of the M1895. Note the bronze loading gate and lever hinge plate.]]&lt;br /&gt;
[[File:MW Marlin (6).jpg|thumb|none|600px|SAS operator Charly wields a suppressed, scoped .45-70.]]&lt;br /&gt;
[[File:MW Marlin (7).jpg|thumb|none|600px|A look down the optic.]]&lt;br /&gt;
[[File:MW19-Marlin-1.jpg|thumb|none|600px|The Marlin as seen in one of the trailers.]]&lt;br /&gt;
[[File:Zoom 1895.jpg|thumb|none|450px|Marlin Model 1895 - .45-70]]&lt;br /&gt;
[[File:MW Marlin brownwood.jpg|thumb|none|600px|The &amp;quot;Dust Trail&amp;quot; Marlin.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS SBR==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS|SIG-Sauer MCX VIRTUS SBR]] appears as the &amp;quot;M13&amp;quot;, fitted with an 11.5&amp;quot; barrel by default. It is equipped with a rear sight based on the A.R.M.S. #40L, a front sight based on the PRI flip-up, and a strip of underbarrel rails. Its handguard is depicted with two pins instead of one, and its forward-leaning lower vents and sloped handguard tip are closer to earlier SIG-Sauer MCX models. As is the case with other weapons in the game, the &amp;quot;M13&amp;quot; has some intentional design differences compared to its real life inspiration, like slightly fictional details on the stock and the magazine release button fence.&lt;br /&gt;
&lt;br /&gt;
The weapon is chambered in 5.56x45mm by default, but can be converted to use .300 Blackout ammunition. The &amp;quot;Tempus Mini&amp;quot; barrel attachment shortens the barrel to approximately 8 inches, while the &amp;quot;Tempus Cyclone&amp;quot; gives the gun an integral suppressor affixed to a 6.75&amp;quot; barrel (inside the default 10&amp;quot; handguard). The &amp;quot;Tempus Marksman&amp;quot; attachment is described as increasing the barrel length to 16 inches (which would make it a VIRTUS Patrol), though the in-game model is slightly shorter. The &amp;quot;no stock&amp;quot; attachment normally just removes the stock, but on the &amp;quot;Radioactive&amp;quot; and &amp;quot;Cagefighter&amp;quot; blueprint it replaces it by a buffer tube.&lt;br /&gt;
&lt;br /&gt;
As with the Colt Model 933, the lower receiver lacks the pin for the auto sear above the selector switch, which would be required in order to fire in full-auto as shown in-game.&lt;br /&gt;
&lt;br /&gt;
A short barreled, semi-automatic only &amp;quot;M13&amp;quot; is used by Kyle Garrick during the &amp;quot;Clean House&amp;quot; and &amp;quot;The Wolf's Den&amp;quot; single player missions. Its usage in the former mission is somewhat accurate, as the MCX (at least the original one) is used by the real world SCO19.&lt;br /&gt;
[[File:MCX VIRTUS SBR 11.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SIG MCX 11.5.jpg|thumb|none|450px|SIG-Sauer MCX SBR - 5.56x45mm NATO, for comparison.]]&lt;br /&gt;
[[File:MW MCX Gunsmith.jpg|thumb|none|600px|Gunsmith preview of the &amp;quot;M13&amp;quot;.]]&lt;br /&gt;
[[File:MW MCX (1).jpg|thumb|none|600px|Like the HK433, the MCX is held with a C-clamp grip by default.]]&lt;br /&gt;
[[File:MW MCX (2).jpg|thumb|none|600px|Aiming down the iron sights. Note that they are based on A.R.M.S. #40L and PRI flip up sights, a setup last seen on the M4A1 in ''Modern Warfare 2''. Also note the fictional &amp;quot;SOLOZERO Optics&amp;quot; manufacturer.]]&lt;br /&gt;
[[File:MW MCX (3).jpg|thumb|none|600px|Flicking the fire selector.]]&lt;br /&gt;
[[File:MW MCX (4).jpg|thumb|none|600px|Reloading with two translucent magazines.]]&lt;br /&gt;
[[File:MW MCX (5).jpg|thumb|none|600px|Tossing out an empty one.]]&lt;br /&gt;
[[File:MW MCX (6).jpg|thumb|none|600px|Tabbing in the bolt release.]]&lt;br /&gt;
[[File:MW MCX (7).jpg|thumb|none|600px|Melee animation of the SIG MCX; note the brass marks on the deflector.]]&lt;br /&gt;
[[File:MW19-MCX-1.jpg|thumb|none|600px|SAS operatives wielding suppressed MCX VIRTUS SBRs with EOTech XPS sights during a ''[[Zero Dark Thirty]]'' style raid.]]&lt;br /&gt;
[[File:MCX VIRTUS Patrol.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS Patrol - 5.56x45mm NATO, for comparison]]&lt;br /&gt;
[[File:MW MCX .300BLK (1).jpg|thumb|none|600px|A .300 Blackout SIG MCX as seen in Gunsmith, equipped with a different pattern stock, which is based on the pre-2018 version of the SIG MPX/MCX thin side-folding stock, and the &amp;quot;Marksman&amp;quot; barrel assembly, with a length somewhere between an MCX SBR's 14.5&amp;quot; barrel and an MCX Patrol's 16&amp;quot; barrel. The handguard is of fictional length; the number of M-LOK slots would suggest a 14.5&amp;quot; barrel, but the dimensions of the handguard are slightly larger than they are supposed to be.]]&lt;br /&gt;
[[File:MW MCX lb.jpg|thumb|none|600px|At the opposite end of the scale, the Season 2 roadmap showed operator Ghost holding a version that is ''longer'' than the real MCX VIRTUS Patrol.]]&lt;br /&gt;
[[File:MW MCX .300BLK (2).jpg|thumb|none|600px|Reloading an integrally suppressed .300 MCX equipped with a Leupold HAMR sight. As with the Model 933 seen above, the replacement magazine seems to be loaded with a single round, as the mint-green follower is clearly seen below it. Note the &amp;quot;Tempus Armament Inc&amp;quot; &amp;quot;Glendale CA USA&amp;quot; markings on the lower receiver.]]&lt;br /&gt;
[[File:MW MCX Sling.jpg|thumb|none|600px|A stockless MCX here showing a single-point sling unique to third person models - though it is hooked into the side of the receiver rather than the rear mount.]]&lt;br /&gt;
[[File:MW MCX Short Stuff.jpg|thumb|none|600px|The &amp;quot;Short Stuff&amp;quot; MCX has the ejection port of a [[SIG-Sauer MPX]] modeled on the left side of the receiver for some reason, along with an MPX's cam plate next to the bolt catch. This is also the case for many other blueprints such as the &amp;quot;Die Cast&amp;quot; and &amp;quot;Cagefighter&amp;quot;.]]&lt;br /&gt;
[[File:MW MCX Clean House.jpg|thumb|none|600px|Garrick's unique &amp;quot;M13&amp;quot; that uses the same parts as the above multiplayer version, as seen through NODS in the &amp;quot;Clean House&amp;quot; mission. The SAS team on the stairs are wielding integrally suppressed, collapsible stock-ed HK433s.]]&lt;br /&gt;
[[File:MW Triplets.jpg|thumb|none|572px|The same short carbine as seen prior in the Triplets calling card. Its presence next to an MP5 and an MP7 would imply it to be an MPX, possibly indicating that it was planned to be one at some point (or that the MPX would've been an available conversion of the MCX).]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552==&lt;br /&gt;
The [[SIG SG 552]] was added in Season 2 as the &amp;quot;Grau 5.56&amp;quot;. It features a wide latitude of customization options, including both longer and shorter barrel assemblies and replacement stocks and pistol grips. The &amp;quot;Envenom&amp;quot; and &amp;quot;Mother Lode&amp;quot; blueprints added in Season 5 give the base rifle a highly stylized appearance and use [[IMBEL IA2]]-style stocks. Additionally, the &amp;quot;Mother Lode&amp;quot; has stylised Diamondback iron sights.&lt;br /&gt;
[[File:SIG SG 552 Rail.jpg|thumb|none|450px|SIG SG 552 with scope rail attached - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG552 Gunsmith.jpg|thumb|none|600px|Side profile of the SIG SG 552 as seen in Gunsmith.]]&lt;br /&gt;
[[File:MW SG552 (1).jpg|thumb|none|600px|Spetsnaz operator Bale wields the SG 552 on hallowed ground.]]&lt;br /&gt;
[[File:MW SG552 (2).jpg|thumb|none|600px|Aiming down the carbine's sights.]]&lt;br /&gt;
[[File:MW SG552 (3).jpg|thumb|none|600px|Working the SIG's fire selector.]]&lt;br /&gt;
[[File:MW SG552 (4).jpg|thumb|none|600px|Performing an L-shaped reload. Note the flatter shape of the forend's vent holes, and as with the G36, the magazines are opaque. Said magazines incorrectly have &amp;quot;22LR&amp;quot; written on them; the .22 LR chambering is a characteristic of a different weapon, the SIG-Sauer SIG522. Also note the &amp;quot;.223 Rem.&amp;quot; marking on the side of the upper receiver, which was changed to &amp;quot;5.56 NATO&amp;quot; sometime in 2020.]]&lt;br /&gt;
[[File:MW SG552 (5).jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:MW SG552 (6).jpg|thumb|none|600px|Charging the 552 similar to an AK. The bolt release is used with Sleight of Hand.]]&lt;br /&gt;
[[File:MW SG552 (7).jpg|thumb|none|600px|Melee-ing with the stock.]]&lt;br /&gt;
[[File:MW SG552 (8).jpg|thumb|none|600px|The initial equip animation shows the SIG being chambered by dropping the bolt catch. Note that the character's hands have yet to render in.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Minisaf1.jpg|thumb|400px|none|FAMAE Mini-SAF with picatinny rail - 9x19mm]]&lt;br /&gt;
[[File:MW SG552 Shadowsight.jpg|thumb|none|600px|The &amp;quot;Shadowsight&amp;quot; variant with its default &amp;quot;ZLR Drifter A-08&amp;quot; barrel assembly that strongly resembles the FAMAE Mini-SAF.]]&lt;br /&gt;
[[File:MW SG552 (9).jpg|thumb|none|600px|Extremely shortened rifle with a quad-stack magazine in the Hackney Yard map.]]&lt;br /&gt;
&lt;br /&gt;
[[File:IMBEL IA2.jpg‎|thumb|none|450px|IMBEL IA2 - 5.56x45mm]]&lt;br /&gt;
[[File:MW Mother Lode.jpg|thumb|none|600px|The &amp;quot;Mother Lode&amp;quot; variant. Note the flip up and stylised Diamondback sights, and the “FSS 11.8&amp;quot; Squall” forend (the Galil ACE has a different looking barrel assembly with the same name).]]&lt;br /&gt;
[[File:MW Envenom.jpg|thumb|none|600px|The &amp;quot;Envenom&amp;quot; blueprint, with an alternate default forend.]]&lt;br /&gt;
&lt;br /&gt;
===SIG SG 550===&lt;br /&gt;
The “Tempus 26.4&amp;quot; Archangel” attachment gives the weapon a full-sized barrel and custom full-length handguard, making it resemble a [[SIG SG 550#SIG SG 550|SIG SG 550]]. Additionally, combining this with the sniper scope, the &amp;quot;FSS Blackjack&amp;quot; stock and the &amp;quot;Cronen Sniper Elite&amp;quot; pistol grip gives it a resemblance to the [[SIG SG 550 SR|SG 550 SR]] variant (albeit with a standard SG 550 barrel).&lt;br /&gt;
[[File:SIG550.jpg|thumb|none|450px|SIG SG 550 with proprietary bipod - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG550 (1).jpg|thumb|none|600px|An SG 550 build modeled by Wyatt.]]&lt;br /&gt;
[[File:MW SG550 (2).jpg|thumb|none|600px|Reloading the rifle.]]&lt;br /&gt;
[[File:MW SG550 (3).jpg|thumb|none|600px|Aiming with the unhooded front sight post.]]&lt;br /&gt;
[[File:SIG 550-1.jpg|thumb|none|450px|SIG SG 550-1 (sniper variant) - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG550 (4).jpg|thumb|none|600px|The SG 550 SR-like build.]]&lt;br /&gt;
&lt;br /&gt;
===SIG SG 551===&lt;br /&gt;
The “FSS 20.8&amp;quot; Nexus” barrel attachment gives the weapon a medium-sized barrel and handguard; this makes it resemble a [[SIG SG 551]]. The handguard also includes an (unusable) integrated bipod, a feature of the full-length SG 550.&lt;br /&gt;
[[File:SG 551 LB.jpg|thumb|none|450px|SIG SG 551 LB - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG551 (1).jpg|thumb|none|600px|The SG 551 lookalike as seen in Gunsmith. Like the SG 550 build, it retains the SG 552-style style charging handle.]]&lt;br /&gt;
[[File:MW SG551 (2).jpg|thumb|none|600px|An SG 551 build the Atlas Superstore.]]&lt;br /&gt;
[[File:MW SG 551(3).jpg|thumb|none|600px|Thumbing the bolt release as seen with Sleight of Hand.]]&lt;br /&gt;
&lt;br /&gt;
==Zastava M59/66==&lt;br /&gt;
The [[Zastava M59/66]], a Yugoslavian variant of the SKS, was added to the marksman rifles class in Season 3, simply named the &amp;quot;SKS&amp;quot;. It is identified as an M59/66 due to the shape of the gas block, along with the bayonet lug underneath the front sight, though the distinctive rifle grenade launcher at the end of the barrel has been replaced by a similarly shaped muzzle device. The weapon uses aftermarket detachable magazines rather than stripper clips or loose rounds; it holds 20 rounds, and can optionally use 10 and 30-round magazines. By default, it is fitted with a furniture similar to the Tapco Intrafuse Stock System, albeit with a triangular folding stock; the &amp;quot;SKS rifle stock&amp;quot; attachment gives it a standard stock and wood furniture. The &amp;quot;FTAC Landmark&amp;quot; and “22&amp;quot; FSS M59/66” barrels include extended metal heatshields resembling earlier Russian self-loading rifles.&lt;br /&gt;
&lt;br /&gt;
Oddly, the SKS uses Western-style suppressors instead of the PBS variants used with Russian style firearms such as the AK-47 or the SVD.&lt;br /&gt;
[[File:Sks tapco stock.jpg|thumb|none|450px|Zastava M59/66 with Tapco Intrafuse Stock System - 7.62x39mm]]&lt;br /&gt;
[[File:MW2019 M56 66.jpg|thumb|none|600px|The M59/66 SKS in its base form, with a polymer chassis and side-folding skeleton stock.]]&lt;br /&gt;
[[File:MW SKS (1).jpg|thumb|none|600px|A view of the SKS's other side. It has a non-standard cleaning rod along the side of the barrel assembly similar to the [[Simonov AVS-36]].]]&lt;br /&gt;
[[File:MW SKS (2).jpg|thumb|none|600px|The SKS in a semi-wooded area.]]&lt;br /&gt;
[[File:MW SKS (3).jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:MW SKS (4).jpg|thumb|none|600px|Performing a tactical reload with the Yugo SKS. Presumably, the bolt has been modified to allow for magazines to be removed while the bolt is closed.]]&lt;br /&gt;
[[File:MW SKS (5).jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:MW SKS (6).jpg|thumb|none|600px|Rechambering the SKS. This is also its equip animation.]]&lt;br /&gt;
[[File:MW SKS (7).jpg|thumb|none|600px|Thumping a fence with the side-folding stock.]]&lt;br /&gt;
[[File:SKS Fab Defence UAS Stock.jpg|thumb|450px|none|SKS with Fab Defence UAS Stock - 7.62x39mm]]&lt;br /&gt;
[[File:MW SKS (12).jpg|thumb|none|600px|The &amp;quot;FTAC Hunter-Scout&amp;quot; stock option for the SKS, which resembles the FAB Defense aftermarket stock.]]&lt;br /&gt;
[[File:MW SKS (10).jpg|thumb|none|600px|Knocking out a ten-shot magazine with the Sleight of Hand reload.]]&lt;br /&gt;
[[File:MW SKS (11).jpg|thumb|none|600px|Using said perk results in the bolt being pulled in an underhand fashion.]]&lt;br /&gt;
[[File:YugoSKS.jpg|thumb|none|450px|Zastava M59/66 - 7.62x39mm]]&lt;br /&gt;
[[File:MW2019 M59.jpg|thumb|none|600px|The M59/66 with a classic cherry wood stock.]]&lt;br /&gt;
[[File:MW SKS (8).jpg|thumb|none|600px|The wood stock-ed SKS with its unique PU scope attachment. Originally, a modern RIS rail was attached to the receiver despite the presence of a side bracket mount. The rail was removed in the 1.20 update in April 2020.]]&lt;br /&gt;
[[File:MW SKS (9).jpg|thumb|none|600px|Looking through the PU reveals much more modern reticle.]]&lt;br /&gt;
[[File:MWSKS-BayofPigs.jpg|thumb|none|600px|The &amp;quot;Bay of Pigs&amp;quot; variant which could be received during the [[Call of Duty: Black Ops Cold War|''Black Ops Cold War'']] reveal event in Warzone on August 26, 2020.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AX50==&lt;br /&gt;
The [[Accuracy International AX50]] is featured in the game.&lt;br /&gt;
[[File:AX50.jpg|thumb|none|450px|Accuracy International AX50 - .50 BMG]]&lt;br /&gt;
[[File:MW AX-50 Gunsmith.jpg|thumb|none|600px|The AX50 in gunsmith, showing some cosmetic differences compared to the reference image.]]&lt;br /&gt;
[[File:MW AX-50 (1).jpg|thumb|none|600px|Getting a good look over the Euphrates Bridge level with the AI AX50.]]&lt;br /&gt;
[[File:MW AX50 (scope).jpg|thumb|none|600px|Aiming with the scope.]]&lt;br /&gt;
[[File:MW AX50 (3).jpg|thumb|none|600px|Ejecting a spent .50 cartridge.]]&lt;br /&gt;
[[File:MW AX50 (4).jpg|thumb|none|600px|Reloading involves waving the behemoth of a rifle skyward and flicking out the magazine with the trigger finger.]]&lt;br /&gt;
[[File:MW AX50 (5).jpg|thumb|none|600px|Putting a new one in.]]&lt;br /&gt;
[[File:MW AX50 (6).jpg|thumb|none|600px|Butt-stroking with the AX50.]]&lt;br /&gt;
[[File:MW AX50 (7).jpg|thumb|none|600px|The Sleight of Hand reload, with the rifle kept leveled forward.]]&lt;br /&gt;
[[File:MW AX-50 Corpse Maker.jpg|thumb|none|600px|The alternate AX50 chassis as seen with the &amp;quot;Corpse Maker&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett XM109==&lt;br /&gt;
The [[Barrett XM109]] was added during Season 4 as the &amp;quot;Rytec AMR&amp;quot;. It lacks the recoil reducing springs on the handguard, like the earlier XM109, but has a full-length rail and a muzzle brake reminiscent of the later model. Like many weapons in the game, the actual trademarks on the weapon model are closer to its real name, in this case &amp;quot;Model 94A2&amp;quot;. While &amp;quot;M94A2&amp;quot; is not its real designation, this is a nod to the year the project was started, 1994, and being (mostly) modeled after the later version of the rifle, thus &amp;quot;A2&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It uses .50 BMG ammunition by default, but can be modified to fire 25x59mm rounds in high-explosive or &amp;quot;thermite&amp;quot; form. It can also be fitted with an earlier-style muzzle brake via the &amp;quot;XRK Tank Brake&amp;quot; attachment, or a Barrett QDL-esque suppressor. The rifle can be equipped with a longer &amp;quot;FTAC Seven Straight&amp;quot; barrel which, when combined with the Tank Brake and with ''not'' using the 25mm grenade ammo, makes it a [[Barrett M82A3]]-like build (though with only five-round mags instead of ten).&lt;br /&gt;
[[File:SoldierTech XM109-2.jpg|thumb|none|450px|Barrett XM109 - 25x59mm]]&lt;br /&gt;
[[File:Xm109 2.jpg|thumb|none|450px|Later Barrett XM109 with Barrett BORS ballistic computer - 25x59mm. Note the new handguard with bulges for additional recoil springs, full-length rail and M107A1-style muzzle brake]]&lt;br /&gt;
[[File:MW2019 XM109.jpg|thumb|none|600px|The base &amp;quot;Rytec AMR&amp;quot; in Gunsmith.]]&lt;br /&gt;
[[File:MW2019 XM109 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:MW Barrett (1).jpg|thumb|none|600px|The Barrett rifle on the standalone version of the &amp;quot;Scrapyard&amp;quot; map recreated from ''MW2''.]]&lt;br /&gt;
[[File:MW Barrett (2).jpg|thumb|none|600px|The view through the default scope.]]&lt;br /&gt;
[[File:MW Barrett (3).jpg|thumb|none|600px|Removing the magazine in an unusual manner.]]&lt;br /&gt;
[[File:MW Barrett (4).jpg|thumb|none|600px|Rocking in a new one.]]&lt;br /&gt;
[[File:MW Barrett (5).jpg|thumb|none|600px|Chambering the Barrett. This is also its draw animation.]]&lt;br /&gt;
[[File:MW Barrett (6).jpg|thumb|none|600px|Performing anti-materiel work on a partial Jersey barrier in a manner that the &amp;quot;Rytec&amp;quot; advertisers probably didn't have in mind.]]&lt;br /&gt;
[[File:M82A1 OldSpec.JPG|thumb|none|500px|Original/Early Specification Barrett M82 - .50 BMG]]&lt;br /&gt;
[[File:Barrett M82A3.jpg|thumb|none|500px|Barrett M82A3 - .50 BMG]]&lt;br /&gt;
[[File:MW M82.jpg|thumb|none|600px|The AMR with the early Barrett style &amp;quot;XRK Mastodon&amp;quot; stock, bipod, and the &amp;quot;XRK Tank Brake&amp;quot; and &amp;quot;FTAC Seven Straight&amp;quot; modifications.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;HDR&amp;quot;==&lt;br /&gt;
The &amp;quot;HDR&amp;quot;, named after the campaign character Hadir Karim, is a fictional bolt-action sniper rifle that is an amalgamation of various rifles. It is revealed to have been custom-made by Hadir, and is referred to as &amp;quot;Hadir's Sniper Rifle&amp;quot; in the HUD. Hadir states that it is chambered in .338 Lapua, although visually it seems to be chambered in 12.7x108mm ammunition (and in multiplayer the ammunition is stated to be 12.7 as well). The magwell and a few parts of the receiver appear to be similar to the [[Victrix Corvus]], with the lower handguard reminiscent of a [[PGM Mini-Hecate]]'s handguard. In insgle player it is fitted with a skeletonized wooden thumbhole stock and is equipped with two scopes that line up and function as one variable zoom scope. &lt;br /&gt;
&lt;br /&gt;
In multiplayer, the rifle has a different upper handguard with KeyMod which resembles that of the SKAT GM-200. The stock is changed to the stock of an [[Armalite AR-50|Armalite AR-50A1]], with a miniaturized cheek rest from the Victrix Minerva series, and it now has a pistol grip inspired by the Stark Equipment grips. A unique &amp;quot;Grassy Knoll&amp;quot; variant is available exclusively to owners of the Operator Edition of the game (the camoflage and net wrap resembling the &amp;quot;All Ghillied Up&amp;quot; M21 from the original Modern Warfare). Additionally, the aforementioned campaign model was added to multiplayer in Season 1 as a blueprint called &amp;quot;Hadir's Right Hand&amp;quot;.&lt;br /&gt;
[[File:Victrix Corvus.jpg|thumb|none|450px|Victrix Corvus - .50 BMG]]&lt;br /&gt;
[[File:PGM 338.jpg|thumb|none|450px|PGM Mini-Hecate - .338 Lapua Magnum]]&lt;br /&gt;
[[File:Armalite AR-50A1.jpg|thumb|none|450px|Armalite AR-50A1 - .50 BMG]]&lt;br /&gt;
[[File:MW2019HDRSP1.jpg|thumb|none|600px|Hadir's Sniper Rifle in the single player level 'Highway of Death&amp;quot;. The stock (referred to in multiplayer as the &amp;quot;FTAC Champion&amp;quot; stock) appears to be a custom made skeletonized thumbhole stock resembling the ones found on sporting Anschutz rifles. The stock also has biathlon rifle style embellishments.]]&lt;br /&gt;
[[File:MW2019HDRSP2.jpg|thumb|none|600px|Hadir presents Alex his custom rifle.]]&lt;br /&gt;
[[File:MW2019HDRSP3.jpg|thumb|none|600px|Hadir states to Alex the rifle is chambered in .338 Lapua while holding a round he ejected which appears to be 12.7x108mm.]]&lt;br /&gt;
[[File:MW2019HDRSP4.jpg|thumb|none|600px|Upon picking it up, Alex checks the magazine...]]&lt;br /&gt;
[[File:MW2019HDRSP5.jpg|thumb|none|600px|...then the chamber.]]&lt;br /&gt;
[[File:MW HDR (7).jpg|thumb|none|600px|&amp;quot;Hadir's Right Hand&amp;quot; in multiplayer.]]&lt;br /&gt;
[[File:MW HDR (8).jpg|thumb|none|600px|Reloading Sleight of Hand style.]]&lt;br /&gt;
[[File:MW2019 HDRgunsmith.jpg|thumb|none|600px|The default multiplayer model of the &amp;quot;HDR&amp;quot; in Gunsmith - note the different style of receiver and forend.]]&lt;br /&gt;
[[File:MW HDR (1).jpg|thumb|none|600px|Initially drawing the &amp;quot;HDR&amp;quot; - the user visibly chambers the first round.]]&lt;br /&gt;
[[File:MW HDR (2).jpg|thumb|none|600px|The basic &amp;quot;HDR&amp;quot; in-game.]]&lt;br /&gt;
[[File:MW HDR (4).jpg|thumb|none|600px|Working the bolt after firing a shot.]]&lt;br /&gt;
[[File:MW HDR (5).jpg|thumb|none|600px|Reloading. Note the Russian &amp;quot;ВЛК&amp;quot; (VLK) markings on the receiver. Conversely, &amp;quot;First Signal Solutions LLC&amp;quot; is written on the magwell, referring to FSS, another fictional manufacturer featured in-game.]]&lt;br /&gt;
[[File:MW HDR (6).jpg|thumb|none|600px|Hitting a boulder with the weapon's stock.]]&lt;br /&gt;
&lt;br /&gt;
==M24 SWS==&lt;br /&gt;
The [[M24 SWS]] was added in Season 6 as the &amp;quot;SP-R 208&amp;quot;, under the marksman rifles class. It is fitted with a trigger guard &amp;amp; paddle magazine release assembly similar to the CDI Precision detachable magazine system, as well as a handguard reminiscent of the Remington 700 [[Remington 700 SPS|SPS]] / ADL. It is chambered in .300 Winchester Magnum by default, and can be modified to fire .300 Norma Mag and .338 Lapua Mag ammunition. It also has a variety of chassis modifications. Like the AS Val, the weapon inspect features a more elaborate animation that involves popping the magazine out, placing it back, and performing a chamber check. Unlike the AS Val, performing an inspect animation when completely exhausted of ammo still shows a casing in the chamber, which is correct as the player character does not cycle the bolt after the last round is fired. The striker is also fully animated on all three versions of the bolt. An integrally suppressed barrel is available, similar in appearance to the [[Remington Model 7]].&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M24 Gunsmith.jpg|thumb|none|600px|The default &amp;quot;SP-R 208&amp;quot; in Gunsmith.]]&lt;br /&gt;
[[File:MW M24 (1).jpg|thumb|none|600px|Spawning in with the M24 rifle shows the first round being chambered.]]&lt;br /&gt;
[[File:MW M24 (2).jpg|thumb|none|600px|The scopeless M24 in idle.]]&lt;br /&gt;
[[File:MW M24 (3).jpg|thumb|none|600px|Using the rail-affixed sights.]]&lt;br /&gt;
[[File:MW M24 (4).jpg|thumb|none|600px|The character swaps out the rifle's magazines with his dominant hand.]]&lt;br /&gt;
[[File:MW M24 (5).jpg|thumb|none|600px|Opening up the action and ejecting the last casing on an empty reload.]]&lt;br /&gt;
[[File:MW M24 (6).jpg|thumb|none|600px|The spent mag is tossed aside before loading in a new one and chambering the rifle.]]&lt;br /&gt;
[[File:MW M24 (7).jpg|thumb|none|600px|Meleeing with the M24.]]&lt;br /&gt;
[[File:MW M24 (8).jpg|thumb|none|600px|The Sleight of Hand reload with extended magazines on a integrally suppressed M24, with the &amp;quot;XRK SP-TAC 208 Ultimate&amp;quot; chassis.]]&lt;br /&gt;
[[File:MW M24 .300NM.jpg|thumb|none|600px|Inspecting a .300 Norma Magnum rifle set in the &amp;quot;ZLR SP-R Overseer&amp;quot; chassis and with the &amp;quot;Sloan KR-800 DeadEye&amp;quot; bolt. Note the bizarre three scope ring arrangement used on both the regular and variable zoom scopes.]]&lt;br /&gt;
[[File:MW M24 .338LM.jpg|thumb|none|600px|Previewing an M24 in .338 Lapua Magnum in the &amp;quot;XRK SP-LITE 208 Blitz&amp;quot; stock chassis and the &amp;quot;Sloan KR-600 Feather&amp;quot; bolt.]]&lt;br /&gt;
[[File:MW M24 Gunsmith (2).jpg|thumb|none|600px|The &amp;quot;FSS Virtuoso Pro&amp;quot; stock as seen in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The [[SVD Dragunov]] appears as the self-loading option for the sniper rifles category. Interestingly, the Dragunov's empty reload with Sleight of Hand has the user flicking out the old magazine with a new one, much like the AK's empty reload.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;skeleton stock&amp;quot; attachment gives it an [[SVDS]]-like stock, while the &amp;quot;VLK lightweight stock&amp;quot; gives it a stock very similar to the synthetic stock of the post-1990s military SVDs.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[File:MW SVD (1).jpg|thumb|none|600px|The SVD in-game, on the &amp;quot;Euphrates Bridge&amp;quot; level.]]&lt;br /&gt;
[[File:MW SVD (2).jpg|thumb|none|600px|View through the PSO-1 scope.]]&lt;br /&gt;
[[File:MW SVD (3).jpg|thumb|none|600px|Reloading the Dragunov, the mag change is now done with the left hand unlike in previous games.]]&lt;br /&gt;
[[File:MW SVD (4).jpg|thumb|none|600px|Releasing the bolt; it also appropriately locks back on empty now.]]&lt;br /&gt;
[[File:MW SVD (5).jpg|thumb|none|600px|Stock attack of the SVD.]]&lt;br /&gt;
[[File:Modernwarfare2019allisvd1.jpg|thumb|none|600px|A close up of the third person model of the SVD. Note the strange wood texture overlapping the rear backup ironsight. The PSO-1 scope has &amp;quot;MADE IN BELARUS&amp;quot; written on it and is erroneously marked as a POSP in Cyrillic.]]&lt;br /&gt;
[[File:MW SVD Gunsmith (1).jpg|thumb|none|600px|A short barreled Dragnov with the SVDS stock as seen in Gunsmith. The folding bipod has been updated to a deployed RPK-like bipod.]]&lt;br /&gt;
[[File:SVD-TigerCarbine.jpg‎|thumb|none|450px|Post 1990s SVD with synthetic furnishings - 7.62x54mm R.]]&lt;br /&gt;
[[File:MW SVD Gunsmith (2).jpg|thumb|none|600px|The SVD with a synthetic stock, Variable-Zoom scope, and an extended 20-round magazine.]]&lt;br /&gt;
[[File:MW SVD Plague Sore (1).jpg|thumb|none|600px|A preview of the &amp;quot;Plague Sore&amp;quot; Dragunov blueprint. It appears to be based on the Sureshot Armament Group SVD Chassis, along with an AR stock adapter, an AK-12 pistol grip and a different gas block.]]&lt;br /&gt;
[[File:MW SVD Plague Sore (2).jpg|thumb|none|600px|Right side of the modernized SVD.]]&lt;br /&gt;
[[File:MW SVD (6).jpg|thumb|none|600px|Performing a Sleight of Hand empty reload with the &amp;quot;Plague Sore&amp;quot;. The Sleight of Hand reloads for all three sniper rifles are done at a low position instead of right in front of the user's face.]]&lt;br /&gt;
[[File:MW SVD (7).jpg|thumb|none|600px|The rechambering animation is now performed in an underhand style.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
A handheld [[Dillon Aero M134 Minigun]] appears as the Juggernaut killstreak's primary weapon in multiplayer. The Minigun can also be obtained from the Weapon Drop field upgrade, although the chances of this happening are extremely rare. It is also found in the last mission of the campaign and in Special Ops. The Minigun in Warzone can be reloaded and has its own reload animation.&lt;br /&gt;
&lt;br /&gt;
A tripod-mounted version with a slotted flash hider appears as the Sentry Gun killstreak in multiplayer.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M134 Minigun (1).jpg|thumb|none|600px|Third-person view of the Minigun, note the short belt of 7.62 NATO.]]&lt;br /&gt;
[[File:MW M134 Minigun (2).jpg|thumb|none|600px|Wielding the M134. &amp;quot;Aiming&amp;quot; involves the screen zooming in while melee-ing results in thrusting the barrel cluster forward..]]&lt;br /&gt;
[[File:MW M134 Inspect.jpg|thumb|none|600px|Inspecting the Minigun whilst utilizing the Juggernaut killstreak. The sticker on the gun contains a serial number, part number, and name of the manufacturer (which is &amp;quot;IWRZ Corp&amp;quot;).]]&lt;br /&gt;
[[File:MW2019JuggMinigun2.jpg|thumb|none|600px|A Juggernaut in multiplayer with the Minigun. Note the feed system, which might be misaligned due to the feed having physics.]]&lt;br /&gt;
[[File:MW2019LittleBirdRU1.jpg|thumb|none|600px|A Russian Little Bird with twin Miniguns.]]&lt;br /&gt;
[[File:MW2019LittleBirdRU2.jpg|thumb|none|600px|Firing]]&lt;br /&gt;
[[File:M134D.jpg|thumb|none|450px|Dillon Aero M134D with slotted flash hider - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW19 Sentrygun (1).jpg|thumb|none|600px|A deployed Sentry Gun on Khandor Hideout.]]&lt;br /&gt;
[[File:MW19 Sentrygun (2).jpg|thumb|none|600px|Left side of the automated M134.]]&lt;br /&gt;
&lt;br /&gt;
==FN Minimi==&lt;br /&gt;
The [[FN Minimi]] was added during Season 3 as the &amp;quot;Bruen Mk9&amp;quot; (this name is very similar to the &amp;quot;Bered Mk8&amp;quot; Negev/Ultimax hybrid that was added to ''Modern Warfare Remastered'''s multiplayer). It is modeled with a handguard inspired by that of the FN Minimi Mk3, along with an [[M240 machine gun|M240]]-like stock. It can use 100 and 200-round belts, as well as 60-round box magazines via the STANAG adaptor. When loading from the SureFire magazines, the Minimi can retain ADS while reloading.&lt;br /&gt;
&lt;br /&gt;
A Minimi with a vertical foregrip and a custom stock is also seen in the &amp;quot;Sending Love&amp;quot; calling card. Another Minimi, fitted with an EOTech holographic sight and attached to a stationary mount, is seen on the &amp;quot;Realism Moshpit&amp;quot; tab on the matchmaking menu.&lt;br /&gt;
[[File:Minimi 5.56 Mk3.jpg|thumb|none|450px|FN Minimi Mk3 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M240-1.jpg|thumb|none|500px|FN M240B - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW2019 M249.jpg|thumb|none|600px|The &amp;quot;Bruen Mk9&amp;quot; in Gunsmith. Note the pseudo M240 stock which is depicted without the ridges and the sling attachment point of the real deal.]]&lt;br /&gt;
[[File:MW2019 M249 1.jpg|thumb|none|600px|Note the lack of a clubfoot in the bottom of the stock.]]&lt;br /&gt;
[[File:MW Minimi (1).jpg|thumb|none|600px|Equipping the FN Minimi with the carry handle.]]&lt;br /&gt;
[[File:MW Minimi (2).jpg|thumb|none|600px|The Minimi in idle.]]&lt;br /&gt;
[[File:MW Minimi (3).jpg|thumb|none|600px|Aiming through the iron sights.]]&lt;br /&gt;
[[File:MW Minimi (4).jpg|thumb|none|600px|Unlike the other machine guns, the charging handle is only used on empty reloads.]]&lt;br /&gt;
[[File:MW Minimi (5).jpg|thumb|none|600px|Flicking out a leftover link and inspecting the chamber.]]&lt;br /&gt;
[[File:MW Minimi (6).jpg|thumb|none|600px|Placing a new belt on the non-empty reloads; a leftover link is left on the feed tray and gets pushed away by the new links.]]&lt;br /&gt;
[[File:MW Minimi (7).jpg|thumb|none|600px|Thumping a pallet with the stock.]]&lt;br /&gt;
[[File:MW Minimi (8).jpg|thumb|none|600px|A paratrooper length Minimi with a Leupold HAMR sight.]]&lt;br /&gt;
[[File:MW Minimi (9).jpg|thumb|none|600px|Tossing aside a spent SureFire magazine.]]&lt;br /&gt;
[[File:MW Minimi (10).jpg|thumb|none|600px|Inserting a new quad-stack mag.]]&lt;br /&gt;
[[File:MW Minimi (11).jpg|thumb|none|600px|Charging the Minimi in an underhanded fashion.]]&lt;br /&gt;
[[File:MW Minimi (12).jpg|thumb|none|600px|A long-barreled Minimi with the bipod deployed and the 200-round belt box.]]&lt;br /&gt;
[[File:MW MDR Menu.jpg|thumb|none|600px|The Minimi on the lower image, on a fixed mounting.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG5]] appears as the &amp;quot;M91&amp;quot;. In the campaign it is used mainly by US Marines instead of the more appropriate [[M240]].&lt;br /&gt;
&lt;br /&gt;
Some of the blueprints available for the &amp;quot;M91&amp;quot; heavily modify the MG5's appearance with elements of the [[Knight's Armament LMG|Knight's Armament LAMG]]. The extended 150-round belt box is also shaped on the LAMG's hexagonal belt container.&lt;br /&gt;
[[File:MG5-FDE.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG5 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW MG5 (1).jpg|thumb|none|600px|Drawing the H&amp;amp;K MG5 with the aid of the carry handle.]]&lt;br /&gt;
[[File:MW MG5 (2).jpg|thumb|none|600px|Holding the MG5 on a hostile chicken farm.]]&lt;br /&gt;
[[File:MW MG5 (3).jpg|thumb|none|600px|ADS view of the MG5.]]&lt;br /&gt;
[[File:MW MG5 (4).jpg|thumb|none|600px|Regardless of whether it was empty or not, the reloads always involve the user pointing the machine gun skywards and working the action.]]&lt;br /&gt;
[[File:MW MG5 (5).jpg|thumb|none|600px|Flicking away a leftover belt link in an empty reload.]]&lt;br /&gt;
[[File:MW MG5 (6).jpg|thumb|none|600px|The default empty reload animation also has the player character flip up the feed tray to check the chamber, a bit like the machine guns in ''[[Squad]]''. In an empty Sleight of Hand reload, the player character pushes off the leftover belt links when putting on the new ammo belt, and doesn't check the chamber.]]&lt;br /&gt;
[[File:MW MG5 (7).jpg|thumb|none|600px|Reloading the belt box.]]&lt;br /&gt;
[[File:MW MG5 (8).jpg|thumb|none|600px|The player character threatens a chicken for trying to eat his camouflage.]]&lt;br /&gt;
[[File:KAC LAMG.jpg|thumb|none|400px|KAC LAMG (prototype 3D render)]]&lt;br /&gt;
[[File:MW MG5 Old Wounds.jpg|thumb|none|600px|The &amp;quot;Old Wounds&amp;quot; MG5, note the shape of the handguard and the hexagonal-shaped belt box.]]&lt;br /&gt;
[[File:MW MG5 Hazard.jpg|thumb|none|600px|Another example of the LAMG-inspired furniture on the &amp;quot;Hazard&amp;quot; blueprint.]]&lt;br /&gt;
[[File:MW MG5 (9).jpg|thumb|none|600px|The &amp;quot;Warhead&amp;quot; MG5 blueprint in-game; a reward for reaching max rank in the first season.]]&lt;br /&gt;
[[File:MW MG5 (10).jpg|thumb|none|600px|Aiming down the different set of iron sights.]]&lt;br /&gt;
[[File:MW MG5 (11).jpg|thumb|none|600px|Loading the new belt in place.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MG5 A2===&lt;br /&gt;
The &amp;quot;M91 Special Forces&amp;quot; attachment gives the weapon a shorter barrel, turning it into an MG5 A2 (except that the in-game barrel is not fluted). There is also an ''even shorter'' barrel option called &amp;quot;M91 Infantry&amp;quot;.&lt;br /&gt;
[[File:MG5 A2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG5 A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW2019 MG5A2.jpg|thumb|none|600px|The MG5 equipped with the &amp;quot;M91 Special Forces&amp;quot; barrel, converting it into the A2.]]&lt;br /&gt;
[[File:MW2019 MG5A2ejectionport.jpg|thumb|none|600px|In a modeling oversight, there is no ejection port for empty cartridges. This error is also present on some P90 weapon blueprints, such as the &amp;quot;Ruby Rampage&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament LAMG==&lt;br /&gt;
The [[Knight's Armament LAMG]] itself was added during Season 5, under the name &amp;quot;FiNN LMG&amp;quot;. As with many weapons in the game, the model has some visual alterations compared to its real-world counterpart.&lt;br /&gt;
&lt;br /&gt;
It can use standard 5.56x45mm rounds or cased telescoped (CT) ammunition, coming in a default hexagonal 75-round belt box or an extended 100-round sack. It can also be modified with grips similar to the [[KAC ChainSAW]], via the &amp;quot;XRK ChainSAW&amp;quot; attachment. The &amp;quot;XRK M309 Forward Assault&amp;quot; stock is also similar to the older KAC LMG's tubular stock.&lt;br /&gt;
&lt;br /&gt;
The barrel customizations each have a variation with the gas system set to adverse (visually indicated by an orange ziptie around the handguard) that increases the cyclic rate at the expense of losing accuracy. When using these customizations, cosmetic flames will emerge from the muzzle after sustained fire.&lt;br /&gt;
&lt;br /&gt;
[[File:KAC LAMG.jpg|thumb|none|400px|KAC LAMG (prototype 3D render)]]&lt;br /&gt;
[[File:MW2019 KACLMG.jpg|thumb|none|600px|The KAC LAMG in Gunsmith, unmodified.]]&lt;br /&gt;
[[File:MW2019 KACLMG2.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MW LAMG (1).jpg|thumb|none|600px|Raines with the LAMG in-game.]]&lt;br /&gt;
[[File:MW LAMG (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MW LAMG (3).jpg|thumb|none|600px|Pulling the charging handle from empty.]]&lt;br /&gt;
[[File:MW LAMG (4).jpg|thumb|none|600px|Removing the empty belt box.]]&lt;br /&gt;
[[File:MW LAMG (5).jpg|thumb|none|600px|Feeding in new links of regular 5.56.]]&lt;br /&gt;
[[File:MW LAMG (6).jpg|thumb|none|600px|Closing the LAMG's top cover.]]&lt;br /&gt;
[[File:MW LAMG (7).jpg|thumb|none|600px|Thumping a crate with the LAMG.]]&lt;br /&gt;
[[File:MW2019 KACLAMGinspect.jpg|thumb|none|600px|The &amp;quot;FiNN&amp;quot; equipped with an Aimpoint Micro reflex sight and a suppressor, and using 5.56x45mm cased telescoped ammunition.]]&lt;br /&gt;
[[File:KAC ChainSAW.jpg|thumb|none|400px|KAC ChainSAW with 200 round ammo box, suppressor and [[Spike's Tactical Havoc Launcher|Spike's Tactical 37mm “Havoc” flare launcher]] - 5.56x45mm NATO / 37mm]]&lt;br /&gt;
[[File:MW LAMG ChainSAW (1).jpg|thumb|none|600px|The right side of the ChainSAW equipped with a cloth 100-round belt box. Unfortunately, it cannot be equipped with the M203.]]&lt;br /&gt;
[[File:MW LAMG ChainSAW (2).jpg|thumb|none|600px|Meleeing to show off the ChainSAW grip. Note that the sights are still flipped up.]]&lt;br /&gt;
&lt;br /&gt;
==L86A1==&lt;br /&gt;
The [[L86A1]] is featured as the &amp;quot;SA87&amp;quot;, fitted with a 30-round STANAG magazine by default. It has the proper L86 barrel length and stock cutout for a folding shoulder support, but it also has some features of the [[L85]] assault rifle variant, namely the longer handguard (here fitted with top, bottom and right-mounted rails) and the lack of a rear vertical grip. The bipod is an optional attachment for this weapon.&lt;br /&gt;
&lt;br /&gt;
It was referred to as the newer L86A2 during the alpha, but the name was later changed to &amp;quot;SA87&amp;quot;; intentional or not, this name sounds rather similar to the SAR-87, an experimental assault rifle from Sterling Armaments, despite the SAR not having anything in common with the L86 other than being British and derived from the [[AR-18]].&lt;br /&gt;
&lt;br /&gt;
[[File:SA80-L86A1.jpg|thumb|none|450px|L86A1 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW L86A1 (1).jpg|thumb|none|600px|An L86A1 in-game.]]&lt;br /&gt;
[[File:MW L86A1 (2).jpg|thumb|none|600px|Aiming down the carry handle iron sights.]]&lt;br /&gt;
[[File:MW L86A1 (3).jpg|thumb|none|600px|Toggling the fire selector.]]&lt;br /&gt;
[[File:MW L86A1 (4).jpg|thumb|none|600px|Removing a magazine.]]&lt;br /&gt;
[[File:MW L86A1 (5).jpg|thumb|none|600px|Inserting a new one, which is followed by a quick mag-slap. Note that for whatever reason, the picatinny rail section on the left hand side of the handguard lacks rails.]]&lt;br /&gt;
[[File:MW L86A1 (6).jpg|thumb|none|600px|Pulling the L86's charging handle.]]&lt;br /&gt;
[[File:MW L86A1 (7).jpg|thumb|none|600px|Meleeing with the bullpup; a surefire way to induce malfunctions with the problematic A1 series.]]&lt;br /&gt;
[[File:MW L86A1 (8).jpg|thumb|none|600px|When aiming through an offset reflex sight, the bolt can be seen locking back on empty on the L86A1.]]&lt;br /&gt;
[[File:MW L86A1 (9).jpg|thumb|none|600px|Palming the bolt release on the Sleight of Hand reload.]]&lt;br /&gt;
&lt;br /&gt;
===L85A1===&lt;br /&gt;
The L86 can be fitted with a shorter barrel via the “SA87 18.2&amp;quot; Factory” attachment; coupled with the already present L85 features, this essentially turns it into an [[L85A1]] assault rifle.&lt;br /&gt;
[[File:Sa80-l85a1.jpg|thumb|none|400px|L85A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW L85A1 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a L85A1. Note that the handguard combines the L85 length with the grip stop of the L86. Also note the signature ''Modern Warfare'' fictionalizations such as four receiver vents instead of the proper five, three handguard vents instead of the proper four, no vents at all on the upper handguard segment, some missing pins while adding ones to the pistol grip and a misshapen trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The [[MG34]] appears in the game, using a 50-round belt drum. The usage of the MG34 in a modern context is likely inspired by its real life usage in the Syrian Civil War, even though the [[MG42]]-based MG3 or Zastava M53 would be more appropriate.&lt;br /&gt;
&lt;br /&gt;
The game misportrays the MG34 as a right-ejecting weapon, when it is actually down-ejecting. Unlike the PKM below, the non-disintegrating ammo belt of the MG34 is not depicted.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lucky Strike&amp;quot; blueprint gives it a custom modern barrel shroud and the pseudo Fortis LA stock available to other weapons as &amp;quot;FORGE TAC Ultralight&amp;quot;.&lt;br /&gt;
[[File:Mg-34man-portable.jpg|thumb|none|450px|MG34 with Gurtrommel 34 50-round belt drum - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:MW MG 34 (1).jpg|thumb|none|600px|The MG34 in multiplayer.]]&lt;br /&gt;
[[File:MW MG 34 (2).jpg|thumb|none|600px|Iron sights of the MG.]]&lt;br /&gt;
[[File:MW MG 34 (3).jpg|thumb|none|600px|Pulling the charging handle back at the start of a reload. Note the Picatinny rail added to the top cover.]]&lt;br /&gt;
[[File:MW MG 34 (4).jpg|thumb|none|600px|Latching in a new ''Gurtrommel 34'' assault drum. Note how the character holds the machine gun by the receiver with his right hand.]]&lt;br /&gt;
[[File:MW MG 34 (5).jpg|thumb|none|600px|Pulling out the 7.92mm ammo belt a bit too far.]]&lt;br /&gt;
[[File:MW MG 34 (6).jpg|thumb|none|600px|The melee animation of the MG34.]]&lt;br /&gt;
[[File:MW MG 34 Blowtorch (1).jpg|thumb|none|600px|The &amp;quot;Blowtorch&amp;quot; MG 34 which gives the machinegun a completely new modern chassis. &amp;quot;7.62 Mauser&amp;quot; is again inscribed above the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
The [[PKM]] is available in ''Modern Warfare''. The non-disintegrating ammo belt is portrayed in-game, however it is portrayed with the entire belt being permanently linked (like older PK belts) instead of having a break every 25 rounds; the reload animation simplifies the removal process of a partially depleted belt by doing the first part of the reload animation off-screen.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;25.9&amp;quot; heavy barrel&amp;quot; attachment gives it a [[PKP Pecheneg]]'s barrel assembly, though it retains the original carry handle in addition to rib-like handle of the Pecheneg.&lt;br /&gt;
&lt;br /&gt;
Various blueprints such as the &amp;quot;Standard Issue&amp;quot;, &amp;quot;Bludgeoner&amp;quot; and &amp;quot;Game Over&amp;quot; are fitted with modern Zenit-style tactical furniture. Some PKMs found in the campaign are also equipped with the same furniture.&lt;br /&gt;
[[File:PKM-mg.jpg|thumb|none|450px|PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R]]&lt;br /&gt;
[[File:MW PKM (1).jpg|thumb|none|600px|Azur equips a PKM, making use of the carry handle.]]&lt;br /&gt;
[[File:MW PKM (2).jpg|thumb|none|600px|The PKM in idle. Note that the rear leaf sight is attached to the dust cover by a section of picatinny rail, while in real life it is integral.]]&lt;br /&gt;
[[File:MW PKM (3).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:MW PKM (4).jpg|thumb|none|600px|Reloading. The player character incorrectly pulls the charging handle before opening the feed tray cover.]]&lt;br /&gt;
[[File:MW PKM (5).jpg|thumb|none|600px|Latching in a new belt box. Note that, like with many other games, the mid-belt reload shows the bolt carrier being forwards when the feed tray cover is opened, in the correct position for reloading. Being an open bolt weapon (and with the operator doubly cocking the weapon beforehand), the bolt carrier would instead actually be locked back. As the PK family of machine guns pulls cartridges rearward out of the belt instead of pushing them through, i.e. how the M240 and M249 machine guns operate, because of the large rim on the 7.62x54mm cartridge, the weapon can only be properly loaded by racking the charging handle once at the end of the process so that the first cartridge can be pulled out of the belt and readied for firing. The procedure depicted in game would realistically result in a PKM that would need to be dry fired and cycled a whopping ''third'' time before being shootable.]]&lt;br /&gt;
[[File:MW PKM (6).jpg|thumb|none|600px|Placing in the new belt of ammunition, which features some extra &amp;quot;slack&amp;quot; that drops in front of the belt box. When dashing, the loose spent belt will hang downwards as the character holds the PKM upwards. The belt returns to hanging in front of the box after the MG is brought back down.]]&lt;br /&gt;
[[File:MW PKM (7).jpg|thumb|none|600px|Operating the charging handle a second time after closing the feed tray cover to properly &amp;quot;pre-chamber&amp;quot; a round.]]&lt;br /&gt;
[[File:MW PKM (8).jpg|thumb|none|600px|Stock attack of the PKM.]]&lt;br /&gt;
[[File:PKM-Zenitco.jpg|thumb|none|450px|PKM with Zenitco furniture - 7.62x54mm R]]&lt;br /&gt;
[[File:MW PKM (9).jpg|thumb|none|600px|A PKM with modern tactical furniture, occasionally found in the campaign, and is similar to the &amp;quot;Standard Issue&amp;quot; Weapon Blueprint in multiplayer.]]&lt;br /&gt;
[[File:MW PKM (10).jpg|thumb|none|600px|Holding the updated PKM.]]&lt;br /&gt;
[[File:MW PKM (11).jpg|thumb|none|600px|Aiming with the new rear sight.]]&lt;br /&gt;
[[File:MW PKM Gunsmith (1).jpg|thumb|none|600px|Right side of the PKM as seen in Gunsmith.]]&lt;br /&gt;
[[File:MW PKM Gunsmith (2).jpg|thumb|none|600px|A customized PK, including the PKP-style heavy barrel assembly.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MG 338==&lt;br /&gt;
The 2020 prototype of the [[SIG-Sauer MG 338]] was leaked into the game in February 2021 as the &amp;quot;RAAL MG&amp;quot; (standing for &amp;quot;Reconnaissance Auxiliary Assault Lightweight Machine Gun&amp;quot;). It was fully implemented into multiplayer on August 24, 2021, with various modifications, such as a 50 or 150 round belt alongside the default 100 round belt. Other unique attachments include a red dot/range finder combination sight, a snatch grip like the PKM, and a unique suppressor called the &amp;quot;RAAL Monocore&amp;quot; (modeled after SIG's Next Generation Suppressor). By default, it has a collapsible stock inspired by that of the 2020 prototype of the SIG-Sauer LMG-6.8; this can replaced by other stocks, including a Magpul SL-S style stock that is folded to the side instead of removing it, similarly to the AN-94. Additionally, the MG 338's real semi-auto setting is also usable via the fire selector.&lt;br /&gt;
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]]&lt;br /&gt;
[[File:SIG LMG 6.8.jpg|thumb|none|450px|SIG-Sauer LMG-6.8 (2020 prototype) - 6.8x51mm FURY. Image used as a reference for the stock.]]&lt;br /&gt;
[[File:SIGMG338MW19 preview.jpg|thumb|none|600px|The &amp;quot;RAAL MG&amp;quot; in the gunsmith preview screen. Note the A2 grip instead of the proprietary grip.]]&lt;br /&gt;
[[File:SIGMG338MW19 preview2.jpg|thumb|none|600px|The right side.]]&lt;br /&gt;
[[File:SIGMG338MW19 idle.jpg|thumb|none|600px|The MG 338 being used in &amp;quot;Killhouse&amp;quot;.]]&lt;br /&gt;
[[File:SIGMG338MW19 ADS.jpg|thumb|none|600px|Looking down the iron sights.]]&lt;br /&gt;
[[File:SIGMG338MW19 inspect1.jpg|thumb|none|600px|Inspecting the machine gun involves checking the feed tray.]]&lt;br /&gt;
[[File:SIGMG338MW19 inspect2.jpg|thumb|none|600px|Then flipping the gun on its side and taking in the chunky FDE magnificence. Note the &amp;quot;ZLR&amp;quot; manufacturer marking.]]&lt;br /&gt;
[[File:SIGMG338MW19 inspect3.jpg|thumb|none|600px|Checking the ejection port and charging handle.]]&lt;br /&gt;
[[File:SIGMG338MW19 reload1.jpg|thumb|none|600px|Reloading from empty involves racking the charging handle.]]&lt;br /&gt;
[[File:SIGMG338MW19 reload2.jpg|thumb|none|600px|Clearing the feed tray of stray links.]]&lt;br /&gt;
[[File:SIGMG338MW19 reload3.jpg|thumb|none|600px|Replacing the ammunition box.]]&lt;br /&gt;
[[File:SIGMG338MW19 reload4.jpg|thumb|none|600px|Then closing the unique side folding top cover.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] appears as the &amp;quot;Strela-P&amp;quot; (named after the [[SA-7 Grail|Strela]] MANPADS series, which the Carl Gustaf is unrelated to). In the beta, the rounds it fired were incorrectly depicted as both direct-fire and lock-on; while programmable rounds are planned for the M4 variant, none currently exist. In the released game, the M4 is direct fire only.&lt;br /&gt;
&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:MW M4CG (1).jpg|thumb|none|600px|Zane continues the ''[[Insurgency: Sandstorm]]'' tradition of engaging idle vehicles with AT launchers.]]&lt;br /&gt;
[[File:MW M4CG (2).jpg|thumb|none|600px|Aiming down the M4's scope.]]&lt;br /&gt;
[[File:MW M4CG (3).jpg|thumb|none|600px|Dumping a spent round as the yellow van remains undamaged from a recoilless round. While the animation of dumping the round is done primarily off screen, the part is actually fully animated, and is visible in third person.]]&lt;br /&gt;
[[File:MW M4CG (4).jpg|thumb|none|600px|The backblast cone slides back into place after Zane tilts the launcher up to insert a fresh shell.]]&lt;br /&gt;
[[File:MW M4CG (5).jpg|thumb|none|600px|It gets shoved aside as the new 84mm round is loaded.]]&lt;br /&gt;
[[File:MW M4CG (6).jpg|thumb|none|600px|Melee ing with the Carl Gustaf. Note the unused reflex sight ahead of the scope.]]&lt;br /&gt;
[[File:MW M4CG floating.jpg|thumb|none|600px|The, for some reason unpopular, gravity-defying edition of the Carl Gustaf. Note the RGD-5 grenades on Zane's gear.]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The [[FGM-148 Javelin]] appears as the &amp;quot;JOKR&amp;quot;. The Javelin's thermal imaging, oddly referred to as a hybrid optic, is also integrated as a usable function, and can be toggled by pressing the &amp;quot;hold breath&amp;quot; key while aiming. Like in previous ''Modern Warfare'' games, the Javelin has the unrealistic ability to lock on to the ground. Getting struck by the EMP Drone Field Upgrade will briefly deactivate the lock on function, instead of deactivating the entire weapon like in previous games. The Javelin does not have a proper reload animation in first person, but in third person the launcher is reloaded by shoving a new missile through the front of the Launch Tube Assembly (LTA); the correct way to reload the Javelin is to detach the CLU from the spent tube and reattach it to a new LTA.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU (the current production BCU has a mesh heat shield rather than a solid one) - 127mm]]&lt;br /&gt;
[[File:MW FGM-148 (1).jpg|thumb|none|600px|The FGM-148 system in game.]]&lt;br /&gt;
[[File:MW FGM-148 (2).jpg|thumb|none|600px|Aiming down the CLU.]]&lt;br /&gt;
[[File:MW FGM-148 (3).jpg|thumb|none|600px|Locking on, about to fire the missile.]]&lt;br /&gt;
[[File:MW FGM-148 (4).jpg|thumb|none|600px|Using the Javelin as a very, very expensive battering ram.]]&lt;br /&gt;
&lt;br /&gt;
==FN 40GL==&lt;br /&gt;
The [[FN 40GL]] can be attached to the SCAR-H. Like the other underbarrel grenade launchers featured in-game, it can use six types of grenades: high-explosive, incendiary, concussive, flash, smokescreen, and &amp;quot;snapshot&amp;quot; (the latter via the &amp;quot;40mm Recon&amp;quot; attachment).&lt;br /&gt;
[[File:Mk13.jpg|thumb|none|350px|FN 40GL - 40mm]]&lt;br /&gt;
[[File:MW FN 40GL (1).jpg|thumb|none|600px|A good view of the FN 40GL as seen during the SCAR's reload. The trigger assembly is actually present this time, unlike in ''Ghosts''. Note that the handgrip is shaped a bit more like the F2000's GL1.]]&lt;br /&gt;
[[File:MW FN 40GL (2).jpg|thumb|none|600px|Using the grenade launcher.]]&lt;br /&gt;
[[File:MW FN 40GL (3).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot;, which really just zooms in.]]&lt;br /&gt;
[[File:MW FN 40GL (4).jpg|thumb|none|600px|Reloading the 40GL.]]&lt;br /&gt;
[[File:MW FN40GL Gunsmith.jpg|thumb|none|600px|Gunsmith preview of an FN 40GL.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
The [[GP-25]] can be mounted on the AK-47 (as well as the campaign-exclusive &amp;quot;AK-12&amp;quot;).&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:MW GP-25 (1).jpg|thumb|none|600px|The GP-25 mounted to an AK-74 lookalike.]]&lt;br /&gt;
[[File:MW GP-25 (2).jpg|thumb|none|600px|The GP-25, activated.]]&lt;br /&gt;
[[File:MW GP-25 (3).jpg|thumb|none|600px|Aiming the grenade launcher; the actual sights are present but not used.]]&lt;br /&gt;
[[File:MW GP-25 (4).jpg|thumb|none|600px|Reloading the VOG-25 round.]]&lt;br /&gt;
[[File:MW GP25 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a GP-25.]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher can be attached to many of the other weapons in the &amp;quot;assault rifles&amp;quot; category.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[File:MW M16M203 (2).jpg|thumb|none|600px|Using the M203 affixed to the M16 lookalike; as with the GP-25 above, the flip-up grenade launcher leaf sight associated with this particular barrel option is never used for its intended purpose.]]&lt;br /&gt;
[[File:MW M16M203 (3).jpg|thumb|none|600px|Aiming the launcher.]]&lt;br /&gt;
[[File:MW M203 (1).jpg|thumb|none|600px|Dumping a spent shell out of the M203.]]&lt;br /&gt;
[[File:MW M203 (5).jpg|thumb|none|600px|Inserting a new 40mm round.]]&lt;br /&gt;
[[File:MW19-M203-1.jpg|thumb|none|600px|Reloading an LMT M203 mounted on an &amp;quot;M4A1&amp;quot; in one of the trailers.]]&lt;br /&gt;
[[File:MW M203 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of the M203.]]&lt;br /&gt;
[[File:MW2019M203shorty.jpg|thumb|none|600px|A Marine in single player with the M203 &amp;quot;mounted&amp;quot; on a 10.3&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
===Madbull XM203===&lt;br /&gt;
When equipped on the Tavor CTAR-21, SIG SG 552, Galil ACE and AN-94, the M203 resembles an Airsoft version, the Madbull XM203, albeit modeled with a more conventional trigger assembly seemingly taken from the experimental ISTEC ISL-200.&lt;br /&gt;
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]&lt;br /&gt;
[[File:ISL-200.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]&lt;br /&gt;
[[File:MW Tavor 40mm.jpg|thumb|none|600px|The fictional launcher attached to a Tavor. [[Call of Duty: Modern Warfare 2#IMI Tavor TAR-21|10 years, and they still haven't learned...]]]]&lt;br /&gt;
[[File:MW XM203 (1).jpg|thumb|none|600px|The &amp;quot;M203&amp;quot; affixed to a &amp;quot;Grau 5.56&amp;quot;; like most of the game's UBGLs, it lacks sights of any sort.]]&lt;br /&gt;
[[File:MW XM203 (2).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:MW XM203 (3).jpg|thumb|none|600px|The GP25-impersonating XM203 on the AN-94. Note the replacement railed handguard.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor Mark 14==&lt;br /&gt;
The [[Milkor Mark 14]] appears in campaign and Special Ops as the &amp;quot;MGL-32&amp;quot;, as well as appearing as a secret weapon with a less than 1% drop rate in Warzone. It can be found loaded with high-explosive grenades or incendiary grenades. It can also use &amp;quot;thermite&amp;quot; grenades in Special Ops when the Demolition class is selected. It is reloaded with a (possibly VLTOR-made) speedloader.&lt;br /&gt;
&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:MW2019MGLm1.jpg|thumb|none|600px|An MGL on the ground of a Russian armory. How or why Russian forces have this is beyond anyone's guess.]]&lt;br /&gt;
[[File:MW2019MGLm2.jpg|thumb|none|600px|Alex checks the MGL's load when equipping the weapon, which he founds out is loaded with incedenary rounds.]]&lt;br /&gt;
[[File:MW MGL (1).jpg|thumb|none|600px|Alex exits the armory and prepares for the final onslaught in the level &amp;quot;Proxy War&amp;quot;.]]&lt;br /&gt;
[[File:MW MGL (2).jpg|thumb|none|600px|Aiming through the scope after the Russians unhelpfully cut out the lights.]]&lt;br /&gt;
[[File:MW MGL (3).jpg|thumb|none|600px|Dumping the MGL's payload in the Season 4 &amp;quot;Behind Enemy Lines&amp;quot; challenge.]]&lt;br /&gt;
[[File:MW MGL (5).jpg|thumb|none|600px|Loading the cylinder with an oversized speedloader.]]&lt;br /&gt;
[[File:MW MGL (4).jpg|thumb|none|600px|A view of the loaded 40mm rounds.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is featured in the game.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:MW RPG-7 (1).jpg|thumb|none|600px|Wielding the RPG-7 on the Grazna Raid level.]]&lt;br /&gt;
[[File:MW RPG-7 (2).jpg|thumb|none|600px|ADS of the RPG.]]&lt;br /&gt;
[[File:MW RPG-7 (3).jpg|thumb|none|600px|Reloading another warhead while observing the effects of the last shot. The hammer is correctly recocked afterwards; a detail which was added in later patches.]]&lt;br /&gt;
[[File:MW RPG-7 (4).jpg|thumb|none|600px|A closer look at the RPG.]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The Russian 9K333 Verba, also known by the NATO name [[SA-25]], appears in the game as the &amp;quot;PILA&amp;quot; (plural form of ''pilum'', a type of Roman javelin; it also means &amp;quot;saw&amp;quot; in Russian). It's depicted with a spherical battery coolant unit from a [[SA-14 Gremlin]]. Despite it being a MANPADS in reality, it is depicted as having the ability to direct-fire as well as lock on to aircraft and ground vehicles in-game. However it cannot lock on the &amp;quot;Cruise Missile&amp;quot; killstreak, despite being able to do so in real life.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
[[File:MW2019 SA-25.jpg|thumb|none|600px|The 9K333 Verba in Gunsmith. Note the Strela-3 spherical battery coolant unit and the fictional &amp;quot;FSS&amp;quot; company branding on the gripstock housing.]]&lt;br /&gt;
[[File:MW SA-25 (1).jpg|thumb|none|600px|Holding the 9K333/SA-25 and looking at a crashed UAV.]]&lt;br /&gt;
[[File:MW SA-25 (2).jpg|thumb|none|600px|Aiming through the Verba's scope.]]&lt;br /&gt;
[[File:MW SA-25 (3).jpg|thumb|none|600px|Reloading the tube in a dubious manner.]]&lt;br /&gt;
[[File:MW SA-25 (4).jpg|thumb|none|600px|The weapon inspection feature added post-release allows to take a closer look at the launcher.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
The &amp;quot;Flash Grenade&amp;quot; in multiplayer is a [[Model 7290 flashbang grenade]].&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
[[File:MW M7920 Flash (1).jpg|thumb|none|600px|An M7920 grenade in the loadout menu.]]&lt;br /&gt;
[[File:MW M7920 Flash (2).jpg|thumb|none|600px|About to toss a Flashbang grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Mk.V CN Gas Grenade==&lt;br /&gt;
A modernized depiction of the American [[Mk.V CN Gas Grenade]] appears in multiplayer as the &amp;quot;Gas Grenade&amp;quot;.&lt;br /&gt;
[[File:GasGrenadeMk.jpg|thumb|none|150px|Mk.V CN Gas Grenade.]]&lt;br /&gt;
[[File:MW MkV CN (1).jpg|thumb|none|600px|The updated Mk. V CN grenade in loadout.]]&lt;br /&gt;
[[File:MW MkV CN (2).jpg|thumb|none|600px|About to toss the Gas grenade on the Sea Knight crash site.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade|M18 Smoke Grenade]] appears in multiplayer as the &amp;quot;Smoke Grenade&amp;quot;. It is also used for the Care Package, Emergency Airdrop, and Juggernaut killstreaks and the Weapon Drop field upgrade to mark their drop locations.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[File:MW M18 Smoke (1).jpg|thumb|none|600px|A Smoke Grenade in the loadout menu.]]&lt;br /&gt;
[[File:MW M18 Smoke (2).jpg|thumb|none|600px|Thumbing the pin off an M18. Note the FAMAS with its bipod deployed in this instance.]]&lt;br /&gt;
[[File:MW2019M18smoke2.jpg|thumb|none|600px|An M18 Smoke Grenade 'deployed&amp;quot;.]]&lt;br /&gt;
[[File:MW2019M18smoke3.jpg|thumb|none|600px|A member of the SAS with two M18 grenades on his rig.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 Hand Grenade]] is featured in the game as the standard grenade, used by all factions. It is also used as a booby trap in single player.&lt;br /&gt;
[[File:M67.jpg|thumb|none|200px|M67 Grenade.]]&lt;br /&gt;
[[File:MW M67 Frag (1).jpg|thumb|none|600px|The M67 Frag Grenade in the loadout section.]]&lt;br /&gt;
[[File:MW M67 Frag (2).jpg|thumb|none|600px|Preparing to throw an M67 grenade.]]&lt;br /&gt;
[[File:MW M67 Idle.jpg|thumb|none|600px|Holding the grenade with the spoon removed. Note that the striker appears to not be in the fired position, which would prevent the fuze from detonating in real life.]]&lt;br /&gt;
[[File:Mw2019grenadetrap1.jpg|thumb|none|600px|An Al-Qatala grenade trap in single player.]]&lt;br /&gt;
[[File:Mw2019grenadetrap2.jpg|thumb|none|600px|The other side of another grenade trap.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The [[M18A1 Claymore]] is featured in the game, still featuring laser tripwire detonators.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:MW M18A1 (1).jpg|thumb|none|600px|A Claymore mine laying in front a G36. Note its legs are missing.]]&lt;br /&gt;
[[File:MW M18A1 (2).jpg|thumb|none|600px|The M18A1 equipped.]]&lt;br /&gt;
[[File:MW M18A1 (3).jpg|thumb|none|600px|Deploying the mine.]]&lt;br /&gt;
[[File:MW M18A1 (4).jpg|thumb|none|600px|The lasers don't even emit from the top apparatus anymore.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
A somewhat fictionalized depiction of the [[M84 stun grenade]] is featured in multiplayer as the &amp;quot;Stun Grenade&amp;quot;.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:MW M84 Stun (1).jpg|thumb|none|600px|A M84 grenade in the loadout.]]&lt;br /&gt;
[[File:MW M84 Stun (2).jpg|thumb|none|600px|Flicking the pin off of a M84 stun grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Bouncing Mine==&lt;br /&gt;
The &amp;quot;proximity mine&amp;quot; is a lethal gadget in multiplayer. Its design basis is an Italian VS-1.6 mine depicted upside-down, and with prongs similar to the Valmara 69 mine on its new top side. It functions as a bounding mine that somehow deals damage to both infantry and vehicles. It is also described to be pressure-triggered in its description, making its &amp;quot;proximity mine&amp;quot; designation inaccurate, though gameplay wise it functions with a video-gamey personnel-detecting proximity trigger.&lt;br /&gt;
[[File:MW VS Mine (1).jpg|thumb|none|600px|The &amp;quot;Proximity Mine&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[File:MW VS Mine (2).jpg|thumb|none|600px|Holding the mine.]]&lt;br /&gt;
[[File:MW VS Mine (3).jpg|thumb|none|600px|The bounding mine, deployed.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Thermite&amp;quot;==&lt;br /&gt;
The Thermite grenade in multiplayer is a fictional incendiary grenade with an appearance that seems to be loosely based on the Yugoslavian PMR-4 stake grenade. It has a rather interesting operation procedure: it is thrown like a throwing knife, and it activates after impacting and sticking into a surface, releasing a circle of flames around itself for several seconds. Gameplay-wise, its function is the most similar to the Firestar from ''Titanfall 2'', a game made by Respawn Entertainment which was founded by ex-Infinity Ward employees.&lt;br /&gt;
[[File:MW Thermite 1.jpg|thumb|none|600px|The Thermite grenade as seen in the inventory loadout.]]&lt;br /&gt;
[[File:MW Thermite (2).jpg|thumb|none|600px|Preparing to toss a Thermite grenade.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5==&lt;br /&gt;
Unusable [[RGD-5]] grenades are visible on vest of the Allegiance character Nikto and unlockable Season One uniforms for Rodion. Zane also has an outfit with the same unusable grenades.&lt;br /&gt;
[[File:Rdg5.jpg|thumb|none|450px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:Mw2019 rgd-5.jpg|thumb|none|600px|An RGD-5 on Nikto's vest.]]&lt;br /&gt;
[[File:MW Rodion RGD-5.jpg|thumb|none|600px|Two RGD-5 grenades on Rodion's vest. The other two uniform color schemes have the grenades painted black.]]&lt;br /&gt;
&lt;br /&gt;
==RGO Fragmentation Grenade==&lt;br /&gt;
The &amp;quot;Hidden&amp;quot; uniform for Spetsnaz operative Minotaur features two brown [[RGO/RGN fragmentation grenade|RGO fragmentation grenades]] on his vest.&lt;br /&gt;
[[File:RGO.jpg|thumb|none|450px|RGO frag grenade]]&lt;br /&gt;
[[File:MW RGN grenade.jpg|thumb|none|600px|Note the warpaint camo that is a rather obvious homage to ''[[Commando]]'' and ''[[Predator]]''.]]&lt;br /&gt;
&lt;br /&gt;
==M26 hand grenade==&lt;br /&gt;
What appears to be [[M26 hand grenade]]s are seen in the background of the player skin overview in multiplayer.&lt;br /&gt;
[[File:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
&lt;br /&gt;
=Emplaced/Mounted Weapons=&lt;br /&gt;
==AGM-114 Hellfire==&lt;br /&gt;
The AGM-114 Hellfire missile appears on the AH-64D Apache Longbow helicopter as well as the UAV killstreak in multiplayer. A slightly fictionalized Hellfire is also a part of the &amp;quot;Cruise Missile&amp;quot; killstreak, parented to a Storm Shadow/AGM-154 Joint Standoff Weapon hybrid shell. Hellfire missiles are mentioned by Alex and Captain Price in the campaign level &amp;quot;The Embassy&amp;quot;, however the missiles deployed by the UAV in the level do not appear to actually be Hellfires. These same missiles later appear in the level &amp;quot;Into the Furnace&amp;quot;.&lt;br /&gt;
[[File:AGM-114 Hellfire anti-tank.jpg|thumb|none|400px|Apache weapon wing - 4x AGM-114 Hellfire ATGM on the left, 19-cell Hydra 70mm FFAR pod on the right.]]&lt;br /&gt;
[[File:MW2019Apachehellfireclose.jpg|thumb|none|600px|Closeup of the Apache hardpoints, which has a similar configuration as the above image.]]&lt;br /&gt;
[[File:MW2019Apachehellfire.jpg|thumb|none|600px|An Apache in the mission &amp;quot;Hunting Party&amp;quot; armed with Hellfire missiles (and strangely used by the USMC). Note the lack of crew, something that exists in both its single player and multiplayer renditions.]]&lt;br /&gt;
[[File:MW UAV Render.jpg|thumb|none|600px|Official render of the fictional UAV model used in the game. Two Hellfire missiles can be seen attached to hardpoints on the left wing.]]&lt;br /&gt;
[[File:MW CruiseMissile Tablet.jpeg|thumb|none|600px|A Hellfire can be seen on the tablet when calling in the &amp;quot;Cruise Missile&amp;quot; killstreak. Note the additional fins around the middle of the missile body that are not present on real Hellfires.]]&lt;br /&gt;
[[File:MW19Hellfire1.jpg|thumb|none|600px|Front of the fictional Hellfire in the mission &amp;quot;Into the Furnace&amp;quot;.]]&lt;br /&gt;
[[File:MW19Hellfire3.jpg|thumb|none|600px|Side.]]&lt;br /&gt;
[[File:MW19Hellfire2.jpg|thumb|none|600px|Rear.]]&lt;br /&gt;
&lt;br /&gt;
==AGS-17==&lt;br /&gt;
In multiplayer, the [[AGS-17]] automatic grenade launcher is mounted on the Allegiance faction's &amp;quot;Wheelson&amp;quot; UGV killstreak.&lt;br /&gt;
[[File:Ags17.jpg|thumb|none|400px|AGS-17 &amp;quot;Plamya&amp;quot; on tripod - 30x29mm]]&lt;br /&gt;
[[File:MW AGS (1).jpg|thumb|none|600px|The AGS-17 &amp;quot;Plamya&amp;quot; mounted on an Allegiance &amp;quot;Wheelson&amp;quot; UGV in an official screenshot.]]&lt;br /&gt;
[[File:MW2019ALWHLS1.jpg|thumb|none|600px|An Allegiance &amp;quot;Wheelson&amp;quot; with AGS-17 in multiplayer. The text on the vehicle appears to be English instead of Russian.]]&lt;br /&gt;
[[File:MW2019ALWHLS2.jpg|thumb|none|600px|Closeup. Note that the bottom/forward ejection system appears to be blocked by that middle bottom camera. This is unlike the Coalition &amp;quot;Wheelson&amp;quot;, which uses the bottom/rearward ejecting Mk 47.]]&lt;br /&gt;
[[File:MW2019ALWHLS3.jpg|thumb|none|600px|Back, feed side.]]&lt;br /&gt;
[[File:MW2019ALWHLS4.jpg|thumb|none|600px|Back, other side.]]&lt;br /&gt;
[[File:MW AGS-17 (1).jpg|thumb|none|600px|Operating the Allegiance &amp;quot;Wheelson&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] appears in single player mounted on various vehicles and in multiplayer mounted on the Bradley-based IFVs. It is also used for the Shield Turret killstreak, fitted with a tripod, alternate barrel, and a gun shield.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:MW2019M2HB10.jpg|thumb|none|600px|Mounted to an Allegiance Bradley in multiplayer.]]&lt;br /&gt;
[[File:MW2019M2HB11.jpg|thumb|none|600px|Rear of the gun.]]&lt;br /&gt;
[[File:MW M2HB (1).jpg|thumb|none|600px|Entering the M2HB in the IFV - the operator always chambers a round, as it is standard procedure with the M2.]]&lt;br /&gt;
[[File:MW M2HB (2).jpg|thumb|none|600px|Using the Browning .50. Note the same MG42 crosshair that's been used since ''Call of Duty 2''. Aiming simply zooms in the screen.]]&lt;br /&gt;
[[File:MW2019AQTechie4.jpg|thumb|none|600px|A M2 mounted on an AQ technical in the mission &amp;quot;Going Dark&amp;quot;. Note the conspicuously mounted flashlight, which appears to be affixed to the top cover.]]&lt;br /&gt;
[[File:MW2019M2HB9.jpg|thumb|none|600px|An M2 mounted as a coaxial gun(!) inside a M2A4 Bradley in single player.]]&lt;br /&gt;
[[File:MW2019M2HB6.jpg|thumb|none|600px|An M2 mounted in a RWS on a Stryker, which is strangely being used by US Marines.]]&lt;br /&gt;
[[File:MW M2 Shield Turret (2).jpg|thumb|none|600px|Manning the &amp;quot;Shield Turret&amp;quot; M2 killstreak. Note the DI Optical DCL-120 reflex sight.]]&lt;br /&gt;
[[File:MW2019M2HB4.jpg|thumb|none|600px|An Allegiance soldier firing the gun. Note the AGS-style ammo drum.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster M242 Chaingun==&lt;br /&gt;
[[M242 Bushmaster chaingun]]s are mounted and used on the M2A4 Bradley IFV/&amp;quot;IAV&amp;quot; and psudo-OTO-Melara Puma &amp;quot;APC&amp;quot; armored vehicles in the game. What appears to be fictionalized version of the guns are mounted and used on the multiplayer incantations of the Bradley. &lt;br /&gt;
[[File:M242 25mm gun.jpg|thumb|none|500px|M242 Bushmaster Chain Gun - 25x137mm]]&lt;br /&gt;
[[File:M242 Cannon.jpg|thumb|none|450px|M242 Bushmaster Chain Gun (Current Model) - 25x137mm]]&lt;br /&gt;
[[File:MW2019Bradley1.jpg|thumb|none|600px|A Bradley in single player, which is for some reason being used by the USMC.]]&lt;br /&gt;
[[File:MW2019Bradley3.jpg|thumb|none|600px|Closeup of the M242 Chaingun on another Bradley in use by the ULF.]]&lt;br /&gt;
[[File:MW2019Pumarender.jpg|thumb|none|600px|An official render of the OTO-Melara Puma with fictional turret &amp;quot;APC&amp;quot;.]]&lt;br /&gt;
[[File:MW2019Puma3.jpg|thumb|none|600px|Closeup of the cannon. Note the addition of an M2 machine gun, which is clipping through the turret. This glitch only appears for the single player Puma models.]]&lt;br /&gt;
[[File:MW2019Bradley4.jpg|thumb|none|600px|An Allegiance Bradley. This version of the Bradley was carried over to the multiplayer of the sequel game, Modern Warfare II.]]&lt;br /&gt;
[[File:MW2019Bradley5.jpg|thumb|none|600px|Closeup of its gun.]]&lt;br /&gt;
[[File:MW2019Bradley6.jpg|thumb|none|600px|A Coalition Bradley. Note the BUSK III style up-armor and massive muzzle brake.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The &amp;quot;Precision Airstrike&amp;quot; Killstreak in multiplayer allows the player to call in two A-10 Thunderbolt II ground attack planes to strafe the enemy with their [[General Electric GAU-8/A Avenger]] rotary cannons.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:MW19 A-10C.jpg|thumb|none|600px|A cropped image of the &amp;quot;Precision Airstrike&amp;quot; background art - the in-game screen covers the GAU-8 a bit with the description text. The A-10's loadout also includes four AGM-65 Maverick air-to-surface missiles, four AIM-9 Sidewinder air-to-air missiles, and 14 Hydra 70 rockets in LAU-68 rocket pods.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
Fictional twin barrel [[M197 Vulcan]]s are affixed to the &amp;quot;VTOL Jet&amp;quot; in multiplayer, continuing the ''Modern Warfare 2'' tradition of inappropriately outfitting Harriers with swiveling gun turrets. It also appears in single player mounted on a Mi-17 in the mission &amp;quot;Going Dark&amp;quot; and on a Russian Little Bird in &amp;quot;Into the Furnace&amp;quot;.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
[[File:MW2019HarrierVulcan1.jpg|thumb|none|600px|A Coalition psudo Harrier II VTOL. Note the presence of an (unused) gun pod housing that in real life would contain a GAU-12 25mm cannon.]]&lt;br /&gt;
[[File:MW2019HarrierVulcan2.jpg|thumb|none|600px|An Allegiance VTOL, which reuses the same model but has a Sukhoi &amp;quot;Flanker&amp;quot;-like splinter camo livery. ]]&lt;br /&gt;
[[File:Vtol3.jpg|thumb|none|600px|A closeup of the strange twin barrel Vulcan.]]&lt;br /&gt;
[[File:MW2019Mi17Vulcan1.jpg|thumb|none|600px|Mounted on the nose of a Mi-17 in the mission &amp;quot;Going Dark&amp;quot;.]]&lt;br /&gt;
[[File:Mi171.jpg|thumb|none|600px|Underside view.]]&lt;br /&gt;
[[File:MW2019LittleBirdvulcan.jpg|thumb|none|600px|A Little Bird used by Barkov's forces in the mission &amp;quot;Into the Furnace&amp;quot;, mounting a Vulcan(!).]]&lt;br /&gt;
[[File:MW2019LittleBirdVulcan2.jpg|thumb|none|600px|Closeup.]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-30-2==&lt;br /&gt;
A stylized Sukhoi Su-25 &amp;quot;Frogfoot&amp;quot; appears in the game, namely near the end of the Highway of Death mission during Barkov's counter assault. In multiplayer, the jet is used as the delivery system for the &amp;quot;White Phosphorus&amp;quot; killstreak. The muzzle ends of its [[Gryazev-Shipunov GSh-30-2]] cannons can be seen mounted in the nose cone.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|400px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]&lt;br /&gt;
[[File:MW Su-25.jpg|thumb|none|600px|The background image seen from the White Phosphorous killstreak selection. Note the non-standard avionics sensor &amp;quot;eyes&amp;quot; seen below the cockpit, and a short pair of canards are also present just below them.]]&lt;br /&gt;
&lt;br /&gt;
==Hell Cannon==&lt;br /&gt;
The Hell Cannon, an improvised mortar created and used during the Syrian Civil War, appears in both single player and multiplayer on certain Middle Eastern maps and levels. It is unusable by the player, and is only seen fired by Urzikstan Liberation Force NPCs during the &amp;quot;Proxy War&amp;quot; mission.&lt;br /&gt;
[[File:real life hell cannon Syria.jpeg|thumb|none|450px|A real &amp;quot;Hell Cannon&amp;quot; found in Aleppo, Syria.]]&lt;br /&gt;
[[File:MW2019HellCannon1.jpg|thumb|none|600px|The &amp;quot;Hell Cannon&amp;quot; with some of its peculiar warheads.]]&lt;br /&gt;
[[File:MW2019HellCannon4.jpg|thumb|none|600px|A ULF fighter with one of the warheads.]]&lt;br /&gt;
[[File:MW2019HellCannon3.jpg|thumb|none|600px|ULF fighters load the cannon. Note lever to the left of the image, which may be how the cannon is fired.]]&lt;br /&gt;
[[File:MW2019HellCannon5.jpg|thumb|none|600px|One of the munitions airborne.]]&lt;br /&gt;
&lt;br /&gt;
==KPVT==&lt;br /&gt;
A [[KPV heavy machine gun|KPVT]] can be found in the &amp;quot;Azhir Cave&amp;quot; multiplayer map.&lt;br /&gt;
[[File:KPVT HMG.jpg|thumb|none|450px|KPVT heavy machine gun - 14.5x114mm]]&lt;br /&gt;
[[File:MW2019KPVT.jpg|thumb|none|600px|A KPVT almost installed on a truck.]]&lt;br /&gt;
[[File:MWKPVT2.jpg|thumb|none|600px|Other side.]]&lt;br /&gt;
&lt;br /&gt;
==M29 Mortar==&lt;br /&gt;
[[M29 Mortar]]s are used by Al-Qatala militants in some levels. Sergeant Garrick uses one to fire illumination rounds in the campaign level &amp;quot;The Embassy&amp;quot;.&lt;br /&gt;
[[File:M29 mortar.jpg‎|thumb|none|250px|M29 Mortar - 81mm]]&lt;br /&gt;
[[File:MW2019Mortar1.jpg|thumb|none|600px|The mortar next to a box of munitions.]]&lt;br /&gt;
[[File:MW2019Mortar2.jpg|thumb|none|600px|Other side.]]&lt;br /&gt;
[[File:CoDMW-M29Mortar2.jpg|thumb|none|600px|Garrick inserts a shell into the Mortar in a scene that appears to be inspired by ''[[13 Hours: The Secret Soldiers of Benghazi]]''. Note the warhead seems to be based on the vintage high-explosive M43A1B1.]]&lt;br /&gt;
[[File:CoDMW-M29Mortar1.jpg|thumb|none|600px|A Marine next to the Mortar.]]&lt;br /&gt;
[[File:MW2019MortarAlex.jpg|thumb|none|600px|Alex loads the mortar, while contemplating why his hair doesn't render properly outside of pre-rendered cutscenes.]]&lt;br /&gt;
[[File:MW2019Mortar4.jpg|thumb|none|600px|A &amp;quot;destroyed&amp;quot; AQ mortar.]]&lt;br /&gt;
&lt;br /&gt;
==M102 105mm Howitzer==&lt;br /&gt;
The &amp;quot;Gunship&amp;quot; killstreak has a [[M102 Howitzer|M102 105mm howitzer]] alongside the GAU-12/U and Bofors autocannon.&lt;br /&gt;
[[File:Spectre M102.JPG|thumb|350px|none|Modified M102 howitzer taken from an AC-130 Spectre gunship - 105x372R]]&lt;br /&gt;
[[File:AC-130U The Fourth Horseman 105mm.jpg|thumb|none|450px|Closeup of the M102 on an AC-130U gunship exterior.]]&lt;br /&gt;
[[File:MW19 Gunship (1).jpg|thumb|none|600px|The M102 can be seen towards the rear of the stylized airlifter-gunship.]]&lt;br /&gt;
[[File:MW2019GunshipMP2.jpg|thumb|none|600px|The very low resolution controllable &amp;quot;Gunship&amp;quot; killstreak in multiplayer.]]&lt;br /&gt;
[[File:MW2019GunshipMP4.jpg|thumb|none|600px|Close-up of the howitzer.]]&lt;br /&gt;
&lt;br /&gt;
==M230 Chain Gun==&lt;br /&gt;
AH-64D Apache Longbow helicopters that appear in &amp;quot;Proxy War&amp;quot;, &amp;quot;Hunting Party&amp;quot; and in multiplayer as the classic &amp;quot;Chopper Gunner&amp;quot; killstreak have usable [[M230 Chain Gun]] autocannons. Two Chain Guns are also affixed to the belly of the &amp;quot;Support Helo&amp;quot; killstreak.&lt;br /&gt;
[[File:Hughes-M230-Chain-Gun4.jpg‎|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
[[‎File:MW2019ApacheSP2.jpg|thumb|none|600px|A backlit Apache in the mission &amp;quot;Hunting Party&amp;quot; lays down the hurt on AQ militants.]]&lt;br /&gt;
[[File:MW2019ApacheMP1.jpg‎|thumb|none|600px|Front of the gun.]]&lt;br /&gt;
[[File:MW2019ApacheMP2.jpg‎|thumb|none|600px|Side View.]]&lt;br /&gt;
[[File:MW2019ApacheSP1.jpg‎|thumb|none|600px|Rear of the gun.]]&lt;br /&gt;
[[File:MW2019Overwatchhelo1.jpg|thumb|none|600px|A Coalition Super Stallion &amp;quot;Support Helo&amp;quot; with two Vulcans mounted on it. It has &amp;quot;US Air Force&amp;quot; written on the side but also &amp;quot;HMM-165,&amp;quot; which is a USMC aviation squadron (now under the &amp;quot;VMM&amp;quot; prefix with the V-22 Osprey).]]&lt;br /&gt;
[[File:MW2019Overwatchhelo2.jpg|thumb|none|600px|The underside of an Alliance &amp;quot;Super Stallion&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Mk44 Bushmaster GAU-23/A==&lt;br /&gt;
The &amp;quot;Gunship&amp;quot;'s AC-130J-based loadout includes the Mk44 Bushmaster 30mm GAU-23/A gun. It functions akin the Bofors 40mm seen in prior titles.&lt;br /&gt;
[[File:AC-130UMk44BushmasterTrialGAU-23A.jpg|thumb|none|450px|AC-130U with a trial installation of two Mk 44 weapons - 30×173mm]]&lt;br /&gt;
[[File:AC-130J Ghostrider.jpg|thumb|none|450px|An AC-130J with similar configuration as below.]]&lt;br /&gt;
[[File:MW19 Gunship (1).jpg|thumb|none|600px|A view of the not-AC-130 that delivers respawning players in Co-op. Note that despite apparently also having a controllable 25mm cannon (most likely a GAU-12/U Equalizer), the model for the weapon is nowhere to be found.]]&lt;br /&gt;
[[File:MW2019GunshipMP3.jpg|thumb|none|600px|The low-res &amp;quot;Gunship&amp;quot; in Multiplayer.]]&lt;br /&gt;
[[File:MW2019GunshipMP1.jpg|thumb|none|600px|Closeup of the GAU-23/A.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 47 Mod 0==&lt;br /&gt;
In multiplayer, the [[Mk 47 Mod 0 Grenade Launcher|Mk 47 Mod 0]] automatic grenade launcher is mounted on the Coalition faction's &amp;quot;Wheelson&amp;quot; UGV killstreak.&lt;br /&gt;
[[File:Mk47-1.jpg|thumb|none|450px|Mk 47 Mod 0 - 40x53mm]]&lt;br /&gt;
[[File:MW2019CLWHLS1.jpg|thumb|none|600px|A Coalition &amp;quot;Wheelson&amp;quot; with Mark 47 Mod 0 in multiplayer. ]]&lt;br /&gt;
[[File:MW2019CLWHLS2.jpg|thumb|none|600px|Closeup. The text on the munitions box states it apparently holds '''400''' 40mm rounds.]]&lt;br /&gt;
[[File:MW2019CLWHLS3.jpg|thumb|none|600px|The feed system.]]&lt;br /&gt;
[[File:MW2019CLWHLS4.jpg|thumb|none|600px|Other side.]]&lt;br /&gt;
[[File:MW Mk 47 (1).jpg|thumb|none|600px|Operating the Coalition's &amp;quot;Wheelson&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==BGM-71 TOW==&lt;br /&gt;
The background for the Coalition operator customization screen has a missile tube from a [[BGM-71 TOW]] standing up in the background.&lt;br /&gt;
[[File:ITAS-FTL.jpg|thumb|none|500px|BGM-71D TOW-2 with M41 ITAS-FTL launcher - 152mm]]&lt;br /&gt;
[[File:MW TOW.jpg|thumb|none|600px|The TOW as seen under the &amp;quot;That Should Do&amp;quot; quote. Note the scoped AR seen on the right.]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Reverse Draw Crossbow==&lt;br /&gt;
A reverse draw crossbow was added with the 1.13 patch. It is a hybrid between the Barnett Headhunter and the Scorpyd Aculeus crossbows. It can be unlocked by killing enemy players with a marksman rifle with a reflex sight five times in 25 different matches. Aside from the standard bolts, the crossbow is able to equip explosive tips, thermite bolts or venomous bolts, at the cost of not being able to recover them.&lt;br /&gt;
[[File:CoD MW 2019 Crossbow Gunsmith.jpg|thumb|none|600px|The crossbow in Gunsmith.]]&lt;br /&gt;
[[File:CoD MW 2019 Crossbow.jpg|thumb|none|600px|First-person view of the crossbow.]]&lt;br /&gt;
[[File:CoD MW 2019 Crossbow ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CoD MW 2019 Crossbow Reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==M79 grenade launcher==&lt;br /&gt;
Frank Woods' character model that was released as a pre-order reward for ''[[Call of Duty: Black Ops Cold War]]'' has an unusable sawn-off [[M79 grenade launcher]] in a holster on his left side.&lt;br /&gt;
[[File:US M79 sawed off with 2 hornets nest rounds &amp;amp; a 40mm 12g adapter round.jpg|thumb|none|400px|'''Airsoft''' CAW M79 sawed off with 3 airsoft grenades.]]&lt;br /&gt;
[[File:MW19 M79 Woods.jpg|thumb|none|600px|The M79 &amp;quot;Pirate Pistol&amp;quot; in Woods' holster.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
Either an [[MG42]] or [[MG3]] is seen in the background of the Allegiance character customization screen. It has the distinctly larger and rectangular heat shield, differentiating it from the MG34 already in the game.&lt;br /&gt;
[[File:mg42drummag.jpg|thumb|none|400px|MG42 with drum magazine - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:MW MG 42.jpg|thumb|none|600px|The MG42 lying on the ground. It appears to be reusing the Black Ops III model rather than the WWII one due to the distinctive bipod.]]&lt;br /&gt;
&lt;br /&gt;
==Taser X26==&lt;br /&gt;
An unusable [[Taser X26]]-like device is present in a holster of the CTSFO uniforms for the Coalition faction in multiplayer.&lt;br /&gt;
[[File:Taser X26P yellow.jpg|thumb|350px|none|Taser X26P]]&lt;br /&gt;
[[File:MW Taser.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
This section excludes mounted and emplaced weapons as well as grenades and explosives - you can find them under their respective categories.&lt;br /&gt;
&lt;br /&gt;
==Beretta 92==&lt;br /&gt;
An early model of the [[Beretta 92]] is seen in the promotional image for &amp;quot;The Bodyguard&amp;quot; customization pack for Domino.&lt;br /&gt;
[[File:Beretta 92 early stepped slide.jpg|thumb|none|350px|Beretta 92, early model with unbranded grip panels and stepped slide - 9x19mm]]&lt;br /&gt;
[[File:MW Beretta 92.jpg|thumb|none|600px|Note the lack of a safety on the right side of the pistol, indicating that it's an original model 92.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 1875==&lt;br /&gt;
The playercard &amp;quot;Big Iron&amp;quot; shows a cowboy gunslinger with a [[Remington 1875]].&lt;br /&gt;
[[File:Rem1875.jpg|thumb|none|400px|Remington 1875 - .45 Long Colt.]]&lt;br /&gt;
[[File:MW Big Iron.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The playercard &amp;quot;Dry Heat&amp;quot; shows the silhouette of a proper [[Heckler &amp;amp; Koch MP7A1]].&lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 with 40-round magazine - 4.6x30mm]]&lt;br /&gt;
[[File:MW MP7A1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Daniel Defense DDM4V7S==&lt;br /&gt;
The opening launch screen of the game displays a silhouetted operator armed with a [[Daniel Defense M4|Daniel Defense DDM4V7S]] with a Vortex AMG UH-1 holographic sight and sound suppressor.&lt;br /&gt;
[[File:DDM4V7S.jpg|thumb|none|450px|Daniel Defense DDM4V7S SBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW DD Mk18.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech MDR==&lt;br /&gt;
A [[Desert Tech Micro Dynamic Rifle]] equipped with a Vortex Razor AMG UH-1 holographic sight and a flashlight is present in the quick play tab on the matchmaking menu. &lt;br /&gt;
[[File:MDR-556-TAN.jpg|thumb|none|439px|Desert Tech MDR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MDR Menu.jpg|thumb|none|439px|]]&lt;br /&gt;
&lt;br /&gt;
==Noveske-style rifle==&lt;br /&gt;
What appears to be a [[Noveske Rifleworks rifle series|Noveske]]-style carbine fitted with a VLTOR upper receiver is seen in some promotional artwork.&lt;br /&gt;
[[File:Noveske Shorty Switchblock.jpg|thumb|none|425px|Noveske Shorty Switchblock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Codmw2019 rifle4.jpeg|thumb|none|600px|An artwork of Captain Price holding the carbine, shown at the end of the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 46 Mod 0==&lt;br /&gt;
The [[Mk 46 Mod 0]] is seen in a promotional artwork.&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|425px|Mk 46 Mod 0 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pillar2.jpg|thumb|none|450px|A US soldier holding a Mk 46 Mod 0 on the left.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AXMC==&lt;br /&gt;
An opening launch screen introduced with the Season 1 update features another shadowed operator, this one being a sniper armed with a newer model of the [[Accuracy International AXMC]] rifle of unspecified caliber.&lt;br /&gt;
[[File:AI AXMC tan.jpg|thumb|none|450px|Accuracy International AXMC with scope and tan finish - .338 Lapua Magnum]]&lt;br /&gt;
[[File:CoDMW2019M2010.jpg|thumb|none|600px|Note the square-shaped action, the handguard, and the shape of the stock pad that denote it as an AX series rifle.]]&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>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_III_(2023)&amp;diff=1627641</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=1627641"/>
		<updated>2023-11-13T05:12:05Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: /* PKP Pecheneg */&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 allow the game's campaign to be played early a week before.&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;
=Handguns=&lt;br /&gt;
&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, which is supposed to be the [[Beretta 93R]], especially when it was originally referred to as the “Raffica” in the pre-alpha. Other external differences from the real one include a less pronounced beaver tail, a hinged trigger, 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]]&lt;br /&gt;
[[File:Taurus 92 1-920151-17 04.jpg|thumb|none|350px|Taurus PT92AF with rail. 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;.]]&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;
[[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;
&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 resembling that of a [[Glock 41]], depicted with front serrations.&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;.]]&lt;br /&gt;
[[File:Mw2023 glock (1).jpg|thumb|none|600px|Konig 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, Konig 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:Glock41.jpg|thumb|none|350px|Glock 41 - .45 ACP]]&lt;br /&gt;
[[File:Mw2023 glock (6).jpg|thumb|none|600px|After an inconvenient misunderstanding about ordering breakfast during lunch hours, Konig reloads his custom Glock. Note that the front sight is not mounted at the end of the slide, the slide stop is not engaged, and that the laser is emitting from a spot in mid-air rather than the laser module.]]&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.&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;
&lt;br /&gt;
==RSh-12==&lt;br /&gt;
The 2014 model of the [[RSh-12]] 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;). 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.&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 - 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;. Note the significant differences between this weapon and the real one.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&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;
[[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 in-game &amp;quot;AMR9&amp;quot;. 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;
&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;
&lt;br /&gt;
[[File:Evo 3 A1.jpg|thumb|none|450px|CZ Scorpion Evo 3 A1 - 9x19mm]]&lt;br /&gt;
[[File:MWIII-Rival9.jpg|thumb|none|600px|The &amp;quot;Rival-9&amp;quot;.]]&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 45&amp;quot;.]]&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;
&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;
&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;.]]&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 an A3 Tactical modular folding stock. It can be equipped with a stabilizing brace, allowing it to be dual-wielded.&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi Pro Pistol.jpg|thumb|none|300px|IWI Uzi Pro Pistol - 9x19mm]]&lt;br /&gt;
[[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro Pistol with stabilizing brace - 9x19mm]]&lt;br /&gt;
[[File:MWIII-WSPSwarm.jpg|thumb|none|600px|The &amp;quot;WSP Swarm&amp;quot;.]]&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.&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;.]]&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;.]]&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;
[[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;.]]&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.&lt;br /&gt;
[[File:Omni410.jpg|thumb|none|450px|ATI Omni - .410 gauge]]&lt;br /&gt;
[[File:MWIII-Riveter.jpg|thumb|none|600px|The &amp;quot;Riveter&amp;quot;.]]&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 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 launch, the hyperburst fire mode is incorrectly listed as &amp;quot;semi-auto&amp;quot; mode.&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;.]]&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;
[[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; 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.&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|Left side view of the ACR in .450]]&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; 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;
&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;
[[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;.]]&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.]]&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, this ends with a quick tug of the charging handle.]]&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;
&lt;br /&gt;
==CZ BREN 2 BR==&lt;br /&gt;
The [[CZ BREN 2|CZ BREN 2 BR]] in 7.62x51mm NATO appears as the &amp;quot;MTZ-762&amp;quot;, incorrectly depicted with a reciprocating charging handle.&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;.]]&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;
[[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;
&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;
[[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;.]]&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.&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;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
An [[FN SCAR-H]] set up to pass for an [[FN HAMR IAR]] appears in the light machine gun class as the &amp;quot;TAQ Eradicator&amp;quot;. It is a slightly modified version of the SCAR-H from the previous game.&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;.]]&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;.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The rifle 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;
&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;.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MG36===&lt;br /&gt;
Equipping the above G36K with the G36-length integrated bipod barrel, integrated optic, and 100-round drum makes for a proper [[MG36]] build.&lt;br /&gt;
&lt;br /&gt;
[[File:MG36.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG36 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SL8]] is available as the &amp;quot;DM56&amp;quot;.&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;.]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-97==&lt;br /&gt;
A [[QBZ-97]] resembling the Emei Type 97 NSR appears as the &amp;quot;DG-58&amp;quot;. 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 DG-58 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 the weapon of Chinese/Canadian-exported origin 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 &amp;quot;DG-58&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX-SPEAR==&lt;br /&gt;
A stylized [[SIG-Sauer MCX-SPEAR]] appears in the game 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;
[[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;.]]&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.&lt;br /&gt;
[[File:MWIII-Longbow.jpg|thumb|none|600px|The &amp;quot;Longbow&amp;quot;.]]&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;.]]&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 7.62x54mm R.&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;. Despite being supposedly chambered in 7.62x54mm R, the magazine looks more like a 7.62x51mm one.]]&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;.&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;.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&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. &lt;br /&gt;
[[File:Minimi 5.56 Mk3.jpg|thumb|none|450px|FN Minimi Mk3 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Minimi mw3.jpg|thumb|none|600px|Left side view of the Minimi.]]&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''. As of the beta, it is incorrectly depicted with a disintegrating belt, 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). 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 7.62x54mm 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;
[[File:Pecheneg.jpg|thumb|none|450px|PKP Pecheneg - 7.62x54mmR]]&lt;br /&gt;
[[File:MWIII-Pulemyot762.jpg|thumb|none|600px|The &amp;quot;Pulemyot 762&amp;quot;.]]&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 now the operator 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;
==QJB-95-1==&lt;br /&gt;
The [[QJB-95-1]] is set to appear as the &amp;quot;DG-58 LSW&amp;quot;.&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;.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==&amp;quot;Burrow 500&amp;quot;==&lt;br /&gt;
A yet-to-be-identified underbarrel grenade launcher appears as the &amp;quot;Burrow 500&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
As with previous games, the &amp;quot;Flash Grenade&amp;quot; is a [[Model 7290 flashbang grenade]].&lt;br /&gt;
&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==M88 HC Røyk Hånd Granat==&lt;br /&gt;
The M88 HC Røyk Hånd Granat appears as the &amp;quot;Smoke Grenade&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
A [[M67 Hand Grenade]] is set to be featured in the game as the &amp;quot;Frag Grenade&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==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;
=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;
=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>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1623156</id>
		<title>Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1623156"/>
		<updated>2023-11-01T09:09:16Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: /* &amp;quot;M4&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare II''&lt;br /&gt;
|picture=MWII-cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=October 28, 2022&lt;br /&gt;
|developer=Infinity Ward&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 II''''' is the nineteenth installment in the ''[[Call of Duty]]'' first-person shooter series. Developed by Infinity Ward and published by Activision, it is a direct sequel to ''[[Call of Duty: Modern Warfare (2019)]]'', and it was released on October 28, 2022.&lt;br /&gt;
&lt;br /&gt;
Like ''Modern Warfare 2019'', the game is comprised of four main modes: the traditional singleplayer campaign, multiplayer, Spec Ops and Warzone 2.0 with additional DMZ mode.&lt;br /&gt;
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The singleplayer story is the continuation of ''Modern Warfare''’s storyline, following the newly-formed elite multinational Task Force 141 in their continuing fight against the terrorist organization Al-Qatala, who have formed an alliance with the deadly Las Almas drug cartel. &lt;br /&gt;
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The multiplayer is the standard attraction of the ''Call of Duty'' franchise, along with PvE Spec Ops missions. A new submode to Spec Ops are Raids, which are multi-stage, high-risk high-reward episodic long levels mixed with cooperative combat and puzzle-solving. As of March 2023, &amp;quot;Atomgrad&amp;quot; is the only available Raid in the game, along with four episodes which take place after the events of ''Modern Warfare'' and by extension, some events of Warzone 1.0 before the release of ''Black Ops: Cold War''.&lt;br /&gt;
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Following on the heels of ''Warzone'', '''''Call of Duty: Warzone 2.0''''' is a standalone free-to-play gamemode that expands upon the original mode with new features and new maps, with additional maps being added later seasons. In addition, Warzone 2.0 also includes the DMZ submode, an extraction-type PvPvE gamemode where players complete faction quests, scavenge for weapons and loots, fend off against enemy NPCs as well as players and exfiltrate the map alive, with no set objective.&lt;br /&gt;
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{{VG Title|Call of Duty: Modern Warfare II}}&lt;br /&gt;
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__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The weapon system in ''Modern Warfare II'' is a modified version of the weapons and Gunsmith system found in ''Modern Warfare'', with a limit of five mod slots. Primary weapons are divided into seven types: submachine guns, assault rifles, shotguns, battle rifles (high damage, high recoil select-fire rifles with low capacity), marksman rifles (high damage, accurate, exclusively semi-auto/manually-operated rifles, with iron sights), light machine guns, and sniper rifles. Weapon inspection animations are more intricate than it was in ''Modern Warfare'', with the user often checking the magazine and/or chamber in each of the inspect animations. The current ammunition type (hollow points, incendiary rounds and the like) can also be seen. As of Season 1, inspect animations now correctly account for if the weapon is empty or not; this was not the case during the multiplayer beta and launch builds of the game.&lt;br /&gt;
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Weapon reloads are now &amp;quot;staged&amp;quot;, meaning if the player performs an action that would cancel a reload (as with previous entries), the reload animation will resume to its previous state until the magazine/last round is either inserted (for non-empty reloads) or when the weapon is chambered. Underbarrel grenade launcher reloads are not affected by this, however.&lt;br /&gt;
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Reaching the maximum level of a weapon unlocks Weapon Tuning, wherein the player can finetune various attachments to be slightly better at one statistic at the cost of another. Various store blueprints come with predetermined &amp;quot;pro-tuned&amp;quot; attachments; in which the player cannot modify. Pro-tuned attachments are reset if the player modifies their attachments or its tuning.&lt;br /&gt;
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Many weapons are now classified under a &amp;quot;Weapon Platform&amp;quot; system, which groups multiple weapons (which may cover several different types) in the same real world weapon family into a single set, with individual weapons within the Weapon Platform being classified as &amp;quot;Receivers&amp;quot;. Weapons under a Weapon Platform share a progression system that lets the player unlock platform-specific shared attachments. It is possible to create a loadout with two similar weapons with marginally different stats, such as having the AUG A3 and AUG HBAR variant in the same loadout, with similar attachment setups. Post-release weapons in existing weapon platforms are not unlocked by progressing the specific weapon level required, as those are completed through various tasks instead.&lt;br /&gt;
&lt;br /&gt;
The current Weapon Platforms with multiple receivers in ''Modern Warfare II'' are the following:&lt;br /&gt;
* Bruen Bullpup Platform (Steyr AUG-based weapons)&lt;br /&gt;
* Bruen Ops Platform (MCX-based weapons, as well the Honey Badger)&lt;br /&gt;
* Bryson 800 Series (Mossberg-based shotguns)&lt;br /&gt;
* Bryson Long Range Platform (Remington 700-based weapons)&lt;br /&gt;
* ISO Platform (B&amp;amp;T APC family)&lt;br /&gt;
* Kastovia Platform (AK-based weapons)&lt;br /&gt;
* Lachmann Meer (Heckler &amp;amp; Koch roller-delayed weapons)&lt;br /&gt;
* M4 Platform (AR-based weapons)&lt;br /&gt;
* Ordnance Weapon Platform (M14-based rifles)&lt;br /&gt;
* Sakin G Series (Desert Eagle variants)&lt;br /&gt;
* Tactique Verte (FN SCAR-based weapons)&lt;br /&gt;
* XRK (Glock pistols)&lt;br /&gt;
&lt;br /&gt;
Through the use of grip attachments, the &amp;quot;Pistol Fastdraw&amp;quot; benefit (previously known as &amp;quot;Tactical Pistol Raise&amp;quot;) introduced in ''MWII'' is the ability to instantly draw the player's sidearm without fully lowering their primary weapon. Dual-wielding makes a return in ''Modern Warfare II'', although it is regulated to the grip attachment of the weapon instead of being a weapon perk and it's only restricted to handguns exclusively (including TEC-9 hybrid machine pistol).&lt;br /&gt;
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Various executions (finishing moves) that use a firearm in this game now involve other weapon types, in addition to a pistol unlike in prior games. If the player has a weapon of the same class (assault rifle, SMG, etc) as a given execution's default weapon, the player's custom weapon will be featured instead.&lt;br /&gt;
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''Modern Warfare II'' introduces extensive and realistic water physics, a significant improvement over ''Black Ops: Cold War'', the previous game in the series to feature water mechanics. Unlike in ''Cold War'', primary weapons can't be fired underwater and only handguns can, albeit with a reduced efficiency. Shooting into water and explosions cause ripples and mines float when thrown onto water. When swimming on the surface, water flows into the weapon's details and the weapon along with its user can get wet.&lt;br /&gt;
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Weapon and inventory management in Warzone 2.0 Battle Royale is similar to its previous iteration, where in players are airdropped with weak weapons, scavenge weapons all over the game world and procure their own loadout weapons in a supply drop. DMZ on the other hand is similar to &amp;quot;extraction&amp;quot; games of a similar fashion. The player is given three insured weapon slots (one available at the start, the other two require metagame upgrades), which the player can customize and they do not get lost if they leave it in the game world (should the player die or exchange for a new weapon, even if the enemy picks up the weapon), though it has a cooldown which can be decreased by successful extractions, through upgrades, through certain in-game weapon blueprints (that are obtained through bundles) or by submitting items into a &amp;quot;dead drop&amp;quot; (which is an interactable dumpster) in certain locations of the map. In addition, the player has a number of temporary &amp;quot;contraband&amp;quot; weapon slots which are the weapons brought by the player upon a successful extraction. These weapons will be lost if they are dropped, although they can be destroyed in the game's lobby to free up space for more contraband weapons. Firearms can be customized in a Workbench while on a raid, albeit with a fee of credits obtained throughout the round and a limited selection of attachments.&lt;br /&gt;
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As before, weapons in both Warzone 2.0 Battle Royale and DMZ can be acquired through enemies (either NPC bots or player operatives) or through various loot containers all over the map; contraband weapons from DMZ can also be obtained by completing various faction missions. Also, if the player extracts with a weapon that they haven't unlocked yet, the weapon will be immediately unlocked for free without the player level or weapon platform requirement.&lt;br /&gt;
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The method of unlocking cosmetic camouflages was overhauled in ''MWII'' compared to its predecessors. Every weapon has four unique camouflages (with only one unique camo for every launcher), each with their easy challenges in order to unlock them. Once the specific camo is unlocked, it can be used in every weapon available, streamlining the process of the camo grind from previous games. Unlocking all base camouflages for the current weapon allows the player to progress through the mastery camo challenges.&lt;br /&gt;
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=Handguns=&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] returns as the &amp;quot;.50 GS&amp;quot; and is said to be manufactured by Sakin (&amp;quot;Sakin&amp;quot; meaning &amp;quot;Knife&amp;quot; in Hebrew, alluding to the knife in the logo of IMI/IWI). The new model is a bit more stylized and features Picatinny rails on the 12 o'clock and 6 o'clock positions, a skeletonized hammer, and has a two-tone finish that is basically the reverse of the Desert Eagle in the original ''[[Modern Warfare 2]]''; the ''MW2'' pistol had a chrome frame and trigger, while the ''MWII'' pistol has a chrome slide, barrel, and hammer. It is frequently used by Las Almas cartel members.&lt;br /&gt;
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The standard magazine capacity is of 7 rounds, but extended baseplates that take the capacity to 10 or 13 rounds are available. The weapon can be modified with a ported barrel via the &amp;quot;SA Comp Barrel&amp;quot;.&lt;br /&gt;
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[[File:Desert Eagle XIX 50 Picatinny rail.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame and railed barrel - .50 AE]]&lt;br /&gt;
[[File:MW22 DesertEagle.jpg|thumb|none|600px|The Desert Eagle in the gunsmith preview screen. Note the Sakin markings, which seems to be the in-universe IWI, since Sakin also manufactures the Negev 7 in this game.]]&lt;br /&gt;
[[File:MW22 Deagle (2).jpg|thumb|none|600px|Holding the Desert Eagle at compressed ready.]]&lt;br /&gt;
[[File:MW22 Deagle (7).jpg|thumb|none|600px|Aiming down the sights of the Desert Eagle.]]&lt;br /&gt;
[[File:MW22 Deagle (4).jpg|thumb|none|600px|The inspect animation shows the character flicking out the pistol's magazine into the air and catching it.]]&lt;br /&gt;
[[File:MW22 Deagle (3).jpg|thumb|none|600px|A .50 AE bullet in the magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (5).jpg|thumb|none|600px|Performing a brass check by pulling back on the ambidextrous safety.]]&lt;br /&gt;
[[File:MW22 Deagle (8).jpg|thumb|none|600px|Tactical reload.]]&lt;br /&gt;
[[File:MW22 Deagle (9).jpg|thumb|none|600px|Flicking out a spent magazine John Wick style.]]&lt;br /&gt;
[[File:MW22 Deagle (10).jpg|thumb|none|600px|Power-stroking the slide to chamber a fresh round.]]&lt;br /&gt;
[[File:MW22 Deagle (11).jpg|thumb|none|600px|Taking a break to inspect two Desert Eagles fitted with ported barrels while waiting in line at the US-Mexican border.]]&lt;br /&gt;
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==&amp;quot;GS Magna&amp;quot;==&lt;br /&gt;
A Desert Eagle modified (presumably by cartel members) to fire full-auto based on the &amp;quot;Thunderbird&amp;quot; Desert Eagle made by YouTuber Mr.Wilk was added as a separate weapon in Season 3 Reloaded, as the &amp;quot;GS Magna&amp;quot;. Aesthetically, the pistols differs from the game's standard Desert Eagle by featuring a ported barrel, different grip texture, a tan/bronze-like finish, and different markings. In gameplay terms, it cannot equip lasers/lights or trigger attachments, but can instead use vertical foregrips.&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
[[File:Mwiifullautodeagleloadout.jpg|thumb|none|600px|In the loadout screen.]]&lt;br /&gt;
[[File:Mw2 gsmagna (1).jpg|thumb|none|600px|A Shadow Company operator checks a suspiciously bronze Desert Eagle he found in the armory, wondering what's different with this one.]]&lt;br /&gt;
[[File:Mw2 gsmagna (2).jpg|thumb|none|600px|At the risk of nearly loosing his teeth, he soon finds out by pulling the trigger.]]&lt;br /&gt;
[[File:Mw2 gsmagna (3).jpg|thumb|none|600px|''[[Call of Duty: Modern Warfare 3#Desert Eagle Mark XIX|Having decided to forsake all sensible armament]]'', the Shadow Company contractor lets out his frustrations with twin full auto Deagles onto an unknown man's portrait.]]&lt;br /&gt;
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==Glock 17 MOS==&lt;br /&gt;
The &amp;quot;X12&amp;quot;, manufactured by the in-game XRK, is a stylized [[Glock 17|Glock 17 MOS]]. It is based on a 5th generation version with front slide serrations, though it is depicted with two pins above the trigger like the Gen 3 and Gen 4 models (as opposed to one pin for the Gen 5). It's equipped with a plate system to mount red dots, just like the real Glock MOS System and many of its stylized parts include the rounded bottom beaver-tail, the MIL-STD 19-13 rail, the hinged trigger (which turns into a more Glock-style one with some customization options), a small port on top of the slide just rear of the front sight and the grip texture.&lt;br /&gt;
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It can be fitted with a Flux Defense Brace, called &amp;quot;XRK Pistol Stock&amp;quot;. It feeds by default from Magpul 17 round Glock magazines with a grey follower, a +7 extended baseplate that changes the follower color to orange, a 33-round stick magazine stylized to look like a Kriss MagEx2 (that's supposed to hold 40 rounds) and a Magpul PMAG D-50 GL9 50 round drum magazine. The same options are available for the Glock 18.&lt;br /&gt;
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Judging by the square hole in the pistol's frame, where a QR code is painted out, the XRK pistol platform seems to be modular just like the [[SIG-Sauer P320]] or the ZEV OZ-9.&lt;br /&gt;
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It is frequently used by Las Almas Cartel members, Soap, Rodolfo and Russian Konni PMCs in the campaign. Glocks are also seen in many character's holsters, including Ghost and Alejandro.&lt;br /&gt;
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[[File:G17 Gen5 MOS FS.jpg|thumb|none|300px|Glock 17 MOS FS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock preview.jpg|none|600px|thumb|The Glock 17 in the gunsmith preview screen. Note the non-standard grip texture and a &amp;quot;3S&amp;quot; writing where the &amp;quot;17&amp;quot; should be on the real Glock.]]&lt;br /&gt;
[[File:MW22 GLOCK (1).jpg|thumb|none|600px|Right side. Note the metal plate that is in place of the right-side slide stop.]]&lt;br /&gt;
[[File:Mw22 glock 17 idle.jpg|thumb|none|600px|Holding the Glock 17.]]&lt;br /&gt;
[[File:Mw22 glock 17 (4).jpg|thumb|none|600px|Checking the magazine (the witness holes are actually textured on - cartridges will still show on these after the mag is empty).]]&lt;br /&gt;
[[File:Mw22 glock 17 (5).jpg|thumb|none|600px|Performing a brass check. Note that the slide release, unlike the real Gen5 Glock, is not ambidextrous.]]&lt;br /&gt;
[[File:Mw22 glock 17 (1).jpg|thumb|none|600px|The inspect animation ends with a bump to make sure that the slide is in battery, a common move on striker-fired pistols.]]&lt;br /&gt;
[[File:Mw22 glock 17 (3).jpg|thumb|none|600px|Tactical reload on the G17. Reload animations didn't really change from ''Modern Warfare''...]]&lt;br /&gt;
[[File:Mw 22 glock 17 (2).jpg|thumb|none|600px|...except for the empty reload, which involves tugging the slide from the front serrations instead of the rear ones with the G21 of the previous game.]]&lt;br /&gt;
[[File:Mw22 glock tactical (1).jpg|thumb|none|600px|Quick-drawing a customized Glock while retaining a primary weapon in the left hand.]]&lt;br /&gt;
[[File:Mw22 glock tactical (2).jpg|thumb|none|600px|Konig messes up while reloading his Glock with 33-round stick magazines. When equipped with bigger magazines, the guns in Modern Warfare II will have slower reload animations, to account for the bigger bulk or length compared to the standard ones. Smaller magazine options have faster reload times.]]&lt;br /&gt;
[[File:MW22 X12 rope.jpg|thumb|none|600px|Garrick readies his Glock after being nearly tossed out of a Black Hawk, losing his primary weapon in the process. Garrick's gloves are based on the Oakley SI Transition gloves in tan, which have since been discontinued.]]&lt;br /&gt;
[[File:Glock 17 with Flux Defense Stock Brace.jpg|thumb|none|350px|Glock 17 (5th Generation) with Flux Defense Brace - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock flux.jpg|thumb|none|600px|The G17 equipped with the Flux Brace.]]&lt;br /&gt;
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==Glock 18==&lt;br /&gt;
A stylized [[Glock 18]] appears as the &amp;quot;X13 Auto&amp;quot;, as part of the XRK pistol platform, and features its fire selector on the right side of the slide instead of the left, as well as sporting a tan finish. It has the same Gen 5 MOS FS setup as the &amp;quot;X12&amp;quot;, even though the real Glock 18 isn't known to exist in this configuration. Other differences from the &amp;quot;X12&amp;quot; include a different grip texture and a tritium front sight. Of note, the &amp;quot;X12&amp;quot;, &amp;quot;X13&amp;quot;, and ''MW19''’s &amp;quot;X16&amp;quot; (Glock 21) feature the same relationship between their numbers as the real pistols (G17, G18, skip two, G21 / X12, X13, skip two, X16), which is almost certainly intentional.&lt;br /&gt;
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In the campaign it's seen used by Russian PMCs and the Mexican Army (which is inaccurate, as the latter are issued the [[Beretta 92FS]] or the [[SIG-Sauer P226]]).&lt;br /&gt;
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[[File:Glock18 Gen3.jpg|thumb|none|300px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]&lt;br /&gt;
[[File:Mw22 x13 (1).jpg|thumb|none|600px|The tan Glock 18 in the gunsmith preview screen. The markings here are different from the X12, them being &amp;quot;3S-A&amp;quot; and adding an &amp;quot;AUTO&amp;quot; writing next to the serial number.]]&lt;br /&gt;
[[File:MW22 GLOCK (2).jpg|thumb|none|600px|Right side of the G18.]]&lt;br /&gt;
[[File:Mw 22 x13 (4).jpg|thumb|none|600px|Brass checking the Glock 18. Not much is different from the X12 seen above, except for the (unusable) fire selector, where red seems to be full-auto and white is semi-automatic. Or maybe it's just a safety and the gun is full-auto only, as it cannot be switched to semi-auto in gameplay.]]&lt;br /&gt;
[[File:Mw 22 x13 (2).jpg|thumb|none|600px|Another small change from the X12 are the standard iron sights, which now have a green front post.]]&lt;br /&gt;
[[File:Mw 22 x13 (3).jpg|thumb|none|600px|After re-enacting one of his favourite TikToks by blasting away with a full-auto Glock, the operator reloads the empty G18.]]&lt;br /&gt;
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===Glock 18 (in carbine conversion kit)===&lt;br /&gt;
Using the &amp;quot;Impact Point&amp;quot; barrel attachment places the X13 inside a carbine conversion kit. The kit resembles the [[FAB Defense KPOS Scout]] with its compact size and AR-15 style T-handle.&lt;br /&gt;
&lt;br /&gt;
[[File:Glock KPOS Scout.jpg|thumb|none|450px|Glock pistol mounted in FAB Defense KPOS Scout.]]&lt;br /&gt;
[[File:MWII G18 KPOS (1).jpg|thumb|none|600px|The G18 KPOS imitation with the &amp;quot;X13 Coachwhip Stock, Bruen Tri-Port compensator,&amp;quot; and &amp;quot;Schlager Tango&amp;quot; folding foregrip.]]&lt;br /&gt;
[[File:Mw 22 x13 (5).jpg|thumb|none|600px|Holding an X13 Auto with the &amp;quot;Impact Point&amp;quot; carbine kit.]]&lt;br /&gt;
[[File:Mw 22 x13 (7).jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:Mw 22 x13 (6).jpg|thumb|none|600px|Pulling back on the external charging handle to release the slide on empty.]]&lt;br /&gt;
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===Glock 18 (3D printed)===&lt;br /&gt;
3D printed Glock pistols appear in the hands of terrorists in the post-credits scene. A complete version of this cutscene also appears in the sequel, ''Modern Warfare III''. The pistols are likely based on the &amp;quot;X13 Auto&amp;quot; model, as they feature a selector switch on the right side of the slide.&lt;br /&gt;
&lt;br /&gt;
In the scene, a terrorist assembles a 3D printed Glock pistol in a plane cabin mid-flight by smuggling individual gun components onto the plane separately. The individual parts shown include a metal firing pin (hidden in the safety belt buckle), a metal barrel (hidden in a flashlight), a trigger (disguised in a necklace), a polymer slide and a polymer frame (both hidden on the person), and a metal magazine with ammunition (hidden underneath a plate cloche).&lt;br /&gt;
&lt;br /&gt;
Though dramatic, the scene is logistically unrealistic, as disassembled firearm components likely still would've been detected by airport security, and the insider collaboration required for hiding the gun parts on the plane in the first place likely would've also allowed for a full gun to be smuggled. Additionally, the metal parts shown would be insufficient to assemble a functional gun - while 3D-printed Glock frames do exist, they use metal fire control parts, metal springs, metal locking blocks inserted into the frame, and (perhaps most crucially) metal slides. &lt;br /&gt;
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The whole thing might have been inspired by videos such as a [https://www.youtube.com/watch?v=C4dBuPJ9p7A story by VICE about printing a Glock], though, even that particular video shows the complexities involved with the assembly.&lt;br /&gt;
[[File:Mwii3dglock1.jpg|thumb|none|600px|The terrorist places individual parts on his tray table. As mentioned before, the firing spring and firing pin were inside his seatbelt buckle, the barrel inside a flashlight &amp;amp; trigger as a necklace (not pictured). The slide and two part frame he takes out already has some components attached (although it's difficult to tell if they are plastic or metal.]]&lt;br /&gt;
[[File:Mwii3dglock7.jpg|thumb|none|600px|The slide after inserting the barrel, after this he inserts the firing pin.]]&lt;br /&gt;
[[File:Mwii3dglock10.jpg|thumb|none|600px|The front half of the two part frame.]]&lt;br /&gt;
[[File:Mwii3dglock12.jpg|thumb|none|600px|About to merge the two part frame. Unfortunately the pre-rendered cutscene features added motion blur when the front assembly comes into view.]]&lt;br /&gt;
[[File:Mwii3dglock13.jpg|thumb|none|600px|Closeup of the nubs which supposedly holds the two assemblies together.]]&lt;br /&gt;
[[File:Mwii3dglock15.jpg|thumb|none|600px|Attaching the slide to the completed frame. It isn't fully visible here, but the slide has holes in the top for mounting optics.]]&lt;br /&gt;
[[File:Mwii3dglock17.jpg|thumb|none|600px|Retreiving the magazine from the salad lid.]]&lt;br /&gt;
[[File:Mwii3dglock21.jpg|thumb|none|600px|...And racking the slide after inserting it. Note the forward mounted iron sights.]]&lt;br /&gt;
[[File:Mwii3dglock23.jpg|thumb|none|600px|Holding the completed Glock.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P220 Elite==&lt;br /&gt;
A [[SIG-Sauer P220|SIG-Sauer P220 Elite]] with a less pronounced beaver-tail, a squared magazine release and suppressor height sights (that co-witness with optics) appears as the &amp;quot;P890&amp;quot; (or &amp;quot;Bruen .45&amp;quot; during the beta). The decocker is actually used during the inspect animation and when reholstering the pistol, when drawing it the user will cock the hammer manually, so the gun always fires in single action (in third person the gun fires the first shot double-action and the following ones single-action, this cycle resets after a few seconds). A double-action only DAK trigger group is available, removing the decocking and cocking animation and adding a fire delay, reflecting the long squeeze of the DAO trigger mechanism. At launch, the trigger was not animated during the decocking sequence, though this has since been patched. When using the double-action-only trigger group, the trigger is still incorrectly in the more rearward single action position, however. It feeds from stainless steel 8-round magazines by default, but magazine baseplates that increase the capacity to either 10 or 12 are available.&lt;br /&gt;
&lt;br /&gt;
The in-game description notes that its use of subsonic ammo hides the death skulls that appear to the enemy team, and as it's not using any sort of &amp;quot;special&amp;quot; ammo type in-game this implies that ''all'' weapons using .45 ACP (which is inherently subsonic) will hide enemy death skulls.&lt;br /&gt;
&lt;br /&gt;
Like the two Glock variants, the P220 features a slide equipped with a cut for micro red dot optics (that mount directly onto the slide, instead of having different plates between the slide and the optic, which would mean that either all the MRDs in the game share the same mounting system or the cut is universal), a feature not available out of the box on the real SIG.&lt;br /&gt;
&lt;br /&gt;
It seems to be a favorite of various members of TF 141 and US MARSOC in &amp;quot;Kill or Capture&amp;quot; are seen with the pistols in their holsters instead of the more fitting M45A1 or the Glock 19 (which could have been made as the X14 in-game).&lt;br /&gt;
[[File:P220 Elite.jpg|thumb|none|300px|SIG-Sauer P220 Elite - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 preview.jpg|thumb|none|601px|The SIG in the gunsmith preview screen.]]&lt;br /&gt;
[[File:P220 MWII idle.jpg|thumb|none|601px|Graves holds his SIG close as he is distracted by the news on a TV.]]&lt;br /&gt;
[[File:P220 MWII ADS.jpg|thumb|none|601px|having spotted some very dangerous boxes, he aims down the sights to de-escalate the situation.]]&lt;br /&gt;
[[File:Mw22 p220 (4).jpg|thumb|none|601px|After decocking the pistol, he inspects it.]]&lt;br /&gt;
[[File:P220 MWII inspect1.jpg|thumb|none|601px|Checking the magazine, note the &amp;quot;.45 APC&amp;quot; markings.]]&lt;br /&gt;
[[File:P220 MWII reload1.jpg|thumb|none|601px|Deciding he will need more rounds to deal with those menacing boxes, he tops off his pistol.]]&lt;br /&gt;
[[File:Mw22 p220 (7).jpg|thumb|none|600px|Graves racks the slide back on his empty SIG after doing unspeakable things to those cardboard manifestations of evil.]]&lt;br /&gt;
[[File:P220 MWII reload2.jpg|thumb|none|601px|Having found some more ammo on his person, he reloads. The empty magazine needs a little help to get out. This doesn't happen with the &amp;quot;Fast Hands&amp;quot; perk.]]&lt;br /&gt;
[[File:Sig p220 dak.jpg|thumb|none|300px|SIG-Sauer P220 with DAK trigger group - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 dak.jpg|none|thumb|600px|Krueger reloading a tricked-out P220 DAK with a LAM, extended magazine, Trijicon RMR-inspired red dot sight and custom grips. Note that it still retains the decocking lever, something that the real one doesn't have.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 X-Six===&lt;br /&gt;
Fitting the P220 with the &amp;quot;Matuzek Cottonmouth Barrel&amp;quot; (which is stated to be 140mm long, while the X-Six's is 153mm long), the &amp;quot;Bruen RSH-80 Grip&amp;quot; and the &amp;quot;XRX Heavy V3&amp;quot; trigger group will make it somewhat resemble the P220 X-Six, retaining the double-action trigger mechanism and black standard frame.&lt;br /&gt;
[[File:P220 X-Six II.jpg|thumb|none|300px|SIG-Sauer P220 X-Six II - .45 ACP]]&lt;br /&gt;
[[File:MWII P220x6.jpg|thumb|none|600px|Left side of the poor man's P220 X-Six.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 Carry===&lt;br /&gt;
Using the &amp;quot;Matuzek Venom&amp;quot; barrel on the P220 will turn it into a P220 Carry, although with a bit of a stylized slide.&lt;br /&gt;
[[File:Sig p220 carry.jpg|thumb|none|300px|SIG-Sauer P220 Carry - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 c.jpg|thumb|none|600px|Right side view of the P220 Carry.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] appears as the &amp;quot;Basilisk&amp;quot; (or &amp;quot;Centum 5&amp;quot; in pre-release). The barrel appears to be somewhere between the 4 and 8 inch barrel options for the real Model 500, most likely 6 inches. Similar to ''[[Battlefield 2042]]''’s Taurus Raging Hunter, unfired rounds in the chamber are retained while reloading. Having the &amp;quot;Fast Reload&amp;quot; perk or &amp;quot;Akimbo&amp;quot; attachment omits retaining rounds entirely, but keeps it in the player's ammunition pool.&lt;br /&gt;
&lt;br /&gt;
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 (8.75&amp;quot; Barrel) - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:SW500 MWII gunsmith.jpg|thumb|none|600px|The Model 500 in the gunsmith preview screen.]]&lt;br /&gt;
[[File:SW500 MWII gunsmith2.jpg|thumb|none|600px|&amp;quot;Bryson 780&amp;quot; and place of manufacture stamped on the sideplate.]]&lt;br /&gt;
[[File:SW500 MWII ADS.jpg|thumb|none|600px|The player character draws a bead with his Smith and Wesson hand cannon. It can maintain ADS while reloading, something that wasn't possible with the .357 in the previous game.]]&lt;br /&gt;
[[File:SW500 MWII idle.jpg|thumb|none|600px|Wielding the &amp;quot;Basilisk&amp;quot; in game. The in-game model is undersized, as it's almost the same size as the [[Call of Duty: Modern Warfare 2#Colt Anaconda|Anaconda .44 from the original Modern Warfare 2]]. In reality, the S&amp;amp;W Model 500 is an X-Frame revolver: substantially larger than the Colt Anaconda and even the Desert Eagle.]]&lt;br /&gt;
[[File:SW500 MWII inspect1.jpg|thumb|none|600px|The player character admires the stainless steel polish of the &amp;quot;Basilisk&amp;quot;, mid-Revolver Ocelot imitation. Having the gun empty twirls the revolver for a little longer than it was when loaded.]]&lt;br /&gt;
[[File:SW500 MWII inspect2.jpg|thumb|none|600px|A brief glimpse of the right hand side of the revolver. Note that the markings imply the in-universe name of the Basilisk is the &amp;quot;Bryson 780&amp;quot;.]]&lt;br /&gt;
[[File:SW500 MWII reload1.jpg|thumb|none|600px|Dumping the fired casings out of the cylinder.]]&lt;br /&gt;
[[File:SW500 MWII reload2.jpg|thumb|none|600px|Reloading new rounds into the cylinder via a speedloader.]]&lt;br /&gt;
[[File:SW500 MWII reload3.jpg|thumb|none|600px|Without Fast Reload, partial reloads have the player character retain the unfired rounds:&amp;lt;li&amp;gt;At 1 or 2 rounds fired, the operator pats the ejector rod to loosen the fired rounds and manually replaces them, leaving the unfired rounds in the cylinder.&amp;lt;li&amp;gt;At 3 or 4 rounds fired, the operator lifts the cylinder to drop out and retain the unfired round(s), before ejecting and reloading the rest of the cylinder.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The primers will always appear as intact, however.]]&lt;br /&gt;
&lt;br /&gt;
==Staccato P==&lt;br /&gt;
The [[STI 1911 Series|Staccato P]] was added in Season 5 Reloaded as the &amp;quot;9mm Daemon&amp;quot;. Its default magazine holds 15 rounds (the real Staccato mag holds 17), options for 20 and 26 round magazines are also available. The gun can be extensively customized with parts inspired by various custom 2011 gunmakers. A barrel option gives the Daemon a frame mounted red dot, charging handle and a competition slide with a compensator, a setup commonly found on IPSC Open race guns; this slide also changes the equip/first-draw animation from a twirl followed by chambering the pistol, to simply chambering the pistol using the charging handle. A first in the series, the gun can be fitted with a magwell (in the Grip slot), which negates the need for the Sleight of Hand perk and makes the gun reload faster by default. When drawing and holstering the pistol, the manual thumb safety is used, although in a bit of a dramatic way when it comes to stowing away the weapon.&lt;br /&gt;
The gun has very high hip-fire accuracy, suggested by how close the operator holds it, in a Central Axis Relock manner, it manages to have very low recoil, even less than the Glock 17, which has virtually none, and a fast fire rate by default, overall a great 9mm secondary.&lt;br /&gt;
[[File:STI 2011 Staccato P.jpg|thumb|none|300px|Staccato P - 9x19mm]]&lt;br /&gt;
[[File:Mw22 staccato (3).jpg|thumb|none|601px|After getting denied the use of his old [[Call_of_Duty:_Modern_Warfare_(2019)#Kimber_Custom_TLE.2FRL_II|Kimber]] by the Loadout gods, Alex finds a Staccato P as an alternative, trying to hold it John Wick style for maximum cool factor.]]&lt;br /&gt;
[[File:Mw22 staccato (4).jpg|thumb|none|601px|Aiming down the sights. The green dots glow in the dark, a feature shared with the P220 Elite.]]&lt;br /&gt;
[[File:Mw22 staccato (5).jpg|thumb|none|601px|Part of the very intricate inspect animation shows the operator decocking the gun, twirling it around on their index finger, inspecting the right side...]]&lt;br /&gt;
[[File:Mw22 staccato (6).jpg|thumb|none|601px|...then ejecting the magazine, extracting a round and doing a chamber-load trick. You can see the round sitting on the slide.]]&lt;br /&gt;
[[File:Mw22 staccato (7).jpg|thumb|none|601px|Swapping magazines.]]&lt;br /&gt;
[[File:Mw22 staccato (8).jpg|thumb|none|601px|Power stroking the slide on an empty reload.]]&lt;br /&gt;
[[File:STI GM.jpg|thumb|none|300px|STI Grand Master - .38 Super]]&lt;br /&gt;
[[File:MwII stiracegun (1).jpg|thumb|none|600px|Having realized he might've showed up to the wrong kind of race, Velikan holds his racegun as he disappointingly notices that the car in front of him is not up to safety regulations!]]&lt;br /&gt;
[[File:MwII stiracegun (2).jpg|thumb|none|600px|Being at a loss for words (it's not like he speaks), he admires his expensive competition piece.]]&lt;br /&gt;
[[File:MwII stiracegun (3).jpg|thumb|none|600px|Reloading some new frangible 9mm rounds into the pistol. Performing this action with either the &amp;quot;Fast Hands&amp;quot; perk or the magwell grip will result in the characters flicking out the spent magazine and inserting a new one in the awkward way pictured here.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==AR-57==&lt;br /&gt;
A short-barreled [[AR-57]] appears as the &amp;quot;FSS Hurricane&amp;quot; as an SMG in the &amp;quot;M4 Platform&amp;quot;. It is depicted with a traditional AR-15 style charging handle at the rear and as capable of being chambered from empty with the existing bolt release, whereas the real AR-57 has a right-side charging handle (that can be changed to the left with the bolt release removed from the lower receiver) and no automatic bolt hold open, though it can be manually locked to the rear using the existing lower's bolt release lever. The handguard is also different, instead of a quad-rail it seems to be based on an M-LOK system, probably based on the Gen 2 handguard (although the Gen 2 handguard is still a quad-rail design with cooling slits, not a proper M-LOK design) or the new M-LOK ULT rails on current production models (though seeming to lack the QD cup and dedicated 1913 picatinny rails on the bottom which would negate the ability to put the adapters that are there that are on the model). It's fitted with a Troy M7A1 PDW stock (which would not be possible on the real gun as the stock requires a shortened proprietary combined bolt carrier + buffer to use) and seems to use the same SIG-inspired lower receiver as the &amp;quot;M4&amp;quot; with an A2 grip by default, options to change the stock and grip are available, as they are shared with the M4 platform.&lt;br /&gt;
&lt;br /&gt;
On a related note, it is not the first time that the AR-57 was conceived into the ''Call of Duty'' series, as it was planned to be added in ''[[Call of Duty: Black Ops II|Black Ops II]]'' as a [[Talk:Call of Duty: Black Ops II#AR-57|usable weapon]]. It was however, eventually replaced by a [[Call of Duty: Black Ops II#&amp;quot;PDW-57&amp;quot;|fictional variant]] of the P90 before the game's release.&lt;br /&gt;
&lt;br /&gt;
[[File:AR57 short barrel on BHI lower.jpg|thumb|none|450px|AR-57 with short barrel on a BHI lower receiver - 5.7x28mm]]&lt;br /&gt;
[[File:MW22 AR57.jpg|thumb|none|600px|The AR-57 in the loadout screen. Note the non-standard charging handle and the bolt release paddle, which actually works and sticks out when the gun is empty. How this is possible is unclear, as P90 magazines don't have a hold open device.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The AR-57 upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, in the first row of attachments and just above the FightLite MCR upper.]]&lt;br /&gt;
[[File:AR57 MWII idle.jpg|thumb|none|600px|Lionel Messi (yes, that one) wields an AR-57 in a legally distinct version of the real life Conservatorium Hotel in Amsterdam.]]&lt;br /&gt;
[[File:AR57 MWII ADS.jpg|thumb|none|600px|Aiming down the sights of the AR-57 - these are shared by most of the AR pattern weapons in-game.]]&lt;br /&gt;
[[File:AR57 MWII inspect1.jpg|thumb|none|600px|Flicking the fire selector.]]&lt;br /&gt;
[[File:AR57 MWII inspect2.jpg|thumb|none|600px|Inspecting the AR-57 - checking out the fancy QR code sticker and the partially-depleted magazine in this instance.]]&lt;br /&gt;
[[File:AR57 MWII reload1.jpg|thumb|none|600px|Interestingly, it reloads by default with the right hand (the left thumb depresses the mag release). Here an empty magazine is withdrawn and tossed aside.]]&lt;br /&gt;
[[File:AR57 MWII reload2.jpg|thumb|none|600px|A new one is laid in, and the user yanks the charging handle back.]]&lt;br /&gt;
[[File:MWII AR-57 (1).jpg|thumb|none|600px|With Fast Hands, the operator instead grasps the mag release and flicks aside the P90 mag.]]&lt;br /&gt;
[[File:MWII AR-57 (2).jpg|thumb|none|600px|Left-handing in a new one.]]&lt;br /&gt;
[[File:MWII AR-57 (3).jpg|thumb|none|600px|And palming the rather dubiously functioning bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet APC45 PRO==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet APC45|Brügger &amp;amp; Thomet APC45 PRO]] was added in Season 4 as the &amp;quot;ISO 45&amp;quot;. It retains some of the animations of the previous &amp;quot;ISO&amp;quot; submachine gun in ''Modern Warfare 2019''. It is also stylized similarly to it, including the upper receiver being extended to the rear (albeit not as much as its ''MW19'' counterpart). By default, it is modeled with the &amp;quot;FTAC 225mm Dominator&amp;quot; barrel from ''Modern Warfare'', which is an extended barrel of intermediate length between the APC45/APC9 and the APC9-P. It can be modified to resemble an APC45 SD with the “16&amp;quot; XLB-S” barrel, or an APC9 K with the “4&amp;quot; Frame S-1” barrel and &amp;quot;SK-3 Cheetah&amp;quot; stock.&lt;br /&gt;
&lt;br /&gt;
[[File:APC45 PRO.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC45 PRO - .45 ACP]]&lt;br /&gt;
[[File:APC9 Carbine.jpeg|thumb|none|450px|Brügger &amp;amp; Thomet APC9-P, for comparison - 9x19mm]]&lt;br /&gt;
[[File:Mwiiiso45battlepass1.jpg|thumb|none|600px|The APC45 in the Battlepass screen.]]&lt;br /&gt;
[[File:Mwiiiso45idle.jpg|thumb|none|600px|Cpt. Price with the SMG in &amp;quot;Vondel,&amp;quot; a fictional borough of Amsterdam.]]&lt;br /&gt;
[[File:Mwiiiso45tacticalreload.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:Mwiiiso45emptystandardreload.jpg|thumb|none|600px|Pulling the charging handle during the empty reload. If interrupted by sprinting or switching weapons, the operator uses the bolt release with their trigger finger instead - which is also always used with &amp;quot;Fast Hands.&amp;quot; This same animation quirk is present with the Razorback/VHS-2.]]&lt;br /&gt;
[[File:Mwiiiso45sights.jpg|thumb|none|600px|Aiming down the flip-up sights in a bike shop in Amsterdam.]]&lt;br /&gt;
[[File:Mwiiiso45inspect2.jpg|thumb|none|600px|When inspecting the weapon, the character tosses the APC to their left hand the performs a brass check with the right hand.]]&lt;br /&gt;
[[File:Mwiiiso45emptyinspect.jpg|thumb|none|600px|The weapon locked empty. The character vigorously tugs the charging handle during the empty inspect animation.]]&lt;br /&gt;
[[File:APC45 SD.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC45 SD - .45 ACP]]&lt;br /&gt;
[[File:APC9 K PRO.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC9 K PRO - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet APC9 K PRO G==&lt;br /&gt;
In addition to the aforementioned APC45, the [[Brügger &amp;amp; Thomet APC9|APC9 K PRO G]] returns from ''Modern Warfare'', added in Season 6 under the name &amp;quot;ISO 9mm&amp;quot;. By default it's loaded with 33-round Glock magazines, and also comes with a stock attachment option to retract its stock, which can also be used on its .45 caliber sibling.&lt;br /&gt;
[[File:APC9 K PRO G.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC9 K PRO G - 9x19mm]]&lt;br /&gt;
[[File:MWII APC9 (1).jpg|thumb|none|600px|In-game preview of the B+T APC9 K PRO G.]]&lt;br /&gt;
[[File:MWII APC9 (2).jpg|thumb|none|600px|Holding up a suspicious cactus with the ISO 9mm.]]&lt;br /&gt;
[[File:MWII APC9 (3).jpg|thumb|none|600px|Checking the irons against the rock - all the ISO series share these sights.]]&lt;br /&gt;
[[File:MWII APC9 (4).jpg|thumb|none|600px|The APC9 K's inspect, here seen in the operator's left hand.]]&lt;br /&gt;
[[File:MWII APC9 (5).jpg|thumb|none|600px|Setting the selector to semi-auto.]]&lt;br /&gt;
[[File:MWII APC9 (6).jpg|thumb|none|600px|Tactical reloads are done with the magazines held together like a Czech hedgehog.]]&lt;br /&gt;
[[File:MWII APC9 (7).jpg|thumb|none|600px|And the teeny charging handle is tugged if it runs dry.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
A stylized [[FN P90 TR]] (inspired by some blueprints from ''Modern Warfare'' with the grip design based on that of the [[Magpul PDR-C]]) appears as the &amp;quot;PDSW 528&amp;quot; as part of the Tactique Defense platform. The &amp;quot;528&amp;quot; designation is an abridgement of its '''5'''.7x'''28'''mm caliber. The stylized magazine from those blueprints is now transparent, and tracks the feeding ammunition. The P90 TR can be turned into a regular P90 with its integrated optic, however unlike ''MW19'' this attachment isn't in the Optic category, but rather a new &amp;quot;Rail&amp;quot; category that allows for three different upper receivers: The (stylized) P90 TR upper by default, the P90 upper with optic, or the aftermarket EFFEN 90 upper with a tiny low profile rail. Equipping the integrated optic upper blocks use the optics attachment category. The longer-than-normal barrel can be returned to its proper length with the “9.5&amp;quot; Duke-30” barrel attachment. &lt;br /&gt;
&lt;br /&gt;
It only fires in full auto in-game; the selector functionality is absent. &lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:MagpulPDR.jpg|thumb|none|400px|Magpul PDR-C with red dot sight and 20-round polymer magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 p90 (1).jpg|thumb|none|600px|The &amp;quot;PDSW 528&amp;quot; in the gunsmith screen. The barrel is noticeably longer and the grips are more angular compared to the real gun.]]&lt;br /&gt;
[[File:P90 MWII ADS.jpg|thumb|none|600px|The player character wielding the legally distinct FN P90 TR inside the pitstop of a (legally distinct) Marina Bay Street Circuit, located in Singapore.]]&lt;br /&gt;
[[File:P90 MWII idle.jpg|thumb|none|600px|Much like MW2019, the magazine is translucent and dynamically tracks how many rounds are modelled in the magazine.]]&lt;br /&gt;
[[File:P90 MWII inspect1.jpg|thumb|none|600px|Reading the fine print on the stock of the gun.]]&lt;br /&gt;
[[File:P90 MWII inspect2.jpg|thumb|none|600px|Taking a peek at the bolt and breech during the inspect animation.]]&lt;br /&gt;
[[File:P90 MWII reload1.jpg|thumb|none|600px|Reloading is performed in the same way as the previous Modern Warfare title.]]&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (2).jpg|thumb|none|600px|The absolutely-not-a-P90 in the gunsmith screen.]]&lt;br /&gt;
[[File:Effen90.jpg|thumb|none|400px|FN P90 with EFFEN 90 upper reciever - 5.7x28mm]]&lt;br /&gt;
[[File:MWII P90 Effen.jpg|thumb|none|600px|An EFFEN P90 built with the 9.5&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK94A3==&lt;br /&gt;
The &amp;quot;Lachmann Sub&amp;quot; is a [[Heckler &amp;amp; Koch HK94A3]] chopped and converted to resemble an [[MP5A5]]. The giveaway is that, along with other guns in the &amp;quot;Lachmann Meer&amp;quot; platform (which is clearly supposed to represent the Heckler &amp;amp; Koch roller-delayed family of weapons), it lacks a paddle magazine release, leaving only the (extended) button release. The game's HK94 has a 3-round burst trigger group installed, as well as an MP5's barrel with attachment lugs. Curiously enough, the trigger group lacks a semi-auto position; accordingly, the weapon can be switched between full-auto and three-round burst during gameplay, but not semi-auto. The in-game weapon also sports a strange cylindrical charging handle that differs from the other weapons in its family.&lt;br /&gt;
15, 30 (the default one) and 40 round metal magazines are available, along with a 50 round drum inspired by the Magpul PMAG D-50 MP.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lachmann Pulsar&amp;quot; barrel attachment gives it a short barrel approximating that of an [[MP5K]]. The &amp;quot;LM Cronus Grip&amp;quot; gives it the same [[PTR 9KT]]-style trigger group as the one seen on ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s MP5 blueprints, with the triangular parts still facing the wrong directions, but this time the selector markings are &amp;quot;S-3-F&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The HK94A3 is mostly used by the Las Almas Cartel and Colonel Vargas' &amp;quot;Los Vaqueros&amp;quot; federal special forces unit in the campaign story.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K94Conversion.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A5, for comparison - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5 (1).jpg|thumb|none|600px|The faux-MP5's left side in the gunsmith screen.]]&lt;br /&gt;
[[File:Mw22 mp5 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:HK94A3 MWII idle.jpg|thumb|none|600px|The player character wanders the town square with his pseudo-HK94A3.]]&lt;br /&gt;
[[File:HK94A3 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. In a regression from the previous Modern Warfare, the &amp;quot;Lachmann&amp;quot; series has fallen victim to the videogame trend of HK guns with the front sight having the top half inexplicably missing.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect1.jpg|thumb|none|600px|Inspecting the submachine gun by taking out the magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect2.jpg|thumb|none|600px|Pulling the bolt back for a brass check. Note the extended magazine release, which explains how the player character is able to use it so easily, as standard button releases on civilian HK roller delayed guns are infamous for being very hard to reach with the trigger finger for many people.]]&lt;br /&gt;
[[File:HK94A3 MWII reload1.jpg|thumb|none|600px|Tactical reload performed with the charging handle locked back. This action, shared with all the guns in the &amp;quot;Lachmann-Meer&amp;quot; platform, doesn't eject a round for some reason.]]&lt;br /&gt;
[[File:HK94A3 MWII reload2.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII reload3.jpg|thumb|none|600px|The nigh mandatory HK slap performed on the charging handle.]]&lt;br /&gt;
[[File:H&amp;amp;KSP89.jpg|thumb|none|350px|Heckler &amp;amp; Koch SP89 Pistol with factory 15-round magazine - 9x19mm]]&lt;br /&gt;
[[File:MP5KA3 superimposed 15rds.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K with Navy trigger group and 15-round magazine - 9x19mm]]&lt;br /&gt;
[[File:MWII SP89K (0).jpg|thumb|none|600px|A SP89/MP5K style build in Gunsmith, with the Lachmann Pulsar barrel, LM Stockless mod, and TV Wrecker foregrip. The barrel assembly is quite noticeably longer than an actual MP5K.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK94A2===&lt;br /&gt;
Using the &amp;quot;Lachmann S76 Factory Stock&amp;quot; will turn the weapon into an HK94A2. Another attachment with a slightly different shape, the &amp;quot;Meer Recoil-56 Factory Stock&amp;quot;, is available.&lt;br /&gt;
[[File:HK 94A2chopped.jpg|none|thumb|450px|Heckler &amp;amp; Koch HK94A2 converted to full-auto fire, with shortened barrel - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5a2.jpg|thumb|none|600px|What wants to be an [[MP5A4]] in the gunsmith screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK94A3 (with integral suppressor)==&lt;br /&gt;
An integrally suppressed version of the aforementioned HK94A3 (intended to pass for an [[MP5SD]]) was added in Season 5 Reloaded as the &amp;quot;Lachmann Shroud&amp;quot;. In contrast to its unsuppressed counterpart, it lacks a full-auto option, and is instead fitted with a safe/semi-auto/3-round burst trigger group.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K94Conversion.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5SD6.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD6, for comparison - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5sd.jpg|thumb|none|600px|The &amp;quot;Lachmann Shroud&amp;quot; in the battle pass.]]&lt;br /&gt;
[[File:Mw22 mp5sd (1).jpg|thumb|none|600px|Alex checks the magazine on his totally-not-MP5SD, wondering whose idea was it at Lachmann &amp;amp; Meer to make this a S-3-1 trigger group.]]&lt;br /&gt;
[[File:Mw22 mp5sd (2).jpg|thumb|none|600px|Still angered by the fact that the HUD is bugged in private matches, he lets out his frustrations on the charging handle, giving it a forceful smack.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK94A2 (with integral suppressor)===&lt;br /&gt;
Equipping the &amp;quot;Lachmann S76 Factory Stock&amp;quot; or the  &amp;quot;Meer Recoil-56 Factory Stock&amp;quot; turns the gun into an integrally suppressed HK94A2.&lt;br /&gt;
[[File:HK 94A2chopped.jpg|none|thumb|450px|Heckler &amp;amp; Koch HK94A2 converted to full-auto fire, with shortened barrel - 9x19mm]]&lt;br /&gt;
[[File:MP5SD 0-1-3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD with safe/semi/3-round burst trigger group, for comparison - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A fictionalized [[Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;VEL 46&amp;quot; as part of the LMP platform.&lt;br /&gt;
It feeds from 40 round magazines by default, and 30 round stylized magazines, a fictional quadstack 50 rounder and 60 round drum are available to extend the gun's capacity.&lt;br /&gt;
[[File:MP7A2.jpg‎‎|thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MW22 MP7.jpg|thumb|none|600px|The MP7A2 in the loadout screen. Note that some parts are actually modeled more correctly than the ''Modern Warfare'' counterpart, such as the trigger guard and the stock.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|An MP7A2 on the left with a custom stock and a longer barrel.]]&lt;br /&gt;
[[File:MP7 MWII idle.jpg|thumb|none|600px|The &amp;quot;VEL 46&amp;quot; in the hands of the player character.]]&lt;br /&gt;
[[File:MP7 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. The iron sights are similar to the last game, using the pistol style notch sights in the raised position.]]&lt;br /&gt;
[[File:MP7 MWII inspect1.jpg|thumb|none|600px|Inspecting the MP7. Note the addition of a Performance Services Generation 2 Butt Stock Quick Detach Sling Mount.]]&lt;br /&gt;
[[File:MP7 MWII inspect2.jpg|thumb|none|600px|Inspecting the magazine, full of 4.6x30mm rounds...]]&lt;br /&gt;
[[File:MP7 MWII inspect3.jpg|thumb|none|600px|...and performing a chamber-check.]]&lt;br /&gt;
[[File:MP7 MWII reload1.jpg|thumb|none|600px|Reloading the MP7.]]&lt;br /&gt;
[[File:MP7 MWII reload2.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:MP7 MWII reload3.jpg|thumb|none|600px|Ejecting an empty mag, inserting a new mag, before hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Interdynamic KG-9 / Intratec TEC-9 hybrid==&lt;br /&gt;
A hybrid of the [[Interdynamic KG-9]] and the [[Intratec TEC-9]] was added to the handguns class in Season 3 Reloaded as the &amp;quot;FTAC Siege&amp;quot;. The weapon has four upper receiver options, most of which have sub-options as well. The standard upper receiver also comes in an extended barrel variant (&amp;quot;Ratchet BE&amp;quot;), an extended barrel and barrel shroud variant (&amp;quot;SuperTac-VI&amp;quot;), and an integrally suppressed variant (&amp;quot;Ratchet BE Tac&amp;quot;). An upper based on the TEC-9 Mini (&amp;quot;Mouse 99&amp;quot;) is also available, which blocks the use of grips, optics, and lasers due to its small size. A much longer upper with angled shroud holes comes in standard (&amp;quot;CMRN-50&amp;quot;) and integrally suppressed (&amp;quot;NST-81&amp;quot;, previously known as &amp;quot;STF-U&amp;quot;) variations, and a lightweight upper with rectangular holes and entirely different iron sights are also options.&lt;br /&gt;
&lt;br /&gt;
The gun can equip the wire stock and foregrip of the KG-9's full-auto sibling, the MP-9. Other stock and grip options are available, including an angled metal foregrip highly reminiscent of the [[Beretta 93R]]. A unique thread-on suppressor is also available, and the SMG feeds from 32-round mags, 20-round mags, 50-round drums, or 72-round drums. As of Season 4, it can be dual-wielded, and uniquely, it features an on-screen reload animation when reloading the weapon while akimbo; though it is not the first game that does this, ''[[Call of Duty 2: Big Red One]]'' and ''Call of Duty: Mobile'' both feature such akimbo reload animations for pistols and the Vector respectively.&lt;br /&gt;
[[File:InterDynamicKG99.jpg|thumb|none|350px|Interdynamic KG-9 - 9x19mm]]&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[File:Mwiitec9loadout.jpg|thumb|none|600px|The base weapon in the loadout screen. Notice that it has a fictional magazine release button instead of a paddle, which is properly animated upon reloads and inspects with the left hand, though is incorrect for the real TEC-9.]]&lt;br /&gt;
[[File:Mwiitec91.jpg|thumb|none|600px|Holding the hybrid TEC-9/KG-9.]]&lt;br /&gt;
[[File:Mwiitec93.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:Mwiitec94.jpg|thumb|none|600px|Pulling the charging handle during the empty reload.]]&lt;br /&gt;
[[File:Mwiitec95.jpg|thumb|none|600px|Dropping the magazine during the &amp;quot;Fast Hands&amp;quot; reload. For the empty reload, the operator pulls the handle with a slightly altered grip from the standard empty reload.]]&lt;br /&gt;
[[File:Mwiitec92.jpg|thumb|none|600px|Checking the chamber of the loaded weapon.]]&lt;br /&gt;
[[File:Mwiitec96.jpg|thumb|none|600px|Inspecting the weapon after running out of rounds.]]&lt;br /&gt;
[[File:Mwiitec97.jpg|thumb|none|600px|Comically during the empty inspect, the operator will experience a malfunction while attempting to dry fire the gun.]]&lt;br /&gt;
[[File:Mwiiakimbotec91.jpg|thumb|none|600px|Posing with the duel Tec-9 hybrids, Chicago skyline in the background.]]&lt;br /&gt;
[[File:Mwiiakimbotec92.jpg|thumb|none|600px|Pretend firing the weapons gangsta style.]]&lt;br /&gt;
[[File:Mwiiakimbotec93.jpg|thumb|none|600px|Tossing the used magazines after stuffing the guns into his armpits.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Interdynamic MP-9.jpg|thumb|none|350px|Interdynamic MP-9 - 9x19mm]]&lt;br /&gt;
[[File:Mwiimp9tecloadout.jpg|thumb|none|600px|An MP-9-style build in the loadout screen.]]&lt;br /&gt;
[[File:TEC-9Mini.jpg|thumb|none|350px|Intratec TEC-9 Mini - 9x19mm]]&lt;br /&gt;
[[File:Mwiiminitec9loadout.jpg|thumb|none|600px|A TEC-9 Mini-style build in the loadout screen.]]&lt;br /&gt;
[[File:TEC-9 5-inch barrel.jpg|thumb|none|350px|Intratec TEC-9 with early blade sight and 5.5&amp;quot; screw-on barrel extension - 9x19mm]]&lt;br /&gt;
[[File:Mwiitec9extendedbarrelloadoutupt.jpg|thumb|none|600px|A similar build in the loadout screen. Note the backwards mirrored text on the weapon.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I/Gen II hybrid [[KRISS Vector]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' returns as the &amp;quot;Fennec 45&amp;quot;, which is still missing the piece that connects the pistol grip and the receiver and once again has a massively shrunk-down Super-V recoil dampening system the real Vector is known for, thus resulting in the weapon having actual muzzle rise. As with the P220 pistol, killing opponents with the Vector will hide death skull indicators with its subsonic .45 ammunition.&lt;br /&gt;
&lt;br /&gt;
The default magazines for the Fennec are KRISS MagEx2's with a 30 round capacity. The two other magazine options are a 13-round Glock 21 magazine underloaded to 12 rounds (it actually does have one less witness hole, a very nice detail) which converts the Fennec to 2-round burst, and a Magpul D-50 9mm Glock drum magazine adapted to .45 ACP and with a 45 round capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon has an extended barrel and handguard, the former (intentionally or not) similar in length to the 8&amp;quot; export model only available in Ukraine, and the latter seemingly inspired by the KRISS MK1 Modular Rail. Barrel customization options include the “5.5&amp;quot; Fennec Minitac” (a standard Vector's 5.5&amp;quot; barrel), “FTac 8.5&amp;quot; Recon” (actually a 6.5&amp;quot; barrel with a stylized MK5 Modular Rail), and &amp;quot;Fennec Covert Force&amp;quot; (a barrel shroud based on a Vector CRB Enhanced, depicted as an integral suppressor in-game).&lt;br /&gt;
&lt;br /&gt;
Stock options include the &amp;quot;Agile Assault-7 Stock&amp;quot; (based on the early TDI Vector prototype stock) and the &amp;quot;FTac Stock Cap&amp;quot; (a Vector SDP's quick-detach sling swivel).&lt;br /&gt;
&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW22 VECTOR.jpg|thumb|none|600px|The Vector in the loadout screen. Note the extended barrel and rail, and the two-tone finish that distinguish it from Modern Warfare's model. Another difference is that the pistol grip now has Vector Gen II ribs at the rear.]]&lt;br /&gt;
[[File:Vector MWII idle.jpg|thumb|none|600px|The player character wielding a &amp;quot;Fennec&amp;quot;.]]&lt;br /&gt;
[[File:Vector MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vector MWII inspect1.jpg|thumb|none|600px|Inspecting the Vector.]]&lt;br /&gt;
[[File:Vector MWII inspect2.jpg|thumb|none|600px|Brass check leaving the player character wondering just how the bolt fits into the far too narrow gap between the magwell and the trigger group.]]&lt;br /&gt;
[[File:Vector MWII reload1.jpg|thumb|none|600px|Reloading mid magazine.]]&lt;br /&gt;
[[File:Vector MWII reload2.jpg|thumb|none|600px|The player character fumbles the insertion a bit mid reload.]]&lt;br /&gt;
[[File:Vector MWII reload3.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:KRISS SDP II.jpg|thumb|none|400px|KRISS USA Vector SDP Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWII Vector SDP (1).jpg|thumb|none|600px|A Vector SDP configuration with the &amp;quot;Double Tap&amp;quot; short magazines.]]&lt;br /&gt;
[[File:Vector CRB Enhanced Defiance.jpg|thumb|none|450px|KRISS USA Vector CRB Enhanced, Gen II version with Defiance M4 stock - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWII Vector CRB (1).jpg|thumb|none|600px|And a Vector CRB imitating the reference image.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] returns from ''Modern Warfare'' as the &amp;quot;Minibak&amp;quot;, now with a more correctly modeled receiver, forend and stock. It still uses the earlier Bizon-1's 64-round helical magazine by default, but this time with the magazine front attachment point of the Bizon-2.&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]]&lt;br /&gt;
[[File:MW22 BIZON.jpg|thumb|none|600px|The Bizon in the loadout screen.]]&lt;br /&gt;
[[File:Bizon MWII idle.jpg|thumb|none|600px|The Russian SMG in the hands of a SPECGRU soldier.]]&lt;br /&gt;
[[File:Bizon MWII ADS.jpg|thumb|none|600px|Aiming down the sights]]&lt;br /&gt;
[[File:Bizon MWII inspect1.jpg|thumb|none|600px|Inspecting the Bizon.]]&lt;br /&gt;
[[File:Bizon MWII inspect2.jpg|thumb|none|600px|Checking the helical magazine.]]&lt;br /&gt;
[[File:Bizon MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:Bizon MWII reload3.jpg|thumb|none|600px|Throwing away an empty magazine.]]&lt;br /&gt;
[[File:Bizon MWII reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz==&lt;br /&gt;
The [[PP-19-01 Vityaz]] appears as the &amp;quot;Vaznev-9K&amp;quot;. It is fitted with a railed AK-100 series polymer style forend. Prior to the Season 1 update, the Vityaz could not accept any underbarrel accessories in multiplayer. Vityazs with underbarrel grips can be found in the Campaign in the hands of Al-Qatala and Russian PMCs.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard 30-round stick mag the gun feeds from by default, the Vityaz can accept fictional quad-stack 45-round magazines. It can also be modified with a [[Saiga 9]]'s 367mm barrel via the &amp;quot;SA Response III&amp;quot; barrel attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:Izhmash PP-19-01 Vityaz.jpg|thumb|none|450px|PP-19-01 &amp;quot;Vityaz-SN&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:MW22 VITYAZ.jpg|thumb|none|600px|The Vityaz in the loadout screen.]]&lt;br /&gt;
[[File:Vityaz MWII idle.jpg|thumb|none|600px|A SPECGRU operator wields a PP-19-01.]]&lt;br /&gt;
[[File:Vityaz MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vityaz MWII inspect1.jpg|thumb|none|600px|Inspecting the Vityaz - checking the magazine.]]&lt;br /&gt;
[[File:Vityaz MWII inspect2.jpg|thumb|none|600px|And the brass check.]]&lt;br /&gt;
[[File:Vityaz MWII reload1.jpg|thumb|none|600px|The player character performs a magazine retention tactical reload.]]&lt;br /&gt;
[[File:Vityaz MWII inspect3.jpg|thumb|none|600px|Charging the PP-19 with the right hand. With &amp;quot;Fast Hands,&amp;quot; the underhanded style is used instead.]]&lt;br /&gt;
[[File:Izhmash Saiga-9.jpg|thumb|none|450px|Saiga 9 - 9x19mm]]&lt;br /&gt;
[[File:MWII Saiga-9 (1).jpg|thumb|none|600px|The Vaznev with the SA Response III civilian style barrel.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
A [[SIG-Sauer MPX]] Gen 2 with a stock inspired by the SIG PSB collapsible brace appears as the &amp;quot;BAS-P&amp;quot;. It is Alejandro Vargas' main weapon throughout the campaign, and was added to multiplayer on Season 1. It is part of the &amp;quot;Bruen Ops&amp;quot; platform, suggesting that the in-game manufacturer Bruen (which also manufactures the Bruen Bullpup/AUG platform) is a mishmash of SIG and Steyr.&lt;br /&gt;
&lt;br /&gt;
The optional barrels are the following: “12&amp;quot; Bruen SZ-36” (a fictional-length barrel with an M-LOK handguard that looks like a Midwest Industries / Samson Manufacturing hybrid), “10.5&amp;quot; Bruen Typhon” (an integrally suppressed barrel with an MPX Gen 1 style handguard), “6.5&amp;quot; Bruen Drake” (a 6.5&amp;quot; barrel with a factory MPX-style M-LOK handguard), and “4&amp;quot; Thunderfire” (an [[SIG-Sauer MPX K|MPX K]]'s 4.5&amp;quot; barrel).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Battle Worn&amp;quot; blueprint, Alejandro's customized MPX from the campaign, was made unlockable for multiplayer during a time-limited event in Season 5. This blueprint's add-on flared magwell and titanium nitride-coated bolt also make it ideal for a [[John Wick: Chapter 3 - Parabellum|''John Wick'']] build, something likely intentional on the developers' part given how specific a combination this is.&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW22 MPX.jpg|thumb|none|600px|The MPX in the loadout screen.]]&lt;br /&gt;
[[File:MWII-MPX-1.jpg|thumb|none|600px|Alejandro Vargas holding an MPX.]]&lt;br /&gt;
[[File:MPX MWII idle.jpg|thumb|none|600px|The player character handling a SIG-Sauer MPX in MWII's take on the Shoothouse map from MW2019.]]&lt;br /&gt;
[[File:MPX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at the KORTAC spawn side of Shoothouse.]]&lt;br /&gt;
[[File:MPX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;BAS-P&amp;quot;.]]&lt;br /&gt;
[[File:MPX MWII inspect2.jpg|thumb|none|600px|Performing a brass check, magazine in hand.]]&lt;br /&gt;
[[File:MPX MWII reload1.jpg|thumb|none|600px|Reloading halfway through a magazine.]]&lt;br /&gt;
[[File:MPX MWII reload2.jpg|thumb|none|600px|The end result of emptying a magazine at the wall, note the bolt release paddle sticking out.]]&lt;br /&gt;
[[File:MPX MWII reload3.jpg|thumb|none|600px|Flinging the empty mag out with a fresh magazine ready to go.]]&lt;br /&gt;
[[File:MWII MPX Wick.jpg|thumb|none|600px|An MPX setup styled after John Wick's custom [[John Wick: Chapter 3 - Parabellum#TTI SIG-Sauer MPX Carbine|MPX Carbine]], making use of the flared mag well and TiN-coated bolt found on Alejandro's &amp;quot;Battle Worn&amp;quot; blueprint.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX-SD===&lt;br /&gt;
Equipping the “10.5&amp;quot; Bruen Typhon” barrel turns the weapon into an [[SIG-Sauer MPX#SIG-Sauer MPX-SD|MPX-SD]].&lt;br /&gt;
[[File:MPX-SD Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-SD, Gen 1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWII MPX-SD (1).jpg|thumb|none|600px|The MPX-SD configuration in the loadout preview.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX K===&lt;br /&gt;
Using the “4&amp;quot; Thunderfire” barrel turns the gun into an [[SIG-Sauer MPX K|MPX K]].&lt;br /&gt;
[[File:SIG MPX K.jpg|thumb|none|400px|SIG-Sauer MPX K, Gen 2 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWII MPX-K (1).jpg|thumb|none|600px|An MPX K with the &amp;quot;BR Stockless Mod&amp;quot;, &amp;quot;Bruen Flash&amp;quot; pistol grip, and a 20-round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears as the &amp;quot;MX9&amp;quot;, fed by 25- and 32-round stylized [[Steyr MPi 69/81]] magazines.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:MW22 AUG PARA.jpg|thumb|none|600px|The AUG Para in the loadout screen. The bottom of the stock is modeled more correctly than the ''Modern Warfare'' version.]]&lt;br /&gt;
[[File:AUG9mm MWII idle.jpg|thumb|none|600px|The player character and their AUG submachine gun.]]&lt;br /&gt;
[[File:AUG9mm MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect1.jpg|thumb|none|600px|Inspecting the magazine.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect2.jpg|thumb|none|600px|Brass check.]]&lt;br /&gt;
[[File:AUG9mm MWII reload1.jpg|thumb|none|600px|The AUG A3 9mm has an entirely new reload compared to the last game - it now reloads in a tactical retention manner akin to most other weapons in-game.]]&lt;br /&gt;
[[File:AUG9mm MWII reload2.jpg|thumb|none|600px|The charging handle is also not locked back on empty reloads on this variant.]]&lt;br /&gt;
[[File:AUG9mm MWII reload3.jpg|thumb|none|600px|After inserting a fresh magazine into an empty AUG 9mm, the player character will rack the charging handle to chamber a round. With the &amp;quot;Fast Hands&amp;quot; perk, this will be replaced with a press of the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;Expedite 12.&amp;quot; It is used by Shadow Company and Task Force 141 members in the story.&lt;br /&gt;
&lt;br /&gt;
The first port-loaded shell in a reload sequence will play a slower animation showing the player character palming the shell before loading it. This does not happen with the &amp;quot;Fast Reload&amp;quot; perk. Customization options include a 14&amp;quot; short barrel, longer competition-style magazine tube, railed and slim forends and a variety of stock options including a field stock option, collapsed and extended stock and a fixed pistol grip stock combination. Interestingly, it is capable of firing Dragon's Breath shells with no issues; while the M4 can fire such shells, they have difficulty powering a semi-automatic shotgun action as they are considered low-power rounds, as such they require manual cycling.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Bryson Reverb-55 Stock&amp;quot; gives it a fixed stock similar to Magpul shotgun stocks, and the &amp;quot;419mm Schlager Salvo&amp;quot; and &amp;quot;FSS Frame Stock&amp;quot; are resemble the forend and stock of the pump-action [[FABARM STF 12]].&lt;br /&gt;
[[File:Benelli M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[File:MW22_BenelliM4.jpg|thumb|none|600px|The M4 Super 90 in the weapon inspect menu.]]&lt;br /&gt;
[[File:M4super90 MWII idle.jpg|thumb|none|600px|A SPECGRU operative wields his &amp;quot;Expedite 12&amp;quot; on the Mexican-American border.]]&lt;br /&gt;
[[File:M4super90 MWII ADS.jpg|thumb|none|600px|Aiming through the Benelli's sights.]]&lt;br /&gt;
[[File:M4super90 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:M4super90 MWII inspect2.jpg|thumb|none|600px|The inspect animation continues with a flashy ejection of the shell currently chambered.]]&lt;br /&gt;
[[File:M4super90 MWII inspect3.jpg|thumb|none|600px|Examining the 12 gauge buckshot shell, produced by the in-universe manufacturer &amp;quot;Corvus Arms&amp;quot;.]]&lt;br /&gt;
[[File:M4super90 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube with some fresh shells.]]&lt;br /&gt;
[[File:M4super90 MWII reload2.jpg|thumb|none|600px|The bolt locked back after emptying the magazine at a border crossing checkpoint.]]&lt;br /&gt;
[[File:M4super90 MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber, before loading up the magazine tube. ]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA (short barreled version) with collapsed stock - 12 gauge]]&lt;br /&gt;
[[File:MWII M4 NFA (1).jpg|thumb|none|600px|Preview of the M4 NFA short configuration.]]&lt;br /&gt;
[[File:FABARM STF 12 PISTOLGRIP F.E..jpg|thumb|none|450px|FABARM STF 12 Pistolgrip F.E. - 12 gauge]]&lt;br /&gt;
[[File:MWII M4 Fabarm.jpg|thumb|none|600px|The STF 12 style parts on the Expedite. The &amp;quot;RMGE-7&amp;quot; muzzle is also equipped here.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
The [[Over and Under Shotgun|Browning Citori 725]] returns as the &amp;quot;Lockwood 300&amp;quot;, with an altered handguard and stock compared to the ''Modern Warfare'' rendition. It is still used as an apparently favored weapon by Al-Qatala in the story and DMZ. The shotgun received a dual trigger attachment option with Season 6, allowing the player character to fire both barrels simultaneously. To help balance the need to reload after every trigger pull with this attachment, the player character will slide in both shells in simultaneously, as opposed to one after the other in the normal empty reload.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
[[File:MW22 725.jpg|thumb|none|600px|The Browning Citori 725 in the weapon preview menu.]]&lt;br /&gt;
[[File:725 MWII idle.jpg|thumb|none|600px|The O/U shotgun held in the hands of a multiplayer character.]]&lt;br /&gt;
[[File:725 MWII ADS.jpg|thumb|none|600px|Aiming down the sight rib at the rear of a panel van.]]&lt;br /&gt;
[[File:725 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun by popping open the breech a tad.]]&lt;br /&gt;
[[File:725 MWII inspect2.jpg|thumb|none|600px|Reading the engraved trade dress.]]&lt;br /&gt;
[[File:725 MWII reload1.jpg|thumb|none|600px|Reloading the double barrel after firing both shells.]]&lt;br /&gt;
[[File:725 MWII reload2.jpg|thumb|none|600px|Inserting two fresh shells.]]&lt;br /&gt;
[[File:725 MWII reload3.jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
&lt;br /&gt;
===Side by Side Shotgun===&lt;br /&gt;
The &amp;quot;Super Shotgun&amp;quot; blueprint from the DOOM bundle is a [[Sawed-Off Double Barrel Shotgun|sawed-off side by side shotgun]]. As the entire weapon model is replaced, its attachments cannot be customized, though it should be noted that it's statistically identical to the Citori. One of its attachments is the double trigger, added just before this bundle and clearly specifically created to allow the Super Shotgun to function as it should. Faithful to its [[Doom (VG)|source material]], the entire shotgun is animated with the same jittery style as the original DOOM Super Shotgun as opposed to standard interpolation animation used in other weapons, although the animations revert to standard, albeit currently bugged, Citori animations when a camo is applied. Other changes include the original red muzzle flash, its sway pattern, and sound.&lt;br /&gt;
[[File:Remington SBS.jpg|thumb|none|400px|Remington Spartan sawed-off shotgun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Corvus Masterkey&amp;quot;==&lt;br /&gt;
The underbarrel &amp;quot;12-Gauge Deputy&amp;quot; returns from ''Modern Warfare'', now under a different name. It has a new model that appears to have a Mossberg-style trigger guard, and now it can be reloaded. The reload animation is of a similar style to the Benelli M4, first (if empty) loading a shell into the chamber and pressing the bolt release, then loading three shells into the tube. The updated empty inspect animation even shows correct operation for a Benelli-style semi-automatic shotgun, showing the bolt carrier moving freely without locking back until the operator dry-fires the shotgun and racks it back, causing it to lock open. A Dragon's Breath-equipped model has also been introduced into the game with the release of Season 5 under the name &amp;quot;Corvus Torch&amp;quot;.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect1.jpg|thumb|none|600px|The &amp;quot;Corvus Masterkey&amp;quot;, slung underneath an M203 heatshield attached to an M16.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect2.jpg|thumb|none|600px|Chamber checking the underbarrel shotgun.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload1.jpg|thumb|none|600px|Unlike previous games (and IRL), the Masterkey in MWII is semiautomatic, with a last round bolt hold open.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload2.jpg|thumb|none|600px|Hitting the bolt release on a fresh shell.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload3.jpg|thumb|none|600px|Sliding in the last three shells into the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Tavor TS12==&lt;br /&gt;
The [[IWI Tavor TS12]] was added in Season 4 Reloaded as the &amp;quot;MX Guardian&amp;quot;. Unlike its real-life counterpart, the TS12 in-game effectively functions as a shotgun Bizon, sporting a detachable helical/prism magazine instead of the triple 5-round tube cluster of the real life version. Thus, upon reloading, the user simply swaps out the magazine instead of inserting individual shells. The TS12 is also fully automatic by default, with semi-automatic and two-round burst fire trigger packs (probably to simulate a binary trigger) as attachments, unlike the real TS12, which comes in semi-automatic by default (of course with the possibility of homemade trigger packs). Prior to the Season 5 update, the shotgun's in-game description described it as having the real version's three separate rotating magazine tubes.&lt;br /&gt;
[[File:Tavor TS12.jpg|thumb|none|450px|IWI Tavor TS12 - 12 gauge]]&lt;br /&gt;
[[File:Mwiits12battlepass.jpg|thumb|none|600px|The Tavor in the Battlepass.]]&lt;br /&gt;
[[File:Mwiits12customizationscreen1.jpg|thumb|none|600px|The other side of the gun in the customization screen.]]&lt;br /&gt;
[[File:Mwiits12spawn.jpg|thumb|none|600px|Cocking the gun during the spawn animation.]]&lt;br /&gt;
[[File:Mwiits12idle.jpg|thumb|none|600px|Taking in the Amsterdam skyline in the mid-season map &amp;quot;Vondel Waterfront&amp;quot;, while holding the mid-season weapon.]]&lt;br /&gt;
[[File:Mwiits12magazine1.jpg|thumb|none|600px|Inspecting the front of the magazine.]]&lt;br /&gt;
[[File:Mwiits12magazine2.jpg|thumb|none|600px|Rear of the magazine. Based on the fictional design, it could be a helictical magazine.]]&lt;br /&gt;
[[File:Mwiits12reload3.jpg|thumb|none|600px|Loading a new magazine. In both the inspect animations and the standard reloads, the player struggles with securing the magazine and gives it a smack to properly seat it. For the &amp;quot;Fast Hands&amp;quot; reload the player has no such issue loading it.]]&lt;br /&gt;
[[File:Mwiits12reload4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:Mwiits12burst.jpg|thumb|none|600px|The fictional &amp;quot;Burst Trigger Pack&amp;quot;, which is the only attachment which allows for dragon's breath rounds.]]&lt;br /&gt;
[[File:Mwiits12inspectempty1.jpg|thumb|none|600px|The action locked open on empty. Note the advanced ''[[Call of Duty: Ghosts|fish AI]]''.]]&lt;br /&gt;
[[File:Mwiits12inspectempty2.jpg|thumb|none|600px|Looking at the empty magazine. Note the protruding follower.]]&lt;br /&gt;
[[File:Mwiits12inspectempty3.jpg|thumb|none|600px|Amusingly, the player gets frustrated while trying to seat the magazine, and gives it a much harder smack.]]&lt;br /&gt;
&lt;br /&gt;
==Molot Vepr-12==&lt;br /&gt;
The [[Vepr-12]] was added in Season 2 as the &amp;quot;KV Broadside&amp;quot;, an addition to the &amp;quot;Kastovia&amp;quot; platform. It feeds from 8-round magazines, with the option for 12-rounders or 25-round drums, though curiously it cannot use its smaller 5-round mags, despite them already being in the game (used by the Mossberg 590M). Along with being fitted with a left side charging handle modification, the shotgun's bolt will lock open when empty when using either stick magazine, but does not lock back when using the drum. The Vepr is the first weapon outside of the Assault Rifle and Battle Rifle classes able to mount underbarrel weapons, both the GP-25 and (rather amusingly) the underbarrel shotgun. It can be loaded with Dragon's Breath incendiary shells, though as with the Benelli M4 above, low-powered rounds would make the weapon's usage unfeasible because of the weapon's self-loading nature. It is not an issue when used in-game, though. A custom Vepr-12 firing incendiary shells is the weapon of choice of the Pyro DMZ boss, along with a riot shield.&lt;br /&gt;
&lt;br /&gt;
As a post-release weapon, it can either be permanently unlocked by completing its challenge, purchasing by a store bundle that has the weapon, or by extracting the weapon in DMZ mode.&lt;br /&gt;
&lt;br /&gt;
[[File:Vepr-12 short barrel.jpg|thumb|none|450px|Molot Vepr-12 - 12 gauge]]&lt;br /&gt;
[[File:Mwiiveprpreview.jpg|thumb|none|600px|The Vepr-12 in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Mwiiveprspawn.jpg|thumb|none|600px|Spawning with the Vepr-12, the operative performs an underhand rack of the charging handle; this would be a bit less odd if said handle wasn't on the left side of the gun.]]&lt;br /&gt;
[[File:Mwiivepr0.jpg|thumb|none|600px|Gaz holding the Vepr-12.]]&lt;br /&gt;
[[File:Mwiivepr1.jpg|thumb|none|600px|Examining the Vepr-12.]]&lt;br /&gt;
[[File:Mwiivepr2.jpg|thumb|none|600px|In the inspect animation the character examines the magazine before tapping it on the magwell... ]]&lt;br /&gt;
[[File:Mwiivepr3.jpg|thumb|none|600px|...then puts it back in and performs a chamber check.]]&lt;br /&gt;
[[File:Mwiivepr4.jpg|thumb|none|600px|Firing with a massive muzzle flash; given how it obscures the front sight, this appears to be coming out of the gas block, rather than the actual muzzle.]]&lt;br /&gt;
[[File:Mwiivepr5.jpg|thumb|none|600px|Ripping out the magazine while holding another during the empty &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
[[File:Mwiivepr6.jpg|thumb|none|600px|And then dropping the bolt. For the standard reload the charging handle is used instead.]]&lt;br /&gt;
[[File:Mwiivepr12.jpg|thumb|none|600px|Examining a Vepr-12 equipped with a drum magazine and Dissident Arms MOD2 style handguard. When equipped with a drum magazine, both of the empty reloads only use the charging handle...]]&lt;br /&gt;
[[File:Mwiivepr14.jpg|thumb|none|600px|...as, unlike when using either box magazine option, the drum magazine-equipped Vepr-12 will still have its bolt forward when empty.]]&lt;br /&gt;
[[File:Mwiiveprshotshotgun.jpg|thumb|none|600px|&amp;quot;Yo dawg, we heard you liked shotguns.&amp;quot;]]&lt;br /&gt;
[[File:Vepr-12.jpg|thumb|none|450px|Molot Vepr-12 - 12 gauge]]&lt;br /&gt;
[[File:MWII Vepr-12 LB.jpg|thumb|none|600px|The Vepr with the &amp;quot;Range Twelve&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
The [[Mossberg 590]] appears as the &amp;quot;Bryson 800&amp;quot;. Unlike the previous ''Modern Warfare''’s pump-action shotguns, this weapon is chamber-loaded upon running empty, a rare instance in the ''Call of Duty'' franchise. &lt;br /&gt;
[[File:Moss590A1.jpg|thumb|none|450px|Mossberg 590 with 5-round magazine tube and speedfeed stock - 12 gauge]]&lt;br /&gt;
[[File:MW22 Mossberg.jpg|thumb|none|600px|The Mossberg in the loadout screen.]]&lt;br /&gt;
[[File:M590 MWII gunsmith.jpg|thumb|none|600px|The Mossberg 590 in the weapon preview menu.]]&lt;br /&gt;
[[File:Mossberg590idle MWII.jpg|thumb|none|600px|The &amp;quot;Bryson 800&amp;quot; in the campaign.]]&lt;br /&gt;
[[File:Mossberg590ADS MWII.jpg|thumb|none|600px|Aiming down the ghost ring sights.]]&lt;br /&gt;
[[File:M590 MWII inspect1.jpg|thumb|none|600px|Inspecting the Mossberg.]]&lt;br /&gt;
[[File:M590 MWII inspect2.jpg|thumb|none|600px|Chamber check performed.]]&lt;br /&gt;
[[File:M590 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube.]]&lt;br /&gt;
[[File:M590 MWII reload2.jpg|thumb|none|600px|Opening the action after emptying the shotgun. Note that the magazine tube follower is visible.]]&lt;br /&gt;
[[File:M590 MWII reload3.jpg|thumb|none|600px|Placing a fresh shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
Equipping the “8&amp;quot; XRK CQB Barrel” and the &amp;quot;Stockless Pistol Grip&amp;quot; via Gunsmith converts the &amp;quot;Bryson 800&amp;quot; into a [[Serbu Super Shorty]].&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty Shotgun made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:SuperShorty MWII idle.jpg|thumb|none|600px|The player character wields a Bryson 800 converted into a Serbu Super Shorty-esque build.]]&lt;br /&gt;
[[File:SuperShorty MWII ADS.jpg|thumb|none|600px|Aiming down the sight.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect1.jpg|thumb|none|600px|Inspecting the shortened pump action.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect2.jpg|thumb|none|600px|The player character performs a chamber check.]]&lt;br /&gt;
[[File:SuperShorty MWII reload1.jpg|thumb|none|600px|Pumping out a FRAG-12 shell.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590M==&lt;br /&gt;
A [[Mossberg 590M]]-style detachable box magazine variant with a collapsible stock and a short barrel appears as the &amp;quot;Bryson 890&amp;quot;. It was apparently supposed to be a [[Vepr-12]] since it's called &amp;quot;mviktor&amp;quot; (Molot Vepr) in the game files (which did eventually come to the game in Season 2), and it even retained the Vepr-12's magazine well and uses its correct magazines capacities as well (5, 8, and 12).&lt;br /&gt;
&lt;br /&gt;
A Los Vaqueros operative uses the 590M to breach a door in the &amp;quot;Cartel Protection&amp;quot; mission.&lt;br /&gt;
[[File:590M.jpg|thumb|none|450px|Mossberg 590M - 12 gauge]]&lt;br /&gt;
[[File:VPO-205-00.jpg|thumb|none|450px|Molot Vepr-12 VPO-205-00 - 12 gauge]]&lt;br /&gt;
[[File:MW22 M590M.jpg|thumb|none|600px|The 590M in the loadout screen.]]&lt;br /&gt;
[[File:M590M MWII idle.jpg|thumb|none|600px|The player character with the mag fed Mossberg.]]&lt;br /&gt;
[[File:M590M MWII ADS.jpg|thumb|none|600px|Looking out over the night time skyline of Singapore.]]&lt;br /&gt;
[[File:M590M MWII inspect1.jpg|thumb|none|600px|Admiring the receiver of the shotgun. Note the &amp;quot;Bryson&amp;quot; markings.]]&lt;br /&gt;
[[File:M590M MWII inspect2.jpg|thumb|none|600px|Chamber check performed, explosive 12 gauge slugs confirmed.]]&lt;br /&gt;
[[File:M590M MWII inspect3.jpg|thumb|none|600px|Just to really make sure, the player character pulls the magazine out to look at its payload.]]&lt;br /&gt;
[[File:M590M MWII reload1.jpg|thumb|none|600px|Inserting a new mag during a reload.]]&lt;br /&gt;
[[File:M590M MWII reload2.jpg|thumb|none|600px|Jacking a fresh shell into the chamber and ejecting a spent hull, which is of the wrong color.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles/Carbines=&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] appears as the &amp;quot;Kastov 762&amp;quot;. The &amp;quot;Kastov&amp;quot; label implies that the rifle was developed in the fictional country of Kastovia from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''. Magazine options include the standard 30-round polymer mag, and 20 or 40 round steel magazines.&lt;br /&gt;
&lt;br /&gt;
The weapon can be modified with an [[AKM]]'s gas block and wooden handguard via the &amp;quot;KAS-7 406mm&amp;quot; barrel attachment, as well as AKM's stock via the &amp;quot;Ivanov Wood Stock&amp;quot;, while retaining the AK-103's front sight block, smooth dust cover, and folding stock hardware on the left side of the receiver. It can also be fitted with an [[AKMS]]'s underfolding stock via the &amp;quot;Prolite TL3 Stock&amp;quot;. Some of these combinations can be found in the campaign. The &amp;quot;Cursed&amp;quot; blueprint from Season 3 &amp;quot;features&amp;quot; a removed dust cover, which showcases the AK's bolt.&lt;br /&gt;
&lt;br /&gt;
[[File:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]&lt;br /&gt;
[[File:MW22 AK-103.jpg|thumb|none|600px|The AK-103 in the gunsmith preview screen. All of the modernized AKs have railed handguards. Note that the top cover is depicted with a horizontal bulge, like variants that have ribbed covers such as the AKM.]]&lt;br /&gt;
[[File:MW22 AK103 (3).jpg|thumb|none|600px|Idle-ing with the AK in hand.]]&lt;br /&gt;
[[File:MW22 AK103 (4).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MW22 AK103 (5).jpg|thumb|none|600px|Checking the load on the magazine.]]&lt;br /&gt;
[[File:MW22 AK103 (6).jpg|thumb|none|600px|And doing a press check.]]&lt;br /&gt;
[[File:MW22 AK103 (7).jpg|thumb|none|600px|Swapping magazines. Unlike the 5.45 variants, the AK-103 (and the RPK when using box magazines) re-uses the reloading animations from ''MW19''’s AK-47.]]&lt;br /&gt;
[[File:MW22 AK103 (8).jpg|thumb|none|600px|Flicking out an old magazine with a fresh one.]]&lt;br /&gt;
[[File:MW22 AK103 (9).jpg|thumb|none|600px|And charging the action with a tacticool under-hand sweep.]]&lt;br /&gt;
[[File:Mwiiak103closeup.jpg|thumb|none|600px|Closeup of the right side of a customized AK-103.]]&lt;br /&gt;
[[File:Mwiiak103siderail.jpg|thumb|none|600px|The &amp;quot;Cursed&amp;quot; blueprint with an optic. As the dust cover remains removed, the bracket mount from other AK variants is used here. Note the strangely colored recoil spring.]]&lt;br /&gt;
[[File:Mwiicursedak1.jpg|thumb|none|600px|Inspecting the AK-103 without dust cover.]]&lt;br /&gt;
[[File:Mwiicursedak2.jpg|thumb|none|600px|The empty inspect animation has the operator pull the bolt all the way to the rear. Note that the piston is completely absent and that the ejector has a notch in it. The ejector would likely be weakened and lose its durability due to this modification.]]&lt;br /&gt;
[[File:Mwiicursedak3.jpg|thumb|none|600px|The AK-103's spring compressed while in full recoil.]]&lt;br /&gt;
[[File:MWII-Trailer-AK103.jpg|thumb|none|600px|An Al-Qatala armored NPC in the Warzone 2.0 trailer.]]&lt;br /&gt;
[[File:MWII AK-103 Farah.jpg|thumb|none|600px|Farah wields a custom AK in &amp;quot;Violence and Timing,&amp;quot; equipped with a shiny underfolder and a mix of both -103 and -104 gas tubes.]]&lt;br /&gt;
[[File:Ak103specops.jpg|thumb|none|450px|AK-103 with AKM style wood furnishings, similar to the one seen in ''[[Spec Ops: The Line]]'' - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (1).jpg|thumb|none|600px|An AKM lookalike in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Mwiitherebelakm.jpg|thumb|none|600px|Holding the AK-103 Blueprint &amp;quot;The Rebel&amp;quot; (with alternate &amp;quot;KAS-7 406mm&amp;quot; barrel), which features a more appropriate reddish-brown bakelite grip.]]&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:Mwiiakmsloadout.jpg|thumb|none|600px|An AKMS-style build using the &amp;quot;The Rebel&amp;quot; blueprint in the gunsmith preview screen - note the unusual look of the underfolding stock with the original side folding hardware still present.]]&lt;br /&gt;
[[File:Mwiiakmscursed5.jpg|thumb|none|600px|Valeria holds a pseudo-AKMS without dust cover.]]&lt;br /&gt;
&lt;br /&gt;
===AK-104===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 343&amp;quot; barrel turns the weapon into an [[AK-104]].&lt;br /&gt;
[[File:Ak104.jpg|thumb|none|450px|AK-104 - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (3).jpg|thumb|none|600px|An AK-104 in the gunsmith preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
An [[AK-105]] with light tan furniture and magazines appears as the &amp;quot;Kastov 545&amp;quot;. It employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty. &lt;br /&gt;
&lt;br /&gt;
The default magazines are tan 30-rounders (6L23) and alternative options include 20-round black polymer mags, a 45-round classic red 6L18 magazine and a 60-round quad-stack black magazine (6L31).&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
[[File:MW22 AK-105.jpg|thumb|none|600px|An AK-105 in the gunsmith preview screen, which has a tan version of the Picatinn-ized polymer AK handguard.]]&lt;br /&gt;
[[File:MWII-AK105-1.jpg|thumb|none|600px|Soap with an AK-105 in the trailer.]]&lt;br /&gt;
[[File:MWII AK-105 (1).jpg|thumb|none|600px|Checking into the Breenbergh Hotel with the khaki AK-105 carbine.]]&lt;br /&gt;
[[File:MWII AK-105 (2).jpg|thumb|none|600px|The AK-105's iron sights, fairly bog-standard by now.]]&lt;br /&gt;
[[File:MWII AK-105 (3).jpg|thumb|none|600px|Flicking the selector lever to semi-auto.]]&lt;br /&gt;
[[File:MWII AK-105 (4).jpg|thumb|none|600px|Mid-Iraqi reloading - about to kick out the empty magazine.]]&lt;br /&gt;
[[File:MWII AK-105 (5).jpg|thumb|none|600px|Letting the bolt slam home and chamber a round from the newly-loaded mag.]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 406&amp;quot; barrel turns the weapon into an [[AK-74M]].&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AK-74M (1).jpg|thumb|none|600px|The full-length Kastov-545, with the &amp;quot;Charcoal&amp;quot; finish to try to blacken the tan parts - though only the magazine appears to have gotten a thorough treatment.]]&lt;br /&gt;
[[File:MWII AK-74M (2).jpg|thumb|none|600px|Stilleto inspecting an AK-74M (along with some stuffed animals) on the festive holiday version of Shipment.]]&lt;br /&gt;
[[File:MWII AK-74M (3).jpg|thumb|none|600px|Peering into the mag - this one's loaded with black tip AP rounds.]]&lt;br /&gt;
[[File:MWII AK-74M (4).jpg|thumb|none|600px|The 5.45 AK variants Fast Hands reload - the new mag is brought alongside the used one, which is flicked aside.]]&lt;br /&gt;
[[File:MWII AK-74M (5).jpg|thumb|none|600px|The fast underhand charging as seen while holding ADS.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74N===&lt;br /&gt;
The rifle can be turned into a pseudo [[AKS-74|AKS-74N]], except that it retains the partly smooth top cover. This is achieved by pairing the &amp;quot;Kastov-Rama&amp;quot; stock with either the &amp;quot;Kastovia 406&amp;quot; barrel (which has a synthetic handguard) or the &amp;quot;KAS-7 406mm&amp;quot; barrel (which has a wooden handguard, along with an earlier AKM's 62 degree gas block and slant brake). The weapon can alternatively be fitted with the &amp;quot;Ivanov Wood Stock&amp;quot; to make it resemble the [[AK-74|AK-74N]].&lt;br /&gt;
&lt;br /&gt;
[[File:AKS-74 synthetic furniture.jpg|thumb|none|450px|AKS-74 with synthetic furniture - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AKS-74 (1).jpg|thumb|none|600px|An AKS-74N build, with an alternate grip.]]&lt;br /&gt;
[[File:AKS74.jpg|thumb|none|450px|AKS-74, early version with 62 degree gas block - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AKS-74 (2).jpg|thumb|none|600px|The older style AKS-74, with the &amp;quot;Sakin Tread-40&amp;quot; muzzle brake to imitate the correct version.]]&lt;br /&gt;
[[File:MWII AK-74N (1).jpg|thumb|none|600px|The AK-74N mockup with the fixed AKM wood stock.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74UN==&lt;br /&gt;
The [[AKS-74U]] appears as the &amp;quot;Kastov-74u&amp;quot;. It is specifically the AKS-74UN variant with a side-mounted bracket for attaching optics. For the ''first'' time in the Call of Duty series, it is correctly classified as an assault rifle as opposed to an SMG. As with the aforementioned AK-105, it employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, previously including the impossible reloading technique without the stock. As of the Season 2 update, the gun instead has a unique empty reload animation when lacking a stock, in which the player character holds the gun sideways, knocks out the old mag with the new one (held &amp;quot;upside down&amp;quot; in their hand), then rocks it in and performs and underhand pull of the bolt, similar to the ''[[Call of Duty: Modern Warfare (2019)]]'' 's [[AN-94]].&lt;br /&gt;
&lt;br /&gt;
The loadout and progression menu images show it with a polymer 7.62x39mm magazine, though an [[AKMSU]] conversion or separate weapon does not appear in the released game. At the moment the gun uses black polymer 30 round magazines (6L23) by default, 20 rounders serve as fast mags, and the same 45 round magazine available from the AK-105 (6L18) serves as the only extended option.&lt;br /&gt;
&lt;br /&gt;
The gun can be customized with ZenitCo furniture like handguards and stocks. It is a common weapon from Al-Qatala NPC forces in Al Mazrah in DMZ.&lt;br /&gt;
[[File:AKS74UN.jpg|thumb|none|450px|AKS-74UN - 5.45x39mm]]&lt;br /&gt;
[[File:MW22_AKS74UN.jpg|thumb|none|600px|The AKS-74U in the weapon preview menu screen.]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmithcustomized.jpg|thumb|none|600px|The AKS-74UN with all five Gunsmith modification slots filled. It, the Bizon, and the RPK use a side bracket mount for optics, while the AK-100 series and Vityaz use railed top covers.]]&lt;br /&gt;
[[File:AKS74U MWII idle.jpg|thumb|none|600px|Clearing out the F1 circuit facility with a bone stock AKS-74UN.]]&lt;br /&gt;
[[File:AKS74U MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AKS74U MWII inspect1.jpg|thumb|none|600px|Inspecting the carbine.]]&lt;br /&gt;
[[File:AKS74U MWII inspect2.jpg|thumb|none|600px|Checking the magazine, loaded with frangible 5.45x39mm rounds. The handguard has a rail on the right side by default.]]&lt;br /&gt;
[[File:AKS74U MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:AKS74U MWII reload1.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:AKS74U MWII reload2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:AKS74U MWII reload3.jpg|thumb|none|600px|Fresh magazine rocked in, the player character will proceed to release his grip on the bolt, letting it slam home and pick up a new round.]]&lt;br /&gt;
[[File:MwiiChiron1.jpg|thumb|none|600px|Kicking out the magazine with an odd upside down technique on the stockless AK. This updated empty reload animation is similar to ''MW19''’s AN-94.]]&lt;br /&gt;
[[File:MwiiChiron2.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
[[File:MwiiChiron3.jpg|thumb|none|600px|Rocking in the new magazine. An underhanded rack of the bolt is preformed after this.]]&lt;br /&gt;
[[File:MWII Kastov-MSU.jpg|thumb|none|600px|The &amp;quot;Kastov-74u&amp;quot; with a 7.62x39mm magazine as seen in the beta.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet APC556==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet APC556]] was added in Season 2, as the &amp;quot;ISO Hemlock&amp;quot;. The rifle is part of the &amp;quot;ISO&amp;quot; platform, connecting the APC556 to its smaller siblings, the [[Brügger &amp;amp; Thomet APC9|APC9]]/&amp;quot;ISO-9&amp;quot; and [[Brügger &amp;amp; Thomet APC45|APC45]]/&amp;quot;ISO-45&amp;quot;. It also shares similar Magpul MBUS styled iron sights.&lt;br /&gt;
&lt;br /&gt;
The game files refer to the weapon as &amp;quot;ar_acharlie300&amp;quot;, alluding to the APC300 variant. In addition, the ejection port is marked &amp;quot;Cal. 7.62x35mm&amp;quot; (i.e. .300 AAC Blackout), and the handguard is an elongated version of the one seen on the APC300 and early versions of the APC556 PDW (interestingly, the rifle in-game is a normal APC556/300 upper receiver on a Pro lower receiver, shown by its ability to change pistol grips). Conversely, the gas system is of APC556-esque length. The weapon is chambered in the APC556's 5.56x45mm cartridge by default, and can be modified to use the APC300's .300 Blackout ammunition.&lt;br /&gt;
&lt;br /&gt;
Being a post-release weapon, the APC556 is unlocked either through store bundles, DMZ or challenge unlock. It's frequently used by Konni enforcers in DMZ and Warzone.&lt;br /&gt;
&lt;br /&gt;
[[File:APC556.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC556 with 308mm barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:APC300.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC300, for comparison - .300 AAC Blackout]]&lt;br /&gt;
[[File:Mwiihemlockgunsmith.jpg|thumb|none|600px|The &amp;quot;ISO Hemlock&amp;quot; in the gunsmith preview.]]&lt;br /&gt;
[[File:Mwiihemlockidle.jpg|thumb|none|600px|Operator Ronin holds the rifle on the Season 2 map Valderas Museum (a map which was originally in the beta, but due to legal issues with it being based on the real the J. Paul Getty Museum, was held back).]]&lt;br /&gt;
[[File:Mwiihemlockinspect1.jpg|thumb|none|600px|Inspecting the rifle.]]&lt;br /&gt;
[[File:Mwiihemlockinspect2.jpg|thumb|none|600px|Chamber checking. This animation is also used when first equipping the weapon. Note the &amp;quot;Cal. 7.62x35mm&amp;quot; markings on the ejection port, regardless of what caliber is used.]]&lt;br /&gt;
[[File:Mwiihemlockmag.jpg|thumb|none|600px|Inserting a new magazine. Note the strange opaque windowed PMAG. Also, the text near the operator's thumb is mirrored on the other side.]]&lt;br /&gt;
[[File:Mwiihemcharging.jpg|thumb|none|600px|Tugging on the charging handle during an empty reload. Part of the operator's thumb clips into the weapon during this.]]&lt;br /&gt;
&lt;br /&gt;
===Brügger &amp;amp; Thomet APC556 PDW===&lt;br /&gt;
Equipping the &amp;quot;RCQ-7&amp;quot; barrel and the &amp;quot;R-COM S4&amp;quot; stock turns the weapon into an APC556 PDW.&lt;br /&gt;
&lt;br /&gt;
[[File:APC556 PDW.jpg|thumb|none|400px|Brügger &amp;amp; Thomet APC556 PDW - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mwiihemlockcarbinepreview.jpg|thumb|none|600px|The modifications in the gunsmith preview.]]&lt;br /&gt;
[[File:Mwiihemboltrelease.jpg|thumb|none|600px|Thumbing the bolt release during the &amp;quot;Fast Hands&amp;quot; reload.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 901==&lt;br /&gt;
The [[M16A4|Colt Model 901]] (which was marketed as an M16A3) appears in the game as the &amp;quot;M16&amp;quot;. It fires in three-round bursts, meaning it is intended to pass for an M16A4, but the fire selector has the Safe/Semi/Auto markings of the A3 rather than the A4's Safe/Semi/Burst. It is fitted with a KAC M5 railed handguard and feeds from the same stylized windowed PMAGs used with the &amp;quot;M4&amp;quot;. Along with the two extended magazine options available for the &amp;quot;M4&amp;quot;, the M16 can also use short 20-round GI magazines that hold 15 rounds for some reason (maybe because 20 isn't a multiple of 3 or to align it with the same magazine option seen on the HK93, which also is a 20 rounder limited to a capacity of 15).&lt;br /&gt;
&lt;br /&gt;
A properly functioning R0901-style rifle can also be achieved by modifying the &amp;quot;M4&amp;quot; mentioned below, although keeping the non-milspec upper and lower receiver.&lt;br /&gt;
&lt;br /&gt;
Numerous factions in the campaign use the Model 901 M16 rifle, including Al-Qatala, the Las Almas Cartel, and the Mexican Army.&lt;br /&gt;
&lt;br /&gt;
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|450px|Standard M16A4, for comparison - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22_M901.jpg|thumb|none|600px|The Colt Model 901 in the gunsmith preview.]]&lt;br /&gt;
[[File:Mw22 m16 (4).jpg|thumb|none|600px|Holding the M16.]]&lt;br /&gt;
[[File:Mw22 m16 (5).jpg|thumb|none|600px|Checking the magazine and verifying that it is, indeed, loaded with 5.56 ammo. Worth noting is that double feed magazines actually alternate which side the top-most cartridge is on; if the player character here were to fire one round and then inspect again, they would find the top-most cartridge on the left instead of the right. Note the &amp;quot;M16A2&amp;quot; markings on the magwell, which (intentionally or not) would be correct for an M16A3, as the receiver of the real weapon is indeed marked as such.]]&lt;br /&gt;
[[File:Mw22 m16 (6).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; through the way too large carry handle rear aperture.]]&lt;br /&gt;
[[File:Mw22 m16 (7).jpg|thumb|none|600px|Reloading with a new loaded PMAG.]]&lt;br /&gt;
[[File:Mw22 m16 (8).jpg|thumb|none|600px|Smacking the ping-pong paddle. The animations are all taken from the &amp;quot;M4&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 little friend.jpg|thumb|none|600px|Soap finds himself a [[Scarface (1983)#Colt AR-15 with Fake M203 grenade launcher (a.k.a. &amp;quot;My Little Friend&amp;quot;)|Little Friend]] in the cartel's armory in &amp;quot;El Sin Nombre&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 933===&lt;br /&gt;
The “11.5&amp;quot; Carbine Shroud” attachment gives it an AR carbine handguard/11.5&amp;quot; barrel/AR front sight, effectively turning it into a [[Colt Model 933]] when combined with one of the telescoping stock options (though it still fires in three-round bursts due to the faux M16A4 receiver).&lt;br /&gt;
[[File:ColtM4commando.jpg|thumb|none|450px|Colt Model 933 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 m16 (3).jpg|thumb|none|600px|Combine the M16, the “11.5&amp;quot; Carbine Shroud” and telescopic stock and you got yourself a Model 933.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 1===&lt;br /&gt;
Fitting the M16 with the “11.5&amp;quot; T-H4 Barrel” and any telescoping stock will create a Mk 18 Mod 1.&lt;br /&gt;
[[File:Mk18Mod1SOPMOD.jpg|thumb|none|450px|Mk 18 Mod 1 with Crane stock, KAC back-up iron sights, EOTech XPS3, AN/PEQ-15 ATPIAL, vertical foregrip, and dual pressure activation switch - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 cqbr.jpg|thumb|none|600px|A Mk 18 Mod 1 customized with all the tacticool needs of a US SOCOM operator.]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 Carbine===&lt;br /&gt;
The “14&amp;quot; Carbine Shroud” barrel attachment gives it an AR carbine handguard/14.5&amp;quot; stepped barrel/AR front sight, turning it into an [[M4A1]] (or an [[M4 Carbine|M4]] in gameplay terms).&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (2).jpg|thumb|none|600px|The M4A1 in the loadout preview screen.]]&lt;br /&gt;
[[File:Mwiim43rd2.jpg|thumb|none|600px|The &amp;quot;Burgertown Operator&amp;quot; with an M4A1 and two inflatable decoys.]]&lt;br /&gt;
[[File:Mwiim43rd1.jpg|thumb|none|600px|Alex fires his M4A1. Note the starburst muzzle flash.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
The [[FAMAS Valorisé]] was added in Season 5 under the name &amp;quot;FR Avancer&amp;quot;, though the markings on its model read &amp;quot;Modèle 223&amp;quot;. As with every other FAMAS in ''Call of Duty'' thus far the rifle features 25-round magazines; for the second time in the series they actually hold the correct 25 rounds, rather than 30. 45- and 60-round quad-stack magazines are available alternate options, with the former being the &amp;quot;chopped&amp;quot; MAG5-60 quad-stack model seen on Instagram and in the previous Modern Warfare game. Also as in ''MW19'', the rifle's integrated bipod can be deployed as an attachment (though currently this also unnecessarily equips a rail under the handguard, as was the case for the RPK's bipod before that was fixed), while equipping the &amp;quot;SA Ion&amp;quot; pistol grip and &amp;quot;FR Sprinter&amp;quot; stock pad brings the rifle closer in appearance to its real world counterpart. &lt;br /&gt;
&lt;br /&gt;
A pseudo FAMAS FÉLIN build can be achieved by adding the &amp;quot;3x RFL-Optic&amp;quot; and &amp;quot;OP-X9 Foregrip&amp;quot; to the aforementioned pistol grip and stock.&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|450px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm]]&lt;br /&gt;
[[File:MwiifamasV1.jpg|thumb|none|600px|Holding the FAMAS on the newest iteration of &amp;quot;Strike&amp;quot; from the original Modern Warfare.]]&lt;br /&gt;
[[File:MwiifamasV2.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:MwiifamasV4.jpg|thumb|none|600px|Making sure the rounds are seated during the inspect animation...]]&lt;br /&gt;
[[File:MwiifamasV5.jpg|thumb|none|600px|...and chamber checking. This animation is also used when spawning with the rifle, albeit the character chambers the rifle from empty.]]&lt;br /&gt;
[[File:MwiifamasV6.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MwiifamasV7.jpg|thumb|none|600px|Tugging the charging handle. For the &amp;quot;fast hands&amp;quot; reload, the player doesn't turn the rifle to the left.]]&lt;br /&gt;
[[File:MwiifamasV8.jpg|thumb|none|600px|Sandwiching magazines during the &amp;quot;fast hands&amp;quot; tactical reload on a psudo FÉLIN build. This animation is very similar to the tactical reload the FAMAS in Modern Warfare 2019 had.]]&lt;br /&gt;
[[File:MwiifamasV9.jpg|thumb|none|600px|Actuating the trigger guard housed fire selector.]]&lt;br /&gt;
[[File:MwiifamasV10.jpg|thumb|none|600px|Chamber checking on empty.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;TAQ-V&amp;quot;. The default magazine is a black 20-round proprietary model; a 30-round polymer magazine inspired by the Molon Labe Industries (couldn't get a more pretentious name) offerings and a two-tone XS Products X-25 50-round drum, are available as extended options. Interestingly, the rifle features its internal file name in its receiver markings, placed as if &amp;quot;SCHotel&amp;quot; is its in-universe model name; following the standards of internal file names, &amp;quot;S C Hotel&amp;quot; naturally stands for &amp;quot;'''SC'''AR-'''H'''&amp;quot;. This time, it is correctly classified as a battle rifle instead of an assault rifle.&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:MW22 SCAR 17.jpg|thumb|none|600px|The SCAR-H in the gunsmith preview screen. The model has undergone a stylistic redesign from ''MW19''’s &amp;quot;FN Scar 17,&amp;quot; with three vent holes, shorter rails for the correct barrel block placement, and ACR-like stock. The magwell still has the AR-15 style outdent. During an early stage of the game, a typo in the gunsmith described the weapon as firing &amp;quot;7.26&amp;quot; rounds, but this has been fixed.]]&lt;br /&gt;
[[File:MWII SCAR-H (1).jpg|thumb|none|600px|The &amp;quot;TAQ-V&amp;quot; in Amsterdam.]]&lt;br /&gt;
[[File:MWII SCAR-H (2).jpg|thumb|none|600px|Aiming down the sights, shared by all three variants.]]&lt;br /&gt;
[[File:MWII SCAR-H (3).jpg|thumb|none|600px|Actuating the fire selector.]]&lt;br /&gt;
[[File:MWII SCAR-H (4).jpg|thumb|none|600px|Repleneshing the old magazine with a new one, &amp;quot;L-shaped&amp;quot; reload style.]]&lt;br /&gt;
[[File:MWII SCAR-H (5).jpg|thumb|none|600px|As with the prior game, the empty mag gets trucked out.]]&lt;br /&gt;
[[File:MWII SCAR-H (6).jpg|thumb|none|600px|And in with another mag, then the charging handle is tugged.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR 17S==&lt;br /&gt;
In addition to the standard SCAR-H, the [[FN SCAR 17S|SCAR 17S]] semi-auto only version appears under the marksman rifles class. It is referred to as the &amp;quot;TAQ-M&amp;quot;, and is fitted with a rail extension and a fixed stock resembling an [[FN SSR]]/SCAR 20S stock or a KRG SCAR Long Range Stock. The Los Vaqueros unit uses this SCAR variant as its sniper rifle in the campaign story. 10-, 15- and 20-round magazines are available, all of which being 5-rounds-underloaded compared to real life.&lt;br /&gt;
&lt;br /&gt;
It is chambered in 6.5mm Creedmoor. At the time of the game's release, the real SCAR 17S could be converted to use this cartridge (while the SCAR 20S had received that caliber as a factory option). Interestingly, a year later (September 2023), FN America announced the availability of a limited-edition SCAR 17S DMR that is actually chambered in 6.5mm Creedmoor and has a fixed SSR stock.&lt;br /&gt;
&lt;br /&gt;
[[File:SCAR 17S BLK.jpg|thumb|none|450px|FN SCAR 17S Black - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|450px|FN MK 20 SSR, for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR17S.jpg|thumb|none|600px|The SSR lookalike in the gunsmith preview screen. Note the fictionalized safe/semi-auto only fire selector.]]&lt;br /&gt;
[[File:MWII SCAR-17S (1).jpg|thumb|none|600px|The SCAR variants spawn in with a barrel up, palm up chambering animation.]]&lt;br /&gt;
[[File:MWII SCAR-17S (2).jpg|thumb|none|600px|The SCAR 17S 6.5CM with a sniper scope.]]&lt;br /&gt;
[[File:MWII SCAR-17S (3).jpg|thumb|none|600px|Said scope has something of an ACSS grid for its reticle.]]&lt;br /&gt;
[[File:MWII SCAR-17S (4).jpg|thumb|none|600px|The Ranger admires his accurized SCAR.]]&lt;br /&gt;
[[File:MWII SCAR-17S (5).jpg|thumb|none|600px|Inspecting the 10-round magazine of 6.5mm.]]&lt;br /&gt;
[[File:MWII SCAR-17S (6).jpg|thumb|none|600px|It also reloads the same way, with the short mags sandwiched together.]]&lt;br /&gt;
[[File:MWII SCAR-17S (7).jpg|thumb|none|600px|Pulling the charging handle when empty, those gloves should help keep the Ranger's fingers intact against the scope.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
A black [[FN SCAR-L]] appears as the &amp;quot;TAQ-56&amp;quot; and it's manufactured by &amp;quot;Tactique Verte&amp;quot;, the in-universe equivalent to FN Herstal, which also makes the PDSW 528, a fictionalized P90 variant. It is depicted with incorrect H&amp;amp;K style fire selector markings and a stylized lower receiver. It feeds from black STANAG style 30-round magazines, but 40-round PMAGs and 60-round Surefire MAG5-60s are also available.&lt;br /&gt;
&lt;br /&gt;
It comes with a (swappable) stylized A2 grip by default and the magazine release on the right side seems to be an aftermarket extended one.&lt;br /&gt;
&lt;br /&gt;
Marines in &amp;quot;Kill or Capture&amp;quot; have SCAR-Ls. It is the standard rifle for both Shadow Company operators and the Los Vaqueros unit in the campaign, being commonly found with various attachments.&lt;br /&gt;
[[File:Scar l std.jpg|thumb|none|450px|FN SCAR-L STD - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22_SCARL.jpg|thumb|none|600px|The SCAR-L in the gunsmith preview screen. Note the differently shaped trigger guard and stock, the pictograms fire selector and the Taqtique Verte markings.]]&lt;br /&gt;
[[File:Mw22 scar L (1).jpg|thumb|none|600px|A SCAR-L in the hands of a Kortac operator.]]&lt;br /&gt;
[[File:Mw22 scar L (2).jpg|thumb|none|600px|Checking the magazine full of 5.56 rounds.]]&lt;br /&gt;
[[File:Mw22 scar L (3).jpg|thumb|none|600px|And the chamber is loaded too, very nice. Looks like the markings on the upper receiver are mirrored from the left side.]]&lt;br /&gt;
[[File:Mw22 scar L (4).jpg|thumb|none|600px|A look through the chopped iron sights.]]&lt;br /&gt;
[[File:Mw22 scar L (5).jpg|thumb|none|600px|Swapping STANAG magazines.]]&lt;br /&gt;
[[File:Mw22 scar L (6).jpg|thumb|none|600px|Checking the chamber on an empty reload just before flicking out the spent magazine.]]&lt;br /&gt;
[[File:Mw22 scar L (7).jpg|thumb|none|600px|Pulling back on the reciprocating charging handle. This is the only difference from ''MW19''’s animations and this set is shared with all the other SCAR variants in the game.]]&lt;br /&gt;
[[File:Mw22 scar L (8).jpg|thumb|none|600px|Giving the bolt release a slap. This happens when the Fast Hands perk is active and with an underbarrel grenade launcher attached to the rifle.]]&lt;br /&gt;
[[File:Mwiicaliburnscarl1.jpg|thumb|none|600px|The Season 5 Blackcell exclusive blueprint, &amp;quot;Caliburn&amp;quot;, features a transparent exterior SCAR-L.]]&lt;br /&gt;
[[File:Mwiicaliburnscarl2.jpg|thumb|none|600px|Empty.]]&lt;br /&gt;
[[File:Mwiicaliburnscarl3.jpg|thumb|none|600px|Closeup of the fire control group.]]&lt;br /&gt;
[[File:Mwiicaliburnscarl5.jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:Mwiicaliburnscarl4.jpg|thumb|none|600px|Holding the bolt open, right side.]]&lt;br /&gt;
[[File:Mwiicaliburnscarl6.jpg|thumb|none|600px|A strange bug that happens with a few guns in third person, when chamber checking on empty, the character pushes the bolt carrier way past where it would physically be able to go, while the barrel itself gets pushed backwards.]]&lt;br /&gt;
[[File:MWII-SCARL-1.jpg|thumb|none|600px|Garrick and his SCAR taking a leap (or fall-out-of-a-Black Hawk) of faith in the reveal trailer.]]&lt;br /&gt;
[[File:MWII-Trailer-SCARL-2.jpg|thumb|none|600px|Demon Dogs on the hunt with SCAR-Ls in the reveal trailer. Similar to some Shadow Company operatives, all three marines are equipped with L3Harris AN/PVS-31A night vision goggles. The NODs are incorrectly mounted to Norotos Rhino I mounts.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L CQC===&lt;br /&gt;
Equipping the SCAR-L with the &amp;quot;12' Tacshort Barrel&amp;quot; will give it a CQC-length barrel.&lt;br /&gt;
[[File:FN SCAR-L CQC Black.jpg|thumb|none|400px|FN SCAR-L CQC Black - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (1).jpg|thumb|none|600px|The SCAR-L CQC in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Mw22 mk16.jpg|thumb|none|600px|A SCAR CQC equipped with with a [[FN SCAR-SC|SCAR-SC]]'s telescoping stock via the &amp;quot;TV Cardinal Stock&amp;quot; attachment.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L LB===&lt;br /&gt;
The &amp;quot;17.5' Tundra Pro Barrel&amp;quot; turns it into the LB variant.&lt;br /&gt;
[[File:SCAR-L LB.jpg|thumb|none|450px|Gen 3 FN SCAR-L with 18&amp;quot; LB (Long Barrel) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22_SCARL_LB.jpg|none|thumb|600px|A not-so perfect tan SCAR-L LB in the gunsmith preview.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK91A2==&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK91A2]] with a safe/semi/auto select fire trigger group appears as the &amp;quot;Lachmann-762&amp;quot;. Like the other guns in the &amp;quot;Lachmann Meer&amp;quot; platform, it lacks a paddle magazine release, distinguishing it from the military [[G3]]. It appears to be fitted with a stylized slimline handguard.&lt;br /&gt;
&lt;br /&gt;
It is a standard rifle of the Mexican Army in-game.&lt;br /&gt;
[[File:HK Model 91.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22_HK91A2.jpg|thumb|none|600px|The HK91A2 in the preview screen. Note that it has a less diagonal magwell compared to the real weapon.]]&lt;br /&gt;
[[File:Mw22 g3 (4).jpg|thumb|none|600px|Holding the HK91A2 in a quasi-c-clamp way.]]&lt;br /&gt;
[[File:Mw22 g3 (5).jpg|thumb|none|600px|Aiming down the night sights.]]&lt;br /&gt;
[[File:Mw22 g3 (6).jpg|thumb|none|600px|Checking the load on an awfully-smooth 20 round magazine.]]&lt;br /&gt;
[[File:Mw22 g3 (7).jpg|thumb|none|600px|And guess what? The inspect animation ends with a chamber check.]]&lt;br /&gt;
[[File:Mw22 g3 (8).jpg|thumb|none|600px|Konig swaps magazines in an odd-way. Take note that this screenshot was taken before a patch in February, where the HK91A2's reload animations were altered to be heavier.]]&lt;br /&gt;
[[File:Mw22 g3 (9).jpg|thumb|none|600px|Inserting a fresh magazine after stripping away an empty one.]]&lt;br /&gt;
[[File:Mw22 g3 (10).jpg|thumb|none|600px|And what comes next will surprise no-one: an HK slap.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK91A3===&lt;br /&gt;
Fitting the rifle with the &amp;quot;Lachmann S9 Factory&amp;quot; stock makes it resemble an HK91A3.&lt;br /&gt;
[[File:HK91A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A3 with factory telescoping stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22_HK91A3.jpg|thumb|none|600px|Both sides of the pseudo-HK91A3.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK11===&lt;br /&gt;
Equipping the “Romeo FT 16&amp;quot; Barrel” or “15.9&amp;quot; Lachmann Rapp Barrel” makes for a [[Heckler &amp;amp; Koch HK11]] mockup.&lt;br /&gt;
[[File:Hk11e.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK11E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII HK11 (0).jpg|thumb|none|600px|The HK11-style build, with the LM-S's more convincing clubfoot stock and a bipod.]]&lt;br /&gt;
&lt;br /&gt;
===HK51===&lt;br /&gt;
The shorter barrels such as the “Meer-56 11&amp;quot; Factory Barrel” can be used for an [[HK51]]-style carbine.&lt;br /&gt;
[[File:NPSHK51.JPG|thumb|400px|none|HK51 - 7.62x51mm]]&lt;br /&gt;
[[File:MWII HK51 (0).jpg|thumb|none|600px|A pseudo HK51 with the Lachmann S9 Factory sliding stock, and the Corvus SOL-76 Z-Point reflex sight.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK93A2==&lt;br /&gt;
A shortened [[Heckler &amp;amp; Koch HK93A2]] with a Magpul-inspired trigger group with safe/semi/auto positions appears as the &amp;quot;Lachmann-556&amp;quot;. Once again, the lack of a paddle magazine release distinguishes it from the military [[HK33]].&lt;br /&gt;
&lt;br /&gt;
It is intended to be an [[HK53]], as evidenced by the game files referring to it as &amp;quot;ar_kilo53&amp;quot;, though the barrel and the cocking tube are slightly longer than this version, with the length being between the HK53 and the HK33KA3. It can be made HK33-length with the &amp;quot;Lachmann Nova&amp;quot; or &amp;quot;LM Aurora 90 Barrel&amp;quot; attachments (these two having same cocking tube length as each other, and almost the same barrel length), or HK33K-esque length (shorter than proper, but longer than the game's default) with the &amp;quot;Lach-12 Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It feeds from translucent 30-round magazines by default, but it can also use 20-round magazines (that hold 15 rounds), 40-round extended magazines or a 60-round drum inspired by the X-Products drum available for the G3 family of rifles.&lt;br /&gt;
&lt;br /&gt;
[[File:HK93FullStock.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A2 with 25-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Hk93 mw22 (1).jpg|thumb|none|600px|Left side of the shortened HK93. Like the HK91, the magwell is less diagonal than the real deal. The standard 30-round magazines are translucent and most likely inspired by the Turkish MKE-made ones.]]&lt;br /&gt;
[[File:Hk93 mw22 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:Hk93 mw22 (4).jpg|thumb|none|600px|Holding the HK93 indoors.]]&lt;br /&gt;
[[File:Hk93 mw22 (5).jpg|thumb|none|600px|Aiming down the aperture.]]&lt;br /&gt;
[[File:Hk93 mw22 (6).jpg|thumb|none|600px|Checking if the translucent magazine is loaded.]]&lt;br /&gt;
[[File:Hk93 mw22 (7).jpg|thumb|none|600px|Press check.]]&lt;br /&gt;
[[File:Hk93 mw22 (8).jpg|thumb|none|600px|As with all the roller-delayed guns in the game, the tactical reload starts by locking the bolt back, then the magazines are swapped and the charging handle is given a gentle tug to let it go forward. Worth noting is that all the magazines that are either translucent or have windows on their side only render the top bullet during reloads, as you can see with the one on the left. The rest of the bullets will appear after the animation is done; this was fixed sometime after the Season 1 update. This can also be observed easily with the M4 and M16.]]&lt;br /&gt;
[[File:Hk93 mw22 (9).jpg|thumb|none|600px|Empty reloads have a similar, but different enough sequence (to make them slower). The charging handle is locked back, the empty magazine is stripped out, a new one is inserted...]]&lt;br /&gt;
[[File:Hk93 mw22 (10).jpg|thumb|none|600px|...and a forceful HK-slap is performed.]]&lt;br /&gt;
[[File:Hk93 mw22 (11).jpg|thumb|none|600px|With the Fast Hands perk the HK slap is omitted and the charging handle is simply pulled back.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Alejandro Vargas can be seen just behind Soap, wielding an HK93 with a suppressor. The hand clipping makes it appear as if Vargas is gripping the trigger instead of the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK93A3===&lt;br /&gt;
Fitting the weapon with the &amp;quot;Lachmann S9 Factory&amp;quot; stock and the full-sized &amp;quot;Lachmann Nova&amp;quot; barrel turns it into an HK93A3.&lt;br /&gt;
[[File:Hk93a3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A3 - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:Hk93 mw22 (3).jpg|thumb|none|600px|An HK93A3-style build with the default barrel.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK13===&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK series machine guns|Heckler &amp;amp; Koch HK13]] build can be made with the “15.9&amp;quot; Lachmann RAPP Barrel,” in addition to other parts to complete the look.&lt;br /&gt;
[[File:MM13.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK13 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWII HK13 (0).jpg|thumb|none|600px|The LM-556 with the machine gun style barrel, clubfoot stock, bipod, and drum magazine.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-K2==&lt;br /&gt;
A heavily stylized [[HS Produkt VHS-K2]] with a Springfield Armory Hellion-style trigger guard and pistol grip was added in Season 4 as the &amp;quot;Tempus Razorback.&amp;quot; The top rail assembly resembles that of the [[FB MSBS Grot|FB MSBS Grot B]] (alongside the &amp;quot;TA ERGO&amp;quot; stock option), and the charging handle is also similar to the Grot B's, though moved forward over the fire control area. The rifle can equip the VHS-2's integral optic carry handle, tied to the “17&amp;quot; IO-XL” barrel attachment; this barrel is longer than standard, roughly between the VHS-K2 and VHS-D2. The “13&amp;quot; Frenzy IX” barrel features a shorter optics rail as well as a unique red dot sight which replaces the ironsights; this sight can itself be replaced by other optics. The default empty reload animation has an interesting dynamic feature - normally, the charging handle is used, but interrupting it by swapping or sprinting will result in the operator using the bolt release after the interruption. &lt;br /&gt;
&lt;br /&gt;
[[File:VHS-K2.jpg|thumb|none|450px|HS Produkt VHS-K2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SA Hellion right side.jpg|thumb|none|450px|Springfield Armory Hellion - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MSBS-B-2016.jpg|thumb|none|450px|FB MSBS Grot B - 5.56x45mm]]&lt;br /&gt;
[[File:Mwiirazorbackbattlepass1.jpg|thumb|none|600px|The hybrid rifle in the battlepass.]]&lt;br /&gt;
[[File:Mwiirazorbackidle.jpg|thumb|none|600px|Nikto wielding the VHS-K2 in a [[Call of Duty 4: Modern Warfare|familiar location]].]]&lt;br /&gt;
[[File:Mwiirazorbacktacticalreload.jpg|thumb|none|600px|Performing a rather awkward tactical reload.]]&lt;br /&gt;
[[File:Mwiirazorbackempty.jpg|thumb|none|600px|Tugging the charging handle on empty.]]&lt;br /&gt;
[[File:Mwiirazorbacksleightofhand2.jpg|thumb|none|600px|The &amp;quot;Fast Hands&amp;quot; reloads are similar to the Cronen Squall's, including the use of the bolt release instead of forward charging handle.]]&lt;br /&gt;
[[File:Mwiirazorbackinspect.jpg|thumb|none|600px|Performing a brass check.]]&lt;br /&gt;
[[File:Mwiirazorbackinspectempty.jpg|thumb|none|600px|Here, operator Chuy peers into a VHS's empty chamber.]]&lt;br /&gt;
[[File:VHS-D2 and optical sight.jpg|thumb|none|450px|HS Produkt VHS-D2 with 1.5 optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mwiirazorbackvhs.jpg|thumb|none|600px|The VHS-D2 style build with the 17&amp;quot; IO-XL barrel &amp;amp; LTX Eclipse comb.]]&lt;br /&gt;
&lt;br /&gt;
==LoneStar Future Weapons RM277==&lt;br /&gt;
A [[LoneStar Future Weapons RM277]]-based bullpup rifle was added to the battle rifles class in Season 3 under the name &amp;quot;Cronen Squall&amp;quot;. It is depicted as a heavily stylized version of the first prototype, noticeable by having a rear magazine release. However, it also has two buttons near the trigger group that act as bolt release buttons instead of magazine release buttons, a black cheek rest, switchable ejection ports and an enlarged rear similar to that of the [[Desert Tech Micro Dynamic Rifle]]. It is chambered in &amp;quot;6.8 Wrath&amp;quot;, an in-universe version of 6.8x51mm SIG FURY, which is the cartridge of the [[SIG-Sauer MCX-SPEAR]] (now designated as the XM7) that prevailed over the RM277 in the NGSW trials.&lt;br /&gt;
&lt;br /&gt;
The gun uses conventional full brass case ammo like the civilian/training ammo by default but a 6.8 Composite ammo option is also available, bringing it back to the original 6.8mm TVCM cartridge that the RM277 was chambered in. Beside that, Frangible and Hollowpoint ammo options give the 6.8mm SIG FURY cartridge its well-known hybrid case (these options are correct as currently, available hybrid-case ammo to the civilian market is those two options). It is fed by default using 20-round L7 AWM magazines with a 30-rounder and a 50-round Magpul D-50 drum magazine also available; the rifle can also equip its proprietary micro flow-through Brevis III suppressor. &lt;br /&gt;
&lt;br /&gt;
While the real rifle fires from a closed bolt in semi-auto and an open bolt in full-auto, its in-game incarnation is depicted as always firing from an open bolt (with the same firing delay given to all other open bolt weapons), though inconsistent with this, the empty reload animation features the player character using the bolt release as if the rifle were firing from a closed bolt. The out-of-ammo inspect animation is also consistent with the gun always being open bolt, beginning with the trigger being pulled to dry-fire the rifle. In order for the rifle to at least be internally consistent to its fictional always-open-bolt self, the empty reload animation should instead not use the bolt release, and simply swap mags like a non-empty reload.&lt;br /&gt;
 &lt;br /&gt;
[[File:RM277-R.jpg|thumb|none|450px|LoneStar Future Weapons RM277-R (First publicly revealed protoype) - 6.8mm TVCM]]&lt;br /&gt;
[[File:MDRX 308 FDE.jpg|thumb|none|450px|Desert Tech MDRX - .308 Winchester]]&lt;br /&gt;
[[File:RM277 MWII battlepasspreview.jpg|thumb|none|600px|The RM277/Desert Tech hybrid rifle in the battlepass preview.]]&lt;br /&gt;
[[File:Mwiirm277spawn.jpg|thumb|none|600px|Tugging the charging handle when spawning with the rifle.]]&lt;br /&gt;
[[File:Mwiirm277idle.jpg|thumb|none|600px|Holding the gun on the new &amp;quot;Alley&amp;quot; gunfight map.]]&lt;br /&gt;
[[File:Mwiirm277irons.jpg|thumb|none|600px|Using the Magpul MBUS style sights on a particularly disgusting mattress.]]&lt;br /&gt;
[[File:Mwiirm277inspect3.jpg|thumb|none|600px|Inspecting the magazine...]]&lt;br /&gt;
[[File:Mwiirm277inspect2.jpg|thumb|none|600px|...then checking the right side.]]&lt;br /&gt;
[[File:Mwiirm277reloadpart.jpg|thumb|none|600px|Regular reload.]]&lt;br /&gt;
[[File:Mwiirm277empty.jpg|thumb|none|600px|Dropping the bolt during an empty reload.]]&lt;br /&gt;
[[File:Mwiirm277mostlyempty.jpg|thumb|none|600px|Loading a mostly spent mag. Note the strange presence of a bullet in the bottom of the magazine.]]&lt;br /&gt;
[[File:Mwiirm277inspectcomposite.jpg|thumb|none|600px|Inspecting the magazine loaded with 6.8mm TVCM. Also note selector set to semi-auto.]]&lt;br /&gt;
[[File:Mwiirm277compositefasthands.jpg|thumb|none|600px|Sandwiching magazines during the &amp;quot;fast hands&amp;quot; reload. When empty, the bolt is released without turning the weapon.]]&lt;br /&gt;
[[File:Mwiirm277empty1updt.jpg|thumb|none|600px|Empty inspect animation involves checking the mag...]]&lt;br /&gt;
[[File:Mwiirm277empty2updt.jpg|thumb|none|600px|...then flipping the rifle to the right side...]]&lt;br /&gt;
[[File:Mwiirm277empty3.jpg|thumb|none|600px|...then tugging the charging handle a few times before locking the bolt back and inserting the empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M4&amp;quot;==&lt;br /&gt;
A fully-automatic custom [[AR-15]]-type carbine with a 12.5&amp;quot; barrel appears as the &amp;quot;M4&amp;quot;, based on the [[Geissele Super Duty|Geissele M4A1 URG-I]] (also informally known as the M4A1 &amp;quot;Block III&amp;quot;) used by USASOC and even some Navy SEAL operators. The lower receiver is from a [[SIG-Sauer 516 Series|SIG 516]]/SIG M400 while the upper most closely resembles a Mega Arms GTR-3H. It has a Geissele SMR MK16/MK8-style hybrid handguard depicted with an 11.5&amp;quot; length, a stylized Magpul CTR stock and a SIG charging handle. The front sight is stylized Midwest Industries flip up and the rear one is a hybrid between KAC micro rear, MaTech BUIS and base MP7 rear sight. The muzzle is KAC birdcage and the grip is A2. It feeds from stylized windowed PMAGs in spite of the previous game having a proper non-stylized model. A 40-round metal magazine that holds 45 rounds and a quadstack Surefire MAG5-60 are also available.&lt;br /&gt;
&lt;br /&gt;
The “14&amp;quot; Carbine Shroud” barrel attachment gives it an AR carbine plastic handguard/14.5&amp;quot; stepped barrel/AR front sight with an added rail underneath and a small section of picatinny rail mounted on the right side of the gas block, essentially turning it into a pseudo-[[M4A1]]. The “Hightower 20&amp;quot; Barrel” attachment gives it a KAC M5 RAS/20&amp;quot; barrel/AR front sight, making it into a pseudo-[[M16A3]] when combined with the &amp;quot;Demo Precision Elite Factory&amp;quot; stock. Pairing this barrel with an M203 automatically swaps the rail system for the classic M203 heatshield, previously its own separate attachment in ''MW19''; this also happens on the game's M16, which features this barrel attachment by default.&lt;br /&gt;
&lt;br /&gt;
Other barrel options include the “7.5&amp;quot; Tempus Firebrand”, the &amp;quot;Tempus Trench Pro&amp;quot;, which retains the same barrel and rail length and swaps the handguard for a black KeyMod one, the &amp;quot;419mm EXF Barrel&amp;quot;, a 16-inch barrel paired with an URX 3.1 inspired rail and the “11.5&amp;quot; T-H4 Barrel”, which gives it a Daniel Defense Mk 18/RIS II rail and a 10.3-inch barrel, despite it being stated as longer.&lt;br /&gt;
&lt;br /&gt;
In-game, it's stated to be manufactured by the fictional Tempus Armament, which is the in-universe version of Knight's Armament Company based on the knight armored glove and mace logo.&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]&lt;br /&gt;
[[File:Geisseleurgi115.jpg|thumb|none|450px|Geissele URGI Mk 16 11.5 inch upper receiver, for reference.]]&lt;br /&gt;
[[File:MW22 M4 (1).jpg|thumb|none|600px|Left side of the franken-AR-15 trying to disguise itself as a &amp;quot;Block III&amp;quot; URG-I M4A1.]]&lt;br /&gt;
[[File:MW22 M4 (2).jpg|thumb|none|600px|Right side. The extra picatinny rail sections on the M-LOK handguard are there to accommodate for a right side mounted laser or light and underbarrel foregrip or weapon.]]&lt;br /&gt;
[[File:Mw22 m4a1 (1).jpg|thumb|none|600px|C-clamping the &amp;quot;M4,&amp;quot; a different posture from the previous game's Colt 933.]]&lt;br /&gt;
[[File:Mw22 m4a1 (2).jpg|thumb|none|600px|Aiming through the default iron sights.]]&lt;br /&gt;
[[File:Mw22 m4a1 (3).jpg|thumb|none|600px|Ghost being surprised, once again, that his gun is loaded.]]&lt;br /&gt;
[[File:Mw22 m4a1 (4).jpg|thumb|none|600px|Giving the forward assist a smack after a brass check.]]&lt;br /&gt;
[[File:Mw22 m4a1 (5).jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
[[File:Mw22 m4a1 (6).jpg|thumb|none|600px|Slapping the bolt release to chamber a round. The &amp;quot;M4&amp;quot; uses a modified version of ''Modern Warfare''’s Model 933 animations, and are shared with the M16 and the &amp;quot;FTac Recon&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 m4a1 (7).jpg|thumb|none|600px|The bolt release is pressed instead, when using the Fast Hands perk.]]&lt;br /&gt;
[[File:Mwiim4g1empty1.jpg|thumb|none|600px|Bored of the offered Sports TV programming, an operator inspects their empty M4's PMAG. Note the decidedly-not Magpul follower, which more resembles the USGI EPM follower, but orange and on the traditional side of the follower.]]&lt;br /&gt;
[[File:Mwiim4g1empty2.jpg|thumb|none|600px|Locking the bolt back after running the action a few times.]]&lt;br /&gt;
[[File:MWII Price Mk18.jpg|thumb|none|600px|Captain Price with his Mk 18 Mod 1 style carbine in Al-Mazrah. Completing the campaign earns this set up for use as the &amp;quot;Union Guard&amp;quot; blueprint.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flatline&amp;quot;===&lt;br /&gt;
The same futuristic VLTOR/Magpul themed M4A1 Carbine from ''[[Call of Duty: Infinite Warfare|Infinite Warfare]]'' appears as the &amp;quot;Flatline&amp;quot; blueprint available for the in-game M4, named after the Epic rarity variant of the same name for the fictional &amp;quot;NV4&amp;quot; assault rifle (although not modeled after the actual variant that appears in that game). While both of the upper and lower receivers are retained, the handguard and sights are not and the muzzle, magazine, and stock are modeled after the ''MWII''’s variant instead, albeit rethemed to better match the NV4 itself.&lt;br /&gt;
&lt;br /&gt;
[[File:M4A1 airsoft carbine Magpul black.JPG|thumb|none|400px|'''Airsoft''' M4A1 with Black Magpul furniture]]&lt;br /&gt;
[[File:AR-15 VLTOR CAS-V Midlength.jpg|thumb|none|400px|AR-15 with VLTOR CAS-V handguard - 5.56x45mm]]&lt;br /&gt;
[[File:MWII M4 Flatline.jpg|thumb|none|600px|Previewing the &amp;quot;Flatline&amp;quot; M4 in the store.]]&lt;br /&gt;
[[File:MW22 M4 Flatline 1.jpg|thumb|none|600px|Inspecting the &amp;quot;Flatline&amp;quot; blueprint in a newer version of Shipment, fittingly with its PMAGs. The &amp;quot;NV4&amp;quot; receiver is present but the Magpul BUIS are replaced.]]&lt;br /&gt;
[[File:MW22 M4 Flatline 2.jpg|thumb|none|600px|Other side. By default, the &amp;quot;Flatline&amp;quot; uses the pseudo-M16A3 handguard instead of the carbine-length VLTOR CASV-based handguard on the original weapon. The blueprint also features a stylized Steiner DBAL (&amp;quot;Schlager PEQ Box IV&amp;quot; in-game) laser module, in which, unlike the pair of futurized AN/PEQ-2 lasers on the NV4, they do work.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;FTac Recon&amp;quot;==&lt;br /&gt;
Another AR-15 variant, chambered in .458 SOCOM, appears as the &amp;quot;FTac Recon&amp;quot;. It is classified as a battle rifle in-game, though .458 SOCOM is more of an oversized intermediate cartridge.&lt;br /&gt;
&lt;br /&gt;
The rifle appears to be built on an otherwise generic milspec M16 lower, a la the default &amp;quot;M4&amp;quot; in-game, but with aesthetic similarities to the &amp;quot;XRK M4&amp;quot; from ''Modern Warfare'' (based on a Radian Weapons receiver) on the left side around the magazine well. The left side of the upper receiver bears a vague resemblance to a Mega Arms GTR-3H with grooves similar to the JP Enterprises CTR-02, but with said grooves cut in the opposite direction; the right side appears to be based on a Wilson Combat Stripped Billet AR-15 upper or a CMMG MkW-15 upper. &lt;br /&gt;
&lt;br /&gt;
Unlike the 5.56 &amp;quot;M4&amp;quot; seen above, the upper receiver lacks a forward assist, which is reflected in the inspect animation when the operator does a brass check. By default it features what looks like a 12&amp;quot; barrel with an A2 flash hider, a KeyMod handguard based on the BCM KMR, an A2 pistol grip and a Magpul PRS stock. It also feeds from regular black stylized .458 SOCOM PMAG 10-round magazines.&lt;br /&gt;
[[File:MW22 FTAC RECON.jpg|thumb|none|600px|The .458 carbine in the loadout screen. The auto sear pin is not present, despite other select fire AR-15 variants correctly featuring this detail.]]&lt;br /&gt;
[[File:MWII .458 Recon (1).jpg|thumb|none|600px|Drawing the .458 AR with a brass check.]]&lt;br /&gt;
[[File:MWII .458 Recon (2).jpg|thumb|none|600px|The &amp;quot;FTac Recon&amp;quot; in hand, not that much more remarkable than the other ArmaLites in game.]]&lt;br /&gt;
[[File:MWII .458 Recon (3).jpg|thumb|none|600px|Rather unwisely flicking the selector to Auto, given the recoil and 10 shot magazine...]]&lt;br /&gt;
[[File:MWII .458 Recon (4).jpg|thumb|none|600px|...as seen here.]]&lt;br /&gt;
[[File:MWII .458 Recon (5).jpg|thumb|none|600px|Reloading the FTac after putting quite a few .458 sized holes in the concrete wall.]]&lt;br /&gt;
[[File:MWII .458 Recon (6).jpg|thumb|none|600px|Ditching out the empty magazine, with the follower visible here.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
Two [[M14]] variants appear in the game. The &amp;quot;SO-14&amp;quot; is a variant classified as a battle rifle. The base chassis of the &amp;quot;SO-14&amp;quot; appears to be based on an M14 SOCOM 16 CQB chassis but with the stock and pistol grip in the more traditional style. It is fitted with an 18&amp;quot; Mk 14 EBR barrel by default, and can be modified with a standard M14's barrel via the “22&amp;quot; Factory Fourteen Barrel” option, as well as a “16&amp;quot; Chrome-Lined RFX40 Barrel” similar to the SOCOM 16. For the first time in the series (and a rarity in most video games), the M14 is select-fire, with semi and full-auto options. All box magazine options for both M14s are loaded with 5 rounds less than their real capacities a la the faux SCAR Mk 20 in the game.&lt;br /&gt;
[[File:M14 rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SOCOM 16 CQB.jpg|thumb|none|450px|Springfield Armory M1A with a SOCOM CQB Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 M14.jpg|thumb|none|600px|The M14 in the loadout screen.]]&lt;br /&gt;
[[File:MWII M14 (1).jpg|thumb|none|600px|Spawning in with the CQB M14 involves an underhand charging of the bolt.]]&lt;br /&gt;
[[File:MWII M14 (2).jpg|thumb|none|600px|Hutch with the M14 rifle equipped.]]&lt;br /&gt;
[[File:MWII M14 (3).jpg|thumb|none|600px|The rear sight housing is slightly stylized in appearance.]]&lt;br /&gt;
[[File:MWII M14 (4).jpg|thumb|none|600px|Actuating the M14's selector lever.]]&lt;br /&gt;
[[File:MWII M14 (5).jpg|thumb|none|600px|Inspecting the magazine...]]&lt;br /&gt;
[[File:MWII M14 (6).jpg|thumb|none|600px|...and brass checking, akin to ''Modern Warfare Remastered''. Here the barrel is visible through that big cutout in the top handguard; scope rails mount into it.]]&lt;br /&gt;
[[File:MWII M14 (7).jpg|thumb|none|600px|It has a new reload animation compared to the previous game, with the magazines reload together, tacticool style.]]&lt;br /&gt;
[[File:MWII M14 (8).jpg|thumb|none|600px|The bolt catch is also used with Fast Hands, as seen on this customized example.]]&lt;br /&gt;
&lt;br /&gt;
==M14 (in Sage EBR chassis)==&lt;br /&gt;
The marksman rifle-classed &amp;quot;EBR-14&amp;quot; returns from the previous game, this time setup akin an M14 in a Sage EBR chassis. It can be identified as such by the 22&amp;quot; barrel and the select-fire lever, though the latter is unused; the weapon is only used in semi-automatic mode in-game. It uses 10-round mags by default, with 15 and 20-round extended magazines available.&lt;br /&gt;
[[File:M14ALCS.jpg|thumb|none|450px|M1A in Sage EBR chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 EBR.jpg|thumb|none|600px|The &amp;quot;EBR-14&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Soap with his scoped M14 in the foreground in the Dark Water pre-release gameplay video, left, shortly before it transforms into a Vector. In the final game, Soap is holding a Vector from the beginning, which appropriately transforms into a Mk 14 during the mission's ending cinematic.]]&lt;br /&gt;
[[File:MWII EBR (1).jpg|thumb|none|600px|The EBR-ish M14 on Zarqwa Hydroelectric. It's got an odd round upper handguard, with some squares cut out of it.]]&lt;br /&gt;
[[File:MWII EBR (2).jpg|thumb|none|600px|Scanning the skies with the iron sights, similar to the variant above but with different front sight wings.]]&lt;br /&gt;
[[File:MWII EBR (3).jpg|thumb|none|600px|Inspecting some blue-tipped high velocity 7.62 rounds.]]&lt;br /&gt;
[[File:MWII EBR (4).jpg|thumb|none|600px|Smacking out an empty short magazine.]]&lt;br /&gt;
[[File:MWII EBR (5).jpg|thumb|none|600px|And jamming in a new one.]]&lt;br /&gt;
[[File:MWII EBR (6).jpg|thumb|none|600px|Tugging the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 14 Mod 0 EBR===&lt;br /&gt;
Equipping the “18&amp;quot; Lonestar” or “18&amp;quot; T300” barrel makes the weapon resemble a [[Mk 14 Mod 0 EBR]].&lt;br /&gt;
[[File:M14EBR.jpg|thumb|none|450px|Mk 14 Mod 0 EBR with Harris bipod and RIS foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII Mk14 (1).jpg|thumb|none|600px|A close approximation of the Mk 14 Mod 0 with “18&amp;quot; T300 Barrel”, &amp;quot;FTac Locus SP&amp;quot; scope, and &amp;quot;Lockgrip Precision-40&amp;quot; foregrip. It's also got the &amp;quot;15 Round Mag,&amp;quot; which seems to be standard 20-rounder underloaded.]]&lt;br /&gt;
&lt;br /&gt;
==Malyuk==&lt;br /&gt;
The [[Malyuk]] was added in Season 6 as the &amp;quot;TR-76 Geist&amp;quot;. Despite that name, the rifle's markings seem to show its in-universe name as &amp;quot;Usenko&amp;quot;, as well as correctly being marked as made in Ukraine.&lt;br /&gt;
[[File:Malyuk AR.jpg|thumb|none|450px|Malyuk - 7.62x39mm]]&lt;br /&gt;
[[File:MWII Malyuk (1).jpg|thumb|none|600px|Viewing the Malyuk in Gunsmith.]]&lt;br /&gt;
[[File:MWII Malyuk (2).jpg|thumb|none|600px|On patrol as Gromsko with the Malyuk in Mexico.]]&lt;br /&gt;
[[File:MWII Malyuk (3).jpg|thumb|none|600px|It comes with Troy style folding BUIS as standard.]]&lt;br /&gt;
[[File:MWII Malyuk (4).jpg|thumb|none|600px|The plum mag is gazed at in the inspect animation, then racked on the pistol grip twice. The cartridges are actually visible misaligned at first, with the tap reseating them correctly, as is the purpose of tapping the mag.]]&lt;br /&gt;
[[File:MWII Malyuk (5).jpg|thumb|none|600px|After which the chamber is checked.]]&lt;br /&gt;
[[File:MWII Malyuk (6).jpg|thumb|none|600px|Toggling the rearward fire selector.]]&lt;br /&gt;
[[File:MWII Malyuk (7).jpg|thumb|none|600px|Performing the regular reload with both mags, akin to the AK-103.]]&lt;br /&gt;
[[File:MWII Malyuk (8).jpg|thumb|none|600px|Upon empty, the old mag is shaken out and batted away by the new one for good measure.]]&lt;br /&gt;
[[File:MWII Malyuk (9).jpg|thumb|none|600px|Operating the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 336==&lt;br /&gt;
The [[Marlin Model 336]] appears as the &amp;quot;Lockwood Mk2&amp;quot;, under the marksman rifles class. It is depicted as being chambered in the .45-70 Government cartridge, like the [[Marlin Model 1895]] that previously appeared in ''Modern Warfare'' as the &amp;quot;MK2 Carbine&amp;quot;, but this time the shape of the ejection port indicates that it is a Model 336. It features the same basic ammo options as the other marksman rifles; notably, this includes armor-piercing ammo - while .45-70 AP rounds do exist (e.g. Lehigh Defense's X-Treme Penetrator rounds), the ones in-game are visually the same as the other calibers (likely for consistency's sake), with a black-finished case, a silver jacket, and a black spitzer-type point. Realistically, loading spitzer-pointed rounds in a tube magazine could lead to a chain-detonation (i.e. one round's point impacting the next round's primer), blowing the entire magazine tube apart.&lt;br /&gt;
[[File:Marlin 336XLR.jpg|thumb|none|450px|Marlin Model 336XLR - .30-30 Winchester]]&lt;br /&gt;
[[File:MW22_Marlin336.jpg|thumb|none|600px|The Marlin 336 in the preview screen.]]&lt;br /&gt;
[[File:Marlin336 MWII idle.jpg|thumb|none|600px|The player character holding his Marlin at the US-Mexican border.]]&lt;br /&gt;
[[File:Marlin336 MWII ADS.jpg|thumb|none|600px|Taking aim at a [[Breaking Bad|suspicious RV]].]]&lt;br /&gt;
[[File:Marlin336 MWII inspect1.jpg|thumb|none|600px|Inspecting the Model 336's receiver. Note &amp;quot;Bryson&amp;quot; trade dress.]]&lt;br /&gt;
[[File:Marlin336 MWII inspect2.jpg|thumb|none|600px|Ejecting a live round from the chamber out. Note the struck primer.]]&lt;br /&gt;
[[File:Marlin336 MWII inspect3.jpg|thumb|none|600px|Inspecting the right hand side of the lever action rifle.]]&lt;br /&gt;
[[File:Marlin336 MWII reload1.jpg|thumb|none|600px|Topping off the Model 336's magazine tube.]]&lt;br /&gt;
[[File:Marlin336 MWII reload2.jpg|thumb|none|600px|Firing and ejecting the last round...]]&lt;br /&gt;
[[File:Marlin336 MWII reload3.jpg|thumb|none|600px|Chamber loading a .45-70 cartridge.]]&lt;br /&gt;
[[File:MWII-Marlin-closeup.jpg|thumb|none|600px|A closeup of Valeria Garza's Marlin 336 in the &amp;quot;Alejandro v. Valeria&amp;quot; trailer for Season 3. Note the ejection port.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS]] returns from the previous game as the &amp;quot;M13B&amp;quot;. It is stylized similarly to the ''Modern Warfare'' version, with one of the differences being that it has a shorter barrel of 10 inches (which is not a standard length on the real VIRTUS). While not available in the campaign, it is seen in the hands of Kyle &amp;quot;Gaz&amp;quot; Garrick and Rodolfo Parra when they are NPCs, in fact being Rodolfo's signature weapon throughout the campaign (with a distinct two tone finish resembling the classic ''MW2'' ACR). It was added to multiplayer as part of Season 1. Which can be unlocked by either completing its unlock challenge or via DMZ, where it can either be obtained by the Chemist boss agent (who uses the &amp;quot;Health Hazard&amp;quot; blueprint, which can also be unlocked with the gun), enemy agents in Building 21 or through players, enemy or friendly. If the player successfully extracts with the MCX, it will be unlocked in all game modes, as well as the aforementioned blueprint if obtained. Purchasing a bundle that has the MCX in it will also unlock the weapon.&lt;br /&gt;
&lt;br /&gt;
It has 6.75&amp;quot; and 14.5&amp;quot; barrel customization options, both of them with Midwest Industries-style handguards. For magazines, a translucent 30-round magazine is available by default with a PMAG-40 holding 45 rounds and the MAG5-60 quad-stack magazine as alternative options. On an interesting note: when using the MAG5-60 quad-stack magazine, the character can be seen putting the spent magazine into the plate carrier's pouches instead of the battle belt when performing a tactical reload.&lt;br /&gt;
&lt;br /&gt;
In the intro cutscene for the campaign mission &amp;quot;Ghost Team&amp;quot;, there is a picture of three Shadow Company operatives, with one of them holding an MCX VIRTUS with a more correctly modeled handguard.&lt;br /&gt;
&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:MW22 MCX.jpg|thumb|none|600px|The MCX VIRTUS in the loadout screen.]]&lt;br /&gt;
[[File:MCX MWII idle.jpg|thumb|none|600px|The player character holding a SIG-Sauer MCX VIRTUS.]]&lt;br /&gt;
[[File:MCX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at a target.]]&lt;br /&gt;
[[File:MCX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;M13B&amp;quot;.]]&lt;br /&gt;
[[File:MCX MWII inspect2.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:MCX MWII reload1.jpg|thumb|none|600px|Tactical reload performed.]]&lt;br /&gt;
[[File:MCX MWII reload2.jpg|thumb|none|600px|The MCX runs dry, with the magazine visibly empty, and the bolt release sticking out.]]&lt;br /&gt;
[[File:MCX MWII reload3.jpg|thumb|none|600px||New magazine ready to go.]]&lt;br /&gt;
[[File:MCX MWII reload4.jpg|thumb|none|600px|Bolt release pressed, new round chambered.]]&lt;br /&gt;
[[File:MWII Gaz MCX.jpg|thumb|none|600px|Gaz with his shorty MCX, similar to the one used in the pre-rendered cutscenes in the previous game.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS (.300 Blackout)==&lt;br /&gt;
A shorter-barreled (approximately 6.75 inches), .300 AAC Blackout version of the aforementioned MCX VIRTUS was added during Season 5 as the &amp;quot;M13C&amp;quot;. While it is apparently intended to pass for a [[SIG-Sauer MCX Rattler]], judging by the &amp;quot;ar_ralpha&amp;quot; internal file name and the chambering, it is actually an MCX VIRTUS with a stylized handguard, as evidenced by the forward assist and the barrel length.&lt;br /&gt;
&lt;br /&gt;
[[File:MCX VIRTUS 6.75 MI.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 6.75&amp;quot; barrel, Midwest Industries 6&amp;quot; handguard and SLX762C-QD suppressor - .300 Blackout]]&lt;br /&gt;
[[File:Sig-mcx-rattler.jpg|thumb|none|450px|SIG-Sauer MCX Rattler SBR, for comparison - .300 Blackout]]&lt;br /&gt;
[[File:Codmw22m13c (1).jpg|thumb|none|600px|Gunsmith view of the compact MCX.]]&lt;br /&gt;
[[File:Codmw22m13c (2).jpg|thumb|none|600px|Its left side. Note the QR code sticker and .300 BLK band on the magazine to avoid unfortunate mistakes.]]&lt;br /&gt;
[[File:Codmw22m13c (3).jpg|thumb|none|600px|Holding the carbine.]]&lt;br /&gt;
[[File:Codmw22m13c (4).jpg|thumb|none|600px|Inspecting the magazine full of .300 BLK rounds.]]&lt;br /&gt;
[[File:Codmw22m13c (5).jpg|thumb|none|600px|Reloading from empty. All animations are shared with the full size 5.56 model.]]&lt;br /&gt;
[[File:Codmw22m13c (6).jpg|thumb|none|600px|Pulling the charging handle back on an empty M13C.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX / Honey Badger hybrid==&lt;br /&gt;
A [[AAC Honey Badger|Honey Badger]]-based carbine appears as the &amp;quot;Chimera&amp;quot;. Befitting its name, the in-game model is a hybrid; it is a variant of the &amp;quot;Bruen Ops&amp;quot; family and uses the same style of [[SIG-Sauer MCX]] bolt, using a bufferless upper/lower system (the upper also features the MCX style of charging handle port). However, the model in the game lacks a gas tube when previewing the weapon in the Gunsmith menu, either being a mistake or showing that the weapon is using direct blowback to operate (which is concerningly doable considering other higher-pressured cartridges being able to do it with a much heavier bolt carrier group). In addition, the lower receiver has elements of the early AAC Honey Badger, while the right side of the upper receiver and the handguard resemble the current Q model.&lt;br /&gt;
&lt;br /&gt;
It is integrally suppressed by default, and has three non-suppressed barrel options. It is Simon &amp;quot;Ghost&amp;quot; Riley's main weapon throughout the campaign, where it is briefly available when the player takes control of him during the opening mission (with the unsuppressed “10&amp;quot; SA Phoenix” barrel), but it serves no practical use as there are no enemies to effectively combat with it. It is available in multiplayer in Season 1 as an in-season reward.&lt;br /&gt;
&lt;br /&gt;
As with the KRISS Vector above, firing the weapon will not produce tracers and killing enemies with the Honey Badger hides skull indicators, thanks to its use of .300 AAC Blackout ammunition.&lt;br /&gt;
&lt;br /&gt;
As with the MCX above, there are several ways to unlock the Honey Badger, either through purchasing a bundle that has it (along with the blueprint), completing its unlock challenge or through DMZ, where the player can scavenge a Honey Badger there. The Building 21 map is also a useful location in finding the carbine, as enemy agents use it on occasion or through the loot pools.&lt;br /&gt;
   &lt;br /&gt;
[[File:AAC honey badger.jpg|thumb|none|400px|AAC Honey Badger - .300 AAC Blackout]]&lt;br /&gt;
[[File:Q Honey Badger SBR.jpg|thumb|none|400px|Q Honey Badger SBR - .300 AAC Blackout]]&lt;br /&gt;
[[File:MW22 HONEYB.jpg|none|thumb|600px|The Honey Badger hybrid in the loadout screen.]]&lt;br /&gt;
[[File:MWII-HoneyBadger-1.jpg|thumb|none|600px|Ghost advances with his carbine. Soap can also be seen equipped with a Honey Badger on the right. In the retail version of the game, Soap is instead given a Mk 14 and MP7.]]&lt;br /&gt;
[[File:Mwiighosthoney1.jpg|thumb|none|600px|Closeup of Ghost's unmodified &amp;quot;Chimera&amp;quot; in &amp;quot;Kill or Capture.&amp;quot;]]&lt;br /&gt;
[[File:MWII SIGBadger (1).jpg|thumb|none|600px|Spawning in with the &amp;quot;Chimera,&amp;quot; the character right-hands the charging handle back.]]&lt;br /&gt;
[[File:MWII SIGBadger (2).jpg|thumb|none|600px|The operative and his neat SIG-Badger in the KorTac side of Shoot House. Note the visible RIS segment where the stock mounts, one of its definitive MCX elements.]]&lt;br /&gt;
[[File:MWII SIGBadger (3).jpg|thumb|none|600px|Iron sights, similar to the MPX and MCX.]]&lt;br /&gt;
[[File:MWII SIGBadger (4).jpg|thumb|none|600px|Inspecting the .300 Blackout STANAG.]]&lt;br /&gt;
[[File:MWII SIGBadger (5).jpg|thumb|none|600px|And performing a chamber check.]]&lt;br /&gt;
[[File:MWII SIGBadger (6).jpg|thumb|none|600px|It has the same reload animations as the MCX.]]&lt;br /&gt;
[[File:MWII SIGBadger (7).jpg|thumb|none|600px|Including flicking out the spent magazine when dry.]]&lt;br /&gt;
[[File:MWII SIGBadger (8).jpg|thumb|none|600px|Lining in the new one, then the bolt is released.]]&lt;br /&gt;
[[File:Mwii10inhoneyb.jpg|thumb|none|600px|Ghost's unsuppressed 10&amp;quot; Honey Badger.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]] appears as the &amp;quot;STB 556&amp;quot;.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG.jpg|thumb|none|600px|The AUG A3 in the loadout screen. The AUG variants in this game have a fixed front grip, unlike the foldable vertical grip of the real ones.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|In the reveal trailer, an AUG A3 with the [[Talk:Call of Duty: Modern Warfare II (2022)#HoloSun HS510C|Holosun-based red dot sight]] from the previous game can be seen wielded by the Shadow Company operator closest to the sign on the railing.]]&lt;br /&gt;
[[File:MWII AUG A3 (1).jpg|thumb|none|600px|The &amp;quot;STB 556&amp;quot; in the loadout range.]]&lt;br /&gt;
[[File:MWII AUG A3 (2).jpg|thumb|none|600px|Thumbing the Australian style selector-stopper tab.]]&lt;br /&gt;
[[File:MWII AUG A3 (3).jpg|thumb|none|600px|Examining the de-waffled mag with a witness slot, somewhat similar to a Magpul EMAG.]]&lt;br /&gt;
[[File:MWII AUG A3 (4).jpg|thumb|none|600px|It also reloads in the more tacticool style with both mags sandwiched together.]]&lt;br /&gt;
[[File:MWII AUG A3 (5).jpg|thumb|none|600px|Though on empty, the charging handle is locked back, similar to ''MW19''.]]&lt;br /&gt;
[[File:MWII AUG A3 (6).jpg|thumb|none|600px|Pressing in another mag.]]&lt;br /&gt;
[[File:MWII AUG A3 (7).jpg|thumb|none|600px|And thumbing the bolt forward.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AW50==&lt;br /&gt;
The [[Accuracy International AW50]] appears as the &amp;quot;Victus XMR&amp;quot;; it is available in Season 1 under the Imperatorium platform. It is worth noting (as with the AR-57) that the AW50 was planned for the original ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]'' game, but only its code and firing sound (which sounds similar to the M82A1 in that game) are left as the weapon was scrapped, and it wasn't added to the ''Call of Duty'' series proper until ''MWII''.&lt;br /&gt;
&lt;br /&gt;
[[File:AW50 (Latest Version).jpg|thumb|none|450px|Accuracy International AW50 (latest version with fluted barrel and redesigned muzzle brake) - .50 BMG]]&lt;br /&gt;
[[File:MW22 AW50.jpg|thumb|none|600px|The AW50 in the loadout screen. The lower end of the thumbhole stock lacks the cutout to fold, despite the hinge on the upper half.]]&lt;br /&gt;
[[File:AW50 MWII idle.jpg|thumb|none|600px|Looking at the wall of camo challenge grinding, English anti-materiel rifle in hand.]]&lt;br /&gt;
[[File:AW50 MWII ADS.jpg|thumb|none|600px|Scoped in, looking down the center lane.]]&lt;br /&gt;
[[File:AW50 MWII inspect1.jpg|thumb|none|600px|Admiring the left hand side of the AW50's reciever.]]&lt;br /&gt;
[[File:AW50 MWII inspect2.jpg|thumb|none|600px|Popping the mag out to admire the .50BMG rounds nestled inside.]]&lt;br /&gt;
[[File:AW50 MWII inspect3.jpg|thumb|none|600px|Pulling the bolt back for a chamber check,]]&lt;br /&gt;
[[File:AW50 MWII reload1.jpg|thumb|none|600px|Reloading the AW50 from empty.]]&lt;br /&gt;
[[File:AW50 MWII reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:AW50 MWII reload3.jpg|thumb|none|600px|Driving the bolt handle forward and down to chamber the new round.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett MRAD==&lt;br /&gt;
The [[Barrett MRAD]] appears as the &amp;quot;MCPR-300&amp;quot; (standing for &amp;quot;Multi-Caliber Precision Rifle&amp;quot;, .300 Winchester Magnum) under the MRBA weapon platform. Kyle Garrick's and Ghost's MRAD are incorrectly designated as &amp;quot;Victus XMR&amp;quot; in the campaign missions &amp;quot;Recon By Fire&amp;quot; and &amp;quot;Countdown&amp;quot; respectively, and all other MRADs found in the story have the same naming issue.&lt;br /&gt;
[[File:MRAD-2.jpg|thumb|none|450px|Barrett MRAD, first version - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MW22 MRAD.jpg|thumb|none|600px|The MRAD in the loadout screen. As with nearly all weapons in the game, its design is slightly fictionalized. On this one, the detail is near-imperceptible. The widened part of the receiver where the bolt goes when it's pulled back ends a centimeter or so short of the stock hinge, whereas on the real version, it goes all the way back.]]&lt;br /&gt;
[[File:MRAD MWII idle.jpg|thumb|none|600px|The Barrett MRAD wielded by a KORTAC soldier outside &amp;quot;Breenbergh Hotel&amp;quot;.]]&lt;br /&gt;
[[File:MRAD MWII ADS.jpg|thumb|none|600px|Aiming down the telescopic scope the MRAD comes with by default.]]&lt;br /&gt;
[[File:MRAD MWII inspect1.jpg|thumb|none|600px|Inspecting the bolt action rifle.]]&lt;br /&gt;
[[File:MRAD MWII inspect2.jpg|thumb|none|600px|Inspecting the left hand side of the rifle.]]&lt;br /&gt;
[[File:MRAD MWII reload1.jpg|thumb|none|600px|Reloading the MRAD from a partially depleted magazine.]]&lt;br /&gt;
[[File:MRAD MWII reload2.jpg|thumb|none|600px|Magazine inserted. Note that the in-universe manufacturer is &amp;quot;Cronen&amp;quot;, the optics manufacturer from ''MW19''.]]&lt;br /&gt;
&lt;br /&gt;
==Cheyenne Tactical M200 Intervention==&lt;br /&gt;
The [[Cheyenne Tactical M200 Intervention]] was added in Season 3, under the name &amp;quot;FJX Imperium&amp;quot;. It is chambered in &amp;quot;.408 PACE&amp;quot;, the analogue to the real life .408 CheyTac round. For laser attachments, the M200 uses the small &amp;quot;tube&amp;quot;-style laser set rather than the PEQ Box-style set, and despite the forward top rail being present they attach to the right side, thus it's unfortunately not possible to replicate the PEQ-2 attached to the original MW2's Intervention.&lt;br /&gt;
&lt;br /&gt;
[[File:M200.jpg|thumb|none|450px|CheyTac M200 - .408 CheyTac]]&lt;br /&gt;
[[File:Intervention MWII battlepasspreview.jpg|thumb|none|600px|The Intervention in the Season 3 Battlepass preview screen.]]&lt;br /&gt;
[[File:Mwiim200idle.jpg|thumb|none|600px|Alejandro Vargas with the CheyTac on Pelayo's Lighthouse, a spiritual successor to Estate from the original ''MW2''. As with its appearance in that game, the M200 is also held by its magazine.]]&lt;br /&gt;
[[File:Mwiim200inspect1.jpg|thumb|none|600px|Inspecting the rifle while resisting the urge to make yet another [[Call_of_Duty:_Modern_Warfare_2#Cheyenne_Tactical_M200_Intervention|360 no-scope]] joke.]]&lt;br /&gt;
[[File:Mwiim200inspect2.jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:Mwiim200inspect3.jpg|thumb|none|600px|Right side of the Intervention.]]&lt;br /&gt;
[[File:Mwiim200inspect4.jpg|thumb|none|600px|Chamber checking. This animation is also used when respawning with the rifle.]]&lt;br /&gt;
[[File:Mwiim200bolt.jpg|thumb|none|600px|Working the bolt.]]&lt;br /&gt;
[[File:Mwiim200reloadpartial.jpg|thumb|none|600px|Inserting a new magazine. Also note the cargo ship upon which the map Shipment is set in the background.]]&lt;br /&gt;
[[File:Mwiim200emptyreload.jpg|thumb|none|600px|Throwing away the magazine during the empty reload. The &amp;quot;Fast Hands&amp;quot; perk uses similar animations.]]&lt;br /&gt;
[[File:Mwiim200inspect1round.jpg|thumb|none|600px|Inspecting the rifle with only a round in the chamber shows off the empty magazine.]]&lt;br /&gt;
[[File:Mwiim200empty.jpg|thumb|none|600px|The empty weapon inspect involves looking at empty .408 casings (with unstruck primers). Even more casings are present when using the 7-round magazine.]]&lt;br /&gt;
[[File:MwiiAlejandrom2003rdperson.jpg|thumb|none|600px|Alejandro with an M200 equipped with the standard 29-inch barrel and 7-round magazine, those two attachments returning the rifle to its &amp;quot;proper&amp;quot; form.]]&lt;br /&gt;
[[File:CheyTac Intervention M100.jpg|thumb|none|450px|Cheyenne Tactical M100 Intervention - .408 CheyTac]]&lt;br /&gt;
[[File:MWII CT M100.jpg|thumb|none|600px|The Intervention with the “LR-Retort 19&amp;quot;” barrel, similar to the M100 version.]]&lt;br /&gt;
&lt;br /&gt;
==Gepard GM6 Lynx==&lt;br /&gt;
The [[Gepard GM6 Lynx]] appears as the &amp;quot;Signal 50&amp;quot;. It can be given its correct stock pad with the &amp;quot;FSS Echo Stock&amp;quot; attachment. A GM6 can be found atop the prison wall at the end of the &amp;quot;Prison Break&amp;quot; mission.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|450px|Gepard M6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:MW22 LYNX.jpg|thumb|none|600px|The Lynx in the loadout screen.]]&lt;br /&gt;
[[File:Gepard MWII idle.jpg|thumb|none|600px|A SPECGRU operative wields a Gepard GM6 in a cartel run Shoothouse.]]&lt;br /&gt;
[[File:Gepard MWII inspect1.jpg|thumb|none|600px|Inspecting the left hand side of the Gepard's reciever. Note the in-universe manufacturer of First Signal Solutions.]]&lt;br /&gt;
[[File:Gepard MWII inspect2.jpg|thumb|none|600px|Inspecting the right hand side...]]&lt;br /&gt;
[[File:Gepard MWII inspect3.jpg|thumb|none|600px|...then pulling the bolt back for a chamber check.]]&lt;br /&gt;
[[File:Gepard MWII reload1.jpg|thumb|none|600px|Reloading from an empty magazine.]]&lt;br /&gt;
[[File:Gepard MWII reload2.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:Gepard MWII reload3.jpg|thumb|none|600px|Racking the charging handle to load a fresh round into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SR9(TC)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SR9(TC)]] appears as the &amp;quot;LM-S&amp;quot;, under the marksman rifles class. It holds 10 rounds in a 5-round magazine by default.&lt;br /&gt;
[[File:HKSR9TC.jpg|thumb|none|450px|H&amp;amp;K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SR9.jpg|thumb|none|600px|The SR9(TC) in the loadout screen.]]&lt;br /&gt;
[[File:Mw22 psg 1 (1).jpg|thumb|none|600px|Gus holding his SR9.]]&lt;br /&gt;
[[File:Mw22 psg 1 (2).jpg|thumb|none|600px|Reloading with a 5 round magazine that for some reason holds 10 rounds.]]&lt;br /&gt;
[[File:Mw22 psg 1 (3).jpg|thumb|none|600px|Doing the good old HK-slap.]]&lt;br /&gt;
[[File:Mw22 psg 1 (4).jpg|thumb|none|600px|Checking the chamber of a now empty SR9.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25 E2 PR==&lt;br /&gt;
The [[Knight's Armament SR-25|Knight's Armament SR-25 PR]] is the mid-season weapon in Season 2 Reloaded. It was added as a marksman rifle part of the M4 platform, under the name &amp;quot;Tempus Torrent&amp;quot;. The rifle's SOPMOD-style stock can be equipped on every other member of the M4 platform, while its forend customization is split between a combination of the Barrel and Guard categories. The Guard category consists of four (including default) rail system options, one of which being a monolithic upper receiver; the &amp;quot;Torrent Tac Guard&amp;quot; resembles the URX 3 rail. The Barrel category includes standard, shorter, and longer options, as well as the “14&amp;quot; Chroma LRS” which is the URX / &amp;quot;Tac Guard&amp;quot; rail system (this time without rail covers) paired with an M110- / Mk 11-style suppressor, and a short barrel paired with a fifth type of rail system. The &amp;quot;Torrent MOC-IV&amp;quot; forend is based on a VLTOR CAS-V handguard that rather unfortunately leaves the gas tube exposed. &lt;br /&gt;
&lt;br /&gt;
Using the &amp;quot;Torrent Tac Guard&amp;quot; and “16&amp;quot; Tour RP” allows for a SR-25 ECC style build.&lt;br /&gt;
&lt;br /&gt;
[[File:SR-25 APR MLOK.jpg|thumb|450px|none|Knight's Armament SR-25 Precision Rifle, M-LOK - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SR25 MWII gunsmith2.jpg|thumb|none|600px|The SR-25 in the gunsmith preview menu. Note that the magazines are based on the original AR-10 waffle pattern metal magazines. Visible on the magwell is a pseudo KAC logo, and the rifle's serial number below it begins with &amp;quot;KA&amp;quot;.]]&lt;br /&gt;
[[File:SR25 MWII gunsmith.jpg|thumb|none|600px|Labels on two of the modifications state the name of the company as &amp;quot;Tempus Armament Company&amp;quot; from Austin, Texas.]]&lt;br /&gt;
[[File:Mwiisr25idle.jpg|thumb|none|600px|Holding the gun on the new Himmelmatt Expo map.]]&lt;br /&gt;
[[File:Mwiisr25aimed.jpg|thumb|none|600px|Aiming down the pseudo KAC flip-up sights.]]&lt;br /&gt;
[[File:Mwiisr25inspect2.jpg|thumb|none|600px|Inspecting the rifle.]]&lt;br /&gt;
[[File:Mwiisr25inspect1.jpg|thumb|none|600px|Checking the right side...]]&lt;br /&gt;
[[File:Mwiisr25inspect3.jpg|thumb|none|600px|...and brass checking.]]&lt;br /&gt;
[[File:Mwiisr25reloadtactical1.jpg|thumb|none|600px|Sandwiching the magazines together during the normal tactical reload.]]&lt;br /&gt;
[[File:Mwiisr25emptynormalreload0.jpg|thumb|none|600px|Flicking out the old mag in the normal empty reload.]]&lt;br /&gt;
[[File:Mwiisr25emptynormalreload1.jpg|thumb|none|600px|Inserting a new mag. Note the protruding magazine release and bolt release.]]&lt;br /&gt;
[[File:Mwiisr25emptynormalreload2.jpg|thumb|none|600px|Smacking the bolt release.]]&lt;br /&gt;
[[File:Knights Armament SR25 ECC.jpg|thumb|none|450px|Knight's Armament SR-25 Enhanced Combat Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII SR-25 ECC (1).jpg|thumb|none|600px|An ECC style build, with the &amp;quot;HMW-20&amp;quot; scope.]]&lt;br /&gt;
&lt;br /&gt;
==M24 SWS==&lt;br /&gt;
The [[M24 SWS]] returns from ''Modern Warfare'' as the &amp;quot;SP-R 208&amp;quot; marksman rifle, this time chambered in 7.62x51mm NATO.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SPR208.jpg|thumb|none|600px|The M24 with a black stock in the loadout screen.]]&lt;br /&gt;
[[File:MWII M24 (1).jpg|thumb|none|600px|The M24 rifle with the &amp;quot;FTac Locus SP&amp;quot; scope equipped in-game.]]&lt;br /&gt;
[[File:MWII M24 (2).jpg|thumb|none|600px|Aiming skyward with the optic.]]&lt;br /&gt;
[[File:MWII M24 (3).jpg|thumb|none|600px|Working the M24's bolt.]]&lt;br /&gt;
[[File:MWII M24 (4).jpg|thumb|none|600px|Performing a fast reload, knocking out the spent magazine with a new one.]]&lt;br /&gt;
[[File:MWII M24 (5).jpg|thumb|none|600px|Palming in the new one.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 700 (in custom chassis)==&lt;br /&gt;
The &amp;quot;SA-B 50&amp;quot; marksman rifle is a [[Remington Model 700]] variant in a custom chassis, which is the &amp;quot;XRK SP-LITE 208 Blitz&amp;quot; chassis from ''Modern Warfare'' combined with the buttstock of MW's &amp;quot;XRK SP-TAC 208 Ultimate&amp;quot; chassis. The resulting model has a short barrel reminiscent of the Remington 700 PCR SBR, a stylized-to-fit MDT chassis similar to the Israeli-modernized M24, and a stock of the Remington 700 PCR Enhanced. Contrary to its name, which would suggest it is chambered in .50 BMG, the rifle is instead chambered in .308 Winchester, befitting its status as a civilian rifle.&lt;br /&gt;
[[File:MW22 SAB50.jpg|thumb|none|600px|The &amp;quot;SA-B 50&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:MWII-M24-1.jpg|thumb|none|600px|Ghost is seen with the &amp;quot;SA-B 50&amp;quot; in the reveal trailer.]]&lt;br /&gt;
[[File:MWII M24 PCR (1).jpg|thumb|none|600px|Inspecting cross-border cargo with the custom Remington 700 variant.]]&lt;br /&gt;
[[File:MWII M24 PCR (2).jpg|thumb|none|600px|Holding up the suspicious box stack with the meager receiver-radius iron sights.]]&lt;br /&gt;
[[File:MWII M24 PCR (3).jpg|thumb|none|600px|Inspecting the extended mags this variant comes standard with. Note the unused space between the back of the mag and the feed lips, compared to the .300 caliber mags seen below.]]&lt;br /&gt;
[[File:MWII M24 PCR (4).jpg|thumb|none|600px|The M700 mid-recoil, with the striker forward.]]&lt;br /&gt;
[[File:MWII M24 PCR (5).jpg|thumb|none|600px|The R700 variants' standard right hand reload.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Mk 13 Mod 0==&lt;br /&gt;
A stylized [[Remington Mk 13 Mod 0]] appears in the sniper rifles class as the &amp;quot;LA-B 330&amp;quot;. This is essentially the &amp;quot;ZLR SP-R Overseer&amp;quot; chassis from ''Modern Warfare''. The name appears to imply that this is supposed to be a Long Action receiver, which is correct for the Remington Mk 13 Mod 0. It can be identified by the McMillan A2 stock, the .300 Winchester Magnum chambering and the fact that it appears as a variant to the aforementioned [[M24 SWS]] due to both using the action of the [[Remington Model 700]].&lt;br /&gt;
[[File:AmericanSniperMk13.jpg|thumb|none|500px|Screen-used stunt Mk 13 Mod 0 used in the film ''[[American Sniper]]''. Image from Prop Store of London.]]&lt;br /&gt;
[[File:MW22 LAB330.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MWII R700LA (1).jpg|thumb|none|600px|Gromsko with the first long-action Remington variant on the El Asilo map. Despite the name, it's not a remake of ''World At War'''s Asylum.]]&lt;br /&gt;
[[File:MWII R700LA (2).jpg|thumb|none|600px|Aiming with the &amp;quot;SP-X&amp;quot; scope this and the M2010 below come standard with, including the odd three scope mount rings from the previous game.]]&lt;br /&gt;
[[File:MWII R700LA (3).jpg|thumb|none|600px|Handling the .300 Winchester Magnum magazine on the reload.]]&lt;br /&gt;
[[File:MWII R700LA (4).jpg|thumb|none|600px|And inspecting the chamber.]]&lt;br /&gt;
[[File:MWII R700LA (5).jpg|thumb|none|600px|Reloading the pseudo Mk 13 - right handing out the mag.]]&lt;br /&gt;
[[File:MWII R700LA (6).jpg|thumb|none|600px|Chambering from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Remington M2010 Enhanced Sniper Rifle==&lt;br /&gt;
The [[Remington M2010 Enhanced Sniper Rifle]] is available as the &amp;quot;SP-X 80&amp;quot;.&lt;br /&gt;
[[File:XM2010.jpg|thumb|none|450px|Remington M2010 Enhanced Sniper Rifle with AAC Titan sound suppressor and Harris bipod - .300 Winchester Magnum]]&lt;br /&gt;
[[File:MW2 ESR.jpg|thumb|none|600px|The M2010 in the loadout screen.]]&lt;br /&gt;
[[File:MWII M2010 (1).jpg|thumb|none|600px|An M2010 ESR out on the familiar ground of Dome, standing in for ''MW3'''s Remington MSR.]]&lt;br /&gt;
[[File:MWII M2010 (2).jpg|thumb|none|600px|Inspecting the full length .300 cartridges in the magazine.]]&lt;br /&gt;
[[File:MWII M2010 (3).jpg|thumb|none|600px|The fast knocking-out reload on the M2010.]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
The [[Walther WA 2000]] was added in Season 5 as the &amp;quot;Carrack .300&amp;quot;. The model depicted is a hybrid of the first and second generation models, featuring the muzzle device of the former and stock design of the latter (with an added rear monopod). The &amp;quot;Carrack Palm&amp;quot; attachment adds the rifle's otherwise-missing palm rest. Like the game's M200 Intervention, the WA 2000 can deploy its integrated bipod through use of a barrel attachment. The “30&amp;quot; Flintline” barrel gives the rifle the second generation WA 2000 barrel length and flash hider, and likewise features a version with the bipod deployed. The rifle's scope comes in two variations, default having a flipped open lens cover (as in ''MW2''), while an unlockable version replaces this with a rubber eye piece (which provides a full-screen style view). As with all of the other default optics in the game, these can be equipped on other sniper rifles as well.&lt;br /&gt;
&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|none|450px|Walther WA 2000, first version - .308 Winchester]]&lt;br /&gt;
[[File:Wa2000 second variant.jpg|thumb|none|450px|Walther WA 2000, second version]]&lt;br /&gt;
[[File:Mwiiwa2k1.jpg|thumb|none|600px|Holding the WA 2000 on the Punta Mar map. When spawning with the rifle, the character will pop the scope cover, a nice callback to the original ''MW2'' (although sadly the cover is missing the &amp;quot;Mr. Yuck&amp;quot; face). Equipping any other optic will replace this with chambering the rifle.]]&lt;br /&gt;
[[File:Mwiiwa2k2.jpg|thumb|none|600px|Chamber checking. Note that the gun appears to be mistakenly set to safe.]]&lt;br /&gt;
[[File:Mwiiwa2k4.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:Mwiiwa2k5.jpg|thumb|none|600px|Pulling the charging handle on empty. For the &amp;quot;fast hands&amp;quot; reload, the character uses a palm-up technique.]]&lt;br /&gt;
[[File:Mwiiwa2k7.jpg|thumb|none|600px|Chamber checking on empty, running the action several times.]]&lt;br /&gt;
[[File:Mwiiwa2k8.jpg|thumb|none|600px|Note that the bolt is animated and can be seen rotating during this. The little sliding dust cover on the side of the bolt is also animated, best seen during the inspect animation.]]&lt;br /&gt;
[[File:Mwiiwa2k6.jpg|thumb|none|600px|Loading a new magazine into a WA 2000 equipped with the “30&amp;quot; Flintline” barrel.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The handheld [[Dillon Aero M134 Minigun]] from ''Modern Warfare'' returns as the Juggernaut's primary weapon, fitted with a laser sight for aiming. In certain events (the Shadow Siege limited-time event to name one), the weapon carries 200 rounds, which can be reloaded with unlimited spare ammo.&lt;br /&gt;
&lt;br /&gt;
An unusable Minigun with a slotted flash hider can be found inside a building in the campaign mission &amp;quot;Kill or Capture&amp;quot;.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mwiiminigun1.jpg|thumb|none|600px|Holding the gun recently acquired from a Juggernaut. The Juggernaut has infinite ammunition in most cases. When the Minigun is picked up, however, it will always have 300 rounds.]]&lt;br /&gt;
[[File:Mwiiminigun2.jpg|thumb|none|600px|Mid mantling with the gun, showing the grip assembly and label on the receiver. Somehow the tiny belt holds 300 rounds.]]&lt;br /&gt;
[[File:Mwiijugg1.jpg|thumb|none|600px|The Juggernaut with the Minigun. The belt is somewhat misaligned due to having physics.]]&lt;br /&gt;
[[File:Mwiijugg4.jpg|thumb|none|600px|Closeup of the muzzle. The laser module activates when &amp;quot;aiming&amp;quot; the gun.]]&lt;br /&gt;
[[File:Mwiijugg2.jpg|thumb|none|600px|Side view showing the grip assembly and feed. If the backpack of the Juggernaut is destroyed, several belts of ammunition will dangle out from it. The minigun will still operate, however.]]&lt;br /&gt;
[[File:M134D.jpg|thumb|none|450px|Dillon Aero M134D with slotted flash hider - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mwiiminigunslotted.jpg|thumb|none|600px|The aforementioned minigun with slotted flash hider in the mission &amp;quot;Kill or Capture&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FightLite MCR==&lt;br /&gt;
A tan [[Ares Shrike#Ares-16 AMG|FightLite MCR]] appears in-game as the &amp;quot;556 Icarus.&amp;quot; The MCR is commonly used by Shadow Company as their standard LMG. The &amp;quot;Icarus&amp;quot; name is likely derived from the manufacturer's original name &amp;quot;Ares;&amp;quot; as both are figures from Greek mythology.&lt;br /&gt;
[[File:Ares-16 AMG.jpg|thumb|none|450px|Ares-16 AMG/FightLite MCR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCR.jpg|thumb|none|600px|The MCR in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The FightLite MCR upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, sandwiched between the carbine and the AR-57 upper.]]&lt;br /&gt;
[[File:MCR MWII idle.jpg|thumb|none|600px|A KORTAC soldier wields his Fightlite MCR within the confines of a former factory turned training facility.]]&lt;br /&gt;
[[File:MCR MWII ADS.jpg|thumb|none|600px|Aiming through the iron sights.]]&lt;br /&gt;
[[File:MCR MWII inspect.jpg|thumb|none|600px|Inspecting the MCR.]]&lt;br /&gt;
[[File:MCR MWII inspect2.jpg|thumb|none|600px|The player character admires the ejection port.]]&lt;br /&gt;
[[File:MCR MWII inspect3.jpg|thumb|none|600px|Inspecting the ammo belt.]]&lt;br /&gt;
[[File:MCR MWII reload1.jpg|thumb|none|600px|Reloading the machine gun by opening the top cover.]]&lt;br /&gt;
[[File:MCR MWII reload2.jpg|thumb|none|600px|Inserting a new belt box into the magwell.]]&lt;br /&gt;
[[File:MCR MWII reload3.jpg|thumb|none|600px|Slipping the belt into the feed tray.]]&lt;br /&gt;
[[File:MCR MWII reload4.jpg|thumb|none|600px|...then closing the dust cover forcefully. Reloading from empty involves the same, with the addition of the player character racking the charging handle after replacing the belt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21]] appears in-game as the &amp;quot;RAPP H&amp;quot;. It has a stylized handguard and barrel, and incorrectly has the aforementioned [[PTR 9KT]]-style trigger group (this time with normal S-E-F markings), though it can be fitted with a more appropriate Navy-style trigger group with the &amp;quot;LMK64 Grip&amp;quot; attachment. It is also correctly depicted as a closed-bolt weapon, having no trigger delay compared to the open-bolt machine guns in the game.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it's correctly used by the Mexican Army.&lt;br /&gt;
[[File:HK21MachineGun.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 hk21 (11).jpg|none|600px|thumb|The HK21's left side in the gunsmith screen screen.]]&lt;br /&gt;
[[File:Mw22 hk21 (12).jpg|none|600px|thumb|Right side.]]&lt;br /&gt;
[[File:Mw22 hk21 (1).jpg|none|600px|thumb|Holding the HK21.]]&lt;br /&gt;
[[File:Mw22 hk21 (2).jpg|none|600px|thumb|ADS'ing with the HK21. No, the sights are not misaligned, it's just the incredibly high sway many weapons in MWII have.]]&lt;br /&gt;
[[File:Mw22 hk21 (3).jpg|none|600px|thumb|Inspecting the belt box and feed system.]]&lt;br /&gt;
[[File:Mw22 hk21 (5).jpg|none|600px|thumb|Reloading starts with locking the bolt back, opening the feed tray and removing the belt box.]]&lt;br /&gt;
[[File:Mw22 hk21 (6).jpg|none|600px|thumb|Inserting a new belt.]]&lt;br /&gt;
[[File:Mw22 hk21 (7).jpg|none|600px|thumb|Giving the charging handle a big slap.]]&lt;br /&gt;
[[File:Mw22 hk21 (9).jpg|none|600px|thumb|Reloading with Fast Hands skips the opening of the feed tray and the operator just opts to pass the guiding tab of the belt through the receiver...]]&lt;br /&gt;
[[File:Mw22 hk21 (10).jpg|none|600px|thumb|...and sadly doesn't slap the charging handle with much energy anymore.]]&lt;br /&gt;
&lt;br /&gt;
===Vollmer HK51-B===&lt;br /&gt;
A [[Vollmer HK51-B]] lookalike can be built with the short “10.6&amp;quot; Lachstrike Barrel.”&lt;br /&gt;
[[file:HK51-b.jpg|thumb|none|450px|Vollmer HK51-B without ammunition belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII HK51-B (0).jpg|thumb|none|600px|The shorty HK51 with the 100-round belt box and standard style stock.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Negev NG7==&lt;br /&gt;
The [[IWI Negev NG7]] appears in-game as the &amp;quot;SAKIN MG38.&amp;quot; It is relatively uncommon in the story, though one is present in the bed of Price's truck during &amp;quot;Violence and Timing.&amp;quot;&lt;br /&gt;
[[File:IWI Negev NG7.jpg|thumb|none|450px|IWI Negev NG7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 NEGEVV.jpg|thumb|none|600px|The Negev in the loadout screen.]]&lt;br /&gt;
[[File:Negev MWII inspect1.jpg|thumb|none|600px|Hoisting up the Negev NG7 with the carrying handle. It is charged in its initial deployment animation.]]&lt;br /&gt;
[[File:Negev MWII idle.jpg|thumb|none|600px|The player character wielding the Negev on La Casa.]]&lt;br /&gt;
[[File:Negev MWII ADS.jpg|thumb|none|600px|Aiming through the Negev's sights.]]&lt;br /&gt;
[[File:Negev MWII inspect2.jpg|thumb|none|600px|Popping open the tray cover on its inspect animation.]]&lt;br /&gt;
[[File:Negev MWII inspect3.jpg|thumb|none|600px|And taking a look at the Negev's right side.]]&lt;br /&gt;
[[File:Negev MWII reload1.jpg|thumb|none|600px|Reloading the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload2.jpg|thumb|none|600px|Inserting a new belt box of ammo.]]&lt;br /&gt;
[[File:Negev MWII reload3.jpg|thumb|none|600px|Sliding in the fresh belt of ammo.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] is available in the game. It appears to be a Romanian clone, the PM md. 64, noted by the carrying handle and the ribbed receiver cover. Customization options include [[AKM]]-style barrels and stocks, giving it a similar appearance to certain RPK-receiver style AKs such as the Molot Vepr FM 7.62x39 or Century Arms BFT47, ribbed top cover and other details aside. The RPK only fires in full-auto in-game; the selector lever cannot be set to semi-auto unlike the other AK variants. Originally, when equipping the RPK's unique bipod attachment (which simply deploys the bipod) the gun would also gain an unnecessary picatinny rail under the handguard (presumably due to being in the underbarrel slot, like foregrips), however this was fixed with the Season 3 Reloaded update.&lt;br /&gt;
[[File:AES 10B.jpg|thumb|none|450px|Century Arms AES 10B - 7.62x39mm. This is a US import version of the Romanian PM md. 64]]&lt;br /&gt;
[[File:MW22 RPK.jpg|thumb|none|600px|The RPK in the loadout screen. Why this gun was given its real name and the other rifles in its family were called &amp;quot;Kastov&amp;quot; is a mystery, unless the &amp;quot;K&amp;quot; stands for &amp;quot;Kastov&amp;quot; rather than &amp;quot;Kalashnikov&amp;quot;.]]&lt;br /&gt;
[[File:RPK MWII idle.jpg|thumb|none|600px|The player character keeping his RPK at the ready.]]&lt;br /&gt;
[[File:RPK MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:RPK MWII inspect2.jpg|thumb|none|600px|Inspecting the RPK, the player character takes a peek at the contents of its drum magazine (incendiary 7.62x39mm rounds).]]&lt;br /&gt;
[[File:RPK MWII inspect3.jpg|thumb|none|600px|As with most of the guns in Modern Warfare II, the inspect animation is capped off with a brass check.]]&lt;br /&gt;
[[File:RPK MWII reload1.jpg|thumb|none|600px|Removing a half empty magazine.]]&lt;br /&gt;
[[File:RPK MWII firing.jpg|thumb|none|600px|Unloading said incendiary rounds into a yellow delivery van.]]&lt;br /&gt;
[[File:RPK MWII reload3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:MWII RPK AK (1).jpg|thumb|none|600px|Gunsmith preview of the RPK converted into a 4.5mm bulged trunnion AK rifle.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MG 338==&lt;br /&gt;
The [[SIG-Sauer MG 338]]'s 2020 prototype returns from ''Modern Warfare'', still named the &amp;quot;RAAL MG&amp;quot; (which stands for Reconnaissance Auxiliary Assault Lightweight Machine Gun). It uses essentially the same model from the previous game complete with the SIG-Sauer LMG-6.8 style stock and the A2 grip.&lt;br /&gt;
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]]&lt;br /&gt;
[[File:SIG LMG 6.8.jpg|thumb|none|450px|SIG-Sauer LMG-6.8 (2020 prototype) - 6.8x51mm FURY. Image used as a reference for the stock.]]&lt;br /&gt;
[[File:MW22 MG338.jpg|thumb|none|600px|The MG 338 in the loadout screen. It is the ''Modern Warfare'' model recycled with the only rework being a white body/black elements and the markings of the fictional manufacturer &amp;quot;EXPEDITE&amp;quot;.]]&lt;br /&gt;
[[File:MG338 MWII idle.jpg|thumb|none|600px|The player character wielding his SIG MG 338 on the &amp;quot;Farm 18&amp;quot; map.]]&lt;br /&gt;
[[File:MG338 MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MG338 MWII inspect1.jpg|thumb|none|600px|Inspecting the MG 338 by popping the top cover open.]]&lt;br /&gt;
[[File:MG338 MWII inspect2.jpg|thumb|none|600px|Inspecting the left hand side of the machine gun.]]&lt;br /&gt;
[[File:MG338 MWII inspect3.jpg|thumb|none|600px|Inspecting the right hand side.]]&lt;br /&gt;
[[File:MG338 MWII reload1.jpg|thumb|none|600px|Reloading the machine gun, first by racking the charging handle...]]&lt;br /&gt;
[[File:MG338 MWII reload2.jpg|thumb|none|600px|Flipping the feed tray to clear stray links.]]&lt;br /&gt;
[[File:MG338 MWII reload3.jpg|thumb|none|600px|Removing the belt box.]]&lt;br /&gt;
[[File:MG338 MWII reload4.jpg|thumb|none|600px|Closing the top cover on the new belt.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR-T==&lt;br /&gt;
The [[Steyr AUG HBAR|Steyr AUG HBAR-T]] appears in the game as the &amp;quot;HCR 56&amp;quot;, and is incorrectly depicted with an AUG A3's bolt release. It feeds by default from the same 60-round magazines that were available for it in ''Modern Warfare'', which are based on the Magpul D60 drum, however these seem to be non-STANAG/AUG-adapted as the magazines all don't have the cutout for the magazine catch to interface with. It can also equip a fictional non-STANAG polymer MAG5-100 as well as the 42 round HBAR magazine and 30 round standard AUG magazine.&lt;br /&gt;
[[File:Hbar.jpg|thumb|none|450px|Steyr AUG HBAR-T - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG HBAR.jpg|none|thumb|600px|The AUG HBAR-T in the loadout screen.]]&lt;br /&gt;
[[File:MWII AUG HBAR (1).jpg|thumb|none|600px|Charging the AUG HBAR in its equip animation.]]&lt;br /&gt;
[[File:MWII AUG HBAR (2).jpg|thumb|none|600px|The &amp;quot;HCR 56&amp;quot; in idle.]]&lt;br /&gt;
[[File:MWII AUG HBAR (3).jpg|thumb|none|600px|Reloading the D60-esque drum mag. Note the lack of the STANAG cutout for the magazine catch on the left hand side of the drum mag's tower.]]&lt;br /&gt;
[[File:MWII AUG HBAR (4).jpg|thumb|none|600px|By default, the operator thumps the bolt release on empty reloads. The 42-round mag reloads akin the standard AUG A3.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
Having the underbarrel grenade launcher attached will replace the alternate firing mode (either semi-auto on most weapons or full-auto on some battle rifles) with the grenade launcher mode if available. Picking up a weapon with a UBGL attached or switching to it in the campaign designates the grenade launcher as the &amp;quot;M203&amp;quot;, regardless of what model of grenade launcher actually is. The same applies to multiplayer, though it is referred to as &amp;quot;KL40-M2&amp;quot; (GP-25).&lt;br /&gt;
&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] returns as the &amp;quot;STRELA-P&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:MWII M4 CG (0).jpg|thumb|none|600px|A preview of the Carl Gustaf, as seen in the launcher camo customization tab.]]&lt;br /&gt;
[[File:Mwiicg1.jpg|thumb|none|600px|A Shadow Company soldier holds the Carl Gustaf at a Black site. The weapon has remained mostly the same since Modern Warfare 2019.]]&lt;br /&gt;
[[File:Mwiicginsp2.jpg|thumb|none|600px|Inspecting the launcher reveals a reflex sight is also attached (though it is still unusable).]]&lt;br /&gt;
[[File:Mwiicg2.jpg|thumb|none|600px|Aiming down the scope, which is possibly inspired by the Aimpoint FCS13RE.]]&lt;br /&gt;
[[File:Mwiicgaiming.jpg|thumb|none|600px|A US soldier aims the launcher. The warhead seems more forward than in reality.]]&lt;br /&gt;
[[File:Mwiicg4.jpg|thumb|none|600px|Unlocking the rear.]]&lt;br /&gt;
[[File:Mwiicgreload3rd1.jpg|thumb|none|600px|Dumping a spent round.]]&lt;br /&gt;
[[File:Mwiicg6.jpg|thumb|none|600px|Loading a new 84mm round.]]&lt;br /&gt;
[[File:Mwiicgreload3rd2.jpg|thumb|none|600px|Ditto. Slightly off screen is the recently fired empty casing.]]&lt;br /&gt;
[[File:Mwiicg3.jpg|thumb|none|600px|Locking the latch.]]&lt;br /&gt;
[[File:Mwiicgempty.jpg|thumb|none|600px|No matter if the player character has ammo or not for the launcher, the inspect animation unfortunately remains the same. An unfired round is depicted even when the player is out of ammunition.]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The stylized [[FGM-148 Javelin]] returns as the &amp;quot;JOKR&amp;quot;.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|450px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU - 127mm]]&lt;br /&gt;
[[File:MWII FGM-148 (0).jpg|thumb|none|600px|Right side view of the Javelin system.]]&lt;br /&gt;
[[File:Mwiijav1.jpg|thumb|none|600px|Holding the Javelin.]]&lt;br /&gt;
[[File:Mwiijav2.jpg|thumb|none|600px|Inspect animation.]]&lt;br /&gt;
[[File:Mwiijav5.jpg|thumb|none|600px|Using the lock-on system.]]&lt;br /&gt;
[[File:Mwiijav8.jpg|thumb|none|600px|Ditto, but third person perspective.]]&lt;br /&gt;
[[File:Mwiijav6.jpg|thumb|none|600px|&amp;quot;One away!&amp;quot;.]]&lt;br /&gt;
[[File:Mwiijav7.jpg|thumb|none|600px|'''''Muzzle loading''''' the Javelin. For some reason this was carried over from Modern Warfare 2019.]]&lt;br /&gt;
[[File:Mwiijav3.jpg|thumb|none|600px|Once more using the Javelin as a very, very expensive melee weapon. This time on some piñatas.]]&lt;br /&gt;
[[File:Mwiijav4.jpg|thumb|none|600px|When swapping weapons, the operator will use the top carry handle.]]&lt;br /&gt;
&lt;br /&gt;
==FN40GL==&lt;br /&gt;
The [[FN40GL]] appears as the underbarrel grenade launcher option for the SCAR-L and SCAR-H, identified as &amp;quot;Hellscream 40mm&amp;quot; in the Gunsmith.&lt;br /&gt;
[[File:Scar-L std 40gl.jpg|thumb|none|450px|FN40GL mounted on a SCAR-L - 40x46mm]]&lt;br /&gt;
[[File:MWII FN40GL (0).jpg|thumb|none|600px|The SCAR-L/FN40GL combo in Gunsmith.]]&lt;br /&gt;
[[File:Mwiifn401.jpg|thumb|none|600px|Inspecting a SCAR-H with the FN40GL.]]&lt;br /&gt;
[[File:Mwiifn402.jpg|thumb|none|600px|Inspecting a SCAR-L with the FN40GL.]]&lt;br /&gt;
[[File:Mwiifn404.jpg|thumb|none|600px|Checking the 40 mike mike. This animation is used for regular and empty reloads due to not showing the warhead.]]&lt;br /&gt;
[[File:Mwiifn403.jpg|thumb|none|600px|Holding the launcher at the ready.]]&lt;br /&gt;
[[File:Mwiifn405.jpg|thumb|none|600px|After ejecting a spent casing.]]&lt;br /&gt;
[[File:Mwiifn406.jpg|thumb|none|600px|Loading a new round.]]&lt;br /&gt;
[[File:Mwiifn40gldrill1.jpg|thumb|none|600px|Loading a &amp;quot;Drill Charge&amp;quot; round.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
A stylized [[GP-25]] appears as the underbarrel grenade launcher option for the AK-103, AK-105, and Vepr-12, under the name &amp;quot;KL40-M2&amp;quot;.&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:MWII GP-25 (0).jpg|thumb|none|600px|Closeup of the GP-25 underneath an AKMS mockup.]]&lt;br /&gt;
[[File:Mwiigp251.jpg|thumb|none|600px|Mounted on an AKM mockup.]]&lt;br /&gt;
[[File:Mwiigp252.jpg|thumb|none|600px|Left side of the launcher.]]&lt;br /&gt;
[[File:Mwiigp253.jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:Mwiigp254.jpg|thumb|none|600px|Holding the GP-25 at the ready.]]&lt;br /&gt;
[[File:Mwiigp255.jpg|thumb|none|600px|Dropping a new VOG-25P into the launcher (though the grenade behaves like a normal VOG-25).]]&lt;br /&gt;
[[File:Mwiigp25drillcharge.jpg|thumb|none|600px|Loading a &amp;quot;Drill Charge&amp;quot; round, which is the 40x46mm model used on the other 40mm launchers instead of a 40x103mm caseless style round.]]&lt;br /&gt;
[[File:Mwiigp25akalt.jpg|thumb|none|600px|The GP-25 on a railed mounting.]]&lt;br /&gt;
[[File:Mwiigp25vepr.jpg|thumb|none|600px|Mounted under a railed Vepr(!).]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Flare Pistol==&lt;br /&gt;
A fictional hybrid flare pistol seemingly mostly based on the [[Orion Flare Gun]] (with the grips of the 12-gauge version, but sized more similarly to the 25mm variant, and with parts of both variants' color schemes), with elements of the [[Webley &amp;amp; Scott No. 1 Mk. V]] (namely the trigger guard and the rounding on the front of the frame), and an overhanging breech similar to the [[Webley &amp;amp; Scott No. 3 Mk. I]] is available in Warzone, where it is used to signal for the re-deployment of teammates.&lt;br /&gt;
[[File:Orion Flare gun.jpg|thumb|none|350px|Orion Flare Gun - 12 gauge]]&lt;br /&gt;
[[File:ORION 25mm.jpg|thumb|none|350px|Orion Flare Gun - 25mm]]&lt;br /&gt;
[[File:British-No1-MkV-Flare.jpg|thumb|none|350px|Webley &amp;amp; Scott No. I Mk. V - 1 inch]]&lt;br /&gt;
[[File:Webley No 3 Mk 1.jpg|thumb|none|350px|Webley &amp;amp; Scott No. 3 Mk. I - 1 inch]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher is available as an underbarrel option for the &amp;quot;M4&amp;quot;, M16, both MCX variants, &amp;quot;FTac Recon&amp;quot;, RM277, and SR-25, under the name &amp;quot;SPW 40mm&amp;quot;.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[File:MWII M203 (0).jpg|thumb|none|600px|The LMT M203 attached to the M16, which gives it the classic heat shields.]]&lt;br /&gt;
[[File:Mwiilmt2031.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:Mwiim2034.jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:Mwiim2033.jpg|thumb|none|600px|Checking the round.]]&lt;br /&gt;
[[File:Mwiilmt2030.jpg|thumb|none|600px|Holding an M16 with the M203 at the ready. The leaf sight sadly isn't usable.]]&lt;br /&gt;
[[File:Mwiilmt2032.jpg|thumb|none|600px|Dumping the empty case.]]&lt;br /&gt;
[[File:Mwiim2036.jpg|thumb|none|600px|Loading a new 40mm.]]&lt;br /&gt;
[[File:Mwiilmt2035.jpg|thumb|none|600px|About to close the breach. Unlike the “Hightower 20&amp;quot; Barrel” giving the platform M16 heatshields when equipped with the M203, the platform sadly doesn't get a KAC mounting when using the “14&amp;quot; Carbine Shroud” with the M203. The launcher instead is just mounted on to the rail system.]]&lt;br /&gt;
[[File:Mwiilmt2034.jpg|thumb|none|600px|Loading a 40mm 'Drill Charge&amp;quot; round.]]&lt;br /&gt;
&lt;br /&gt;
==Madbull XM203==&lt;br /&gt;
The same Madbull XM203/ISTEC ISL-200 hybrid from ''Modern Warfare'' appears as the &amp;quot;TL40 Fire Drake&amp;quot;, and is available for the AUG A3, HK91, HK93, APC556, VHS-K2, and FAMAS Valorisé.&lt;br /&gt;
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]&lt;br /&gt;
[[File:ISL-200.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]&lt;br /&gt;
[[File:MWII XM203 (0).jpg|thumb|none|600px|The &amp;quot;Fire Drake&amp;quot; launcher on an AUG A3-CQC style build.]]&lt;br /&gt;
[[File:Mwiimadbull2.jpg|thumb|none|600px|Checking the XM203.]]&lt;br /&gt;
[[File:Mwiimadbull3.jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:Mwiimadbull1.jpg|thumb|none|600px|Holding the launcher at the ready.]]&lt;br /&gt;
[[File:Mwiimadbull4.jpg|thumb|none|600px|After ejecting a round.]]&lt;br /&gt;
[[File:Mwiimadbullextra1.jpg|thumb|none|600px|Loading a new 40mm.]]&lt;br /&gt;
[[File:Mwiimadbull3rdp1.jpg|thumb|none|600px|The Madbull opened in 3rd person.]]&lt;br /&gt;
[[File:Mwiifiredrake40mmdrillcharge.jpg|thumb|none|600px|Inspecting a 40mm &amp;quot;Drill Charge&amp;quot; round.]]&lt;br /&gt;
[[File:Mwiimadbullextra2.jpg|thumb|none|600px|Unlike the M203/GP-25, the Madbull seems to mount on all barrel attachments for the weapons it is paired with no matter how short.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor AV-140 MSGL==&lt;br /&gt;
The [[Milkor Mark 14|Milkor AV-140 MSGL]] appears in the campaign as the &amp;quot;REV G-80&amp;quot; (while in Spec Ops, Warzone Battle Royale, DMZ and multiplayer it's named &amp;quot;RGL-80&amp;quot;), firing high-explosive grenades only. As with its ''Modern Warfare'' counterpart, it reloads through the use of a grenade launcher speedloader, regardless of how many grenades were shot prior to reloading. Its designation refers to its revolver-type design and its original design date before its actual development for the SADF, which is 1980. It appears as a rare weapon during the Gun Game gamemode in multiplayer, although not available in other modes.&lt;br /&gt;
&lt;br /&gt;
The AV-140 MSGL is given to Garrick in &amp;quot;Violence and Timing,&amp;quot; and some MSGLs can be found in the watchtower at the end of the &amp;quot;Prison Break&amp;quot; mission.&lt;br /&gt;
[[File:AV-140 MSGL.jpg|thumb|none|400px|Milkor AV-140 MSGL - 40x46mm]]&lt;br /&gt;
[[File:Mwiimglprice.jpg|thumb|none|600px|Price with the Milkor MSGL on his back.]]&lt;br /&gt;
[[File:MWII Gaz MSGL.jpg|thumb|none|600px|''&amp;quot;Sweet heat, Captain!&amp;quot;'' &amp;lt;BR&amp;gt; Gaz receiving a MSGL given to him by Price during the Al-Qatala convoy chase in Al-Mazrah.]]&lt;br /&gt;
[[File:MWII MSGL (1).jpg|thumb|none|600px|The MSGL in first person view.]]&lt;br /&gt;
[[File:Mwiimglextra2.jpg|thumb|none|600px|Inspecting the Milkor in DMZ, the weapon recently liberated from the DMZ boss Velikan.]]&lt;br /&gt;
[[File:Mwiimglextra3.jpg|thumb|none|600px|Inspecting the rounds. Note that even if you have fired all the rounds, the primers will still be unstruck.]]&lt;br /&gt;
[[File:MWII MSGL (2).jpg|thumb|none|600px|Lining up a shot on an AQ truck.]]&lt;br /&gt;
[[File:MWII MSGL (3).jpg|thumb|none|600px|Dumping out the MSGL's cylinder.]]&lt;br /&gt;
[[File:Mwiimglextra5.jpg|thumb|none|600px|Ditto. Note that regardless of how many rounds were fired, they all are depicted as empty cases.]]&lt;br /&gt;
[[File:Mwiimglreload2.jpg|thumb|none|600px|Winding in a new set of 40mm rounds with the XRK branded speedloader.]]&lt;br /&gt;
[[File:Mwiimglextra1.jpg|thumb|none|600px|A better shot of the speedloader in third person.]]&lt;br /&gt;
[[File:Mwiimglextra4.jpg|thumb|none|600px|Tossing the empty speedloader.]]&lt;br /&gt;
[[File:Mwiimglextra.jpg|thumb|none|600px|The end of the reload animation is slightly bugged - the cylinder will disappear for about two frames, revealing the modeled 40mm shells.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is once again featured as a standard rocket launcher in ''MWII'', under the same name. Aiming down the sights now tilt the launcher diagonally as if they are shouldering the weapon, akin to [[Far Cry 3]] and its sequels. It is mainly used by the Las Almas cartel and the Mexican army.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:MWII RPG-7 (0).jpg|thumb|none|600px|Gunsmith view of the RPG-7.]]&lt;br /&gt;
[[File:Mwiirpg71.jpg|thumb|none|600px|An AQ soldier holding the RPG-7 at the US Embassy in Al Mazrah.]]&lt;br /&gt;
[[File:Mwiirpg72.jpg|thumb|none|600px|Inspecting it.]]&lt;br /&gt;
[[File:Mwiirpg73.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
[[File:Mwiirpg7sights.jpg|thumb|none|600px|Iron sights. The front sight has a notch taken out of the middle for some reason.]]&lt;br /&gt;
[[File:Mwiiaqrpg71.jpg|thumb|none|600px|An AQ fighter aims the RPG-7. Note the correct grip, he has his left hand across his chest holding the rear grip and his right hand on the trigger grip.]]&lt;br /&gt;
[[File:Mwiirpg74.jpg|thumb|none|600px|Inserting a new PG-7V rocket. Prior to Season 3 Reloaded (as this is the case with this screenshot), the rocket was lacking the booster charges necessary for propelling it. For ''15'' years since the original ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]'', none of games featured the booster on their renditions of the RPG-7.]]&lt;br /&gt;
[[File:Mwiirp7warheadupdate.jpg|thumb|none|600px|Inserting the updated PG-7V rocket with a green booster screwed on. In the background is the new &amp;quot;Alboran Hatchery&amp;quot; map.]]&lt;br /&gt;
[[File:Mwiirpg75.jpg|thumb|none|600px|Cocking the hammer.]]&lt;br /&gt;
[[File:Mwiirpg76.jpg|thumb|none|600px|Inspecting the empty RPG, hammer uncocked.]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The &amp;quot;PILA&amp;quot;, an [[SA-25]] with an [[SA-14 Gremlin]]'s spherical battery coolant unit, returns from ''Modern Warfare'' with a different style of scope. It retains the dubious ability to reload tubes, and dumbfire and lock on to ground vehicles.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
[[File:MWII SA-25 (0).jpg|thumb|none|600px|Previewing the 9K333 launcher.]]&lt;br /&gt;
[[File:Mwii9k3331.jpg|thumb|none|600px|Holding the launcher.]]&lt;br /&gt;
[[File:Mwii9k3332.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:Mwii9k3333.jpg|thumb|none|600px|Top/right.]]&lt;br /&gt;
[[File:Mwii9k3334.jpg|thumb|none|600px|Aiming down the scope. The white box in the middle turns red when a target is locked.]]&lt;br /&gt;
[[File:Mwii9k3337.jpg|thumb|none|600px|Also aiming. The head of the missile is visible here.]]&lt;br /&gt;
[[File:Mwii9k3338.jpg|thumb|none|600px|About to load a new missile. The length of the missile extends way past the top of the image.]]&lt;br /&gt;
[[File:Mwii9k3336.jpg|thumb|none|600px|Giving the end a final push down.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
As with ''Modern Warfare'', the &amp;quot;Flash Grenade&amp;quot; in the game is a [[Model 7290 flashbang grenade]]. Many of the playable operators are depicted with this grenade, either in a pouch or hanging from their webbing with elastic bands attached. Picking up the flashbang in the campaign incorrectly dubs it as the &amp;quot;[[M84 stun grenade|M84 Flash]]&amp;quot;. Toggling the &amp;quot;Inverted Flash&amp;quot; option on in the game's settings will make the screen go black when flashed, as opposed to white in its original function.&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
[[File:Mwiiflashgrenadeloadout.jpg|thumb|none|600px|The Flashbang in the loadout screen.]]&lt;br /&gt;
[[File:Mwiiflashbang1.jpg|thumb|none|600px|The player character about to remove the safety pin with his thumb.]]&lt;br /&gt;
[[File:Mwiiflashbang2.jpg|thumb|none|600px|Removed.]]&lt;br /&gt;
[[File:Mwiiflashbang3.jpg|thumb|none|600px|Holding the grenade at the ready, clasping the spoon. These animations are shared for almost all of the &amp;quot;tactical grenades&amp;quot;, save for the Shock Stick and Snapshot Grenade.]]&lt;br /&gt;
[[File:Mwiiflashoperator1.jpg|thumb|none|600px|Operator Horangi with two grenades on his person.]]&lt;br /&gt;
&lt;br /&gt;
==Mk.V CN Gas Grenade==&lt;br /&gt;
Using the same model as with the previous installment, a modernized depiction of the American [[Mk.V CN Gas Grenade]] appears in multiplayer as the &amp;quot;Gas Grenade&amp;quot;.&lt;br /&gt;
[[File:GasGrenadeMk.jpg|thumb|none|150px|Mk.V CN Gas Grenade.]]&lt;br /&gt;
[[File:Mwiicsgasloadout.jpg|thumb|none|600px|The Gas Grenade in the loadout screen.]]&lt;br /&gt;
[[File:Mwiigasgrenade1.jpg|thumb|none|600px|Holding the Mk.V.]]&lt;br /&gt;
[[File:Mwiigasgrenade2.jpg|thumb|none|600px|Flicking the pin out.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
An [[M18 Smoke Grenade]] is seen on the default skin of operator Fender.&lt;br /&gt;
&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[File:Mwiigromskothehungerm18smoke.jpg|thumb|none|600px|Several green cased M18 White smoke grenades on Gromsko's &amp;quot;The Hunger&amp;quot; skin webbing.]]&lt;br /&gt;
&lt;br /&gt;
==M88 HC Røyk Hånd Granat==&lt;br /&gt;
The Norwegian [https://www.pinterest.com/pin/708261478873120187/ M88 HC Røyk Hånd Granat] appears in multiplayer as the &amp;quot;Smoke Grenade&amp;quot;. As with the M18 Smoke Grenade before, it is also used to mark locations for some killstreaks/scorestreaks.&lt;br /&gt;
[[File:Mwiim18smokeloadout.jpg|thumb|none|600px|The M88 HC Røyk Hånd Granat in the loadout screen. Note the rather simplified Norwegian label compared to the real thing and the fictionalized &amp;quot;N78&amp;quot; designation with the N possibly hinting at its Norwegian origin.]]&lt;br /&gt;
[[File:Mwiim181.jpg|thumb|none|600px|Mid animation of flicking the pin out.]]&lt;br /&gt;
[[File:Mwiim183.jpg|thumb|none|600px|Clasping the spoon.]]&lt;br /&gt;
[[File:Mwiim18carepackage.jpg|thumb|none|600px|A red &amp;quot;N78&amp;quot; deployed for a care package.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
A fictionalized [[M67 Hand Grenade]] with a different fuse design resembling [[RGO/RGN fragmentation grenade|RGO/RGN]] is featured in the game as the &amp;quot;Frag Grenade&amp;quot;. Picking up the frag grenade in the campaign refers to it as &amp;quot;M67 Frag&amp;quot;.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:RGN.jpg|thumb|none|200px|RGN frag grenade]]&lt;br /&gt;
[[File:Mwiim67loadout.jpg|thumb|none|600px|The M67 in the loadout screen.]]&lt;br /&gt;
[[File:Mwiim671alt.jpg|thumb|none|600px|&amp;quot;When the pin is pulled, Mr. Grenade is not our friend.&amp;quot;]]&lt;br /&gt;
[[File:Mwiim672.jpg|thumb|none|600px|The striker doesn't appear to be in the fired position, an issue carried over from Modern Warfare 2019.]]&lt;br /&gt;
[[File:Mwiiammobox.jpg|thumb|none|600px|The &amp;quot;Munitions Box&amp;quot; &amp;quot;Field Upgrade&amp;quot; returns from Modern Warfare 2019, with six of the grenades in it.]]&lt;br /&gt;
[[File:Mwiilunam67.jpg|thumb|none|600px|Operator Luna with the grenade on her chest rig.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
A fictionalized [[M18A1 Claymore]] using tripod legs instead of fold-open scissor-legs is featured in the game as the &amp;quot;Claymore&amp;quot;, once again using laser tripwire detonators.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:Mwiim18explosive1.jpg|thumb|none|600px|Holding the Claymore.]]&lt;br /&gt;
[[File:Mwiiclaymore3.jpg|thumb|none|600px|The Claymore deployed. The &amp;quot;Front Toward Enemy&amp;quot; text is duplicated on either side.]]&lt;br /&gt;
[[File:Mwiiclaymore4.jpg|thumb|none|600px|Closeup of the text on the back.]]&lt;br /&gt;
&lt;br /&gt;
==M7 Spider==&lt;br /&gt;
A heavily stylized M7 Spider mine is featured as the &amp;quot;Cluster Mine&amp;quot;.&lt;br /&gt;
[[File:M7SpiderMCUwith3MGL.jpg|thumb|none|300px|M7 Spider MCU with 3 MGLs]]&lt;br /&gt;
[[File:Mwiiclusterminekillstreak.jpg|thumb|none|600px|The &amp;quot;Cluster Mine&amp;quot; in the killstreak screen.]]&lt;br /&gt;
[[File:Mwiiclustermine1.jpg|thumb|none|600px|The &amp;quot;Burger Town Operator&amp;quot; holds the mine.]]&lt;br /&gt;
[[File:Mwiiclustermine2.jpg|thumb|none|600px|The base of the mine after deploying it's explosive disks. The main unit also explodes when triggered.]]&lt;br /&gt;
[[File:Mwiiclustermine3.jpg|thumb|none|600px|One of the four explosive disks which somehow landed on the pen tray.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The same fictionalized depiction of the [[M84 stun grenade]] from the previous ''Modern Warfare'' installment is featured in multiplayer as the &amp;quot;Stun Grenade&amp;quot;.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:Mwiistungrenadeloadout.jpg|thumb|none|600px|The M84 in the loadout screen.]]&lt;br /&gt;
[[File:Mwiiconcussion2.jpg|thumb|none|600px|Mid-pull of the pin.]]&lt;br /&gt;
[[File:Mwiiconcussion3.jpg|thumb|none|600px|Holding it at the ready, spoon compressed.]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Bouncing Mine==&lt;br /&gt;
The &amp;quot;Proximity Mine&amp;quot; returns in ''MWII'' with an a similar albeit altered look from the first game. It resembles less of its real-life counterparts as with ''MW19''. It is accurately described as a &amp;quot;proximity-triggered explosive&amp;quot;, as opposed to a &amp;quot;pressure-triggered&amp;quot; explosive in the previous installment.&lt;br /&gt;
[[File:Mwiiproxymineloadout.jpg|thumb|none|600px|The &amp;quot;Proxy Mine&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:Mwiibouncingbetty1.jpg|thumb|none|600px|Holding the mine.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Thermite&amp;quot;==&lt;br /&gt;
The &amp;quot;Thermite&amp;quot; grenade returns from ''MW19'', under a slightly altered model and new texture. They function exactly how they were in ''Modern Warfare''.&lt;br /&gt;
[[File:Mwiithermiteloadout.jpg|thumb|none|600px|The &amp;quot;Thermite&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:Mwiithermite.jpg|thumb|none|600px|Holding the &amp;quot;Thermite&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==AGM-114 Hellfire==&lt;br /&gt;
Just like Modern Warfare 2019, the AGM-114 Hellfire missile appears on the AH-64D Apache Longbow helicopter and a slightly fictionalized Hellfire is also a part of the &amp;quot;Cruise Missile&amp;quot; killstreak, parented to a Storm Shadow/AGM-154 Joint Standoff Weapon hybrid shell. These also appear to be mounted on the wing tips of the &amp;quot;Gunship&amp;quot; killstreak, which might explain the steerable 105mm rounds.&lt;br /&gt;
[[Image:AGM-114 Hellfire anti-tank.jpg|thumb|none|400px|Apache weapon wing - 4x AGM-114 Hellfire ATGM on the left, 19-cell Hydra 70mm FFAR pod on the right.]]&lt;br /&gt;
[[File:Mwiihellfireapache.jpg|thumb|none|600px|An Apache in multiplayer armed with the same configuration as above.]]&lt;br /&gt;
[[File:Mwiihellfireapachecamp.jpg|thumb|none|600px|Closeup in the campaign.]]&lt;br /&gt;
[[File:Mwiihellfireapachecamp2.jpg|thumb|none|600px|Rear.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Various vehicles have turret-mounted [[Browning M2HB]]s, returning from the previous game.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:Mwiiltvrender.jpg|thumb|none|600px|An official render of the &amp;quot;LTV&amp;quot; L-ATV inspired vehicle with an M2.]]&lt;br /&gt;
[[File:MWII M2HB (1).jpg|thumb|none|600px|As with the previous game, the character runs the Browning's action when first manning it, which is the correct military procedure.]]&lt;br /&gt;
[[File:MWII M2HB (2).jpg|thumb|none|600px|Watching some NPC characters perform a cool helo inserting from behind the MRAP inspired M2 turret. Note the machine gun crosshair, still in use for [[Call of Duty (2003)|nineteen years]] and counting.]]&lt;br /&gt;
[[File:Mwiim2bradleymount2b.jpg|thumb|none|600px|The weapon mounted on a Kortac M2A4 Bradley, which has returned from Modern Warfare 2019.]]&lt;br /&gt;
[[File:Mwiim2bradleymount2a.jpg|thumb|none|600px|Other side of the gun, mounted on a Specgru Bradley. Note that unlike in MW2019 where there were two different models, the differences between the two faction's Bradleys is purely the default camo.]]&lt;br /&gt;
[[File:Mwiim2campaign1.jpg|thumb|none|600px|Closeup of the M2 in the campaign. Note the glitched ammo belt. The icon/text for using the weapon is also glitched, with the HUD displaying &amp;quot;SENTRY/MOVE&amp;quot; and the L-ATV icon appearing, even when manning the M2.]]&lt;br /&gt;
[[File:Mwiim2campaign2.jpg|thumb|none|600px|Other side.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster M242 Chaingun==&lt;br /&gt;
What appears to be fictionalized [[M242 Bushmaster chaingun]]s are mounted and used on the M2A4 Bradley IFV (formerly called Light Tank) armored vehicles. The model is carried over from Modern Warfare 2019 and description of the prior vehicle states that the cannon is chambered in 30mm. The &amp;quot;APC&amp;quot; (which appears to be a Boxer APC with the Stryker 30mm turret) also appears to mount the M242 Chaingun, chambered in 30mm.&lt;br /&gt;
[[Image:M242 25mm gun.jpg|thumb|none|500px|M242 Bushmaster Chain Gun - 25x137mm]]&lt;br /&gt;
[[File:M242 Cannon.jpg|thumb|none|450px|M242 Bushmaster Chain Gun (Current Model) - 25x137mm]]&lt;br /&gt;
[[File:Mwiilighttankrender.jpg|thumb|none|600px|Render of the Bradley IFV.]]&lt;br /&gt;
[[File:Mwiiifvautocannon1.jpg|thumb|none|600px|The Bradley autocannon up close.]]&lt;br /&gt;
[[File:Mwiiapcrender.jpg|thumb|none|600px|Render of the Boxer APC with Stryker turret.]]&lt;br /&gt;
[[File:Mwiiapcautocannon1.jpg|thumb|none|600px|The Boxer autocannon up close in Ground War.]]&lt;br /&gt;
[[File:Mwiiboxerapccampaign.jpg|thumb|none|600px|A higher definition model of the Boxer used during campaign.]]&lt;br /&gt;
&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The [[M240B]] machine gun appears as the Sentry Gun killstreak in multiplayer; one of the few instances of the Sentry Gun not being some kind of a minigun in the series. A stockless M240 is used in the RWS turret atop the Merkava Mk.4 - CV90 &amp;quot;frankentank&amp;quot;.&lt;br /&gt;
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mwiisentrym240b6.jpg|thumb|none|600px|The Sentry Gun. Note the non-standard muzzle brake.]]&lt;br /&gt;
[[File:Mwiim240bsentry2.jpg|thumb|none|600px|Overview.]]&lt;br /&gt;
[[File:Mwiim240bsentry1.jpg|thumb|none|600px|Other side.]]&lt;br /&gt;
[[File:Mwiiheavytankrender.jpg|thumb|none|600px|An official render of the Merkava &amp;quot;Heavy Tank&amp;quot;, with the M240B in the top mounted remote weapon station.]]&lt;br /&gt;
[[File:Mwiimerkavam240breplace0.jpg|thumb|none|600px|Closeup of the gun. As of Season 5, there is a slight delay between shooting the weapon and it actually firing, with an audiable clunk when the trigger is pressed.]]&lt;br /&gt;
[[File:Mwiimerkavam240breplace1.jpg|thumb|none|600px|Front.]]&lt;br /&gt;
[[File:Mwiimerkavam240breplace2.jpg|thumb|none|600px|Rear.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The stylized Harrier II appears again with a low-detailed fictional twin barrel [[M197 Vulcan]] turret, to fulfill the series' proud lineage of VTOL jets with swiveling gun turrets that hover around a vicinity and engage infantry targets.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20x102mm]]&lt;br /&gt;
[[File:Mwiivtol1.jpg|thumb|none|600px|The twin-barrel M197 Vulcan mounted one the underside of the stylized AV-8B.]]&lt;br /&gt;
[[File:Mwiivtol4.jpg|thumb|none|600px|Closeup of the gun.]]&lt;br /&gt;
[[File:Mwiivtol3.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
A-10 Thunderbolt IIs return as the &amp;quot;Precision Airstrike&amp;quot; killstreak, performed with their [[General Electric GAU-8/A Avenger]] rotary cannons.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
&lt;br /&gt;
==M230 Chain Gun==&lt;br /&gt;
AH-64D/E Apaches return as an attack helicopter in-game. They mount [[M230 Chain Gun]]s, with some apparently having two at the same time. The double-M230 Apaches appear in the campaign missions &amp;quot;Kill or Capture&amp;quot; and &amp;quot;Ghost Team.&amp;quot;&lt;br /&gt;
[[File:Hughes-M230-Chain-Gun4.jpg‎|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
[[File:MWII AH-64 (1).jpg|thumb|none|600px|Garrick observes the AH-64 commandeered in &amp;quot;Ghost Team.&amp;quot; Here, the M230 on it and the one behind is absent entirely.]]&lt;br /&gt;
[[File:MWII AH-64 (2).jpg|thumb|none|600px|Said Apache brings in the hurt later on as the mission switches to Soap as the player character.]]&lt;br /&gt;
[[File:MWII AH-64 (3).jpg|thumb|none|600px|The AH-64 now apparently sports TWO M230 autocannons. The forward cannon functions more like an M134 Minigun, while the rear behaves like a traditional autocannon.]]&lt;br /&gt;
[[File:Mwiiapachetwinautocannoncloseupreplacement.jpg|thumb|none|600px|A closeup of the configuration.]]&lt;br /&gt;
[[File:Mwiichoppergunner1.jpg|thumb|none|600px|An Apache in multiplayer armed with a standard single M230.]]&lt;br /&gt;
[[File:Mwiichoppergunner3.jpg|thumb|none|600px|Right side of the gun.]]&lt;br /&gt;
[[File:Mwiichoppergunner2.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
&lt;br /&gt;
==M102 105mm Howitzer==&lt;br /&gt;
The returning psudo-AC-130 &amp;quot;Gunship&amp;quot; also mounts the [[M102 Howitzer|M102 105mm howitzer]]. This gun appears prominently in the pre-rendered cutscenes of the interior of the gunship in the &amp;quot;Close Air&amp;quot; and &amp;quot;Hardpoint&amp;quot; missions, but its functionality is replaced by AGM-114 Hellfire style missiles in gameplay.&lt;br /&gt;
[[File:Spectre M102.JPG|thumb|350px|none|Modified M102 howitzer taken from an AC-130 Spectre gunship - 105x372R]]&lt;br /&gt;
[[File:AC-130U The Fourth Horseman 105mm.jpg|thumb|none|450px|Closeup of the M102 on an AC-130U gunship exterior.]]&lt;br /&gt;
[[File:Mwiigunship3.jpg|thumb|none|600px|Closeup of the M102 on the gunship's exterior.]]&lt;br /&gt;
[[File:MWII M102 (1).jpg|thumb|none|600px|Graves and the M102 crew at the rear of the gunship.]]&lt;br /&gt;
[[File:MWII M102 (2).jpg|thumb|none|600px|It is erroneously also depicted where the 40mm Bofors gun should be, with another gun crew.]]&lt;br /&gt;
[[File:MWII M102 (3).jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mk 47 Mod 0 Grenade Launcher==&lt;br /&gt;
A modified version of the [[Mk 47 Mod 0 Grenade Launcher]] returns from ''MW2019'', this time mounted to the &amp;quot;MRAP&amp;quot; eight wheeled gun trucks added in Season 5. The weapon is controlled via a RWS turret during gameplay.&lt;br /&gt;
[[File:Mk47-1.jpg|thumb|350px|none|Mk 47 Mod 0 grenade launcher - 40x53mm]]&lt;br /&gt;
[[File:Mwiis5mrap.jpg|thumb|none|600px|The &amp;quot;MRAP&amp;quot; with Mk 47 launcher in a official screenshot. ]]&lt;br /&gt;
[[File:Mwiimk471.jpg|thumb|none|600px|Front of the launcher.]]&lt;br /&gt;
[[File:Mwiimk472.jpg|thumb|none|600px|Rear]]&lt;br /&gt;
&lt;br /&gt;
==Minigun==&lt;br /&gt;
Some kind of minigun is mounted on the &amp;quot;Wheelson&amp;quot; UGV killstreak unlike the auto grenade launchers used on the Wheelsons in ''Modern Warfare''.&lt;br /&gt;
[[File:Mwiiwheelston1.jpg|thumb|none|600px|The Wheelson.]]&lt;br /&gt;
[[File:Mwiiwheelston2.jpg|thumb|none|600px|Closeup of the gun.]]&lt;br /&gt;
[[File:Mwiiwheelston3.jpg|thumb|none|600px|Rear.]]&lt;br /&gt;
&lt;br /&gt;
==Mk44 Bushmaster GAU-23/A==&lt;br /&gt;
The &amp;quot;Gunship&amp;quot;'s AC-130J-based loadout includes the Mk44 Bushmaster 30mm GAU-23/A gun. It functions akin the Bofors 40mm seen previously.&lt;br /&gt;
[[File:AC-130UMk44BushmasterTrialGAU-23A.jpg|thumb|none|450px|AC-130U with a trial installation of two Mk 44 weapons - 30×173mm]]&lt;br /&gt;
[[File:AC-130J Ghostrider.jpg|thumb|none|450px|An AC-130J with similar configuration as below.]]&lt;br /&gt;
[[File:Mwiigunship1.jpg|thumb|none|600px|The Gunship in Multiplayer. Also much like Modern Warfare 2019, there is no 25mm gun on the exterior, despite the GAU-12/U being usable in gameplay.]]&lt;br /&gt;
[[File:Mwiibofors40mm1.jpg|thumb|none|600px|Closeup of the GAU-23/A.]]&lt;br /&gt;
&lt;br /&gt;
==Yakushev-Borzov Yak-B==&lt;br /&gt;
Mil Mi-24V &amp;quot;Hind&amp;quot; helicopters appear in ''MWII'' and feature the nose mounted [[Yakushev-Borzov Yak-B]] rotary cannons. Compared to the earlier games, the Mi-24 also correctly only has this chin gun, whereas unused 23/30mm twin GSh cannons were present in the original trilogy.&lt;br /&gt;
[[File:YakB-127mm.jpg|thumb|none|450px|Yakushev-Borzov Yak-B - 12.7x108mm]]&lt;br /&gt;
[[File:Mwiioverwatchheli1.jpg|thumb|none|600px|In multiplayer (as seen here), the Mi-24 is a killstreak called the &amp;quot;Overwatch Helo&amp;quot; and functions similarly to the Harrier. In DMZ the helicopter appears as a boss, and can take a considerable amount of damage before being destroyed (for example flying normally despite being on fire and losing it's wings).]]&lt;br /&gt;
[[File:Mwiioverwatchheli2.jpg|thumb|none|600px|Right side of the Yak-B.]]&lt;br /&gt;
[[File:Mwiioverwatchheli3.jpg|thumb|none|600px|Left side of the gun.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Hybrid Reverse Draw Crossbow==&lt;br /&gt;
A slightly modified version of the reverse draw crossbow reappears from the previous game. It appears as a bonus weapon unlocked in safes in the missions &amp;quot;El Sin Nombre&amp;quot; and &amp;quot;Alone&amp;quot;, and it is available in multiplayer as part of Season 2. It is unlocked by completing the unlock challenge or by buying a bundle in the store that has the blueprint available.&lt;br /&gt;
[[File:MW22 Crossbow 1.jpg|thumb|none|600px|The crossbow in the gunsmith preview.]]&lt;br /&gt;
[[File:Mwiicrossbow1.jpg|thumb|none|600px|Operator &amp;quot;Zeus&amp;quot; holds a crossbow in a medieval exhibit.]]&lt;br /&gt;
[[File:Mwiicrossbow5.jpg|thumb|none|600px|Right side of the crossbow.]]&lt;br /&gt;
[[File:Mwiicrossbow2.jpg|thumb|none|600px|Aiming down the sight. The front sight has a glass hosing for some reason.]]&lt;br /&gt;
[[File:Mwiicrossbow3.jpg|thumb|none|600px|Pulling the string back.]]&lt;br /&gt;
[[File:Mwiicrossbow4.jpg|thumb|none|600px|Inserting a new bolt.]]&lt;br /&gt;
[[File:Mwiicrossbow6.jpg|thumb|none|600px|Inspecting the bolt. When the player has no more bolts, the character will tug on the string a few times.]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
&lt;br /&gt;
==Beretta M9A3==&lt;br /&gt;
The [[Beretta M9A3]] appears on Gus' skin &amp;quot;El Santo&amp;quot; in the shoulder holster. It uses the &amp;quot;Renetti&amp;quot; model from ''Modern Warfare'' with the &amp;quot;Veins of Gold&amp;quot; blueprint grips. It appears to be missing the hammer, however.&lt;br /&gt;
[[File:M9A3 Left.jpg|thumb|none|350px|Beretta M9A3 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Mwiielsantom9a31.jpg|thumb|none|600px|Gus with the M9A3 in the Operator screen.]]&lt;br /&gt;
[[File:Mwiielsantom9a32.jpg|thumb|none|600px|Closeup.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C / Arsenal Firearms Strike One hybrid==&lt;br /&gt;
A hybrid pistol appears on Ghost's &amp;quot;Gilded Reaper&amp;quot; skin. It is actually one of the blueprints of the &amp;quot;X16&amp;quot; ([[Glock 21]]) from ''Modern Warfare'', which has an [[Arsenal Firearms Strike One]]-style frame combined with the &amp;quot;Singuard Arms Featherweight&amp;quot; barrel, the latter consisting of a [[Glock 18C]]'s slide with custom cutouts on the side.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Arsenal Firearms Strike One Current.jpg|thumb|none|350px|Arsenal Firearms Strike One - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWII Gilded X16.jpg|thumb|none|600px|The X16 pistol on Ghost's Gilded Reaper chest holster. It is hard to view with his M4 normally in the way.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP==&lt;br /&gt;
What looks like an [[Heckler &amp;amp; Koch USP]] appears in operator Velikan's drop-leg holster.&lt;br /&gt;
[[File:USP9mm.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP - 9x19 Parabellum]]&lt;br /&gt;
[[File:Mw2uspholster.jpg|none|thumb|600px|The USP in Velikan's holster.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911==&lt;br /&gt;
A [[Colt M1911]] is seen on the &amp;quot;Watch Your Back&amp;quot; calling card.&lt;br /&gt;
[[File:COLTM1911 1913.jpg|thumb|none|350px|Colt M1911 - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Kimber Custom TLE/RL II==&lt;br /&gt;
The previous game's [[Kimber Custom TLE/RL II]] is seen in the &amp;quot;Ghosting Everyone&amp;quot; loading screen and the &amp;quot;Shaded Ghost&amp;quot; calling card.&lt;br /&gt;
&lt;br /&gt;
Additionally, a Kimber is seen in a cartel member's waistband in the campaign during the mission &amp;quot;El Sin Nombre&amp;quot;. It is modeled after the &amp;quot;Callous&amp;quot; blueprint from ''Modern Warfare'', which has a classic Colt M1911-style slide with rear vertical serrations. This is a low quality model and it's unusable by the player.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:1911 mw22.jpg|thumb|none|600px|The 1911 in the cartel member's belt.]]&lt;br /&gt;
[[File:Mwii1911cartelbelt.jpg|thumb|none|600px|Closeup.]]&lt;br /&gt;
&lt;br /&gt;
==STI Tactical==&lt;br /&gt;
Two unusable STI 2011 pistols resembling the [[STI Tactical|STI Tactical 5.0]] can be seen on a table during the mission &amp;quot;Recon by Fire&amp;quot; outside the fish hatchery. It uses the model of the &amp;quot;Corax&amp;quot; blueprint from ''Modern Warfare'', which has a [[SIG-Sauer 1911 Series#SIG-Sauer 1911 Traditional TACOPS|SIG-Sauer 1911]] style skeletonized trigger.&lt;br /&gt;
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical 5.0 - 9x19mm / .40 S&amp;amp;W / .45 ACP]]&lt;br /&gt;
[[File:Mwiireconbyfiresti2011a.jpg|thumb|none|600px|Both pistols are placed the exact same way on the exact same table model.]]&lt;br /&gt;
[[File:Mwiireconbyfiresti2011b.jpg|thumb|none|600px|Closeup.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320 RX==&lt;br /&gt;
''Modern Warfare''’s [[SIG-Sauer P320|SIG-Sauer P320 RX]] is seen on &amp;quot;The Technician&amp;quot; skin of operator Hutch, fitted with the &amp;quot;A9-16 Lightweight&amp;quot; custom slide. One in a similar configuration can also be seen on Captain Price's chest holster on the skin called &amp;quot;The King&amp;quot;.&lt;br /&gt;
[[File:P320 RX Full Size.jpg|thumb|none|350px|SIG-Sauer P320 RX - 9x19mm]]&lt;br /&gt;
[[File:MWII Technician P320.jpg|thumb|none|600px|The blue tech-ey looking P320 on Hutch's chest holster.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
An [[IMI Uzi]] is seen in the &amp;quot;Briefing&amp;quot; loading screen.&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==AK-47==&lt;br /&gt;
A portrait of Diego inside the Las Almas mansion has two [[AK-47]]s crossed in the background. These appear to be the &amp;quot;Golden Dragon&amp;quot; blueprint from ''MW19''. The actual model is also present in lockers inside a shed on the Farm 18 multiplayer level. &lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:MWII Diego AK-47 portrait.jpg|thumb|none|600px|Señior Diego's cigar chomping portrait.]]&lt;br /&gt;
[[File:MWII Farm 18 AK-47.jpg|thumb|none|600px|The AK-47s lined inside the locker, under poor lighting.]]&lt;br /&gt;
&lt;br /&gt;
==ArmaLite AR-10==&lt;br /&gt;
What appears to be an [[ArmaLite AR-10]] is seen on the &amp;quot;Sliding Down&amp;quot; calling card.&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
A [[FAMAS F1]] is seen in the &amp;quot;Wading&amp;quot; loading screen.&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIIFAMASloadingscreen1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==GE M134 Minigun==&lt;br /&gt;
A handheld [[GE M134 Minigun]] is seen on the &amp;quot;Bull's Barrage&amp;quot; calling card.&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
Two racks with three [[PKM]]s each are also found next the AK-47s on Farm 18.&lt;br /&gt;
[[File:PKM-mg.jpg|thumb|none|450px|PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R]]&lt;br /&gt;
[[File:MWII Farm 18 PKM.jpg|thumb|none|600px|One of the racks of PKMs, with marginally better lighting. It appears to be a reused asset from ''Modern Warfare''.]]&lt;br /&gt;
&lt;br /&gt;
==Season 5 Gun Rack==&lt;br /&gt;
The Season 5 intro cutscene features a rack with multiple weapon models from ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'', namely the [[Heckler &amp;amp; Koch MP5A3]], [[Remington 870 MCS]], [[Colt Model 933]], along with unmodified versions of the aforementioned Glock 21 and P320, as well as the Uzi, AK-47, FAMAS F1, AUG A3 9mm XS, and M14.&lt;br /&gt;
[[File:MWII 19weaponwall.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Taser X26==&lt;br /&gt;
Kyle Garrick is seen with an [[X26 Taser]] in the Countdown mission, similar to the CTSFO outfit from the prior game. This uniform is also available in Season 3, named &amp;quot;Takedown.&amp;quot;&lt;br /&gt;
[[File:Taser X26P yellow.jpg|thumb|none|350px|Taser X26P]]&lt;br /&gt;
[[File:MWII Taser X26.jpg|thumb|none|600px|Garrick and US Marines riding a RHIB boat down the Chicago river.]]&lt;br /&gt;
[[File:Mwiigazoperatortaser.jpg|thumb|none|600px|The Taser on his chest rig in the Operator screen.]]&lt;br /&gt;
&lt;br /&gt;
==AN/M14 Incendiary Grenade==&lt;br /&gt;
Some operators have the [[AN/M14 incendiary grenade]] on their webbing. It isn't usable in-game nor are any NPCs depicted using it.&lt;br /&gt;
[[File:Gh-ANM14-TH3.jpg|thumb|none|140px|AN/M14 incendiary grenade]]&lt;br /&gt;
[[File:Mwiiincendiary3.jpg|thumb|none|600px|Ghost with the grenade on his &amp;quot;Night War&amp;quot; skin (from the campaign mission &amp;quot;Kill or Capture&amp;quot;).]]&lt;br /&gt;
[[File:Mwiiincendiary4.jpg|thumb|none|600px|Closeup.]]&lt;br /&gt;
[[File:Mwiiincendiary1.jpg|thumb|none|600px|A US Marine with the grenade on his rig.]]&lt;br /&gt;
[[File:Mwiiincendiary2.jpg|thumb|none|600px|Closeup of the text.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5 hand grenade==&lt;br /&gt;
An [[RGD-5 hand grenade]] is seen on Enzo Reyes' &amp;quot;Snack&amp;quot; skin, as well as on Zero's &amp;quot;Dry Heat&amp;quot; and &amp;quot;Night Heat&amp;quot; skins.&lt;br /&gt;
[[File:Rdg5.jpg|thumb|none|150px|RGD-5 high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:MWII RGD-5.jpg|thumb|none|600px|Closeup of Zero's pouch line, including the RGD-5.]]&lt;br /&gt;
&lt;br /&gt;
==RGN fragmentation grenade==&lt;br /&gt;
An [[RGN]] fragmentation grenade is seen on Kleopatros Gavras's &amp;quot;Hustle&amp;quot; skin.&lt;br /&gt;
[[File:RGN.jpg|thumb|none|150px|RGN fragmentation grenade]]&lt;br /&gt;
[[File:MWII RGN.jpg|thumb|none|600px|The RGN on Kleo's Hustle outfit, seen here under her right hand.]]&lt;br /&gt;
&lt;br /&gt;
==M29 Mortar==&lt;br /&gt;
[[M29 Mortar]]s are used by cartel members in &amp;quot;Recon by Fire&amp;quot; if the player is spotted during the hatchery sniping section. These appear to be the same ones from MW2019.&lt;br /&gt;
[[File:M29 mortar.jpg‎|thumb|none|250px|M29 Mortar - 81mm]]&lt;br /&gt;
[[File:Mwiimortar1.jpg|thumb|none|600px|Gaz sights up a cartel mortar crew.]]&lt;br /&gt;
[[File:Mwiimortar2.jpg|thumb|none|600px|Front of the mortar.]]&lt;br /&gt;
[[File:Mwiimortar3.jpg|thumb|none|600px|Back of another, next to its recently departed operator.]]&lt;br /&gt;
[[File:Mwiimortar4.jpg|thumb|none|600px|Closeup.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&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>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1623155</id>
		<title>Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1623155"/>
		<updated>2023-11-01T09:07:57Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: /* &amp;quot;M4&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare II''&lt;br /&gt;
|picture=MWII-cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=October 28, 2022&lt;br /&gt;
|developer=Infinity Ward&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 II''''' is the nineteenth installment in the ''[[Call of Duty]]'' first-person shooter series. Developed by Infinity Ward and published by Activision, it is a direct sequel to ''[[Call of Duty: Modern Warfare (2019)]]'', and it was released on October 28, 2022.&lt;br /&gt;
&lt;br /&gt;
Like ''Modern Warfare 2019'', the game is comprised of four main modes: the traditional singleplayer campaign, multiplayer, Spec Ops and Warzone 2.0 with additional DMZ mode.&lt;br /&gt;
&lt;br /&gt;
The singleplayer story is the continuation of ''Modern Warfare''’s storyline, following the newly-formed elite multinational Task Force 141 in their continuing fight against the terrorist organization Al-Qatala, who have formed an alliance with the deadly Las Almas drug cartel. &lt;br /&gt;
&lt;br /&gt;
The multiplayer is the standard attraction of the ''Call of Duty'' franchise, along with PvE Spec Ops missions. A new submode to Spec Ops are Raids, which are multi-stage, high-risk high-reward episodic long levels mixed with cooperative combat and puzzle-solving. As of March 2023, &amp;quot;Atomgrad&amp;quot; is the only available Raid in the game, along with four episodes which take place after the events of ''Modern Warfare'' and by extension, some events of Warzone 1.0 before the release of ''Black Ops: Cold War''.&lt;br /&gt;
&lt;br /&gt;
Following on the heels of ''Warzone'', '''''Call of Duty: Warzone 2.0''''' is a standalone free-to-play gamemode that expands upon the original mode with new features and new maps, with additional maps being added later seasons. In addition, Warzone 2.0 also includes the DMZ submode, an extraction-type PvPvE gamemode where players complete faction quests, scavenge for weapons and loots, fend off against enemy NPCs as well as players and exfiltrate the map alive, with no set objective.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare II}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The weapon system in ''Modern Warfare II'' is a modified version of the weapons and Gunsmith system found in ''Modern Warfare'', with a limit of five mod slots. Primary weapons are divided into seven types: submachine guns, assault rifles, shotguns, battle rifles (high damage, high recoil select-fire rifles with low capacity), marksman rifles (high damage, accurate, exclusively semi-auto/manually-operated rifles, with iron sights), light machine guns, and sniper rifles. Weapon inspection animations are more intricate than it was in ''Modern Warfare'', with the user often checking the magazine and/or chamber in each of the inspect animations. The current ammunition type (hollow points, incendiary rounds and the like) can also be seen. As of Season 1, inspect animations now correctly account for if the weapon is empty or not; this was not the case during the multiplayer beta and launch builds of the game.&lt;br /&gt;
&lt;br /&gt;
Weapon reloads are now &amp;quot;staged&amp;quot;, meaning if the player performs an action that would cancel a reload (as with previous entries), the reload animation will resume to its previous state until the magazine/last round is either inserted (for non-empty reloads) or when the weapon is chambered. Underbarrel grenade launcher reloads are not affected by this, however.&lt;br /&gt;
&lt;br /&gt;
Reaching the maximum level of a weapon unlocks Weapon Tuning, wherein the player can finetune various attachments to be slightly better at one statistic at the cost of another. Various store blueprints come with predetermined &amp;quot;pro-tuned&amp;quot; attachments; in which the player cannot modify. Pro-tuned attachments are reset if the player modifies their attachments or its tuning.&lt;br /&gt;
&lt;br /&gt;
Many weapons are now classified under a &amp;quot;Weapon Platform&amp;quot; system, which groups multiple weapons (which may cover several different types) in the same real world weapon family into a single set, with individual weapons within the Weapon Platform being classified as &amp;quot;Receivers&amp;quot;. Weapons under a Weapon Platform share a progression system that lets the player unlock platform-specific shared attachments. It is possible to create a loadout with two similar weapons with marginally different stats, such as having the AUG A3 and AUG HBAR variant in the same loadout, with similar attachment setups. Post-release weapons in existing weapon platforms are not unlocked by progressing the specific weapon level required, as those are completed through various tasks instead.&lt;br /&gt;
&lt;br /&gt;
The current Weapon Platforms with multiple receivers in ''Modern Warfare II'' are the following:&lt;br /&gt;
* Bruen Bullpup Platform (Steyr AUG-based weapons)&lt;br /&gt;
* Bruen Ops Platform (MCX-based weapons, as well the Honey Badger)&lt;br /&gt;
* Bryson 800 Series (Mossberg-based shotguns)&lt;br /&gt;
* Bryson Long Range Platform (Remington 700-based weapons)&lt;br /&gt;
* ISO Platform (B&amp;amp;T APC family)&lt;br /&gt;
* Kastovia Platform (AK-based weapons)&lt;br /&gt;
* Lachmann Meer (Heckler &amp;amp; Koch roller-delayed weapons)&lt;br /&gt;
* M4 Platform (AR-based weapons)&lt;br /&gt;
* Ordnance Weapon Platform (M14-based rifles)&lt;br /&gt;
* Sakin G Series (Desert Eagle variants)&lt;br /&gt;
* Tactique Verte (FN SCAR-based weapons)&lt;br /&gt;
* XRK (Glock pistols)&lt;br /&gt;
&lt;br /&gt;
Through the use of grip attachments, the &amp;quot;Pistol Fastdraw&amp;quot; benefit (previously known as &amp;quot;Tactical Pistol Raise&amp;quot;) introduced in ''MWII'' is the ability to instantly draw the player's sidearm without fully lowering their primary weapon. Dual-wielding makes a return in ''Modern Warfare II'', although it is regulated to the grip attachment of the weapon instead of being a weapon perk and it's only restricted to handguns exclusively (including TEC-9 hybrid machine pistol).&lt;br /&gt;
&lt;br /&gt;
Various executions (finishing moves) that use a firearm in this game now involve other weapon types, in addition to a pistol unlike in prior games. If the player has a weapon of the same class (assault rifle, SMG, etc) as a given execution's default weapon, the player's custom weapon will be featured instead.&lt;br /&gt;
&lt;br /&gt;
''Modern Warfare II'' introduces extensive and realistic water physics, a significant improvement over ''Black Ops: Cold War'', the previous game in the series to feature water mechanics. Unlike in ''Cold War'', primary weapons can't be fired underwater and only handguns can, albeit with a reduced efficiency. Shooting into water and explosions cause ripples and mines float when thrown onto water. When swimming on the surface, water flows into the weapon's details and the weapon along with its user can get wet.&lt;br /&gt;
&lt;br /&gt;
Weapon and inventory management in Warzone 2.0 Battle Royale is similar to its previous iteration, where in players are airdropped with weak weapons, scavenge weapons all over the game world and procure their own loadout weapons in a supply drop. DMZ on the other hand is similar to &amp;quot;extraction&amp;quot; games of a similar fashion. The player is given three insured weapon slots (one available at the start, the other two require metagame upgrades), which the player can customize and they do not get lost if they leave it in the game world (should the player die or exchange for a new weapon, even if the enemy picks up the weapon), though it has a cooldown which can be decreased by successful extractions, through upgrades, through certain in-game weapon blueprints (that are obtained through bundles) or by submitting items into a &amp;quot;dead drop&amp;quot; (which is an interactable dumpster) in certain locations of the map. In addition, the player has a number of temporary &amp;quot;contraband&amp;quot; weapon slots which are the weapons brought by the player upon a successful extraction. These weapons will be lost if they are dropped, although they can be destroyed in the game's lobby to free up space for more contraband weapons. Firearms can be customized in a Workbench while on a raid, albeit with a fee of credits obtained throughout the round and a limited selection of attachments.&lt;br /&gt;
&lt;br /&gt;
As before, weapons in both Warzone 2.0 Battle Royale and DMZ can be acquired through enemies (either NPC bots or player operatives) or through various loot containers all over the map; contraband weapons from DMZ can also be obtained by completing various faction missions. Also, if the player extracts with a weapon that they haven't unlocked yet, the weapon will be immediately unlocked for free without the player level or weapon platform requirement.&lt;br /&gt;
&lt;br /&gt;
The method of unlocking cosmetic camouflages was overhauled in ''MWII'' compared to its predecessors. Every weapon has four unique camouflages (with only one unique camo for every launcher), each with their easy challenges in order to unlock them. Once the specific camo is unlocked, it can be used in every weapon available, streamlining the process of the camo grind from previous games. Unlocking all base camouflages for the current weapon allows the player to progress through the mastery camo challenges.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] returns as the &amp;quot;.50 GS&amp;quot; and is said to be manufactured by Sakin (&amp;quot;Sakin&amp;quot; meaning &amp;quot;Knife&amp;quot; in Hebrew, alluding to the knife in the logo of IMI/IWI). The new model is a bit more stylized and features Picatinny rails on the 12 o'clock and 6 o'clock positions, a skeletonized hammer, and has a two-tone finish that is basically the reverse of the Desert Eagle in the original ''[[Modern Warfare 2]]''; the ''MW2'' pistol had a chrome frame and trigger, while the ''MWII'' pistol has a chrome slide, barrel, and hammer. It is frequently used by Las Almas cartel members.&lt;br /&gt;
&lt;br /&gt;
The standard magazine capacity is of 7 rounds, but extended baseplates that take the capacity to 10 or 13 rounds are available. The weapon can be modified with a ported barrel via the &amp;quot;SA Comp Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Desert Eagle XIX 50 Picatinny rail.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame and railed barrel - .50 AE]]&lt;br /&gt;
[[File:MW22 DesertEagle.jpg|thumb|none|600px|The Desert Eagle in the gunsmith preview screen. Note the Sakin markings, which seems to be the in-universe IWI, since Sakin also manufactures the Negev 7 in this game.]]&lt;br /&gt;
[[File:MW22 Deagle (2).jpg|thumb|none|600px|Holding the Desert Eagle at compressed ready.]]&lt;br /&gt;
[[File:MW22 Deagle (7).jpg|thumb|none|600px|Aiming down the sights of the Desert Eagle.]]&lt;br /&gt;
[[File:MW22 Deagle (4).jpg|thumb|none|600px|The inspect animation shows the character flicking out the pistol's magazine into the air and catching it.]]&lt;br /&gt;
[[File:MW22 Deagle (3).jpg|thumb|none|600px|A .50 AE bullet in the magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (5).jpg|thumb|none|600px|Performing a brass check by pulling back on the ambidextrous safety.]]&lt;br /&gt;
[[File:MW22 Deagle (8).jpg|thumb|none|600px|Tactical reload.]]&lt;br /&gt;
[[File:MW22 Deagle (9).jpg|thumb|none|600px|Flicking out a spent magazine John Wick style.]]&lt;br /&gt;
[[File:MW22 Deagle (10).jpg|thumb|none|600px|Power-stroking the slide to chamber a fresh round.]]&lt;br /&gt;
[[File:MW22 Deagle (11).jpg|thumb|none|600px|Taking a break to inspect two Desert Eagles fitted with ported barrels while waiting in line at the US-Mexican border.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;GS Magna&amp;quot;==&lt;br /&gt;
A Desert Eagle modified (presumably by cartel members) to fire full-auto based on the &amp;quot;Thunderbird&amp;quot; Desert Eagle made by YouTuber Mr.Wilk was added as a separate weapon in Season 3 Reloaded, as the &amp;quot;GS Magna&amp;quot;. Aesthetically, the pistols differs from the game's standard Desert Eagle by featuring a ported barrel, different grip texture, a tan/bronze-like finish, and different markings. In gameplay terms, it cannot equip lasers/lights or trigger attachments, but can instead use vertical foregrips.&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
[[File:Mwiifullautodeagleloadout.jpg|thumb|none|600px|In the loadout screen.]]&lt;br /&gt;
[[File:Mw2 gsmagna (1).jpg|thumb|none|600px|A Shadow Company operator checks a suspiciously bronze Desert Eagle he found in the armory, wondering what's different with this one.]]&lt;br /&gt;
[[File:Mw2 gsmagna (2).jpg|thumb|none|600px|At the risk of nearly loosing his teeth, he soon finds out by pulling the trigger.]]&lt;br /&gt;
[[File:Mw2 gsmagna (3).jpg|thumb|none|600px|''[[Call of Duty: Modern Warfare 3#Desert Eagle Mark XIX|Having decided to forsake all sensible armament]]'', the Shadow Company contractor lets out his frustrations with twin full auto Deagles onto an unknown man's portrait.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17 MOS==&lt;br /&gt;
The &amp;quot;X12&amp;quot;, manufactured by the in-game XRK, is a stylized [[Glock 17|Glock 17 MOS]]. It is based on a 5th generation version with front slide serrations, though it is depicted with two pins above the trigger like the Gen 3 and Gen 4 models (as opposed to one pin for the Gen 5). It's equipped with a plate system to mount red dots, just like the real Glock MOS System and many of its stylized parts include the rounded bottom beaver-tail, the MIL-STD 19-13 rail, the hinged trigger (which turns into a more Glock-style one with some customization options), a small port on top of the slide just rear of the front sight and the grip texture.&lt;br /&gt;
&lt;br /&gt;
It can be fitted with a Flux Defense Brace, called &amp;quot;XRK Pistol Stock&amp;quot;. It feeds by default from Magpul 17 round Glock magazines with a grey follower, a +7 extended baseplate that changes the follower color to orange, a 33-round stick magazine stylized to look like a Kriss MagEx2 (that's supposed to hold 40 rounds) and a Magpul PMAG D-50 GL9 50 round drum magazine. The same options are available for the Glock 18.&lt;br /&gt;
&lt;br /&gt;
Judging by the square hole in the pistol's frame, where a QR code is painted out, the XRK pistol platform seems to be modular just like the [[SIG-Sauer P320]] or the ZEV OZ-9.&lt;br /&gt;
&lt;br /&gt;
It is frequently used by Las Almas Cartel members, Soap, Rodolfo and Russian Konni PMCs in the campaign. Glocks are also seen in many character's holsters, including Ghost and Alejandro.&lt;br /&gt;
&lt;br /&gt;
[[File:G17 Gen5 MOS FS.jpg|thumb|none|300px|Glock 17 MOS FS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock preview.jpg|none|600px|thumb|The Glock 17 in the gunsmith preview screen. Note the non-standard grip texture and a &amp;quot;3S&amp;quot; writing where the &amp;quot;17&amp;quot; should be on the real Glock.]]&lt;br /&gt;
[[File:MW22 GLOCK (1).jpg|thumb|none|600px|Right side. Note the metal plate that is in place of the right-side slide stop.]]&lt;br /&gt;
[[File:Mw22 glock 17 idle.jpg|thumb|none|600px|Holding the Glock 17.]]&lt;br /&gt;
[[File:Mw22 glock 17 (4).jpg|thumb|none|600px|Checking the magazine (the witness holes are actually textured on - cartridges will still show on these after the mag is empty).]]&lt;br /&gt;
[[File:Mw22 glock 17 (5).jpg|thumb|none|600px|Performing a brass check. Note that the slide release, unlike the real Gen5 Glock, is not ambidextrous.]]&lt;br /&gt;
[[File:Mw22 glock 17 (1).jpg|thumb|none|600px|The inspect animation ends with a bump to make sure that the slide is in battery, a common move on striker-fired pistols.]]&lt;br /&gt;
[[File:Mw22 glock 17 (3).jpg|thumb|none|600px|Tactical reload on the G17. Reload animations didn't really change from ''Modern Warfare''...]]&lt;br /&gt;
[[File:Mw 22 glock 17 (2).jpg|thumb|none|600px|...except for the empty reload, which involves tugging the slide from the front serrations instead of the rear ones with the G21 of the previous game.]]&lt;br /&gt;
[[File:Mw22 glock tactical (1).jpg|thumb|none|600px|Quick-drawing a customized Glock while retaining a primary weapon in the left hand.]]&lt;br /&gt;
[[File:Mw22 glock tactical (2).jpg|thumb|none|600px|Konig messes up while reloading his Glock with 33-round stick magazines. When equipped with bigger magazines, the guns in Modern Warfare II will have slower reload animations, to account for the bigger bulk or length compared to the standard ones. Smaller magazine options have faster reload times.]]&lt;br /&gt;
[[File:MW22 X12 rope.jpg|thumb|none|600px|Garrick readies his Glock after being nearly tossed out of a Black Hawk, losing his primary weapon in the process. Garrick's gloves are based on the Oakley SI Transition gloves in tan, which have since been discontinued.]]&lt;br /&gt;
[[File:Glock 17 with Flux Defense Stock Brace.jpg|thumb|none|350px|Glock 17 (5th Generation) with Flux Defense Brace - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock flux.jpg|thumb|none|600px|The G17 equipped with the Flux Brace.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
A stylized [[Glock 18]] appears as the &amp;quot;X13 Auto&amp;quot;, as part of the XRK pistol platform, and features its fire selector on the right side of the slide instead of the left, as well as sporting a tan finish. It has the same Gen 5 MOS FS setup as the &amp;quot;X12&amp;quot;, even though the real Glock 18 isn't known to exist in this configuration. Other differences from the &amp;quot;X12&amp;quot; include a different grip texture and a tritium front sight. Of note, the &amp;quot;X12&amp;quot;, &amp;quot;X13&amp;quot;, and ''MW19''’s &amp;quot;X16&amp;quot; (Glock 21) feature the same relationship between their numbers as the real pistols (G17, G18, skip two, G21 / X12, X13, skip two, X16), which is almost certainly intentional.&lt;br /&gt;
&lt;br /&gt;
In the campaign it's seen used by Russian PMCs and the Mexican Army (which is inaccurate, as the latter are issued the [[Beretta 92FS]] or the [[SIG-Sauer P226]]).&lt;br /&gt;
&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|300px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]&lt;br /&gt;
[[File:Mw22 x13 (1).jpg|thumb|none|600px|The tan Glock 18 in the gunsmith preview screen. The markings here are different from the X12, them being &amp;quot;3S-A&amp;quot; and adding an &amp;quot;AUTO&amp;quot; writing next to the serial number.]]&lt;br /&gt;
[[File:MW22 GLOCK (2).jpg|thumb|none|600px|Right side of the G18.]]&lt;br /&gt;
[[File:Mw 22 x13 (4).jpg|thumb|none|600px|Brass checking the Glock 18. Not much is different from the X12 seen above, except for the (unusable) fire selector, where red seems to be full-auto and white is semi-automatic. Or maybe it's just a safety and the gun is full-auto only, as it cannot be switched to semi-auto in gameplay.]]&lt;br /&gt;
[[File:Mw 22 x13 (2).jpg|thumb|none|600px|Another small change from the X12 are the standard iron sights, which now have a green front post.]]&lt;br /&gt;
[[File:Mw 22 x13 (3).jpg|thumb|none|600px|After re-enacting one of his favourite TikToks by blasting away with a full-auto Glock, the operator reloads the empty G18.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18 (in carbine conversion kit)===&lt;br /&gt;
Using the &amp;quot;Impact Point&amp;quot; barrel attachment places the X13 inside a carbine conversion kit. The kit resembles the [[FAB Defense KPOS Scout]] with its compact size and AR-15 style T-handle.&lt;br /&gt;
&lt;br /&gt;
[[File:Glock KPOS Scout.jpg|thumb|none|450px|Glock pistol mounted in FAB Defense KPOS Scout.]]&lt;br /&gt;
[[File:MWII G18 KPOS (1).jpg|thumb|none|600px|The G18 KPOS imitation with the &amp;quot;X13 Coachwhip Stock, Bruen Tri-Port compensator,&amp;quot; and &amp;quot;Schlager Tango&amp;quot; folding foregrip.]]&lt;br /&gt;
[[File:Mw 22 x13 (5).jpg|thumb|none|600px|Holding an X13 Auto with the &amp;quot;Impact Point&amp;quot; carbine kit.]]&lt;br /&gt;
[[File:Mw 22 x13 (7).jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:Mw 22 x13 (6).jpg|thumb|none|600px|Pulling back on the external charging handle to release the slide on empty.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18 (3D printed)===&lt;br /&gt;
3D printed Glock pistols appear in the hands of terrorists in the post-credits scene. A complete version of this cutscene also appears in the sequel, ''Modern Warfare III''. The pistols are likely based on the &amp;quot;X13 Auto&amp;quot; model, as they feature a selector switch on the right side of the slide.&lt;br /&gt;
&lt;br /&gt;
In the scene, a terrorist assembles a 3D printed Glock pistol in a plane cabin mid-flight by smuggling individual gun components onto the plane separately. The individual parts shown include a metal firing pin (hidden in the safety belt buckle), a metal barrel (hidden in a flashlight), a trigger (disguised in a necklace), a polymer slide and a polymer frame (both hidden on the person), and a metal magazine with ammunition (hidden underneath a plate cloche).&lt;br /&gt;
&lt;br /&gt;
Though dramatic, the scene is logistically unrealistic, as disassembled firearm components likely still would've been detected by airport security, and the insider collaboration required for hiding the gun parts on the plane in the first place likely would've also allowed for a full gun to be smuggled. Additionally, the metal parts shown would be insufficient to assemble a functional gun - while 3D-printed Glock frames do exist, they use metal fire control parts, metal springs, metal locking blocks inserted into the frame, and (perhaps most crucially) metal slides. &lt;br /&gt;
&lt;br /&gt;
The whole thing might have been inspired by videos such as a [https://www.youtube.com/watch?v=C4dBuPJ9p7A story by VICE about printing a Glock], though, even that particular video shows the complexities involved with the assembly.&lt;br /&gt;
[[File:Mwii3dglock1.jpg|thumb|none|600px|The terrorist places individual parts on his tray table. As mentioned before, the firing spring and firing pin were inside his seatbelt buckle, the barrel inside a flashlight &amp;amp; trigger as a necklace (not pictured). The slide and two part frame he takes out already has some components attached (although it's difficult to tell if they are plastic or metal.]]&lt;br /&gt;
[[File:Mwii3dglock7.jpg|thumb|none|600px|The slide after inserting the barrel, after this he inserts the firing pin.]]&lt;br /&gt;
[[File:Mwii3dglock10.jpg|thumb|none|600px|The front half of the two part frame.]]&lt;br /&gt;
[[File:Mwii3dglock12.jpg|thumb|none|600px|About to merge the two part frame. Unfortunately the pre-rendered cutscene features added motion blur when the front assembly comes into view.]]&lt;br /&gt;
[[File:Mwii3dglock13.jpg|thumb|none|600px|Closeup of the nubs which supposedly holds the two assemblies together.]]&lt;br /&gt;
[[File:Mwii3dglock15.jpg|thumb|none|600px|Attaching the slide to the completed frame. It isn't fully visible here, but the slide has holes in the top for mounting optics.]]&lt;br /&gt;
[[File:Mwii3dglock17.jpg|thumb|none|600px|Retreiving the magazine from the salad lid.]]&lt;br /&gt;
[[File:Mwii3dglock21.jpg|thumb|none|600px|...And racking the slide after inserting it. Note the forward mounted iron sights.]]&lt;br /&gt;
[[File:Mwii3dglock23.jpg|thumb|none|600px|Holding the completed Glock.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P220 Elite==&lt;br /&gt;
A [[SIG-Sauer P220|SIG-Sauer P220 Elite]] with a less pronounced beaver-tail, a squared magazine release and suppressor height sights (that co-witness with optics) appears as the &amp;quot;P890&amp;quot; (or &amp;quot;Bruen .45&amp;quot; during the beta). The decocker is actually used during the inspect animation and when reholstering the pistol, when drawing it the user will cock the hammer manually, so the gun always fires in single action (in third person the gun fires the first shot double-action and the following ones single-action, this cycle resets after a few seconds). A double-action only DAK trigger group is available, removing the decocking and cocking animation and adding a fire delay, reflecting the long squeeze of the DAO trigger mechanism. At launch, the trigger was not animated during the decocking sequence, though this has since been patched. When using the double-action-only trigger group, the trigger is still incorrectly in the more rearward single action position, however. It feeds from stainless steel 8-round magazines by default, but magazine baseplates that increase the capacity to either 10 or 12 are available.&lt;br /&gt;
&lt;br /&gt;
The in-game description notes that its use of subsonic ammo hides the death skulls that appear to the enemy team, and as it's not using any sort of &amp;quot;special&amp;quot; ammo type in-game this implies that ''all'' weapons using .45 ACP (which is inherently subsonic) will hide enemy death skulls.&lt;br /&gt;
&lt;br /&gt;
Like the two Glock variants, the P220 features a slide equipped with a cut for micro red dot optics (that mount directly onto the slide, instead of having different plates between the slide and the optic, which would mean that either all the MRDs in the game share the same mounting system or the cut is universal), a feature not available out of the box on the real SIG.&lt;br /&gt;
&lt;br /&gt;
It seems to be a favorite of various members of TF 141 and US MARSOC in &amp;quot;Kill or Capture&amp;quot; are seen with the pistols in their holsters instead of the more fitting M45A1 or the Glock 19 (which could have been made as the X14 in-game).&lt;br /&gt;
[[File:P220 Elite.jpg|thumb|none|300px|SIG-Sauer P220 Elite - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 preview.jpg|thumb|none|601px|The SIG in the gunsmith preview screen.]]&lt;br /&gt;
[[File:P220 MWII idle.jpg|thumb|none|601px|Graves holds his SIG close as he is distracted by the news on a TV.]]&lt;br /&gt;
[[File:P220 MWII ADS.jpg|thumb|none|601px|having spotted some very dangerous boxes, he aims down the sights to de-escalate the situation.]]&lt;br /&gt;
[[File:Mw22 p220 (4).jpg|thumb|none|601px|After decocking the pistol, he inspects it.]]&lt;br /&gt;
[[File:P220 MWII inspect1.jpg|thumb|none|601px|Checking the magazine, note the &amp;quot;.45 APC&amp;quot; markings.]]&lt;br /&gt;
[[File:P220 MWII reload1.jpg|thumb|none|601px|Deciding he will need more rounds to deal with those menacing boxes, he tops off his pistol.]]&lt;br /&gt;
[[File:Mw22 p220 (7).jpg|thumb|none|600px|Graves racks the slide back on his empty SIG after doing unspeakable things to those cardboard manifestations of evil.]]&lt;br /&gt;
[[File:P220 MWII reload2.jpg|thumb|none|601px|Having found some more ammo on his person, he reloads. The empty magazine needs a little help to get out. This doesn't happen with the &amp;quot;Fast Hands&amp;quot; perk.]]&lt;br /&gt;
[[File:Sig p220 dak.jpg|thumb|none|300px|SIG-Sauer P220 with DAK trigger group - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 dak.jpg|none|thumb|600px|Krueger reloading a tricked-out P220 DAK with a LAM, extended magazine, Trijicon RMR-inspired red dot sight and custom grips. Note that it still retains the decocking lever, something that the real one doesn't have.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 X-Six===&lt;br /&gt;
Fitting the P220 with the &amp;quot;Matuzek Cottonmouth Barrel&amp;quot; (which is stated to be 140mm long, while the X-Six's is 153mm long), the &amp;quot;Bruen RSH-80 Grip&amp;quot; and the &amp;quot;XRX Heavy V3&amp;quot; trigger group will make it somewhat resemble the P220 X-Six, retaining the double-action trigger mechanism and black standard frame.&lt;br /&gt;
[[File:P220 X-Six II.jpg|thumb|none|300px|SIG-Sauer P220 X-Six II - .45 ACP]]&lt;br /&gt;
[[File:MWII P220x6.jpg|thumb|none|600px|Left side of the poor man's P220 X-Six.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 Carry===&lt;br /&gt;
Using the &amp;quot;Matuzek Venom&amp;quot; barrel on the P220 will turn it into a P220 Carry, although with a bit of a stylized slide.&lt;br /&gt;
[[File:Sig p220 carry.jpg|thumb|none|300px|SIG-Sauer P220 Carry - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 c.jpg|thumb|none|600px|Right side view of the P220 Carry.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] appears as the &amp;quot;Basilisk&amp;quot; (or &amp;quot;Centum 5&amp;quot; in pre-release). The barrel appears to be somewhere between the 4 and 8 inch barrel options for the real Model 500, most likely 6 inches. Similar to ''[[Battlefield 2042]]''’s Taurus Raging Hunter, unfired rounds in the chamber are retained while reloading. Having the &amp;quot;Fast Reload&amp;quot; perk or &amp;quot;Akimbo&amp;quot; attachment omits retaining rounds entirely, but keeps it in the player's ammunition pool.&lt;br /&gt;
&lt;br /&gt;
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 (8.75&amp;quot; Barrel) - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:SW500 MWII gunsmith.jpg|thumb|none|600px|The Model 500 in the gunsmith preview screen.]]&lt;br /&gt;
[[File:SW500 MWII gunsmith2.jpg|thumb|none|600px|&amp;quot;Bryson 780&amp;quot; and place of manufacture stamped on the sideplate.]]&lt;br /&gt;
[[File:SW500 MWII ADS.jpg|thumb|none|600px|The player character draws a bead with his Smith and Wesson hand cannon. It can maintain ADS while reloading, something that wasn't possible with the .357 in the previous game.]]&lt;br /&gt;
[[File:SW500 MWII idle.jpg|thumb|none|600px|Wielding the &amp;quot;Basilisk&amp;quot; in game. The in-game model is undersized, as it's almost the same size as the [[Call of Duty: Modern Warfare 2#Colt Anaconda|Anaconda .44 from the original Modern Warfare 2]]. In reality, the S&amp;amp;W Model 500 is an X-Frame revolver: substantially larger than the Colt Anaconda and even the Desert Eagle.]]&lt;br /&gt;
[[File:SW500 MWII inspect1.jpg|thumb|none|600px|The player character admires the stainless steel polish of the &amp;quot;Basilisk&amp;quot;, mid-Revolver Ocelot imitation. Having the gun empty twirls the revolver for a little longer than it was when loaded.]]&lt;br /&gt;
[[File:SW500 MWII inspect2.jpg|thumb|none|600px|A brief glimpse of the right hand side of the revolver. Note that the markings imply the in-universe name of the Basilisk is the &amp;quot;Bryson 780&amp;quot;.]]&lt;br /&gt;
[[File:SW500 MWII reload1.jpg|thumb|none|600px|Dumping the fired casings out of the cylinder.]]&lt;br /&gt;
[[File:SW500 MWII reload2.jpg|thumb|none|600px|Reloading new rounds into the cylinder via a speedloader.]]&lt;br /&gt;
[[File:SW500 MWII reload3.jpg|thumb|none|600px|Without Fast Reload, partial reloads have the player character retain the unfired rounds:&amp;lt;li&amp;gt;At 1 or 2 rounds fired, the operator pats the ejector rod to loosen the fired rounds and manually replaces them, leaving the unfired rounds in the cylinder.&amp;lt;li&amp;gt;At 3 or 4 rounds fired, the operator lifts the cylinder to drop out and retain the unfired round(s), before ejecting and reloading the rest of the cylinder.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The primers will always appear as intact, however.]]&lt;br /&gt;
&lt;br /&gt;
==Staccato P==&lt;br /&gt;
The [[STI 1911 Series|Staccato P]] was added in Season 5 Reloaded as the &amp;quot;9mm Daemon&amp;quot;. Its default magazine holds 15 rounds (the real Staccato mag holds 17), options for 20 and 26 round magazines are also available. The gun can be extensively customized with parts inspired by various custom 2011 gunmakers. A barrel option gives the Daemon a frame mounted red dot, charging handle and a competition slide with a compensator, a setup commonly found on IPSC Open race guns; this slide also changes the equip/first-draw animation from a twirl followed by chambering the pistol, to simply chambering the pistol using the charging handle. A first in the series, the gun can be fitted with a magwell (in the Grip slot), which negates the need for the Sleight of Hand perk and makes the gun reload faster by default. When drawing and holstering the pistol, the manual thumb safety is used, although in a bit of a dramatic way when it comes to stowing away the weapon.&lt;br /&gt;
The gun has very high hip-fire accuracy, suggested by how close the operator holds it, in a Central Axis Relock manner, it manages to have very low recoil, even less than the Glock 17, which has virtually none, and a fast fire rate by default, overall a great 9mm secondary.&lt;br /&gt;
[[File:STI 2011 Staccato P.jpg|thumb|none|300px|Staccato P - 9x19mm]]&lt;br /&gt;
[[File:Mw22 staccato (3).jpg|thumb|none|601px|After getting denied the use of his old [[Call_of_Duty:_Modern_Warfare_(2019)#Kimber_Custom_TLE.2FRL_II|Kimber]] by the Loadout gods, Alex finds a Staccato P as an alternative, trying to hold it John Wick style for maximum cool factor.]]&lt;br /&gt;
[[File:Mw22 staccato (4).jpg|thumb|none|601px|Aiming down the sights. The green dots glow in the dark, a feature shared with the P220 Elite.]]&lt;br /&gt;
[[File:Mw22 staccato (5).jpg|thumb|none|601px|Part of the very intricate inspect animation shows the operator decocking the gun, twirling it around on their index finger, inspecting the right side...]]&lt;br /&gt;
[[File:Mw22 staccato (6).jpg|thumb|none|601px|...then ejecting the magazine, extracting a round and doing a chamber-load trick. You can see the round sitting on the slide.]]&lt;br /&gt;
[[File:Mw22 staccato (7).jpg|thumb|none|601px|Swapping magazines.]]&lt;br /&gt;
[[File:Mw22 staccato (8).jpg|thumb|none|601px|Power stroking the slide on an empty reload.]]&lt;br /&gt;
[[File:STI GM.jpg|thumb|none|300px|STI Grand Master - .38 Super]]&lt;br /&gt;
[[File:MwII stiracegun (1).jpg|thumb|none|600px|Having realized he might've showed up to the wrong kind of race, Velikan holds his racegun as he disappointingly notices that the car in front of him is not up to safety regulations!]]&lt;br /&gt;
[[File:MwII stiracegun (2).jpg|thumb|none|600px|Being at a loss for words (it's not like he speaks), he admires his expensive competition piece.]]&lt;br /&gt;
[[File:MwII stiracegun (3).jpg|thumb|none|600px|Reloading some new frangible 9mm rounds into the pistol. Performing this action with either the &amp;quot;Fast Hands&amp;quot; perk or the magwell grip will result in the characters flicking out the spent magazine and inserting a new one in the awkward way pictured here.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==AR-57==&lt;br /&gt;
A short-barreled [[AR-57]] appears as the &amp;quot;FSS Hurricane&amp;quot; as an SMG in the &amp;quot;M4 Platform&amp;quot;. It is depicted with a traditional AR-15 style charging handle at the rear and as capable of being chambered from empty with the existing bolt release, whereas the real AR-57 has a right-side charging handle (that can be changed to the left with the bolt release removed from the lower receiver) and no automatic bolt hold open, though it can be manually locked to the rear using the existing lower's bolt release lever. The handguard is also different, instead of a quad-rail it seems to be based on an M-LOK system, probably based on the Gen 2 handguard (although the Gen 2 handguard is still a quad-rail design with cooling slits, not a proper M-LOK design) or the new M-LOK ULT rails on current production models (though seeming to lack the QD cup and dedicated 1913 picatinny rails on the bottom which would negate the ability to put the adapters that are there that are on the model). It's fitted with a Troy M7A1 PDW stock (which would not be possible on the real gun as the stock requires a shortened proprietary combined bolt carrier + buffer to use) and seems to use the same SIG-inspired lower receiver as the &amp;quot;M4&amp;quot; with an A2 grip by default, options to change the stock and grip are available, as they are shared with the M4 platform.&lt;br /&gt;
&lt;br /&gt;
On a related note, it is not the first time that the AR-57 was conceived into the ''Call of Duty'' series, as it was planned to be added in ''[[Call of Duty: Black Ops II|Black Ops II]]'' as a [[Talk:Call of Duty: Black Ops II#AR-57|usable weapon]]. It was however, eventually replaced by a [[Call of Duty: Black Ops II#&amp;quot;PDW-57&amp;quot;|fictional variant]] of the P90 before the game's release.&lt;br /&gt;
&lt;br /&gt;
[[File:AR57 short barrel on BHI lower.jpg|thumb|none|450px|AR-57 with short barrel on a BHI lower receiver - 5.7x28mm]]&lt;br /&gt;
[[File:MW22 AR57.jpg|thumb|none|600px|The AR-57 in the loadout screen. Note the non-standard charging handle and the bolt release paddle, which actually works and sticks out when the gun is empty. How this is possible is unclear, as P90 magazines don't have a hold open device.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The AR-57 upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, in the first row of attachments and just above the FightLite MCR upper.]]&lt;br /&gt;
[[File:AR57 MWII idle.jpg|thumb|none|600px|Lionel Messi (yes, that one) wields an AR-57 in a legally distinct version of the real life Conservatorium Hotel in Amsterdam.]]&lt;br /&gt;
[[File:AR57 MWII ADS.jpg|thumb|none|600px|Aiming down the sights of the AR-57 - these are shared by most of the AR pattern weapons in-game.]]&lt;br /&gt;
[[File:AR57 MWII inspect1.jpg|thumb|none|600px|Flicking the fire selector.]]&lt;br /&gt;
[[File:AR57 MWII inspect2.jpg|thumb|none|600px|Inspecting the AR-57 - checking out the fancy QR code sticker and the partially-depleted magazine in this instance.]]&lt;br /&gt;
[[File:AR57 MWII reload1.jpg|thumb|none|600px|Interestingly, it reloads by default with the right hand (the left thumb depresses the mag release). Here an empty magazine is withdrawn and tossed aside.]]&lt;br /&gt;
[[File:AR57 MWII reload2.jpg|thumb|none|600px|A new one is laid in, and the user yanks the charging handle back.]]&lt;br /&gt;
[[File:MWII AR-57 (1).jpg|thumb|none|600px|With Fast Hands, the operator instead grasps the mag release and flicks aside the P90 mag.]]&lt;br /&gt;
[[File:MWII AR-57 (2).jpg|thumb|none|600px|Left-handing in a new one.]]&lt;br /&gt;
[[File:MWII AR-57 (3).jpg|thumb|none|600px|And palming the rather dubiously functioning bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet APC45 PRO==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet APC45|Brügger &amp;amp; Thomet APC45 PRO]] was added in Season 4 as the &amp;quot;ISO 45&amp;quot;. It retains some of the animations of the previous &amp;quot;ISO&amp;quot; submachine gun in ''Modern Warfare 2019''. It is also stylized similarly to it, including the upper receiver being extended to the rear (albeit not as much as its ''MW19'' counterpart). By default, it is modeled with the &amp;quot;FTAC 225mm Dominator&amp;quot; barrel from ''Modern Warfare'', which is an extended barrel of intermediate length between the APC45/APC9 and the APC9-P. It can be modified to resemble an APC45 SD with the “16&amp;quot; XLB-S” barrel, or an APC9 K with the “4&amp;quot; Frame S-1” barrel and &amp;quot;SK-3 Cheetah&amp;quot; stock.&lt;br /&gt;
&lt;br /&gt;
[[File:APC45 PRO.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC45 PRO - .45 ACP]]&lt;br /&gt;
[[File:APC9 Carbine.jpeg|thumb|none|450px|Brügger &amp;amp; Thomet APC9-P, for comparison - 9x19mm]]&lt;br /&gt;
[[File:Mwiiiso45battlepass1.jpg|thumb|none|600px|The APC45 in the Battlepass screen.]]&lt;br /&gt;
[[File:Mwiiiso45idle.jpg|thumb|none|600px|Cpt. Price with the SMG in &amp;quot;Vondel,&amp;quot; a fictional borough of Amsterdam.]]&lt;br /&gt;
[[File:Mwiiiso45tacticalreload.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:Mwiiiso45emptystandardreload.jpg|thumb|none|600px|Pulling the charging handle during the empty reload. If interrupted by sprinting or switching weapons, the operator uses the bolt release with their trigger finger instead - which is also always used with &amp;quot;Fast Hands.&amp;quot; This same animation quirk is present with the Razorback/VHS-2.]]&lt;br /&gt;
[[File:Mwiiiso45sights.jpg|thumb|none|600px|Aiming down the flip-up sights in a bike shop in Amsterdam.]]&lt;br /&gt;
[[File:Mwiiiso45inspect2.jpg|thumb|none|600px|When inspecting the weapon, the character tosses the APC to their left hand the performs a brass check with the right hand.]]&lt;br /&gt;
[[File:Mwiiiso45emptyinspect.jpg|thumb|none|600px|The weapon locked empty. The character vigorously tugs the charging handle during the empty inspect animation.]]&lt;br /&gt;
[[File:APC45 SD.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC45 SD - .45 ACP]]&lt;br /&gt;
[[File:APC9 K PRO.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC9 K PRO - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet APC9 K PRO G==&lt;br /&gt;
In addition to the aforementioned APC45, the [[Brügger &amp;amp; Thomet APC9|APC9 K PRO G]] returns from ''Modern Warfare'', added in Season 6 under the name &amp;quot;ISO 9mm&amp;quot;. By default it's loaded with 33-round Glock magazines, and also comes with a stock attachment option to retract its stock, which can also be used on its .45 caliber sibling.&lt;br /&gt;
[[File:APC9 K PRO G.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC9 K PRO G - 9x19mm]]&lt;br /&gt;
[[File:MWII APC9 (1).jpg|thumb|none|600px|In-game preview of the B+T APC9 K PRO G.]]&lt;br /&gt;
[[File:MWII APC9 (2).jpg|thumb|none|600px|Holding up a suspicious cactus with the ISO 9mm.]]&lt;br /&gt;
[[File:MWII APC9 (3).jpg|thumb|none|600px|Checking the irons against the rock - all the ISO series share these sights.]]&lt;br /&gt;
[[File:MWII APC9 (4).jpg|thumb|none|600px|The APC9 K's inspect, here seen in the operator's left hand.]]&lt;br /&gt;
[[File:MWII APC9 (5).jpg|thumb|none|600px|Setting the selector to semi-auto.]]&lt;br /&gt;
[[File:MWII APC9 (6).jpg|thumb|none|600px|Tactical reloads are done with the magazines held together like a Czech hedgehog.]]&lt;br /&gt;
[[File:MWII APC9 (7).jpg|thumb|none|600px|And the teeny charging handle is tugged if it runs dry.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
A stylized [[FN P90 TR]] (inspired by some blueprints from ''Modern Warfare'' with the grip design based on that of the [[Magpul PDR-C]]) appears as the &amp;quot;PDSW 528&amp;quot; as part of the Tactique Defense platform. The &amp;quot;528&amp;quot; designation is an abridgement of its '''5'''.7x'''28'''mm caliber. The stylized magazine from those blueprints is now transparent, and tracks the feeding ammunition. The P90 TR can be turned into a regular P90 with its integrated optic, however unlike ''MW19'' this attachment isn't in the Optic category, but rather a new &amp;quot;Rail&amp;quot; category that allows for three different upper receivers: The (stylized) P90 TR upper by default, the P90 upper with optic, or the aftermarket EFFEN 90 upper with a tiny low profile rail. Equipping the integrated optic upper blocks use the optics attachment category. The longer-than-normal barrel can be returned to its proper length with the “9.5&amp;quot; Duke-30” barrel attachment. &lt;br /&gt;
&lt;br /&gt;
It only fires in full auto in-game; the selector functionality is absent. &lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:MagpulPDR.jpg|thumb|none|400px|Magpul PDR-C with red dot sight and 20-round polymer magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 p90 (1).jpg|thumb|none|600px|The &amp;quot;PDSW 528&amp;quot; in the gunsmith screen. The barrel is noticeably longer and the grips are more angular compared to the real gun.]]&lt;br /&gt;
[[File:P90 MWII ADS.jpg|thumb|none|600px|The player character wielding the legally distinct FN P90 TR inside the pitstop of a (legally distinct) Marina Bay Street Circuit, located in Singapore.]]&lt;br /&gt;
[[File:P90 MWII idle.jpg|thumb|none|600px|Much like MW2019, the magazine is translucent and dynamically tracks how many rounds are modelled in the magazine.]]&lt;br /&gt;
[[File:P90 MWII inspect1.jpg|thumb|none|600px|Reading the fine print on the stock of the gun.]]&lt;br /&gt;
[[File:P90 MWII inspect2.jpg|thumb|none|600px|Taking a peek at the bolt and breech during the inspect animation.]]&lt;br /&gt;
[[File:P90 MWII reload1.jpg|thumb|none|600px|Reloading is performed in the same way as the previous Modern Warfare title.]]&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (2).jpg|thumb|none|600px|The absolutely-not-a-P90 in the gunsmith screen.]]&lt;br /&gt;
[[File:Effen90.jpg|thumb|none|400px|FN P90 with EFFEN 90 upper reciever - 5.7x28mm]]&lt;br /&gt;
[[File:MWII P90 Effen.jpg|thumb|none|600px|An EFFEN P90 built with the 9.5&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK94A3==&lt;br /&gt;
The &amp;quot;Lachmann Sub&amp;quot; is a [[Heckler &amp;amp; Koch HK94A3]] chopped and converted to resemble an [[MP5A5]]. The giveaway is that, along with other guns in the &amp;quot;Lachmann Meer&amp;quot; platform (which is clearly supposed to represent the Heckler &amp;amp; Koch roller-delayed family of weapons), it lacks a paddle magazine release, leaving only the (extended) button release. The game's HK94 has a 3-round burst trigger group installed, as well as an MP5's barrel with attachment lugs. Curiously enough, the trigger group lacks a semi-auto position; accordingly, the weapon can be switched between full-auto and three-round burst during gameplay, but not semi-auto. The in-game weapon also sports a strange cylindrical charging handle that differs from the other weapons in its family.&lt;br /&gt;
15, 30 (the default one) and 40 round metal magazines are available, along with a 50 round drum inspired by the Magpul PMAG D-50 MP.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lachmann Pulsar&amp;quot; barrel attachment gives it a short barrel approximating that of an [[MP5K]]. The &amp;quot;LM Cronus Grip&amp;quot; gives it the same [[PTR 9KT]]-style trigger group as the one seen on ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s MP5 blueprints, with the triangular parts still facing the wrong directions, but this time the selector markings are &amp;quot;S-3-F&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The HK94A3 is mostly used by the Las Almas Cartel and Colonel Vargas' &amp;quot;Los Vaqueros&amp;quot; federal special forces unit in the campaign story.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K94Conversion.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A5, for comparison - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5 (1).jpg|thumb|none|600px|The faux-MP5's left side in the gunsmith screen.]]&lt;br /&gt;
[[File:Mw22 mp5 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:HK94A3 MWII idle.jpg|thumb|none|600px|The player character wanders the town square with his pseudo-HK94A3.]]&lt;br /&gt;
[[File:HK94A3 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. In a regression from the previous Modern Warfare, the &amp;quot;Lachmann&amp;quot; series has fallen victim to the videogame trend of HK guns with the front sight having the top half inexplicably missing.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect1.jpg|thumb|none|600px|Inspecting the submachine gun by taking out the magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect2.jpg|thumb|none|600px|Pulling the bolt back for a brass check. Note the extended magazine release, which explains how the player character is able to use it so easily, as standard button releases on civilian HK roller delayed guns are infamous for being very hard to reach with the trigger finger for many people.]]&lt;br /&gt;
[[File:HK94A3 MWII reload1.jpg|thumb|none|600px|Tactical reload performed with the charging handle locked back. This action, shared with all the guns in the &amp;quot;Lachmann-Meer&amp;quot; platform, doesn't eject a round for some reason.]]&lt;br /&gt;
[[File:HK94A3 MWII reload2.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII reload3.jpg|thumb|none|600px|The nigh mandatory HK slap performed on the charging handle.]]&lt;br /&gt;
[[File:H&amp;amp;KSP89.jpg|thumb|none|350px|Heckler &amp;amp; Koch SP89 Pistol with factory 15-round magazine - 9x19mm]]&lt;br /&gt;
[[File:MP5KA3 superimposed 15rds.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K with Navy trigger group and 15-round magazine - 9x19mm]]&lt;br /&gt;
[[File:MWII SP89K (0).jpg|thumb|none|600px|A SP89/MP5K style build in Gunsmith, with the Lachmann Pulsar barrel, LM Stockless mod, and TV Wrecker foregrip. The barrel assembly is quite noticeably longer than an actual MP5K.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK94A2===&lt;br /&gt;
Using the &amp;quot;Lachmann S76 Factory Stock&amp;quot; will turn the weapon into an HK94A2. Another attachment with a slightly different shape, the &amp;quot;Meer Recoil-56 Factory Stock&amp;quot;, is available.&lt;br /&gt;
[[File:HK 94A2chopped.jpg|none|thumb|450px|Heckler &amp;amp; Koch HK94A2 converted to full-auto fire, with shortened barrel - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5a2.jpg|thumb|none|600px|What wants to be an [[MP5A4]] in the gunsmith screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK94A3 (with integral suppressor)==&lt;br /&gt;
An integrally suppressed version of the aforementioned HK94A3 (intended to pass for an [[MP5SD]]) was added in Season 5 Reloaded as the &amp;quot;Lachmann Shroud&amp;quot;. In contrast to its unsuppressed counterpart, it lacks a full-auto option, and is instead fitted with a safe/semi-auto/3-round burst trigger group.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K94Conversion.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5SD6.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD6, for comparison - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5sd.jpg|thumb|none|600px|The &amp;quot;Lachmann Shroud&amp;quot; in the battle pass.]]&lt;br /&gt;
[[File:Mw22 mp5sd (1).jpg|thumb|none|600px|Alex checks the magazine on his totally-not-MP5SD, wondering whose idea was it at Lachmann &amp;amp; Meer to make this a S-3-1 trigger group.]]&lt;br /&gt;
[[File:Mw22 mp5sd (2).jpg|thumb|none|600px|Still angered by the fact that the HUD is bugged in private matches, he lets out his frustrations on the charging handle, giving it a forceful smack.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK94A2 (with integral suppressor)===&lt;br /&gt;
Equipping the &amp;quot;Lachmann S76 Factory Stock&amp;quot; or the  &amp;quot;Meer Recoil-56 Factory Stock&amp;quot; turns the gun into an integrally suppressed HK94A2.&lt;br /&gt;
[[File:HK 94A2chopped.jpg|none|thumb|450px|Heckler &amp;amp; Koch HK94A2 converted to full-auto fire, with shortened barrel - 9x19mm]]&lt;br /&gt;
[[File:MP5SD 0-1-3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD with safe/semi/3-round burst trigger group, for comparison - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A fictionalized [[Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;VEL 46&amp;quot; as part of the LMP platform.&lt;br /&gt;
It feeds from 40 round magazines by default, and 30 round stylized magazines, a fictional quadstack 50 rounder and 60 round drum are available to extend the gun's capacity.&lt;br /&gt;
[[File:MP7A2.jpg‎‎|thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MW22 MP7.jpg|thumb|none|600px|The MP7A2 in the loadout screen. Note that some parts are actually modeled more correctly than the ''Modern Warfare'' counterpart, such as the trigger guard and the stock.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|An MP7A2 on the left with a custom stock and a longer barrel.]]&lt;br /&gt;
[[File:MP7 MWII idle.jpg|thumb|none|600px|The &amp;quot;VEL 46&amp;quot; in the hands of the player character.]]&lt;br /&gt;
[[File:MP7 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. The iron sights are similar to the last game, using the pistol style notch sights in the raised position.]]&lt;br /&gt;
[[File:MP7 MWII inspect1.jpg|thumb|none|600px|Inspecting the MP7. Note the addition of a Performance Services Generation 2 Butt Stock Quick Detach Sling Mount.]]&lt;br /&gt;
[[File:MP7 MWII inspect2.jpg|thumb|none|600px|Inspecting the magazine, full of 4.6x30mm rounds...]]&lt;br /&gt;
[[File:MP7 MWII inspect3.jpg|thumb|none|600px|...and performing a chamber-check.]]&lt;br /&gt;
[[File:MP7 MWII reload1.jpg|thumb|none|600px|Reloading the MP7.]]&lt;br /&gt;
[[File:MP7 MWII reload2.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:MP7 MWII reload3.jpg|thumb|none|600px|Ejecting an empty mag, inserting a new mag, before hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Interdynamic KG-9 / Intratec TEC-9 hybrid==&lt;br /&gt;
A hybrid of the [[Interdynamic KG-9]] and the [[Intratec TEC-9]] was added to the handguns class in Season 3 Reloaded as the &amp;quot;FTAC Siege&amp;quot;. The weapon has four upper receiver options, most of which have sub-options as well. The standard upper receiver also comes in an extended barrel variant (&amp;quot;Ratchet BE&amp;quot;), an extended barrel and barrel shroud variant (&amp;quot;SuperTac-VI&amp;quot;), and an integrally suppressed variant (&amp;quot;Ratchet BE Tac&amp;quot;). An upper based on the TEC-9 Mini (&amp;quot;Mouse 99&amp;quot;) is also available, which blocks the use of grips, optics, and lasers due to its small size. A much longer upper with angled shroud holes comes in standard (&amp;quot;CMRN-50&amp;quot;) and integrally suppressed (&amp;quot;NST-81&amp;quot;, previously known as &amp;quot;STF-U&amp;quot;) variations, and a lightweight upper with rectangular holes and entirely different iron sights are also options.&lt;br /&gt;
&lt;br /&gt;
The gun can equip the wire stock and foregrip of the KG-9's full-auto sibling, the MP-9. Other stock and grip options are available, including an angled metal foregrip highly reminiscent of the [[Beretta 93R]]. A unique thread-on suppressor is also available, and the SMG feeds from 32-round mags, 20-round mags, 50-round drums, or 72-round drums. As of Season 4, it can be dual-wielded, and uniquely, it features an on-screen reload animation when reloading the weapon while akimbo; though it is not the first game that does this, ''[[Call of Duty 2: Big Red One]]'' and ''Call of Duty: Mobile'' both feature such akimbo reload animations for pistols and the Vector respectively.&lt;br /&gt;
[[File:InterDynamicKG99.jpg|thumb|none|350px|Interdynamic KG-9 - 9x19mm]]&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[File:Mwiitec9loadout.jpg|thumb|none|600px|The base weapon in the loadout screen. Notice that it has a fictional magazine release button instead of a paddle, which is properly animated upon reloads and inspects with the left hand, though is incorrect for the real TEC-9.]]&lt;br /&gt;
[[File:Mwiitec91.jpg|thumb|none|600px|Holding the hybrid TEC-9/KG-9.]]&lt;br /&gt;
[[File:Mwiitec93.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:Mwiitec94.jpg|thumb|none|600px|Pulling the charging handle during the empty reload.]]&lt;br /&gt;
[[File:Mwiitec95.jpg|thumb|none|600px|Dropping the magazine during the &amp;quot;Fast Hands&amp;quot; reload. For the empty reload, the operator pulls the handle with a slightly altered grip from the standard empty reload.]]&lt;br /&gt;
[[File:Mwiitec92.jpg|thumb|none|600px|Checking the chamber of the loaded weapon.]]&lt;br /&gt;
[[File:Mwiitec96.jpg|thumb|none|600px|Inspecting the weapon after running out of rounds.]]&lt;br /&gt;
[[File:Mwiitec97.jpg|thumb|none|600px|Comically during the empty inspect, the operator will experience a malfunction while attempting to dry fire the gun.]]&lt;br /&gt;
[[File:Mwiiakimbotec91.jpg|thumb|none|600px|Posing with the duel Tec-9 hybrids, Chicago skyline in the background.]]&lt;br /&gt;
[[File:Mwiiakimbotec92.jpg|thumb|none|600px|Pretend firing the weapons gangsta style.]]&lt;br /&gt;
[[File:Mwiiakimbotec93.jpg|thumb|none|600px|Tossing the used magazines after stuffing the guns into his armpits.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Interdynamic MP-9.jpg|thumb|none|350px|Interdynamic MP-9 - 9x19mm]]&lt;br /&gt;
[[File:Mwiimp9tecloadout.jpg|thumb|none|600px|An MP-9-style build in the loadout screen.]]&lt;br /&gt;
[[File:TEC-9Mini.jpg|thumb|none|350px|Intratec TEC-9 Mini - 9x19mm]]&lt;br /&gt;
[[File:Mwiiminitec9loadout.jpg|thumb|none|600px|A TEC-9 Mini-style build in the loadout screen.]]&lt;br /&gt;
[[File:TEC-9 5-inch barrel.jpg|thumb|none|350px|Intratec TEC-9 with early blade sight and 5.5&amp;quot; screw-on barrel extension - 9x19mm]]&lt;br /&gt;
[[File:Mwiitec9extendedbarrelloadoutupt.jpg|thumb|none|600px|A similar build in the loadout screen. Note the backwards mirrored text on the weapon.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I/Gen II hybrid [[KRISS Vector]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' returns as the &amp;quot;Fennec 45&amp;quot;, which is still missing the piece that connects the pistol grip and the receiver and once again has a massively shrunk-down Super-V recoil dampening system the real Vector is known for, thus resulting in the weapon having actual muzzle rise. As with the P220 pistol, killing opponents with the Vector will hide death skull indicators with its subsonic .45 ammunition.&lt;br /&gt;
&lt;br /&gt;
The default magazines for the Fennec are KRISS MagEx2's with a 30 round capacity. The two other magazine options are a 13-round Glock 21 magazine underloaded to 12 rounds (it actually does have one less witness hole, a very nice detail) which converts the Fennec to 2-round burst, and a Magpul D-50 9mm Glock drum magazine adapted to .45 ACP and with a 45 round capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon has an extended barrel and handguard, the former (intentionally or not) similar in length to the 8&amp;quot; export model only available in Ukraine, and the latter seemingly inspired by the KRISS MK1 Modular Rail. Barrel customization options include the “5.5&amp;quot; Fennec Minitac” (a standard Vector's 5.5&amp;quot; barrel), “FTac 8.5&amp;quot; Recon” (actually a 6.5&amp;quot; barrel with a stylized MK5 Modular Rail), and &amp;quot;Fennec Covert Force&amp;quot; (a barrel shroud based on a Vector CRB Enhanced, depicted as an integral suppressor in-game).&lt;br /&gt;
&lt;br /&gt;
Stock options include the &amp;quot;Agile Assault-7 Stock&amp;quot; (based on the early TDI Vector prototype stock) and the &amp;quot;FTac Stock Cap&amp;quot; (a Vector SDP's quick-detach sling swivel).&lt;br /&gt;
&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW22 VECTOR.jpg|thumb|none|600px|The Vector in the loadout screen. Note the extended barrel and rail, and the two-tone finish that distinguish it from Modern Warfare's model. Another difference is that the pistol grip now has Vector Gen II ribs at the rear.]]&lt;br /&gt;
[[File:Vector MWII idle.jpg|thumb|none|600px|The player character wielding a &amp;quot;Fennec&amp;quot;.]]&lt;br /&gt;
[[File:Vector MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vector MWII inspect1.jpg|thumb|none|600px|Inspecting the Vector.]]&lt;br /&gt;
[[File:Vector MWII inspect2.jpg|thumb|none|600px|Brass check leaving the player character wondering just how the bolt fits into the far too narrow gap between the magwell and the trigger group.]]&lt;br /&gt;
[[File:Vector MWII reload1.jpg|thumb|none|600px|Reloading mid magazine.]]&lt;br /&gt;
[[File:Vector MWII reload2.jpg|thumb|none|600px|The player character fumbles the insertion a bit mid reload.]]&lt;br /&gt;
[[File:Vector MWII reload3.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:KRISS SDP II.jpg|thumb|none|400px|KRISS USA Vector SDP Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWII Vector SDP (1).jpg|thumb|none|600px|A Vector SDP configuration with the &amp;quot;Double Tap&amp;quot; short magazines.]]&lt;br /&gt;
[[File:Vector CRB Enhanced Defiance.jpg|thumb|none|450px|KRISS USA Vector CRB Enhanced, Gen II version with Defiance M4 stock - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWII Vector CRB (1).jpg|thumb|none|600px|And a Vector CRB imitating the reference image.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] returns from ''Modern Warfare'' as the &amp;quot;Minibak&amp;quot;, now with a more correctly modeled receiver, forend and stock. It still uses the earlier Bizon-1's 64-round helical magazine by default, but this time with the magazine front attachment point of the Bizon-2.&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]]&lt;br /&gt;
[[File:MW22 BIZON.jpg|thumb|none|600px|The Bizon in the loadout screen.]]&lt;br /&gt;
[[File:Bizon MWII idle.jpg|thumb|none|600px|The Russian SMG in the hands of a SPECGRU soldier.]]&lt;br /&gt;
[[File:Bizon MWII ADS.jpg|thumb|none|600px|Aiming down the sights]]&lt;br /&gt;
[[File:Bizon MWII inspect1.jpg|thumb|none|600px|Inspecting the Bizon.]]&lt;br /&gt;
[[File:Bizon MWII inspect2.jpg|thumb|none|600px|Checking the helical magazine.]]&lt;br /&gt;
[[File:Bizon MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:Bizon MWII reload3.jpg|thumb|none|600px|Throwing away an empty magazine.]]&lt;br /&gt;
[[File:Bizon MWII reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz==&lt;br /&gt;
The [[PP-19-01 Vityaz]] appears as the &amp;quot;Vaznev-9K&amp;quot;. It is fitted with a railed AK-100 series polymer style forend. Prior to the Season 1 update, the Vityaz could not accept any underbarrel accessories in multiplayer. Vityazs with underbarrel grips can be found in the Campaign in the hands of Al-Qatala and Russian PMCs.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard 30-round stick mag the gun feeds from by default, the Vityaz can accept fictional quad-stack 45-round magazines. It can also be modified with a [[Saiga 9]]'s 367mm barrel via the &amp;quot;SA Response III&amp;quot; barrel attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:Izhmash PP-19-01 Vityaz.jpg|thumb|none|450px|PP-19-01 &amp;quot;Vityaz-SN&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:MW22 VITYAZ.jpg|thumb|none|600px|The Vityaz in the loadout screen.]]&lt;br /&gt;
[[File:Vityaz MWII idle.jpg|thumb|none|600px|A SPECGRU operator wields a PP-19-01.]]&lt;br /&gt;
[[File:Vityaz MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vityaz MWII inspect1.jpg|thumb|none|600px|Inspecting the Vityaz - checking the magazine.]]&lt;br /&gt;
[[File:Vityaz MWII inspect2.jpg|thumb|none|600px|And the brass check.]]&lt;br /&gt;
[[File:Vityaz MWII reload1.jpg|thumb|none|600px|The player character performs a magazine retention tactical reload.]]&lt;br /&gt;
[[File:Vityaz MWII inspect3.jpg|thumb|none|600px|Charging the PP-19 with the right hand. With &amp;quot;Fast Hands,&amp;quot; the underhanded style is used instead.]]&lt;br /&gt;
[[File:Izhmash Saiga-9.jpg|thumb|none|450px|Saiga 9 - 9x19mm]]&lt;br /&gt;
[[File:MWII Saiga-9 (1).jpg|thumb|none|600px|The Vaznev with the SA Response III civilian style barrel.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
A [[SIG-Sauer MPX]] Gen 2 with a stock inspired by the SIG PSB collapsible brace appears as the &amp;quot;BAS-P&amp;quot;. It is Alejandro Vargas' main weapon throughout the campaign, and was added to multiplayer on Season 1. It is part of the &amp;quot;Bruen Ops&amp;quot; platform, suggesting that the in-game manufacturer Bruen (which also manufactures the Bruen Bullpup/AUG platform) is a mishmash of SIG and Steyr.&lt;br /&gt;
&lt;br /&gt;
The optional barrels are the following: “12&amp;quot; Bruen SZ-36” (a fictional-length barrel with an M-LOK handguard that looks like a Midwest Industries / Samson Manufacturing hybrid), “10.5&amp;quot; Bruen Typhon” (an integrally suppressed barrel with an MPX Gen 1 style handguard), “6.5&amp;quot; Bruen Drake” (a 6.5&amp;quot; barrel with a factory MPX-style M-LOK handguard), and “4&amp;quot; Thunderfire” (an [[SIG-Sauer MPX K|MPX K]]'s 4.5&amp;quot; barrel).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Battle Worn&amp;quot; blueprint, Alejandro's customized MPX from the campaign, was made unlockable for multiplayer during a time-limited event in Season 5. This blueprint's add-on flared magwell and titanium nitride-coated bolt also make it ideal for a [[John Wick: Chapter 3 - Parabellum|''John Wick'']] build, something likely intentional on the developers' part given how specific a combination this is.&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW22 MPX.jpg|thumb|none|600px|The MPX in the loadout screen.]]&lt;br /&gt;
[[File:MWII-MPX-1.jpg|thumb|none|600px|Alejandro Vargas holding an MPX.]]&lt;br /&gt;
[[File:MPX MWII idle.jpg|thumb|none|600px|The player character handling a SIG-Sauer MPX in MWII's take on the Shoothouse map from MW2019.]]&lt;br /&gt;
[[File:MPX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at the KORTAC spawn side of Shoothouse.]]&lt;br /&gt;
[[File:MPX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;BAS-P&amp;quot;.]]&lt;br /&gt;
[[File:MPX MWII inspect2.jpg|thumb|none|600px|Performing a brass check, magazine in hand.]]&lt;br /&gt;
[[File:MPX MWII reload1.jpg|thumb|none|600px|Reloading halfway through a magazine.]]&lt;br /&gt;
[[File:MPX MWII reload2.jpg|thumb|none|600px|The end result of emptying a magazine at the wall, note the bolt release paddle sticking out.]]&lt;br /&gt;
[[File:MPX MWII reload3.jpg|thumb|none|600px|Flinging the empty mag out with a fresh magazine ready to go.]]&lt;br /&gt;
[[File:MWII MPX Wick.jpg|thumb|none|600px|An MPX setup styled after John Wick's custom [[John Wick: Chapter 3 - Parabellum#TTI SIG-Sauer MPX Carbine|MPX Carbine]], making use of the flared mag well and TiN-coated bolt found on Alejandro's &amp;quot;Battle Worn&amp;quot; blueprint.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX-SD===&lt;br /&gt;
Equipping the “10.5&amp;quot; Bruen Typhon” barrel turns the weapon into an [[SIG-Sauer MPX#SIG-Sauer MPX-SD|MPX-SD]].&lt;br /&gt;
[[File:MPX-SD Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-SD, Gen 1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWII MPX-SD (1).jpg|thumb|none|600px|The MPX-SD configuration in the loadout preview.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX K===&lt;br /&gt;
Using the “4&amp;quot; Thunderfire” barrel turns the gun into an [[SIG-Sauer MPX K|MPX K]].&lt;br /&gt;
[[File:SIG MPX K.jpg|thumb|none|400px|SIG-Sauer MPX K, Gen 2 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWII MPX-K (1).jpg|thumb|none|600px|An MPX K with the &amp;quot;BR Stockless Mod&amp;quot;, &amp;quot;Bruen Flash&amp;quot; pistol grip, and a 20-round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears as the &amp;quot;MX9&amp;quot;, fed by 25- and 32-round stylized [[Steyr MPi 69/81]] magazines.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:MW22 AUG PARA.jpg|thumb|none|600px|The AUG Para in the loadout screen. The bottom of the stock is modeled more correctly than the ''Modern Warfare'' version.]]&lt;br /&gt;
[[File:AUG9mm MWII idle.jpg|thumb|none|600px|The player character and their AUG submachine gun.]]&lt;br /&gt;
[[File:AUG9mm MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect1.jpg|thumb|none|600px|Inspecting the magazine.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect2.jpg|thumb|none|600px|Brass check.]]&lt;br /&gt;
[[File:AUG9mm MWII reload1.jpg|thumb|none|600px|The AUG A3 9mm has an entirely new reload compared to the last game - it now reloads in a tactical retention manner akin to most other weapons in-game.]]&lt;br /&gt;
[[File:AUG9mm MWII reload2.jpg|thumb|none|600px|The charging handle is also not locked back on empty reloads on this variant.]]&lt;br /&gt;
[[File:AUG9mm MWII reload3.jpg|thumb|none|600px|After inserting a fresh magazine into an empty AUG 9mm, the player character will rack the charging handle to chamber a round. With the &amp;quot;Fast Hands&amp;quot; perk, this will be replaced with a press of the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;Expedite 12.&amp;quot; It is used by Shadow Company and Task Force 141 members in the story.&lt;br /&gt;
&lt;br /&gt;
The first port-loaded shell in a reload sequence will play a slower animation showing the player character palming the shell before loading it. This does not happen with the &amp;quot;Fast Reload&amp;quot; perk. Customization options include a 14&amp;quot; short barrel, longer competition-style magazine tube, railed and slim forends and a variety of stock options including a field stock option, collapsed and extended stock and a fixed pistol grip stock combination. Interestingly, it is capable of firing Dragon's Breath shells with no issues; while the M4 can fire such shells, they have difficulty powering a semi-automatic shotgun action as they are considered low-power rounds, as such they require manual cycling.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Bryson Reverb-55 Stock&amp;quot; gives it a fixed stock similar to Magpul shotgun stocks, and the &amp;quot;419mm Schlager Salvo&amp;quot; and &amp;quot;FSS Frame Stock&amp;quot; are resemble the forend and stock of the pump-action [[FABARM STF 12]].&lt;br /&gt;
[[File:Benelli M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[File:MW22_BenelliM4.jpg|thumb|none|600px|The M4 Super 90 in the weapon inspect menu.]]&lt;br /&gt;
[[File:M4super90 MWII idle.jpg|thumb|none|600px|A SPECGRU operative wields his &amp;quot;Expedite 12&amp;quot; on the Mexican-American border.]]&lt;br /&gt;
[[File:M4super90 MWII ADS.jpg|thumb|none|600px|Aiming through the Benelli's sights.]]&lt;br /&gt;
[[File:M4super90 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:M4super90 MWII inspect2.jpg|thumb|none|600px|The inspect animation continues with a flashy ejection of the shell currently chambered.]]&lt;br /&gt;
[[File:M4super90 MWII inspect3.jpg|thumb|none|600px|Examining the 12 gauge buckshot shell, produced by the in-universe manufacturer &amp;quot;Corvus Arms&amp;quot;.]]&lt;br /&gt;
[[File:M4super90 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube with some fresh shells.]]&lt;br /&gt;
[[File:M4super90 MWII reload2.jpg|thumb|none|600px|The bolt locked back after emptying the magazine at a border crossing checkpoint.]]&lt;br /&gt;
[[File:M4super90 MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber, before loading up the magazine tube. ]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA (short barreled version) with collapsed stock - 12 gauge]]&lt;br /&gt;
[[File:MWII M4 NFA (1).jpg|thumb|none|600px|Preview of the M4 NFA short configuration.]]&lt;br /&gt;
[[File:FABARM STF 12 PISTOLGRIP F.E..jpg|thumb|none|450px|FABARM STF 12 Pistolgrip F.E. - 12 gauge]]&lt;br /&gt;
[[File:MWII M4 Fabarm.jpg|thumb|none|600px|The STF 12 style parts on the Expedite. The &amp;quot;RMGE-7&amp;quot; muzzle is also equipped here.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
The [[Over and Under Shotgun|Browning Citori 725]] returns as the &amp;quot;Lockwood 300&amp;quot;, with an altered handguard and stock compared to the ''Modern Warfare'' rendition. It is still used as an apparently favored weapon by Al-Qatala in the story and DMZ. The shotgun received a dual trigger attachment option with Season 6, allowing the player character to fire both barrels simultaneously. To help balance the need to reload after every trigger pull with this attachment, the player character will slide in both shells in simultaneously, as opposed to one after the other in the normal empty reload.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
[[File:MW22 725.jpg|thumb|none|600px|The Browning Citori 725 in the weapon preview menu.]]&lt;br /&gt;
[[File:725 MWII idle.jpg|thumb|none|600px|The O/U shotgun held in the hands of a multiplayer character.]]&lt;br /&gt;
[[File:725 MWII ADS.jpg|thumb|none|600px|Aiming down the sight rib at the rear of a panel van.]]&lt;br /&gt;
[[File:725 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun by popping open the breech a tad.]]&lt;br /&gt;
[[File:725 MWII inspect2.jpg|thumb|none|600px|Reading the engraved trade dress.]]&lt;br /&gt;
[[File:725 MWII reload1.jpg|thumb|none|600px|Reloading the double barrel after firing both shells.]]&lt;br /&gt;
[[File:725 MWII reload2.jpg|thumb|none|600px|Inserting two fresh shells.]]&lt;br /&gt;
[[File:725 MWII reload3.jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
&lt;br /&gt;
===Side by Side Shotgun===&lt;br /&gt;
The &amp;quot;Super Shotgun&amp;quot; blueprint from the DOOM bundle is a [[Sawed-Off Double Barrel Shotgun|sawed-off side by side shotgun]]. As the entire weapon model is replaced, its attachments cannot be customized, though it should be noted that it's statistically identical to the Citori. One of its attachments is the double trigger, added just before this bundle and clearly specifically created to allow the Super Shotgun to function as it should. Faithful to its [[Doom (VG)|source material]], the entire shotgun is animated with the same jittery style as the original DOOM Super Shotgun as opposed to standard interpolation animation used in other weapons, although the animations revert to standard, albeit currently bugged, Citori animations when a camo is applied. Other changes include the original red muzzle flash, its sway pattern, and sound.&lt;br /&gt;
[[File:Remington SBS.jpg|thumb|none|400px|Remington Spartan sawed-off shotgun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Corvus Masterkey&amp;quot;==&lt;br /&gt;
The underbarrel &amp;quot;12-Gauge Deputy&amp;quot; returns from ''Modern Warfare'', now under a different name. It has a new model that appears to have a Mossberg-style trigger guard, and now it can be reloaded. The reload animation is of a similar style to the Benelli M4, first (if empty) loading a shell into the chamber and pressing the bolt release, then loading three shells into the tube. The updated empty inspect animation even shows correct operation for a Benelli-style semi-automatic shotgun, showing the bolt carrier moving freely without locking back until the operator dry-fires the shotgun and racks it back, causing it to lock open. A Dragon's Breath-equipped model has also been introduced into the game with the release of Season 5 under the name &amp;quot;Corvus Torch&amp;quot;.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect1.jpg|thumb|none|600px|The &amp;quot;Corvus Masterkey&amp;quot;, slung underneath an M203 heatshield attached to an M16.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect2.jpg|thumb|none|600px|Chamber checking the underbarrel shotgun.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload1.jpg|thumb|none|600px|Unlike previous games (and IRL), the Masterkey in MWII is semiautomatic, with a last round bolt hold open.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload2.jpg|thumb|none|600px|Hitting the bolt release on a fresh shell.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload3.jpg|thumb|none|600px|Sliding in the last three shells into the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Tavor TS12==&lt;br /&gt;
The [[IWI Tavor TS12]] was added in Season 4 Reloaded as the &amp;quot;MX Guardian&amp;quot;. Unlike its real-life counterpart, the TS12 in-game effectively functions as a shotgun Bizon, sporting a detachable helical/prism magazine instead of the triple 5-round tube cluster of the real life version. Thus, upon reloading, the user simply swaps out the magazine instead of inserting individual shells. The TS12 is also fully automatic by default, with semi-automatic and two-round burst fire trigger packs (probably to simulate a binary trigger) as attachments, unlike the real TS12, which comes in semi-automatic by default (of course with the possibility of homemade trigger packs). Prior to the Season 5 update, the shotgun's in-game description described it as having the real version's three separate rotating magazine tubes.&lt;br /&gt;
[[File:Tavor TS12.jpg|thumb|none|450px|IWI Tavor TS12 - 12 gauge]]&lt;br /&gt;
[[File:Mwiits12battlepass.jpg|thumb|none|600px|The Tavor in the Battlepass.]]&lt;br /&gt;
[[File:Mwiits12customizationscreen1.jpg|thumb|none|600px|The other side of the gun in the customization screen.]]&lt;br /&gt;
[[File:Mwiits12spawn.jpg|thumb|none|600px|Cocking the gun during the spawn animation.]]&lt;br /&gt;
[[File:Mwiits12idle.jpg|thumb|none|600px|Taking in the Amsterdam skyline in the mid-season map &amp;quot;Vondel Waterfront&amp;quot;, while holding the mid-season weapon.]]&lt;br /&gt;
[[File:Mwiits12magazine1.jpg|thumb|none|600px|Inspecting the front of the magazine.]]&lt;br /&gt;
[[File:Mwiits12magazine2.jpg|thumb|none|600px|Rear of the magazine. Based on the fictional design, it could be a helictical magazine.]]&lt;br /&gt;
[[File:Mwiits12reload3.jpg|thumb|none|600px|Loading a new magazine. In both the inspect animations and the standard reloads, the player struggles with securing the magazine and gives it a smack to properly seat it. For the &amp;quot;Fast Hands&amp;quot; reload the player has no such issue loading it.]]&lt;br /&gt;
[[File:Mwiits12reload4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:Mwiits12burst.jpg|thumb|none|600px|The fictional &amp;quot;Burst Trigger Pack&amp;quot;, which is the only attachment which allows for dragon's breath rounds.]]&lt;br /&gt;
[[File:Mwiits12inspectempty1.jpg|thumb|none|600px|The action locked open on empty. Note the advanced ''[[Call of Duty: Ghosts|fish AI]]''.]]&lt;br /&gt;
[[File:Mwiits12inspectempty2.jpg|thumb|none|600px|Looking at the empty magazine. Note the protruding follower.]]&lt;br /&gt;
[[File:Mwiits12inspectempty3.jpg|thumb|none|600px|Amusingly, the player gets frustrated while trying to seat the magazine, and gives it a much harder smack.]]&lt;br /&gt;
&lt;br /&gt;
==Molot Vepr-12==&lt;br /&gt;
The [[Vepr-12]] was added in Season 2 as the &amp;quot;KV Broadside&amp;quot;, an addition to the &amp;quot;Kastovia&amp;quot; platform. It feeds from 8-round magazines, with the option for 12-rounders or 25-round drums, though curiously it cannot use its smaller 5-round mags, despite them already being in the game (used by the Mossberg 590M). Along with being fitted with a left side charging handle modification, the shotgun's bolt will lock open when empty when using either stick magazine, but does not lock back when using the drum. The Vepr is the first weapon outside of the Assault Rifle and Battle Rifle classes able to mount underbarrel weapons, both the GP-25 and (rather amusingly) the underbarrel shotgun. It can be loaded with Dragon's Breath incendiary shells, though as with the Benelli M4 above, low-powered rounds would make the weapon's usage unfeasible because of the weapon's self-loading nature. It is not an issue when used in-game, though. A custom Vepr-12 firing incendiary shells is the weapon of choice of the Pyro DMZ boss, along with a riot shield.&lt;br /&gt;
&lt;br /&gt;
As a post-release weapon, it can either be permanently unlocked by completing its challenge, purchasing by a store bundle that has the weapon, or by extracting the weapon in DMZ mode.&lt;br /&gt;
&lt;br /&gt;
[[File:Vepr-12 short barrel.jpg|thumb|none|450px|Molot Vepr-12 - 12 gauge]]&lt;br /&gt;
[[File:Mwiiveprpreview.jpg|thumb|none|600px|The Vepr-12 in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Mwiiveprspawn.jpg|thumb|none|600px|Spawning with the Vepr-12, the operative performs an underhand rack of the charging handle; this would be a bit less odd if said handle wasn't on the left side of the gun.]]&lt;br /&gt;
[[File:Mwiivepr0.jpg|thumb|none|600px|Gaz holding the Vepr-12.]]&lt;br /&gt;
[[File:Mwiivepr1.jpg|thumb|none|600px|Examining the Vepr-12.]]&lt;br /&gt;
[[File:Mwiivepr2.jpg|thumb|none|600px|In the inspect animation the character examines the magazine before tapping it on the magwell... ]]&lt;br /&gt;
[[File:Mwiivepr3.jpg|thumb|none|600px|...then puts it back in and performs a chamber check.]]&lt;br /&gt;
[[File:Mwiivepr4.jpg|thumb|none|600px|Firing with a massive muzzle flash; given how it obscures the front sight, this appears to be coming out of the gas block, rather than the actual muzzle.]]&lt;br /&gt;
[[File:Mwiivepr5.jpg|thumb|none|600px|Ripping out the magazine while holding another during the empty &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
[[File:Mwiivepr6.jpg|thumb|none|600px|And then dropping the bolt. For the standard reload the charging handle is used instead.]]&lt;br /&gt;
[[File:Mwiivepr12.jpg|thumb|none|600px|Examining a Vepr-12 equipped with a drum magazine and Dissident Arms MOD2 style handguard. When equipped with a drum magazine, both of the empty reloads only use the charging handle...]]&lt;br /&gt;
[[File:Mwiivepr14.jpg|thumb|none|600px|...as, unlike when using either box magazine option, the drum magazine-equipped Vepr-12 will still have its bolt forward when empty.]]&lt;br /&gt;
[[File:Mwiiveprshotshotgun.jpg|thumb|none|600px|&amp;quot;Yo dawg, we heard you liked shotguns.&amp;quot;]]&lt;br /&gt;
[[File:Vepr-12.jpg|thumb|none|450px|Molot Vepr-12 - 12 gauge]]&lt;br /&gt;
[[File:MWII Vepr-12 LB.jpg|thumb|none|600px|The Vepr with the &amp;quot;Range Twelve&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
The [[Mossberg 590]] appears as the &amp;quot;Bryson 800&amp;quot;. Unlike the previous ''Modern Warfare''’s pump-action shotguns, this weapon is chamber-loaded upon running empty, a rare instance in the ''Call of Duty'' franchise. &lt;br /&gt;
[[File:Moss590A1.jpg|thumb|none|450px|Mossberg 590 with 5-round magazine tube and speedfeed stock - 12 gauge]]&lt;br /&gt;
[[File:MW22 Mossberg.jpg|thumb|none|600px|The Mossberg in the loadout screen.]]&lt;br /&gt;
[[File:M590 MWII gunsmith.jpg|thumb|none|600px|The Mossberg 590 in the weapon preview menu.]]&lt;br /&gt;
[[File:Mossberg590idle MWII.jpg|thumb|none|600px|The &amp;quot;Bryson 800&amp;quot; in the campaign.]]&lt;br /&gt;
[[File:Mossberg590ADS MWII.jpg|thumb|none|600px|Aiming down the ghost ring sights.]]&lt;br /&gt;
[[File:M590 MWII inspect1.jpg|thumb|none|600px|Inspecting the Mossberg.]]&lt;br /&gt;
[[File:M590 MWII inspect2.jpg|thumb|none|600px|Chamber check performed.]]&lt;br /&gt;
[[File:M590 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube.]]&lt;br /&gt;
[[File:M590 MWII reload2.jpg|thumb|none|600px|Opening the action after emptying the shotgun. Note that the magazine tube follower is visible.]]&lt;br /&gt;
[[File:M590 MWII reload3.jpg|thumb|none|600px|Placing a fresh shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
Equipping the “8&amp;quot; XRK CQB Barrel” and the &amp;quot;Stockless Pistol Grip&amp;quot; via Gunsmith converts the &amp;quot;Bryson 800&amp;quot; into a [[Serbu Super Shorty]].&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty Shotgun made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:SuperShorty MWII idle.jpg|thumb|none|600px|The player character wields a Bryson 800 converted into a Serbu Super Shorty-esque build.]]&lt;br /&gt;
[[File:SuperShorty MWII ADS.jpg|thumb|none|600px|Aiming down the sight.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect1.jpg|thumb|none|600px|Inspecting the shortened pump action.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect2.jpg|thumb|none|600px|The player character performs a chamber check.]]&lt;br /&gt;
[[File:SuperShorty MWII reload1.jpg|thumb|none|600px|Pumping out a FRAG-12 shell.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590M==&lt;br /&gt;
A [[Mossberg 590M]]-style detachable box magazine variant with a collapsible stock and a short barrel appears as the &amp;quot;Bryson 890&amp;quot;. It was apparently supposed to be a [[Vepr-12]] since it's called &amp;quot;mviktor&amp;quot; (Molot Vepr) in the game files (which did eventually come to the game in Season 2), and it even retained the Vepr-12's magazine well and uses its correct magazines capacities as well (5, 8, and 12).&lt;br /&gt;
&lt;br /&gt;
A Los Vaqueros operative uses the 590M to breach a door in the &amp;quot;Cartel Protection&amp;quot; mission.&lt;br /&gt;
[[File:590M.jpg|thumb|none|450px|Mossberg 590M - 12 gauge]]&lt;br /&gt;
[[File:VPO-205-00.jpg|thumb|none|450px|Molot Vepr-12 VPO-205-00 - 12 gauge]]&lt;br /&gt;
[[File:MW22 M590M.jpg|thumb|none|600px|The 590M in the loadout screen.]]&lt;br /&gt;
[[File:M590M MWII idle.jpg|thumb|none|600px|The player character with the mag fed Mossberg.]]&lt;br /&gt;
[[File:M590M MWII ADS.jpg|thumb|none|600px|Looking out over the night time skyline of Singapore.]]&lt;br /&gt;
[[File:M590M MWII inspect1.jpg|thumb|none|600px|Admiring the receiver of the shotgun. Note the &amp;quot;Bryson&amp;quot; markings.]]&lt;br /&gt;
[[File:M590M MWII inspect2.jpg|thumb|none|600px|Chamber check performed, explosive 12 gauge slugs confirmed.]]&lt;br /&gt;
[[File:M590M MWII inspect3.jpg|thumb|none|600px|Just to really make sure, the player character pulls the magazine out to look at its payload.]]&lt;br /&gt;
[[File:M590M MWII reload1.jpg|thumb|none|600px|Inserting a new mag during a reload.]]&lt;br /&gt;
[[File:M590M MWII reload2.jpg|thumb|none|600px|Jacking a fresh shell into the chamber and ejecting a spent hull, which is of the wrong color.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles/Carbines=&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] appears as the &amp;quot;Kastov 762&amp;quot;. The &amp;quot;Kastov&amp;quot; label implies that the rifle was developed in the fictional country of Kastovia from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''. Magazine options include the standard 30-round polymer mag, and 20 or 40 round steel magazines.&lt;br /&gt;
&lt;br /&gt;
The weapon can be modified with an [[AKM]]'s gas block and wooden handguard via the &amp;quot;KAS-7 406mm&amp;quot; barrel attachment, as well as AKM's stock via the &amp;quot;Ivanov Wood Stock&amp;quot;, while retaining the AK-103's front sight block, smooth dust cover, and folding stock hardware on the left side of the receiver. It can also be fitted with an [[AKMS]]'s underfolding stock via the &amp;quot;Prolite TL3 Stock&amp;quot;. Some of these combinations can be found in the campaign. The &amp;quot;Cursed&amp;quot; blueprint from Season 3 &amp;quot;features&amp;quot; a removed dust cover, which showcases the AK's bolt.&lt;br /&gt;
&lt;br /&gt;
[[File:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]&lt;br /&gt;
[[File:MW22 AK-103.jpg|thumb|none|600px|The AK-103 in the gunsmith preview screen. All of the modernized AKs have railed handguards. Note that the top cover is depicted with a horizontal bulge, like variants that have ribbed covers such as the AKM.]]&lt;br /&gt;
[[File:MW22 AK103 (3).jpg|thumb|none|600px|Idle-ing with the AK in hand.]]&lt;br /&gt;
[[File:MW22 AK103 (4).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MW22 AK103 (5).jpg|thumb|none|600px|Checking the load on the magazine.]]&lt;br /&gt;
[[File:MW22 AK103 (6).jpg|thumb|none|600px|And doing a press check.]]&lt;br /&gt;
[[File:MW22 AK103 (7).jpg|thumb|none|600px|Swapping magazines. Unlike the 5.45 variants, the AK-103 (and the RPK when using box magazines) re-uses the reloading animations from ''MW19''’s AK-47.]]&lt;br /&gt;
[[File:MW22 AK103 (8).jpg|thumb|none|600px|Flicking out an old magazine with a fresh one.]]&lt;br /&gt;
[[File:MW22 AK103 (9).jpg|thumb|none|600px|And charging the action with a tacticool under-hand sweep.]]&lt;br /&gt;
[[File:Mwiiak103closeup.jpg|thumb|none|600px|Closeup of the right side of a customized AK-103.]]&lt;br /&gt;
[[File:Mwiiak103siderail.jpg|thumb|none|600px|The &amp;quot;Cursed&amp;quot; blueprint with an optic. As the dust cover remains removed, the bracket mount from other AK variants is used here. Note the strangely colored recoil spring.]]&lt;br /&gt;
[[File:Mwiicursedak1.jpg|thumb|none|600px|Inspecting the AK-103 without dust cover.]]&lt;br /&gt;
[[File:Mwiicursedak2.jpg|thumb|none|600px|The empty inspect animation has the operator pull the bolt all the way to the rear. Note that the piston is completely absent and that the ejector has a notch in it. The ejector would likely be weakened and lose its durability due to this modification.]]&lt;br /&gt;
[[File:Mwiicursedak3.jpg|thumb|none|600px|The AK-103's spring compressed while in full recoil.]]&lt;br /&gt;
[[File:MWII-Trailer-AK103.jpg|thumb|none|600px|An Al-Qatala armored NPC in the Warzone 2.0 trailer.]]&lt;br /&gt;
[[File:MWII AK-103 Farah.jpg|thumb|none|600px|Farah wields a custom AK in &amp;quot;Violence and Timing,&amp;quot; equipped with a shiny underfolder and a mix of both -103 and -104 gas tubes.]]&lt;br /&gt;
[[File:Ak103specops.jpg|thumb|none|450px|AK-103 with AKM style wood furnishings, similar to the one seen in ''[[Spec Ops: The Line]]'' - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (1).jpg|thumb|none|600px|An AKM lookalike in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Mwiitherebelakm.jpg|thumb|none|600px|Holding the AK-103 Blueprint &amp;quot;The Rebel&amp;quot; (with alternate &amp;quot;KAS-7 406mm&amp;quot; barrel), which features a more appropriate reddish-brown bakelite grip.]]&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:Mwiiakmsloadout.jpg|thumb|none|600px|An AKMS-style build using the &amp;quot;The Rebel&amp;quot; blueprint in the gunsmith preview screen - note the unusual look of the underfolding stock with the original side folding hardware still present.]]&lt;br /&gt;
[[File:Mwiiakmscursed5.jpg|thumb|none|600px|Valeria holds a pseudo-AKMS without dust cover.]]&lt;br /&gt;
&lt;br /&gt;
===AK-104===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 343&amp;quot; barrel turns the weapon into an [[AK-104]].&lt;br /&gt;
[[File:Ak104.jpg|thumb|none|450px|AK-104 - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (3).jpg|thumb|none|600px|An AK-104 in the gunsmith preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
An [[AK-105]] with light tan furniture and magazines appears as the &amp;quot;Kastov 545&amp;quot;. It employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty. &lt;br /&gt;
&lt;br /&gt;
The default magazines are tan 30-rounders (6L23) and alternative options include 20-round black polymer mags, a 45-round classic red 6L18 magazine and a 60-round quad-stack black magazine (6L31).&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
[[File:MW22 AK-105.jpg|thumb|none|600px|An AK-105 in the gunsmith preview screen, which has a tan version of the Picatinn-ized polymer AK handguard.]]&lt;br /&gt;
[[File:MWII-AK105-1.jpg|thumb|none|600px|Soap with an AK-105 in the trailer.]]&lt;br /&gt;
[[File:MWII AK-105 (1).jpg|thumb|none|600px|Checking into the Breenbergh Hotel with the khaki AK-105 carbine.]]&lt;br /&gt;
[[File:MWII AK-105 (2).jpg|thumb|none|600px|The AK-105's iron sights, fairly bog-standard by now.]]&lt;br /&gt;
[[File:MWII AK-105 (3).jpg|thumb|none|600px|Flicking the selector lever to semi-auto.]]&lt;br /&gt;
[[File:MWII AK-105 (4).jpg|thumb|none|600px|Mid-Iraqi reloading - about to kick out the empty magazine.]]&lt;br /&gt;
[[File:MWII AK-105 (5).jpg|thumb|none|600px|Letting the bolt slam home and chamber a round from the newly-loaded mag.]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 406&amp;quot; barrel turns the weapon into an [[AK-74M]].&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AK-74M (1).jpg|thumb|none|600px|The full-length Kastov-545, with the &amp;quot;Charcoal&amp;quot; finish to try to blacken the tan parts - though only the magazine appears to have gotten a thorough treatment.]]&lt;br /&gt;
[[File:MWII AK-74M (2).jpg|thumb|none|600px|Stilleto inspecting an AK-74M (along with some stuffed animals) on the festive holiday version of Shipment.]]&lt;br /&gt;
[[File:MWII AK-74M (3).jpg|thumb|none|600px|Peering into the mag - this one's loaded with black tip AP rounds.]]&lt;br /&gt;
[[File:MWII AK-74M (4).jpg|thumb|none|600px|The 5.45 AK variants Fast Hands reload - the new mag is brought alongside the used one, which is flicked aside.]]&lt;br /&gt;
[[File:MWII AK-74M (5).jpg|thumb|none|600px|The fast underhand charging as seen while holding ADS.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74N===&lt;br /&gt;
The rifle can be turned into a pseudo [[AKS-74|AKS-74N]], except that it retains the partly smooth top cover. This is achieved by pairing the &amp;quot;Kastov-Rama&amp;quot; stock with either the &amp;quot;Kastovia 406&amp;quot; barrel (which has a synthetic handguard) or the &amp;quot;KAS-7 406mm&amp;quot; barrel (which has a wooden handguard, along with an earlier AKM's 62 degree gas block and slant brake). The weapon can alternatively be fitted with the &amp;quot;Ivanov Wood Stock&amp;quot; to make it resemble the [[AK-74|AK-74N]].&lt;br /&gt;
&lt;br /&gt;
[[File:AKS-74 synthetic furniture.jpg|thumb|none|450px|AKS-74 with synthetic furniture - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AKS-74 (1).jpg|thumb|none|600px|An AKS-74N build, with an alternate grip.]]&lt;br /&gt;
[[File:AKS74.jpg|thumb|none|450px|AKS-74, early version with 62 degree gas block - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AKS-74 (2).jpg|thumb|none|600px|The older style AKS-74, with the &amp;quot;Sakin Tread-40&amp;quot; muzzle brake to imitate the correct version.]]&lt;br /&gt;
[[File:MWII AK-74N (1).jpg|thumb|none|600px|The AK-74N mockup with the fixed AKM wood stock.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74UN==&lt;br /&gt;
The [[AKS-74U]] appears as the &amp;quot;Kastov-74u&amp;quot;. It is specifically the AKS-74UN variant with a side-mounted bracket for attaching optics. For the ''first'' time in the Call of Duty series, it is correctly classified as an assault rifle as opposed to an SMG. As with the aforementioned AK-105, it employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, previously including the impossible reloading technique without the stock. As of the Season 2 update, the gun instead has a unique empty reload animation when lacking a stock, in which the player character holds the gun sideways, knocks out the old mag with the new one (held &amp;quot;upside down&amp;quot; in their hand), then rocks it in and performs and underhand pull of the bolt, similar to the ''[[Call of Duty: Modern Warfare (2019)]]'' 's [[AN-94]].&lt;br /&gt;
&lt;br /&gt;
The loadout and progression menu images show it with a polymer 7.62x39mm magazine, though an [[AKMSU]] conversion or separate weapon does not appear in the released game. At the moment the gun uses black polymer 30 round magazines (6L23) by default, 20 rounders serve as fast mags, and the same 45 round magazine available from the AK-105 (6L18) serves as the only extended option.&lt;br /&gt;
&lt;br /&gt;
The gun can be customized with ZenitCo furniture like handguards and stocks. It is a common weapon from Al-Qatala NPC forces in Al Mazrah in DMZ.&lt;br /&gt;
[[File:AKS74UN.jpg|thumb|none|450px|AKS-74UN - 5.45x39mm]]&lt;br /&gt;
[[File:MW22_AKS74UN.jpg|thumb|none|600px|The AKS-74U in the weapon preview menu screen.]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmithcustomized.jpg|thumb|none|600px|The AKS-74UN with all five Gunsmith modification slots filled. It, the Bizon, and the RPK use a side bracket mount for optics, while the AK-100 series and Vityaz use railed top covers.]]&lt;br /&gt;
[[File:AKS74U MWII idle.jpg|thumb|none|600px|Clearing out the F1 circuit facility with a bone stock AKS-74UN.]]&lt;br /&gt;
[[File:AKS74U MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AKS74U MWII inspect1.jpg|thumb|none|600px|Inspecting the carbine.]]&lt;br /&gt;
[[File:AKS74U MWII inspect2.jpg|thumb|none|600px|Checking the magazine, loaded with frangible 5.45x39mm rounds. The handguard has a rail on the right side by default.]]&lt;br /&gt;
[[File:AKS74U MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:AKS74U MWII reload1.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:AKS74U MWII reload2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:AKS74U MWII reload3.jpg|thumb|none|600px|Fresh magazine rocked in, the player character will proceed to release his grip on the bolt, letting it slam home and pick up a new round.]]&lt;br /&gt;
[[File:MwiiChiron1.jpg|thumb|none|600px|Kicking out the magazine with an odd upside down technique on the stockless AK. This updated empty reload animation is similar to ''MW19''’s AN-94.]]&lt;br /&gt;
[[File:MwiiChiron2.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
[[File:MwiiChiron3.jpg|thumb|none|600px|Rocking in the new magazine. An underhanded rack of the bolt is preformed after this.]]&lt;br /&gt;
[[File:MWII Kastov-MSU.jpg|thumb|none|600px|The &amp;quot;Kastov-74u&amp;quot; with a 7.62x39mm magazine as seen in the beta.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet APC556==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet APC556]] was added in Season 2, as the &amp;quot;ISO Hemlock&amp;quot;. The rifle is part of the &amp;quot;ISO&amp;quot; platform, connecting the APC556 to its smaller siblings, the [[Brügger &amp;amp; Thomet APC9|APC9]]/&amp;quot;ISO-9&amp;quot; and [[Brügger &amp;amp; Thomet APC45|APC45]]/&amp;quot;ISO-45&amp;quot;. It also shares similar Magpul MBUS styled iron sights.&lt;br /&gt;
&lt;br /&gt;
The game files refer to the weapon as &amp;quot;ar_acharlie300&amp;quot;, alluding to the APC300 variant. In addition, the ejection port is marked &amp;quot;Cal. 7.62x35mm&amp;quot; (i.e. .300 AAC Blackout), and the handguard is an elongated version of the one seen on the APC300 and early versions of the APC556 PDW (interestingly, the rifle in-game is a normal APC556/300 upper receiver on a Pro lower receiver, shown by its ability to change pistol grips). Conversely, the gas system is of APC556-esque length. The weapon is chambered in the APC556's 5.56x45mm cartridge by default, and can be modified to use the APC300's .300 Blackout ammunition.&lt;br /&gt;
&lt;br /&gt;
Being a post-release weapon, the APC556 is unlocked either through store bundles, DMZ or challenge unlock. It's frequently used by Konni enforcers in DMZ and Warzone.&lt;br /&gt;
&lt;br /&gt;
[[File:APC556.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC556 with 308mm barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:APC300.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC300, for comparison - .300 AAC Blackout]]&lt;br /&gt;
[[File:Mwiihemlockgunsmith.jpg|thumb|none|600px|The &amp;quot;ISO Hemlock&amp;quot; in the gunsmith preview.]]&lt;br /&gt;
[[File:Mwiihemlockidle.jpg|thumb|none|600px|Operator Ronin holds the rifle on the Season 2 map Valderas Museum (a map which was originally in the beta, but due to legal issues with it being based on the real the J. Paul Getty Museum, was held back).]]&lt;br /&gt;
[[File:Mwiihemlockinspect1.jpg|thumb|none|600px|Inspecting the rifle.]]&lt;br /&gt;
[[File:Mwiihemlockinspect2.jpg|thumb|none|600px|Chamber checking. This animation is also used when first equipping the weapon. Note the &amp;quot;Cal. 7.62x35mm&amp;quot; markings on the ejection port, regardless of what caliber is used.]]&lt;br /&gt;
[[File:Mwiihemlockmag.jpg|thumb|none|600px|Inserting a new magazine. Note the strange opaque windowed PMAG. Also, the text near the operator's thumb is mirrored on the other side.]]&lt;br /&gt;
[[File:Mwiihemcharging.jpg|thumb|none|600px|Tugging on the charging handle during an empty reload. Part of the operator's thumb clips into the weapon during this.]]&lt;br /&gt;
&lt;br /&gt;
===Brügger &amp;amp; Thomet APC556 PDW===&lt;br /&gt;
Equipping the &amp;quot;RCQ-7&amp;quot; barrel and the &amp;quot;R-COM S4&amp;quot; stock turns the weapon into an APC556 PDW.&lt;br /&gt;
&lt;br /&gt;
[[File:APC556 PDW.jpg|thumb|none|400px|Brügger &amp;amp; Thomet APC556 PDW - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mwiihemlockcarbinepreview.jpg|thumb|none|600px|The modifications in the gunsmith preview.]]&lt;br /&gt;
[[File:Mwiihemboltrelease.jpg|thumb|none|600px|Thumbing the bolt release during the &amp;quot;Fast Hands&amp;quot; reload.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 901==&lt;br /&gt;
The [[M16A4|Colt Model 901]] (which was marketed as an M16A3) appears in the game as the &amp;quot;M16&amp;quot;. It fires in three-round bursts, meaning it is intended to pass for an M16A4, but the fire selector has the Safe/Semi/Auto markings of the A3 rather than the A4's Safe/Semi/Burst. It is fitted with a KAC M5 railed handguard and feeds from the same stylized windowed PMAGs used with the &amp;quot;M4&amp;quot;. Along with the two extended magazine options available for the &amp;quot;M4&amp;quot;, the M16 can also use short 20-round GI magazines that hold 15 rounds for some reason (maybe because 20 isn't a multiple of 3 or to align it with the same magazine option seen on the HK93, which also is a 20 rounder limited to a capacity of 15).&lt;br /&gt;
&lt;br /&gt;
A properly functioning R0901-style rifle can also be achieved by modifying the &amp;quot;M4&amp;quot; mentioned below, although keeping the non-milspec upper and lower receiver.&lt;br /&gt;
&lt;br /&gt;
Numerous factions in the campaign use the Model 901 M16 rifle, including Al-Qatala, the Las Almas Cartel, and the Mexican Army.&lt;br /&gt;
&lt;br /&gt;
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|450px|Standard M16A4, for comparison - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22_M901.jpg|thumb|none|600px|The Colt Model 901 in the gunsmith preview.]]&lt;br /&gt;
[[File:Mw22 m16 (4).jpg|thumb|none|600px|Holding the M16.]]&lt;br /&gt;
[[File:Mw22 m16 (5).jpg|thumb|none|600px|Checking the magazine and verifying that it is, indeed, loaded with 5.56 ammo. Worth noting is that double feed magazines actually alternate which side the top-most cartridge is on; if the player character here were to fire one round and then inspect again, they would find the top-most cartridge on the left instead of the right. Note the &amp;quot;M16A2&amp;quot; markings on the magwell, which (intentionally or not) would be correct for an M16A3, as the receiver of the real weapon is indeed marked as such.]]&lt;br /&gt;
[[File:Mw22 m16 (6).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; through the way too large carry handle rear aperture.]]&lt;br /&gt;
[[File:Mw22 m16 (7).jpg|thumb|none|600px|Reloading with a new loaded PMAG.]]&lt;br /&gt;
[[File:Mw22 m16 (8).jpg|thumb|none|600px|Smacking the ping-pong paddle. The animations are all taken from the &amp;quot;M4&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 little friend.jpg|thumb|none|600px|Soap finds himself a [[Scarface (1983)#Colt AR-15 with Fake M203 grenade launcher (a.k.a. &amp;quot;My Little Friend&amp;quot;)|Little Friend]] in the cartel's armory in &amp;quot;El Sin Nombre&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 933===&lt;br /&gt;
The “11.5&amp;quot; Carbine Shroud” attachment gives it an AR carbine handguard/11.5&amp;quot; barrel/AR front sight, effectively turning it into a [[Colt Model 933]] when combined with one of the telescoping stock options (though it still fires in three-round bursts due to the faux M16A4 receiver).&lt;br /&gt;
[[File:ColtM4commando.jpg|thumb|none|450px|Colt Model 933 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 m16 (3).jpg|thumb|none|600px|Combine the M16, the “11.5&amp;quot; Carbine Shroud” and telescopic stock and you got yourself a Model 933.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 1===&lt;br /&gt;
Fitting the M16 with the “11.5&amp;quot; T-H4 Barrel” and any telescoping stock will create a Mk 18 Mod 1.&lt;br /&gt;
[[File:Mk18Mod1SOPMOD.jpg|thumb|none|450px|Mk 18 Mod 1 with Crane stock, KAC back-up iron sights, EOTech XPS3, AN/PEQ-15 ATPIAL, vertical foregrip, and dual pressure activation switch - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 cqbr.jpg|thumb|none|600px|A Mk 18 Mod 1 customized with all the tacticool needs of a US SOCOM operator.]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 Carbine===&lt;br /&gt;
The “14&amp;quot; Carbine Shroud” barrel attachment gives it an AR carbine handguard/14.5&amp;quot; stepped barrel/AR front sight, turning it into an [[M4A1]] (or an [[M4 Carbine|M4]] in gameplay terms).&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (2).jpg|thumb|none|600px|The M4A1 in the loadout preview screen.]]&lt;br /&gt;
[[File:Mwiim43rd2.jpg|thumb|none|600px|The &amp;quot;Burgertown Operator&amp;quot; with an M4A1 and two inflatable decoys.]]&lt;br /&gt;
[[File:Mwiim43rd1.jpg|thumb|none|600px|Alex fires his M4A1. Note the starburst muzzle flash.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
The [[FAMAS Valorisé]] was added in Season 5 under the name &amp;quot;FR Avancer&amp;quot;, though the markings on its model read &amp;quot;Modèle 223&amp;quot;. As with every other FAMAS in ''Call of Duty'' thus far the rifle features 25-round magazines; for the second time in the series they actually hold the correct 25 rounds, rather than 30. 45- and 60-round quad-stack magazines are available alternate options, with the former being the &amp;quot;chopped&amp;quot; MAG5-60 quad-stack model seen on Instagram and in the previous Modern Warfare game. Also as in ''MW19'', the rifle's integrated bipod can be deployed as an attachment (though currently this also unnecessarily equips a rail under the handguard, as was the case for the RPK's bipod before that was fixed), while equipping the &amp;quot;SA Ion&amp;quot; pistol grip and &amp;quot;FR Sprinter&amp;quot; stock pad brings the rifle closer in appearance to its real world counterpart. &lt;br /&gt;
&lt;br /&gt;
A pseudo FAMAS FÉLIN build can be achieved by adding the &amp;quot;3x RFL-Optic&amp;quot; and &amp;quot;OP-X9 Foregrip&amp;quot; to the aforementioned pistol grip and stock.&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|450px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm]]&lt;br /&gt;
[[File:MwiifamasV1.jpg|thumb|none|600px|Holding the FAMAS on the newest iteration of &amp;quot;Strike&amp;quot; from the original Modern Warfare.]]&lt;br /&gt;
[[File:MwiifamasV2.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:MwiifamasV4.jpg|thumb|none|600px|Making sure the rounds are seated during the inspect animation...]]&lt;br /&gt;
[[File:MwiifamasV5.jpg|thumb|none|600px|...and chamber checking. This animation is also used when spawning with the rifle, albeit the character chambers the rifle from empty.]]&lt;br /&gt;
[[File:MwiifamasV6.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MwiifamasV7.jpg|thumb|none|600px|Tugging the charging handle. For the &amp;quot;fast hands&amp;quot; reload, the player doesn't turn the rifle to the left.]]&lt;br /&gt;
[[File:MwiifamasV8.jpg|thumb|none|600px|Sandwiching magazines during the &amp;quot;fast hands&amp;quot; tactical reload on a psudo FÉLIN build. This animation is very similar to the tactical reload the FAMAS in Modern Warfare 2019 had.]]&lt;br /&gt;
[[File:MwiifamasV9.jpg|thumb|none|600px|Actuating the trigger guard housed fire selector.]]&lt;br /&gt;
[[File:MwiifamasV10.jpg|thumb|none|600px|Chamber checking on empty.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;TAQ-V&amp;quot;. The default magazine is a black 20-round proprietary model; a 30-round polymer magazine inspired by the Molon Labe Industries (couldn't get a more pretentious name) offerings and a two-tone XS Products X-25 50-round drum, are available as extended options. Interestingly, the rifle features its internal file name in its receiver markings, placed as if &amp;quot;SCHotel&amp;quot; is its in-universe model name; following the standards of internal file names, &amp;quot;S C Hotel&amp;quot; naturally stands for &amp;quot;'''SC'''AR-'''H'''&amp;quot;. This time, it is correctly classified as a battle rifle instead of an assault rifle.&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:MW22 SCAR 17.jpg|thumb|none|600px|The SCAR-H in the gunsmith preview screen. The model has undergone a stylistic redesign from ''MW19''’s &amp;quot;FN Scar 17,&amp;quot; with three vent holes, shorter rails for the correct barrel block placement, and ACR-like stock. The magwell still has the AR-15 style outdent. During an early stage of the game, a typo in the gunsmith described the weapon as firing &amp;quot;7.26&amp;quot; rounds, but this has been fixed.]]&lt;br /&gt;
[[File:MWII SCAR-H (1).jpg|thumb|none|600px|The &amp;quot;TAQ-V&amp;quot; in Amsterdam.]]&lt;br /&gt;
[[File:MWII SCAR-H (2).jpg|thumb|none|600px|Aiming down the sights, shared by all three variants.]]&lt;br /&gt;
[[File:MWII SCAR-H (3).jpg|thumb|none|600px|Actuating the fire selector.]]&lt;br /&gt;
[[File:MWII SCAR-H (4).jpg|thumb|none|600px|Repleneshing the old magazine with a new one, &amp;quot;L-shaped&amp;quot; reload style.]]&lt;br /&gt;
[[File:MWII SCAR-H (5).jpg|thumb|none|600px|As with the prior game, the empty mag gets trucked out.]]&lt;br /&gt;
[[File:MWII SCAR-H (6).jpg|thumb|none|600px|And in with another mag, then the charging handle is tugged.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR 17S==&lt;br /&gt;
In addition to the standard SCAR-H, the [[FN SCAR 17S|SCAR 17S]] semi-auto only version appears under the marksman rifles class. It is referred to as the &amp;quot;TAQ-M&amp;quot;, and is fitted with a rail extension and a fixed stock resembling an [[FN SSR]]/SCAR 20S stock or a KRG SCAR Long Range Stock. The Los Vaqueros unit uses this SCAR variant as its sniper rifle in the campaign story. 10-, 15- and 20-round magazines are available, all of which being 5-rounds-underloaded compared to real life.&lt;br /&gt;
&lt;br /&gt;
It is chambered in 6.5mm Creedmoor. At the time of the game's release, the real SCAR 17S could be converted to use this cartridge (while the SCAR 20S had received that caliber as a factory option). Interestingly, a year later (September 2023), FN America announced the availability of a limited-edition SCAR 17S DMR that is actually chambered in 6.5mm Creedmoor and has a fixed SSR stock.&lt;br /&gt;
&lt;br /&gt;
[[File:SCAR 17S BLK.jpg|thumb|none|450px|FN SCAR 17S Black - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|450px|FN MK 20 SSR, for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR17S.jpg|thumb|none|600px|The SSR lookalike in the gunsmith preview screen. Note the fictionalized safe/semi-auto only fire selector.]]&lt;br /&gt;
[[File:MWII SCAR-17S (1).jpg|thumb|none|600px|The SCAR variants spawn in with a barrel up, palm up chambering animation.]]&lt;br /&gt;
[[File:MWII SCAR-17S (2).jpg|thumb|none|600px|The SCAR 17S 6.5CM with a sniper scope.]]&lt;br /&gt;
[[File:MWII SCAR-17S (3).jpg|thumb|none|600px|Said scope has something of an ACSS grid for its reticle.]]&lt;br /&gt;
[[File:MWII SCAR-17S (4).jpg|thumb|none|600px|The Ranger admires his accurized SCAR.]]&lt;br /&gt;
[[File:MWII SCAR-17S (5).jpg|thumb|none|600px|Inspecting the 10-round magazine of 6.5mm.]]&lt;br /&gt;
[[File:MWII SCAR-17S (6).jpg|thumb|none|600px|It also reloads the same way, with the short mags sandwiched together.]]&lt;br /&gt;
[[File:MWII SCAR-17S (7).jpg|thumb|none|600px|Pulling the charging handle when empty, those gloves should help keep the Ranger's fingers intact against the scope.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
A black [[FN SCAR-L]] appears as the &amp;quot;TAQ-56&amp;quot; and it's manufactured by &amp;quot;Tactique Verte&amp;quot;, the in-universe equivalent to FN Herstal, which also makes the PDSW 528, a fictionalized P90 variant. It is depicted with incorrect H&amp;amp;K style fire selector markings and a stylized lower receiver. It feeds from black STANAG style 30-round magazines, but 40-round PMAGs and 60-round Surefire MAG5-60s are also available.&lt;br /&gt;
&lt;br /&gt;
It comes with a (swappable) stylized A2 grip by default and the magazine release on the right side seems to be an aftermarket extended one.&lt;br /&gt;
&lt;br /&gt;
Marines in &amp;quot;Kill or Capture&amp;quot; have SCAR-Ls. It is the standard rifle for both Shadow Company operators and the Los Vaqueros unit in the campaign, being commonly found with various attachments.&lt;br /&gt;
[[File:Scar l std.jpg|thumb|none|450px|FN SCAR-L STD - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22_SCARL.jpg|thumb|none|600px|The SCAR-L in the gunsmith preview screen. Note the differently shaped trigger guard and stock, the pictograms fire selector and the Taqtique Verte markings.]]&lt;br /&gt;
[[File:Mw22 scar L (1).jpg|thumb|none|600px|A SCAR-L in the hands of a Kortac operator.]]&lt;br /&gt;
[[File:Mw22 scar L (2).jpg|thumb|none|600px|Checking the magazine full of 5.56 rounds.]]&lt;br /&gt;
[[File:Mw22 scar L (3).jpg|thumb|none|600px|And the chamber is loaded too, very nice. Looks like the markings on the upper receiver are mirrored from the left side.]]&lt;br /&gt;
[[File:Mw22 scar L (4).jpg|thumb|none|600px|A look through the chopped iron sights.]]&lt;br /&gt;
[[File:Mw22 scar L (5).jpg|thumb|none|600px|Swapping STANAG magazines.]]&lt;br /&gt;
[[File:Mw22 scar L (6).jpg|thumb|none|600px|Checking the chamber on an empty reload just before flicking out the spent magazine.]]&lt;br /&gt;
[[File:Mw22 scar L (7).jpg|thumb|none|600px|Pulling back on the reciprocating charging handle. This is the only difference from ''MW19''’s animations and this set is shared with all the other SCAR variants in the game.]]&lt;br /&gt;
[[File:Mw22 scar L (8).jpg|thumb|none|600px|Giving the bolt release a slap. This happens when the Fast Hands perk is active and with an underbarrel grenade launcher attached to the rifle.]]&lt;br /&gt;
[[File:Mwiicaliburnscarl1.jpg|thumb|none|600px|The Season 5 Blackcell exclusive blueprint, &amp;quot;Caliburn&amp;quot;, features a transparent exterior SCAR-L.]]&lt;br /&gt;
[[File:Mwiicaliburnscarl2.jpg|thumb|none|600px|Empty.]]&lt;br /&gt;
[[File:Mwiicaliburnscarl3.jpg|thumb|none|600px|Closeup of the fire control group.]]&lt;br /&gt;
[[File:Mwiicaliburnscarl5.jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:Mwiicaliburnscarl4.jpg|thumb|none|600px|Holding the bolt open, right side.]]&lt;br /&gt;
[[File:Mwiicaliburnscarl6.jpg|thumb|none|600px|A strange bug that happens with a few guns in third person, when chamber checking on empty, the character pushes the bolt carrier way past where it would physically be able to go, while the barrel itself gets pushed backwards.]]&lt;br /&gt;
[[File:MWII-SCARL-1.jpg|thumb|none|600px|Garrick and his SCAR taking a leap (or fall-out-of-a-Black Hawk) of faith in the reveal trailer.]]&lt;br /&gt;
[[File:MWII-Trailer-SCARL-2.jpg|thumb|none|600px|Demon Dogs on the hunt with SCAR-Ls in the reveal trailer. Similar to some Shadow Company operatives, all three marines are equipped with L3Harris AN/PVS-31A night vision goggles. The NODs are incorrectly mounted to Norotos Rhino I mounts.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L CQC===&lt;br /&gt;
Equipping the SCAR-L with the &amp;quot;12' Tacshort Barrel&amp;quot; will give it a CQC-length barrel.&lt;br /&gt;
[[File:FN SCAR-L CQC Black.jpg|thumb|none|400px|FN SCAR-L CQC Black - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (1).jpg|thumb|none|600px|The SCAR-L CQC in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Mw22 mk16.jpg|thumb|none|600px|A SCAR CQC equipped with with a [[FN SCAR-SC|SCAR-SC]]'s telescoping stock via the &amp;quot;TV Cardinal Stock&amp;quot; attachment.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L LB===&lt;br /&gt;
The &amp;quot;17.5' Tundra Pro Barrel&amp;quot; turns it into the LB variant.&lt;br /&gt;
[[File:SCAR-L LB.jpg|thumb|none|450px|Gen 3 FN SCAR-L with 18&amp;quot; LB (Long Barrel) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22_SCARL_LB.jpg|none|thumb|600px|A not-so perfect tan SCAR-L LB in the gunsmith preview.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK91A2==&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK91A2]] with a safe/semi/auto select fire trigger group appears as the &amp;quot;Lachmann-762&amp;quot;. Like the other guns in the &amp;quot;Lachmann Meer&amp;quot; platform, it lacks a paddle magazine release, distinguishing it from the military [[G3]]. It appears to be fitted with a stylized slimline handguard.&lt;br /&gt;
&lt;br /&gt;
It is a standard rifle of the Mexican Army in-game.&lt;br /&gt;
[[File:HK Model 91.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22_HK91A2.jpg|thumb|none|600px|The HK91A2 in the preview screen. Note that it has a less diagonal magwell compared to the real weapon.]]&lt;br /&gt;
[[File:Mw22 g3 (4).jpg|thumb|none|600px|Holding the HK91A2 in a quasi-c-clamp way.]]&lt;br /&gt;
[[File:Mw22 g3 (5).jpg|thumb|none|600px|Aiming down the night sights.]]&lt;br /&gt;
[[File:Mw22 g3 (6).jpg|thumb|none|600px|Checking the load on an awfully-smooth 20 round magazine.]]&lt;br /&gt;
[[File:Mw22 g3 (7).jpg|thumb|none|600px|And guess what? The inspect animation ends with a chamber check.]]&lt;br /&gt;
[[File:Mw22 g3 (8).jpg|thumb|none|600px|Konig swaps magazines in an odd-way. Take note that this screenshot was taken before a patch in February, where the HK91A2's reload animations were altered to be heavier.]]&lt;br /&gt;
[[File:Mw22 g3 (9).jpg|thumb|none|600px|Inserting a fresh magazine after stripping away an empty one.]]&lt;br /&gt;
[[File:Mw22 g3 (10).jpg|thumb|none|600px|And what comes next will surprise no-one: an HK slap.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK91A3===&lt;br /&gt;
Fitting the rifle with the &amp;quot;Lachmann S9 Factory&amp;quot; stock makes it resemble an HK91A3.&lt;br /&gt;
[[File:HK91A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A3 with factory telescoping stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22_HK91A3.jpg|thumb|none|600px|Both sides of the pseudo-HK91A3.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK11===&lt;br /&gt;
Equipping the “Romeo FT 16&amp;quot; Barrel” or “15.9&amp;quot; Lachmann Rapp Barrel” makes for a [[Heckler &amp;amp; Koch HK11]] mockup.&lt;br /&gt;
[[File:Hk11e.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK11E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII HK11 (0).jpg|thumb|none|600px|The HK11-style build, with the LM-S's more convincing clubfoot stock and a bipod.]]&lt;br /&gt;
&lt;br /&gt;
===HK51===&lt;br /&gt;
The shorter barrels such as the “Meer-56 11&amp;quot; Factory Barrel” can be used for an [[HK51]]-style carbine.&lt;br /&gt;
[[File:NPSHK51.JPG|thumb|400px|none|HK51 - 7.62x51mm]]&lt;br /&gt;
[[File:MWII HK51 (0).jpg|thumb|none|600px|A pseudo HK51 with the Lachmann S9 Factory sliding stock, and the Corvus SOL-76 Z-Point reflex sight.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK93A2==&lt;br /&gt;
A shortened [[Heckler &amp;amp; Koch HK93A2]] with a Magpul-inspired trigger group with safe/semi/auto positions appears as the &amp;quot;Lachmann-556&amp;quot;. Once again, the lack of a paddle magazine release distinguishes it from the military [[HK33]].&lt;br /&gt;
&lt;br /&gt;
It is intended to be an [[HK53]], as evidenced by the game files referring to it as &amp;quot;ar_kilo53&amp;quot;, though the barrel and the cocking tube are slightly longer than this version, with the length being between the HK53 and the HK33KA3. It can be made HK33-length with the &amp;quot;Lachmann Nova&amp;quot; or &amp;quot;LM Aurora 90 Barrel&amp;quot; attachments (these two having same cocking tube length as each other, and almost the same barrel length), or HK33K-esque length (shorter than proper, but longer than the game's default) with the &amp;quot;Lach-12 Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It feeds from translucent 30-round magazines by default, but it can also use 20-round magazines (that hold 15 rounds), 40-round extended magazines or a 60-round drum inspired by the X-Products drum available for the G3 family of rifles.&lt;br /&gt;
&lt;br /&gt;
[[File:HK93FullStock.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A2 with 25-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Hk93 mw22 (1).jpg|thumb|none|600px|Left side of the shortened HK93. Like the HK91, the magwell is less diagonal than the real deal. The standard 30-round magazines are translucent and most likely inspired by the Turkish MKE-made ones.]]&lt;br /&gt;
[[File:Hk93 mw22 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:Hk93 mw22 (4).jpg|thumb|none|600px|Holding the HK93 indoors.]]&lt;br /&gt;
[[File:Hk93 mw22 (5).jpg|thumb|none|600px|Aiming down the aperture.]]&lt;br /&gt;
[[File:Hk93 mw22 (6).jpg|thumb|none|600px|Checking if the translucent magazine is loaded.]]&lt;br /&gt;
[[File:Hk93 mw22 (7).jpg|thumb|none|600px|Press check.]]&lt;br /&gt;
[[File:Hk93 mw22 (8).jpg|thumb|none|600px|As with all the roller-delayed guns in the game, the tactical reload starts by locking the bolt back, then the magazines are swapped and the charging handle is given a gentle tug to let it go forward. Worth noting is that all the magazines that are either translucent or have windows on their side only render the top bullet during reloads, as you can see with the one on the left. The rest of the bullets will appear after the animation is done; this was fixed sometime after the Season 1 update. This can also be observed easily with the M4 and M16.]]&lt;br /&gt;
[[File:Hk93 mw22 (9).jpg|thumb|none|600px|Empty reloads have a similar, but different enough sequence (to make them slower). The charging handle is locked back, the empty magazine is stripped out, a new one is inserted...]]&lt;br /&gt;
[[File:Hk93 mw22 (10).jpg|thumb|none|600px|...and a forceful HK-slap is performed.]]&lt;br /&gt;
[[File:Hk93 mw22 (11).jpg|thumb|none|600px|With the Fast Hands perk the HK slap is omitted and the charging handle is simply pulled back.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Alejandro Vargas can be seen just behind Soap, wielding an HK93 with a suppressor. The hand clipping makes it appear as if Vargas is gripping the trigger instead of the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK93A3===&lt;br /&gt;
Fitting the weapon with the &amp;quot;Lachmann S9 Factory&amp;quot; stock and the full-sized &amp;quot;Lachmann Nova&amp;quot; barrel turns it into an HK93A3.&lt;br /&gt;
[[File:Hk93a3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A3 - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:Hk93 mw22 (3).jpg|thumb|none|600px|An HK93A3-style build with the default barrel.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK13===&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK series machine guns|Heckler &amp;amp; Koch HK13]] build can be made with the “15.9&amp;quot; Lachmann RAPP Barrel,” in addition to other parts to complete the look.&lt;br /&gt;
[[File:MM13.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK13 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWII HK13 (0).jpg|thumb|none|600px|The LM-556 with the machine gun style barrel, clubfoot stock, bipod, and drum magazine.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-K2==&lt;br /&gt;
A heavily stylized [[HS Produkt VHS-K2]] with a Springfield Armory Hellion-style trigger guard and pistol grip was added in Season 4 as the &amp;quot;Tempus Razorback.&amp;quot; The top rail assembly resembles that of the [[FB MSBS Grot|FB MSBS Grot B]] (alongside the &amp;quot;TA ERGO&amp;quot; stock option), and the charging handle is also similar to the Grot B's, though moved forward over the fire control area. The rifle can equip the VHS-2's integral optic carry handle, tied to the “17&amp;quot; IO-XL” barrel attachment; this barrel is longer than standard, roughly between the VHS-K2 and VHS-D2. The “13&amp;quot; Frenzy IX” barrel features a shorter optics rail as well as a unique red dot sight which replaces the ironsights; this sight can itself be replaced by other optics. The default empty reload animation has an interesting dynamic feature - normally, the charging handle is used, but interrupting it by swapping or sprinting will result in the operator using the bolt release after the interruption. &lt;br /&gt;
&lt;br /&gt;
[[File:VHS-K2.jpg|thumb|none|450px|HS Produkt VHS-K2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SA Hellion right side.jpg|thumb|none|450px|Springfield Armory Hellion - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MSBS-B-2016.jpg|thumb|none|450px|FB MSBS Grot B - 5.56x45mm]]&lt;br /&gt;
[[File:Mwiirazorbackbattlepass1.jpg|thumb|none|600px|The hybrid rifle in the battlepass.]]&lt;br /&gt;
[[File:Mwiirazorbackidle.jpg|thumb|none|600px|Nikto wielding the VHS-K2 in a [[Call of Duty 4: Modern Warfare|familiar location]].]]&lt;br /&gt;
[[File:Mwiirazorbacktacticalreload.jpg|thumb|none|600px|Performing a rather awkward tactical reload.]]&lt;br /&gt;
[[File:Mwiirazorbackempty.jpg|thumb|none|600px|Tugging the charging handle on empty.]]&lt;br /&gt;
[[File:Mwiirazorbacksleightofhand2.jpg|thumb|none|600px|The &amp;quot;Fast Hands&amp;quot; reloads are similar to the Cronen Squall's, including the use of the bolt release instead of forward charging handle.]]&lt;br /&gt;
[[File:Mwiirazorbackinspect.jpg|thumb|none|600px|Performing a brass check.]]&lt;br /&gt;
[[File:Mwiirazorbackinspectempty.jpg|thumb|none|600px|Here, operator Chuy peers into a VHS's empty chamber.]]&lt;br /&gt;
[[File:VHS-D2 and optical sight.jpg|thumb|none|450px|HS Produkt VHS-D2 with 1.5 optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mwiirazorbackvhs.jpg|thumb|none|600px|The VHS-D2 style build with the 17&amp;quot; IO-XL barrel &amp;amp; LTX Eclipse comb.]]&lt;br /&gt;
&lt;br /&gt;
==LoneStar Future Weapons RM277==&lt;br /&gt;
A [[LoneStar Future Weapons RM277]]-based bullpup rifle was added to the battle rifles class in Season 3 under the name &amp;quot;Cronen Squall&amp;quot;. It is depicted as a heavily stylized version of the first prototype, noticeable by having a rear magazine release. However, it also has two buttons near the trigger group that act as bolt release buttons instead of magazine release buttons, a black cheek rest, switchable ejection ports and an enlarged rear similar to that of the [[Desert Tech Micro Dynamic Rifle]]. It is chambered in &amp;quot;6.8 Wrath&amp;quot;, an in-universe version of 6.8x51mm SIG FURY, which is the cartridge of the [[SIG-Sauer MCX-SPEAR]] (now designated as the XM7) that prevailed over the RM277 in the NGSW trials.&lt;br /&gt;
&lt;br /&gt;
The gun uses conventional full brass case ammo like the civilian/training ammo by default but a 6.8 Composite ammo option is also available, bringing it back to the original 6.8mm TVCM cartridge that the RM277 was chambered in. Beside that, Frangible and Hollowpoint ammo options give the 6.8mm SIG FURY cartridge its well-known hybrid case (these options are correct as currently, available hybrid-case ammo to the civilian market is those two options). It is fed by default using 20-round L7 AWM magazines with a 30-rounder and a 50-round Magpul D-50 drum magazine also available; the rifle can also equip its proprietary micro flow-through Brevis III suppressor. &lt;br /&gt;
&lt;br /&gt;
While the real rifle fires from a closed bolt in semi-auto and an open bolt in full-auto, its in-game incarnation is depicted as always firing from an open bolt (with the same firing delay given to all other open bolt weapons), though inconsistent with this, the empty reload animation features the player character using the bolt release as if the rifle were firing from a closed bolt. The out-of-ammo inspect animation is also consistent with the gun always being open bolt, beginning with the trigger being pulled to dry-fire the rifle. In order for the rifle to at least be internally consistent to its fictional always-open-bolt self, the empty reload animation should instead not use the bolt release, and simply swap mags like a non-empty reload.&lt;br /&gt;
 &lt;br /&gt;
[[File:RM277-R.jpg|thumb|none|450px|LoneStar Future Weapons RM277-R (First publicly revealed protoype) - 6.8mm TVCM]]&lt;br /&gt;
[[File:MDRX 308 FDE.jpg|thumb|none|450px|Desert Tech MDRX - .308 Winchester]]&lt;br /&gt;
[[File:RM277 MWII battlepasspreview.jpg|thumb|none|600px|The RM277/Desert Tech hybrid rifle in the battlepass preview.]]&lt;br /&gt;
[[File:Mwiirm277spawn.jpg|thumb|none|600px|Tugging the charging handle when spawning with the rifle.]]&lt;br /&gt;
[[File:Mwiirm277idle.jpg|thumb|none|600px|Holding the gun on the new &amp;quot;Alley&amp;quot; gunfight map.]]&lt;br /&gt;
[[File:Mwiirm277irons.jpg|thumb|none|600px|Using the Magpul MBUS style sights on a particularly disgusting mattress.]]&lt;br /&gt;
[[File:Mwiirm277inspect3.jpg|thumb|none|600px|Inspecting the magazine...]]&lt;br /&gt;
[[File:Mwiirm277inspect2.jpg|thumb|none|600px|...then checking the right side.]]&lt;br /&gt;
[[File:Mwiirm277reloadpart.jpg|thumb|none|600px|Regular reload.]]&lt;br /&gt;
[[File:Mwiirm277empty.jpg|thumb|none|600px|Dropping the bolt during an empty reload.]]&lt;br /&gt;
[[File:Mwiirm277mostlyempty.jpg|thumb|none|600px|Loading a mostly spent mag. Note the strange presence of a bullet in the bottom of the magazine.]]&lt;br /&gt;
[[File:Mwiirm277inspectcomposite.jpg|thumb|none|600px|Inspecting the magazine loaded with 6.8mm TVCM. Also note selector set to semi-auto.]]&lt;br /&gt;
[[File:Mwiirm277compositefasthands.jpg|thumb|none|600px|Sandwiching magazines during the &amp;quot;fast hands&amp;quot; reload. When empty, the bolt is released without turning the weapon.]]&lt;br /&gt;
[[File:Mwiirm277empty1updt.jpg|thumb|none|600px|Empty inspect animation involves checking the mag...]]&lt;br /&gt;
[[File:Mwiirm277empty2updt.jpg|thumb|none|600px|...then flipping the rifle to the right side...]]&lt;br /&gt;
[[File:Mwiirm277empty3.jpg|thumb|none|600px|...then tugging the charging handle a few times before locking the bolt back and inserting the empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M4&amp;quot;==&lt;br /&gt;
A fully-automatic custom [[AR-15]]-type carbine with a 12.5&amp;quot; barrel appears as the &amp;quot;M4&amp;quot;, based on the [[Geissele Super Duty|Geissele M4A1 URG-I]] (also informally known as the M4A1 &amp;quot;Block III&amp;quot;) used by USASOC and even some Navy SEAL operators. The lower receiver is from a [[SIG-Sauer 516 Series|SIG 516]]/SIG M400 while the upper most closely resembles a Mega Arms GTR-3H. It has a Geissele SMR MK16/MK8-style hybrid handguard depicted with an 11.5&amp;quot; length, a stylized Magpul CTR stock and a SIG charging handle. The front sight is stylized Midwest Industries flip up and the rear one is a hybrid between KAC micro rear, MaTech BUIS and base MP7 rear sight. The muzzle is KAC birdcage and the grip is A2. It feeds from stylized windowed PMAGs in spite of the previous game having a proper non-stylized model. A 40-round metal magazine that holds 45 rounds and a quadstack Surefire MAG5-60 are also available.&lt;br /&gt;
&lt;br /&gt;
The “14&amp;quot; Carbine Shroud” barrel attachment gives it an AR carbine plastic handguard/14.5&amp;quot; stepped barrel/AR front sight with an added rail underneath and a small section of picatinny rail mounted on the right side of the gas block, essentially turning it into a pseudo-[[M4A1]]. The “Hightower 20&amp;quot; Barrel” attachment gives it a KAC M5 RAS/20&amp;quot; barrel/AR front sight, making it into a pseudo-[[M16A3]] when combined with the &amp;quot;Demo Precision Elite Factory&amp;quot; stock. Pairing this barrel with an M203 automatically swaps the rail system for the classic M203 heatshield, previously its own separate attachment in ''MW19''; this also happens on the game's M16, which features this barrel attachment by default.&lt;br /&gt;
&lt;br /&gt;
Other barrel options include the “7.5&amp;quot; Tempus Firebrand”, the &amp;quot;Tempus Trench Pro&amp;quot;, which retains the same barrel and rail length and swaps the handguard for a black KeyMod one, the &amp;quot;419mm EXF Barrel&amp;quot;, a 16-inch barrel paired with an URX 3.1 inspired rail and the “11.5&amp;quot; T-H4 Barrel”, which gives it a Daniel Defense Mk 18/RIS II rail and a 10.3-inch barrel, despite it being stated as longer.&lt;br /&gt;
&lt;br /&gt;
In-game, it's stated to be manufactured by the fictional Tempus Armament, which is the in-universe version of Knight's Armament Company based on the knight armored glove and mace logo.&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]&lt;br /&gt;
[[File:Geisseleurgi115.jpg|thumb|none|450px|Geissele URGI Mk 16 11.5 inch upper receiver, for reference.]]&lt;br /&gt;
[[File:MW22 M4 (1).jpg|thumb|none|600px|Left side of the franken-AR-15 trying to disguise itself as a &amp;quot;Block III&amp;quot; URG-I M4A1.]]&lt;br /&gt;
[[File:MW22 M4 (2).jpg|thumb|none|600px|Right side. The extra picatinny rail sections on the M-LOK handguard are there to accommodate for a right side mounted laser or light and underbarrel foregrip or weapon.]]&lt;br /&gt;
[[File:Mw22 m4a1 (1).jpg|thumb|none|600px|C-clamping the &amp;quot;M4,&amp;quot; a different posture from the previous game's Colt 933.]]&lt;br /&gt;
[[File:Mw22 m4a1 (2).jpg|thumb|none|600px|Aiming through the default iron sights.]]&lt;br /&gt;
[[File:Mw22 m4a1 (3).jpg|thumb|none|600px|Ghost being surprised, once again, that his gun is loaded.]]&lt;br /&gt;
[[File:Mw22 m4a1 (4).jpg|thumb|none|600px|Giving the forward assist a smack after a brass check.]]&lt;br /&gt;
[[File:Mw22 m4a1 (5).jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
[[File:Mw22 m4a1 (6).jpg|thumb|none|600px|Slapping the bolt release to chamber a round. The &amp;quot;M4&amp;quot; uses a modified version of ''Modern Warfare''’s Model 933 animations, and are shared with the M16 and the &amp;quot;FTac Recon&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 m4a1 (7).jpg|thumb|none|600px|The bolt release is pressed instead, when using the Fast Hands perk.]]&lt;br /&gt;
[[File:Mwiim4g1empty1.jpg|thumb|none|600px|Bored of the offered Sports TV programming, an operator inspects their empty M4's PMAG. Note the decidedly-not Magpul follower, which more resembles the USGI improved follower, but orange and on the traditional side of the follower.]]&lt;br /&gt;
[[File:Mwiim4g1empty2.jpg|thumb|none|600px|Locking the bolt back after running the action a few times.]]&lt;br /&gt;
[[File:MWII Price Mk18.jpg|thumb|none|600px|Captain Price with his Mk 18 Mod 1 style carbine in Al-Mazrah. Completing the campaign earns this set up for use as the &amp;quot;Union Guard&amp;quot; blueprint.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flatline&amp;quot;===&lt;br /&gt;
The same futuristic VLTOR/Magpul themed M4A1 Carbine from ''[[Call of Duty: Infinite Warfare|Infinite Warfare]]'' appears as the &amp;quot;Flatline&amp;quot; blueprint available for the in-game M4, named after the Epic rarity variant of the same name for the fictional &amp;quot;NV4&amp;quot; assault rifle (although not modeled after the actual variant that appears in that game). While both of the upper and lower receivers are retained, the handguard and sights are not and the muzzle, magazine, and stock are modeled after the ''MWII''’s variant instead, albeit rethemed to better match the NV4 itself.&lt;br /&gt;
&lt;br /&gt;
[[File:M4A1 airsoft carbine Magpul black.JPG|thumb|none|400px|'''Airsoft''' M4A1 with Black Magpul furniture]]&lt;br /&gt;
[[File:AR-15 VLTOR CAS-V Midlength.jpg|thumb|none|400px|AR-15 with VLTOR CAS-V handguard - 5.56x45mm]]&lt;br /&gt;
[[File:MWII M4 Flatline.jpg|thumb|none|600px|Previewing the &amp;quot;Flatline&amp;quot; M4 in the store.]]&lt;br /&gt;
[[File:MW22 M4 Flatline 1.jpg|thumb|none|600px|Inspecting the &amp;quot;Flatline&amp;quot; blueprint in a newer version of Shipment, fittingly with its PMAGs. The &amp;quot;NV4&amp;quot; receiver is present but the Magpul BUIS are replaced.]]&lt;br /&gt;
[[File:MW22 M4 Flatline 2.jpg|thumb|none|600px|Other side. By default, the &amp;quot;Flatline&amp;quot; uses the pseudo-M16A3 handguard instead of the carbine-length VLTOR CASV-based handguard on the original weapon. The blueprint also features a stylized Steiner DBAL (&amp;quot;Schlager PEQ Box IV&amp;quot; in-game) laser module, in which, unlike the pair of futurized AN/PEQ-2 lasers on the NV4, they do work.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;FTac Recon&amp;quot;==&lt;br /&gt;
Another AR-15 variant, chambered in .458 SOCOM, appears as the &amp;quot;FTac Recon&amp;quot;. It is classified as a battle rifle in-game, though .458 SOCOM is more of an oversized intermediate cartridge.&lt;br /&gt;
&lt;br /&gt;
The rifle appears to be built on an otherwise generic milspec M16 lower, a la the default &amp;quot;M4&amp;quot; in-game, but with aesthetic similarities to the &amp;quot;XRK M4&amp;quot; from ''Modern Warfare'' (based on a Radian Weapons receiver) on the left side around the magazine well. The left side of the upper receiver bears a vague resemblance to a Mega Arms GTR-3H with grooves similar to the JP Enterprises CTR-02, but with said grooves cut in the opposite direction; the right side appears to be based on a Wilson Combat Stripped Billet AR-15 upper or a CMMG MkW-15 upper. &lt;br /&gt;
&lt;br /&gt;
Unlike the 5.56 &amp;quot;M4&amp;quot; seen above, the upper receiver lacks a forward assist, which is reflected in the inspect animation when the operator does a brass check. By default it features what looks like a 12&amp;quot; barrel with an A2 flash hider, a KeyMod handguard based on the BCM KMR, an A2 pistol grip and a Magpul PRS stock. It also feeds from regular black stylized .458 SOCOM PMAG 10-round magazines.&lt;br /&gt;
[[File:MW22 FTAC RECON.jpg|thumb|none|600px|The .458 carbine in the loadout screen. The auto sear pin is not present, despite other select fire AR-15 variants correctly featuring this detail.]]&lt;br /&gt;
[[File:MWII .458 Recon (1).jpg|thumb|none|600px|Drawing the .458 AR with a brass check.]]&lt;br /&gt;
[[File:MWII .458 Recon (2).jpg|thumb|none|600px|The &amp;quot;FTac Recon&amp;quot; in hand, not that much more remarkable than the other ArmaLites in game.]]&lt;br /&gt;
[[File:MWII .458 Recon (3).jpg|thumb|none|600px|Rather unwisely flicking the selector to Auto, given the recoil and 10 shot magazine...]]&lt;br /&gt;
[[File:MWII .458 Recon (4).jpg|thumb|none|600px|...as seen here.]]&lt;br /&gt;
[[File:MWII .458 Recon (5).jpg|thumb|none|600px|Reloading the FTac after putting quite a few .458 sized holes in the concrete wall.]]&lt;br /&gt;
[[File:MWII .458 Recon (6).jpg|thumb|none|600px|Ditching out the empty magazine, with the follower visible here.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
Two [[M14]] variants appear in the game. The &amp;quot;SO-14&amp;quot; is a variant classified as a battle rifle. The base chassis of the &amp;quot;SO-14&amp;quot; appears to be based on an M14 SOCOM 16 CQB chassis but with the stock and pistol grip in the more traditional style. It is fitted with an 18&amp;quot; Mk 14 EBR barrel by default, and can be modified with a standard M14's barrel via the “22&amp;quot; Factory Fourteen Barrel” option, as well as a “16&amp;quot; Chrome-Lined RFX40 Barrel” similar to the SOCOM 16. For the first time in the series (and a rarity in most video games), the M14 is select-fire, with semi and full-auto options. All box magazine options for both M14s are loaded with 5 rounds less than their real capacities a la the faux SCAR Mk 20 in the game.&lt;br /&gt;
[[File:M14 rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SOCOM 16 CQB.jpg|thumb|none|450px|Springfield Armory M1A with a SOCOM CQB Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 M14.jpg|thumb|none|600px|The M14 in the loadout screen.]]&lt;br /&gt;
[[File:MWII M14 (1).jpg|thumb|none|600px|Spawning in with the CQB M14 involves an underhand charging of the bolt.]]&lt;br /&gt;
[[File:MWII M14 (2).jpg|thumb|none|600px|Hutch with the M14 rifle equipped.]]&lt;br /&gt;
[[File:MWII M14 (3).jpg|thumb|none|600px|The rear sight housing is slightly stylized in appearance.]]&lt;br /&gt;
[[File:MWII M14 (4).jpg|thumb|none|600px|Actuating the M14's selector lever.]]&lt;br /&gt;
[[File:MWII M14 (5).jpg|thumb|none|600px|Inspecting the magazine...]]&lt;br /&gt;
[[File:MWII M14 (6).jpg|thumb|none|600px|...and brass checking, akin to ''Modern Warfare Remastered''. Here the barrel is visible through that big cutout in the top handguard; scope rails mount into it.]]&lt;br /&gt;
[[File:MWII M14 (7).jpg|thumb|none|600px|It has a new reload animation compared to the previous game, with the magazines reload together, tacticool style.]]&lt;br /&gt;
[[File:MWII M14 (8).jpg|thumb|none|600px|The bolt catch is also used with Fast Hands, as seen on this customized example.]]&lt;br /&gt;
&lt;br /&gt;
==M14 (in Sage EBR chassis)==&lt;br /&gt;
The marksman rifle-classed &amp;quot;EBR-14&amp;quot; returns from the previous game, this time setup akin an M14 in a Sage EBR chassis. It can be identified as such by the 22&amp;quot; barrel and the select-fire lever, though the latter is unused; the weapon is only used in semi-automatic mode in-game. It uses 10-round mags by default, with 15 and 20-round extended magazines available.&lt;br /&gt;
[[File:M14ALCS.jpg|thumb|none|450px|M1A in Sage EBR chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 EBR.jpg|thumb|none|600px|The &amp;quot;EBR-14&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Soap with his scoped M14 in the foreground in the Dark Water pre-release gameplay video, left, shortly before it transforms into a Vector. In the final game, Soap is holding a Vector from the beginning, which appropriately transforms into a Mk 14 during the mission's ending cinematic.]]&lt;br /&gt;
[[File:MWII EBR (1).jpg|thumb|none|600px|The EBR-ish M14 on Zarqwa Hydroelectric. It's got an odd round upper handguard, with some squares cut out of it.]]&lt;br /&gt;
[[File:MWII EBR (2).jpg|thumb|none|600px|Scanning the skies with the iron sights, similar to the variant above but with different front sight wings.]]&lt;br /&gt;
[[File:MWII EBR (3).jpg|thumb|none|600px|Inspecting some blue-tipped high velocity 7.62 rounds.]]&lt;br /&gt;
[[File:MWII EBR (4).jpg|thumb|none|600px|Smacking out an empty short magazine.]]&lt;br /&gt;
[[File:MWII EBR (5).jpg|thumb|none|600px|And jamming in a new one.]]&lt;br /&gt;
[[File:MWII EBR (6).jpg|thumb|none|600px|Tugging the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 14 Mod 0 EBR===&lt;br /&gt;
Equipping the “18&amp;quot; Lonestar” or “18&amp;quot; T300” barrel makes the weapon resemble a [[Mk 14 Mod 0 EBR]].&lt;br /&gt;
[[File:M14EBR.jpg|thumb|none|450px|Mk 14 Mod 0 EBR with Harris bipod and RIS foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII Mk14 (1).jpg|thumb|none|600px|A close approximation of the Mk 14 Mod 0 with “18&amp;quot; T300 Barrel”, &amp;quot;FTac Locus SP&amp;quot; scope, and &amp;quot;Lockgrip Precision-40&amp;quot; foregrip. It's also got the &amp;quot;15 Round Mag,&amp;quot; which seems to be standard 20-rounder underloaded.]]&lt;br /&gt;
&lt;br /&gt;
==Malyuk==&lt;br /&gt;
The [[Malyuk]] was added in Season 6 as the &amp;quot;TR-76 Geist&amp;quot;. Despite that name, the rifle's markings seem to show its in-universe name as &amp;quot;Usenko&amp;quot;, as well as correctly being marked as made in Ukraine.&lt;br /&gt;
[[File:Malyuk AR.jpg|thumb|none|450px|Malyuk - 7.62x39mm]]&lt;br /&gt;
[[File:MWII Malyuk (1).jpg|thumb|none|600px|Viewing the Malyuk in Gunsmith.]]&lt;br /&gt;
[[File:MWII Malyuk (2).jpg|thumb|none|600px|On patrol as Gromsko with the Malyuk in Mexico.]]&lt;br /&gt;
[[File:MWII Malyuk (3).jpg|thumb|none|600px|It comes with Troy style folding BUIS as standard.]]&lt;br /&gt;
[[File:MWII Malyuk (4).jpg|thumb|none|600px|The plum mag is gazed at in the inspect animation, then racked on the pistol grip twice. The cartridges are actually visible misaligned at first, with the tap reseating them correctly, as is the purpose of tapping the mag.]]&lt;br /&gt;
[[File:MWII Malyuk (5).jpg|thumb|none|600px|After which the chamber is checked.]]&lt;br /&gt;
[[File:MWII Malyuk (6).jpg|thumb|none|600px|Toggling the rearward fire selector.]]&lt;br /&gt;
[[File:MWII Malyuk (7).jpg|thumb|none|600px|Performing the regular reload with both mags, akin to the AK-103.]]&lt;br /&gt;
[[File:MWII Malyuk (8).jpg|thumb|none|600px|Upon empty, the old mag is shaken out and batted away by the new one for good measure.]]&lt;br /&gt;
[[File:MWII Malyuk (9).jpg|thumb|none|600px|Operating the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 336==&lt;br /&gt;
The [[Marlin Model 336]] appears as the &amp;quot;Lockwood Mk2&amp;quot;, under the marksman rifles class. It is depicted as being chambered in the .45-70 Government cartridge, like the [[Marlin Model 1895]] that previously appeared in ''Modern Warfare'' as the &amp;quot;MK2 Carbine&amp;quot;, but this time the shape of the ejection port indicates that it is a Model 336. It features the same basic ammo options as the other marksman rifles; notably, this includes armor-piercing ammo - while .45-70 AP rounds do exist (e.g. Lehigh Defense's X-Treme Penetrator rounds), the ones in-game are visually the same as the other calibers (likely for consistency's sake), with a black-finished case, a silver jacket, and a black spitzer-type point. Realistically, loading spitzer-pointed rounds in a tube magazine could lead to a chain-detonation (i.e. one round's point impacting the next round's primer), blowing the entire magazine tube apart.&lt;br /&gt;
[[File:Marlin 336XLR.jpg|thumb|none|450px|Marlin Model 336XLR - .30-30 Winchester]]&lt;br /&gt;
[[File:MW22_Marlin336.jpg|thumb|none|600px|The Marlin 336 in the preview screen.]]&lt;br /&gt;
[[File:Marlin336 MWII idle.jpg|thumb|none|600px|The player character holding his Marlin at the US-Mexican border.]]&lt;br /&gt;
[[File:Marlin336 MWII ADS.jpg|thumb|none|600px|Taking aim at a [[Breaking Bad|suspicious RV]].]]&lt;br /&gt;
[[File:Marlin336 MWII inspect1.jpg|thumb|none|600px|Inspecting the Model 336's receiver. Note &amp;quot;Bryson&amp;quot; trade dress.]]&lt;br /&gt;
[[File:Marlin336 MWII inspect2.jpg|thumb|none|600px|Ejecting a live round from the chamber out. Note the struck primer.]]&lt;br /&gt;
[[File:Marlin336 MWII inspect3.jpg|thumb|none|600px|Inspecting the right hand side of the lever action rifle.]]&lt;br /&gt;
[[File:Marlin336 MWII reload1.jpg|thumb|none|600px|Topping off the Model 336's magazine tube.]]&lt;br /&gt;
[[File:Marlin336 MWII reload2.jpg|thumb|none|600px|Firing and ejecting the last round...]]&lt;br /&gt;
[[File:Marlin336 MWII reload3.jpg|thumb|none|600px|Chamber loading a .45-70 cartridge.]]&lt;br /&gt;
[[File:MWII-Marlin-closeup.jpg|thumb|none|600px|A closeup of Valeria Garza's Marlin 336 in the &amp;quot;Alejandro v. Valeria&amp;quot; trailer for Season 3. Note the ejection port.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS]] returns from the previous game as the &amp;quot;M13B&amp;quot;. It is stylized similarly to the ''Modern Warfare'' version, with one of the differences being that it has a shorter barrel of 10 inches (which is not a standard length on the real VIRTUS). While not available in the campaign, it is seen in the hands of Kyle &amp;quot;Gaz&amp;quot; Garrick and Rodolfo Parra when they are NPCs, in fact being Rodolfo's signature weapon throughout the campaign (with a distinct two tone finish resembling the classic ''MW2'' ACR). It was added to multiplayer as part of Season 1. Which can be unlocked by either completing its unlock challenge or via DMZ, where it can either be obtained by the Chemist boss agent (who uses the &amp;quot;Health Hazard&amp;quot; blueprint, which can also be unlocked with the gun), enemy agents in Building 21 or through players, enemy or friendly. If the player successfully extracts with the MCX, it will be unlocked in all game modes, as well as the aforementioned blueprint if obtained. Purchasing a bundle that has the MCX in it will also unlock the weapon.&lt;br /&gt;
&lt;br /&gt;
It has 6.75&amp;quot; and 14.5&amp;quot; barrel customization options, both of them with Midwest Industries-style handguards. For magazines, a translucent 30-round magazine is available by default with a PMAG-40 holding 45 rounds and the MAG5-60 quad-stack magazine as alternative options. On an interesting note: when using the MAG5-60 quad-stack magazine, the character can be seen putting the spent magazine into the plate carrier's pouches instead of the battle belt when performing a tactical reload.&lt;br /&gt;
&lt;br /&gt;
In the intro cutscene for the campaign mission &amp;quot;Ghost Team&amp;quot;, there is a picture of three Shadow Company operatives, with one of them holding an MCX VIRTUS with a more correctly modeled handguard.&lt;br /&gt;
&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:MW22 MCX.jpg|thumb|none|600px|The MCX VIRTUS in the loadout screen.]]&lt;br /&gt;
[[File:MCX MWII idle.jpg|thumb|none|600px|The player character holding a SIG-Sauer MCX VIRTUS.]]&lt;br /&gt;
[[File:MCX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at a target.]]&lt;br /&gt;
[[File:MCX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;M13B&amp;quot;.]]&lt;br /&gt;
[[File:MCX MWII inspect2.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:MCX MWII reload1.jpg|thumb|none|600px|Tactical reload performed.]]&lt;br /&gt;
[[File:MCX MWII reload2.jpg|thumb|none|600px|The MCX runs dry, with the magazine visibly empty, and the bolt release sticking out.]]&lt;br /&gt;
[[File:MCX MWII reload3.jpg|thumb|none|600px||New magazine ready to go.]]&lt;br /&gt;
[[File:MCX MWII reload4.jpg|thumb|none|600px|Bolt release pressed, new round chambered.]]&lt;br /&gt;
[[File:MWII Gaz MCX.jpg|thumb|none|600px|Gaz with his shorty MCX, similar to the one used in the pre-rendered cutscenes in the previous game.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS (.300 Blackout)==&lt;br /&gt;
A shorter-barreled (approximately 6.75 inches), .300 AAC Blackout version of the aforementioned MCX VIRTUS was added during Season 5 as the &amp;quot;M13C&amp;quot;. While it is apparently intended to pass for a [[SIG-Sauer MCX Rattler]], judging by the &amp;quot;ar_ralpha&amp;quot; internal file name and the chambering, it is actually an MCX VIRTUS with a stylized handguard, as evidenced by the forward assist and the barrel length.&lt;br /&gt;
&lt;br /&gt;
[[File:MCX VIRTUS 6.75 MI.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 6.75&amp;quot; barrel, Midwest Industries 6&amp;quot; handguard and SLX762C-QD suppressor - .300 Blackout]]&lt;br /&gt;
[[File:Sig-mcx-rattler.jpg|thumb|none|450px|SIG-Sauer MCX Rattler SBR, for comparison - .300 Blackout]]&lt;br /&gt;
[[File:Codmw22m13c (1).jpg|thumb|none|600px|Gunsmith view of the compact MCX.]]&lt;br /&gt;
[[File:Codmw22m13c (2).jpg|thumb|none|600px|Its left side. Note the QR code sticker and .300 BLK band on the magazine to avoid unfortunate mistakes.]]&lt;br /&gt;
[[File:Codmw22m13c (3).jpg|thumb|none|600px|Holding the carbine.]]&lt;br /&gt;
[[File:Codmw22m13c (4).jpg|thumb|none|600px|Inspecting the magazine full of .300 BLK rounds.]]&lt;br /&gt;
[[File:Codmw22m13c (5).jpg|thumb|none|600px|Reloading from empty. All animations are shared with the full size 5.56 model.]]&lt;br /&gt;
[[File:Codmw22m13c (6).jpg|thumb|none|600px|Pulling the charging handle back on an empty M13C.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX / Honey Badger hybrid==&lt;br /&gt;
A [[AAC Honey Badger|Honey Badger]]-based carbine appears as the &amp;quot;Chimera&amp;quot;. Befitting its name, the in-game model is a hybrid; it is a variant of the &amp;quot;Bruen Ops&amp;quot; family and uses the same style of [[SIG-Sauer MCX]] bolt, using a bufferless upper/lower system (the upper also features the MCX style of charging handle port). However, the model in the game lacks a gas tube when previewing the weapon in the Gunsmith menu, either being a mistake or showing that the weapon is using direct blowback to operate (which is concerningly doable considering other higher-pressured cartridges being able to do it with a much heavier bolt carrier group). In addition, the lower receiver has elements of the early AAC Honey Badger, while the right side of the upper receiver and the handguard resemble the current Q model.&lt;br /&gt;
&lt;br /&gt;
It is integrally suppressed by default, and has three non-suppressed barrel options. It is Simon &amp;quot;Ghost&amp;quot; Riley's main weapon throughout the campaign, where it is briefly available when the player takes control of him during the opening mission (with the unsuppressed “10&amp;quot; SA Phoenix” barrel), but it serves no practical use as there are no enemies to effectively combat with it. It is available in multiplayer in Season 1 as an in-season reward.&lt;br /&gt;
&lt;br /&gt;
As with the KRISS Vector above, firing the weapon will not produce tracers and killing enemies with the Honey Badger hides skull indicators, thanks to its use of .300 AAC Blackout ammunition.&lt;br /&gt;
&lt;br /&gt;
As with the MCX above, there are several ways to unlock the Honey Badger, either through purchasing a bundle that has it (along with the blueprint), completing its unlock challenge or through DMZ, where the player can scavenge a Honey Badger there. The Building 21 map is also a useful location in finding the carbine, as enemy agents use it on occasion or through the loot pools.&lt;br /&gt;
   &lt;br /&gt;
[[File:AAC honey badger.jpg|thumb|none|400px|AAC Honey Badger - .300 AAC Blackout]]&lt;br /&gt;
[[File:Q Honey Badger SBR.jpg|thumb|none|400px|Q Honey Badger SBR - .300 AAC Blackout]]&lt;br /&gt;
[[File:MW22 HONEYB.jpg|none|thumb|600px|The Honey Badger hybrid in the loadout screen.]]&lt;br /&gt;
[[File:MWII-HoneyBadger-1.jpg|thumb|none|600px|Ghost advances with his carbine. Soap can also be seen equipped with a Honey Badger on the right. In the retail version of the game, Soap is instead given a Mk 14 and MP7.]]&lt;br /&gt;
[[File:Mwiighosthoney1.jpg|thumb|none|600px|Closeup of Ghost's unmodified &amp;quot;Chimera&amp;quot; in &amp;quot;Kill or Capture.&amp;quot;]]&lt;br /&gt;
[[File:MWII SIGBadger (1).jpg|thumb|none|600px|Spawning in with the &amp;quot;Chimera,&amp;quot; the character right-hands the charging handle back.]]&lt;br /&gt;
[[File:MWII SIGBadger (2).jpg|thumb|none|600px|The operative and his neat SIG-Badger in the KorTac side of Shoot House. Note the visible RIS segment where the stock mounts, one of its definitive MCX elements.]]&lt;br /&gt;
[[File:MWII SIGBadger (3).jpg|thumb|none|600px|Iron sights, similar to the MPX and MCX.]]&lt;br /&gt;
[[File:MWII SIGBadger (4).jpg|thumb|none|600px|Inspecting the .300 Blackout STANAG.]]&lt;br /&gt;
[[File:MWII SIGBadger (5).jpg|thumb|none|600px|And performing a chamber check.]]&lt;br /&gt;
[[File:MWII SIGBadger (6).jpg|thumb|none|600px|It has the same reload animations as the MCX.]]&lt;br /&gt;
[[File:MWII SIGBadger (7).jpg|thumb|none|600px|Including flicking out the spent magazine when dry.]]&lt;br /&gt;
[[File:MWII SIGBadger (8).jpg|thumb|none|600px|Lining in the new one, then the bolt is released.]]&lt;br /&gt;
[[File:Mwii10inhoneyb.jpg|thumb|none|600px|Ghost's unsuppressed 10&amp;quot; Honey Badger.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]] appears as the &amp;quot;STB 556&amp;quot;.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG.jpg|thumb|none|600px|The AUG A3 in the loadout screen. The AUG variants in this game have a fixed front grip, unlike the foldable vertical grip of the real ones.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|In the reveal trailer, an AUG A3 with the [[Talk:Call of Duty: Modern Warfare II (2022)#HoloSun HS510C|Holosun-based red dot sight]] from the previous game can be seen wielded by the Shadow Company operator closest to the sign on the railing.]]&lt;br /&gt;
[[File:MWII AUG A3 (1).jpg|thumb|none|600px|The &amp;quot;STB 556&amp;quot; in the loadout range.]]&lt;br /&gt;
[[File:MWII AUG A3 (2).jpg|thumb|none|600px|Thumbing the Australian style selector-stopper tab.]]&lt;br /&gt;
[[File:MWII AUG A3 (3).jpg|thumb|none|600px|Examining the de-waffled mag with a witness slot, somewhat similar to a Magpul EMAG.]]&lt;br /&gt;
[[File:MWII AUG A3 (4).jpg|thumb|none|600px|It also reloads in the more tacticool style with both mags sandwiched together.]]&lt;br /&gt;
[[File:MWII AUG A3 (5).jpg|thumb|none|600px|Though on empty, the charging handle is locked back, similar to ''MW19''.]]&lt;br /&gt;
[[File:MWII AUG A3 (6).jpg|thumb|none|600px|Pressing in another mag.]]&lt;br /&gt;
[[File:MWII AUG A3 (7).jpg|thumb|none|600px|And thumbing the bolt forward.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AW50==&lt;br /&gt;
The [[Accuracy International AW50]] appears as the &amp;quot;Victus XMR&amp;quot;; it is available in Season 1 under the Imperatorium platform. It is worth noting (as with the AR-57) that the AW50 was planned for the original ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]'' game, but only its code and firing sound (which sounds similar to the M82A1 in that game) are left as the weapon was scrapped, and it wasn't added to the ''Call of Duty'' series proper until ''MWII''.&lt;br /&gt;
&lt;br /&gt;
[[File:AW50 (Latest Version).jpg|thumb|none|450px|Accuracy International AW50 (latest version with fluted barrel and redesigned muzzle brake) - .50 BMG]]&lt;br /&gt;
[[File:MW22 AW50.jpg|thumb|none|600px|The AW50 in the loadout screen. The lower end of the thumbhole stock lacks the cutout to fold, despite the hinge on the upper half.]]&lt;br /&gt;
[[File:AW50 MWII idle.jpg|thumb|none|600px|Looking at the wall of camo challenge grinding, English anti-materiel rifle in hand.]]&lt;br /&gt;
[[File:AW50 MWII ADS.jpg|thumb|none|600px|Scoped in, looking down the center lane.]]&lt;br /&gt;
[[File:AW50 MWII inspect1.jpg|thumb|none|600px|Admiring the left hand side of the AW50's reciever.]]&lt;br /&gt;
[[File:AW50 MWII inspect2.jpg|thumb|none|600px|Popping the mag out to admire the .50BMG rounds nestled inside.]]&lt;br /&gt;
[[File:AW50 MWII inspect3.jpg|thumb|none|600px|Pulling the bolt back for a chamber check,]]&lt;br /&gt;
[[File:AW50 MWII reload1.jpg|thumb|none|600px|Reloading the AW50 from empty.]]&lt;br /&gt;
[[File:AW50 MWII reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:AW50 MWII reload3.jpg|thumb|none|600px|Driving the bolt handle forward and down to chamber the new round.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett MRAD==&lt;br /&gt;
The [[Barrett MRAD]] appears as the &amp;quot;MCPR-300&amp;quot; (standing for &amp;quot;Multi-Caliber Precision Rifle&amp;quot;, .300 Winchester Magnum) under the MRBA weapon platform. Kyle Garrick's and Ghost's MRAD are incorrectly designated as &amp;quot;Victus XMR&amp;quot; in the campaign missions &amp;quot;Recon By Fire&amp;quot; and &amp;quot;Countdown&amp;quot; respectively, and all other MRADs found in the story have the same naming issue.&lt;br /&gt;
[[File:MRAD-2.jpg|thumb|none|450px|Barrett MRAD, first version - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MW22 MRAD.jpg|thumb|none|600px|The MRAD in the loadout screen. As with nearly all weapons in the game, its design is slightly fictionalized. On this one, the detail is near-imperceptible. The widened part of the receiver where the bolt goes when it's pulled back ends a centimeter or so short of the stock hinge, whereas on the real version, it goes all the way back.]]&lt;br /&gt;
[[File:MRAD MWII idle.jpg|thumb|none|600px|The Barrett MRAD wielded by a KORTAC soldier outside &amp;quot;Breenbergh Hotel&amp;quot;.]]&lt;br /&gt;
[[File:MRAD MWII ADS.jpg|thumb|none|600px|Aiming down the telescopic scope the MRAD comes with by default.]]&lt;br /&gt;
[[File:MRAD MWII inspect1.jpg|thumb|none|600px|Inspecting the bolt action rifle.]]&lt;br /&gt;
[[File:MRAD MWII inspect2.jpg|thumb|none|600px|Inspecting the left hand side of the rifle.]]&lt;br /&gt;
[[File:MRAD MWII reload1.jpg|thumb|none|600px|Reloading the MRAD from a partially depleted magazine.]]&lt;br /&gt;
[[File:MRAD MWII reload2.jpg|thumb|none|600px|Magazine inserted. Note that the in-universe manufacturer is &amp;quot;Cronen&amp;quot;, the optics manufacturer from ''MW19''.]]&lt;br /&gt;
&lt;br /&gt;
==Cheyenne Tactical M200 Intervention==&lt;br /&gt;
The [[Cheyenne Tactical M200 Intervention]] was added in Season 3, under the name &amp;quot;FJX Imperium&amp;quot;. It is chambered in &amp;quot;.408 PACE&amp;quot;, the analogue to the real life .408 CheyTac round. For laser attachments, the M200 uses the small &amp;quot;tube&amp;quot;-style laser set rather than the PEQ Box-style set, and despite the forward top rail being present they attach to the right side, thus it's unfortunately not possible to replicate the PEQ-2 attached to the original MW2's Intervention.&lt;br /&gt;
&lt;br /&gt;
[[File:M200.jpg|thumb|none|450px|CheyTac M200 - .408 CheyTac]]&lt;br /&gt;
[[File:Intervention MWII battlepasspreview.jpg|thumb|none|600px|The Intervention in the Season 3 Battlepass preview screen.]]&lt;br /&gt;
[[File:Mwiim200idle.jpg|thumb|none|600px|Alejandro Vargas with the CheyTac on Pelayo's Lighthouse, a spiritual successor to Estate from the original ''MW2''. As with its appearance in that game, the M200 is also held by its magazine.]]&lt;br /&gt;
[[File:Mwiim200inspect1.jpg|thumb|none|600px|Inspecting the rifle while resisting the urge to make yet another [[Call_of_Duty:_Modern_Warfare_2#Cheyenne_Tactical_M200_Intervention|360 no-scope]] joke.]]&lt;br /&gt;
[[File:Mwiim200inspect2.jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:Mwiim200inspect3.jpg|thumb|none|600px|Right side of the Intervention.]]&lt;br /&gt;
[[File:Mwiim200inspect4.jpg|thumb|none|600px|Chamber checking. This animation is also used when respawning with the rifle.]]&lt;br /&gt;
[[File:Mwiim200bolt.jpg|thumb|none|600px|Working the bolt.]]&lt;br /&gt;
[[File:Mwiim200reloadpartial.jpg|thumb|none|600px|Inserting a new magazine. Also note the cargo ship upon which the map Shipment is set in the background.]]&lt;br /&gt;
[[File:Mwiim200emptyreload.jpg|thumb|none|600px|Throwing away the magazine during the empty reload. The &amp;quot;Fast Hands&amp;quot; perk uses similar animations.]]&lt;br /&gt;
[[File:Mwiim200inspect1round.jpg|thumb|none|600px|Inspecting the rifle with only a round in the chamber shows off the empty magazine.]]&lt;br /&gt;
[[File:Mwiim200empty.jpg|thumb|none|600px|The empty weapon inspect involves looking at empty .408 casings (with unstruck primers). Even more casings are present when using the 7-round magazine.]]&lt;br /&gt;
[[File:MwiiAlejandrom2003rdperson.jpg|thumb|none|600px|Alejandro with an M200 equipped with the standard 29-inch barrel and 7-round magazine, those two attachments returning the rifle to its &amp;quot;proper&amp;quot; form.]]&lt;br /&gt;
[[File:CheyTac Intervention M100.jpg|thumb|none|450px|Cheyenne Tactical M100 Intervention - .408 CheyTac]]&lt;br /&gt;
[[File:MWII CT M100.jpg|thumb|none|600px|The Intervention with the “LR-Retort 19&amp;quot;” barrel, similar to the M100 version.]]&lt;br /&gt;
&lt;br /&gt;
==Gepard GM6 Lynx==&lt;br /&gt;
The [[Gepard GM6 Lynx]] appears as the &amp;quot;Signal 50&amp;quot;. It can be given its correct stock pad with the &amp;quot;FSS Echo Stock&amp;quot; attachment. A GM6 can be found atop the prison wall at the end of the &amp;quot;Prison Break&amp;quot; mission.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|450px|Gepard M6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:MW22 LYNX.jpg|thumb|none|600px|The Lynx in the loadout screen.]]&lt;br /&gt;
[[File:Gepard MWII idle.jpg|thumb|none|600px|A SPECGRU operative wields a Gepard GM6 in a cartel run Shoothouse.]]&lt;br /&gt;
[[File:Gepard MWII inspect1.jpg|thumb|none|600px|Inspecting the left hand side of the Gepard's reciever. Note the in-universe manufacturer of First Signal Solutions.]]&lt;br /&gt;
[[File:Gepard MWII inspect2.jpg|thumb|none|600px|Inspecting the right hand side...]]&lt;br /&gt;
[[File:Gepard MWII inspect3.jpg|thumb|none|600px|...then pulling the bolt back for a chamber check.]]&lt;br /&gt;
[[File:Gepard MWII reload1.jpg|thumb|none|600px|Reloading from an empty magazine.]]&lt;br /&gt;
[[File:Gepard MWII reload2.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:Gepard MWII reload3.jpg|thumb|none|600px|Racking the charging handle to load a fresh round into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SR9(TC)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SR9(TC)]] appears as the &amp;quot;LM-S&amp;quot;, under the marksman rifles class. It holds 10 rounds in a 5-round magazine by default.&lt;br /&gt;
[[File:HKSR9TC.jpg|thumb|none|450px|H&amp;amp;K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SR9.jpg|thumb|none|600px|The SR9(TC) in the loadout screen.]]&lt;br /&gt;
[[File:Mw22 psg 1 (1).jpg|thumb|none|600px|Gus holding his SR9.]]&lt;br /&gt;
[[File:Mw22 psg 1 (2).jpg|thumb|none|600px|Reloading with a 5 round magazine that for some reason holds 10 rounds.]]&lt;br /&gt;
[[File:Mw22 psg 1 (3).jpg|thumb|none|600px|Doing the good old HK-slap.]]&lt;br /&gt;
[[File:Mw22 psg 1 (4).jpg|thumb|none|600px|Checking the chamber of a now empty SR9.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25 E2 PR==&lt;br /&gt;
The [[Knight's Armament SR-25|Knight's Armament SR-25 PR]] is the mid-season weapon in Season 2 Reloaded. It was added as a marksman rifle part of the M4 platform, under the name &amp;quot;Tempus Torrent&amp;quot;. The rifle's SOPMOD-style stock can be equipped on every other member of the M4 platform, while its forend customization is split between a combination of the Barrel and Guard categories. The Guard category consists of four (including default) rail system options, one of which being a monolithic upper receiver; the &amp;quot;Torrent Tac Guard&amp;quot; resembles the URX 3 rail. The Barrel category includes standard, shorter, and longer options, as well as the “14&amp;quot; Chroma LRS” which is the URX / &amp;quot;Tac Guard&amp;quot; rail system (this time without rail covers) paired with an M110- / Mk 11-style suppressor, and a short barrel paired with a fifth type of rail system. The &amp;quot;Torrent MOC-IV&amp;quot; forend is based on a VLTOR CAS-V handguard that rather unfortunately leaves the gas tube exposed. &lt;br /&gt;
&lt;br /&gt;
Using the &amp;quot;Torrent Tac Guard&amp;quot; and “16&amp;quot; Tour RP” allows for a SR-25 ECC style build.&lt;br /&gt;
&lt;br /&gt;
[[File:SR-25 APR MLOK.jpg|thumb|450px|none|Knight's Armament SR-25 Precision Rifle, M-LOK - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SR25 MWII gunsmith2.jpg|thumb|none|600px|The SR-25 in the gunsmith preview menu. Note that the magazines are based on the original AR-10 waffle pattern metal magazines. Visible on the magwell is a pseudo KAC logo, and the rifle's serial number below it begins with &amp;quot;KA&amp;quot;.]]&lt;br /&gt;
[[File:SR25 MWII gunsmith.jpg|thumb|none|600px|Labels on two of the modifications state the name of the company as &amp;quot;Tempus Armament Company&amp;quot; from Austin, Texas.]]&lt;br /&gt;
[[File:Mwiisr25idle.jpg|thumb|none|600px|Holding the gun on the new Himmelmatt Expo map.]]&lt;br /&gt;
[[File:Mwiisr25aimed.jpg|thumb|none|600px|Aiming down the pseudo KAC flip-up sights.]]&lt;br /&gt;
[[File:Mwiisr25inspect2.jpg|thumb|none|600px|Inspecting the rifle.]]&lt;br /&gt;
[[File:Mwiisr25inspect1.jpg|thumb|none|600px|Checking the right side...]]&lt;br /&gt;
[[File:Mwiisr25inspect3.jpg|thumb|none|600px|...and brass checking.]]&lt;br /&gt;
[[File:Mwiisr25reloadtactical1.jpg|thumb|none|600px|Sandwiching the magazines together during the normal tactical reload.]]&lt;br /&gt;
[[File:Mwiisr25emptynormalreload0.jpg|thumb|none|600px|Flicking out the old mag in the normal empty reload.]]&lt;br /&gt;
[[File:Mwiisr25emptynormalreload1.jpg|thumb|none|600px|Inserting a new mag. Note the protruding magazine release and bolt release.]]&lt;br /&gt;
[[File:Mwiisr25emptynormalreload2.jpg|thumb|none|600px|Smacking the bolt release.]]&lt;br /&gt;
[[File:Knights Armament SR25 ECC.jpg|thumb|none|450px|Knight's Armament SR-25 Enhanced Combat Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII SR-25 ECC (1).jpg|thumb|none|600px|An ECC style build, with the &amp;quot;HMW-20&amp;quot; scope.]]&lt;br /&gt;
&lt;br /&gt;
==M24 SWS==&lt;br /&gt;
The [[M24 SWS]] returns from ''Modern Warfare'' as the &amp;quot;SP-R 208&amp;quot; marksman rifle, this time chambered in 7.62x51mm NATO.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SPR208.jpg|thumb|none|600px|The M24 with a black stock in the loadout screen.]]&lt;br /&gt;
[[File:MWII M24 (1).jpg|thumb|none|600px|The M24 rifle with the &amp;quot;FTac Locus SP&amp;quot; scope equipped in-game.]]&lt;br /&gt;
[[File:MWII M24 (2).jpg|thumb|none|600px|Aiming skyward with the optic.]]&lt;br /&gt;
[[File:MWII M24 (3).jpg|thumb|none|600px|Working the M24's bolt.]]&lt;br /&gt;
[[File:MWII M24 (4).jpg|thumb|none|600px|Performing a fast reload, knocking out the spent magazine with a new one.]]&lt;br /&gt;
[[File:MWII M24 (5).jpg|thumb|none|600px|Palming in the new one.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 700 (in custom chassis)==&lt;br /&gt;
The &amp;quot;SA-B 50&amp;quot; marksman rifle is a [[Remington Model 700]] variant in a custom chassis, which is the &amp;quot;XRK SP-LITE 208 Blitz&amp;quot; chassis from ''Modern Warfare'' combined with the buttstock of MW's &amp;quot;XRK SP-TAC 208 Ultimate&amp;quot; chassis. The resulting model has a short barrel reminiscent of the Remington 700 PCR SBR, a stylized-to-fit MDT chassis similar to the Israeli-modernized M24, and a stock of the Remington 700 PCR Enhanced. Contrary to its name, which would suggest it is chambered in .50 BMG, the rifle is instead chambered in .308 Winchester, befitting its status as a civilian rifle.&lt;br /&gt;
[[File:MW22 SAB50.jpg|thumb|none|600px|The &amp;quot;SA-B 50&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:MWII-M24-1.jpg|thumb|none|600px|Ghost is seen with the &amp;quot;SA-B 50&amp;quot; in the reveal trailer.]]&lt;br /&gt;
[[File:MWII M24 PCR (1).jpg|thumb|none|600px|Inspecting cross-border cargo with the custom Remington 700 variant.]]&lt;br /&gt;
[[File:MWII M24 PCR (2).jpg|thumb|none|600px|Holding up the suspicious box stack with the meager receiver-radius iron sights.]]&lt;br /&gt;
[[File:MWII M24 PCR (3).jpg|thumb|none|600px|Inspecting the extended mags this variant comes standard with. Note the unused space between the back of the mag and the feed lips, compared to the .300 caliber mags seen below.]]&lt;br /&gt;
[[File:MWII M24 PCR (4).jpg|thumb|none|600px|The M700 mid-recoil, with the striker forward.]]&lt;br /&gt;
[[File:MWII M24 PCR (5).jpg|thumb|none|600px|The R700 variants' standard right hand reload.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Mk 13 Mod 0==&lt;br /&gt;
A stylized [[Remington Mk 13 Mod 0]] appears in the sniper rifles class as the &amp;quot;LA-B 330&amp;quot;. This is essentially the &amp;quot;ZLR SP-R Overseer&amp;quot; chassis from ''Modern Warfare''. The name appears to imply that this is supposed to be a Long Action receiver, which is correct for the Remington Mk 13 Mod 0. It can be identified by the McMillan A2 stock, the .300 Winchester Magnum chambering and the fact that it appears as a variant to the aforementioned [[M24 SWS]] due to both using the action of the [[Remington Model 700]].&lt;br /&gt;
[[File:AmericanSniperMk13.jpg|thumb|none|500px|Screen-used stunt Mk 13 Mod 0 used in the film ''[[American Sniper]]''. Image from Prop Store of London.]]&lt;br /&gt;
[[File:MW22 LAB330.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MWII R700LA (1).jpg|thumb|none|600px|Gromsko with the first long-action Remington variant on the El Asilo map. Despite the name, it's not a remake of ''World At War'''s Asylum.]]&lt;br /&gt;
[[File:MWII R700LA (2).jpg|thumb|none|600px|Aiming with the &amp;quot;SP-X&amp;quot; scope this and the M2010 below come standard with, including the odd three scope mount rings from the previous game.]]&lt;br /&gt;
[[File:MWII R700LA (3).jpg|thumb|none|600px|Handling the .300 Winchester Magnum magazine on the reload.]]&lt;br /&gt;
[[File:MWII R700LA (4).jpg|thumb|none|600px|And inspecting the chamber.]]&lt;br /&gt;
[[File:MWII R700LA (5).jpg|thumb|none|600px|Reloading the pseudo Mk 13 - right handing out the mag.]]&lt;br /&gt;
[[File:MWII R700LA (6).jpg|thumb|none|600px|Chambering from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Remington M2010 Enhanced Sniper Rifle==&lt;br /&gt;
The [[Remington M2010 Enhanced Sniper Rifle]] is available as the &amp;quot;SP-X 80&amp;quot;.&lt;br /&gt;
[[File:XM2010.jpg|thumb|none|450px|Remington M2010 Enhanced Sniper Rifle with AAC Titan sound suppressor and Harris bipod - .300 Winchester Magnum]]&lt;br /&gt;
[[File:MW2 ESR.jpg|thumb|none|600px|The M2010 in the loadout screen.]]&lt;br /&gt;
[[File:MWII M2010 (1).jpg|thumb|none|600px|An M2010 ESR out on the familiar ground of Dome, standing in for ''MW3'''s Remington MSR.]]&lt;br /&gt;
[[File:MWII M2010 (2).jpg|thumb|none|600px|Inspecting the full length .300 cartridges in the magazine.]]&lt;br /&gt;
[[File:MWII M2010 (3).jpg|thumb|none|600px|The fast knocking-out reload on the M2010.]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
The [[Walther WA 2000]] was added in Season 5 as the &amp;quot;Carrack .300&amp;quot;. The model depicted is a hybrid of the first and second generation models, featuring the muzzle device of the former and stock design of the latter (with an added rear monopod). The &amp;quot;Carrack Palm&amp;quot; attachment adds the rifle's otherwise-missing palm rest. Like the game's M200 Intervention, the WA 2000 can deploy its integrated bipod through use of a barrel attachment. The “30&amp;quot; Flintline” barrel gives the rifle the second generation WA 2000 barrel length and flash hider, and likewise features a version with the bipod deployed. The rifle's scope comes in two variations, default having a flipped open lens cover (as in ''MW2''), while an unlockable version replaces this with a rubber eye piece (which provides a full-screen style view). As with all of the other default optics in the game, these can be equipped on other sniper rifles as well.&lt;br /&gt;
&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|none|450px|Walther WA 2000, first version - .308 Winchester]]&lt;br /&gt;
[[File:Wa2000 second variant.jpg|thumb|none|450px|Walther WA 2000, second version]]&lt;br /&gt;
[[File:Mwiiwa2k1.jpg|thumb|none|600px|Holding the WA 2000 on the Punta Mar map. When spawning with the rifle, the character will pop the scope cover, a nice callback to the original ''MW2'' (although sadly the cover is missing the &amp;quot;Mr. Yuck&amp;quot; face). Equipping any other optic will replace this with chambering the rifle.]]&lt;br /&gt;
[[File:Mwiiwa2k2.jpg|thumb|none|600px|Chamber checking. Note that the gun appears to be mistakenly set to safe.]]&lt;br /&gt;
[[File:Mwiiwa2k4.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:Mwiiwa2k5.jpg|thumb|none|600px|Pulling the charging handle on empty. For the &amp;quot;fast hands&amp;quot; reload, the character uses a palm-up technique.]]&lt;br /&gt;
[[File:Mwiiwa2k7.jpg|thumb|none|600px|Chamber checking on empty, running the action several times.]]&lt;br /&gt;
[[File:Mwiiwa2k8.jpg|thumb|none|600px|Note that the bolt is animated and can be seen rotating during this. The little sliding dust cover on the side of the bolt is also animated, best seen during the inspect animation.]]&lt;br /&gt;
[[File:Mwiiwa2k6.jpg|thumb|none|600px|Loading a new magazine into a WA 2000 equipped with the “30&amp;quot; Flintline” barrel.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The handheld [[Dillon Aero M134 Minigun]] from ''Modern Warfare'' returns as the Juggernaut's primary weapon, fitted with a laser sight for aiming. In certain events (the Shadow Siege limited-time event to name one), the weapon carries 200 rounds, which can be reloaded with unlimited spare ammo.&lt;br /&gt;
&lt;br /&gt;
An unusable Minigun with a slotted flash hider can be found inside a building in the campaign mission &amp;quot;Kill or Capture&amp;quot;.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mwiiminigun1.jpg|thumb|none|600px|Holding the gun recently acquired from a Juggernaut. The Juggernaut has infinite ammunition in most cases. When the Minigun is picked up, however, it will always have 300 rounds.]]&lt;br /&gt;
[[File:Mwiiminigun2.jpg|thumb|none|600px|Mid mantling with the gun, showing the grip assembly and label on the receiver. Somehow the tiny belt holds 300 rounds.]]&lt;br /&gt;
[[File:Mwiijugg1.jpg|thumb|none|600px|The Juggernaut with the Minigun. The belt is somewhat misaligned due to having physics.]]&lt;br /&gt;
[[File:Mwiijugg4.jpg|thumb|none|600px|Closeup of the muzzle. The laser module activates when &amp;quot;aiming&amp;quot; the gun.]]&lt;br /&gt;
[[File:Mwiijugg2.jpg|thumb|none|600px|Side view showing the grip assembly and feed. If the backpack of the Juggernaut is destroyed, several belts of ammunition will dangle out from it. The minigun will still operate, however.]]&lt;br /&gt;
[[File:M134D.jpg|thumb|none|450px|Dillon Aero M134D with slotted flash hider - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mwiiminigunslotted.jpg|thumb|none|600px|The aforementioned minigun with slotted flash hider in the mission &amp;quot;Kill or Capture&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FightLite MCR==&lt;br /&gt;
A tan [[Ares Shrike#Ares-16 AMG|FightLite MCR]] appears in-game as the &amp;quot;556 Icarus.&amp;quot; The MCR is commonly used by Shadow Company as their standard LMG. The &amp;quot;Icarus&amp;quot; name is likely derived from the manufacturer's original name &amp;quot;Ares;&amp;quot; as both are figures from Greek mythology.&lt;br /&gt;
[[File:Ares-16 AMG.jpg|thumb|none|450px|Ares-16 AMG/FightLite MCR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCR.jpg|thumb|none|600px|The MCR in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The FightLite MCR upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, sandwiched between the carbine and the AR-57 upper.]]&lt;br /&gt;
[[File:MCR MWII idle.jpg|thumb|none|600px|A KORTAC soldier wields his Fightlite MCR within the confines of a former factory turned training facility.]]&lt;br /&gt;
[[File:MCR MWII ADS.jpg|thumb|none|600px|Aiming through the iron sights.]]&lt;br /&gt;
[[File:MCR MWII inspect.jpg|thumb|none|600px|Inspecting the MCR.]]&lt;br /&gt;
[[File:MCR MWII inspect2.jpg|thumb|none|600px|The player character admires the ejection port.]]&lt;br /&gt;
[[File:MCR MWII inspect3.jpg|thumb|none|600px|Inspecting the ammo belt.]]&lt;br /&gt;
[[File:MCR MWII reload1.jpg|thumb|none|600px|Reloading the machine gun by opening the top cover.]]&lt;br /&gt;
[[File:MCR MWII reload2.jpg|thumb|none|600px|Inserting a new belt box into the magwell.]]&lt;br /&gt;
[[File:MCR MWII reload3.jpg|thumb|none|600px|Slipping the belt into the feed tray.]]&lt;br /&gt;
[[File:MCR MWII reload4.jpg|thumb|none|600px|...then closing the dust cover forcefully. Reloading from empty involves the same, with the addition of the player character racking the charging handle after replacing the belt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21]] appears in-game as the &amp;quot;RAPP H&amp;quot;. It has a stylized handguard and barrel, and incorrectly has the aforementioned [[PTR 9KT]]-style trigger group (this time with normal S-E-F markings), though it can be fitted with a more appropriate Navy-style trigger group with the &amp;quot;LMK64 Grip&amp;quot; attachment. It is also correctly depicted as a closed-bolt weapon, having no trigger delay compared to the open-bolt machine guns in the game.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it's correctly used by the Mexican Army.&lt;br /&gt;
[[File:HK21MachineGun.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 hk21 (11).jpg|none|600px|thumb|The HK21's left side in the gunsmith screen screen.]]&lt;br /&gt;
[[File:Mw22 hk21 (12).jpg|none|600px|thumb|Right side.]]&lt;br /&gt;
[[File:Mw22 hk21 (1).jpg|none|600px|thumb|Holding the HK21.]]&lt;br /&gt;
[[File:Mw22 hk21 (2).jpg|none|600px|thumb|ADS'ing with the HK21. No, the sights are not misaligned, it's just the incredibly high sway many weapons in MWII have.]]&lt;br /&gt;
[[File:Mw22 hk21 (3).jpg|none|600px|thumb|Inspecting the belt box and feed system.]]&lt;br /&gt;
[[File:Mw22 hk21 (5).jpg|none|600px|thumb|Reloading starts with locking the bolt back, opening the feed tray and removing the belt box.]]&lt;br /&gt;
[[File:Mw22 hk21 (6).jpg|none|600px|thumb|Inserting a new belt.]]&lt;br /&gt;
[[File:Mw22 hk21 (7).jpg|none|600px|thumb|Giving the charging handle a big slap.]]&lt;br /&gt;
[[File:Mw22 hk21 (9).jpg|none|600px|thumb|Reloading with Fast Hands skips the opening of the feed tray and the operator just opts to pass the guiding tab of the belt through the receiver...]]&lt;br /&gt;
[[File:Mw22 hk21 (10).jpg|none|600px|thumb|...and sadly doesn't slap the charging handle with much energy anymore.]]&lt;br /&gt;
&lt;br /&gt;
===Vollmer HK51-B===&lt;br /&gt;
A [[Vollmer HK51-B]] lookalike can be built with the short “10.6&amp;quot; Lachstrike Barrel.”&lt;br /&gt;
[[file:HK51-b.jpg|thumb|none|450px|Vollmer HK51-B without ammunition belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII HK51-B (0).jpg|thumb|none|600px|The shorty HK51 with the 100-round belt box and standard style stock.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Negev NG7==&lt;br /&gt;
The [[IWI Negev NG7]] appears in-game as the &amp;quot;SAKIN MG38.&amp;quot; It is relatively uncommon in the story, though one is present in the bed of Price's truck during &amp;quot;Violence and Timing.&amp;quot;&lt;br /&gt;
[[File:IWI Negev NG7.jpg|thumb|none|450px|IWI Negev NG7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 NEGEVV.jpg|thumb|none|600px|The Negev in the loadout screen.]]&lt;br /&gt;
[[File:Negev MWII inspect1.jpg|thumb|none|600px|Hoisting up the Negev NG7 with the carrying handle. It is charged in its initial deployment animation.]]&lt;br /&gt;
[[File:Negev MWII idle.jpg|thumb|none|600px|The player character wielding the Negev on La Casa.]]&lt;br /&gt;
[[File:Negev MWII ADS.jpg|thumb|none|600px|Aiming through the Negev's sights.]]&lt;br /&gt;
[[File:Negev MWII inspect2.jpg|thumb|none|600px|Popping open the tray cover on its inspect animation.]]&lt;br /&gt;
[[File:Negev MWII inspect3.jpg|thumb|none|600px|And taking a look at the Negev's right side.]]&lt;br /&gt;
[[File:Negev MWII reload1.jpg|thumb|none|600px|Reloading the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload2.jpg|thumb|none|600px|Inserting a new belt box of ammo.]]&lt;br /&gt;
[[File:Negev MWII reload3.jpg|thumb|none|600px|Sliding in the fresh belt of ammo.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] is available in the game. It appears to be a Romanian clone, the PM md. 64, noted by the carrying handle and the ribbed receiver cover. Customization options include [[AKM]]-style barrels and stocks, giving it a similar appearance to certain RPK-receiver style AKs such as the Molot Vepr FM 7.62x39 or Century Arms BFT47, ribbed top cover and other details aside. The RPK only fires in full-auto in-game; the selector lever cannot be set to semi-auto unlike the other AK variants. Originally, when equipping the RPK's unique bipod attachment (which simply deploys the bipod) the gun would also gain an unnecessary picatinny rail under the handguard (presumably due to being in the underbarrel slot, like foregrips), however this was fixed with the Season 3 Reloaded update.&lt;br /&gt;
[[File:AES 10B.jpg|thumb|none|450px|Century Arms AES 10B - 7.62x39mm. This is a US import version of the Romanian PM md. 64]]&lt;br /&gt;
[[File:MW22 RPK.jpg|thumb|none|600px|The RPK in the loadout screen. Why this gun was given its real name and the other rifles in its family were called &amp;quot;Kastov&amp;quot; is a mystery, unless the &amp;quot;K&amp;quot; stands for &amp;quot;Kastov&amp;quot; rather than &amp;quot;Kalashnikov&amp;quot;.]]&lt;br /&gt;
[[File:RPK MWII idle.jpg|thumb|none|600px|The player character keeping his RPK at the ready.]]&lt;br /&gt;
[[File:RPK MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:RPK MWII inspect2.jpg|thumb|none|600px|Inspecting the RPK, the player character takes a peek at the contents of its drum magazine (incendiary 7.62x39mm rounds).]]&lt;br /&gt;
[[File:RPK MWII inspect3.jpg|thumb|none|600px|As with most of the guns in Modern Warfare II, the inspect animation is capped off with a brass check.]]&lt;br /&gt;
[[File:RPK MWII reload1.jpg|thumb|none|600px|Removing a half empty magazine.]]&lt;br /&gt;
[[File:RPK MWII firing.jpg|thumb|none|600px|Unloading said incendiary rounds into a yellow delivery van.]]&lt;br /&gt;
[[File:RPK MWII reload3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:MWII RPK AK (1).jpg|thumb|none|600px|Gunsmith preview of the RPK converted into a 4.5mm bulged trunnion AK rifle.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MG 338==&lt;br /&gt;
The [[SIG-Sauer MG 338]]'s 2020 prototype returns from ''Modern Warfare'', still named the &amp;quot;RAAL MG&amp;quot; (which stands for Reconnaissance Auxiliary Assault Lightweight Machine Gun). It uses essentially the same model from the previous game complete with the SIG-Sauer LMG-6.8 style stock and the A2 grip.&lt;br /&gt;
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]]&lt;br /&gt;
[[File:SIG LMG 6.8.jpg|thumb|none|450px|SIG-Sauer LMG-6.8 (2020 prototype) - 6.8x51mm FURY. Image used as a reference for the stock.]]&lt;br /&gt;
[[File:MW22 MG338.jpg|thumb|none|600px|The MG 338 in the loadout screen. It is the ''Modern Warfare'' model recycled with the only rework being a white body/black elements and the markings of the fictional manufacturer &amp;quot;EXPEDITE&amp;quot;.]]&lt;br /&gt;
[[File:MG338 MWII idle.jpg|thumb|none|600px|The player character wielding his SIG MG 338 on the &amp;quot;Farm 18&amp;quot; map.]]&lt;br /&gt;
[[File:MG338 MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MG338 MWII inspect1.jpg|thumb|none|600px|Inspecting the MG 338 by popping the top cover open.]]&lt;br /&gt;
[[File:MG338 MWII inspect2.jpg|thumb|none|600px|Inspecting the left hand side of the machine gun.]]&lt;br /&gt;
[[File:MG338 MWII inspect3.jpg|thumb|none|600px|Inspecting the right hand side.]]&lt;br /&gt;
[[File:MG338 MWII reload1.jpg|thumb|none|600px|Reloading the machine gun, first by racking the charging handle...]]&lt;br /&gt;
[[File:MG338 MWII reload2.jpg|thumb|none|600px|Flipping the feed tray to clear stray links.]]&lt;br /&gt;
[[File:MG338 MWII reload3.jpg|thumb|none|600px|Removing the belt box.]]&lt;br /&gt;
[[File:MG338 MWII reload4.jpg|thumb|none|600px|Closing the top cover on the new belt.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR-T==&lt;br /&gt;
The [[Steyr AUG HBAR|Steyr AUG HBAR-T]] appears in the game as the &amp;quot;HCR 56&amp;quot;, and is incorrectly depicted with an AUG A3's bolt release. It feeds by default from the same 60-round magazines that were available for it in ''Modern Warfare'', which are based on the Magpul D60 drum, however these seem to be non-STANAG/AUG-adapted as the magazines all don't have the cutout for the magazine catch to interface with. It can also equip a fictional non-STANAG polymer MAG5-100 as well as the 42 round HBAR magazine and 30 round standard AUG magazine.&lt;br /&gt;
[[File:Hbar.jpg|thumb|none|450px|Steyr AUG HBAR-T - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG HBAR.jpg|none|thumb|600px|The AUG HBAR-T in the loadout screen.]]&lt;br /&gt;
[[File:MWII AUG HBAR (1).jpg|thumb|none|600px|Charging the AUG HBAR in its equip animation.]]&lt;br /&gt;
[[File:MWII AUG HBAR (2).jpg|thumb|none|600px|The &amp;quot;HCR 56&amp;quot; in idle.]]&lt;br /&gt;
[[File:MWII AUG HBAR (3).jpg|thumb|none|600px|Reloading the D60-esque drum mag. Note the lack of the STANAG cutout for the magazine catch on the left hand side of the drum mag's tower.]]&lt;br /&gt;
[[File:MWII AUG HBAR (4).jpg|thumb|none|600px|By default, the operator thumps the bolt release on empty reloads. The 42-round mag reloads akin the standard AUG A3.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
Having the underbarrel grenade launcher attached will replace the alternate firing mode (either semi-auto on most weapons or full-auto on some battle rifles) with the grenade launcher mode if available. Picking up a weapon with a UBGL attached or switching to it in the campaign designates the grenade launcher as the &amp;quot;M203&amp;quot;, regardless of what model of grenade launcher actually is. The same applies to multiplayer, though it is referred to as &amp;quot;KL40-M2&amp;quot; (GP-25).&lt;br /&gt;
&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] returns as the &amp;quot;STRELA-P&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:MWII M4 CG (0).jpg|thumb|none|600px|A preview of the Carl Gustaf, as seen in the launcher camo customization tab.]]&lt;br /&gt;
[[File:Mwiicg1.jpg|thumb|none|600px|A Shadow Company soldier holds the Carl Gustaf at a Black site. The weapon has remained mostly the same since Modern Warfare 2019.]]&lt;br /&gt;
[[File:Mwiicginsp2.jpg|thumb|none|600px|Inspecting the launcher reveals a reflex sight is also attached (though it is still unusable).]]&lt;br /&gt;
[[File:Mwiicg2.jpg|thumb|none|600px|Aiming down the scope, which is possibly inspired by the Aimpoint FCS13RE.]]&lt;br /&gt;
[[File:Mwiicgaiming.jpg|thumb|none|600px|A US soldier aims the launcher. The warhead seems more forward than in reality.]]&lt;br /&gt;
[[File:Mwiicg4.jpg|thumb|none|600px|Unlocking the rear.]]&lt;br /&gt;
[[File:Mwiicgreload3rd1.jpg|thumb|none|600px|Dumping a spent round.]]&lt;br /&gt;
[[File:Mwiicg6.jpg|thumb|none|600px|Loading a new 84mm round.]]&lt;br /&gt;
[[File:Mwiicgreload3rd2.jpg|thumb|none|600px|Ditto. Slightly off screen is the recently fired empty casing.]]&lt;br /&gt;
[[File:Mwiicg3.jpg|thumb|none|600px|Locking the latch.]]&lt;br /&gt;
[[File:Mwiicgempty.jpg|thumb|none|600px|No matter if the player character has ammo or not for the launcher, the inspect animation unfortunately remains the same. An unfired round is depicted even when the player is out of ammunition.]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The stylized [[FGM-148 Javelin]] returns as the &amp;quot;JOKR&amp;quot;.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|450px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU - 127mm]]&lt;br /&gt;
[[File:MWII FGM-148 (0).jpg|thumb|none|600px|Right side view of the Javelin system.]]&lt;br /&gt;
[[File:Mwiijav1.jpg|thumb|none|600px|Holding the Javelin.]]&lt;br /&gt;
[[File:Mwiijav2.jpg|thumb|none|600px|Inspect animation.]]&lt;br /&gt;
[[File:Mwiijav5.jpg|thumb|none|600px|Using the lock-on system.]]&lt;br /&gt;
[[File:Mwiijav8.jpg|thumb|none|600px|Ditto, but third person perspective.]]&lt;br /&gt;
[[File:Mwiijav6.jpg|thumb|none|600px|&amp;quot;One away!&amp;quot;.]]&lt;br /&gt;
[[File:Mwiijav7.jpg|thumb|none|600px|'''''Muzzle loading''''' the Javelin. For some reason this was carried over from Modern Warfare 2019.]]&lt;br /&gt;
[[File:Mwiijav3.jpg|thumb|none|600px|Once more using the Javelin as a very, very expensive melee weapon. This time on some piñatas.]]&lt;br /&gt;
[[File:Mwiijav4.jpg|thumb|none|600px|When swapping weapons, the operator will use the top carry handle.]]&lt;br /&gt;
&lt;br /&gt;
==FN40GL==&lt;br /&gt;
The [[FN40GL]] appears as the underbarrel grenade launcher option for the SCAR-L and SCAR-H, identified as &amp;quot;Hellscream 40mm&amp;quot; in the Gunsmith.&lt;br /&gt;
[[File:Scar-L std 40gl.jpg|thumb|none|450px|FN40GL mounted on a SCAR-L - 40x46mm]]&lt;br /&gt;
[[File:MWII FN40GL (0).jpg|thumb|none|600px|The SCAR-L/FN40GL combo in Gunsmith.]]&lt;br /&gt;
[[File:Mwiifn401.jpg|thumb|none|600px|Inspecting a SCAR-H with the FN40GL.]]&lt;br /&gt;
[[File:Mwiifn402.jpg|thumb|none|600px|Inspecting a SCAR-L with the FN40GL.]]&lt;br /&gt;
[[File:Mwiifn404.jpg|thumb|none|600px|Checking the 40 mike mike. This animation is used for regular and empty reloads due to not showing the warhead.]]&lt;br /&gt;
[[File:Mwiifn403.jpg|thumb|none|600px|Holding the launcher at the ready.]]&lt;br /&gt;
[[File:Mwiifn405.jpg|thumb|none|600px|After ejecting a spent casing.]]&lt;br /&gt;
[[File:Mwiifn406.jpg|thumb|none|600px|Loading a new round.]]&lt;br /&gt;
[[File:Mwiifn40gldrill1.jpg|thumb|none|600px|Loading a &amp;quot;Drill Charge&amp;quot; round.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
A stylized [[GP-25]] appears as the underbarrel grenade launcher option for the AK-103, AK-105, and Vepr-12, under the name &amp;quot;KL40-M2&amp;quot;.&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:MWII GP-25 (0).jpg|thumb|none|600px|Closeup of the GP-25 underneath an AKMS mockup.]]&lt;br /&gt;
[[File:Mwiigp251.jpg|thumb|none|600px|Mounted on an AKM mockup.]]&lt;br /&gt;
[[File:Mwiigp252.jpg|thumb|none|600px|Left side of the launcher.]]&lt;br /&gt;
[[File:Mwiigp253.jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:Mwiigp254.jpg|thumb|none|600px|Holding the GP-25 at the ready.]]&lt;br /&gt;
[[File:Mwiigp255.jpg|thumb|none|600px|Dropping a new VOG-25P into the launcher (though the grenade behaves like a normal VOG-25).]]&lt;br /&gt;
[[File:Mwiigp25drillcharge.jpg|thumb|none|600px|Loading a &amp;quot;Drill Charge&amp;quot; round, which is the 40x46mm model used on the other 40mm launchers instead of a 40x103mm caseless style round.]]&lt;br /&gt;
[[File:Mwiigp25akalt.jpg|thumb|none|600px|The GP-25 on a railed mounting.]]&lt;br /&gt;
[[File:Mwiigp25vepr.jpg|thumb|none|600px|Mounted under a railed Vepr(!).]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Flare Pistol==&lt;br /&gt;
A fictional hybrid flare pistol seemingly mostly based on the [[Orion Flare Gun]] (with the grips of the 12-gauge version, but sized more similarly to the 25mm variant, and with parts of both variants' color schemes), with elements of the [[Webley &amp;amp; Scott No. 1 Mk. V]] (namely the trigger guard and the rounding on the front of the frame), and an overhanging breech similar to the [[Webley &amp;amp; Scott No. 3 Mk. I]] is available in Warzone, where it is used to signal for the re-deployment of teammates.&lt;br /&gt;
[[File:Orion Flare gun.jpg|thumb|none|350px|Orion Flare Gun - 12 gauge]]&lt;br /&gt;
[[File:ORION 25mm.jpg|thumb|none|350px|Orion Flare Gun - 25mm]]&lt;br /&gt;
[[File:British-No1-MkV-Flare.jpg|thumb|none|350px|Webley &amp;amp; Scott No. I Mk. V - 1 inch]]&lt;br /&gt;
[[File:Webley No 3 Mk 1.jpg|thumb|none|350px|Webley &amp;amp; Scott No. 3 Mk. I - 1 inch]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher is available as an underbarrel option for the &amp;quot;M4&amp;quot;, M16, both MCX variants, &amp;quot;FTac Recon&amp;quot;, RM277, and SR-25, under the name &amp;quot;SPW 40mm&amp;quot;.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[File:MWII M203 (0).jpg|thumb|none|600px|The LMT M203 attached to the M16, which gives it the classic heat shields.]]&lt;br /&gt;
[[File:Mwiilmt2031.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:Mwiim2034.jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:Mwiim2033.jpg|thumb|none|600px|Checking the round.]]&lt;br /&gt;
[[File:Mwiilmt2030.jpg|thumb|none|600px|Holding an M16 with the M203 at the ready. The leaf sight sadly isn't usable.]]&lt;br /&gt;
[[File:Mwiilmt2032.jpg|thumb|none|600px|Dumping the empty case.]]&lt;br /&gt;
[[File:Mwiim2036.jpg|thumb|none|600px|Loading a new 40mm.]]&lt;br /&gt;
[[File:Mwiilmt2035.jpg|thumb|none|600px|About to close the breach. Unlike the “Hightower 20&amp;quot; Barrel” giving the platform M16 heatshields when equipped with the M203, the platform sadly doesn't get a KAC mounting when using the “14&amp;quot; Carbine Shroud” with the M203. The launcher instead is just mounted on to the rail system.]]&lt;br /&gt;
[[File:Mwiilmt2034.jpg|thumb|none|600px|Loading a 40mm 'Drill Charge&amp;quot; round.]]&lt;br /&gt;
&lt;br /&gt;
==Madbull XM203==&lt;br /&gt;
The same Madbull XM203/ISTEC ISL-200 hybrid from ''Modern Warfare'' appears as the &amp;quot;TL40 Fire Drake&amp;quot;, and is available for the AUG A3, HK91, HK93, APC556, VHS-K2, and FAMAS Valorisé.&lt;br /&gt;
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]&lt;br /&gt;
[[File:ISL-200.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]&lt;br /&gt;
[[File:MWII XM203 (0).jpg|thumb|none|600px|The &amp;quot;Fire Drake&amp;quot; launcher on an AUG A3-CQC style build.]]&lt;br /&gt;
[[File:Mwiimadbull2.jpg|thumb|none|600px|Checking the XM203.]]&lt;br /&gt;
[[File:Mwiimadbull3.jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:Mwiimadbull1.jpg|thumb|none|600px|Holding the launcher at the ready.]]&lt;br /&gt;
[[File:Mwiimadbull4.jpg|thumb|none|600px|After ejecting a round.]]&lt;br /&gt;
[[File:Mwiimadbullextra1.jpg|thumb|none|600px|Loading a new 40mm.]]&lt;br /&gt;
[[File:Mwiimadbull3rdp1.jpg|thumb|none|600px|The Madbull opened in 3rd person.]]&lt;br /&gt;
[[File:Mwiifiredrake40mmdrillcharge.jpg|thumb|none|600px|Inspecting a 40mm &amp;quot;Drill Charge&amp;quot; round.]]&lt;br /&gt;
[[File:Mwiimadbullextra2.jpg|thumb|none|600px|Unlike the M203/GP-25, the Madbull seems to mount on all barrel attachments for the weapons it is paired with no matter how short.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor AV-140 MSGL==&lt;br /&gt;
The [[Milkor Mark 14|Milkor AV-140 MSGL]] appears in the campaign as the &amp;quot;REV G-80&amp;quot; (while in Spec Ops, Warzone Battle Royale, DMZ and multiplayer it's named &amp;quot;RGL-80&amp;quot;), firing high-explosive grenades only. As with its ''Modern Warfare'' counterpart, it reloads through the use of a grenade launcher speedloader, regardless of how many grenades were shot prior to reloading. Its designation refers to its revolver-type design and its original design date before its actual development for the SADF, which is 1980. It appears as a rare weapon during the Gun Game gamemode in multiplayer, although not available in other modes.&lt;br /&gt;
&lt;br /&gt;
The AV-140 MSGL is given to Garrick in &amp;quot;Violence and Timing,&amp;quot; and some MSGLs can be found in the watchtower at the end of the &amp;quot;Prison Break&amp;quot; mission.&lt;br /&gt;
[[File:AV-140 MSGL.jpg|thumb|none|400px|Milkor AV-140 MSGL - 40x46mm]]&lt;br /&gt;
[[File:Mwiimglprice.jpg|thumb|none|600px|Price with the Milkor MSGL on his back.]]&lt;br /&gt;
[[File:MWII Gaz MSGL.jpg|thumb|none|600px|''&amp;quot;Sweet heat, Captain!&amp;quot;'' &amp;lt;BR&amp;gt; Gaz receiving a MSGL given to him by Price during the Al-Qatala convoy chase in Al-Mazrah.]]&lt;br /&gt;
[[File:MWII MSGL (1).jpg|thumb|none|600px|The MSGL in first person view.]]&lt;br /&gt;
[[File:Mwiimglextra2.jpg|thumb|none|600px|Inspecting the Milkor in DMZ, the weapon recently liberated from the DMZ boss Velikan.]]&lt;br /&gt;
[[File:Mwiimglextra3.jpg|thumb|none|600px|Inspecting the rounds. Note that even if you have fired all the rounds, the primers will still be unstruck.]]&lt;br /&gt;
[[File:MWII MSGL (2).jpg|thumb|none|600px|Lining up a shot on an AQ truck.]]&lt;br /&gt;
[[File:MWII MSGL (3).jpg|thumb|none|600px|Dumping out the MSGL's cylinder.]]&lt;br /&gt;
[[File:Mwiimglextra5.jpg|thumb|none|600px|Ditto. Note that regardless of how many rounds were fired, they all are depicted as empty cases.]]&lt;br /&gt;
[[File:Mwiimglreload2.jpg|thumb|none|600px|Winding in a new set of 40mm rounds with the XRK branded speedloader.]]&lt;br /&gt;
[[File:Mwiimglextra1.jpg|thumb|none|600px|A better shot of the speedloader in third person.]]&lt;br /&gt;
[[File:Mwiimglextra4.jpg|thumb|none|600px|Tossing the empty speedloader.]]&lt;br /&gt;
[[File:Mwiimglextra.jpg|thumb|none|600px|The end of the reload animation is slightly bugged - the cylinder will disappear for about two frames, revealing the modeled 40mm shells.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is once again featured as a standard rocket launcher in ''MWII'', under the same name. Aiming down the sights now tilt the launcher diagonally as if they are shouldering the weapon, akin to [[Far Cry 3]] and its sequels. It is mainly used by the Las Almas cartel and the Mexican army.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:MWII RPG-7 (0).jpg|thumb|none|600px|Gunsmith view of the RPG-7.]]&lt;br /&gt;
[[File:Mwiirpg71.jpg|thumb|none|600px|An AQ soldier holding the RPG-7 at the US Embassy in Al Mazrah.]]&lt;br /&gt;
[[File:Mwiirpg72.jpg|thumb|none|600px|Inspecting it.]]&lt;br /&gt;
[[File:Mwiirpg73.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
[[File:Mwiirpg7sights.jpg|thumb|none|600px|Iron sights. The front sight has a notch taken out of the middle for some reason.]]&lt;br /&gt;
[[File:Mwiiaqrpg71.jpg|thumb|none|600px|An AQ fighter aims the RPG-7. Note the correct grip, he has his left hand across his chest holding the rear grip and his right hand on the trigger grip.]]&lt;br /&gt;
[[File:Mwiirpg74.jpg|thumb|none|600px|Inserting a new PG-7V rocket. Prior to Season 3 Reloaded (as this is the case with this screenshot), the rocket was lacking the booster charges necessary for propelling it. For ''15'' years since the original ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]'', none of games featured the booster on their renditions of the RPG-7.]]&lt;br /&gt;
[[File:Mwiirp7warheadupdate.jpg|thumb|none|600px|Inserting the updated PG-7V rocket with a green booster screwed on. In the background is the new &amp;quot;Alboran Hatchery&amp;quot; map.]]&lt;br /&gt;
[[File:Mwiirpg75.jpg|thumb|none|600px|Cocking the hammer.]]&lt;br /&gt;
[[File:Mwiirpg76.jpg|thumb|none|600px|Inspecting the empty RPG, hammer uncocked.]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The &amp;quot;PILA&amp;quot;, an [[SA-25]] with an [[SA-14 Gremlin]]'s spherical battery coolant unit, returns from ''Modern Warfare'' with a different style of scope. It retains the dubious ability to reload tubes, and dumbfire and lock on to ground vehicles.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
[[File:MWII SA-25 (0).jpg|thumb|none|600px|Previewing the 9K333 launcher.]]&lt;br /&gt;
[[File:Mwii9k3331.jpg|thumb|none|600px|Holding the launcher.]]&lt;br /&gt;
[[File:Mwii9k3332.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:Mwii9k3333.jpg|thumb|none|600px|Top/right.]]&lt;br /&gt;
[[File:Mwii9k3334.jpg|thumb|none|600px|Aiming down the scope. The white box in the middle turns red when a target is locked.]]&lt;br /&gt;
[[File:Mwii9k3337.jpg|thumb|none|600px|Also aiming. The head of the missile is visible here.]]&lt;br /&gt;
[[File:Mwii9k3338.jpg|thumb|none|600px|About to load a new missile. The length of the missile extends way past the top of the image.]]&lt;br /&gt;
[[File:Mwii9k3336.jpg|thumb|none|600px|Giving the end a final push down.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
As with ''Modern Warfare'', the &amp;quot;Flash Grenade&amp;quot; in the game is a [[Model 7290 flashbang grenade]]. Many of the playable operators are depicted with this grenade, either in a pouch or hanging from their webbing with elastic bands attached. Picking up the flashbang in the campaign incorrectly dubs it as the &amp;quot;[[M84 stun grenade|M84 Flash]]&amp;quot;. Toggling the &amp;quot;Inverted Flash&amp;quot; option on in the game's settings will make the screen go black when flashed, as opposed to white in its original function.&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
[[File:Mwiiflashgrenadeloadout.jpg|thumb|none|600px|The Flashbang in the loadout screen.]]&lt;br /&gt;
[[File:Mwiiflashbang1.jpg|thumb|none|600px|The player character about to remove the safety pin with his thumb.]]&lt;br /&gt;
[[File:Mwiiflashbang2.jpg|thumb|none|600px|Removed.]]&lt;br /&gt;
[[File:Mwiiflashbang3.jpg|thumb|none|600px|Holding the grenade at the ready, clasping the spoon. These animations are shared for almost all of the &amp;quot;tactical grenades&amp;quot;, save for the Shock Stick and Snapshot Grenade.]]&lt;br /&gt;
[[File:Mwiiflashoperator1.jpg|thumb|none|600px|Operator Horangi with two grenades on his person.]]&lt;br /&gt;
&lt;br /&gt;
==Mk.V CN Gas Grenade==&lt;br /&gt;
Using the same model as with the previous installment, a modernized depiction of the American [[Mk.V CN Gas Grenade]] appears in multiplayer as the &amp;quot;Gas Grenade&amp;quot;.&lt;br /&gt;
[[File:GasGrenadeMk.jpg|thumb|none|150px|Mk.V CN Gas Grenade.]]&lt;br /&gt;
[[File:Mwiicsgasloadout.jpg|thumb|none|600px|The Gas Grenade in the loadout screen.]]&lt;br /&gt;
[[File:Mwiigasgrenade1.jpg|thumb|none|600px|Holding the Mk.V.]]&lt;br /&gt;
[[File:Mwiigasgrenade2.jpg|thumb|none|600px|Flicking the pin out.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
An [[M18 Smoke Grenade]] is seen on the default skin of operator Fender.&lt;br /&gt;
&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[File:Mwiigromskothehungerm18smoke.jpg|thumb|none|600px|Several green cased M18 White smoke grenades on Gromsko's &amp;quot;The Hunger&amp;quot; skin webbing.]]&lt;br /&gt;
&lt;br /&gt;
==M88 HC Røyk Hånd Granat==&lt;br /&gt;
The Norwegian [https://www.pinterest.com/pin/708261478873120187/ M88 HC Røyk Hånd Granat] appears in multiplayer as the &amp;quot;Smoke Grenade&amp;quot;. As with the M18 Smoke Grenade before, it is also used to mark locations for some killstreaks/scorestreaks.&lt;br /&gt;
[[File:Mwiim18smokeloadout.jpg|thumb|none|600px|The M88 HC Røyk Hånd Granat in the loadout screen. Note the rather simplified Norwegian label compared to the real thing and the fictionalized &amp;quot;N78&amp;quot; designation with the N possibly hinting at its Norwegian origin.]]&lt;br /&gt;
[[File:Mwiim181.jpg|thumb|none|600px|Mid animation of flicking the pin out.]]&lt;br /&gt;
[[File:Mwiim183.jpg|thumb|none|600px|Clasping the spoon.]]&lt;br /&gt;
[[File:Mwiim18carepackage.jpg|thumb|none|600px|A red &amp;quot;N78&amp;quot; deployed for a care package.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
A fictionalized [[M67 Hand Grenade]] with a different fuse design resembling [[RGO/RGN fragmentation grenade|RGO/RGN]] is featured in the game as the &amp;quot;Frag Grenade&amp;quot;. Picking up the frag grenade in the campaign refers to it as &amp;quot;M67 Frag&amp;quot;.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:RGN.jpg|thumb|none|200px|RGN frag grenade]]&lt;br /&gt;
[[File:Mwiim67loadout.jpg|thumb|none|600px|The M67 in the loadout screen.]]&lt;br /&gt;
[[File:Mwiim671alt.jpg|thumb|none|600px|&amp;quot;When the pin is pulled, Mr. Grenade is not our friend.&amp;quot;]]&lt;br /&gt;
[[File:Mwiim672.jpg|thumb|none|600px|The striker doesn't appear to be in the fired position, an issue carried over from Modern Warfare 2019.]]&lt;br /&gt;
[[File:Mwiiammobox.jpg|thumb|none|600px|The &amp;quot;Munitions Box&amp;quot; &amp;quot;Field Upgrade&amp;quot; returns from Modern Warfare 2019, with six of the grenades in it.]]&lt;br /&gt;
[[File:Mwiilunam67.jpg|thumb|none|600px|Operator Luna with the grenade on her chest rig.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
A fictionalized [[M18A1 Claymore]] using tripod legs instead of fold-open scissor-legs is featured in the game as the &amp;quot;Claymore&amp;quot;, once again using laser tripwire detonators.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:Mwiim18explosive1.jpg|thumb|none|600px|Holding the Claymore.]]&lt;br /&gt;
[[File:Mwiiclaymore3.jpg|thumb|none|600px|The Claymore deployed. The &amp;quot;Front Toward Enemy&amp;quot; text is duplicated on either side.]]&lt;br /&gt;
[[File:Mwiiclaymore4.jpg|thumb|none|600px|Closeup of the text on the back.]]&lt;br /&gt;
&lt;br /&gt;
==M7 Spider==&lt;br /&gt;
A heavily stylized M7 Spider mine is featured as the &amp;quot;Cluster Mine&amp;quot;.&lt;br /&gt;
[[File:M7SpiderMCUwith3MGL.jpg|thumb|none|300px|M7 Spider MCU with 3 MGLs]]&lt;br /&gt;
[[File:Mwiiclusterminekillstreak.jpg|thumb|none|600px|The &amp;quot;Cluster Mine&amp;quot; in the killstreak screen.]]&lt;br /&gt;
[[File:Mwiiclustermine1.jpg|thumb|none|600px|The &amp;quot;Burger Town Operator&amp;quot; holds the mine.]]&lt;br /&gt;
[[File:Mwiiclustermine2.jpg|thumb|none|600px|The base of the mine after deploying it's explosive disks. The main unit also explodes when triggered.]]&lt;br /&gt;
[[File:Mwiiclustermine3.jpg|thumb|none|600px|One of the four explosive disks which somehow landed on the pen tray.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The same fictionalized depiction of the [[M84 stun grenade]] from the previous ''Modern Warfare'' installment is featured in multiplayer as the &amp;quot;Stun Grenade&amp;quot;.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:Mwiistungrenadeloadout.jpg|thumb|none|600px|The M84 in the loadout screen.]]&lt;br /&gt;
[[File:Mwiiconcussion2.jpg|thumb|none|600px|Mid-pull of the pin.]]&lt;br /&gt;
[[File:Mwiiconcussion3.jpg|thumb|none|600px|Holding it at the ready, spoon compressed.]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Bouncing Mine==&lt;br /&gt;
The &amp;quot;Proximity Mine&amp;quot; returns in ''MWII'' with an a similar albeit altered look from the first game. It resembles less of its real-life counterparts as with ''MW19''. It is accurately described as a &amp;quot;proximity-triggered explosive&amp;quot;, as opposed to a &amp;quot;pressure-triggered&amp;quot; explosive in the previous installment.&lt;br /&gt;
[[File:Mwiiproxymineloadout.jpg|thumb|none|600px|The &amp;quot;Proxy Mine&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:Mwiibouncingbetty1.jpg|thumb|none|600px|Holding the mine.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Thermite&amp;quot;==&lt;br /&gt;
The &amp;quot;Thermite&amp;quot; grenade returns from ''MW19'', under a slightly altered model and new texture. They function exactly how they were in ''Modern Warfare''.&lt;br /&gt;
[[File:Mwiithermiteloadout.jpg|thumb|none|600px|The &amp;quot;Thermite&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:Mwiithermite.jpg|thumb|none|600px|Holding the &amp;quot;Thermite&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==AGM-114 Hellfire==&lt;br /&gt;
Just like Modern Warfare 2019, the AGM-114 Hellfire missile appears on the AH-64D Apache Longbow helicopter and a slightly fictionalized Hellfire is also a part of the &amp;quot;Cruise Missile&amp;quot; killstreak, parented to a Storm Shadow/AGM-154 Joint Standoff Weapon hybrid shell. These also appear to be mounted on the wing tips of the &amp;quot;Gunship&amp;quot; killstreak, which might explain the steerable 105mm rounds.&lt;br /&gt;
[[Image:AGM-114 Hellfire anti-tank.jpg|thumb|none|400px|Apache weapon wing - 4x AGM-114 Hellfire ATGM on the left, 19-cell Hydra 70mm FFAR pod on the right.]]&lt;br /&gt;
[[File:Mwiihellfireapache.jpg|thumb|none|600px|An Apache in multiplayer armed with the same configuration as above.]]&lt;br /&gt;
[[File:Mwiihellfireapachecamp.jpg|thumb|none|600px|Closeup in the campaign.]]&lt;br /&gt;
[[File:Mwiihellfireapachecamp2.jpg|thumb|none|600px|Rear.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Various vehicles have turret-mounted [[Browning M2HB]]s, returning from the previous game.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:Mwiiltvrender.jpg|thumb|none|600px|An official render of the &amp;quot;LTV&amp;quot; L-ATV inspired vehicle with an M2.]]&lt;br /&gt;
[[File:MWII M2HB (1).jpg|thumb|none|600px|As with the previous game, the character runs the Browning's action when first manning it, which is the correct military procedure.]]&lt;br /&gt;
[[File:MWII M2HB (2).jpg|thumb|none|600px|Watching some NPC characters perform a cool helo inserting from behind the MRAP inspired M2 turret. Note the machine gun crosshair, still in use for [[Call of Duty (2003)|nineteen years]] and counting.]]&lt;br /&gt;
[[File:Mwiim2bradleymount2b.jpg|thumb|none|600px|The weapon mounted on a Kortac M2A4 Bradley, which has returned from Modern Warfare 2019.]]&lt;br /&gt;
[[File:Mwiim2bradleymount2a.jpg|thumb|none|600px|Other side of the gun, mounted on a Specgru Bradley. Note that unlike in MW2019 where there were two different models, the differences between the two faction's Bradleys is purely the default camo.]]&lt;br /&gt;
[[File:Mwiim2campaign1.jpg|thumb|none|600px|Closeup of the M2 in the campaign. Note the glitched ammo belt. The icon/text for using the weapon is also glitched, with the HUD displaying &amp;quot;SENTRY/MOVE&amp;quot; and the L-ATV icon appearing, even when manning the M2.]]&lt;br /&gt;
[[File:Mwiim2campaign2.jpg|thumb|none|600px|Other side.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster M242 Chaingun==&lt;br /&gt;
What appears to be fictionalized [[M242 Bushmaster chaingun]]s are mounted and used on the M2A4 Bradley IFV (formerly called Light Tank) armored vehicles. The model is carried over from Modern Warfare 2019 and description of the prior vehicle states that the cannon is chambered in 30mm. The &amp;quot;APC&amp;quot; (which appears to be a Boxer APC with the Stryker 30mm turret) also appears to mount the M242 Chaingun, chambered in 30mm.&lt;br /&gt;
[[Image:M242 25mm gun.jpg|thumb|none|500px|M242 Bushmaster Chain Gun - 25x137mm]]&lt;br /&gt;
[[File:M242 Cannon.jpg|thumb|none|450px|M242 Bushmaster Chain Gun (Current Model) - 25x137mm]]&lt;br /&gt;
[[File:Mwiilighttankrender.jpg|thumb|none|600px|Render of the Bradley IFV.]]&lt;br /&gt;
[[File:Mwiiifvautocannon1.jpg|thumb|none|600px|The Bradley autocannon up close.]]&lt;br /&gt;
[[File:Mwiiapcrender.jpg|thumb|none|600px|Render of the Boxer APC with Stryker turret.]]&lt;br /&gt;
[[File:Mwiiapcautocannon1.jpg|thumb|none|600px|The Boxer autocannon up close in Ground War.]]&lt;br /&gt;
[[File:Mwiiboxerapccampaign.jpg|thumb|none|600px|A higher definition model of the Boxer used during campaign.]]&lt;br /&gt;
&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The [[M240B]] machine gun appears as the Sentry Gun killstreak in multiplayer; one of the few instances of the Sentry Gun not being some kind of a minigun in the series. A stockless M240 is used in the RWS turret atop the Merkava Mk.4 - CV90 &amp;quot;frankentank&amp;quot;.&lt;br /&gt;
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mwiisentrym240b6.jpg|thumb|none|600px|The Sentry Gun. Note the non-standard muzzle brake.]]&lt;br /&gt;
[[File:Mwiim240bsentry2.jpg|thumb|none|600px|Overview.]]&lt;br /&gt;
[[File:Mwiim240bsentry1.jpg|thumb|none|600px|Other side.]]&lt;br /&gt;
[[File:Mwiiheavytankrender.jpg|thumb|none|600px|An official render of the Merkava &amp;quot;Heavy Tank&amp;quot;, with the M240B in the top mounted remote weapon station.]]&lt;br /&gt;
[[File:Mwiimerkavam240breplace0.jpg|thumb|none|600px|Closeup of the gun. As of Season 5, there is a slight delay between shooting the weapon and it actually firing, with an audiable clunk when the trigger is pressed.]]&lt;br /&gt;
[[File:Mwiimerkavam240breplace1.jpg|thumb|none|600px|Front.]]&lt;br /&gt;
[[File:Mwiimerkavam240breplace2.jpg|thumb|none|600px|Rear.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The stylized Harrier II appears again with a low-detailed fictional twin barrel [[M197 Vulcan]] turret, to fulfill the series' proud lineage of VTOL jets with swiveling gun turrets that hover around a vicinity and engage infantry targets.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20x102mm]]&lt;br /&gt;
[[File:Mwiivtol1.jpg|thumb|none|600px|The twin-barrel M197 Vulcan mounted one the underside of the stylized AV-8B.]]&lt;br /&gt;
[[File:Mwiivtol4.jpg|thumb|none|600px|Closeup of the gun.]]&lt;br /&gt;
[[File:Mwiivtol3.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
A-10 Thunderbolt IIs return as the &amp;quot;Precision Airstrike&amp;quot; killstreak, performed with their [[General Electric GAU-8/A Avenger]] rotary cannons.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
&lt;br /&gt;
==M230 Chain Gun==&lt;br /&gt;
AH-64D/E Apaches return as an attack helicopter in-game. They mount [[M230 Chain Gun]]s, with some apparently having two at the same time. The double-M230 Apaches appear in the campaign missions &amp;quot;Kill or Capture&amp;quot; and &amp;quot;Ghost Team.&amp;quot;&lt;br /&gt;
[[File:Hughes-M230-Chain-Gun4.jpg‎|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
[[File:MWII AH-64 (1).jpg|thumb|none|600px|Garrick observes the AH-64 commandeered in &amp;quot;Ghost Team.&amp;quot; Here, the M230 on it and the one behind is absent entirely.]]&lt;br /&gt;
[[File:MWII AH-64 (2).jpg|thumb|none|600px|Said Apache brings in the hurt later on as the mission switches to Soap as the player character.]]&lt;br /&gt;
[[File:MWII AH-64 (3).jpg|thumb|none|600px|The AH-64 now apparently sports TWO M230 autocannons. The forward cannon functions more like an M134 Minigun, while the rear behaves like a traditional autocannon.]]&lt;br /&gt;
[[File:Mwiiapachetwinautocannoncloseupreplacement.jpg|thumb|none|600px|A closeup of the configuration.]]&lt;br /&gt;
[[File:Mwiichoppergunner1.jpg|thumb|none|600px|An Apache in multiplayer armed with a standard single M230.]]&lt;br /&gt;
[[File:Mwiichoppergunner3.jpg|thumb|none|600px|Right side of the gun.]]&lt;br /&gt;
[[File:Mwiichoppergunner2.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
&lt;br /&gt;
==M102 105mm Howitzer==&lt;br /&gt;
The returning psudo-AC-130 &amp;quot;Gunship&amp;quot; also mounts the [[M102 Howitzer|M102 105mm howitzer]]. This gun appears prominently in the pre-rendered cutscenes of the interior of the gunship in the &amp;quot;Close Air&amp;quot; and &amp;quot;Hardpoint&amp;quot; missions, but its functionality is replaced by AGM-114 Hellfire style missiles in gameplay.&lt;br /&gt;
[[File:Spectre M102.JPG|thumb|350px|none|Modified M102 howitzer taken from an AC-130 Spectre gunship - 105x372R]]&lt;br /&gt;
[[File:AC-130U The Fourth Horseman 105mm.jpg|thumb|none|450px|Closeup of the M102 on an AC-130U gunship exterior.]]&lt;br /&gt;
[[File:Mwiigunship3.jpg|thumb|none|600px|Closeup of the M102 on the gunship's exterior.]]&lt;br /&gt;
[[File:MWII M102 (1).jpg|thumb|none|600px|Graves and the M102 crew at the rear of the gunship.]]&lt;br /&gt;
[[File:MWII M102 (2).jpg|thumb|none|600px|It is erroneously also depicted where the 40mm Bofors gun should be, with another gun crew.]]&lt;br /&gt;
[[File:MWII M102 (3).jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mk 47 Mod 0 Grenade Launcher==&lt;br /&gt;
A modified version of the [[Mk 47 Mod 0 Grenade Launcher]] returns from ''MW2019'', this time mounted to the &amp;quot;MRAP&amp;quot; eight wheeled gun trucks added in Season 5. The weapon is controlled via a RWS turret during gameplay.&lt;br /&gt;
[[File:Mk47-1.jpg|thumb|350px|none|Mk 47 Mod 0 grenade launcher - 40x53mm]]&lt;br /&gt;
[[File:Mwiis5mrap.jpg|thumb|none|600px|The &amp;quot;MRAP&amp;quot; with Mk 47 launcher in a official screenshot. ]]&lt;br /&gt;
[[File:Mwiimk471.jpg|thumb|none|600px|Front of the launcher.]]&lt;br /&gt;
[[File:Mwiimk472.jpg|thumb|none|600px|Rear]]&lt;br /&gt;
&lt;br /&gt;
==Minigun==&lt;br /&gt;
Some kind of minigun is mounted on the &amp;quot;Wheelson&amp;quot; UGV killstreak unlike the auto grenade launchers used on the Wheelsons in ''Modern Warfare''.&lt;br /&gt;
[[File:Mwiiwheelston1.jpg|thumb|none|600px|The Wheelson.]]&lt;br /&gt;
[[File:Mwiiwheelston2.jpg|thumb|none|600px|Closeup of the gun.]]&lt;br /&gt;
[[File:Mwiiwheelston3.jpg|thumb|none|600px|Rear.]]&lt;br /&gt;
&lt;br /&gt;
==Mk44 Bushmaster GAU-23/A==&lt;br /&gt;
The &amp;quot;Gunship&amp;quot;'s AC-130J-based loadout includes the Mk44 Bushmaster 30mm GAU-23/A gun. It functions akin the Bofors 40mm seen previously.&lt;br /&gt;
[[File:AC-130UMk44BushmasterTrialGAU-23A.jpg|thumb|none|450px|AC-130U with a trial installation of two Mk 44 weapons - 30×173mm]]&lt;br /&gt;
[[File:AC-130J Ghostrider.jpg|thumb|none|450px|An AC-130J with similar configuration as below.]]&lt;br /&gt;
[[File:Mwiigunship1.jpg|thumb|none|600px|The Gunship in Multiplayer. Also much like Modern Warfare 2019, there is no 25mm gun on the exterior, despite the GAU-12/U being usable in gameplay.]]&lt;br /&gt;
[[File:Mwiibofors40mm1.jpg|thumb|none|600px|Closeup of the GAU-23/A.]]&lt;br /&gt;
&lt;br /&gt;
==Yakushev-Borzov Yak-B==&lt;br /&gt;
Mil Mi-24V &amp;quot;Hind&amp;quot; helicopters appear in ''MWII'' and feature the nose mounted [[Yakushev-Borzov Yak-B]] rotary cannons. Compared to the earlier games, the Mi-24 also correctly only has this chin gun, whereas unused 23/30mm twin GSh cannons were present in the original trilogy.&lt;br /&gt;
[[File:YakB-127mm.jpg|thumb|none|450px|Yakushev-Borzov Yak-B - 12.7x108mm]]&lt;br /&gt;
[[File:Mwiioverwatchheli1.jpg|thumb|none|600px|In multiplayer (as seen here), the Mi-24 is a killstreak called the &amp;quot;Overwatch Helo&amp;quot; and functions similarly to the Harrier. In DMZ the helicopter appears as a boss, and can take a considerable amount of damage before being destroyed (for example flying normally despite being on fire and losing it's wings).]]&lt;br /&gt;
[[File:Mwiioverwatchheli2.jpg|thumb|none|600px|Right side of the Yak-B.]]&lt;br /&gt;
[[File:Mwiioverwatchheli3.jpg|thumb|none|600px|Left side of the gun.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Hybrid Reverse Draw Crossbow==&lt;br /&gt;
A slightly modified version of the reverse draw crossbow reappears from the previous game. It appears as a bonus weapon unlocked in safes in the missions &amp;quot;El Sin Nombre&amp;quot; and &amp;quot;Alone&amp;quot;, and it is available in multiplayer as part of Season 2. It is unlocked by completing the unlock challenge or by buying a bundle in the store that has the blueprint available.&lt;br /&gt;
[[File:MW22 Crossbow 1.jpg|thumb|none|600px|The crossbow in the gunsmith preview.]]&lt;br /&gt;
[[File:Mwiicrossbow1.jpg|thumb|none|600px|Operator &amp;quot;Zeus&amp;quot; holds a crossbow in a medieval exhibit.]]&lt;br /&gt;
[[File:Mwiicrossbow5.jpg|thumb|none|600px|Right side of the crossbow.]]&lt;br /&gt;
[[File:Mwiicrossbow2.jpg|thumb|none|600px|Aiming down the sight. The front sight has a glass hosing for some reason.]]&lt;br /&gt;
[[File:Mwiicrossbow3.jpg|thumb|none|600px|Pulling the string back.]]&lt;br /&gt;
[[File:Mwiicrossbow4.jpg|thumb|none|600px|Inserting a new bolt.]]&lt;br /&gt;
[[File:Mwiicrossbow6.jpg|thumb|none|600px|Inspecting the bolt. When the player has no more bolts, the character will tug on the string a few times.]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
&lt;br /&gt;
==Beretta M9A3==&lt;br /&gt;
The [[Beretta M9A3]] appears on Gus' skin &amp;quot;El Santo&amp;quot; in the shoulder holster. It uses the &amp;quot;Renetti&amp;quot; model from ''Modern Warfare'' with the &amp;quot;Veins of Gold&amp;quot; blueprint grips. It appears to be missing the hammer, however.&lt;br /&gt;
[[File:M9A3 Left.jpg|thumb|none|350px|Beretta M9A3 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Mwiielsantom9a31.jpg|thumb|none|600px|Gus with the M9A3 in the Operator screen.]]&lt;br /&gt;
[[File:Mwiielsantom9a32.jpg|thumb|none|600px|Closeup.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C / Arsenal Firearms Strike One hybrid==&lt;br /&gt;
A hybrid pistol appears on Ghost's &amp;quot;Gilded Reaper&amp;quot; skin. It is actually one of the blueprints of the &amp;quot;X16&amp;quot; ([[Glock 21]]) from ''Modern Warfare'', which has an [[Arsenal Firearms Strike One]]-style frame combined with the &amp;quot;Singuard Arms Featherweight&amp;quot; barrel, the latter consisting of a [[Glock 18C]]'s slide with custom cutouts on the side.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Arsenal Firearms Strike One Current.jpg|thumb|none|350px|Arsenal Firearms Strike One - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWII Gilded X16.jpg|thumb|none|600px|The X16 pistol on Ghost's Gilded Reaper chest holster. It is hard to view with his M4 normally in the way.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP==&lt;br /&gt;
What looks like an [[Heckler &amp;amp; Koch USP]] appears in operator Velikan's drop-leg holster.&lt;br /&gt;
[[File:USP9mm.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP - 9x19 Parabellum]]&lt;br /&gt;
[[File:Mw2uspholster.jpg|none|thumb|600px|The USP in Velikan's holster.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911==&lt;br /&gt;
A [[Colt M1911]] is seen on the &amp;quot;Watch Your Back&amp;quot; calling card.&lt;br /&gt;
[[File:COLTM1911 1913.jpg|thumb|none|350px|Colt M1911 - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Kimber Custom TLE/RL II==&lt;br /&gt;
The previous game's [[Kimber Custom TLE/RL II]] is seen in the &amp;quot;Ghosting Everyone&amp;quot; loading screen and the &amp;quot;Shaded Ghost&amp;quot; calling card.&lt;br /&gt;
&lt;br /&gt;
Additionally, a Kimber is seen in a cartel member's waistband in the campaign during the mission &amp;quot;El Sin Nombre&amp;quot;. It is modeled after the &amp;quot;Callous&amp;quot; blueprint from ''Modern Warfare'', which has a classic Colt M1911-style slide with rear vertical serrations. This is a low quality model and it's unusable by the player.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:1911 mw22.jpg|thumb|none|600px|The 1911 in the cartel member's belt.]]&lt;br /&gt;
[[File:Mwii1911cartelbelt.jpg|thumb|none|600px|Closeup.]]&lt;br /&gt;
&lt;br /&gt;
==STI Tactical==&lt;br /&gt;
Two unusable STI 2011 pistols resembling the [[STI Tactical|STI Tactical 5.0]] can be seen on a table during the mission &amp;quot;Recon by Fire&amp;quot; outside the fish hatchery. It uses the model of the &amp;quot;Corax&amp;quot; blueprint from ''Modern Warfare'', which has a [[SIG-Sauer 1911 Series#SIG-Sauer 1911 Traditional TACOPS|SIG-Sauer 1911]] style skeletonized trigger.&lt;br /&gt;
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical 5.0 - 9x19mm / .40 S&amp;amp;W / .45 ACP]]&lt;br /&gt;
[[File:Mwiireconbyfiresti2011a.jpg|thumb|none|600px|Both pistols are placed the exact same way on the exact same table model.]]&lt;br /&gt;
[[File:Mwiireconbyfiresti2011b.jpg|thumb|none|600px|Closeup.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320 RX==&lt;br /&gt;
''Modern Warfare''’s [[SIG-Sauer P320|SIG-Sauer P320 RX]] is seen on &amp;quot;The Technician&amp;quot; skin of operator Hutch, fitted with the &amp;quot;A9-16 Lightweight&amp;quot; custom slide. One in a similar configuration can also be seen on Captain Price's chest holster on the skin called &amp;quot;The King&amp;quot;.&lt;br /&gt;
[[File:P320 RX Full Size.jpg|thumb|none|350px|SIG-Sauer P320 RX - 9x19mm]]&lt;br /&gt;
[[File:MWII Technician P320.jpg|thumb|none|600px|The blue tech-ey looking P320 on Hutch's chest holster.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
An [[IMI Uzi]] is seen in the &amp;quot;Briefing&amp;quot; loading screen.&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==AK-47==&lt;br /&gt;
A portrait of Diego inside the Las Almas mansion has two [[AK-47]]s crossed in the background. These appear to be the &amp;quot;Golden Dragon&amp;quot; blueprint from ''MW19''. The actual model is also present in lockers inside a shed on the Farm 18 multiplayer level. &lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:MWII Diego AK-47 portrait.jpg|thumb|none|600px|Señior Diego's cigar chomping portrait.]]&lt;br /&gt;
[[File:MWII Farm 18 AK-47.jpg|thumb|none|600px|The AK-47s lined inside the locker, under poor lighting.]]&lt;br /&gt;
&lt;br /&gt;
==ArmaLite AR-10==&lt;br /&gt;
What appears to be an [[ArmaLite AR-10]] is seen on the &amp;quot;Sliding Down&amp;quot; calling card.&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
A [[FAMAS F1]] is seen in the &amp;quot;Wading&amp;quot; loading screen.&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIIFAMASloadingscreen1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==GE M134 Minigun==&lt;br /&gt;
A handheld [[GE M134 Minigun]] is seen on the &amp;quot;Bull's Barrage&amp;quot; calling card.&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
Two racks with three [[PKM]]s each are also found next the AK-47s on Farm 18.&lt;br /&gt;
[[File:PKM-mg.jpg|thumb|none|450px|PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R]]&lt;br /&gt;
[[File:MWII Farm 18 PKM.jpg|thumb|none|600px|One of the racks of PKMs, with marginally better lighting. It appears to be a reused asset from ''Modern Warfare''.]]&lt;br /&gt;
&lt;br /&gt;
==Season 5 Gun Rack==&lt;br /&gt;
The Season 5 intro cutscene features a rack with multiple weapon models from ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'', namely the [[Heckler &amp;amp; Koch MP5A3]], [[Remington 870 MCS]], [[Colt Model 933]], along with unmodified versions of the aforementioned Glock 21 and P320, as well as the Uzi, AK-47, FAMAS F1, AUG A3 9mm XS, and M14.&lt;br /&gt;
[[File:MWII 19weaponwall.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Taser X26==&lt;br /&gt;
Kyle Garrick is seen with an [[X26 Taser]] in the Countdown mission, similar to the CTSFO outfit from the prior game. This uniform is also available in Season 3, named &amp;quot;Takedown.&amp;quot;&lt;br /&gt;
[[File:Taser X26P yellow.jpg|thumb|none|350px|Taser X26P]]&lt;br /&gt;
[[File:MWII Taser X26.jpg|thumb|none|600px|Garrick and US Marines riding a RHIB boat down the Chicago river.]]&lt;br /&gt;
[[File:Mwiigazoperatortaser.jpg|thumb|none|600px|The Taser on his chest rig in the Operator screen.]]&lt;br /&gt;
&lt;br /&gt;
==AN/M14 Incendiary Grenade==&lt;br /&gt;
Some operators have the [[AN/M14 incendiary grenade]] on their webbing. It isn't usable in-game nor are any NPCs depicted using it.&lt;br /&gt;
[[File:Gh-ANM14-TH3.jpg|thumb|none|140px|AN/M14 incendiary grenade]]&lt;br /&gt;
[[File:Mwiiincendiary3.jpg|thumb|none|600px|Ghost with the grenade on his &amp;quot;Night War&amp;quot; skin (from the campaign mission &amp;quot;Kill or Capture&amp;quot;).]]&lt;br /&gt;
[[File:Mwiiincendiary4.jpg|thumb|none|600px|Closeup.]]&lt;br /&gt;
[[File:Mwiiincendiary1.jpg|thumb|none|600px|A US Marine with the grenade on his rig.]]&lt;br /&gt;
[[File:Mwiiincendiary2.jpg|thumb|none|600px|Closeup of the text.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5 hand grenade==&lt;br /&gt;
An [[RGD-5 hand grenade]] is seen on Enzo Reyes' &amp;quot;Snack&amp;quot; skin, as well as on Zero's &amp;quot;Dry Heat&amp;quot; and &amp;quot;Night Heat&amp;quot; skins.&lt;br /&gt;
[[File:Rdg5.jpg|thumb|none|150px|RGD-5 high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:MWII RGD-5.jpg|thumb|none|600px|Closeup of Zero's pouch line, including the RGD-5.]]&lt;br /&gt;
&lt;br /&gt;
==RGN fragmentation grenade==&lt;br /&gt;
An [[RGN]] fragmentation grenade is seen on Kleopatros Gavras's &amp;quot;Hustle&amp;quot; skin.&lt;br /&gt;
[[File:RGN.jpg|thumb|none|150px|RGN fragmentation grenade]]&lt;br /&gt;
[[File:MWII RGN.jpg|thumb|none|600px|The RGN on Kleo's Hustle outfit, seen here under her right hand.]]&lt;br /&gt;
&lt;br /&gt;
==M29 Mortar==&lt;br /&gt;
[[M29 Mortar]]s are used by cartel members in &amp;quot;Recon by Fire&amp;quot; if the player is spotted during the hatchery sniping section. These appear to be the same ones from MW2019.&lt;br /&gt;
[[File:M29 mortar.jpg‎|thumb|none|250px|M29 Mortar - 81mm]]&lt;br /&gt;
[[File:Mwiimortar1.jpg|thumb|none|600px|Gaz sights up a cartel mortar crew.]]&lt;br /&gt;
[[File:Mwiimortar2.jpg|thumb|none|600px|Front of the mortar.]]&lt;br /&gt;
[[File:Mwiimortar3.jpg|thumb|none|600px|Back of another, next to its recently departed operator.]]&lt;br /&gt;
[[File:Mwiimortar4.jpg|thumb|none|600px|Closeup.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&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>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1622579</id>
		<title>Resident Evil 4 (2023 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1622579"/>
		<updated>2023-10-30T08:35:22Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: /* Heckler &amp;amp; Koch MP5A5 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 4&lt;br /&gt;
|picture=Re4remaketitle.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= March 24, 2023&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Playstation 5&amp;lt;br&amp;gt;Xbox Series X/S&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 4''''' is a 2023 remake of the critically-acclaimed ''[[Resident Evil 4]]'' originally released in 2005. As with recent installments of the franchise, the 2023 remake runs under the technologically-advanced RE Engine, featuring significantly improved graphics over its original game as well as its HD remakes. Along with new visuals, much of the mechanics have been remade and the gameplay itself being modernized to the remake series standards starting with the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]].&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
As per the recent remakes, the game uses a third-person over-the-shoulder perspective, albeit with more fluidity and freedom since the player character can now aim and move at the same time. The laser sight used in most of the console versions of the original game have been removed (with the exception of the Hardballer's iconic laser module), although it exists as a secondary attachment to some pistols. Interestingly, almost every firearm (not including the fictional &amp;quot;P.R.L. 412&amp;quot; energy weapon) has returned from the original game, with most of them modeled accurately to their real-world counterparts (such as the SL8 and the Striker-12) while others are remodeled (the fictional &amp;quot;Silver Ghost&amp;quot; to the slightly-less fictional USP9, and the M1911 to Hardballer) entirely, but function the same way.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Focus aiming&amp;quot; returns from the previous remakes, standing still long enough allows the crosshair to be reduced to a dot, allowing for an increased critical shot rate. Using the optional laser sight for some pistols (or when using the Hardballer in general) increases the critical shot chance, as it is always considered &amp;quot;focused&amp;quot; by default.&lt;br /&gt;
&lt;br /&gt;
The attaché case first introduced in the original game returns in the remake as its form of inventory system, and weapons can be switched out on the fly. Weapons cannot be discarded entirely, instead, they can be put into the typewriter storage (the item box equivalent to recent entries) which can be retrieved back at any time. The functionality of the knife has been expanded compared to the previous remakes, as they can be used to parry highly-damaging/instant kill attacks, or it can be used to get out of a grab quickly for some enemies. There is a durability system with knives, which can be broken if they're used too much. Some knives can be repaired at the Merchant with a fee, while others (most commonly the ones found in the game world) will be entirely lost. Multiple knives can be acquired, and the game will prioritize consumable knives before the reusable ones.&lt;br /&gt;
&lt;br /&gt;
Speaking of the Merchant, he returns in the remake as well. Many weapons and items can be bought from him via pesetas while some items and weapons are bought with rare spinels, which can be obtained by completing various side quests that are featured in this game. Various weapons and items can be obtained for free throughout the game world itself, but if they are missed within the chapter it is featured in, it will be available in the next chapter in the Merchant's wares. Once again, weapons can be upgraded from the Merchant, and ammunition capacity upgrades can go to absurdly high levels (though it isn't as high as in the original game). Once fully upgraded, weapons can be upgraded one more time through exclusive upgrades, in which they require an exclusive upgrade ticket (traded with spinels) and a large amount of pesetas. Some weapons can be bought at the post-game shop, purchased via credits obtained by completing various challenges.&lt;br /&gt;
&lt;br /&gt;
As before, various weapon accessories such as scopes and stocks can be fitted onto several weapons to enhance their capabilities, at the cost of some inventory space.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
All available pistols (and not revolvers and the Mauser C96 &amp;quot;Red 9&amp;quot;) can hold an additional round in the chamber if the player reloads the pistol while it isn't empty, which also has a separate &amp;quot;tactical&amp;quot; reload animation. All pistols are chambered in high velocity &amp;quot;9mm Handgun&amp;quot; rounds, while magnum-type handguns use &amp;quot;.45 Centerfire Pistol&amp;quot; (ie. .45 ACP). The player character holds the handguns in either a traditional stance or through the Center Axis Relock technique.&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP9==&lt;br /&gt;
Replacing the hybridized &amp;quot;Silver Ghost&amp;quot; pistol in the original game, Leon starts with a Kendo Shop custom-tailored two-tone &amp;quot;SG-09 R&amp;quot;, based on the [[Heckler &amp;amp; Koch USP|Heckler &amp;amp; Koch USP9]]; its in-game description notes that it is a derivative of the &amp;quot;MUP&amp;quot;, which is the name of the USP9 in the RE2 and RE3 remakes. As with the VP70M in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], the USP9 is Leon's &amp;quot;canon&amp;quot; cutscene sidearm, as he always brandishes this pistol regardless of having it in his attaché case or stored in the typewriter storage. It rather interestingly sports a Picatinny rail on the frame; USPs did not have such integral rails during their production run, instead sporting a proprietary H&amp;amp;K developed rail for attaching lights and lasers. Picatinny rails did not become standard on HK pistols until the HK45 and P30 line of pistols that were introduced in 2006. The gun also sports a custom grip with finger grooves and checkering pattern reminiscent of the P30.&lt;br /&gt;
&lt;br /&gt;
It initially and incorrectly holds 10 handgun rounds in the magazine when not upgraded, though the level 3 capacity upgrade gives it 14 rounds, one round shy of the actual 15 in real life. This can be upgraded up to 18 rounds when fully upgraded. It doesn't come with its laser sight by default, unlike the original pistol, but it can be fitted with one if the player buys the laser sight upgrade from the Merchant; the cutscene pistol is never shown with a laser sight, even if the player upgraded their pistol with one.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;SG&amp;quot; in its designation likely refers to &amp;quot;Silver Ghost&amp;quot;, the unofficial name of the original weapon it replaced, while &amp;quot;-09&amp;quot; likely refers to its caliber, 9mm. The &amp;quot;R&amp;quot; designation is unknown, but is speculated to mean &amp;quot;Remake&amp;quot;. As before, the pistol's exclusive perk upgrade allows the pistol to have a 5x critical shot rate. Predictably, it remains as Leon's sidearm in The Mercenaries mode.&lt;br /&gt;
&lt;br /&gt;
[[File:TM SG-09 R.jpg|thumb|none|350px|Tokyo Marui SG-09 R - 6mm BB. This is a licensed replica of the &amp;quot;SG-09 R&amp;quot;, a customized Heckler &amp;amp; Koch USP, from ''Resident Evil 4'' (2023). Note that the airsoft pistol bears the HK, USP, European proofs, and date code markings on the slide while these are removed from the in game model, leaving only the 9x19mm caliber and kendo logo.]]&lt;br /&gt;
[[File:RE4R_SG09R_2.jpg|thumb|none|600px|The SG-09 R in the model viewer, without its laser sight module attached, bearing high resemblance to the airsoft replica reference image above. It's no IMFDB 2.0 yet, but eventually we'll get there. Note that the serial number is visible here and in a different spot than a normal USP's is, which is on the underside of the dust cover where the rail is molded on the real gun's frame. The presence of design elements from the later P30 and HK45 pistols especially in the grip checkering pattern, finger grooves and Picatinny rail suggests that in-universe, Joseph Kendo took inspiration from examples of both pistols (which likely would have been in late prototype phases in 2004) or competing pistols incorporating these features.]]&lt;br /&gt;
[[File:RE4R_SG09R_1.jpg|thumb|none|600px|Ditto, other side.  Its frame is slightly longer than the normal variant (which is an interesting design choice as no USPs were ever made with extended frames) and it has been fitted with a compensator, which includes a new front sight. As a consequence of this, the normal front sight on the slide itself has been replaced with a filler plug in the same finish as the slide. Note the &amp;quot;kendo&amp;quot; logo engraving, which according to supplemental Tokyo Marui advertising materials, was supposed to be scrubbed from the pistol upon completion and entering official US Government service for operational security and deniability reasons. Leon, however, is stated to have liked the gun and Joseph Kendo's work so much that he elected to keep it engraved on the slide.]]&lt;br /&gt;
[[File:RE4Rusp9 aimflashlight.jpg|thumb|none|600px|Leon using the USP in conjunction with a flashlight.]]&lt;br /&gt;
[[File:RE4Rusp9tacticalreload.jpg|thumb|none|600px|Performing a tactical reload. Note the magazines appear to be steel instead of the real USP9's polymer magazines]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Beavertail==&lt;br /&gt;
The &amp;quot;Sentinel Nine&amp;quot; appears as one of the exclusive Deluxe or Collector's edition weapons, based on the [[SIG-Sauer P226 Beavertail]] that Leon used in ''[[Resident Evil: Vendetta]]'' under the same name. This marks it as its first usable appearance by the player in the game series.&lt;br /&gt;
&lt;br /&gt;
The weapon is anachronistic, as the [https://www.projectumbrella.net/sentinel-nine-thorough-analysis.html in-universe documents] about the Sentinel Nine released alongside the tie-in Tokyo Marui replica, state that the Sentinel Nine was developed in 2011. It can be excused however, since the pistol itself is bonus content and very much non-canon to this game.&lt;br /&gt;
&lt;br /&gt;
While it has slightly lower damage than the default USP9 Leon starts with, it boasts the highest capacity of any handgun in the game (not including the VP70M's exclusive double ammo upgrade), at 31 when fully upgraded. It initially holds 19 rounds to start with, and it has a faster fire rate than the USP9 to boot, although it is slightly superseded by the Springfield Armory XD when the latter is fully upgraded. Like the USP9, its exclusive perk upgrade allows 5x critical shot rate, and it can be attached with a laser sight.&lt;br /&gt;
[[File:Leon sentinel nine.jpg|thumb|none|350px|Tokyo Marui Sentinel Nine &amp;quot;Leon Model&amp;quot; - 6mm BB. This is a licensed replica of the custom SIG-Sauer P226 Beavertail from ''Resident Evil: Vendetta''.]]&lt;br /&gt;
[[File:RE4R_S9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_S9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] returns as the &amp;quot;Punisher&amp;quot;, along with its exaggerated piercing capabilities. The pistol can only be bought from the Merchant, but instead of pesetas, he sells the weapon in spinels. Once again, the Five-seveN in-game uses standard handgun rounds shared by other pistols, which is 9mm in this game instead of the 5.7 round. However closer inspection of the magazine when reloading shows accurately modeled 5.7x28mm rounds. It holds an underloaded 12 rounds by default, though the level 4 capacity upgrade increases it to 21 rounds, one round over the maximum capacity of the real deal. Like the USP9, the Five-seveN can be upgraded with an underbarrel laser sight. Instead of the all-black finish of the original weapon, the pistol is based on the FDE variant.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Punisher MC&amp;quot; is the Merchant's custom-made variant available in Separate Ways, which can be bought from the Merchant himself for 10,000 pesetas. In a sense, it looks and functions very similarly to its normal counterpart.&lt;br /&gt;
&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:RE4R_Punisher_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Punisher_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Red 9&amp;quot;==&lt;br /&gt;
The iconic [[Mauser C96 &amp;quot;Red 9&amp;quot;|C96 &amp;quot;Red9&amp;quot;]] also returns, and it can now be found for free in Chapter 4, though if the player misses the firearm there, it can alternatively be bought by the Merchant with pesetas. As before, it can be fitted with a stock to improve accuracy and recoil. It initially holds 8 rounds in capacity, though the level 2 ammo capacity upgrade allows it to correctly hold 10 rounds, which can be potentially increased further up to 16. An iconic pistol from returning veterans and new players alike, the Red9's best known for its raw damage per shot with low fire rate, with its exclusive perk upgrade having 1.5x firepower.&lt;br /&gt;
&lt;br /&gt;
It remains as Luis' primary sidearm in the game as well as The Mercenaries. An infinite ammo variant of the Red9 is used by Leon throughout Chapter 11's minecart section, with 10 rounds instead of the default 8 rounds. Since Luis isn't seen with his sidearm all throughout this specific section, it implies that he lent his sidearm to Leon for the time being.&lt;br /&gt;
&lt;br /&gt;
[[File:MauserRed9stock.JPG|thumb|none|400px|Mauser C96 &amp;quot;Red 9&amp;quot; Version with shoulder stock and stripper clip - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Red9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Red9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD==&lt;br /&gt;
The &amp;quot;Blacktail&amp;quot; also makes its return, taking the appearance on the [[Springfield Armory XD]], albeit with a more rounded trigger guard. It is the most compact pistol available, taking up 2x2 slots in the attaché case rather than 2x3 in exchange of magazine capacity. It is a well-balanced upgrade to the USP9, holding 9 rounds initially, up to 13 when fully upgraded. Despite the presence of a rail for mounting lasers, the Blacktail cannot mount the optional laser sight. This could potentially be explained by the laser sight being designed to mount onto Picatinny rails, as the SG-09R, Punisher and Sentinel Nine all sport such rails.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Blacktail AC&amp;quot; - AC standing for &amp;quot;Ada Custom&amp;quot; - is a custom variant of the Springfield XD, wielded by Ada and available to the player in Separate Ways or in The Mercenaries gamemodes while using her default outfit. What exactly makes the Blacktail AC a custom pistol or even to Ada's personal specifications is unknown. &lt;br /&gt;
&lt;br /&gt;
[[File:SpringFieldXD9.jpg|thumb|none|350px|Springfield Armory XD - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Blacktail_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Blacktail_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M==&lt;br /&gt;
The [[Heckler_%26_Koch_VP70|H&amp;amp;K VP70M]] makes its appearance once again as the &amp;quot;Matilda&amp;quot;. Unlike its original incarnation, it is not a post-game weapon (rather, it is obtained by spending 10 Spinels from the Merchant from Chapter 8 onwards) and it can be used without its stock, which must be purchased separately. Correctly, the slide does not lock back on the last shot; however, the empty reload animation incorrectly depicts Leon reloading the pistol without racking the slide, unlike other pistols. It fires at about 800-900 RPM, which is much slower than its real blistering 2200 RPM fire rate, which it historically has never had in this series, although the original game came the closest. It is, however, a marked improvement over the last time this sidearm and stock appeared in ''RE2R'', where it chugged along at a speed slower than an M3 Grease Gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Matilda_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Matilda_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Vertec Inox==&lt;br /&gt;
In the spirit of the custom-made Beretta 92FS &amp;quot;Samurai Edge&amp;quot;, the [[Beretta 92FS Vertec]] Inox serves exclusively as Albert Wesker's sidearm in cutscenes and it is usable while playing as Wesker in The Mercenaries. It holds an underloaded 10 rounds, but it packs quite a punch. It is known in-game as the &amp;quot;XM96E1&amp;quot; and it features minor alterations compared to the real-world weapon, such as added front slide serrations and an extra slot for the picatinny rail. The name and description, specifically noting its increased power, seem to imply that the pistol has been converted to a .40 caliber Beretta 96 or is an experimental Beretta 96 prototype. Given that it is a dead ringer for the Beretta 96 Vertec Inox, it is likely the latter.&lt;br /&gt;
&lt;br /&gt;
[[File:Beretta-92FS-Vertec-SS.jpg|thumb|none|350px|Beretta 92FS Vertec Inox - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Schofield==&lt;br /&gt;
The &amp;quot;Broken Butterfly&amp;quot; returns once more, now more accurately based on a [[Smith &amp;amp; Wesson Schofield]] than a hybrid of the former and the [[Colt Single Action Army]]. It is the quintessential magnum handgun, which can be bought much later in the game compared to the original version, available in chapter 7 for pesetas. It initially holds 6 rounds in the cylinder, though it can hold up to an impossible 10 rounds through upgrades and Capcom-patented magic. Its exclusive upgrade perk increases the firepower by 1.5x. It is available in The Mercenaries while playing as Leon's Pinstripe outfit.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;WSchofieldright.jpg|thumb|none|350px|Smith &amp;amp; Wesson Schofield Model 3 with blued finish - .45 Schofield]]&lt;br /&gt;
[[File:RE4R_BB_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BB_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AMT Hardballer==&lt;br /&gt;
The &amp;quot;Killer7&amp;quot; returns, albeit modeled after an [[AMT Hardballer]] (along with a large functional custom laser sight, making it resemble more of the pistol used in ''[[The Terminator]]'' as well as KAEDE's &amp;quot;CONNECTION&amp;quot; pistol in Capcom's [[Killer7|namesake cult-classic]]) than a standard Colt [[M1911]] used in the original game. The trigger guard is also more squared, a characteristic of the [[LAR Grizzly Pistol]]. It can be purchased from the Merchant with 42,000 pesetas starting from Chapter 11 onwards, making it as a late-game stable alternative to the Smith &amp;amp; Wesson Schofield. It starts off with a reasonable seven shots in the magazine, though this can be increased up to 15 once maxed out. It now has an exclusive upgrade, giving it a 5x critical shot rate. It is Wesker's pocket-handcannon of choice in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[File:ED_45.jpg|thumb|none|400px|AMT Hardballer Longslide with laserlock sight as used in the ''The Terminator'' film - .45 ACP]]&lt;br /&gt;
[[File:AMTHardballer5in.jpg|thumb|none|400px|AMT Hardballer with 5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[File:RE4R_Killer7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Killer7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] returns as the &amp;quot;Handcannon&amp;quot;, a post-game unlock by completing the &amp;quot;Professional Agent&amp;quot; challenge, done by completing the game in the Professional difficulty (the highest difficulty after Hardcore) in any rank without using any bonus weapons or by completing all stages in the Mercenaries in S rank or higher. It retains the wood grips seen in the original model, and it ditches the fictional laser sight and fore that was once part of the original weapon, in favor of the more true-to-life 10.5&amp;quot; variant. It now uses magnum ammo instead of proprietary handcannon ammo. The hammer is incorrectly depicted as always being cocked despite Leon never physically touching it, as if the weapon were automatic.&lt;br /&gt;
&lt;br /&gt;
It initially holds the correct 5 rounds when first obtained, 9 when fully upgraded. Capacity is a moot point once its exclusive upgrade is obtained, allowing it to have infinite ammunition. Its damage doesn't wildly surpass the other magnum-type weapons compared to its original incarnation (with the Schofield having better raw damage and the Hardballer having dramatically increased crit rate, when both of them have their exclusive upgrades) and its accuracy beyond several feet is atrocious but its insane longevity thanks to infinite ammo makes up its shortcomings. Leon reloads the revolver while the hammer is cocked, which is impossible to perform as the cylinder cannot be open or closed.&lt;br /&gt;
&lt;br /&gt;
Wearing Leon's &amp;quot;Pinstripe&amp;quot; outfit with the Handcannon while it has infinite ammo will have Leon perform a stylish move, akin to the infinite ammo Thompson SMG.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;W500.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 500 (10.5&amp;quot; barrel) with extended ejector shroud, accessory rail, and sling - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:RE4R_Handcannon_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Handcannon_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
As before, Leon acquires the [[Remington 870]] (as the &amp;quot;W-870&amp;quot;) as his first shotgun obtained in the Ganado Village (now known as the Village Square in the remake). Instead of the Express Combo in the original game, its model was based on the fully upgraded variant in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It holds five shells when first obtained, despite the presence of an extended tube magazine on the model. It can be upgraded to the correct 8 with the level 4 ammo upgrade and up to 10 on its max ammo upgrade. The 870 packs the biggest damage and stopping power of all of the shotguns, but its wide spread necessitates close-quarter riskiness. Unlike the original pump shotgun which is always pumped when reloaded, the remake shotgun is realistically only pumped when emptied. It is available to Leon's Pinstripe costume in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
As with the original game, Ada can buy a sawed-off version of the W-870 from the Merchant's wares, starting from Chapter 2 of Separate Ways. As before, it is a compact version of the shotgun with a pistol grip. It has increased power and a reduced size profile, at the cost of capacity (from 5 to 3). This variant is available to her default outfit in The Mercenaries as her shotgun of choice.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:870 shorty.jpg|thumb|none|450px|Remington 870 with TacStar front and rear pistol grips - 12 gauge. Similar to Ada's shotgun.]]&lt;br /&gt;
[[File:RE4R_W870_2.jpg|thumb|none|600px|Right side of the gun in the model viewer.]]&lt;br /&gt;
[[File:RE4R_W870_1.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:RE4R870shoot2.jpg|thumb|none|600px|Leon mid pump while taking down a ganado.]]&lt;br /&gt;
[[File:RE4R870reload.jpg|thumb|none|600px|Loading a new shell.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The &amp;quot;Skull Shaker&amp;quot;, a sawed off [[Winchester Model 1887]] akin to the famous cut-down variant first seen in ''[[Terminator 2]]'', is available by purchasing the Deluxe or Collector's Edition or through its own separate DLC. In a similar vein to its reference, Leon will flip cock the weapon, though the weapon does not have an enlarged lever loop. Unlike the other shotguns, the custom Model 1887 is an extremely compact weapon (occupying a 2x2 grid space), beating out the Striker-12 and the sawed-off Remington 870. However, it can hold a paltry ''two'' shells in the magazine tube when not upgraded, though it can be reloaded and expended fairly quickly (in fact, all shells are loaded at once), which may be Capcom's way of referencing the real life Cowboy Action Shooting Drop 2 capacity mod sometimes done to real 1887s for competition purposes. It can be upgraded up to six shells with a maxed out ammo capacity upgrade, though the correct five shell capacity is possible.&lt;br /&gt;
&lt;br /&gt;
Its presence in the game is likely a callback to Jill's [[Winchester Model 1892#&amp;quot;Mare's Leg&amp;quot;|Winchester 1892 &amp;quot;Mare's Leg&amp;quot;]] in the original ''[[Resident Evil 3: Nemesis|Resident Evil 3]]'', where in the weapon functions as a fast-firing lever-action shotgun. It even has similar gameplay properties to it, especially when the Model 1887 is maxed out.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1887 Airsoft.jpg|thumb|450px|none|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'']]&lt;br /&gt;
[[File:RE4R_SkullShaker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SkullShaker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] fitted with an [[Benelli M4 Super 90|M4]] stock from the ''Resident Evil 3'' remake appears as the &amp;quot;Riot Gun&amp;quot;. It is made available in Chapter 6 and has the tightest spread of all the shotguns. Interestingly, the Riot Gun is semi-automatic in-game (unlike the original Riot Gun, which is pump-action) but does not use its respective modification as seen in ''Resident Evil 3''. In game it is modeled after an early model Benelli M3 as shown by its barrel mounted rifle sights, as is typical with models such as those imported by HK on the United States civilian market. It is Leon's shotgun of choice in The Mercenaries. In the model viewer it is depicted with a shell on the lifter, but this would be incorrect as the shotgun doesn't deposit one from the magazine onto the lifter unless the trigger is pulled or the shell release lever is tripped, and it would prevent the user from lifting the shell lifter in order to load rounds into the magazine. Despite the aforementioned Remington 870 having a different reload animation for an empty magazine tube, the M3 Super 90's charging handle is always pulled when reloaded which would eject a chambered shell.&lt;br /&gt;
&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE4R_M3RG_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M3RG_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
The &amp;quot;Striker&amp;quot; makes its appearance, available in the Merchant's wares starting from Chapter 10 onwards. The in-game model is now accurately modeled after the later production variant of the [[Penn Arms Striker-12]], featuring its unique thumb tab, rear drum advance lever and its large shell deflector from the other Striker variants. The reload animation is more to its real-life counterpart, as Leon uses the winding key after inserting the shell (or shells in fact, as he inserts more than one shell into the weapon to shorten its reload time). Leon does not, however, eject the last spent shell manually with the ejector rod featured in the weapon. And oddly enough, firing the weapon does not eject the shells either. To top it all off, he still doesn't brace the stock when in use, despite the presence of the foldout stock in the model, he continues to fire it from the hip.&lt;br /&gt;
&lt;br /&gt;
The Striker functions to its counterpart in the original game in essence, being a compact semi-automatic lategame shotgun. It holds 12 shotshells in the revolving drum when first obtained, up to 24 with all of the ammo capacity upgrades and up to ''48'' when its exclusive perk upgrade is bought (downplayed from an absurd ''100'' in its original incarnation). When it is fully upgraded, Leon can reload the entire Striker by inserting ''one'' shell in. It isn't as strong nor accurate as the other shotguns (so much so that its inaccuracy is rather too comical), it fares better in the capacity and reload time market.&lt;br /&gt;
&lt;br /&gt;
The Striker itself also makes as appearance as a charm trinket for the attaché case, increasing Leon's movement speed by 8%. This is a reference to the well-known &amp;quot;Ditman Glitch&amp;quot;, wherein the Striker (or more accurately, a hybrid of it) is used to make all of Leon's actions perform faster than usual; which makes it a common sight in speedruns of the original game.&lt;br /&gt;
&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:RE4R_Striker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Striker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
TMP ammo in the original game is now compatible with other submachine guns in the remake.&lt;br /&gt;
&lt;br /&gt;
==Steyr TMP==&lt;br /&gt;
The [[Steyr TMP]] returns as well, under the &amp;quot;TMP&amp;quot; name as before. It can be bought from the Merchant starting in Chapter 3 and available right off the bat in Separate Ways, an early game automatic firearm in both circumstances. Like before, the TMP fires 9mm submachine gun ammunition, which cannot be exchanged with the pistol ammunition commonly found in-game, and it can be fitted with a stock to improve its accuracy. While its magazine is shortened from its original incarnation, it does not reflect the 30 round capacity that it starts off with, which can be increased up to 70 with upgrades. It is modeled after its true-to-life variant, and as an result, it does not have the mounted laser sight on the grip. The TMP's stock must now be purchased with spinels rather than pesetas. It is Krauser's and Ada's (in the Dress outfit) firearm of choice in The Mercenaries and the main game.&lt;br /&gt;
&lt;br /&gt;
Interestingly, while not in the full game itself, the TMP can also be acquired as a hidden weapon in the Chainsaw Demo, under the requirement that the player must empty the inventory before proceeding to village proper, and finding it in a well at the south area of the village.&lt;br /&gt;
&lt;br /&gt;
[[Image:SteyrTMP.jpg|thumb|none|400px|Steyr TMP - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:SteyrTMPcarbine.jpg|thumb|none|450px|Steyr TMP with stock and M68 Aimpoint sight - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE4R_TMP_1.jpg|thumb|none|600px|Right side of the TMP with stock fitted.]]&lt;br /&gt;
[[File:RE4R_TMP_2.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:RE4Rtmpnostockidle.jpg|thumb|none|600px|Leon holding the TMP without a stock, displaying excellent trigger discipline.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
New to ''Resident Evil 4'', the HK [[MP5A5]] makes an appearance as the &amp;quot;LE 5&amp;quot;, being an alternative to the TMP which can be first obtained for free by solving a puzzle in Chapter 13. It is an altered version of the MP5A3 of the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], with a Navy 3-round burst trigger group (thus, identifying it as an A5, with its extending stock) and the deletion of the checkering texture seen in the original &amp;quot;slimline&amp;quot; MP5 variants and its original optic; though other optics can be attached to the weapon for better accuracy. It still doesn't have its iron sights, however, even when optics are removed from the weapon. The bolt of the weapon also never opens when fired or when the cocking lever is locked back during reloading.&lt;br /&gt;
&lt;br /&gt;
Compared to the TMP, the MP5 has penetration power, like the FN Five-seveN (with its exclusive upgrade having 5x penetration power; again, just like the Five-seveN), at the cost of raw power and reload time. It holds 20 rounds in the magazine when not upgraded, though it can hold 30 with the level 2 capacity upgrade, all the way to 60 when maxed out. The MP5A5 is chambered in 9mm Parabellum (as it shares ammunition to the aforementioned TMP, with the SMG ammo box explicitly mentioning this), unlike the ''Resident Evil 2'' remake where it is oddly chambered in .380 ACP. This does not explain the weapon's piercing capabilities - although a plausible explanation does exist in the fact that the MP5 has an extra 3 inches of barrel length over the TMP, resulting in a slightly higher muzzle velocity - however; though it could be for gameplay purposes, to make the MP5 more distinct from the available TMP. Instead of the custom MP9 in the original game, HUNK now uses the MP5A5 as his only firearm in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm]]&lt;br /&gt;
[[File:RE4R_LE5_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_LE5_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|Thompson &amp;quot;Chicago Typewriter&amp;quot;]] makes its appearance once again, now under the name &amp;quot;Chicago Sweeper&amp;quot;. As the Separate Ways side-story isn't included in the remake game's release, the Thompson can be unlocked instead by completing the game in the Professional difficulty with at least an A rank. It is obtained for free of cost once it is unlocked, as it is stored in the typewriter storage. As before, the Thompson is depicted as the [[M1A1 Thompson|GI M1A1 variant]], with a stick magazine, side-charging handle and streamlined, but winged sights. It is considered as a &amp;quot;bonus weapon&amp;quot;, and using it voids unlocking the Handcannon.&lt;br /&gt;
&lt;br /&gt;
Unlike the original version of the weapon, the Thompson does not come with its infinite ammunition by default, as this property is now an exclusive perk upgrade; which means the Thompson incorrectly uses 9mm submachine gun rounds until the exclusive upgrade is obtained. Despite using stick magazines, these hold 50 rounds in the magazine in-game, which is the capacity used in the 50-round Thompson drum magazines for the 1921 and 1928 variants. This can be upgraded into an absurd 70 rounds when fully upgraded. Obtaining the infinite ammunition upgrade changes the stick magazine into the aforementioned drum magazine (despite the real M1 and the M1A1 Thompsons being unable to utilize drum magazines), which makes the magazine model no longer tied to Leon's current costume; though the &amp;quot;reload&amp;quot; animation when using the Mafia (now known as Pinstripe) costume remains.&lt;br /&gt;
&lt;br /&gt;
It is an available weapon for Pinstripe Leon in The Mercenaries mode, pre-upgraded to hold 60 rounds instead of 50.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:RE4R_M1A1_1.jpg|thumb|none|600px|The Thompson in the inventory menu; since it is not possible to view the Thompson with stick magazines through the model viewer.]]&lt;br /&gt;
[[File:RE4R_M1A1_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Colt 1921A Thompson2.jpg|thumb|none|400px|1921 Thompson - .45 ACP]]&lt;br /&gt;
[[File:RE4R_M1A1_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1A1_4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
Rifle-type firearms are aimed in a first-person perspective, even when the optics are removed. They also have an exclusive property of having 3x damage multiplier to enemy weakpoints. All rifles are chambered in 55-grain .223 Remington cartridges and it can pierce through enemies.&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903A4==&lt;br /&gt;
The [[M1903 Springfield#M1903A4 Springfield Sniper Rifle|Springfield M1903A4]] bolt-action rifle returns in the remake, now known as the &amp;quot;SR M1903&amp;quot; instead of the generic &amp;quot;Rifle&amp;quot; designation. It is purchased relatively early in the game, as before, at Chapter 2. Buying the weapon during the said chapter will come with an ACOG sight for free. When sights are mounted to the weapon, the rifle will be fitted with a Picatinny rail. While its maximum firepower mentioned in its stats no longer exceeds that of the magnum-type handguns featured in the game (even when its exclusive perk upgrade was purchased), it is still capable as a suitable long range weapon with raw power in mind, especially when hitting enemy weakpoints. All rounds are correctly loaded individually instead of using stripper clips, to further make itself distinct from other rifles of its class.&lt;br /&gt;
&lt;br /&gt;
It holds 5 rounds by default, though it can hold up to a maximum of 13 through upgrades. Its exclusive power doubles the firepower, heavily increasing the weapon's damage. It is the longarm of choice for the newcomer Luis in The Mercenaries. It can be obtained in Chapter 1 of Separate Ways, along with an ACOG sight.&lt;br /&gt;
&lt;br /&gt;
[[File:Rifle Springfield M1903A4 with M84 sight.jpg|thumb|none|400px|Springfield M1903A4 - .30-06]]&lt;br /&gt;
[[File:RE4R_M1903_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1903_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Springfield M1903A3===&lt;br /&gt;
Detaching the current scope of the M1903A4 turns it into the [[Springfield M1903A3]] variant, as both of its iron sights are attached to the model to make aiming in the first-person perspective more viable. The weapon is still reloaded round-by-round, however.&lt;br /&gt;
&lt;br /&gt;
[[File:M1903A3_Rifle_made_by_Remington_Arms.jpg‎|thumb|none|400px|Remington-manufactured M1903A3 Springfield - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8 hybrid==&lt;br /&gt;
Changed from the generic &amp;quot;Semi-Auto Rifle&amp;quot;, the &amp;quot;Stingray&amp;quot; makes an appearance as one of the available rifle options. It bears much more resemblance to the [[Heckler &amp;amp; Koch SL8]] in real life compared to how it was in the original game. Specifically, the game depicts the SL8 as a hybrid variant of the US import SL8-1 (the crimping in magazine well and single-stack magazine being notable giveaways), but with the shortened rail of the European/Canadian variant SL8-4, albeit without the G36 handguard. It is available in the Merchant's wares starting from Chapter 7. It is available in Leon's and Ada's (Dress outfit) loadout in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
While not the fastest-firing of its kind anymore (which was taken over by the Model 933), it remains as a great ammo-conserving variant, also allowing rapid precision fire to enemy weakpoints in close to medium ranges. It initially holds 10 rounds, which is the correct capacity of the proprietary magazine that the SL8-1 (and the SL8-6) is loaded in. This can be increased up to 18 rounds with the highest capacity upgrade. Its exclusive upgrade doubles the rate of fire.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk sl8-1.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-1 - 5.56x45mm]]&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_Stingray_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Stingray_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Coming from the [[Resident Evil 3 (2020 VG)|''Resident Evil 3'' remake]], the [[Colt Model 933]] returns as the &amp;quot;CQBR Assault Rifle&amp;quot;. Its designation &amp;quot;CQBR&amp;quot; as well its A2 standalone sight, aren't anachronistic this time, as they have been in service as per the game's setting - 2004. It is first obtainable for free in Chapter 10, once the player completes a puzzle in the library of the castle. If not obtained there, it can be purchased from the Merchant starting from Chapter 11, with a limited-time discount all throughout the aforementioned chapter. Unlike ''RE3R'', this incarnation of the carbine doesn't come with its sling swivel, but the charging handle is fully modeled.&lt;br /&gt;
&lt;br /&gt;
The Model 933 is considered as an expensive, fast-firing rifle option compared to the latter two rifles (which, as a result, has less firepower compared to the bolt-action M1903), best at single-target damage per second output against tougher enemies and bosses. It holds an underloaded 20 rounds inside the 30 STANAG magazine when not upgraded, up to a still incorrect 32 (sharing the capacity as with the counterpart in the ''Resident Evil 3'' remake) when maxed out. Its exclusive upgrade increases firepower by 1.5x. Even though its usage of in-game rifle ammo is mostly correct (.223 Remington is near identical to 5.56 NATO), one will soon question the CQBR's longevity once you realize that having an automatic weapon use an ammo type meant for snipers will probably burn through already rare ammo reserves rather quickly. While it demands trigger and accuracy control, the 933 can surpass the SL8 in every way possible.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_CQBR_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_CQBR_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
The Huey gunship that Mike pilots is armed with the M21 Armament System. Twin [[M134 Minigun]]s and side-mounted 70mm rocket pods can be seen mounted on the helicopter.&lt;br /&gt;
&lt;br /&gt;
[[File:Armament.jpg|thumb|none|500px|M134 Minigun mounted on a M21 Armament Subsystem (along with a M158 rocket launcher), used on Huey gunships - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE4R_M21Huey_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M21Huey_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG08==&lt;br /&gt;
Various [[Maxim MG08]] emplaced machine guns with custom mounts are used by the Ganado in the early island levels, which can be commandeered by Leon. These carry limited ammo.&lt;br /&gt;
&lt;br /&gt;
[[Image:MaximMG08.jpg|thumb|none|400px|Maxim MG08 on 'sledge' mount - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] once again serves as the main rocket launcher throughout the game, featuring the same role as with the original iteration, along with its use of some of the Ganado in the later parts of the storyline. This time, the RPG-7 in the remake does not feature any sort of scope in all of its variants. The Infinite Rocket Launcher is available only in a New Game+ save file for 2,000,000 pesetas. Both rocket launchers can be used to bypass certain sections of the game and even one-shot bosses entirely. The regular rocket launcher is available to Ada's dress costume in The Mercenaries as part of her loadout.&lt;br /&gt;
&lt;br /&gt;
Interestingly, during the final boss fight, the player cannot use any other weapon nor switch to other weapons once the special variant of the RPG-7 is dropped specifically to finish the boss, meaning it is no longer possible that the player can sell nor keep the Special Rocket Launcher during a NG+ playthrough. The regular/infinite Rocket Launcher can be used to finish the aforementioned boss off, but the Special Rocket Launcher will not be dropped. The Special Rocket Launcher also appears in Separate Ways, but while it is obtained as part of an objective, it is not usable.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RE4R_RLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Weaponry=&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
As before, a few cannon artillery pieces are stationed across the castle sections of the game. Leon himself can commandeer one in Chapter 7 as well as Chapter 8, using it to destroy the castle gate and a couple of catapults as well. Ada can also man them in Separate Ways. They have infinite ammo in all of these sequences. It is also usable in the castle portion of The Mercenaries mode, which contain very limited ammo (3 to be exact).&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==&amp;quot;Bolt Thrower&amp;quot;==&lt;br /&gt;
Replacing the original &amp;quot;Mine Thrower&amp;quot; fictional arm gun in the original game, a modernized crossbow sorts of weapon known as the &amp;quot;Bolt Thrower&amp;quot; makes its appearance. This weapon can be purchased with 10,000 pesetas starting from Chapter 2, with the Merchant giving Leon a small discount upon going behind the church. As its name implies, the &amp;quot;Bolt Thrower&amp;quot; fires craftable bolt projectiles which can be retrieved after the projectile hits. Leon can attach the bolts with explosive mines, which detonate when an enemy is in its proximity or after a few seconds once it has been struck to the enemy.&lt;br /&gt;
&lt;br /&gt;
Stealthy but slow-firing (especially not upgraded), the Bolt Thrower greatly benefits from exploration sections in the game, conserving ammunition for other weapons when they will be needed for the high combat sections later on.&lt;br /&gt;
&lt;br /&gt;
[[File:RE4R_BoltThrower_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BoltThrower_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Blast Crossbow==&lt;br /&gt;
The remake's counterpart of the &amp;quot;Bowgun&amp;quot; is the Blast Crossbow, which functions similarly to its original incarnation. It can be found in Chapter 3 of Separate Ways, and not bought from the Merchant (unless Ada misses the crossbow there). It is available to Ada's default outfit in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from the previous remakes, this time as the &amp;quot;Heavy Grenade&amp;quot;. This grenade functions as an upgraded version of the M67 &amp;quot;Hand Grenade&amp;quot; below, having more demolition power with a larger blast radius.&lt;br /&gt;
&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE4R_M26.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M67 Fragmentation Grenade==&lt;br /&gt;
The [[M67 hand grenade]] makes its appearance, simply known as the &amp;quot;Hand Grenade&amp;quot;, which replaces the original function of the M26 grenades in the previous remakes.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:RE4R_M67.jpg|thumb|none|600px|The grenade in the model viewer.]]&lt;br /&gt;
[[File:Download (27).jpg|thumb|none|600px|Leon holding the grenade with his thumb depressing the spoon.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] once again makes its return from the recent remakes, known as the &amp;quot;Flash Grenade&amp;quot;. Its color scheme is altered compared to its previous appearance, with differing markings as well.&lt;br /&gt;
&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE4R_M84.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese_Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1622578</id>
		<title>Resident Evil 4 (2023 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1622578"/>
		<updated>2023-10-30T08:30:10Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: /* Beretta 92FS Vertec Inox */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 4&lt;br /&gt;
|picture=Re4remaketitle.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= March 24, 2023&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Playstation 5&amp;lt;br&amp;gt;Xbox Series X/S&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 4''''' is a 2023 remake of the critically-acclaimed ''[[Resident Evil 4]]'' originally released in 2005. As with recent installments of the franchise, the 2023 remake runs under the technologically-advanced RE Engine, featuring significantly improved graphics over its original game as well as its HD remakes. Along with new visuals, much of the mechanics have been remade and the gameplay itself being modernized to the remake series standards starting with the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]].&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
As per the recent remakes, the game uses a third-person over-the-shoulder perspective, albeit with more fluidity and freedom since the player character can now aim and move at the same time. The laser sight used in most of the console versions of the original game have been removed (with the exception of the Hardballer's iconic laser module), although it exists as a secondary attachment to some pistols. Interestingly, almost every firearm (not including the fictional &amp;quot;P.R.L. 412&amp;quot; energy weapon) has returned from the original game, with most of them modeled accurately to their real-world counterparts (such as the SL8 and the Striker-12) while others are remodeled (the fictional &amp;quot;Silver Ghost&amp;quot; to the slightly-less fictional USP9, and the M1911 to Hardballer) entirely, but function the same way.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Focus aiming&amp;quot; returns from the previous remakes, standing still long enough allows the crosshair to be reduced to a dot, allowing for an increased critical shot rate. Using the optional laser sight for some pistols (or when using the Hardballer in general) increases the critical shot chance, as it is always considered &amp;quot;focused&amp;quot; by default.&lt;br /&gt;
&lt;br /&gt;
The attaché case first introduced in the original game returns in the remake as its form of inventory system, and weapons can be switched out on the fly. Weapons cannot be discarded entirely, instead, they can be put into the typewriter storage (the item box equivalent to recent entries) which can be retrieved back at any time. The functionality of the knife has been expanded compared to the previous remakes, as they can be used to parry highly-damaging/instant kill attacks, or it can be used to get out of a grab quickly for some enemies. There is a durability system with knives, which can be broken if they're used too much. Some knives can be repaired at the Merchant with a fee, while others (most commonly the ones found in the game world) will be entirely lost. Multiple knives can be acquired, and the game will prioritize consumable knives before the reusable ones.&lt;br /&gt;
&lt;br /&gt;
Speaking of the Merchant, he returns in the remake as well. Many weapons and items can be bought from him via pesetas while some items and weapons are bought with rare spinels, which can be obtained by completing various side quests that are featured in this game. Various weapons and items can be obtained for free throughout the game world itself, but if they are missed within the chapter it is featured in, it will be available in the next chapter in the Merchant's wares. Once again, weapons can be upgraded from the Merchant, and ammunition capacity upgrades can go to absurdly high levels (though it isn't as high as in the original game). Once fully upgraded, weapons can be upgraded one more time through exclusive upgrades, in which they require an exclusive upgrade ticket (traded with spinels) and a large amount of pesetas. Some weapons can be bought at the post-game shop, purchased via credits obtained by completing various challenges.&lt;br /&gt;
&lt;br /&gt;
As before, various weapon accessories such as scopes and stocks can be fitted onto several weapons to enhance their capabilities, at the cost of some inventory space.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
All available pistols (and not revolvers and the Mauser C96 &amp;quot;Red 9&amp;quot;) can hold an additional round in the chamber if the player reloads the pistol while it isn't empty, which also has a separate &amp;quot;tactical&amp;quot; reload animation. All pistols are chambered in high velocity &amp;quot;9mm Handgun&amp;quot; rounds, while magnum-type handguns use &amp;quot;.45 Centerfire Pistol&amp;quot; (ie. .45 ACP). The player character holds the handguns in either a traditional stance or through the Center Axis Relock technique.&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP9==&lt;br /&gt;
Replacing the hybridized &amp;quot;Silver Ghost&amp;quot; pistol in the original game, Leon starts with a Kendo Shop custom-tailored two-tone &amp;quot;SG-09 R&amp;quot;, based on the [[Heckler &amp;amp; Koch USP|Heckler &amp;amp; Koch USP9]]; its in-game description notes that it is a derivative of the &amp;quot;MUP&amp;quot;, which is the name of the USP9 in the RE2 and RE3 remakes. As with the VP70M in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], the USP9 is Leon's &amp;quot;canon&amp;quot; cutscene sidearm, as he always brandishes this pistol regardless of having it in his attaché case or stored in the typewriter storage. It rather interestingly sports a Picatinny rail on the frame; USPs did not have such integral rails during their production run, instead sporting a proprietary H&amp;amp;K developed rail for attaching lights and lasers. Picatinny rails did not become standard on HK pistols until the HK45 and P30 line of pistols that were introduced in 2006. The gun also sports a custom grip with finger grooves and checkering pattern reminiscent of the P30.&lt;br /&gt;
&lt;br /&gt;
It initially and incorrectly holds 10 handgun rounds in the magazine when not upgraded, though the level 3 capacity upgrade gives it 14 rounds, one round shy of the actual 15 in real life. This can be upgraded up to 18 rounds when fully upgraded. It doesn't come with its laser sight by default, unlike the original pistol, but it can be fitted with one if the player buys the laser sight upgrade from the Merchant; the cutscene pistol is never shown with a laser sight, even if the player upgraded their pistol with one.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;SG&amp;quot; in its designation likely refers to &amp;quot;Silver Ghost&amp;quot;, the unofficial name of the original weapon it replaced, while &amp;quot;-09&amp;quot; likely refers to its caliber, 9mm. The &amp;quot;R&amp;quot; designation is unknown, but is speculated to mean &amp;quot;Remake&amp;quot;. As before, the pistol's exclusive perk upgrade allows the pistol to have a 5x critical shot rate. Predictably, it remains as Leon's sidearm in The Mercenaries mode.&lt;br /&gt;
&lt;br /&gt;
[[File:TM SG-09 R.jpg|thumb|none|350px|Tokyo Marui SG-09 R - 6mm BB. This is a licensed replica of the &amp;quot;SG-09 R&amp;quot;, a customized Heckler &amp;amp; Koch USP, from ''Resident Evil 4'' (2023). Note that the airsoft pistol bears the HK, USP, European proofs, and date code markings on the slide while these are removed from the in game model, leaving only the 9x19mm caliber and kendo logo.]]&lt;br /&gt;
[[File:RE4R_SG09R_2.jpg|thumb|none|600px|The SG-09 R in the model viewer, without its laser sight module attached, bearing high resemblance to the airsoft replica reference image above. It's no IMFDB 2.0 yet, but eventually we'll get there. Note that the serial number is visible here and in a different spot than a normal USP's is, which is on the underside of the dust cover where the rail is molded on the real gun's frame. The presence of design elements from the later P30 and HK45 pistols especially in the grip checkering pattern, finger grooves and Picatinny rail suggests that in-universe, Joseph Kendo took inspiration from examples of both pistols (which likely would have been in late prototype phases in 2004) or competing pistols incorporating these features.]]&lt;br /&gt;
[[File:RE4R_SG09R_1.jpg|thumb|none|600px|Ditto, other side.  Its frame is slightly longer than the normal variant (which is an interesting design choice as no USPs were ever made with extended frames) and it has been fitted with a compensator, which includes a new front sight. As a consequence of this, the normal front sight on the slide itself has been replaced with a filler plug in the same finish as the slide. Note the &amp;quot;kendo&amp;quot; logo engraving, which according to supplemental Tokyo Marui advertising materials, was supposed to be scrubbed from the pistol upon completion and entering official US Government service for operational security and deniability reasons. Leon, however, is stated to have liked the gun and Joseph Kendo's work so much that he elected to keep it engraved on the slide.]]&lt;br /&gt;
[[File:RE4Rusp9 aimflashlight.jpg|thumb|none|600px|Leon using the USP in conjunction with a flashlight.]]&lt;br /&gt;
[[File:RE4Rusp9tacticalreload.jpg|thumb|none|600px|Performing a tactical reload. Note the magazines appear to be steel instead of the real USP9's polymer magazines]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Beavertail==&lt;br /&gt;
The &amp;quot;Sentinel Nine&amp;quot; appears as one of the exclusive Deluxe or Collector's edition weapons, based on the [[SIG-Sauer P226 Beavertail]] that Leon used in ''[[Resident Evil: Vendetta]]'' under the same name. This marks it as its first usable appearance by the player in the game series.&lt;br /&gt;
&lt;br /&gt;
The weapon is anachronistic, as the [https://www.projectumbrella.net/sentinel-nine-thorough-analysis.html in-universe documents] about the Sentinel Nine released alongside the tie-in Tokyo Marui replica, state that the Sentinel Nine was developed in 2011. It can be excused however, since the pistol itself is bonus content and very much non-canon to this game.&lt;br /&gt;
&lt;br /&gt;
While it has slightly lower damage than the default USP9 Leon starts with, it boasts the highest capacity of any handgun in the game (not including the VP70M's exclusive double ammo upgrade), at 31 when fully upgraded. It initially holds 19 rounds to start with, and it has a faster fire rate than the USP9 to boot, although it is slightly superseded by the Springfield Armory XD when the latter is fully upgraded. Like the USP9, its exclusive perk upgrade allows 5x critical shot rate, and it can be attached with a laser sight.&lt;br /&gt;
[[File:Leon sentinel nine.jpg|thumb|none|350px|Tokyo Marui Sentinel Nine &amp;quot;Leon Model&amp;quot; - 6mm BB. This is a licensed replica of the custom SIG-Sauer P226 Beavertail from ''Resident Evil: Vendetta''.]]&lt;br /&gt;
[[File:RE4R_S9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_S9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] returns as the &amp;quot;Punisher&amp;quot;, along with its exaggerated piercing capabilities. The pistol can only be bought from the Merchant, but instead of pesetas, he sells the weapon in spinels. Once again, the Five-seveN in-game uses standard handgun rounds shared by other pistols, which is 9mm in this game instead of the 5.7 round. However closer inspection of the magazine when reloading shows accurately modeled 5.7x28mm rounds. It holds an underloaded 12 rounds by default, though the level 4 capacity upgrade increases it to 21 rounds, one round over the maximum capacity of the real deal. Like the USP9, the Five-seveN can be upgraded with an underbarrel laser sight. Instead of the all-black finish of the original weapon, the pistol is based on the FDE variant.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Punisher MC&amp;quot; is the Merchant's custom-made variant available in Separate Ways, which can be bought from the Merchant himself for 10,000 pesetas. In a sense, it looks and functions very similarly to its normal counterpart.&lt;br /&gt;
&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:RE4R_Punisher_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Punisher_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Red 9&amp;quot;==&lt;br /&gt;
The iconic [[Mauser C96 &amp;quot;Red 9&amp;quot;|C96 &amp;quot;Red9&amp;quot;]] also returns, and it can now be found for free in Chapter 4, though if the player misses the firearm there, it can alternatively be bought by the Merchant with pesetas. As before, it can be fitted with a stock to improve accuracy and recoil. It initially holds 8 rounds in capacity, though the level 2 ammo capacity upgrade allows it to correctly hold 10 rounds, which can be potentially increased further up to 16. An iconic pistol from returning veterans and new players alike, the Red9's best known for its raw damage per shot with low fire rate, with its exclusive perk upgrade having 1.5x firepower.&lt;br /&gt;
&lt;br /&gt;
It remains as Luis' primary sidearm in the game as well as The Mercenaries. An infinite ammo variant of the Red9 is used by Leon throughout Chapter 11's minecart section, with 10 rounds instead of the default 8 rounds. Since Luis isn't seen with his sidearm all throughout this specific section, it implies that he lent his sidearm to Leon for the time being.&lt;br /&gt;
&lt;br /&gt;
[[File:MauserRed9stock.JPG|thumb|none|400px|Mauser C96 &amp;quot;Red 9&amp;quot; Version with shoulder stock and stripper clip - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Red9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Red9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD==&lt;br /&gt;
The &amp;quot;Blacktail&amp;quot; also makes its return, taking the appearance on the [[Springfield Armory XD]], albeit with a more rounded trigger guard. It is the most compact pistol available, taking up 2x2 slots in the attaché case rather than 2x3 in exchange of magazine capacity. It is a well-balanced upgrade to the USP9, holding 9 rounds initially, up to 13 when fully upgraded. Despite the presence of a rail for mounting lasers, the Blacktail cannot mount the optional laser sight. This could potentially be explained by the laser sight being designed to mount onto Picatinny rails, as the SG-09R, Punisher and Sentinel Nine all sport such rails.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Blacktail AC&amp;quot; - AC standing for &amp;quot;Ada Custom&amp;quot; - is a custom variant of the Springfield XD, wielded by Ada and available to the player in Separate Ways or in The Mercenaries gamemodes while using her default outfit. What exactly makes the Blacktail AC a custom pistol or even to Ada's personal specifications is unknown. &lt;br /&gt;
&lt;br /&gt;
[[File:SpringFieldXD9.jpg|thumb|none|350px|Springfield Armory XD - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Blacktail_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Blacktail_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M==&lt;br /&gt;
The [[Heckler_%26_Koch_VP70|H&amp;amp;K VP70M]] makes its appearance once again as the &amp;quot;Matilda&amp;quot;. Unlike its original incarnation, it is not a post-game weapon (rather, it is obtained by spending 10 Spinels from the Merchant from Chapter 8 onwards) and it can be used without its stock, which must be purchased separately. Correctly, the slide does not lock back on the last shot; however, the empty reload animation incorrectly depicts Leon reloading the pistol without racking the slide, unlike other pistols. It fires at about 800-900 RPM, which is much slower than its real blistering 2200 RPM fire rate, which it historically has never had in this series, although the original game came the closest. It is, however, a marked improvement over the last time this sidearm and stock appeared in ''RE2R'', where it chugged along at a speed slower than an M3 Grease Gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Matilda_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Matilda_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Vertec Inox==&lt;br /&gt;
In the spirit of the custom-made Beretta 92FS &amp;quot;Samurai Edge&amp;quot;, the [[Beretta 92FS Vertec]] Inox serves exclusively as Albert Wesker's sidearm in cutscenes and it is usable while playing as Wesker in The Mercenaries. It holds an underloaded 10 rounds, but it packs quite a punch. It is known in-game as the &amp;quot;XM96E1&amp;quot; and it features minor alterations compared to the real-world weapon, such as added front slide serrations and an extra slot for the picatinny rail. The name and description, specifically noting its increased power, seem to imply that the pistol has been converted to a .40 caliber Beretta 96 or is an experimental Beretta 96 prototype. Given that it is a dead ringer for the Beretta 96 Vertec Inox, it is likely the latter.&lt;br /&gt;
&lt;br /&gt;
[[File:Beretta-92FS-Vertec-SS.jpg|thumb|none|350px|Beretta 92FS Vertec Inox - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Schofield==&lt;br /&gt;
The &amp;quot;Broken Butterfly&amp;quot; returns once more, now more accurately based on a [[Smith &amp;amp; Wesson Schofield]] than a hybrid of the former and the [[Colt Single Action Army]]. It is the quintessential magnum handgun, which can be bought much later in the game compared to the original version, available in chapter 7 for pesetas. It initially holds 6 rounds in the cylinder, though it can hold up to an impossible 10 rounds through upgrades and Capcom-patented magic. Its exclusive upgrade perk increases the firepower by 1.5x. It is available in The Mercenaries while playing as Leon's Pinstripe outfit.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;WSchofieldright.jpg|thumb|none|350px|Smith &amp;amp; Wesson Schofield Model 3 with blued finish - .45 Schofield]]&lt;br /&gt;
[[File:RE4R_BB_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BB_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AMT Hardballer==&lt;br /&gt;
The &amp;quot;Killer7&amp;quot; returns, albeit modeled after an [[AMT Hardballer]] (along with a large functional custom laser sight, making it resemble more of the pistol used in ''[[The Terminator]]'' as well as KAEDE's &amp;quot;CONNECTION&amp;quot; pistol in Capcom's [[Killer7|namesake cult-classic]]) than a standard Colt [[M1911]] used in the original game. The trigger guard is also more squared, a characteristic of the [[LAR Grizzly Pistol]]. It can be purchased from the Merchant with 42,000 pesetas starting from Chapter 11 onwards, making it as a late-game stable alternative to the Smith &amp;amp; Wesson Schofield. It starts off with a reasonable seven shots in the magazine, though this can be increased up to 15 once maxed out. It now has an exclusive upgrade, giving it a 5x critical shot rate. It is Wesker's pocket-handcannon of choice in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[File:ED_45.jpg|thumb|none|400px|AMT Hardballer Longslide with laserlock sight as used in the ''The Terminator'' film - .45 ACP]]&lt;br /&gt;
[[File:AMTHardballer5in.jpg|thumb|none|400px|AMT Hardballer with 5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[File:RE4R_Killer7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Killer7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] returns as the &amp;quot;Handcannon&amp;quot;, a post-game unlock by completing the &amp;quot;Professional Agent&amp;quot; challenge, done by completing the game in the Professional difficulty (the highest difficulty after Hardcore) in any rank without using any bonus weapons or by completing all stages in the Mercenaries in S rank or higher. It retains the wood grips seen in the original model, and it ditches the fictional laser sight and fore that was once part of the original weapon, in favor of the more true-to-life 10.5&amp;quot; variant. It now uses magnum ammo instead of proprietary handcannon ammo. The hammer is incorrectly depicted as always being cocked despite Leon never physically touching it, as if the weapon were automatic.&lt;br /&gt;
&lt;br /&gt;
It initially holds the correct 5 rounds when first obtained, 9 when fully upgraded. Capacity is a moot point once its exclusive upgrade is obtained, allowing it to have infinite ammunition. Its damage doesn't wildly surpass the other magnum-type weapons compared to its original incarnation (with the Schofield having better raw damage and the Hardballer having dramatically increased crit rate, when both of them have their exclusive upgrades) and its accuracy beyond several feet is atrocious but its insane longevity thanks to infinite ammo makes up its shortcomings. Leon reloads the revolver while the hammer is cocked, which is impossible to perform as the cylinder cannot be open or closed.&lt;br /&gt;
&lt;br /&gt;
Wearing Leon's &amp;quot;Pinstripe&amp;quot; outfit with the Handcannon while it has infinite ammo will have Leon perform a stylish move, akin to the infinite ammo Thompson SMG.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;W500.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 500 (10.5&amp;quot; barrel) with extended ejector shroud, accessory rail, and sling - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:RE4R_Handcannon_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Handcannon_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
As before, Leon acquires the [[Remington 870]] (as the &amp;quot;W-870&amp;quot;) as his first shotgun obtained in the Ganado Village (now known as the Village Square in the remake). Instead of the Express Combo in the original game, its model was based on the fully upgraded variant in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It holds five shells when first obtained, despite the presence of an extended tube magazine on the model. It can be upgraded to the correct 8 with the level 4 ammo upgrade and up to 10 on its max ammo upgrade. The 870 packs the biggest damage and stopping power of all of the shotguns, but its wide spread necessitates close-quarter riskiness. Unlike the original pump shotgun which is always pumped when reloaded, the remake shotgun is realistically only pumped when emptied. It is available to Leon's Pinstripe costume in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
As with the original game, Ada can buy a sawed-off version of the W-870 from the Merchant's wares, starting from Chapter 2 of Separate Ways. As before, it is a compact version of the shotgun with a pistol grip. It has increased power and a reduced size profile, at the cost of capacity (from 5 to 3). This variant is available to her default outfit in The Mercenaries as her shotgun of choice.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:870 shorty.jpg|thumb|none|450px|Remington 870 with TacStar front and rear pistol grips - 12 gauge. Similar to Ada's shotgun.]]&lt;br /&gt;
[[File:RE4R_W870_2.jpg|thumb|none|600px|Right side of the gun in the model viewer.]]&lt;br /&gt;
[[File:RE4R_W870_1.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:RE4R870shoot2.jpg|thumb|none|600px|Leon mid pump while taking down a ganado.]]&lt;br /&gt;
[[File:RE4R870reload.jpg|thumb|none|600px|Loading a new shell.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The &amp;quot;Skull Shaker&amp;quot;, a sawed off [[Winchester Model 1887]] akin to the famous cut-down variant first seen in ''[[Terminator 2]]'', is available by purchasing the Deluxe or Collector's Edition or through its own separate DLC. In a similar vein to its reference, Leon will flip cock the weapon, though the weapon does not have an enlarged lever loop. Unlike the other shotguns, the custom Model 1887 is an extremely compact weapon (occupying a 2x2 grid space), beating out the Striker-12 and the sawed-off Remington 870. However, it can hold a paltry ''two'' shells in the magazine tube when not upgraded, though it can be reloaded and expended fairly quickly (in fact, all shells are loaded at once), which may be Capcom's way of referencing the real life Cowboy Action Shooting Drop 2 capacity mod sometimes done to real 1887s for competition purposes. It can be upgraded up to six shells with a maxed out ammo capacity upgrade, though the correct five shell capacity is possible.&lt;br /&gt;
&lt;br /&gt;
Its presence in the game is likely a callback to Jill's [[Winchester Model 1892#&amp;quot;Mare's Leg&amp;quot;|Winchester 1892 &amp;quot;Mare's Leg&amp;quot;]] in the original ''[[Resident Evil 3: Nemesis|Resident Evil 3]]'', where in the weapon functions as a fast-firing lever-action shotgun. It even has similar gameplay properties to it, especially when the Model 1887 is maxed out.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1887 Airsoft.jpg|thumb|450px|none|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'']]&lt;br /&gt;
[[File:RE4R_SkullShaker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SkullShaker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] fitted with an [[Benelli M4 Super 90|M4]] stock from the ''Resident Evil 3'' remake appears as the &amp;quot;Riot Gun&amp;quot;. It is made available in Chapter 6 and has the tightest spread of all the shotguns. Interestingly, the Riot Gun is semi-automatic in-game (unlike the original Riot Gun, which is pump-action) but does not use its respective modification as seen in ''Resident Evil 3''. In game it is modeled after an early model Benelli M3 as shown by its barrel mounted rifle sights, as is typical with models such as those imported by HK on the United States civilian market. It is Leon's shotgun of choice in The Mercenaries. In the model viewer it is depicted with a shell on the lifter, but this would be incorrect as the shotgun doesn't deposit one from the magazine onto the lifter unless the trigger is pulled or the shell release lever is tripped, and it would prevent the user from lifting the shell lifter in order to load rounds into the magazine. Despite the aforementioned Remington 870 having a different reload animation for an empty magazine tube, the M3 Super 90's charging handle is always pulled when reloaded which would eject a chambered shell.&lt;br /&gt;
&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE4R_M3RG_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M3RG_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
The &amp;quot;Striker&amp;quot; makes its appearance, available in the Merchant's wares starting from Chapter 10 onwards. The in-game model is now accurately modeled after the later production variant of the [[Penn Arms Striker-12]], featuring its unique thumb tab, rear drum advance lever and its large shell deflector from the other Striker variants. The reload animation is more to its real-life counterpart, as Leon uses the winding key after inserting the shell (or shells in fact, as he inserts more than one shell into the weapon to shorten its reload time). Leon does not, however, eject the last spent shell manually with the ejector rod featured in the weapon. And oddly enough, firing the weapon does not eject the shells either. To top it all off, he still doesn't brace the stock when in use, despite the presence of the foldout stock in the model, he continues to fire it from the hip.&lt;br /&gt;
&lt;br /&gt;
The Striker functions to its counterpart in the original game in essence, being a compact semi-automatic lategame shotgun. It holds 12 shotshells in the revolving drum when first obtained, up to 24 with all of the ammo capacity upgrades and up to ''48'' when its exclusive perk upgrade is bought (downplayed from an absurd ''100'' in its original incarnation). When it is fully upgraded, Leon can reload the entire Striker by inserting ''one'' shell in. It isn't as strong nor accurate as the other shotguns (so much so that its inaccuracy is rather too comical), it fares better in the capacity and reload time market.&lt;br /&gt;
&lt;br /&gt;
The Striker itself also makes as appearance as a charm trinket for the attaché case, increasing Leon's movement speed by 8%. This is a reference to the well-known &amp;quot;Ditman Glitch&amp;quot;, wherein the Striker (or more accurately, a hybrid of it) is used to make all of Leon's actions perform faster than usual; which makes it a common sight in speedruns of the original game.&lt;br /&gt;
&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:RE4R_Striker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Striker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
TMP ammo in the original game is now compatible with other submachine guns in the remake.&lt;br /&gt;
&lt;br /&gt;
==Steyr TMP==&lt;br /&gt;
The [[Steyr TMP]] returns as well, under the &amp;quot;TMP&amp;quot; name as before. It can be bought from the Merchant starting in Chapter 3 and available right off the bat in Separate Ways, an early game automatic firearm in both circumstances. Like before, the TMP fires 9mm submachine gun ammunition, which cannot be exchanged with the pistol ammunition commonly found in-game, and it can be fitted with a stock to improve its accuracy. While its magazine is shortened from its original incarnation, it does not reflect the 30 round capacity that it starts off with, which can be increased up to 70 with upgrades. It is modeled after its true-to-life variant, and as an result, it does not have the mounted laser sight on the grip. The TMP's stock must now be purchased with spinels rather than pesetas. It is Krauser's and Ada's (in the Dress outfit) firearm of choice in The Mercenaries and the main game.&lt;br /&gt;
&lt;br /&gt;
Interestingly, while not in the full game itself, the TMP can also be acquired as a hidden weapon in the Chainsaw Demo, under the requirement that the player must empty the inventory before proceeding to village proper, and finding it in a well at the south area of the village.&lt;br /&gt;
&lt;br /&gt;
[[Image:SteyrTMP.jpg|thumb|none|400px|Steyr TMP - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:SteyrTMPcarbine.jpg|thumb|none|450px|Steyr TMP with stock and M68 Aimpoint sight - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE4R_TMP_1.jpg|thumb|none|600px|Right side of the TMP with stock fitted.]]&lt;br /&gt;
[[File:RE4R_TMP_2.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:RE4Rtmpnostockidle.jpg|thumb|none|600px|Leon holding the TMP without a stock, displaying excellent trigger discipline.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
New to ''Resident Evil 4'', the HK [[MP5A5]] makes an appearance as the &amp;quot;LE 5&amp;quot;, being an alternative to the TMP which can be first obtained for free by solving a puzzle in Chapter 13. It is an altered version of the MP5A3 of the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], with a Navy 3-round burst trigger group (thus, identifying it as an A5, with its extending stock) and the deletion of the checkering texture seen in the original &amp;quot;slimline&amp;quot; MP5 variants and its original optic; though other optics can be attached to the weapon for better accuracy. It still doesn't have its iron sights, however, even when optics are removed from the weapon. The bolt of the weapon also never opens when fired or when the cocking lever is locked back during reloading.&lt;br /&gt;
&lt;br /&gt;
Compared to the TMP, the MP5 has penetration power, like the FN Five-seveN (with its exclusive upgrade having 5x penetration power; again, just like the Five-seveN), at the cost of raw power and reload time. It holds 20 rounds in the magazine when not upgraded, though it can hold 30 with the level 2 capacity upgrade, all the way to 60 when maxed out. The MP5A5 is chambered in 9mm Parabellum (as it shares ammunition to the aforementioned TMP, with the SMG ammo box explicitly mentioning this), unlike the ''Resident Evil 2'' remake where it is oddly chambered in .380 ACP. This does not explain the weapon's piercing capabilities, however; though it could be for gameplay purposes, to make the MP5 more distinct from the available TMP. Instead of the custom MP9 in the original game, HUNK now uses the MP5A5 as his only firearm in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm]]&lt;br /&gt;
[[File:RE4R_LE5_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_LE5_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|Thompson &amp;quot;Chicago Typewriter&amp;quot;]] makes its appearance once again, now under the name &amp;quot;Chicago Sweeper&amp;quot;. As the Separate Ways side-story isn't included in the remake game's release, the Thompson can be unlocked instead by completing the game in the Professional difficulty with at least an A rank. It is obtained for free of cost once it is unlocked, as it is stored in the typewriter storage. As before, the Thompson is depicted as the [[M1A1 Thompson|GI M1A1 variant]], with a stick magazine, side-charging handle and streamlined, but winged sights. It is considered as a &amp;quot;bonus weapon&amp;quot;, and using it voids unlocking the Handcannon.&lt;br /&gt;
&lt;br /&gt;
Unlike the original version of the weapon, the Thompson does not come with its infinite ammunition by default, as this property is now an exclusive perk upgrade; which means the Thompson incorrectly uses 9mm submachine gun rounds until the exclusive upgrade is obtained. Despite using stick magazines, these hold 50 rounds in the magazine in-game, which is the capacity used in the 50-round Thompson drum magazines for the 1921 and 1928 variants. This can be upgraded into an absurd 70 rounds when fully upgraded. Obtaining the infinite ammunition upgrade changes the stick magazine into the aforementioned drum magazine (despite the real M1 and the M1A1 Thompsons being unable to utilize drum magazines), which makes the magazine model no longer tied to Leon's current costume; though the &amp;quot;reload&amp;quot; animation when using the Mafia (now known as Pinstripe) costume remains.&lt;br /&gt;
&lt;br /&gt;
It is an available weapon for Pinstripe Leon in The Mercenaries mode, pre-upgraded to hold 60 rounds instead of 50.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:RE4R_M1A1_1.jpg|thumb|none|600px|The Thompson in the inventory menu; since it is not possible to view the Thompson with stick magazines through the model viewer.]]&lt;br /&gt;
[[File:RE4R_M1A1_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Colt 1921A Thompson2.jpg|thumb|none|400px|1921 Thompson - .45 ACP]]&lt;br /&gt;
[[File:RE4R_M1A1_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1A1_4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
Rifle-type firearms are aimed in a first-person perspective, even when the optics are removed. They also have an exclusive property of having 3x damage multiplier to enemy weakpoints. All rifles are chambered in 55-grain .223 Remington cartridges and it can pierce through enemies.&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903A4==&lt;br /&gt;
The [[M1903 Springfield#M1903A4 Springfield Sniper Rifle|Springfield M1903A4]] bolt-action rifle returns in the remake, now known as the &amp;quot;SR M1903&amp;quot; instead of the generic &amp;quot;Rifle&amp;quot; designation. It is purchased relatively early in the game, as before, at Chapter 2. Buying the weapon during the said chapter will come with an ACOG sight for free. When sights are mounted to the weapon, the rifle will be fitted with a Picatinny rail. While its maximum firepower mentioned in its stats no longer exceeds that of the magnum-type handguns featured in the game (even when its exclusive perk upgrade was purchased), it is still capable as a suitable long range weapon with raw power in mind, especially when hitting enemy weakpoints. All rounds are correctly loaded individually instead of using stripper clips, to further make itself distinct from other rifles of its class.&lt;br /&gt;
&lt;br /&gt;
It holds 5 rounds by default, though it can hold up to a maximum of 13 through upgrades. Its exclusive power doubles the firepower, heavily increasing the weapon's damage. It is the longarm of choice for the newcomer Luis in The Mercenaries. It can be obtained in Chapter 1 of Separate Ways, along with an ACOG sight.&lt;br /&gt;
&lt;br /&gt;
[[File:Rifle Springfield M1903A4 with M84 sight.jpg|thumb|none|400px|Springfield M1903A4 - .30-06]]&lt;br /&gt;
[[File:RE4R_M1903_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1903_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Springfield M1903A3===&lt;br /&gt;
Detaching the current scope of the M1903A4 turns it into the [[Springfield M1903A3]] variant, as both of its iron sights are attached to the model to make aiming in the first-person perspective more viable. The weapon is still reloaded round-by-round, however.&lt;br /&gt;
&lt;br /&gt;
[[File:M1903A3_Rifle_made_by_Remington_Arms.jpg‎|thumb|none|400px|Remington-manufactured M1903A3 Springfield - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8 hybrid==&lt;br /&gt;
Changed from the generic &amp;quot;Semi-Auto Rifle&amp;quot;, the &amp;quot;Stingray&amp;quot; makes an appearance as one of the available rifle options. It bears much more resemblance to the [[Heckler &amp;amp; Koch SL8]] in real life compared to how it was in the original game. Specifically, the game depicts the SL8 as a hybrid variant of the US import SL8-1 (the crimping in magazine well and single-stack magazine being notable giveaways), but with the shortened rail of the European/Canadian variant SL8-4, albeit without the G36 handguard. It is available in the Merchant's wares starting from Chapter 7. It is available in Leon's and Ada's (Dress outfit) loadout in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
While not the fastest-firing of its kind anymore (which was taken over by the Model 933), it remains as a great ammo-conserving variant, also allowing rapid precision fire to enemy weakpoints in close to medium ranges. It initially holds 10 rounds, which is the correct capacity of the proprietary magazine that the SL8-1 (and the SL8-6) is loaded in. This can be increased up to 18 rounds with the highest capacity upgrade. Its exclusive upgrade doubles the rate of fire.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk sl8-1.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-1 - 5.56x45mm]]&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_Stingray_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Stingray_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Coming from the [[Resident Evil 3 (2020 VG)|''Resident Evil 3'' remake]], the [[Colt Model 933]] returns as the &amp;quot;CQBR Assault Rifle&amp;quot;. Its designation &amp;quot;CQBR&amp;quot; as well its A2 standalone sight, aren't anachronistic this time, as they have been in service as per the game's setting - 2004. It is first obtainable for free in Chapter 10, once the player completes a puzzle in the library of the castle. If not obtained there, it can be purchased from the Merchant starting from Chapter 11, with a limited-time discount all throughout the aforementioned chapter. Unlike ''RE3R'', this incarnation of the carbine doesn't come with its sling swivel, but the charging handle is fully modeled.&lt;br /&gt;
&lt;br /&gt;
The Model 933 is considered as an expensive, fast-firing rifle option compared to the latter two rifles (which, as a result, has less firepower compared to the bolt-action M1903), best at single-target damage per second output against tougher enemies and bosses. It holds an underloaded 20 rounds inside the 30 STANAG magazine when not upgraded, up to a still incorrect 32 (sharing the capacity as with the counterpart in the ''Resident Evil 3'' remake) when maxed out. Its exclusive upgrade increases firepower by 1.5x. Even though its usage of in-game rifle ammo is mostly correct (.223 Remington is near identical to 5.56 NATO), one will soon question the CQBR's longevity once you realize that having an automatic weapon use an ammo type meant for snipers will probably burn through already rare ammo reserves rather quickly. While it demands trigger and accuracy control, the 933 can surpass the SL8 in every way possible.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_CQBR_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_CQBR_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
The Huey gunship that Mike pilots is armed with the M21 Armament System. Twin [[M134 Minigun]]s and side-mounted 70mm rocket pods can be seen mounted on the helicopter.&lt;br /&gt;
&lt;br /&gt;
[[File:Armament.jpg|thumb|none|500px|M134 Minigun mounted on a M21 Armament Subsystem (along with a M158 rocket launcher), used on Huey gunships - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE4R_M21Huey_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M21Huey_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG08==&lt;br /&gt;
Various [[Maxim MG08]] emplaced machine guns with custom mounts are used by the Ganado in the early island levels, which can be commandeered by Leon. These carry limited ammo.&lt;br /&gt;
&lt;br /&gt;
[[Image:MaximMG08.jpg|thumb|none|400px|Maxim MG08 on 'sledge' mount - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] once again serves as the main rocket launcher throughout the game, featuring the same role as with the original iteration, along with its use of some of the Ganado in the later parts of the storyline. This time, the RPG-7 in the remake does not feature any sort of scope in all of its variants. The Infinite Rocket Launcher is available only in a New Game+ save file for 2,000,000 pesetas. Both rocket launchers can be used to bypass certain sections of the game and even one-shot bosses entirely. The regular rocket launcher is available to Ada's dress costume in The Mercenaries as part of her loadout.&lt;br /&gt;
&lt;br /&gt;
Interestingly, during the final boss fight, the player cannot use any other weapon nor switch to other weapons once the special variant of the RPG-7 is dropped specifically to finish the boss, meaning it is no longer possible that the player can sell nor keep the Special Rocket Launcher during a NG+ playthrough. The regular/infinite Rocket Launcher can be used to finish the aforementioned boss off, but the Special Rocket Launcher will not be dropped. The Special Rocket Launcher also appears in Separate Ways, but while it is obtained as part of an objective, it is not usable.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RE4R_RLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Weaponry=&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
As before, a few cannon artillery pieces are stationed across the castle sections of the game. Leon himself can commandeer one in Chapter 7 as well as Chapter 8, using it to destroy the castle gate and a couple of catapults as well. Ada can also man them in Separate Ways. They have infinite ammo in all of these sequences. It is also usable in the castle portion of The Mercenaries mode, which contain very limited ammo (3 to be exact).&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==&amp;quot;Bolt Thrower&amp;quot;==&lt;br /&gt;
Replacing the original &amp;quot;Mine Thrower&amp;quot; fictional arm gun in the original game, a modernized crossbow sorts of weapon known as the &amp;quot;Bolt Thrower&amp;quot; makes its appearance. This weapon can be purchased with 10,000 pesetas starting from Chapter 2, with the Merchant giving Leon a small discount upon going behind the church. As its name implies, the &amp;quot;Bolt Thrower&amp;quot; fires craftable bolt projectiles which can be retrieved after the projectile hits. Leon can attach the bolts with explosive mines, which detonate when an enemy is in its proximity or after a few seconds once it has been struck to the enemy.&lt;br /&gt;
&lt;br /&gt;
Stealthy but slow-firing (especially not upgraded), the Bolt Thrower greatly benefits from exploration sections in the game, conserving ammunition for other weapons when they will be needed for the high combat sections later on.&lt;br /&gt;
&lt;br /&gt;
[[File:RE4R_BoltThrower_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BoltThrower_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Blast Crossbow==&lt;br /&gt;
The remake's counterpart of the &amp;quot;Bowgun&amp;quot; is the Blast Crossbow, which functions similarly to its original incarnation. It can be found in Chapter 3 of Separate Ways, and not bought from the Merchant (unless Ada misses the crossbow there). It is available to Ada's default outfit in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from the previous remakes, this time as the &amp;quot;Heavy Grenade&amp;quot;. This grenade functions as an upgraded version of the M67 &amp;quot;Hand Grenade&amp;quot; below, having more demolition power with a larger blast radius.&lt;br /&gt;
&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE4R_M26.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M67 Fragmentation Grenade==&lt;br /&gt;
The [[M67 hand grenade]] makes its appearance, simply known as the &amp;quot;Hand Grenade&amp;quot;, which replaces the original function of the M26 grenades in the previous remakes.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:RE4R_M67.jpg|thumb|none|600px|The grenade in the model viewer.]]&lt;br /&gt;
[[File:Download (27).jpg|thumb|none|600px|Leon holding the grenade with his thumb depressing the spoon.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] once again makes its return from the recent remakes, known as the &amp;quot;Flash Grenade&amp;quot;. Its color scheme is altered compared to its previous appearance, with differing markings as well.&lt;br /&gt;
&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE4R_M84.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese_Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1622577</id>
		<title>Resident Evil 4 (2023 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1622577"/>
		<updated>2023-10-30T08:29:09Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: /* Springfield Armory XD */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 4&lt;br /&gt;
|picture=Re4remaketitle.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= March 24, 2023&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Playstation 5&amp;lt;br&amp;gt;Xbox Series X/S&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 4''''' is a 2023 remake of the critically-acclaimed ''[[Resident Evil 4]]'' originally released in 2005. As with recent installments of the franchise, the 2023 remake runs under the technologically-advanced RE Engine, featuring significantly improved graphics over its original game as well as its HD remakes. Along with new visuals, much of the mechanics have been remade and the gameplay itself being modernized to the remake series standards starting with the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]].&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
As per the recent remakes, the game uses a third-person over-the-shoulder perspective, albeit with more fluidity and freedom since the player character can now aim and move at the same time. The laser sight used in most of the console versions of the original game have been removed (with the exception of the Hardballer's iconic laser module), although it exists as a secondary attachment to some pistols. Interestingly, almost every firearm (not including the fictional &amp;quot;P.R.L. 412&amp;quot; energy weapon) has returned from the original game, with most of them modeled accurately to their real-world counterparts (such as the SL8 and the Striker-12) while others are remodeled (the fictional &amp;quot;Silver Ghost&amp;quot; to the slightly-less fictional USP9, and the M1911 to Hardballer) entirely, but function the same way.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Focus aiming&amp;quot; returns from the previous remakes, standing still long enough allows the crosshair to be reduced to a dot, allowing for an increased critical shot rate. Using the optional laser sight for some pistols (or when using the Hardballer in general) increases the critical shot chance, as it is always considered &amp;quot;focused&amp;quot; by default.&lt;br /&gt;
&lt;br /&gt;
The attaché case first introduced in the original game returns in the remake as its form of inventory system, and weapons can be switched out on the fly. Weapons cannot be discarded entirely, instead, they can be put into the typewriter storage (the item box equivalent to recent entries) which can be retrieved back at any time. The functionality of the knife has been expanded compared to the previous remakes, as they can be used to parry highly-damaging/instant kill attacks, or it can be used to get out of a grab quickly for some enemies. There is a durability system with knives, which can be broken if they're used too much. Some knives can be repaired at the Merchant with a fee, while others (most commonly the ones found in the game world) will be entirely lost. Multiple knives can be acquired, and the game will prioritize consumable knives before the reusable ones.&lt;br /&gt;
&lt;br /&gt;
Speaking of the Merchant, he returns in the remake as well. Many weapons and items can be bought from him via pesetas while some items and weapons are bought with rare spinels, which can be obtained by completing various side quests that are featured in this game. Various weapons and items can be obtained for free throughout the game world itself, but if they are missed within the chapter it is featured in, it will be available in the next chapter in the Merchant's wares. Once again, weapons can be upgraded from the Merchant, and ammunition capacity upgrades can go to absurdly high levels (though it isn't as high as in the original game). Once fully upgraded, weapons can be upgraded one more time through exclusive upgrades, in which they require an exclusive upgrade ticket (traded with spinels) and a large amount of pesetas. Some weapons can be bought at the post-game shop, purchased via credits obtained by completing various challenges.&lt;br /&gt;
&lt;br /&gt;
As before, various weapon accessories such as scopes and stocks can be fitted onto several weapons to enhance their capabilities, at the cost of some inventory space.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
All available pistols (and not revolvers and the Mauser C96 &amp;quot;Red 9&amp;quot;) can hold an additional round in the chamber if the player reloads the pistol while it isn't empty, which also has a separate &amp;quot;tactical&amp;quot; reload animation. All pistols are chambered in high velocity &amp;quot;9mm Handgun&amp;quot; rounds, while magnum-type handguns use &amp;quot;.45 Centerfire Pistol&amp;quot; (ie. .45 ACP). The player character holds the handguns in either a traditional stance or through the Center Axis Relock technique.&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP9==&lt;br /&gt;
Replacing the hybridized &amp;quot;Silver Ghost&amp;quot; pistol in the original game, Leon starts with a Kendo Shop custom-tailored two-tone &amp;quot;SG-09 R&amp;quot;, based on the [[Heckler &amp;amp; Koch USP|Heckler &amp;amp; Koch USP9]]; its in-game description notes that it is a derivative of the &amp;quot;MUP&amp;quot;, which is the name of the USP9 in the RE2 and RE3 remakes. As with the VP70M in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], the USP9 is Leon's &amp;quot;canon&amp;quot; cutscene sidearm, as he always brandishes this pistol regardless of having it in his attaché case or stored in the typewriter storage. It rather interestingly sports a Picatinny rail on the frame; USPs did not have such integral rails during their production run, instead sporting a proprietary H&amp;amp;K developed rail for attaching lights and lasers. Picatinny rails did not become standard on HK pistols until the HK45 and P30 line of pistols that were introduced in 2006. The gun also sports a custom grip with finger grooves and checkering pattern reminiscent of the P30.&lt;br /&gt;
&lt;br /&gt;
It initially and incorrectly holds 10 handgun rounds in the magazine when not upgraded, though the level 3 capacity upgrade gives it 14 rounds, one round shy of the actual 15 in real life. This can be upgraded up to 18 rounds when fully upgraded. It doesn't come with its laser sight by default, unlike the original pistol, but it can be fitted with one if the player buys the laser sight upgrade from the Merchant; the cutscene pistol is never shown with a laser sight, even if the player upgraded their pistol with one.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;SG&amp;quot; in its designation likely refers to &amp;quot;Silver Ghost&amp;quot;, the unofficial name of the original weapon it replaced, while &amp;quot;-09&amp;quot; likely refers to its caliber, 9mm. The &amp;quot;R&amp;quot; designation is unknown, but is speculated to mean &amp;quot;Remake&amp;quot;. As before, the pistol's exclusive perk upgrade allows the pistol to have a 5x critical shot rate. Predictably, it remains as Leon's sidearm in The Mercenaries mode.&lt;br /&gt;
&lt;br /&gt;
[[File:TM SG-09 R.jpg|thumb|none|350px|Tokyo Marui SG-09 R - 6mm BB. This is a licensed replica of the &amp;quot;SG-09 R&amp;quot;, a customized Heckler &amp;amp; Koch USP, from ''Resident Evil 4'' (2023). Note that the airsoft pistol bears the HK, USP, European proofs, and date code markings on the slide while these are removed from the in game model, leaving only the 9x19mm caliber and kendo logo.]]&lt;br /&gt;
[[File:RE4R_SG09R_2.jpg|thumb|none|600px|The SG-09 R in the model viewer, without its laser sight module attached, bearing high resemblance to the airsoft replica reference image above. It's no IMFDB 2.0 yet, but eventually we'll get there. Note that the serial number is visible here and in a different spot than a normal USP's is, which is on the underside of the dust cover where the rail is molded on the real gun's frame. The presence of design elements from the later P30 and HK45 pistols especially in the grip checkering pattern, finger grooves and Picatinny rail suggests that in-universe, Joseph Kendo took inspiration from examples of both pistols (which likely would have been in late prototype phases in 2004) or competing pistols incorporating these features.]]&lt;br /&gt;
[[File:RE4R_SG09R_1.jpg|thumb|none|600px|Ditto, other side.  Its frame is slightly longer than the normal variant (which is an interesting design choice as no USPs were ever made with extended frames) and it has been fitted with a compensator, which includes a new front sight. As a consequence of this, the normal front sight on the slide itself has been replaced with a filler plug in the same finish as the slide. Note the &amp;quot;kendo&amp;quot; logo engraving, which according to supplemental Tokyo Marui advertising materials, was supposed to be scrubbed from the pistol upon completion and entering official US Government service for operational security and deniability reasons. Leon, however, is stated to have liked the gun and Joseph Kendo's work so much that he elected to keep it engraved on the slide.]]&lt;br /&gt;
[[File:RE4Rusp9 aimflashlight.jpg|thumb|none|600px|Leon using the USP in conjunction with a flashlight.]]&lt;br /&gt;
[[File:RE4Rusp9tacticalreload.jpg|thumb|none|600px|Performing a tactical reload. Note the magazines appear to be steel instead of the real USP9's polymer magazines]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Beavertail==&lt;br /&gt;
The &amp;quot;Sentinel Nine&amp;quot; appears as one of the exclusive Deluxe or Collector's edition weapons, based on the [[SIG-Sauer P226 Beavertail]] that Leon used in ''[[Resident Evil: Vendetta]]'' under the same name. This marks it as its first usable appearance by the player in the game series.&lt;br /&gt;
&lt;br /&gt;
The weapon is anachronistic, as the [https://www.projectumbrella.net/sentinel-nine-thorough-analysis.html in-universe documents] about the Sentinel Nine released alongside the tie-in Tokyo Marui replica, state that the Sentinel Nine was developed in 2011. It can be excused however, since the pistol itself is bonus content and very much non-canon to this game.&lt;br /&gt;
&lt;br /&gt;
While it has slightly lower damage than the default USP9 Leon starts with, it boasts the highest capacity of any handgun in the game (not including the VP70M's exclusive double ammo upgrade), at 31 when fully upgraded. It initially holds 19 rounds to start with, and it has a faster fire rate than the USP9 to boot, although it is slightly superseded by the Springfield Armory XD when the latter is fully upgraded. Like the USP9, its exclusive perk upgrade allows 5x critical shot rate, and it can be attached with a laser sight.&lt;br /&gt;
[[File:Leon sentinel nine.jpg|thumb|none|350px|Tokyo Marui Sentinel Nine &amp;quot;Leon Model&amp;quot; - 6mm BB. This is a licensed replica of the custom SIG-Sauer P226 Beavertail from ''Resident Evil: Vendetta''.]]&lt;br /&gt;
[[File:RE4R_S9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_S9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] returns as the &amp;quot;Punisher&amp;quot;, along with its exaggerated piercing capabilities. The pistol can only be bought from the Merchant, but instead of pesetas, he sells the weapon in spinels. Once again, the Five-seveN in-game uses standard handgun rounds shared by other pistols, which is 9mm in this game instead of the 5.7 round. However closer inspection of the magazine when reloading shows accurately modeled 5.7x28mm rounds. It holds an underloaded 12 rounds by default, though the level 4 capacity upgrade increases it to 21 rounds, one round over the maximum capacity of the real deal. Like the USP9, the Five-seveN can be upgraded with an underbarrel laser sight. Instead of the all-black finish of the original weapon, the pistol is based on the FDE variant.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Punisher MC&amp;quot; is the Merchant's custom-made variant available in Separate Ways, which can be bought from the Merchant himself for 10,000 pesetas. In a sense, it looks and functions very similarly to its normal counterpart.&lt;br /&gt;
&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:RE4R_Punisher_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Punisher_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Red 9&amp;quot;==&lt;br /&gt;
The iconic [[Mauser C96 &amp;quot;Red 9&amp;quot;|C96 &amp;quot;Red9&amp;quot;]] also returns, and it can now be found for free in Chapter 4, though if the player misses the firearm there, it can alternatively be bought by the Merchant with pesetas. As before, it can be fitted with a stock to improve accuracy and recoil. It initially holds 8 rounds in capacity, though the level 2 ammo capacity upgrade allows it to correctly hold 10 rounds, which can be potentially increased further up to 16. An iconic pistol from returning veterans and new players alike, the Red9's best known for its raw damage per shot with low fire rate, with its exclusive perk upgrade having 1.5x firepower.&lt;br /&gt;
&lt;br /&gt;
It remains as Luis' primary sidearm in the game as well as The Mercenaries. An infinite ammo variant of the Red9 is used by Leon throughout Chapter 11's minecart section, with 10 rounds instead of the default 8 rounds. Since Luis isn't seen with his sidearm all throughout this specific section, it implies that he lent his sidearm to Leon for the time being.&lt;br /&gt;
&lt;br /&gt;
[[File:MauserRed9stock.JPG|thumb|none|400px|Mauser C96 &amp;quot;Red 9&amp;quot; Version with shoulder stock and stripper clip - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Red9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Red9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD==&lt;br /&gt;
The &amp;quot;Blacktail&amp;quot; also makes its return, taking the appearance on the [[Springfield Armory XD]], albeit with a more rounded trigger guard. It is the most compact pistol available, taking up 2x2 slots in the attaché case rather than 2x3 in exchange of magazine capacity. It is a well-balanced upgrade to the USP9, holding 9 rounds initially, up to 13 when fully upgraded. Despite the presence of a rail for mounting lasers, the Blacktail cannot mount the optional laser sight. This could potentially be explained by the laser sight being designed to mount onto Picatinny rails, as the SG-09R, Punisher and Sentinel Nine all sport such rails.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Blacktail AC&amp;quot; - AC standing for &amp;quot;Ada Custom&amp;quot; - is a custom variant of the Springfield XD, wielded by Ada and available to the player in Separate Ways or in The Mercenaries gamemodes while using her default outfit. What exactly makes the Blacktail AC a custom pistol or even to Ada's personal specifications is unknown. &lt;br /&gt;
&lt;br /&gt;
[[File:SpringFieldXD9.jpg|thumb|none|350px|Springfield Armory XD - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Blacktail_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Blacktail_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M==&lt;br /&gt;
The [[Heckler_%26_Koch_VP70|H&amp;amp;K VP70M]] makes its appearance once again as the &amp;quot;Matilda&amp;quot;. Unlike its original incarnation, it is not a post-game weapon (rather, it is obtained by spending 10 Spinels from the Merchant from Chapter 8 onwards) and it can be used without its stock, which must be purchased separately. Correctly, the slide does not lock back on the last shot; however, the empty reload animation incorrectly depicts Leon reloading the pistol without racking the slide, unlike other pistols. It fires at about 800-900 RPM, which is much slower than its real blistering 2200 RPM fire rate, which it historically has never had in this series, although the original game came the closest. It is, however, a marked improvement over the last time this sidearm and stock appeared in ''RE2R'', where it chugged along at a speed slower than an M3 Grease Gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Matilda_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Matilda_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Vertec Inox==&lt;br /&gt;
In the spirit of the custom-made Beretta 92FS &amp;quot;Samurai Edge&amp;quot;, the [[Beretta 92FS Vertec]] Inox serves exclusively as Albert Wesker's sidearm in cutscenes and it is usable while playing as Wesker in The Mercenaries. It holds an underloaded 10 rounds, but it packs quite a punch. It is known in-game as the &amp;quot;XM96E1&amp;quot; and it features minor alterations compared to the real-world weapon, such as added front slide serrations and an extra slot for the picatinny rail. The name and description, specifically noting its increased power, seem to imply that the pistol has been converted to a .40 caliber Beretta 96 or is an experimental Beretta 96 prototype. &lt;br /&gt;
&lt;br /&gt;
[[File:Beretta-92FS-Vertec-SS.jpg|thumb|none|350px|Beretta 92FS Vertec Inox - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Schofield==&lt;br /&gt;
The &amp;quot;Broken Butterfly&amp;quot; returns once more, now more accurately based on a [[Smith &amp;amp; Wesson Schofield]] than a hybrid of the former and the [[Colt Single Action Army]]. It is the quintessential magnum handgun, which can be bought much later in the game compared to the original version, available in chapter 7 for pesetas. It initially holds 6 rounds in the cylinder, though it can hold up to an impossible 10 rounds through upgrades and Capcom-patented magic. Its exclusive upgrade perk increases the firepower by 1.5x. It is available in The Mercenaries while playing as Leon's Pinstripe outfit.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;WSchofieldright.jpg|thumb|none|350px|Smith &amp;amp; Wesson Schofield Model 3 with blued finish - .45 Schofield]]&lt;br /&gt;
[[File:RE4R_BB_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BB_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AMT Hardballer==&lt;br /&gt;
The &amp;quot;Killer7&amp;quot; returns, albeit modeled after an [[AMT Hardballer]] (along with a large functional custom laser sight, making it resemble more of the pistol used in ''[[The Terminator]]'' as well as KAEDE's &amp;quot;CONNECTION&amp;quot; pistol in Capcom's [[Killer7|namesake cult-classic]]) than a standard Colt [[M1911]] used in the original game. The trigger guard is also more squared, a characteristic of the [[LAR Grizzly Pistol]]. It can be purchased from the Merchant with 42,000 pesetas starting from Chapter 11 onwards, making it as a late-game stable alternative to the Smith &amp;amp; Wesson Schofield. It starts off with a reasonable seven shots in the magazine, though this can be increased up to 15 once maxed out. It now has an exclusive upgrade, giving it a 5x critical shot rate. It is Wesker's pocket-handcannon of choice in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[File:ED_45.jpg|thumb|none|400px|AMT Hardballer Longslide with laserlock sight as used in the ''The Terminator'' film - .45 ACP]]&lt;br /&gt;
[[File:AMTHardballer5in.jpg|thumb|none|400px|AMT Hardballer with 5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[File:RE4R_Killer7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Killer7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] returns as the &amp;quot;Handcannon&amp;quot;, a post-game unlock by completing the &amp;quot;Professional Agent&amp;quot; challenge, done by completing the game in the Professional difficulty (the highest difficulty after Hardcore) in any rank without using any bonus weapons or by completing all stages in the Mercenaries in S rank or higher. It retains the wood grips seen in the original model, and it ditches the fictional laser sight and fore that was once part of the original weapon, in favor of the more true-to-life 10.5&amp;quot; variant. It now uses magnum ammo instead of proprietary handcannon ammo. The hammer is incorrectly depicted as always being cocked despite Leon never physically touching it, as if the weapon were automatic.&lt;br /&gt;
&lt;br /&gt;
It initially holds the correct 5 rounds when first obtained, 9 when fully upgraded. Capacity is a moot point once its exclusive upgrade is obtained, allowing it to have infinite ammunition. Its damage doesn't wildly surpass the other magnum-type weapons compared to its original incarnation (with the Schofield having better raw damage and the Hardballer having dramatically increased crit rate, when both of them have their exclusive upgrades) and its accuracy beyond several feet is atrocious but its insane longevity thanks to infinite ammo makes up its shortcomings. Leon reloads the revolver while the hammer is cocked, which is impossible to perform as the cylinder cannot be open or closed.&lt;br /&gt;
&lt;br /&gt;
Wearing Leon's &amp;quot;Pinstripe&amp;quot; outfit with the Handcannon while it has infinite ammo will have Leon perform a stylish move, akin to the infinite ammo Thompson SMG.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;W500.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 500 (10.5&amp;quot; barrel) with extended ejector shroud, accessory rail, and sling - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:RE4R_Handcannon_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Handcannon_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
As before, Leon acquires the [[Remington 870]] (as the &amp;quot;W-870&amp;quot;) as his first shotgun obtained in the Ganado Village (now known as the Village Square in the remake). Instead of the Express Combo in the original game, its model was based on the fully upgraded variant in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It holds five shells when first obtained, despite the presence of an extended tube magazine on the model. It can be upgraded to the correct 8 with the level 4 ammo upgrade and up to 10 on its max ammo upgrade. The 870 packs the biggest damage and stopping power of all of the shotguns, but its wide spread necessitates close-quarter riskiness. Unlike the original pump shotgun which is always pumped when reloaded, the remake shotgun is realistically only pumped when emptied. It is available to Leon's Pinstripe costume in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
As with the original game, Ada can buy a sawed-off version of the W-870 from the Merchant's wares, starting from Chapter 2 of Separate Ways. As before, it is a compact version of the shotgun with a pistol grip. It has increased power and a reduced size profile, at the cost of capacity (from 5 to 3). This variant is available to her default outfit in The Mercenaries as her shotgun of choice.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:870 shorty.jpg|thumb|none|450px|Remington 870 with TacStar front and rear pistol grips - 12 gauge. Similar to Ada's shotgun.]]&lt;br /&gt;
[[File:RE4R_W870_2.jpg|thumb|none|600px|Right side of the gun in the model viewer.]]&lt;br /&gt;
[[File:RE4R_W870_1.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:RE4R870shoot2.jpg|thumb|none|600px|Leon mid pump while taking down a ganado.]]&lt;br /&gt;
[[File:RE4R870reload.jpg|thumb|none|600px|Loading a new shell.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The &amp;quot;Skull Shaker&amp;quot;, a sawed off [[Winchester Model 1887]] akin to the famous cut-down variant first seen in ''[[Terminator 2]]'', is available by purchasing the Deluxe or Collector's Edition or through its own separate DLC. In a similar vein to its reference, Leon will flip cock the weapon, though the weapon does not have an enlarged lever loop. Unlike the other shotguns, the custom Model 1887 is an extremely compact weapon (occupying a 2x2 grid space), beating out the Striker-12 and the sawed-off Remington 870. However, it can hold a paltry ''two'' shells in the magazine tube when not upgraded, though it can be reloaded and expended fairly quickly (in fact, all shells are loaded at once), which may be Capcom's way of referencing the real life Cowboy Action Shooting Drop 2 capacity mod sometimes done to real 1887s for competition purposes. It can be upgraded up to six shells with a maxed out ammo capacity upgrade, though the correct five shell capacity is possible.&lt;br /&gt;
&lt;br /&gt;
Its presence in the game is likely a callback to Jill's [[Winchester Model 1892#&amp;quot;Mare's Leg&amp;quot;|Winchester 1892 &amp;quot;Mare's Leg&amp;quot;]] in the original ''[[Resident Evil 3: Nemesis|Resident Evil 3]]'', where in the weapon functions as a fast-firing lever-action shotgun. It even has similar gameplay properties to it, especially when the Model 1887 is maxed out.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1887 Airsoft.jpg|thumb|450px|none|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'']]&lt;br /&gt;
[[File:RE4R_SkullShaker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SkullShaker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] fitted with an [[Benelli M4 Super 90|M4]] stock from the ''Resident Evil 3'' remake appears as the &amp;quot;Riot Gun&amp;quot;. It is made available in Chapter 6 and has the tightest spread of all the shotguns. Interestingly, the Riot Gun is semi-automatic in-game (unlike the original Riot Gun, which is pump-action) but does not use its respective modification as seen in ''Resident Evil 3''. In game it is modeled after an early model Benelli M3 as shown by its barrel mounted rifle sights, as is typical with models such as those imported by HK on the United States civilian market. It is Leon's shotgun of choice in The Mercenaries. In the model viewer it is depicted with a shell on the lifter, but this would be incorrect as the shotgun doesn't deposit one from the magazine onto the lifter unless the trigger is pulled or the shell release lever is tripped, and it would prevent the user from lifting the shell lifter in order to load rounds into the magazine. Despite the aforementioned Remington 870 having a different reload animation for an empty magazine tube, the M3 Super 90's charging handle is always pulled when reloaded which would eject a chambered shell.&lt;br /&gt;
&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE4R_M3RG_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M3RG_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
The &amp;quot;Striker&amp;quot; makes its appearance, available in the Merchant's wares starting from Chapter 10 onwards. The in-game model is now accurately modeled after the later production variant of the [[Penn Arms Striker-12]], featuring its unique thumb tab, rear drum advance lever and its large shell deflector from the other Striker variants. The reload animation is more to its real-life counterpart, as Leon uses the winding key after inserting the shell (or shells in fact, as he inserts more than one shell into the weapon to shorten its reload time). Leon does not, however, eject the last spent shell manually with the ejector rod featured in the weapon. And oddly enough, firing the weapon does not eject the shells either. To top it all off, he still doesn't brace the stock when in use, despite the presence of the foldout stock in the model, he continues to fire it from the hip.&lt;br /&gt;
&lt;br /&gt;
The Striker functions to its counterpart in the original game in essence, being a compact semi-automatic lategame shotgun. It holds 12 shotshells in the revolving drum when first obtained, up to 24 with all of the ammo capacity upgrades and up to ''48'' when its exclusive perk upgrade is bought (downplayed from an absurd ''100'' in its original incarnation). When it is fully upgraded, Leon can reload the entire Striker by inserting ''one'' shell in. It isn't as strong nor accurate as the other shotguns (so much so that its inaccuracy is rather too comical), it fares better in the capacity and reload time market.&lt;br /&gt;
&lt;br /&gt;
The Striker itself also makes as appearance as a charm trinket for the attaché case, increasing Leon's movement speed by 8%. This is a reference to the well-known &amp;quot;Ditman Glitch&amp;quot;, wherein the Striker (or more accurately, a hybrid of it) is used to make all of Leon's actions perform faster than usual; which makes it a common sight in speedruns of the original game.&lt;br /&gt;
&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:RE4R_Striker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Striker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
TMP ammo in the original game is now compatible with other submachine guns in the remake.&lt;br /&gt;
&lt;br /&gt;
==Steyr TMP==&lt;br /&gt;
The [[Steyr TMP]] returns as well, under the &amp;quot;TMP&amp;quot; name as before. It can be bought from the Merchant starting in Chapter 3 and available right off the bat in Separate Ways, an early game automatic firearm in both circumstances. Like before, the TMP fires 9mm submachine gun ammunition, which cannot be exchanged with the pistol ammunition commonly found in-game, and it can be fitted with a stock to improve its accuracy. While its magazine is shortened from its original incarnation, it does not reflect the 30 round capacity that it starts off with, which can be increased up to 70 with upgrades. It is modeled after its true-to-life variant, and as an result, it does not have the mounted laser sight on the grip. The TMP's stock must now be purchased with spinels rather than pesetas. It is Krauser's and Ada's (in the Dress outfit) firearm of choice in The Mercenaries and the main game.&lt;br /&gt;
&lt;br /&gt;
Interestingly, while not in the full game itself, the TMP can also be acquired as a hidden weapon in the Chainsaw Demo, under the requirement that the player must empty the inventory before proceeding to village proper, and finding it in a well at the south area of the village.&lt;br /&gt;
&lt;br /&gt;
[[Image:SteyrTMP.jpg|thumb|none|400px|Steyr TMP - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:SteyrTMPcarbine.jpg|thumb|none|450px|Steyr TMP with stock and M68 Aimpoint sight - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE4R_TMP_1.jpg|thumb|none|600px|Right side of the TMP with stock fitted.]]&lt;br /&gt;
[[File:RE4R_TMP_2.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:RE4Rtmpnostockidle.jpg|thumb|none|600px|Leon holding the TMP without a stock, displaying excellent trigger discipline.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
New to ''Resident Evil 4'', the HK [[MP5A5]] makes an appearance as the &amp;quot;LE 5&amp;quot;, being an alternative to the TMP which can be first obtained for free by solving a puzzle in Chapter 13. It is an altered version of the MP5A3 of the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], with a Navy 3-round burst trigger group (thus, identifying it as an A5, with its extending stock) and the deletion of the checkering texture seen in the original &amp;quot;slimline&amp;quot; MP5 variants and its original optic; though other optics can be attached to the weapon for better accuracy. It still doesn't have its iron sights, however, even when optics are removed from the weapon. The bolt of the weapon also never opens when fired or when the cocking lever is locked back during reloading.&lt;br /&gt;
&lt;br /&gt;
Compared to the TMP, the MP5 has penetration power, like the FN Five-seveN (with its exclusive upgrade having 5x penetration power; again, just like the Five-seveN), at the cost of raw power and reload time. It holds 20 rounds in the magazine when not upgraded, though it can hold 30 with the level 2 capacity upgrade, all the way to 60 when maxed out. The MP5A5 is chambered in 9mm Parabellum (as it shares ammunition to the aforementioned TMP, with the SMG ammo box explicitly mentioning this), unlike the ''Resident Evil 2'' remake where it is oddly chambered in .380 ACP. This does not explain the weapon's piercing capabilities, however; though it could be for gameplay purposes, to make the MP5 more distinct from the available TMP. Instead of the custom MP9 in the original game, HUNK now uses the MP5A5 as his only firearm in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm]]&lt;br /&gt;
[[File:RE4R_LE5_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_LE5_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|Thompson &amp;quot;Chicago Typewriter&amp;quot;]] makes its appearance once again, now under the name &amp;quot;Chicago Sweeper&amp;quot;. As the Separate Ways side-story isn't included in the remake game's release, the Thompson can be unlocked instead by completing the game in the Professional difficulty with at least an A rank. It is obtained for free of cost once it is unlocked, as it is stored in the typewriter storage. As before, the Thompson is depicted as the [[M1A1 Thompson|GI M1A1 variant]], with a stick magazine, side-charging handle and streamlined, but winged sights. It is considered as a &amp;quot;bonus weapon&amp;quot;, and using it voids unlocking the Handcannon.&lt;br /&gt;
&lt;br /&gt;
Unlike the original version of the weapon, the Thompson does not come with its infinite ammunition by default, as this property is now an exclusive perk upgrade; which means the Thompson incorrectly uses 9mm submachine gun rounds until the exclusive upgrade is obtained. Despite using stick magazines, these hold 50 rounds in the magazine in-game, which is the capacity used in the 50-round Thompson drum magazines for the 1921 and 1928 variants. This can be upgraded into an absurd 70 rounds when fully upgraded. Obtaining the infinite ammunition upgrade changes the stick magazine into the aforementioned drum magazine (despite the real M1 and the M1A1 Thompsons being unable to utilize drum magazines), which makes the magazine model no longer tied to Leon's current costume; though the &amp;quot;reload&amp;quot; animation when using the Mafia (now known as Pinstripe) costume remains.&lt;br /&gt;
&lt;br /&gt;
It is an available weapon for Pinstripe Leon in The Mercenaries mode, pre-upgraded to hold 60 rounds instead of 50.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:RE4R_M1A1_1.jpg|thumb|none|600px|The Thompson in the inventory menu; since it is not possible to view the Thompson with stick magazines through the model viewer.]]&lt;br /&gt;
[[File:RE4R_M1A1_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Colt 1921A Thompson2.jpg|thumb|none|400px|1921 Thompson - .45 ACP]]&lt;br /&gt;
[[File:RE4R_M1A1_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1A1_4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
Rifle-type firearms are aimed in a first-person perspective, even when the optics are removed. They also have an exclusive property of having 3x damage multiplier to enemy weakpoints. All rifles are chambered in 55-grain .223 Remington cartridges and it can pierce through enemies.&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903A4==&lt;br /&gt;
The [[M1903 Springfield#M1903A4 Springfield Sniper Rifle|Springfield M1903A4]] bolt-action rifle returns in the remake, now known as the &amp;quot;SR M1903&amp;quot; instead of the generic &amp;quot;Rifle&amp;quot; designation. It is purchased relatively early in the game, as before, at Chapter 2. Buying the weapon during the said chapter will come with an ACOG sight for free. When sights are mounted to the weapon, the rifle will be fitted with a Picatinny rail. While its maximum firepower mentioned in its stats no longer exceeds that of the magnum-type handguns featured in the game (even when its exclusive perk upgrade was purchased), it is still capable as a suitable long range weapon with raw power in mind, especially when hitting enemy weakpoints. All rounds are correctly loaded individually instead of using stripper clips, to further make itself distinct from other rifles of its class.&lt;br /&gt;
&lt;br /&gt;
It holds 5 rounds by default, though it can hold up to a maximum of 13 through upgrades. Its exclusive power doubles the firepower, heavily increasing the weapon's damage. It is the longarm of choice for the newcomer Luis in The Mercenaries. It can be obtained in Chapter 1 of Separate Ways, along with an ACOG sight.&lt;br /&gt;
&lt;br /&gt;
[[File:Rifle Springfield M1903A4 with M84 sight.jpg|thumb|none|400px|Springfield M1903A4 - .30-06]]&lt;br /&gt;
[[File:RE4R_M1903_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1903_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Springfield M1903A3===&lt;br /&gt;
Detaching the current scope of the M1903A4 turns it into the [[Springfield M1903A3]] variant, as both of its iron sights are attached to the model to make aiming in the first-person perspective more viable. The weapon is still reloaded round-by-round, however.&lt;br /&gt;
&lt;br /&gt;
[[File:M1903A3_Rifle_made_by_Remington_Arms.jpg‎|thumb|none|400px|Remington-manufactured M1903A3 Springfield - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8 hybrid==&lt;br /&gt;
Changed from the generic &amp;quot;Semi-Auto Rifle&amp;quot;, the &amp;quot;Stingray&amp;quot; makes an appearance as one of the available rifle options. It bears much more resemblance to the [[Heckler &amp;amp; Koch SL8]] in real life compared to how it was in the original game. Specifically, the game depicts the SL8 as a hybrid variant of the US import SL8-1 (the crimping in magazine well and single-stack magazine being notable giveaways), but with the shortened rail of the European/Canadian variant SL8-4, albeit without the G36 handguard. It is available in the Merchant's wares starting from Chapter 7. It is available in Leon's and Ada's (Dress outfit) loadout in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
While not the fastest-firing of its kind anymore (which was taken over by the Model 933), it remains as a great ammo-conserving variant, also allowing rapid precision fire to enemy weakpoints in close to medium ranges. It initially holds 10 rounds, which is the correct capacity of the proprietary magazine that the SL8-1 (and the SL8-6) is loaded in. This can be increased up to 18 rounds with the highest capacity upgrade. Its exclusive upgrade doubles the rate of fire.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk sl8-1.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-1 - 5.56x45mm]]&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_Stingray_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Stingray_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Coming from the [[Resident Evil 3 (2020 VG)|''Resident Evil 3'' remake]], the [[Colt Model 933]] returns as the &amp;quot;CQBR Assault Rifle&amp;quot;. Its designation &amp;quot;CQBR&amp;quot; as well its A2 standalone sight, aren't anachronistic this time, as they have been in service as per the game's setting - 2004. It is first obtainable for free in Chapter 10, once the player completes a puzzle in the library of the castle. If not obtained there, it can be purchased from the Merchant starting from Chapter 11, with a limited-time discount all throughout the aforementioned chapter. Unlike ''RE3R'', this incarnation of the carbine doesn't come with its sling swivel, but the charging handle is fully modeled.&lt;br /&gt;
&lt;br /&gt;
The Model 933 is considered as an expensive, fast-firing rifle option compared to the latter two rifles (which, as a result, has less firepower compared to the bolt-action M1903), best at single-target damage per second output against tougher enemies and bosses. It holds an underloaded 20 rounds inside the 30 STANAG magazine when not upgraded, up to a still incorrect 32 (sharing the capacity as with the counterpart in the ''Resident Evil 3'' remake) when maxed out. Its exclusive upgrade increases firepower by 1.5x. Even though its usage of in-game rifle ammo is mostly correct (.223 Remington is near identical to 5.56 NATO), one will soon question the CQBR's longevity once you realize that having an automatic weapon use an ammo type meant for snipers will probably burn through already rare ammo reserves rather quickly. While it demands trigger and accuracy control, the 933 can surpass the SL8 in every way possible.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_CQBR_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_CQBR_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
The Huey gunship that Mike pilots is armed with the M21 Armament System. Twin [[M134 Minigun]]s and side-mounted 70mm rocket pods can be seen mounted on the helicopter.&lt;br /&gt;
&lt;br /&gt;
[[File:Armament.jpg|thumb|none|500px|M134 Minigun mounted on a M21 Armament Subsystem (along with a M158 rocket launcher), used on Huey gunships - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE4R_M21Huey_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M21Huey_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG08==&lt;br /&gt;
Various [[Maxim MG08]] emplaced machine guns with custom mounts are used by the Ganado in the early island levels, which can be commandeered by Leon. These carry limited ammo.&lt;br /&gt;
&lt;br /&gt;
[[Image:MaximMG08.jpg|thumb|none|400px|Maxim MG08 on 'sledge' mount - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] once again serves as the main rocket launcher throughout the game, featuring the same role as with the original iteration, along with its use of some of the Ganado in the later parts of the storyline. This time, the RPG-7 in the remake does not feature any sort of scope in all of its variants. The Infinite Rocket Launcher is available only in a New Game+ save file for 2,000,000 pesetas. Both rocket launchers can be used to bypass certain sections of the game and even one-shot bosses entirely. The regular rocket launcher is available to Ada's dress costume in The Mercenaries as part of her loadout.&lt;br /&gt;
&lt;br /&gt;
Interestingly, during the final boss fight, the player cannot use any other weapon nor switch to other weapons once the special variant of the RPG-7 is dropped specifically to finish the boss, meaning it is no longer possible that the player can sell nor keep the Special Rocket Launcher during a NG+ playthrough. The regular/infinite Rocket Launcher can be used to finish the aforementioned boss off, but the Special Rocket Launcher will not be dropped. The Special Rocket Launcher also appears in Separate Ways, but while it is obtained as part of an objective, it is not usable.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RE4R_RLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Weaponry=&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
As before, a few cannon artillery pieces are stationed across the castle sections of the game. Leon himself can commandeer one in Chapter 7 as well as Chapter 8, using it to destroy the castle gate and a couple of catapults as well. Ada can also man them in Separate Ways. They have infinite ammo in all of these sequences. It is also usable in the castle portion of The Mercenaries mode, which contain very limited ammo (3 to be exact).&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==&amp;quot;Bolt Thrower&amp;quot;==&lt;br /&gt;
Replacing the original &amp;quot;Mine Thrower&amp;quot; fictional arm gun in the original game, a modernized crossbow sorts of weapon known as the &amp;quot;Bolt Thrower&amp;quot; makes its appearance. This weapon can be purchased with 10,000 pesetas starting from Chapter 2, with the Merchant giving Leon a small discount upon going behind the church. As its name implies, the &amp;quot;Bolt Thrower&amp;quot; fires craftable bolt projectiles which can be retrieved after the projectile hits. Leon can attach the bolts with explosive mines, which detonate when an enemy is in its proximity or after a few seconds once it has been struck to the enemy.&lt;br /&gt;
&lt;br /&gt;
Stealthy but slow-firing (especially not upgraded), the Bolt Thrower greatly benefits from exploration sections in the game, conserving ammunition for other weapons when they will be needed for the high combat sections later on.&lt;br /&gt;
&lt;br /&gt;
[[File:RE4R_BoltThrower_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BoltThrower_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Blast Crossbow==&lt;br /&gt;
The remake's counterpart of the &amp;quot;Bowgun&amp;quot; is the Blast Crossbow, which functions similarly to its original incarnation. It can be found in Chapter 3 of Separate Ways, and not bought from the Merchant (unless Ada misses the crossbow there). It is available to Ada's default outfit in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from the previous remakes, this time as the &amp;quot;Heavy Grenade&amp;quot;. This grenade functions as an upgraded version of the M67 &amp;quot;Hand Grenade&amp;quot; below, having more demolition power with a larger blast radius.&lt;br /&gt;
&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE4R_M26.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M67 Fragmentation Grenade==&lt;br /&gt;
The [[M67 hand grenade]] makes its appearance, simply known as the &amp;quot;Hand Grenade&amp;quot;, which replaces the original function of the M26 grenades in the previous remakes.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:RE4R_M67.jpg|thumb|none|600px|The grenade in the model viewer.]]&lt;br /&gt;
[[File:Download (27).jpg|thumb|none|600px|Leon holding the grenade with his thumb depressing the spoon.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] once again makes its return from the recent remakes, known as the &amp;quot;Flash Grenade&amp;quot;. Its color scheme is altered compared to its previous appearance, with differing markings as well.&lt;br /&gt;
&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE4R_M84.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese_Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1622576</id>
		<title>Resident Evil 4 (2023 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1622576"/>
		<updated>2023-10-30T08:27:36Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: /* SIG-Sauer P226 Beavertail */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 4&lt;br /&gt;
|picture=Re4remaketitle.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= March 24, 2023&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Playstation 5&amp;lt;br&amp;gt;Xbox Series X/S&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 4''''' is a 2023 remake of the critically-acclaimed ''[[Resident Evil 4]]'' originally released in 2005. As with recent installments of the franchise, the 2023 remake runs under the technologically-advanced RE Engine, featuring significantly improved graphics over its original game as well as its HD remakes. Along with new visuals, much of the mechanics have been remade and the gameplay itself being modernized to the remake series standards starting with the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]].&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
As per the recent remakes, the game uses a third-person over-the-shoulder perspective, albeit with more fluidity and freedom since the player character can now aim and move at the same time. The laser sight used in most of the console versions of the original game have been removed (with the exception of the Hardballer's iconic laser module), although it exists as a secondary attachment to some pistols. Interestingly, almost every firearm (not including the fictional &amp;quot;P.R.L. 412&amp;quot; energy weapon) has returned from the original game, with most of them modeled accurately to their real-world counterparts (such as the SL8 and the Striker-12) while others are remodeled (the fictional &amp;quot;Silver Ghost&amp;quot; to the slightly-less fictional USP9, and the M1911 to Hardballer) entirely, but function the same way.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Focus aiming&amp;quot; returns from the previous remakes, standing still long enough allows the crosshair to be reduced to a dot, allowing for an increased critical shot rate. Using the optional laser sight for some pistols (or when using the Hardballer in general) increases the critical shot chance, as it is always considered &amp;quot;focused&amp;quot; by default.&lt;br /&gt;
&lt;br /&gt;
The attaché case first introduced in the original game returns in the remake as its form of inventory system, and weapons can be switched out on the fly. Weapons cannot be discarded entirely, instead, they can be put into the typewriter storage (the item box equivalent to recent entries) which can be retrieved back at any time. The functionality of the knife has been expanded compared to the previous remakes, as they can be used to parry highly-damaging/instant kill attacks, or it can be used to get out of a grab quickly for some enemies. There is a durability system with knives, which can be broken if they're used too much. Some knives can be repaired at the Merchant with a fee, while others (most commonly the ones found in the game world) will be entirely lost. Multiple knives can be acquired, and the game will prioritize consumable knives before the reusable ones.&lt;br /&gt;
&lt;br /&gt;
Speaking of the Merchant, he returns in the remake as well. Many weapons and items can be bought from him via pesetas while some items and weapons are bought with rare spinels, which can be obtained by completing various side quests that are featured in this game. Various weapons and items can be obtained for free throughout the game world itself, but if they are missed within the chapter it is featured in, it will be available in the next chapter in the Merchant's wares. Once again, weapons can be upgraded from the Merchant, and ammunition capacity upgrades can go to absurdly high levels (though it isn't as high as in the original game). Once fully upgraded, weapons can be upgraded one more time through exclusive upgrades, in which they require an exclusive upgrade ticket (traded with spinels) and a large amount of pesetas. Some weapons can be bought at the post-game shop, purchased via credits obtained by completing various challenges.&lt;br /&gt;
&lt;br /&gt;
As before, various weapon accessories such as scopes and stocks can be fitted onto several weapons to enhance their capabilities, at the cost of some inventory space.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
All available pistols (and not revolvers and the Mauser C96 &amp;quot;Red 9&amp;quot;) can hold an additional round in the chamber if the player reloads the pistol while it isn't empty, which also has a separate &amp;quot;tactical&amp;quot; reload animation. All pistols are chambered in high velocity &amp;quot;9mm Handgun&amp;quot; rounds, while magnum-type handguns use &amp;quot;.45 Centerfire Pistol&amp;quot; (ie. .45 ACP). The player character holds the handguns in either a traditional stance or through the Center Axis Relock technique.&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP9==&lt;br /&gt;
Replacing the hybridized &amp;quot;Silver Ghost&amp;quot; pistol in the original game, Leon starts with a Kendo Shop custom-tailored two-tone &amp;quot;SG-09 R&amp;quot;, based on the [[Heckler &amp;amp; Koch USP|Heckler &amp;amp; Koch USP9]]; its in-game description notes that it is a derivative of the &amp;quot;MUP&amp;quot;, which is the name of the USP9 in the RE2 and RE3 remakes. As with the VP70M in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], the USP9 is Leon's &amp;quot;canon&amp;quot; cutscene sidearm, as he always brandishes this pistol regardless of having it in his attaché case or stored in the typewriter storage. It rather interestingly sports a Picatinny rail on the frame; USPs did not have such integral rails during their production run, instead sporting a proprietary H&amp;amp;K developed rail for attaching lights and lasers. Picatinny rails did not become standard on HK pistols until the HK45 and P30 line of pistols that were introduced in 2006. The gun also sports a custom grip with finger grooves and checkering pattern reminiscent of the P30.&lt;br /&gt;
&lt;br /&gt;
It initially and incorrectly holds 10 handgun rounds in the magazine when not upgraded, though the level 3 capacity upgrade gives it 14 rounds, one round shy of the actual 15 in real life. This can be upgraded up to 18 rounds when fully upgraded. It doesn't come with its laser sight by default, unlike the original pistol, but it can be fitted with one if the player buys the laser sight upgrade from the Merchant; the cutscene pistol is never shown with a laser sight, even if the player upgraded their pistol with one.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;SG&amp;quot; in its designation likely refers to &amp;quot;Silver Ghost&amp;quot;, the unofficial name of the original weapon it replaced, while &amp;quot;-09&amp;quot; likely refers to its caliber, 9mm. The &amp;quot;R&amp;quot; designation is unknown, but is speculated to mean &amp;quot;Remake&amp;quot;. As before, the pistol's exclusive perk upgrade allows the pistol to have a 5x critical shot rate. Predictably, it remains as Leon's sidearm in The Mercenaries mode.&lt;br /&gt;
&lt;br /&gt;
[[File:TM SG-09 R.jpg|thumb|none|350px|Tokyo Marui SG-09 R - 6mm BB. This is a licensed replica of the &amp;quot;SG-09 R&amp;quot;, a customized Heckler &amp;amp; Koch USP, from ''Resident Evil 4'' (2023). Note that the airsoft pistol bears the HK, USP, European proofs, and date code markings on the slide while these are removed from the in game model, leaving only the 9x19mm caliber and kendo logo.]]&lt;br /&gt;
[[File:RE4R_SG09R_2.jpg|thumb|none|600px|The SG-09 R in the model viewer, without its laser sight module attached, bearing high resemblance to the airsoft replica reference image above. It's no IMFDB 2.0 yet, but eventually we'll get there. Note that the serial number is visible here and in a different spot than a normal USP's is, which is on the underside of the dust cover where the rail is molded on the real gun's frame. The presence of design elements from the later P30 and HK45 pistols especially in the grip checkering pattern, finger grooves and Picatinny rail suggests that in-universe, Joseph Kendo took inspiration from examples of both pistols (which likely would have been in late prototype phases in 2004) or competing pistols incorporating these features.]]&lt;br /&gt;
[[File:RE4R_SG09R_1.jpg|thumb|none|600px|Ditto, other side.  Its frame is slightly longer than the normal variant (which is an interesting design choice as no USPs were ever made with extended frames) and it has been fitted with a compensator, which includes a new front sight. As a consequence of this, the normal front sight on the slide itself has been replaced with a filler plug in the same finish as the slide. Note the &amp;quot;kendo&amp;quot; logo engraving, which according to supplemental Tokyo Marui advertising materials, was supposed to be scrubbed from the pistol upon completion and entering official US Government service for operational security and deniability reasons. Leon, however, is stated to have liked the gun and Joseph Kendo's work so much that he elected to keep it engraved on the slide.]]&lt;br /&gt;
[[File:RE4Rusp9 aimflashlight.jpg|thumb|none|600px|Leon using the USP in conjunction with a flashlight.]]&lt;br /&gt;
[[File:RE4Rusp9tacticalreload.jpg|thumb|none|600px|Performing a tactical reload. Note the magazines appear to be steel instead of the real USP9's polymer magazines]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Beavertail==&lt;br /&gt;
The &amp;quot;Sentinel Nine&amp;quot; appears as one of the exclusive Deluxe or Collector's edition weapons, based on the [[SIG-Sauer P226 Beavertail]] that Leon used in ''[[Resident Evil: Vendetta]]'' under the same name. This marks it as its first usable appearance by the player in the game series.&lt;br /&gt;
&lt;br /&gt;
The weapon is anachronistic, as the [https://www.projectumbrella.net/sentinel-nine-thorough-analysis.html in-universe documents] about the Sentinel Nine released alongside the tie-in Tokyo Marui replica, state that the Sentinel Nine was developed in 2011. It can be excused however, since the pistol itself is bonus content and very much non-canon to this game.&lt;br /&gt;
&lt;br /&gt;
While it has slightly lower damage than the default USP9 Leon starts with, it boasts the highest capacity of any handgun in the game (not including the VP70M's exclusive double ammo upgrade), at 31 when fully upgraded. It initially holds 19 rounds to start with, and it has a faster fire rate than the USP9 to boot, although it is slightly superseded by the Springfield Armory XD when the latter is fully upgraded. Like the USP9, its exclusive perk upgrade allows 5x critical shot rate, and it can be attached with a laser sight.&lt;br /&gt;
[[File:Leon sentinel nine.jpg|thumb|none|350px|Tokyo Marui Sentinel Nine &amp;quot;Leon Model&amp;quot; - 6mm BB. This is a licensed replica of the custom SIG-Sauer P226 Beavertail from ''Resident Evil: Vendetta''.]]&lt;br /&gt;
[[File:RE4R_S9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_S9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] returns as the &amp;quot;Punisher&amp;quot;, along with its exaggerated piercing capabilities. The pistol can only be bought from the Merchant, but instead of pesetas, he sells the weapon in spinels. Once again, the Five-seveN in-game uses standard handgun rounds shared by other pistols, which is 9mm in this game instead of the 5.7 round. However closer inspection of the magazine when reloading shows accurately modeled 5.7x28mm rounds. It holds an underloaded 12 rounds by default, though the level 4 capacity upgrade increases it to 21 rounds, one round over the maximum capacity of the real deal. Like the USP9, the Five-seveN can be upgraded with an underbarrel laser sight. Instead of the all-black finish of the original weapon, the pistol is based on the FDE variant.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Punisher MC&amp;quot; is the Merchant's custom-made variant available in Separate Ways, which can be bought from the Merchant himself for 10,000 pesetas. In a sense, it looks and functions very similarly to its normal counterpart.&lt;br /&gt;
&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:RE4R_Punisher_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Punisher_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Red 9&amp;quot;==&lt;br /&gt;
The iconic [[Mauser C96 &amp;quot;Red 9&amp;quot;|C96 &amp;quot;Red9&amp;quot;]] also returns, and it can now be found for free in Chapter 4, though if the player misses the firearm there, it can alternatively be bought by the Merchant with pesetas. As before, it can be fitted with a stock to improve accuracy and recoil. It initially holds 8 rounds in capacity, though the level 2 ammo capacity upgrade allows it to correctly hold 10 rounds, which can be potentially increased further up to 16. An iconic pistol from returning veterans and new players alike, the Red9's best known for its raw damage per shot with low fire rate, with its exclusive perk upgrade having 1.5x firepower.&lt;br /&gt;
&lt;br /&gt;
It remains as Luis' primary sidearm in the game as well as The Mercenaries. An infinite ammo variant of the Red9 is used by Leon throughout Chapter 11's minecart section, with 10 rounds instead of the default 8 rounds. Since Luis isn't seen with his sidearm all throughout this specific section, it implies that he lent his sidearm to Leon for the time being.&lt;br /&gt;
&lt;br /&gt;
[[File:MauserRed9stock.JPG|thumb|none|400px|Mauser C96 &amp;quot;Red 9&amp;quot; Version with shoulder stock and stripper clip - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Red9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Red9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD==&lt;br /&gt;
The &amp;quot;Blacktail&amp;quot; also makes its return, taking the appearance on the [[Springfield Armory XD]], albeit with a more rounded trigger guard. It is the most compact pistol available, taking up 2x2 slots in the attaché case rather than 2x3 in exchange of magazine capacity. It is a well-balanced upgrade to the USP9, holding 9 rounds initially, up to 13 when fully upgraded. Despite the presence of a rail for mounting lasers, the Blacktail cannot mount the optional laser sight. This could potentially be explained by the laser sight being designed to mount onto Picatinny rails, as the SG-09R, Punisher and Sentinel Nine all sport such rails.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Blacktail AC&amp;quot; is a custom variant of the Springfield XD, wielded by Ada and available to the player in Separate Ways or in The Mercenaries gamemodes while using her default outfit.&lt;br /&gt;
&lt;br /&gt;
[[File:SpringFieldXD9.jpg|thumb|none|350px|Springfield Armory XD - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Blacktail_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Blacktail_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M==&lt;br /&gt;
The [[Heckler_%26_Koch_VP70|H&amp;amp;K VP70M]] makes its appearance once again as the &amp;quot;Matilda&amp;quot;. Unlike its original incarnation, it is not a post-game weapon (rather, it is obtained by spending 10 Spinels from the Merchant from Chapter 8 onwards) and it can be used without its stock, which must be purchased separately. Correctly, the slide does not lock back on the last shot; however, the empty reload animation incorrectly depicts Leon reloading the pistol without racking the slide, unlike other pistols. It fires at about 800-900 RPM, which is much slower than its real blistering 2200 RPM fire rate, which it historically has never had in this series, although the original game came the closest. It is, however, a marked improvement over the last time this sidearm and stock appeared in ''RE2R'', where it chugged along at a speed slower than an M3 Grease Gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Matilda_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Matilda_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Vertec Inox==&lt;br /&gt;
In the spirit of the custom-made Beretta 92FS &amp;quot;Samurai Edge&amp;quot;, the [[Beretta 92FS Vertec]] Inox serves exclusively as Albert Wesker's sidearm in cutscenes and it is usable while playing as Wesker in The Mercenaries. It holds an underloaded 10 rounds, but it packs quite a punch. It is known in-game as the &amp;quot;XM96E1&amp;quot; and it features minor alterations compared to the real-world weapon, such as added front slide serrations and an extra slot for the picatinny rail. The name and description, specifically noting its increased power, seem to imply that the pistol has been converted to a .40 caliber Beretta 96 or is an experimental Beretta 96 prototype. &lt;br /&gt;
&lt;br /&gt;
[[File:Beretta-92FS-Vertec-SS.jpg|thumb|none|350px|Beretta 92FS Vertec Inox - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Schofield==&lt;br /&gt;
The &amp;quot;Broken Butterfly&amp;quot; returns once more, now more accurately based on a [[Smith &amp;amp; Wesson Schofield]] than a hybrid of the former and the [[Colt Single Action Army]]. It is the quintessential magnum handgun, which can be bought much later in the game compared to the original version, available in chapter 7 for pesetas. It initially holds 6 rounds in the cylinder, though it can hold up to an impossible 10 rounds through upgrades and Capcom-patented magic. Its exclusive upgrade perk increases the firepower by 1.5x. It is available in The Mercenaries while playing as Leon's Pinstripe outfit.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;WSchofieldright.jpg|thumb|none|350px|Smith &amp;amp; Wesson Schofield Model 3 with blued finish - .45 Schofield]]&lt;br /&gt;
[[File:RE4R_BB_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BB_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AMT Hardballer==&lt;br /&gt;
The &amp;quot;Killer7&amp;quot; returns, albeit modeled after an [[AMT Hardballer]] (along with a large functional custom laser sight, making it resemble more of the pistol used in ''[[The Terminator]]'' as well as KAEDE's &amp;quot;CONNECTION&amp;quot; pistol in Capcom's [[Killer7|namesake cult-classic]]) than a standard Colt [[M1911]] used in the original game. The trigger guard is also more squared, a characteristic of the [[LAR Grizzly Pistol]]. It can be purchased from the Merchant with 42,000 pesetas starting from Chapter 11 onwards, making it as a late-game stable alternative to the Smith &amp;amp; Wesson Schofield. It starts off with a reasonable seven shots in the magazine, though this can be increased up to 15 once maxed out. It now has an exclusive upgrade, giving it a 5x critical shot rate. It is Wesker's pocket-handcannon of choice in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[File:ED_45.jpg|thumb|none|400px|AMT Hardballer Longslide with laserlock sight as used in the ''The Terminator'' film - .45 ACP]]&lt;br /&gt;
[[File:AMTHardballer5in.jpg|thumb|none|400px|AMT Hardballer with 5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[File:RE4R_Killer7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Killer7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] returns as the &amp;quot;Handcannon&amp;quot;, a post-game unlock by completing the &amp;quot;Professional Agent&amp;quot; challenge, done by completing the game in the Professional difficulty (the highest difficulty after Hardcore) in any rank without using any bonus weapons or by completing all stages in the Mercenaries in S rank or higher. It retains the wood grips seen in the original model, and it ditches the fictional laser sight and fore that was once part of the original weapon, in favor of the more true-to-life 10.5&amp;quot; variant. It now uses magnum ammo instead of proprietary handcannon ammo. The hammer is incorrectly depicted as always being cocked despite Leon never physically touching it, as if the weapon were automatic.&lt;br /&gt;
&lt;br /&gt;
It initially holds the correct 5 rounds when first obtained, 9 when fully upgraded. Capacity is a moot point once its exclusive upgrade is obtained, allowing it to have infinite ammunition. Its damage doesn't wildly surpass the other magnum-type weapons compared to its original incarnation (with the Schofield having better raw damage and the Hardballer having dramatically increased crit rate, when both of them have their exclusive upgrades) and its accuracy beyond several feet is atrocious but its insane longevity thanks to infinite ammo makes up its shortcomings. Leon reloads the revolver while the hammer is cocked, which is impossible to perform as the cylinder cannot be open or closed.&lt;br /&gt;
&lt;br /&gt;
Wearing Leon's &amp;quot;Pinstripe&amp;quot; outfit with the Handcannon while it has infinite ammo will have Leon perform a stylish move, akin to the infinite ammo Thompson SMG.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;W500.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 500 (10.5&amp;quot; barrel) with extended ejector shroud, accessory rail, and sling - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:RE4R_Handcannon_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Handcannon_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
As before, Leon acquires the [[Remington 870]] (as the &amp;quot;W-870&amp;quot;) as his first shotgun obtained in the Ganado Village (now known as the Village Square in the remake). Instead of the Express Combo in the original game, its model was based on the fully upgraded variant in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It holds five shells when first obtained, despite the presence of an extended tube magazine on the model. It can be upgraded to the correct 8 with the level 4 ammo upgrade and up to 10 on its max ammo upgrade. The 870 packs the biggest damage and stopping power of all of the shotguns, but its wide spread necessitates close-quarter riskiness. Unlike the original pump shotgun which is always pumped when reloaded, the remake shotgun is realistically only pumped when emptied. It is available to Leon's Pinstripe costume in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
As with the original game, Ada can buy a sawed-off version of the W-870 from the Merchant's wares, starting from Chapter 2 of Separate Ways. As before, it is a compact version of the shotgun with a pistol grip. It has increased power and a reduced size profile, at the cost of capacity (from 5 to 3). This variant is available to her default outfit in The Mercenaries as her shotgun of choice.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:870 shorty.jpg|thumb|none|450px|Remington 870 with TacStar front and rear pistol grips - 12 gauge. Similar to Ada's shotgun.]]&lt;br /&gt;
[[File:RE4R_W870_2.jpg|thumb|none|600px|Right side of the gun in the model viewer.]]&lt;br /&gt;
[[File:RE4R_W870_1.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:RE4R870shoot2.jpg|thumb|none|600px|Leon mid pump while taking down a ganado.]]&lt;br /&gt;
[[File:RE4R870reload.jpg|thumb|none|600px|Loading a new shell.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The &amp;quot;Skull Shaker&amp;quot;, a sawed off [[Winchester Model 1887]] akin to the famous cut-down variant first seen in ''[[Terminator 2]]'', is available by purchasing the Deluxe or Collector's Edition or through its own separate DLC. In a similar vein to its reference, Leon will flip cock the weapon, though the weapon does not have an enlarged lever loop. Unlike the other shotguns, the custom Model 1887 is an extremely compact weapon (occupying a 2x2 grid space), beating out the Striker-12 and the sawed-off Remington 870. However, it can hold a paltry ''two'' shells in the magazine tube when not upgraded, though it can be reloaded and expended fairly quickly (in fact, all shells are loaded at once), which may be Capcom's way of referencing the real life Cowboy Action Shooting Drop 2 capacity mod sometimes done to real 1887s for competition purposes. It can be upgraded up to six shells with a maxed out ammo capacity upgrade, though the correct five shell capacity is possible.&lt;br /&gt;
&lt;br /&gt;
Its presence in the game is likely a callback to Jill's [[Winchester Model 1892#&amp;quot;Mare's Leg&amp;quot;|Winchester 1892 &amp;quot;Mare's Leg&amp;quot;]] in the original ''[[Resident Evil 3: Nemesis|Resident Evil 3]]'', where in the weapon functions as a fast-firing lever-action shotgun. It even has similar gameplay properties to it, especially when the Model 1887 is maxed out.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1887 Airsoft.jpg|thumb|450px|none|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'']]&lt;br /&gt;
[[File:RE4R_SkullShaker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SkullShaker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] fitted with an [[Benelli M4 Super 90|M4]] stock from the ''Resident Evil 3'' remake appears as the &amp;quot;Riot Gun&amp;quot;. It is made available in Chapter 6 and has the tightest spread of all the shotguns. Interestingly, the Riot Gun is semi-automatic in-game (unlike the original Riot Gun, which is pump-action) but does not use its respective modification as seen in ''Resident Evil 3''. In game it is modeled after an early model Benelli M3 as shown by its barrel mounted rifle sights, as is typical with models such as those imported by HK on the United States civilian market. It is Leon's shotgun of choice in The Mercenaries. In the model viewer it is depicted with a shell on the lifter, but this would be incorrect as the shotgun doesn't deposit one from the magazine onto the lifter unless the trigger is pulled or the shell release lever is tripped, and it would prevent the user from lifting the shell lifter in order to load rounds into the magazine. Despite the aforementioned Remington 870 having a different reload animation for an empty magazine tube, the M3 Super 90's charging handle is always pulled when reloaded which would eject a chambered shell.&lt;br /&gt;
&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE4R_M3RG_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M3RG_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
The &amp;quot;Striker&amp;quot; makes its appearance, available in the Merchant's wares starting from Chapter 10 onwards. The in-game model is now accurately modeled after the later production variant of the [[Penn Arms Striker-12]], featuring its unique thumb tab, rear drum advance lever and its large shell deflector from the other Striker variants. The reload animation is more to its real-life counterpart, as Leon uses the winding key after inserting the shell (or shells in fact, as he inserts more than one shell into the weapon to shorten its reload time). Leon does not, however, eject the last spent shell manually with the ejector rod featured in the weapon. And oddly enough, firing the weapon does not eject the shells either. To top it all off, he still doesn't brace the stock when in use, despite the presence of the foldout stock in the model, he continues to fire it from the hip.&lt;br /&gt;
&lt;br /&gt;
The Striker functions to its counterpart in the original game in essence, being a compact semi-automatic lategame shotgun. It holds 12 shotshells in the revolving drum when first obtained, up to 24 with all of the ammo capacity upgrades and up to ''48'' when its exclusive perk upgrade is bought (downplayed from an absurd ''100'' in its original incarnation). When it is fully upgraded, Leon can reload the entire Striker by inserting ''one'' shell in. It isn't as strong nor accurate as the other shotguns (so much so that its inaccuracy is rather too comical), it fares better in the capacity and reload time market.&lt;br /&gt;
&lt;br /&gt;
The Striker itself also makes as appearance as a charm trinket for the attaché case, increasing Leon's movement speed by 8%. This is a reference to the well-known &amp;quot;Ditman Glitch&amp;quot;, wherein the Striker (or more accurately, a hybrid of it) is used to make all of Leon's actions perform faster than usual; which makes it a common sight in speedruns of the original game.&lt;br /&gt;
&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:RE4R_Striker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Striker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
TMP ammo in the original game is now compatible with other submachine guns in the remake.&lt;br /&gt;
&lt;br /&gt;
==Steyr TMP==&lt;br /&gt;
The [[Steyr TMP]] returns as well, under the &amp;quot;TMP&amp;quot; name as before. It can be bought from the Merchant starting in Chapter 3 and available right off the bat in Separate Ways, an early game automatic firearm in both circumstances. Like before, the TMP fires 9mm submachine gun ammunition, which cannot be exchanged with the pistol ammunition commonly found in-game, and it can be fitted with a stock to improve its accuracy. While its magazine is shortened from its original incarnation, it does not reflect the 30 round capacity that it starts off with, which can be increased up to 70 with upgrades. It is modeled after its true-to-life variant, and as an result, it does not have the mounted laser sight on the grip. The TMP's stock must now be purchased with spinels rather than pesetas. It is Krauser's and Ada's (in the Dress outfit) firearm of choice in The Mercenaries and the main game.&lt;br /&gt;
&lt;br /&gt;
Interestingly, while not in the full game itself, the TMP can also be acquired as a hidden weapon in the Chainsaw Demo, under the requirement that the player must empty the inventory before proceeding to village proper, and finding it in a well at the south area of the village.&lt;br /&gt;
&lt;br /&gt;
[[Image:SteyrTMP.jpg|thumb|none|400px|Steyr TMP - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:SteyrTMPcarbine.jpg|thumb|none|450px|Steyr TMP with stock and M68 Aimpoint sight - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE4R_TMP_1.jpg|thumb|none|600px|Right side of the TMP with stock fitted.]]&lt;br /&gt;
[[File:RE4R_TMP_2.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:RE4Rtmpnostockidle.jpg|thumb|none|600px|Leon holding the TMP without a stock, displaying excellent trigger discipline.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
New to ''Resident Evil 4'', the HK [[MP5A5]] makes an appearance as the &amp;quot;LE 5&amp;quot;, being an alternative to the TMP which can be first obtained for free by solving a puzzle in Chapter 13. It is an altered version of the MP5A3 of the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], with a Navy 3-round burst trigger group (thus, identifying it as an A5, with its extending stock) and the deletion of the checkering texture seen in the original &amp;quot;slimline&amp;quot; MP5 variants and its original optic; though other optics can be attached to the weapon for better accuracy. It still doesn't have its iron sights, however, even when optics are removed from the weapon. The bolt of the weapon also never opens when fired or when the cocking lever is locked back during reloading.&lt;br /&gt;
&lt;br /&gt;
Compared to the TMP, the MP5 has penetration power, like the FN Five-seveN (with its exclusive upgrade having 5x penetration power; again, just like the Five-seveN), at the cost of raw power and reload time. It holds 20 rounds in the magazine when not upgraded, though it can hold 30 with the level 2 capacity upgrade, all the way to 60 when maxed out. The MP5A5 is chambered in 9mm Parabellum (as it shares ammunition to the aforementioned TMP, with the SMG ammo box explicitly mentioning this), unlike the ''Resident Evil 2'' remake where it is oddly chambered in .380 ACP. This does not explain the weapon's piercing capabilities, however; though it could be for gameplay purposes, to make the MP5 more distinct from the available TMP. Instead of the custom MP9 in the original game, HUNK now uses the MP5A5 as his only firearm in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm]]&lt;br /&gt;
[[File:RE4R_LE5_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_LE5_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|Thompson &amp;quot;Chicago Typewriter&amp;quot;]] makes its appearance once again, now under the name &amp;quot;Chicago Sweeper&amp;quot;. As the Separate Ways side-story isn't included in the remake game's release, the Thompson can be unlocked instead by completing the game in the Professional difficulty with at least an A rank. It is obtained for free of cost once it is unlocked, as it is stored in the typewriter storage. As before, the Thompson is depicted as the [[M1A1 Thompson|GI M1A1 variant]], with a stick magazine, side-charging handle and streamlined, but winged sights. It is considered as a &amp;quot;bonus weapon&amp;quot;, and using it voids unlocking the Handcannon.&lt;br /&gt;
&lt;br /&gt;
Unlike the original version of the weapon, the Thompson does not come with its infinite ammunition by default, as this property is now an exclusive perk upgrade; which means the Thompson incorrectly uses 9mm submachine gun rounds until the exclusive upgrade is obtained. Despite using stick magazines, these hold 50 rounds in the magazine in-game, which is the capacity used in the 50-round Thompson drum magazines for the 1921 and 1928 variants. This can be upgraded into an absurd 70 rounds when fully upgraded. Obtaining the infinite ammunition upgrade changes the stick magazine into the aforementioned drum magazine (despite the real M1 and the M1A1 Thompsons being unable to utilize drum magazines), which makes the magazine model no longer tied to Leon's current costume; though the &amp;quot;reload&amp;quot; animation when using the Mafia (now known as Pinstripe) costume remains.&lt;br /&gt;
&lt;br /&gt;
It is an available weapon for Pinstripe Leon in The Mercenaries mode, pre-upgraded to hold 60 rounds instead of 50.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:RE4R_M1A1_1.jpg|thumb|none|600px|The Thompson in the inventory menu; since it is not possible to view the Thompson with stick magazines through the model viewer.]]&lt;br /&gt;
[[File:RE4R_M1A1_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Colt 1921A Thompson2.jpg|thumb|none|400px|1921 Thompson - .45 ACP]]&lt;br /&gt;
[[File:RE4R_M1A1_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1A1_4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
Rifle-type firearms are aimed in a first-person perspective, even when the optics are removed. They also have an exclusive property of having 3x damage multiplier to enemy weakpoints. All rifles are chambered in 55-grain .223 Remington cartridges and it can pierce through enemies.&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903A4==&lt;br /&gt;
The [[M1903 Springfield#M1903A4 Springfield Sniper Rifle|Springfield M1903A4]] bolt-action rifle returns in the remake, now known as the &amp;quot;SR M1903&amp;quot; instead of the generic &amp;quot;Rifle&amp;quot; designation. It is purchased relatively early in the game, as before, at Chapter 2. Buying the weapon during the said chapter will come with an ACOG sight for free. When sights are mounted to the weapon, the rifle will be fitted with a Picatinny rail. While its maximum firepower mentioned in its stats no longer exceeds that of the magnum-type handguns featured in the game (even when its exclusive perk upgrade was purchased), it is still capable as a suitable long range weapon with raw power in mind, especially when hitting enemy weakpoints. All rounds are correctly loaded individually instead of using stripper clips, to further make itself distinct from other rifles of its class.&lt;br /&gt;
&lt;br /&gt;
It holds 5 rounds by default, though it can hold up to a maximum of 13 through upgrades. Its exclusive power doubles the firepower, heavily increasing the weapon's damage. It is the longarm of choice for the newcomer Luis in The Mercenaries. It can be obtained in Chapter 1 of Separate Ways, along with an ACOG sight.&lt;br /&gt;
&lt;br /&gt;
[[File:Rifle Springfield M1903A4 with M84 sight.jpg|thumb|none|400px|Springfield M1903A4 - .30-06]]&lt;br /&gt;
[[File:RE4R_M1903_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1903_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Springfield M1903A3===&lt;br /&gt;
Detaching the current scope of the M1903A4 turns it into the [[Springfield M1903A3]] variant, as both of its iron sights are attached to the model to make aiming in the first-person perspective more viable. The weapon is still reloaded round-by-round, however.&lt;br /&gt;
&lt;br /&gt;
[[File:M1903A3_Rifle_made_by_Remington_Arms.jpg‎|thumb|none|400px|Remington-manufactured M1903A3 Springfield - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8 hybrid==&lt;br /&gt;
Changed from the generic &amp;quot;Semi-Auto Rifle&amp;quot;, the &amp;quot;Stingray&amp;quot; makes an appearance as one of the available rifle options. It bears much more resemblance to the [[Heckler &amp;amp; Koch SL8]] in real life compared to how it was in the original game. Specifically, the game depicts the SL8 as a hybrid variant of the US import SL8-1 (the crimping in magazine well and single-stack magazine being notable giveaways), but with the shortened rail of the European/Canadian variant SL8-4, albeit without the G36 handguard. It is available in the Merchant's wares starting from Chapter 7. It is available in Leon's and Ada's (Dress outfit) loadout in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
While not the fastest-firing of its kind anymore (which was taken over by the Model 933), it remains as a great ammo-conserving variant, also allowing rapid precision fire to enemy weakpoints in close to medium ranges. It initially holds 10 rounds, which is the correct capacity of the proprietary magazine that the SL8-1 (and the SL8-6) is loaded in. This can be increased up to 18 rounds with the highest capacity upgrade. Its exclusive upgrade doubles the rate of fire.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk sl8-1.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-1 - 5.56x45mm]]&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_Stingray_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Stingray_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Coming from the [[Resident Evil 3 (2020 VG)|''Resident Evil 3'' remake]], the [[Colt Model 933]] returns as the &amp;quot;CQBR Assault Rifle&amp;quot;. Its designation &amp;quot;CQBR&amp;quot; as well its A2 standalone sight, aren't anachronistic this time, as they have been in service as per the game's setting - 2004. It is first obtainable for free in Chapter 10, once the player completes a puzzle in the library of the castle. If not obtained there, it can be purchased from the Merchant starting from Chapter 11, with a limited-time discount all throughout the aforementioned chapter. Unlike ''RE3R'', this incarnation of the carbine doesn't come with its sling swivel, but the charging handle is fully modeled.&lt;br /&gt;
&lt;br /&gt;
The Model 933 is considered as an expensive, fast-firing rifle option compared to the latter two rifles (which, as a result, has less firepower compared to the bolt-action M1903), best at single-target damage per second output against tougher enemies and bosses. It holds an underloaded 20 rounds inside the 30 STANAG magazine when not upgraded, up to a still incorrect 32 (sharing the capacity as with the counterpart in the ''Resident Evil 3'' remake) when maxed out. Its exclusive upgrade increases firepower by 1.5x. Even though its usage of in-game rifle ammo is mostly correct (.223 Remington is near identical to 5.56 NATO), one will soon question the CQBR's longevity once you realize that having an automatic weapon use an ammo type meant for snipers will probably burn through already rare ammo reserves rather quickly. While it demands trigger and accuracy control, the 933 can surpass the SL8 in every way possible.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_CQBR_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_CQBR_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
The Huey gunship that Mike pilots is armed with the M21 Armament System. Twin [[M134 Minigun]]s and side-mounted 70mm rocket pods can be seen mounted on the helicopter.&lt;br /&gt;
&lt;br /&gt;
[[File:Armament.jpg|thumb|none|500px|M134 Minigun mounted on a M21 Armament Subsystem (along with a M158 rocket launcher), used on Huey gunships - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE4R_M21Huey_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M21Huey_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG08==&lt;br /&gt;
Various [[Maxim MG08]] emplaced machine guns with custom mounts are used by the Ganado in the early island levels, which can be commandeered by Leon. These carry limited ammo.&lt;br /&gt;
&lt;br /&gt;
[[Image:MaximMG08.jpg|thumb|none|400px|Maxim MG08 on 'sledge' mount - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] once again serves as the main rocket launcher throughout the game, featuring the same role as with the original iteration, along with its use of some of the Ganado in the later parts of the storyline. This time, the RPG-7 in the remake does not feature any sort of scope in all of its variants. The Infinite Rocket Launcher is available only in a New Game+ save file for 2,000,000 pesetas. Both rocket launchers can be used to bypass certain sections of the game and even one-shot bosses entirely. The regular rocket launcher is available to Ada's dress costume in The Mercenaries as part of her loadout.&lt;br /&gt;
&lt;br /&gt;
Interestingly, during the final boss fight, the player cannot use any other weapon nor switch to other weapons once the special variant of the RPG-7 is dropped specifically to finish the boss, meaning it is no longer possible that the player can sell nor keep the Special Rocket Launcher during a NG+ playthrough. The regular/infinite Rocket Launcher can be used to finish the aforementioned boss off, but the Special Rocket Launcher will not be dropped. The Special Rocket Launcher also appears in Separate Ways, but while it is obtained as part of an objective, it is not usable.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RE4R_RLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Weaponry=&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
As before, a few cannon artillery pieces are stationed across the castle sections of the game. Leon himself can commandeer one in Chapter 7 as well as Chapter 8, using it to destroy the castle gate and a couple of catapults as well. Ada can also man them in Separate Ways. They have infinite ammo in all of these sequences. It is also usable in the castle portion of The Mercenaries mode, which contain very limited ammo (3 to be exact).&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==&amp;quot;Bolt Thrower&amp;quot;==&lt;br /&gt;
Replacing the original &amp;quot;Mine Thrower&amp;quot; fictional arm gun in the original game, a modernized crossbow sorts of weapon known as the &amp;quot;Bolt Thrower&amp;quot; makes its appearance. This weapon can be purchased with 10,000 pesetas starting from Chapter 2, with the Merchant giving Leon a small discount upon going behind the church. As its name implies, the &amp;quot;Bolt Thrower&amp;quot; fires craftable bolt projectiles which can be retrieved after the projectile hits. Leon can attach the bolts with explosive mines, which detonate when an enemy is in its proximity or after a few seconds once it has been struck to the enemy.&lt;br /&gt;
&lt;br /&gt;
Stealthy but slow-firing (especially not upgraded), the Bolt Thrower greatly benefits from exploration sections in the game, conserving ammunition for other weapons when they will be needed for the high combat sections later on.&lt;br /&gt;
&lt;br /&gt;
[[File:RE4R_BoltThrower_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BoltThrower_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Blast Crossbow==&lt;br /&gt;
The remake's counterpart of the &amp;quot;Bowgun&amp;quot; is the Blast Crossbow, which functions similarly to its original incarnation. It can be found in Chapter 3 of Separate Ways, and not bought from the Merchant (unless Ada misses the crossbow there). It is available to Ada's default outfit in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from the previous remakes, this time as the &amp;quot;Heavy Grenade&amp;quot;. This grenade functions as an upgraded version of the M67 &amp;quot;Hand Grenade&amp;quot; below, having more demolition power with a larger blast radius.&lt;br /&gt;
&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE4R_M26.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M67 Fragmentation Grenade==&lt;br /&gt;
The [[M67 hand grenade]] makes its appearance, simply known as the &amp;quot;Hand Grenade&amp;quot;, which replaces the original function of the M26 grenades in the previous remakes.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:RE4R_M67.jpg|thumb|none|600px|The grenade in the model viewer.]]&lt;br /&gt;
[[File:Download (27).jpg|thumb|none|600px|Leon holding the grenade with his thumb depressing the spoon.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] once again makes its return from the recent remakes, known as the &amp;quot;Flash Grenade&amp;quot;. Its color scheme is altered compared to its previous appearance, with differing markings as well.&lt;br /&gt;
&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE4R_M84.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese_Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1622575</id>
		<title>Resident Evil 4 (2023 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1622575"/>
		<updated>2023-10-30T08:27:26Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: /* SIG-Sauer P226 Beavertail */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 4&lt;br /&gt;
|picture=Re4remaketitle.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= March 24, 2023&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Playstation 5&amp;lt;br&amp;gt;Xbox Series X/S&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 4''''' is a 2023 remake of the critically-acclaimed ''[[Resident Evil 4]]'' originally released in 2005. As with recent installments of the franchise, the 2023 remake runs under the technologically-advanced RE Engine, featuring significantly improved graphics over its original game as well as its HD remakes. Along with new visuals, much of the mechanics have been remade and the gameplay itself being modernized to the remake series standards starting with the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]].&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
As per the recent remakes, the game uses a third-person over-the-shoulder perspective, albeit with more fluidity and freedom since the player character can now aim and move at the same time. The laser sight used in most of the console versions of the original game have been removed (with the exception of the Hardballer's iconic laser module), although it exists as a secondary attachment to some pistols. Interestingly, almost every firearm (not including the fictional &amp;quot;P.R.L. 412&amp;quot; energy weapon) has returned from the original game, with most of them modeled accurately to their real-world counterparts (such as the SL8 and the Striker-12) while others are remodeled (the fictional &amp;quot;Silver Ghost&amp;quot; to the slightly-less fictional USP9, and the M1911 to Hardballer) entirely, but function the same way.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Focus aiming&amp;quot; returns from the previous remakes, standing still long enough allows the crosshair to be reduced to a dot, allowing for an increased critical shot rate. Using the optional laser sight for some pistols (or when using the Hardballer in general) increases the critical shot chance, as it is always considered &amp;quot;focused&amp;quot; by default.&lt;br /&gt;
&lt;br /&gt;
The attaché case first introduced in the original game returns in the remake as its form of inventory system, and weapons can be switched out on the fly. Weapons cannot be discarded entirely, instead, they can be put into the typewriter storage (the item box equivalent to recent entries) which can be retrieved back at any time. The functionality of the knife has been expanded compared to the previous remakes, as they can be used to parry highly-damaging/instant kill attacks, or it can be used to get out of a grab quickly for some enemies. There is a durability system with knives, which can be broken if they're used too much. Some knives can be repaired at the Merchant with a fee, while others (most commonly the ones found in the game world) will be entirely lost. Multiple knives can be acquired, and the game will prioritize consumable knives before the reusable ones.&lt;br /&gt;
&lt;br /&gt;
Speaking of the Merchant, he returns in the remake as well. Many weapons and items can be bought from him via pesetas while some items and weapons are bought with rare spinels, which can be obtained by completing various side quests that are featured in this game. Various weapons and items can be obtained for free throughout the game world itself, but if they are missed within the chapter it is featured in, it will be available in the next chapter in the Merchant's wares. Once again, weapons can be upgraded from the Merchant, and ammunition capacity upgrades can go to absurdly high levels (though it isn't as high as in the original game). Once fully upgraded, weapons can be upgraded one more time through exclusive upgrades, in which they require an exclusive upgrade ticket (traded with spinels) and a large amount of pesetas. Some weapons can be bought at the post-game shop, purchased via credits obtained by completing various challenges.&lt;br /&gt;
&lt;br /&gt;
As before, various weapon accessories such as scopes and stocks can be fitted onto several weapons to enhance their capabilities, at the cost of some inventory space.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
All available pistols (and not revolvers and the Mauser C96 &amp;quot;Red 9&amp;quot;) can hold an additional round in the chamber if the player reloads the pistol while it isn't empty, which also has a separate &amp;quot;tactical&amp;quot; reload animation. All pistols are chambered in high velocity &amp;quot;9mm Handgun&amp;quot; rounds, while magnum-type handguns use &amp;quot;.45 Centerfire Pistol&amp;quot; (ie. .45 ACP). The player character holds the handguns in either a traditional stance or through the Center Axis Relock technique.&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP9==&lt;br /&gt;
Replacing the hybridized &amp;quot;Silver Ghost&amp;quot; pistol in the original game, Leon starts with a Kendo Shop custom-tailored two-tone &amp;quot;SG-09 R&amp;quot;, based on the [[Heckler &amp;amp; Koch USP|Heckler &amp;amp; Koch USP9]]; its in-game description notes that it is a derivative of the &amp;quot;MUP&amp;quot;, which is the name of the USP9 in the RE2 and RE3 remakes. As with the VP70M in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], the USP9 is Leon's &amp;quot;canon&amp;quot; cutscene sidearm, as he always brandishes this pistol regardless of having it in his attaché case or stored in the typewriter storage. It rather interestingly sports a Picatinny rail on the frame; USPs did not have such integral rails during their production run, instead sporting a proprietary H&amp;amp;K developed rail for attaching lights and lasers. Picatinny rails did not become standard on HK pistols until the HK45 and P30 line of pistols that were introduced in 2006. The gun also sports a custom grip with finger grooves and checkering pattern reminiscent of the P30.&lt;br /&gt;
&lt;br /&gt;
It initially and incorrectly holds 10 handgun rounds in the magazine when not upgraded, though the level 3 capacity upgrade gives it 14 rounds, one round shy of the actual 15 in real life. This can be upgraded up to 18 rounds when fully upgraded. It doesn't come with its laser sight by default, unlike the original pistol, but it can be fitted with one if the player buys the laser sight upgrade from the Merchant; the cutscene pistol is never shown with a laser sight, even if the player upgraded their pistol with one.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;SG&amp;quot; in its designation likely refers to &amp;quot;Silver Ghost&amp;quot;, the unofficial name of the original weapon it replaced, while &amp;quot;-09&amp;quot; likely refers to its caliber, 9mm. The &amp;quot;R&amp;quot; designation is unknown, but is speculated to mean &amp;quot;Remake&amp;quot;. As before, the pistol's exclusive perk upgrade allows the pistol to have a 5x critical shot rate. Predictably, it remains as Leon's sidearm in The Mercenaries mode.&lt;br /&gt;
&lt;br /&gt;
[[File:TM SG-09 R.jpg|thumb|none|350px|Tokyo Marui SG-09 R - 6mm BB. This is a licensed replica of the &amp;quot;SG-09 R&amp;quot;, a customized Heckler &amp;amp; Koch USP, from ''Resident Evil 4'' (2023). Note that the airsoft pistol bears the HK, USP, European proofs, and date code markings on the slide while these are removed from the in game model, leaving only the 9x19mm caliber and kendo logo.]]&lt;br /&gt;
[[File:RE4R_SG09R_2.jpg|thumb|none|600px|The SG-09 R in the model viewer, without its laser sight module attached, bearing high resemblance to the airsoft replica reference image above. It's no IMFDB 2.0 yet, but eventually we'll get there. Note that the serial number is visible here and in a different spot than a normal USP's is, which is on the underside of the dust cover where the rail is molded on the real gun's frame. The presence of design elements from the later P30 and HK45 pistols especially in the grip checkering pattern, finger grooves and Picatinny rail suggests that in-universe, Joseph Kendo took inspiration from examples of both pistols (which likely would have been in late prototype phases in 2004) or competing pistols incorporating these features.]]&lt;br /&gt;
[[File:RE4R_SG09R_1.jpg|thumb|none|600px|Ditto, other side.  Its frame is slightly longer than the normal variant (which is an interesting design choice as no USPs were ever made with extended frames) and it has been fitted with a compensator, which includes a new front sight. As a consequence of this, the normal front sight on the slide itself has been replaced with a filler plug in the same finish as the slide. Note the &amp;quot;kendo&amp;quot; logo engraving, which according to supplemental Tokyo Marui advertising materials, was supposed to be scrubbed from the pistol upon completion and entering official US Government service for operational security and deniability reasons. Leon, however, is stated to have liked the gun and Joseph Kendo's work so much that he elected to keep it engraved on the slide.]]&lt;br /&gt;
[[File:RE4Rusp9 aimflashlight.jpg|thumb|none|600px|Leon using the USP in conjunction with a flashlight.]]&lt;br /&gt;
[[File:RE4Rusp9tacticalreload.jpg|thumb|none|600px|Performing a tactical reload. Note the magazines appear to be steel instead of the real USP9's polymer magazines]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Beavertail==&lt;br /&gt;
The &amp;quot;Sentinel Nine&amp;quot; appears as one of the exclusive Deluxe or Collector's edition weapons, based on the [[SIG-Sauer P226 Beavertail]] that Leon used in ''[[Resident Evil: Vendetta]]'' under the same name. This marks it as its first usable appearance by the player in the game series.&lt;br /&gt;
&lt;br /&gt;
The weapon is anachronistic, as the [https://www.projectumbrella.net/sentinel-nine-thorough-analysis.html in-universe documents] about the Sentinel Nine released alongside the tie-in Tokyo Marui replica, state that the Sentinel Nine was developed in 2011. It can be excused however, since the pistol itself is bonus content and very much non-canon.&lt;br /&gt;
&lt;br /&gt;
While it has slightly lower damage than the default USP9 Leon starts with, it boasts the highest capacity of any handgun in the game (not including the VP70M's exclusive double ammo upgrade), at 31 when fully upgraded. It initially holds 19 rounds to start with, and it has a faster fire rate than the USP9 to boot, although it is slightly superseded by the Springfield Armory XD when the latter is fully upgraded. Like the USP9, its exclusive perk upgrade allows 5x critical shot rate, and it can be attached with a laser sight.&lt;br /&gt;
[[File:Leon sentinel nine.jpg|thumb|none|350px|Tokyo Marui Sentinel Nine &amp;quot;Leon Model&amp;quot; - 6mm BB. This is a licensed replica of the custom SIG-Sauer P226 Beavertail from ''Resident Evil: Vendetta''.]]&lt;br /&gt;
[[File:RE4R_S9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_S9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] returns as the &amp;quot;Punisher&amp;quot;, along with its exaggerated piercing capabilities. The pistol can only be bought from the Merchant, but instead of pesetas, he sells the weapon in spinels. Once again, the Five-seveN in-game uses standard handgun rounds shared by other pistols, which is 9mm in this game instead of the 5.7 round. However closer inspection of the magazine when reloading shows accurately modeled 5.7x28mm rounds. It holds an underloaded 12 rounds by default, though the level 4 capacity upgrade increases it to 21 rounds, one round over the maximum capacity of the real deal. Like the USP9, the Five-seveN can be upgraded with an underbarrel laser sight. Instead of the all-black finish of the original weapon, the pistol is based on the FDE variant.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Punisher MC&amp;quot; is the Merchant's custom-made variant available in Separate Ways, which can be bought from the Merchant himself for 10,000 pesetas. In a sense, it looks and functions very similarly to its normal counterpart.&lt;br /&gt;
&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:RE4R_Punisher_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Punisher_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Red 9&amp;quot;==&lt;br /&gt;
The iconic [[Mauser C96 &amp;quot;Red 9&amp;quot;|C96 &amp;quot;Red9&amp;quot;]] also returns, and it can now be found for free in Chapter 4, though if the player misses the firearm there, it can alternatively be bought by the Merchant with pesetas. As before, it can be fitted with a stock to improve accuracy and recoil. It initially holds 8 rounds in capacity, though the level 2 ammo capacity upgrade allows it to correctly hold 10 rounds, which can be potentially increased further up to 16. An iconic pistol from returning veterans and new players alike, the Red9's best known for its raw damage per shot with low fire rate, with its exclusive perk upgrade having 1.5x firepower.&lt;br /&gt;
&lt;br /&gt;
It remains as Luis' primary sidearm in the game as well as The Mercenaries. An infinite ammo variant of the Red9 is used by Leon throughout Chapter 11's minecart section, with 10 rounds instead of the default 8 rounds. Since Luis isn't seen with his sidearm all throughout this specific section, it implies that he lent his sidearm to Leon for the time being.&lt;br /&gt;
&lt;br /&gt;
[[File:MauserRed9stock.JPG|thumb|none|400px|Mauser C96 &amp;quot;Red 9&amp;quot; Version with shoulder stock and stripper clip - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Red9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Red9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD==&lt;br /&gt;
The &amp;quot;Blacktail&amp;quot; also makes its return, taking the appearance on the [[Springfield Armory XD]], albeit with a more rounded trigger guard. It is the most compact pistol available, taking up 2x2 slots in the attaché case rather than 2x3 in exchange of magazine capacity. It is a well-balanced upgrade to the USP9, holding 9 rounds initially, up to 13 when fully upgraded. Despite the presence of a rail for mounting lasers, the Blacktail cannot mount the optional laser sight. This could potentially be explained by the laser sight being designed to mount onto Picatinny rails, as the SG-09R, Punisher and Sentinel Nine all sport such rails.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Blacktail AC&amp;quot; is a custom variant of the Springfield XD, wielded by Ada and available to the player in Separate Ways or in The Mercenaries gamemodes while using her default outfit.&lt;br /&gt;
&lt;br /&gt;
[[File:SpringFieldXD9.jpg|thumb|none|350px|Springfield Armory XD - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Blacktail_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Blacktail_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M==&lt;br /&gt;
The [[Heckler_%26_Koch_VP70|H&amp;amp;K VP70M]] makes its appearance once again as the &amp;quot;Matilda&amp;quot;. Unlike its original incarnation, it is not a post-game weapon (rather, it is obtained by spending 10 Spinels from the Merchant from Chapter 8 onwards) and it can be used without its stock, which must be purchased separately. Correctly, the slide does not lock back on the last shot; however, the empty reload animation incorrectly depicts Leon reloading the pistol without racking the slide, unlike other pistols. It fires at about 800-900 RPM, which is much slower than its real blistering 2200 RPM fire rate, which it historically has never had in this series, although the original game came the closest. It is, however, a marked improvement over the last time this sidearm and stock appeared in ''RE2R'', where it chugged along at a speed slower than an M3 Grease Gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Matilda_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Matilda_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Vertec Inox==&lt;br /&gt;
In the spirit of the custom-made Beretta 92FS &amp;quot;Samurai Edge&amp;quot;, the [[Beretta 92FS Vertec]] Inox serves exclusively as Albert Wesker's sidearm in cutscenes and it is usable while playing as Wesker in The Mercenaries. It holds an underloaded 10 rounds, but it packs quite a punch. It is known in-game as the &amp;quot;XM96E1&amp;quot; and it features minor alterations compared to the real-world weapon, such as added front slide serrations and an extra slot for the picatinny rail. The name and description, specifically noting its increased power, seem to imply that the pistol has been converted to a .40 caliber Beretta 96 or is an experimental Beretta 96 prototype. &lt;br /&gt;
&lt;br /&gt;
[[File:Beretta-92FS-Vertec-SS.jpg|thumb|none|350px|Beretta 92FS Vertec Inox - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Schofield==&lt;br /&gt;
The &amp;quot;Broken Butterfly&amp;quot; returns once more, now more accurately based on a [[Smith &amp;amp; Wesson Schofield]] than a hybrid of the former and the [[Colt Single Action Army]]. It is the quintessential magnum handgun, which can be bought much later in the game compared to the original version, available in chapter 7 for pesetas. It initially holds 6 rounds in the cylinder, though it can hold up to an impossible 10 rounds through upgrades and Capcom-patented magic. Its exclusive upgrade perk increases the firepower by 1.5x. It is available in The Mercenaries while playing as Leon's Pinstripe outfit.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;WSchofieldright.jpg|thumb|none|350px|Smith &amp;amp; Wesson Schofield Model 3 with blued finish - .45 Schofield]]&lt;br /&gt;
[[File:RE4R_BB_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BB_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AMT Hardballer==&lt;br /&gt;
The &amp;quot;Killer7&amp;quot; returns, albeit modeled after an [[AMT Hardballer]] (along with a large functional custom laser sight, making it resemble more of the pistol used in ''[[The Terminator]]'' as well as KAEDE's &amp;quot;CONNECTION&amp;quot; pistol in Capcom's [[Killer7|namesake cult-classic]]) than a standard Colt [[M1911]] used in the original game. The trigger guard is also more squared, a characteristic of the [[LAR Grizzly Pistol]]. It can be purchased from the Merchant with 42,000 pesetas starting from Chapter 11 onwards, making it as a late-game stable alternative to the Smith &amp;amp; Wesson Schofield. It starts off with a reasonable seven shots in the magazine, though this can be increased up to 15 once maxed out. It now has an exclusive upgrade, giving it a 5x critical shot rate. It is Wesker's pocket-handcannon of choice in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[File:ED_45.jpg|thumb|none|400px|AMT Hardballer Longslide with laserlock sight as used in the ''The Terminator'' film - .45 ACP]]&lt;br /&gt;
[[File:AMTHardballer5in.jpg|thumb|none|400px|AMT Hardballer with 5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[File:RE4R_Killer7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Killer7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] returns as the &amp;quot;Handcannon&amp;quot;, a post-game unlock by completing the &amp;quot;Professional Agent&amp;quot; challenge, done by completing the game in the Professional difficulty (the highest difficulty after Hardcore) in any rank without using any bonus weapons or by completing all stages in the Mercenaries in S rank or higher. It retains the wood grips seen in the original model, and it ditches the fictional laser sight and fore that was once part of the original weapon, in favor of the more true-to-life 10.5&amp;quot; variant. It now uses magnum ammo instead of proprietary handcannon ammo. The hammer is incorrectly depicted as always being cocked despite Leon never physically touching it, as if the weapon were automatic.&lt;br /&gt;
&lt;br /&gt;
It initially holds the correct 5 rounds when first obtained, 9 when fully upgraded. Capacity is a moot point once its exclusive upgrade is obtained, allowing it to have infinite ammunition. Its damage doesn't wildly surpass the other magnum-type weapons compared to its original incarnation (with the Schofield having better raw damage and the Hardballer having dramatically increased crit rate, when both of them have their exclusive upgrades) and its accuracy beyond several feet is atrocious but its insane longevity thanks to infinite ammo makes up its shortcomings. Leon reloads the revolver while the hammer is cocked, which is impossible to perform as the cylinder cannot be open or closed.&lt;br /&gt;
&lt;br /&gt;
Wearing Leon's &amp;quot;Pinstripe&amp;quot; outfit with the Handcannon while it has infinite ammo will have Leon perform a stylish move, akin to the infinite ammo Thompson SMG.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;W500.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 500 (10.5&amp;quot; barrel) with extended ejector shroud, accessory rail, and sling - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:RE4R_Handcannon_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Handcannon_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
As before, Leon acquires the [[Remington 870]] (as the &amp;quot;W-870&amp;quot;) as his first shotgun obtained in the Ganado Village (now known as the Village Square in the remake). Instead of the Express Combo in the original game, its model was based on the fully upgraded variant in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It holds five shells when first obtained, despite the presence of an extended tube magazine on the model. It can be upgraded to the correct 8 with the level 4 ammo upgrade and up to 10 on its max ammo upgrade. The 870 packs the biggest damage and stopping power of all of the shotguns, but its wide spread necessitates close-quarter riskiness. Unlike the original pump shotgun which is always pumped when reloaded, the remake shotgun is realistically only pumped when emptied. It is available to Leon's Pinstripe costume in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
As with the original game, Ada can buy a sawed-off version of the W-870 from the Merchant's wares, starting from Chapter 2 of Separate Ways. As before, it is a compact version of the shotgun with a pistol grip. It has increased power and a reduced size profile, at the cost of capacity (from 5 to 3). This variant is available to her default outfit in The Mercenaries as her shotgun of choice.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:870 shorty.jpg|thumb|none|450px|Remington 870 with TacStar front and rear pistol grips - 12 gauge. Similar to Ada's shotgun.]]&lt;br /&gt;
[[File:RE4R_W870_2.jpg|thumb|none|600px|Right side of the gun in the model viewer.]]&lt;br /&gt;
[[File:RE4R_W870_1.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:RE4R870shoot2.jpg|thumb|none|600px|Leon mid pump while taking down a ganado.]]&lt;br /&gt;
[[File:RE4R870reload.jpg|thumb|none|600px|Loading a new shell.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The &amp;quot;Skull Shaker&amp;quot;, a sawed off [[Winchester Model 1887]] akin to the famous cut-down variant first seen in ''[[Terminator 2]]'', is available by purchasing the Deluxe or Collector's Edition or through its own separate DLC. In a similar vein to its reference, Leon will flip cock the weapon, though the weapon does not have an enlarged lever loop. Unlike the other shotguns, the custom Model 1887 is an extremely compact weapon (occupying a 2x2 grid space), beating out the Striker-12 and the sawed-off Remington 870. However, it can hold a paltry ''two'' shells in the magazine tube when not upgraded, though it can be reloaded and expended fairly quickly (in fact, all shells are loaded at once), which may be Capcom's way of referencing the real life Cowboy Action Shooting Drop 2 capacity mod sometimes done to real 1887s for competition purposes. It can be upgraded up to six shells with a maxed out ammo capacity upgrade, though the correct five shell capacity is possible.&lt;br /&gt;
&lt;br /&gt;
Its presence in the game is likely a callback to Jill's [[Winchester Model 1892#&amp;quot;Mare's Leg&amp;quot;|Winchester 1892 &amp;quot;Mare's Leg&amp;quot;]] in the original ''[[Resident Evil 3: Nemesis|Resident Evil 3]]'', where in the weapon functions as a fast-firing lever-action shotgun. It even has similar gameplay properties to it, especially when the Model 1887 is maxed out.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1887 Airsoft.jpg|thumb|450px|none|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'']]&lt;br /&gt;
[[File:RE4R_SkullShaker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SkullShaker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] fitted with an [[Benelli M4 Super 90|M4]] stock from the ''Resident Evil 3'' remake appears as the &amp;quot;Riot Gun&amp;quot;. It is made available in Chapter 6 and has the tightest spread of all the shotguns. Interestingly, the Riot Gun is semi-automatic in-game (unlike the original Riot Gun, which is pump-action) but does not use its respective modification as seen in ''Resident Evil 3''. In game it is modeled after an early model Benelli M3 as shown by its barrel mounted rifle sights, as is typical with models such as those imported by HK on the United States civilian market. It is Leon's shotgun of choice in The Mercenaries. In the model viewer it is depicted with a shell on the lifter, but this would be incorrect as the shotgun doesn't deposit one from the magazine onto the lifter unless the trigger is pulled or the shell release lever is tripped, and it would prevent the user from lifting the shell lifter in order to load rounds into the magazine. Despite the aforementioned Remington 870 having a different reload animation for an empty magazine tube, the M3 Super 90's charging handle is always pulled when reloaded which would eject a chambered shell.&lt;br /&gt;
&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE4R_M3RG_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M3RG_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
The &amp;quot;Striker&amp;quot; makes its appearance, available in the Merchant's wares starting from Chapter 10 onwards. The in-game model is now accurately modeled after the later production variant of the [[Penn Arms Striker-12]], featuring its unique thumb tab, rear drum advance lever and its large shell deflector from the other Striker variants. The reload animation is more to its real-life counterpart, as Leon uses the winding key after inserting the shell (or shells in fact, as he inserts more than one shell into the weapon to shorten its reload time). Leon does not, however, eject the last spent shell manually with the ejector rod featured in the weapon. And oddly enough, firing the weapon does not eject the shells either. To top it all off, he still doesn't brace the stock when in use, despite the presence of the foldout stock in the model, he continues to fire it from the hip.&lt;br /&gt;
&lt;br /&gt;
The Striker functions to its counterpart in the original game in essence, being a compact semi-automatic lategame shotgun. It holds 12 shotshells in the revolving drum when first obtained, up to 24 with all of the ammo capacity upgrades and up to ''48'' when its exclusive perk upgrade is bought (downplayed from an absurd ''100'' in its original incarnation). When it is fully upgraded, Leon can reload the entire Striker by inserting ''one'' shell in. It isn't as strong nor accurate as the other shotguns (so much so that its inaccuracy is rather too comical), it fares better in the capacity and reload time market.&lt;br /&gt;
&lt;br /&gt;
The Striker itself also makes as appearance as a charm trinket for the attaché case, increasing Leon's movement speed by 8%. This is a reference to the well-known &amp;quot;Ditman Glitch&amp;quot;, wherein the Striker (or more accurately, a hybrid of it) is used to make all of Leon's actions perform faster than usual; which makes it a common sight in speedruns of the original game.&lt;br /&gt;
&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:RE4R_Striker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Striker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
TMP ammo in the original game is now compatible with other submachine guns in the remake.&lt;br /&gt;
&lt;br /&gt;
==Steyr TMP==&lt;br /&gt;
The [[Steyr TMP]] returns as well, under the &amp;quot;TMP&amp;quot; name as before. It can be bought from the Merchant starting in Chapter 3 and available right off the bat in Separate Ways, an early game automatic firearm in both circumstances. Like before, the TMP fires 9mm submachine gun ammunition, which cannot be exchanged with the pistol ammunition commonly found in-game, and it can be fitted with a stock to improve its accuracy. While its magazine is shortened from its original incarnation, it does not reflect the 30 round capacity that it starts off with, which can be increased up to 70 with upgrades. It is modeled after its true-to-life variant, and as an result, it does not have the mounted laser sight on the grip. The TMP's stock must now be purchased with spinels rather than pesetas. It is Krauser's and Ada's (in the Dress outfit) firearm of choice in The Mercenaries and the main game.&lt;br /&gt;
&lt;br /&gt;
Interestingly, while not in the full game itself, the TMP can also be acquired as a hidden weapon in the Chainsaw Demo, under the requirement that the player must empty the inventory before proceeding to village proper, and finding it in a well at the south area of the village.&lt;br /&gt;
&lt;br /&gt;
[[Image:SteyrTMP.jpg|thumb|none|400px|Steyr TMP - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:SteyrTMPcarbine.jpg|thumb|none|450px|Steyr TMP with stock and M68 Aimpoint sight - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE4R_TMP_1.jpg|thumb|none|600px|Right side of the TMP with stock fitted.]]&lt;br /&gt;
[[File:RE4R_TMP_2.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:RE4Rtmpnostockidle.jpg|thumb|none|600px|Leon holding the TMP without a stock, displaying excellent trigger discipline.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
New to ''Resident Evil 4'', the HK [[MP5A5]] makes an appearance as the &amp;quot;LE 5&amp;quot;, being an alternative to the TMP which can be first obtained for free by solving a puzzle in Chapter 13. It is an altered version of the MP5A3 of the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], with a Navy 3-round burst trigger group (thus, identifying it as an A5, with its extending stock) and the deletion of the checkering texture seen in the original &amp;quot;slimline&amp;quot; MP5 variants and its original optic; though other optics can be attached to the weapon for better accuracy. It still doesn't have its iron sights, however, even when optics are removed from the weapon. The bolt of the weapon also never opens when fired or when the cocking lever is locked back during reloading.&lt;br /&gt;
&lt;br /&gt;
Compared to the TMP, the MP5 has penetration power, like the FN Five-seveN (with its exclusive upgrade having 5x penetration power; again, just like the Five-seveN), at the cost of raw power and reload time. It holds 20 rounds in the magazine when not upgraded, though it can hold 30 with the level 2 capacity upgrade, all the way to 60 when maxed out. The MP5A5 is chambered in 9mm Parabellum (as it shares ammunition to the aforementioned TMP, with the SMG ammo box explicitly mentioning this), unlike the ''Resident Evil 2'' remake where it is oddly chambered in .380 ACP. This does not explain the weapon's piercing capabilities, however; though it could be for gameplay purposes, to make the MP5 more distinct from the available TMP. Instead of the custom MP9 in the original game, HUNK now uses the MP5A5 as his only firearm in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm]]&lt;br /&gt;
[[File:RE4R_LE5_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_LE5_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|Thompson &amp;quot;Chicago Typewriter&amp;quot;]] makes its appearance once again, now under the name &amp;quot;Chicago Sweeper&amp;quot;. As the Separate Ways side-story isn't included in the remake game's release, the Thompson can be unlocked instead by completing the game in the Professional difficulty with at least an A rank. It is obtained for free of cost once it is unlocked, as it is stored in the typewriter storage. As before, the Thompson is depicted as the [[M1A1 Thompson|GI M1A1 variant]], with a stick magazine, side-charging handle and streamlined, but winged sights. It is considered as a &amp;quot;bonus weapon&amp;quot;, and using it voids unlocking the Handcannon.&lt;br /&gt;
&lt;br /&gt;
Unlike the original version of the weapon, the Thompson does not come with its infinite ammunition by default, as this property is now an exclusive perk upgrade; which means the Thompson incorrectly uses 9mm submachine gun rounds until the exclusive upgrade is obtained. Despite using stick magazines, these hold 50 rounds in the magazine in-game, which is the capacity used in the 50-round Thompson drum magazines for the 1921 and 1928 variants. This can be upgraded into an absurd 70 rounds when fully upgraded. Obtaining the infinite ammunition upgrade changes the stick magazine into the aforementioned drum magazine (despite the real M1 and the M1A1 Thompsons being unable to utilize drum magazines), which makes the magazine model no longer tied to Leon's current costume; though the &amp;quot;reload&amp;quot; animation when using the Mafia (now known as Pinstripe) costume remains.&lt;br /&gt;
&lt;br /&gt;
It is an available weapon for Pinstripe Leon in The Mercenaries mode, pre-upgraded to hold 60 rounds instead of 50.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:RE4R_M1A1_1.jpg|thumb|none|600px|The Thompson in the inventory menu; since it is not possible to view the Thompson with stick magazines through the model viewer.]]&lt;br /&gt;
[[File:RE4R_M1A1_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Colt 1921A Thompson2.jpg|thumb|none|400px|1921 Thompson - .45 ACP]]&lt;br /&gt;
[[File:RE4R_M1A1_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1A1_4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
Rifle-type firearms are aimed in a first-person perspective, even when the optics are removed. They also have an exclusive property of having 3x damage multiplier to enemy weakpoints. All rifles are chambered in 55-grain .223 Remington cartridges and it can pierce through enemies.&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903A4==&lt;br /&gt;
The [[M1903 Springfield#M1903A4 Springfield Sniper Rifle|Springfield M1903A4]] bolt-action rifle returns in the remake, now known as the &amp;quot;SR M1903&amp;quot; instead of the generic &amp;quot;Rifle&amp;quot; designation. It is purchased relatively early in the game, as before, at Chapter 2. Buying the weapon during the said chapter will come with an ACOG sight for free. When sights are mounted to the weapon, the rifle will be fitted with a Picatinny rail. While its maximum firepower mentioned in its stats no longer exceeds that of the magnum-type handguns featured in the game (even when its exclusive perk upgrade was purchased), it is still capable as a suitable long range weapon with raw power in mind, especially when hitting enemy weakpoints. All rounds are correctly loaded individually instead of using stripper clips, to further make itself distinct from other rifles of its class.&lt;br /&gt;
&lt;br /&gt;
It holds 5 rounds by default, though it can hold up to a maximum of 13 through upgrades. Its exclusive power doubles the firepower, heavily increasing the weapon's damage. It is the longarm of choice for the newcomer Luis in The Mercenaries. It can be obtained in Chapter 1 of Separate Ways, along with an ACOG sight.&lt;br /&gt;
&lt;br /&gt;
[[File:Rifle Springfield M1903A4 with M84 sight.jpg|thumb|none|400px|Springfield M1903A4 - .30-06]]&lt;br /&gt;
[[File:RE4R_M1903_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1903_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Springfield M1903A3===&lt;br /&gt;
Detaching the current scope of the M1903A4 turns it into the [[Springfield M1903A3]] variant, as both of its iron sights are attached to the model to make aiming in the first-person perspective more viable. The weapon is still reloaded round-by-round, however.&lt;br /&gt;
&lt;br /&gt;
[[File:M1903A3_Rifle_made_by_Remington_Arms.jpg‎|thumb|none|400px|Remington-manufactured M1903A3 Springfield - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8 hybrid==&lt;br /&gt;
Changed from the generic &amp;quot;Semi-Auto Rifle&amp;quot;, the &amp;quot;Stingray&amp;quot; makes an appearance as one of the available rifle options. It bears much more resemblance to the [[Heckler &amp;amp; Koch SL8]] in real life compared to how it was in the original game. Specifically, the game depicts the SL8 as a hybrid variant of the US import SL8-1 (the crimping in magazine well and single-stack magazine being notable giveaways), but with the shortened rail of the European/Canadian variant SL8-4, albeit without the G36 handguard. It is available in the Merchant's wares starting from Chapter 7. It is available in Leon's and Ada's (Dress outfit) loadout in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
While not the fastest-firing of its kind anymore (which was taken over by the Model 933), it remains as a great ammo-conserving variant, also allowing rapid precision fire to enemy weakpoints in close to medium ranges. It initially holds 10 rounds, which is the correct capacity of the proprietary magazine that the SL8-1 (and the SL8-6) is loaded in. This can be increased up to 18 rounds with the highest capacity upgrade. Its exclusive upgrade doubles the rate of fire.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk sl8-1.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-1 - 5.56x45mm]]&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_Stingray_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Stingray_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Coming from the [[Resident Evil 3 (2020 VG)|''Resident Evil 3'' remake]], the [[Colt Model 933]] returns as the &amp;quot;CQBR Assault Rifle&amp;quot;. Its designation &amp;quot;CQBR&amp;quot; as well its A2 standalone sight, aren't anachronistic this time, as they have been in service as per the game's setting - 2004. It is first obtainable for free in Chapter 10, once the player completes a puzzle in the library of the castle. If not obtained there, it can be purchased from the Merchant starting from Chapter 11, with a limited-time discount all throughout the aforementioned chapter. Unlike ''RE3R'', this incarnation of the carbine doesn't come with its sling swivel, but the charging handle is fully modeled.&lt;br /&gt;
&lt;br /&gt;
The Model 933 is considered as an expensive, fast-firing rifle option compared to the latter two rifles (which, as a result, has less firepower compared to the bolt-action M1903), best at single-target damage per second output against tougher enemies and bosses. It holds an underloaded 20 rounds inside the 30 STANAG magazine when not upgraded, up to a still incorrect 32 (sharing the capacity as with the counterpart in the ''Resident Evil 3'' remake) when maxed out. Its exclusive upgrade increases firepower by 1.5x. Even though its usage of in-game rifle ammo is mostly correct (.223 Remington is near identical to 5.56 NATO), one will soon question the CQBR's longevity once you realize that having an automatic weapon use an ammo type meant for snipers will probably burn through already rare ammo reserves rather quickly. While it demands trigger and accuracy control, the 933 can surpass the SL8 in every way possible.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_CQBR_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_CQBR_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
The Huey gunship that Mike pilots is armed with the M21 Armament System. Twin [[M134 Minigun]]s and side-mounted 70mm rocket pods can be seen mounted on the helicopter.&lt;br /&gt;
&lt;br /&gt;
[[File:Armament.jpg|thumb|none|500px|M134 Minigun mounted on a M21 Armament Subsystem (along with a M158 rocket launcher), used on Huey gunships - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE4R_M21Huey_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M21Huey_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG08==&lt;br /&gt;
Various [[Maxim MG08]] emplaced machine guns with custom mounts are used by the Ganado in the early island levels, which can be commandeered by Leon. These carry limited ammo.&lt;br /&gt;
&lt;br /&gt;
[[Image:MaximMG08.jpg|thumb|none|400px|Maxim MG08 on 'sledge' mount - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] once again serves as the main rocket launcher throughout the game, featuring the same role as with the original iteration, along with its use of some of the Ganado in the later parts of the storyline. This time, the RPG-7 in the remake does not feature any sort of scope in all of its variants. The Infinite Rocket Launcher is available only in a New Game+ save file for 2,000,000 pesetas. Both rocket launchers can be used to bypass certain sections of the game and even one-shot bosses entirely. The regular rocket launcher is available to Ada's dress costume in The Mercenaries as part of her loadout.&lt;br /&gt;
&lt;br /&gt;
Interestingly, during the final boss fight, the player cannot use any other weapon nor switch to other weapons once the special variant of the RPG-7 is dropped specifically to finish the boss, meaning it is no longer possible that the player can sell nor keep the Special Rocket Launcher during a NG+ playthrough. The regular/infinite Rocket Launcher can be used to finish the aforementioned boss off, but the Special Rocket Launcher will not be dropped. The Special Rocket Launcher also appears in Separate Ways, but while it is obtained as part of an objective, it is not usable.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RE4R_RLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Weaponry=&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
As before, a few cannon artillery pieces are stationed across the castle sections of the game. Leon himself can commandeer one in Chapter 7 as well as Chapter 8, using it to destroy the castle gate and a couple of catapults as well. Ada can also man them in Separate Ways. They have infinite ammo in all of these sequences. It is also usable in the castle portion of The Mercenaries mode, which contain very limited ammo (3 to be exact).&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==&amp;quot;Bolt Thrower&amp;quot;==&lt;br /&gt;
Replacing the original &amp;quot;Mine Thrower&amp;quot; fictional arm gun in the original game, a modernized crossbow sorts of weapon known as the &amp;quot;Bolt Thrower&amp;quot; makes its appearance. This weapon can be purchased with 10,000 pesetas starting from Chapter 2, with the Merchant giving Leon a small discount upon going behind the church. As its name implies, the &amp;quot;Bolt Thrower&amp;quot; fires craftable bolt projectiles which can be retrieved after the projectile hits. Leon can attach the bolts with explosive mines, which detonate when an enemy is in its proximity or after a few seconds once it has been struck to the enemy.&lt;br /&gt;
&lt;br /&gt;
Stealthy but slow-firing (especially not upgraded), the Bolt Thrower greatly benefits from exploration sections in the game, conserving ammunition for other weapons when they will be needed for the high combat sections later on.&lt;br /&gt;
&lt;br /&gt;
[[File:RE4R_BoltThrower_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BoltThrower_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Blast Crossbow==&lt;br /&gt;
The remake's counterpart of the &amp;quot;Bowgun&amp;quot; is the Blast Crossbow, which functions similarly to its original incarnation. It can be found in Chapter 3 of Separate Ways, and not bought from the Merchant (unless Ada misses the crossbow there). It is available to Ada's default outfit in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from the previous remakes, this time as the &amp;quot;Heavy Grenade&amp;quot;. This grenade functions as an upgraded version of the M67 &amp;quot;Hand Grenade&amp;quot; below, having more demolition power with a larger blast radius.&lt;br /&gt;
&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE4R_M26.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M67 Fragmentation Grenade==&lt;br /&gt;
The [[M67 hand grenade]] makes its appearance, simply known as the &amp;quot;Hand Grenade&amp;quot;, which replaces the original function of the M26 grenades in the previous remakes.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:RE4R_M67.jpg|thumb|none|600px|The grenade in the model viewer.]]&lt;br /&gt;
[[File:Download (27).jpg|thumb|none|600px|Leon holding the grenade with his thumb depressing the spoon.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] once again makes its return from the recent remakes, known as the &amp;quot;Flash Grenade&amp;quot;. Its color scheme is altered compared to its previous appearance, with differing markings as well.&lt;br /&gt;
&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE4R_M84.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese_Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1622574</id>
		<title>Resident Evil 4 (2023 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1622574"/>
		<updated>2023-10-30T08:26:38Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: /* Heckler &amp;amp; Koch USP9 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 4&lt;br /&gt;
|picture=Re4remaketitle.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= March 24, 2023&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Playstation 5&amp;lt;br&amp;gt;Xbox Series X/S&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 4''''' is a 2023 remake of the critically-acclaimed ''[[Resident Evil 4]]'' originally released in 2005. As with recent installments of the franchise, the 2023 remake runs under the technologically-advanced RE Engine, featuring significantly improved graphics over its original game as well as its HD remakes. Along with new visuals, much of the mechanics have been remade and the gameplay itself being modernized to the remake series standards starting with the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]].&lt;br /&gt;
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{{VG Title}}&lt;br /&gt;
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=Overview=&lt;br /&gt;
As per the recent remakes, the game uses a third-person over-the-shoulder perspective, albeit with more fluidity and freedom since the player character can now aim and move at the same time. The laser sight used in most of the console versions of the original game have been removed (with the exception of the Hardballer's iconic laser module), although it exists as a secondary attachment to some pistols. Interestingly, almost every firearm (not including the fictional &amp;quot;P.R.L. 412&amp;quot; energy weapon) has returned from the original game, with most of them modeled accurately to their real-world counterparts (such as the SL8 and the Striker-12) while others are remodeled (the fictional &amp;quot;Silver Ghost&amp;quot; to the slightly-less fictional USP9, and the M1911 to Hardballer) entirely, but function the same way.&lt;br /&gt;
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&amp;quot;Focus aiming&amp;quot; returns from the previous remakes, standing still long enough allows the crosshair to be reduced to a dot, allowing for an increased critical shot rate. Using the optional laser sight for some pistols (or when using the Hardballer in general) increases the critical shot chance, as it is always considered &amp;quot;focused&amp;quot; by default.&lt;br /&gt;
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The attaché case first introduced in the original game returns in the remake as its form of inventory system, and weapons can be switched out on the fly. Weapons cannot be discarded entirely, instead, they can be put into the typewriter storage (the item box equivalent to recent entries) which can be retrieved back at any time. The functionality of the knife has been expanded compared to the previous remakes, as they can be used to parry highly-damaging/instant kill attacks, or it can be used to get out of a grab quickly for some enemies. There is a durability system with knives, which can be broken if they're used too much. Some knives can be repaired at the Merchant with a fee, while others (most commonly the ones found in the game world) will be entirely lost. Multiple knives can be acquired, and the game will prioritize consumable knives before the reusable ones.&lt;br /&gt;
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Speaking of the Merchant, he returns in the remake as well. Many weapons and items can be bought from him via pesetas while some items and weapons are bought with rare spinels, which can be obtained by completing various side quests that are featured in this game. Various weapons and items can be obtained for free throughout the game world itself, but if they are missed within the chapter it is featured in, it will be available in the next chapter in the Merchant's wares. Once again, weapons can be upgraded from the Merchant, and ammunition capacity upgrades can go to absurdly high levels (though it isn't as high as in the original game). Once fully upgraded, weapons can be upgraded one more time through exclusive upgrades, in which they require an exclusive upgrade ticket (traded with spinels) and a large amount of pesetas. Some weapons can be bought at the post-game shop, purchased via credits obtained by completing various challenges.&lt;br /&gt;
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As before, various weapon accessories such as scopes and stocks can be fitted onto several weapons to enhance their capabilities, at the cost of some inventory space.&lt;br /&gt;
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=Handguns=&lt;br /&gt;
All available pistols (and not revolvers and the Mauser C96 &amp;quot;Red 9&amp;quot;) can hold an additional round in the chamber if the player reloads the pistol while it isn't empty, which also has a separate &amp;quot;tactical&amp;quot; reload animation. All pistols are chambered in high velocity &amp;quot;9mm Handgun&amp;quot; rounds, while magnum-type handguns use &amp;quot;.45 Centerfire Pistol&amp;quot; (ie. .45 ACP). The player character holds the handguns in either a traditional stance or through the Center Axis Relock technique.&lt;br /&gt;
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==Heckler &amp;amp; Koch USP9==&lt;br /&gt;
Replacing the hybridized &amp;quot;Silver Ghost&amp;quot; pistol in the original game, Leon starts with a Kendo Shop custom-tailored two-tone &amp;quot;SG-09 R&amp;quot;, based on the [[Heckler &amp;amp; Koch USP|Heckler &amp;amp; Koch USP9]]; its in-game description notes that it is a derivative of the &amp;quot;MUP&amp;quot;, which is the name of the USP9 in the RE2 and RE3 remakes. As with the VP70M in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], the USP9 is Leon's &amp;quot;canon&amp;quot; cutscene sidearm, as he always brandishes this pistol regardless of having it in his attaché case or stored in the typewriter storage. It rather interestingly sports a Picatinny rail on the frame; USPs did not have such integral rails during their production run, instead sporting a proprietary H&amp;amp;K developed rail for attaching lights and lasers. Picatinny rails did not become standard on HK pistols until the HK45 and P30 line of pistols that were introduced in 2006. The gun also sports a custom grip with finger grooves and checkering pattern reminiscent of the P30.&lt;br /&gt;
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It initially and incorrectly holds 10 handgun rounds in the magazine when not upgraded, though the level 3 capacity upgrade gives it 14 rounds, one round shy of the actual 15 in real life. This can be upgraded up to 18 rounds when fully upgraded. It doesn't come with its laser sight by default, unlike the original pistol, but it can be fitted with one if the player buys the laser sight upgrade from the Merchant; the cutscene pistol is never shown with a laser sight, even if the player upgraded their pistol with one.&lt;br /&gt;
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&amp;quot;SG&amp;quot; in its designation likely refers to &amp;quot;Silver Ghost&amp;quot;, the unofficial name of the original weapon it replaced, while &amp;quot;-09&amp;quot; likely refers to its caliber, 9mm. The &amp;quot;R&amp;quot; designation is unknown, but is speculated to mean &amp;quot;Remake&amp;quot;. As before, the pistol's exclusive perk upgrade allows the pistol to have a 5x critical shot rate. Predictably, it remains as Leon's sidearm in The Mercenaries mode.&lt;br /&gt;
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[[File:TM SG-09 R.jpg|thumb|none|350px|Tokyo Marui SG-09 R - 6mm BB. This is a licensed replica of the &amp;quot;SG-09 R&amp;quot;, a customized Heckler &amp;amp; Koch USP, from ''Resident Evil 4'' (2023). Note that the airsoft pistol bears the HK, USP, European proofs, and date code markings on the slide while these are removed from the in game model, leaving only the 9x19mm caliber and kendo logo.]]&lt;br /&gt;
[[File:RE4R_SG09R_2.jpg|thumb|none|600px|The SG-09 R in the model viewer, without its laser sight module attached, bearing high resemblance to the airsoft replica reference image above. It's no IMFDB 2.0 yet, but eventually we'll get there. Note that the serial number is visible here and in a different spot than a normal USP's is, which is on the underside of the dust cover where the rail is molded on the real gun's frame. The presence of design elements from the later P30 and HK45 pistols especially in the grip checkering pattern, finger grooves and Picatinny rail suggests that in-universe, Joseph Kendo took inspiration from examples of both pistols (which likely would have been in late prototype phases in 2004) or competing pistols incorporating these features.]]&lt;br /&gt;
[[File:RE4R_SG09R_1.jpg|thumb|none|600px|Ditto, other side.  Its frame is slightly longer than the normal variant (which is an interesting design choice as no USPs were ever made with extended frames) and it has been fitted with a compensator, which includes a new front sight. As a consequence of this, the normal front sight on the slide itself has been replaced with a filler plug in the same finish as the slide. Note the &amp;quot;kendo&amp;quot; logo engraving, which according to supplemental Tokyo Marui advertising materials, was supposed to be scrubbed from the pistol upon completion and entering official US Government service for operational security and deniability reasons. Leon, however, is stated to have liked the gun and Joseph Kendo's work so much that he elected to keep it engraved on the slide.]]&lt;br /&gt;
[[File:RE4Rusp9 aimflashlight.jpg|thumb|none|600px|Leon using the USP in conjunction with a flashlight.]]&lt;br /&gt;
[[File:RE4Rusp9tacticalreload.jpg|thumb|none|600px|Performing a tactical reload. Note the magazines appear to be steel instead of the real USP9's polymer magazines]]&lt;br /&gt;
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==SIG-Sauer P226 Beavertail==&lt;br /&gt;
The &amp;quot;Sentinel Nine&amp;quot; appears as one of the exclusive Deluxe or Collector's edition weapons, based on the [[SIG-Sauer P226 Beavertail]] that Leon used in ''[[Resident Evil: Vendetta]]'' under the same name. This marks it as its first usable appearance by the player in the game series.&lt;br /&gt;
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The weapon is anachronistic, as the [https://www.projectumbrella.net/sentinel-nine-thorough-analysis.html in-universe documents] about the Sentinel Nine released alongside the tie-in Tokyo Marui replica, state that the Sentinel Nine was developed in 2011. It can be excused however, since the pistol itself is bonus content.&lt;br /&gt;
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While it has slightly lower damage than the default USP9 Leon starts with, it boasts the highest capacity of any handgun in the game (not including the VP70M's exclusive double ammo upgrade), at 31 when fully upgraded. It initially holds 19 rounds to start with, and it has a faster fire rate than the USP9 to boot, although it is slightly superseded by the Springfield Armory XD when the latter is fully upgraded. Like the USP9, its exclusive perk upgrade allows 5x critical shot rate, and it can be attached with a laser sight.&lt;br /&gt;
[[File:Leon sentinel nine.jpg|thumb|none|350px|Tokyo Marui Sentinel Nine &amp;quot;Leon Model&amp;quot; - 6mm BB. This is a licensed replica of the custom SIG-Sauer P226 Beavertail from ''Resident Evil: Vendetta''.]]&lt;br /&gt;
[[File:RE4R_S9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_S9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
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==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] returns as the &amp;quot;Punisher&amp;quot;, along with its exaggerated piercing capabilities. The pistol can only be bought from the Merchant, but instead of pesetas, he sells the weapon in spinels. Once again, the Five-seveN in-game uses standard handgun rounds shared by other pistols, which is 9mm in this game instead of the 5.7 round. However closer inspection of the magazine when reloading shows accurately modeled 5.7x28mm rounds. It holds an underloaded 12 rounds by default, though the level 4 capacity upgrade increases it to 21 rounds, one round over the maximum capacity of the real deal. Like the USP9, the Five-seveN can be upgraded with an underbarrel laser sight. Instead of the all-black finish of the original weapon, the pistol is based on the FDE variant.&lt;br /&gt;
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The &amp;quot;Punisher MC&amp;quot; is the Merchant's custom-made variant available in Separate Ways, which can be bought from the Merchant himself for 10,000 pesetas. In a sense, it looks and functions very similarly to its normal counterpart.&lt;br /&gt;
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[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:RE4R_Punisher_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Punisher_2.jpg|thumb|none|600px|]]&lt;br /&gt;
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==Mauser C96 &amp;quot;Red 9&amp;quot;==&lt;br /&gt;
The iconic [[Mauser C96 &amp;quot;Red 9&amp;quot;|C96 &amp;quot;Red9&amp;quot;]] also returns, and it can now be found for free in Chapter 4, though if the player misses the firearm there, it can alternatively be bought by the Merchant with pesetas. As before, it can be fitted with a stock to improve accuracy and recoil. It initially holds 8 rounds in capacity, though the level 2 ammo capacity upgrade allows it to correctly hold 10 rounds, which can be potentially increased further up to 16. An iconic pistol from returning veterans and new players alike, the Red9's best known for its raw damage per shot with low fire rate, with its exclusive perk upgrade having 1.5x firepower.&lt;br /&gt;
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It remains as Luis' primary sidearm in the game as well as The Mercenaries. An infinite ammo variant of the Red9 is used by Leon throughout Chapter 11's minecart section, with 10 rounds instead of the default 8 rounds. Since Luis isn't seen with his sidearm all throughout this specific section, it implies that he lent his sidearm to Leon for the time being.&lt;br /&gt;
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[[File:MauserRed9stock.JPG|thumb|none|400px|Mauser C96 &amp;quot;Red 9&amp;quot; Version with shoulder stock and stripper clip - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Red9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Red9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
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==Springfield Armory XD==&lt;br /&gt;
The &amp;quot;Blacktail&amp;quot; also makes its return, taking the appearance on the [[Springfield Armory XD]], albeit with a more rounded trigger guard. It is the most compact pistol available, taking up 2x2 slots in the attaché case rather than 2x3 in exchange of magazine capacity. It is a well-balanced upgrade to the USP9, holding 9 rounds initially, up to 13 when fully upgraded. Despite the presence of a rail for mounting lasers, the Blacktail cannot mount the optional laser sight. This could potentially be explained by the laser sight being designed to mount onto Picatinny rails, as the SG-09R, Punisher and Sentinel Nine all sport such rails.&lt;br /&gt;
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The &amp;quot;Blacktail AC&amp;quot; is a custom variant of the Springfield XD, wielded by Ada and available to the player in Separate Ways or in The Mercenaries gamemodes while using her default outfit.&lt;br /&gt;
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[[File:SpringFieldXD9.jpg|thumb|none|350px|Springfield Armory XD - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Blacktail_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Blacktail_2.jpg|thumb|none|600px|]]&lt;br /&gt;
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==Heckler &amp;amp; Koch VP70M==&lt;br /&gt;
The [[Heckler_%26_Koch_VP70|H&amp;amp;K VP70M]] makes its appearance once again as the &amp;quot;Matilda&amp;quot;. Unlike its original incarnation, it is not a post-game weapon (rather, it is obtained by spending 10 Spinels from the Merchant from Chapter 8 onwards) and it can be used without its stock, which must be purchased separately. Correctly, the slide does not lock back on the last shot; however, the empty reload animation incorrectly depicts Leon reloading the pistol without racking the slide, unlike other pistols. It fires at about 800-900 RPM, which is much slower than its real blistering 2200 RPM fire rate, which it historically has never had in this series, although the original game came the closest. It is, however, a marked improvement over the last time this sidearm and stock appeared in ''RE2R'', where it chugged along at a speed slower than an M3 Grease Gun.&lt;br /&gt;
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[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Matilda_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Matilda_2.jpg|thumb|none|600px|]]&lt;br /&gt;
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==Beretta 92FS Vertec Inox==&lt;br /&gt;
In the spirit of the custom-made Beretta 92FS &amp;quot;Samurai Edge&amp;quot;, the [[Beretta 92FS Vertec]] Inox serves exclusively as Albert Wesker's sidearm in cutscenes and it is usable while playing as Wesker in The Mercenaries. It holds an underloaded 10 rounds, but it packs quite a punch. It is known in-game as the &amp;quot;XM96E1&amp;quot; and it features minor alterations compared to the real-world weapon, such as added front slide serrations and an extra slot for the picatinny rail. The name and description, specifically noting its increased power, seem to imply that the pistol has been converted to a .40 caliber Beretta 96 or is an experimental Beretta 96 prototype. &lt;br /&gt;
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[[File:Beretta-92FS-Vertec-SS.jpg|thumb|none|350px|Beretta 92FS Vertec Inox - 9x19mm]]&lt;br /&gt;
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==Smith &amp;amp; Wesson Schofield==&lt;br /&gt;
The &amp;quot;Broken Butterfly&amp;quot; returns once more, now more accurately based on a [[Smith &amp;amp; Wesson Schofield]] than a hybrid of the former and the [[Colt Single Action Army]]. It is the quintessential magnum handgun, which can be bought much later in the game compared to the original version, available in chapter 7 for pesetas. It initially holds 6 rounds in the cylinder, though it can hold up to an impossible 10 rounds through upgrades and Capcom-patented magic. Its exclusive upgrade perk increases the firepower by 1.5x. It is available in The Mercenaries while playing as Leon's Pinstripe outfit.&lt;br /&gt;
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[[File:S&amp;amp;WSchofieldright.jpg|thumb|none|350px|Smith &amp;amp; Wesson Schofield Model 3 with blued finish - .45 Schofield]]&lt;br /&gt;
[[File:RE4R_BB_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BB_2.jpg|thumb|none|600px|]]&lt;br /&gt;
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==AMT Hardballer==&lt;br /&gt;
The &amp;quot;Killer7&amp;quot; returns, albeit modeled after an [[AMT Hardballer]] (along with a large functional custom laser sight, making it resemble more of the pistol used in ''[[The Terminator]]'' as well as KAEDE's &amp;quot;CONNECTION&amp;quot; pistol in Capcom's [[Killer7|namesake cult-classic]]) than a standard Colt [[M1911]] used in the original game. The trigger guard is also more squared, a characteristic of the [[LAR Grizzly Pistol]]. It can be purchased from the Merchant with 42,000 pesetas starting from Chapter 11 onwards, making it as a late-game stable alternative to the Smith &amp;amp; Wesson Schofield. It starts off with a reasonable seven shots in the magazine, though this can be increased up to 15 once maxed out. It now has an exclusive upgrade, giving it a 5x critical shot rate. It is Wesker's pocket-handcannon of choice in The Mercenaries.&lt;br /&gt;
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[[File:ED_45.jpg|thumb|none|400px|AMT Hardballer Longslide with laserlock sight as used in the ''The Terminator'' film - .45 ACP]]&lt;br /&gt;
[[File:AMTHardballer5in.jpg|thumb|none|400px|AMT Hardballer with 5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[File:RE4R_Killer7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Killer7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
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==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] returns as the &amp;quot;Handcannon&amp;quot;, a post-game unlock by completing the &amp;quot;Professional Agent&amp;quot; challenge, done by completing the game in the Professional difficulty (the highest difficulty after Hardcore) in any rank without using any bonus weapons or by completing all stages in the Mercenaries in S rank or higher. It retains the wood grips seen in the original model, and it ditches the fictional laser sight and fore that was once part of the original weapon, in favor of the more true-to-life 10.5&amp;quot; variant. It now uses magnum ammo instead of proprietary handcannon ammo. The hammer is incorrectly depicted as always being cocked despite Leon never physically touching it, as if the weapon were automatic.&lt;br /&gt;
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It initially holds the correct 5 rounds when first obtained, 9 when fully upgraded. Capacity is a moot point once its exclusive upgrade is obtained, allowing it to have infinite ammunition. Its damage doesn't wildly surpass the other magnum-type weapons compared to its original incarnation (with the Schofield having better raw damage and the Hardballer having dramatically increased crit rate, when both of them have their exclusive upgrades) and its accuracy beyond several feet is atrocious but its insane longevity thanks to infinite ammo makes up its shortcomings. Leon reloads the revolver while the hammer is cocked, which is impossible to perform as the cylinder cannot be open or closed.&lt;br /&gt;
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Wearing Leon's &amp;quot;Pinstripe&amp;quot; outfit with the Handcannon while it has infinite ammo will have Leon perform a stylish move, akin to the infinite ammo Thompson SMG.&lt;br /&gt;
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[[File:S&amp;amp;W500.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 500 (10.5&amp;quot; barrel) with extended ejector shroud, accessory rail, and sling - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:RE4R_Handcannon_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Handcannon_2.jpg|thumb|none|600px|]]&lt;br /&gt;
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=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
As before, Leon acquires the [[Remington 870]] (as the &amp;quot;W-870&amp;quot;) as his first shotgun obtained in the Ganado Village (now known as the Village Square in the remake). Instead of the Express Combo in the original game, its model was based on the fully upgraded variant in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It holds five shells when first obtained, despite the presence of an extended tube magazine on the model. It can be upgraded to the correct 8 with the level 4 ammo upgrade and up to 10 on its max ammo upgrade. The 870 packs the biggest damage and stopping power of all of the shotguns, but its wide spread necessitates close-quarter riskiness. Unlike the original pump shotgun which is always pumped when reloaded, the remake shotgun is realistically only pumped when emptied. It is available to Leon's Pinstripe costume in The Mercenaries.&lt;br /&gt;
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As with the original game, Ada can buy a sawed-off version of the W-870 from the Merchant's wares, starting from Chapter 2 of Separate Ways. As before, it is a compact version of the shotgun with a pistol grip. It has increased power and a reduced size profile, at the cost of capacity (from 5 to 3). This variant is available to her default outfit in The Mercenaries as her shotgun of choice.&lt;br /&gt;
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[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:870 shorty.jpg|thumb|none|450px|Remington 870 with TacStar front and rear pistol grips - 12 gauge. Similar to Ada's shotgun.]]&lt;br /&gt;
[[File:RE4R_W870_2.jpg|thumb|none|600px|Right side of the gun in the model viewer.]]&lt;br /&gt;
[[File:RE4R_W870_1.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:RE4R870shoot2.jpg|thumb|none|600px|Leon mid pump while taking down a ganado.]]&lt;br /&gt;
[[File:RE4R870reload.jpg|thumb|none|600px|Loading a new shell.]]&lt;br /&gt;
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==Winchester Model 1887==&lt;br /&gt;
The &amp;quot;Skull Shaker&amp;quot;, a sawed off [[Winchester Model 1887]] akin to the famous cut-down variant first seen in ''[[Terminator 2]]'', is available by purchasing the Deluxe or Collector's Edition or through its own separate DLC. In a similar vein to its reference, Leon will flip cock the weapon, though the weapon does not have an enlarged lever loop. Unlike the other shotguns, the custom Model 1887 is an extremely compact weapon (occupying a 2x2 grid space), beating out the Striker-12 and the sawed-off Remington 870. However, it can hold a paltry ''two'' shells in the magazine tube when not upgraded, though it can be reloaded and expended fairly quickly (in fact, all shells are loaded at once), which may be Capcom's way of referencing the real life Cowboy Action Shooting Drop 2 capacity mod sometimes done to real 1887s for competition purposes. It can be upgraded up to six shells with a maxed out ammo capacity upgrade, though the correct five shell capacity is possible.&lt;br /&gt;
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Its presence in the game is likely a callback to Jill's [[Winchester Model 1892#&amp;quot;Mare's Leg&amp;quot;|Winchester 1892 &amp;quot;Mare's Leg&amp;quot;]] in the original ''[[Resident Evil 3: Nemesis|Resident Evil 3]]'', where in the weapon functions as a fast-firing lever-action shotgun. It even has similar gameplay properties to it, especially when the Model 1887 is maxed out.&lt;br /&gt;
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[[Image:M1887 Airsoft.jpg|thumb|450px|none|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'']]&lt;br /&gt;
[[File:RE4R_SkullShaker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SkullShaker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
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==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] fitted with an [[Benelli M4 Super 90|M4]] stock from the ''Resident Evil 3'' remake appears as the &amp;quot;Riot Gun&amp;quot;. It is made available in Chapter 6 and has the tightest spread of all the shotguns. Interestingly, the Riot Gun is semi-automatic in-game (unlike the original Riot Gun, which is pump-action) but does not use its respective modification as seen in ''Resident Evil 3''. In game it is modeled after an early model Benelli M3 as shown by its barrel mounted rifle sights, as is typical with models such as those imported by HK on the United States civilian market. It is Leon's shotgun of choice in The Mercenaries. In the model viewer it is depicted with a shell on the lifter, but this would be incorrect as the shotgun doesn't deposit one from the magazine onto the lifter unless the trigger is pulled or the shell release lever is tripped, and it would prevent the user from lifting the shell lifter in order to load rounds into the magazine. Despite the aforementioned Remington 870 having a different reload animation for an empty magazine tube, the M3 Super 90's charging handle is always pulled when reloaded which would eject a chambered shell.&lt;br /&gt;
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[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE4R_M3RG_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M3RG_2.jpg|thumb|none|600px|]]&lt;br /&gt;
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==Penn Arms Striker-12==&lt;br /&gt;
The &amp;quot;Striker&amp;quot; makes its appearance, available in the Merchant's wares starting from Chapter 10 onwards. The in-game model is now accurately modeled after the later production variant of the [[Penn Arms Striker-12]], featuring its unique thumb tab, rear drum advance lever and its large shell deflector from the other Striker variants. The reload animation is more to its real-life counterpart, as Leon uses the winding key after inserting the shell (or shells in fact, as he inserts more than one shell into the weapon to shorten its reload time). Leon does not, however, eject the last spent shell manually with the ejector rod featured in the weapon. And oddly enough, firing the weapon does not eject the shells either. To top it all off, he still doesn't brace the stock when in use, despite the presence of the foldout stock in the model, he continues to fire it from the hip.&lt;br /&gt;
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The Striker functions to its counterpart in the original game in essence, being a compact semi-automatic lategame shotgun. It holds 12 shotshells in the revolving drum when first obtained, up to 24 with all of the ammo capacity upgrades and up to ''48'' when its exclusive perk upgrade is bought (downplayed from an absurd ''100'' in its original incarnation). When it is fully upgraded, Leon can reload the entire Striker by inserting ''one'' shell in. It isn't as strong nor accurate as the other shotguns (so much so that its inaccuracy is rather too comical), it fares better in the capacity and reload time market.&lt;br /&gt;
&lt;br /&gt;
The Striker itself also makes as appearance as a charm trinket for the attaché case, increasing Leon's movement speed by 8%. This is a reference to the well-known &amp;quot;Ditman Glitch&amp;quot;, wherein the Striker (or more accurately, a hybrid of it) is used to make all of Leon's actions perform faster than usual; which makes it a common sight in speedruns of the original game.&lt;br /&gt;
&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:RE4R_Striker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Striker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
TMP ammo in the original game is now compatible with other submachine guns in the remake.&lt;br /&gt;
&lt;br /&gt;
==Steyr TMP==&lt;br /&gt;
The [[Steyr TMP]] returns as well, under the &amp;quot;TMP&amp;quot; name as before. It can be bought from the Merchant starting in Chapter 3 and available right off the bat in Separate Ways, an early game automatic firearm in both circumstances. Like before, the TMP fires 9mm submachine gun ammunition, which cannot be exchanged with the pistol ammunition commonly found in-game, and it can be fitted with a stock to improve its accuracy. While its magazine is shortened from its original incarnation, it does not reflect the 30 round capacity that it starts off with, which can be increased up to 70 with upgrades. It is modeled after its true-to-life variant, and as an result, it does not have the mounted laser sight on the grip. The TMP's stock must now be purchased with spinels rather than pesetas. It is Krauser's and Ada's (in the Dress outfit) firearm of choice in The Mercenaries and the main game.&lt;br /&gt;
&lt;br /&gt;
Interestingly, while not in the full game itself, the TMP can also be acquired as a hidden weapon in the Chainsaw Demo, under the requirement that the player must empty the inventory before proceeding to village proper, and finding it in a well at the south area of the village.&lt;br /&gt;
&lt;br /&gt;
[[Image:SteyrTMP.jpg|thumb|none|400px|Steyr TMP - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:SteyrTMPcarbine.jpg|thumb|none|450px|Steyr TMP with stock and M68 Aimpoint sight - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE4R_TMP_1.jpg|thumb|none|600px|Right side of the TMP with stock fitted.]]&lt;br /&gt;
[[File:RE4R_TMP_2.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:RE4Rtmpnostockidle.jpg|thumb|none|600px|Leon holding the TMP without a stock, displaying excellent trigger discipline.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
New to ''Resident Evil 4'', the HK [[MP5A5]] makes an appearance as the &amp;quot;LE 5&amp;quot;, being an alternative to the TMP which can be first obtained for free by solving a puzzle in Chapter 13. It is an altered version of the MP5A3 of the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], with a Navy 3-round burst trigger group (thus, identifying it as an A5, with its extending stock) and the deletion of the checkering texture seen in the original &amp;quot;slimline&amp;quot; MP5 variants and its original optic; though other optics can be attached to the weapon for better accuracy. It still doesn't have its iron sights, however, even when optics are removed from the weapon. The bolt of the weapon also never opens when fired or when the cocking lever is locked back during reloading.&lt;br /&gt;
&lt;br /&gt;
Compared to the TMP, the MP5 has penetration power, like the FN Five-seveN (with its exclusive upgrade having 5x penetration power; again, just like the Five-seveN), at the cost of raw power and reload time. It holds 20 rounds in the magazine when not upgraded, though it can hold 30 with the level 2 capacity upgrade, all the way to 60 when maxed out. The MP5A5 is chambered in 9mm Parabellum (as it shares ammunition to the aforementioned TMP, with the SMG ammo box explicitly mentioning this), unlike the ''Resident Evil 2'' remake where it is oddly chambered in .380 ACP. This does not explain the weapon's piercing capabilities, however; though it could be for gameplay purposes, to make the MP5 more distinct from the available TMP. Instead of the custom MP9 in the original game, HUNK now uses the MP5A5 as his only firearm in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm]]&lt;br /&gt;
[[File:RE4R_LE5_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_LE5_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|Thompson &amp;quot;Chicago Typewriter&amp;quot;]] makes its appearance once again, now under the name &amp;quot;Chicago Sweeper&amp;quot;. As the Separate Ways side-story isn't included in the remake game's release, the Thompson can be unlocked instead by completing the game in the Professional difficulty with at least an A rank. It is obtained for free of cost once it is unlocked, as it is stored in the typewriter storage. As before, the Thompson is depicted as the [[M1A1 Thompson|GI M1A1 variant]], with a stick magazine, side-charging handle and streamlined, but winged sights. It is considered as a &amp;quot;bonus weapon&amp;quot;, and using it voids unlocking the Handcannon.&lt;br /&gt;
&lt;br /&gt;
Unlike the original version of the weapon, the Thompson does not come with its infinite ammunition by default, as this property is now an exclusive perk upgrade; which means the Thompson incorrectly uses 9mm submachine gun rounds until the exclusive upgrade is obtained. Despite using stick magazines, these hold 50 rounds in the magazine in-game, which is the capacity used in the 50-round Thompson drum magazines for the 1921 and 1928 variants. This can be upgraded into an absurd 70 rounds when fully upgraded. Obtaining the infinite ammunition upgrade changes the stick magazine into the aforementioned drum magazine (despite the real M1 and the M1A1 Thompsons being unable to utilize drum magazines), which makes the magazine model no longer tied to Leon's current costume; though the &amp;quot;reload&amp;quot; animation when using the Mafia (now known as Pinstripe) costume remains.&lt;br /&gt;
&lt;br /&gt;
It is an available weapon for Pinstripe Leon in The Mercenaries mode, pre-upgraded to hold 60 rounds instead of 50.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:RE4R_M1A1_1.jpg|thumb|none|600px|The Thompson in the inventory menu; since it is not possible to view the Thompson with stick magazines through the model viewer.]]&lt;br /&gt;
[[File:RE4R_M1A1_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Colt 1921A Thompson2.jpg|thumb|none|400px|1921 Thompson - .45 ACP]]&lt;br /&gt;
[[File:RE4R_M1A1_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1A1_4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
Rifle-type firearms are aimed in a first-person perspective, even when the optics are removed. They also have an exclusive property of having 3x damage multiplier to enemy weakpoints. All rifles are chambered in 55-grain .223 Remington cartridges and it can pierce through enemies.&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903A4==&lt;br /&gt;
The [[M1903 Springfield#M1903A4 Springfield Sniper Rifle|Springfield M1903A4]] bolt-action rifle returns in the remake, now known as the &amp;quot;SR M1903&amp;quot; instead of the generic &amp;quot;Rifle&amp;quot; designation. It is purchased relatively early in the game, as before, at Chapter 2. Buying the weapon during the said chapter will come with an ACOG sight for free. When sights are mounted to the weapon, the rifle will be fitted with a Picatinny rail. While its maximum firepower mentioned in its stats no longer exceeds that of the magnum-type handguns featured in the game (even when its exclusive perk upgrade was purchased), it is still capable as a suitable long range weapon with raw power in mind, especially when hitting enemy weakpoints. All rounds are correctly loaded individually instead of using stripper clips, to further make itself distinct from other rifles of its class.&lt;br /&gt;
&lt;br /&gt;
It holds 5 rounds by default, though it can hold up to a maximum of 13 through upgrades. Its exclusive power doubles the firepower, heavily increasing the weapon's damage. It is the longarm of choice for the newcomer Luis in The Mercenaries. It can be obtained in Chapter 1 of Separate Ways, along with an ACOG sight.&lt;br /&gt;
&lt;br /&gt;
[[File:Rifle Springfield M1903A4 with M84 sight.jpg|thumb|none|400px|Springfield M1903A4 - .30-06]]&lt;br /&gt;
[[File:RE4R_M1903_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1903_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Springfield M1903A3===&lt;br /&gt;
Detaching the current scope of the M1903A4 turns it into the [[Springfield M1903A3]] variant, as both of its iron sights are attached to the model to make aiming in the first-person perspective more viable. The weapon is still reloaded round-by-round, however.&lt;br /&gt;
&lt;br /&gt;
[[File:M1903A3_Rifle_made_by_Remington_Arms.jpg‎|thumb|none|400px|Remington-manufactured M1903A3 Springfield - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8 hybrid==&lt;br /&gt;
Changed from the generic &amp;quot;Semi-Auto Rifle&amp;quot;, the &amp;quot;Stingray&amp;quot; makes an appearance as one of the available rifle options. It bears much more resemblance to the [[Heckler &amp;amp; Koch SL8]] in real life compared to how it was in the original game. Specifically, the game depicts the SL8 as a hybrid variant of the US import SL8-1 (the crimping in magazine well and single-stack magazine being notable giveaways), but with the shortened rail of the European/Canadian variant SL8-4, albeit without the G36 handguard. It is available in the Merchant's wares starting from Chapter 7. It is available in Leon's and Ada's (Dress outfit) loadout in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
While not the fastest-firing of its kind anymore (which was taken over by the Model 933), it remains as a great ammo-conserving variant, also allowing rapid precision fire to enemy weakpoints in close to medium ranges. It initially holds 10 rounds, which is the correct capacity of the proprietary magazine that the SL8-1 (and the SL8-6) is loaded in. This can be increased up to 18 rounds with the highest capacity upgrade. Its exclusive upgrade doubles the rate of fire.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk sl8-1.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-1 - 5.56x45mm]]&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_Stingray_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Stingray_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Coming from the [[Resident Evil 3 (2020 VG)|''Resident Evil 3'' remake]], the [[Colt Model 933]] returns as the &amp;quot;CQBR Assault Rifle&amp;quot;. Its designation &amp;quot;CQBR&amp;quot; as well its A2 standalone sight, aren't anachronistic this time, as they have been in service as per the game's setting - 2004. It is first obtainable for free in Chapter 10, once the player completes a puzzle in the library of the castle. If not obtained there, it can be purchased from the Merchant starting from Chapter 11, with a limited-time discount all throughout the aforementioned chapter. Unlike ''RE3R'', this incarnation of the carbine doesn't come with its sling swivel, but the charging handle is fully modeled.&lt;br /&gt;
&lt;br /&gt;
The Model 933 is considered as an expensive, fast-firing rifle option compared to the latter two rifles (which, as a result, has less firepower compared to the bolt-action M1903), best at single-target damage per second output against tougher enemies and bosses. It holds an underloaded 20 rounds inside the 30 STANAG magazine when not upgraded, up to a still incorrect 32 (sharing the capacity as with the counterpart in the ''Resident Evil 3'' remake) when maxed out. Its exclusive upgrade increases firepower by 1.5x. Even though its usage of in-game rifle ammo is mostly correct (.223 Remington is near identical to 5.56 NATO), one will soon question the CQBR's longevity once you realize that having an automatic weapon use an ammo type meant for snipers will probably burn through already rare ammo reserves rather quickly. While it demands trigger and accuracy control, the 933 can surpass the SL8 in every way possible.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_CQBR_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_CQBR_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
The Huey gunship that Mike pilots is armed with the M21 Armament System. Twin [[M134 Minigun]]s and side-mounted 70mm rocket pods can be seen mounted on the helicopter.&lt;br /&gt;
&lt;br /&gt;
[[File:Armament.jpg|thumb|none|500px|M134 Minigun mounted on a M21 Armament Subsystem (along with a M158 rocket launcher), used on Huey gunships - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE4R_M21Huey_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M21Huey_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG08==&lt;br /&gt;
Various [[Maxim MG08]] emplaced machine guns with custom mounts are used by the Ganado in the early island levels, which can be commandeered by Leon. These carry limited ammo.&lt;br /&gt;
&lt;br /&gt;
[[Image:MaximMG08.jpg|thumb|none|400px|Maxim MG08 on 'sledge' mount - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] once again serves as the main rocket launcher throughout the game, featuring the same role as with the original iteration, along with its use of some of the Ganado in the later parts of the storyline. This time, the RPG-7 in the remake does not feature any sort of scope in all of its variants. The Infinite Rocket Launcher is available only in a New Game+ save file for 2,000,000 pesetas. Both rocket launchers can be used to bypass certain sections of the game and even one-shot bosses entirely. The regular rocket launcher is available to Ada's dress costume in The Mercenaries as part of her loadout.&lt;br /&gt;
&lt;br /&gt;
Interestingly, during the final boss fight, the player cannot use any other weapon nor switch to other weapons once the special variant of the RPG-7 is dropped specifically to finish the boss, meaning it is no longer possible that the player can sell nor keep the Special Rocket Launcher during a NG+ playthrough. The regular/infinite Rocket Launcher can be used to finish the aforementioned boss off, but the Special Rocket Launcher will not be dropped. The Special Rocket Launcher also appears in Separate Ways, but while it is obtained as part of an objective, it is not usable.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RE4R_RLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Weaponry=&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
As before, a few cannon artillery pieces are stationed across the castle sections of the game. Leon himself can commandeer one in Chapter 7 as well as Chapter 8, using it to destroy the castle gate and a couple of catapults as well. Ada can also man them in Separate Ways. They have infinite ammo in all of these sequences. It is also usable in the castle portion of The Mercenaries mode, which contain very limited ammo (3 to be exact).&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==&amp;quot;Bolt Thrower&amp;quot;==&lt;br /&gt;
Replacing the original &amp;quot;Mine Thrower&amp;quot; fictional arm gun in the original game, a modernized crossbow sorts of weapon known as the &amp;quot;Bolt Thrower&amp;quot; makes its appearance. This weapon can be purchased with 10,000 pesetas starting from Chapter 2, with the Merchant giving Leon a small discount upon going behind the church. As its name implies, the &amp;quot;Bolt Thrower&amp;quot; fires craftable bolt projectiles which can be retrieved after the projectile hits. Leon can attach the bolts with explosive mines, which detonate when an enemy is in its proximity or after a few seconds once it has been struck to the enemy.&lt;br /&gt;
&lt;br /&gt;
Stealthy but slow-firing (especially not upgraded), the Bolt Thrower greatly benefits from exploration sections in the game, conserving ammunition for other weapons when they will be needed for the high combat sections later on.&lt;br /&gt;
&lt;br /&gt;
[[File:RE4R_BoltThrower_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BoltThrower_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Blast Crossbow==&lt;br /&gt;
The remake's counterpart of the &amp;quot;Bowgun&amp;quot; is the Blast Crossbow, which functions similarly to its original incarnation. It can be found in Chapter 3 of Separate Ways, and not bought from the Merchant (unless Ada misses the crossbow there). It is available to Ada's default outfit in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from the previous remakes, this time as the &amp;quot;Heavy Grenade&amp;quot;. This grenade functions as an upgraded version of the M67 &amp;quot;Hand Grenade&amp;quot; below, having more demolition power with a larger blast radius.&lt;br /&gt;
&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE4R_M26.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M67 Fragmentation Grenade==&lt;br /&gt;
The [[M67 hand grenade]] makes its appearance, simply known as the &amp;quot;Hand Grenade&amp;quot;, which replaces the original function of the M26 grenades in the previous remakes.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:RE4R_M67.jpg|thumb|none|600px|The grenade in the model viewer.]]&lt;br /&gt;
[[File:Download (27).jpg|thumb|none|600px|Leon holding the grenade with his thumb depressing the spoon.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] once again makes its return from the recent remakes, known as the &amp;quot;Flash Grenade&amp;quot;. Its color scheme is altered compared to its previous appearance, with differing markings as well.&lt;br /&gt;
&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE4R_M84.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese_Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_2_(2019)&amp;diff=1622572</id>
		<title>Resident Evil 2 (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_2_(2019)&amp;diff=1622572"/>
		<updated>2023-10-30T07:59:20Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: /* Chris' Model */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 2&lt;br /&gt;
|picture=Re2remaketitle.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= January 25, 2019&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Resident Evil 2''''' is a 2019 remake of the original 1998 ''[[Resident Evil 2]]'', in the same vein as the 2002 ''[[Resident Evil (2002)|Resident Evil]]'' remake, released on PC, PS4 and Xbox One. The remake features significantly updated graphics, new third-person gameplay, and a retold storyline.&lt;br /&gt;
&lt;br /&gt;
As in the original game, the main player characters are Leon Scott Kennedy and Claire Redfield, and each of them have two A and B scenarios (the B scenarios officially called &amp;quot;2nd Run&amp;quot;). Ada Wong and Sherry Birkin are also playable during certain sections of the two player characters' campaigns. Two minigames, &amp;quot;The 4th Survivor&amp;quot; featuring Hunk, and &amp;quot;The Tofu Survivor&amp;quot; featuring Tofu and four new unlockable animate gelatinous foods are also included, while four additional mini-scenarios featuring gunshop owner Robert Kendo, Raccoon City mayor Michael Warren's daughter Katherine, USS soldier codenamed Ghost, and Sheriff Daniel Cortini, were added for free in ''The Ghost Survivors'' free DLC.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The 2019 remake uses the same grid-based inventory system of ''[[Resident Evil 7: Biohazard]]'', and various weapons have different sizes instead of the generic inventory slots of the original. This forces the player to manage their loadouts carefully while also allowing space for ammo and various other items. &lt;br /&gt;
&lt;br /&gt;
By default, most firearms take up one block of space, though large weapons take up two. Certain mods exist for some firearms that alter their performance in some manner when equipped, though certain ones will increase a weapon's footprint in Leon or Claire's inventory. These mods, and ''only'' these, may be detached to reduce a given weapon's profile back to the standard 1x1 at the cost of their bonuses. Mod items that don't change a weapon's inventory size cannot be removed.&lt;br /&gt;
&lt;br /&gt;
Like the previous entries, weapons in the same class share the same type of generic ammunition, while ones of different categories do not, regardless of their actual caliber in reality. Ammunition can be crafted with gunpowder found throughout the game, like in some of the previous games, with different mixes of varying grades of powder resulting in certain ammo types. Certain gunpowder types will only be available to Claire, and others to Leon, due to their loadout difference.&lt;br /&gt;
&lt;br /&gt;
Many firearms make a return from the original title, though some don't or were replaced with a rough equivalent. Any weapons unlocked through DLCs or completing bonus challenges are placed into the item box and can be retrieved at any time, be that the start of a new game or a game already in progress. Taking a page from the 2002 remake of ''Resident Evil'', the 2019 remake features &amp;quot;sub-weapons&amp;quot; that can be used either as standalone weapons or for self defense when being grabbed by enemies. Sub-weapons includes knives and grenades, the former of which can and will break if used too much.&lt;br /&gt;
&lt;br /&gt;
A new implemented change was the &amp;quot;focus aim&amp;quot; mechanic, in which a firearm's crosshair will tighten if the player keeps their aim on an enemy and don't move. This narrows the weapon's spread down to a point, while also applying a slight damage buff to the next shot. Each weapon has its own focus multiplier, and certain modifications can impact this stat. &lt;br /&gt;
&lt;br /&gt;
In addition, the player characters will utilize flashlights and adopt different stances when using firearms in dark areas. This is most evident in pistols that are often held two-handed in a Weaver stance, but utilize a tandem Harries grip when wielded with a flashlight. Despite the stance change, this is entirely cosmetic and does not affect weapon handling. When aiming two-handed weapons or reloading in the dark, the flashlight will be held between the player character's shoulder and neck instead, though it will look as if it's emitting from the muzzle of certain firearms. As an additional detail, weapons present in the inventory but not actively equipped will show up on the player character's model, with the pistols going into the side holsters while larger guns are stowed onto the back.&lt;br /&gt;
&lt;br /&gt;
Handguns in this game are animated with non-moving barrels, indicating blowback or delayed blowback operation, which is an incorrect animation style for most of the game's semi-automatic pistols, such as the Beretta M92F Custom &amp;quot;Samurai Edge&amp;quot; handguns present. This stands in contrast to games such as 2002's Resident Evil and Resident Evil 0, which featured examine animations on the handgun that correctly showed a short-recoil reciprocating barrel. &lt;br /&gt;
&lt;br /&gt;
'''Note:''' Despite some weapons having listed damage values below, these should be taken with a grain of salt, since the game applies an Adaptive Difficulty mechanic that dynamically adjusts weapon damage and enemy health depending on player performance.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M==&lt;br /&gt;
Like the original game, Leon starts the game with a [[Heckler &amp;amp; Koch VP70|Heckler &amp;amp; Koch VP70M]] in his inventory. It is called by the series' staple name for the gun, &amp;quot;Matilda&amp;quot;. It uses Handgun Ammunition (9x19mm Parabellum rounds), and is underloaded to 12 rounds, unlike the original game. The VP70 can be upgraded with an unrealistic 24 round extended magazine, the burst fire stock and a compensator to reduce recoil. True to life, the added stock enables it to fire in 3-round bursts, though so slowly that quick taps to produce single shots are laughably easy to do, as the rate of fire is slower than a 300 RPM M3 Grease Gun. Understandably, this goes away if the stock is ever detached. &lt;br /&gt;
&lt;br /&gt;
The VP70M deals 100 damage per shot by default, while the Stock modification increases this to 110. It acts as Leon's &amp;quot;canon&amp;quot; sidearm, therefore he will always have it equipped during cutscenes regardless of loadout, or if it even being in his inventory, and will not have any modifications fitted. The slide is never racked in the empty reload animations, with the stock attached or not. &lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|500px|Heckler &amp;amp; Koch VP70M with attached stock - 9x19mm]]&lt;br /&gt;
[[File:RE2RemasterVP70M.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Matilda&amp;quot;. The in-game weapon description implies that it is Leon's personal carry gun rather than his RPD service weapon. Judging from the state of the RPD precinct when he arrived on the scene, it's likely that he wouldn't have been able to obtain his issued pistol even if he wanted. Note that the safety and takedown buttons are swapped for what ever reason.]]&lt;br /&gt;
[[File:RE2RemasterVP70MFull.jpg|thumb|none|600px|The &amp;quot;Matilda&amp;quot; fully upgraded. Collecting the components to upgrade it to this stage seems to be part of a cruel prank, as the items are scattered around seemingly random areas of the precinct, with the stock being hidden in the boot of a completely non-specific police cruiser in the parking lot.]]&lt;br /&gt;
[[File:RE2RemasteredVP70MAim.jpg|thumb|none|600px|Leon about to cap a zombie in the library with his &amp;quot;Matilda&amp;quot;, now that keeping quiet in libraries is a foregone notion.]]&lt;br /&gt;
[[File:RE2RemasteredVP70MReload.jpg|thumb|none|600px|After taking a few shots to neutralize his foe, he then reloads the &amp;quot;Matilda&amp;quot; with fresh ammo. It never seems to be able to achieve the correct magazine size even with upgrades, being either six shots too few, or too many.]]&lt;br /&gt;
[[File:RE2RemasteredVP70MFullAim.jpg|thumb|none|600px|Later that day, Leon encounters some sewer zombies while retrieving one of several oddly chess-themed electrical plugs. Note the flashlight being used in tandem with the pistol.]]&lt;br /&gt;
[[File:RE2RemasteredVP70MFullReload.jpg|thumb|none|600px|After showing his enemy what for, Leon tops his &amp;quot;Matilda&amp;quot; up with a new mag. Note that the flashlight is now on Leon's shoulder.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser HSc==&lt;br /&gt;
Ada Wong carries a [[Mauser HSc]] as her weapon of choice, known as the &amp;quot;Broom Hc&amp;quot; in-game, in place of the Browning Hi-Power Mark III she had in the original. Its power is rather anemic and has no upgrades. It holds 9 rounds of 9mm Handgun Ammo, which it never does in reality, but probably it seems to imply the .380 version, with one always chambered round.&lt;br /&gt;
&lt;br /&gt;
Sheriff Daniel Cortini is equipped with one in his ''No Way Out'' segment of the ''Ghost Survivors'' DLC. Cortini's HSc behaves the exact same way as Ada's, but has unlimited reserve ammunition.&lt;br /&gt;
[[Image:MauserHSc.jpg|thumb|none|350px|none|West Germany Mauser HSc with wooden grips - .380 ACP]]&lt;br /&gt;
[[File:RE2RemasterHScView.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Broom Hc&amp;quot;. Upon closer inspection, this seems to be the post-WWII, West Germany-made model, though the description more closely describes the second Army model manufactured during the Nazi regime instead. The design of the magazine baseplate matches with some real .380 ACP Mauser HSc magazines, though obviously not with the reference image above.]]&lt;br /&gt;
[[File:RE2RemasterHScAim.jpg|thumb|none|600px|While trekking through the sewers, Ada takes aim at a nearby zombie with her &amp;quot;Broom Hc&amp;quot;. Unlike Leon and Claire, Ada doesn't have a flashlight to use with her pistol in the dark.]]&lt;br /&gt;
[[File:RE2RemasterHScReload.jpg|thumb|none|600px|Having neutralized her enemy, Ada reloads her weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power Mark III==&lt;br /&gt;
The [[Browning Hi-Power Mark III]] appears in the game as the &amp;quot;JMB Hp3&amp;quot;, with &amp;quot;Hp3&amp;quot; obviously being a reference to the actual name of the gun, Hi-Power Mark III, while &amp;quot;JMB&amp;quot; likely stands for John Moses Browning. It is the standard-issue sidearm of all non-S.T.A.R.S. RPD personnel, though Leon himself does not have access to it despite him visibly using it in an early trailer. It is no longer the starting firearm of Claire and Ada, but is available as an optional weapon only during Claire's playthrough. It is found in the trunk of a police car at the Parking Garage, where the stock of the Matilda is located during Leon's story, which requires a Car Key found near the Firing Range of the police station to unlock. &lt;br /&gt;
&lt;br /&gt;
The JMB Hp3 deal 150 damage per shot. It has a 13-shot magazine in 9mm that can be upgraded with a 26-round extended magazine. Although (ironically) unable to use High-Powered ammo like the SLS 60, it sports an integrated laser sight, which removes the need for focused aiming. The color of the laser is customizable through the options menu.&lt;br /&gt;
&lt;br /&gt;
[[Image:HiPowerMk3.jpg|thumb|none|350px|Browning Hi-Power Mark III - 9x19mm]]&lt;br /&gt;
[[File:RE2RemasteredHiPower.jpg|thumb|none|600px|Inventory preview of the &amp;quot;JMB Hp3&amp;quot;. The laser sight comes with the gun itself when found. Note the missing external extractor on the weapon model.]]&lt;br /&gt;
[[File:RE2RemasteredHiPowerFull.jpg|thumb|none|600px|Inventory preview of the fully-modified &amp;quot;JMB Hp3&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasteredHiPowerAim.jpg|thumb|none|600px|Claire aiming her &amp;quot;JMB Hp3&amp;quot; at a zombie in the morgue, showing off the huge laser dot.]]&lt;br /&gt;
[[File:RE2RemasteredHiPowerReload.jpg|thumb|none|600px|Claire reloads her handgun after dealing with the risen dead. Her Hi-Power has been modded with an extended mag in this shot, which explains the doubled capacity.]]&lt;br /&gt;
[[File:RE2RemasterHiPowerMarvin.jpg|thumb|none|600px|Knowing his end is close, Lt. Marvin Branagh forces Leon to leave without him at gunpoint. Note how his Hi-Power doesn't have the laser sight of Claire's model. It presumably vanishes after Marvin zombifies, as it's nowhere to be found after Leon returns to the main hall later on.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
A black/stainless [[Desert Eagle Mark XIX]] with custom wood grips and a modified safety reminiscent of the Mark I Desert Eagle's &amp;quot;tear-drop&amp;quot; safety lever appears as the &amp;quot;Lightning Hawk&amp;quot;, a reimagined version of the similarly wooden-gripped original Desert Eagle from the original game. It is available exclusively to Leon, and can be obtained in the S.T.A.R.S. office after a somewhat lengthy treasure hunt.&lt;br /&gt;
&lt;br /&gt;
It can be upgraded with a &amp;quot;Long Barrel&amp;quot; (also a reimagined version of the original Desert Eagle's long barrel upgrade parts) that's actually an entire customized upper assembly, which increases damage and reduces recoil. It can also be upgraded with a Tasco ProPoint Weaver red dot sight that, oddly, behaves like a laser sight. The long barrel also increases its size from 1 slot to 2.&lt;br /&gt;
&lt;br /&gt;
Hunk starts with a Desert Eagle in &amp;quot;The 4th Survivor&amp;quot;. As a deviation from the classic game, Chief Irons no longer uses it on-screen, his sidearm having been replaced by an anachronistic Smith &amp;amp; Wesson 329PD instead.&lt;br /&gt;
&lt;br /&gt;
The Desert Eagle deals 650 damage per shot and has a x1.3 critical modifier. True to the other magnum pistols of the series, it is incredibly powerful but is hampered by its rare MAG Ammo, which are .50 AE rounds. &lt;br /&gt;
&lt;br /&gt;
[[File:RE2make Deagle.jpeg|thumb|none|450px|Tokyo Marui Lightning Hawk .50AE 10 Inch Magnum Port Custom - 6mm BB. This is a licensed replica of the upgraded custom Desert Eagle from ''Resident Evil 2'' (2019). It features a 10 inch upper assembly by default, but can be switched out for a 6 inch upper assembly to replicate its non-upgraded form from the game.]]&lt;br /&gt;
[[File:Re2makedeagle.jpg|thumb|none|450px|Tokyo Marui Lightning Hawk .50AE 10 Inch Magnum Port Custom with &amp;quot;6 inch Barrel Slide&amp;quot; component - 6mm BB]]&lt;br /&gt;
[[File:RE2RemasterDesertEagle.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Lightning Hawk&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasterDesertEagleFull.jpg|thumb|none|600px|A fully-kitted &amp;quot;Lightning Hawk&amp;quot;. Note how the &amp;quot;Long Barrel&amp;quot; actually replaces everything from the trigger group on upwards, complete with target sights. It is not quite the Desert Eagle's real 10 inch barrel, though it does take some heavy design cues from the real deal. It also reduces recoil instead of ''increasing'' it this time around, and doesn't slow Leon down when equipped.]]&lt;br /&gt;
[[File:RE2RemasterDesertEagleHold.jpg|thumb|none|600px|Finding himself in one of Umbrella's many absurdly huge underground complexes, Leon brandishes a &amp;quot;Lightning Hawk&amp;quot;. Unfortunately both modifications were missed at the time of taking this screenshot.]]&lt;br /&gt;
[[File:RE2RemasterDesertEagleAim.jpg|thumb|none|600px|Leon aiming his &amp;quot;Lightning Hawk&amp;quot; at a particularly threatening door.]]&lt;br /&gt;
[[File:RE2RemasterDesertEagleReload.jpg|thumb|none|600px|Realizing brute force doesn't work and he'd just wasted a precious Magnum round, Leon inserts a new magazine into his hand cannon.]]&lt;br /&gt;
[[File:RE2RemasterDesertEagleFullHold.jpg|thumb|none|600px|Having made further progress in another playthrough, Leon readies a fully-modded &amp;quot;Lightning Hawk&amp;quot; in anticipation of an upcoming boss fight. From the looks of it, the new slide and barrel are blued instead of chromed, giving the weapon a two-tone appearance matching that of the original.]]&lt;br /&gt;
[[File:RE2RemasterDesertEagleFullAim.jpg|thumb|none|600px|Leon aiming his pimped-out &amp;quot;Lightning Hawk&amp;quot;, giving a clear look at the huge red dot sight. Either the developers confused the sight for some sort of laser, or this is supposed to be a very literal interpretation of how the sight appears from Leon's perspective (i.e. the red dot that the sight superimposes over the target is shown as though it were actually there, rather than being inside the optic itself).]]&lt;br /&gt;
&lt;br /&gt;
==M1911A1==&lt;br /&gt;
The [[M1911A1]] from ''[[Resident Evil 7]]'' reappears as a B-scenario exclusive weapon for Leon, under the same name, &amp;quot;M19&amp;quot;. The M1911 uses &amp;quot;Large-caliber Handgun Ammo&amp;quot;, or .45 ACP rounds, which are exclusive to B-scenario exclusive weapons and ''completely'' replaces all 9mm ammo supplies (meaning that 9mm ammo can only be crafted with gunpowders). Unlike the Matilda, the M1911A1 cannot be upgraded. &lt;br /&gt;
&lt;br /&gt;
Annin Tofu carries one alongside the &amp;quot;Quickdraw Army&amp;quot; as part of his Gunslinger kit in ''The Tofu Survivor''.&lt;br /&gt;
[[Image:Colt1911A1PreWar.jpg|thumb|350px|none|Pre-War Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Llama IX-A 2nd series.jpg|thumb|350px|none|Llama IX-A, 2nd series - .45 ACP]]&lt;br /&gt;
[[Image:ParaOrdnanceLDA745.jpg|thumb|350px|none|Para-Ordnance LDA with exposed hammer (single stack 7.45) - .45 ACP]]&lt;br /&gt;
[[File:RE2RemasterM1911.jpg|thumb|none|600px|Inventory preview of the &amp;quot;M19&amp;quot;. Note how the overly bulgy trigger guard is all wrong for a M1911 variant.]]&lt;br /&gt;
[[File:RE2RemasterM1911Aim.jpg|thumb|none|600px|Leon aiming his &amp;quot;M19&amp;quot;, gangsta-style, at a zombie outside the precinct. The gangsta style aiming is a homage to the way Leon aims his VP70M pistol in the original ''Resident Evil 2'' when he is equipped with his secret alternate costumes.]]&lt;br /&gt;
[[File:RE2RemasterM1911Reload.jpg|thumb|none|600px|Having put down his aggressor, Leon reloads his &amp;quot;M19&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasterM1911Aim2.jpg|thumb|none|600px|Aiming the &amp;quot;M19&amp;quot; in the dark has the light coming from out of nowhere under the pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The S.T.A.R.S (Special Tactics And Rescue Service) standard-issue &amp;quot;Samurai Edge&amp;quot; custom [[Beretta 92FS Brigadier]] makes a comeback as both preorder DLC and game clear reward: the original basic model is unlocked by getting an S-rank clear of either campaign on either difficulty, Jill's and Chris' models (based on two special limited edition Tokyo Marui ''Resident Evil'' airsoft pistols) are given for free with pre-ordered editions of the game, and Wesker's model is exclusive to pre-orders of the Deluxe edition. &lt;br /&gt;
&lt;br /&gt;
All four possess quirks that make them stand out from the standard unmodified VP70M in some way, the pre-order threes in the form of enhanced damage (Wesker's), aiming &amp;quot;focus&amp;quot; speed (Chris'), and draw time (Jill's), on top of having greater basic magazine size, while the original model has infinite ammo. The first three gradually become overshadowed once the player finds modifications for their regular guns, however.&lt;br /&gt;
&lt;br /&gt;
===Original Model===&lt;br /&gt;
The Original model Samurai Edge is unlocked by clearing either of Leon or Claire's scenarios on Standard or Hardcore difficulty with an S rank, and has unlimited reserve ammunition. It can be claimed from an item box after being unlocked, though using it will not allow the player to achieve an S+ ranking on Hardcore. It has a firepower value of 90, which is lower than either of Leon's or Claire's starting pistols.&lt;br /&gt;
&lt;br /&gt;
Robert Kendo is equipped with an Original model Samurai Edge as part of his loadout in ''No Time To Mourn''. His behaves the same way as the unlockable version, but doesn't run on unlimited reserve ammunition.&lt;br /&gt;
[[File:STARGun.jpg|thumb|none|350px|Official Tokyo Marui airsoft replica of the Beretta 92FS &amp;quot;Samurai Edge&amp;quot; from the ''Resident Evil'' video game series. This is the standard issue (as much as a limited run of custom made pistols can be standard issue) pistol given to S.T.A.R.S. officers and would be used by every member of S.T.A.R.S. on official and unofficial duties except for Jill Valentine, Chris Redfield, Barry Burton, and Albert Wesker.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeOG.jpg|thumb|none|600px|Inventory preview of the original Samurai Edge. Whatever &amp;quot;Kendo Custom, Phase 2&amp;quot; is, it certainly does wonders by giving the pistol unlimited brass to plink. The STARS medallion is absent on this model, likely due to it being an unfinalized test model.]]&lt;br /&gt;
&lt;br /&gt;
[[File:RE2RemasterSamEdgeOGAim.jpg|thumb|none|600px|Leon taking aim with the original 'Edge. Note the uncocked hammer, the animation for the two-handed grip of all handgun models (except for the Desert Eagle, which is glitched in reverse) seem to be glitched, operating in DAO despite having the hammer magically cock itself during reloads and then dropping back down. However, whenever it is used with a Harries stance, the hammer is cocked.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeOGReload.jpg|thumb|none|600px|Reloading the original model.]]&lt;br /&gt;
&lt;br /&gt;
===Wesker's Model===&lt;br /&gt;
Wesker's model, a modified [[Beretta 92FS Brigadier#Beretta 92FS Brigadier Inox|Beretta 92FS Brigadier Inox]], was originally exclusive to Digital Deluxe pre-orders of the game, though is now sold separately or as part of the Extra DLC bundle on available marketplaces. &lt;br /&gt;
&lt;br /&gt;
It boasts increased damage compared to other pistols, clocking in at 110 per shot compared to the vanilla VP70M's 100, and is only weaker than the Lightning Hawk or a SLS 60.&lt;br /&gt;
[[File:Samurai Edge A.Wesker model.jpg|thumb|none|350px|Official Tokyo Marui airsoft replica of Albert Wesker's Beretta 92FS &amp;quot;Samurai Edge&amp;quot; from the ''Resident Evil'' video game series.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeWesker.jpg|thumb|none|600px|Inventory preview of Wesker's Samurai Edge. Being the odd-one-out, Wesker's is even further customized. Apparently replacing the frame with a brick of anodized aluminum increases a Beretta's stopping power.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeWeskerAim.jpg|thumb|none|600px|Leon taking aim with Wesker's Samurai Edge.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeWeskerReload.jpg|thumb|none|600px|Reloading Wesker's model. Note how the magazine is stainless too, though the heel of the base seems to be blued.]]&lt;br /&gt;
&lt;br /&gt;
===Chris' Model===&lt;br /&gt;
Chris' Samurai Edge, along with Jill's, is exclusive to pre-ordered editions of the game, and like Wesker's, was eventually released as a post-launch DLC. It features a faster focus time compared to other pistols without laser sights, which makes it easier and faster to land completely accurate powerful shots while aiming, a homage to the fact that Chris is suppose to be STARS' best sharpshooter.&lt;br /&gt;
&lt;br /&gt;
Chris' Samurai Edge deals 90 damage per shot, making it slightly better than the Original model due to the aiming enhancement, but is completely unremarkable otherwise.&lt;br /&gt;
[[File:Samurai Edge Chris.jpg|thumb|none|350px|&amp;quot;Samurai Edge ''Kai'' M92F/S.T.A.R.S. Custom Chris Redfield Model&amp;quot; airsoft pistol. Note that this example is not completely correct, as it lacks the extended slide release lever present on every Samurai Edge except the Jill Valentine and Jill A1 models, and doesn't have a stainless steel trigger.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeChris.jpg|thumb|none|600px|Inventory preview of Chris' Samurai Edge, a gun that he himself is never actually seen using. Fun fact: Chris had lost his own Samurai Edge during the Mansion incident, and used Jill's throughout the first game instead. Chris' Samurai Edge is also known to have had a lightened slide (which is strange considering the purpose of the heavy Brigadier slide) and a trigger job. Even in the ''Extreme Battle'' mode of ''2'', which doesn't return with the remake, Chris' sidearm is an unmodified 92FS Inox, not a Samurai Edge (although this was before the concept of STARS members having a custom-made sidearm existed. Before RE3, all STARS members were armed with standard Beretta 92FS' for sidearms.)]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeChrisAim.jpg|thumb|none|600px|Leon taking aim with Chris' Samurai Edge.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeChrisReload.jpg|thumb|none|600px|Reloading Chris' model.]]&lt;br /&gt;
&lt;br /&gt;
===Jill's Model===&lt;br /&gt;
Jill's Samurai Edge, along with Chris', is exclusive to pre-ordered editions of the game, and like Wesker's, was eventually released as a post-launch DLC. It features a faster draw time compared to other pistols.&lt;br /&gt;
&lt;br /&gt;
Jill's Samurai Edge is the weakest of the four, clocking in at a concerning 80 per shot.&lt;br /&gt;
[[File:Samurai Edge Jill.jpg|thumb|none|350px|&amp;quot;Samurai Edge A1 Jill Valentine Model&amp;quot; airsoft pistol.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeJill.jpg|thumb|none|600px|Inventory preview of Jill's Samurai Edge. This model uses a M9A1 frame (an anachronistic modification since M9A1s were only issued by 2006), which is strange as during 1998, Jill's variant was largely default with the only modifications being a shortened slide stop and different aesthetics. To add to the confusion, Jill ''did'' request for her Samurai Edge to be further modified by the BSAA, and that came in the form of Beretta M9A1 parts. However, as of REmake 3, she lost her handgun during her scuffle with the Nemesis in her apartment (and completely destroyed after the city was nuked), meaning that in the remade timeline: this handgun isn't suppose to exist.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeJillAim.jpg|thumb|none|600px|Leon taking aim with Jill's Samurai Edge.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeJillReload.jpg|thumb|none|600px|Reloading Jill's model.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP9==&lt;br /&gt;
USS Operative Hunk uses a two tone [[Heckler &amp;amp; Koch USP|Heckler &amp;amp; Koch USP9]] in &amp;quot;The 4th Survivor&amp;quot;, named &amp;quot;MUP&amp;quot; in-game. Another USS Operative, J. Martinez can also obtain one in &amp;quot;Forgotten Soldier&amp;quot;. It has a 16-round capacity, and uses 9mm rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K USP 9MM 5.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP9 with two-tone finish - 9x19mm]]&lt;br /&gt;
[[File:RE2RemasteredUSP9.jpg|thumb|none|600px|Inventory preview of the &amp;quot;MUP&amp;quot;. It's highly unlikely to be a USP40 or 45, since while most pistols obtainable use generic 9mm ammunition, there '''''is''''' .45 ACP in this game, which it's not compatible with. Despite this, 16-round magazines are specific to the .40 S&amp;amp;W Match/Expert models and nothing else, though it could have been reasonably based on a USP9 with one round in the chamber.]]&lt;br /&gt;
[[File:RE2RemasteredUSP9Aim.jpg|thumb|none|600px|En route to his extraction point, Hunk takes aim at three zombies standing in his way.]]&lt;br /&gt;
[[File:RE2RemasteredUSP9Reload.jpg|thumb|none|600px|Hunk reloading his &amp;quot;MUP&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19==&lt;br /&gt;
Replacing his Browning HP, William Birkin had a [[Glock 19]] handgun tucked in his waistband as he attempted to escape NEST with the virus samples, but was cornered by USS Commandos under Hunk. He attempted to use it against his would-be captors, but was gunned down by another commando named Martinez.&lt;br /&gt;
&lt;br /&gt;
Annette Birkin would later pick up this handgun and use it during her appearances in several cutscenes.&lt;br /&gt;
&lt;br /&gt;
[[Image:Glock19pistol.jpg|thumb|none|350px|3rd Generation Glock 19 - 9x19mm]]&lt;br /&gt;
[[File:RE2RWBG19.jpg|thumb|none|600px|Refusing to hand over his life's work and a final act of defiance, William Birkin draws out his Glock 19. Predictably, he isn't able to get a shot off before going down with 4 highly-trained mercenaries keeping their guns aimed at him.]]&lt;br /&gt;
[[File:RE2RemasterAnnetteGlockCloseUp.jpeg|thumb|none|600px|Annette aims her Glock 19. Here &amp;quot;19 Austria 9x19&amp;quot; can be seen, as well as its unusually rounded and smooth frame.]]&lt;br /&gt;
[[File:RE2RemasterAnnetteGlock.jpg|thumb|none|600px|Annette holds the Glock 19 after shooting Ada Wong in the central NEST chamber.]]&lt;br /&gt;
[[File:RE2RemasterAnnetteGlock2.jpg|thumb|none|600px|She then falls to the ground, dead, giving us a clear look of the flat slide top with no fake vents in sight.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Smith &amp;amp; Wesson Bodyguard==&lt;br /&gt;
Claire starts her campaign with the [[Smith &amp;amp; Wesson Bodyguard]] revolver instead of a Browning Hi-Power Mark III. It is known in game under the name &amp;quot;SLS 60&amp;quot;, that seemingly decrypts as the '''S'''mith &amp;amp; Wesson '''L'''ady'''S'''mith Model '''60''', but [[Smith &amp;amp; Wesson Model 60|that specific gun]] has an another frame shape. It is a 5-shot revolver that's barely more than a peashooter, and is reloaded by Claire replacing spent rounds one by one. It can be upgraded with a Speed Loader, which greatly increases reload speed.&lt;br /&gt;
&lt;br /&gt;
It shares the same ammo type with Leon's VP70M and Hunk's USP9 instead of loading .38 Special. Though this is technically possible, as .38 revolvers can be modified to use 9x19mm rounds (albeit usually in moon clips), it's more likely to make logistics much less of a hassle by homogenizing standard handgun ammunition. Upgrading it with the Reinforced Frame kit allows the Bodyguard to fire &amp;quot;High-Powered Rounds&amp;quot; (.357 Magnum), which in essence turns it into a [[Smith &amp;amp; Wesson Model 649]] with custom parts. This upgrade kit consist of an extended barrel, an unfluted cylinder, and a synthetic grip; ironically enough, this means that the only thing that the &amp;quot;Reinforced Frame&amp;quot; ''doesn't'' replace is the revolver's actual frame. &lt;br /&gt;
&lt;br /&gt;
The Bodyguard deals 115 damage per shot unmodified, compared to the VP70M's 100, in order to compensate for its many initial drawbacks. When modified with the Reinforced Frame and firing High-Powered rounds, its damage is increased to 650, making a .357 Magnum revolver about as powerful as a .50AE Desert Eagle. Like Leon's VP70M, the Bodyguard is Claire's &amp;quot;canon&amp;quot; sidearm, meaning she will always have it equipped during cutscenes regardless of her current loadout, even if it's stashed away in an item box. Katherine Warren uses an upgraded &amp;quot;SLS 60&amp;quot; in the ''Ghost Survivors'' DLC.&lt;br /&gt;
[[Image:S&amp;amp;WBody3.jpg|thumb|none|350px|Smith &amp;amp; Wesson Bodyguard - .38 Special]]&lt;br /&gt;
[[Image:S&amp;amp;W bodyguard longbarrel.jpg|thumb|none|350px|Custom Smith &amp;amp; Wesson Model 649 with 3 inch [[Smith &amp;amp; Wesson Model 60|Model 60]] barrel, unfluted cylinder, and Tyler T-grip. The fully-modded &amp;quot;SLS 60&amp;quot; is very similar to this version, but uses a synthetic grip.]]&lt;br /&gt;
[[File:RE2RemasteredSWBodyguard.jpg|thumb|none|600px|Inventory preview of the &amp;quot;SLS 60&amp;quot;. Note the part of the grip not covered by the wood panels, which seems to be an aftermarket T-Grip extension by Tyler Manufacturing.]]&lt;br /&gt;
[[File:RE2RemasteredSWBodyguardFull.jpg|thumb|none|600px|Inventory preview of the fully-modded &amp;quot;SLS 60&amp;quot;. The basis of this upgraded model seems to have been the [[Smith &amp;amp; Wesson Model 649]], with the fictional barrel, smooth cylinder, and new iron sights. The new frame lets it use .357 Magnum rounds, effectively turning it into a poor man's Lightning Hawk since they both deal the same damage and has identical critical modifiers.]]&lt;br /&gt;
[[File:RE2RemasteredSWBodyguardAim.jpg|thumb|none|600px|Claire takes aim at the newly-zombified gas station clerk with her &amp;quot;SLS 60&amp;quot;. Like Leon, she will always use this one-handed stance in tandem with a flashlight when aiming in a dark area.]]&lt;br /&gt;
[[File:RE2RemasteredSWBodyguardReload.jpg|thumb|none|600px|With the clerk dead, Claire reloads her revolver while seriously resisting the urge to shoplift. Without a speedloader, Claire will replace the rounds manually like Leon and her brother Chris in later games, though with less gusto.]]&lt;br /&gt;
[[File:RE2RemasteredSWBodyguardAim2.jpg|thumb|none|600px|A while later, Claire is separated from Leon en route to the RPD precinct. Here she is using the revolver's normal two-handed grip.]]&lt;br /&gt;
[[File:RE2RemasteredSWBodyguardReload2.jpg|thumb|none|600px|Reloading the &amp;quot;SLS 60&amp;quot; with a speedloader uses the same animation as without, only faster, and the loader itself is hidden behind Claire's hand.]]&lt;br /&gt;
[[File:RE2RemasteredSWBodyguardFullAim.jpg|thumb|none|600px|Having found the Reinforced Frame parts that somebody hid in the sewers for whatever reason, Claire decides to have a test run of her refurbished revolver.]]&lt;br /&gt;
[[File:RE2RemasteredSWBodyguardFullReload.jpg|thumb|none|600px|Reloading the tricked-out &amp;quot;SLS 60&amp;quot;. Note the option to use High-Powered rounds. The game seems to &amp;quot;store&amp;quot; loaded magazines of alternative ammo in a pocket dimension when unused, since swapping between them deducts nothing from the player's inventory.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 329PD==&lt;br /&gt;
RPD Chief Brian Irons uses a [[Smith &amp;amp; Wesson Model 329PD]] to threaten Claire in the RPD parking lot. It is identifiable as a Smith &amp;amp; Wesson revolver due to the cylinder release latch, and is quite likely the same model from ''[[Resident Evil: Revelations 2]]''. Its presence is anachronistic since the model was first reported to be made in the early 2000s.&lt;br /&gt;
&lt;br /&gt;
[[File:Sw329.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 329PD - .44 Magnum]]&lt;br /&gt;
[[File:RE2IronsRevolver 01.jpg|thumb|none|600px|Chief Irons pulls his revolver from literally nowhere and threatens Claire.]]&lt;br /&gt;
[[File:RE2IronsRevolver 02.jpg|thumb|none|600px|He fires a round into a nearby car window. Note the cocked hammer.]]&lt;br /&gt;
[[File:RE2IronsRevolver_03.jpg|thumb|none|600px|Closeup of the Model 329PD.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Blackhawk==&lt;br /&gt;
The [[Ruger Blackhawk]], a modern version of the Single Action Army from ''Resident Evil 2'', appears as a B-scenario exclusive weapon for Claire, under the name &amp;quot;Quickdraw Army&amp;quot;. The revolver uses .45 ACP, or &amp;quot;Large-caliber Handgun Ammo&amp;quot;, like the M1911A1.&lt;br /&gt;
&lt;br /&gt;
Annin Tofu carries one alongside the &amp;quot;M19&amp;quot; as part of his Gunslinger kit in ''The Tofu Survivor''.&lt;br /&gt;
[[Image:Blackhawk Convertible 5.5inch.jpg|thumb|none|350px|Ruger New Model Blackhawk Convertible with 5.5&amp;quot; barrel - .45 Long Colt and .45 ACP]]&lt;br /&gt;
[[File:RE2RemasteredSAA.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Quickdraw Army&amp;quot;. The adjustable sights pinpoint the revolver as the Blackhawk. The trigger guard is taken from the early model Ruger Super Blackhawk.]]&lt;br /&gt;
[[File:RE2RemasteredSAAAim.jpg|thumb|none|600px|Claire standing off against an incoming zombie. She actually fans the hammer non-stop when holding the fire key, practically making it fully-automatic unless the player lets up.]]&lt;br /&gt;
[[File:RE2RemasteredSAAReload.jpg|thumb|none|600px|Having beaten her enemy to the draw, she reloads her &amp;quot;Quickdraw Army&amp;quot;, first by ejecting all the fired rounds then loading new rounds. Being a loading gate model, reloading all six chambers can be a pain to do in the heat of battle. It should be noted that the ejector rod is not used; Claire actually obstructs it by how she grips the revolver by the barrel with her off-hand while reloading, and drops the cases out seemingly by sheer force of will than anything else.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Ingram MAC-11==&lt;br /&gt;
The [[MAC-11]] can be found in the S.T.A.R.S. armory. Whereas it's obtainable by both Leon and Claire in the original, with the added stipulation of acquiring it during the A playthrough rendering it unavailable during the B run, the remake restricts it to the latter's campaign only. It is no longer given for free upon starting the game on the easiest difficulty.&lt;br /&gt;
&lt;br /&gt;
It is known under the name &amp;quot;MQ 11&amp;quot; and uses &amp;quot;Submachine Gun Ammo&amp;quot;, or .380 ACP rounds, and has a 24-round capacity that can be upgraded to 50. It can be equipped with a suppressor that also unfolds the stock, which reduces the time it takes for the crosshair to settle and blooms less when moving. The suppressor also renders the gun virtually silent at range, meaning most enemies are not alerted to your presence unless firing right next to them. It also increases the MQ 11's inventory footprint to 2 slots, instead of 1. &lt;br /&gt;
&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|300px|RPB Industries M11A1 - .380 ACP]]&lt;br /&gt;
[[File:RE2RemasterMAC11.jpg|thumb|none|600px|Inventory preview of the &amp;quot;MQ 11&amp;quot;. Unlike in most video games, Claire does use the canvas strap as a foregrip in-game.]]&lt;br /&gt;
[[File:RE2R-MAC11-Stock.jpg|thumb|none|600px|Inventory preview of the &amp;quot;MQ 11&amp;quot; with the suppressor, which also folds out the stock. When the stock is folded out, Claire will aim from the shoulder, therefor increasing accuracy and lessening recoil somewhat.]]&lt;br /&gt;
[[File:RE2R-Mac-Ex-Mag.jpg|thumb|none|600px|Inventory preview of the &amp;quot;MQ 11&amp;quot; with the extended mag.]]&lt;br /&gt;
[[File:RE2RemasterMAC11Full.jpg|thumb|none|600px|Inventory preview of the fully-kitted &amp;quot;MQ 11&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasterMAC11Aim.jpg|thumb|none|600px|Claire facing down the fearsome Mr. X in the RPD precinct. Bringing him down onto one knee with this weak of a weapon is no small feat.]]&lt;br /&gt;
[[File:RE2RemasterMAC11Reload.jpg|thumb|none|600px|Wasting no time at all, Claire reloads her &amp;quot;MQ 11&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasterMAC11FullAim.jpg|thumb|none|600px|After finding the final upgrade piece in the S.T.A.R.S. office, Claire takes a moment to try out her now-tactical SMG.]]&lt;br /&gt;
[[File:RE2RemasterMAC11FullReload.jpg|thumb|none|600px|Reloading the modded &amp;quot;MQ 11&amp;quot;. Note the long mag clipping into Claire's hand.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
An [[MP5A3]] with its iron sights replaced by an optic appears in-game as the &amp;quot;LE 5&amp;quot; submachine gun. It sports a wide tropical handguard with the checkering texture of the original &amp;quot;slimline&amp;quot; one. It is the standard-issue weapon of USS operatives, as seen in use during cutscenes, and is the default weapon of Hunk in the ''The 4th Survivor'', as well as Ghost's in ''Forgotten Soldier''. A variant of it is unlockable in the main campaigns by getting an S-rank clear on Hardcore difficulty. Like the MAC-11, it uses .380 ACP &amp;quot;Submachine Gun Ammo&amp;quot;, and holds 32 rounds. The unlockable version exclusively has infinite ammunition.&lt;br /&gt;
&lt;br /&gt;
The .380 ACP chambering and 32-round capacity are inadvisable, though not technically impossible for an MP5; while 32-round magazines and .380 ACP chambering have never been factory options for any MP5 variant, 9x19mm firearms can chamber and fire .380 ACP ammunition (though they typically fail to cycle it, due to the .380 round's lower pressure), and 30-round MP5 magazines can fit 32, though overloading them as such can cause feeding issues, and make loading them into the weapon rather difficult.&lt;br /&gt;
&lt;br /&gt;
[[Image:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with SEF trigger group - 9x19mm]]&lt;br /&gt;
[[Image:H&amp;amp;KMP5A3slimforearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; forearm - 9x19mm]]&lt;br /&gt;
[[File:RE2RemasterMP5A3.jpg|thumb|none|600px|Inventory preview of the &amp;quot;LE 5&amp;quot;, the &amp;quot;LE&amp;quot; likely stands for &amp;quot;Law Enforcement&amp;quot;, which is appropriate considering the MP5's general users. Note the hybrid tropical/slimline handguard and partially-extended stock, though its absence from the receiver rails suggests that this is actually as far out as it goes.]]&lt;br /&gt;
[[File:RE2RemasterMP5A3Aim.jpg|thumb|none|600px|Leon taking aim with the &amp;quot;LE 5&amp;quot;. Despite the mounted scope, it doesn't offer the instant snap-to-aim capability of a modified Lightning Hawk.]]&lt;br /&gt;
[[File:RE2RemasterMP5A3Reload.jpg|thumb|none|600px|Having spent his previous mag at nothing in particular, Leon clicks in another 32 rounds that he materialized from out of thin air. Unlike most depictions of MP5 variants in media, Leon and Claire settle for a gentle swipe of the charging handle instead of performing an HK slap.]]&lt;br /&gt;
[[File:RE2HUNKMP5_01.jpg|thumb|none|600px|Hunk stalks through the sewers with his MP5. Note the locked-back charging handle, Hunk slaps it into battery as the cutscene ends.]]&lt;br /&gt;
[[File:RE2HUNKMP5_2.jpg|thumb|none|600px|Note the open bolt, due to the charging handle being locked back.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
A [[Heckler &amp;amp; Koch MP5A2]] is seen on the front of a box on Barry's desk in the STARS office.&lt;br /&gt;
[[Image:H&amp;amp;KMP5-N.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A2 with a Navy Trigger Group - 9x19mm]]&lt;br /&gt;
[[File:RE2R-MP5A2.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
Leon can acquire a [[Remington 870]] in a pistol grip configuration early on in the game.  It is known as the W-870 in-game and is initially found with a 4-round tube magazine which can later be upgraded to 8 rounds along with an extended barrel for a tighter spread, as well as a full stock for reduced recoil.  Interestingly, it starts with black polymer furniture, but this is switched out for wood as the gun is upgraded.&lt;br /&gt;
&lt;br /&gt;
Gun shop owner Robert Kendo carries a Remington 870 in Leon's campaign as well as in his own ''No Time to Mourn'' scenario, where it curiously lacks the Long Barrel modification it had in the main story. In ''The 4th Survivor'', Hunk also starts with a fully upgraded 870.&lt;br /&gt;
&lt;br /&gt;
[[Image:Shorty870.jpg|thumb|none|500px|Short barreled Remington 870 with raised vented sight rib, Hogue Tamer pistol grip, and Pachmayr Vindicator foregrip - 12 gauge]]&lt;br /&gt;
[[Image:REMINGTON 870 EXPRESS TACTICAL PISTOL GRIP.jpg|thumb|none|500px|Remington 870 Express with TacStar pistol grip - 12 gauge]]&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE2RemasterR870.jpg|thumb|none|600px|Inventory preview of the &amp;quot;W-870&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasterR870Full.jpg|thumb|none|600px|A fully tricked-out &amp;quot;W-870&amp;quot;. Fun fact: despite the doubled capacity, the reload from empty animation remains unchanged; two shells are loaded into the magazine with Leon's every motion, meaning that it still takes 4 moves to reload everything.]]&lt;br /&gt;
[[File:RE2RemasterR870Aim.jpg|thumb|none|600px|Leon training his &amp;quot;W-870&amp;quot; on one of the local anklebiters.]]&lt;br /&gt;
[[File:RE2RemasterR870Reload.jpg|thumb|none|600px|After (hopefully) disposing of the threat, Leon puts a new shell into his shotgun.]]&lt;br /&gt;
[[File:RE2RemasterR870FullAim.jpg|thumb|none|600px|Later that day, Leon finds himself in one of Umbrella's absurdly-huge underground complexes with a surprisingly less tactical shotgun.]]&lt;br /&gt;
[[File:RE2RemasterR870FullReload.jpg|thumb|none|600px|Not that that matters, Leon racks the pump after loading in a new shell.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Handheld M134 Minigun==&lt;br /&gt;
Claire can acquire what looks to be a modified [[M134 Minigun]] in the track control room during her escape from the Umbrella underground complex. It holds 400 rounds and cannot be resupplied. It is Claire's &amp;quot;final boss weapon&amp;quot;, like Leon's M202 FLASH. A variant with unlimited ammunition can be unlocked for use by getting a Hardcore S+ ranking on either of Claire's scenarios. As an additional trivia, the barrels will glow red after firing for an extended period of time.&lt;br /&gt;
&lt;br /&gt;
Flan carries one alongside the &amp;quot;Anti-tank Rocket&amp;quot; Launcher and the Spark Shot as part of her kit in ''The Tofu Survivor''.&lt;br /&gt;
[[file:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE2RemasteredMinigun.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Minigun&amp;quot;. Note the absent power source and all-too-tiny ammo box.]]&lt;br /&gt;
[[File:RE2RemasteredMinigunAim.jpg|thumb|none|600px|Claire hoists up the &amp;quot;Minigun&amp;quot; in anticipation of an upcoming boss fight, while Sherry looks on with palpable concern. Exactly how 400 rounds of 7.62x51mm NATO can fit inside that lunchbox of an ammo can is never made clear. Not that Claire minds, though, since now she too has a big gatling cannon to contend with [[Resident Evil 5|her brother]].]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M79==&lt;br /&gt;
Claire can find an [[M79 grenade launcher]] in her campaign. Named &amp;quot;GM 79&amp;quot;, the grenade launcher starts with a pistol grip and fixed iron sights, which can be upgraded with a full length stock and leaf sight combo that tightens the crosshair, allowing shots to travel in a more stable trajectory. The upgrade increases the inventory size of the weapon from 1 slot to 2. Unlike the original game which had explosive rounds as a third option, this new rendition only allows Flame and Acid Rounds to be used.&lt;br /&gt;
&lt;br /&gt;
Konjac carries one alongside the Flamethrower as part of his kit in ''The Tofu Survivor''.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:RE2RemasteredM79.jpg|thumb|none|600px|Inventory preview of the &amp;quot;GM 79&amp;quot;. From the checkered pattern on the pistol grip, it seems like this was a purpose-made part for the launcher, rather than a hacked off full-length stock.]]&lt;br /&gt;
[[File:RE2RemasteredM79Full.jpg|thumb|none|600px|Inventory preview of the fully-modded &amp;quot;GM 79&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasteredM79Aim.jpg|thumb|none|600px|Whilst trekking through the deserted RPD precinct, Claire takes aim with her &amp;quot;GM 79&amp;quot; at a particularly gruesome sight.]]&lt;br /&gt;
[[File:RE2RemasteredM79Reload.jpg|thumb|none|600px|Her new foe dealt with, Claire slots a new grenade into her grenade launcher.]]&lt;br /&gt;
[[File:RE2RemasteredM79Aim2.jpg|thumb|none|600px|Adding the full-length stock onto the &amp;quot;GM 79&amp;quot; also gives it a leaf sight, which combines to give the player a tighter crosshair, making it clearer as to where the grenades will land.]]&lt;br /&gt;
&lt;br /&gt;
==M202 FLASH==&lt;br /&gt;
The [[M202 FLASH]] is obtainable near the endgame as the &amp;quot;Anti-tank Rocket&amp;quot; launcher, during the boss fight against Mr. X. It fills the role of the [[FIM-92 Stinger]] from the original title, perhaps due to the developers wising up to the fact that the Stinger is aircraft lock-on only, and not a free-firing weapon, although the M202 FLASH isn't much better; despite it's appearance, the FLASH is designed as a shoulder-fired flamethrower, not as an anti-tank launcher. It's appearance could also be a continuity nod to it's use in [[Resident Evil (1996 VG)|Resident Evil 1]] and [[Resident Evil 3: Nemesis|3]]. &lt;br /&gt;
&lt;br /&gt;
Visually, it is roughly identical to the real steel, though it lacks the front and rear tube covers. There is no extra ammunition for this weapon, though it does have a reload animation observable in the Model Viewer.&lt;br /&gt;
&lt;br /&gt;
Flan carries one alongside the Minigun and Spark Shot as part of her kit in ''The Tofu Survivor''.&lt;br /&gt;
[[Image:M202A2 FLASH.JPG|thumb|400px|none|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:RE3RemasteredM202.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Anti-tank Rocket&amp;quot; launcher.]]&lt;br /&gt;
[[File:RE2RemasteredM202Aim11.jpg|thumb|none|600px|Leon facing down a mutated Mr. X with the &amp;quot;Anti-tank Rocket&amp;quot; launcher. The tubes will empty one by one according to the amount of rockets fired.]]&lt;br /&gt;
&lt;br /&gt;
==Saab Bofors Dynamics AT4==&lt;br /&gt;
The [[Saab Bofors Dynamics AT4]] appears in the game as the &amp;quot;ATM-4&amp;quot;. It has unlimited ammunition, and can be unlocked by completing Leon's scenario A/B on Hardcore with an S+ ranking.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|400px|none|M136 AT4 Anti-Tank recoilless launcher - 84mm]]&lt;br /&gt;
[[File:RE2RemasteredAT4.jpg|thumb|none|600px|Inventory preview of the &amp;quot;ATM-4&amp;quot;. The description is actually wrong here: the AT-4 is '''not''' a rocket launcher despite popular belief. The projectile itself lacks a rocket motor, therefore the weapon is technically a recoilless rifle.]]&lt;br /&gt;
[[File:RE2RemasteredAT4Aim.jpg|thumb|none|600px|Leon aiming the &amp;quot;ATM-4&amp;quot; at a nearby wall.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Chemical Flamethrower==&lt;br /&gt;
Leon can acquire a flamethrower in a safe of sorts in the Sewers, after solving a puzzle involving the King and Queen plugs. Claire's equivalent is the Spark Shot. Claimed to be manufactured by Umbrella Corporation, the Chemical Flamethrower now boasts an original design rather than being based in the M240 Flamethrower from ''[[Aliens]]'' like in the original game. It can hold 200 units of fuel and lets out a stream of flames that can set enemies alight and deal great damage. Along with the incendiary ammo for the GM 79, it is the only weapon capable of killing ivy zombies permanently.&lt;br /&gt;
&lt;br /&gt;
It only has one upgrade, which is a Regulator that decreases fuel usage. Fuel supplies, when found, come in generous amounts (usually a full tank), but are expectedly scarce.&lt;br /&gt;
&lt;br /&gt;
Konjac is equipped with a Chemical Flamethrower and a GM 79 in The Tofu Survivor. &lt;br /&gt;
[[File:RE2RemasterChemicalFlamethrower.jpg|thumb|none|600px|Inventory preview of the fully-modded &amp;quot;Chemical Flamethrower&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasterChemicalFlamethrowerFire.jpg|thumb|none|600px|Leon firing the &amp;quot;Chemical Flamethrower&amp;quot; at nothing in particular instead of running for his life.]]&lt;br /&gt;
&lt;br /&gt;
==Spark Shot==&lt;br /&gt;
Claire can acquire the Spark Shot for use while traveling through the Sewers. It is found behind a locked door that can be opened by strategically placing the King and Queen plugs found nearby. Leon's equivalent of this is the Flamethrower. Unlike its original counterpart, which looked to be more of a jury-rigged two-prong stun gun than anything, the new Spark Shot is a professionally-made oversized taser. Fed from 7-round magazines, the Spark Shot operates like a pump-action shotgun, and is quite powerful despite being purportedly a non-lethal device made for capturing specimens. It features a new charging mode unlike the original iteration, which essentially allows it to gradually crank up the voltage when shocking a single target, though breaking line of sight or being attacked while zapping &amp;quot;breaks&amp;quot; the darts. While powerful enough to incapacitate even the fearsome Mr. X, it is not very plausible to use it against him, as by the time it's found he's no longer pursuing Claire.&lt;br /&gt;
&lt;br /&gt;
As with the Flamethrower, the Spark Shot only has one upgrade, which is the High-Voltage Condenser that increases its rate-of-fire. Ammo for the Spark Shot is very rare, and tend to be found in minimal quantities after reaching the NEST.&lt;br /&gt;
&lt;br /&gt;
Flan carries one alongside the Minigun and &amp;quot;Anti-tank Rocket&amp;quot; Launcher as part of her kit in The Tofu Survivor.&lt;br /&gt;
[[File:RE2RemasteredSparkShot.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Spark Shot&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasteredSparkShotFull.jpg|thumb|none|600px|The fully-modded &amp;quot;Spark Shot&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasterSparkShotAim.jpg|thumb|none|600px|Claire aiming the &amp;quot;Spark Shot&amp;quot; at an aquarium. Note the High-Voltage Condenser's display monitoring energy levels.]]&lt;br /&gt;
&lt;br /&gt;
==Orion Flare Gun==&lt;br /&gt;
In the Umbrella facility, Annette Birkin uses what appears to be an [[Orion flare gun]] enlarged to 40mm caliber to fire acid rounds at the mutated William.&lt;br /&gt;
&lt;br /&gt;
[[Image:ORION 25mm.jpg|thumb|none|350px|Orion flare gun - 25mm]]&lt;br /&gt;
[[File:RE2RemasteredOrion.jpg|thumb|none|600px|Annette Birkin holds the flare gun on her mutated husband while &amp;quot;Noir&amp;quot; Leon watches.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Fragmentation Grenade==&lt;br /&gt;
The [[M26 hand grenade]] appears in the game simply as the &amp;quot;Hand Grenade&amp;quot;. It can be thrown to decimate large mobs of enemies, on top of being classified as a sub-weapon, allowing the player to use one to break free of an enemy's grasp.&lt;br /&gt;
&lt;br /&gt;
Uiro-Mochi carries nothing but ''36'' of these as part of his kit in ''The Tofu Survivor''.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|400px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE2RemasteredM26.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Hand Grenade&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] appears in the game simply as the &amp;quot;Flash Grenade&amp;quot;. It can be thrown to disorient large mobs of enemies, and is especially effective against Lickers as the loud explosion temporarily disables their sense of hearing. It is also classified as a sub-weapon, allowing the player to use one to break free of an enemy's grasp.&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE2RemasteredM84.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Flash Grenade&amp;quot;. It is unknown how it produces the bright flash considering the lack of holes on the casing, and the fact that the grenade itself is not destroyed to produce the blast.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_2_(2019)&amp;diff=1622571</id>
		<title>Resident Evil 2 (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_2_(2019)&amp;diff=1622571"/>
		<updated>2023-10-30T07:57:30Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: /* Beretta 92FS &amp;quot;Samurai Edge&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 2&lt;br /&gt;
|picture=Re2remaketitle.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= January 25, 2019&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Resident Evil 2''''' is a 2019 remake of the original 1998 ''[[Resident Evil 2]]'', in the same vein as the 2002 ''[[Resident Evil (2002)|Resident Evil]]'' remake, released on PC, PS4 and Xbox One. The remake features significantly updated graphics, new third-person gameplay, and a retold storyline.&lt;br /&gt;
&lt;br /&gt;
As in the original game, the main player characters are Leon Scott Kennedy and Claire Redfield, and each of them have two A and B scenarios (the B scenarios officially called &amp;quot;2nd Run&amp;quot;). Ada Wong and Sherry Birkin are also playable during certain sections of the two player characters' campaigns. Two minigames, &amp;quot;The 4th Survivor&amp;quot; featuring Hunk, and &amp;quot;The Tofu Survivor&amp;quot; featuring Tofu and four new unlockable animate gelatinous foods are also included, while four additional mini-scenarios featuring gunshop owner Robert Kendo, Raccoon City mayor Michael Warren's daughter Katherine, USS soldier codenamed Ghost, and Sheriff Daniel Cortini, were added for free in ''The Ghost Survivors'' free DLC.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The 2019 remake uses the same grid-based inventory system of ''[[Resident Evil 7: Biohazard]]'', and various weapons have different sizes instead of the generic inventory slots of the original. This forces the player to manage their loadouts carefully while also allowing space for ammo and various other items. &lt;br /&gt;
&lt;br /&gt;
By default, most firearms take up one block of space, though large weapons take up two. Certain mods exist for some firearms that alter their performance in some manner when equipped, though certain ones will increase a weapon's footprint in Leon or Claire's inventory. These mods, and ''only'' these, may be detached to reduce a given weapon's profile back to the standard 1x1 at the cost of their bonuses. Mod items that don't change a weapon's inventory size cannot be removed.&lt;br /&gt;
&lt;br /&gt;
Like the previous entries, weapons in the same class share the same type of generic ammunition, while ones of different categories do not, regardless of their actual caliber in reality. Ammunition can be crafted with gunpowder found throughout the game, like in some of the previous games, with different mixes of varying grades of powder resulting in certain ammo types. Certain gunpowder types will only be available to Claire, and others to Leon, due to their loadout difference.&lt;br /&gt;
&lt;br /&gt;
Many firearms make a return from the original title, though some don't or were replaced with a rough equivalent. Any weapons unlocked through DLCs or completing bonus challenges are placed into the item box and can be retrieved at any time, be that the start of a new game or a game already in progress. Taking a page from the 2002 remake of ''Resident Evil'', the 2019 remake features &amp;quot;sub-weapons&amp;quot; that can be used either as standalone weapons or for self defense when being grabbed by enemies. Sub-weapons includes knives and grenades, the former of which can and will break if used too much.&lt;br /&gt;
&lt;br /&gt;
A new implemented change was the &amp;quot;focus aim&amp;quot; mechanic, in which a firearm's crosshair will tighten if the player keeps their aim on an enemy and don't move. This narrows the weapon's spread down to a point, while also applying a slight damage buff to the next shot. Each weapon has its own focus multiplier, and certain modifications can impact this stat. &lt;br /&gt;
&lt;br /&gt;
In addition, the player characters will utilize flashlights and adopt different stances when using firearms in dark areas. This is most evident in pistols that are often held two-handed in a Weaver stance, but utilize a tandem Harries grip when wielded with a flashlight. Despite the stance change, this is entirely cosmetic and does not affect weapon handling. When aiming two-handed weapons or reloading in the dark, the flashlight will be held between the player character's shoulder and neck instead, though it will look as if it's emitting from the muzzle of certain firearms. As an additional detail, weapons present in the inventory but not actively equipped will show up on the player character's model, with the pistols going into the side holsters while larger guns are stowed onto the back.&lt;br /&gt;
&lt;br /&gt;
Handguns in this game are animated with non-moving barrels, indicating blowback or delayed blowback operation, which is an incorrect animation style for most of the game's semi-automatic pistols, such as the Beretta M92F Custom &amp;quot;Samurai Edge&amp;quot; handguns present. This stands in contrast to games such as 2002's Resident Evil and Resident Evil 0, which featured examine animations on the handgun that correctly showed a short-recoil reciprocating barrel. &lt;br /&gt;
&lt;br /&gt;
'''Note:''' Despite some weapons having listed damage values below, these should be taken with a grain of salt, since the game applies an Adaptive Difficulty mechanic that dynamically adjusts weapon damage and enemy health depending on player performance.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M==&lt;br /&gt;
Like the original game, Leon starts the game with a [[Heckler &amp;amp; Koch VP70|Heckler &amp;amp; Koch VP70M]] in his inventory. It is called by the series' staple name for the gun, &amp;quot;Matilda&amp;quot;. It uses Handgun Ammunition (9x19mm Parabellum rounds), and is underloaded to 12 rounds, unlike the original game. The VP70 can be upgraded with an unrealistic 24 round extended magazine, the burst fire stock and a compensator to reduce recoil. True to life, the added stock enables it to fire in 3-round bursts, though so slowly that quick taps to produce single shots are laughably easy to do, as the rate of fire is slower than a 300 RPM M3 Grease Gun. Understandably, this goes away if the stock is ever detached. &lt;br /&gt;
&lt;br /&gt;
The VP70M deals 100 damage per shot by default, while the Stock modification increases this to 110. It acts as Leon's &amp;quot;canon&amp;quot; sidearm, therefore he will always have it equipped during cutscenes regardless of loadout, or if it even being in his inventory, and will not have any modifications fitted. The slide is never racked in the empty reload animations, with the stock attached or not. &lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|500px|Heckler &amp;amp; Koch VP70M with attached stock - 9x19mm]]&lt;br /&gt;
[[File:RE2RemasterVP70M.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Matilda&amp;quot;. The in-game weapon description implies that it is Leon's personal carry gun rather than his RPD service weapon. Judging from the state of the RPD precinct when he arrived on the scene, it's likely that he wouldn't have been able to obtain his issued pistol even if he wanted. Note that the safety and takedown buttons are swapped for what ever reason.]]&lt;br /&gt;
[[File:RE2RemasterVP70MFull.jpg|thumb|none|600px|The &amp;quot;Matilda&amp;quot; fully upgraded. Collecting the components to upgrade it to this stage seems to be part of a cruel prank, as the items are scattered around seemingly random areas of the precinct, with the stock being hidden in the boot of a completely non-specific police cruiser in the parking lot.]]&lt;br /&gt;
[[File:RE2RemasteredVP70MAim.jpg|thumb|none|600px|Leon about to cap a zombie in the library with his &amp;quot;Matilda&amp;quot;, now that keeping quiet in libraries is a foregone notion.]]&lt;br /&gt;
[[File:RE2RemasteredVP70MReload.jpg|thumb|none|600px|After taking a few shots to neutralize his foe, he then reloads the &amp;quot;Matilda&amp;quot; with fresh ammo. It never seems to be able to achieve the correct magazine size even with upgrades, being either six shots too few, or too many.]]&lt;br /&gt;
[[File:RE2RemasteredVP70MFullAim.jpg|thumb|none|600px|Later that day, Leon encounters some sewer zombies while retrieving one of several oddly chess-themed electrical plugs. Note the flashlight being used in tandem with the pistol.]]&lt;br /&gt;
[[File:RE2RemasteredVP70MFullReload.jpg|thumb|none|600px|After showing his enemy what for, Leon tops his &amp;quot;Matilda&amp;quot; up with a new mag. Note that the flashlight is now on Leon's shoulder.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser HSc==&lt;br /&gt;
Ada Wong carries a [[Mauser HSc]] as her weapon of choice, known as the &amp;quot;Broom Hc&amp;quot; in-game, in place of the Browning Hi-Power Mark III she had in the original. Its power is rather anemic and has no upgrades. It holds 9 rounds of 9mm Handgun Ammo, which it never does in reality, but probably it seems to imply the .380 version, with one always chambered round.&lt;br /&gt;
&lt;br /&gt;
Sheriff Daniel Cortini is equipped with one in his ''No Way Out'' segment of the ''Ghost Survivors'' DLC. Cortini's HSc behaves the exact same way as Ada's, but has unlimited reserve ammunition.&lt;br /&gt;
[[Image:MauserHSc.jpg|thumb|none|350px|none|West Germany Mauser HSc with wooden grips - .380 ACP]]&lt;br /&gt;
[[File:RE2RemasterHScView.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Broom Hc&amp;quot;. Upon closer inspection, this seems to be the post-WWII, West Germany-made model, though the description more closely describes the second Army model manufactured during the Nazi regime instead. The design of the magazine baseplate matches with some real .380 ACP Mauser HSc magazines, though obviously not with the reference image above.]]&lt;br /&gt;
[[File:RE2RemasterHScAim.jpg|thumb|none|600px|While trekking through the sewers, Ada takes aim at a nearby zombie with her &amp;quot;Broom Hc&amp;quot;. Unlike Leon and Claire, Ada doesn't have a flashlight to use with her pistol in the dark.]]&lt;br /&gt;
[[File:RE2RemasterHScReload.jpg|thumb|none|600px|Having neutralized her enemy, Ada reloads her weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power Mark III==&lt;br /&gt;
The [[Browning Hi-Power Mark III]] appears in the game as the &amp;quot;JMB Hp3&amp;quot;, with &amp;quot;Hp3&amp;quot; obviously being a reference to the actual name of the gun, Hi-Power Mark III, while &amp;quot;JMB&amp;quot; likely stands for John Moses Browning. It is the standard-issue sidearm of all non-S.T.A.R.S. RPD personnel, though Leon himself does not have access to it despite him visibly using it in an early trailer. It is no longer the starting firearm of Claire and Ada, but is available as an optional weapon only during Claire's playthrough. It is found in the trunk of a police car at the Parking Garage, where the stock of the Matilda is located during Leon's story, which requires a Car Key found near the Firing Range of the police station to unlock. &lt;br /&gt;
&lt;br /&gt;
The JMB Hp3 deal 150 damage per shot. It has a 13-shot magazine in 9mm that can be upgraded with a 26-round extended magazine. Although (ironically) unable to use High-Powered ammo like the SLS 60, it sports an integrated laser sight, which removes the need for focused aiming. The color of the laser is customizable through the options menu.&lt;br /&gt;
&lt;br /&gt;
[[Image:HiPowerMk3.jpg|thumb|none|350px|Browning Hi-Power Mark III - 9x19mm]]&lt;br /&gt;
[[File:RE2RemasteredHiPower.jpg|thumb|none|600px|Inventory preview of the &amp;quot;JMB Hp3&amp;quot;. The laser sight comes with the gun itself when found. Note the missing external extractor on the weapon model.]]&lt;br /&gt;
[[File:RE2RemasteredHiPowerFull.jpg|thumb|none|600px|Inventory preview of the fully-modified &amp;quot;JMB Hp3&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasteredHiPowerAim.jpg|thumb|none|600px|Claire aiming her &amp;quot;JMB Hp3&amp;quot; at a zombie in the morgue, showing off the huge laser dot.]]&lt;br /&gt;
[[File:RE2RemasteredHiPowerReload.jpg|thumb|none|600px|Claire reloads her handgun after dealing with the risen dead. Her Hi-Power has been modded with an extended mag in this shot, which explains the doubled capacity.]]&lt;br /&gt;
[[File:RE2RemasterHiPowerMarvin.jpg|thumb|none|600px|Knowing his end is close, Lt. Marvin Branagh forces Leon to leave without him at gunpoint. Note how his Hi-Power doesn't have the laser sight of Claire's model. It presumably vanishes after Marvin zombifies, as it's nowhere to be found after Leon returns to the main hall later on.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
A black/stainless [[Desert Eagle Mark XIX]] with custom wood grips and a modified safety reminiscent of the Mark I Desert Eagle's &amp;quot;tear-drop&amp;quot; safety lever appears as the &amp;quot;Lightning Hawk&amp;quot;, a reimagined version of the similarly wooden-gripped original Desert Eagle from the original game. It is available exclusively to Leon, and can be obtained in the S.T.A.R.S. office after a somewhat lengthy treasure hunt.&lt;br /&gt;
&lt;br /&gt;
It can be upgraded with a &amp;quot;Long Barrel&amp;quot; (also a reimagined version of the original Desert Eagle's long barrel upgrade parts) that's actually an entire customized upper assembly, which increases damage and reduces recoil. It can also be upgraded with a Tasco ProPoint Weaver red dot sight that, oddly, behaves like a laser sight. The long barrel also increases its size from 1 slot to 2.&lt;br /&gt;
&lt;br /&gt;
Hunk starts with a Desert Eagle in &amp;quot;The 4th Survivor&amp;quot;. As a deviation from the classic game, Chief Irons no longer uses it on-screen, his sidearm having been replaced by an anachronistic Smith &amp;amp; Wesson 329PD instead.&lt;br /&gt;
&lt;br /&gt;
The Desert Eagle deals 650 damage per shot and has a x1.3 critical modifier. True to the other magnum pistols of the series, it is incredibly powerful but is hampered by its rare MAG Ammo, which are .50 AE rounds. &lt;br /&gt;
&lt;br /&gt;
[[File:RE2make Deagle.jpeg|thumb|none|450px|Tokyo Marui Lightning Hawk .50AE 10 Inch Magnum Port Custom - 6mm BB. This is a licensed replica of the upgraded custom Desert Eagle from ''Resident Evil 2'' (2019). It features a 10 inch upper assembly by default, but can be switched out for a 6 inch upper assembly to replicate its non-upgraded form from the game.]]&lt;br /&gt;
[[File:Re2makedeagle.jpg|thumb|none|450px|Tokyo Marui Lightning Hawk .50AE 10 Inch Magnum Port Custom with &amp;quot;6 inch Barrel Slide&amp;quot; component - 6mm BB]]&lt;br /&gt;
[[File:RE2RemasterDesertEagle.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Lightning Hawk&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasterDesertEagleFull.jpg|thumb|none|600px|A fully-kitted &amp;quot;Lightning Hawk&amp;quot;. Note how the &amp;quot;Long Barrel&amp;quot; actually replaces everything from the trigger group on upwards, complete with target sights. It is not quite the Desert Eagle's real 10 inch barrel, though it does take some heavy design cues from the real deal. It also reduces recoil instead of ''increasing'' it this time around, and doesn't slow Leon down when equipped.]]&lt;br /&gt;
[[File:RE2RemasterDesertEagleHold.jpg|thumb|none|600px|Finding himself in one of Umbrella's many absurdly huge underground complexes, Leon brandishes a &amp;quot;Lightning Hawk&amp;quot;. Unfortunately both modifications were missed at the time of taking this screenshot.]]&lt;br /&gt;
[[File:RE2RemasterDesertEagleAim.jpg|thumb|none|600px|Leon aiming his &amp;quot;Lightning Hawk&amp;quot; at a particularly threatening door.]]&lt;br /&gt;
[[File:RE2RemasterDesertEagleReload.jpg|thumb|none|600px|Realizing brute force doesn't work and he'd just wasted a precious Magnum round, Leon inserts a new magazine into his hand cannon.]]&lt;br /&gt;
[[File:RE2RemasterDesertEagleFullHold.jpg|thumb|none|600px|Having made further progress in another playthrough, Leon readies a fully-modded &amp;quot;Lightning Hawk&amp;quot; in anticipation of an upcoming boss fight. From the looks of it, the new slide and barrel are blued instead of chromed, giving the weapon a two-tone appearance matching that of the original.]]&lt;br /&gt;
[[File:RE2RemasterDesertEagleFullAim.jpg|thumb|none|600px|Leon aiming his pimped-out &amp;quot;Lightning Hawk&amp;quot;, giving a clear look at the huge red dot sight. Either the developers confused the sight for some sort of laser, or this is supposed to be a very literal interpretation of how the sight appears from Leon's perspective (i.e. the red dot that the sight superimposes over the target is shown as though it were actually there, rather than being inside the optic itself).]]&lt;br /&gt;
&lt;br /&gt;
==M1911A1==&lt;br /&gt;
The [[M1911A1]] from ''[[Resident Evil 7]]'' reappears as a B-scenario exclusive weapon for Leon, under the same name, &amp;quot;M19&amp;quot;. The M1911 uses &amp;quot;Large-caliber Handgun Ammo&amp;quot;, or .45 ACP rounds, which are exclusive to B-scenario exclusive weapons and ''completely'' replaces all 9mm ammo supplies (meaning that 9mm ammo can only be crafted with gunpowders). Unlike the Matilda, the M1911A1 cannot be upgraded. &lt;br /&gt;
&lt;br /&gt;
Annin Tofu carries one alongside the &amp;quot;Quickdraw Army&amp;quot; as part of his Gunslinger kit in ''The Tofu Survivor''.&lt;br /&gt;
[[Image:Colt1911A1PreWar.jpg|thumb|350px|none|Pre-War Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Llama IX-A 2nd series.jpg|thumb|350px|none|Llama IX-A, 2nd series - .45 ACP]]&lt;br /&gt;
[[Image:ParaOrdnanceLDA745.jpg|thumb|350px|none|Para-Ordnance LDA with exposed hammer (single stack 7.45) - .45 ACP]]&lt;br /&gt;
[[File:RE2RemasterM1911.jpg|thumb|none|600px|Inventory preview of the &amp;quot;M19&amp;quot;. Note how the overly bulgy trigger guard is all wrong for a M1911 variant.]]&lt;br /&gt;
[[File:RE2RemasterM1911Aim.jpg|thumb|none|600px|Leon aiming his &amp;quot;M19&amp;quot;, gangsta-style, at a zombie outside the precinct. The gangsta style aiming is a homage to the way Leon aims his VP70M pistol in the original ''Resident Evil 2'' when he is equipped with his secret alternate costumes.]]&lt;br /&gt;
[[File:RE2RemasterM1911Reload.jpg|thumb|none|600px|Having put down his aggressor, Leon reloads his &amp;quot;M19&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasterM1911Aim2.jpg|thumb|none|600px|Aiming the &amp;quot;M19&amp;quot; in the dark has the light coming from out of nowhere under the pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The S.T.A.R.S (Special Tactics And Rescue Service) standard-issue &amp;quot;Samurai Edge&amp;quot; custom [[Beretta 92FS Brigadier]] makes a comeback as both preorder DLC and game clear reward: the original basic model is unlocked by getting an S-rank clear of either campaign on either difficulty, Jill's and Chris' models (based on two special limited edition Tokyo Marui ''Resident Evil'' airsoft pistols) are given for free with pre-ordered editions of the game, and Wesker's model is exclusive to pre-orders of the Deluxe edition. &lt;br /&gt;
&lt;br /&gt;
All four possess quirks that make them stand out from the standard unmodified VP70M in some way, the pre-order threes in the form of enhanced damage (Wesker's), aiming &amp;quot;focus&amp;quot; speed (Chris'), and draw time (Jill's), on top of having greater basic magazine size, while the original model has infinite ammo. The first three gradually become overshadowed once the player finds modifications for their regular guns, however.&lt;br /&gt;
&lt;br /&gt;
===Original Model===&lt;br /&gt;
The Original model Samurai Edge is unlocked by clearing either of Leon or Claire's scenarios on Standard or Hardcore difficulty with an S rank, and has unlimited reserve ammunition. It can be claimed from an item box after being unlocked, though using it will not allow the player to achieve an S+ ranking on Hardcore. It has a firepower value of 90, which is lower than either of Leon's or Claire's starting pistols.&lt;br /&gt;
&lt;br /&gt;
Robert Kendo is equipped with an Original model Samurai Edge as part of his loadout in ''No Time To Mourn''. His behaves the same way as the unlockable version, but doesn't run on unlimited reserve ammunition.&lt;br /&gt;
[[File:STARGun.jpg|thumb|none|350px|Official Tokyo Marui airsoft replica of the Beretta 92FS &amp;quot;Samurai Edge&amp;quot; from the ''Resident Evil'' video game series. This is the standard issue (as much as a limited run of custom made pistols can be standard issue) pistol given to S.T.A.R.S. officers and would be used by every member of S.T.A.R.S. on official and unofficial duties except for Jill Valentine, Chris Redfield, Barry Burton, and Albert Wesker.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeOG.jpg|thumb|none|600px|Inventory preview of the original Samurai Edge. Whatever &amp;quot;Kendo Custom, Phase 2&amp;quot; is, it certainly does wonders by giving the pistol unlimited brass to plink. The STARS medallion is absent on this model, likely due to it being an unfinalized test model.]]&lt;br /&gt;
&lt;br /&gt;
[[File:RE2RemasterSamEdgeOGAim.jpg|thumb|none|600px|Leon taking aim with the original 'Edge. Note the uncocked hammer, the animation for the two-handed grip of all handgun models (except for the Desert Eagle, which is glitched in reverse) seem to be glitched, operating in DAO despite having the hammer magically cock itself during reloads and then dropping back down. However, whenever it is used with a Harries stance, the hammer is cocked.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeOGReload.jpg|thumb|none|600px|Reloading the original model.]]&lt;br /&gt;
&lt;br /&gt;
===Wesker's Model===&lt;br /&gt;
Wesker's model, a modified [[Beretta 92FS Brigadier#Beretta 92FS Brigadier Inox|Beretta 92FS Brigadier Inox]], was originally exclusive to Digital Deluxe pre-orders of the game, though is now sold separately or as part of the Extra DLC bundle on available marketplaces. &lt;br /&gt;
&lt;br /&gt;
It boasts increased damage compared to other pistols, clocking in at 110 per shot compared to the vanilla VP70M's 100, and is only weaker than the Lightning Hawk or a SLS 60.&lt;br /&gt;
[[File:Samurai Edge A.Wesker model.jpg|thumb|none|350px|Official Tokyo Marui airsoft replica of Albert Wesker's Beretta 92FS &amp;quot;Samurai Edge&amp;quot; from the ''Resident Evil'' video game series.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeWesker.jpg|thumb|none|600px|Inventory preview of Wesker's Samurai Edge. Being the odd-one-out, Wesker's is even further customized. Apparently replacing the frame with a brick of anodized aluminum increases a Beretta's stopping power.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeWeskerAim.jpg|thumb|none|600px|Leon taking aim with Wesker's Samurai Edge.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeWeskerReload.jpg|thumb|none|600px|Reloading Wesker's model. Note how the magazine is stainless too, though the heel of the base seems to be blued.]]&lt;br /&gt;
&lt;br /&gt;
===Chris' Model===&lt;br /&gt;
Chris' Samurai Edge, along with Jill's, is exclusive to pre-ordered editions of the game, and like Wesker's, was eventually released as a post-launch DLC. It features a faster focus time compared to other pistols without laser sights, which makes it easier and faster to land completely accurate powerful shots while aiming, a homage to the fact that Chris is suppose to be STARS' best sharpshooter.&lt;br /&gt;
&lt;br /&gt;
Chris' Samurai Edge deals 90 damage per shot, making it slightly better than the Original model due to the aiming enhancement, but is completely unremarkable otherwise.&lt;br /&gt;
[[File:Samurai Edge Chris.jpg|thumb|none|350px|&amp;quot;Samurai Edge ''Kai'' M92F/S.T.A.R.S. Custom Chris Redfield Model&amp;quot; airsoft pistol. Note that this example is not completely correct, as it lacks the extended slide release lever present on every Samurai Edge except the Jill Valentine and Jill A1 models.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeChris.jpg|thumb|none|600px|Inventory preview of Chris' Samurai Edge, a gun that he himself is never actually seen using. Fun fact: Chris had lost his own Samurai Edge during the Mansion incident, and used Jill's throughout the first game instead. Chris' Samurai Edge is also known to have had a lightened slide (which is strange considering the purpose of the heavy Brigadier slide) and a trigger job. Even in the ''Extreme Battle'' mode of ''2'', which doesn't return with the remake, Chris' sidearm is an unmodified 92FS Inox, not a Samurai Edge (although this was before the concept of STARS members having a custom-made sidearm existed. Before RE3, all STARS members were armed with standard Beretta 92FS' for sidearms.)]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeChrisAim.jpg|thumb|none|600px|Leon taking aim with Chris' Samurai Edge.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeChrisReload.jpg|thumb|none|600px|Reloading Chris' model.]]&lt;br /&gt;
&lt;br /&gt;
===Jill's Model===&lt;br /&gt;
Jill's Samurai Edge, along with Chris', is exclusive to pre-ordered editions of the game, and like Wesker's, was eventually released as a post-launch DLC. It features a faster draw time compared to other pistols.&lt;br /&gt;
&lt;br /&gt;
Jill's Samurai Edge is the weakest of the four, clocking in at a concerning 80 per shot.&lt;br /&gt;
[[File:Samurai Edge Jill.jpg|thumb|none|350px|&amp;quot;Samurai Edge A1 Jill Valentine Model&amp;quot; airsoft pistol.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeJill.jpg|thumb|none|600px|Inventory preview of Jill's Samurai Edge. This model uses a M9A1 frame (an anachronistic modification since M9A1s were only issued by 2006), which is strange as during 1998, Jill's variant was largely default with the only modifications being a shortened slide stop and different aesthetics. To add to the confusion, Jill ''did'' request for her Samurai Edge to be further modified by the BSAA, and that came in the form of Beretta M9A1 parts. However, as of REmake 3, she lost her handgun during her scuffle with the Nemesis in her apartment (and completely destroyed after the city was nuked), meaning that in the remade timeline: this handgun isn't suppose to exist.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeJillAim.jpg|thumb|none|600px|Leon taking aim with Jill's Samurai Edge.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeJillReload.jpg|thumb|none|600px|Reloading Jill's model.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP9==&lt;br /&gt;
USS Operative Hunk uses a two tone [[Heckler &amp;amp; Koch USP|Heckler &amp;amp; Koch USP9]] in &amp;quot;The 4th Survivor&amp;quot;, named &amp;quot;MUP&amp;quot; in-game. Another USS Operative, J. Martinez can also obtain one in &amp;quot;Forgotten Soldier&amp;quot;. It has a 16-round capacity, and uses 9mm rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K USP 9MM 5.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP9 with two-tone finish - 9x19mm]]&lt;br /&gt;
[[File:RE2RemasteredUSP9.jpg|thumb|none|600px|Inventory preview of the &amp;quot;MUP&amp;quot;. It's highly unlikely to be a USP40 or 45, since while most pistols obtainable use generic 9mm ammunition, there '''''is''''' .45 ACP in this game, which it's not compatible with. Despite this, 16-round magazines are specific to the .40 S&amp;amp;W Match/Expert models and nothing else, though it could have been reasonably based on a USP9 with one round in the chamber.]]&lt;br /&gt;
[[File:RE2RemasteredUSP9Aim.jpg|thumb|none|600px|En route to his extraction point, Hunk takes aim at three zombies standing in his way.]]&lt;br /&gt;
[[File:RE2RemasteredUSP9Reload.jpg|thumb|none|600px|Hunk reloading his &amp;quot;MUP&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19==&lt;br /&gt;
Replacing his Browning HP, William Birkin had a [[Glock 19]] handgun tucked in his waistband as he attempted to escape NEST with the virus samples, but was cornered by USS Commandos under Hunk. He attempted to use it against his would-be captors, but was gunned down by another commando named Martinez.&lt;br /&gt;
&lt;br /&gt;
Annette Birkin would later pick up this handgun and use it during her appearances in several cutscenes.&lt;br /&gt;
&lt;br /&gt;
[[Image:Glock19pistol.jpg|thumb|none|350px|3rd Generation Glock 19 - 9x19mm]]&lt;br /&gt;
[[File:RE2RWBG19.jpg|thumb|none|600px|Refusing to hand over his life's work and a final act of defiance, William Birkin draws out his Glock 19. Predictably, he isn't able to get a shot off before going down with 4 highly-trained mercenaries keeping their guns aimed at him.]]&lt;br /&gt;
[[File:RE2RemasterAnnetteGlockCloseUp.jpeg|thumb|none|600px|Annette aims her Glock 19. Here &amp;quot;19 Austria 9x19&amp;quot; can be seen, as well as its unusually rounded and smooth frame.]]&lt;br /&gt;
[[File:RE2RemasterAnnetteGlock.jpg|thumb|none|600px|Annette holds the Glock 19 after shooting Ada Wong in the central NEST chamber.]]&lt;br /&gt;
[[File:RE2RemasterAnnetteGlock2.jpg|thumb|none|600px|She then falls to the ground, dead, giving us a clear look of the flat slide top with no fake vents in sight.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Smith &amp;amp; Wesson Bodyguard==&lt;br /&gt;
Claire starts her campaign with the [[Smith &amp;amp; Wesson Bodyguard]] revolver instead of a Browning Hi-Power Mark III. It is known in game under the name &amp;quot;SLS 60&amp;quot;, that seemingly decrypts as the '''S'''mith &amp;amp; Wesson '''L'''ady'''S'''mith Model '''60''', but [[Smith &amp;amp; Wesson Model 60|that specific gun]] has an another frame shape. It is a 5-shot revolver that's barely more than a peashooter, and is reloaded by Claire replacing spent rounds one by one. It can be upgraded with a Speed Loader, which greatly increases reload speed.&lt;br /&gt;
&lt;br /&gt;
It shares the same ammo type with Leon's VP70M and Hunk's USP9 instead of loading .38 Special. Though this is technically possible, as .38 revolvers can be modified to use 9x19mm rounds (albeit usually in moon clips), it's more likely to make logistics much less of a hassle by homogenizing standard handgun ammunition. Upgrading it with the Reinforced Frame kit allows the Bodyguard to fire &amp;quot;High-Powered Rounds&amp;quot; (.357 Magnum), which in essence turns it into a [[Smith &amp;amp; Wesson Model 649]] with custom parts. This upgrade kit consist of an extended barrel, an unfluted cylinder, and a synthetic grip; ironically enough, this means that the only thing that the &amp;quot;Reinforced Frame&amp;quot; ''doesn't'' replace is the revolver's actual frame. &lt;br /&gt;
&lt;br /&gt;
The Bodyguard deals 115 damage per shot unmodified, compared to the VP70M's 100, in order to compensate for its many initial drawbacks. When modified with the Reinforced Frame and firing High-Powered rounds, its damage is increased to 650, making a .357 Magnum revolver about as powerful as a .50AE Desert Eagle. Like Leon's VP70M, the Bodyguard is Claire's &amp;quot;canon&amp;quot; sidearm, meaning she will always have it equipped during cutscenes regardless of her current loadout, even if it's stashed away in an item box. Katherine Warren uses an upgraded &amp;quot;SLS 60&amp;quot; in the ''Ghost Survivors'' DLC.&lt;br /&gt;
[[Image:S&amp;amp;WBody3.jpg|thumb|none|350px|Smith &amp;amp; Wesson Bodyguard - .38 Special]]&lt;br /&gt;
[[Image:S&amp;amp;W bodyguard longbarrel.jpg|thumb|none|350px|Custom Smith &amp;amp; Wesson Model 649 with 3 inch [[Smith &amp;amp; Wesson Model 60|Model 60]] barrel, unfluted cylinder, and Tyler T-grip. The fully-modded &amp;quot;SLS 60&amp;quot; is very similar to this version, but uses a synthetic grip.]]&lt;br /&gt;
[[File:RE2RemasteredSWBodyguard.jpg|thumb|none|600px|Inventory preview of the &amp;quot;SLS 60&amp;quot;. Note the part of the grip not covered by the wood panels, which seems to be an aftermarket T-Grip extension by Tyler Manufacturing.]]&lt;br /&gt;
[[File:RE2RemasteredSWBodyguardFull.jpg|thumb|none|600px|Inventory preview of the fully-modded &amp;quot;SLS 60&amp;quot;. The basis of this upgraded model seems to have been the [[Smith &amp;amp; Wesson Model 649]], with the fictional barrel, smooth cylinder, and new iron sights. The new frame lets it use .357 Magnum rounds, effectively turning it into a poor man's Lightning Hawk since they both deal the same damage and has identical critical modifiers.]]&lt;br /&gt;
[[File:RE2RemasteredSWBodyguardAim.jpg|thumb|none|600px|Claire takes aim at the newly-zombified gas station clerk with her &amp;quot;SLS 60&amp;quot;. Like Leon, she will always use this one-handed stance in tandem with a flashlight when aiming in a dark area.]]&lt;br /&gt;
[[File:RE2RemasteredSWBodyguardReload.jpg|thumb|none|600px|With the clerk dead, Claire reloads her revolver while seriously resisting the urge to shoplift. Without a speedloader, Claire will replace the rounds manually like Leon and her brother Chris in later games, though with less gusto.]]&lt;br /&gt;
[[File:RE2RemasteredSWBodyguardAim2.jpg|thumb|none|600px|A while later, Claire is separated from Leon en route to the RPD precinct. Here she is using the revolver's normal two-handed grip.]]&lt;br /&gt;
[[File:RE2RemasteredSWBodyguardReload2.jpg|thumb|none|600px|Reloading the &amp;quot;SLS 60&amp;quot; with a speedloader uses the same animation as without, only faster, and the loader itself is hidden behind Claire's hand.]]&lt;br /&gt;
[[File:RE2RemasteredSWBodyguardFullAim.jpg|thumb|none|600px|Having found the Reinforced Frame parts that somebody hid in the sewers for whatever reason, Claire decides to have a test run of her refurbished revolver.]]&lt;br /&gt;
[[File:RE2RemasteredSWBodyguardFullReload.jpg|thumb|none|600px|Reloading the tricked-out &amp;quot;SLS 60&amp;quot;. Note the option to use High-Powered rounds. The game seems to &amp;quot;store&amp;quot; loaded magazines of alternative ammo in a pocket dimension when unused, since swapping between them deducts nothing from the player's inventory.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 329PD==&lt;br /&gt;
RPD Chief Brian Irons uses a [[Smith &amp;amp; Wesson Model 329PD]] to threaten Claire in the RPD parking lot. It is identifiable as a Smith &amp;amp; Wesson revolver due to the cylinder release latch, and is quite likely the same model from ''[[Resident Evil: Revelations 2]]''. Its presence is anachronistic since the model was first reported to be made in the early 2000s.&lt;br /&gt;
&lt;br /&gt;
[[File:Sw329.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 329PD - .44 Magnum]]&lt;br /&gt;
[[File:RE2IronsRevolver 01.jpg|thumb|none|600px|Chief Irons pulls his revolver from literally nowhere and threatens Claire.]]&lt;br /&gt;
[[File:RE2IronsRevolver 02.jpg|thumb|none|600px|He fires a round into a nearby car window. Note the cocked hammer.]]&lt;br /&gt;
[[File:RE2IronsRevolver_03.jpg|thumb|none|600px|Closeup of the Model 329PD.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Blackhawk==&lt;br /&gt;
The [[Ruger Blackhawk]], a modern version of the Single Action Army from ''Resident Evil 2'', appears as a B-scenario exclusive weapon for Claire, under the name &amp;quot;Quickdraw Army&amp;quot;. The revolver uses .45 ACP, or &amp;quot;Large-caliber Handgun Ammo&amp;quot;, like the M1911A1.&lt;br /&gt;
&lt;br /&gt;
Annin Tofu carries one alongside the &amp;quot;M19&amp;quot; as part of his Gunslinger kit in ''The Tofu Survivor''.&lt;br /&gt;
[[Image:Blackhawk Convertible 5.5inch.jpg|thumb|none|350px|Ruger New Model Blackhawk Convertible with 5.5&amp;quot; barrel - .45 Long Colt and .45 ACP]]&lt;br /&gt;
[[File:RE2RemasteredSAA.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Quickdraw Army&amp;quot;. The adjustable sights pinpoint the revolver as the Blackhawk. The trigger guard is taken from the early model Ruger Super Blackhawk.]]&lt;br /&gt;
[[File:RE2RemasteredSAAAim.jpg|thumb|none|600px|Claire standing off against an incoming zombie. She actually fans the hammer non-stop when holding the fire key, practically making it fully-automatic unless the player lets up.]]&lt;br /&gt;
[[File:RE2RemasteredSAAReload.jpg|thumb|none|600px|Having beaten her enemy to the draw, she reloads her &amp;quot;Quickdraw Army&amp;quot;, first by ejecting all the fired rounds then loading new rounds. Being a loading gate model, reloading all six chambers can be a pain to do in the heat of battle. It should be noted that the ejector rod is not used; Claire actually obstructs it by how she grips the revolver by the barrel with her off-hand while reloading, and drops the cases out seemingly by sheer force of will than anything else.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Ingram MAC-11==&lt;br /&gt;
The [[MAC-11]] can be found in the S.T.A.R.S. armory. Whereas it's obtainable by both Leon and Claire in the original, with the added stipulation of acquiring it during the A playthrough rendering it unavailable during the B run, the remake restricts it to the latter's campaign only. It is no longer given for free upon starting the game on the easiest difficulty.&lt;br /&gt;
&lt;br /&gt;
It is known under the name &amp;quot;MQ 11&amp;quot; and uses &amp;quot;Submachine Gun Ammo&amp;quot;, or .380 ACP rounds, and has a 24-round capacity that can be upgraded to 50. It can be equipped with a suppressor that also unfolds the stock, which reduces the time it takes for the crosshair to settle and blooms less when moving. The suppressor also renders the gun virtually silent at range, meaning most enemies are not alerted to your presence unless firing right next to them. It also increases the MQ 11's inventory footprint to 2 slots, instead of 1. &lt;br /&gt;
&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|300px|RPB Industries M11A1 - .380 ACP]]&lt;br /&gt;
[[File:RE2RemasterMAC11.jpg|thumb|none|600px|Inventory preview of the &amp;quot;MQ 11&amp;quot;. Unlike in most video games, Claire does use the canvas strap as a foregrip in-game.]]&lt;br /&gt;
[[File:RE2R-MAC11-Stock.jpg|thumb|none|600px|Inventory preview of the &amp;quot;MQ 11&amp;quot; with the suppressor, which also folds out the stock. When the stock is folded out, Claire will aim from the shoulder, therefor increasing accuracy and lessening recoil somewhat.]]&lt;br /&gt;
[[File:RE2R-Mac-Ex-Mag.jpg|thumb|none|600px|Inventory preview of the &amp;quot;MQ 11&amp;quot; with the extended mag.]]&lt;br /&gt;
[[File:RE2RemasterMAC11Full.jpg|thumb|none|600px|Inventory preview of the fully-kitted &amp;quot;MQ 11&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasterMAC11Aim.jpg|thumb|none|600px|Claire facing down the fearsome Mr. X in the RPD precinct. Bringing him down onto one knee with this weak of a weapon is no small feat.]]&lt;br /&gt;
[[File:RE2RemasterMAC11Reload.jpg|thumb|none|600px|Wasting no time at all, Claire reloads her &amp;quot;MQ 11&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasterMAC11FullAim.jpg|thumb|none|600px|After finding the final upgrade piece in the S.T.A.R.S. office, Claire takes a moment to try out her now-tactical SMG.]]&lt;br /&gt;
[[File:RE2RemasterMAC11FullReload.jpg|thumb|none|600px|Reloading the modded &amp;quot;MQ 11&amp;quot;. Note the long mag clipping into Claire's hand.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
An [[MP5A3]] with its iron sights replaced by an optic appears in-game as the &amp;quot;LE 5&amp;quot; submachine gun. It sports a wide tropical handguard with the checkering texture of the original &amp;quot;slimline&amp;quot; one. It is the standard-issue weapon of USS operatives, as seen in use during cutscenes, and is the default weapon of Hunk in the ''The 4th Survivor'', as well as Ghost's in ''Forgotten Soldier''. A variant of it is unlockable in the main campaigns by getting an S-rank clear on Hardcore difficulty. Like the MAC-11, it uses .380 ACP &amp;quot;Submachine Gun Ammo&amp;quot;, and holds 32 rounds. The unlockable version exclusively has infinite ammunition.&lt;br /&gt;
&lt;br /&gt;
The .380 ACP chambering and 32-round capacity are inadvisable, though not technically impossible for an MP5; while 32-round magazines and .380 ACP chambering have never been factory options for any MP5 variant, 9x19mm firearms can chamber and fire .380 ACP ammunition (though they typically fail to cycle it, due to the .380 round's lower pressure), and 30-round MP5 magazines can fit 32, though overloading them as such can cause feeding issues, and make loading them into the weapon rather difficult.&lt;br /&gt;
&lt;br /&gt;
[[Image:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with SEF trigger group - 9x19mm]]&lt;br /&gt;
[[Image:H&amp;amp;KMP5A3slimforearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; forearm - 9x19mm]]&lt;br /&gt;
[[File:RE2RemasterMP5A3.jpg|thumb|none|600px|Inventory preview of the &amp;quot;LE 5&amp;quot;, the &amp;quot;LE&amp;quot; likely stands for &amp;quot;Law Enforcement&amp;quot;, which is appropriate considering the MP5's general users. Note the hybrid tropical/slimline handguard and partially-extended stock, though its absence from the receiver rails suggests that this is actually as far out as it goes.]]&lt;br /&gt;
[[File:RE2RemasterMP5A3Aim.jpg|thumb|none|600px|Leon taking aim with the &amp;quot;LE 5&amp;quot;. Despite the mounted scope, it doesn't offer the instant snap-to-aim capability of a modified Lightning Hawk.]]&lt;br /&gt;
[[File:RE2RemasterMP5A3Reload.jpg|thumb|none|600px|Having spent his previous mag at nothing in particular, Leon clicks in another 32 rounds that he materialized from out of thin air. Unlike most depictions of MP5 variants in media, Leon and Claire settle for a gentle swipe of the charging handle instead of performing an HK slap.]]&lt;br /&gt;
[[File:RE2HUNKMP5_01.jpg|thumb|none|600px|Hunk stalks through the sewers with his MP5. Note the locked-back charging handle, Hunk slaps it into battery as the cutscene ends.]]&lt;br /&gt;
[[File:RE2HUNKMP5_2.jpg|thumb|none|600px|Note the open bolt, due to the charging handle being locked back.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
A [[Heckler &amp;amp; Koch MP5A2]] is seen on the front of a box on Barry's desk in the STARS office.&lt;br /&gt;
[[Image:H&amp;amp;KMP5-N.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A2 with a Navy Trigger Group - 9x19mm]]&lt;br /&gt;
[[File:RE2R-MP5A2.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
Leon can acquire a [[Remington 870]] in a pistol grip configuration early on in the game.  It is known as the W-870 in-game and is initially found with a 4-round tube magazine which can later be upgraded to 8 rounds along with an extended barrel for a tighter spread, as well as a full stock for reduced recoil.  Interestingly, it starts with black polymer furniture, but this is switched out for wood as the gun is upgraded.&lt;br /&gt;
&lt;br /&gt;
Gun shop owner Robert Kendo carries a Remington 870 in Leon's campaign as well as in his own ''No Time to Mourn'' scenario, where it curiously lacks the Long Barrel modification it had in the main story. In ''The 4th Survivor'', Hunk also starts with a fully upgraded 870.&lt;br /&gt;
&lt;br /&gt;
[[Image:Shorty870.jpg|thumb|none|500px|Short barreled Remington 870 with raised vented sight rib, Hogue Tamer pistol grip, and Pachmayr Vindicator foregrip - 12 gauge]]&lt;br /&gt;
[[Image:REMINGTON 870 EXPRESS TACTICAL PISTOL GRIP.jpg|thumb|none|500px|Remington 870 Express with TacStar pistol grip - 12 gauge]]&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE2RemasterR870.jpg|thumb|none|600px|Inventory preview of the &amp;quot;W-870&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasterR870Full.jpg|thumb|none|600px|A fully tricked-out &amp;quot;W-870&amp;quot;. Fun fact: despite the doubled capacity, the reload from empty animation remains unchanged; two shells are loaded into the magazine with Leon's every motion, meaning that it still takes 4 moves to reload everything.]]&lt;br /&gt;
[[File:RE2RemasterR870Aim.jpg|thumb|none|600px|Leon training his &amp;quot;W-870&amp;quot; on one of the local anklebiters.]]&lt;br /&gt;
[[File:RE2RemasterR870Reload.jpg|thumb|none|600px|After (hopefully) disposing of the threat, Leon puts a new shell into his shotgun.]]&lt;br /&gt;
[[File:RE2RemasterR870FullAim.jpg|thumb|none|600px|Later that day, Leon finds himself in one of Umbrella's absurdly-huge underground complexes with a surprisingly less tactical shotgun.]]&lt;br /&gt;
[[File:RE2RemasterR870FullReload.jpg|thumb|none|600px|Not that that matters, Leon racks the pump after loading in a new shell.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Handheld M134 Minigun==&lt;br /&gt;
Claire can acquire what looks to be a modified [[M134 Minigun]] in the track control room during her escape from the Umbrella underground complex. It holds 400 rounds and cannot be resupplied. It is Claire's &amp;quot;final boss weapon&amp;quot;, like Leon's M202 FLASH. A variant with unlimited ammunition can be unlocked for use by getting a Hardcore S+ ranking on either of Claire's scenarios. As an additional trivia, the barrels will glow red after firing for an extended period of time.&lt;br /&gt;
&lt;br /&gt;
Flan carries one alongside the &amp;quot;Anti-tank Rocket&amp;quot; Launcher and the Spark Shot as part of her kit in ''The Tofu Survivor''.&lt;br /&gt;
[[file:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE2RemasteredMinigun.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Minigun&amp;quot;. Note the absent power source and all-too-tiny ammo box.]]&lt;br /&gt;
[[File:RE2RemasteredMinigunAim.jpg|thumb|none|600px|Claire hoists up the &amp;quot;Minigun&amp;quot; in anticipation of an upcoming boss fight, while Sherry looks on with palpable concern. Exactly how 400 rounds of 7.62x51mm NATO can fit inside that lunchbox of an ammo can is never made clear. Not that Claire minds, though, since now she too has a big gatling cannon to contend with [[Resident Evil 5|her brother]].]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M79==&lt;br /&gt;
Claire can find an [[M79 grenade launcher]] in her campaign. Named &amp;quot;GM 79&amp;quot;, the grenade launcher starts with a pistol grip and fixed iron sights, which can be upgraded with a full length stock and leaf sight combo that tightens the crosshair, allowing shots to travel in a more stable trajectory. The upgrade increases the inventory size of the weapon from 1 slot to 2. Unlike the original game which had explosive rounds as a third option, this new rendition only allows Flame and Acid Rounds to be used.&lt;br /&gt;
&lt;br /&gt;
Konjac carries one alongside the Flamethrower as part of his kit in ''The Tofu Survivor''.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:RE2RemasteredM79.jpg|thumb|none|600px|Inventory preview of the &amp;quot;GM 79&amp;quot;. From the checkered pattern on the pistol grip, it seems like this was a purpose-made part for the launcher, rather than a hacked off full-length stock.]]&lt;br /&gt;
[[File:RE2RemasteredM79Full.jpg|thumb|none|600px|Inventory preview of the fully-modded &amp;quot;GM 79&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasteredM79Aim.jpg|thumb|none|600px|Whilst trekking through the deserted RPD precinct, Claire takes aim with her &amp;quot;GM 79&amp;quot; at a particularly gruesome sight.]]&lt;br /&gt;
[[File:RE2RemasteredM79Reload.jpg|thumb|none|600px|Her new foe dealt with, Claire slots a new grenade into her grenade launcher.]]&lt;br /&gt;
[[File:RE2RemasteredM79Aim2.jpg|thumb|none|600px|Adding the full-length stock onto the &amp;quot;GM 79&amp;quot; also gives it a leaf sight, which combines to give the player a tighter crosshair, making it clearer as to where the grenades will land.]]&lt;br /&gt;
&lt;br /&gt;
==M202 FLASH==&lt;br /&gt;
The [[M202 FLASH]] is obtainable near the endgame as the &amp;quot;Anti-tank Rocket&amp;quot; launcher, during the boss fight against Mr. X. It fills the role of the [[FIM-92 Stinger]] from the original title, perhaps due to the developers wising up to the fact that the Stinger is aircraft lock-on only, and not a free-firing weapon, although the M202 FLASH isn't much better; despite it's appearance, the FLASH is designed as a shoulder-fired flamethrower, not as an anti-tank launcher. It's appearance could also be a continuity nod to it's use in [[Resident Evil (1996 VG)|Resident Evil 1]] and [[Resident Evil 3: Nemesis|3]]. &lt;br /&gt;
&lt;br /&gt;
Visually, it is roughly identical to the real steel, though it lacks the front and rear tube covers. There is no extra ammunition for this weapon, though it does have a reload animation observable in the Model Viewer.&lt;br /&gt;
&lt;br /&gt;
Flan carries one alongside the Minigun and Spark Shot as part of her kit in ''The Tofu Survivor''.&lt;br /&gt;
[[Image:M202A2 FLASH.JPG|thumb|400px|none|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:RE3RemasteredM202.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Anti-tank Rocket&amp;quot; launcher.]]&lt;br /&gt;
[[File:RE2RemasteredM202Aim11.jpg|thumb|none|600px|Leon facing down a mutated Mr. X with the &amp;quot;Anti-tank Rocket&amp;quot; launcher. The tubes will empty one by one according to the amount of rockets fired.]]&lt;br /&gt;
&lt;br /&gt;
==Saab Bofors Dynamics AT4==&lt;br /&gt;
The [[Saab Bofors Dynamics AT4]] appears in the game as the &amp;quot;ATM-4&amp;quot;. It has unlimited ammunition, and can be unlocked by completing Leon's scenario A/B on Hardcore with an S+ ranking.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|400px|none|M136 AT4 Anti-Tank recoilless launcher - 84mm]]&lt;br /&gt;
[[File:RE2RemasteredAT4.jpg|thumb|none|600px|Inventory preview of the &amp;quot;ATM-4&amp;quot;. The description is actually wrong here: the AT-4 is '''not''' a rocket launcher despite popular belief. The projectile itself lacks a rocket motor, therefore the weapon is technically a recoilless rifle.]]&lt;br /&gt;
[[File:RE2RemasteredAT4Aim.jpg|thumb|none|600px|Leon aiming the &amp;quot;ATM-4&amp;quot; at a nearby wall.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Chemical Flamethrower==&lt;br /&gt;
Leon can acquire a flamethrower in a safe of sorts in the Sewers, after solving a puzzle involving the King and Queen plugs. Claire's equivalent is the Spark Shot. Claimed to be manufactured by Umbrella Corporation, the Chemical Flamethrower now boasts an original design rather than being based in the M240 Flamethrower from ''[[Aliens]]'' like in the original game. It can hold 200 units of fuel and lets out a stream of flames that can set enemies alight and deal great damage. Along with the incendiary ammo for the GM 79, it is the only weapon capable of killing ivy zombies permanently.&lt;br /&gt;
&lt;br /&gt;
It only has one upgrade, which is a Regulator that decreases fuel usage. Fuel supplies, when found, come in generous amounts (usually a full tank), but are expectedly scarce.&lt;br /&gt;
&lt;br /&gt;
Konjac is equipped with a Chemical Flamethrower and a GM 79 in The Tofu Survivor. &lt;br /&gt;
[[File:RE2RemasterChemicalFlamethrower.jpg|thumb|none|600px|Inventory preview of the fully-modded &amp;quot;Chemical Flamethrower&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasterChemicalFlamethrowerFire.jpg|thumb|none|600px|Leon firing the &amp;quot;Chemical Flamethrower&amp;quot; at nothing in particular instead of running for his life.]]&lt;br /&gt;
&lt;br /&gt;
==Spark Shot==&lt;br /&gt;
Claire can acquire the Spark Shot for use while traveling through the Sewers. It is found behind a locked door that can be opened by strategically placing the King and Queen plugs found nearby. Leon's equivalent of this is the Flamethrower. Unlike its original counterpart, which looked to be more of a jury-rigged two-prong stun gun than anything, the new Spark Shot is a professionally-made oversized taser. Fed from 7-round magazines, the Spark Shot operates like a pump-action shotgun, and is quite powerful despite being purportedly a non-lethal device made for capturing specimens. It features a new charging mode unlike the original iteration, which essentially allows it to gradually crank up the voltage when shocking a single target, though breaking line of sight or being attacked while zapping &amp;quot;breaks&amp;quot; the darts. While powerful enough to incapacitate even the fearsome Mr. X, it is not very plausible to use it against him, as by the time it's found he's no longer pursuing Claire.&lt;br /&gt;
&lt;br /&gt;
As with the Flamethrower, the Spark Shot only has one upgrade, which is the High-Voltage Condenser that increases its rate-of-fire. Ammo for the Spark Shot is very rare, and tend to be found in minimal quantities after reaching the NEST.&lt;br /&gt;
&lt;br /&gt;
Flan carries one alongside the Minigun and &amp;quot;Anti-tank Rocket&amp;quot; Launcher as part of her kit in The Tofu Survivor.&lt;br /&gt;
[[File:RE2RemasteredSparkShot.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Spark Shot&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasteredSparkShotFull.jpg|thumb|none|600px|The fully-modded &amp;quot;Spark Shot&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasterSparkShotAim.jpg|thumb|none|600px|Claire aiming the &amp;quot;Spark Shot&amp;quot; at an aquarium. Note the High-Voltage Condenser's display monitoring energy levels.]]&lt;br /&gt;
&lt;br /&gt;
==Orion Flare Gun==&lt;br /&gt;
In the Umbrella facility, Annette Birkin uses what appears to be an [[Orion flare gun]] enlarged to 40mm caliber to fire acid rounds at the mutated William.&lt;br /&gt;
&lt;br /&gt;
[[Image:ORION 25mm.jpg|thumb|none|350px|Orion flare gun - 25mm]]&lt;br /&gt;
[[File:RE2RemasteredOrion.jpg|thumb|none|600px|Annette Birkin holds the flare gun on her mutated husband while &amp;quot;Noir&amp;quot; Leon watches.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Fragmentation Grenade==&lt;br /&gt;
The [[M26 hand grenade]] appears in the game simply as the &amp;quot;Hand Grenade&amp;quot;. It can be thrown to decimate large mobs of enemies, on top of being classified as a sub-weapon, allowing the player to use one to break free of an enemy's grasp.&lt;br /&gt;
&lt;br /&gt;
Uiro-Mochi carries nothing but ''36'' of these as part of his kit in ''The Tofu Survivor''.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|400px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE2RemasteredM26.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Hand Grenade&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] appears in the game simply as the &amp;quot;Flash Grenade&amp;quot;. It can be thrown to disorient large mobs of enemies, and is especially effective against Lickers as the loud explosion temporarily disables their sense of hearing. It is also classified as a sub-weapon, allowing the player to use one to break free of an enemy's grasp.&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE2RemasteredM84.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Flash Grenade&amp;quot;. It is unknown how it produces the bright flash considering the lack of holes on the casing, and the fact that the grenade itself is not destroyed to produce the blast.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_2_(2019)&amp;diff=1622565</id>
		<title>Resident Evil 2 (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_2_(2019)&amp;diff=1622565"/>
		<updated>2023-10-30T07:51:43Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: /* Heckler &amp;amp; Koch VP70M */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 2&lt;br /&gt;
|picture=Re2remaketitle.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= January 25, 2019&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Resident Evil 2''''' is a 2019 remake of the original 1998 ''[[Resident Evil 2]]'', in the same vein as the 2002 ''[[Resident Evil (2002)|Resident Evil]]'' remake, released on PC, PS4 and Xbox One. The remake features significantly updated graphics, new third-person gameplay, and a retold storyline.&lt;br /&gt;
&lt;br /&gt;
As in the original game, the main player characters are Leon Scott Kennedy and Claire Redfield, and each of them have two A and B scenarios (the B scenarios officially called &amp;quot;2nd Run&amp;quot;). Ada Wong and Sherry Birkin are also playable during certain sections of the two player characters' campaigns. Two minigames, &amp;quot;The 4th Survivor&amp;quot; featuring Hunk, and &amp;quot;The Tofu Survivor&amp;quot; featuring Tofu and four new unlockable animate gelatinous foods are also included, while four additional mini-scenarios featuring gunshop owner Robert Kendo, Raccoon City mayor Michael Warren's daughter Katherine, USS soldier codenamed Ghost, and Sheriff Daniel Cortini, were added for free in ''The Ghost Survivors'' free DLC.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The 2019 remake uses the same grid-based inventory system of ''[[Resident Evil 7: Biohazard]]'', and various weapons have different sizes instead of the generic inventory slots of the original. This forces the player to manage their loadouts carefully while also allowing space for ammo and various other items. &lt;br /&gt;
&lt;br /&gt;
By default, most firearms take up one block of space, though large weapons take up two. Certain mods exist for some firearms that alter their performance in some manner when equipped, though certain ones will increase a weapon's footprint in Leon or Claire's inventory. These mods, and ''only'' these, may be detached to reduce a given weapon's profile back to the standard 1x1 at the cost of their bonuses. Mod items that don't change a weapon's inventory size cannot be removed.&lt;br /&gt;
&lt;br /&gt;
Like the previous entries, weapons in the same class share the same type of generic ammunition, while ones of different categories do not, regardless of their actual caliber in reality. Ammunition can be crafted with gunpowder found throughout the game, like in some of the previous games, with different mixes of varying grades of powder resulting in certain ammo types. Certain gunpowder types will only be available to Claire, and others to Leon, due to their loadout difference.&lt;br /&gt;
&lt;br /&gt;
Many firearms make a return from the original title, though some don't or were replaced with a rough equivalent. Any weapons unlocked through DLCs or completing bonus challenges are placed into the item box and can be retrieved at any time, be that the start of a new game or a game already in progress. Taking a page from the 2002 remake of ''Resident Evil'', the 2019 remake features &amp;quot;sub-weapons&amp;quot; that can be used either as standalone weapons or for self defense when being grabbed by enemies. Sub-weapons includes knives and grenades, the former of which can and will break if used too much.&lt;br /&gt;
&lt;br /&gt;
A new implemented change was the &amp;quot;focus aim&amp;quot; mechanic, in which a firearm's crosshair will tighten if the player keeps their aim on an enemy and don't move. This narrows the weapon's spread down to a point, while also applying a slight damage buff to the next shot. Each weapon has its own focus multiplier, and certain modifications can impact this stat. &lt;br /&gt;
&lt;br /&gt;
In addition, the player characters will utilize flashlights and adopt different stances when using firearms in dark areas. This is most evident in pistols that are often held two-handed in a Weaver stance, but utilize a tandem Harries grip when wielded with a flashlight. Despite the stance change, this is entirely cosmetic and does not affect weapon handling. When aiming two-handed weapons or reloading in the dark, the flashlight will be held between the player character's shoulder and neck instead, though it will look as if it's emitting from the muzzle of certain firearms. As an additional detail, weapons present in the inventory but not actively equipped will show up on the player character's model, with the pistols going into the side holsters while larger guns are stowed onto the back.&lt;br /&gt;
&lt;br /&gt;
Handguns in this game are animated with non-moving barrels, indicating blowback or delayed blowback operation, which is an incorrect animation style for most of the game's semi-automatic pistols, such as the Beretta M92F Custom &amp;quot;Samurai Edge&amp;quot; handguns present. This stands in contrast to games such as 2002's Resident Evil and Resident Evil 0, which featured examine animations on the handgun that correctly showed a short-recoil reciprocating barrel. &lt;br /&gt;
&lt;br /&gt;
'''Note:''' Despite some weapons having listed damage values below, these should be taken with a grain of salt, since the game applies an Adaptive Difficulty mechanic that dynamically adjusts weapon damage and enemy health depending on player performance.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M==&lt;br /&gt;
Like the original game, Leon starts the game with a [[Heckler &amp;amp; Koch VP70|Heckler &amp;amp; Koch VP70M]] in his inventory. It is called by the series' staple name for the gun, &amp;quot;Matilda&amp;quot;. It uses Handgun Ammunition (9x19mm Parabellum rounds), and is underloaded to 12 rounds, unlike the original game. The VP70 can be upgraded with an unrealistic 24 round extended magazine, the burst fire stock and a compensator to reduce recoil. True to life, the added stock enables it to fire in 3-round bursts, though so slowly that quick taps to produce single shots are laughably easy to do, as the rate of fire is slower than a 300 RPM M3 Grease Gun. Understandably, this goes away if the stock is ever detached. &lt;br /&gt;
&lt;br /&gt;
The VP70M deals 100 damage per shot by default, while the Stock modification increases this to 110. It acts as Leon's &amp;quot;canon&amp;quot; sidearm, therefore he will always have it equipped during cutscenes regardless of loadout, or if it even being in his inventory, and will not have any modifications fitted. The slide is never racked in the empty reload animations, with the stock attached or not. &lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|500px|Heckler &amp;amp; Koch VP70M with attached stock - 9x19mm]]&lt;br /&gt;
[[File:RE2RemasterVP70M.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Matilda&amp;quot;. The in-game weapon description implies that it is Leon's personal carry gun rather than his RPD service weapon. Judging from the state of the RPD precinct when he arrived on the scene, it's likely that he wouldn't have been able to obtain his issued pistol even if he wanted. Note that the safety and takedown buttons are swapped for what ever reason.]]&lt;br /&gt;
[[File:RE2RemasterVP70MFull.jpg|thumb|none|600px|The &amp;quot;Matilda&amp;quot; fully upgraded. Collecting the components to upgrade it to this stage seems to be part of a cruel prank, as the items are scattered around seemingly random areas of the precinct, with the stock being hidden in the boot of a completely non-specific police cruiser in the parking lot.]]&lt;br /&gt;
[[File:RE2RemasteredVP70MAim.jpg|thumb|none|600px|Leon about to cap a zombie in the library with his &amp;quot;Matilda&amp;quot;, now that keeping quiet in libraries is a foregone notion.]]&lt;br /&gt;
[[File:RE2RemasteredVP70MReload.jpg|thumb|none|600px|After taking a few shots to neutralize his foe, he then reloads the &amp;quot;Matilda&amp;quot; with fresh ammo. It never seems to be able to achieve the correct magazine size even with upgrades, being either six shots too few, or too many.]]&lt;br /&gt;
[[File:RE2RemasteredVP70MFullAim.jpg|thumb|none|600px|Later that day, Leon encounters some sewer zombies while retrieving one of several oddly chess-themed electrical plugs. Note the flashlight being used in tandem with the pistol.]]&lt;br /&gt;
[[File:RE2RemasteredVP70MFullReload.jpg|thumb|none|600px|After showing his enemy what for, Leon tops his &amp;quot;Matilda&amp;quot; up with a new mag. Note that the flashlight is now on Leon's shoulder.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser HSc==&lt;br /&gt;
Ada Wong carries a [[Mauser HSc]] as her weapon of choice, known as the &amp;quot;Broom Hc&amp;quot; in-game, in place of the Browning Hi-Power Mark III she had in the original. Its power is rather anemic and has no upgrades. It holds 9 rounds of 9mm Handgun Ammo, which it never does in reality, but probably it seems to imply the .380 version, with one always chambered round.&lt;br /&gt;
&lt;br /&gt;
Sheriff Daniel Cortini is equipped with one in his ''No Way Out'' segment of the ''Ghost Survivors'' DLC. Cortini's HSc behaves the exact same way as Ada's, but has unlimited reserve ammunition.&lt;br /&gt;
[[Image:MauserHSc.jpg|thumb|none|350px|none|West Germany Mauser HSc with wooden grips - .380 ACP]]&lt;br /&gt;
[[File:RE2RemasterHScView.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Broom Hc&amp;quot;. Upon closer inspection, this seems to be the post-WWII, West Germany-made model, though the description more closely describes the second Army model manufactured during the Nazi regime instead. The design of the magazine baseplate matches with some real .380 ACP Mauser HSc magazines, though obviously not with the reference image above.]]&lt;br /&gt;
[[File:RE2RemasterHScAim.jpg|thumb|none|600px|While trekking through the sewers, Ada takes aim at a nearby zombie with her &amp;quot;Broom Hc&amp;quot;. Unlike Leon and Claire, Ada doesn't have a flashlight to use with her pistol in the dark.]]&lt;br /&gt;
[[File:RE2RemasterHScReload.jpg|thumb|none|600px|Having neutralized her enemy, Ada reloads her weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power Mark III==&lt;br /&gt;
The [[Browning Hi-Power Mark III]] appears in the game as the &amp;quot;JMB Hp3&amp;quot;, with &amp;quot;Hp3&amp;quot; obviously being a reference to the actual name of the gun, Hi-Power Mark III, while &amp;quot;JMB&amp;quot; likely stands for John Moses Browning. It is the standard-issue sidearm of all non-S.T.A.R.S. RPD personnel, though Leon himself does not have access to it despite him visibly using it in an early trailer. It is no longer the starting firearm of Claire and Ada, but is available as an optional weapon only during Claire's playthrough. It is found in the trunk of a police car at the Parking Garage, where the stock of the Matilda is located during Leon's story, which requires a Car Key found near the Firing Range of the police station to unlock. &lt;br /&gt;
&lt;br /&gt;
The JMB Hp3 deal 150 damage per shot. It has a 13-shot magazine in 9mm that can be upgraded with a 26-round extended magazine. Although (ironically) unable to use High-Powered ammo like the SLS 60, it sports an integrated laser sight, which removes the need for focused aiming. The color of the laser is customizable through the options menu.&lt;br /&gt;
&lt;br /&gt;
[[Image:HiPowerMk3.jpg|thumb|none|350px|Browning Hi-Power Mark III - 9x19mm]]&lt;br /&gt;
[[File:RE2RemasteredHiPower.jpg|thumb|none|600px|Inventory preview of the &amp;quot;JMB Hp3&amp;quot;. The laser sight comes with the gun itself when found. Note the missing external extractor on the weapon model.]]&lt;br /&gt;
[[File:RE2RemasteredHiPowerFull.jpg|thumb|none|600px|Inventory preview of the fully-modified &amp;quot;JMB Hp3&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasteredHiPowerAim.jpg|thumb|none|600px|Claire aiming her &amp;quot;JMB Hp3&amp;quot; at a zombie in the morgue, showing off the huge laser dot.]]&lt;br /&gt;
[[File:RE2RemasteredHiPowerReload.jpg|thumb|none|600px|Claire reloads her handgun after dealing with the risen dead. Her Hi-Power has been modded with an extended mag in this shot, which explains the doubled capacity.]]&lt;br /&gt;
[[File:RE2RemasterHiPowerMarvin.jpg|thumb|none|600px|Knowing his end is close, Lt. Marvin Branagh forces Leon to leave without him at gunpoint. Note how his Hi-Power doesn't have the laser sight of Claire's model. It presumably vanishes after Marvin zombifies, as it's nowhere to be found after Leon returns to the main hall later on.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
A black/stainless [[Desert Eagle Mark XIX]] with custom wood grips and a modified safety reminiscent of the Mark I Desert Eagle's &amp;quot;tear-drop&amp;quot; safety lever appears as the &amp;quot;Lightning Hawk&amp;quot;, a reimagined version of the similarly wooden-gripped original Desert Eagle from the original game. It is available exclusively to Leon, and can be obtained in the S.T.A.R.S. office after a somewhat lengthy treasure hunt.&lt;br /&gt;
&lt;br /&gt;
It can be upgraded with a &amp;quot;Long Barrel&amp;quot; (also a reimagined version of the original Desert Eagle's long barrel upgrade parts) that's actually an entire customized upper assembly, which increases damage and reduces recoil. It can also be upgraded with a Tasco ProPoint Weaver red dot sight that, oddly, behaves like a laser sight. The long barrel also increases its size from 1 slot to 2.&lt;br /&gt;
&lt;br /&gt;
Hunk starts with a Desert Eagle in &amp;quot;The 4th Survivor&amp;quot;. As a deviation from the classic game, Chief Irons no longer uses it on-screen, his sidearm having been replaced by an anachronistic Smith &amp;amp; Wesson 329PD instead.&lt;br /&gt;
&lt;br /&gt;
The Desert Eagle deals 650 damage per shot and has a x1.3 critical modifier. True to the other magnum pistols of the series, it is incredibly powerful but is hampered by its rare MAG Ammo, which are .50 AE rounds. &lt;br /&gt;
&lt;br /&gt;
[[File:RE2make Deagle.jpeg|thumb|none|450px|Tokyo Marui Lightning Hawk .50AE 10 Inch Magnum Port Custom - 6mm BB. This is a licensed replica of the upgraded custom Desert Eagle from ''Resident Evil 2'' (2019). It features a 10 inch upper assembly by default, but can be switched out for a 6 inch upper assembly to replicate its non-upgraded form from the game.]]&lt;br /&gt;
[[File:Re2makedeagle.jpg|thumb|none|450px|Tokyo Marui Lightning Hawk .50AE 10 Inch Magnum Port Custom with &amp;quot;6 inch Barrel Slide&amp;quot; component - 6mm BB]]&lt;br /&gt;
[[File:RE2RemasterDesertEagle.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Lightning Hawk&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasterDesertEagleFull.jpg|thumb|none|600px|A fully-kitted &amp;quot;Lightning Hawk&amp;quot;. Note how the &amp;quot;Long Barrel&amp;quot; actually replaces everything from the trigger group on upwards, complete with target sights. It is not quite the Desert Eagle's real 10 inch barrel, though it does take some heavy design cues from the real deal. It also reduces recoil instead of ''increasing'' it this time around, and doesn't slow Leon down when equipped.]]&lt;br /&gt;
[[File:RE2RemasterDesertEagleHold.jpg|thumb|none|600px|Finding himself in one of Umbrella's many absurdly huge underground complexes, Leon brandishes a &amp;quot;Lightning Hawk&amp;quot;. Unfortunately both modifications were missed at the time of taking this screenshot.]]&lt;br /&gt;
[[File:RE2RemasterDesertEagleAim.jpg|thumb|none|600px|Leon aiming his &amp;quot;Lightning Hawk&amp;quot; at a particularly threatening door.]]&lt;br /&gt;
[[File:RE2RemasterDesertEagleReload.jpg|thumb|none|600px|Realizing brute force doesn't work and he'd just wasted a precious Magnum round, Leon inserts a new magazine into his hand cannon.]]&lt;br /&gt;
[[File:RE2RemasterDesertEagleFullHold.jpg|thumb|none|600px|Having made further progress in another playthrough, Leon readies a fully-modded &amp;quot;Lightning Hawk&amp;quot; in anticipation of an upcoming boss fight. From the looks of it, the new slide and barrel are blued instead of chromed, giving the weapon a two-tone appearance matching that of the original.]]&lt;br /&gt;
[[File:RE2RemasterDesertEagleFullAim.jpg|thumb|none|600px|Leon aiming his pimped-out &amp;quot;Lightning Hawk&amp;quot;, giving a clear look at the huge red dot sight. Either the developers confused the sight for some sort of laser, or this is supposed to be a very literal interpretation of how the sight appears from Leon's perspective (i.e. the red dot that the sight superimposes over the target is shown as though it were actually there, rather than being inside the optic itself).]]&lt;br /&gt;
&lt;br /&gt;
==M1911A1==&lt;br /&gt;
The [[M1911A1]] from ''[[Resident Evil 7]]'' reappears as a B-scenario exclusive weapon for Leon, under the same name, &amp;quot;M19&amp;quot;. The M1911 uses &amp;quot;Large-caliber Handgun Ammo&amp;quot;, or .45 ACP rounds, which are exclusive to B-scenario exclusive weapons and ''completely'' replaces all 9mm ammo supplies (meaning that 9mm ammo can only be crafted with gunpowders). Unlike the Matilda, the M1911A1 cannot be upgraded. &lt;br /&gt;
&lt;br /&gt;
Annin Tofu carries one alongside the &amp;quot;Quickdraw Army&amp;quot; as part of his Gunslinger kit in ''The Tofu Survivor''.&lt;br /&gt;
[[Image:Colt1911A1PreWar.jpg|thumb|350px|none|Pre-War Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Llama IX-A 2nd series.jpg|thumb|350px|none|Llama IX-A, 2nd series - .45 ACP]]&lt;br /&gt;
[[Image:ParaOrdnanceLDA745.jpg|thumb|350px|none|Para-Ordnance LDA with exposed hammer (single stack 7.45) - .45 ACP]]&lt;br /&gt;
[[File:RE2RemasterM1911.jpg|thumb|none|600px|Inventory preview of the &amp;quot;M19&amp;quot;. Note how the overly bulgy trigger guard is all wrong for a M1911 variant.]]&lt;br /&gt;
[[File:RE2RemasterM1911Aim.jpg|thumb|none|600px|Leon aiming his &amp;quot;M19&amp;quot;, gangsta-style, at a zombie outside the precinct. The gangsta style aiming is a homage to the way Leon aims his VP70M pistol in the original ''Resident Evil 2'' when he is equipped with his secret alternate costumes.]]&lt;br /&gt;
[[File:RE2RemasterM1911Reload.jpg|thumb|none|600px|Having put down his aggressor, Leon reloads his &amp;quot;M19&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasterM1911Aim2.jpg|thumb|none|600px|Aiming the &amp;quot;M19&amp;quot; in the dark has the light coming from out of nowhere under the pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The S.T.A.R.S (Special Tactics And Rescue Service) standard-issue &amp;quot;Samurai Edge&amp;quot; custom [[Beretta 92FS Brigadier]] makes a comeback as both preorder DLC and game clear reward: the original basic model is unlocked by getting an S-rank clear of either campaign on either difficulty, Jill's and Chris' models (based on two special limited edition Tokyo Marui ''Resident Evil'' airsoft pistols) are given for free with pre-ordered editions of the game, and Wesker's model is exclusive to pre-orders of the Deluxe edition. &lt;br /&gt;
&lt;br /&gt;
All four possess quirks that make them stand out from the standard unmodified VP70M in some way, the pre-order threes in the form of enhanced damage (Wesker's), aiming &amp;quot;focus&amp;quot; speed (Chris'), and draw time (Jill's), on top of having greater basic magazine size, while the original model has infinite ammo. The first three gradually become overshadowed once the player finds modifications for their regular guns, however.&lt;br /&gt;
&lt;br /&gt;
===Original Model===&lt;br /&gt;
The Original model Samurai Edge is unlocked by clearing either of Leon or Claire's scenarios on Standard or Hardcore difficulty with an S rank, and has unlimited reserve ammunition. It can be claimed from an item box after being unlocked, though using it will not allow the player to achieve an S+ ranking on Hardcore. It has a firepower value of 90, which is lower than either of Leon's or Claire's starting pistols.&lt;br /&gt;
&lt;br /&gt;
Robert Kendo is equipped with an Original model Samurai Edge as part of his loadout in ''No Time To Mourn''. His behaves the same way as the unlockable version, but doesn't run on unlimited reserve ammunition.&lt;br /&gt;
[[File:STARGun.jpg|thumb|none|350px|Official Tokyo Marui airsoft replica of the Beretta 92FS &amp;quot;Samurai Edge&amp;quot; from the ''Resident Evil'' video game series.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeOG.jpg|thumb|none|600px|Inventory preview of the original Samurai Edge. Whatever &amp;quot;Kendo Custom, Phase 2&amp;quot; is, it certainly does wonders by giving the pistol unlimited brass to plink. The STARS medallion is absent on this model, likely due to it being an unfinalized test model.]]&lt;br /&gt;
&lt;br /&gt;
[[File:RE2RemasterSamEdgeOGAim.jpg|thumb|none|600px|Leon taking aim with the original 'Edge. Note the uncocked hammer, the animation for the two-handed grip of all handgun models (except for the Desert Eagle, which is glitched in reverse) seem to be glitched, operating in DAO despite having the hammer magically cock itself during reloads and then dropping back down. However, whenever it is used with a Harries stance, the hammer is cocked.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeOGReload.jpg|thumb|none|600px|Reloading the original model.]]&lt;br /&gt;
&lt;br /&gt;
===Wesker's Model===&lt;br /&gt;
Wesker's model, a modified [[Beretta 92FS Brigadier#Beretta 92FS Brigadier Inox|Beretta 92FS Brigadier Inox]], was originally exclusive to Digital Deluxe pre-orders of the game, though is now sold separately or as part of the Extra DLC bundle on available marketplaces. &lt;br /&gt;
&lt;br /&gt;
It boasts increased damage compared to other pistols, clocking in at 110 per shot compared to the vanilla VP70M's 100, and is only weaker than the Lightning Hawk or a SLS 60.&lt;br /&gt;
[[File:Samurai Edge A.Wesker model.jpg|thumb|none|350px|Official Tokyo Marui airsoft replica of Albert Wesker's Beretta 92FS &amp;quot;Samurai Edge&amp;quot; from the ''Resident Evil'' video game series.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeWesker.jpg|thumb|none|600px|Inventory preview of Wesker's Samurai Edge. Being the odd-one-out, Wesker's is even further customized. Apparently replacing the frame with a brick of anodized aluminum increases a Beretta's stopping power.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeWeskerAim.jpg|thumb|none|600px|Leon taking aim with Wesker's Samurai Edge.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeWeskerReload.jpg|thumb|none|600px|Reloading Wesker's model. Note how the magazine is stainless too, though the heel of the base seems to be blued.]]&lt;br /&gt;
&lt;br /&gt;
===Chris' Model===&lt;br /&gt;
Chris' Samurai Edge, along with Jill's, is exclusive to pre-ordered editions of the game, and like Wesker's, was eventually released as a post-launch DLC. It features a faster focus time compared to other pistols without laser sights, which makes it easier and faster to land completely accurate powerful shots while aiming, a homage to the fact that Chris is suppose to be STARS' best sharpshooter.&lt;br /&gt;
&lt;br /&gt;
Chris' Samurai Edge deals 90 damage per shot, making it slightly better than the Original model due to the aiming enhancement, but is completely unremarkable otherwise.&lt;br /&gt;
[[File:Samurai Edge Chris.jpg|thumb|none|350px|&amp;quot;Samurai Edge ''Kai'' M92F/S.T.A.R.S. Custom Chris Redfield Model&amp;quot; airsoft pistol.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeChris.jpg|thumb|none|600px|Inventory preview of Chris' Samurai Edge, a gun that he himself is never actually seen using. Fun fact: Chris had lost his own Samurai Edge during the Mansion incident, and used Jill's throughout the first game instead. Chris' Samurai Edge is also known to have had a lightened slide (which is strange considering the purpose of the heavy Brigadier slide) and a trigger job. Even in the ''Extreme Battle'' mode of ''2'', which doesn't return with the remake, Chris' sidearm is an unmodified 92FS Inox, not a Samurai Edge (although this was before the concept of STARS members having a custom-made sidearm existed. Before RE3, all STARS members were armed with standard Beretta 92FS' for sidearms.)]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeChrisAim.jpg|thumb|none|600px|Leon taking aim with Chris' Samurai Edge.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeChrisReload.jpg|thumb|none|600px|Reloading Chris' model.]]&lt;br /&gt;
&lt;br /&gt;
===Jill's Model===&lt;br /&gt;
Jill's Samurai Edge, along with Chris', is exclusive to pre-ordered editions of the game, and like Wesker's, was eventually released as a post-launch DLC. It features a faster draw time compared to other pistols.&lt;br /&gt;
&lt;br /&gt;
Jill's Samurai Edge is the weakest of the four, clocking in at a concerning 80 per shot.&lt;br /&gt;
[[File:Samurai Edge Jill.jpg|thumb|none|350px|&amp;quot;Samurai Edge A1 Jill Valentine Model&amp;quot; airsoft pistol.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeJill.jpg|thumb|none|600px|Inventory preview of Jill's Samurai Edge. This model uses a M9A1 frame (an anachronistic modification since M9A1s were only issued by 2006), which is strange as during 1998, Jill's variant was largely default with the only modifications being a shortened slide stop and different aesthetics. To add to the confusion, Jill ''did'' request for her Samurai Edge to be further modified by the BSAA, and that came in the form of Beretta M9A1 parts. However, as of REmake 3, she lost her handgun during her scuffle with the Nemesis in her apartment (and completely destroyed after the city was nuked), meaning that in the remade timeline: this handgun isn't suppose to exist.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeJillAim.jpg|thumb|none|600px|Leon taking aim with Jill's Samurai Edge.]]&lt;br /&gt;
[[File:RE2RemasterSamEdgeJillReload.jpg|thumb|none|600px|Reloading Jill's model.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP9==&lt;br /&gt;
USS Operative Hunk uses a two tone [[Heckler &amp;amp; Koch USP|Heckler &amp;amp; Koch USP9]] in &amp;quot;The 4th Survivor&amp;quot;, named &amp;quot;MUP&amp;quot; in-game. Another USS Operative, J. Martinez can also obtain one in &amp;quot;Forgotten Soldier&amp;quot;. It has a 16-round capacity, and uses 9mm rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K USP 9MM 5.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP9 with two-tone finish - 9x19mm]]&lt;br /&gt;
[[File:RE2RemasteredUSP9.jpg|thumb|none|600px|Inventory preview of the &amp;quot;MUP&amp;quot;. It's highly unlikely to be a USP40 or 45, since while most pistols obtainable use generic 9mm ammunition, there '''''is''''' .45 ACP in this game, which it's not compatible with. Despite this, 16-round magazines are specific to the .40 S&amp;amp;W Match/Expert models and nothing else, though it could have been reasonably based on a USP9 with one round in the chamber.]]&lt;br /&gt;
[[File:RE2RemasteredUSP9Aim.jpg|thumb|none|600px|En route to his extraction point, Hunk takes aim at three zombies standing in his way.]]&lt;br /&gt;
[[File:RE2RemasteredUSP9Reload.jpg|thumb|none|600px|Hunk reloading his &amp;quot;MUP&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19==&lt;br /&gt;
Replacing his Browning HP, William Birkin had a [[Glock 19]] handgun tucked in his waistband as he attempted to escape NEST with the virus samples, but was cornered by USS Commandos under Hunk. He attempted to use it against his would-be captors, but was gunned down by another commando named Martinez.&lt;br /&gt;
&lt;br /&gt;
Annette Birkin would later pick up this handgun and use it during her appearances in several cutscenes.&lt;br /&gt;
&lt;br /&gt;
[[Image:Glock19pistol.jpg|thumb|none|350px|3rd Generation Glock 19 - 9x19mm]]&lt;br /&gt;
[[File:RE2RWBG19.jpg|thumb|none|600px|Refusing to hand over his life's work and a final act of defiance, William Birkin draws out his Glock 19. Predictably, he isn't able to get a shot off before going down with 4 highly-trained mercenaries keeping their guns aimed at him.]]&lt;br /&gt;
[[File:RE2RemasterAnnetteGlockCloseUp.jpeg|thumb|none|600px|Annette aims her Glock 19. Here &amp;quot;19 Austria 9x19&amp;quot; can be seen, as well as its unusually rounded and smooth frame.]]&lt;br /&gt;
[[File:RE2RemasterAnnetteGlock.jpg|thumb|none|600px|Annette holds the Glock 19 after shooting Ada Wong in the central NEST chamber.]]&lt;br /&gt;
[[File:RE2RemasterAnnetteGlock2.jpg|thumb|none|600px|She then falls to the ground, dead, giving us a clear look of the flat slide top with no fake vents in sight.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Smith &amp;amp; Wesson Bodyguard==&lt;br /&gt;
Claire starts her campaign with the [[Smith &amp;amp; Wesson Bodyguard]] revolver instead of a Browning Hi-Power Mark III. It is known in game under the name &amp;quot;SLS 60&amp;quot;, that seemingly decrypts as the '''S'''mith &amp;amp; Wesson '''L'''ady'''S'''mith Model '''60''', but [[Smith &amp;amp; Wesson Model 60|that specific gun]] has an another frame shape. It is a 5-shot revolver that's barely more than a peashooter, and is reloaded by Claire replacing spent rounds one by one. It can be upgraded with a Speed Loader, which greatly increases reload speed.&lt;br /&gt;
&lt;br /&gt;
It shares the same ammo type with Leon's VP70M and Hunk's USP9 instead of loading .38 Special. Though this is technically possible, as .38 revolvers can be modified to use 9x19mm rounds (albeit usually in moon clips), it's more likely to make logistics much less of a hassle by homogenizing standard handgun ammunition. Upgrading it with the Reinforced Frame kit allows the Bodyguard to fire &amp;quot;High-Powered Rounds&amp;quot; (.357 Magnum), which in essence turns it into a [[Smith &amp;amp; Wesson Model 649]] with custom parts. This upgrade kit consist of an extended barrel, an unfluted cylinder, and a synthetic grip; ironically enough, this means that the only thing that the &amp;quot;Reinforced Frame&amp;quot; ''doesn't'' replace is the revolver's actual frame. &lt;br /&gt;
&lt;br /&gt;
The Bodyguard deals 115 damage per shot unmodified, compared to the VP70M's 100, in order to compensate for its many initial drawbacks. When modified with the Reinforced Frame and firing High-Powered rounds, its damage is increased to 650, making a .357 Magnum revolver about as powerful as a .50AE Desert Eagle. Like Leon's VP70M, the Bodyguard is Claire's &amp;quot;canon&amp;quot; sidearm, meaning she will always have it equipped during cutscenes regardless of her current loadout, even if it's stashed away in an item box. Katherine Warren uses an upgraded &amp;quot;SLS 60&amp;quot; in the ''Ghost Survivors'' DLC.&lt;br /&gt;
[[Image:S&amp;amp;WBody3.jpg|thumb|none|350px|Smith &amp;amp; Wesson Bodyguard - .38 Special]]&lt;br /&gt;
[[Image:S&amp;amp;W bodyguard longbarrel.jpg|thumb|none|350px|Custom Smith &amp;amp; Wesson Model 649 with 3 inch [[Smith &amp;amp; Wesson Model 60|Model 60]] barrel, unfluted cylinder, and Tyler T-grip. The fully-modded &amp;quot;SLS 60&amp;quot; is very similar to this version, but uses a synthetic grip.]]&lt;br /&gt;
[[File:RE2RemasteredSWBodyguard.jpg|thumb|none|600px|Inventory preview of the &amp;quot;SLS 60&amp;quot;. Note the part of the grip not covered by the wood panels, which seems to be an aftermarket T-Grip extension by Tyler Manufacturing.]]&lt;br /&gt;
[[File:RE2RemasteredSWBodyguardFull.jpg|thumb|none|600px|Inventory preview of the fully-modded &amp;quot;SLS 60&amp;quot;. The basis of this upgraded model seems to have been the [[Smith &amp;amp; Wesson Model 649]], with the fictional barrel, smooth cylinder, and new iron sights. The new frame lets it use .357 Magnum rounds, effectively turning it into a poor man's Lightning Hawk since they both deal the same damage and has identical critical modifiers.]]&lt;br /&gt;
[[File:RE2RemasteredSWBodyguardAim.jpg|thumb|none|600px|Claire takes aim at the newly-zombified gas station clerk with her &amp;quot;SLS 60&amp;quot;. Like Leon, she will always use this one-handed stance in tandem with a flashlight when aiming in a dark area.]]&lt;br /&gt;
[[File:RE2RemasteredSWBodyguardReload.jpg|thumb|none|600px|With the clerk dead, Claire reloads her revolver while seriously resisting the urge to shoplift. Without a speedloader, Claire will replace the rounds manually like Leon and her brother Chris in later games, though with less gusto.]]&lt;br /&gt;
[[File:RE2RemasteredSWBodyguardAim2.jpg|thumb|none|600px|A while later, Claire is separated from Leon en route to the RPD precinct. Here she is using the revolver's normal two-handed grip.]]&lt;br /&gt;
[[File:RE2RemasteredSWBodyguardReload2.jpg|thumb|none|600px|Reloading the &amp;quot;SLS 60&amp;quot; with a speedloader uses the same animation as without, only faster, and the loader itself is hidden behind Claire's hand.]]&lt;br /&gt;
[[File:RE2RemasteredSWBodyguardFullAim.jpg|thumb|none|600px|Having found the Reinforced Frame parts that somebody hid in the sewers for whatever reason, Claire decides to have a test run of her refurbished revolver.]]&lt;br /&gt;
[[File:RE2RemasteredSWBodyguardFullReload.jpg|thumb|none|600px|Reloading the tricked-out &amp;quot;SLS 60&amp;quot;. Note the option to use High-Powered rounds. The game seems to &amp;quot;store&amp;quot; loaded magazines of alternative ammo in a pocket dimension when unused, since swapping between them deducts nothing from the player's inventory.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 329PD==&lt;br /&gt;
RPD Chief Brian Irons uses a [[Smith &amp;amp; Wesson Model 329PD]] to threaten Claire in the RPD parking lot. It is identifiable as a Smith &amp;amp; Wesson revolver due to the cylinder release latch, and is quite likely the same model from ''[[Resident Evil: Revelations 2]]''. Its presence is anachronistic since the model was first reported to be made in the early 2000s.&lt;br /&gt;
&lt;br /&gt;
[[File:Sw329.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 329PD - .44 Magnum]]&lt;br /&gt;
[[File:RE2IronsRevolver 01.jpg|thumb|none|600px|Chief Irons pulls his revolver from literally nowhere and threatens Claire.]]&lt;br /&gt;
[[File:RE2IronsRevolver 02.jpg|thumb|none|600px|He fires a round into a nearby car window. Note the cocked hammer.]]&lt;br /&gt;
[[File:RE2IronsRevolver_03.jpg|thumb|none|600px|Closeup of the Model 329PD.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Blackhawk==&lt;br /&gt;
The [[Ruger Blackhawk]], a modern version of the Single Action Army from ''Resident Evil 2'', appears as a B-scenario exclusive weapon for Claire, under the name &amp;quot;Quickdraw Army&amp;quot;. The revolver uses .45 ACP, or &amp;quot;Large-caliber Handgun Ammo&amp;quot;, like the M1911A1.&lt;br /&gt;
&lt;br /&gt;
Annin Tofu carries one alongside the &amp;quot;M19&amp;quot; as part of his Gunslinger kit in ''The Tofu Survivor''.&lt;br /&gt;
[[Image:Blackhawk Convertible 5.5inch.jpg|thumb|none|350px|Ruger New Model Blackhawk Convertible with 5.5&amp;quot; barrel - .45 Long Colt and .45 ACP]]&lt;br /&gt;
[[File:RE2RemasteredSAA.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Quickdraw Army&amp;quot;. The adjustable sights pinpoint the revolver as the Blackhawk. The trigger guard is taken from the early model Ruger Super Blackhawk.]]&lt;br /&gt;
[[File:RE2RemasteredSAAAim.jpg|thumb|none|600px|Claire standing off against an incoming zombie. She actually fans the hammer non-stop when holding the fire key, practically making it fully-automatic unless the player lets up.]]&lt;br /&gt;
[[File:RE2RemasteredSAAReload.jpg|thumb|none|600px|Having beaten her enemy to the draw, she reloads her &amp;quot;Quickdraw Army&amp;quot;, first by ejecting all the fired rounds then loading new rounds. Being a loading gate model, reloading all six chambers can be a pain to do in the heat of battle. It should be noted that the ejector rod is not used; Claire actually obstructs it by how she grips the revolver by the barrel with her off-hand while reloading, and drops the cases out seemingly by sheer force of will than anything else.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Ingram MAC-11==&lt;br /&gt;
The [[MAC-11]] can be found in the S.T.A.R.S. armory. Whereas it's obtainable by both Leon and Claire in the original, with the added stipulation of acquiring it during the A playthrough rendering it unavailable during the B run, the remake restricts it to the latter's campaign only. It is no longer given for free upon starting the game on the easiest difficulty.&lt;br /&gt;
&lt;br /&gt;
It is known under the name &amp;quot;MQ 11&amp;quot; and uses &amp;quot;Submachine Gun Ammo&amp;quot;, or .380 ACP rounds, and has a 24-round capacity that can be upgraded to 50. It can be equipped with a suppressor that also unfolds the stock, which reduces the time it takes for the crosshair to settle and blooms less when moving. The suppressor also renders the gun virtually silent at range, meaning most enemies are not alerted to your presence unless firing right next to them. It also increases the MQ 11's inventory footprint to 2 slots, instead of 1. &lt;br /&gt;
&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|300px|RPB Industries M11A1 - .380 ACP]]&lt;br /&gt;
[[File:RE2RemasterMAC11.jpg|thumb|none|600px|Inventory preview of the &amp;quot;MQ 11&amp;quot;. Unlike in most video games, Claire does use the canvas strap as a foregrip in-game.]]&lt;br /&gt;
[[File:RE2R-MAC11-Stock.jpg|thumb|none|600px|Inventory preview of the &amp;quot;MQ 11&amp;quot; with the suppressor, which also folds out the stock. When the stock is folded out, Claire will aim from the shoulder, therefor increasing accuracy and lessening recoil somewhat.]]&lt;br /&gt;
[[File:RE2R-Mac-Ex-Mag.jpg|thumb|none|600px|Inventory preview of the &amp;quot;MQ 11&amp;quot; with the extended mag.]]&lt;br /&gt;
[[File:RE2RemasterMAC11Full.jpg|thumb|none|600px|Inventory preview of the fully-kitted &amp;quot;MQ 11&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasterMAC11Aim.jpg|thumb|none|600px|Claire facing down the fearsome Mr. X in the RPD precinct. Bringing him down onto one knee with this weak of a weapon is no small feat.]]&lt;br /&gt;
[[File:RE2RemasterMAC11Reload.jpg|thumb|none|600px|Wasting no time at all, Claire reloads her &amp;quot;MQ 11&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasterMAC11FullAim.jpg|thumb|none|600px|After finding the final upgrade piece in the S.T.A.R.S. office, Claire takes a moment to try out her now-tactical SMG.]]&lt;br /&gt;
[[File:RE2RemasterMAC11FullReload.jpg|thumb|none|600px|Reloading the modded &amp;quot;MQ 11&amp;quot;. Note the long mag clipping into Claire's hand.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
An [[MP5A3]] with its iron sights replaced by an optic appears in-game as the &amp;quot;LE 5&amp;quot; submachine gun. It sports a wide tropical handguard with the checkering texture of the original &amp;quot;slimline&amp;quot; one. It is the standard-issue weapon of USS operatives, as seen in use during cutscenes, and is the default weapon of Hunk in the ''The 4th Survivor'', as well as Ghost's in ''Forgotten Soldier''. A variant of it is unlockable in the main campaigns by getting an S-rank clear on Hardcore difficulty. Like the MAC-11, it uses .380 ACP &amp;quot;Submachine Gun Ammo&amp;quot;, and holds 32 rounds. The unlockable version exclusively has infinite ammunition.&lt;br /&gt;
&lt;br /&gt;
The .380 ACP chambering and 32-round capacity are inadvisable, though not technically impossible for an MP5; while 32-round magazines and .380 ACP chambering have never been factory options for any MP5 variant, 9x19mm firearms can chamber and fire .380 ACP ammunition (though they typically fail to cycle it, due to the .380 round's lower pressure), and 30-round MP5 magazines can fit 32, though overloading them as such can cause feeding issues, and make loading them into the weapon rather difficult.&lt;br /&gt;
&lt;br /&gt;
[[Image:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with SEF trigger group - 9x19mm]]&lt;br /&gt;
[[Image:H&amp;amp;KMP5A3slimforearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; forearm - 9x19mm]]&lt;br /&gt;
[[File:RE2RemasterMP5A3.jpg|thumb|none|600px|Inventory preview of the &amp;quot;LE 5&amp;quot;, the &amp;quot;LE&amp;quot; likely stands for &amp;quot;Law Enforcement&amp;quot;, which is appropriate considering the MP5's general users. Note the hybrid tropical/slimline handguard and partially-extended stock, though its absence from the receiver rails suggests that this is actually as far out as it goes.]]&lt;br /&gt;
[[File:RE2RemasterMP5A3Aim.jpg|thumb|none|600px|Leon taking aim with the &amp;quot;LE 5&amp;quot;. Despite the mounted scope, it doesn't offer the instant snap-to-aim capability of a modified Lightning Hawk.]]&lt;br /&gt;
[[File:RE2RemasterMP5A3Reload.jpg|thumb|none|600px|Having spent his previous mag at nothing in particular, Leon clicks in another 32 rounds that he materialized from out of thin air. Unlike most depictions of MP5 variants in media, Leon and Claire settle for a gentle swipe of the charging handle instead of performing an HK slap.]]&lt;br /&gt;
[[File:RE2HUNKMP5_01.jpg|thumb|none|600px|Hunk stalks through the sewers with his MP5. Note the locked-back charging handle, Hunk slaps it into battery as the cutscene ends.]]&lt;br /&gt;
[[File:RE2HUNKMP5_2.jpg|thumb|none|600px|Note the open bolt, due to the charging handle being locked back.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
A [[Heckler &amp;amp; Koch MP5A2]] is seen on the front of a box on Barry's desk in the STARS office.&lt;br /&gt;
[[Image:H&amp;amp;KMP5-N.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A2 with a Navy Trigger Group - 9x19mm]]&lt;br /&gt;
[[File:RE2R-MP5A2.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
Leon can acquire a [[Remington 870]] in a pistol grip configuration early on in the game.  It is known as the W-870 in-game and is initially found with a 4-round tube magazine which can later be upgraded to 8 rounds along with an extended barrel for a tighter spread, as well as a full stock for reduced recoil.  Interestingly, it starts with black polymer furniture, but this is switched out for wood as the gun is upgraded.&lt;br /&gt;
&lt;br /&gt;
Gun shop owner Robert Kendo carries a Remington 870 in Leon's campaign as well as in his own ''No Time to Mourn'' scenario, where it curiously lacks the Long Barrel modification it had in the main story. In ''The 4th Survivor'', Hunk also starts with a fully upgraded 870.&lt;br /&gt;
&lt;br /&gt;
[[Image:Shorty870.jpg|thumb|none|500px|Short barreled Remington 870 with raised vented sight rib, Hogue Tamer pistol grip, and Pachmayr Vindicator foregrip - 12 gauge]]&lt;br /&gt;
[[Image:REMINGTON 870 EXPRESS TACTICAL PISTOL GRIP.jpg|thumb|none|500px|Remington 870 Express with TacStar pistol grip - 12 gauge]]&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE2RemasterR870.jpg|thumb|none|600px|Inventory preview of the &amp;quot;W-870&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasterR870Full.jpg|thumb|none|600px|A fully tricked-out &amp;quot;W-870&amp;quot;. Fun fact: despite the doubled capacity, the reload from empty animation remains unchanged; two shells are loaded into the magazine with Leon's every motion, meaning that it still takes 4 moves to reload everything.]]&lt;br /&gt;
[[File:RE2RemasterR870Aim.jpg|thumb|none|600px|Leon training his &amp;quot;W-870&amp;quot; on one of the local anklebiters.]]&lt;br /&gt;
[[File:RE2RemasterR870Reload.jpg|thumb|none|600px|After (hopefully) disposing of the threat, Leon puts a new shell into his shotgun.]]&lt;br /&gt;
[[File:RE2RemasterR870FullAim.jpg|thumb|none|600px|Later that day, Leon finds himself in one of Umbrella's absurdly-huge underground complexes with a surprisingly less tactical shotgun.]]&lt;br /&gt;
[[File:RE2RemasterR870FullReload.jpg|thumb|none|600px|Not that that matters, Leon racks the pump after loading in a new shell.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Handheld M134 Minigun==&lt;br /&gt;
Claire can acquire what looks to be a modified [[M134 Minigun]] in the track control room during her escape from the Umbrella underground complex. It holds 400 rounds and cannot be resupplied. It is Claire's &amp;quot;final boss weapon&amp;quot;, like Leon's M202 FLASH. A variant with unlimited ammunition can be unlocked for use by getting a Hardcore S+ ranking on either of Claire's scenarios. As an additional trivia, the barrels will glow red after firing for an extended period of time.&lt;br /&gt;
&lt;br /&gt;
Flan carries one alongside the &amp;quot;Anti-tank Rocket&amp;quot; Launcher and the Spark Shot as part of her kit in ''The Tofu Survivor''.&lt;br /&gt;
[[file:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE2RemasteredMinigun.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Minigun&amp;quot;. Note the absent power source and all-too-tiny ammo box.]]&lt;br /&gt;
[[File:RE2RemasteredMinigunAim.jpg|thumb|none|600px|Claire hoists up the &amp;quot;Minigun&amp;quot; in anticipation of an upcoming boss fight, while Sherry looks on with palpable concern. Exactly how 400 rounds of 7.62x51mm NATO can fit inside that lunchbox of an ammo can is never made clear. Not that Claire minds, though, since now she too has a big gatling cannon to contend with [[Resident Evil 5|her brother]].]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M79==&lt;br /&gt;
Claire can find an [[M79 grenade launcher]] in her campaign. Named &amp;quot;GM 79&amp;quot;, the grenade launcher starts with a pistol grip and fixed iron sights, which can be upgraded with a full length stock and leaf sight combo that tightens the crosshair, allowing shots to travel in a more stable trajectory. The upgrade increases the inventory size of the weapon from 1 slot to 2. Unlike the original game which had explosive rounds as a third option, this new rendition only allows Flame and Acid Rounds to be used.&lt;br /&gt;
&lt;br /&gt;
Konjac carries one alongside the Flamethrower as part of his kit in ''The Tofu Survivor''.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:RE2RemasteredM79.jpg|thumb|none|600px|Inventory preview of the &amp;quot;GM 79&amp;quot;. From the checkered pattern on the pistol grip, it seems like this was a purpose-made part for the launcher, rather than a hacked off full-length stock.]]&lt;br /&gt;
[[File:RE2RemasteredM79Full.jpg|thumb|none|600px|Inventory preview of the fully-modded &amp;quot;GM 79&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasteredM79Aim.jpg|thumb|none|600px|Whilst trekking through the deserted RPD precinct, Claire takes aim with her &amp;quot;GM 79&amp;quot; at a particularly gruesome sight.]]&lt;br /&gt;
[[File:RE2RemasteredM79Reload.jpg|thumb|none|600px|Her new foe dealt with, Claire slots a new grenade into her grenade launcher.]]&lt;br /&gt;
[[File:RE2RemasteredM79Aim2.jpg|thumb|none|600px|Adding the full-length stock onto the &amp;quot;GM 79&amp;quot; also gives it a leaf sight, which combines to give the player a tighter crosshair, making it clearer as to where the grenades will land.]]&lt;br /&gt;
&lt;br /&gt;
==M202 FLASH==&lt;br /&gt;
The [[M202 FLASH]] is obtainable near the endgame as the &amp;quot;Anti-tank Rocket&amp;quot; launcher, during the boss fight against Mr. X. It fills the role of the [[FIM-92 Stinger]] from the original title, perhaps due to the developers wising up to the fact that the Stinger is aircraft lock-on only, and not a free-firing weapon, although the M202 FLASH isn't much better; despite it's appearance, the FLASH is designed as a shoulder-fired flamethrower, not as an anti-tank launcher. It's appearance could also be a continuity nod to it's use in [[Resident Evil (1996 VG)|Resident Evil 1]] and [[Resident Evil 3: Nemesis|3]]. &lt;br /&gt;
&lt;br /&gt;
Visually, it is roughly identical to the real steel, though it lacks the front and rear tube covers. There is no extra ammunition for this weapon, though it does have a reload animation observable in the Model Viewer.&lt;br /&gt;
&lt;br /&gt;
Flan carries one alongside the Minigun and Spark Shot as part of her kit in ''The Tofu Survivor''.&lt;br /&gt;
[[Image:M202A2 FLASH.JPG|thumb|400px|none|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:RE3RemasteredM202.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Anti-tank Rocket&amp;quot; launcher.]]&lt;br /&gt;
[[File:RE2RemasteredM202Aim11.jpg|thumb|none|600px|Leon facing down a mutated Mr. X with the &amp;quot;Anti-tank Rocket&amp;quot; launcher. The tubes will empty one by one according to the amount of rockets fired.]]&lt;br /&gt;
&lt;br /&gt;
==Saab Bofors Dynamics AT4==&lt;br /&gt;
The [[Saab Bofors Dynamics AT4]] appears in the game as the &amp;quot;ATM-4&amp;quot;. It has unlimited ammunition, and can be unlocked by completing Leon's scenario A/B on Hardcore with an S+ ranking.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|400px|none|M136 AT4 Anti-Tank recoilless launcher - 84mm]]&lt;br /&gt;
[[File:RE2RemasteredAT4.jpg|thumb|none|600px|Inventory preview of the &amp;quot;ATM-4&amp;quot;. The description is actually wrong here: the AT-4 is '''not''' a rocket launcher despite popular belief. The projectile itself lacks a rocket motor, therefore the weapon is technically a recoilless rifle.]]&lt;br /&gt;
[[File:RE2RemasteredAT4Aim.jpg|thumb|none|600px|Leon aiming the &amp;quot;ATM-4&amp;quot; at a nearby wall.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Chemical Flamethrower==&lt;br /&gt;
Leon can acquire a flamethrower in a safe of sorts in the Sewers, after solving a puzzle involving the King and Queen plugs. Claire's equivalent is the Spark Shot. Claimed to be manufactured by Umbrella Corporation, the Chemical Flamethrower now boasts an original design rather than being based in the M240 Flamethrower from ''[[Aliens]]'' like in the original game. It can hold 200 units of fuel and lets out a stream of flames that can set enemies alight and deal great damage. Along with the incendiary ammo for the GM 79, it is the only weapon capable of killing ivy zombies permanently.&lt;br /&gt;
&lt;br /&gt;
It only has one upgrade, which is a Regulator that decreases fuel usage. Fuel supplies, when found, come in generous amounts (usually a full tank), but are expectedly scarce.&lt;br /&gt;
&lt;br /&gt;
Konjac is equipped with a Chemical Flamethrower and a GM 79 in The Tofu Survivor. &lt;br /&gt;
[[File:RE2RemasterChemicalFlamethrower.jpg|thumb|none|600px|Inventory preview of the fully-modded &amp;quot;Chemical Flamethrower&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasterChemicalFlamethrowerFire.jpg|thumb|none|600px|Leon firing the &amp;quot;Chemical Flamethrower&amp;quot; at nothing in particular instead of running for his life.]]&lt;br /&gt;
&lt;br /&gt;
==Spark Shot==&lt;br /&gt;
Claire can acquire the Spark Shot for use while traveling through the Sewers. It is found behind a locked door that can be opened by strategically placing the King and Queen plugs found nearby. Leon's equivalent of this is the Flamethrower. Unlike its original counterpart, which looked to be more of a jury-rigged two-prong stun gun than anything, the new Spark Shot is a professionally-made oversized taser. Fed from 7-round magazines, the Spark Shot operates like a pump-action shotgun, and is quite powerful despite being purportedly a non-lethal device made for capturing specimens. It features a new charging mode unlike the original iteration, which essentially allows it to gradually crank up the voltage when shocking a single target, though breaking line of sight or being attacked while zapping &amp;quot;breaks&amp;quot; the darts. While powerful enough to incapacitate even the fearsome Mr. X, it is not very plausible to use it against him, as by the time it's found he's no longer pursuing Claire.&lt;br /&gt;
&lt;br /&gt;
As with the Flamethrower, the Spark Shot only has one upgrade, which is the High-Voltage Condenser that increases its rate-of-fire. Ammo for the Spark Shot is very rare, and tend to be found in minimal quantities after reaching the NEST.&lt;br /&gt;
&lt;br /&gt;
Flan carries one alongside the Minigun and &amp;quot;Anti-tank Rocket&amp;quot; Launcher as part of her kit in The Tofu Survivor.&lt;br /&gt;
[[File:RE2RemasteredSparkShot.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Spark Shot&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasteredSparkShotFull.jpg|thumb|none|600px|The fully-modded &amp;quot;Spark Shot&amp;quot;.]]&lt;br /&gt;
[[File:RE2RemasterSparkShotAim.jpg|thumb|none|600px|Claire aiming the &amp;quot;Spark Shot&amp;quot; at an aquarium. Note the High-Voltage Condenser's display monitoring energy levels.]]&lt;br /&gt;
&lt;br /&gt;
==Orion Flare Gun==&lt;br /&gt;
In the Umbrella facility, Annette Birkin uses what appears to be an [[Orion flare gun]] enlarged to 40mm caliber to fire acid rounds at the mutated William.&lt;br /&gt;
&lt;br /&gt;
[[Image:ORION 25mm.jpg|thumb|none|350px|Orion flare gun - 25mm]]&lt;br /&gt;
[[File:RE2RemasteredOrion.jpg|thumb|none|600px|Annette Birkin holds the flare gun on her mutated husband while &amp;quot;Noir&amp;quot; Leon watches.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Fragmentation Grenade==&lt;br /&gt;
The [[M26 hand grenade]] appears in the game simply as the &amp;quot;Hand Grenade&amp;quot;. It can be thrown to decimate large mobs of enemies, on top of being classified as a sub-weapon, allowing the player to use one to break free of an enemy's grasp.&lt;br /&gt;
&lt;br /&gt;
Uiro-Mochi carries nothing but ''36'' of these as part of his kit in ''The Tofu Survivor''.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|400px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE2RemasteredM26.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Hand Grenade&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] appears in the game simply as the &amp;quot;Flash Grenade&amp;quot;. It can be thrown to disorient large mobs of enemies, and is especially effective against Lickers as the loud explosion temporarily disables their sense of hearing. It is also classified as a sub-weapon, allowing the player to use one to break free of an enemy's grasp.&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE2RemasteredM84.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Flash Grenade&amp;quot;. It is unknown how it produces the bright flash considering the lack of holes on the casing, and the fact that the grenade itself is not destroyed to produce the blast.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1616757</id>
		<title>Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1616757"/>
		<updated>2023-10-10T11:39:25Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: /* Side by Side Shotgun */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare II''&lt;br /&gt;
|picture=MWII-cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=October 28, 2022&lt;br /&gt;
|developer=Infinity Ward&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 II''''' is the nineteenth installment in the ''[[Call of Duty]]'' first-person shooter series. Developed by Infinity Ward and published by Activision, it is a direct sequel to ''[[Call of Duty: Modern Warfare (2019)]]'', and it was released on October 28, 2022.&lt;br /&gt;
&lt;br /&gt;
Like ''Modern Warfare 2019'', the game is comprised of four main modes: the traditional singleplayer campaign, multiplayer, Spec Ops and Warzone 2.0 with additional DMZ mode.&lt;br /&gt;
&lt;br /&gt;
The singleplayer story is the continuation of ''Modern Warfare''’s storyline, following the newly-formed elite multinational Task Force 141 in their continuing fight against the terrorist organization Al-Qatala, who have formed an alliance with the deadly Las Almas drug cartel. &lt;br /&gt;
&lt;br /&gt;
The multiplayer is the standard attraction of the ''Call of Duty'' franchise, along with PvE Spec Ops missions. A new submode to Spec Ops are Raids, which are multi-stage, high-risk high-reward episodic long levels mixed with cooperative combat and puzzle-solving. As of March 2023, &amp;quot;Atomgrad&amp;quot; is the only available Raid in the game, along with four episodes which take place after the events of ''Modern Warfare'' and by extension, some events of Warzone 1.0 before the release of ''Black Ops: Cold War''.&lt;br /&gt;
&lt;br /&gt;
Following on the heels of ''Warzone'', '''''Call of Duty: Warzone 2.0''''' is a standalone free-to-play gamemode that expands upon the original mode with new features and new maps, with additional maps being added later seasons. In addition, Warzone 2.0 also includes the DMZ submode, an extraction-type PvPvE gamemode where players complete faction quests, scavenge for weapons and loots, fend off against enemy NPCs as well as players and exfiltrate the map alive, with no set objective.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare II}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The weapon system in ''Modern Warfare II'' is a modified version of the weapons and Gunsmith system found in ''Modern Warfare'', with a limit of five mod slots. Primary weapons are divided into seven types: submachine guns, assault rifles, shotguns, battle rifles (high damage, high recoil select-fire rifles with low capacity), marksman rifles (high damage, accurate, exclusively semi-auto/manually-operated rifles, with iron sights), light machine guns, and sniper rifles. Weapon inspection animations are more intricate than it was in ''Modern Warfare'', with the user often checking the magazine and/or chamber in each of the inspect animations. The current ammunition type (hollow points, incendiary rounds and the like) can also be seen. As of Season 1, inspect animations now correctly account for if the weapon is empty or not; this was not the case during the multiplayer beta and launch builds of the game.&lt;br /&gt;
&lt;br /&gt;
Weapon reloads are now &amp;quot;staged&amp;quot;, meaning if the player performs an action that would cancel a reload (as with previous entries), the reload animation will resume to its previous state until the magazine/last round is either inserted (for non-empty reloads) or when the weapon is chambered. Underbarrel grenade launcher reloads are not affected by this, however.&lt;br /&gt;
&lt;br /&gt;
Reaching the maximum level of a weapon unlocks Weapon Tuning, wherein the player can finetune various attachments to be slightly better at one statistic at the cost of another. Various store blueprints come with predetermined &amp;quot;pro-tuned&amp;quot; attachments; in which the player cannot modify. Pro-tuned attachments are reset if the player modifies their attachments or its tuning.&lt;br /&gt;
&lt;br /&gt;
Many weapons are now classified under a &amp;quot;Weapon Platform&amp;quot; system, which groups multiple weapons (which may cover several different types) in the same real world weapon family into a single set, with individual weapons within the Weapon Platform being classified as &amp;quot;Receivers&amp;quot;. Weapons under a Weapon Platform share a progression system that lets the player unlock platform-specific shared attachments. It is possible to create a loadout with two similar weapons with marginally different stats, such as having the AUG A3 and AUG HBAR variant in the same loadout, with similar attachment setups. Post-release weapons in existing weapon platforms are not unlocked by progressing the specific weapon level required, as those are completed through various tasks instead.&lt;br /&gt;
&lt;br /&gt;
The current Weapon Platforms with multiple receivers in ''Modern Warfare II'' are the following:&lt;br /&gt;
* Bruen Bullpup Platform (Steyr AUG-based weapons)&lt;br /&gt;
* Bruen Ops Platform (MCX-based weapons, as well the Honey Badger)&lt;br /&gt;
* Bryson 800 Series (Mossberg-based shotguns)&lt;br /&gt;
* Bryson Long Range Platform (Remington 700-based weapons)&lt;br /&gt;
* ISO Platform (B&amp;amp;T APC family)&lt;br /&gt;
* Kastovia Platform (AK-based weapons)&lt;br /&gt;
* Lachmann Meer (Heckler &amp;amp; Koch roller-delayed weapons)&lt;br /&gt;
* M4 Platform (AR-based weapons)&lt;br /&gt;
* Ordnance Weapon Platform (M14-based rifles)&lt;br /&gt;
* Sakin G Series (Desert Eagle variants)&lt;br /&gt;
* Tactique Verte (FN SCAR-based weapons)&lt;br /&gt;
* XRK (Glock pistols)&lt;br /&gt;
&lt;br /&gt;
Through the use of grip attachments, the &amp;quot;Pistol Fastdraw&amp;quot; benefit (previously known as &amp;quot;Tactical Pistol Raise&amp;quot;) introduced in ''MWII'' is the ability to instantly draw the player's sidearm without fully lowering their primary weapon. Dual-wielding makes a return in ''Modern Warfare II'', although it is regulated to the grip attachment of the weapon instead of being a weapon perk and it's only restricted to handguns exclusively (including TEC-9 hybrid machine pistol).&lt;br /&gt;
&lt;br /&gt;
Various executions (finishing moves) that use a firearm in this game now involve other weapon types, in addition to a pistol unlike in prior games. If the player has a weapon of the same class (assault rifle, SMG, etc) as a given execution's default weapon, the player's custom weapon will be featured instead.&lt;br /&gt;
&lt;br /&gt;
''Modern Warfare II'' introduces extensive and realistic water physics, a significant improvement over ''Black Ops: Cold War'', the previous game in the series to feature water mechanics. Unlike in ''Cold War'', primary weapons can't be fired underwater and only handguns can, albeit with a reduced efficiency. Shooting into water and explosions cause ripples and mines float when thrown onto water. When swimming on the surface, water flows into the weapon's details and the weapon along with its user can get wet.&lt;br /&gt;
&lt;br /&gt;
Weapon and inventory management in Warzone 2.0 Battle Royale is similar to its previous iteration, where in players are airdropped with weak weapons, scavenge weapons all over the game world and procure their own loadout weapons in a supply drop. DMZ on the other hand is similar to &amp;quot;extraction&amp;quot; games of a similar fashion. The player is given three insured weapon slots (one available at the start, the other two require metagame upgrades), which the player can customize and they do not get lost if they leave it in the game world (should the player die or exchange for a new weapon, even if the enemy picks up the weapon), though it has a cooldown which can be decreased by successful extractions, through upgrades, through certain in-game weapon blueprints (that are obtained through bundles) or by submitting items into a &amp;quot;dead drop&amp;quot; (which is an interactable dumpster) in certain locations of the map. In addition, the player has a number of temporary &amp;quot;contraband&amp;quot; weapon slots which are the weapons brought by the player upon a successful extraction. These weapons will be lost if they are dropped, although they can be destroyed in the game's lobby to free up space for more contraband weapons. Firearms can be customized in a Workbench while on a raid, albeit with a fee of credits obtained throughout the round and a limited selection of attachments.&lt;br /&gt;
&lt;br /&gt;
As before, weapons in both Warzone 2.0 Battle Royale and DMZ can be acquired through enemies (either NPC bots or player operatives) or through various loot containers all over the map; contraband weapons from DMZ can also be obtained by completing various faction missions. Also, if the player extracts with a weapon that they haven't unlocked yet, the weapon will be immediately unlocked for free without the player level or weapon platform requirement.&lt;br /&gt;
&lt;br /&gt;
The method of unlocking cosmetic camouflages was overhauled in ''MWII'' compared to its predecessors. Every weapon has four unique camouflages (with only one unique camo for every launcher), each with their easy challenges in order to unlock them. Once the specific camo is unlocked, it can be used in every weapon available, streamlining the process of the camo grind from previous games. Unlocking all base camouflages for the current weapon allows the player to progress through the mastery camo challenges.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] returns as the &amp;quot;.50 GS&amp;quot; and is said to be manufactured by Sakin (&amp;quot;Sakin&amp;quot; meaning &amp;quot;Knife&amp;quot; in Hebrew, alluding to the knife in the logo of IMI/IWI). The new model is a bit more stylized and features Picatinny rails on the 12 o'clock and 6 o'clock positions, a skeletonized hammer, and has a two-tone finish that is basically the reverse of the Desert Eagle in the original ''[[Modern Warfare 2]]''; the ''MW2'' pistol had a chrome frame and trigger, while the ''MWII'' pistol has a chrome slide, barrel, and hammer. It is frequently used by Las Almas cartel members.&lt;br /&gt;
&lt;br /&gt;
The standard magazine capacity is of 7 rounds, but extended baseplates that take the capacity to 10 or 13 rounds are available. The weapon can be modified with a ported barrel via the &amp;quot;SA Comp Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Desert Eagle XIX 50 Picatinny rail.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame and railed barrel - .50 AE]]&lt;br /&gt;
[[File:MW22 DesertEagle.jpg|thumb|none|600px|The Desert Eagle in the gunsmith preview screen. Note the Sakin markings, which seems to be the in-universe IWI, since Sakin also manufactures the Negev 7 in this game.]]&lt;br /&gt;
[[File:MW22 Deagle (2).jpg|thumb|none|600px|Holding the Desert Eagle at compressed ready.]]&lt;br /&gt;
[[File:MW22 Deagle (7).jpg|thumb|none|600px|Aiming down the sights of the Desert Eagle.]]&lt;br /&gt;
[[File:MW22 Deagle (4).jpg|thumb|none|600px|The inspect animation shows the character flicking out the pistol's magazine into the air and catching it.]]&lt;br /&gt;
[[File:MW22 Deagle (3).jpg|thumb|none|600px|A .50 AE bullet in the magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (5).jpg|thumb|none|600px|Performing a brass check by pulling back on the ambidextrous safety.]]&lt;br /&gt;
[[File:MW22 Deagle (8).jpg|thumb|none|600px|Tactical reload.]]&lt;br /&gt;
[[File:MW22 Deagle (9).jpg|thumb|none|600px|Flicking out a spent magazine John Wick style.]]&lt;br /&gt;
[[File:MW22 Deagle (10).jpg|thumb|none|600px|Power-stroking the slide to chamber a fresh round.]]&lt;br /&gt;
[[File:MW22 Deagle (11).jpg|thumb|none|600px|Taking a break to inspect two Desert Eagles fitted with ported barrels while waiting in line at the US-Mexican border.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;GS Magna&amp;quot;==&lt;br /&gt;
A Desert Eagle modified (presumably by cartel members) to fire full-auto based on the &amp;quot;Thunderbird&amp;quot; Desert Eagle made by YouTuber Mr.Wilk was added as a separate weapon in Season 3 Reloaded, as the &amp;quot;GS Magna&amp;quot;. Aesthetically, the pistols differs from the game's standard Desert Eagle by featuring a ported barrel, different grip texture, a tan/bronze-like finish, and different markings. In gameplay terms, it cannot equip lasers/lights or trigger attachments, but can instead use vertical foregrips.&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
[[File:Mwiifullautodeagleloadout.jpg|thumb|none|600px|In the loadout screen.]]&lt;br /&gt;
[[File:Mwiifullautodeagle1.jpg|thumb|none|600px|Checking the weapon, loaded with overpressure rounds.]]&lt;br /&gt;
[[File:Mwiifullautodeagle2.jpg|thumb|none|600px|Valeria about to lose her teeth while dumping a magazine of .50 AE.]]&lt;br /&gt;
[[File:Mwiifullautodeagle3.jpg|thumb|none|600px|Dual wielding the weapons while firing with predictable uncontrollability.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17 MOS==&lt;br /&gt;
The &amp;quot;X12&amp;quot;, manufactured by the in-game XRK, is a stylized [[Glock 17|Glock 17 MOS]]. It is based on a 5th generation version with front slide serrations, though it is depicted with two pins above the trigger like the Gen 3 and Gen 4 models (as opposed to one pin for the Gen 5). It's equipped with a plate system to mount red dots, just like the real Glock MOS System and many of its stylized parts include the rounded bottom beaver-tail, the MIL-STD 19-13 rail, the hinged trigger (which turns into a more Glock-style one with some customization options), a small port on top of the slide just rear of the front sight and the grip texture.&lt;br /&gt;
&lt;br /&gt;
It can be fitted with a Flux Defense Brace, called &amp;quot;XRK Pistol Stock&amp;quot;. It feeds by default from Magpul 17 round Glock magazines with a grey follower, a +7 extended baseplate that changes the follower color to orange, a 33-round stick magazine stylized to look like a Kriss MagEx2 (that's supposed to hold 40 rounds) and a Magpul PMAG D-50 GL9 50 round drum magazine. The same options are available for the Glock 18.&lt;br /&gt;
&lt;br /&gt;
Judging by the square hole in the pistol's frame, where a QR code is painted out, the XRK pistol platform seems to be modular just like the [[SIG-Sauer P320]] or the ZEV OZ-9.&lt;br /&gt;
&lt;br /&gt;
It is frequently used by Las Almas Cartel members, Soap, Rodolfo and Russian Konni PMCs in the campaign. Glocks are also seen in many character's holsters, including Ghost and Alejandro.&lt;br /&gt;
&lt;br /&gt;
[[File:G17 Gen5 MOS FS.jpg|thumb|none|300px|Glock 17 MOS FS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock preview.jpg|none|600px|thumb|The Glock 17 in the gunsmith preview screen. Note the non-standard grip texture and a &amp;quot;3S&amp;quot; writing where the &amp;quot;17&amp;quot; should be on the real Glock.]]&lt;br /&gt;
[[File:MW22 GLOCK (1).jpg|thumb|none|600px|Right side. Note the metal plate that is in place of the right-side slide stop.]]&lt;br /&gt;
[[File:Mw22 glock 17 idle.jpg|thumb|none|600px|Holding the Glock 17.]]&lt;br /&gt;
[[File:Mw22 glock 17 (4).jpg|thumb|none|600px|Checking the magazine (the witness holes are actually textured on - cartridges will still show on these after the mag is empty).]]&lt;br /&gt;
[[File:Mw22 glock 17 (5).jpg|thumb|none|600px|Performing a brass check. Note that the slide release, unlike the real Gen5 Glock, is not ambidextrous.]]&lt;br /&gt;
[[File:Mw22 glock 17 (1).jpg|thumb|none|600px|The inspect animation ends with a bump to make sure that the slide is in battery, a common move on striker-fired pistols.]]&lt;br /&gt;
[[File:Mw22 glock 17 (3).jpg|thumb|none|600px|Tactical reload on the G17. Reload animations didn't really change from ''Modern Warfare''...]]&lt;br /&gt;
[[File:Mw 22 glock 17 (2).jpg|thumb|none|600px|...except for the empty reload, which involves tugging the slide from the front serrations instead of the rear ones with the G21 of the previous game.]]&lt;br /&gt;
[[File:Mw22 glock tactical (1).jpg|thumb|none|600px|Quick-drawing a customized Glock while retaining a primary weapon in the left hand.]]&lt;br /&gt;
[[File:Mw22 glock tactical (2).jpg|thumb|none|600px|Konig messes up while reloading his Glock with 33-round stick magazines. When equipped with bigger magazines, the guns in Modern Warfare II will have slower reload animations, to account for the bigger bulk or length compared to the standard ones. Smaller magazine options have faster reload times.]]&lt;br /&gt;
[[File:MW22 X12 rope.jpg|thumb|none|600px|Garrick readies his Glock after being nearly tossed out of a Black Hawk, losing his primary weapon in the process. Garrick's gloves are based on the Oakley SI Transition gloves in tan, which have since been discontinued.]]&lt;br /&gt;
[[File:Glock 17 with Flux Defense Stock Brace.jpg|thumb|none|350px|Glock 17 (5th Generation) with Flux Defense Brace - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock flux.jpg|thumb|none|600px|The G17 equipped with the Flux Brace.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
A stylized [[Glock 18]] appears as the &amp;quot;X13 Auto&amp;quot;, as part of the XRK pistol platform, and features its fire selector on the right side of the slide instead of the left, as well as sporting a tan finish. It has the same Gen 5 MOS FS setup as the &amp;quot;X12&amp;quot;, even though the real Glock 18 isn't known to exist in this configuration. Other differences from the &amp;quot;X12&amp;quot; include a different grip texture and a tritium front sight. Of note, the &amp;quot;X12&amp;quot;, &amp;quot;X13&amp;quot;, and ''MW19''’s &amp;quot;X16&amp;quot; (Glock 21) feature the same relationship between their numbers as the real pistols (G17, G18, skip two, G21 / X12, X13, skip two, X16), which is almost certainly intentional.&lt;br /&gt;
&lt;br /&gt;
In the campaign it's seen used by Russian PMCs and the Mexican Army (which is inaccurate, as the latter are issued the [[Beretta 92FS]] or the [[SIG-Sauer P226]]).&lt;br /&gt;
&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|300px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]&lt;br /&gt;
[[File:Mw22 x13 (1).jpg|thumb|none|600px|The tan Glock 18 in the gunsmith preview screen. The markings here are different from the X12, them being &amp;quot;3S-A&amp;quot; and adding an &amp;quot;AUTO&amp;quot; writing next to the serial number.]]&lt;br /&gt;
[[File:MW22 GLOCK (2).jpg|thumb|none|600px|Right side of the G18.]]&lt;br /&gt;
[[File:Mw 22 x13 (4).jpg|thumb|none|600px|Brass checking the Glock 18. Not much is different from the X12 seen above, except for the (unusable) fire selector, where red seems to be full-auto and white is semi-automatic. Or maybe it's just a safety and the gun is full-auto only, as it cannot be switched to semi-auto in gameplay.]]&lt;br /&gt;
[[File:Mw 22 x13 (2).jpg|thumb|none|600px|Another small change from the X12 are the standard iron sights, which now have a green front post.]]&lt;br /&gt;
[[File:Mw 22 x13 (3).jpg|thumb|none|600px|After re-enacting one of his favourite TikToks by blasting away with a full-auto Glock, the operator reloads the empty G18.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18 (in carbine conversion kit)===&lt;br /&gt;
Using the &amp;quot;Impact Point&amp;quot; barrel attachment places the X13 inside a carbine conversion kit. The kit resembles the [[FAB Defense KPOS Scout]] with its compact size and AR-15 style T-handle.&lt;br /&gt;
&lt;br /&gt;
[[File:Glock KPOS Scout.jpg|thumb|none|450px|Glock pistol mounted in FAB Defense KPOS Scout.]]&lt;br /&gt;
[[File:MWII G18 KPOS (1).jpg|thumb|none|600px|The G18 KPOS imitation with the &amp;quot;X13 Coachwhip Stock, Bruen Tri-Port compensator,&amp;quot; and &amp;quot;Schlager Tango&amp;quot; folding foregrip.]]&lt;br /&gt;
[[File:Mw 22 x13 (5).jpg|thumb|none|600px|Holding an X13 Auto with the &amp;quot;Impact Point&amp;quot; carbine kit.]]&lt;br /&gt;
[[File:Mw 22 x13 (7).jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:Mw 22 x13 (6).jpg|thumb|none|600px|Pulling back on the external charging handle to release the slide on empty.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18 (3D printed)===&lt;br /&gt;
3D printed Glock pistols appear in the hands of terrorists in the post-credits scene. A complete version of this cutscene also appears in the sequel, ''Modern Warfare III''. The pistols are likely based on the &amp;quot;X13 Auto&amp;quot; model, as they feature a selector switch on the right side of the slide.&lt;br /&gt;
&lt;br /&gt;
In the scene, a terrorist assembles a 3D printed Glock pistol in a plane cabin mid-flight by smuggling individual gun components onto the plane separately. The individual parts shown include a metal firing pin (hidden in the safety belt buckle), a metal barrel (hidden in a flashlight), a trigger (disguised in a necklace), a polymer slide and a polymer frame (both hidden on the person), and a metal magazine with ammunition (hidden underneath a plate cloche).&lt;br /&gt;
&lt;br /&gt;
Though dramatic, the scene is logistically unrealistic, as disassembled firearm components likely still would've been detected by airport security, and the insider collaboration required for hiding the gun parts on the plane in the first place likely would've also allowed for a full gun to be smuggled. Additionally, the metal parts shown would be insufficient to assemble a functional gun - while 3D-printed Glock frames do exist, they use metal fire control parts, metal springs, metal locking blocks inserted into the frame, and (perhaps most crucially) metal slides. &lt;br /&gt;
&lt;br /&gt;
The whole thing might have been inspired by videos such as a [https://www.youtube.com/watch?v=C4dBuPJ9p7A story by VICE about printing a Glock], though, even that particular video shows the complexities involved with the assembly.&lt;br /&gt;
[[File:Mwii3dglock1.jpg|thumb|none|600px|The terrorist places individual parts on his tray table. As mentioned before, the firing spring and firing pin were inside his seatbelt buckle, the barrel inside a flashlight &amp;amp; trigger as a necklace (not pictured). The slide and two part frame he takes out already has some components attached (although it's difficult to tell if they are plastic or metal.]]&lt;br /&gt;
[[File:Mwii3dglock7.jpg|thumb|none|600px|The slide after inserting the barrel, after this he inserts the firing pin.]]&lt;br /&gt;
[[File:Mwii3dglock10.jpg|thumb|none|600px|The front half of the two part frame.]]&lt;br /&gt;
[[File:Mwii3dglock12.jpg|thumb|none|600px|About to merge the two part frame. Unfortunately the pre-rendered cutscene features added motion blur when the front assembly comes into view.]]&lt;br /&gt;
[[File:Mwii3dglock13.jpg|thumb|none|600px|Closeup of the nubs which supposedly holds the two assemblies together.]]&lt;br /&gt;
[[File:Mwii3dglock15.jpg|thumb|none|600px|Attaching the slide to the completed frame. It isn't fully visible here, but the slide has holes in the top for mounting optics.]]&lt;br /&gt;
[[File:Mwii3dglock17.jpg|thumb|none|600px|Retreiving the magazine from the salad lid.]]&lt;br /&gt;
[[File:Mwii3dglock21.jpg|thumb|none|600px|...And racking the slide after inserting it. Note the forward mounted iron sights.]]&lt;br /&gt;
[[File:Mwii3dglock23.jpg|thumb|none|600px|Holding the completed Glock.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P220 Elite==&lt;br /&gt;
A [[SIG-Sauer P220|SIG-Sauer P220 Elite]] with a less pronounced beaver-tail, a squared magazine release and suppressor height sights (that co-witness with optics) appears as the &amp;quot;P890&amp;quot; (or &amp;quot;Bruen .45&amp;quot; during the beta). The decocker is actually used during the inspect animation and when reholstering the pistol, when drawing it the user will cock the hammer manually, so the gun always fires in single action (in third person the gun fires the first shot double-action and the following ones single-action, this cycle resets after a few seconds). A double-action only DAK trigger group is available, removing the decocking and cocking animation and adding a fire delay, reflecting the long squeeze of the DAO trigger mechanism. At launch, the trigger was not animated during the decocking sequence, though this has since been patched. When using the double-action-only trigger group, the trigger is still incorrectly in the more rearward single action position, however. It feeds from stainless steel 8-round magazines by default, but magazine baseplates that increase the capacity to either 10 or 12 are available.&lt;br /&gt;
&lt;br /&gt;
The in-game description notes that its use of subsonic ammo hides the death skulls that appear to the enemy team, and as it's not using any sort of &amp;quot;special&amp;quot; ammo type in-game this implies that ''all'' weapons using .45 ACP (which is inherently subsonic) will hide enemy death skulls.&lt;br /&gt;
&lt;br /&gt;
Like the two Glock variants, the P220 features a slide equipped with a cut for micro red dot optics (that mount directly onto the slide, instead of having different plates between the slide and the optic, which would mean that either all the MRDs in the game share the same mounting system or the cut is universal), a feature not available out of the box on the real SIG.&lt;br /&gt;
&lt;br /&gt;
It seems to be a favorite of various members of TF 141 and US MARSOC in &amp;quot;Kill or Capture&amp;quot; are seen with the pistols in their holsters instead of the more fitting M45A1 or the Glock 19 (which could have been made as the X14 in-game).&lt;br /&gt;
[[File:P220 Elite.jpg|thumb|none|300px|SIG-Sauer P220 Elite - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 preview.jpg|thumb|none|600px|The SIG in the gunsmith preview screen.]]&lt;br /&gt;
[[File:P220 MWII idle.jpg|thumb|none|600px|The player character holds his P220 at the ready.]]&lt;br /&gt;
[[File:P220 MWII ADS.jpg|thumb|none|600px|Aiming down the three-dot night sights.]]&lt;br /&gt;
[[File:P220 MWII inspect1.jpg|thumb|none|600px|Holding the P220 up for a good look at the fictional Bruen markings.]]&lt;br /&gt;
[[File:P220 MWII inspect2.jpg|thumb|none|600px|Checking the magazine. Note the calibre stamped on the magazine being &amp;quot;.45 APC&amp;quot;.]]&lt;br /&gt;
[[File:P220 MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:P220 MWII reload1.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:P220 MWII reload2.jpg|thumb|none|600px|Reloading from empty. The empty magazine needs a little help to get out. This doesn't happen with the &amp;quot;Fast Hands&amp;quot; perk.]]&lt;br /&gt;
[[File:P220 MWII reload3.jpg|thumb|none|600px|Racking the slide on a fresh magazine.]]&lt;br /&gt;
[[File:Sig p220 dak.jpg|thumb|none|300px|SIG-Sauer P220 with DAK trigger group - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 dak.jpg|none|thumb|600px|Reloading a tricked-out P220 DAK with a LAM, extended magazine, Trijicon RMR-inspired red dot sight and custom grips. Note that it still retains the decocking lever, something that the real one doesn't have.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 X-Six===&lt;br /&gt;
Fitting the P220 with the &amp;quot;Matuzek Cottonmouth Barrel&amp;quot; (which is stated to be 140mm long, while the X-Six's is 153mm long), the &amp;quot;Bruen RSH-80 Grip&amp;quot; and the &amp;quot;XRX Heavy V3&amp;quot; trigger group will make it somewhat resemble the P220 X-Six, retaining the double-action trigger mechanism and black standard frame.&lt;br /&gt;
[[File:P220 X-Six II.jpg|thumb|none|300px|SIG-Sauer P220 X-Six II - .45 ACP]]&lt;br /&gt;
[[File:MWII P220x6.jpg|thumb|none|600px|Left side of the poor man's P220 X-Six.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 Carry===&lt;br /&gt;
Using the &amp;quot;Matuzek Venom&amp;quot; barrel on the P220 will turn it into a P220 Carry, although with a bit of a stylized slide.&lt;br /&gt;
[[File:Sig p220 carry.jpg|thumb|none|300px|SIG-Sauer P220 Carry - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 c.jpg|thumb|none|600px|Right side view of the P220 Carry.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] appears as the &amp;quot;Basilisk&amp;quot; (or &amp;quot;Centum 5&amp;quot; in pre-release). The barrel appears to be somewhere between the 4 and 8 inch barrel options for the real Model 500, most likely 6 inches. Similar to ''[[Battlefield 2042]]''’s Taurus Raging Hunter, unfired rounds in the chamber are retained while reloading. Having the &amp;quot;Fast Reload&amp;quot; perk or &amp;quot;Akimbo&amp;quot; attachment omits retaining rounds entirely, but keeps it in the player's ammunition pool.&lt;br /&gt;
&lt;br /&gt;
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 (8.75&amp;quot; Barrel) - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:SW500 MWII gunsmith.jpg|thumb|none|600px|The Model 500 in the gunsmith preview screen.]]&lt;br /&gt;
[[File:SW500 MWII gunsmith2.jpg|thumb|none|600px|&amp;quot;Bryson 780&amp;quot; and place of manufacture stamped on the sideplate.]]&lt;br /&gt;
[[File:SW500 MWII ADS.jpg|thumb|none|600px|The player character draws a bead with his Smith and Wesson hand cannon. It can maintain ADS while reloading, something that wasn't possible with the .357 in the previous game.]]&lt;br /&gt;
[[File:SW500 MWII idle.jpg|thumb|none|600px|Wielding the &amp;quot;Basilisk&amp;quot; in game. The in-game model is undersized, as it's almost the same size as the [[Call of Duty: Modern Warfare 2#Colt Anaconda|Anaconda .44 from the original Modern Warfare 2]]. In reality, the S&amp;amp;W Model 500 is an X-Frame revolver: substantially larger than the Colt Anaconda and even the Desert Eagle.]]&lt;br /&gt;
[[File:SW500 MWII inspect1.jpg|thumb|none|600px|The player character admires the stainless steel polish of the &amp;quot;Basilisk&amp;quot;, mid-Revolver Ocelot imitation. Having the gun empty twirls the revolver for a little longer than it was when loaded.]]&lt;br /&gt;
[[File:SW500 MWII inspect2.jpg|thumb|none|600px|A brief glimpse of the right hand side of the revolver. Note that the markings imply the in-universe name of the Basilisk is the &amp;quot;Bryson 780&amp;quot;.]]&lt;br /&gt;
[[File:SW500 MWII reload1.jpg|thumb|none|600px|Dumping the fired casings out of the cylinder.]]&lt;br /&gt;
[[File:SW500 MWII reload2.jpg|thumb|none|600px|Reloading new rounds into the cylinder via a speedloader.]]&lt;br /&gt;
[[File:SW500 MWII reload3.jpg|thumb|none|600px|Without Fast Reload, partial reloads have the player character retain the unfired rounds:&amp;lt;li&amp;gt;At 1 or 2 rounds fired, the operator pats the ejector rod to loosen the fired rounds and manually replaces them, leaving the unfired rounds in the cylinder.&amp;lt;li&amp;gt;At 3 or 4 rounds fired, the operator lifts the cylinder to drop out and retain the unfired round(s), before ejecting and reloading the rest of the cylinder.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The primers will always appear as intact, however.]]&lt;br /&gt;
&lt;br /&gt;
==Staccato P==&lt;br /&gt;
The [[STI 1911 Series|Staccato P]] was added in Season 5 Reloaded as the &amp;quot;9mm Daemon&amp;quot;. Its default magazine holds 15 rounds (the real Staccato mag holds 17), options for 20 and 26 round magazines are also available. The gun can be extensively customized with parts inspired by various custom 2011 gunmakers. A barrel option gives the Daemon a frame mounted red dot, charging handle and a competition slide with a compensator, a setup commonly found on IPSC Open race guns; this slide also changes the equip/first-draw animation from a twirl followed by chambering the pistol, to simply chambering the pistol using the charging handle. A first in the series, the gun can be fitted with a magwell (in the Grip slot), which negates the need for the Sleight of Hand perk and makes the gun reload faster by default. When drawing and holstering the pistol, the manual thumb safety is used, although in a bit of a dramatic way when it comes to stowing away the weapon.&lt;br /&gt;
The gun has very high hip-fire accuracy, suggested by how close the operator holds it, in a Central Axis Relock manner, it manages to have very low recoil, even less than the Glock 17, which has virtually none, and a fast fire rate by default, overall a great 9mm secondary.&lt;br /&gt;
[[File:STI 2011 Staccato P.jpg|thumb|none|300px|Staccato P - 9x19mm]]&lt;br /&gt;
[[File:Mw22 staccato (3).jpg|thumb|none|600px|Holding the Staccato John Wick style.]]&lt;br /&gt;
[[File:Mw22 staccato (4).jpg|thumb|none|600px|Aiming down the sights. The green dots glow in the dark, a feature shared with the P220 Elite.]]&lt;br /&gt;
[[File:Mw22 staccato (5).jpg|thumb|none|600px|Part of the very intricate inspect animation shows the operator decocking the gun, twirling it around on their index finger, inspecting the right side...]]&lt;br /&gt;
[[File:Mw22 staccato (6).jpg|thumb|none|600px|...then ejecting the magazine, extracting a round and doing a chamber-load trick. You can see the round sitting on the slide.]]&lt;br /&gt;
[[File:Mw22 staccato (7).jpg|thumb|none|600px|Swapping magazines.]]&lt;br /&gt;
[[File:Mw22 staccato (8).jpg|thumb|none|600px|Power stroking the slide on an empty reload.]]&lt;br /&gt;
[[File:Mw22 staccato racegun (1).jpg|thumb|none|600px|Having missed the bus to the local IPSC match, Gus looks at his 2011.]]&lt;br /&gt;
[[File:Mw22 staccato racegun (2).jpg|thumb|none|600px|It's loaded with frangibles, of course.]]&lt;br /&gt;
[[File:Mw22 staccato racegun (3).jpg|thumb|none|600px|Doing a speed reload by flicking out the spent magazine.]]&lt;br /&gt;
[[File:Mw22 staccato racegun (4).jpg|thumb|none|600px|The second part of the speed reload animation involves inserting a new magazine in an odd way.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==AR-57==&lt;br /&gt;
A short-barreled [[AR-57]] appears as the &amp;quot;FSS Hurricane&amp;quot; as an SMG in the &amp;quot;M4 Platform&amp;quot;. It is depicted with a traditional AR-15 style charging handle at the rear and as capable of being chambered from empty with the existing bolt release, whereas the real AR-57 has a right-side charging handle (that can be changed to the left with the bolt release removed from the lower receiver) and no automatic bolt hold open, though it can be manually locked to the rear using the existing lower's bolt release lever. The handguard is also different, instead of a quad-rail it seems to be based on an M-LOK system, probably based on the Gen 2 handguard (although the Gen 2 handguard is still a quad-rail design with cooling slits, not a proper M-LOK design) or the new M-LOK ULT rails on current production models (though seeming to lack the QD cup and dedicated 1913 picatinny rails on the bottom which would negate the ability to put the adapters that are there that are on the model). It's fitted with a Troy M7A1 PDW stock (which would not be possible on the real gun as the stock requires a shortened proprietary combined bolt carrier + buffer to use) and seems to use the same SIG-inspired lower receiver as the &amp;quot;M4&amp;quot; with an A2 grip by default, options to change the stock and grip are available, as they are shared with the M4 platform.&lt;br /&gt;
&lt;br /&gt;
On a related note, it is not the first time that the AR-57 was conceived into the ''Call of Duty'' series, as it was planned to be added in ''[[Call of Duty: Black Ops II|Black Ops II]]'' as a [[Talk:Call of Duty: Black Ops II#AR-57|usable weapon]]. It was however, eventually replaced by a [[Call of Duty: Black Ops II#&amp;quot;PDW-57&amp;quot;|fictional variant]] of the P90 before the game's release.&lt;br /&gt;
&lt;br /&gt;
[[File:AR57 short barrel on BHI lower.jpg|thumb|none|450px|AR-57 with short barrel on a BHI lower receiver - 5.7x28mm]]&lt;br /&gt;
[[File:MW22 AR57.jpg|thumb|none|600px|The AR-57 in the loadout screen. Note the non-standard charging handle and the bolt release paddle, which actually works and sticks out when the gun is empty. How this is possible is unclear, as P90 magazines don't have a hold open device.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The AR-57 upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, in the first row of attachments and just above the FightLite MCR upper.]]&lt;br /&gt;
[[File:AR57 MWII idle.jpg|thumb|none|600px|Lionel Messi (yes, that one) wields an AR-57 in a legally distinct version of the real life Conservatorium Hotel in Amsterdam.]]&lt;br /&gt;
[[File:AR57 MWII ADS.jpg|thumb|none|600px|Aiming down the sights of the AR-57 - these are shared by most of the AR pattern weapons in-game.]]&lt;br /&gt;
[[File:AR57 MWII inspect1.jpg|thumb|none|600px|Flicking the fire selector.]]&lt;br /&gt;
[[File:AR57 MWII inspect2.jpg|thumb|none|600px|Inspecting the AR-57 - checking out the fancy QR code sticker and the partially-depleted magazine in this instance.]]&lt;br /&gt;
[[File:AR57 MWII reload1.jpg|thumb|none|600px|Interestingly, it reloads by default with the right hand (the left thumb depresses the mag release). Here an empty magazine is withdrawn and tossed aside.]]&lt;br /&gt;
[[File:AR57 MWII reload2.jpg|thumb|none|600px|A new one is laid in, and the user yanks the charging handle back.]]&lt;br /&gt;
[[File:MWII AR-57 (1).jpg|thumb|none|600px|With Fast Hands, the operator instead grasps the mag release and flicks aside the P90 mag.]]&lt;br /&gt;
[[File:MWII AR-57 (2).jpg|thumb|none|600px|Left-handing in a new one.]]&lt;br /&gt;
[[File:MWII AR-57 (3).jpg|thumb|none|600px|And palming the rather dubiously functioning bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet APC45 PRO==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet APC45|Brügger &amp;amp; Thomet APC45 PRO]] was added in Season 4 as the &amp;quot;ISO 45&amp;quot;. It retains some of the animations of the previous &amp;quot;ISO&amp;quot; submachine gun in ''Modern Warfare 2019''. It is also stylized similarly to it, including the upper receiver being extended to the rear (albeit not as much as its ''MW19'' counterpart). By default, it is modeled with the &amp;quot;FTAC 225mm Dominator&amp;quot; barrel from ''Modern Warfare'', which is an extended barrel of intermediate length between the APC45/APC9 and the APC9-P. It can be modified to resemble an APC45 SD with the “16&amp;quot; XLB-S” barrel, or an APC9 K with the “4&amp;quot; Frame S-1” barrel and &amp;quot;SK-3 Cheetah&amp;quot; stock.&lt;br /&gt;
&lt;br /&gt;
[[File:APC45 PRO.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC45 PRO - .45 ACP]]&lt;br /&gt;
[[File:APC9 Carbine.jpeg|thumb|none|450px|Brügger &amp;amp; Thomet APC9-P, for comparison - 9x19mm]]&lt;br /&gt;
[[File:Mwiiiso45battlepass1.jpg|thumb|none|600px|The APC45 in the Battlepass screen.]]&lt;br /&gt;
[[File:Mwiiiso45idle.jpg|thumb|none|600px|Cpt. Price with the SMG in &amp;quot;Vondel,&amp;quot; a fictional borough of Amsterdam.]]&lt;br /&gt;
[[File:Mwiiiso45tacticalreload.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:Mwiiiso45emptystandardreload.jpg|thumb|none|600px|Pulling the charging handle during the empty reload. For the &amp;quot;Fast Hands&amp;quot; reload, the operator uses the bolt release with their trigger finger.]]&lt;br /&gt;
[[File:Mwiiiso45sights.jpg|thumb|none|600px|Aiming down the flip-up sights in a bike shop in Amsterdam.]]&lt;br /&gt;
[[File:Mwiiiso45inspect2.jpg|thumb|none|600px|When inspecting the weapon, the character tosses the APC to their left hand the performs a brass check with the right hand.]]&lt;br /&gt;
[[File:Mwiiiso45emptyinspect.jpg|thumb|none|600px|The weapon locked empty. The character vigorously tugs the charging handle during the empty inspect animation.]]&lt;br /&gt;
[[File:APC45 SD.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC45 SD - .45 ACP]]&lt;br /&gt;
[[File:APC9 K PRO.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC9 K PRO - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet APC9 K PRO G==&lt;br /&gt;
In addition to the aforementioned APC45, the [[Brügger &amp;amp; Thomet APC9|APC9 K PRO G]] returns from ''Modern Warfare''. It was added in Season 6 under the name &amp;quot;ISO 9mm&amp;quot;.&lt;br /&gt;
[[File:APC9 K PRO G.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC9 K PRO G - 9x19mm]]&lt;br /&gt;
[[File:MWII APC9 (1).jpg|thumb|none|600px|In-game preview of the B+T APC9 K PRO G.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
A stylized [[FN P90 TR]] (inspired by some blueprints from ''Modern Warfare'' with the grip design based on that of the [[Magpul PDR-C]]) appears as the &amp;quot;PDSW 528&amp;quot; as part of the Tactique Defense platform. The &amp;quot;528&amp;quot; designation is an abridgement of its '''5'''.7x'''28'''mm caliber. The stylized magazine from those blueprints is now transparent, and tracks the feeding ammunition. The P90 TR can be turned into a regular P90 with its integrated optic, however unlike ''MW19'' this attachment isn't in the Optic category, but rather a new &amp;quot;Rail&amp;quot; category that allows for three different upper receivers: The (stylized) P90 TR upper by default, the P90 upper with optic, or the aftermarket EFFEN 90 upper with a tiny low profile rail. Equipping the integrated optic upper blocks use the optics attachment category. The longer-than-normal barrel can be returned to its proper length with the “9.5&amp;quot; Duke-30” barrel attachment. &lt;br /&gt;
&lt;br /&gt;
It only fires in full auto in-game; the selector functionality is absent. &lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:MagpulPDR.jpg|thumb|none|400px|Magpul PDR-C with red dot sight and 20-round polymer magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 p90 (1).jpg|thumb|none|600px|The &amp;quot;PDSW 528&amp;quot; in the gunsmith screen. The barrel is noticeably longer and the grips are more angular compared to the real gun.]]&lt;br /&gt;
[[File:P90 MWII ADS.jpg|thumb|none|600px|The player character wielding the legally distinct FN P90 TR inside the pitstop of a (legally distinct) Marina Bay Street Circuit, located in Singapore.]]&lt;br /&gt;
[[File:P90 MWII idle.jpg|thumb|none|600px|Much like MW2019, the magazine is translucent and dynamically tracks how many rounds are modelled in the magazine.]]&lt;br /&gt;
[[File:P90 MWII inspect1.jpg|thumb|none|600px|Reading the fine print on the stock of the gun.]]&lt;br /&gt;
[[File:P90 MWII inspect2.jpg|thumb|none|600px|Taking a peek at the bolt and breech during the inspect animation.]]&lt;br /&gt;
[[File:P90 MWII reload1.jpg|thumb|none|600px|Reloading is performed in the same way as the previous Modern Warfare title.]]&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (2).jpg|thumb|none|600px|The absolutely-not-a-P90 in the gunsmith screen.]]&lt;br /&gt;
[[File:Effen90.jpg|thumb|none|400px|FN P90 with EFFEN 90 upper reciever - 5.7x28mm]]&lt;br /&gt;
[[File:MWII P90 Effen.jpg|thumb|none|600px|An EFFEN P90 built with the 9.5&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK94A3==&lt;br /&gt;
The &amp;quot;Lachmann Sub&amp;quot; is a [[Heckler &amp;amp; Koch HK94A3]] chopped and converted to resemble an [[MP5A5]]. The giveaway is that, along with other guns in the &amp;quot;Lachmann Meer&amp;quot; platform (which is clearly supposed to represent the Heckler &amp;amp; Koch roller-delayed family of weapons), it lacks a paddle magazine release, leaving only the (extended) button release. The game's HK94 has a 3-round burst trigger group installed, as well as an MP5's barrel with attachment lugs. Curiously enough, the trigger group lacks a semi-auto position; accordingly, the weapon can be switched between full-auto and three-round burst during gameplay, but not semi-auto. The in-game weapon also sports a strange cylindrical charging handle that differs from the other weapons in its family.&lt;br /&gt;
15, 30 (the default one) and 40 round metal magazines are available, along with a 50 round drum inspired by the Magpul PMAG D-50 MP.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lachmann Pulsar&amp;quot; barrel attachment gives it a short barrel approximating that of an [[MP5K]]. The &amp;quot;LM Cronus Grip&amp;quot; gives it the same [[PTR 9KT]]-style trigger group as the one seen on ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s MP5 blueprints, with the triangular parts still facing the wrong directions, but this time the selector markings are &amp;quot;S-3-F&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The HK94A3 is mostly used by the Las Almas Cartel and Colonel Vargas' &amp;quot;Los Vaqueros&amp;quot; federal special forces unit in the campaign story.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K94Conversion.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A5, for comparison - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5 (1).jpg|thumb|none|600px|The faux-MP5's left side in the gunsmith screen.]]&lt;br /&gt;
[[File:Mw22 mp5 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:HK94A3 MWII idle.jpg|thumb|none|600px|The player character wanders the town square with his pseudo-HK94A3.]]&lt;br /&gt;
[[File:HK94A3 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. In a regression from the previous Modern Warfare, the &amp;quot;Lachmann&amp;quot; series has fallen victim to the videogame trend of HK guns with the front sight having the top half inexplicably missing.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect1.jpg|thumb|none|600px|Inspecting the submachine gun by taking out the magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect2.jpg|thumb|none|600px|Pulling the bolt back for a brass check. Note the extended magazine release, which explains how the player character is able to use it so easily, as standard button releases on civilian HK roller delayed guns are infamous for being very hard to reach with the trigger finger for many people.]]&lt;br /&gt;
[[File:HK94A3 MWII reload1.jpg|thumb|none|600px|Tactical reload performed with the charging handle locked back. This action, shared with all the guns in the &amp;quot;Lachmann-Meer&amp;quot; platform, doesn't eject a round for some reason.]]&lt;br /&gt;
[[File:HK94A3 MWII reload2.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII reload3.jpg|thumb|none|600px|The nigh mandatory HK slap performed on the charging handle.]]&lt;br /&gt;
[[File:H&amp;amp;KSP89.jpg|thumb|none|350px|Heckler &amp;amp; Koch SP89 Pistol with factory 15-round magazine - 9x19mm]]&lt;br /&gt;
[[File:MP5KA3 superimposed 15rds.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K with Navy trigger group and 15-round magazine - 9x19mm]]&lt;br /&gt;
[[File:MWII SP89K (0).jpg|thumb|none|600px|A SP89/MP5K style build in Gunsmith, with the Lachmann Pulsar barrel, LM Stockless mod, and TV Wrecker foregrip. The barrel assembly is quite noticeably longer than an actual MP5K.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK94A2===&lt;br /&gt;
Using the &amp;quot;Lachmann S76 Factory Stock&amp;quot; will turn the weapon into an HK94A2. Another attachment with a slightly different shape, the &amp;quot;Meer Recoil-56 Factory Stock&amp;quot;, is available.&lt;br /&gt;
[[File:HK 94A2chopped.jpg|none|thumb|450px|Heckler &amp;amp; Koch HK94A2 converted to full-auto fire, with shortened barrel - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5a2.jpg|thumb|none|600px|What wants to be an [[MP5A4]] in the gunsmith screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK94A3 (with integral suppressor)==&lt;br /&gt;
An integrally suppressed version of the aforementioned HK94A3 (intended to pass for an [[MP5SD]]) was added in Season 5 Reloaded as the &amp;quot;Lachmann Shroud&amp;quot;. In contrast to its unsuppressed counterpart, it lacks a full-auto option, and is instead fitted with a safe/semi-auto/3-round burst trigger group.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K94Conversion.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5SD6.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD6, for comparison - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5sd.jpg|thumb|none|600px|The &amp;quot;Lachmann Shroud&amp;quot; in the battle pass.]]&lt;br /&gt;
[[File:Mw22 mp5sd (1).jpg|thumb|none|600px|Alex checks the magazine on his totally-not-MP5SD, wondering whose idea was it at Lachmann &amp;amp; Meer to make this a S-3-1 trigger group.]]&lt;br /&gt;
[[File:Mw22 mp5sd (2).jpg|thumb|none|600px|Still angered by the fact that the HUD is bugged in private matches, he lets out his frustrations on the charging handle, giving it a forceful smack.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK94A2 (with integral suppressor)===&lt;br /&gt;
Equipping the &amp;quot;Lachmann S76 Factory Stock&amp;quot; or the  &amp;quot;Meer Recoil-56 Factory Stock&amp;quot; turns the gun into an integrally suppressed HK94A2.&lt;br /&gt;
[[File:HK 94A2chopped.jpg|none|thumb|450px|Heckler &amp;amp; Koch HK94A2 converted to full-auto fire, with shortened barrel - 9x19mm]]&lt;br /&gt;
[[File:MP5SD 0-1-3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD with safe/semi/3-round burst trigger group, for comparison - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A fictionalized [[Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;VEL 46&amp;quot; as part of the LMP platform.&lt;br /&gt;
It feeds from 40 round magazines by default, and 30 round stylized magazines, a fictional quadstack 50 rounder and 60 round drum are available to extend the gun's capacity.&lt;br /&gt;
[[File:MP7A2.jpg‎‎|thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MW22 MP7.jpg|thumb|none|600px|The MP7A2 in the loadout screen. Note that some parts are actually modeled more correctly than the ''Modern Warfare'' counterpart, such as the trigger guard and the stock.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|An MP7A2 on the left with a custom stock and a longer barrel.]]&lt;br /&gt;
[[File:MP7 MWII idle.jpg|thumb|none|600px|The &amp;quot;VEL 46&amp;quot; in the hands of the player character.]]&lt;br /&gt;
[[File:MP7 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. The iron sights are similar to the last game, using the pistol style notch sights in the raised position.]]&lt;br /&gt;
[[File:MP7 MWII inspect1.jpg|thumb|none|600px|Inspecting the MP7. Note the addition of a Performance Services Generation 2 Butt Stock Quick Detach Sling Mount.]]&lt;br /&gt;
[[File:MP7 MWII inspect2.jpg|thumb|none|600px|Inspecting the magazine, full of 4.6x30mm rounds...]]&lt;br /&gt;
[[File:MP7 MWII inspect3.jpg|thumb|none|600px|...and performing a chamber-check.]]&lt;br /&gt;
[[File:MP7 MWII reload1.jpg|thumb|none|600px|Reloading the MP7.]]&lt;br /&gt;
[[File:MP7 MWII reload2.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:MP7 MWII reload3.jpg|thumb|none|600px|Ejecting an empty mag, inserting a new mag, before hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Interdynamic KG-9 / Intratec TEC-9 hybrid==&lt;br /&gt;
A hybrid of the [[Interdynamic KG-9]] and the [[Intratec TEC-9]] was added to the handguns class in Season 3 Reloaded as the &amp;quot;FTAC Siege&amp;quot;. The weapon has four upper receiver options, most of which have sub-options as well. The standard upper receiver also comes in an extended barrel variant (&amp;quot;Ratchet BE&amp;quot;), an extended barrel and barrel shroud variant (&amp;quot;SuperTac-VI&amp;quot;), and an integrally suppressed variant (&amp;quot;Ratchet BE Tac&amp;quot;). An upper based on the TEC-9 Mini (&amp;quot;Mouse 99&amp;quot;) is also available, which blocks the use of grips, optics, and lasers due to its small size. A much longer upper with angled shroud holes comes in standard (&amp;quot;CMRN-50&amp;quot;) and integrally suppressed (&amp;quot;NST-81&amp;quot;, previously known as &amp;quot;STF-U&amp;quot;) variations, and a lightweight upper with rectangular holes and entirely different iron sights are also options.&lt;br /&gt;
&lt;br /&gt;
The gun can equip the wire stock and foregrip of the KG-9's full-auto sibling, the MP-9. Other stock and grip options are available, including an angled metal foregrip highly reminiscent of the [[Beretta 93R]]. A unique thread-on suppressor is also available, and the SMG feeds from 32-round mags, 20-round mags, 50-round drums, or 72-round drums. As of Season 4, it can be dual-wielded, and uniquely, it features an on-screen reload animation when reloading the weapon while akimbo; though it is not the first game that does this, ''[[Call of Duty 2: Big Red One]]'' and ''Call of Duty: Mobile'' both feature such akimbo reload animations for pistols and the Vector respectively.&lt;br /&gt;
[[File:InterDynamicKG99.jpg|thumb|none|350px|Interdynamic KG-9 - 9x19mm]]&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[File:Mwiitec9loadout.jpg|thumb|none|600px|The base weapon in the loadout screen. Notice that it has a fictional magazine release button instead of a paddle, which is properly animated upon reloads and inspects with the left hand, though is incorrect for the real TEC-9.]]&lt;br /&gt;
[[File:Mwiitec91.jpg|thumb|none|600px|Holding the hybrid TEC-9/KG-9.]]&lt;br /&gt;
[[File:Mwiitec93.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:Mwiitec94.jpg|thumb|none|600px|Pulling the charging handle during the empty reload.]]&lt;br /&gt;
[[File:Mwiitec95.jpg|thumb|none|600px|Dropping the magazine during the &amp;quot;Fast Hands&amp;quot; reload. For the empty reload, the operator pulls the handle with a slightly altered grip from the standard empty reload.]]&lt;br /&gt;
[[File:Mwiitec92.jpg|thumb|none|600px|Checking the chamber of the loaded weapon.]]&lt;br /&gt;
[[File:Mwiitec96.jpg|thumb|none|600px|Inspecting the weapon after running out of rounds.]]&lt;br /&gt;
[[File:Mwiitec97.jpg|thumb|none|600px|Comically during the empty inspect, the operator will experience a malfunction while attempting to dry fire the gun.]]&lt;br /&gt;
[[File:Mwiiakimbotec91.jpg|thumb|none|600px|Posing with the duel Tec-9 hybrids, Chicago skyline in the background.]]&lt;br /&gt;
[[File:Mwiiakimbotec92.jpg|thumb|none|600px|Pretend firing the weapons gangsta style.]]&lt;br /&gt;
[[File:Mwiiakimbotec93.jpg|thumb|none|600px|Tossing the used magazines after stuffing the guns into his armpits.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Interdynamic MP-9.jpg|thumb|none|350px|Interdynamic MP-9 - 9x19mm]]&lt;br /&gt;
[[File:Mwiimp9tecloadout.jpg|thumb|none|600px|An MP-9-style build in the loadout screen.]]&lt;br /&gt;
[[File:TEC-9Mini.jpg|thumb|none|350px|Intratec TEC-9 Mini - 9x19mm]]&lt;br /&gt;
[[File:Mwiiminitec9loadout.jpg|thumb|none|600px|A TEC-9 Mini-style build in the loadout screen.]]&lt;br /&gt;
[[File:TEC-9 5-inch barrel.jpg|thumb|none|350px|Intratec TEC-9 with early blade sight and 5.5&amp;quot; screw-on barrel extension - 9x19mm]]&lt;br /&gt;
[[File:Mwiitec9extendedbarrelloadoutupt.jpg|thumb|none|600px|A similar build in the loadout screen. Note the backwards mirrored text on the weapon.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I/Gen II hybrid [[KRISS Vector]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' returns as the &amp;quot;Fennec 45&amp;quot;, which is still missing the piece that connects the pistol grip and the receiver and once again has a massively shrunk-down Super-V recoil dampening system the real Vector is known for, thus resulting in the weapon having actual muzzle rise. As with the P220 pistol, killing opponents with the Vector will hide death skull indicators with its subsonic .45 ammunition.&lt;br /&gt;
&lt;br /&gt;
The default magazines for the Fennec are KRISS MagEx2's with a 30 round capacity. The two other magazine options are a 13-round Glock 21 magazine underloaded to 12 rounds (it actually does have one less witness hole, a very nice detail) which converts the Fennec to 2-round burst, and a Magpul D-50 9mm Glock drum magazine adapted to .45 ACP and with a 45 round capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon has an extended barrel and handguard, the former similar in length to the 8&amp;quot; export model only available in Ukraine, and the latter seemingly inspired by the KRISS MK1 Modular Rail. Barrel customization options include the “5.5&amp;quot; Fennec Minitac” (a standard Vector's 5.5&amp;quot; barrel), “FTac 8.5&amp;quot; Recon” (actually a 6.5&amp;quot; barrel with a stylized MK5 Modular Rail), and &amp;quot;Fennec Covert Force&amp;quot; (a barrel shroud based on a Vector CRB Enhanced, depicted as an integral suppressor in-game).&lt;br /&gt;
&lt;br /&gt;
Stock options include the &amp;quot;Agile Assault-7 Stock&amp;quot; (based on the early TDI Vector prototype stock) and the &amp;quot;FTac Stock Cap&amp;quot; (a Vector SDP's quick-detach sling swivel).&lt;br /&gt;
&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW22 VECTOR.jpg|thumb|none|600px|The Vector in the loadout screen. Note the extended barrel and rail, and the two-tone finish that distinguish it from Modern Warfare's model. Another difference is that the pistol grip now has Vector Gen II ribs at the rear.]]&lt;br /&gt;
[[File:Vector MWII idle.jpg|thumb|none|600px|The player character wielding a &amp;quot;Fennec&amp;quot;.]]&lt;br /&gt;
[[File:Vector MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vector MWII inspect1.jpg|thumb|none|600px|Inspecting the Vector.]]&lt;br /&gt;
[[File:Vector MWII inspect2.jpg|thumb|none|600px|Brass check leaving the player character wondering just how the bolt fits into the far too narrow gap between the magwell and the trigger group.]]&lt;br /&gt;
[[File:Vector MWII reload1.jpg|thumb|none|600px|Reloading mid magazine.]]&lt;br /&gt;
[[File:Vector MWII reload2.jpg|thumb|none|600px|The player character fumbles the insertion a bit mid reload.]]&lt;br /&gt;
[[File:Vector MWII reload3.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:KRISS SDP II.jpg|thumb|none|400px|KRISS USA Vector SDP Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWII Vector SDP (1).jpg|thumb|none|600px|A Vector SDP configuration with the &amp;quot;Double Tap&amp;quot; short magazines.]]&lt;br /&gt;
[[File:Vector CRB Enhanced Defiance.jpg|thumb|none|450px|KRISS USA Vector CRB Enhanced, Gen II version with Defiance M4 stock - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWII Vector CRB (1).jpg|thumb|none|600px|And a Vector CRB imitating the reference image.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] returns from ''Modern Warfare'' as the &amp;quot;Minibak&amp;quot;, now with a more correctly modeled receiver, forend and stock. It still uses the earlier Bizon-1's 64-round helical magazine by default, but this time with the magazine front attachment point of the Bizon-2.&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]]&lt;br /&gt;
[[File:MW22 BIZON.jpg|thumb|none|600px|The Bizon in the loadout screen.]]&lt;br /&gt;
[[File:Bizon MWII idle.jpg|thumb|none|600px|The Russian SMG in the hands of a SPECGRU soldier.]]&lt;br /&gt;
[[File:Bizon MWII ADS.jpg|thumb|none|600px|Aiming down the sights]]&lt;br /&gt;
[[File:Bizon MWII inspect1.jpg|thumb|none|600px|Inspecting the Bizon.]]&lt;br /&gt;
[[File:Bizon MWII inspect2.jpg|thumb|none|600px|Checking the helical magazine.]]&lt;br /&gt;
[[File:Bizon MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:Bizon MWII reload3.jpg|thumb|none|600px|Throwing away an empty magazine.]]&lt;br /&gt;
[[File:Bizon MWII reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz==&lt;br /&gt;
The [[PP-19-01 Vityaz]] appears as the &amp;quot;Vaznev-9K&amp;quot;. It is fitted with a railed AK-100 series polymer style forend. Prior to the Season 1 update, the Vityaz could not accept any underbarrel accessories in multiplayer. Vityazs with underbarrel grips can be found in the Campaign in the hands of Al-Qatala and Russian PMCs.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard 30-round stick mag the gun feeds from by default, the Vityaz can accept fictional quad-stack 45-round magazines. It can also be modified with a [[Saiga 9]]'s 367mm barrel via the &amp;quot;SA Response III&amp;quot; barrel attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:Izhmash PP-19-01 Vityaz.jpg|thumb|none|450px|PP-19-01 &amp;quot;Vityaz-SN&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:MW22 VITYAZ.jpg|thumb|none|600px|The Vityaz in the loadout screen.]]&lt;br /&gt;
[[File:Vityaz MWII idle.jpg|thumb|none|600px|A SPECGRU operator wields a PP-19-01.]]&lt;br /&gt;
[[File:Vityaz MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vityaz MWII inspect1.jpg|thumb|none|600px|Inspecting the Vityaz.]]&lt;br /&gt;
[[File:Vityaz MWII inspect2.jpg|thumb|none|600px|Checking the magazine]]&lt;br /&gt;
[[File:Vityaz MWII inspect3.jpg|thumb|none|600px|Pulling the bolt back for a brass check.]]&lt;br /&gt;
[[File:Vityaz MWII reload1.jpg|thumb|none|600px|The player character performs a magazine retention tactical reload.]]&lt;br /&gt;
[[File:Izhmash Saiga-9.jpg|thumb|none|450px|Saiga 9 - 9x19mm]]&lt;br /&gt;
[[File:MWII Saiga-9 (1).jpg|thumb|none|600px|The Vaznev with the SA Response III civilian style barrel.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
A [[SIG-Sauer MPX]] Gen 2 with a stock inspired by the SIG PSB collapsible brace appears as the &amp;quot;BAS-P&amp;quot;. It is Alejandro Vargas' main weapon throughout the campaign, and was added to multiplayer on Season 1. It is part of the &amp;quot;Bruen Ops&amp;quot; platform, suggesting that the in-game manufacturer Bruen (which also manufactures the Bruen Bullpup/AUG platform) is a mishmash of SIG and Steyr.&lt;br /&gt;
&lt;br /&gt;
The optional barrels are the following: “12&amp;quot; Bruen SZ-36” (a fictional-length barrel with an M-LOK handguard that looks like a Midwest Industries / Samson Manufacturing hybrid), “10.5&amp;quot; Bruen Typhon” (an integrally suppressed barrel with an MPX Gen 1 style handguard), “6.5&amp;quot; Bruen Drake” (a 6.5&amp;quot; barrel with a factory MPX-style M-LOK handguard), and “4&amp;quot; Thunderfire” (an [[SIG-Sauer MPX K|MPX K]]'s 4.5&amp;quot; barrel).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Battle Worn&amp;quot; blueprint, Alejandro's customized MPX from the campaign, was made unlockable for multiplayer during a time-limited event in Season 5. This blueprint's add-on flaired magwell and titanium nitride-coated bolt also make it ideal for a [[John Wick: Chapter 3 - Parabellum|''John Wick'']] build, something likely intentional on the developers' part given how specific a combination this is.&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW22 MPX.jpg|thumb|none|600px|The MPX in the loadout screen.]]&lt;br /&gt;
[[File:MWII-MPX-1.jpg|thumb|none|600px|Alejandro Vargas holding an MPX.]]&lt;br /&gt;
[[File:MPX MWII idle.jpg|thumb|none|600px|The player character handling a SIG-Sauer MPX in MWII's take on the Shoothouse map from MW2019.]]&lt;br /&gt;
[[File:MPX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at the KORTAC spawn side of Shoothouse.]]&lt;br /&gt;
[[File:MPX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;BAS-P&amp;quot;.]]&lt;br /&gt;
[[File:MPX MWII inspect2.jpg|thumb|none|600px|Performing a brass check, magazine in hand.]]&lt;br /&gt;
[[File:MPX MWII reload1.jpg|thumb|none|600px|Reloading halfway through a magazine.]]&lt;br /&gt;
[[File:MPX MWII reload2.jpg|thumb|none|600px|The end result of emptying a magazine at the wall, note the bolt release paddle sticking out.]]&lt;br /&gt;
[[File:MPX MWII reload3.jpg|thumb|none|600px|Flinging the empty mag out with a fresh magazine ready to go.]]&lt;br /&gt;
[[File:MWII MPX Wick.jpg|thumb|none|600px|An MPX setup styled after John Wick's custom [[John Wick: Chapter 3 - Parabellum#TTI SIG-Sauer MPX Carbine|MPX Carbine]], making use of the flaired mag well and TiN-coated bolt found on Alejandro's &amp;quot;Battle Worn&amp;quot; blueprint.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX-SD===&lt;br /&gt;
Equipping the “10.5&amp;quot; Bruen Typhon” barrel turns the weapon into an [[SIG-Sauer MPX#SIG-Sauer MPX-SD|MPX-SD]].&lt;br /&gt;
[[File:MPX-SD Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-SD, Gen 1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWII MPX-SD (1).jpg|thumb|none|600px|The MPX-SD configuration in the loadout preview.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX K===&lt;br /&gt;
Using the “4&amp;quot; Thunderfire” barrel turns the gun into an [[SIG-Sauer MPX K|MPX K]].&lt;br /&gt;
[[File:SIG MPX K.jpg|thumb|none|400px|SIG-Sauer MPX K, Gen 2 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWII MPX-K (1).jpg|thumb|none|600px|An MPX K with the &amp;quot;BR Stockless Mod&amp;quot;, &amp;quot;Bruen Flash&amp;quot; pistol grip, and a 20-round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears as the &amp;quot;MX9&amp;quot;, fed by 25- and 32-round stylized [[Steyr MPi 69/81]] magazines.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:MW22 AUG PARA.jpg|thumb|none|600px|The AUG Para in the loadout screen. The bottom of the stock is modeled more correctly than the ''Modern Warfare'' version.]]&lt;br /&gt;
[[File:AUG9mm MWII idle.jpg|thumb|none|600px|The player character and their AUG submachine gun.]]&lt;br /&gt;
[[File:AUG9mm MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect1.jpg|thumb|none|600px|Inspecting the magazine.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect2.jpg|thumb|none|600px|Brass check.]]&lt;br /&gt;
[[File:AUG9mm MWII reload1.jpg|thumb|none|600px|The AUG A3 9mm has an entirely new reload compared to the last game - it now reloads in a tactical retention manner akin to most other weapons in-game.]]&lt;br /&gt;
[[File:AUG9mm MWII reload2.jpg|thumb|none|600px|The charging handle is also not locked back on empty reloads on this variant.]]&lt;br /&gt;
[[File:AUG9mm MWII reload3.jpg|thumb|none|600px|After inserting a fresh magazine into an empty AUG 9mm, the player character will rack the charging handle to chamber a round. With the &amp;quot;Fast Hands&amp;quot; perk, this will be replaced with a press of the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;Expedite 12.&amp;quot; It is used by Shadow Company and Task Force 141 members in the story.&lt;br /&gt;
&lt;br /&gt;
The first port-loaded shell in a reload sequence will play a slower animation showing the player character palming the shell before loading it. This does not happen with the &amp;quot;Fast Reload&amp;quot; perk. Customization options include a 14&amp;quot; short barrel, longer competition-style magazine tube, railed and slim forends and a variety of stock options including a field stock option, collapsed and extended stock and a fixed pistol grip stock combination. Interestingly, it is capable of firing Dragon's Breath shells with no issues; while the M4 can fire such shells, they have difficulty powering a semi-automatic shotgun action as they are considered low-power rounds, as such they require manual cycling.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Bryson Reverb-55 Stock&amp;quot; gives it a fixed stock similar to Magpul shotgun stocks, and the &amp;quot;419mm Schlager Salvo&amp;quot; and &amp;quot;FSS Frame Stock&amp;quot; are resemble the forend and stock of the pump-action [[FABARM STF 12]].&lt;br /&gt;
[[File:Benelli M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[File:MW22_BenelliM4.jpg|thumb|none|600px|The M4 Super 90 in the weapon inspect menu.]]&lt;br /&gt;
[[File:M4super90 MWII idle.jpg|thumb|none|600px|A SPECGRU operative wields his &amp;quot;Expedite 12&amp;quot; on the Mexican-American border.]]&lt;br /&gt;
[[File:M4super90 MWII ADS.jpg|thumb|none|600px|Aiming through the Benelli's sights.]]&lt;br /&gt;
[[File:M4super90 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:M4super90 MWII inspect2.jpg|thumb|none|600px|The inspect animation continues with a flashy ejection of the shell currently chambered.]]&lt;br /&gt;
[[File:M4super90 MWII inspect3.jpg|thumb|none|600px|Examining the 12 gauge buckshot shell, produced by the in-universe manufacturer &amp;quot;Corvus Arms&amp;quot;.]]&lt;br /&gt;
[[File:M4super90 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube with some fresh shells.]]&lt;br /&gt;
[[File:M4super90 MWII reload2.jpg|thumb|none|600px|The bolt locked back after emptying the magazine at a border crossing checkpoint.]]&lt;br /&gt;
[[File:M4super90 MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber, before loading up the magazine tube. ]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA (short barreled version) with collapsed stock - 12 gauge]]&lt;br /&gt;
[[File:MWII M4 NFA (1).jpg|thumb|none|600px|Preview of the M4 NFA short configuration.]]&lt;br /&gt;
[[File:FABARM STF 12 PISTOLGRIP F.E..jpg|thumb|none|450px|FABARM STF 12 Pistolgrip F.E. - 12 gauge]]&lt;br /&gt;
[[File:MWII M4 Fabarm.jpg|thumb|none|600px|The STF 12 style parts on the Expedite. The &amp;quot;RMGE-7&amp;quot; muzzle is also equipped here.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
The [[Over and Under Shotgun|Browning Citori 725]] returns as the &amp;quot;Lockwood 300&amp;quot;, with an altered handguard and stock compared to the ''Modern Warfare'' rendition. It is still used as an apparently favored weapon by Al-Qatala in the story and DMZ.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
[[File:MW22 725.jpg|thumb|none|600px|The Browning Citori 725 in the weapon preview menu.]]&lt;br /&gt;
[[File:725 MWII idle.jpg|thumb|none|600px|The O/U shotgun held in the hands of a multiplayer character.]]&lt;br /&gt;
[[File:725 MWII ADS.jpg|thumb|none|600px|Aiming down the sight rib at the rear of a panel van.]]&lt;br /&gt;
[[File:725 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun by popping open the breech a tad.]]&lt;br /&gt;
[[File:725 MWII inspect2.jpg|thumb|none|600px|Reading the engraved trade dress.]]&lt;br /&gt;
[[File:725 MWII reload1.jpg|thumb|none|600px|Reloading the double barrel after firing both shells.]]&lt;br /&gt;
[[File:725 MWII reload2.jpg|thumb|none|600px|Inserting two fresh shells.]]&lt;br /&gt;
[[File:725 MWII reload3.jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
&lt;br /&gt;
===Side by Side Shotgun===&lt;br /&gt;
The &amp;quot;Super Shotgun&amp;quot; blueprint from the DOOM bundle is a [[Sawed-Off Double Barrel Shotgun|Sawed-Off Side by Side Shotgun]]. Faithful to its [[Doom (VG)|source material]], the entire shotgun is animated with the same jittery style as the original DOOM Super Shotgun as opposed to standard interpolation animation used in other weapons, although the animations revert to standard, albeit currently bugged, Citori animations when a camo is applied. Unique from all of the bundles featured in the game, it comes with a functionality change: the Super Shotgun fires two shells at once, as opposed to firing one shell at a time, but it cannot be customized by any means.  Other changes include the original, red muzzle flash, its sway pattern, and sound.&lt;br /&gt;
[[File:Remington SBS.jpg|thumb|none|400px|Remington Spartan sawed-off shotgun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Corvus Masterkey&amp;quot;==&lt;br /&gt;
The underbarrel &amp;quot;12-Gauge Deputy&amp;quot; returns from ''Modern Warfare'', now under a different name. It has a new model that appears to have a Mossberg-style trigger guard, and now it can be reloaded. The reload animation is of a similar style to the Benelli M4, first (if empty) loading a shell into the chamber and pressing the bolt release, then loading three shells into the tube. The updated empty inspect animation even shows correct operation for a Benelli-style semi-automatic shotgun, showing the bolt carrier moving freely without locking back until the operator dry-fires the shotgun and racks it back, causing it to lock open. A Dragon's Breath-equipped model has also been introduced into the game with the release of Season 5 under the name &amp;quot;Corvus Torch&amp;quot;.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect1.jpg|thumb|none|600px|The &amp;quot;Corvus Masterkey&amp;quot;, slung underneath an M203 heatshield attached to an M16.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect2.jpg|thumb|none|600px|Chamber checking the underbarrel shotgun.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload1.jpg|thumb|none|600px|Unlike previous games (and IRL), the Masterkey in MWII is semiautomatic, with a last round bolt hold open.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload2.jpg|thumb|none|600px|Hitting the bolt release on a fresh shell.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload3.jpg|thumb|none|600px|Sliding in the last three shells into the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Tavor TS12==&lt;br /&gt;
The [[IWI Tavor TS12]] was added in Season 4 Reloaded as the &amp;quot;MX Guardian&amp;quot;. Unlike its real-life counterpart, the TS12 in-game effectively functions as a shotgun Bizon, sporting a detachable helical/prism magazine instead of the triple 5-round tube cluster of the real life version. Thus, upon reloading, the user simply swaps out the magazine instead of inserting individual shells. The TS12 is also fully automatic by default, with semi-automatic and two-round burst fire trigger packs (probably to simulate a binary trigger) as attachments, unlike the real TS12, which comes in semi-automatic by default (of course with the possibility of homemade trigger packs). Prior to the Season 5 update, the shotgun's in-game description described it as having the real version's three separate rotating magazine tubes.&lt;br /&gt;
[[File:Tavor TS12.jpg|thumb|none|450px|IWI Tavor TS12 - 12 gauge]]&lt;br /&gt;
[[File:Mwiits12battlepass.jpg|thumb|none|600px|The Tavor in the Battlepass.]]&lt;br /&gt;
[[File:Mwiits12customizationscreen1.jpg|thumb|none|600px|The other side of the gun in the customization screen.]]&lt;br /&gt;
[[File:Mwiits12spawn.jpg|thumb|none|600px|Cocking the gun during the spawn animation.]]&lt;br /&gt;
[[File:Mwiits12idle.jpg|thumb|none|600px|Taking in the Amsterdam skyline in the mid-season map &amp;quot;Vondel Waterfront&amp;quot;, while holding the mid-season weapon.]]&lt;br /&gt;
[[File:Mwiits12magazine1.jpg|thumb|none|600px|Inspecting the front of the magazine.]]&lt;br /&gt;
[[File:Mwiits12magazine2.jpg|thumb|none|600px|Rear of the magazine. Based on the fictional design, it could be a helictical magazine.]]&lt;br /&gt;
[[File:Mwiits12reload3.jpg|thumb|none|600px|Loading a new magazine. In both the inspect animations and the standard reloads, the player struggles with securing the magazine and gives it a smack to properly seat it. For the &amp;quot;Fast Hands&amp;quot; reload the player has no such issue loading it.]]&lt;br /&gt;
[[File:Mwiits12reload4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:Mwiits12burst.jpg|thumb|none|600px|The fictional &amp;quot;Burst Trigger Pack&amp;quot;, which is the only attachment which allows for dragon's breath rounds.]]&lt;br /&gt;
[[File:Mwiits12inspectempty1.jpg|thumb|none|600px|The action locked open on empty. Note the advanced ''[[Call of Duty: Ghosts|fish AI]]''.]]&lt;br /&gt;
[[File:Mwiits12inspectempty2.jpg|thumb|none|600px|Looking at the empty magazine. Note the protruding follower.]]&lt;br /&gt;
[[File:Mwiits12inspectempty3.jpg|thumb|none|600px|Amusingly, the player gets frustrated while trying to seat the magazine, and gives it a much harder smack.]]&lt;br /&gt;
&lt;br /&gt;
==Molot Vepr-12==&lt;br /&gt;
The [[Vepr-12]] was added in Season 2 as the &amp;quot;KV Broadside&amp;quot;, an addition to the &amp;quot;Kastovia&amp;quot; platform. It feeds from 8-round magazines, with the option for 12-rounders or 25-round drums, though curiously it cannot use its smaller 5-round mags, despite them already being in the game (used by the Mossberg 590M). Along with being fitted with a left side charging handle modification, the shotgun's bolt will lock open when empty when using either stick magazine, but does not lock back when using the drum. The Vepr is the first weapon outside of the Assault Rifle and Battle Rifle classes able to mount underbarrel weapons, both the GP-25 and (rather amusingly) the underbarrel shotgun. It can be loaded with Dragon's Breath incendiary shells, though as with the Benelli M4 above, low-powered rounds would make the weapon's usage unfeasible because of the weapon's self-loading nature. It is not an issue when used in-game, though. A custom Vepr-12 firing incendiary shells is the weapon of choice of the Pyro DMZ boss, along with a riot shield.&lt;br /&gt;
&lt;br /&gt;
As a post-release weapon, it can either be permanently unlocked by completing its challenge, purchasing by a store bundle that has the weapon, or by extracting the weapon in DMZ mode.&lt;br /&gt;
&lt;br /&gt;
[[File:Vepr-12 short barrel.jpg|thumb|none|450px|Molot Vepr-12 - 12 gauge]]&lt;br /&gt;
[[File:Mwiiveprpreview.jpg|thumb|none|600px|The Vepr-12 in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Mwiiveprspawn.jpg|thumb|none|600px|Spawning with the Vepr-12, the operative performs an underhand rack of the charging handle; this would be a bit less odd if said handle wasn't on the left side of the gun.]]&lt;br /&gt;
[[File:Mwiivepr0.jpg|thumb|none|600px|Gaz holding the Vepr-12.]]&lt;br /&gt;
[[File:Mwiivepr1.jpg|thumb|none|600px|Examining the Vepr-12.]]&lt;br /&gt;
[[File:Mwiivepr2.jpg|thumb|none|600px|In the inspect animation the character examines the magazine before tapping it on the magwell... ]]&lt;br /&gt;
[[File:Mwiivepr3.jpg|thumb|none|600px|...then puts it back in and performs a chamber check.]]&lt;br /&gt;
[[File:Mwiivepr4.jpg|thumb|none|600px|Firing with a massive muzzle flash; given how it obscures the front sight, this appears to be coming out of the gas block, rather than the actual muzzle.]]&lt;br /&gt;
[[File:Mwiivepr5.jpg|thumb|none|600px|Ripping out the magazine while holding another during the empty &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
[[File:Mwiivepr6.jpg|thumb|none|600px|And then dropping the bolt. For the standard reload the charging handle is used instead.]]&lt;br /&gt;
[[File:Mwiivepr12.jpg|thumb|none|600px|Examining a Vepr-12 equipped with a drum magazine and Dissident Arms MOD2 style handguard. When equipped with a drum magazine, both of the empty reloads only use the charging handle...]]&lt;br /&gt;
[[File:Mwiivepr14.jpg|thumb|none|600px|...as, unlike when using either box magazine option, the drum magazine-equipped Vepr-12 will still have its bolt forward when empty.]]&lt;br /&gt;
[[File:Mwiiveprshotshotgun.jpg|thumb|none|600px|&amp;quot;Yo dawg, we heard you liked shotguns.&amp;quot;]]&lt;br /&gt;
[[File:Vepr-12.jpg|thumb|none|450px|Molot Vepr-12 - 12 gauge]]&lt;br /&gt;
[[File:MWII Vepr-12 LB.jpg|thumb|none|600px|The Vepr with the &amp;quot;Range Twelve&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
The [[Mossberg 590]] appears as the &amp;quot;Bryson 800&amp;quot;. Unlike the previous ''Modern Warfare''’s pump-action shotguns, this weapon is chamber-loaded upon running empty, a rare instance in the ''Call of Duty'' franchise. &lt;br /&gt;
[[File:Moss590A1.jpg|thumb|none|450px|Mossberg 590 with 5-round magazine tube and speedfeed stock - 12 gauge]]&lt;br /&gt;
[[File:MW22 Mossberg.jpg|thumb|none|600px|The Mossberg in the loadout screen.]]&lt;br /&gt;
[[File:M590 MWII gunsmith.jpg|thumb|none|600px|The Mossberg 590 in the weapon preview menu.]]&lt;br /&gt;
[[File:Mossberg590idle MWII.jpg|thumb|none|600px|The &amp;quot;Bryson 800&amp;quot; in the campaign.]]&lt;br /&gt;
[[File:Mossberg590ADS MWII.jpg|thumb|none|600px|Aiming down the ghost ring sights.]]&lt;br /&gt;
[[File:M590 MWII inspect1.jpg|thumb|none|600px|Inspecting the Mossberg.]]&lt;br /&gt;
[[File:M590 MWII inspect2.jpg|thumb|none|600px|Chamber check performed.]]&lt;br /&gt;
[[File:M590 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube.]]&lt;br /&gt;
[[File:M590 MWII reload2.jpg|thumb|none|600px|Opening the action after emptying the shotgun. Note that the magazine tube follower is visible.]]&lt;br /&gt;
[[File:M590 MWII reload3.jpg|thumb|none|600px|Placing a fresh shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
Equipping the “8&amp;quot; XRK CQB Barrel” and the &amp;quot;Stockless Pistol Grip&amp;quot; via Gunsmith converts the &amp;quot;Bryson 800&amp;quot; into a [[Serbu Super Shorty]].&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty Shotgun made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:SuperShorty MWII idle.jpg|thumb|none|600px|The player character wields a Bryson 800 converted into a Serbu Super Shorty-esque build.]]&lt;br /&gt;
[[File:SuperShorty MWII ADS.jpg|thumb|none|600px|Aiming down the sight.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect1.jpg|thumb|none|600px|Inspecting the shortened pump action.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect2.jpg|thumb|none|600px|The player character performs a chamber check.]]&lt;br /&gt;
[[File:SuperShorty MWII reload1.jpg|thumb|none|600px|Topping off the tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload2.jpg|thumb|none|600px|Ejecting the last shell on a dry magazine tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590M==&lt;br /&gt;
A [[Mossberg 590M]]-style detachable box magazine variant with a collapsible stock and a short barrel appears as the &amp;quot;Bryson 890&amp;quot;. It was apparently supposed to be a [[Vepr-12]] since it's called &amp;quot;mviktor&amp;quot; (Molot Vepr) in the game files (which did eventually come to the game in Season 2), and it even retained the Vepr-12's magazine well and uses its correct magazines capacities as well (5, 8, and 12).&lt;br /&gt;
&lt;br /&gt;
A Los Vaqueros operative uses the 590M to breach a door in the &amp;quot;Cartel Protection&amp;quot; mission.&lt;br /&gt;
[[File:590M.jpg|thumb|none|450px|Mossberg 590M - 12 gauge]]&lt;br /&gt;
[[File:VPO-205-00.jpg|thumb|none|450px|Molot Vepr-12 VPO-205-00 - 12 gauge]]&lt;br /&gt;
[[File:MW22 M590M.jpg|thumb|none|600px|The 590M in the loadout screen.]]&lt;br /&gt;
[[File:M590M MWII idle.jpg|thumb|none|600px|The player character with the mag fed Mossberg.]]&lt;br /&gt;
[[File:M590M MWII ADS.jpg|thumb|none|600px|Looking out over the night time skyline of Singapore.]]&lt;br /&gt;
[[File:M590M MWII inspect1.jpg|thumb|none|600px|Admiring the receiver of the shotgun. Note the &amp;quot;Bryson&amp;quot; markings.]]&lt;br /&gt;
[[File:M590M MWII inspect2.jpg|thumb|none|600px|Chamber check performed, explosive 12 gauge slugs confirmed.]]&lt;br /&gt;
[[File:M590M MWII inspect3.jpg|thumb|none|600px|Just to really make sure, the player character pulls the magazine out to look at its payload.]]&lt;br /&gt;
[[File:M590M MWII reload1.jpg|thumb|none|600px|Inserting a new mag during a reload.]]&lt;br /&gt;
[[File:M590M MWII reload2.jpg|thumb|none|600px|Jacking a fresh shell into the chamber and ejecting a spent hull, which is of the wrong color.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles/Carbines=&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] appears as the &amp;quot;Kastov 762&amp;quot;. The &amp;quot;Kastov&amp;quot; label implies that the rifle was developed in the fictional country of Kastovia from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''. Magazine options include the standard 30-round polymer mag, and 20 or 40 round steel magazines.&lt;br /&gt;
&lt;br /&gt;
The weapon can be modified with an [[AKM]]'s gas block and wooden handguard via the &amp;quot;KAS-7 406mm&amp;quot; barrel attachment, as well as AKM's stock via the &amp;quot;Ivanov Wood Stock&amp;quot;, while retaining the AK-103's front sight block, smooth dust cover, and folding stock hardware on the left side of the receiver. It can also be fitted with an [[AKMS]]'s underfolding stock via the &amp;quot;Prolite TL3 Stock&amp;quot;. Some of these combinations can be found in the campaign. The &amp;quot;Cursed&amp;quot; blueprint from Season 3 &amp;quot;features&amp;quot; a removed dust cover, which showcases the AK's bolt.&lt;br /&gt;
&lt;br /&gt;
[[File:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]&lt;br /&gt;
[[File:MW22 AK-103.jpg|thumb|none|600px|The AK-103 in the gunsmith preview screen. All of the modernized AKs have railed handguards. Note that the top cover is depicted with a horizontal bulge, like variants that have ribbed covers such as the AKM.]]&lt;br /&gt;
[[File:MW22 AK103 (3).jpg|thumb|none|600px|Idle-ing with the AK in hand.]]&lt;br /&gt;
[[File:MW22 AK103 (4).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MW22 AK103 (5).jpg|thumb|none|600px|Checking the load on the magazine.]]&lt;br /&gt;
[[File:MW22 AK103 (6).jpg|thumb|none|600px|And doing a press check.]]&lt;br /&gt;
[[File:MW22 AK103 (7).jpg|thumb|none|600px|Swapping magazines. Unlike the 5.45 variants, the AK-103 (and the RPK when using box magazines) re-uses the reloading animations from ''MW19''’s AK-47.]]&lt;br /&gt;
[[File:MW22 AK103 (8).jpg|thumb|none|600px|Flicking out an old magazine with a fresh one.]]&lt;br /&gt;
[[File:MW22 AK103 (9).jpg|thumb|none|600px|And charging the action with a tacticool under-hand sweep.]]&lt;br /&gt;
[[File:Mwiiak103closeup.jpg|thumb|none|600px|Closeup of the right side of a customized AK-103.]]&lt;br /&gt;
[[File:Mwiiak103siderail.jpg|thumb|none|600px|The &amp;quot;Cursed&amp;quot; blueprint with an optic. As the dust cover remains removed, the bracket mount from other AK variants is used here. Note the strangely colored recoil spring.]]&lt;br /&gt;
[[File:Mwiicursedak1.jpg|thumb|none|600px|Inspecting the AK-103 without dust cover.]]&lt;br /&gt;
[[File:Mwiicursedak2.jpg|thumb|none|600px|The empty inspect animation has the operator pull the bolt all the way to the rear. Note that the piston is completely absent and that the ejector has a notch in it. The ejector would likely be weakened and lose its durability due to this modification.]]&lt;br /&gt;
[[File:Mwiicursedak3.jpg|thumb|none|600px|The AK-103's spring compressed while in full recoil.]]&lt;br /&gt;
[[File:MWII-Trailer-AK103.jpg|thumb|none|600px|An Al-Qatala armored NPC in the Warzone 2.0 trailer.]]&lt;br /&gt;
[[File:MWII AK-103 Farah.jpg|thumb|none|600px|Farah wields a custom AK in &amp;quot;Violence and Timing,&amp;quot; equipped with a shiny underfolder and a mix of both -103 and -104 gas tubes.]]&lt;br /&gt;
[[File:Ak103specops.jpg|thumb|none|450px|AK-103 with AKM style wood furnishings, similar to the one seen in ''[[Spec Ops: The Line]]'' - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (1).jpg|thumb|none|600px|An AKM lookalike in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Mwiitherebelakm.jpg|thumb|none|600px|Holding the AK-103 Blueprint &amp;quot;The Rebel&amp;quot; (with alternate &amp;quot;KAS-7 406mm&amp;quot; barrel), which features a more appropriate reddish-brown bakelite grip.]]&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:Mwiiakmsloadout.jpg|thumb|none|600px|An AKMS-style build using the &amp;quot;The Rebel&amp;quot; blueprint in the gunsmith preview screen - note the unusual look of the underfolding stock with the original side folding hardware still present.]]&lt;br /&gt;
[[File:Mwiiakmscursed5.jpg|thumb|none|600px|Valeria holds a pseudo-AKMS without dust cover.]]&lt;br /&gt;
&lt;br /&gt;
===AK-104===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 343&amp;quot; barrel turns the weapon into an [[AK-104]].&lt;br /&gt;
[[File:Ak104.jpg|thumb|none|450px|AK-104 - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (3).jpg|thumb|none|600px|An AK-104 in the gunsmith preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
An [[AK-105]] with light tan furniture and magazines appears as the &amp;quot;Kastov 545&amp;quot;. It employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty. &lt;br /&gt;
&lt;br /&gt;
The default magazines are tan 30-rounders (6L23) and alternative options include 20-round black polymer mags, a 45-round classic red 6L18 magazine and a 60-round quad-stack black magazine (6L31).&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
[[File:MW22 AK-105.jpg|thumb|none|600px|An AK-105 in the gunsmith preview screen, which has a tan version of the Picatinn-ized polymer AK handguard.]]&lt;br /&gt;
[[File:MWII-AK105-1.jpg|thumb|none|600px|Soap with an AK-105 in the trailer.]]&lt;br /&gt;
[[File:MWII AK-105 (1).jpg|thumb|none|600px|Checking into the Breenbergh Hotel with the khaki AK-105 carbine.]]&lt;br /&gt;
[[File:MWII AK-105 (2).jpg|thumb|none|600px|The AK-105's iron sights, fairly bog-standard by now.]]&lt;br /&gt;
[[File:MWII AK-105 (3).jpg|thumb|none|600px|Flicking the selector lever to semi-auto.]]&lt;br /&gt;
[[File:MWII AK-105 (4).jpg|thumb|none|600px|Mid-Iraqi reloading - about to kick out the empty magazine.]]&lt;br /&gt;
[[File:MWII AK-105 (5).jpg|thumb|none|600px|Letting the bolt slam home and chamber a round from the newly-loaded mag.]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 406&amp;quot; barrel turns the weapon into an [[AK-74M]].&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AK-74M (1).jpg|thumb|none|600px|The full-length Kastov-545, with the &amp;quot;Charcoal&amp;quot; finish to try to blacken the tan parts - though only the magazine appears to have gotten a thorough treatment.]]&lt;br /&gt;
[[File:MWII AK-74M (2).jpg|thumb|none|600px|Stilleto inspecting an AK-74M (along with some stuffed animals) on the festive holiday version of Shipment.]]&lt;br /&gt;
[[File:MWII AK-74M (3).jpg|thumb|none|600px|Peering into the mag - this one's loaded with black tip AP rounds.]]&lt;br /&gt;
[[File:MWII AK-74M (4).jpg|thumb|none|600px|The 5.45 AK variants Fast Hands reload - the new mag is brought alongside the used one, which is flicked aside.]]&lt;br /&gt;
[[File:MWII AK-74M (5).jpg|thumb|none|600px|The fast underhand charging as seen while holding ADS.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74N===&lt;br /&gt;
The rifle can be turned into a pseudo [[AKS-74|AKS-74N]], except that it retains the partly smooth top cover. This is achieved by pairing the &amp;quot;Kastov-Rama&amp;quot; stock with either the &amp;quot;Kastovia 406&amp;quot; barrel (which has a synthetic handguard) or the &amp;quot;KAS-7 406mm&amp;quot; barrel (which has a wooden handguard, along with an earlier AKM's 62 degree gas block and slant brake). The weapon can alternatively be fitted with the &amp;quot;Ivanov Wood Stock&amp;quot; to make it resemble the [[AK-74|AK-74N]].&lt;br /&gt;
&lt;br /&gt;
[[File:AKS-74 synthetic furniture.jpg|thumb|none|450px|AKS-74 with synthetic furniture - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AKS-74 (1).jpg|thumb|none|600px|An AKS-74N build, with an alternate grip.]]&lt;br /&gt;
[[File:AKS74.jpg|thumb|none|450px|AKS-74, early version with 62 degree gas block - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AKS-74 (2).jpg|thumb|none|600px|The older style AKS-74, with the &amp;quot;Sakin Tread-40&amp;quot; muzzle brake to imitate the correct version.]]&lt;br /&gt;
[[File:MWII AK-74N (1).jpg|thumb|none|600px|The AK-74N mockup with the fixed AKM wood stock.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74UN==&lt;br /&gt;
The [[AKS-74U]] appears as the &amp;quot;Kastov-74u&amp;quot;. It is specifically the AKS-74UN variant with a side-mounted bracket for attaching optics. For the ''first'' time in the Call of Duty series, it is correctly classified as an assault rifle as opposed to an SMG. As with the aforementioned AK-105, it employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, previously including the impossible reloading technique without the stock. As of the Season 2 update, the gun instead has a unique empty reload animation when lacking a stock, in which the player character holds the gun sideways, knocks out the old mag with the new one (held &amp;quot;upside down&amp;quot; in their hand), then rocks it in and performs and underhand pull of the bolt, similar to the ''[[Call of Duty: Modern Warfare (2019)]]'' 's [[AN-94]].&lt;br /&gt;
&lt;br /&gt;
The loadout and progression menu images show it with a polymer 7.62x39mm magazine, though an [[AKMSU]] conversion or separate weapon does not appear in the released game. At the moment the gun uses black polymer 30 round magazines (6L23) by default, 20 rounders serve as fast mags, and the same 45 round magazine available from the AK-105 (6L18) serves as the only extended option.&lt;br /&gt;
&lt;br /&gt;
The gun can be customized with ZenitCo furniture like handguards and stocks. It is a common weapon from Al-Qatala NPC forces in Al Mazrah in DMZ.&lt;br /&gt;
[[File:AKS74UN.jpg|thumb|none|450px|AKS-74UN - 5.45x39mm]]&lt;br /&gt;
[[File:MW22_AKS74UN.jpg|thumb|none|600px|The AKS-74U in the weapon preview menu screen.]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmithcustomized.jpg|thumb|none|600px|The AKS-74UN with all five Gunsmith modification slots filled. It, the Bizon, and the RPK use a side bracket mount for optics, while the AK-100 series and Vityaz use railed top covers.]]&lt;br /&gt;
[[File:AKS74U MWII idle.jpg|thumb|none|600px|Clearing out the F1 circuit facility with a bone stock AKS-74UN.]]&lt;br /&gt;
[[File:AKS74U MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AKS74U MWII inspect1.jpg|thumb|none|600px|Inspecting the carbine.]]&lt;br /&gt;
[[File:AKS74U MWII inspect2.jpg|thumb|none|600px|Checking the magazine, loaded with frangible 5.45x39mm rounds. The handguard has a rail on the right side by default.]]&lt;br /&gt;
[[File:AKS74U MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:AKS74U MWII reload1.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:AKS74U MWII reload2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:AKS74U MWII reload3.jpg|thumb|none|600px|Fresh magazine rocked in, the player character will proceed to release his grip on the bolt, letting it slam home and pick up a new round.]]&lt;br /&gt;
[[File:MwiiChiron1.jpg|thumb|none|600px|Kicking out the magazine with an odd upside down technique on the stockless AK. This updated empty reload animation is similar to ''MW19''’s AN-94.]]&lt;br /&gt;
[[File:MwiiChiron2.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
[[File:MwiiChiron3.jpg|thumb|none|600px|Rocking in the new magazine. An underhanded rack of the bolt is preformed after this.]]&lt;br /&gt;
[[File:MWII Kastov-MSU.jpg|thumb|none|600px|The &amp;quot;Kastov-74u&amp;quot; with a 7.62x39mm magazine as seen in the beta.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet APC556==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet APC556]] was added in Season 2, as the &amp;quot;ISO Hemlock&amp;quot;. The rifle is part of the &amp;quot;ISO&amp;quot; platform, connecting the APC556 to its smaller sibling, the [[Brügger &amp;amp; Thomet APC9|APC9]]/&amp;quot;ISO&amp;quot; from ''MW19''. It also shares similar Magpul MBUS styled iron sights.&lt;br /&gt;
&lt;br /&gt;
The game files refer to the weapon as &amp;quot;ar_acharlie300&amp;quot;, alluding to the APC300 variant. In addition, the ejection port is marked &amp;quot;Cal. 7.62x35mm&amp;quot; (i.e. .300 AAC Blackout), and the handguard is an elongated version of the one seen on the APC300 and early versions of the APC556 PDW (interestingly, the rifle in-game is a normal APC556/300 upper receiver on a Pro lower receiver, shown by its ability to change pistol grips). Conversely, the gas system is of APC556-esque length. The weapon is chambered in the APC556's 5.56x45mm cartridge by default, and can be modified to use the APC300's .300 Blackout ammunition.&lt;br /&gt;
&lt;br /&gt;
Being a post-release weapon, the APC556 is unlocked either through store bundles, DMZ or challenge unlock.&lt;br /&gt;
&lt;br /&gt;
[[File:APC556.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC556 with 308mm barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:APC300.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC300, for comparison - .300 AAC Blackout]]&lt;br /&gt;
[[File:Mwiihemlockgunsmith.jpg|thumb|none|600px|The &amp;quot;ISO Hemlock&amp;quot; in the gunsmith preview.]]&lt;br /&gt;
[[File:Mwiihemlockidle.jpg|thumb|none|600px|Operator Ronin holds the rifle on the Season 2 map Valderas Museum (a map which was originally in the beta, but due to legal issues with it being based on the real the J. Paul Getty Museum, was held back).]]&lt;br /&gt;
[[File:Mwiihemlockinspect1.jpg|thumb|none|600px|Inspecting the rifle.]]&lt;br /&gt;
[[File:Mwiihemlockinspect2.jpg|thumb|none|600px|Chamber checking. This animation is also used when first equipping the weapon. Note the &amp;quot;Cal. 7.62x35mm&amp;quot; markings on the ejection port, regardless of what caliber is used.]]&lt;br /&gt;
[[File:Mwiihemlockmag.jpg|thumb|none|600px|Inserting a new magazine. Note the strange opaque windowed PMAG. Also, the text near the operator's thumb is mirrored on the other side.]]&lt;br /&gt;
[[File:Mwiihemcharging.jpg|thumb|none|600px|Tugging on the charging handle during an empty reload. Part of the operator's thumb clips into the weapon during this.]]&lt;br /&gt;
&lt;br /&gt;
===Brügger &amp;amp; Thomet APC556 PDW===&lt;br /&gt;
Equipping the &amp;quot;RCQ-7&amp;quot; barrel and the &amp;quot;R-COM S4&amp;quot; stock turns the weapon into an APC556 PDW.&lt;br /&gt;
&lt;br /&gt;
[[File:APC556 PDW.jpg|thumb|none|400px|Brügger &amp;amp; Thomet APC556 PDW - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mwiihemlockcarbinepreview.jpg|thumb|none|600px|The modifications in the gunsmith preview.]]&lt;br /&gt;
[[File:Mwiihemboltrelease.jpg|thumb|none|600px|Thumbing the bolt release during the &amp;quot;Fast Hands&amp;quot; reload.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 901==&lt;br /&gt;
The [[M16A4|Colt Model 901]] (which was marketed as an M16A3) appears in the game as the &amp;quot;M16&amp;quot;. It fires in three-round bursts, meaning it is intended to pass for an M16A4, but the fire selector has the Safe/Semi/Auto markings of the A3 rather than the A4's Safe/Semi/Burst. It is fitted with a KAC M5 railed handguard and feeds from the same stylized windowed PMAGs used with the &amp;quot;M4&amp;quot;. Along with the two extended magazine options available for the &amp;quot;M4&amp;quot;, the M16 can also use short 20-round GI magazines that hold 15 rounds for some reason (maybe because 20 isn't a multiple of 3 or to align it with the same magazine option seen on the HK93, which also is a 20 rounder limited to a capacity of 15).&lt;br /&gt;
&lt;br /&gt;
A properly functioning R0901-style rifle can also be achieved by modifying the &amp;quot;M4&amp;quot; mentioned below, although keeping the non-milspec upper and lower receiver.&lt;br /&gt;
&lt;br /&gt;
Numerous factions in the campaign use the Model 901 M16 rifle, including Al-Qatala, the Las Almas Cartel, and the Mexican Army.&lt;br /&gt;
&lt;br /&gt;
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|450px|Standard M16A4, for comparison - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22_M901.jpg|thumb|none|600px|The Colt Model 901 in the gunsmith preview.]]&lt;br /&gt;
[[File:Mw22 m16 (4).jpg|thumb|none|600px|Holding the M16.]]&lt;br /&gt;
[[File:Mw22 m16 (5).jpg|thumb|none|600px|Checking the magazine and verifying that it is, indeed, loaded with 5.56 ammo. Worth noting is that double feed magazines actually alternate which side the top-most cartridge is on; if the player character here were to fire one round and then inspect again, they would find the top-most cartridge on the left instead of the right. Note the &amp;quot;M16A2&amp;quot; markings on the magwell, which (intentionally or not) would be correct for an M16A3, as the receiver of the real weapon is indeed marked as such.]]&lt;br /&gt;
[[File:Mw22 m16 (6).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; through the way too large carry handle rear aperture.]]&lt;br /&gt;
[[File:Mw22 m16 (7).jpg|thumb|none|600px|Reloading with a new loaded PMAG.]]&lt;br /&gt;
[[File:Mw22 m16 (8).jpg|thumb|none|600px|Smacking the ping-pong paddle. The animations are all taken from the &amp;quot;M4&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 little friend.jpg|thumb|none|600px|Soap finds himself a [[Scarface (1983)#Colt AR-15 with Fake M203 grenade launcher (a.k.a. &amp;quot;My Little Friend&amp;quot;)|Little Friend]] in the cartel's armory in &amp;quot;El Sin Nombre&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The &amp;quot;11.5 Carbine Shroud&amp;quot; attachment gives it an AR carbine handguard/10.5&amp;quot; barrel/AR front sight, effectively turning it into a [[Mk 18 Mod 0]] when combined with one of the telescoping stock options (though it still fires in three-round bursts due to the faux M16A4 receiver).&lt;br /&gt;
[[File:Mk18SpecializedArmaments.jpg|thumb|none|450px|Mk 18 Mod 0 with standard M4 handguard and 6-position stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (3).jpg|thumb|none|600px|Combine the M16, the &amp;quot;11.5 Carbine Shroud&amp;quot; and telescopic stock and you got yourself a Mk18 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 1===&lt;br /&gt;
Fitting the M16 with the &amp;quot;11.5 T-H4 Barrel&amp;quot; and any telescoping stock will create a Mk 18 Mod 1.&lt;br /&gt;
[[File:Mk18Mod1SOPMOD.jpg|thumb|none|450px|Mk 18 Mod 1 with Crane stock, KAC back-up iron sights, EOTech XPS3, AN/PEQ-15 ATPIAL, vertical foregrip, and dual pressure activation switch - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 cqbr.jpg|thumb|none|600px|A Mk 18 Mod 1 customized with all the tacticool needs of a US SOCOM operator.]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 Carbine===&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine handguard/14.5&amp;quot; stepped barrel/AR front sight, turning it into an [[M4A1]] (or an [[M4 Carbine|M4]] in gameplay terms).&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (2).jpg|thumb|none|600px|The M4A1 in the loadout preview screen.]]&lt;br /&gt;
[[File:Mwiim43rd2.jpg|thumb|none|600px|The &amp;quot;Burgertown Operator&amp;quot; with an M4A1 and two inflatable decoys.]]&lt;br /&gt;
[[File:Mwiim43rd1.jpg|thumb|none|600px|Alex fires his M4A1. Note the starburst muzzle flash.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
The [[FAMAS Valorisé]] was added in Season 5 under the name &amp;quot;FR Avancer&amp;quot;, though the markings on its model read &amp;quot;Modèle 223&amp;quot;. As with every other FAMAS in ''Call of Duty'' thus far the rifle features 25-round magazines; for the second time in the series they actually hold the correct 25 rounds, rather than 30. 45- and 60-round quad-stack magazines are available alternate options, with the former being the &amp;quot;chopped&amp;quot; MAG5-60 quad-stack model seen on Instagram and in the previous Modern Warfare game. Also as in ''MW19'', the rifle's integrated bipod can be deployed as an attachment (though currently this also unnecessarily equips a rail under the handguard, as was the case for the RPK's bipod before that was fixed), while equipping the &amp;quot;SA Ion&amp;quot; pistol grip and &amp;quot;FR Sprinter&amp;quot; stock pad brings the rifle closer in appearance to its real world counterpart. &lt;br /&gt;
&lt;br /&gt;
A pseudo FAMAS FÉLIN build can be achieved by adding the &amp;quot;3x RFL-Optic&amp;quot; and &amp;quot;OP-X9 Foregrip&amp;quot; to the aforementioned pistol grip and stock.&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|450px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm]]&lt;br /&gt;
[[File:MwiifamasV1.jpg|thumb|none|600px|Holding the FAMAS on the newest iteration of &amp;quot;Strike&amp;quot; from the original Modern Warfare.]]&lt;br /&gt;
[[File:MwiifamasV2.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:MwiifamasV4.jpg|thumb|none|600px|Making sure the rounds are seated during the inspect animation...]]&lt;br /&gt;
[[File:MwiifamasV5.jpg|thumb|none|600px|...and chamber checking. This animation is also used when spawning with the rifle, albeit the character chambers the rifle from empty.]]&lt;br /&gt;
[[File:MwiifamasV6.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MwiifamasV7.jpg|thumb|none|600px|Tugging the charging handle. For the &amp;quot;fast hands&amp;quot; reload, the player doesn't turn the rifle to the left.]]&lt;br /&gt;
[[File:MwiifamasV8.jpg|thumb|none|600px|Sandwiching magazines during the &amp;quot;fast hands&amp;quot; tactical reload on a psudo FÉLIN build. This animation is very similar to the tactical reload the FAMAS in Modern Warfare 2019 had.]]&lt;br /&gt;
[[File:MwiifamasV9.jpg|thumb|none|600px|Actuating the trigger guard housed fire selector.]]&lt;br /&gt;
[[File:MwiifamasV10.jpg|thumb|none|600px|Chamber checking on empty.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;TAQ-V&amp;quot;. The default magazine is a black 20-round proprietary model; a 30-round polymer magazine inspired by the Molon Labe Industries (couldn't get a more pretentious name) offerings and a two-tone XS Products X-25 50-round drum, are available as extended options. Interestingly, the rifle features its internal file name in its receiver markings, placed as if &amp;quot;SCHotel&amp;quot; is its in-universe model name; following the standards of internal file names, &amp;quot;S C Hotel&amp;quot; naturally stands for &amp;quot;'''SC'''AR-'''H'''&amp;quot;. This time, it is correctly classified as a battle rifle instead of an assault rifle.&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:MW22 SCAR 17.jpg|thumb|none|600px|The SCAR-H in the gunsmith preview screen. The model has undergone a stylistic redesign from ''MW19''’s &amp;quot;FN Scar 17,&amp;quot; with three vent holes, shorter rails for the correct barrel block placement, and ACR-like stock. The magwell still has the AR-15 style outdent. During an early stage of the game, a typo in the gunsmith described the weapon as firing &amp;quot;7.26&amp;quot; rounds, but this has been fixed.]]&lt;br /&gt;
[[File:MWII SCAR-H (1).jpg|thumb|none|600px|The &amp;quot;TAQ-V&amp;quot; in Amsterdam.]]&lt;br /&gt;
[[File:MWII SCAR-H (2).jpg|thumb|none|600px|Aiming down the sights, shared by all three variants.]]&lt;br /&gt;
[[File:MWII SCAR-H (3).jpg|thumb|none|600px|Actuating the fire selector.]]&lt;br /&gt;
[[File:MWII SCAR-H (4).jpg|thumb|none|600px|Repleneshing the old magazine with a new one, &amp;quot;L-shaped&amp;quot; reload style.]]&lt;br /&gt;
[[File:MWII SCAR-H (5).jpg|thumb|none|600px|As with the prior game, the empty mag gets trucked out.]]&lt;br /&gt;
[[File:MWII SCAR-H (6).jpg|thumb|none|600px|And in with another mag, then the charging handle is tugged.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR 17S==&lt;br /&gt;
In addition to the standard SCAR-H, the [[FN SCAR 17S|SCAR 17S]] semi-auto only version appears under the marksman rifles class. It is referred to as the &amp;quot;TAQ-M&amp;quot;, and is fitted with a rail extension and a fixed stock resembling an [[FN SSR]]/SCAR 20S stock or a KRG SCAR Long Range Stock. The Los Vaqueros unit uses this SCAR variant as its sniper rifle in the campaign story. 10-, 15- and 20-round magazines are available, all of which being 5-rounds-underloaded compared to real life.&lt;br /&gt;
&lt;br /&gt;
It is chambered in 6.5mm Creedmoor. At the time of the game's release, the real SCAR 17S could be converted to use this cartridge (while the SCAR 20S had received that caliber as a factory option). Interestingly, a year later (September 2023), FN America announced the availability of a limited-edition SCAR 17S DMR that is actually chambered in 6.5mm Creedmoor and has a fixed SSR stock.&lt;br /&gt;
&lt;br /&gt;
[[File:SCAR 17S BLK.jpg|thumb|none|450px|FN SCAR 17S Black - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|450px|FN MK 20 SSR, for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR17S.jpg|thumb|none|600px|The SSR lookalike in the gunsmith preview screen. Note the fictionalized safe/semi-auto only fire selector.]]&lt;br /&gt;
[[File:MWII SCAR-17S (1).jpg|thumb|none|600px|The SCAR variants spawn in with a barrel up, palm up chambering animation.]]&lt;br /&gt;
[[File:MWII SCAR-17S (2).jpg|thumb|none|600px|The SCAR 17S 6.5CM with a sniper scope.]]&lt;br /&gt;
[[File:MWII SCAR-17S (3).jpg|thumb|none|600px|Said scope has something of an ACSS grid for its reticle.]]&lt;br /&gt;
[[File:MWII SCAR-17S (4).jpg|thumb|none|600px|The Ranger admires his accurized SCAR.]]&lt;br /&gt;
[[File:MWII SCAR-17S (5).jpg|thumb|none|600px|Inspecting the 10-round magazine of 6.5mm.]]&lt;br /&gt;
[[File:MWII SCAR-17S (6).jpg|thumb|none|600px|It also reloads the same way, with the short mags sandwiched together.]]&lt;br /&gt;
[[File:MWII SCAR-17S (7).jpg|thumb|none|600px|Pulling the charging handle when empty, those gloves should help keep the Ranger's fingers intact against the scope.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
A black [[FN SCAR-L]] appears as the &amp;quot;TAQ-56&amp;quot; and it's manufactured by &amp;quot;Tactique Verte&amp;quot;, the in-universe equivalent to FN Herstal, which also makes the PDSW 528, a fictionalized P90 variant. It is depicted with incorrect H&amp;amp;K style fire selector markings and a stylized lower receiver. It feeds from black STANAG style 30-round magazines, but 40-round PMAGs and 60-round Surefire MAG5-60s are also available.&lt;br /&gt;
&lt;br /&gt;
It comes with a (swappable) stylized A2 grip by default and the magazine release on the right side seems to be an aftermarket extended one.&lt;br /&gt;
&lt;br /&gt;
Marines in &amp;quot;Kill or Capture&amp;quot; have SCAR-Ls. It is the standard rifle for both Shadow Company operators and the Los Vaqueros unit in the campaign, being commonly found with various attachments.&lt;br /&gt;
[[File:Scar l std.jpg|thumb|none|450px|FN SCAR-L STD - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22_SCARL.jpg|thumb|none|600px|The SCAR-L in the gunsmith preview screen. Note the differently shaped trigger guard and stock, the pictograms fire selector and the Taqtique Verte markings.]]&lt;br /&gt;
[[File:Mw22 scar L (1).jpg|thumb|none|600px|A SCAR-L in the hands of a Kortac operator.]]&lt;br /&gt;
[[File:Mw22 scar L (2).jpg|thumb|none|600px|Checking the magazine full of 5.56 rounds.]]&lt;br /&gt;
[[File:Mw22 scar L (3).jpg|thumb|none|600px|And the chamber is loaded too, very nice. Looks like the markings on the upper receiver are mirrored from the left side.]]&lt;br /&gt;
[[File:Mw22 scar L (4).jpg|thumb|none|600px|A look through the chopped iron sights.]]&lt;br /&gt;
[[File:Mw22 scar L (5).jpg|thumb|none|600px|Swapping STANAG magazines.]]&lt;br /&gt;
[[File:Mw22 scar L (6).jpg|thumb|none|600px|Checking the chamber on an empty reload just before flicking out the spent magazine.]]&lt;br /&gt;
[[File:Mw22 scar L (7).jpg|thumb|none|600px|Pulling back on the reciprocating charging handle. This is the only difference from ''MW19''’s animations and this set is shared with all the other SCAR variants in the game.]]&lt;br /&gt;
[[File:Mw22 scar L (8).jpg|thumb|none|600px|Giving the bolt release a slap. This happens when the Fast Hands perk is active and with an underbarrel grenade launcher attached to the rifle.]]&lt;br /&gt;
[[File:Mwiicaliburnscarl1.jpg|thumb|none|600px|The Season 5 Blackcell exclusive blueprint, &amp;quot;Caliburn&amp;quot;, features a transparent exterior SCAR-L.]]&lt;br /&gt;
[[File:Mwiicaliburnscarl2.jpg|thumb|none|600px|Empty.]]&lt;br /&gt;
[[File:Mwiicaliburnscarl3.jpg|thumb|none|600px|Closeup of the fire control group.]]&lt;br /&gt;
[[File:Mwiicaliburnscarl5.jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:Mwiicaliburnscarl4.jpg|thumb|none|600px|Holding the bolt open, right side.]]&lt;br /&gt;
[[File:Mwiicaliburnscarl6.jpg|thumb|none|600px|A strange bug that happens with a few guns in third person, when chamber checking on empty, the character pushes the bolt carrier way past where it would physically be able to go, while the barrel itself gets pushed backwards.]]&lt;br /&gt;
[[File:MWII-SCARL-1.jpg|thumb|none|600px|Garrick and his SCAR taking a leap (or fall-out-of-a-Black Hawk) of faith in the reveal trailer.]]&lt;br /&gt;
[[File:MWII-Trailer-SCARL-2.jpg|thumb|none|600px|Demon Dogs on the hunt with SCAR-Ls in the reveal trailer. Similar to some Shadow Company operatives, all three marines are equipped with L3Harris AN/PVS-31A night vision goggles. The NODs are incorrectly mounted to Norotos Rhino I mounts.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L CQC===&lt;br /&gt;
Equipping the SCAR-L with the &amp;quot;12' Tacshort Barrel&amp;quot; will give it a CQC-length barrel.&lt;br /&gt;
[[File:FN SCAR-L CQC Black.jpg|thumb|none|400px|FN SCAR-L CQC Black - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (1).jpg|thumb|none|600px|The SCAR-L CQC in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Mw22 mk16.jpg|thumb|none|600px|A SCAR CQC equipped with with a [[FN SCAR-SC|SCAR-SC]]'s telescoping stock via the &amp;quot;TV Cardinal Stock&amp;quot; attachment.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L LB===&lt;br /&gt;
The &amp;quot;17.5' Tundra Pro Barrel&amp;quot; turns it into the LB variant.&lt;br /&gt;
[[File:SCAR-L LB.jpg|thumb|none|450px|Gen 3 FN SCAR-L with 18&amp;quot; LB (Long Barrel) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22_SCARL_LB.jpg|none|thumb|600px|A not-so perfect tan SCAR-L LB in the gunsmith preview.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK91A2==&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK91A2]] with a safe/semi/auto select fire trigger group appears as the &amp;quot;Lachmann-762&amp;quot;. Like the other guns in the &amp;quot;Lachmann Meer&amp;quot; platform, it lacks a paddle magazine release, distinguishing it from the military [[G3]]. It appears to be fitted with a stylized slimline handguard.&lt;br /&gt;
&lt;br /&gt;
It is a standard rifle of the Mexican Army in-game.&lt;br /&gt;
[[File:HK Model 91.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22_HK91A2.jpg|thumb|none|600px|The HK91A2 in the preview screen. Note that it has a less diagonal magwell compared to the real weapon.]]&lt;br /&gt;
[[File:Mw22 g3 (4).jpg|thumb|none|600px|Holding the HK91A2 in a quasi-c-clamp way.]]&lt;br /&gt;
[[File:Mw22 g3 (5).jpg|thumb|none|600px|Aiming down the night sights.]]&lt;br /&gt;
[[File:Mw22 g3 (6).jpg|thumb|none|600px|Checking the load on an awfully-smooth 20 round magazine.]]&lt;br /&gt;
[[File:Mw22 g3 (7).jpg|thumb|none|600px|And guess what? The inspect animation ends with a chamber check.]]&lt;br /&gt;
[[File:Mw22 g3 (8).jpg|thumb|none|600px|Konig swaps magazines in an odd-way. Take note that this screenshot was taken before a patch in February, where the HK91A2's reload animations were altered to be heavier.]]&lt;br /&gt;
[[File:Mw22 g3 (9).jpg|thumb|none|600px|Inserting a fresh magazine after stripping away an empty one.]]&lt;br /&gt;
[[File:Mw22 g3 (10).jpg|thumb|none|600px|And what comes next will surprise no-one: an HK slap.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK91A3===&lt;br /&gt;
Fitting the rifle with the &amp;quot;Lachmann S9 Factory&amp;quot; stock makes it resemble an HK91A3.&lt;br /&gt;
[[File:HK91A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A3 with factory telescoping stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22_HK91A3.jpg|thumb|none|600px|Both sides of the pseudo-HK91A3.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK11===&lt;br /&gt;
Equipping the “Romeo FT 16&amp;quot; Barrel” or “15.9&amp;quot; Lachmann Rapp Barrel” makes for a [[Heckler &amp;amp; Koch HK11]] mockup.&lt;br /&gt;
[[File:Hk11e.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK11E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII HK11 (0).jpg|thumb|none|600px|The HK11-style build, with the LM-S's more convincing clubfoot stock and a bipod.]]&lt;br /&gt;
&lt;br /&gt;
===HK51===&lt;br /&gt;
The shorter barrels such as the “Meer-56 11&amp;quot; Factory Barrel” can be used for an [[HK51]]-style carbine.&lt;br /&gt;
[[File:NPSHK51.JPG|thumb|400px|none|HK51 - 7.62x51mm]]&lt;br /&gt;
[[File:MWII HK51 (0).jpg|thumb|none|600px|A pseudo HK51 with the Lachmann S9 Factory sliding stock, and the Corvus SOL-76 Z-Point reflex sight.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK93A2==&lt;br /&gt;
A shortened [[Heckler &amp;amp; Koch HK93A2]] with a Magpul-inspired trigger group with safe/semi/auto positions appears as the &amp;quot;Lachmann-556&amp;quot;. Once again, the lack of a paddle magazine release distinguishes it from the military [[HK33]].&lt;br /&gt;
&lt;br /&gt;
It is intended to be an [[HK53]], as evidenced by the game files referring to it as &amp;quot;ar_kilo53&amp;quot;, though the barrel and the cocking tube are slightly longer than this version, with the length being between the HK53 and the HK33KA3. It can be made HK33-length with the &amp;quot;Lachmann Nova&amp;quot; or &amp;quot;LM Aurora 90 Barrel&amp;quot; attachments (these two having same cocking tube length as each other, and almost the same barrel length), or HK33K-esque length (shorter than proper, but longer than the game's default) with the &amp;quot;Lach-12 Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It feeds from translucent 30-round magazines by default, but it can also use 20-round magazines (that hold 15 rounds), 40-round extended magazines or a 60-round drum inspired by the X-Products drum available for the G3 family of rifles.&lt;br /&gt;
&lt;br /&gt;
[[File:HK93FullStock.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A2 with 25-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Hk93 mw22 (1).jpg|thumb|none|600px|Left side of the shortened HK93. Like the HK91, the magwell is less diagonal than the real deal. The standard 30-round magazines are translucent and most likely inspired by the Turkish MKE-made ones.]]&lt;br /&gt;
[[File:Hk93 mw22 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:Hk93 mw22 (4).jpg|thumb|none|600px|Holding the HK93 indoors.]]&lt;br /&gt;
[[File:Hk93 mw22 (5).jpg|thumb|none|600px|Aiming down the aperture.]]&lt;br /&gt;
[[File:Hk93 mw22 (6).jpg|thumb|none|600px|Checking if the translucent magazine is loaded.]]&lt;br /&gt;
[[File:Hk93 mw22 (7).jpg|thumb|none|600px|Press check.]]&lt;br /&gt;
[[File:Hk93 mw22 (8).jpg|thumb|none|600px|As with all the roller-delayed guns in the game, the tactical reload starts by locking the bolt back, then the magazines are swapped and the charging handle is given a gentle tug to let it go forward. Worth noting is that all the magazines that are either translucent or have windows on their side only render the top bullet during reloads, as you can see with the one on the left. The rest of the bullets will appear after the animation is done; this was fixed sometime after the Season 1 update. This can also be observed easily with the M4 and M16.]]&lt;br /&gt;
[[File:Hk93 mw22 (9).jpg|thumb|none|600px|Empty reloads have a similar, but different enough sequence (to make them slower). The charging handle is locked back, the empty magazine is stripped out, a new one is inserted...]]&lt;br /&gt;
[[File:Hk93 mw22 (10).jpg|thumb|none|600px|...and a forceful HK-slap is performed.]]&lt;br /&gt;
[[File:Hk93 mw22 (11).jpg|thumb|none|600px|With the Fast Hands perk the HK slap is omitted and the charging handle is simply pulled back.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Alejandro Vargas can be seen just behind Soap, wielding an HK93 with a suppressor. The hand clipping makes it appear as if Vargas is gripping the trigger instead of the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK93A3===&lt;br /&gt;
Fitting the weapon with the &amp;quot;Lachmann S9 Factory&amp;quot; stock and the full-sized &amp;quot;Lachmann Nova&amp;quot; barrel turns it into an HK93A3.&lt;br /&gt;
[[File:Hk93a3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A3 - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:Hk93 mw22 (3).jpg|thumb|none|600px|An HK93A3-style build with the default barrel.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK13===&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK series machine guns|Heckler &amp;amp; Koch HK13]] build can be made with the “15.9&amp;quot; Lachmann RAPP Barrel,” in addition to other parts to complete the look.&lt;br /&gt;
[[File:MM13.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK13 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWII HK13 (0).jpg|thumb|none|600px|The LM-556 with the machine gun style barrel, clubfoot stock, bipod, and drum magazine.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-K2==&lt;br /&gt;
A heavily stylized [[HS Produkt VHS-K2]] with a Springfield Armory Hellion-style trigger guard and pistol grip was added in Season 4 as the &amp;quot;Tempus Razorback.&amp;quot; The top rail assembly resembles that of the [[FB MSBS Grot|FB MSBS Grot B]] (alongside the &amp;quot;TA ERGO&amp;quot; stock option), and the charging handle is also similar to the Grot B's, though moved forward over the fire control area. The rifle can equip the VHS-2's integral optic carry handle, tied to the &amp;quot;17&amp;quot; IO-XL&amp;quot; barrel attachment; this barrel is longer than standard, roughly between the VHS-K2 and VHS-D2. The &amp;quot;13&amp;quot; Frenzy IX&amp;quot; barrel features a shorter optics rail as well as a unique red dot sight which replaces the ironsights; this sight can itself be replaced by other optics. The default empty reload animation has an interesting dynamic feature - normally, the charging handle is used, but interrupting it by swapping or sprinting will result in the operator using the bolt release after the interruption. &lt;br /&gt;
&lt;br /&gt;
[[File:VHS-K2.jpg|thumb|none|450px|HS Produkt VHS-K2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SA Hellion right side.jpg|thumb|none|450px|Springfield Armory Hellion - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MSBS-B-2016.jpg|thumb|none|450px|FB MSBS Grot B - 5.56x45mm]]&lt;br /&gt;
[[File:Mwiirazorbackbattlepass1.jpg|thumb|none|600px|The hybrid rifle in the battlepass.]]&lt;br /&gt;
[[File:Mwiirazorbackidle.jpg|thumb|none|600px|Nikto wielding the VHS-K2 in a [[Call of Duty 4: Modern Warfare|familiar location]].]]&lt;br /&gt;
[[File:Mwiirazorbacktacticalreload.jpg|thumb|none|600px|Performing a rather awkward tactical reload.]]&lt;br /&gt;
[[File:Mwiirazorbackempty.jpg|thumb|none|600px|Tugging the charging handle on empty.]]&lt;br /&gt;
[[File:Mwiirazorbacksleightofhand2.jpg|thumb|none|600px|The &amp;quot;Fast Hands&amp;quot; reloads are similar to the Cronen Squall's, including the use of the bolt release instead of forward charging handle.]]&lt;br /&gt;
[[File:Mwiirazorbackinspect.jpg|thumb|none|600px|Performing a brass check.]]&lt;br /&gt;
[[File:Mwiirazorbackinspectempty.jpg|thumb|none|600px|Here, operator Chuy peers into a VHS's empty chamber.]]&lt;br /&gt;
[[File:VHS-D2 and optical sight.jpg|thumb|none|450px|HS Produkt VHS-D2 with 1.5 optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mwiirazorbackvhs.jpg|thumb|none|600px|The VHS-D2 style build with the 17&amp;quot; IO-XL barrel &amp;amp; LTX Eclipse comb.]]&lt;br /&gt;
&lt;br /&gt;
==LoneStar Future Weapons RM277==&lt;br /&gt;
A [[LoneStar Future Weapons RM277]]-based bullpup rifle was added to the battle rifles class in Season 3 under the name &amp;quot;Cronen Squall&amp;quot;. It is depicted as a heavily stylized version of the first prototype, noticeable by having a rear magazine release. However, it also has two buttons near the trigger group that act as bolt release buttons instead of magazine release buttons, a black cheek rest, switchable ejection ports and an enlarged rear similar to that of the [[Desert Tech Micro Dynamic Rifle]]. It is chambered in &amp;quot;6.8 Wrath&amp;quot;, an in-universe version of 6.8x51mm SIG FURY, which is the cartridge of the [[SIG-Sauer MCX-SPEAR]] (now designated as the XM7) that prevailed over the RM277 in the NGSW trials.&lt;br /&gt;
&lt;br /&gt;
The gun uses conventional full brass case ammo like the civilian/training ammo by default but a 6.8 Composite ammo option is also available, bringing it back to the original 6.8mm TVCM cartridge that the RM277 was chambered in. Beside that, Frangible and Hollowpoint ammo options give the 6.8mm SIG FURY cartridge its well-known hybrid case (these options are correct as currently, available hybrid-case ammo to the civilian market is those two options). It is fed by default using 20-round L7 AWM magazines with a 30-rounder and a 50-round Magpul D-50 drum magazine also available; the rifle can also equip its proprietary micro flow-through Brevis III suppressor. &lt;br /&gt;
&lt;br /&gt;
While the real rifle fires from a closed bolt in semi-auto and an open bolt in full-auto, its in-game incarnation is depicted as always firing from an open bolt (with the same firing delay given to all other open bolt weapons), though inconsistent with this, the empty reload animation features the player character using the bolt release as if the rifle were firing from a closed bolt. The out-of-ammo inspect animation is also consistent with the gun always being open bolt, beginning with the trigger being pulled to dry-fire the rifle. In order for the rifle to at least be internally consistent to its fictional always-open-bolt self, the empty reload animation should instead not use the bolt release, and simply swap mags like a non-empty reload.&lt;br /&gt;
 &lt;br /&gt;
[[File:RM277-R.jpg|thumb|none|450px|LoneStar Future Weapons RM277-R (First publicly revealed protoype) - 6.8mm TVCM]]&lt;br /&gt;
[[File:MDRX 308 FDE.jpg|thumb|none|450px|Desert Tech MDRX - .308 Winchester]]&lt;br /&gt;
[[File:RM277 MWII battlepasspreview.jpg|thumb|none|600px|The RM277/Desert Tech hybrid rifle in the battlepass preview.]]&lt;br /&gt;
[[File:Mwiirm277spawn.jpg|thumb|none|600px|Tugging the charging handle when spawning with the rifle.]]&lt;br /&gt;
[[File:Mwiirm277idle.jpg|thumb|none|600px|Holding the gun on the new &amp;quot;Alley&amp;quot; gunfight map.]]&lt;br /&gt;
[[File:Mwiirm277irons.jpg|thumb|none|600px|Using the Magpul MBUS style sights on a particularly disgusting mattress.]]&lt;br /&gt;
[[File:Mwiirm277inspect3.jpg|thumb|none|600px|Inspecting the magazine...]]&lt;br /&gt;
[[File:Mwiirm277inspect2.jpg|thumb|none|600px|...then checking the right side.]]&lt;br /&gt;
[[File:Mwiirm277reloadpart.jpg|thumb|none|600px|Regular reload.]]&lt;br /&gt;
[[File:Mwiirm277empty.jpg|thumb|none|600px|Dropping the bolt during an empty reload.]]&lt;br /&gt;
[[File:Mwiirm277mostlyempty.jpg|thumb|none|600px|Loading a mostly spent mag. Note the strange presence of a bullet in the bottom of the magazine.]]&lt;br /&gt;
[[File:Mwiirm277inspectcomposite.jpg|thumb|none|600px|Inspecting the magazine loaded with 6.8mm TVCM. Also note selector set to semi-auto.]]&lt;br /&gt;
[[File:Mwiirm277compositefasthands.jpg|thumb|none|600px|Sandwiching magazines during the &amp;quot;fast hands&amp;quot; reload. When empty, the bolt is released without turning the weapon.]]&lt;br /&gt;
[[File:Mwiirm277empty1updt.jpg|thumb|none|600px|Empty inspect animation involves checking the mag...]]&lt;br /&gt;
[[File:Mwiirm277empty2updt.jpg|thumb|none|600px|...then flipping the rifle to the right side...]]&lt;br /&gt;
[[File:Mwiirm277empty3.jpg|thumb|none|600px|...then tugging the charging handle a few times before locking the bolt back and inserting the empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M4&amp;quot;==&lt;br /&gt;
A fully-automatic custom [[AR-15]]-type carbine with a 12.5&amp;quot; barrel appears as the &amp;quot;M4&amp;quot;, based on the [[Geissele Super Duty|Geissele M4A1 URG-I]] (also informally known as the M4A1 &amp;quot;Block III&amp;quot;) used by USASOC and even some Navy SEAL operators. The lower receiver is from a [[SIG-Sauer 516 Series|SIG 516]]/SIG M400 while the upper most closely resembles a Mega Arms GTR-3H. It has a Geissele SMR MK16/MK8-style hybrid handguard depicted with an 11.5&amp;quot; length, a stylized Magpul CTR stock and a SIG charging handle. The front sight is stylized Midwest Industries flip up and the rear one is a hybrid between KAC micro rear, MaTech BUIS and base MP7 rear sight. The muzzle is KAC birdcage and the grip is A2. It feeds from stylized windowed PMAGs in spite of the previous game having a proper non-stylized model. A 40-round metal magazine that holds 45 rounds and a quadstack Surefire MAG5-60 are also available.&lt;br /&gt;
&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine plastic handguard/14.5&amp;quot; stepped barrel/AR front sight with an added rail underneath and a small section of picatinny rail mounted on the right side of the gas block, essentially turning it into a pseudo-[[M4A1]]. The “Tempus High Tower 20&amp;quot; Barrel” attachment gives it a KAC M5 RAS/20&amp;quot; barrel/AR front sight, making it into a pseudo-[[M16A3]] when combined with the &amp;quot;Demo Precision Elite Factory&amp;quot; stock. Pairing this barrel with an M203 automatically swaps the rail system for the classic M203 heatshield, previously its own separate attachment in ''MW19''; this also happens on the game's M16, which features this barrel attachment by default.&lt;br /&gt;
&lt;br /&gt;
Other barrel options include the “7.5&amp;quot; Tempus Firebrand”, the &amp;quot;Tempus Trench Pro&amp;quot;, which retains the same barrel and rail length and swaps the handguard for a black KeyMod one, the &amp;quot;419mm EXF Barrel&amp;quot;, a 16-inch barrel paired with an URX 3.1 inspired rail and the “11.5&amp;quot; T-H4 Barrel”, which gives it a Daniel Defense Mk 18/RIS II rail and a 10.3-inch barrel, despite it being stated as longer.&lt;br /&gt;
&lt;br /&gt;
In-game, it's stated to be manufactured by the fictional Tempus Armament, which is the in-universe version of Knight's Armament Company based on the knight armored glove and mace logo.&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]&lt;br /&gt;
[[File:Geisseleurgi115.jpg|thumb|none|450px|Geissele URGI Mk 16 11.5 inch upper receiver, for reference.]]&lt;br /&gt;
[[File:MW22 M4 (1).jpg|thumb|none|600px|Left side of the franken-AR-15 trying to disguise itself as a &amp;quot;Block III&amp;quot; URG-I M4A1.]]&lt;br /&gt;
[[File:MW22 M4 (2).jpg|thumb|none|600px|Right side. The extra picatinny rail sections on the M-LOK handguard are there to accommodate for a right side mounted laser or light and underbarrel foregrip or weapon.]]&lt;br /&gt;
[[File:Mw22 m4a1 (1).jpg|thumb|none|600px|C-clamping the &amp;quot;M4,&amp;quot; a different posture from the previous game's Colt 933.]]&lt;br /&gt;
[[File:Mw22 m4a1 (2).jpg|thumb|none|600px|Aiming through the default iron sights.]]&lt;br /&gt;
[[File:Mw22 m4a1 (3).jpg|thumb|none|600px|Ghost being surprised, once again, that his gun is loaded.]]&lt;br /&gt;
[[File:Mw22 m4a1 (4).jpg|thumb|none|600px|Giving the forward assist a smack after a brass check.]]&lt;br /&gt;
[[File:Mw22 m4a1 (5).jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
[[File:Mw22 m4a1 (6).jpg|thumb|none|600px|Slapping the bolt release to chamber a round. The &amp;quot;M4&amp;quot; uses a modified version of ''Modern Warfare''’s Model 933 animations, and are shared with the M16A3 and the &amp;quot;FTac Recon&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 m4a1 (7).jpg|thumb|none|600px|The bolt release is pressed instead, when using the Fast Hands perk.]]&lt;br /&gt;
[[File:Mwiim4g1empty1.jpg|thumb|none|600px|Bored of the offered Sports TV programming, an operator inspects their empty M4's PMAG.]]&lt;br /&gt;
[[File:Mwiim4g1empty2.jpg|thumb|none|600px|Locking the bolt back after running the action a few times.]]&lt;br /&gt;
[[File:MWII Price Mk18.jpg|thumb|none|600px|Captain Price with his Mk 18 Mod 1 style carbine in Al-Mazrah. Completing the campaign earns this set up for use as the &amp;quot;Union Guard&amp;quot; blueprint.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flatline&amp;quot;===&lt;br /&gt;
The same futuristic VLTOR/Magpul themed M4A1 Carbine from ''[[Call of Duty: Infinite Warfare|Infinite Warfare]]'' appears as the &amp;quot;Flatline&amp;quot; blueprint available for the in-game M4, named after the Epic rarity variant of the same name for the fictional &amp;quot;NV4&amp;quot; assault rifle (although not modeled after the actual variant that appears in that game). While both of the upper and lower receivers are retained, the handguard and sights are not and the muzzle, magazine, and stock are modeled after the ''MWII''’s variant instead, albeit rethemed to better match the NV4 itself.&lt;br /&gt;
&lt;br /&gt;
[[File:M4A1 airsoft carbine Magpul black.JPG|thumb|none|400px|'''Airsoft''' M4A1 with Black Magpul furniture]]&lt;br /&gt;
[[File:AR-15 VLTOR CAS-V Midlength.jpg|thumb|none|400px|AR-15 with VLTOR CAS-V handguard - 5.56x45mm]]&lt;br /&gt;
[[File:MWII M4 Flatline.jpg|thumb|none|600px|Previewing the &amp;quot;Flatline&amp;quot; M4 in the store.]]&lt;br /&gt;
[[File:MW22 M4 Flatline 1.jpg|thumb|none|600px|Inspecting the &amp;quot;Flatline&amp;quot; blueprint in a newer version of Shipment, fittingly with its PMAGs. The &amp;quot;NV4&amp;quot; receiver is present but the Magpul BUIS are replaced.]]&lt;br /&gt;
[[File:MW22 M4 Flatline 2.jpg|thumb|none|600px|Other side. By default, the &amp;quot;Flatline&amp;quot; uses the pseudo-M16A3 handguard instead of the carbine-length VLTOR CASV-based handguard on the original weapon. The blueprint also features a stylized Steiner DBAL (&amp;quot;Schlager PEQ Box IV&amp;quot; in-game) laser module, in which, unlike the pair of futurized AN/PEQ-2 lasers on the NV4, they do work.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;FTac Recon&amp;quot;==&lt;br /&gt;
Another AR-15 variant, chambered in .458 SOCOM, appears as the &amp;quot;FTac Recon&amp;quot;. It is classified as a battle rifle in-game, though .458 SOCOM is more of an oversized intermediate cartridge.&lt;br /&gt;
&lt;br /&gt;
The rifle appears to be built on an otherwise generic milspec M16 lower, a la the default &amp;quot;M4&amp;quot; in-game, but with aesthetic similarities to the &amp;quot;XRK M4&amp;quot; from ''Modern Warfare'' (based on a Radian Weapons receiver) on the left side around the magazine well. The left side of the upper receiver bears a vague resemblance to a Mega Arms GTR-3H with grooves similar to the JP Enterprises CTR-02, but with said grooves cut in the opposite direction; the right side appears to be based on a Wilson Combat Stripped Billet AR-15 upper or a CMMG MkW-15 upper. &lt;br /&gt;
&lt;br /&gt;
Unlike the 5.56 &amp;quot;M4&amp;quot; seen above, the upper receiver lacks a forward assist, which is reflected in the inspect animation when the operator does a brass check. By default it features what looks like a 12&amp;quot; barrel with an A2 flash hider, a KeyMod handguard based on the BCM KMR, an A2 pistol grip and a Magpul PRS stock. It also feeds from regular black stylized .458 SOCOM PMAG 10-round magazines.&lt;br /&gt;
[[File:MW22 FTAC RECON.jpg|thumb|none|600px|The .458 carbine in the loadout screen. The auto sear pin is not present, despite other select fire AR-15 variants correctly featuring this detail.]]&lt;br /&gt;
[[File:MWII .458 Recon (1).jpg|thumb|none|600px|Drawing the .458 AR with a brass check.]]&lt;br /&gt;
[[File:MWII .458 Recon (2).jpg|thumb|none|600px|The &amp;quot;FTac Recon&amp;quot; in hand, not that much more remarkable than the other ArmaLites in game.]]&lt;br /&gt;
[[File:MWII .458 Recon (3).jpg|thumb|none|600px|Rather unwisely flicking the selector to Auto, given the recoil and 10 shot magazine...]]&lt;br /&gt;
[[File:MWII .458 Recon (4).jpg|thumb|none|600px|...as seen here.]]&lt;br /&gt;
[[File:MWII .458 Recon (5).jpg|thumb|none|600px|Reloading the FTac after putting quite a few .458 sized holes in the concrete wall.]]&lt;br /&gt;
[[File:MWII .458 Recon (6).jpg|thumb|none|600px|Ditching out the empty magazine, with the follower visible here.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
Two [[M14]] variants appear in the game. The &amp;quot;SO-14&amp;quot; is a variant classified as a battle rifle. The base chassis of the &amp;quot;SO-14&amp;quot; appears to be based on an M14 SOCOM 16 CQB chassis but with the stock and pistol grip in the more traditional style. It is fitted with an 18&amp;quot; Mk 14 EBR barrel by default, and can be modified with a standard M14's barrel via the “22&amp;quot; Factory Fourteen Barrel” option, as well as a “16&amp;quot; Chrome-Lined RFX40 Barrel” similar to the SOCOM 16. For the first time in the series (and a rarity in most video games), the M14 is select-fire, with semi and full-auto options. All box magazine options for both M14s are loaded with 5 rounds less than their real capacities a la the faux SCAR Mk 20 in the game.&lt;br /&gt;
[[File:M14 rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SOCOM 16 CQB.jpg|thumb|none|450px|Springfield Armory M1A with a SOCOM CQB Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 M14.jpg|thumb|none|600px|The M14 in the loadout screen.]]&lt;br /&gt;
[[File:MWII M14 (1).jpg|thumb|none|600px|Spawning in with the CQB M14 involves an underhand charging of the bolt.]]&lt;br /&gt;
[[File:MWII M14 (2).jpg|thumb|none|600px|Hutch with the M14 rifle equipped.]]&lt;br /&gt;
[[File:MWII M14 (3).jpg|thumb|none|600px|The rear sight housing is slightly stylized in appearance.]]&lt;br /&gt;
[[File:MWII M14 (4).jpg|thumb|none|600px|Actuating the M14's selector lever.]]&lt;br /&gt;
[[File:MWII M14 (5).jpg|thumb|none|600px|Inspecting the magazine...]]&lt;br /&gt;
[[File:MWII M14 (6).jpg|thumb|none|600px|...and brass checking, akin to ''Modern Warfare Remastered''. Here the barrel is visible through that big cutout in the top handguard; scope rails mount into it.]]&lt;br /&gt;
[[File:MWII M14 (7).jpg|thumb|none|600px|It has a new reload animation compared to the previous game, with the magazines reload together, tacticool style.]]&lt;br /&gt;
[[File:MWII M14 (8).jpg|thumb|none|600px|The bolt catch is also used with Fast Hands, as seen on this customized example.]]&lt;br /&gt;
&lt;br /&gt;
==M14 (in Sage EBR chassis)==&lt;br /&gt;
The marksman rifle-classed &amp;quot;EBR-14&amp;quot; returns from the previous game, this time setup akin an M14 in a Sage EBR chassis. It can be identified as such by the 22&amp;quot; barrel and the select-fire lever, though the latter is unused; the weapon is only used in semi-automatic mode in-game. It uses 10-round mags by default, with 15 and 20-round extended magazines available.&lt;br /&gt;
[[File:M14ALCS.jpg|thumb|none|450px|M1A in Sage EBR chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 EBR.jpg|thumb|none|600px|The &amp;quot;EBR-14&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Soap with his scoped M14 in the foreground in the Dark Water pre-release gameplay video, left, shortly before it transforms into a Vector. In the final game, Soap is holding a Vector from the beginning, which appropriately transforms into a Mk 14 during the mission's ending cinematic.]]&lt;br /&gt;
[[File:MWII EBR (1).jpg|thumb|none|600px|The EBR-ish M14 on Zarqwa Hydroelectric. It's got an odd round upper handguard, with some squares cut out of it.]]&lt;br /&gt;
[[File:MWII EBR (2).jpg|thumb|none|600px|Scanning the skies with the iron sights, similar to the variant above but with different front sight wings.]]&lt;br /&gt;
[[File:MWII EBR (3).jpg|thumb|none|600px|Inspecting some blue-tipped high velocity 7.62 rounds.]]&lt;br /&gt;
[[File:MWII EBR (4).jpg|thumb|none|600px|Smacking out an empty short magazine.]]&lt;br /&gt;
[[File:MWII EBR (5).jpg|thumb|none|600px|And jamming in a new one.]]&lt;br /&gt;
[[File:MWII EBR (6).jpg|thumb|none|600px|Tugging the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 14 Mod 0 EBR===&lt;br /&gt;
Equipping the “18&amp;quot; Lonestar” or “18&amp;quot; T300” barrel makes the weapon resemble a [[Mk 14 Mod 0 EBR]].&lt;br /&gt;
[[File:M14EBR.jpg|thumb|none|450px|Mk 14 Mod 0 EBR with Harris bipod and RIS foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII Mk14 (1).jpg|thumb|none|600px|A close approximation of the Mk 14 Mod 0 with “18&amp;quot; T300 Barrel”, &amp;quot;FTac Locus SP&amp;quot; scope, and &amp;quot;Lockgrip Precision-40&amp;quot; foregrip. It's also got the &amp;quot;15 Round Mag,&amp;quot; which seems to be standard 20-rounder underloaded.]]&lt;br /&gt;
&lt;br /&gt;
==Malyuk==&lt;br /&gt;
The [[Malyuk]] was added in Season 6 as the &amp;quot;TR-76 Geist&amp;quot;.&lt;br /&gt;
[[File:Malyuk AR.jpg|thumb|none|450px|Malyuk - 7.62x39mm]]&lt;br /&gt;
[[File:MWII Malyuk (1).jpg|thumb|none|600px|Viewing the Malyuk in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 336==&lt;br /&gt;
The [[Marlin Model 336]] appears as the &amp;quot;Lockwood Mk2&amp;quot;, under the marksman rifles class. It is depicted as being chambered in the .45-70 Government cartridge, like the [[Marlin Model 1895]] that previously appeared in ''Modern Warfare'' as the &amp;quot;MK2 Carbine&amp;quot;, but this time the shape of the ejection port indicates that it is a Model 336. It features the same basic ammo options as the other marksman rifles; notably, this includes armor-piercing ammo - while .45-70 AP rounds do exist (e.g. Lehigh Defense's X-Treme Penetrator rounds), the ones in-game are visually the same as the other calibers (likely for consistency's sake), with a black-finished case, a silver jacket, and a black spitzer-type point. Realistically, loading spitzer-pointed rounds in a tube magazine could lead to a chain-detonation (i.e. one round's point impacting the next round's primer), blowing the entire magazine tube apart.&lt;br /&gt;
[[File:Marlin 336XLR.jpg|thumb|none|450px|Marlin Model 336XLR - .30-30 Winchester]]&lt;br /&gt;
[[File:MW22_Marlin336.jpg|thumb|none|600px|The Marlin 336 in the preview screen.]]&lt;br /&gt;
[[File:Marlin336 MWII idle.jpg|thumb|none|600px|The player character holding his Marlin at the US-Mexican border.]]&lt;br /&gt;
[[File:Marlin336 MWII ADS.jpg|thumb|none|600px|Taking aim at a [[Breaking Bad|suspicious RV]].]]&lt;br /&gt;
[[File:Marlin336 MWII inspect1.jpg|thumb|none|600px|Inspecting the Model 336's receiver. Note &amp;quot;Bryson&amp;quot; trade dress.]]&lt;br /&gt;
[[File:Marlin336 MWII inspect2.jpg|thumb|none|600px|Ejecting a live round from the chamber out. Note the struck primer.]]&lt;br /&gt;
[[File:Marlin336 MWII inspect3.jpg|thumb|none|600px|Inspecting the right hand side of the lever action rifle.]]&lt;br /&gt;
[[File:Marlin336 MWII reload1.jpg|thumb|none|600px|Topping off the Model 336's magazine tube.]]&lt;br /&gt;
[[File:Marlin336 MWII reload2.jpg|thumb|none|600px|Firing and ejecting the last round...]]&lt;br /&gt;
[[File:Marlin336 MWII reload3.jpg|thumb|none|600px|Chamber loading a .45-70 cartridge.]]&lt;br /&gt;
[[File:MWII-Marlin-closeup.jpg|thumb|none|600px|A closeup of Valeria Garza's Marlin 336 in the &amp;quot;Alejandro v. Valeria&amp;quot; trailer for Season 3. Note the ejection port.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS]] returns from the previous game as the &amp;quot;M13B&amp;quot;. It is stylized similarly to the ''Modern Warfare'' version, with one of the differences being that it has a shorter barrel of 10 inches (which is not a standard length on the real VIRTUS). While not available in the campaign, it is seen in the hands of Kyle &amp;quot;Gaz&amp;quot; Garrick and Rodolfo Parra when they are NPCs, in fact being Rodolfo's signature weapon throughout the campaign (with a distinct two tone finish resembling the classic ''MW2'' ACR). It was added to multiplayer as part of Season 1. Which can be unlocked by either completing its unlock challenge or via DMZ, where it can either be obtained by the Chemist boss agent (who uses the &amp;quot;Health Hazard&amp;quot; blueprint, which can also be unlocked with the gun), enemy agents in Building 21 or through players, enemy or friendly. If the player successfully extracts with the MCX, it will be unlocked in all game modes, as well as the aforementioned blueprint if obtained. Purchasing a bundle that has the MCX in it will also unlock the weapon.&lt;br /&gt;
&lt;br /&gt;
It has 6.75&amp;quot; and 14.5&amp;quot; barrel customization options, both of them with Midwest Industries-style handguards. For magazines, a translucent 30-round magazine is available by default with a PMAG-40 holding 45 rounds and the MAG5-60 quad-stack magazine as alternative options. On an interesting note: when using the MAG5-60 quad-stack magazine, the character can be seen putting the spent magazine into the plate carrier's pouches instead of the battle belt when performing a tactical reload.&lt;br /&gt;
&lt;br /&gt;
In the intro cutscene for the campaign mission &amp;quot;Ghost Team&amp;quot;, there is a picture of three Shadow Company operatives, with one of them holding an MCX VIRTUS with a more correctly modeled handguard.&lt;br /&gt;
&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:MW22 MCX.jpg|thumb|none|600px|The MCX VIRTUS in the loadout screen.]]&lt;br /&gt;
[[File:MCX MWII idle.jpg|thumb|none|600px|The player character holding a SIG-Sauer MCX VIRTUS.]]&lt;br /&gt;
[[File:MCX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at a target.]]&lt;br /&gt;
[[File:MCX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;M13B&amp;quot;.]]&lt;br /&gt;
[[File:MCX MWII inspect2.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:MCX MWII reload1.jpg|thumb|none|600px|Tactical reload performed.]]&lt;br /&gt;
[[File:MCX MWII reload2.jpg|thumb|none|600px|The MCX runs dry, with the magazine visibly empty, and the bolt release sticking out.]]&lt;br /&gt;
[[File:MCX MWII reload3.jpg|thumb|none|600px||New magazine ready to go.]]&lt;br /&gt;
[[File:MCX MWII reload4.jpg|thumb|none|600px|Bolt release pressed, new round chambered.]]&lt;br /&gt;
[[File:MWII Gaz MCX.jpg|thumb|none|600px|Gaz with his shorty MCX, similar to the one used in the pre-rendered cutscenes in the previous game.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS (.300 Blackout)==&lt;br /&gt;
A shorter-barreled (approximately 6.75 inches), .300 AAC Blackout version of the aforementioned MCX VIRTUS was added during Season 5 as the &amp;quot;M13C&amp;quot;. While it is intended to pass for a [[SIG-Sauer MCX Rattler]], judging by the &amp;quot;ar_ralpha&amp;quot; internal file name and the chambering, it is actually an MCX VIRTUS with a stylized handguard, as evidenced by the forward assist and the barrel length.&lt;br /&gt;
&lt;br /&gt;
[[File:MCX VIRTUS 6.75 MI.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 6.75&amp;quot; barrel, Midwest Industries 6&amp;quot; handguard and SLX762C-QD suppressor - .300 Blackout]]&lt;br /&gt;
[[File:Sig-mcx-rattler.jpg|thumb|none|450px|SIG-Sauer MCX Rattler SBR, for comparison - .300 Blackout]]&lt;br /&gt;
[[File:Codmw22m13c (1).jpg|thumb|none|600px|Gunsmith view of the compact MCX.]]&lt;br /&gt;
[[File:Codmw22m13c (2).jpg|thumb|none|600px|Its left side. Note the QR code sticker and .300 BLK band on the magazine to avoid unfortunate mistakes.]]&lt;br /&gt;
[[File:Codmw22m13c (3).jpg|thumb|none|600px|Holding the carbine.]]&lt;br /&gt;
[[File:Codmw22m13c (4).jpg|thumb|none|600px|Inspecting the magazine full of .300 BLK rounds.]]&lt;br /&gt;
[[File:Codmw22m13c (5).jpg|thumb|none|600px|Reloading from empty. All animations are shared with the full size 5.56 model.]]&lt;br /&gt;
[[File:Codmw22m13c (6).jpg|thumb|none|600px|Pulling the charging handle back on an empty M13C.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX / Honey Badger hybrid==&lt;br /&gt;
A [[AAC Honey Badger|Honey Badger]]-based carbine appears as the &amp;quot;Chimera&amp;quot;. Befitting its name, the in-game model is a hybrid; it is a variant of the &amp;quot;Bruen Ops&amp;quot; family and uses the same style of [[SIG-Sauer MCX]] bolt, using a bufferless upper/lower system (the upper also features the MCX style of charging handle port). However, the model in the game lacks a gas tube when previewing the weapon in the Gunsmith menu, either being a mistake or showing that the weapon is using direct blowback to operate (which is concerningly doable considering other higher-pressured cartridges being able to do it with a much heavier bolt carrier group). In addition, the lower receiver has elements of the early AAC Honey Badger, while the right side of the upper receiver and the handguard resemble the current Q model.&lt;br /&gt;
&lt;br /&gt;
It is integrally suppressed by default, and has three non-suppressed barrel options. It is Simon &amp;quot;Ghost&amp;quot; Riley's main weapon throughout the campaign, where it is briefly available when the player takes control of him during the opening mission (with the unsuppressed “10&amp;quot; SA Phoenix” barrel), but it serves no practical use as there are no enemies to effectively combat with it. It is available in multiplayer in Season 1 as an in-season reward.&lt;br /&gt;
&lt;br /&gt;
As with the KRISS Vector above, firing the weapon will not produce tracers and killing enemies with the Honey Badger hides skull indicators, thanks to its use of .300 AAC Blackout ammunition.&lt;br /&gt;
&lt;br /&gt;
As with the MCX above, there are several ways to unlock the Honey Badger, either through purchasing a bundle that has it (along with the blueprint), completing its unlock challenge or through DMZ, where the player can scavenge a Honey Badger there. The Building 21 map is also a useful location in finding the carbine, as enemy agents use it on occasion or through the loot pools.&lt;br /&gt;
   &lt;br /&gt;
[[File:AAC honey badger.jpg|thumb|none|400px|AAC Honey Badger - .300 AAC Blackout]]&lt;br /&gt;
[[File:Q Honey Badger SBR.jpg|thumb|none|400px|Q Honey Badger SBR - .300 AAC Blackout]]&lt;br /&gt;
[[File:MW22 HONEYB.jpg|none|thumb|600px|The Honey Badger hybrid in the loadout screen.]]&lt;br /&gt;
[[File:MWII-HoneyBadger-1.jpg|thumb|none|600px|Ghost advances with his carbine. Soap can also be seen equipped with a Honey Badger on the right. In the retail version of the game, Soap is instead given a Mk 14 and MP7.]]&lt;br /&gt;
[[File:Mwiighosthoney1.jpg|thumb|none|600px|Closeup of Ghost's unmodified &amp;quot;Chimera&amp;quot; in &amp;quot;Kill or Capture.&amp;quot;]]&lt;br /&gt;
[[File:MWII SIGBadger (1).jpg|thumb|none|600px|Spawning in with the &amp;quot;Chimera,&amp;quot; the character right-hands the charging handle back.]]&lt;br /&gt;
[[File:MWII SIGBadger (2).jpg|thumb|none|600px|The operative and his neat SIG-Badger in the KorTac side of Shoot House. Note the visible RIS segment where the stock mounts, one of its definitive MCX elements.]]&lt;br /&gt;
[[File:MWII SIGBadger (3).jpg|thumb|none|600px|Iron sights, similar to the MPX and MCX.]]&lt;br /&gt;
[[File:MWII SIGBadger (4).jpg|thumb|none|600px|Inspecting the .300 Blackout STANAG.]]&lt;br /&gt;
[[File:MWII SIGBadger (5).jpg|thumb|none|600px|And performing a chamber check.]]&lt;br /&gt;
[[File:MWII SIGBadger (6).jpg|thumb|none|600px|It has the same reload animations as the MCX.]]&lt;br /&gt;
[[File:MWII SIGBadger (7).jpg|thumb|none|600px|Including flicking out the spent magazine when dry.]]&lt;br /&gt;
[[File:MWII SIGBadger (8).jpg|thumb|none|600px|Lining in the new one, then the bolt is released.]]&lt;br /&gt;
[[File:Mwii10inhoneyb.jpg|thumb|none|600px|Ghost's unsuppressed 10&amp;quot; Honey Badger.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]] appears as the &amp;quot;STB 556&amp;quot;.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG.jpg|thumb|none|600px|The AUG A3 in the loadout screen. The AUG variants in this game have a fixed front grip, unlike the foldable vertical grip of the real ones.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|In the reveal trailer, an AUG A3 with the [[Talk:Call of Duty: Modern Warfare II (2022)#HoloSun HS510C|Holosun-based red dot sight]] from the previous game can be seen wielded by the Shadow Company operator closest to the sign on the railing.]]&lt;br /&gt;
[[File:MWII AUG A3 (1).jpg|thumb|none|600px|The &amp;quot;STB 556&amp;quot; in the loadout range.]]&lt;br /&gt;
[[File:MWII AUG A3 (2).jpg|thumb|none|600px|Thumbing the Australian style selector-stopper tab.]]&lt;br /&gt;
[[File:MWII AUG A3 (3).jpg|thumb|none|600px|Examining the de-waffled mag with a witness slot, somewhat similar to a Magpul EMAG.]]&lt;br /&gt;
[[File:MWII AUG A3 (4).jpg|thumb|none|600px|It also reloads in the more tacticool style with both mags sandwiched together.]]&lt;br /&gt;
[[File:MWII AUG A3 (5).jpg|thumb|none|600px|Though on empty, the charging handle is locked back, similar to ''MW19''.]]&lt;br /&gt;
[[File:MWII AUG A3 (6).jpg|thumb|none|600px|Pressing in another mag.]]&lt;br /&gt;
[[File:MWII AUG A3 (7).jpg|thumb|none|600px|And thumbing the bolt forward.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AW50==&lt;br /&gt;
The [[Accuracy International AW50]] appears as the &amp;quot;Victus XMR&amp;quot;; it is available in Season 1 under the Imperatorium platform. It is worth noting (as with the AR-57) that the AW50 was planned for the original ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]'' game, but only its code and firing sound (which sounds similar to the M82A1 in that game) are left as the weapon was scrapped, and it wasn't added to the ''Call of Duty'' series proper until ''MWII''.&lt;br /&gt;
&lt;br /&gt;
[[File:AW50 (Latest Version).jpg|thumb|none|450px|Accuracy International AW50 (latest version with fluted barrel and redesigned muzzle brake) - .50 BMG]]&lt;br /&gt;
[[File:MW22 AW50.jpg|thumb|none|600px|The AW50 in the loadout screen. The lower end of the thumbhole stock lacks the cutout to fold, despite the hinge on the upper half.]]&lt;br /&gt;
[[File:AW50 MWII idle.jpg|thumb|none|600px|Looking at the wall of camo challenge grinding, English anti-materiel rifle in hand.]]&lt;br /&gt;
[[File:AW50 MWII ADS.jpg|thumb|none|600px|Scoped in, looking down the center lane.]]&lt;br /&gt;
[[File:AW50 MWII inspect1.jpg|thumb|none|600px|Admiring the left hand side of the AW50's reciever.]]&lt;br /&gt;
[[File:AW50 MWII inspect2.jpg|thumb|none|600px|Popping the mag out to admire the .50BMG rounds nestled inside.]]&lt;br /&gt;
[[File:AW50 MWII inspect3.jpg|thumb|none|600px|Pulling the bolt back for a chamber check,]]&lt;br /&gt;
[[File:AW50 MWII reload1.jpg|thumb|none|600px|Reloading the AW50 from empty.]]&lt;br /&gt;
[[File:AW50 MWII reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:AW50 MWII reload3.jpg|thumb|none|600px|Driving the bolt handle forward and down to chamber the new round.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett MRAD==&lt;br /&gt;
The [[Barrett MRAD]] appears as the &amp;quot;MCPR-300&amp;quot; (standing for &amp;quot;Multi-Caliber Precision Rifle&amp;quot;, .300 Winchester Magnum) under the MRBA weapon platform. Kyle Garrick's and Ghost's MRAD are incorrectly designated as &amp;quot;Victus XMR&amp;quot; in the campaign missions &amp;quot;Recon By Fire&amp;quot; and &amp;quot;Countdown&amp;quot; respectively, and all other MRADs found in the story have the same naming issue.&lt;br /&gt;
[[File:MRAD-2.jpg|thumb|none|450px|Barrett MRAD, first version - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MW22 MRAD.jpg|thumb|none|600px|The MRAD in the loadout screen. As with nearly all weapons in the game, its design is slightly fictionalized. On this one, the detail is near-imperceptible. The widened part of the receiver where the bolt goes when it's pulled back ends a centimeter or so short of the stock hinge, whereas on the real version, it goes all the way back.]]&lt;br /&gt;
[[File:MRAD MWII idle.jpg|thumb|none|600px|The Barrett MRAD wielded by a KORTAC soldier outside &amp;quot;Breenbergh Hotel&amp;quot;.]]&lt;br /&gt;
[[File:MRAD MWII ADS.jpg|thumb|none|600px|Aiming down the telescopic scope the MRAD comes with by default.]]&lt;br /&gt;
[[File:MRAD MWII inspect1.jpg|thumb|none|600px|Inspecting the bolt action rifle.]]&lt;br /&gt;
[[File:MRAD MWII inspect2.jpg|thumb|none|600px|Inspecting the left hand side of the rifle.]]&lt;br /&gt;
[[File:MRAD MWII reload1.jpg|thumb|none|600px|Reloading the MRAD from a partially depleted magazine.]]&lt;br /&gt;
[[File:MRAD MWII reload2.jpg|thumb|none|600px|Magazine inserted. Note that the in-universe manufacturer is &amp;quot;Cronen&amp;quot;, the optics manufacturer from ''MW19''.]]&lt;br /&gt;
&lt;br /&gt;
==Cheyenne Tactical M200 Intervention==&lt;br /&gt;
The [[Cheyenne Tactical M200 Intervention]] was added in Season 3, under the name &amp;quot;FJX Imperium&amp;quot;. It is chambered in &amp;quot;.408 PACE&amp;quot;, the analogue to the real life .408 CheyTac round. For laser attachments, the M200 uses the small &amp;quot;tube&amp;quot;-style laser set rather than the PEQ Box-style set, and despite the forward top rail being present they attach to the right side, thus it's unfortunately not possible to replicate the PEQ-2 attached to the original MW2's Intervention.&lt;br /&gt;
&lt;br /&gt;
[[File:M200.jpg|thumb|none|450px|CheyTac M200 - .408 CheyTac]]&lt;br /&gt;
[[File:Intervention MWII battlepasspreview.jpg|thumb|none|600px|The Intervention in the Season 3 Battlepass preview screen.]]&lt;br /&gt;
[[File:Mwiim200idle.jpg|thumb|none|600px|Alejandro Vargas with the CheyTac on Pelayo's Lighthouse, a spiritual successor to Estate from the original ''MW2''. As with its appearance in that game, the M200 is also held by its magazine.]]&lt;br /&gt;
[[File:Mwiim200inspect1.jpg|thumb|none|600px|Inspecting the rifle while resisting the urge to make yet another [[Call_of_Duty:_Modern_Warfare_2#Cheyenne_Tactical_M200_Intervention|360 no-scope]] joke.]]&lt;br /&gt;
[[File:Mwiim200inspect2.jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:Mwiim200inspect3.jpg|thumb|none|600px|Right side of the Intervention.]]&lt;br /&gt;
[[File:Mwiim200inspect4.jpg|thumb|none|600px|Chamber checking. This animation is also used when respawning with the rifle.]]&lt;br /&gt;
[[File:Mwiim200bolt.jpg|thumb|none|600px|Working the bolt.]]&lt;br /&gt;
[[File:Mwiim200reloadpartial.jpg|thumb|none|600px|Inserting a new magazine. Also note the cargo ship upon which the map Shipment is set in the background.]]&lt;br /&gt;
[[File:Mwiim200emptyreload.jpg|thumb|none|600px|Throwing away the magazine during the empty reload. The &amp;quot;Fast Hands&amp;quot; perk uses similar animations.]]&lt;br /&gt;
[[File:Mwiim200inspect1round.jpg|thumb|none|600px|Inspecting the rifle with only a round in the chamber shows off the empty magazine.]]&lt;br /&gt;
[[File:Mwiim200empty.jpg|thumb|none|600px|The empty weapon inspect involves looking at empty .408 casings (with unstruck primers). Even more casings are present when using the 7-round magazine.]]&lt;br /&gt;
[[File:MwiiAlejandrom2003rdperson.jpg|thumb|none|600px|Alejandro with an M200 equipped with the standard 29-inch barrel and 7-round magazine, those two attachments returning the rifle to its &amp;quot;proper&amp;quot; form.]]&lt;br /&gt;
[[File:CheyTac Intervention M100.jpg|thumb|none|450px|Cheyenne Tactical M100 Intervention - .408 CheyTac]]&lt;br /&gt;
[[File:MWII CT M100.jpg|thumb|none|600px|The Intervention with the &amp;quot;LR-Retort 19&amp;quot;&amp;quot; barrel, similar to the M100 version.]]&lt;br /&gt;
&lt;br /&gt;
==Gepard GM6 Lynx==&lt;br /&gt;
The [[Gepard GM6 Lynx]] appears as the &amp;quot;Signal 50&amp;quot;. It can be given its correct stock pad with the &amp;quot;FSS Echo Stock&amp;quot; attachment. A GM6 can be found atop the prison wall at the end of the &amp;quot;Prison Break&amp;quot; mission.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|450px|Gepard M6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:MW22 LYNX.jpg|thumb|none|600px|The Lynx in the loadout screen.]]&lt;br /&gt;
[[File:Gepard MWII idle.jpg|thumb|none|600px|A SPECGRU operative wields a Gepard GM6 in a cartel run Shoothouse.]]&lt;br /&gt;
[[File:Gepard MWII inspect1.jpg|thumb|none|600px|Inspecting the left hand side of the Gepard's reciever. Note the in-universe manufacturer of First Signal Solutions.]]&lt;br /&gt;
[[File:Gepard MWII inspect2.jpg|thumb|none|600px|Inspecting the right hand side...]]&lt;br /&gt;
[[File:Gepard MWII inspect3.jpg|thumb|none|600px|...then pulling the bolt back for a chamber check.]]&lt;br /&gt;
[[File:Gepard MWII reload1.jpg|thumb|none|600px|Reloading from an empty magazine.]]&lt;br /&gt;
[[File:Gepard MWII reload2.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:Gepard MWII reload3.jpg|thumb|none|600px|Racking the charging handle to load a fresh round into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SR9(TC)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SR9(TC)]] appears as the &amp;quot;LM-S&amp;quot;, under the marksman rifles class. It holds 10 rounds in a 5-round magazine by default.&lt;br /&gt;
[[File:HKSR9TC.jpg|thumb|none|450px|H&amp;amp;K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SR9.jpg|thumb|none|600px|The SR9(TC) in the loadout screen.]]&lt;br /&gt;
[[File:Mw22 psg 1 (1).jpg|thumb|none|600px|Gus holding his SR9.]]&lt;br /&gt;
[[File:Mw22 psg 1 (2).jpg|thumb|none|600px|Reloading with a 5 round magazine that for some reason holds 10 rounds.]]&lt;br /&gt;
[[File:Mw22 psg 1 (3).jpg|thumb|none|600px|Doing the good old HK-slap.]]&lt;br /&gt;
[[File:Mw22 psg 1 (4).jpg|thumb|none|600px|Checking the chamber of a now empty SR9.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25 E2 PR==&lt;br /&gt;
The [[Knight's Armament SR-25|Knight's Armament SR-25 PR]] is the mid-season weapon in Season 2 Reloaded. It was added as a marksman rifle part of the M4 platform, under the name &amp;quot;Tempus Torrent&amp;quot;. The rifle's SOPMOD-style stock can be equipped on every other member of the M4 platform, while its forend customization is split between a combination of the Barrel and Guard categories. The Guard category consists of four (including default) rail system options, one of which being a monolithic upper receiver; the &amp;quot;Torrent Tac Guard&amp;quot; resembles the URX 3 rail. The Barrel category includes standard, shorter, and longer options, as well as the “14&amp;quot; Chroma LRS” which is the URX / &amp;quot;Tac Guard&amp;quot; rail system (this time without rail covers) paired with an M110- / Mk 11-style suppressor, and a short barrel paired with a fifth type of rail system. The &amp;quot;Torrent MOC-IV&amp;quot; forend is based on a VLTOR CAS-V handguard that rather unfortunately leaves the gas tube exposed. &lt;br /&gt;
&lt;br /&gt;
Using the &amp;quot;Torrent Tac Guard&amp;quot; and “16&amp;quot; Tour RP” allows for a SR-25 ECC style build.&lt;br /&gt;
&lt;br /&gt;
[[File:SR-25 APR MLOK.jpg|thumb|450px|none|Knight's Armament SR-25 Precision Rifle, M-LOK - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SR25 MWII gunsmith2.jpg|thumb|none|600px|The SR-25 in the gunsmith preview menu. Note that the magazines are based on the original AR-10 waffle pattern metal magazines. Visible on the magwell is a pseudo KAC logo, and the rifle's serial number below it begins with &amp;quot;KA&amp;quot;.]]&lt;br /&gt;
[[File:SR25 MWII gunsmith.jpg|thumb|none|600px|Labels on two of the modifications state the name of the company as &amp;quot;Tempus Armament Company&amp;quot; from Austin, Texas.]]&lt;br /&gt;
[[File:Mwiisr25idle.jpg|thumb|none|600px|Holding the gun on the new Himmelmatt Expo map.]]&lt;br /&gt;
[[File:Mwiisr25aimed.jpg|thumb|none|600px|Aiming down the pseudo KAC flip-up sights.]]&lt;br /&gt;
[[File:Mwiisr25inspect2.jpg|thumb|none|600px|Inspecting the rifle.]]&lt;br /&gt;
[[File:Mwiisr25inspect1.jpg|thumb|none|600px|Checking the right side...]]&lt;br /&gt;
[[File:Mwiisr25inspect3.jpg|thumb|none|600px|...and brass checking.]]&lt;br /&gt;
[[File:Mwiisr25reloadtactical1.jpg|thumb|none|600px|Sandwiching the magazines together during the normal tactical reload.]]&lt;br /&gt;
[[File:Mwiisr25emptynormalreload0.jpg|thumb|none|600px|Flicking out the old mag in the normal empty reload.]]&lt;br /&gt;
[[File:Mwiisr25emptynormalreload1.jpg|thumb|none|600px|Inserting a new mag. Note the protruding magazine release and bolt release.]]&lt;br /&gt;
[[File:Mwiisr25emptynormalreload2.jpg|thumb|none|600px|Smacking the bolt release.]]&lt;br /&gt;
[[File:Knights Armament SR25 ECC.jpg|thumb|none|450px|Knight's Armament SR-25 Enhanced Combat Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII SR-25 ECC (1).jpg|thumb|none|600px|The ECC style build, with the &amp;quot;HMW-20&amp;quot; scope.]]&lt;br /&gt;
&lt;br /&gt;
==M24 SWS==&lt;br /&gt;
The [[M24 SWS]] returns from ''Modern Warfare'' as the &amp;quot;SP-R 208&amp;quot; marksman rifle, this time chambered in 7.62x51mm NATO.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SPR208.jpg|thumb|none|600px|The M24 with a black stock in the loadout screen.]]&lt;br /&gt;
[[File:MWII M24 (1).jpg|thumb|none|600px|The M24 rifle with the &amp;quot;FTac Locus SP&amp;quot; scope equipped in-game.]]&lt;br /&gt;
[[File:MWII M24 (2).jpg|thumb|none|600px|Aiming skyward with the optic.]]&lt;br /&gt;
[[File:MWII M24 (3).jpg|thumb|none|600px|Working the M24's bolt.]]&lt;br /&gt;
[[File:MWII M24 (4).jpg|thumb|none|600px|Performing a fast reload, knocking out the spent magazine with a new one.]]&lt;br /&gt;
[[File:MWII M24 (5).jpg|thumb|none|600px|Palming in the new one.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 700 (in custom chassis)==&lt;br /&gt;
The &amp;quot;SA-B 50&amp;quot; marksman rifle is a [[Remington Model 700]] variant in a custom chassis, which is the &amp;quot;XRK SP-LITE 208 Blitz&amp;quot; chassis from ''Modern Warfare'' combined with the buttstock of MW's &amp;quot;XRK SP-TAC 208 Ultimate&amp;quot; chassis. The resulting model has a short barrel reminiscent of the Remington 700 PCR SBR, a stylized-to-fit MDT chassis similar to the Israeli-modernized M24, and a stock of the Remington 700 PCR Enhanced. Contrary to its name, which would suggest it is chambered in .50 BMG, the rifle is instead chambered in .308 Winchester, befitting its status as a civilian rifle.&lt;br /&gt;
[[File:MW22 SAB50.jpg|thumb|none|600px|The &amp;quot;SA-B 50&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:MWII-M24-1.jpg|thumb|none|600px|Ghost is seen with the &amp;quot;SA-B 50&amp;quot; in the reveal trailer.]]&lt;br /&gt;
[[File:MWII M24 PCR (1).jpg|thumb|none|600px|Inspecting cross-border cargo with the custom Remington 700 variant.]]&lt;br /&gt;
[[File:MWII M24 PCR (2).jpg|thumb|none|600px|Holding up the suspicious box stack with the meager receiver-radius iron sights.]]&lt;br /&gt;
[[File:MWII M24 PCR (3).jpg|thumb|none|600px|Inspecting the extended mags this variant comes standard with. Note the unused space between the back of the mag and the feed lips, compared to the .300 caliber mags seen below.]]&lt;br /&gt;
[[File:MWII M24 PCR (4).jpg|thumb|none|600px|The M700 mid-recoil, with the striker forward.]]&lt;br /&gt;
[[File:MWII M24 PCR (5).jpg|thumb|none|600px|The R700 variants' standard right hand reload.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Mk 13 Mod 0==&lt;br /&gt;
A stylized [[Remington Mk 13 Mod 0]] appears in the sniper rifles class as the &amp;quot;LA-B 330&amp;quot;. This is essentially the &amp;quot;ZLR SP-R Overseer&amp;quot; chassis from ''Modern Warfare''. The name appears to imply that this is supposed to be a Long Action receiver, which is correct for the Remington Mk 13 Mod 0. It can be identified by the McMillan A2 stock, the .300 Winchester Magnum chambering and the fact that it appears as a variant to the aforementioned [[M24 SWS]] due to both using the action of the [[Remington Model 700]].&lt;br /&gt;
[[File:AmericanSniperMk13.jpg|thumb|none|500px|Screen-used stunt Mk 13 Mod 0 used in the film ''[[American Sniper]]''. Image from Prop Store of London.]]&lt;br /&gt;
[[File:MW22 LAB330.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MWII R700LA (1).jpg|thumb|none|600px|Gromsko with the first long-action Remington variant on the El Asilo map. Despite the name, it's not a remake of ''World At War'''s Asylum.]]&lt;br /&gt;
[[File:MWII R700LA (2).jpg|thumb|none|600px|Aiming with the &amp;quot;SP-X&amp;quot; scope this and the M2010 below come standard with, including the odd three scope mount rings from the previous game.]]&lt;br /&gt;
[[File:MWII R700LA (3).jpg|thumb|none|600px|Handling the .300 Winchester Magnum magazine on the reload.]]&lt;br /&gt;
[[File:MWII R700LA (4).jpg|thumb|none|600px|And inspecting the chamber.]]&lt;br /&gt;
[[File:MWII R700LA (5).jpg|thumb|none|600px|Reloading the pseudo Mk 13 - right handing out the mag.]]&lt;br /&gt;
[[File:MWII R700LA (6).jpg|thumb|none|600px|Chambering from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Remington M2010 Enhanced Sniper Rifle==&lt;br /&gt;
The [[Remington M2010 Enhanced Sniper Rifle]] is available as the &amp;quot;SP-X 80&amp;quot;.&lt;br /&gt;
[[File:XM2010.jpg|thumb|none|450px|Remington M2010 Enhanced Sniper Rifle with AAC Titan sound suppressor and Harris bipod - .300 Winchester Magnum]]&lt;br /&gt;
[[File:MW2 ESR.jpg|thumb|none|600px|The M2010 in the loadout screen.]]&lt;br /&gt;
[[File:MWII M2010 (1).jpg|thumb|none|600px|An M2010 ESR out on the familiar ground of Dome, standing in for ''MW3'''s Remington MSR.]]&lt;br /&gt;
[[File:MWII M2010 (2).jpg|thumb|none|600px|Inspecting the full length .300 cartridges in the magazine.]]&lt;br /&gt;
[[File:MWII M2010 (3).jpg|thumb|none|600px|The fast knocking-out reload on the M2010.]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
The [[Walther WA 2000]] was added in Season 5 as the &amp;quot;Carrack .300&amp;quot;. The model depicted is a hybrid of the first and second generation models, featuring the muzzle device of the former and stock design of the latter (with an added rear monopod). The &amp;quot;Carrack Palm&amp;quot; attachment adds the rifle's otherwise-missing palm rest. Like the game's M200 Intervention, the WA 2000 can deploy its integrated bipod through use of a barrel attachment. The &amp;quot;30&amp;quot; Flintline&amp;quot; barrel gives the rifle the second generation WA 2000 barrel length and flash hider, and likewise features a version with the bipod deployed. The rifle's scope comes in two variations, default having a flipped open lens cover (as in ''MW2''), while an unlockable version replaces this with a rubber eye piece (which provides a full-screen style view). As with all of the other default optics in the game, these can be equipped on other sniper rifles as well.&lt;br /&gt;
&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|none|450px|Walther WA 2000, first version - .308 Winchester]]&lt;br /&gt;
[[File:Mwiiwa2k1.jpg|thumb|none|600px|Holding the WA 2000 on the Punta Mar map. When spawning with the rifle, the character will pop the scope cover, a nice callback to the original ''MW2'' (although sadly the cover is missing the &amp;quot;Mr. Yuck&amp;quot; face). Equipping any other optic will replace this with chambering the rifle.]]&lt;br /&gt;
[[File:Mwiiwa2k2.jpg|thumb|none|600px|Chamber checking. Note that the gun appears to be mistakenly set to safe.]]&lt;br /&gt;
[[File:Mwiiwa2k4.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:Mwiiwa2k5.jpg|thumb|none|600px|Pulling the charging handle on empty. For the &amp;quot;fast hands&amp;quot; reload, the character uses a palm-up technique.]]&lt;br /&gt;
[[File:Mwiiwa2k7.jpg|thumb|none|600px|Chamber checking on empty, running the action several times.]]&lt;br /&gt;
[[File:Mwiiwa2k8.jpg|thumb|none|600px|Note that the bolt is animated and can be seen rotating during this. The little sliding dust cover on the side of the bolt is also animated, best seen during the inspect animation.]]&lt;br /&gt;
[[File:Wa2000 second variant.jpg|thumb|none|450px|Walther WA 2000, second version]]&lt;br /&gt;
[[File:Mwiiwa2k6.jpg|thumb|none|600px|Loading a new magazine into the weapon.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The handheld [[Dillon Aero M134 Minigun]] from ''Modern Warfare'' returns as the Juggernaut's primary weapon, fitted with a laser sight for aiming. In certain events (the Shadow Siege limited-time event to name one), the weapon carries 200 rounds, which can be reloaded with unlimited spare ammo.&lt;br /&gt;
&lt;br /&gt;
An unusable Minigun with a slotted flash hider can be found inside a building in the campaign mission &amp;quot;Kill or Capture&amp;quot;.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mwiiminigun1.jpg|thumb|none|600px|Holding the gun recently acquired from a Juggernaut. The Juggernaut has infinite ammunition in most cases. When the Minigun is picked up, however, it will always have 300 rounds.]]&lt;br /&gt;
[[File:Mwiiminigun2.jpg|thumb|none|600px|Mid mantling with the gun, showing the grip assembly and label on the receiver. Somehow the tiny belt holds 300 rounds.]]&lt;br /&gt;
[[File:Mwiijugg1.jpg|thumb|none|600px|The Juggernaut with the Minigun. The belt is somewhat misaligned due to having physics.]]&lt;br /&gt;
[[File:Mwiijugg4.jpg|thumb|none|600px|Closeup of the muzzle. The laser module activates when &amp;quot;aiming&amp;quot; the gun.]]&lt;br /&gt;
[[File:Mwiijugg2.jpg|thumb|none|600px|Side view showing the grip assembly and feed. If the backpack of the Juggernaut is destroyed, several belts of ammunition will dangle out from it. The minigun will still operate, however.]]&lt;br /&gt;
[[File:M134D.jpg|thumb|none|450px|Dillon Aero M134D with slotted flash hider - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mwiiminigunslotted.jpg|thumb|none|600px|The aforementioned minigun with slotted flash hider in the mission &amp;quot;Kill or Capture&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FightLite MCR==&lt;br /&gt;
A tan [[Ares Shrike#Ares-16 AMG|FightLite MCR]] appears in-game as the &amp;quot;556 Icarus.&amp;quot; The MCR is commonly used by Shadow Company as their standard LMG. The &amp;quot;Icarus&amp;quot; name is likely derived from the manufacturer's original name &amp;quot;Ares;&amp;quot; as both are figures from Greek mythology.&lt;br /&gt;
[[File:Ares-16 AMG.jpg|thumb|none|450px|Ares-16 AMG/FightLite MCR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCR.jpg|thumb|none|600px|The MCR in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The FightLite MCR upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, sandwiched between the carbine and the AR-57 upper.]]&lt;br /&gt;
[[File:MCR MWII idle.jpg|thumb|none|600px|A KORTAC soldier wields his Fightlite MCR within the confines of a former factory turned training facility.]]&lt;br /&gt;
[[File:MCR MWII ADS.jpg|thumb|none|600px|Aiming through the iron sights.]]&lt;br /&gt;
[[File:MCR MWII inspect.jpg|thumb|none|600px|Inspecting the MCR.]]&lt;br /&gt;
[[File:MCR MWII inspect2.jpg|thumb|none|600px|The player character admires the ejection port.]]&lt;br /&gt;
[[File:MCR MWII inspect3.jpg|thumb|none|600px|Inspecting the ammo belt.]]&lt;br /&gt;
[[File:MCR MWII reload1.jpg|thumb|none|600px|Reloading the machine gun by opening the top cover.]]&lt;br /&gt;
[[File:MCR MWII reload2.jpg|thumb|none|600px|Inserting a new belt box into the magwell.]]&lt;br /&gt;
[[File:MCR MWII reload3.jpg|thumb|none|600px|Slipping the belt into the feed tray.]]&lt;br /&gt;
[[File:MCR MWII reload4.jpg|thumb|none|600px|...then closing the dust cover forcefully. Reloading from empty involves the same, with the addition of the player character racking the charging handle after replacing the belt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21]] appears in-game as the &amp;quot;RAPP H&amp;quot;. It has a stylized handguard and barrel, and incorrectly has the aforementioned [[PTR 9KT]]-style trigger group (this time with normal S-E-F markings), though it can be fitted with a more appropriate Navy-style trigger group with the &amp;quot;LMK64 Grip&amp;quot; attachment. It is also correctly depicted as a closed-bolt weapon, having no trigger delay compared to the open-bolt machine guns in the game.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it's correctly used by the Mexican Army.&lt;br /&gt;
[[File:HK21MachineGun.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 hk21 (11).jpg|none|600px|thumb|The HK21's left side in the gunsmith screen screen.]]&lt;br /&gt;
[[File:Mw22 hk21 (12).jpg|none|600px|thumb|Right side.]]&lt;br /&gt;
[[File:Mw22 hk21 (1).jpg|none|600px|thumb|Holding the HK21.]]&lt;br /&gt;
[[File:Mw22 hk21 (2).jpg|none|600px|thumb|ADS'ing with the HK21. No, the sights are not misaligned, it's just the incredibly high sway many weapons in MWII have.]]&lt;br /&gt;
[[File:Mw22 hk21 (3).jpg|none|600px|thumb|Inspecting the belt box and feed system.]]&lt;br /&gt;
[[File:Mw22 hk21 (5).jpg|none|600px|thumb|Reloading starts with locking the bolt back, opening the feed tray and removing the belt box.]]&lt;br /&gt;
[[File:Mw22 hk21 (6).jpg|none|600px|thumb|Inserting a new belt.]]&lt;br /&gt;
[[File:Mw22 hk21 (7).jpg|none|600px|thumb|Giving the charging handle a big slap.]]&lt;br /&gt;
[[File:Mw22 hk21 (9).jpg|none|600px|thumb|Reloading with Fast Hands skips the opening of the feed tray and the operator just opts to pass the guiding tab of the belt through the receiver...]]&lt;br /&gt;
[[File:Mw22 hk21 (10).jpg|none|600px|thumb|...and sadly doesn't slap the charging handle with much energy anymore.]]&lt;br /&gt;
&lt;br /&gt;
===Vollmer HK51-B===&lt;br /&gt;
A [[Vollmer HK51-B]] lookalike can be built with the short “10.6&amp;quot; Lachstrike Barrel.”&lt;br /&gt;
[[file:HK51-b.jpg|thumb|none|450px|Vollmer HK51-B without ammunition belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII HK51-B (0).jpg|thumb|none|600px|The shorty HK51 with the 100-round belt box and standard style stock.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Negev NG7==&lt;br /&gt;
The [[IWI Negev NG7]] appears in-game as the &amp;quot;SAKIN MG38.&amp;quot; It is relatively uncommon in the story, though one is present in the bed of Price's truck during &amp;quot;Violence and Timing.&amp;quot;&lt;br /&gt;
[[File:IWI Negev NG7.jpg|thumb|none|450px|IWI Negev NG7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 NEGEVV.jpg|thumb|none|600px|The Negev in the loadout screen.]]&lt;br /&gt;
[[File:Negev MWII idle.jpg|thumb|none|600px|The player character wielding a Negev in a museum situated within an Ottoman era fortress.]]&lt;br /&gt;
[[File:Negev MWII ADS.jpg|thumb|none|600px|Aiming through the Negev's sights.]]&lt;br /&gt;
[[File:Negev MWII inspect1.jpg|thumb|none|600px|Inspecting the Israeli LMG.]]&lt;br /&gt;
[[File:Negev MWII inspect2.jpg|thumb|none|600px|Opening the dust cover.]]&lt;br /&gt;
[[File:Negev MWII inspect3.jpg|thumb|none|600px|Inspecting the other side of the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload1.jpg|thumb|none|600px|Reloading the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload2.jpg|thumb|none|600px|Inserting a new belt box of ammo.]]&lt;br /&gt;
[[File:Negev MWII reload3.jpg|thumb|none|600px|Sliding in the fresh belt of ammo.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] is available in the game. It appears to be a Romanian clone, the PM md. 64, noted by the carrying handle and the ribbed receiver cover. Customization options include [[AKM]]-style barrels and stocks, giving it a similar appearance to certain RPK-receiver style AKs such as the Molot Vepr FM 7.62x39 or Century Arms BFT47, ribbed top cover and other details aside. The RPK only fires in full-auto in-game; the selector lever cannot be set to semi-auto unlike the other AK variants. Originally, when equipping the RPK's unique bipod attachment (which simply deploys the bipod) the gun would also gain an unnecessary picatinny rail under the handguard (presumably due to being in the underbarrel slot, like foregrips), however this was fixed with the Season 3 Reloaded update.&lt;br /&gt;
[[File:AES 10B.jpg|thumb|none|450px|Century Arms AES 10B - 7.62x39mm. This is a US import version of the Romanian PM md. 64]]&lt;br /&gt;
[[File:MW22 RPK.jpg|thumb|none|600px|The RPK in the loadout screen. Why this gun was given its real name and the other rifles in its family were called &amp;quot;Kastov&amp;quot; is a mystery, unless the &amp;quot;K&amp;quot; stands for &amp;quot;Kastov&amp;quot; rather than &amp;quot;Kalashnikov&amp;quot;.]]&lt;br /&gt;
[[File:RPK MWII idle.jpg|thumb|none|600px|The player character keeping his RPK at the ready.]]&lt;br /&gt;
[[File:RPK MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:RPK MWII inspect2.jpg|thumb|none|600px|Inspecting the RPK, the player character takes a peek at the contents of its drum magazine (incendiary 7.62x39mm rounds).]]&lt;br /&gt;
[[File:RPK MWII inspect3.jpg|thumb|none|600px|As with most of the guns in Modern Warfare II, the inspect animation is capped off with a brass check.]]&lt;br /&gt;
[[File:RPK MWII reload1.jpg|thumb|none|600px|Removing a half empty magazine.]]&lt;br /&gt;
[[File:RPK MWII firing.jpg|thumb|none|600px|Unloading said incendiary rounds into a yellow delivery van.]]&lt;br /&gt;
[[File:RPK MWII reload3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:MWII RPK AK (1).jpg|thumb|none|600px|Gunsmith preview of the RPK converted into a 4.5mm bulged trunnion AK rifle.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MG 338==&lt;br /&gt;
The [[SIG-Sauer MG 338]]'s 2020 prototype returns from ''Modern Warfare'', still named the &amp;quot;RAAL MG&amp;quot; (which stands for Reconnaissance Auxiliary Assault Lightweight Machine Gun). It uses essentially the same model from the previous game complete with the SIG-Sauer LMG-6.8 style stock and the A2 grip.&lt;br /&gt;
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]]&lt;br /&gt;
[[File:SIG LMG 6.8.jpg|thumb|none|450px|SIG-Sauer LMG-6.8 (2020 prototype) - 6.8x51mm FURY. Image used as a reference for the stock.]]&lt;br /&gt;
[[File:MW22 MG338.jpg|thumb|none|600px|The MG 338 in the loadout screen. It is the ''Modern Warfare'' model recycled with the only rework being a white body/black elements and the markings of the fictional manufacturer &amp;quot;EXPEDITE&amp;quot;.]]&lt;br /&gt;
[[File:MG338 MWII idle.jpg|thumb|none|600px|The player character wielding his SIG MG 338 on the &amp;quot;Farm 18&amp;quot; map.]]&lt;br /&gt;
[[File:MG338 MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MG338 MWII inspect1.jpg|thumb|none|600px|Inspecting the MG 338 by popping the top cover open.]]&lt;br /&gt;
[[File:MG338 MWII inspect2.jpg|thumb|none|600px|Inspecting the left hand side of the machine gun.]]&lt;br /&gt;
[[File:MG338 MWII inspect3.jpg|thumb|none|600px|Inspecting the right hand side.]]&lt;br /&gt;
[[File:MG338 MWII reload1.jpg|thumb|none|600px|Reloading the machine gun, first by racking the charging handle...]]&lt;br /&gt;
[[File:MG338 MWII reload2.jpg|thumb|none|600px|Flipping the feed tray to clear stray links.]]&lt;br /&gt;
[[File:MG338 MWII reload3.jpg|thumb|none|600px|Removing the belt box.]]&lt;br /&gt;
[[File:MG338 MWII reload4.jpg|thumb|none|600px|Closing the top cover on the new belt.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR-T==&lt;br /&gt;
The [[Steyr AUG HBAR|Steyr AUG HBAR-T]] appears in the game as the &amp;quot;HCR 56&amp;quot;, and is incorrectly depicted with an AUG A3's bolt release. It feeds by default from the same 60-round magazines that were available for it in ''Modern Warfare'', which are based on the Magpul D60 drum, however these seem to be non-STANAG/AUG-adapted as the magazines all don't have the cutout for the magazine catch to interface with. It can also equip a fictional non-STANAG polymer MAG5-100 as well as the 42 round HBAR magazine and 30 round standard AUG magazine.&lt;br /&gt;
[[File:Hbar.jpg|thumb|none|450px|Steyr AUG HBAR-T - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG HBAR.jpg|none|thumb|600px|The AUG HBAR-T in the loadout screen.]]&lt;br /&gt;
[[File:MWII AUG HBAR (1).jpg|thumb|none|600px|Charging the AUG HBAR in its equip animation.]]&lt;br /&gt;
[[File:MWII AUG HBAR (2).jpg|thumb|none|600px|The &amp;quot;HCR 56&amp;quot; in idle.]]&lt;br /&gt;
[[File:MWII AUG HBAR (3).jpg|thumb|none|600px|Reloading the D60-esque drum mag. Note the lack of the STANAG cutout for the magazine catch on the left hand side of the drum mag's tower.]]&lt;br /&gt;
[[File:MWII AUG HBAR (4).jpg|thumb|none|600px|By default, the operator thumps the bolt release on empty reloads. The 42-round mag reloads akin the standard AUG A3.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
Having the underbarrel grenade launcher attached will replace the alternate firing mode (either semi-auto on most weapons or full-auto on some battle rifles) with the grenade launcher mode if available. Picking up a weapon with a UBGL attached or switching to it in the campaign designates the grenade launcher as the &amp;quot;M203&amp;quot;, regardless of what model of grenade launcher actually is. The same applies to multiplayer, though it is referred to as &amp;quot;KL40-M2&amp;quot; (GP-25).&lt;br /&gt;
&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] returns as the &amp;quot;STRELA-P&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:MWII M4 CG (0).jpg|thumb|none|600px|A preview of the Carl Gustaf, as seen in the launcher camo customization tab.]]&lt;br /&gt;
[[File:Mwiicg1.jpg|thumb|none|600px|A Shadow Company soldier holds the Carl Gustaf at a Black site. The weapon has remained mostly the same since Modern Warfare 2019.]]&lt;br /&gt;
[[File:Mwiicginsp2.jpg|thumb|none|600px|Inspecting the launcher reveals a reflex sight is also attached (though it is still unusable).]]&lt;br /&gt;
[[File:Mwiicg2.jpg|thumb|none|600px|Aiming down the scope, which is possibly inspired by the Aimpoint FCS13RE.]]&lt;br /&gt;
[[File:Mwiicgaiming.jpg|thumb|none|600px|A US soldier aims the launcher. The warhead seems more forward than in reality.]]&lt;br /&gt;
[[File:Mwiicg4.jpg|thumb|none|600px|Unlocking the rear.]]&lt;br /&gt;
[[File:Mwiicgreload3rd1.jpg|thumb|none|600px|Dumping a spent round.]]&lt;br /&gt;
[[File:Mwiicg6.jpg|thumb|none|600px|Loading a new 84mm round.]]&lt;br /&gt;
[[File:Mwiicgreload3rd2.jpg|thumb|none|600px|Ditto. Slightly off screen is the recently fired empty casing.]]&lt;br /&gt;
[[File:Mwiicg3.jpg|thumb|none|600px|Locking the latch.]]&lt;br /&gt;
[[File:Mwiicgempty.jpg|thumb|none|600px|No matter if the player character has ammo or not for the launcher, the inspect animation unfortunately remains the same. An unfired round is depicted even when the player is out of ammunition.]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The stylized [[FGM-148 Javelin]] returns as the &amp;quot;JOKR&amp;quot;.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|450px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU - 127mm]]&lt;br /&gt;
[[File:MWII FGM-148 (0).jpg|thumb|none|600px|Right side view of the Javelin system.]]&lt;br /&gt;
[[File:Mwiijav1.jpg|thumb|none|600px|Holding the Javelin.]]&lt;br /&gt;
[[File:Mwiijav2.jpg|thumb|none|600px|Inspect animation.]]&lt;br /&gt;
[[File:Mwiijav5.jpg|thumb|none|600px|Using the lock-on system.]]&lt;br /&gt;
[[File:Mwiijav8.jpg|thumb|none|600px|Ditto, but third person perspective.]]&lt;br /&gt;
[[File:Mwiijav6.jpg|thumb|none|600px|&amp;quot;One away!&amp;quot;.]]&lt;br /&gt;
[[File:Mwiijav7.jpg|thumb|none|600px|'''''Muzzle loading''''' the Javelin. For some reason this was carried over from Modern Warfare 2019.]]&lt;br /&gt;
[[File:Mwiijav3.jpg|thumb|none|600px|Once more using the Javelin as a very, very expensive melee weapon. This time on some piñatas.]]&lt;br /&gt;
[[File:Mwiijav4.jpg|thumb|none|600px|When swapping weapons, the operator will use the top carry handle.]]&lt;br /&gt;
&lt;br /&gt;
==FN40GL==&lt;br /&gt;
The [[FN40GL]] appears as the underbarrel grenade launcher option for the SCAR-L and SCAR-H, identified as &amp;quot;Hellscream 40mm&amp;quot; in the Gunsmith.&lt;br /&gt;
[[File:Scar-L std 40gl.jpg|thumb|none|450px|FN40GL mounted on a SCAR-L - 40x46mm]]&lt;br /&gt;
[[File:MWII FN40GL (0).jpg|thumb|none|600px|The SCAR-L/FN40GL combo in Gunsmith.]]&lt;br /&gt;
[[File:Mwiifn401.jpg|thumb|none|600px|Inspecting a SCAR-H with the FN40GL.]]&lt;br /&gt;
[[File:Mwiifn402.jpg|thumb|none|600px|Inspecting a SCAR-L with the FN40GL.]]&lt;br /&gt;
[[File:Mwiifn404.jpg|thumb|none|600px|Checking the 40 mike mike. This animation is used for regular and empty reloads due to not showing the warhead.]]&lt;br /&gt;
[[File:Mwiifn403.jpg|thumb|none|600px|Holding the launcher at the ready.]]&lt;br /&gt;
[[File:Mwiifn405.jpg|thumb|none|600px|After ejecting a spent casing.]]&lt;br /&gt;
[[File:Mwiifn406.jpg|thumb|none|600px|Loading a new round.]]&lt;br /&gt;
[[File:Mwiifn40gldrill1.jpg|thumb|none|600px|Loading a &amp;quot;Drill Charge&amp;quot; round.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
A stylized [[GP-25]] appears as the underbarrel grenade launcher option for the AK-103, AK-105, and Vepr-12, under the name &amp;quot;KL40-M2&amp;quot;.&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:MWII GP-25 (0).jpg|thumb|none|600px|Closeup of the GP-25 underneath an AKMS mockup.]]&lt;br /&gt;
[[File:Mwiigp251.jpg|thumb|none|600px|Mounted on an AKM mockup.]]&lt;br /&gt;
[[File:Mwiigp252.jpg|thumb|none|600px|Left side of the launcher.]]&lt;br /&gt;
[[File:Mwiigp253.jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:Mwiigp254.jpg|thumb|none|600px|Holding the GP-25 at the ready.]]&lt;br /&gt;
[[File:Mwiigp255.jpg|thumb|none|600px|Dropping a new VOG-25P into the launcher (though the grenade behaves like a normal VOG-25).]]&lt;br /&gt;
[[File:Mwiigp25drillcharge.jpg|thumb|none|600px|Loading a &amp;quot;Drill Charge&amp;quot; round, which is the 40x46mm model used on the other 40mm launchers instead of a 40x103mm caseless style round.]]&lt;br /&gt;
[[File:Mwiigp25akalt.jpg|thumb|none|600px|The GP-25 on a railed mounting.]]&lt;br /&gt;
[[File:Mwiigp25vepr.jpg|thumb|none|600px|Mounted under a railed Vepr(!).]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Flare Pistol==&lt;br /&gt;
A fictional hybrid flare pistol seemingly mostly based on the [[Orion Flare Gun]] (with the grips of the 12-gauge version, but sized more similarly to the 25mm variant, and with parts of both variants' color schemes), with elements of the [[Webley &amp;amp; Scott No. 1 Mk. V]] (namely the trigger guard and the rounding on the front of the frame), and an overhanging breech similar to the [[Webley &amp;amp; Scott No. 3 Mk. I]] is available in Warzone, where it is used to signal for the re-deployment of teammates.&lt;br /&gt;
[[File:Orion Flare gun.jpg|thumb|none|350px|Orion Flare Gun - 12 gauge]]&lt;br /&gt;
[[File:ORION 25mm.jpg|thumb|none|350px|Orion Flare Gun - 25mm]]&lt;br /&gt;
[[File:British-No1-MkV-Flare.jpg|thumb|none|350px|Webley &amp;amp; Scott No. I Mk. V - 1 inch]]&lt;br /&gt;
[[File:Webley No 3 Mk 1.jpg|thumb|none|350px|Webley &amp;amp; Scott No. 3 Mk. I - 1 inch]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher is available as an underbarrel option for the &amp;quot;M4&amp;quot;, M16, both MCX variants, &amp;quot;FTac Recon&amp;quot;, RM277, and SR-25, under the name &amp;quot;SPW 40mm&amp;quot;.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[File:MWII M203 (0).jpg|thumb|none|600px|The LMT M203 attached to the M16, which gives it the classic heat shields.]]&lt;br /&gt;
[[File:Mwiilmt2031.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:Mwiim2034.jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:Mwiim2033.jpg|thumb|none|600px|Checking the round.]]&lt;br /&gt;
[[File:Mwiilmt2030.jpg|thumb|none|600px|Holding an M16 with the M203 at the ready. The leaf sight sadly isn't usable.]]&lt;br /&gt;
[[File:Mwiilmt2032.jpg|thumb|none|600px|Dumping the empty case.]]&lt;br /&gt;
[[File:Mwiim2036.jpg|thumb|none|600px|Loading a new 40mm.]]&lt;br /&gt;
[[File:Mwiilmt2035.jpg|thumb|none|600px|About to close the breach. Unlike the &amp;quot;Hightower 20&amp;quot; Barrel&amp;quot; giving the platform M16 heatshields when equipped with the M203, the platform sadly doesn't get a KAC mounting when using the &amp;quot;14&amp;quot; Carbine Shroud&amp;quot; with the M203. The launcher instead is just mounted on to the rail system.]]&lt;br /&gt;
[[File:Mwiilmt2034.jpg|thumb|none|600px|Loading a 40mm 'Drill Charge&amp;quot; round.]]&lt;br /&gt;
&lt;br /&gt;
==Madbull XM203==&lt;br /&gt;
The same Madbull XM203/ISTEC ISL-200 hybrid from ''Modern Warfare'' appears as the &amp;quot;TL40 Fire Drake&amp;quot;, and is available for the AUG A3, HK91, HK93, APC556, VHS-K2, and FAMAS Valorisé.&lt;br /&gt;
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]&lt;br /&gt;
[[File:ISL-200.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]&lt;br /&gt;
[[File:MWII XM203 (0).jpg|thumb|none|600px|The &amp;quot;Fire Drake&amp;quot; launcher on an AUG A3-CQC style build.]]&lt;br /&gt;
[[File:Mwiimadbull2.jpg|thumb|none|600px|Checking the XM203.]]&lt;br /&gt;
[[File:Mwiimadbull3.jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:Mwiimadbull1.jpg|thumb|none|600px|Holding the launcher at the ready.]]&lt;br /&gt;
[[File:Mwiimadbull4.jpg|thumb|none|600px|After ejecting a round.]]&lt;br /&gt;
[[File:Mwiimadbullextra1.jpg|thumb|none|600px|Loading a new 40mm.]]&lt;br /&gt;
[[File:Mwiimadbull3rdp1.jpg|thumb|none|600px|The Madbull opened in 3rd person.]]&lt;br /&gt;
[[File:Mwiifiredrake40mmdrillcharge.jpg|thumb|none|600px|Inspecting a 40mm &amp;quot;Drill Charge&amp;quot; round.]]&lt;br /&gt;
[[File:Mwiimadbullextra2.jpg|thumb|none|600px|Unlike the M203/GP-25, the Madbull seems to mount on all barrel attachments for the weapons it is paired with no matter how short.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor AV-140 MSGL==&lt;br /&gt;
The [[Milkor Mark 14|Milkor AV-140 MSGL]] appears in the campaign as the &amp;quot;REV G-80&amp;quot; (while in Spec Ops, Warzone Battle Royale, DMZ and multiplayer it's named &amp;quot;RGL-80&amp;quot;), firing high-explosive grenades only. As with its ''Modern Warfare'' counterpart, it reloads through the use of a grenade launcher speedloader, regardless of how many grenades were shot prior to reloading. Its designation refers to its revolver-type design and its original design date before its actual development for the SADF, which is 1980. It appears as a rare weapon during the Gun Game gamemode in multiplayer, although not available in other modes.&lt;br /&gt;
&lt;br /&gt;
The AV-140 MSGL is given to Garrick in &amp;quot;Violence and Timing,&amp;quot; and some MSGLs can be found in the watchtower at the end of the &amp;quot;Prison Break&amp;quot; mission.&lt;br /&gt;
[[File:AV-140 MSGL.jpg|thumb|none|400px|Milkor AV-140 MSGL - 40x46mm]]&lt;br /&gt;
[[File:Mwiimglprice.jpg|thumb|none|600px|Price with the Milkor MSGL on his back.]]&lt;br /&gt;
[[File:MWII Gaz MSGL.jpg|thumb|none|600px|''&amp;quot;Sweet heat, Captain!&amp;quot;'' &amp;lt;BR&amp;gt; Gaz receiving a MSGL given to him by Price during the Al-Qatala convoy chase in Al-Mazrah.]]&lt;br /&gt;
[[File:MWII MSGL (1).jpg|thumb|none|600px|The MSGL in first person view.]]&lt;br /&gt;
[[File:Mwiimglextra2.jpg|thumb|none|600px|Inspecting the Milkor in DMZ, the weapon recently liberated from the DMZ boss Velikan.]]&lt;br /&gt;
[[File:Mwiimglextra3.jpg|thumb|none|600px|Inspecting the rounds. Note that even if you have fired all the rounds, the primers will still be unstruck.]]&lt;br /&gt;
[[File:MWII MSGL (2).jpg|thumb|none|600px|Lining up a shot on an AQ truck.]]&lt;br /&gt;
[[File:MWII MSGL (3).jpg|thumb|none|600px|Dumping out the MSGL's cylinder.]]&lt;br /&gt;
[[File:Mwiimglextra5.jpg|thumb|none|600px|Ditto. Note that regardless of how many rounds were fired, they all are depicted as empty cases.]]&lt;br /&gt;
[[File:Mwiimglreload2.jpg|thumb|none|600px|Winding in a new set of 40mm rounds with the XRK branded speedloader.]]&lt;br /&gt;
[[File:Mwiimglextra1.jpg|thumb|none|600px|A better shot of the speedloader in third person.]]&lt;br /&gt;
[[File:Mwiimglextra4.jpg|thumb|none|600px|Tossing the empty speedloader.]]&lt;br /&gt;
[[File:Mwiimglextra.jpg|thumb|none|600px|The end of the reload animation is slightly bugged - the cylinder will disappear for about two frames, revealing the modeled 40mm shells.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is once again featured as a standard rocket launcher in ''MWII'', under the same name. Aiming down the sights now tilt the launcher diagonally as if they are shouldering the weapon, akin to [[Far Cry 3]] and its sequels. It is mainly used by the Las Almas cartel and the Mexican army.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:MWII RPG-7 (0).jpg|thumb|none|600px|Gunsmith view of the RPG-7.]]&lt;br /&gt;
[[File:Mwiirpg71.jpg|thumb|none|600px|An AQ soldier holding the RPG-7 at the US Embassy in Al Mazrah.]]&lt;br /&gt;
[[File:Mwiirpg72.jpg|thumb|none|600px|Inspecting it.]]&lt;br /&gt;
[[File:Mwiirpg73.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
[[File:Mwiirpg7sights.jpg|thumb|none|600px|Iron sights. The front sight has a notch taken out of the middle for some reason.]]&lt;br /&gt;
[[File:Mwiiaqrpg71.jpg|thumb|none|600px|An AQ fighter aims the RPG-7. Note the correct grip, he has his left hand across his chest holding the rear grip and his right hand on the trigger grip.]]&lt;br /&gt;
[[File:Mwiirpg74.jpg|thumb|none|600px|Inserting a new PG-7V rocket. Prior to Season 3 Reloaded (as this is the case with this screenshot), the rocket was lacking the booster charges necessary for propelling it. For ''15'' years since the original ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]'', none of games featured the booster on their renditions of the RPG-7.]]&lt;br /&gt;
[[File:Mwiirp7warheadupdate.jpg|thumb|none|600px|Inserting the updated PG-7V rocket with a green booster screwed on. In the background is the new &amp;quot;Alboran Hatchery&amp;quot; map.]]&lt;br /&gt;
[[File:Mwiirpg75.jpg|thumb|none|600px|Cocking the hammer.]]&lt;br /&gt;
[[File:Mwiirpg76.jpg|thumb|none|600px|Inspecting the empty RPG, hammer uncocked.]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The &amp;quot;PILA&amp;quot;, an [[SA-25]] with an [[SA-14 Gremlin]]'s spherical battery coolant unit, returns from ''Modern Warfare'' with a different style of scope. It retains the dubious ability to reload tubes, and dumbfire and lock on to ground vehicles.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
[[File:MWII SA-25 (0).jpg|thumb|none|600px|Previewing the 9K333 launcher.]]&lt;br /&gt;
[[File:Mwii9k3331.jpg|thumb|none|600px|Holding the launcher.]]&lt;br /&gt;
[[File:Mwii9k3332.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:Mwii9k3333.jpg|thumb|none|600px|Top/right.]]&lt;br /&gt;
[[File:Mwii9k3334.jpg|thumb|none|600px|Aiming down the scope. The white box in the middle turns red when a target is locked.]]&lt;br /&gt;
[[File:Mwii9k3337.jpg|thumb|none|600px|Also aiming. The head of the missile is visible here.]]&lt;br /&gt;
[[File:Mwii9k3338.jpg|thumb|none|600px|About to load a new missile. The length of the missile extends way past the top of the image.]]&lt;br /&gt;
[[File:Mwii9k3336.jpg|thumb|none|600px|Giving the end a final push down.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
As with ''Modern Warfare'', the &amp;quot;Flash Grenade&amp;quot; in the game is a [[Model 7290 flashbang grenade]]. Many of the playable operators are depicted with this grenade, either in a pouch or hanging from their webbing with elastic bands attached. Picking up the flashbang in the campaign incorrectly dubs it as the &amp;quot;[[M84 stun grenade|M84 Flash]]&amp;quot;. Toggling the &amp;quot;Inverted Flash&amp;quot; option on in the game's settings will make the screen go black when flashed, as opposed to white in its original function.&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
[[File:Mwiiflashgrenadeloadout.jpg|thumb|none|600px|The Flashbang in the loadout screen.]]&lt;br /&gt;
[[File:Mwiiflashbang1.jpg|thumb|none|600px|The player character about to remove the safety pin with his thumb.]]&lt;br /&gt;
[[File:Mwiiflashbang2.jpg|thumb|none|600px|Removed.]]&lt;br /&gt;
[[File:Mwiiflashbang3.jpg|thumb|none|600px|Holding the grenade at the ready, clasping the spoon. These animations are shared for almost all of the &amp;quot;tactical grenades&amp;quot;, save for the Shock Stick and Snapshot Grenade.]]&lt;br /&gt;
[[File:Mwiiflashoperator1.jpg|thumb|none|600px|Operator Horangi with two grenades on his person.]]&lt;br /&gt;
&lt;br /&gt;
==Mk.V CN Gas Grenade==&lt;br /&gt;
Using the same model as with the previous installment, a modernized depiction of the American [[Mk.V CN Gas Grenade]] appears in multiplayer as the &amp;quot;Gas Grenade&amp;quot;.&lt;br /&gt;
[[File:GasGrenadeMk.jpg|thumb|none|150px|Mk.V CN Gas Grenade.]]&lt;br /&gt;
[[File:Mwiicsgasloadout.jpg|thumb|none|600px|The Gas Grenade in the loadout screen.]]&lt;br /&gt;
[[File:Mwiigasgrenade1.jpg|thumb|none|600px|Holding the Mk.V.]]&lt;br /&gt;
[[File:Mwiigasgrenade2.jpg|thumb|none|600px|Flicking the pin out.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
A retextured version of the [[M18 smoke grenade]] appears in multiplayer as the &amp;quot;Smoke Grenade&amp;quot;. As before, it is used to mark locations for some killstreaks/scorestreaks.&lt;br /&gt;
&lt;br /&gt;
Of note is that a correctly textured M18 smoke grenade is seen on the default skin of operator Fender.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[File:Mwiim18smokeloadout.jpg|thumb|none|600px|The M18 Smoke Grenade in the loadout screen. Note the Norwegian markings and unusual grey color scheme.]]&lt;br /&gt;
[[File:Mwiim181.jpg|thumb|none|600px|Mid animation of flicking the pin out.]]&lt;br /&gt;
[[File:Mwiim183.jpg|thumb|none|600px|Clasping the spoon.]]&lt;br /&gt;
[[File:Mwiim18carepackage.jpg|thumb|none|600px|A red M18 deployed for a care package.]]&lt;br /&gt;
[[File:Mwiigromskothehungerm18smoke.jpg|thumb|none|600px|Several green cased M18 smoke grenades on Gromsko's &amp;quot;The Hunger&amp;quot; skin webbing.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
A fictionalized [[M67 Hand Grenade]] with a different fuse design is featured in the game as the &amp;quot;Frag Grenade&amp;quot;. Picking up the frag grenade in the campaign refers to it as &amp;quot;M67 Frag&amp;quot;.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:Mwiim67loadout.jpg|thumb|none|600px|The M67 in the loadout screen.]]&lt;br /&gt;
[[File:Mwiim671alt.jpg|thumb|none|600px|&amp;quot;When the pin is pulled, Mr. Grenade is not our friend.&amp;quot;]]&lt;br /&gt;
[[File:Mwiim672.jpg|thumb|none|600px|The striker doesn't appear to be in the fired position, an issue carried over from Modern Warfare 2019.]]&lt;br /&gt;
[[File:Mwiiammobox.jpg|thumb|none|600px|The &amp;quot;Munitions Box&amp;quot; &amp;quot;Field Upgrade&amp;quot; returns from Modern Warfare 2019, with six of the grenades in it.]]&lt;br /&gt;
[[File:Mwiilunam67.jpg|thumb|none|600px|Operator Luna with the grenade on her chest rig.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
A fictionalized [[M18A1 Claymore]] using tripod legs instead of fold-open scissor-legs is featured in the game as the &amp;quot;Claymore&amp;quot;, once again using laser tripwire detonators.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:Mwiim18explosive1.jpg|thumb|none|600px|Holding the Claymore.]]&lt;br /&gt;
[[File:Mwiiclaymore3.jpg|thumb|none|600px|The Claymore deployed. The &amp;quot;Front Toward Enemy&amp;quot; text is duplicated on either side.]]&lt;br /&gt;
[[File:Mwiiclaymore4.jpg|thumb|none|600px|Closeup of the text on the back.]]&lt;br /&gt;
&lt;br /&gt;
==M7 Spider==&lt;br /&gt;
A heavily stylized M7 Spider mine is featured as the &amp;quot;Cluster Mine&amp;quot;.&lt;br /&gt;
[[File:M7SpiderMCUwith3MGL.jpg|thumb|none|300px|M7 Spider MCU with 3 MGLs]]&lt;br /&gt;
[[File:Mwiiclusterminekillstreak.jpg|thumb|none|600px|The &amp;quot;Cluster Mine&amp;quot; in the killstreak screen.]]&lt;br /&gt;
[[File:Mwiiclustermine1.jpg|thumb|none|600px|The &amp;quot;Burger Town Operator&amp;quot; holds the mine.]]&lt;br /&gt;
[[File:Mwiiclustermine2.jpg|thumb|none|600px|The base of the mine after deploying it's explosive disks. The main unit also explodes when triggered.]]&lt;br /&gt;
[[File:Mwiiclustermine3.jpg|thumb|none|600px|One of the four explosive disks which somehow landed on the pen tray.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The same fictionalized depiction of the [[M84 stun grenade]] from the previous ''Modern Warfare'' installment is featured in multiplayer as the &amp;quot;Stun Grenade&amp;quot;.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:Mwiistungrenadeloadout.jpg|thumb|none|600px|The M84 in the loadout screen.]]&lt;br /&gt;
[[File:Mwiiconcussion2.jpg|thumb|none|600px|Mid-pull of the pin.]]&lt;br /&gt;
[[File:Mwiiconcussion3.jpg|thumb|none|600px|Holding it at the ready, spoon compressed.]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Bouncing Mine==&lt;br /&gt;
The &amp;quot;Proximity Mine&amp;quot; returns in ''MWII'' with an a similar albeit altered look from the first game. It resembles less of its real-life counterparts as with ''MW19''. It is accurately described as a &amp;quot;proximity-triggered explosive&amp;quot;, as opposed to a &amp;quot;pressure-triggered&amp;quot; explosive in the previous installment.&lt;br /&gt;
[[File:Mwiiproxymineloadout.jpg|thumb|none|600px|The &amp;quot;Proxy Mine&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:Mwiibouncingbetty1.jpg|thumb|none|600px|Holding the mine.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Thermite&amp;quot;==&lt;br /&gt;
The &amp;quot;Thermite&amp;quot; grenade returns from ''MW19'', under a slightly altered model and new texture. They function exactly how they were in ''Modern Warfare''.&lt;br /&gt;
[[File:Mwiithermiteloadout.jpg|thumb|none|600px|The &amp;quot;Thermite&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:Mwiithermite.jpg|thumb|none|600px|Holding the &amp;quot;Thermite&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==AGM-114 Hellfire==&lt;br /&gt;
Just like Modern Warfare 2019, the AGM-114 Hellfire missile appears on the AH-64D Apache Longbow helicopter and a slightly fictionalized Hellfire is also a part of the &amp;quot;Cruise Missile&amp;quot; killstreak, parented to a Storm Shadow/AGM-154 Joint Standoff Weapon hybrid shell. These also appear to be mounted on the wing tips of the &amp;quot;Gunship&amp;quot; killstreak, which might explain the steerable 105mm rounds.&lt;br /&gt;
[[Image:AGM-114 Hellfire anti-tank.jpg|thumb|none|400px|Apache weapon wing - 4x AGM-114 Hellfire ATGM on the left, 19-cell Hydra 70mm FFAR pod on the right.]]&lt;br /&gt;
[[File:Mwiihellfireapache.jpg|thumb|none|600px|An Apache in multiplayer armed with the same configuration as above.]]&lt;br /&gt;
[[File:Mwiihellfireapachecamp.jpg|thumb|none|600px|Closeup in the campaign.]]&lt;br /&gt;
[[File:Mwiihellfireapachecamp2.jpg|thumb|none|600px|Rear.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Various vehicles have turret-mounted [[Browning M2HB]]s, returning from the previous game.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:Mwiiltvrender.jpg|thumb|none|600px|An official render of the &amp;quot;LTV&amp;quot; L-ATV inspired vehicle with an M2.]]&lt;br /&gt;
[[File:MWII M2HB (1).jpg|thumb|none|600px|As with the previous game, the character runs the Browning's action when first manning it, which is the correct military procedure.]]&lt;br /&gt;
[[File:MWII M2HB (2).jpg|thumb|none|600px|Watching some NPC characters perform a cool helo inserting from behind the MRAP inspired M2 turret. Note the machine gun crosshair, still in use for [[Call of Duty (2003)|nineteen years]] and counting.]]&lt;br /&gt;
[[File:Mwiim2bradleymount2b.jpg|thumb|none|600px|The weapon mounted on a Kortac M2A4 Bradley, which has returned from Modern Warfare 2019.]]&lt;br /&gt;
[[File:Mwiim2bradleymount2a.jpg|thumb|none|600px|Other side of the gun, mounted on a Specgru Bradley. Note that unlike in MW2019 where there were two different models, the differences between the two faction's Bradleys is purely the default camo.]]&lt;br /&gt;
[[File:Mwiim2campaign1.jpg|thumb|none|600px|Closeup of the M2 in the campaign. Note the glitched ammo belt. The icon/text for using the weapon is also glitched, with the HUD displaying &amp;quot;SENTRY/MOVE&amp;quot; and the L-ATV icon appearing, even when manning the M2.]]&lt;br /&gt;
[[File:Mwiim2campaign2.jpg|thumb|none|600px|Other side.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster M242 Chaingun==&lt;br /&gt;
What appears to be fictionalized [[M242 Bushmaster chaingun]]s are mounted and used on the M2A4 Bradley IFV (formerly called Light Tank) armored vehicles. The model is carried over from Modern Warfare 2019 and description of the prior vehicle states that the cannon is chambered in 30mm. The &amp;quot;APC&amp;quot; (which appears to be a Boxer APC with the Stryker 30mm turret) also appears to mount the M242 Chaingun, chambered in 30mm.&lt;br /&gt;
[[Image:M242 25mm gun.jpg|thumb|none|500px|M242 Bushmaster Chain Gun - 25x137mm]]&lt;br /&gt;
[[File:M242 Cannon.jpg|thumb|none|450px|M242 Bushmaster Chain Gun (Current Model) - 25x137mm]]&lt;br /&gt;
[[File:Mwiilighttankrender.jpg|thumb|none|600px|Render of the Bradley IFV.]]&lt;br /&gt;
[[File:Mwiiifvautocannon1.jpg|thumb|none|600px|The Bradley autocannon up close.]]&lt;br /&gt;
[[File:Mwiiapcrender.jpg|thumb|none|600px|Render of the Boxer APC with Stryker turret.]]&lt;br /&gt;
[[File:Mwiiapcautocannon1.jpg|thumb|none|600px|The Boxer autocannon up close in Ground War.]]&lt;br /&gt;
[[File:Mwiiboxerapccampaign.jpg|thumb|none|600px|A higher definition model of the Boxer used during campaign.]]&lt;br /&gt;
&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The [[M240B]] machine gun appears as the Sentry Gun killstreak in multiplayer; one of the few instances of the Sentry Gun not being some kind of a minigun in the series. A stockless M240 is used in the RWS turret atop the Merkava Mk.4 - CV90 &amp;quot;frankentank&amp;quot;.&lt;br /&gt;
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mwiisentrym240b6.jpg|thumb|none|600px|The Sentry Gun. Note the non-standard muzzle brake.]]&lt;br /&gt;
[[File:Mwiim240bsentry2.jpg|thumb|none|600px|Overview.]]&lt;br /&gt;
[[File:Mwiim240bsentry1.jpg|thumb|none|600px|Other side.]]&lt;br /&gt;
[[File:Mwiiheavytankrender.jpg|thumb|none|600px|An official render of the Merkava &amp;quot;Heavy Tank&amp;quot;, with the M240B in the top mounted remote weapon station.]]&lt;br /&gt;
[[File:Mwiimerkavam240breplace0.jpg|thumb|none|600px|Closeup of the gun. As of Season 5, there is a slight delay between shooting the weapon and it actually firing, with an audiable clunk when the trigger is pressed.]]&lt;br /&gt;
[[File:Mwiimerkavam240breplace1.jpg|thumb|none|600px|Front.]]&lt;br /&gt;
[[File:Mwiimerkavam240breplace2.jpg|thumb|none|600px|Rear.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The stylized Harrier II appears again with a low-detailed fictional twin barrel [[M197 Vulcan]] turret, to fulfill the series' proud lineage of VTOL jets with swiveling gun turrets that hover around a vicinity and engage infantry targets.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20x102mm]]&lt;br /&gt;
[[File:Mwiivtol1.jpg|thumb|none|600px|The twin-barrel M197 Vulcan mounted one the underside of the stylized AV-8B.]]&lt;br /&gt;
[[File:Mwiivtol4.jpg|thumb|none|600px|Closeup of the gun.]]&lt;br /&gt;
[[File:Mwiivtol3.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
A-10 Thunderbolt IIs return as the &amp;quot;Precision Airstrike&amp;quot; killstreak, performed with their [[General Electric GAU-8/A Avenger]] rotary cannons.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
&lt;br /&gt;
==M230 Chain Gun==&lt;br /&gt;
AH-64D/E Apaches return as an attack helicopter in-game. They mount [[M230 Chain Gun]]s, with some apparently having two at the same time. The double-M230 Apaches appear in the campaign missions &amp;quot;Kill or Capture&amp;quot; and &amp;quot;Ghost Team.&amp;quot;&lt;br /&gt;
[[File:Hughes-M230-Chain-Gun4.jpg‎|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
[[File:MWII AH-64 (1).jpg|thumb|none|600px|Garrick observes the AH-64 commandeered in &amp;quot;Ghost Team.&amp;quot; Here, the M230 on it and the one behind is absent entirely.]]&lt;br /&gt;
[[File:MWII AH-64 (2).jpg|thumb|none|600px|Said Apache brings in the hurt later on as the mission switches to Soap as the player character.]]&lt;br /&gt;
[[File:MWII AH-64 (3).jpg|thumb|none|600px|The AH-64 now apparently sports TWO M230 autocannons. The forward cannon functions more like an M134 Minigun, while the rear behaves like a traditional autocannon.]]&lt;br /&gt;
[[File:Mwiiapachetwinautocannoncloseupreplacement.jpg|thumb|none|600px|A closeup of the configuration.]]&lt;br /&gt;
[[File:Mwiichoppergunner1.jpg|thumb|none|600px|An Apache in multiplayer armed with a standard single M230.]]&lt;br /&gt;
[[File:Mwiichoppergunner3.jpg|thumb|none|600px|Right side of the gun.]]&lt;br /&gt;
[[File:Mwiichoppergunner2.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
&lt;br /&gt;
==M102 105mm Howitzer==&lt;br /&gt;
The returning psudo-AC-130 &amp;quot;Gunship&amp;quot; also mounts the [[M102 Howitzer|M102 105mm howitzer]]. This gun appears prominently in the pre-rendered cutscenes of the interior of the gunship in the &amp;quot;Close Air&amp;quot; and &amp;quot;Hardpoint&amp;quot; missions, but its functionality is replaced by AGM-114 Hellfire style missiles in gameplay.&lt;br /&gt;
[[File:Spectre M102.JPG|thumb|350px|none|Modified M102 howitzer taken from an AC-130 Spectre gunship - 105x372R]]&lt;br /&gt;
[[File:AC-130U The Fourth Horseman 105mm.jpg|thumb|none|450px|Closeup of the M102 on an AC-130U gunship exterior.]]&lt;br /&gt;
[[File:Mwiigunship3.jpg|thumb|none|600px|Closeup of the M102 on the gunship's exterior.]]&lt;br /&gt;
[[File:MWII M102 (1).jpg|thumb|none|600px|Graves and the M102 crew at the rear of the gunship.]]&lt;br /&gt;
[[File:MWII M102 (2).jpg|thumb|none|600px|It is erroneously also depicted where the 40mm Bofors gun should be, with another gun crew.]]&lt;br /&gt;
[[File:MWII M102 (3).jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mk 47 Mod 0 Grenade Launcher==&lt;br /&gt;
A modified version of the [[Mk 47 Mod 0 Grenade Launcher]] returns from ''MW2019'', this time mounted to the &amp;quot;MRAP&amp;quot; eight wheeled gun trucks added in Season 5. The weapon is controlled via a RWS turret during gameplay.&lt;br /&gt;
[[File:Mk47-1.jpg|thumb|350px|none|Mk 47 Mod 0 grenade launcher - 40x53mm]]&lt;br /&gt;
[[File:Mwiis5mrap.jpg|thumb|none|600px|The &amp;quot;MRAP&amp;quot; with Mk 47 launcher in a official screenshot. ]]&lt;br /&gt;
[[File:Mwiimk471.jpg|thumb|none|600px|Front of the launcher.]]&lt;br /&gt;
[[File:Mwiimk472.jpg|thumb|none|600px|Rear]]&lt;br /&gt;
&lt;br /&gt;
==Minigun==&lt;br /&gt;
Some kind of minigun is mounted on the &amp;quot;Wheelson&amp;quot; UGV killstreak unlike the auto grenade launchers used on the Wheelsons in ''Modern Warfare''.&lt;br /&gt;
[[File:Mwiiwheelston1.jpg|thumb|none|600px|The Wheelson.]]&lt;br /&gt;
[[File:Mwiiwheelston2.jpg|thumb|none|600px|Closeup of the gun.]]&lt;br /&gt;
[[File:Mwiiwheelston3.jpg|thumb|none|600px|Rear.]]&lt;br /&gt;
&lt;br /&gt;
==Mk44 Bushmaster GAU-23/A==&lt;br /&gt;
The &amp;quot;Gunship&amp;quot;'s AC-130J-based loadout includes the Mk44 Bushmaster 30mm GAU-23/A gun. It functions akin the Bofors 40mm seen previously.&lt;br /&gt;
[[File:AC-130UMk44BushmasterTrialGAU-23A.jpg|thumb|none|450px|AC-130U with a trial installation of two Mk 44 weapons - 30×173mm]]&lt;br /&gt;
[[File:AC-130J Ghostrider.jpg|thumb|none|450px|An AC-130J with similar configuration as below.]]&lt;br /&gt;
[[File:Mwiigunship1.jpg|thumb|none|600px|The Gunship in Multiplayer. Also much like Modern Warfare 2019, there is no 25mm gun on the exterior, despite the GAU-12/U being usable in gameplay.]]&lt;br /&gt;
[[File:Mwiibofors40mm1.jpg|thumb|none|600px|Closeup of the GAU-23/A.]]&lt;br /&gt;
&lt;br /&gt;
==Yakushev-Borzov Yak-B==&lt;br /&gt;
Mil Mi-24V &amp;quot;Hind&amp;quot; helicopters appear in ''MWII'' and feature the nose mounted [[Yakushev-Borzov Yak-B]] rotary cannons. Compared to the earlier games, the Mi-24 also correctly only has this chin gun, whereas unused 23/30mm twin GSh cannons were present in the original trilogy.&lt;br /&gt;
[[File:YakB-127mm.jpg|thumb|none|450px|Yakushev-Borzov Yak-B - 12.7x108mm]]&lt;br /&gt;
[[File:Mwiioverwatchheli1.jpg|thumb|none|600px|In multiplayer (as seen here), the Mi-24 is a killstreak called the &amp;quot;Overwatch Helo&amp;quot; and functions similarly to the Harrier. In DMZ the helicopter appears as a boss, and can take a considerable amount of damage before being destroyed (for example flying normally despite being on fire and losing it's wings).]]&lt;br /&gt;
[[File:Mwiioverwatchheli2.jpg|thumb|none|600px|Right side of the Yak-B.]]&lt;br /&gt;
[[File:Mwiioverwatchheli3.jpg|thumb|none|600px|Left side of the gun.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Hybrid Reverse Draw Crossbow==&lt;br /&gt;
A slightly modified version of the reverse draw crossbow reappears from the previous game. It appears as a bonus weapon unlocked in safes in the missions &amp;quot;El Sin Nombre&amp;quot; and &amp;quot;Alone&amp;quot;, and it is available in multiplayer as part of Season 2. It is unlocked by completing the unlock challenge or by buying a bundle in the store that has the blueprint available.&lt;br /&gt;
[[File:MW22 Crossbow 1.jpg|thumb|none|600px|The crossbow in the gunsmith preview.]]&lt;br /&gt;
[[File:Mwiicrossbow1.jpg|thumb|none|600px|Operator &amp;quot;Zeus&amp;quot; holds a crossbow in a medieval exhibit.]]&lt;br /&gt;
[[File:Mwiicrossbow5.jpg|thumb|none|600px|Right side of the crossbow.]]&lt;br /&gt;
[[File:Mwiicrossbow2.jpg|thumb|none|600px|Aiming down the sight. The front sight has a glass hosing for some reason.]]&lt;br /&gt;
[[File:Mwiicrossbow3.jpg|thumb|none|600px|Pulling the string back.]]&lt;br /&gt;
[[File:Mwiicrossbow4.jpg|thumb|none|600px|Inserting a new bolt.]]&lt;br /&gt;
[[File:Mwiicrossbow6.jpg|thumb|none|600px|Inspecting the bolt. When the player has no more bolts, the character will tug on the string a few times.]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
&lt;br /&gt;
==Beretta M9A3==&lt;br /&gt;
The [[Beretta M9A3]] appears on Gus' skin &amp;quot;El Santo&amp;quot; in the shoulder holster. It uses the &amp;quot;Renetti&amp;quot; model from ''Modern Warfare'' with the &amp;quot;Veins of Gold&amp;quot; blueprint grips. It appears to be missing the hammer, however.&lt;br /&gt;
[[File:M9A3 Left.jpg|thumb|none|350px|Beretta M9A3 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Mwiielsantom9a31.jpg|thumb|none|600px|Gus with the M9A3 in the Operator screen.]]&lt;br /&gt;
[[File:Mwiielsantom9a32.jpg|thumb|none|600px|Closeup.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C / Arsenal Firearms Strike One hybrid==&lt;br /&gt;
A hybrid pistol appears on Ghost's &amp;quot;Gilded Reaper&amp;quot; skin. It is actually one of the blueprints of the &amp;quot;X16&amp;quot; ([[Glock 21]]) from ''Modern Warfare'', which has an [[Arsenal Firearms Strike One]]-style frame combined with the &amp;quot;Singuard Arms Featherweight&amp;quot; barrel, the latter consisting of a [[Glock 18C]]'s slide with custom cutouts on the side.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Arsenal Firearms Strike One Current.jpg|thumb|none|350px|Arsenal Firearms Strike One - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWII Gilded X16.jpg|thumb|none|600px|The X16 pistol on Ghost's Gilded Reaper chest holster. It is hard to view with his M4 normally in the way.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP==&lt;br /&gt;
What looks like an [[Heckler &amp;amp; Koch USP]] appears in operator Velikan's drop-leg holster.&lt;br /&gt;
[[File:USP9mm.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP - 9x19 Parabellum]]&lt;br /&gt;
[[File:Mw2uspholster.jpg|none|thumb|600px|The USP in Velikan's holster.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911==&lt;br /&gt;
A [[Colt M1911]] is seen on the &amp;quot;Watch Your Back&amp;quot; calling card.&lt;br /&gt;
[[File:COLTM1911 1913.jpg|thumb|none|350px|Colt M1911 - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Kimber Custom TLE/RL II==&lt;br /&gt;
The previous game's [[Kimber Custom TLE/RL II]] is seen in the &amp;quot;Ghosting Everyone&amp;quot; loading screen and the &amp;quot;Shaded Ghost&amp;quot; calling card.&lt;br /&gt;
&lt;br /&gt;
Additionally, a Kimber is seen in a cartel member's waistband in the campaign during the mission &amp;quot;El Sin Nombre&amp;quot;. It is modeled after the &amp;quot;Callous&amp;quot; blueprint from ''Modern Warfare'', which has a classic Colt M1911-style slide with rear vertical serrations. This is a low quality model and it's unusable by the player.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:1911 mw22.jpg|thumb|none|600px|The 1911 in the cartel member's belt.]]&lt;br /&gt;
[[File:Mwii1911cartelbelt.jpg|thumb|none|600px|Closeup.]]&lt;br /&gt;
&lt;br /&gt;
==STI Tactical==&lt;br /&gt;
Two unusable STI 2011 pistols resembling the [[STI Tactical|STI Tactical 5.0]] can be seen on a table during the mission &amp;quot;Recon by Fire&amp;quot; outside the fish hatchery. It uses the model of the &amp;quot;Corax&amp;quot; blueprint from ''Modern Warfare'', which has a [[SIG-Sauer 1911 Series#SIG-Sauer 1911 Traditional TACOPS|SIG-Sauer 1911]] style skeletonized trigger.&lt;br /&gt;
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical 5.0 - 9x19mm / .40 S&amp;amp;W / .45 ACP]]&lt;br /&gt;
[[File:Mwiireconbyfiresti2011a.jpg|thumb|none|600px|Both pistols are placed the exact same way on the exact same table model.]]&lt;br /&gt;
[[File:Mwiireconbyfiresti2011b.jpg|thumb|none|600px|Closeup.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320 RX==&lt;br /&gt;
''Modern Warfare''’s [[SIG-Sauer P320|SIG-Sauer P320 RX]] is seen on &amp;quot;The Technician&amp;quot; skin of operator Hutch, fitted with the &amp;quot;A9-16 Lightweight&amp;quot; custom slide. One in a similar configuration can also be seen on Captain Price's chest holster on the skin called &amp;quot;The King&amp;quot;.&lt;br /&gt;
[[File:P320 RX Full Size.jpg|thumb|none|350px|SIG-Sauer P320 RX - 9x19mm]]&lt;br /&gt;
[[File:MWII Technician P320.jpg|thumb|none|600px|The blue tech-ey looking P320 on Hutch's chest holster.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
An [[IMI Uzi]] is seen in the &amp;quot;Briefing&amp;quot; loading screen.&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==AK-47==&lt;br /&gt;
A portrait of Diego inside the Las Almas mansion has two [[AK-47]]s crossed in the background. These appear to be the &amp;quot;Golden Dragon&amp;quot; blueprint from ''MW19''. The actual model is also present in lockers inside a shed on the Farm 18 multiplayer level. &lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:MWII Diego AK-47 portrait.jpg|thumb|none|600px|Señior Diego's cigar chomping portrait.]]&lt;br /&gt;
[[File:MWII Farm 18 AK-47.jpg|thumb|none|600px|The AK-47s lined inside the locker, under poor lighting.]]&lt;br /&gt;
&lt;br /&gt;
==ArmaLite AR-10==&lt;br /&gt;
What appears to be an [[ArmaLite AR-10]] is seen on the &amp;quot;Sliding Down&amp;quot; calling card.&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
A [[FAMAS F1]] is seen in the &amp;quot;Wading&amp;quot; loading screen.&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIIFAMASloadingscreen1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==GE M134 Minigun==&lt;br /&gt;
A handheld [[GE M134 Minigun]] is seen on the &amp;quot;Bull's Barrage&amp;quot; calling card.&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
Two racks with three [[PKM]]s each are also found next the AK-47s on Farm 18.&lt;br /&gt;
[[File:PKM-mg.jpg|thumb|none|450px|PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R]]&lt;br /&gt;
[[File:MWII Farm 18 PKM.jpg|thumb|none|600px|One of the racks of PKMs, with marginally better lighting. It appears to be a reused asset from ''Modern Warfare''.]]&lt;br /&gt;
&lt;br /&gt;
==Season 5 Gun Rack==&lt;br /&gt;
The Season 5 intro cutscene features a rack with multiple weapon models from ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'', namely the [[Heckler &amp;amp; Koch MP5A3]], [[Remington 870 MCS]], [[Colt Model 933]], along with unmodified versions of the aforementioned Glock 21 and P320, as well as the Uzi, AK-47, FAMAS F1, AUG A3 9mm XS, and M14.&lt;br /&gt;
[[File:MWII 19weaponwall.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Taser X26==&lt;br /&gt;
Kyle Garrick is seen with an [[X26 Taser]] in the Countdown mission, similar to the CTSFO outfit from the prior game. This uniform is also available in Season 3, named &amp;quot;Takedown.&amp;quot;&lt;br /&gt;
[[File:Taser X26P yellow.jpg|thumb|none|350px|Taser X26P]]&lt;br /&gt;
[[File:MWII Taser X26.jpg|thumb|none|600px|Garrick and US Marines riding a RHIB boat down the Chicago river.]]&lt;br /&gt;
[[File:Mwiigazoperatortaser.jpg|thumb|none|600px|The Taser on his chest rig in the Operator screen.]]&lt;br /&gt;
&lt;br /&gt;
==AN/M14 Incendiary Grenade==&lt;br /&gt;
Some operators have the [[AN/M14 incendiary grenade]] on their webbing. It isn't usable in-game nor are any NPCs depicted using it.&lt;br /&gt;
[[File:Gh-ANM14-TH3.jpg|thumb|none|140px|AN/M14 incendiary grenade]]&lt;br /&gt;
[[File:Mwiiincendiary3.jpg|thumb|none|600px|Ghost with the grenade on his &amp;quot;Night War&amp;quot; skin (from the campaign mission &amp;quot;Kill or Capture&amp;quot;).]]&lt;br /&gt;
[[File:Mwiiincendiary4.jpg|thumb|none|600px|Closeup.]]&lt;br /&gt;
[[File:Mwiiincendiary1.jpg|thumb|none|600px|A US Marine with the grenade on his rig.]]&lt;br /&gt;
[[File:Mwiiincendiary2.jpg|thumb|none|600px|Closeup of the text.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5 hand grenade==&lt;br /&gt;
An [[RGD-5 hand grenade]] is seen on Enzo Reyes' &amp;quot;Snack&amp;quot; skin, as well as on Zero's &amp;quot;Dry Heat&amp;quot; and &amp;quot;Night Heat&amp;quot; skins.&lt;br /&gt;
[[File:Rdg5.jpg|thumb|none|150px|RGD-5 high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:MWII RGD-5.jpg|thumb|none|600px|Closeup of Zero's pouch line, including the RGD-5.]]&lt;br /&gt;
&lt;br /&gt;
==RGN fragmentation grenade==&lt;br /&gt;
An [[RGN]] fragmentation grenade is seen on Kleopatros Gavras's &amp;quot;Hustle&amp;quot; skin.&lt;br /&gt;
[[File:RGN.jpg|thumb|none|150px|RGN fragmentation grenade]]&lt;br /&gt;
[[File:MWII RGN.jpg|thumb|none|600px|The RGN on Kleo's Hustle outfit, seen here under her right hand.]]&lt;br /&gt;
&lt;br /&gt;
==M29 Mortar==&lt;br /&gt;
[[M29 Mortar]]s are used by cartel members in &amp;quot;Recon by Fire&amp;quot; if the player is spotted during the hatchery sniping section. These appear to be the same ones from MW2019.&lt;br /&gt;
[[File:M29 mortar.jpg‎|thumb|none|250px|M29 Mortar - 81mm]]&lt;br /&gt;
[[File:Mwiimortar1.jpg|thumb|none|600px|Gaz sights up a cartel mortar crew.]]&lt;br /&gt;
[[File:Mwiimortar2.jpg|thumb|none|600px|Front of the mortar.]]&lt;br /&gt;
[[File:Mwiimortar3.jpg|thumb|none|600px|Back of another, next to its recently departed operator.]]&lt;br /&gt;
[[File:Mwiimortar4.jpg|thumb|none|600px|Closeup.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&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>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1615272</id>
		<title>Resident Evil 4 (2023 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1615272"/>
		<updated>2023-10-02T08:02:07Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: /* Heckler &amp;amp; Koch USP9 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 4&lt;br /&gt;
|picture=Re4remaketitle.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= March 24, 2023&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Playstation 5&amp;lt;br&amp;gt;Xbox Series X/S&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 4''''' is a 2023 remake of the critically-acclaimed ''[[Resident Evil 4]]'' originally released in 2005. As with recent installments of the franchise, the 2023 remake runs under the technologically-advanced RE Engine, featuring significantly improved graphics over its original game as well as its HD remakes. Along with new visuals, much of the mechanics have been remade and the gameplay itself being modernized to the remake series standards starting with the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]].&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
As per the recent remakes, the game uses a third-person over-the-shoulder perspective, albeit with more fluidity and freedom since the player character can now aim and move at the same time. The laser sight used in most of the console versions of the original game have been removed (with the exception of the Hardballer's iconic laser module), although it exists as a secondary attachment to some pistols. Interestingly, almost every firearm (not including the fictional &amp;quot;P.R.L. 412&amp;quot; energy weapon) has returned from the original game, with most of them modeled accurately to their real-world counterparts (such as the SL8 and the Striker-12) while others are remodeled (the fictional &amp;quot;Silver Ghost&amp;quot; to the slightly-less fictional USP9, and the M1911 to Hardballer) entirely, but function the same way.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Focus aiming&amp;quot; returns from the previous remakes, standing still long enough allows the crosshair to be reduced to a dot, allowing for an increased critical shot rate. Using the optional laser sight for some pistols (or when using the Hardballer in general) increases the critical shot chance, as it is always considered &amp;quot;focused&amp;quot; by default.&lt;br /&gt;
&lt;br /&gt;
The attaché case first introduced in the original game returns in the remake as its form of inventory system, and weapons can be switched out on the fly. Weapons cannot be discarded entirely, instead, they can be put into the typewriter storage (the item box equivalent to recent entries) which can be retrieved back at any time. The functionality of the knife has been expanded compared to the previous remakes, as they can be used to parry highly-damaging/instant kill attacks, or it can be used to get out of a grab quickly for some enemies. There is a durability system with knives, which can be broken if they're used too much. Some knives can be repaired at the Merchant with a fee, while others (most commonly the ones found in the game world) will be entirely lost. Multiple knives can be acquired, and the game will prioritize consumable knives before the reusable ones.&lt;br /&gt;
&lt;br /&gt;
Speaking of the Merchant, he returns in the remake as well. Many weapons and items can be bought from him via pesetas while some items and weapons are bought with rare spinels, which can be obtained by completing various side quests that are featured in this game. Various weapons and items can be obtained for free throughout the game world itself, but if they are missed within the chapter it is featured in, it will be available in the next chapter in the Merchant's wares. Once again, weapons can be upgraded from the Merchant, and ammunition capacity upgrades can go to absurdly high levels (though it isn't as high as in the original game). Once fully upgraded, weapons can be upgraded one more time through exclusive upgrades, in which they require an exclusive upgrade ticket (traded with spinels) and a large amount of pesetas. Some weapons can be bought at the post-game shop, purchased via credits obtained by completing various challenges.&lt;br /&gt;
&lt;br /&gt;
As before, various weapon accessories such as scopes and stocks can be fitted onto several weapons to enhance their capabilities, at the cost of some inventory space.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
All available pistols (and not revolvers and the Mauser C96 &amp;quot;Red 9&amp;quot;) can hold an additional round in the chamber if the player reloads the pistol while it isn't empty, which also has a separate &amp;quot;tactical&amp;quot; reload animation. All pistols are chambered in high velocity &amp;quot;9mm Handgun&amp;quot; rounds, while magnum-type handguns use &amp;quot;.45 Centerfire Pistol&amp;quot; (ie. .45 ACP). The player character holds the handguns in either a traditional stance or through the Center Axis Relock technique.&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP9==&lt;br /&gt;
Replacing the hybridized &amp;quot;Silver Ghost&amp;quot; pistol in the original game, Leon starts with a Kendo Shop custom-tailored two-tone &amp;quot;SG-09 R&amp;quot;, based on the [[Heckler &amp;amp; Koch USP|Heckler &amp;amp; Koch USP9]]; its in-game description notes that it is a derivative of the &amp;quot;MUP&amp;quot;, which is the name of the USP9 in the RE2 and RE3 remakes. As with the VP70M in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], the USP9 is Leon's &amp;quot;canon&amp;quot; cutscene sidearm, as he always brandishes this pistol regardless of having it in his attaché case or stored in the typewriter storage. It rather interestingly sports a Picatinny rail on the frame; USPs did not have such integral rails during their production run, instead sporting a proprietary H&amp;amp;K developed rail for attaching lights and lasers. Picatinny rails did not become standard on HK pistols until the HK45 and P30 line of pistols that were introduced in 2006. The gun also sports a custom grip with finger grooves and checkering pattern reminiscent of the P30.&lt;br /&gt;
&lt;br /&gt;
It initially and incorrectly holds 10 handgun rounds in the magazine when not upgraded, though the level 3 capacity upgrade gives it 14 rounds, one round shy of the actual 15 in real life. This can be upgraded up to 18 rounds when fully upgraded. It doesn't come with its laser sight by default, unlike the original pistol, but it can be fitted with one if the player buys the laser sight upgrade from the Merchant; the cutscene pistol is never shown with a laser sight, even if the player upgraded their pistol with one.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;SG&amp;quot; in its designation likely refers to &amp;quot;Silver Ghost&amp;quot;, the unofficial name of the original weapon it replaced, while &amp;quot;-09&amp;quot; likely refers to its caliber, 9mm. The &amp;quot;R&amp;quot; designation is unknown, but is speculated to mean &amp;quot;Remake&amp;quot;. As before, the pistol's exclusive perk upgrade allows the pistol to have a 5x critical shot rate. Predictably, it remains as Leon's sidearm in The Mercenaries mode.&lt;br /&gt;
&lt;br /&gt;
[[File:TM SG-09 R.jpg|thumb|none|350px|Tokyo Marui SG-09 R - 6mm BB. This is a licensed replica of the &amp;quot;SG-09 R&amp;quot;, a customized Heckler &amp;amp; Koch USP, from ''Resident Evil 4'' (2023). Note that the airsoft pistol bears the HK, USP, European proofs, and date code markings on the slide while these are removed from the in game model, leaving only the 9x19mm caliber and kendo logo.]]&lt;br /&gt;
[[File:RE4R_SG09R_2.jpg|thumb|none|600px|The SG-09 R in the model viewer, without its laser sight module attached, bearing high resemblance to the airsoft replica reference image above. It's no IMFDB 2.0 yet, but eventually we'll get there. Note that the serial number is visible here and in a different spot than a normal USP's is, which is on the underside of the dust cover where the rail is molded on the real gun's frame. The presence of design elements from the later P30 and HK45 pistols especially in the grip checkering pattern, finger grooves and Picatinny rail suggests that in-universe, Joseph Kendo took inspiration from examples of both pistols (which likely would have been in late prototype phases in 2004) or competing pistols incorporating these features.]]&lt;br /&gt;
[[File:RE4R_SG09R_1.jpg|thumb|none|600px|Ditto, other side.  Its frame is slightly longer than the normal variant (which is an interesting design choice as no USPs were ever made with extended frames) and it has been fitted with a compensator, which includes a new front sight. As a consequence of this, the normal front sight on the slide itself has been replaced with a filler plug in the same finish as the slide. Note the &amp;quot;kendo&amp;quot; logo engraving, which according to supplemental Tokyo Marui advertising materials, was supposed to be scrubbed from the pistol upon completion and entering official US Government service for operational security and deniability reasons. Leon, however, is stated to have liked the gun and Joseph Kendo's work so much that he elected to keep it engraved on the slide.]]&lt;br /&gt;
[[File:RE4Rusp9 aimflashlight.jpg|thumb|none|600px|Leon using the USP in conjunction with a flashlight.]]&lt;br /&gt;
[[File:RE4Rusp9tacticalreload.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Beavertail==&lt;br /&gt;
The &amp;quot;Sentinel Nine&amp;quot; appears as one of the exclusive Deluxe or Collector's edition weapons, based on the [[SIG-Sauer P226 Beavertail]] that Leon used in ''[[Resident Evil: Vendetta]]'' under the same name. This marks it as its first usable appearance by the player in the game series.&lt;br /&gt;
&lt;br /&gt;
The weapon is anachronistic, as the [https://www.projectumbrella.net/sentinel-nine-thorough-analysis.html in-universe documents] about the Sentinel Nine released alongside the tie-in Tokyo Marui replica, state that the Sentinel Nine was developed in 2011. It can be excused however, since the pistol itself is bonus content.&lt;br /&gt;
&lt;br /&gt;
While it has slightly lower damage than the default USP9 Leon starts with, it boasts the highest capacity of any handgun in the game (not including the VP70M's exclusive double ammo upgrade), at 31 when fully upgraded. It initially holds 19 rounds to start with, and it has a faster fire rate than the USP9 to boot, although it is slightly superseded by the Springfield Armory XD when the latter is fully upgraded. Like the USP9, its exclusive perk upgrade allows 5x critical shot rate, and it can be attached with a laser sight.&lt;br /&gt;
[[File:Leon sentinel nine.jpg|thumb|none|350px|Tokyo Marui Sentinel Nine &amp;quot;Leon Model&amp;quot; - 6mm BB. This is a licensed replica of the custom SIG-Sauer P226 Beavertail from ''Resident Evil: Vendetta''.]]&lt;br /&gt;
[[File:RE4R_S9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_S9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] returns as the &amp;quot;Punisher&amp;quot;, along with its exaggerated piercing capabilities. The pistol can only be bought from the Merchant, but instead of pesetas, he sells the weapon in spinels. Once again, the Five-seveN in-game uses standard handgun rounds shared by other pistols, which is 9mm in this game instead of the 5.7 round. However closer inspection of the magazine when reloading shows accurately modeled 5.7x28mm rounds. It holds an underloaded 12 rounds by default, though the level 4 capacity upgrade increases it to 21 rounds, one round over the maximum capacity of the real deal. Like the USP9, the Five-seveN can be upgraded with an underbarrel laser sight. Instead of the all-black finish of the original weapon, the pistol is based on the FDE variant.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Punisher MC&amp;quot; is the Merchant's custom-made variant available in Separate Ways, which can be bought from the Merchant himself for 10,000 pesetas. In a sense, it looks and functions very similarly to its normal counterpart.&lt;br /&gt;
&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:RE4R_Punisher_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Punisher_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Red 9&amp;quot;==&lt;br /&gt;
The iconic [[Mauser C96 &amp;quot;Red 9&amp;quot;|C96 &amp;quot;Red9&amp;quot;]] also returns, and it can now be found for free in Chapter 4, though if the player misses the firearm there, it can alternatively be bought by the Merchant with pesetas. As before, it can be fitted with a stock to improve accuracy and recoil. It initially holds 8 rounds in capacity, though the level 2 ammo capacity upgrade allows it to correctly hold 10 rounds, which can be potentially increased further up to 16. An iconic pistol from returning veterans and new players alike, the Red9's best known for its raw damage per shot with low fire rate, with its exclusive perk upgrade having 1.5x firepower.&lt;br /&gt;
&lt;br /&gt;
It remains as Luis' primary sidearm in the game as well as The Mercenaries. An infinite ammo variant of the Red9 is used by Leon throughout Chapter 11's minecart section, with 10 rounds instead of the default 8 rounds. Since Luis isn't seen with his sidearm all throughout this specific section, it implies that he lent his sidearm to Leon for the time being.&lt;br /&gt;
&lt;br /&gt;
[[File:MauserRed9stock.JPG|thumb|none|400px|Mauser C96 &amp;quot;Red 9&amp;quot; Version with shoulder stock and stripper clip - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Red9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Red9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD==&lt;br /&gt;
The &amp;quot;Blacktail&amp;quot; also makes its return, taking the appearance on the [[Springfield Armory XD]], albeit with a more rounded trigger guard. It is the most compact pistol available, taking up 2x2 slots in the attaché case rather than 2x3 in exchange of magazine capacity. It is a well-balanced upgrade to the USP9, holding 9 rounds initially, up to 13 when fully upgraded. Despite the presence of a rail for mounting lasers, the Blacktail cannot mount the optional laser sight. This could potentially be explained by the laser sight being designed to mount onto Picatinny rails, as the SG-09R, Punisher and Sentinel Nine all sport such rails.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Blacktail AC&amp;quot; is a custom variant of the Springfield XD, wielded by Ada and available to the player in Separate Ways or in The Mercenaries gamemodes while using her default outfit.&lt;br /&gt;
&lt;br /&gt;
[[File:SpringFieldXD9.jpg|thumb|none|350px|Springfield Armory XD - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Blacktail_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Blacktail_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M==&lt;br /&gt;
The [[Heckler_%26_Koch_VP70|H&amp;amp;K VP70M]] makes its appearance once again as the &amp;quot;Matilda&amp;quot;. Unlike its original incarnation, it is not a post-game weapon (rather, it is obtained by spending 10 Spinels from the Merchant from Chapter 8 onwards) and it can be used without its stock, which must be purchased separately. Correctly, the slide does not lock back on the last shot; however, the empty reload animation incorrectly depicts Leon reloading the pistol without racking the slide, unlike other pistols. It fires at about 800-900 RPM, which is much slower than its real blistering 2200 RPM fire rate, which it historically has never had in this series, although the original game came the closest. It is, however, a marked improvement over the last time this sidearm and stock appeared in ''RE2R'', where it chugged along at a speed slower than an M3 Grease Gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Matilda_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Matilda_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Vertec Inox==&lt;br /&gt;
In the spirit of the custom-made Beretta 92FS &amp;quot;Samurai Edge&amp;quot;, the [[Beretta 92FS Vertec]] Inox serves exclusively as Albert Wesker's sidearm in cutscenes and it is usable while playing as Wesker in The Mercenaries. It holds an underloaded 10 rounds, but it packs quite a punch. It is known in-game as the &amp;quot;XM96E1&amp;quot; and it features minor alterations compared to the real-world weapon, such as added front slide serrations and an extra slot for the picatinny rail. The name and description, specifically noting its increased power, seem to imply that the pistol has been converted to a .40 caliber Beretta 96 or is an experimental Beretta 96 prototype. &lt;br /&gt;
&lt;br /&gt;
[[File:Beretta-92FS-Vertec-SS.jpg|thumb|none|350px|Beretta 92FS Vertec Inox - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Schofield==&lt;br /&gt;
The &amp;quot;Broken Butterfly&amp;quot; returns once more, now more accurately based on a [[Smith &amp;amp; Wesson Schofield]] than a hybrid of the former and the [[Colt Single Action Army]]. It is the quintessential magnum handgun, which can be bought much later in the game compared to the original version, available in chapter 7 for pesetas. It initially holds 6 rounds in the cylinder, though it can hold up to an impossible 10 rounds through upgrades and Capcom-patented magic. Its exclusive upgrade perk increases the firepower by 1.5x. It is available in The Mercenaries while playing as Leon's Pinstripe outfit.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;WSchofieldright.jpg|thumb|none|350px|Smith &amp;amp; Wesson Schofield Model 3 with blued finish - .45 Schofield]]&lt;br /&gt;
[[File:RE4R_BB_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BB_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AMT Hardballer==&lt;br /&gt;
The &amp;quot;Killer7&amp;quot; returns, albeit modeled after an [[AMT Hardballer]] (along with a large functional custom laser sight, making it resemble more of the pistol used in ''[[The Terminator]]'' as well as KAEDE's &amp;quot;CONNECTION&amp;quot; pistol in Capcom's [[Talk:Killer7|namesake cult-classic]]) than a standard Colt [[M1911]] used in the original game. The trigger guard is also more squared, a characteristic of the [[LAR Grizzly Pistol]]. It can be purchased from the Merchant with 42,000 pesetas starting from Chapter 11 onwards, making it as a late-game stable alternative to the Smith &amp;amp; Wesson Schofield. It starts off with a reasonable seven shots in the magazine, though this can be increased up to 15 once maxed out. It now has an exclusive upgrade, giving it a 5x critical shot rate. It is Wesker's pocket-handcannon of choice in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[File:ED_45.jpg|thumb|none|400px|AMT Hardballer Longslide with laserlock sight as used in the ''The Terminator'' film - .45 ACP]]&lt;br /&gt;
[[File:AMTHardballer5in.jpg|thumb|none|400px|AMT Hardballer with 5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[File:RE4R_Killer7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Killer7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] returns as the &amp;quot;Handcannon&amp;quot;, a post-game unlock by completing the &amp;quot;Professional Agent&amp;quot; challenge, done by completing the game in the Professional difficulty (the highest difficulty after Hardcore) in any rank without using any bonus weapons or by completing all stages in the Mercenaries in S rank or higher. It retains the wood grips seen in the original model, and it ditches the fictional laser sight and fore that was once part of the original weapon, in favor of the more true-to-life 10.5&amp;quot; variant. It now uses magnum ammo instead of proprietary handcannon ammo. The hammer is incorrectly depicted as always being cocked despite Leon never physically touching it, as if the weapon were automatic.&lt;br /&gt;
&lt;br /&gt;
It initially holds the correct 5 rounds when first obtained, 9 when fully upgraded. Capacity is a moot point once its exclusive upgrade is obtained, allowing it to have infinite ammunition. Its damage doesn't wildly surpass the other magnum-type weapons compared to its original incarnation (with the Schofield having better raw damage and the Hardballer having dramatically increased crit rate, when both of them have their exclusive upgrades) and its accuracy beyond several feet is atrocious but its insane longevity thanks to infinite ammo makes up its shortcomings. Leon reloads the revolver while the hammer is cocked, which is impossible to perform as the cylinder cannot be open or closed.&lt;br /&gt;
&lt;br /&gt;
Wearing Leon's &amp;quot;Pinstripe&amp;quot; outfit with the Handcannon while it has infinite ammo will have Leon perform a stylish move, akin to the infinite ammo Thompson SMG.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;W500.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 500 (10.5&amp;quot; barrel) with extended ejector shroud, accessory rail, and sling - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:RE4R_Handcannon_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Handcannon_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
As before, Leon acquires the [[Remington 870]] (as the &amp;quot;W-870&amp;quot;) as his first shotgun obtained in the Ganado Village (now known as the Village Square in the remake). Instead of the Express Combo in the original game, its model was based on the fully upgraded variant in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It holds five shells when first obtained, despite the presence of an extended tube magazine on the model. It can be upgraded to the correct 8 with the level 4 ammo upgrade and up to 10 on its max ammo upgrade. The 870 packs the biggest damage and stopping power of all of the shotguns, but its wide spread necessitates close-quarter riskiness. Unlike the original pump shotgun which is always pumped when reloaded, the remake shotgun is realistically only pumped when emptied. It is available to Leon's Pinstripe costume in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
As with the original game, Ada can buy a sawed-off version of the W-870 from the Merchant's wares, starting from Chapter 2 of Separate Ways. As before, it is a compact version of the shotgun with a pistol grip. It has increased power and a reduced size profile, at the cost of capacity (from 5 to 3). This variant is available to her default outfit in The Mercenaries as her shotgun of choice.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:870 shorty.jpg|thumb|none|450px|Remington 870 with TacStar front and rear pistol grips - 12 gauge. Similar to Ada's shotgun.]]&lt;br /&gt;
[[File:RE4R_W870_2.jpg|thumb|none|600px|Right side of the gun in the model viewer.]]&lt;br /&gt;
[[File:RE4R_W870_1.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:RE4R870shoot2.jpg|thumb|none|600px|Leon mid pump while taking down a ganado.]]&lt;br /&gt;
[[File:RE4R870reload.jpg|thumb|none|600px|Loading a new shell.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The &amp;quot;Skull Shaker&amp;quot;, a sawed off [[Winchester Model 1887]] akin to the famous cut-down variant first seen in ''[[Terminator 2]]'', is available by purchasing the Deluxe or Collector's Edition or through its own separate DLC. In a similar vein to its reference, Leon will flip cock the weapon, though the weapon does not have an enlarged lever loop. Unlike the other shotguns, the custom Model 1887 is an extremely compact weapon (occupying a 2x2 grid space), beating out the Striker-12 and the sawed-off Remington 870. However, it can hold a paltry ''two'' shells in the magazine tube when not upgraded, though it can be reloaded and expended fairly quickly (in fact, all shells are loaded at once), which may be Capcom's way of referencing the real life Cowboy Action Shooting Drop 2 capacity mod sometimes done to real 1887s for competition purposes. It can be upgraded up to six shells with a maxed out ammo capacity upgrade, though the correct five shell capacity is possible.&lt;br /&gt;
&lt;br /&gt;
Its presence in the game is likely a callback to Jill's [[Winchester Model 1892#&amp;quot;Mare's Leg&amp;quot;|Winchester 1892 &amp;quot;Mare's Leg&amp;quot;]] in the original ''[[Resident Evil 3: Nemesis|Resident Evil 3]]'', where in the weapon functions as a fast-firing lever-action shotgun. It even has similar gameplay properties to it, especially when the Model 1887 is maxed out.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1887 Airsoft.jpg|thumb|450px|none|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'']]&lt;br /&gt;
[[File:RE4R_SkullShaker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SkullShaker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] fitted with an [[Benelli M4 Super 90|M4]] stock from the ''Resident Evil 3'' remake appears as the &amp;quot;Riot Gun&amp;quot;. It is made available in Chapter 6 and has the tightest spread of all the shotguns. Interestingly, the Riot Gun is semi-automatic in-game (unlike the original Riot Gun, which is pump-action) but does not use its respective modification as seen in ''Resident Evil 3''. In game it is modeled after an early model Benelli M3 as shown by its barrel mounted rifle sights, as is typical with models such as those imported by HK on the United States civilian market. It is Leon's shotgun of choice in The Mercenaries. In the model viewer it is depicted with a shell on the lifter, but this would be incorrect as the shotgun doesn't deposit one from the magazine onto the lifter unless the trigger is pulled or the shell release lever is tripped, and it would prevent the user from lifting the shell lifter in order to load rounds into the magazine. Despite the aforementioned Remington 870 having a different reload animation for an empty magazine tube, the M3 Super 90's charging handle is always pulled when reloaded which would eject a chambered shell.&lt;br /&gt;
&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE4R_M3RG_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M3RG_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
The &amp;quot;Striker&amp;quot; makes its appearance, available in the Merchant's wares starting from Chapter 10 onwards. The in-game model is now accurately modeled after the later production variant of the [[Penn Arms Striker-12]], featuring its unique thumb tab, rear drum advance lever and its large shell deflector from the other Striker variants. The reload animation is more to its real-life counterpart, as Leon uses the winding key after inserting the shell (or shells in fact, as he inserts more than one shell into the weapon to shorten its reload time). Leon does not, however, eject the last spent shell manually with the ejector rod featured in the weapon. And oddly enough, firing the weapon does not eject the shells either. To top it all off, he still doesn't brace the stock when in use, despite the presence of the foldout stock in the model, he continues to fire it from the hip.&lt;br /&gt;
&lt;br /&gt;
The Striker functions to its counterpart in the original game in essence, being a compact semi-automatic lategame shotgun. It holds 12 shotshells in the revolving drum when first obtained, up to 24 with all of the ammo capacity upgrades and up to ''48'' when its exclusive perk upgrade is bought (downplayed from an absurd ''100'' in its original incarnation). When it is fully upgraded, Leon can reload the entire Striker by inserting ''one'' shell in. It isn't as strong nor accurate as the other shotguns (so much so that its inaccuracy is rather too comical), it fares better in the capacity and reload time market.&lt;br /&gt;
&lt;br /&gt;
The Striker itself also makes as appearance as a charm trinket for the attaché case, increasing Leon's movement speed by 8%. This is a reference to the well-known &amp;quot;Ditman Glitch&amp;quot;, wherein the Striker (or more accurately, a hybrid of it) is used to make all of Leon's actions perform faster than usual; which makes it a common sight in speedruns of the original game.&lt;br /&gt;
&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:RE4R_Striker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Striker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
TMP ammo in the original game is now compatible with other submachine guns in the remake.&lt;br /&gt;
&lt;br /&gt;
==Steyr TMP==&lt;br /&gt;
The [[Steyr TMP]] returns as well, under the &amp;quot;TMP&amp;quot; name as before. It can be bought from the Merchant starting in Chapter 3 and available right off the bat in Separate Ways, an early game automatic firearm in both circumstances. Like before, the TMP fires 9mm submachine gun ammunition, which cannot be exchanged with the pistol ammunition commonly found in-game, and it can be fitted with a stock to improve its accuracy. While its magazine is shortened from its original incarnation, it does not reflect the 30 round capacity that it starts off with, which can be increased up to 70 with upgrades. It is modeled after its true-to-life variant, and as an result, it does not have the mounted laser sight on the grip. The TMP's stock must now be purchased with spinels rather than pesetas. It is Krauser's and Ada's (in the Dress outfit) firearm of choice in The Mercenaries and the main game.&lt;br /&gt;
&lt;br /&gt;
Interestingly, while not in the full game itself, the TMP can also be acquired as a hidden weapon in the Chainsaw Demo, under the requirement that the player must empty the inventory before proceeding to village proper, and finding it in a well at the south area of the village.&lt;br /&gt;
&lt;br /&gt;
[[Image:SteyrTMP.jpg|thumb|none|400px|Steyr TMP - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:SteyrTMPcarbine.jpg|thumb|none|450px|Steyr TMP with stock and M68 Aimpoint sight - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE4R_TMP_1.jpg|thumb|none|600px|Right side of the TMP with stock fitted.]]&lt;br /&gt;
[[File:RE4R_TMP_2.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:RE4Rtmpnostockidle.jpg|thumb|none|600px|Leon holding the TMP without a stock, displaying excellent trigger discipline.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
New to ''Resident Evil 4'', the HK [[MP5A5]] makes an appearance as the &amp;quot;LE 5&amp;quot;, being an alternative to the TMP which can be first obtained for free by solving a puzzle in Chapter 13. It is an altered version of the MP5A3 of the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], with a Navy 3-round burst trigger group (thus, identifying it as an A5, with its extending stock) and the deletion of the checkering texture seen in the original &amp;quot;slimline&amp;quot; MP5 variants and its original optic; though other optics can be attached to the weapon for better accuracy. It still doesn't have its iron sights, however, even when optics are removed from the weapon. The bolt of the weapon also never opens when fired or when the cocking lever is locked back during reloading.&lt;br /&gt;
&lt;br /&gt;
Compared to the TMP, the MP5 has penetration power, like the FN Five-seveN (with its exclusive upgrade having 5x penetration power; again, just like the Five-seveN), at the cost of raw power and reload time. It holds 20 rounds in the magazine when not upgraded, though it can hold 30 with the level 2 capacity upgrade, all the way to 60 when maxed out. The MP5A5 is chambered in 9mm Parabellum (as it shares ammunition to the aforementioned TMP, with the SMG ammo box explicitly mentioning this), unlike the ''Resident Evil 2'' remake where it is oddly chambered in .380 ACP. This does not explain the weapon's piercing capabilities, however; though it could be for gameplay purposes, to make the MP5 more distinct from the available TMP. Instead of the custom MP9 in the original game, HUNK now uses the MP5A5 as his only firearm in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm]]&lt;br /&gt;
[[File:RE4R_LE5_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_LE5_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|Thompson &amp;quot;Chicago Typewriter&amp;quot;]] makes its appearance once again, now under the name &amp;quot;Chicago Sweeper&amp;quot;. As the Separate Ways side-story isn't included in the remake game's release, the Thompson can be unlocked instead by completing the game in the Professional difficulty with at least an A rank. It is obtained for free of cost once it is unlocked, as it is stored in the typewriter storage. As before, the Thompson is depicted as the [[M1A1 Thompson|GI M1A1 variant]], with a stick magazine, side-charging handle and streamlined, but winged sights. It is considered as a &amp;quot;bonus weapon&amp;quot;, and using it voids unlocking the Handcannon.&lt;br /&gt;
&lt;br /&gt;
Unlike the original version of the weapon, the Thompson does not come with its infinite ammunition by default, as this property is now an exclusive perk upgrade; which means the Thompson incorrectly uses 9mm submachine gun rounds until the exclusive upgrade is obtained. Despite using stick magazines, these hold 50 rounds in the magazine in-game, which is the capacity used in the 50-round Thompson drum magazines for the 1921 and 1928 variants. This can be upgraded into an absurd 70 rounds when fully upgraded. Obtaining the infinite ammunition upgrade changes the stick magazine into the aforementioned drum magazine (despite the real M1 and the M1A1 Thompsons being unable to utilize drum magazines), which makes the magazine model no longer tied to Leon's current costume; though the &amp;quot;reload&amp;quot; animation when using the Mafia (now known as Pinstripe) costume remains.&lt;br /&gt;
&lt;br /&gt;
It is an available weapon for Pinstripe Leon in The Mercenaries mode, pre-upgraded to hold 60 rounds instead of 50.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:RE4R_M1A1_1.jpg|thumb|none|600px|The Thompson in the inventory menu; since it is not possible to view the Thompson with stick magazines through the model viewer.]]&lt;br /&gt;
[[File:RE4R_M1A1_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Colt 1921A Thompson2.jpg|thumb|none|400px|1921 Thompson - .45 ACP]]&lt;br /&gt;
[[File:RE4R_M1A1_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1A1_4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
Rifle-type firearms are aimed in a first-person perspective, even when the optics are removed. They also have an exclusive property of having 3x damage multiplier to enemy weakpoints. All rifles are chambered in 55-grain .223 Remington cartridges and it can pierce through enemies.&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903A4==&lt;br /&gt;
The [[M1903 Springfield#M1903A4 Springfield Sniper Rifle|Springfield M1903A4]] bolt-action rifle returns in the remake, now known as the &amp;quot;SR M1903&amp;quot; instead of the generic &amp;quot;Rifle&amp;quot; designation. It is purchased relatively early in the game, as before, at Chapter 2. Buying the weapon during the said chapter will come with an ACOG sight for free. When sights are mounted to the weapon, the rifle will be fitted with a Picatinny rail. While its maximum firepower mentioned in its stats no longer exceeds that of the magnum-type handguns featured in the game (even when its exclusive perk upgrade was purchased), it is still capable as a suitable long range weapon with raw power in mind, especially when hitting enemy weakpoints. All rounds are correctly loaded individually instead of using stripper clips, to further make itself distinct from other rifles of its class.&lt;br /&gt;
&lt;br /&gt;
It holds 5 rounds by default, though it can hold up to a maximum of 13 through upgrades. Its exclusive power doubles the firepower, heavily increasing the weapon's damage. It is the longarm of choice for the newcomer Luis in The Mercenaries. It can be obtained in Chapter 1 of Separate Ways, along with an ACOG sight.&lt;br /&gt;
&lt;br /&gt;
[[File:Rifle Springfield M1903A4 with M84 sight.jpg|thumb|none|400px|Springfield M1903A4 - .30-06]]&lt;br /&gt;
[[File:RE4R_M1903_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1903_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Springfield M1903A3===&lt;br /&gt;
Detaching the current scope of the M1903A4 turns it into the [[Springfield M1903A3]] variant, as both of its iron sights are attached to the model to make aiming in the first-person perspective more viable. The weapon is still reloaded round-by-round, however.&lt;br /&gt;
&lt;br /&gt;
[[File:M1903A3_Rifle_made_by_Remington_Arms.jpg‎|thumb|none|400px|Remington-manufactured M1903A3 Springfield - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8 hybrid==&lt;br /&gt;
Changed from the generic &amp;quot;Semi-Auto Rifle&amp;quot;, the &amp;quot;Stingray&amp;quot; makes an appearance as one of the available rifle options. It bears much more resemblance to the [[Heckler &amp;amp; Koch SL8]] in real life compared to how it was in the original game. Specifically, the game depicts the SL8 as a hybrid variant of the US import SL8-1 (the crimping in magazine well and single-stack magazine being notable giveaways), but with the shortened rail of the European/Canadian variant SL8-4, albeit without the G36 handguard. It is available in the Merchant's wares starting from Chapter 7. It is available in Leon's and Ada's (Dress outfit) loadout in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
While not the fastest-firing of its kind anymore (which was taken over by the Model 933), it remains as a great ammo-conserving variant, also allowing rapid precision fire to enemy weakpoints in close to medium ranges. It initially holds 10 rounds, which is the correct capacity of the proprietary magazine that the SL8-1 (and the SL8-6) is loaded in. This can be increased up to 18 rounds with the highest capacity upgrade. Its exclusive upgrade doubles the rate of fire.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk sl8-1.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-1 - 5.56x45mm]]&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_Stingray_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Stingray_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Coming from the [[Resident Evil 3 (2020 VG)|''Resident Evil 3'' remake]], the [[Colt Model 933]] returns as the &amp;quot;CQBR Assault Rifle&amp;quot;. Its designation &amp;quot;CQBR&amp;quot; as well its A2 standalone sight, aren't anachronistic this time, as they have been in service as per the game's setting - 2004. It is first obtainable for free in Chapter 10, once the player completes a puzzle in the library of the castle. If not obtained there, it can be purchased from the Merchant starting from Chapter 11, with a limited-time discount all throughout the aforementioned chapter. Unlike ''RE3R'', this incarnation of the carbine doesn't come with its sling swivel, but the charging handle is fully modeled.&lt;br /&gt;
&lt;br /&gt;
The Model 933 is considered as an expensive, fast-firing rifle option compared to the latter two rifles (which, as a result, has less firepower compared to the bolt-action M1903), best at single-target damage per second output against tougher enemies and bosses. It holds an underloaded 20 rounds inside the 30 STANAG magazine when not upgraded, up to a still incorrect 32 (sharing the capacity as with the counterpart in the ''Resident Evil 3'' remake) when maxed out. Its exclusive upgrade increases firepower by 1.5x. Even though its usage of in-game rifle ammo is mostly correct (.223 Remington is near identical to 5.56 NATO), one will soon question the CQBR's longevity once you realize that having an automatic weapon use an ammo type meant for snipers will probably burn through already rare ammo reserves rather quickly. While it demands trigger and accuracy control, the 933 can surpass the SL8 in every way possible.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_CQBR_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_CQBR_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
The Huey gunship that Mike pilots is armed with the M21 Armament System. Twin [[M134 Minigun]]s and side-mounted 70mm rocket pods can be seen mounted on the helicopter.&lt;br /&gt;
&lt;br /&gt;
[[File:Armament.jpg|thumb|none|500px|M134 Minigun mounted on a M21 Armament Subsystem (along with a M158 rocket launcher), used on Huey gunships - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE4R_M21Huey_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M21Huey_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG08==&lt;br /&gt;
Various [[Maxim MG08]] emplaced machine guns with custom mounts are used by the Ganado in the early island levels, which can be commandeered by Leon. These carry limited ammo.&lt;br /&gt;
&lt;br /&gt;
[[Image:MaximMG08.jpg|thumb|none|400px|Maxim MG08 on 'sledge' mount - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] once again serves as the main rocket launcher throughout the game, featuring the same role as with the original iteration, along with its use of some of the Ganado in the later parts of the storyline. This time, the RPG-7 in the remake does not feature any sort of scope in all of its variants. The Infinite Rocket Launcher is available only in a New Game+ save file for 2,000,000 pesetas. Both rocket launchers can be used to bypass certain sections of the game and even one-shot bosses entirely. The regular rocket launcher is available to Ada's dress costume in The Mercenaries as part of her loadout.&lt;br /&gt;
&lt;br /&gt;
Interestingly, during the final boss fight, the player cannot use any other weapon nor switch to other weapons once the special variant of the RPG-7 is dropped specifically to finish the boss, meaning it is no longer possible that the player can sell nor keep the Special Rocket Launcher during a NG+ playthrough. The regular/infinite Rocket Launcher can be used to finish the aforementioned boss off, but the Special Rocket Launcher will not be dropped. The Special Rocket Launcher also appears in Separate Ways, but while it is obtained as part of an objective, it is not usable.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RE4R_RLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Weaponry=&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
As before, a few cannon artillery pieces are stationed across the castle sections of the game. Leon himself can commandeer one in Chapter 7 as well as Chapter 8, using it to destroy the castle gate and a couple of catapults as well. Ada can also man them in Separate Ways. They have infinite ammo in all of these sequences. It is also usable in the castle portion of The Mercenaries mode, which contain very limited ammo (3 to be exact).&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==&amp;quot;Bolt Thrower&amp;quot;==&lt;br /&gt;
Replacing the original &amp;quot;Mine Thrower&amp;quot; fictional arm gun in the original game, a modernized crossbow sorts of weapon known as the &amp;quot;Bolt Thrower&amp;quot; makes its appearance. This weapon can be purchased with 10,000 pesetas starting from Chapter 2, with the Merchant giving Leon a small discount upon going behind the church. As its name implies, the &amp;quot;Bolt Thrower&amp;quot; fires craftable bolt projectiles which can be retrieved after the projectile hits. Leon can attach the bolts with explosive mines, which detonate when an enemy is in its proximity or after a few seconds once it has been struck to the enemy.&lt;br /&gt;
&lt;br /&gt;
Stealthy but slow-firing (especially not upgraded), the Bolt Thrower greatly benefits from exploration sections in the game, conserving ammunition for other weapons when they will be needed for the high combat sections later on.&lt;br /&gt;
&lt;br /&gt;
[[File:RE4R_BoltThrower_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BoltThrower_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Blast Crossbow==&lt;br /&gt;
The remake's counterpart of the &amp;quot;Bowgun&amp;quot; is the Blast Crossbow, which functions similarly to its original incarnation. It can be found in Chapter 3 of Separate Ways, and not bought from the Merchant (unless Ada misses the crossbow there). It is available to Ada's default outfit in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from the previous remakes, this time as the &amp;quot;Heavy Grenade&amp;quot;. This grenade functions as an upgraded version of the M67 &amp;quot;Hand Grenade&amp;quot; below, having more demolition power with a larger blast radius.&lt;br /&gt;
&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE4R_M26.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M67 Fragmentation Grenade==&lt;br /&gt;
The [[M67 hand grenade]] makes its appearance, simply known as the &amp;quot;Hand Grenade&amp;quot;, which replaces the original function of the M26 grenades in the previous remakes.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:RE4R_M67.jpg|thumb|none|600px|The grenade in the model viewer.]]&lt;br /&gt;
[[File:Download (27).jpg|thumb|none|600px|Leon holding the grenade with his thumb depressing the spoon.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] once again makes its return from the recent remakes, known as the &amp;quot;Flash Grenade&amp;quot;. Its color scheme is altered compared to its previous appearance, with differing markings as well.&lt;br /&gt;
&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE4R_M84.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese_Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1615271</id>
		<title>Resident Evil 4 (2023 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1615271"/>
		<updated>2023-10-02T08:01:38Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: /* Heckler &amp;amp; Koch USP9 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 4&lt;br /&gt;
|picture=Re4remaketitle.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= March 24, 2023&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Playstation 5&amp;lt;br&amp;gt;Xbox Series X/S&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 4''''' is a 2023 remake of the critically-acclaimed ''[[Resident Evil 4]]'' originally released in 2005. As with recent installments of the franchise, the 2023 remake runs under the technologically-advanced RE Engine, featuring significantly improved graphics over its original game as well as its HD remakes. Along with new visuals, much of the mechanics have been remade and the gameplay itself being modernized to the remake series standards starting with the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]].&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
As per the recent remakes, the game uses a third-person over-the-shoulder perspective, albeit with more fluidity and freedom since the player character can now aim and move at the same time. The laser sight used in most of the console versions of the original game have been removed (with the exception of the Hardballer's iconic laser module), although it exists as a secondary attachment to some pistols. Interestingly, almost every firearm (not including the fictional &amp;quot;P.R.L. 412&amp;quot; energy weapon) has returned from the original game, with most of them modeled accurately to their real-world counterparts (such as the SL8 and the Striker-12) while others are remodeled (the fictional &amp;quot;Silver Ghost&amp;quot; to the slightly-less fictional USP9, and the M1911 to Hardballer) entirely, but function the same way.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Focus aiming&amp;quot; returns from the previous remakes, standing still long enough allows the crosshair to be reduced to a dot, allowing for an increased critical shot rate. Using the optional laser sight for some pistols (or when using the Hardballer in general) increases the critical shot chance, as it is always considered &amp;quot;focused&amp;quot; by default.&lt;br /&gt;
&lt;br /&gt;
The attaché case first introduced in the original game returns in the remake as its form of inventory system, and weapons can be switched out on the fly. Weapons cannot be discarded entirely, instead, they can be put into the typewriter storage (the item box equivalent to recent entries) which can be retrieved back at any time. The functionality of the knife has been expanded compared to the previous remakes, as they can be used to parry highly-damaging/instant kill attacks, or it can be used to get out of a grab quickly for some enemies. There is a durability system with knives, which can be broken if they're used too much. Some knives can be repaired at the Merchant with a fee, while others (most commonly the ones found in the game world) will be entirely lost. Multiple knives can be acquired, and the game will prioritize consumable knives before the reusable ones.&lt;br /&gt;
&lt;br /&gt;
Speaking of the Merchant, he returns in the remake as well. Many weapons and items can be bought from him via pesetas while some items and weapons are bought with rare spinels, which can be obtained by completing various side quests that are featured in this game. Various weapons and items can be obtained for free throughout the game world itself, but if they are missed within the chapter it is featured in, it will be available in the next chapter in the Merchant's wares. Once again, weapons can be upgraded from the Merchant, and ammunition capacity upgrades can go to absurdly high levels (though it isn't as high as in the original game). Once fully upgraded, weapons can be upgraded one more time through exclusive upgrades, in which they require an exclusive upgrade ticket (traded with spinels) and a large amount of pesetas. Some weapons can be bought at the post-game shop, purchased via credits obtained by completing various challenges.&lt;br /&gt;
&lt;br /&gt;
As before, various weapon accessories such as scopes and stocks can be fitted onto several weapons to enhance their capabilities, at the cost of some inventory space.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
All available pistols (and not revolvers and the Mauser C96 &amp;quot;Red 9&amp;quot;) can hold an additional round in the chamber if the player reloads the pistol while it isn't empty, which also has a separate &amp;quot;tactical&amp;quot; reload animation. All pistols are chambered in high velocity &amp;quot;9mm Handgun&amp;quot; rounds, while magnum-type handguns use &amp;quot;.45 Centerfire Pistol&amp;quot; (ie. .45 ACP). The player character holds the handguns in either a traditional stance or through the Center Axis Relock technique.&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP9==&lt;br /&gt;
Replacing the hybridized &amp;quot;Silver Ghost&amp;quot; pistol in the original game, Leon starts with a Kendo Shop custom-tailored two-tone &amp;quot;SG-09 R&amp;quot;, based on the [[Heckler &amp;amp; Koch USP|Heckler &amp;amp; Koch USP9]]; its in-game description notes that it is a derivative of the &amp;quot;MUP&amp;quot;, which is the name of the USP9 in the RE2 and RE3 remakes. As with the VP70M in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], the USP9 is Leon's &amp;quot;canon&amp;quot; cutscene sidearm, as he always brandishes this pistol regardless of having it in his attaché case or stored in the typewriter storage. It rather interestingly sports a Picatinny rail on the frame; USPs did not have such integral rails during their production run, instead sporting a proprietary H&amp;amp;K developed rail for attaching lights and lasers. Picatinny rails did not become standard on HK pistols until the HK45 and P30 line of pistols that were introduced in 2006. The gun also sports a custom grip with finger grooves and checkering pattern reminiscent of the P30.&lt;br /&gt;
&lt;br /&gt;
It initially and incorrectly holds 10 handgun rounds in the magazine when not upgraded, though the level 3 capacity upgrade gives it 14 rounds, one round shy of the actual 15 in real life. This can be upgraded up to 18 rounds when fully upgraded. It doesn't come with its laser sight by default, unlike the original pistol, but it can be fitted with one if the player buys the laser sight upgrade from the Merchant; the cutscene pistol is never shown with a laser sight, even if the player upgraded their pistol with one.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;SG&amp;quot; in its designation likely refers to &amp;quot;Silver Ghost&amp;quot;, the unofficial name of the original weapon it replaced, while &amp;quot;-09&amp;quot; likely refers to its caliber, 9mm. The &amp;quot;R&amp;quot; designation is unknown, but is speculated to mean &amp;quot;Remake&amp;quot;. As before, the pistol's exclusive perk upgrade allows the pistol to have a 5x critical shot rate. Predictably, it remains as Leon's sidearm in The Mercenaries mode.&lt;br /&gt;
&lt;br /&gt;
[[File:TM SG-09 R.jpg|thumb|none|350px|Tokyo Marui SG-09 R - 6mm BB. This is a licensed replica of the &amp;quot;SG-09 R&amp;quot;, a customized Heckler &amp;amp; Koch USP, from ''Resident Evil 4'' (2023). Note that the airsoft pistol bears the HK, USP, European proofs, and date code markings on the slide while these are removed from the in game model, leaving only the 9x19mm caliber and kendo logo.]]&lt;br /&gt;
[[File:RE4R_SG09R_2.jpg|thumb|none|600px|The SG-09 R in the model viewer, without its laser sight module attached, bearing high resemblance to the airsoft replica reference image above. It's no IMFDB 2.0 yet, but eventually we'll get there. Note that the serial number is visible here and in a different spot than a normal USP's is, which is on the underside of the dust cover where the rail is molded on the real gun's frame. The presence of design elements from the later P30 and HK45 pistols especially in the grip checkering pattern, finger grooves and Picatinny rail suggests that in-universe, Joseph Kendo took inspiration from examples of both pistols (which likely would have been in late prototype phases in 2004) or competing pistols incorporating these features.]]&lt;br /&gt;
[[File:RE4R_SG09R_1.jpg|thumb|none|600px|Ditto, other side.  Its frame is slightly longer than the normal variant (which is an interesting design choice as no USPs were ever made with extended frames) and it has been fitted with a compensator, which includes a new front sight. As a consequence of this, the normal front sight on the slide itself has been replaced with a filler plug in the same finish as the slide. Note the &amp;quot;kendo&amp;quot; logo engraving, which in supplemental Tokyo Marui advertising materials, was supposed to be scrubbed from the pistol upon completion and entering official US Government service for operational security and deniability reasons. Leon, however, is stated to have liked the gun and Joseph Kendo's work so much that he elected to keep it engraved on the slide.]]&lt;br /&gt;
[[File:RE4Rusp9 aimflashlight.jpg|thumb|none|600px|Leon using the USP in conjunction with a flashlight.]]&lt;br /&gt;
[[File:RE4Rusp9tacticalreload.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Beavertail==&lt;br /&gt;
The &amp;quot;Sentinel Nine&amp;quot; appears as one of the exclusive Deluxe or Collector's edition weapons, based on the [[SIG-Sauer P226 Beavertail]] that Leon used in ''[[Resident Evil: Vendetta]]'' under the same name. This marks it as its first usable appearance by the player in the game series.&lt;br /&gt;
&lt;br /&gt;
The weapon is anachronistic, as the [https://www.projectumbrella.net/sentinel-nine-thorough-analysis.html in-universe documents] about the Sentinel Nine released alongside the tie-in Tokyo Marui replica, state that the Sentinel Nine was developed in 2011. It can be excused however, since the pistol itself is bonus content.&lt;br /&gt;
&lt;br /&gt;
While it has slightly lower damage than the default USP9 Leon starts with, it boasts the highest capacity of any handgun in the game (not including the VP70M's exclusive double ammo upgrade), at 31 when fully upgraded. It initially holds 19 rounds to start with, and it has a faster fire rate than the USP9 to boot, although it is slightly superseded by the Springfield Armory XD when the latter is fully upgraded. Like the USP9, its exclusive perk upgrade allows 5x critical shot rate, and it can be attached with a laser sight.&lt;br /&gt;
[[File:Leon sentinel nine.jpg|thumb|none|350px|Tokyo Marui Sentinel Nine &amp;quot;Leon Model&amp;quot; - 6mm BB. This is a licensed replica of the custom SIG-Sauer P226 Beavertail from ''Resident Evil: Vendetta''.]]&lt;br /&gt;
[[File:RE4R_S9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_S9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] returns as the &amp;quot;Punisher&amp;quot;, along with its exaggerated piercing capabilities. The pistol can only be bought from the Merchant, but instead of pesetas, he sells the weapon in spinels. Once again, the Five-seveN in-game uses standard handgun rounds shared by other pistols, which is 9mm in this game instead of the 5.7 round. However closer inspection of the magazine when reloading shows accurately modeled 5.7x28mm rounds. It holds an underloaded 12 rounds by default, though the level 4 capacity upgrade increases it to 21 rounds, one round over the maximum capacity of the real deal. Like the USP9, the Five-seveN can be upgraded with an underbarrel laser sight. Instead of the all-black finish of the original weapon, the pistol is based on the FDE variant.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Punisher MC&amp;quot; is the Merchant's custom-made variant available in Separate Ways, which can be bought from the Merchant himself for 10,000 pesetas. In a sense, it looks and functions very similarly to its normal counterpart.&lt;br /&gt;
&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:RE4R_Punisher_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Punisher_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Red 9&amp;quot;==&lt;br /&gt;
The iconic [[Mauser C96 &amp;quot;Red 9&amp;quot;|C96 &amp;quot;Red9&amp;quot;]] also returns, and it can now be found for free in Chapter 4, though if the player misses the firearm there, it can alternatively be bought by the Merchant with pesetas. As before, it can be fitted with a stock to improve accuracy and recoil. It initially holds 8 rounds in capacity, though the level 2 ammo capacity upgrade allows it to correctly hold 10 rounds, which can be potentially increased further up to 16. An iconic pistol from returning veterans and new players alike, the Red9's best known for its raw damage per shot with low fire rate, with its exclusive perk upgrade having 1.5x firepower.&lt;br /&gt;
&lt;br /&gt;
It remains as Luis' primary sidearm in the game as well as The Mercenaries. An infinite ammo variant of the Red9 is used by Leon throughout Chapter 11's minecart section, with 10 rounds instead of the default 8 rounds. Since Luis isn't seen with his sidearm all throughout this specific section, it implies that he lent his sidearm to Leon for the time being.&lt;br /&gt;
&lt;br /&gt;
[[File:MauserRed9stock.JPG|thumb|none|400px|Mauser C96 &amp;quot;Red 9&amp;quot; Version with shoulder stock and stripper clip - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Red9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Red9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD==&lt;br /&gt;
The &amp;quot;Blacktail&amp;quot; also makes its return, taking the appearance on the [[Springfield Armory XD]], albeit with a more rounded trigger guard. It is the most compact pistol available, taking up 2x2 slots in the attaché case rather than 2x3 in exchange of magazine capacity. It is a well-balanced upgrade to the USP9, holding 9 rounds initially, up to 13 when fully upgraded. Despite the presence of a rail for mounting lasers, the Blacktail cannot mount the optional laser sight. This could potentially be explained by the laser sight being designed to mount onto Picatinny rails, as the SG-09R, Punisher and Sentinel Nine all sport such rails.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Blacktail AC&amp;quot; is a custom variant of the Springfield XD, wielded by Ada and available to the player in Separate Ways or in The Mercenaries gamemodes while using her default outfit.&lt;br /&gt;
&lt;br /&gt;
[[File:SpringFieldXD9.jpg|thumb|none|350px|Springfield Armory XD - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Blacktail_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Blacktail_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M==&lt;br /&gt;
The [[Heckler_%26_Koch_VP70|H&amp;amp;K VP70M]] makes its appearance once again as the &amp;quot;Matilda&amp;quot;. Unlike its original incarnation, it is not a post-game weapon (rather, it is obtained by spending 10 Spinels from the Merchant from Chapter 8 onwards) and it can be used without its stock, which must be purchased separately. Correctly, the slide does not lock back on the last shot; however, the empty reload animation incorrectly depicts Leon reloading the pistol without racking the slide, unlike other pistols. It fires at about 800-900 RPM, which is much slower than its real blistering 2200 RPM fire rate, which it historically has never had in this series, although the original game came the closest. It is, however, a marked improvement over the last time this sidearm and stock appeared in ''RE2R'', where it chugged along at a speed slower than an M3 Grease Gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Matilda_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Matilda_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Vertec Inox==&lt;br /&gt;
In the spirit of the custom-made Beretta 92FS &amp;quot;Samurai Edge&amp;quot;, the [[Beretta 92FS Vertec]] Inox serves exclusively as Albert Wesker's sidearm in cutscenes and it is usable while playing as Wesker in The Mercenaries. It holds an underloaded 10 rounds, but it packs quite a punch. It is known in-game as the &amp;quot;XM96E1&amp;quot; and it features minor alterations compared to the real-world weapon, such as added front slide serrations and an extra slot for the picatinny rail. The name and description, specifically noting its increased power, seem to imply that the pistol has been converted to a .40 caliber Beretta 96 or is an experimental Beretta 96 prototype. &lt;br /&gt;
&lt;br /&gt;
[[File:Beretta-92FS-Vertec-SS.jpg|thumb|none|350px|Beretta 92FS Vertec Inox - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Schofield==&lt;br /&gt;
The &amp;quot;Broken Butterfly&amp;quot; returns once more, now more accurately based on a [[Smith &amp;amp; Wesson Schofield]] than a hybrid of the former and the [[Colt Single Action Army]]. It is the quintessential magnum handgun, which can be bought much later in the game compared to the original version, available in chapter 7 for pesetas. It initially holds 6 rounds in the cylinder, though it can hold up to an impossible 10 rounds through upgrades and Capcom-patented magic. Its exclusive upgrade perk increases the firepower by 1.5x. It is available in The Mercenaries while playing as Leon's Pinstripe outfit.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;WSchofieldright.jpg|thumb|none|350px|Smith &amp;amp; Wesson Schofield Model 3 with blued finish - .45 Schofield]]&lt;br /&gt;
[[File:RE4R_BB_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BB_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AMT Hardballer==&lt;br /&gt;
The &amp;quot;Killer7&amp;quot; returns, albeit modeled after an [[AMT Hardballer]] (along with a large functional custom laser sight, making it resemble more of the pistol used in ''[[The Terminator]]'' as well as KAEDE's &amp;quot;CONNECTION&amp;quot; pistol in Capcom's [[Talk:Killer7|namesake cult-classic]]) than a standard Colt [[M1911]] used in the original game. The trigger guard is also more squared, a characteristic of the [[LAR Grizzly Pistol]]. It can be purchased from the Merchant with 42,000 pesetas starting from Chapter 11 onwards, making it as a late-game stable alternative to the Smith &amp;amp; Wesson Schofield. It starts off with a reasonable seven shots in the magazine, though this can be increased up to 15 once maxed out. It now has an exclusive upgrade, giving it a 5x critical shot rate. It is Wesker's pocket-handcannon of choice in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[File:ED_45.jpg|thumb|none|400px|AMT Hardballer Longslide with laserlock sight as used in the ''The Terminator'' film - .45 ACP]]&lt;br /&gt;
[[File:AMTHardballer5in.jpg|thumb|none|400px|AMT Hardballer with 5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[File:RE4R_Killer7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Killer7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] returns as the &amp;quot;Handcannon&amp;quot;, a post-game unlock by completing the &amp;quot;Professional Agent&amp;quot; challenge, done by completing the game in the Professional difficulty (the highest difficulty after Hardcore) in any rank without using any bonus weapons or by completing all stages in the Mercenaries in S rank or higher. It retains the wood grips seen in the original model, and it ditches the fictional laser sight and fore that was once part of the original weapon, in favor of the more true-to-life 10.5&amp;quot; variant. It now uses magnum ammo instead of proprietary handcannon ammo. The hammer is incorrectly depicted as always being cocked despite Leon never physically touching it, as if the weapon were automatic.&lt;br /&gt;
&lt;br /&gt;
It initially holds the correct 5 rounds when first obtained, 9 when fully upgraded. Capacity is a moot point once its exclusive upgrade is obtained, allowing it to have infinite ammunition. Its damage doesn't wildly surpass the other magnum-type weapons compared to its original incarnation (with the Schofield having better raw damage and the Hardballer having dramatically increased crit rate, when both of them have their exclusive upgrades) and its accuracy beyond several feet is atrocious but its insane longevity thanks to infinite ammo makes up its shortcomings. Leon reloads the revolver while the hammer is cocked, which is impossible to perform as the cylinder cannot be open or closed.&lt;br /&gt;
&lt;br /&gt;
Wearing Leon's &amp;quot;Pinstripe&amp;quot; outfit with the Handcannon while it has infinite ammo will have Leon perform a stylish move, akin to the infinite ammo Thompson SMG.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;W500.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 500 (10.5&amp;quot; barrel) with extended ejector shroud, accessory rail, and sling - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:RE4R_Handcannon_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Handcannon_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
As before, Leon acquires the [[Remington 870]] (as the &amp;quot;W-870&amp;quot;) as his first shotgun obtained in the Ganado Village (now known as the Village Square in the remake). Instead of the Express Combo in the original game, its model was based on the fully upgraded variant in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It holds five shells when first obtained, despite the presence of an extended tube magazine on the model. It can be upgraded to the correct 8 with the level 4 ammo upgrade and up to 10 on its max ammo upgrade. The 870 packs the biggest damage and stopping power of all of the shotguns, but its wide spread necessitates close-quarter riskiness. Unlike the original pump shotgun which is always pumped when reloaded, the remake shotgun is realistically only pumped when emptied. It is available to Leon's Pinstripe costume in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
As with the original game, Ada can buy a sawed-off version of the W-870 from the Merchant's wares, starting from Chapter 2 of Separate Ways. As before, it is a compact version of the shotgun with a pistol grip. It has increased power and a reduced size profile, at the cost of capacity (from 5 to 3). This variant is available to her default outfit in The Mercenaries as her shotgun of choice.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:870 shorty.jpg|thumb|none|450px|Remington 870 with TacStar front and rear pistol grips - 12 gauge. Similar to Ada's shotgun.]]&lt;br /&gt;
[[File:RE4R_W870_2.jpg|thumb|none|600px|Right side of the gun in the model viewer.]]&lt;br /&gt;
[[File:RE4R_W870_1.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:RE4R870shoot2.jpg|thumb|none|600px|Leon mid pump while taking down a ganado.]]&lt;br /&gt;
[[File:RE4R870reload.jpg|thumb|none|600px|Loading a new shell.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The &amp;quot;Skull Shaker&amp;quot;, a sawed off [[Winchester Model 1887]] akin to the famous cut-down variant first seen in ''[[Terminator 2]]'', is available by purchasing the Deluxe or Collector's Edition or through its own separate DLC. In a similar vein to its reference, Leon will flip cock the weapon, though the weapon does not have an enlarged lever loop. Unlike the other shotguns, the custom Model 1887 is an extremely compact weapon (occupying a 2x2 grid space), beating out the Striker-12 and the sawed-off Remington 870. However, it can hold a paltry ''two'' shells in the magazine tube when not upgraded, though it can be reloaded and expended fairly quickly (in fact, all shells are loaded at once), which may be Capcom's way of referencing the real life Cowboy Action Shooting Drop 2 capacity mod sometimes done to real 1887s for competition purposes. It can be upgraded up to six shells with a maxed out ammo capacity upgrade, though the correct five shell capacity is possible.&lt;br /&gt;
&lt;br /&gt;
Its presence in the game is likely a callback to Jill's [[Winchester Model 1892#&amp;quot;Mare's Leg&amp;quot;|Winchester 1892 &amp;quot;Mare's Leg&amp;quot;]] in the original ''[[Resident Evil 3: Nemesis|Resident Evil 3]]'', where in the weapon functions as a fast-firing lever-action shotgun. It even has similar gameplay properties to it, especially when the Model 1887 is maxed out.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1887 Airsoft.jpg|thumb|450px|none|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'']]&lt;br /&gt;
[[File:RE4R_SkullShaker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SkullShaker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] fitted with an [[Benelli M4 Super 90|M4]] stock from the ''Resident Evil 3'' remake appears as the &amp;quot;Riot Gun&amp;quot;. It is made available in Chapter 6 and has the tightest spread of all the shotguns. Interestingly, the Riot Gun is semi-automatic in-game (unlike the original Riot Gun, which is pump-action) but does not use its respective modification as seen in ''Resident Evil 3''. In game it is modeled after an early model Benelli M3 as shown by its barrel mounted rifle sights, as is typical with models such as those imported by HK on the United States civilian market. It is Leon's shotgun of choice in The Mercenaries. In the model viewer it is depicted with a shell on the lifter, but this would be incorrect as the shotgun doesn't deposit one from the magazine onto the lifter unless the trigger is pulled or the shell release lever is tripped, and it would prevent the user from lifting the shell lifter in order to load rounds into the magazine. Despite the aforementioned Remington 870 having a different reload animation for an empty magazine tube, the M3 Super 90's charging handle is always pulled when reloaded which would eject a chambered shell.&lt;br /&gt;
&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE4R_M3RG_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M3RG_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
The &amp;quot;Striker&amp;quot; makes its appearance, available in the Merchant's wares starting from Chapter 10 onwards. The in-game model is now accurately modeled after the later production variant of the [[Penn Arms Striker-12]], featuring its unique thumb tab, rear drum advance lever and its large shell deflector from the other Striker variants. The reload animation is more to its real-life counterpart, as Leon uses the winding key after inserting the shell (or shells in fact, as he inserts more than one shell into the weapon to shorten its reload time). Leon does not, however, eject the last spent shell manually with the ejector rod featured in the weapon. And oddly enough, firing the weapon does not eject the shells either. To top it all off, he still doesn't brace the stock when in use, despite the presence of the foldout stock in the model, he continues to fire it from the hip.&lt;br /&gt;
&lt;br /&gt;
The Striker functions to its counterpart in the original game in essence, being a compact semi-automatic lategame shotgun. It holds 12 shotshells in the revolving drum when first obtained, up to 24 with all of the ammo capacity upgrades and up to ''48'' when its exclusive perk upgrade is bought (downplayed from an absurd ''100'' in its original incarnation). When it is fully upgraded, Leon can reload the entire Striker by inserting ''one'' shell in. It isn't as strong nor accurate as the other shotguns (so much so that its inaccuracy is rather too comical), it fares better in the capacity and reload time market.&lt;br /&gt;
&lt;br /&gt;
The Striker itself also makes as appearance as a charm trinket for the attaché case, increasing Leon's movement speed by 8%. This is a reference to the well-known &amp;quot;Ditman Glitch&amp;quot;, wherein the Striker (or more accurately, a hybrid of it) is used to make all of Leon's actions perform faster than usual; which makes it a common sight in speedruns of the original game.&lt;br /&gt;
&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:RE4R_Striker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Striker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
TMP ammo in the original game is now compatible with other submachine guns in the remake.&lt;br /&gt;
&lt;br /&gt;
==Steyr TMP==&lt;br /&gt;
The [[Steyr TMP]] returns as well, under the &amp;quot;TMP&amp;quot; name as before. It can be bought from the Merchant starting in Chapter 3 and available right off the bat in Separate Ways, an early game automatic firearm in both circumstances. Like before, the TMP fires 9mm submachine gun ammunition, which cannot be exchanged with the pistol ammunition commonly found in-game, and it can be fitted with a stock to improve its accuracy. While its magazine is shortened from its original incarnation, it does not reflect the 30 round capacity that it starts off with, which can be increased up to 70 with upgrades. It is modeled after its true-to-life variant, and as an result, it does not have the mounted laser sight on the grip. The TMP's stock must now be purchased with spinels rather than pesetas. It is Krauser's and Ada's (in the Dress outfit) firearm of choice in The Mercenaries and the main game.&lt;br /&gt;
&lt;br /&gt;
Interestingly, while not in the full game itself, the TMP can also be acquired as a hidden weapon in the Chainsaw Demo, under the requirement that the player must empty the inventory before proceeding to village proper, and finding it in a well at the south area of the village.&lt;br /&gt;
&lt;br /&gt;
[[Image:SteyrTMP.jpg|thumb|none|400px|Steyr TMP - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:SteyrTMPcarbine.jpg|thumb|none|450px|Steyr TMP with stock and M68 Aimpoint sight - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE4R_TMP_1.jpg|thumb|none|600px|Right side of the TMP with stock fitted.]]&lt;br /&gt;
[[File:RE4R_TMP_2.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:RE4Rtmpnostockidle.jpg|thumb|none|600px|Leon holding the TMP without a stock, displaying excellent trigger discipline.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
New to ''Resident Evil 4'', the HK [[MP5A5]] makes an appearance as the &amp;quot;LE 5&amp;quot;, being an alternative to the TMP which can be first obtained for free by solving a puzzle in Chapter 13. It is an altered version of the MP5A3 of the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], with a Navy 3-round burst trigger group (thus, identifying it as an A5, with its extending stock) and the deletion of the checkering texture seen in the original &amp;quot;slimline&amp;quot; MP5 variants and its original optic; though other optics can be attached to the weapon for better accuracy. It still doesn't have its iron sights, however, even when optics are removed from the weapon. The bolt of the weapon also never opens when fired or when the cocking lever is locked back during reloading.&lt;br /&gt;
&lt;br /&gt;
Compared to the TMP, the MP5 has penetration power, like the FN Five-seveN (with its exclusive upgrade having 5x penetration power; again, just like the Five-seveN), at the cost of raw power and reload time. It holds 20 rounds in the magazine when not upgraded, though it can hold 30 with the level 2 capacity upgrade, all the way to 60 when maxed out. The MP5A5 is chambered in 9mm Parabellum (as it shares ammunition to the aforementioned TMP, with the SMG ammo box explicitly mentioning this), unlike the ''Resident Evil 2'' remake where it is oddly chambered in .380 ACP. This does not explain the weapon's piercing capabilities, however; though it could be for gameplay purposes, to make the MP5 more distinct from the available TMP. Instead of the custom MP9 in the original game, HUNK now uses the MP5A5 as his only firearm in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm]]&lt;br /&gt;
[[File:RE4R_LE5_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_LE5_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|Thompson &amp;quot;Chicago Typewriter&amp;quot;]] makes its appearance once again, now under the name &amp;quot;Chicago Sweeper&amp;quot;. As the Separate Ways side-story isn't included in the remake game's release, the Thompson can be unlocked instead by completing the game in the Professional difficulty with at least an A rank. It is obtained for free of cost once it is unlocked, as it is stored in the typewriter storage. As before, the Thompson is depicted as the [[M1A1 Thompson|GI M1A1 variant]], with a stick magazine, side-charging handle and streamlined, but winged sights. It is considered as a &amp;quot;bonus weapon&amp;quot;, and using it voids unlocking the Handcannon.&lt;br /&gt;
&lt;br /&gt;
Unlike the original version of the weapon, the Thompson does not come with its infinite ammunition by default, as this property is now an exclusive perk upgrade; which means the Thompson incorrectly uses 9mm submachine gun rounds until the exclusive upgrade is obtained. Despite using stick magazines, these hold 50 rounds in the magazine in-game, which is the capacity used in the 50-round Thompson drum magazines for the 1921 and 1928 variants. This can be upgraded into an absurd 70 rounds when fully upgraded. Obtaining the infinite ammunition upgrade changes the stick magazine into the aforementioned drum magazine (despite the real M1 and the M1A1 Thompsons being unable to utilize drum magazines), which makes the magazine model no longer tied to Leon's current costume; though the &amp;quot;reload&amp;quot; animation when using the Mafia (now known as Pinstripe) costume remains.&lt;br /&gt;
&lt;br /&gt;
It is an available weapon for Pinstripe Leon in The Mercenaries mode, pre-upgraded to hold 60 rounds instead of 50.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:RE4R_M1A1_1.jpg|thumb|none|600px|The Thompson in the inventory menu; since it is not possible to view the Thompson with stick magazines through the model viewer.]]&lt;br /&gt;
[[File:RE4R_M1A1_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Colt 1921A Thompson2.jpg|thumb|none|400px|1921 Thompson - .45 ACP]]&lt;br /&gt;
[[File:RE4R_M1A1_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1A1_4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
Rifle-type firearms are aimed in a first-person perspective, even when the optics are removed. They also have an exclusive property of having 3x damage multiplier to enemy weakpoints. All rifles are chambered in 55-grain .223 Remington cartridges and it can pierce through enemies.&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903A4==&lt;br /&gt;
The [[M1903 Springfield#M1903A4 Springfield Sniper Rifle|Springfield M1903A4]] bolt-action rifle returns in the remake, now known as the &amp;quot;SR M1903&amp;quot; instead of the generic &amp;quot;Rifle&amp;quot; designation. It is purchased relatively early in the game, as before, at Chapter 2. Buying the weapon during the said chapter will come with an ACOG sight for free. When sights are mounted to the weapon, the rifle will be fitted with a Picatinny rail. While its maximum firepower mentioned in its stats no longer exceeds that of the magnum-type handguns featured in the game (even when its exclusive perk upgrade was purchased), it is still capable as a suitable long range weapon with raw power in mind, especially when hitting enemy weakpoints. All rounds are correctly loaded individually instead of using stripper clips, to further make itself distinct from other rifles of its class.&lt;br /&gt;
&lt;br /&gt;
It holds 5 rounds by default, though it can hold up to a maximum of 13 through upgrades. Its exclusive power doubles the firepower, heavily increasing the weapon's damage. It is the longarm of choice for the newcomer Luis in The Mercenaries. It can be obtained in Chapter 1 of Separate Ways, along with an ACOG sight.&lt;br /&gt;
&lt;br /&gt;
[[File:Rifle Springfield M1903A4 with M84 sight.jpg|thumb|none|400px|Springfield M1903A4 - .30-06]]&lt;br /&gt;
[[File:RE4R_M1903_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1903_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Springfield M1903A3===&lt;br /&gt;
Detaching the current scope of the M1903A4 turns it into the [[Springfield M1903A3]] variant, as both of its iron sights are attached to the model to make aiming in the first-person perspective more viable. The weapon is still reloaded round-by-round, however.&lt;br /&gt;
&lt;br /&gt;
[[File:M1903A3_Rifle_made_by_Remington_Arms.jpg‎|thumb|none|400px|Remington-manufactured M1903A3 Springfield - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8 hybrid==&lt;br /&gt;
Changed from the generic &amp;quot;Semi-Auto Rifle&amp;quot;, the &amp;quot;Stingray&amp;quot; makes an appearance as one of the available rifle options. It bears much more resemblance to the [[Heckler &amp;amp; Koch SL8]] in real life compared to how it was in the original game. Specifically, the game depicts the SL8 as a hybrid variant of the US import SL8-1 (the crimping in magazine well and single-stack magazine being notable giveaways), but with the shortened rail of the European/Canadian variant SL8-4, albeit without the G36 handguard. It is available in the Merchant's wares starting from Chapter 7. It is available in Leon's and Ada's (Dress outfit) loadout in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
While not the fastest-firing of its kind anymore (which was taken over by the Model 933), it remains as a great ammo-conserving variant, also allowing rapid precision fire to enemy weakpoints in close to medium ranges. It initially holds 10 rounds, which is the correct capacity of the proprietary magazine that the SL8-1 (and the SL8-6) is loaded in. This can be increased up to 18 rounds with the highest capacity upgrade. Its exclusive upgrade doubles the rate of fire.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk sl8-1.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-1 - 5.56x45mm]]&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_Stingray_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Stingray_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Coming from the [[Resident Evil 3 (2020 VG)|''Resident Evil 3'' remake]], the [[Colt Model 933]] returns as the &amp;quot;CQBR Assault Rifle&amp;quot;. Its designation &amp;quot;CQBR&amp;quot; as well its A2 standalone sight, aren't anachronistic this time, as they have been in service as per the game's setting - 2004. It is first obtainable for free in Chapter 10, once the player completes a puzzle in the library of the castle. If not obtained there, it can be purchased from the Merchant starting from Chapter 11, with a limited-time discount all throughout the aforementioned chapter. Unlike ''RE3R'', this incarnation of the carbine doesn't come with its sling swivel, but the charging handle is fully modeled.&lt;br /&gt;
&lt;br /&gt;
The Model 933 is considered as an expensive, fast-firing rifle option compared to the latter two rifles (which, as a result, has less firepower compared to the bolt-action M1903), best at single-target damage per second output against tougher enemies and bosses. It holds an underloaded 20 rounds inside the 30 STANAG magazine when not upgraded, up to a still incorrect 32 (sharing the capacity as with the counterpart in the ''Resident Evil 3'' remake) when maxed out. Its exclusive upgrade increases firepower by 1.5x. Even though its usage of in-game rifle ammo is mostly correct (.223 Remington is near identical to 5.56 NATO), one will soon question the CQBR's longevity once you realize that having an automatic weapon use an ammo type meant for snipers will probably burn through already rare ammo reserves rather quickly. While it demands trigger and accuracy control, the 933 can surpass the SL8 in every way possible.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_CQBR_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_CQBR_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
The Huey gunship that Mike pilots is armed with the M21 Armament System. Twin [[M134 Minigun]]s and side-mounted 70mm rocket pods can be seen mounted on the helicopter.&lt;br /&gt;
&lt;br /&gt;
[[File:Armament.jpg|thumb|none|500px|M134 Minigun mounted on a M21 Armament Subsystem (along with a M158 rocket launcher), used on Huey gunships - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE4R_M21Huey_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M21Huey_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG08==&lt;br /&gt;
Various [[Maxim MG08]] emplaced machine guns with custom mounts are used by the Ganado in the early island levels, which can be commandeered by Leon. These carry limited ammo.&lt;br /&gt;
&lt;br /&gt;
[[Image:MaximMG08.jpg|thumb|none|400px|Maxim MG08 on 'sledge' mount - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] once again serves as the main rocket launcher throughout the game, featuring the same role as with the original iteration, along with its use of some of the Ganado in the later parts of the storyline. This time, the RPG-7 in the remake does not feature any sort of scope in all of its variants. The Infinite Rocket Launcher is available only in a New Game+ save file for 2,000,000 pesetas. Both rocket launchers can be used to bypass certain sections of the game and even one-shot bosses entirely. The regular rocket launcher is available to Ada's dress costume in The Mercenaries as part of her loadout.&lt;br /&gt;
&lt;br /&gt;
Interestingly, during the final boss fight, the player cannot use any other weapon nor switch to other weapons once the special variant of the RPG-7 is dropped specifically to finish the boss, meaning it is no longer possible that the player can sell nor keep the Special Rocket Launcher during a NG+ playthrough. The regular/infinite Rocket Launcher can be used to finish the aforementioned boss off, but the Special Rocket Launcher will not be dropped. The Special Rocket Launcher also appears in Separate Ways, but while it is obtained as part of an objective, it is not usable.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RE4R_RLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Weaponry=&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
As before, a few cannon artillery pieces are stationed across the castle sections of the game. Leon himself can commandeer one in Chapter 7 as well as Chapter 8, using it to destroy the castle gate and a couple of catapults as well. Ada can also man them in Separate Ways. They have infinite ammo in all of these sequences. It is also usable in the castle portion of The Mercenaries mode, which contain very limited ammo (3 to be exact).&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==&amp;quot;Bolt Thrower&amp;quot;==&lt;br /&gt;
Replacing the original &amp;quot;Mine Thrower&amp;quot; fictional arm gun in the original game, a modernized crossbow sorts of weapon known as the &amp;quot;Bolt Thrower&amp;quot; makes its appearance. This weapon can be purchased with 10,000 pesetas starting from Chapter 2, with the Merchant giving Leon a small discount upon going behind the church. As its name implies, the &amp;quot;Bolt Thrower&amp;quot; fires craftable bolt projectiles which can be retrieved after the projectile hits. Leon can attach the bolts with explosive mines, which detonate when an enemy is in its proximity or after a few seconds once it has been struck to the enemy.&lt;br /&gt;
&lt;br /&gt;
Stealthy but slow-firing (especially not upgraded), the Bolt Thrower greatly benefits from exploration sections in the game, conserving ammunition for other weapons when they will be needed for the high combat sections later on.&lt;br /&gt;
&lt;br /&gt;
[[File:RE4R_BoltThrower_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BoltThrower_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Blast Crossbow==&lt;br /&gt;
The remake's counterpart of the &amp;quot;Bowgun&amp;quot; is the Blast Crossbow, which functions similarly to its original incarnation. It can be found in Chapter 3 of Separate Ways, and not bought from the Merchant (unless Ada misses the crossbow there). It is available to Ada's default outfit in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from the previous remakes, this time as the &amp;quot;Heavy Grenade&amp;quot;. This grenade functions as an upgraded version of the M67 &amp;quot;Hand Grenade&amp;quot; below, having more demolition power with a larger blast radius.&lt;br /&gt;
&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE4R_M26.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M67 Fragmentation Grenade==&lt;br /&gt;
The [[M67 hand grenade]] makes its appearance, simply known as the &amp;quot;Hand Grenade&amp;quot;, which replaces the original function of the M26 grenades in the previous remakes.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:RE4R_M67.jpg|thumb|none|600px|The grenade in the model viewer.]]&lt;br /&gt;
[[File:Download (27).jpg|thumb|none|600px|Leon holding the grenade with his thumb depressing the spoon.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] once again makes its return from the recent remakes, known as the &amp;quot;Flash Grenade&amp;quot;. Its color scheme is altered compared to its previous appearance, with differing markings as well.&lt;br /&gt;
&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE4R_M84.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese_Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1615270</id>
		<title>Resident Evil 4 (2023 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1615270"/>
		<updated>2023-10-02T07:59:03Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: /* Heckler &amp;amp; Koch USP9 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 4&lt;br /&gt;
|picture=Re4remaketitle.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= March 24, 2023&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Playstation 5&amp;lt;br&amp;gt;Xbox Series X/S&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 4''''' is a 2023 remake of the critically-acclaimed ''[[Resident Evil 4]]'' originally released in 2005. As with recent installments of the franchise, the 2023 remake runs under the technologically-advanced RE Engine, featuring significantly improved graphics over its original game as well as its HD remakes. Along with new visuals, much of the mechanics have been remade and the gameplay itself being modernized to the remake series standards starting with the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]].&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
As per the recent remakes, the game uses a third-person over-the-shoulder perspective, albeit with more fluidity and freedom since the player character can now aim and move at the same time. The laser sight used in most of the console versions of the original game have been removed (with the exception of the Hardballer's iconic laser module), although it exists as a secondary attachment to some pistols. Interestingly, almost every firearm (not including the fictional &amp;quot;P.R.L. 412&amp;quot; energy weapon) has returned from the original game, with most of them modeled accurately to their real-world counterparts (such as the SL8 and the Striker-12) while others are remodeled (the fictional &amp;quot;Silver Ghost&amp;quot; to the slightly-less fictional USP9, and the M1911 to Hardballer) entirely, but function the same way.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Focus aiming&amp;quot; returns from the previous remakes, standing still long enough allows the crosshair to be reduced to a dot, allowing for an increased critical shot rate. Using the optional laser sight for some pistols (or when using the Hardballer in general) increases the critical shot chance, as it is always considered &amp;quot;focused&amp;quot; by default.&lt;br /&gt;
&lt;br /&gt;
The attaché case first introduced in the original game returns in the remake as its form of inventory system, and weapons can be switched out on the fly. Weapons cannot be discarded entirely, instead, they can be put into the typewriter storage (the item box equivalent to recent entries) which can be retrieved back at any time. The functionality of the knife has been expanded compared to the previous remakes, as they can be used to parry highly-damaging/instant kill attacks, or it can be used to get out of a grab quickly for some enemies. There is a durability system with knives, which can be broken if they're used too much. Some knives can be repaired at the Merchant with a fee, while others (most commonly the ones found in the game world) will be entirely lost. Multiple knives can be acquired, and the game will prioritize consumable knives before the reusable ones.&lt;br /&gt;
&lt;br /&gt;
Speaking of the Merchant, he returns in the remake as well. Many weapons and items can be bought from him via pesetas while some items and weapons are bought with rare spinels, which can be obtained by completing various side quests that are featured in this game. Various weapons and items can be obtained for free throughout the game world itself, but if they are missed within the chapter it is featured in, it will be available in the next chapter in the Merchant's wares. Once again, weapons can be upgraded from the Merchant, and ammunition capacity upgrades can go to absurdly high levels (though it isn't as high as in the original game). Once fully upgraded, weapons can be upgraded one more time through exclusive upgrades, in which they require an exclusive upgrade ticket (traded with spinels) and a large amount of pesetas. Some weapons can be bought at the post-game shop, purchased via credits obtained by completing various challenges.&lt;br /&gt;
&lt;br /&gt;
As before, various weapon accessories such as scopes and stocks can be fitted onto several weapons to enhance their capabilities, at the cost of some inventory space.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
All available pistols (and not revolvers and the Mauser C96 &amp;quot;Red 9&amp;quot;) can hold an additional round in the chamber if the player reloads the pistol while it isn't empty, which also has a separate &amp;quot;tactical&amp;quot; reload animation. All pistols are chambered in high velocity &amp;quot;9mm Handgun&amp;quot; rounds, while magnum-type handguns use &amp;quot;.45 Centerfire Pistol&amp;quot; (ie. .45 ACP). The player character holds the handguns in either a traditional stance or through the Center Axis Relock technique.&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP9==&lt;br /&gt;
Replacing the hybridized &amp;quot;Silver Ghost&amp;quot; pistol in the original game, Leon starts with a Kendo Shop custom-tailored two-tone &amp;quot;SG-09 R&amp;quot;, based on the [[Heckler &amp;amp; Koch USP|Heckler &amp;amp; Koch USP9]]; its in-game description notes that it is a derivative of the &amp;quot;MUP&amp;quot;, which is the name of the USP9 in the RE2 and RE3 remakes. As with the VP70M in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], the USP9 is Leon's &amp;quot;canon&amp;quot; cutscene sidearm, as he always brandishes this pistol regardless of having it in his attaché case or stored in the typewriter storage. It rather interestingly sports a Picatinny rail on the frame; USPs did not have such integral rails during their production run, instead sporting a proprietary H&amp;amp;K developed rail for attaching lights and lasers. Picatinny rails did not become standard on HK pistols until the HK45 and P30 line of pistols that were introduced in 2006. The gun also sports a custom grip with finger grooves and checkering pattern reminiscent of the P30.&lt;br /&gt;
&lt;br /&gt;
It initially and incorrectly holds 10 handgun rounds in the magazine when not upgraded, though the level 3 capacity upgrade gives it 14 rounds, one round shy of the actual 15 in real life. This can be upgraded up to 18 rounds when fully upgraded. It doesn't come with its laser sight by default, unlike the original pistol, but it can be fitted with one if the player buys the laser sight upgrade from the Merchant; the cutscene pistol is never shown with a laser sight, even if the player upgraded their pistol with one.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;SG&amp;quot; in its designation likely refers to &amp;quot;Silver Ghost&amp;quot;, the unofficial name of the original weapon it replaced, while &amp;quot;-09&amp;quot; likely refers to its caliber, 9mm. The &amp;quot;R&amp;quot; designation is unknown, but is speculated to mean &amp;quot;Remake&amp;quot;. As before, the pistol's exclusive perk upgrade allows the pistol to have a 5x critical shot rate. Predictably, it remains as Leon's sidearm in The Mercenaries mode.&lt;br /&gt;
&lt;br /&gt;
[[File:TM SG-09 R.jpg|thumb|none|350px|Tokyo Marui SG-09 R - 6mm BB. This is a licensed replica of the &amp;quot;SG-09 R&amp;quot;, a customized Heckler &amp;amp; Koch USP, from ''Resident Evil 4'' (2023). Note that the airsoft pistol bears the HK, USP, European proofs, and date code markings on the slide while these are removed from the in game model, leaving only the 9x19mm caliber and kendo logo.]]&lt;br /&gt;
[[File:RE4R_SG09R_2.jpg|thumb|none|600px|The SG-09 R in the model viewer, without its laser sight module attached, bearing high resemblance to the airsoft replica reference image above. It's no IMFDB 2.0 yet, but eventually we'll get there. Note that the serial number is visible here and in a different spot than a normal USP's is, which is on the underside of the dust cover where the rail is molded on the real gun's frame. The presence of design elements from the later P30 and HK45 pistols especially in the grip checkering pattern, finger grooves and Picatinny rail suggests that in-universe, Joseph Kendo took inspiration from examples of both pistols (which likely would have been in late prototype phases in 2004) or competing pistols incorporating these features.]]&lt;br /&gt;
[[File:RE4R_SG09R_1.jpg|thumb|none|600px|Ditto, other side.  Its frame is slightly longer than the normal variant (which is an interesting design choice as no USPs were ever made with extended frames) and it has been fitted with a compensator, which includes a new front sight. As a consequence of this, the normal front sight on the slide itself has been replaced with a filler plug in the same finish as the slide.]]&lt;br /&gt;
[[File:RE4Rusp9 aimflashlight.jpg|thumb|none|600px|Leon using the USP in conjunction with a flashlight.]]&lt;br /&gt;
[[File:RE4Rusp9tacticalreload.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Beavertail==&lt;br /&gt;
The &amp;quot;Sentinel Nine&amp;quot; appears as one of the exclusive Deluxe or Collector's edition weapons, based on the [[SIG-Sauer P226 Beavertail]] that Leon used in ''[[Resident Evil: Vendetta]]'' under the same name. This marks it as its first usable appearance by the player in the game series.&lt;br /&gt;
&lt;br /&gt;
The weapon is anachronistic, as the [https://www.projectumbrella.net/sentinel-nine-thorough-analysis.html in-universe documents] about the Sentinel Nine released alongside the tie-in Tokyo Marui replica, state that the Sentinel Nine was developed in 2011. It can be excused however, since the pistol itself is bonus content.&lt;br /&gt;
&lt;br /&gt;
While it has slightly lower damage than the default USP9 Leon starts with, it boasts the highest capacity of any handgun in the game (not including the VP70M's exclusive double ammo upgrade), at 31 when fully upgraded. It initially holds 19 rounds to start with, and it has a faster fire rate than the USP9 to boot, although it is slightly superseded by the Springfield Armory XD when the latter is fully upgraded. Like the USP9, its exclusive perk upgrade allows 5x critical shot rate, and it can be attached with a laser sight.&lt;br /&gt;
[[File:Leon sentinel nine.jpg|thumb|none|350px|Tokyo Marui Sentinel Nine &amp;quot;Leon Model&amp;quot; - 6mm BB. This is a licensed replica of the custom SIG-Sauer P226 Beavertail from ''Resident Evil: Vendetta''.]]&lt;br /&gt;
[[File:RE4R_S9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_S9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] returns as the &amp;quot;Punisher&amp;quot;, along with its exaggerated piercing capabilities. The pistol can only be bought from the Merchant, but instead of pesetas, he sells the weapon in spinels. Once again, the Five-seveN in-game uses standard handgun rounds shared by other pistols, which is 9mm in this game instead of the 5.7 round. However closer inspection of the magazine when reloading shows accurately modeled 5.7x28mm rounds. It holds an underloaded 12 rounds by default, though the level 4 capacity upgrade increases it to 21 rounds, one round over the maximum capacity of the real deal. Like the USP9, the Five-seveN can be upgraded with an underbarrel laser sight. Instead of the all-black finish of the original weapon, the pistol is based on the FDE variant.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Punisher MC&amp;quot; is the Merchant's custom-made variant available in Separate Ways, which can be bought from the Merchant himself for 10,000 pesetas. In a sense, it looks and functions very similarly to its normal counterpart.&lt;br /&gt;
&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:RE4R_Punisher_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Punisher_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Red 9&amp;quot;==&lt;br /&gt;
The iconic [[Mauser C96 &amp;quot;Red 9&amp;quot;|C96 &amp;quot;Red9&amp;quot;]] also returns, and it can now be found for free in Chapter 4, though if the player misses the firearm there, it can alternatively be bought by the Merchant with pesetas. As before, it can be fitted with a stock to improve accuracy and recoil. It initially holds 8 rounds in capacity, though the level 2 ammo capacity upgrade allows it to correctly hold 10 rounds, which can be potentially increased further up to 16. An iconic pistol from returning veterans and new players alike, the Red9's best known for its raw damage per shot with low fire rate, with its exclusive perk upgrade having 1.5x firepower.&lt;br /&gt;
&lt;br /&gt;
It remains as Luis' primary sidearm in the game as well as The Mercenaries. An infinite ammo variant of the Red9 is used by Leon throughout Chapter 11's minecart section, with 10 rounds instead of the default 8 rounds. Since Luis isn't seen with his sidearm all throughout this specific section, it implies that he lent his sidearm to Leon for the time being.&lt;br /&gt;
&lt;br /&gt;
[[File:MauserRed9stock.JPG|thumb|none|400px|Mauser C96 &amp;quot;Red 9&amp;quot; Version with shoulder stock and stripper clip - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Red9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Red9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD==&lt;br /&gt;
The &amp;quot;Blacktail&amp;quot; also makes its return, taking the appearance on the [[Springfield Armory XD]], albeit with a more rounded trigger guard. It is the most compact pistol available, taking up 2x2 slots in the attaché case rather than 2x3 in exchange of magazine capacity. It is a well-balanced upgrade to the USP9, holding 9 rounds initially, up to 13 when fully upgraded. Despite the presence of a rail for mounting lasers, the Blacktail cannot mount the optional laser sight. This could potentially be explained by the laser sight being designed to mount onto Picatinny rails, as the SG-09R, Punisher and Sentinel Nine all sport such rails.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Blacktail AC&amp;quot; is a custom variant of the Springfield XD, wielded by Ada and available to the player in Separate Ways or in The Mercenaries gamemodes while using her default outfit.&lt;br /&gt;
&lt;br /&gt;
[[File:SpringFieldXD9.jpg|thumb|none|350px|Springfield Armory XD - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Blacktail_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Blacktail_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M==&lt;br /&gt;
The [[Heckler_%26_Koch_VP70|H&amp;amp;K VP70M]] makes its appearance once again as the &amp;quot;Matilda&amp;quot;. Unlike its original incarnation, it is not a post-game weapon (rather, it is obtained by spending 10 Spinels from the Merchant from Chapter 8 onwards) and it can be used without its stock, which must be purchased separately. Correctly, the slide does not lock back on the last shot; however, the empty reload animation incorrectly depicts Leon reloading the pistol without racking the slide, unlike other pistols. It fires at about 800-900 RPM, which is much slower than its real blistering 2200 RPM fire rate, which it historically has never had in this series, although the original game came the closest. It is, however, a marked improvement over the last time this sidearm and stock appeared in ''RE2R'', where it chugged along at a speed slower than an M3 Grease Gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Matilda_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Matilda_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Vertec Inox==&lt;br /&gt;
In the spirit of the custom-made Beretta 92FS &amp;quot;Samurai Edge&amp;quot;, the [[Beretta 92FS Vertec]] Inox serves exclusively as Albert Wesker's sidearm in cutscenes and it is usable while playing as Wesker in The Mercenaries. It holds an underloaded 10 rounds, but it packs quite a punch. It is known in-game as the &amp;quot;XM96E1&amp;quot; and it features minor alterations compared to the real-world weapon, such as added front slide serrations and an extra slot for the picatinny rail. The name and description, specifically noting its increased power, seem to imply that the pistol has been converted to a .40 caliber Beretta 96 or is an experimental Beretta 96 prototype. &lt;br /&gt;
&lt;br /&gt;
[[File:Beretta-92FS-Vertec-SS.jpg|thumb|none|350px|Beretta 92FS Vertec Inox - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Schofield==&lt;br /&gt;
The &amp;quot;Broken Butterfly&amp;quot; returns once more, now more accurately based on a [[Smith &amp;amp; Wesson Schofield]] than a hybrid of the former and the [[Colt Single Action Army]]. It is the quintessential magnum handgun, which can be bought much later in the game compared to the original version, available in chapter 7 for pesetas. It initially holds 6 rounds in the cylinder, though it can hold up to an impossible 10 rounds through upgrades and Capcom-patented magic. Its exclusive upgrade perk increases the firepower by 1.5x. It is available in The Mercenaries while playing as Leon's Pinstripe outfit.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;WSchofieldright.jpg|thumb|none|350px|Smith &amp;amp; Wesson Schofield Model 3 with blued finish - .45 Schofield]]&lt;br /&gt;
[[File:RE4R_BB_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BB_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AMT Hardballer==&lt;br /&gt;
The &amp;quot;Killer7&amp;quot; returns, albeit modeled after an [[AMT Hardballer]] (along with a large functional custom laser sight, making it resemble more of the pistol used in ''[[The Terminator]]'' as well as KAEDE's &amp;quot;CONNECTION&amp;quot; pistol in Capcom's [[Talk:Killer7|namesake cult-classic]]) than a standard Colt [[M1911]] used in the original game. The trigger guard is also more squared, a characteristic of the [[LAR Grizzly Pistol]]. It can be purchased from the Merchant with 42,000 pesetas starting from Chapter 11 onwards, making it as a late-game stable alternative to the Smith &amp;amp; Wesson Schofield. It starts off with a reasonable seven shots in the magazine, though this can be increased up to 15 once maxed out. It now has an exclusive upgrade, giving it a 5x critical shot rate. It is Wesker's pocket-handcannon of choice in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[File:ED_45.jpg|thumb|none|400px|AMT Hardballer Longslide with laserlock sight as used in the ''The Terminator'' film - .45 ACP]]&lt;br /&gt;
[[File:AMTHardballer5in.jpg|thumb|none|400px|AMT Hardballer with 5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[File:RE4R_Killer7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Killer7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] returns as the &amp;quot;Handcannon&amp;quot;, a post-game unlock by completing the &amp;quot;Professional Agent&amp;quot; challenge, done by completing the game in the Professional difficulty (the highest difficulty after Hardcore) in any rank without using any bonus weapons or by completing all stages in the Mercenaries in S rank or higher. It retains the wood grips seen in the original model, and it ditches the fictional laser sight and fore that was once part of the original weapon, in favor of the more true-to-life 10.5&amp;quot; variant. It now uses magnum ammo instead of proprietary handcannon ammo. The hammer is incorrectly depicted as always being cocked despite Leon never physically touching it, as if the weapon were automatic.&lt;br /&gt;
&lt;br /&gt;
It initially holds the correct 5 rounds when first obtained, 9 when fully upgraded. Capacity is a moot point once its exclusive upgrade is obtained, allowing it to have infinite ammunition. Its damage doesn't wildly surpass the other magnum-type weapons compared to its original incarnation (with the Schofield having better raw damage and the Hardballer having dramatically increased crit rate, when both of them have their exclusive upgrades) and its accuracy beyond several feet is atrocious but its insane longevity thanks to infinite ammo makes up its shortcomings. Leon reloads the revolver while the hammer is cocked, which is impossible to perform as the cylinder cannot be open or closed.&lt;br /&gt;
&lt;br /&gt;
Wearing Leon's &amp;quot;Pinstripe&amp;quot; outfit with the Handcannon while it has infinite ammo will have Leon perform a stylish move, akin to the infinite ammo Thompson SMG.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;W500.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 500 (10.5&amp;quot; barrel) with extended ejector shroud, accessory rail, and sling - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:RE4R_Handcannon_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Handcannon_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
As before, Leon acquires the [[Remington 870]] (as the &amp;quot;W-870&amp;quot;) as his first shotgun obtained in the Ganado Village (now known as the Village Square in the remake). Instead of the Express Combo in the original game, its model was based on the fully upgraded variant in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It holds five shells when first obtained, despite the presence of an extended tube magazine on the model. It can be upgraded to the correct 8 with the level 4 ammo upgrade and up to 10 on its max ammo upgrade. The 870 packs the biggest damage and stopping power of all of the shotguns, but its wide spread necessitates close-quarter riskiness. Unlike the original pump shotgun which is always pumped when reloaded, the remake shotgun is realistically only pumped when emptied. It is available to Leon's Pinstripe costume in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
As with the original game, Ada can buy a sawed-off version of the W-870 from the Merchant's wares, starting from Chapter 2 of Separate Ways. As before, it is a compact version of the shotgun with a pistol grip. It has increased power and a reduced size profile, at the cost of capacity (from 5 to 3). This variant is available to her default outfit in The Mercenaries as her shotgun of choice.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:870 shorty.jpg|thumb|none|450px|Remington 870 with TacStar front and rear pistol grips - 12 gauge. Similar to Ada's shotgun.]]&lt;br /&gt;
[[File:RE4R_W870_2.jpg|thumb|none|600px|Right side of the gun in the model viewer.]]&lt;br /&gt;
[[File:RE4R_W870_1.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:RE4R870shoot2.jpg|thumb|none|600px|Leon mid pump while taking down a ganado.]]&lt;br /&gt;
[[File:RE4R870reload.jpg|thumb|none|600px|Loading a new shell.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The &amp;quot;Skull Shaker&amp;quot;, a sawed off [[Winchester Model 1887]] akin to the famous cut-down variant first seen in ''[[Terminator 2]]'', is available by purchasing the Deluxe or Collector's Edition or through its own separate DLC. In a similar vein to its reference, Leon will flip cock the weapon, though the weapon does not have an enlarged lever loop. Unlike the other shotguns, the custom Model 1887 is an extremely compact weapon (occupying a 2x2 grid space), beating out the Striker-12 and the sawed-off Remington 870. However, it can hold a paltry ''two'' shells in the magazine tube when not upgraded, though it can be reloaded and expended fairly quickly (in fact, all shells are loaded at once), which may be Capcom's way of referencing the real life Cowboy Action Shooting Drop 2 capacity mod sometimes done to real 1887s for competition purposes. It can be upgraded up to six shells with a maxed out ammo capacity upgrade, though the correct five shell capacity is possible.&lt;br /&gt;
&lt;br /&gt;
Its presence in the game is likely a callback to Jill's [[Winchester Model 1892#&amp;quot;Mare's Leg&amp;quot;|Winchester 1892 &amp;quot;Mare's Leg&amp;quot;]] in the original ''[[Resident Evil 3: Nemesis|Resident Evil 3]]'', where in the weapon functions as a fast-firing lever-action shotgun. It even has similar gameplay properties to it, especially when the Model 1887 is maxed out.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1887 Airsoft.jpg|thumb|450px|none|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'']]&lt;br /&gt;
[[File:RE4R_SkullShaker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SkullShaker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] fitted with an [[Benelli M4 Super 90|M4]] stock from the ''Resident Evil 3'' remake appears as the &amp;quot;Riot Gun&amp;quot;. It is made available in Chapter 6 and has the tightest spread of all the shotguns. Interestingly, the Riot Gun is semi-automatic in-game (unlike the original Riot Gun, which is pump-action) but does not use its respective modification as seen in ''Resident Evil 3''. In game it is modeled after an early model Benelli M3 as shown by its barrel mounted rifle sights, as is typical with models such as those imported by HK on the United States civilian market. It is Leon's shotgun of choice in The Mercenaries. In the model viewer it is depicted with a shell on the lifter, but this would be incorrect as the shotgun doesn't deposit one from the magazine onto the lifter unless the trigger is pulled or the shell release lever is tripped, and it would prevent the user from lifting the shell lifter in order to load rounds into the magazine. Despite the aforementioned Remington 870 having a different reload animation for an empty magazine tube, the M3 Super 90's charging handle is always pulled when reloaded which would eject a chambered shell.&lt;br /&gt;
&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE4R_M3RG_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M3RG_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
The &amp;quot;Striker&amp;quot; makes its appearance, available in the Merchant's wares starting from Chapter 10 onwards. The in-game model is now accurately modeled after the later production variant of the [[Penn Arms Striker-12]], featuring its unique thumb tab, rear drum advance lever and its large shell deflector from the other Striker variants. The reload animation is more to its real-life counterpart, as Leon uses the winding key after inserting the shell (or shells in fact, as he inserts more than one shell into the weapon to shorten its reload time). Leon does not, however, eject the last spent shell manually with the ejector rod featured in the weapon. And oddly enough, firing the weapon does not eject the shells either. To top it all off, he still doesn't brace the stock when in use, despite the presence of the foldout stock in the model, he continues to fire it from the hip.&lt;br /&gt;
&lt;br /&gt;
The Striker functions to its counterpart in the original game in essence, being a compact semi-automatic lategame shotgun. It holds 12 shotshells in the revolving drum when first obtained, up to 24 with all of the ammo capacity upgrades and up to ''48'' when its exclusive perk upgrade is bought (downplayed from an absurd ''100'' in its original incarnation). When it is fully upgraded, Leon can reload the entire Striker by inserting ''one'' shell in. It isn't as strong nor accurate as the other shotguns (so much so that its inaccuracy is rather too comical), it fares better in the capacity and reload time market.&lt;br /&gt;
&lt;br /&gt;
The Striker itself also makes as appearance as a charm trinket for the attaché case, increasing Leon's movement speed by 8%. This is a reference to the well-known &amp;quot;Ditman Glitch&amp;quot;, wherein the Striker (or more accurately, a hybrid of it) is used to make all of Leon's actions perform faster than usual; which makes it a common sight in speedruns of the original game.&lt;br /&gt;
&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:RE4R_Striker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Striker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
TMP ammo in the original game is now compatible with other submachine guns in the remake.&lt;br /&gt;
&lt;br /&gt;
==Steyr TMP==&lt;br /&gt;
The [[Steyr TMP]] returns as well, under the &amp;quot;TMP&amp;quot; name as before. It can be bought from the Merchant starting in Chapter 3 and available right off the bat in Separate Ways, an early game automatic firearm in both circumstances. Like before, the TMP fires 9mm submachine gun ammunition, which cannot be exchanged with the pistol ammunition commonly found in-game, and it can be fitted with a stock to improve its accuracy. While its magazine is shortened from its original incarnation, it does not reflect the 30 round capacity that it starts off with, which can be increased up to 70 with upgrades. It is modeled after its true-to-life variant, and as an result, it does not have the mounted laser sight on the grip. The TMP's stock must now be purchased with spinels rather than pesetas. It is Krauser's and Ada's (in the Dress outfit) firearm of choice in The Mercenaries and the main game.&lt;br /&gt;
&lt;br /&gt;
Interestingly, while not in the full game itself, the TMP can also be acquired as a hidden weapon in the Chainsaw Demo, under the requirement that the player must empty the inventory before proceeding to village proper, and finding it in a well at the south area of the village.&lt;br /&gt;
&lt;br /&gt;
[[Image:SteyrTMP.jpg|thumb|none|400px|Steyr TMP - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:SteyrTMPcarbine.jpg|thumb|none|450px|Steyr TMP with stock and M68 Aimpoint sight - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE4R_TMP_1.jpg|thumb|none|600px|Right side of the TMP with stock fitted.]]&lt;br /&gt;
[[File:RE4R_TMP_2.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:RE4Rtmpnostockidle.jpg|thumb|none|600px|Leon holding the TMP without a stock, displaying excellent trigger discipline.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
New to ''Resident Evil 4'', the HK [[MP5A5]] makes an appearance as the &amp;quot;LE 5&amp;quot;, being an alternative to the TMP which can be first obtained for free by solving a puzzle in Chapter 13. It is an altered version of the MP5A3 of the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], with a Navy 3-round burst trigger group (thus, identifying it as an A5, with its extending stock) and the deletion of the checkering texture seen in the original &amp;quot;slimline&amp;quot; MP5 variants and its original optic; though other optics can be attached to the weapon for better accuracy. It still doesn't have its iron sights, however, even when optics are removed from the weapon. The bolt of the weapon also never opens when fired or when the cocking lever is locked back during reloading.&lt;br /&gt;
&lt;br /&gt;
Compared to the TMP, the MP5 has penetration power, like the FN Five-seveN (with its exclusive upgrade having 5x penetration power; again, just like the Five-seveN), at the cost of raw power and reload time. It holds 20 rounds in the magazine when not upgraded, though it can hold 30 with the level 2 capacity upgrade, all the way to 60 when maxed out. The MP5A5 is chambered in 9mm Parabellum (as it shares ammunition to the aforementioned TMP, with the SMG ammo box explicitly mentioning this), unlike the ''Resident Evil 2'' remake where it is oddly chambered in .380 ACP. This does not explain the weapon's piercing capabilities, however; though it could be for gameplay purposes, to make the MP5 more distinct from the available TMP. Instead of the custom MP9 in the original game, HUNK now uses the MP5A5 as his only firearm in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm]]&lt;br /&gt;
[[File:RE4R_LE5_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_LE5_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|Thompson &amp;quot;Chicago Typewriter&amp;quot;]] makes its appearance once again, now under the name &amp;quot;Chicago Sweeper&amp;quot;. As the Separate Ways side-story isn't included in the remake game's release, the Thompson can be unlocked instead by completing the game in the Professional difficulty with at least an A rank. It is obtained for free of cost once it is unlocked, as it is stored in the typewriter storage. As before, the Thompson is depicted as the [[M1A1 Thompson|GI M1A1 variant]], with a stick magazine, side-charging handle and streamlined, but winged sights. It is considered as a &amp;quot;bonus weapon&amp;quot;, and using it voids unlocking the Handcannon.&lt;br /&gt;
&lt;br /&gt;
Unlike the original version of the weapon, the Thompson does not come with its infinite ammunition by default, as this property is now an exclusive perk upgrade; which means the Thompson incorrectly uses 9mm submachine gun rounds until the exclusive upgrade is obtained. Despite using stick magazines, these hold 50 rounds in the magazine in-game, which is the capacity used in the 50-round Thompson drum magazines for the 1921 and 1928 variants. This can be upgraded into an absurd 70 rounds when fully upgraded. Obtaining the infinite ammunition upgrade changes the stick magazine into the aforementioned drum magazine (despite the real M1 and the M1A1 Thompsons being unable to utilize drum magazines), which makes the magazine model no longer tied to Leon's current costume; though the &amp;quot;reload&amp;quot; animation when using the Mafia (now known as Pinstripe) costume remains.&lt;br /&gt;
&lt;br /&gt;
It is an available weapon for Pinstripe Leon in The Mercenaries mode, pre-upgraded to hold 60 rounds instead of 50.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:RE4R_M1A1_1.jpg|thumb|none|600px|The Thompson in the inventory menu; since it is not possible to view the Thompson with stick magazines through the model viewer.]]&lt;br /&gt;
[[File:RE4R_M1A1_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Colt 1921A Thompson2.jpg|thumb|none|400px|1921 Thompson - .45 ACP]]&lt;br /&gt;
[[File:RE4R_M1A1_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1A1_4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
Rifle-type firearms are aimed in a first-person perspective, even when the optics are removed. They also have an exclusive property of having 3x damage multiplier to enemy weakpoints. All rifles are chambered in 55-grain .223 Remington cartridges and it can pierce through enemies.&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903A4==&lt;br /&gt;
The [[M1903 Springfield#M1903A4 Springfield Sniper Rifle|Springfield M1903A4]] bolt-action rifle returns in the remake, now known as the &amp;quot;SR M1903&amp;quot; instead of the generic &amp;quot;Rifle&amp;quot; designation. It is purchased relatively early in the game, as before, at Chapter 2. Buying the weapon during the said chapter will come with an ACOG sight for free. When sights are mounted to the weapon, the rifle will be fitted with a Picatinny rail. While its maximum firepower mentioned in its stats no longer exceeds that of the magnum-type handguns featured in the game (even when its exclusive perk upgrade was purchased), it is still capable as a suitable long range weapon with raw power in mind, especially when hitting enemy weakpoints. All rounds are correctly loaded individually instead of using stripper clips, to further make itself distinct from other rifles of its class.&lt;br /&gt;
&lt;br /&gt;
It holds 5 rounds by default, though it can hold up to a maximum of 13 through upgrades. Its exclusive power doubles the firepower, heavily increasing the weapon's damage. It is the longarm of choice for the newcomer Luis in The Mercenaries. It can be obtained in Chapter 1 of Separate Ways, along with an ACOG sight.&lt;br /&gt;
&lt;br /&gt;
[[File:Rifle Springfield M1903A4 with M84 sight.jpg|thumb|none|400px|Springfield M1903A4 - .30-06]]&lt;br /&gt;
[[File:RE4R_M1903_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1903_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Springfield M1903A3===&lt;br /&gt;
Detaching the current scope of the M1903A4 turns it into the [[Springfield M1903A3]] variant, as both of its iron sights are attached to the model to make aiming in the first-person perspective more viable. The weapon is still reloaded round-by-round, however.&lt;br /&gt;
&lt;br /&gt;
[[File:M1903A3_Rifle_made_by_Remington_Arms.jpg‎|thumb|none|400px|Remington-manufactured M1903A3 Springfield - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8 hybrid==&lt;br /&gt;
Changed from the generic &amp;quot;Semi-Auto Rifle&amp;quot;, the &amp;quot;Stingray&amp;quot; makes an appearance as one of the available rifle options. It bears much more resemblance to the [[Heckler &amp;amp; Koch SL8]] in real life compared to how it was in the original game. Specifically, the game depicts the SL8 as a hybrid variant of the US import SL8-1 (the crimping in magazine well and single-stack magazine being notable giveaways), but with the shortened rail of the European/Canadian variant SL8-4, albeit without the G36 handguard. It is available in the Merchant's wares starting from Chapter 7. It is available in Leon's and Ada's (Dress outfit) loadout in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
While not the fastest-firing of its kind anymore (which was taken over by the Model 933), it remains as a great ammo-conserving variant, also allowing rapid precision fire to enemy weakpoints in close to medium ranges. It initially holds 10 rounds, which is the correct capacity of the proprietary magazine that the SL8-1 (and the SL8-6) is loaded in. This can be increased up to 18 rounds with the highest capacity upgrade. Its exclusive upgrade doubles the rate of fire.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk sl8-1.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-1 - 5.56x45mm]]&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_Stingray_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Stingray_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Coming from the [[Resident Evil 3 (2020 VG)|''Resident Evil 3'' remake]], the [[Colt Model 933]] returns as the &amp;quot;CQBR Assault Rifle&amp;quot;. Its designation &amp;quot;CQBR&amp;quot; as well its A2 standalone sight, aren't anachronistic this time, as they have been in service as per the game's setting - 2004. It is first obtainable for free in Chapter 10, once the player completes a puzzle in the library of the castle. If not obtained there, it can be purchased from the Merchant starting from Chapter 11, with a limited-time discount all throughout the aforementioned chapter. Unlike ''RE3R'', this incarnation of the carbine doesn't come with its sling swivel, but the charging handle is fully modeled.&lt;br /&gt;
&lt;br /&gt;
The Model 933 is considered as an expensive, fast-firing rifle option compared to the latter two rifles (which, as a result, has less firepower compared to the bolt-action M1903), best at single-target damage per second output against tougher enemies and bosses. It holds an underloaded 20 rounds inside the 30 STANAG magazine when not upgraded, up to a still incorrect 32 (sharing the capacity as with the counterpart in the ''Resident Evil 3'' remake) when maxed out. Its exclusive upgrade increases firepower by 1.5x. Even though its usage of in-game rifle ammo is mostly correct (.223 Remington is near identical to 5.56 NATO), one will soon question the CQBR's longevity once you realize that having an automatic weapon use an ammo type meant for snipers will probably burn through already rare ammo reserves rather quickly. While it demands trigger and accuracy control, the 933 can surpass the SL8 in every way possible.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_CQBR_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_CQBR_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
The Huey gunship that Mike pilots is armed with the M21 Armament System. Twin [[M134 Minigun]]s and side-mounted 70mm rocket pods can be seen mounted on the helicopter.&lt;br /&gt;
&lt;br /&gt;
[[File:Armament.jpg|thumb|none|500px|M134 Minigun mounted on a M21 Armament Subsystem (along with a M158 rocket launcher), used on Huey gunships - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE4R_M21Huey_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M21Huey_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG08==&lt;br /&gt;
Various [[Maxim MG08]] emplaced machine guns with custom mounts are used by the Ganado in the early island levels, which can be commandeered by Leon. These carry limited ammo.&lt;br /&gt;
&lt;br /&gt;
[[Image:MaximMG08.jpg|thumb|none|400px|Maxim MG08 on 'sledge' mount - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] once again serves as the main rocket launcher throughout the game, featuring the same role as with the original iteration, along with its use of some of the Ganado in the later parts of the storyline. This time, the RPG-7 in the remake does not feature any sort of scope in all of its variants. The Infinite Rocket Launcher is available only in a New Game+ save file for 2,000,000 pesetas. Both rocket launchers can be used to bypass certain sections of the game and even one-shot bosses entirely. The regular rocket launcher is available to Ada's dress costume in The Mercenaries as part of her loadout.&lt;br /&gt;
&lt;br /&gt;
Interestingly, during the final boss fight, the player cannot use any other weapon nor switch to other weapons once the special variant of the RPG-7 is dropped specifically to finish the boss, meaning it is no longer possible that the player can sell nor keep the Special Rocket Launcher during a NG+ playthrough. The regular/infinite Rocket Launcher can be used to finish the aforementioned boss off, but the Special Rocket Launcher will not be dropped. The Special Rocket Launcher also appears in Separate Ways, but while it is obtained as part of an objective, it is not usable.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RE4R_RLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Weaponry=&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
As before, a few cannon artillery pieces are stationed across the castle sections of the game. Leon himself can commandeer one in Chapter 7 as well as Chapter 8, using it to destroy the castle gate and a couple of catapults as well. Ada can also man them in Separate Ways. They have infinite ammo in all of these sequences. It is also usable in the castle portion of The Mercenaries mode, which contain very limited ammo (3 to be exact).&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==&amp;quot;Bolt Thrower&amp;quot;==&lt;br /&gt;
Replacing the original &amp;quot;Mine Thrower&amp;quot; fictional arm gun in the original game, a modernized crossbow sorts of weapon known as the &amp;quot;Bolt Thrower&amp;quot; makes its appearance. This weapon can be purchased with 10,000 pesetas starting from Chapter 2, with the Merchant giving Leon a small discount upon going behind the church. As its name implies, the &amp;quot;Bolt Thrower&amp;quot; fires craftable bolt projectiles which can be retrieved after the projectile hits. Leon can attach the bolts with explosive mines, which detonate when an enemy is in its proximity or after a few seconds once it has been struck to the enemy.&lt;br /&gt;
&lt;br /&gt;
Stealthy but slow-firing (especially not upgraded), the Bolt Thrower greatly benefits from exploration sections in the game, conserving ammunition for other weapons when they will be needed for the high combat sections later on.&lt;br /&gt;
&lt;br /&gt;
[[File:RE4R_BoltThrower_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BoltThrower_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Blast Crossbow==&lt;br /&gt;
The remake's counterpart of the &amp;quot;Bowgun&amp;quot; is the Blast Crossbow, which functions similarly to its original incarnation. It can be found in Chapter 3 of Separate Ways, and not bought from the Merchant (unless Ada misses the crossbow there). It is available to Ada's default outfit in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from the previous remakes, this time as the &amp;quot;Heavy Grenade&amp;quot;. This grenade functions as an upgraded version of the M67 &amp;quot;Hand Grenade&amp;quot; below, having more demolition power with a larger blast radius.&lt;br /&gt;
&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE4R_M26.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M67 Fragmentation Grenade==&lt;br /&gt;
The [[M67 hand grenade]] makes its appearance, simply known as the &amp;quot;Hand Grenade&amp;quot;, which replaces the original function of the M26 grenades in the previous remakes.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:RE4R_M67.jpg|thumb|none|600px|The grenade in the model viewer.]]&lt;br /&gt;
[[File:Download (27).jpg|thumb|none|600px|Leon holding the grenade with his thumb depressing the spoon.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] once again makes its return from the recent remakes, known as the &amp;quot;Flash Grenade&amp;quot;. Its color scheme is altered compared to its previous appearance, with differing markings as well.&lt;br /&gt;
&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE4R_M84.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese_Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_(2002_VG)&amp;diff=1614876</id>
		<title>Resident Evil (2002 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_(2002_VG)&amp;diff=1614876"/>
		<updated>2023-09-29T11:51:11Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: /* Beretta 96FS &amp;quot;Samurai Edge&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil (2002 video game)&lt;br /&gt;
|picture=Resident Evil 1.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= March 22, 2002&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=GameCube&amp;lt;br&amp;gt;Wii&amp;lt;br&amp;gt;Playstation 3&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Xbox 360&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;PC&amp;lt;br&amp;gt;Switch&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
&lt;br /&gt;
'''''Resident Evil''''' (often called ''Resident Evil: Remake'' or simply ''REmake'' within the fandom) is the 2002 third-person survival horror game remake of the [[Resident Evil (1996)|original 1996 video game]] developed and published by Capcom, and was first released for the Nintendo GameCube.&lt;br /&gt;
&lt;br /&gt;
It retells the story of the original ''Resident Evil'' about a special law enforcement task force who found themselves trapped inside a gigantic mansion filled with zombies and monsters. The Remake boasts improved graphics, new environments, better voice acting, and closer ties to the chronologically later games in the series.&lt;br /&gt;
&lt;br /&gt;
In 2014, Capcom announced, by popular demand, they'd be releasing what was initially a Nintendo-only title (the game having been ported, along with ''[[Resident Evil Zero]]'' to the Wii) for the current generation consoles and Steam; this HD Remaster was released on November 27th in Japan and January 20th in the US/EU. &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;
{{Spoilers}}&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The S.T.A.R.S (Special Tactics And Rescue Service) standard-issue &amp;quot;Samurai Edge&amp;quot; custom [[Beretta 92FS Brigadier]] (first introduced in ''[[Resident Evil 3: Nemesis]]'') is featured as the player's starting firearm, replacing the generic Beretta 92FS pistols from the original game. The handgun sports a brigadier slide with front serrations and police engravings, custom wood panel grips with rubber inserts and the S.T.A.R.S. emblem on it, 3-dot custom target sights, an extended slide catch, a flat hammer spring cap, and a stainless steel match grade barrel. Capcom identifies the weapon as an &amp;quot;M92F&amp;quot;, which is incorrect because for one the base gun is a 92FS, and two Beretta does not use M-number designations.&lt;br /&gt;
&lt;br /&gt;
According to official lore from Tokyo Marui, the creators of licensed Resident Evil airsoft replicas, the lead members of S.T.A.R.S. Alpha team (Jill Valentine, Chris Redfield, Albert Wesker, and Barry Burton) own personalized Samurai Edge pistols. On the other hand Bravo team members like Rebecca Chambers carry the standard Samurai Edge model instead. Barry's Samurai Edge exists as a New Game+ weapon, but is not seen used by its owner, and it is unclear if Chris's model is present in-game and/or is used by its owner.&lt;br /&gt;
&lt;br /&gt;
The only usable Samurai Edge model in-game is Jill's own, as Chris drops his Beretta in the opening cutscene and is forced to use hers in his scenario, while Rebecca has her Samurai Edge incorrectly based on Jill's.&lt;br /&gt;
&lt;br /&gt;
Killing zombies with the Samurai Edge can take several bullets, especially at higher difficulties. Each shot has a very low chance of inflicting a critical headshot: AKA decapitation, which prevents zombies from turning into Crimson Heads later on.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3-Samurai-Edge-Jill-Version.jpg|thumb|none|400px|Tokyo Marui airsoft replica of Jill Valentine's Beretta 92FS &amp;quot;Samurai Edge&amp;quot; from ''[[Resident Evil 3: Nemesis]]''. Note the light blue medallion which confirms that this is her own Samurai Edge model.]]&lt;br /&gt;
[[File:Samurai Edge Kai Chris Redfield.jpg|thumb|none|400px|&amp;quot;Tokyo Marui ''Kai'' airsoft replica of Chris Redfield's &amp;quot;Samurai Edge&amp;quot;. Note the dark blue medallion, blued/greyish slide, stainless trigger, and extended slide stop. It is unclear if the weapon is actually present in-game, since the first cutscene is too dark to identify Chris's pistol, and canonically he loses his gun before arriving at the Mansion.]]&lt;br /&gt;
[[Image:RESamuraiEdgeAirsoft.JPG|thumb|none|400px|Airsoft Replica of the Beretta 92FS &amp;quot;Samurai Edge&amp;quot; standard model made by Tokyo Marui with close up on the engravings. Note the yellow medallion.]]&lt;br /&gt;
[[Image:Resident Evil HD Samurai Edge 1.jpg|thumb|none|600px|Jill's Beretta 92FS &amp;quot;Samurai Edge&amp;quot;. The medallion on the grip is discolored (which hasn't been fixed for the HD remaster), and it has an extended slide stop from Chris' version.]]&lt;br /&gt;
[[Image:Resident Evil HD Samurai Edge 2.jpg|thumb|none|600px|Right side. Using the &amp;quot;Check&amp;quot; function will play a quick animation showing the weapon's firing process.]]&lt;br /&gt;
[[Image:Resident Evil HD Samurai Edge 3.jpg|thumb|none|600px|Jill aims her Beretta 92FS &amp;quot;Samurai Edge&amp;quot; handgun.]]&lt;br /&gt;
[[Image:Resident Evil HD Samurai Edge 9.jpg|thumb|none|600px|Reloading the Samurai Edge.]]&lt;br /&gt;
[[Image:Resident Evil HD Samurai Edge 22.jpg|thumb|none|600px|Jill wields her Samurai Edge in tandem with a flashlight in the opening cutscene.]]&lt;br /&gt;
[[Image:Resident Evil HD Samurai Edge 11.jpg|thumb|none|600px|Jill scans the dining room with her Samurai Edge.]]&lt;br /&gt;
[[Image:Resident Evil HD Samurai Edge 23.jpg|thumb|none|600px|Chris wields his Samurai Edge in Jill's scenario. A continuity error since he lost his early on.]]&lt;br /&gt;
[[Image:Resident Evil HD Samurai Edge 7.jpg|thumb|none|600px|Chris finds Jill's Samurai Edge on the floor in his own scenario.]]&lt;br /&gt;
[[Image:REHDRebeccaSamuraiEdgeEmpty.jpg|thumb|none|600px|Rebecca runs dry at the most inopportune time. Her Samurai Edge Jill model is corrected to the standard model in ''[[Resident Evil 0]]''.]]&lt;br /&gt;
[[Image:Resident Evil HD Samurai Edge 21.jpg|thumb|none|600px|Vice-captain Enrico Marini raises his Samurai Edge, giving a good view of the custom rear sight.]]&lt;br /&gt;
[[Image:Samurai Edge A.Wesker model.jpg|thumb|none|400px|Official Tokyo Marui airsoft replica of Albert Wesker's Beretta 92FS &amp;quot;Samurai Edge&amp;quot;. It is a modified two-tone version with a fictional stainless steel frame, an underbarrel rail system, a skeletonized hammer, an enlarged magazine release, and an extended beavertail.]]&lt;br /&gt;
[[Image:Resident Evil HD Wesker Samurai Edge 22.jpg|thumb|none|600px|Wesker fires his Samurai Edge at infected hornets. Note the custom frame and dust cover.]]&lt;br /&gt;
[[Image:Resident Evil HD Wesker Samurai Edge 24.jpg|thumb|none|600px|Wesker reloads his Samurai Edge.]]&lt;br /&gt;
[[Image:Resident Evil HD Wesker Samurai Edge 23.jpg|thumb|none|600px|Wesker reveals his true intentions to Jill as he points his Samurai Edge at her.]]&lt;br /&gt;
[[Image:Resident Evil HD Wesker Samurai Edge 6.jpg|thumb|none|600px|RE5 Chris is thrown to the ground by Wesker and kept at bay with his Samurai Edge.]]&lt;br /&gt;
&lt;br /&gt;
==Silver Serpent (.44 Magnum and .357 Magnum versions)==&lt;br /&gt;
Barry Burton's primary weapon is a custom .44 Magnum revolver named &amp;quot;Silver Serpent&amp;quot;, replacing the generic [[Colt Python]] from the original. It is a Colt Python/[[Colt Anaconda]] hybrid. It has the tell-tale sign of being a Python by the single screw above the trigger, however its frame size and bore diameter is that of a Anaconda .44 Magnum. It features a full underlug barrel weight, a bull barrel, an unfluted cylinder, a gold bead front sight + target rear sight, and checkered wood grips. The ventilated rib of the base Python has been replaced with a solid top above the barrel.&lt;br /&gt;
&lt;br /&gt;
Late in the game, an angry Jill disarms Barry of his revolver after he tries to point it at her, and just as Lisa Trevor arrives. The player can choose to either give the gun back to him, or keep it which leads to Barry's death as Lisa slugs him down a pit. (A non-canon scenario, as Barry lives on after RE1). No extra ammunition can be found for the weapon.&lt;br /&gt;
&lt;br /&gt;
In both Chris and Jill's scenarios, a near-identical revolver can be found inside a tombstone in the cemetery by collecting several emblems and putting them on designated slots in the area. This revolver is also named &amp;quot;Silver Serpent&amp;quot;, but is chambered in .357 Magnum and has redder smooth wood grips. This weapon serves as the player's standard Magnum, and a limited amount of .357 Magnum rounds can be found throughout the game.&lt;br /&gt;
&lt;br /&gt;
The .357 Magnum Silver Serpent is very powerful as it kills most enemies in one shot, and will eliminate the Tyrant's first form in five shots. It has a high chance of decapitating zombies. The .44 Magnum Silver Serpent is extremely powerful as it one-shots the Tyrant's first form, and has an even higher chance of zombie decapitation. The strong recoil of both revolvers will cause Jill to stagger and back down after firing.&lt;br /&gt;
&lt;br /&gt;
[[File:Resident_Evil_1_Magnum.jpg‎ |thumb|none|400px|Fan-made airsoft replica of Barry Burton's .44 Magnum Silver Serpent from ''Resident Evil'' (2002).]]&lt;br /&gt;
[[Image:Resident Evil HD Barry Silver Serpent 1.jpg|thumb|none||600px|Barry Burton's Silver Serpent. &amp;quot;Fires .44 Magnum rounds. An extremely powerful handgun, not to mention one of Barry's favorites.&amp;quot;]]&lt;br /&gt;
[[Image:Resident Evil HD Barry Silver Serpent 17.jpg|thumb|none||600px|Right side view.]]&lt;br /&gt;
[[Image:Resident Evil HD Barry Silver Serpent 10.jpg|thumb|none||600px|Barry scans the dining room with his Silver Serpent.]]&lt;br /&gt;
[[Image:Resident Evil HD Barry Silver Serpent 15.jpg|thumb|none||600px|Barry admires his .44 Magnum Silver Serpent. Unfortunately, the ''&amp;quot;I HAVE THIS!&amp;quot;'' line from the original Resident Evil is replaced with more subtle dialogue in the Remake.]]&lt;br /&gt;
[[Image:Resident Evil HD Barry Silver Serpent 16.jpg|thumb|none||600px|Close-up of Barry firing his Silver Serpent.]]&lt;br /&gt;
[[Image:Resident Evil HD Barry Silver Serpent 23.jpg|thumb|none||600px|Barry finds himself staring down the barrel of his own revolver.]]&lt;br /&gt;
[[Image:Resident Evil HD Barry Silver Serpent 24.jpg|thumb|none||600px|Jill refuses to give Barry back his gun. Notice how her index finger can barely reach the trigger.]]&lt;br /&gt;
[[Image:Resident Evil HD Barry Silver Serpent 25.jpg|thumb|none||600px|The Silver Serpent is knocked out of Jill's hands by Lisa.]]&lt;br /&gt;
[[Image:Resident Evil HD Barry Silver Serpent 2.jpg|thumb|none||600px|Jill aims Barry's Silver Serpent. Strangely, both revolvers appear undersized in Jill's hands during gameplay.]]&lt;br /&gt;
[[Image:Resident Evil HD Silver Serpent 21.jpg|thumb|none||600px|The standard Silver Serpent. &amp;quot;The gun fires .357 Magnum rounds. A powerful firearm but it takes skill to handle it.&amp;quot; This description only appears once the revolver is empty. Besides the the different markings and grips, it is exactly the same model as Barry's.]]&lt;br /&gt;
[[Image:Resident Evil HD Silver Serpent 6.jpg|thumb|none||600px|Using the &amp;quot;Check&amp;quot; function will cause the cylinder to swing open and spin, revealing the cartridges inside their chambers.]]&lt;br /&gt;
[[Image:Resident Evil HD Silver Serpent 2.jpg|thumb|none||600px|Chris aims the standard Silver Serpent. Unlike with Jill, the revolver is full-sized in his hands.]]&lt;br /&gt;
[[Image:Resident Evil HD Silver Serpent 22.jpg|thumb|none||600px|Reloading the standard Silver Serpent. Note the falling casings.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 96FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
A special &amp;quot;Samurai Edge&amp;quot; chambered in .40 S&amp;amp;W, modified with a railed frame extension, longer barrel, compensator, and extended magazine, can be unlocked for use as a &amp;quot;New Game+&amp;quot; weapon by beating the game on Normal or Hard difficulty in under 5 hours. The pistol is ostensibly owned by Barry Burton, though he never actually uses it in-game.&lt;br /&gt;
&lt;br /&gt;
Some sources have stated that Barry rechambered his 9mm 92FS-based Samurai Edge to .40 S&amp;amp;W, which would make the weapon's original identity a 92FS Samurai Edge; however, for IMFDB's identification purposes, the pistol is identified as a .40 S&amp;amp;W [[Beretta 96]] due to its present mechanical identity.&lt;br /&gt;
&lt;br /&gt;
Barry's Samurai Edge boasts unlimited ammunition and slightly higher damage over Jill's. It is fired in a somewhat strange &amp;quot;fake 3-round burst&amp;quot; mode; every press of the fire key will make the player character fire 3 rounds much more rapidly than normal, but whereas the normal Samurai Edge can do this with extremely precise timing as an advanced gameplay mechanic, Barry's Samurai Edge will do this action automatically. This likely means that the player character literally pulls the trigger three times every time the fire key is pressed.&lt;br /&gt;
&lt;br /&gt;
[[File:Barry_Burton_Samurai_Edge.jpg|thumb|none|400px|Tokyo Marui airsoft replica of Barry Burton's Samurai Edge from ''Resident Evil'' (2002).]]&lt;br /&gt;
[[Image:Resident Evil HD Barry Samurai Edge 1.jpg|thumb|none|600px|Barry's Beretta 96FS &amp;quot;Samurai Edge&amp;quot; chambered in .40 S&amp;amp;W.]]&lt;br /&gt;
[[Image:Resident Evil HD Barry Samurai Edge 2.jpg|thumb|none||600px|Right side view of Barry's Samurai Edge. Note the &amp;quot;Custom Kendo Shop&amp;quot; engraving.]]&lt;br /&gt;
[[Image:Resident Evil HD Barry Samurai Edge 3.jpg|thumb|none||600px|Chris aims Barry's Samurai Edge.]]&lt;br /&gt;
[[Image:Resident Evil HD Barry Samurai Edge 7.jpg|thumb|none||600px|Chris gripping the Samurai Edge, showing the rails underneath.]]&lt;br /&gt;
&lt;br /&gt;
==Chiappa Double Eagle Derringer==&lt;br /&gt;
A [[Chiappa Double Eagle Derringer]] chambered in .22 Winchester Magnum Rimfire can be found in the Guard House behind the mansion. It only has one round loaded as the other round was used by its previous owner to stop a friend from zombifying. Despite the .22 Magnum being only as powerful as the 9x19mm cartridge in real life, the in-game version has power on par with the .357 Magnum Silver Serpent, meaning it will kill normal enemies in one shot.&lt;br /&gt;
[[Image:Chiappa Double Eagle.jpg|thumb|none|400px|Chiappa Double Eagle - .22 Magnum]]&lt;br /&gt;
[[Image:Resident Evil HD Derringer 5.jpg|thumb|none|600px|&amp;quot;Self-defense gun&amp;quot;.]]&lt;br /&gt;
[[Image:Resident Evil HD Derringer 6.jpg|thumb|none|600px|&amp;quot;.22 Magnum Double Dillinger&amp;quot; engraving on the right side.]]&lt;br /&gt;
[[Image:Resident Evil HD Derringer 7.jpg|thumb|none|600px|Although the Derringer's inventory description claims that one round has been fired, examining the gun's 3D model shows that both rounds are in fact present with their primers untriggered.]]&lt;br /&gt;
[[Image:Resident Evil HD Derringer 4.jpg|thumb|none|600px|Jill aims the 1-shot wonder pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS (stock)==&lt;br /&gt;
The standard [[Beretta 92FS]] is seen in the Result Screen when finishing the game with Chris' BSAA outfit from ''[[Resident Evil 5]]''. It is identified as a standard Beretta since it has no brigadier slide and lacks the wood grip panels. It also has a laser sight that Chris' Beretta in RE5 has.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|400px|Beretta 92FS - 9x19mm Parabellum.]]&lt;br /&gt;
[[Image:Resident Evil HD Beretta 92FS.jpg|thumb|none|600px|The standard Beretta 92FS in the Result Screen.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Winchester Model 1897==&lt;br /&gt;
A high-end [[Winchester Model 1897]] shotgun with rifle sights is found on the first floor on the east side of the mansion, replacing the [[Remington 870]] from the original ''Resident Evil''. The weapon is booby trapped, but is easily acquired by exchanging the shotgun for a broken one, thereby keeping the trap (a crushing ceiling) from being triggered. This weapon can also be acquired without the broken shotgun in Jill's scenario, as Barry will rescue Jill from the ceiling crusher by shooting out the lock on the room and dragging Jill out before she can &amp;quot;fit into a sandwich.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
When the shotgun is aimed upwards, it has a random chance of decapitating zombies with each shot (at a higher rate than the handgun, but less than the magnum). Both Chris and Jill hold the weapon at the hip in normal gameplay, however Chris also aims it from the shoulder during the Yawn, Plant-42 and Tyrant battles.&lt;br /&gt;
&lt;br /&gt;
[[Image:WinchesterM1897.jpg|thumb|none|450px|Winchester Model 1897 Riot Gun - 12 gauge]]&lt;br /&gt;
[[Image:Resident Evil HD Shotgun 1.jpg|thumb|none|601px|&amp;quot;Fires 12 Gauge Shells. A weapon that is capable of firing wide-range.&amp;quot;]]&lt;br /&gt;
[[Image:REHDShotgun3.jpg|thumb|none|600px|Other side.]]&lt;br /&gt;
[[Image:Resident Evil HD Shotgun 2.jpg|thumb|none|601px|Chris aims the Winchester Model 1897.]]&lt;br /&gt;
[[Image:Resident Evil HD Shotgun 3.jpg|thumb|none|601px|Chris now aims the Winchester from the shoulder when fighting Plant-42.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
This stainless-steel pump-action shotgun, called &amp;quot;Assault Shotgun&amp;quot; in-game, belongs to Richard Aiken from S.T.A.R.S. Bravo team. It is a custom [[Benelli M3]] with elements from the [[Benelli M4]] added to it, notably the collapsible stock and the top rail on the receiver. This weapon can only be acquired if the player manages to get Richard the serum after he's been poisoned by the giant snake Yawn. Like the 1897, both Chris and Jill normally hold the weapon at the hip, though Chris also aims it at the shoulder during the Yawn, Plant-42 and Tyrant battles. It incorrectly holds 10 rounds instead of the proper 7.&lt;br /&gt;
&lt;br /&gt;
[[Image:Benelli_m3-1-.jpg |thumb|none|450px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[Image:M4Super90.jpg|thumb|none|450px|Benelli M4 Super 90 for comparison - 12 gauge]]&lt;br /&gt;
[[Image:Resident Evil HD Assault Shotgun 1.jpg|thumb|none|600px|&amp;quot;Fires 12 Gauge Shells. A S.T.A.R.S. custom arsenal and also Richard's favorite.&amp;quot; When the weapon is examined in the inventory, its sights and stock are initially folded. They are then extended when the &amp;quot;Check&amp;quot; key is used.]]&lt;br /&gt;
[[Image:Resident Evil HD Assault Shotgun 2.jpg|thumb|none|600px|Right side. Note the &amp;quot;S.T.A.R.S.&amp;quot; emblem on the frame.]]&lt;br /&gt;
[[Image:Resident Evil HD Assault Shotgun 4.jpg|thumb|none|600px|Richard holds his custom Benelli M3 after he and Jill damaged the giant snake Yawn.]]&lt;br /&gt;
[[Image:Resident Evil HD Assault Shotgun 3.jpg|thumb|none|600px|Jill aims Richard's custom Benelli M3.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
In the intro, Joseph Frost's personal long arm is a [[Mossberg 590]] with ghost ring sights, heat shield, and a flashlight. This gun is never used in the gameplay.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mossberg 590.jpg|thumb|none|450px|Mossberg 590 with bayonet lug and heat shield - 12 gauge]]&lt;br /&gt;
[[Image:Mossberg 590 Special.jpg|thumb|none|450px|Mossberg 590 with ghost ring sights, bayonet lug, and speedfeed stock - 12 gauge.]]&lt;br /&gt;
[[Image:Resident Evil HD Joseph Shotgun.jpg|thumb|none|600px|Joseph's shoulder mounted camera shows a decent shot of his Mossberg 590 shotgun.]]&lt;br /&gt;
&lt;br /&gt;
=Other Weapons=&lt;br /&gt;
== Hybrid Grenade Launcher ==&lt;br /&gt;
&lt;br /&gt;
Featured only in Jill's scenario is a six round grenade launcher that can use a variety of powerful shells, but with limited range. The weapon is found next to the dead body of Bravo team member Forest Speyer. The weapon is a combination of parts from the [[Arwen 37]] and [[M4A1 carbine]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Arwen_37.JPG|thumb|none|450px|Arwen 37 riot control projectile launcher - 37mm.]]&lt;br /&gt;
[[Image:ColtM4.jpg|thumb|none|450px|Colt M4A1 Carbine - 5.56x45mm.]]&lt;br /&gt;
[[File:Resident Evil HD Grenade Launcher 1.jpg|thumb|none|600px|&amp;quot;A gun that fires grenade rounds, acid rounds, or incendiary rounds.&amp;quot; This description only appears when the weapon is empty.]]&lt;br /&gt;
[[File:RE1HD Grenade Launcher 2.jpg|thumb|none|600px|Left side of the gun. Note the AR-styled selector switch.]]&lt;br /&gt;
[[File:Resident Evil HD Grenade Launcher 3.jpg|thumb|none|600px|Jill finds the Grenade Launcher beside the corpse of Forest, who was pecked to death by infected crows.]]&lt;br /&gt;
[[File:Resident Evil HD Grenade Launcher 2.jpg|thumb|none|600px|Jill aims the Grenade Launcher.]]&lt;br /&gt;
&lt;br /&gt;
==M202 FLASH==&lt;br /&gt;
The [[M202 FLASH]] is thrown down by Brad Vickers in the final boss fight against the Tyrant to destroy the monster once and for all.  The weapon appears to have been referenced from the prop M202 from ''[[Commando]]'' rather than a real one, and has a front pistol grip and an MP5-like trigger unit.&lt;br /&gt;
&lt;br /&gt;
[[Image:M202A2 FLASH.JPG|thumb|none|450px|M202 FLASH - 66mm]]&lt;br /&gt;
[[Image:CommandoM202Flash-5.jpg|thumb|none|450px|Fake M202 FLASH from ''Commando'': note the large rectangular sling loops, less curved corners, and thick rims at the front and rear of the launcher.]]&lt;br /&gt;
[[Image:Resident Evil HD Rocket Launcher 1.jpg|thumb|none|600px|The M202 FLASH in the menu screen.]]&lt;br /&gt;
[[Image:Resident Evil HD Rocket Launcher 4.jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[Image:Resident Evil HD Rocket Launcher 2.jpg|thumb|none|600px|Brad drops the M202 FLASH on the ground.]]&lt;br /&gt;
[[Image:Resident Evil HD Rocket Launcher 3.jpg|thumb|none|600px|Jill aims the M202 FLASH at the Tyrant.]]&lt;br /&gt;
&lt;br /&gt;
==Infinite Rocket Launcher==&lt;br /&gt;
After completing the game in less than three hours on Normal difficulty or higher, the game awards the player with an infinite-ammo Rocket Launcher. Rather than an infinite-ammo M202 FLASH like the original ''[[Resident Evil]]'', the infinite rocket launcher is instead a hodgepodge of many different weapons.&lt;br /&gt;
&lt;br /&gt;
[[File:Resident Evil HD Infinite Rocket Launcher 1.jpg|thumb|none|600px|The fictitious rocket launcher in all of its glory. Among the bits visible are an [[AW50F|Accuracy International AW50]]-esque stock, a trigger guard from an [[M1 Garand]] or an [[M14 rifle|M14]], an unusable folding bipod, and an oversized version of a [[Z-M LR 300]]'s handguard.]]&lt;br /&gt;
[[File:Resident Evil HD Infinite Rocket Launcher 3.jpg|thumb|none|600px|&amp;quot;Launches fire-and-forget rockets continuously. Extremely destructive.&amp;quot;]]&lt;br /&gt;
[[File:Resident Evil HD Infinite Rocket Launcher 2.jpg|thumb|none|600px|Chris aims the Infinite Rocket Launcher.]]&lt;br /&gt;
&lt;br /&gt;
==Flame Thrower==&lt;br /&gt;
This weapon is only available to Chris Redfield. It's found in the caves area and works well against spiders, however it is needed to unlock doors and thus cannot be carried outside the caves. In Jill's story, she instead finds a broken Flame Thrower which is needed to complete a puzzle. If the player makes the right choices, however, Barry Burton can also be seen using it against Plant 42 in Jill's scenario. The Flame Thrower's model is based on a mixture of the flame throwers from the films ''[[Alien]]'' and ''[[Aliens]]''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Resident Evil HD Flamethrower 1.jpg|thumb|none|600px|The Flame Thrower in the menu screen.]]&lt;br /&gt;
[[Image:Resident Evil HD Flamethrower 6.jpg|thumb|none|600px|Other side.]]&lt;br /&gt;
[[Image:Resident Evil HD Flamethrower 2.jpg|thumb|none|600px|Chris with the Flame Thrower.]]&lt;br /&gt;
[[Image:Resident Evil HD Flamethrower 3.jpg|thumb|none|600px|Barry bursts into the scene with the Flame Thrower.]]&lt;br /&gt;
[[Image:Resident Evil HD Flamethrower 4.jpg|thumb|none|600px|Barry lets loose a long burst of flame when Plant 42 grabs him.]]&lt;br /&gt;
&lt;br /&gt;
==Grenade==&lt;br /&gt;
Fictional hand grenades vaguely inspired by the [[M7 CS gas grenade]] can be found by Chris Redfield in his scenario. Like the daggers and stun guns, grenades function as self defense items, meaning Chris will shove one in a zombie's mouth when he is grabbed from the front. The resulting explosion will decapitate the zombie and damage anything near it (including the player). They cannot be thrown.&lt;br /&gt;
[[Image:Resident Evil HD Grenade.jpg|thumb|none|600px|Note the description and label on the grenade, implying that it is supposed to be a flashbang. But it functions as a fragmentation grenade anyway in-game, with none of the signature flash and sound.]]&lt;br /&gt;
[[Image:Resident Evil HD Grenade_2.jpg|thumb|none|600px|A zombie expecting to dine on flesh gets a mouthful of grenade instead. The pin isn't pulled, but it still explodes.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Bonus=&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
[[Image:Resident Evil HD Handgun Ammo.jpg|thumb|none|600px|A magazine of 9x19mm Parabellum rounds for the Beretta. Closer inspection shows that the 9mm rounds are hollow points.]]&lt;br /&gt;
[[Image:Resident Evil HD Magnum Ammo.jpg|thumb|none|600px|Speedloader full of .357 Magnum hollow point rounds for the standard Silver Serpent.]]&lt;br /&gt;
[[Image:Resident Evil HD Shotgun Ammo.jpg|thumb|none|600px|12 gauge shotgun shells. Despite the box's statement of &amp;quot;8 Cartridges&amp;quot;, only 6 shells are picked up here. Note that the ammo can is based on a standard US military ammo can, but scaled down significantly in size. Yet, even at this reduced size, it's still large enough to fit at least 16 to 20 shotgun shells.]]&lt;br /&gt;
[[Image:Resident Evil HD Normal Grenade Ammo.jpg|thumb|none|600px|A can of standard grenade rounds for the Grenade Launcher.]]&lt;br /&gt;
[[Image:Resident Evil HD Acid Grenade Ammo.jpg|thumb|none|600px|A can of acid grenade rounds. Barry calls it &amp;quot;a can of fizz&amp;quot; in the Remake, instead of a &amp;quot;powerful weapon&amp;quot; like in the original.]]&lt;br /&gt;
[[Image:Resident Evil HD Incendiary Grenade Ammo.jpg|thumb|none|600px|A can of incendiary grenade rounds.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Shinji Mikami]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_(2002_VG)&amp;diff=1614875</id>
		<title>Resident Evil (2002 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_(2002_VG)&amp;diff=1614875"/>
		<updated>2023-09-29T11:50:27Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: /* Beretta 96FS &amp;quot;Samurai Edge&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil (2002 video game)&lt;br /&gt;
|picture=Resident Evil 1.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= March 22, 2002&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=GameCube&amp;lt;br&amp;gt;Wii&amp;lt;br&amp;gt;Playstation 3&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Xbox 360&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;PC&amp;lt;br&amp;gt;Switch&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
&lt;br /&gt;
'''''Resident Evil''''' (often called ''Resident Evil: Remake'' or simply ''REmake'' within the fandom) is the 2002 third-person survival horror game remake of the [[Resident Evil (1996)|original 1996 video game]] developed and published by Capcom, and was first released for the Nintendo GameCube.&lt;br /&gt;
&lt;br /&gt;
It retells the story of the original ''Resident Evil'' about a special law enforcement task force who found themselves trapped inside a gigantic mansion filled with zombies and monsters. The Remake boasts improved graphics, new environments, better voice acting, and closer ties to the chronologically later games in the series.&lt;br /&gt;
&lt;br /&gt;
In 2014, Capcom announced, by popular demand, they'd be releasing what was initially a Nintendo-only title (the game having been ported, along with ''[[Resident Evil Zero]]'' to the Wii) for the current generation consoles and Steam; this HD Remaster was released on November 27th in Japan and January 20th in the US/EU. &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;
{{Spoilers}}&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The S.T.A.R.S (Special Tactics And Rescue Service) standard-issue &amp;quot;Samurai Edge&amp;quot; custom [[Beretta 92FS Brigadier]] (first introduced in ''[[Resident Evil 3: Nemesis]]'') is featured as the player's starting firearm, replacing the generic Beretta 92FS pistols from the original game. The handgun sports a brigadier slide with front serrations and police engravings, custom wood panel grips with rubber inserts and the S.T.A.R.S. emblem on it, 3-dot custom target sights, an extended slide catch, a flat hammer spring cap, and a stainless steel match grade barrel. Capcom identifies the weapon as an &amp;quot;M92F&amp;quot;, which is incorrect because for one the base gun is a 92FS, and two Beretta does not use M-number designations.&lt;br /&gt;
&lt;br /&gt;
According to official lore from Tokyo Marui, the creators of licensed Resident Evil airsoft replicas, the lead members of S.T.A.R.S. Alpha team (Jill Valentine, Chris Redfield, Albert Wesker, and Barry Burton) own personalized Samurai Edge pistols. On the other hand Bravo team members like Rebecca Chambers carry the standard Samurai Edge model instead. Barry's Samurai Edge exists as a New Game+ weapon, but is not seen used by its owner, and it is unclear if Chris's model is present in-game and/or is used by its owner.&lt;br /&gt;
&lt;br /&gt;
The only usable Samurai Edge model in-game is Jill's own, as Chris drops his Beretta in the opening cutscene and is forced to use hers in his scenario, while Rebecca has her Samurai Edge incorrectly based on Jill's.&lt;br /&gt;
&lt;br /&gt;
Killing zombies with the Samurai Edge can take several bullets, especially at higher difficulties. Each shot has a very low chance of inflicting a critical headshot: AKA decapitation, which prevents zombies from turning into Crimson Heads later on.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3-Samurai-Edge-Jill-Version.jpg|thumb|none|400px|Tokyo Marui airsoft replica of Jill Valentine's Beretta 92FS &amp;quot;Samurai Edge&amp;quot; from ''[[Resident Evil 3: Nemesis]]''. Note the light blue medallion which confirms that this is her own Samurai Edge model.]]&lt;br /&gt;
[[File:Samurai Edge Kai Chris Redfield.jpg|thumb|none|400px|&amp;quot;Tokyo Marui ''Kai'' airsoft replica of Chris Redfield's &amp;quot;Samurai Edge&amp;quot;. Note the dark blue medallion, blued/greyish slide, stainless trigger, and extended slide stop. It is unclear if the weapon is actually present in-game, since the first cutscene is too dark to identify Chris's pistol, and canonically he loses his gun before arriving at the Mansion.]]&lt;br /&gt;
[[Image:RESamuraiEdgeAirsoft.JPG|thumb|none|400px|Airsoft Replica of the Beretta 92FS &amp;quot;Samurai Edge&amp;quot; standard model made by Tokyo Marui with close up on the engravings. Note the yellow medallion.]]&lt;br /&gt;
[[Image:Resident Evil HD Samurai Edge 1.jpg|thumb|none|600px|Jill's Beretta 92FS &amp;quot;Samurai Edge&amp;quot;. The medallion on the grip is discolored (which hasn't been fixed for the HD remaster), and it has an extended slide stop from Chris' version.]]&lt;br /&gt;
[[Image:Resident Evil HD Samurai Edge 2.jpg|thumb|none|600px|Right side. Using the &amp;quot;Check&amp;quot; function will play a quick animation showing the weapon's firing process.]]&lt;br /&gt;
[[Image:Resident Evil HD Samurai Edge 3.jpg|thumb|none|600px|Jill aims her Beretta 92FS &amp;quot;Samurai Edge&amp;quot; handgun.]]&lt;br /&gt;
[[Image:Resident Evil HD Samurai Edge 9.jpg|thumb|none|600px|Reloading the Samurai Edge.]]&lt;br /&gt;
[[Image:Resident Evil HD Samurai Edge 22.jpg|thumb|none|600px|Jill wields her Samurai Edge in tandem with a flashlight in the opening cutscene.]]&lt;br /&gt;
[[Image:Resident Evil HD Samurai Edge 11.jpg|thumb|none|600px|Jill scans the dining room with her Samurai Edge.]]&lt;br /&gt;
[[Image:Resident Evil HD Samurai Edge 23.jpg|thumb|none|600px|Chris wields his Samurai Edge in Jill's scenario. A continuity error since he lost his early on.]]&lt;br /&gt;
[[Image:Resident Evil HD Samurai Edge 7.jpg|thumb|none|600px|Chris finds Jill's Samurai Edge on the floor in his own scenario.]]&lt;br /&gt;
[[Image:REHDRebeccaSamuraiEdgeEmpty.jpg|thumb|none|600px|Rebecca runs dry at the most inopportune time. Her Samurai Edge Jill model is corrected to the standard model in ''[[Resident Evil 0]]''.]]&lt;br /&gt;
[[Image:Resident Evil HD Samurai Edge 21.jpg|thumb|none|600px|Vice-captain Enrico Marini raises his Samurai Edge, giving a good view of the custom rear sight.]]&lt;br /&gt;
[[Image:Samurai Edge A.Wesker model.jpg|thumb|none|400px|Official Tokyo Marui airsoft replica of Albert Wesker's Beretta 92FS &amp;quot;Samurai Edge&amp;quot;. It is a modified two-tone version with a fictional stainless steel frame, an underbarrel rail system, a skeletonized hammer, an enlarged magazine release, and an extended beavertail.]]&lt;br /&gt;
[[Image:Resident Evil HD Wesker Samurai Edge 22.jpg|thumb|none|600px|Wesker fires his Samurai Edge at infected hornets. Note the custom frame and dust cover.]]&lt;br /&gt;
[[Image:Resident Evil HD Wesker Samurai Edge 24.jpg|thumb|none|600px|Wesker reloads his Samurai Edge.]]&lt;br /&gt;
[[Image:Resident Evil HD Wesker Samurai Edge 23.jpg|thumb|none|600px|Wesker reveals his true intentions to Jill as he points his Samurai Edge at her.]]&lt;br /&gt;
[[Image:Resident Evil HD Wesker Samurai Edge 6.jpg|thumb|none|600px|RE5 Chris is thrown to the ground by Wesker and kept at bay with his Samurai Edge.]]&lt;br /&gt;
&lt;br /&gt;
==Silver Serpent (.44 Magnum and .357 Magnum versions)==&lt;br /&gt;
Barry Burton's primary weapon is a custom .44 Magnum revolver named &amp;quot;Silver Serpent&amp;quot;, replacing the generic [[Colt Python]] from the original. It is a Colt Python/[[Colt Anaconda]] hybrid. It has the tell-tale sign of being a Python by the single screw above the trigger, however its frame size and bore diameter is that of a Anaconda .44 Magnum. It features a full underlug barrel weight, a bull barrel, an unfluted cylinder, a gold bead front sight + target rear sight, and checkered wood grips. The ventilated rib of the base Python has been replaced with a solid top above the barrel.&lt;br /&gt;
&lt;br /&gt;
Late in the game, an angry Jill disarms Barry of his revolver after he tries to point it at her, and just as Lisa Trevor arrives. The player can choose to either give the gun back to him, or keep it which leads to Barry's death as Lisa slugs him down a pit. (A non-canon scenario, as Barry lives on after RE1). No extra ammunition can be found for the weapon.&lt;br /&gt;
&lt;br /&gt;
In both Chris and Jill's scenarios, a near-identical revolver can be found inside a tombstone in the cemetery by collecting several emblems and putting them on designated slots in the area. This revolver is also named &amp;quot;Silver Serpent&amp;quot;, but is chambered in .357 Magnum and has redder smooth wood grips. This weapon serves as the player's standard Magnum, and a limited amount of .357 Magnum rounds can be found throughout the game.&lt;br /&gt;
&lt;br /&gt;
The .357 Magnum Silver Serpent is very powerful as it kills most enemies in one shot, and will eliminate the Tyrant's first form in five shots. It has a high chance of decapitating zombies. The .44 Magnum Silver Serpent is extremely powerful as it one-shots the Tyrant's first form, and has an even higher chance of zombie decapitation. The strong recoil of both revolvers will cause Jill to stagger and back down after firing.&lt;br /&gt;
&lt;br /&gt;
[[File:Resident_Evil_1_Magnum.jpg‎ |thumb|none|400px|Fan-made airsoft replica of Barry Burton's .44 Magnum Silver Serpent from ''Resident Evil'' (2002).]]&lt;br /&gt;
[[Image:Resident Evil HD Barry Silver Serpent 1.jpg|thumb|none||600px|Barry Burton's Silver Serpent. &amp;quot;Fires .44 Magnum rounds. An extremely powerful handgun, not to mention one of Barry's favorites.&amp;quot;]]&lt;br /&gt;
[[Image:Resident Evil HD Barry Silver Serpent 17.jpg|thumb|none||600px|Right side view.]]&lt;br /&gt;
[[Image:Resident Evil HD Barry Silver Serpent 10.jpg|thumb|none||600px|Barry scans the dining room with his Silver Serpent.]]&lt;br /&gt;
[[Image:Resident Evil HD Barry Silver Serpent 15.jpg|thumb|none||600px|Barry admires his .44 Magnum Silver Serpent. Unfortunately, the ''&amp;quot;I HAVE THIS!&amp;quot;'' line from the original Resident Evil is replaced with more subtle dialogue in the Remake.]]&lt;br /&gt;
[[Image:Resident Evil HD Barry Silver Serpent 16.jpg|thumb|none||600px|Close-up of Barry firing his Silver Serpent.]]&lt;br /&gt;
[[Image:Resident Evil HD Barry Silver Serpent 23.jpg|thumb|none||600px|Barry finds himself staring down the barrel of his own revolver.]]&lt;br /&gt;
[[Image:Resident Evil HD Barry Silver Serpent 24.jpg|thumb|none||600px|Jill refuses to give Barry back his gun. Notice how her index finger can barely reach the trigger.]]&lt;br /&gt;
[[Image:Resident Evil HD Barry Silver Serpent 25.jpg|thumb|none||600px|The Silver Serpent is knocked out of Jill's hands by Lisa.]]&lt;br /&gt;
[[Image:Resident Evil HD Barry Silver Serpent 2.jpg|thumb|none||600px|Jill aims Barry's Silver Serpent. Strangely, both revolvers appear undersized in Jill's hands during gameplay.]]&lt;br /&gt;
[[Image:Resident Evil HD Silver Serpent 21.jpg|thumb|none||600px|The standard Silver Serpent. &amp;quot;The gun fires .357 Magnum rounds. A powerful firearm but it takes skill to handle it.&amp;quot; This description only appears once the revolver is empty. Besides the the different markings and grips, it is exactly the same model as Barry's.]]&lt;br /&gt;
[[Image:Resident Evil HD Silver Serpent 6.jpg|thumb|none||600px|Using the &amp;quot;Check&amp;quot; function will cause the cylinder to swing open and spin, revealing the cartridges inside their chambers.]]&lt;br /&gt;
[[Image:Resident Evil HD Silver Serpent 2.jpg|thumb|none||600px|Chris aims the standard Silver Serpent. Unlike with Jill, the revolver is full-sized in his hands.]]&lt;br /&gt;
[[Image:Resident Evil HD Silver Serpent 22.jpg|thumb|none||600px|Reloading the standard Silver Serpent. Note the falling casings.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 96FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
A special &amp;quot;Samurai Edge&amp;quot; chambered in .40 S&amp;amp;W, modified with a railed frame extension, longer barrel, compensator, and extended magazine, can be unlocked for use as a &amp;quot;New Game+&amp;quot; weapon by beating the game on Normal or Hard difficulty in under 5 hours. The pistol is ostensibly owned by Barry Burton, though he never actually uses it in-game.&lt;br /&gt;
&lt;br /&gt;
Some sources have stated that Barry rechambered his 9mm 92FS-based Samurai Edge to .40 S&amp;amp;W, which would make the weapon's original identity a 92FS Samurai Edge; however, for IMFDB's identification purposes, the pistol is identified as a .40 S&amp;amp;W [[Beretta 96]] due to its present mechanical identity.&lt;br /&gt;
&lt;br /&gt;
Barry's Samurai Edge boasts unlimited ammunition and slightly higher damage over Jill's. It is fired in a somewhat strange &amp;quot;fake 3-round burst&amp;quot; mode; every press of the fire key will make the player character fire 3 rounds, but whereas the normal Samurai Edge can do this with extremely precise timing as an advanced gameplay mechanic, Barry's Samurai Edge will do this action automatically. This likely means that the player character literally pulls the trigger three times every time the fire key is pressed.&lt;br /&gt;
&lt;br /&gt;
[[File:Barry_Burton_Samurai_Edge.jpg|thumb|none|400px|Tokyo Marui airsoft replica of Barry Burton's Samurai Edge from ''Resident Evil'' (2002).]]&lt;br /&gt;
[[Image:Resident Evil HD Barry Samurai Edge 1.jpg|thumb|none|600px|Barry's Beretta 96FS &amp;quot;Samurai Edge&amp;quot; chambered in .40 S&amp;amp;W.]]&lt;br /&gt;
[[Image:Resident Evil HD Barry Samurai Edge 2.jpg|thumb|none||600px|Right side view of Barry's Samurai Edge. Note the &amp;quot;Custom Kendo Shop&amp;quot; engraving.]]&lt;br /&gt;
[[Image:Resident Evil HD Barry Samurai Edge 3.jpg|thumb|none||600px|Chris aims Barry's Samurai Edge.]]&lt;br /&gt;
[[Image:Resident Evil HD Barry Samurai Edge 7.jpg|thumb|none||600px|Chris gripping the Samurai Edge, showing the rails underneath.]]&lt;br /&gt;
&lt;br /&gt;
==Chiappa Double Eagle Derringer==&lt;br /&gt;
A [[Chiappa Double Eagle Derringer]] chambered in .22 Winchester Magnum Rimfire can be found in the Guard House behind the mansion. It only has one round loaded as the other round was used by its previous owner to stop a friend from zombifying. Despite the .22 Magnum being only as powerful as the 9x19mm cartridge in real life, the in-game version has power on par with the .357 Magnum Silver Serpent, meaning it will kill normal enemies in one shot.&lt;br /&gt;
[[Image:Chiappa Double Eagle.jpg|thumb|none|400px|Chiappa Double Eagle - .22 Magnum]]&lt;br /&gt;
[[Image:Resident Evil HD Derringer 5.jpg|thumb|none|600px|&amp;quot;Self-defense gun&amp;quot;.]]&lt;br /&gt;
[[Image:Resident Evil HD Derringer 6.jpg|thumb|none|600px|&amp;quot;.22 Magnum Double Dillinger&amp;quot; engraving on the right side.]]&lt;br /&gt;
[[Image:Resident Evil HD Derringer 7.jpg|thumb|none|600px|Although the Derringer's inventory description claims that one round has been fired, examining the gun's 3D model shows that both rounds are in fact present with their primers untriggered.]]&lt;br /&gt;
[[Image:Resident Evil HD Derringer 4.jpg|thumb|none|600px|Jill aims the 1-shot wonder pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS (stock)==&lt;br /&gt;
The standard [[Beretta 92FS]] is seen in the Result Screen when finishing the game with Chris' BSAA outfit from ''[[Resident Evil 5]]''. It is identified as a standard Beretta since it has no brigadier slide and lacks the wood grip panels. It also has a laser sight that Chris' Beretta in RE5 has.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|400px|Beretta 92FS - 9x19mm Parabellum.]]&lt;br /&gt;
[[Image:Resident Evil HD Beretta 92FS.jpg|thumb|none|600px|The standard Beretta 92FS in the Result Screen.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Winchester Model 1897==&lt;br /&gt;
A high-end [[Winchester Model 1897]] shotgun with rifle sights is found on the first floor on the east side of the mansion, replacing the [[Remington 870]] from the original ''Resident Evil''. The weapon is booby trapped, but is easily acquired by exchanging the shotgun for a broken one, thereby keeping the trap (a crushing ceiling) from being triggered. This weapon can also be acquired without the broken shotgun in Jill's scenario, as Barry will rescue Jill from the ceiling crusher by shooting out the lock on the room and dragging Jill out before she can &amp;quot;fit into a sandwich.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
When the shotgun is aimed upwards, it has a random chance of decapitating zombies with each shot (at a higher rate than the handgun, but less than the magnum). Both Chris and Jill hold the weapon at the hip in normal gameplay, however Chris also aims it from the shoulder during the Yawn, Plant-42 and Tyrant battles.&lt;br /&gt;
&lt;br /&gt;
[[Image:WinchesterM1897.jpg|thumb|none|450px|Winchester Model 1897 Riot Gun - 12 gauge]]&lt;br /&gt;
[[Image:Resident Evil HD Shotgun 1.jpg|thumb|none|601px|&amp;quot;Fires 12 Gauge Shells. A weapon that is capable of firing wide-range.&amp;quot;]]&lt;br /&gt;
[[Image:REHDShotgun3.jpg|thumb|none|600px|Other side.]]&lt;br /&gt;
[[Image:Resident Evil HD Shotgun 2.jpg|thumb|none|601px|Chris aims the Winchester Model 1897.]]&lt;br /&gt;
[[Image:Resident Evil HD Shotgun 3.jpg|thumb|none|601px|Chris now aims the Winchester from the shoulder when fighting Plant-42.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
This stainless-steel pump-action shotgun, called &amp;quot;Assault Shotgun&amp;quot; in-game, belongs to Richard Aiken from S.T.A.R.S. Bravo team. It is a custom [[Benelli M3]] with elements from the [[Benelli M4]] added to it, notably the collapsible stock and the top rail on the receiver. This weapon can only be acquired if the player manages to get Richard the serum after he's been poisoned by the giant snake Yawn. Like the 1897, both Chris and Jill normally hold the weapon at the hip, though Chris also aims it at the shoulder during the Yawn, Plant-42 and Tyrant battles. It incorrectly holds 10 rounds instead of the proper 7.&lt;br /&gt;
&lt;br /&gt;
[[Image:Benelli_m3-1-.jpg |thumb|none|450px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[Image:M4Super90.jpg|thumb|none|450px|Benelli M4 Super 90 for comparison - 12 gauge]]&lt;br /&gt;
[[Image:Resident Evil HD Assault Shotgun 1.jpg|thumb|none|600px|&amp;quot;Fires 12 Gauge Shells. A S.T.A.R.S. custom arsenal and also Richard's favorite.&amp;quot; When the weapon is examined in the inventory, its sights and stock are initially folded. They are then extended when the &amp;quot;Check&amp;quot; key is used.]]&lt;br /&gt;
[[Image:Resident Evil HD Assault Shotgun 2.jpg|thumb|none|600px|Right side. Note the &amp;quot;S.T.A.R.S.&amp;quot; emblem on the frame.]]&lt;br /&gt;
[[Image:Resident Evil HD Assault Shotgun 4.jpg|thumb|none|600px|Richard holds his custom Benelli M3 after he and Jill damaged the giant snake Yawn.]]&lt;br /&gt;
[[Image:Resident Evil HD Assault Shotgun 3.jpg|thumb|none|600px|Jill aims Richard's custom Benelli M3.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
In the intro, Joseph Frost's personal long arm is a [[Mossberg 590]] with ghost ring sights, heat shield, and a flashlight. This gun is never used in the gameplay.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mossberg 590.jpg|thumb|none|450px|Mossberg 590 with bayonet lug and heat shield - 12 gauge]]&lt;br /&gt;
[[Image:Mossberg 590 Special.jpg|thumb|none|450px|Mossberg 590 with ghost ring sights, bayonet lug, and speedfeed stock - 12 gauge.]]&lt;br /&gt;
[[Image:Resident Evil HD Joseph Shotgun.jpg|thumb|none|600px|Joseph's shoulder mounted camera shows a decent shot of his Mossberg 590 shotgun.]]&lt;br /&gt;
&lt;br /&gt;
=Other Weapons=&lt;br /&gt;
== Hybrid Grenade Launcher ==&lt;br /&gt;
&lt;br /&gt;
Featured only in Jill's scenario is a six round grenade launcher that can use a variety of powerful shells, but with limited range. The weapon is found next to the dead body of Bravo team member Forest Speyer. The weapon is a combination of parts from the [[Arwen 37]] and [[M4A1 carbine]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Arwen_37.JPG|thumb|none|450px|Arwen 37 riot control projectile launcher - 37mm.]]&lt;br /&gt;
[[Image:ColtM4.jpg|thumb|none|450px|Colt M4A1 Carbine - 5.56x45mm.]]&lt;br /&gt;
[[File:Resident Evil HD Grenade Launcher 1.jpg|thumb|none|600px|&amp;quot;A gun that fires grenade rounds, acid rounds, or incendiary rounds.&amp;quot; This description only appears when the weapon is empty.]]&lt;br /&gt;
[[File:RE1HD Grenade Launcher 2.jpg|thumb|none|600px|Left side of the gun. Note the AR-styled selector switch.]]&lt;br /&gt;
[[File:Resident Evil HD Grenade Launcher 3.jpg|thumb|none|600px|Jill finds the Grenade Launcher beside the corpse of Forest, who was pecked to death by infected crows.]]&lt;br /&gt;
[[File:Resident Evil HD Grenade Launcher 2.jpg|thumb|none|600px|Jill aims the Grenade Launcher.]]&lt;br /&gt;
&lt;br /&gt;
==M202 FLASH==&lt;br /&gt;
The [[M202 FLASH]] is thrown down by Brad Vickers in the final boss fight against the Tyrant to destroy the monster once and for all.  The weapon appears to have been referenced from the prop M202 from ''[[Commando]]'' rather than a real one, and has a front pistol grip and an MP5-like trigger unit.&lt;br /&gt;
&lt;br /&gt;
[[Image:M202A2 FLASH.JPG|thumb|none|450px|M202 FLASH - 66mm]]&lt;br /&gt;
[[Image:CommandoM202Flash-5.jpg|thumb|none|450px|Fake M202 FLASH from ''Commando'': note the large rectangular sling loops, less curved corners, and thick rims at the front and rear of the launcher.]]&lt;br /&gt;
[[Image:Resident Evil HD Rocket Launcher 1.jpg|thumb|none|600px|The M202 FLASH in the menu screen.]]&lt;br /&gt;
[[Image:Resident Evil HD Rocket Launcher 4.jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[Image:Resident Evil HD Rocket Launcher 2.jpg|thumb|none|600px|Brad drops the M202 FLASH on the ground.]]&lt;br /&gt;
[[Image:Resident Evil HD Rocket Launcher 3.jpg|thumb|none|600px|Jill aims the M202 FLASH at the Tyrant.]]&lt;br /&gt;
&lt;br /&gt;
==Infinite Rocket Launcher==&lt;br /&gt;
After completing the game in less than three hours on Normal difficulty or higher, the game awards the player with an infinite-ammo Rocket Launcher. Rather than an infinite-ammo M202 FLASH like the original ''[[Resident Evil]]'', the infinite rocket launcher is instead a hodgepodge of many different weapons.&lt;br /&gt;
&lt;br /&gt;
[[File:Resident Evil HD Infinite Rocket Launcher 1.jpg|thumb|none|600px|The fictitious rocket launcher in all of its glory. Among the bits visible are an [[AW50F|Accuracy International AW50]]-esque stock, a trigger guard from an [[M1 Garand]] or an [[M14 rifle|M14]], an unusable folding bipod, and an oversized version of a [[Z-M LR 300]]'s handguard.]]&lt;br /&gt;
[[File:Resident Evil HD Infinite Rocket Launcher 3.jpg|thumb|none|600px|&amp;quot;Launches fire-and-forget rockets continuously. Extremely destructive.&amp;quot;]]&lt;br /&gt;
[[File:Resident Evil HD Infinite Rocket Launcher 2.jpg|thumb|none|600px|Chris aims the Infinite Rocket Launcher.]]&lt;br /&gt;
&lt;br /&gt;
==Flame Thrower==&lt;br /&gt;
This weapon is only available to Chris Redfield. It's found in the caves area and works well against spiders, however it is needed to unlock doors and thus cannot be carried outside the caves. In Jill's story, she instead finds a broken Flame Thrower which is needed to complete a puzzle. If the player makes the right choices, however, Barry Burton can also be seen using it against Plant 42 in Jill's scenario. The Flame Thrower's model is based on a mixture of the flame throwers from the films ''[[Alien]]'' and ''[[Aliens]]''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Resident Evil HD Flamethrower 1.jpg|thumb|none|600px|The Flame Thrower in the menu screen.]]&lt;br /&gt;
[[Image:Resident Evil HD Flamethrower 6.jpg|thumb|none|600px|Other side.]]&lt;br /&gt;
[[Image:Resident Evil HD Flamethrower 2.jpg|thumb|none|600px|Chris with the Flame Thrower.]]&lt;br /&gt;
[[Image:Resident Evil HD Flamethrower 3.jpg|thumb|none|600px|Barry bursts into the scene with the Flame Thrower.]]&lt;br /&gt;
[[Image:Resident Evil HD Flamethrower 4.jpg|thumb|none|600px|Barry lets loose a long burst of flame when Plant 42 grabs him.]]&lt;br /&gt;
&lt;br /&gt;
==Grenade==&lt;br /&gt;
Fictional hand grenades vaguely inspired by the [[M7 CS gas grenade]] can be found by Chris Redfield in his scenario. Like the daggers and stun guns, grenades function as self defense items, meaning Chris will shove one in a zombie's mouth when he is grabbed from the front. The resulting explosion will decapitate the zombie and damage anything near it (including the player). They cannot be thrown.&lt;br /&gt;
[[Image:Resident Evil HD Grenade.jpg|thumb|none|600px|Note the description and label on the grenade, implying that it is supposed to be a flashbang. But it functions as a fragmentation grenade anyway in-game, with none of the signature flash and sound.]]&lt;br /&gt;
[[Image:Resident Evil HD Grenade_2.jpg|thumb|none|600px|A zombie expecting to dine on flesh gets a mouthful of grenade instead. The pin isn't pulled, but it still explodes.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Bonus=&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
[[Image:Resident Evil HD Handgun Ammo.jpg|thumb|none|600px|A magazine of 9x19mm Parabellum rounds for the Beretta. Closer inspection shows that the 9mm rounds are hollow points.]]&lt;br /&gt;
[[Image:Resident Evil HD Magnum Ammo.jpg|thumb|none|600px|Speedloader full of .357 Magnum hollow point rounds for the standard Silver Serpent.]]&lt;br /&gt;
[[Image:Resident Evil HD Shotgun Ammo.jpg|thumb|none|600px|12 gauge shotgun shells. Despite the box's statement of &amp;quot;8 Cartridges&amp;quot;, only 6 shells are picked up here. Note that the ammo can is based on a standard US military ammo can, but scaled down significantly in size. Yet, even at this reduced size, it's still large enough to fit at least 16 to 20 shotgun shells.]]&lt;br /&gt;
[[Image:Resident Evil HD Normal Grenade Ammo.jpg|thumb|none|600px|A can of standard grenade rounds for the Grenade Launcher.]]&lt;br /&gt;
[[Image:Resident Evil HD Acid Grenade Ammo.jpg|thumb|none|600px|A can of acid grenade rounds. Barry calls it &amp;quot;a can of fizz&amp;quot; in the Remake, instead of a &amp;quot;powerful weapon&amp;quot; like in the original.]]&lt;br /&gt;
[[Image:Resident Evil HD Incendiary Grenade Ammo.jpg|thumb|none|600px|A can of incendiary grenade rounds.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Shinji Mikami]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1614358</id>
		<title>Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1614358"/>
		<updated>2023-09-27T02:24:02Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: /* AR-57 */ notes about the handguard and stock&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare II''&lt;br /&gt;
|picture=MWII-cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=October 28, 2022&lt;br /&gt;
|developer=Infinity Ward&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 II''''' is the nineteenth installment in the ''[[Call of Duty]]'' first-person shooter series. Developed by Infinity Ward and published by Activision, it is a direct sequel to ''[[Call of Duty: Modern Warfare (2019)]]'', and it was released on October 28, 2022.&lt;br /&gt;
&lt;br /&gt;
Like ''Modern Warfare 2019'', the game is comprised of four main modes: the traditional singleplayer campaign, multiplayer, Spec Ops and Warzone 2.0 with additional DMZ mode.&lt;br /&gt;
&lt;br /&gt;
The singleplayer story is the continuation of ''Modern Warfare''’s storyline, following the newly-formed elite multinational Task Force 141 in their continuing fight against the terrorist organization Al-Qatala, who have formed an alliance with the deadly Las Almas drug cartel. &lt;br /&gt;
&lt;br /&gt;
The multiplayer is the standard attraction of the ''Call of Duty'' franchise, along with PvE Spec Ops missions. A new submode to Spec Ops are Raids, which are multi-stage, high-risk high-reward episodic long levels mixed with cooperative combat and puzzle-solving. As of March 2023, &amp;quot;Atomgrad&amp;quot; is the only available Raid in the game, along with four episodes which take place after the events of ''Modern Warfare'' and by extension, some events of Warzone 1.0 before the release of ''Black Ops: Cold War''.&lt;br /&gt;
&lt;br /&gt;
Following on the heels of ''Warzone'', '''''Call of Duty: Warzone 2.0''''' is a standalone free-to-play gamemode that expands upon the original mode with new features and new maps, with additional maps being added later seasons. In addition, Warzone 2.0 also includes the DMZ submode, an extraction-type PvPvE gamemode where players complete faction quests, scavenge for weapons and loots, fend off against enemy NPCs as well as players and exfiltrate the map alive, with no set objective.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare II}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The weapon system in ''Modern Warfare II'' is a modified version of the weapons and Gunsmith system found in ''Modern Warfare'', with a limit of five mod slots. Primary weapons are divided into seven types: submachine guns, assault rifles, shotguns, battle rifles (high damage, high recoil select-fire rifles with low capacity), marksman rifles (high damage, accurate, exclusively semi-auto/manually-operated rifles, with iron sights), light machine guns, and sniper rifles. Weapon inspection animations are more intricate than it was in ''Modern Warfare'', with the user often checking the magazine and/or chamber in each of the inspect animations. The current ammunition type (hollow points, incendiary rounds and the like) can also be seen. As of Season 1, inspect animations now correctly account for if the weapon is empty or not; this was not the case during the multiplayer beta and launch builds of the game.&lt;br /&gt;
&lt;br /&gt;
Weapon reloads are now &amp;quot;staged&amp;quot;, meaning if the player performs an action that would cancel a reload (as with previous entries), the reload animation will resume to its previous state until the magazine/last round is either inserted (for non-empty reloads) or when the weapon is chambered. Underbarrel grenade launcher reloads are not affected by this, however.&lt;br /&gt;
&lt;br /&gt;
Reaching the maximum level of a weapon unlocks Weapon Tuning, wherein the player can finetune various attachments to be slightly better at one statistic at the cost of another. Various store blueprints come with predetermined &amp;quot;pro-tuned&amp;quot; attachments; in which the player cannot modify. Pro-tuned attachments are reset if the player modifies their attachments or its tuning.&lt;br /&gt;
&lt;br /&gt;
Many weapons are now classified under a &amp;quot;Weapon Platform&amp;quot; system, which groups multiple weapons (which may cover several different types) in the same real world weapon family into a single set, with individual weapons within the Weapon Platform being classified as &amp;quot;Receivers&amp;quot;. Weapons under a Weapon Platform share a progression system that lets the player unlock platform-specific shared attachments. It is possible to create a loadout with two similar weapons with marginally different stats, such as having the AUG A3 and AUG HBAR variant in the same loadout, with similar attachment setups. Post-release weapons in existing weapon platforms are not unlocked by progressing the specific weapon level required, as those are completed through various tasks instead.&lt;br /&gt;
&lt;br /&gt;
The current Weapon Platforms with multiple receivers in ''Modern Warfare II'' are the following:&lt;br /&gt;
* Bruen Bullpup Platform (Steyr AUG-based weapons)&lt;br /&gt;
* Bruen Ops Platform (MCX-based weapons, as well the Honey Badger)&lt;br /&gt;
* Bryson 800 Series (Mossberg-based shotguns)&lt;br /&gt;
* Bryson Long Range Platform (Remington 700-based weapons)&lt;br /&gt;
* ISO Platform (B&amp;amp;T APC family)&lt;br /&gt;
* Kastovia Platform (AK-based weapons)&lt;br /&gt;
* Lachmann Meer (Heckler &amp;amp; Koch roller-delayed weapons)&lt;br /&gt;
* M4 Platform (AR-based weapons)&lt;br /&gt;
* Ordnance Weapon Platform (M14-based rifles)&lt;br /&gt;
* Sakin G Series (Desert Eagle variants)&lt;br /&gt;
* Tactique Verte (FN SCAR-based weapons)&lt;br /&gt;
* XRK (Glock pistols)&lt;br /&gt;
&lt;br /&gt;
Through the use of grip attachments, the &amp;quot;Pistol Fastdraw&amp;quot; benefit (previously known as &amp;quot;Tactical Pistol Raise&amp;quot;) introduced in ''MWII'' is the ability to instantly draw the player's sidearm without fully lowering their primary weapon. Dual-wielding makes a return in ''Modern Warfare II'', although it is regulated to the grip attachment of the weapon instead of being a weapon perk and it's only restricted to handguns exclusively (including TEC-9 hybrid machine pistol).&lt;br /&gt;
&lt;br /&gt;
Various executions (finishing moves) that use a firearm in this game now involve other weapon types, in addition to a pistol unlike in prior games. If the player has a weapon of the same class (assault rifle, SMG, etc) as a given execution's default weapon, the player's custom weapon will be featured instead.&lt;br /&gt;
&lt;br /&gt;
''Modern Warfare II'' introduces extensive and realistic water physics, a significant improvement over ''Black Ops: Cold War'', the previous game in the series to feature water mechanics. Unlike in ''Cold War'', primary weapons can't be fired underwater and only handguns can, albeit with a reduced efficiency. Shooting into water and explosions cause ripples and mines float when thrown onto water. When swimming on the surface, water flows into the weapon's details and the weapon along with its user can get wet.&lt;br /&gt;
&lt;br /&gt;
Weapon and inventory management in Warzone 2.0 Battle Royale is similar to its previous iteration, where in players are airdropped with weak weapons, scavenge weapons all over the game world and procure their own loadout weapons in a supply drop. DMZ on the other hand is similar to &amp;quot;extraction&amp;quot; games of a similar fashion. The player is given three insured weapon slots (one available at the start, the other two require metagame upgrades), which the player can customize and they do not get lost if they leave it in the game world (should the player die or exchange for a new weapon, even if the enemy picks up the weapon), though it has a cooldown which can be decreased by successful extractions, through upgrades, through certain in-game weapon blueprints (that are obtained through bundles) or by submitting items into a &amp;quot;dead drop&amp;quot; (which is an interactable dumpster) in certain locations of the map. In addition, the player has a number of temporary &amp;quot;contraband&amp;quot; weapon slots which are the weapons brought by the player upon a successful extraction. These weapons will be lost if they are dropped, although they can be destroyed in the game's lobby to free up space for more contraband weapons. Firearms can be customized in a Workbench while on a raid, albeit with a fee of credits obtained throughout the round and a limited selection of attachments.&lt;br /&gt;
&lt;br /&gt;
As before, weapons in both Warzone 2.0 Battle Royale and DMZ can be acquired through enemies (either NPC bots or player operatives) or through various loot containers all over the map; contraband weapons from DMZ can also be obtained by completing various faction missions. Also, if the player extracts with a weapon that they haven't unlocked yet, the weapon will be immediately unlocked for free without the player level or weapon platform requirement.&lt;br /&gt;
&lt;br /&gt;
The method of unlocking cosmetic camouflages was overhauled in ''MWII'' compared to its predecessors. Every weapon has four unique camouflages (with only one unique camo for every launcher), each with their easy challenges in order to unlock them. Once the specific camo is unlocked, it can be used in every weapon available, streamlining the process of the camo grind from previous games. Unlocking all base camouflages for the current weapon allows the player to progress through the mastery camo challenges.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] returns as the &amp;quot;.50 GS&amp;quot; and is said to be manufactured by Sakin (&amp;quot;Sakin&amp;quot; meaning &amp;quot;Knife&amp;quot; in Hebrew, alluding to the knife in the logo of IMI/IWI). The new model is a bit more stylized and features Picatinny rails on the 12 o'clock and 6 o'clock positions, a skeletonized hammer, and has a two-tone finish that is basically the reverse of the Desert Eagle in the original ''[[Modern Warfare 2]]''; the ''MW2'' pistol had a chrome frame and trigger, while the ''MWII'' pistol has a chrome slide, barrel, and hammer. It is frequently used by Las Almas cartel members.&lt;br /&gt;
&lt;br /&gt;
The standard magazine capacity is of 7 rounds, but extended baseplates that take the capacity to 10 or 13 rounds are available. The weapon can be modified with a ported barrel via the &amp;quot;SA Comp Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Desert Eagle XIX 50 Picatinny rail.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame and railed barrel - .50 AE]]&lt;br /&gt;
[[File:MW22 DesertEagle.jpg|thumb|none|600px|The Desert Eagle in the gunsmith preview screen. Note the Sakin markings, which seems to be the in-universe IWI, since Sakin also manufactures the Negev 7 in this game.]]&lt;br /&gt;
[[File:MW22 Deagle (2).jpg|thumb|none|600px|Holding the Desert Eagle at compressed ready.]]&lt;br /&gt;
[[File:MW22 Deagle (7).jpg|thumb|none|600px|Aiming down the sights of the Desert Eagle.]]&lt;br /&gt;
[[File:MW22 Deagle (4).jpg|thumb|none|600px|The inspect animation shows the character flicking out the pistol's magazine into the air and catching it.]]&lt;br /&gt;
[[File:MW22 Deagle (3).jpg|thumb|none|600px|A .50 AE bullet in the magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (5).jpg|thumb|none|600px|Performing a brass check by pulling back on the ambidextrous safety.]]&lt;br /&gt;
[[File:MW22 Deagle (8).jpg|thumb|none|600px|Tactical reload.]]&lt;br /&gt;
[[File:MW22 Deagle (9).jpg|thumb|none|600px|Flicking out a spent magazine John Wick style.]]&lt;br /&gt;
[[File:MW22 Deagle (10).jpg|thumb|none|600px|Power-stroking the slide to chamber a fresh round.]]&lt;br /&gt;
[[File:MW22 Deagle (11).jpg|thumb|none|600px|Taking a break to inspect two Desert Eagles fitted with ported barrels while waiting in line at the US-Mexican border.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;GS Magna&amp;quot;==&lt;br /&gt;
A Desert Eagle modified (presumably by cartel members) to fire full-auto based on the &amp;quot;Thunderbird&amp;quot; Desert Eagle made by YouTuber Mr.Wilk was added as a separate weapon in Season 3 Reloaded, as the &amp;quot;GS Magna&amp;quot;. Aesthetically, the pistols differs from the game's standard Desert Eagle by featuring a ported barrel, different grip texture, a tan/bronze-like finish, and different markings. In gameplay terms, it cannot equip lasers/lights or trigger attachments, but can instead use vertical foregrips.&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
[[File:Mwiifullautodeagleloadout.jpg|thumb|none|600px|In the loadout screen.]]&lt;br /&gt;
[[File:Mwiifullautodeagle1.jpg|thumb|none|600px|Checking the weapon, loaded with overpressure rounds.]]&lt;br /&gt;
[[File:Mwiifullautodeagle2.jpg|thumb|none|600px|Valeria about to lose her teeth while dumping a magazine of .50 AE.]]&lt;br /&gt;
[[File:Mwiifullautodeagle3.jpg|thumb|none|600px|Dual wielding the weapons while firing with predictable uncontrollability.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17 MOS==&lt;br /&gt;
The &amp;quot;X12&amp;quot;, manufactured by the in-game XRK, is a stylized [[Glock 17|Glock 17 MOS]]. It is based on a 5th generation version with front slide serrations, though it is depicted with two pins above the trigger like the Gen 3 and Gen 4 models (as opposed to one pin for the Gen 5). It's equipped with a plate system to mount red dots, just like the real Glock MOS System and many of its stylized parts include the rounded bottom beaver-tail, the MIL-STD 19-13 rail, the hinged trigger (which turns into a more Glock-style one with some customization options), a small port on top of the slide just rear of the front sight and the grip texture.&lt;br /&gt;
&lt;br /&gt;
It can be fitted with a Flux Defense Brace, called &amp;quot;XRK Pistol Stock&amp;quot;. It feeds by default from Magpul 17 round Glock magazines with a grey follower, a +7 extended baseplate that changes the follower color to orange, a 33-round stick magazine stylized to look like a Kriss MagEx2 (that's supposed to hold 40 rounds) and a Magpul PMAG D-50 GL9 50 round drum magazine. The same options are available for the Glock 18.&lt;br /&gt;
&lt;br /&gt;
Judging by the square hole in the pistol's frame, where a QR code is painted out, the XRK pistol platform seems to be modular just like the [[SIG-Sauer P320]] or the ZEV OZ-9.&lt;br /&gt;
&lt;br /&gt;
It is frequently used by Las Almas Cartel members, Soap, Rodolfo and Russian Konni PMCs in the campaign. Glocks are also seen in many character's holsters, including Ghost and Alejandro.&lt;br /&gt;
&lt;br /&gt;
[[File:G17 Gen5 MOS FS.jpg|thumb|none|300px|Glock 17 MOS FS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock preview.jpg|none|600px|thumb|The Glock 17 in the gunsmith preview screen. Note the non-standard grip texture and a &amp;quot;3S&amp;quot; writing where the &amp;quot;17&amp;quot; should be on the real Glock.]]&lt;br /&gt;
[[File:MW22 GLOCK (1).jpg|thumb|none|600px|Right side. Note the metal plate that is in place of the right-side slide stop.]]&lt;br /&gt;
[[File:Mw22 glock 17 idle.jpg|thumb|none|600px|Holding the Glock 17.]]&lt;br /&gt;
[[File:Mw22 glock 17 (4).jpg|thumb|none|600px|Checking the magazine (the witness holes are actually textured on - cartridges will still show on these after the mag is empty).]]&lt;br /&gt;
[[File:Mw22 glock 17 (5).jpg|thumb|none|600px|Performing a brass check. Note that the slide release, unlike the real Gen5 Glock, is not ambidextrous.]]&lt;br /&gt;
[[File:Mw22 glock 17 (1).jpg|thumb|none|600px|The inspect animation ends with a bump to make sure that the slide is in battery, a common move on striker-fired pistols.]]&lt;br /&gt;
[[File:Mw22 glock 17 (3).jpg|thumb|none|600px|Tactical reload on the G17. Reload animations didn't really change from ''Modern Warfare''...]]&lt;br /&gt;
[[File:Mw 22 glock 17 (2).jpg|thumb|none|600px|...except for the empty reload, which involves tugging the slide from the front serrations instead of the rear ones with the G21 of the previous game.]]&lt;br /&gt;
[[File:Mw22 glock tactical (1).jpg|thumb|none|600px|Quick-drawing a customized Glock while retaining a primary weapon in the left hand.]]&lt;br /&gt;
[[File:Mw22 glock tactical (2).jpg|thumb|none|600px|Konig messes up while reloading his Glock with 33-round stick magazines. When equipped with bigger magazines, the guns in Modern Warfare II will have slower reload animations, to account for the bigger bulk or length compared to the standard ones. Smaller magazine options have faster reload times.]]&lt;br /&gt;
[[File:MW22 X12 rope.jpg|thumb|none|600px|Garrick readies his Glock after being nearly tossed out of a Black Hawk, losing his primary weapon in the process. Garrick's gloves are based on the Oakley SI Transition gloves in tan, which have since been discontinued.]]&lt;br /&gt;
[[File:Glock 17 with Flux Defense Stock Brace.jpg|thumb|none|350px|Glock 17 (5th Generation) with Flux Defense Brace - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock flux.jpg|thumb|none|600px|The G17 equipped with the Flux Brace.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
A stylized [[Glock 18]] appears as the &amp;quot;X13 Auto&amp;quot;, as part of the XRK pistol platform, and features its fire selector on the right side of the slide instead of the left, as well as sporting a tan finish. It has the same Gen 5 MOS FS setup as the &amp;quot;X12&amp;quot;, even though the real Glock 18 isn't known to exist in this configuration. Other differences from the &amp;quot;X12&amp;quot; include a different grip texture and a tritium front sight. Of note, the &amp;quot;X12&amp;quot;, &amp;quot;X13&amp;quot;, and ''MW19''’s &amp;quot;X16&amp;quot; (Glock 21) feature the same relationship between their numbers as the real pistols (G17, G18, skip two, G21 / X12, X13, skip two, X16), which is almost certainly intentional.&lt;br /&gt;
&lt;br /&gt;
In the campaign it's seen used by Russian PMCs and the Mexican Army (which is inaccurate, as the latter are issued the [[Beretta 92FS]] or the [[SIG-Sauer P226]]).&lt;br /&gt;
&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|300px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]&lt;br /&gt;
[[File:Mw22 x13 (1).jpg|thumb|none|600px|The tan Glock 18 in the gunsmith preview screen. The markings here are different from the X12, them being &amp;quot;3S-A&amp;quot; and adding an &amp;quot;AUTO&amp;quot; writing next to the serial number.]]&lt;br /&gt;
[[File:MW22 GLOCK (2).jpg|thumb|none|600px|Right side of the G18.]]&lt;br /&gt;
[[File:Mw 22 x13 (4).jpg|thumb|none|600px|Brass checking the Glock 18. Not much is different from the X12 seen above, except for the (unusable) fire selector, where red seems to be full-auto and white is semi-automatic. Or maybe it's just a safety and the gun is full-auto only, as it cannot be switched to semi-auto in gameplay.]]&lt;br /&gt;
[[File:Mw 22 x13 (2).jpg|thumb|none|600px|Another small change from the X12 are the standard iron sights, which now have a green front post.]]&lt;br /&gt;
[[File:Mw 22 x13 (3).jpg|thumb|none|600px|After re-enacting one of his favourite TikToks by blasting away with a full-auto Glock, the operator reloads the empty G18.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18 (in carbine conversion kit)===&lt;br /&gt;
Using the &amp;quot;Impact Point&amp;quot; barrel attachment places the X13 inside a carbine conversion kit. The kit resembles the [[FAB Defense KPOS Scout]] with its compact size and AR-15 style T-handle.&lt;br /&gt;
&lt;br /&gt;
[[File:Glock KPOS Scout.jpg|thumb|none|450px|Glock pistol mounted in FAB Defense KPOS Scout.]]&lt;br /&gt;
[[File:MWII G18 KPOS (1).jpg|thumb|none|600px|The G18 KPOS imitation with the &amp;quot;X13 Coachwhip Stock, Bruen Tri-Port compensator,&amp;quot; and &amp;quot;Schlager Tango&amp;quot; folding foregrip.]]&lt;br /&gt;
[[File:Mw 22 x13 (5).jpg|thumb|none|600px|Holding an X13 Auto with the &amp;quot;Impact Point&amp;quot; carbine kit.]]&lt;br /&gt;
[[File:Mw 22 x13 (7).jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:Mw 22 x13 (6).jpg|thumb|none|600px|Pulling back on the external charging handle to release the slide on empty.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18 (3D printed)===&lt;br /&gt;
3D printed Glock pistols appear in the hands of terrorists in the post-credits scene. A complete version of this cutscene also appears in the sequel, ''Modern Warfare III''. The pistols are likely based on the &amp;quot;X13 Auto&amp;quot; model, as they feature a selector switch on the right side of the slide.&lt;br /&gt;
&lt;br /&gt;
In the scene, a terrorist assembles a 3D printed Glock pistol in a plane cabin mid-flight by smuggling individual gun components onto the plane separately. The individual parts shown include a metal firing pin (hidden in the safety belt buckle), a metal barrel (hidden in a flashlight), a trigger (disguised in a necklace), a polymer slide and a polymer frame (both hidden on the person), and a metal magazine with ammunition (hidden underneath a plate cloche).&lt;br /&gt;
&lt;br /&gt;
Though dramatic, the scene is logistically unrealistic, as disassembled firearm components likely still would've been detected by airport security, and the insider collaboration required for hiding the gun parts on the plane in the first place likely would've also allowed for a full gun to be smuggled. Additionally, the metal parts shown would be insufficient to assemble a functional gun - while 3D-printed Glock frames do exist, they use metal fire control parts, metal springs, metal locking blocks inserted into the frame, and (perhaps most crucially) metal slides. &lt;br /&gt;
&lt;br /&gt;
The whole thing might have been inspired by videos such as a [https://www.youtube.com/watch?v=C4dBuPJ9p7A story by VICE about printing a Glock], though, even that particular video shows the complexities involved with the assembly.&lt;br /&gt;
[[File:Mwii3dglock1.jpg|thumb|none|600px|The terrorist places individual parts on his tray table. As mentioned before, the firing spring and firing pin were inside his seatbelt buckle, the barrel inside a flashlight &amp;amp; trigger as a necklace (not pictured). The slide and two part frame he takes out already has some components attached (although it's difficult to tell if they are plastic or metal.]]&lt;br /&gt;
[[File:Mwii3dglock7.jpg|thumb|none|600px|The slide after inserting the barrel, after this he inserts the firing pin.]]&lt;br /&gt;
[[File:Mwii3dglock10.jpg|thumb|none|600px|The front half of the two part frame.]]&lt;br /&gt;
[[File:Mwii3dglock12.jpg|thumb|none|600px|About to merge the two part frame. Unfortunately the pre-rendered cutscene features added motion blur when the front assembly comes into view.]]&lt;br /&gt;
[[File:Mwii3dglock13.jpg|thumb|none|600px|Closeup of the nubs which supposedly holds the two assemblies together.]]&lt;br /&gt;
[[File:Mwii3dglock15.jpg|thumb|none|600px|Attaching the slide to the completed frame. It isn't fully visible here, but the slide has holes in the top for mounting optics.]]&lt;br /&gt;
[[File:Mwii3dglock17.jpg|thumb|none|600px|Retreiving the magazine from the salad lid.]]&lt;br /&gt;
[[File:Mwii3dglock21.jpg|thumb|none|600px|...And racking the slide after inserting it. Note the forward mounted iron sights.]]&lt;br /&gt;
[[File:Mwii3dglock23.jpg|thumb|none|600px|Holding the completed Glock.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P220 Elite==&lt;br /&gt;
A [[SIG-Sauer P220|SIG-Sauer P220 Elite]] with a less pronounced beaver-tail, a squared magazine release and suppressor height sights (that co-witness with optics) appears as the &amp;quot;P890&amp;quot; (or &amp;quot;Bruen .45&amp;quot; during the beta). The decocker is actually used during the inspect animation and when reholstering the pistol, when drawing it the user will cock the hammer manually, so the gun always fires in single action (in third person the gun fires the first shot double-action and the following ones single-action, this cycle resets after a few seconds). A double-action only DAK trigger group is available, removing the decocking and cocking animation and adding a fire delay, reflecting the long squeeze of the DAO trigger mechanism. At launch, the trigger was not animated during the decocking sequence, though this has since been patched. When using the double-action-only trigger group, the trigger is still incorrectly in the more rearward single action position, however. It feeds from stainless steel 8-round magazines by default, but magazine baseplates that increase the capacity to either 10 or 12 are available.&lt;br /&gt;
&lt;br /&gt;
The in-game description notes that its use of subsonic ammo hides the death skulls that appear to the enemy team, and as it's not using any sort of &amp;quot;special&amp;quot; ammo type in-game this implies that ''all'' weapons using .45 ACP (which is inherently subsonic) will hide enemy death skulls.&lt;br /&gt;
&lt;br /&gt;
Like the two Glock variants, the P220 features a slide equipped with a cut for micro red dot optics (that mount directly onto the slide, instead of having different plates between the slide and the optic, which would mean that either all the MRDs in the game share the same mounting system or the cut is universal), a feature not available out of the box on the real SIG.&lt;br /&gt;
&lt;br /&gt;
It seems to be a favorite of various members of TF 141 and US MARSOC in &amp;quot;Kill or Capture&amp;quot; are seen with the pistols in their holsters instead of the more fitting M45A1 or the Glock 19 (which could have been made as the X14 in-game).&lt;br /&gt;
[[File:P220 Elite.jpg|thumb|none|300px|SIG-Sauer P220 Elite - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 preview.jpg|thumb|none|600px|The SIG in the gunsmith preview screen.]]&lt;br /&gt;
[[File:P220 MWII idle.jpg|thumb|none|600px|The player character holds his P220 at the ready.]]&lt;br /&gt;
[[File:P220 MWII ADS.jpg|thumb|none|600px|Aiming down the three-dot night sights.]]&lt;br /&gt;
[[File:P220 MWII inspect1.jpg|thumb|none|600px|Holding the P220 up for a good look at the fictional Bruen markings.]]&lt;br /&gt;
[[File:P220 MWII inspect2.jpg|thumb|none|600px|Checking the magazine. Note the calibre stamped on the magazine being &amp;quot;.45 APC&amp;quot;.]]&lt;br /&gt;
[[File:P220 MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:P220 MWII reload1.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:P220 MWII reload2.jpg|thumb|none|600px|Reloading from empty. The empty magazine needs a little help to get out. This doesn't happen with the &amp;quot;Fast Hands&amp;quot; perk.]]&lt;br /&gt;
[[File:P220 MWII reload3.jpg|thumb|none|600px|Racking the slide on a fresh magazine.]]&lt;br /&gt;
[[File:Sig p220 dak.jpg|thumb|none|300px|SIG-Sauer P220 with DAK trigger group - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 dak.jpg|none|thumb|600px|Reloading a tricked-out P220 DAK with a LAM, extended magazine, Trijicon RMR-inspired red dot sight and custom grips. Note that it still retains the decocking lever, something that the real one doesn't have.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 X-Six===&lt;br /&gt;
Fitting the P220 with the &amp;quot;Matuzek Cottonmouth Barrel&amp;quot; (which is stated to be 140mm long, while the X-Six's is 153mm long), the &amp;quot;Bruen RSH-80 Grip&amp;quot; and the &amp;quot;XRX Heavy V3&amp;quot; trigger group will make it somewhat resemble the P220 X-Six, retaining the double-action trigger mechanism and black standard frame.&lt;br /&gt;
[[File:P220 X-Six II.jpg|thumb|none|300px|SIG-Sauer P220 X-Six II - .45 ACP]]&lt;br /&gt;
[[File:MWII P220x6.jpg|thumb|none|600px|Left side of the poor man's P220 X-Six.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 Carry===&lt;br /&gt;
Using the &amp;quot;Matuzek Venom&amp;quot; barrel on the P220 will turn it into a P220 Carry, although with a bit of a stylized slide.&lt;br /&gt;
[[File:Sig p220 carry.jpg|thumb|none|300px|SIG-Sauer P220 Carry - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 c.jpg|thumb|none|600px|Right side view of the P220 Carry.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] appears as the &amp;quot;Basilisk&amp;quot; (or &amp;quot;Centum 5&amp;quot; in pre-release). The barrel appears to be somewhere between the 4 and 8 inch barrel options for the real Model 500, most likely 6 inches. Similar to ''[[Battlefield 2042]]''’s Taurus Raging Hunter, unfired rounds in the chamber are retained while reloading. Having the &amp;quot;Fast Reload&amp;quot; perk or &amp;quot;Akimbo&amp;quot; attachment omits retaining rounds entirely, but keeps it in the player's ammunition pool.&lt;br /&gt;
&lt;br /&gt;
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 (8.75&amp;quot; Barrel) - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:SW500 MWII gunsmith.jpg|thumb|none|600px|The Model 500 in the gunsmith preview screen.]]&lt;br /&gt;
[[File:SW500 MWII gunsmith2.jpg|thumb|none|600px|&amp;quot;Bryson 780&amp;quot; and place of manufacture stamped on the sideplate.]]&lt;br /&gt;
[[File:SW500 MWII ADS.jpg|thumb|none|600px|The player character draws a bead with his Smith and Wesson hand cannon. It can maintain ADS while reloading, something that wasn't possible with the .357 in the previous game.]]&lt;br /&gt;
[[File:SW500 MWII idle.jpg|thumb|none|600px|Wielding the &amp;quot;Basilisk&amp;quot; in game. The in-game model is undersized, as it's almost the same size as the [[Call of Duty: Modern Warfare 2#Colt Anaconda|Anaconda .44 from the original Modern Warfare 2]]. In reality, the S&amp;amp;W Model 500 is an X-Frame revolver: substantially larger than the Colt Anaconda and even the Desert Eagle.]]&lt;br /&gt;
[[File:SW500 MWII inspect1.jpg|thumb|none|600px|The player character admires the stainless steel polish of the &amp;quot;Basilisk&amp;quot;, mid-Revolver Ocelot imitation. Having the gun empty twirls the revolver for a little longer than it was when loaded.]]&lt;br /&gt;
[[File:SW500 MWII inspect2.jpg|thumb|none|600px|A brief glimpse of the right hand side of the revolver. Note that the markings imply the in-universe name of the Basilisk is the &amp;quot;Bryson 780&amp;quot;.]]&lt;br /&gt;
[[File:SW500 MWII reload1.jpg|thumb|none|600px|Dumping the fired casings out of the cylinder.]]&lt;br /&gt;
[[File:SW500 MWII reload2.jpg|thumb|none|600px|Reloading new rounds into the cylinder via a speedloader.]]&lt;br /&gt;
[[File:SW500 MWII reload3.jpg|thumb|none|600px|Without Fast Reload, partial reloads have the player character retain the unfired rounds:&amp;lt;li&amp;gt;At 1 or 2 rounds fired, the operator pats the ejector rod to loosen the fired rounds and manually replaces them, leaving the unfired rounds in the cylinder.&amp;lt;li&amp;gt;At 3 or 4 rounds fired, the operator lifts the cylinder to drop out and retain the unfired round(s), before ejecting and reloading the rest of the cylinder.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The primers will always appear as intact, however.]]&lt;br /&gt;
&lt;br /&gt;
==Staccato P==&lt;br /&gt;
The [[STI 1911 Series|Staccato P]] was added in Season 5 Reloaded as the &amp;quot;9mm Daemon&amp;quot;. Its default magazine holds 15 rounds (the real Staccato mag holds 17), options for 20 and 26 round magazines are also available. The gun can be extensively customized with parts inspired by various custom 2011 gunmakers. A barrel option gives the Daemon a frame mounted red dot, charging handle and a competition slide with a compensator, a setup commonly found on IPSC Open race guns; this slide also changes the equip/first-draw animation from a twirl followed by chambering the pistol, to simply chambering the pistol using the charging handle. A first in the series, the gun can be fitted with a magwell (in the Grip slot), which negates the need for the Sleight of Hand perk and makes the gun reload faster by default. When drawing and holstering the pistol, the manual thumb safety is used, although in a bit of a dramatic way when it comes to stowing away the weapon.&lt;br /&gt;
The gun has very high hip-fire accuracy, suggested by how close the operator holds it, in a Central Axis Relock manner, it manages to have very low recoil, even less than the Glock 17, which has virtually none, and a fast fire rate by default, overall a great 9mm secondary.&lt;br /&gt;
[[File:STI 2011 Staccato P.jpg|thumb|none|300px|Staccato P - 9x19mm]]&lt;br /&gt;
[[File:Mw22 staccato (3).jpg|thumb|none|600px|Holding the Staccato John Wick style.]]&lt;br /&gt;
[[File:Mw22 staccato (4).jpg|thumb|none|600px|Aiming down the sights. The green dots glow in the dark, a feature shared with the P220 Elite.]]&lt;br /&gt;
[[File:Mw22 staccato (5).jpg|thumb|none|600px|Part of the very intricate inspect animation shows the operator decocking the gun, twirling it around on their index finger, inspecting the right side...]]&lt;br /&gt;
[[File:Mw22 staccato (6).jpg|thumb|none|600px|...then ejecting the magazine, extracting a round and doing a chamber-load trick. You can see the round sitting on the slide.]]&lt;br /&gt;
[[File:Mw22 staccato (7).jpg|thumb|none|600px|Swapping magazines.]]&lt;br /&gt;
[[File:Mw22 staccato (8).jpg|thumb|none|600px|Power stroking the slide on an empty reload.]]&lt;br /&gt;
[[File:Mw22 staccato racegun (1).jpg|thumb|none|600px|Having missed the bus to the local IPSC match, Gus looks at his 2011.]]&lt;br /&gt;
[[File:Mw22 staccato racegun (2).jpg|thumb|none|600px|It's loaded with frangibles, of course.]]&lt;br /&gt;
[[File:Mw22 staccato racegun (3).jpg|thumb|none|600px|Doing a speed reload by flicking out the spent magazine.]]&lt;br /&gt;
[[File:Mw22 staccato racegun (4).jpg|thumb|none|600px|The second part of the speed reload animation involves inserting a new magazine in an odd way.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==AR-57==&lt;br /&gt;
A short-barreled [[AR-57]] appears as the &amp;quot;FSS Hurricane&amp;quot; as an SMG in the &amp;quot;M4 Platform&amp;quot;. It is depicted with a traditional AR-15 style charging handle at the rear and as capable of being chambered from empty with the existing bolt release, whereas the real AR-57 has a right-side charging handle (that can be changed to the left with the bolt release removed from the lower receiver) and no automatic bolt hold open, though it can be manually locked to the rear using the existing lower's bolt release lever. The handguard is also different, instead of a quad-rail it seems to be based on an M-LOK system, probably based on the Gen 2 handguard (although the Gen 2 handguard is still a quad-rail design with cooling slits, not a proper M-LOK design) or the new M-LOK ULT rails on current production models (though seeming to lack the QD cup and dedicated 1913 picatinny rails on the bottom which would negate the ability to put the adapters that are there that are on the model). It's fitted with a Troy M7A1 PDW stock (which would not be possible on the real gun as the stock requires a shortened proprietary combined bolt carrier + buffer to use) and seems to use the same SIG-inspired lower receiver as the &amp;quot;M4&amp;quot; with an A2 grip by default, options to change the stock and grip are available, as they are shared with the M4 platform.&lt;br /&gt;
&lt;br /&gt;
On a related note, it is not the first time that the AR-57 was conceived into the ''Call of Duty'' series, as it was planned to be added in ''[[Call of Duty: Black Ops II|Black Ops II]]'' as a [[Talk:Call of Duty: Black Ops II#AR-57|usable weapon]]. It was however, eventually replaced by a [[Call of Duty: Black Ops II#&amp;quot;PDW-57&amp;quot;|fictional variant]] of the P90 before the game's release.&lt;br /&gt;
&lt;br /&gt;
[[File:AR57 short barrel on BHI lower.jpg|thumb|none|450px|AR-57 with short barrel on a BHI lower receiver - 5.7x28mm]]&lt;br /&gt;
[[File:MW22 AR57.jpg|thumb|none|600px|The AR-57 in the loadout screen. Note the non-standard charging handle and the bolt release paddle, which actually works and sticks out when the gun is empty. How this is possible is unclear, as P90 magazines don't have a hold open device.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The AR-57 upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, in the first row of attachments and just above the FightLite MCR upper.]]&lt;br /&gt;
[[File:AR57 MWII idle.jpg|thumb|none|600px|Lionel Messi (yes, that one) wields an AR-57 in a legally distinct version of the real life Conservatorium Hotel in Amsterdam.]]&lt;br /&gt;
[[File:AR57 MWII ADS.jpg|thumb|none|600px|Aiming down the sights of the AR-57 - these are shared by most of the AR pattern weapons in-game.]]&lt;br /&gt;
[[File:AR57 MWII inspect1.jpg|thumb|none|600px|Flicking the fire selector.]]&lt;br /&gt;
[[File:AR57 MWII inspect2.jpg|thumb|none|600px|Inspecting the AR-57 - checking out the fancy QR code sticker and the partially-depleted magazine in this instance.]]&lt;br /&gt;
[[File:AR57 MWII reload1.jpg|thumb|none|600px|Interestingly, it reloads by default with the right hand (the left thumb depresses the mag release). Here an empty magazine is withdrawn and tossed aside.]]&lt;br /&gt;
[[File:AR57 MWII reload2.jpg|thumb|none|600px|A new one is laid in, and the user yanks the charging handle back.]]&lt;br /&gt;
[[File:MWII AR-57 (1).jpg|thumb|none|600px|With Fast Hands, the operator instead grasps the mag release and flicks aside the P90 mag.]]&lt;br /&gt;
[[File:MWII AR-57 (2).jpg|thumb|none|600px|Left-handing in a new one.]]&lt;br /&gt;
[[File:MWII AR-57 (3).jpg|thumb|none|600px|And palming the rather dubiously functioning bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet APC45==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet APC45]] was added in Season 4 as the &amp;quot;ISO 45&amp;quot;. It retains some of the animations of the previous &amp;quot;ISO&amp;quot; submachine gun in ''Modern Warfare 2019''. It is also stylized similarly to it, including the upper receiver being extended to the rear (albeit not as much as its ''MW19'' counterpart). By default, it is modeled with the &amp;quot;FTAC 225mm Dominator&amp;quot; barrel from ''Modern Warfare'', which is an extended barrel of intermediate length between the APC9/APC45 and the APC9-P. It can be modified to resemble an APC45 SD with the “16&amp;quot; XLB-S” barrel, or an APC9 K with the “4&amp;quot; Frame S-1” barrel and &amp;quot;SK-3 Cheetah&amp;quot; stock.&lt;br /&gt;
&lt;br /&gt;
[[File:APC45.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC45 - .45 ACP]]&lt;br /&gt;
[[File:APC9 Carbine.jpeg|thumb|none|450px|Brügger &amp;amp; Thomet APC9-P carbine, for comparison - 9x19mm]]&lt;br /&gt;
[[File:Mwiiiso45battlepass1.jpg|thumb|none|600px|The APC45 in the Battlepass screen.]]&lt;br /&gt;
[[File:Mwiiiso45idle.jpg|thumb|none|600px|Cpt. Price with the SMG in &amp;quot;Vondel,&amp;quot; a fictional borough of Amsterdam.]]&lt;br /&gt;
[[File:Mwiiiso45tacticalreload.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:Mwiiiso45emptystandardreload.jpg|thumb|none|600px|Pulling the charging handle during the empty reload. For the &amp;quot;Fast Hands&amp;quot; reload, the operator uses the bolt release with their trigger finger.]]&lt;br /&gt;
[[File:Mwiiiso45sights.jpg|thumb|none|600px|Aiming down the flip-up sights in a bike shop in Amsterdam.]]&lt;br /&gt;
[[File:Mwiiiso45inspect2.jpg|thumb|none|600px|When inspecting the weapon, the character tosses the APC to their left hand the performs a brass check with the right hand.]]&lt;br /&gt;
[[File:Mwiiiso45emptyinspect.jpg|thumb|none|600px|The weapon locked empty. The character vigorously tugs the charging handle during the empty inspect animation.]]&lt;br /&gt;
[[File:APC45 SD.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC45 SD - .45 ACP]]&lt;br /&gt;
[[File:APC9 K PRO.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC9 K PRO - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet APC9 K PRO G==&lt;br /&gt;
In addition to the aforementioned APC45, the [[Brügger &amp;amp; Thomet APC9|APC9 K PRO G]] returns from ''Modern Warfare''. It will be added in Season 6 under the name &amp;quot;ISO 9mm&amp;quot;.&lt;br /&gt;
[[File:APC9 K PRO G.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC9 K PRO G - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
A stylized [[FN P90 TR]] (inspired by some blueprints from ''Modern Warfare'' with the grip design based on that of the [[Magpul PDR-C]]) appears as the &amp;quot;PDSW 528&amp;quot; as part of the Tactique Defense platform. The &amp;quot;528&amp;quot; designation is an abridgement of its '''5'''.7x'''28'''mm caliber. The stylized magazine from those blueprints is now transparent, and tracks the feeding ammunition. The P90 TR can be turned into a regular P90 with its integrated optic, however unlike ''MW19'' this attachment isn't in the Optic category, but rather a new &amp;quot;Rail&amp;quot; category that allows for three different upper receivers: The (stylized) P90 TR upper by default, the P90 upper with optic, or the aftermarket EFFEN 90 upper with a tiny low profile rail. Equipping the integrated optic upper blocks use the optics attachment category. The longer-than-normal barrel can be returned to its proper length with the “9.5&amp;quot; Duke-30” barrel attachment. &lt;br /&gt;
&lt;br /&gt;
It only fires in full auto in-game; the selector functionality is absent. &lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:MagpulPDR.jpg|thumb|none|400px|Magpul PDR-C with red dot sight and 20-round polymer magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 p90 (1).jpg|thumb|none|600px|The &amp;quot;PDSW 528&amp;quot; in the gunsmith screen. The barrel is noticeably longer and the grips are more angular compared to the real gun.]]&lt;br /&gt;
[[File:P90 MWII ADS.jpg|thumb|none|600px|The player character wielding the legally distinct FN P90 TR inside the pitstop of a (legally distinct) Marina Bay Street Circuit, located in Singapore.]]&lt;br /&gt;
[[File:P90 MWII idle.jpg|thumb|none|600px|Much like MW2019, the magazine is translucent and dynamically tracks how many rounds are modelled in the magazine.]]&lt;br /&gt;
[[File:P90 MWII inspect1.jpg|thumb|none|600px|Reading the fine print on the stock of the gun.]]&lt;br /&gt;
[[File:P90 MWII inspect2.jpg|thumb|none|600px|Taking a peek at the bolt and breech during the inspect animation.]]&lt;br /&gt;
[[File:P90 MWII reload1.jpg|thumb|none|600px|Reloading is performed in the same way as the previous Modern Warfare title.]]&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (2).jpg|thumb|none|600px|The absolutely-not-a-P90 in the gunsmith screen.]]&lt;br /&gt;
[[File:Effen90.jpg|thumb|none|400px|FN P90 with EFFEN 90 upper reciever - 5.7x28mm]]&lt;br /&gt;
[[File:MWII P90 Effen.jpg|thumb|none|600px|An EFFEN P90 built with the 9.5&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK94A3==&lt;br /&gt;
The &amp;quot;Lachmann Sub&amp;quot; is a [[Heckler &amp;amp; Koch HK94A3]] chopped and converted to resemble an [[MP5A5]]. The giveaway is that, along with other guns in the &amp;quot;Lachmann Meer&amp;quot; platform (which is clearly supposed to represent the Heckler &amp;amp; Koch roller-delayed family of weapons), it lacks a paddle magazine release, leaving only the (extended) button release. The game's HK94 has a 3-round burst trigger group installed, as well as an MP5's barrel with attachment lugs. Curiously enough, the trigger group lacks a semi-auto position; accordingly, the weapon can be switched between full-auto and three-round burst during gameplay, but not semi-auto. The in-game weapon also sports a strange cylindrical charging handle that differs from the other weapons in its family.&lt;br /&gt;
15, 30 (the default one) and 40 round metal magazines are available, along with a 50 round drum inspired by the Magpul PMAG D-50 MP.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lachmann Pulsar&amp;quot; barrel attachment gives it a short barrel approximating that of an [[MP5K]]. The &amp;quot;LM Cronus Grip&amp;quot; gives it the same [[PTR 9KT]]-style trigger group as the one seen on ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s MP5 blueprints, with the triangular parts still facing the wrong directions, but this time the selector markings are &amp;quot;S-3-F&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The HK94A3 is mostly used by the Las Almas Cartel and Colonel Vargas' &amp;quot;Los Vaqueros&amp;quot; federal special forces unit in the campaign story.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K94Conversion.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A5, for comparison - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5 (1).jpg|thumb|none|600px|The faux-MP5's left side in the gunsmith screen.]]&lt;br /&gt;
[[File:Mw22 mp5 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:HK94A3 MWII idle.jpg|thumb|none|600px|The player character wanders the town square with his pseudo-HK94A3.]]&lt;br /&gt;
[[File:HK94A3 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. In a regression from the previous Modern Warfare, the &amp;quot;Lachmann&amp;quot; series has fallen victim to the videogame trend of HK guns with the front sight having the top half inexplicably missing.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect1.jpg|thumb|none|600px|Inspecting the submachine gun by taking out the magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect2.jpg|thumb|none|600px|Pulling the bolt back for a brass check. Note the extended magazine release, which explains how the player character is able to use it so easily, as standard button releases on civilian HK roller delayed guns are infamous for being very hard to reach with the trigger finger for many people.]]&lt;br /&gt;
[[File:HK94A3 MWII reload1.jpg|thumb|none|600px|Tactical reload performed with the charging handle locked back. This action, shared with all the guns in the &amp;quot;Lachmann-Meer&amp;quot; platform, doesn't eject a round for some reason.]]&lt;br /&gt;
[[File:HK94A3 MWII reload2.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII reload3.jpg|thumb|none|600px|The nigh mandatory HK slap performed on the charging handle.]]&lt;br /&gt;
[[File:H&amp;amp;KSP89.jpg|thumb|none|350px|Heckler &amp;amp; Koch SP89 Pistol with factory 15-round magazine - 9x19mm]]&lt;br /&gt;
[[File:MP5KA3 superimposed 15rds.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K with Navy trigger group and 15-round magazine - 9x19mm]]&lt;br /&gt;
[[File:MWII SP89K (0).jpg|thumb|none|600px|A SP89/MP5K style build in Gunsmith, with the Lachmann Pulsar barrel, LM Stockless mod, and TV Wrecker foregrip. The barrel assembly is quite noticeably longer than an actual MP5K.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK94A2===&lt;br /&gt;
Using the &amp;quot;Lachmann S76 Factory Stock&amp;quot; will turn the weapon into an HK94A2. Another attachment with a slightly different shape, the &amp;quot;Meer Recoil-56 Factory Stock&amp;quot;, is available.&lt;br /&gt;
[[File:HK 94A2chopped.jpg|none|thumb|450px|Heckler &amp;amp; Koch HK94A2 converted to full-auto fire with shortened barrel - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5a2.jpg|thumb|none|600px|What wants to be an [[MP5A4]] in the gunsmith screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK94A3 (with integral suppressor)==&lt;br /&gt;
An integrally suppressed version of the aforementioned HK94A3 (intended to pass for an [[MP5SD]]) was added in Season 5 Reloaded as the &amp;quot;Lachmann Shroud&amp;quot;. In contrast to its unsuppressed counterpart, it lacks a full-auto option, and is instead fitted with a safe/semi-auto/3-round burst trigger group.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K94Conversion.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5SD6.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD6, for comparison - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5sd.jpg|thumb|none|600px|The &amp;quot;Lachmann Shroud&amp;quot; in the battle pass.]]&lt;br /&gt;
[[File:Mw22 mp5sd (1).jpg|thumb|none|600px|Alex checks the magazine on his totally-not-MP5SD, wondering whose idea was it at Lachmann &amp;amp; Meer to make this a S-3-1 trigger group. Germans...]]&lt;br /&gt;
[[File:Mw22 mp5sd (2).jpg|thumb|none|600px|Still angered by the fact that the HUD is bugged in private matches, he lets out his frustrations on the charging handle, giving it a forceful smack.]]&lt;br /&gt;
[[File:H&amp;amp;K-MP5SD5.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD5 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A fictionalized [[Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;VEL 46&amp;quot; as part of the LMP platform.&lt;br /&gt;
It feeds from 40 round magazines by default, and 30 round stylized magazines, a fictional quadstack 50 rounder and 60 round drum are available to extend the gun's capacity.&lt;br /&gt;
[[File:MP7A2.jpg‎‎|thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MW22 MP7.jpg|thumb|none|600px|The MP7A2 in the loadout screen. Note that some parts are actually modeled more correctly than the ''Modern Warfare'' counterpart, such as the trigger guard and the stock.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|An MP7A2 on the left with a custom stock and a longer barrel.]]&lt;br /&gt;
[[File:MP7 MWII idle.jpg|thumb|none|600px|The &amp;quot;VEL 46&amp;quot; in the hands of the player character.]]&lt;br /&gt;
[[File:MP7 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. The iron sights are similar to the last game, using the pistol style notch sights in the raised position.]]&lt;br /&gt;
[[File:MP7 MWII inspect1.jpg|thumb|none|600px|Inspecting the MP7. Note the addition of a Performance Services Generation 2 Butt Stock Quick Detach Sling Mount.]]&lt;br /&gt;
[[File:MP7 MWII inspect2.jpg|thumb|none|600px|Inspecting the magazine, full of 4.6x30mm rounds...]]&lt;br /&gt;
[[File:MP7 MWII inspect3.jpg|thumb|none|600px|...and performing a chamber-check.]]&lt;br /&gt;
[[File:MP7 MWII reload1.jpg|thumb|none|600px|Reloading the MP7.]]&lt;br /&gt;
[[File:MP7 MWII reload2.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:MP7 MWII reload3.jpg|thumb|none|600px|Ejecting an empty mag, inserting a new mag, before hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Interdynamic KG-9 / Intratec TEC-9 hybrid==&lt;br /&gt;
A hybrid of the [[Interdynamic KG-9]] and the [[Intratec TEC-9]] was added to the handguns class in Season 3 Reloaded as the &amp;quot;FTAC Siege&amp;quot;. The weapon has four upper receiver options, most of which have sub-options as well. The standard upper receiver also comes in an extended barrel variant (&amp;quot;Ratchet BE&amp;quot;), an extended barrel and barrel shroud variant (&amp;quot;SuperTac-VI&amp;quot;), and an integrally suppressed variant (&amp;quot;Ratchet BE Tac&amp;quot;). An upper based on the TEC-9 Mini (&amp;quot;Mouse 99&amp;quot;) is also available, which blocks the use of grips, optics, and lasers due to its small size. A much longer upper with angled shroud holes comes in standard (&amp;quot;CMRN-50&amp;quot;) and integrally suppressed (&amp;quot;NST-81&amp;quot;, previously known as &amp;quot;STF-U&amp;quot;) variations, and a lightweight upper with rectangular holes and entirely different iron sights are also options.&lt;br /&gt;
&lt;br /&gt;
The gun can equip the wire stock and foregrip of the KG-9's full-auto sibling, the MP-9. Other stock and grip options are available, including an angled metal foregrip highly reminiscent of the [[Beretta 93R]]. A unique thread-on suppressor is also available, and the SMG feeds from 32-round mags, 20-round mags, 50-round drums, or 72-round drums. As of Season 4, it can be dual-wielded, and uniquely, it features an on-screen reload animation when reloading the weapon while akimbo; though it is not the first game that does this, ''[[Call of Duty 2: Big Red One]]'' and ''Call of Duty: Mobile'' both feature such akimbo reload animations for pistols and the Vector respectively.&lt;br /&gt;
[[File:InterDynamicKG99.jpg|thumb|none|350px|Interdynamic KG-9 - 9x19mm]]&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[File:Mwiitec9loadout.jpg|thumb|none|600px|The base weapon in the loadout screen. Notice that it has a fictional magazine release button instead of a paddle, which is properly animated upon reloads and inspects with the left hand, though is incorrect for the real TEC-9.]]&lt;br /&gt;
[[File:Mwiitec91.jpg|thumb|none|600px|Holding the hybrid TEC-9/KG-9.]]&lt;br /&gt;
[[File:Mwiitec93.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:Mwiitec94.jpg|thumb|none|600px|Pulling the charging handle during the empty reload.]]&lt;br /&gt;
[[File:Mwiitec95.jpg|thumb|none|600px|Dropping the magazine during the &amp;quot;Fast Hands&amp;quot; reload. For the empty reload, the operator pulls the handle with a slightly altered grip from the standard empty reload.]]&lt;br /&gt;
[[File:Mwiitec92.jpg|thumb|none|600px|Checking the chamber of the loaded weapon.]]&lt;br /&gt;
[[File:Mwiitec96.jpg|thumb|none|600px|Inspecting the weapon after running out of rounds.]]&lt;br /&gt;
[[File:Mwiitec97.jpg|thumb|none|600px|Comically during the empty inspect, the operator will experience a malfunction while attempting to dry fire the gun.]]&lt;br /&gt;
[[File:Mwiiakimbotec91.jpg|thumb|none|600px|Posing with the duel Tec-9 hybrids, Chicago skyline in the background.]]&lt;br /&gt;
[[File:Mwiiakimbotec92.jpg|thumb|none|600px|Pretend firing the weapons gangsta style.]]&lt;br /&gt;
[[File:Mwiiakimbotec93.jpg|thumb|none|600px|Tossing the used magazines after stuffing the guns into his armpits.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Interdynamic MP-9.jpg|thumb|none|350px|Interdynamic MP-9 - 9x19mm]]&lt;br /&gt;
[[File:Mwiimp9tecloadout.jpg|thumb|none|600px|An MP-9-style build in the loadout screen.]]&lt;br /&gt;
[[File:TEC-9Mini.jpg|thumb|none|350px|Intratec TEC-9 Mini - 9x19mm]]&lt;br /&gt;
[[File:Mwiiminitec9loadout.jpg|thumb|none|600px|A TEC-9 Mini-style build in the loadout screen.]]&lt;br /&gt;
[[File:TEC-9 5-inch barrel.jpg|thumb|none|350px|Intratec TEC-9 with early blade sight and 5.5&amp;quot; screw-on barrel extension - 9x19mm]]&lt;br /&gt;
[[File:Mwiitec9extendedbarrelloadoutupt.jpg|thumb|none|600px|A similar build in the loadout screen. Note the backwards mirrored text on the weapon.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I/Gen II hybrid [[KRISS Vector]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' returns as the &amp;quot;Fennec 45&amp;quot;, which is still missing the piece that connects the pistol grip and the receiver and once again has a massively shrunk-down Super-V recoil dampening system the real Vector is known for, thus resulting in the weapon having actual muzzle rise. As with the P220 pistol, killing opponents with the Vector will hide death skull indicators with its subsonic .45 ammunition.&lt;br /&gt;
&lt;br /&gt;
The default magazines for the Fennec are KRISS MagEx2's with a 30 round capacity. The two other magazine options are a 13-round Glock 21 magazine underloaded to 12 rounds (it actually does have one less witness hole, a very nice detail) which converts the Fennec to 2-round burst, and a Magpul D-50 9mm Glock drum magazine adapted to .45 ACP and with a 45 round capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon has an extended barrel and handguard, the former similar in length to the 8&amp;quot; export model only available in Ukraine, and the latter seemingly inspired by the KRISS MK1 Modular Rail. Barrel customization options include the “5.5&amp;quot; Fennec Minitac” (a standard Vector's 5.5&amp;quot; barrel), “FTac 8.5&amp;quot; Recon” (actually a 6.5&amp;quot; barrel with a stylized MK5 Modular Rail), and &amp;quot;Fennec Covert Force&amp;quot; (a barrel shroud based on a Vector CRB Enhanced, depicted as an integral suppressor in-game).&lt;br /&gt;
&lt;br /&gt;
Stock options include the &amp;quot;Agile Assault-7 Stock&amp;quot; (based on the early TDI Vector prototype stock) and the &amp;quot;FTac Stock Cap&amp;quot; (a Vector SDP's quick-detach sling swivel).&lt;br /&gt;
&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW22 VECTOR.jpg|thumb|none|600px|The Vector in the loadout screen. Note the extended barrel and rail, and the two-tone finish that distinguish it from Modern Warfare's model. Another difference is that the pistol grip now has Vector Gen II ribs at the rear.]]&lt;br /&gt;
[[File:Vector MWII idle.jpg|thumb|none|600px|The player character wielding a &amp;quot;Fennec&amp;quot;.]]&lt;br /&gt;
[[File:Vector MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vector MWII inspect1.jpg|thumb|none|600px|Inspecting the Vector.]]&lt;br /&gt;
[[File:Vector MWII inspect2.jpg|thumb|none|600px|Brass check leaving the player character wondering just how the bolt fits into the far too narrow gap between the magwell and the trigger group.]]&lt;br /&gt;
[[File:Vector MWII reload1.jpg|thumb|none|600px|Reloading mid magazine.]]&lt;br /&gt;
[[File:Vector MWII reload2.jpg|thumb|none|600px|The player character fumbles the insertion a bit mid reload.]]&lt;br /&gt;
[[File:Vector MWII reload3.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:KRISS SDP II.jpg|thumb|none|400px|KRISS USA Vector SDP Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWII Vector SDP (1).jpg|thumb|none|600px|A Vector SDP configuration with the &amp;quot;Double Tap&amp;quot; short magazines.]]&lt;br /&gt;
[[File:Vector CRB Enhanced Defiance.jpg|thumb|none|450px|KRISS USA Vector CRB Enhanced, Gen II version with Defiance M4 stock - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWII Vector CRB (1).jpg|thumb|none|600px|And a Vector CRB imitating the reference image.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] returns from ''Modern Warfare'' as the &amp;quot;Minibak&amp;quot;, now with a more correctly modeled receiver, forend and stock. It still uses the earlier Bizon-1's 64-round helical magazine by default, but this time with the magazine front attachment point of the Bizon-2.&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]]&lt;br /&gt;
[[File:MW22 BIZON.jpg|thumb|none|600px|The Bizon in the loadout screen.]]&lt;br /&gt;
[[File:Bizon MWII idle.jpg|thumb|none|600px|The Russian SMG in the hands of a SPECGRU soldier.]]&lt;br /&gt;
[[File:Bizon MWII ADS.jpg|thumb|none|600px|Aiming down the sights]]&lt;br /&gt;
[[File:Bizon MWII inspect1.jpg|thumb|none|600px|Inspecting the Bizon.]]&lt;br /&gt;
[[File:Bizon MWII inspect2.jpg|thumb|none|600px|Checking the helical magazine.]]&lt;br /&gt;
[[File:Bizon MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:Bizon MWII reload3.jpg|thumb|none|600px|Throwing away an empty magazine.]]&lt;br /&gt;
[[File:Bizon MWII reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz==&lt;br /&gt;
The [[PP-19-01 Vityaz]] appears as the &amp;quot;Vaznev-9K&amp;quot;. It is fitted with a railed AK-100 series polymer style forend. Prior to the Season 1 update, the Vityaz could not accept any underbarrel accessories in multiplayer. Vityazs with underbarrel grips can be found in the Campaign in the hands of Al-Qatala and Russian PMCs.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard 30-round stick mag the gun feeds from by default, the Vityaz can accept fictional quad-stack 45-round magazines. It can also be modified with a [[Saiga 9]]'s 367mm barrel via the &amp;quot;SA Response III&amp;quot; barrel attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:Izhmash PP-19-01 Vityaz.jpg|thumb|none|450px|PP-19-01 &amp;quot;Vityaz-SN&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:MW22 VITYAZ.jpg|thumb|none|600px|The Vityaz in the loadout screen.]]&lt;br /&gt;
[[File:Vityaz MWII idle.jpg|thumb|none|600px|A SPECGRU operator wields a PP-19-01.]]&lt;br /&gt;
[[File:Vityaz MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vityaz MWII inspect1.jpg|thumb|none|600px|Inspecting the Vityaz.]]&lt;br /&gt;
[[File:Vityaz MWII inspect2.jpg|thumb|none|600px|Checking the magazine]]&lt;br /&gt;
[[File:Vityaz MWII inspect3.jpg|thumb|none|600px|Pulling the bolt back for a brass check.]]&lt;br /&gt;
[[File:Vityaz MWII reload1.jpg|thumb|none|600px|The player character performs a magazine retention tactical reload.]]&lt;br /&gt;
[[File:Izhmash Saiga-9.jpg|thumb|none|450px|Saiga 9 - 9x19mm]]&lt;br /&gt;
[[File:MWII Saiga-9 (1).jpg|thumb|none|600px|The Vaznev with the SA Response III civilian style barrel.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
A [[SIG-Sauer MPX]] Gen 2 with a stock inspired by the SIG PSB collapsible brace appears as the &amp;quot;BAS-P&amp;quot;. It is Alejandro Vargas' main weapon throughout the campaign, and was added to multiplayer on Season 1. It is part of the &amp;quot;Bruen Ops&amp;quot; platform, suggesting that the in-game manufacturer Bruen (which also manufactures the Bruen Bullpup/AUG platform) is a mishmash of SIG and Steyr.&lt;br /&gt;
&lt;br /&gt;
The optional barrels are the following: “12&amp;quot; Bruen SZ-36” (a fictional-length barrel with an M-LOK handguard that looks like a Midwest Industries / Samson Manufacturing hybrid), “10.5&amp;quot; Bruen Typhon” (an integrally suppressed barrel with an MPX Gen 1 style handguard), “6.5&amp;quot; Bruen Drake” (a 6.5&amp;quot; barrel with a factory MPX-style M-LOK handguard), and “4&amp;quot; Thunderfire” (an [[SIG-Sauer MPX K|MPX K]]'s 4.5&amp;quot; barrel).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Battle Worn&amp;quot; blueprint, Alejandro's customized MPX from the campaign, was made unlockable for multiplayer during a time-limited event in Season 5. This blueprint's add-on flaired magwell and titanium nitride-coated bolt also make it ideal for a [[John Wick: Chapter 3 - Parabellum|''John Wick'']] build, something likely intentional on the developers' part given how specific a combination this is.&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW22 MPX.jpg|thumb|none|600px|The MPX in the loadout screen.]]&lt;br /&gt;
[[File:MWII-MPX-1.jpg|thumb|none|600px|Alejandro Vargas holding an MPX.]]&lt;br /&gt;
[[File:MPX MWII idle.jpg|thumb|none|600px|The player character handling a SIG-Sauer MPX in MWII's take on the Shoothouse map from MW2019.]]&lt;br /&gt;
[[File:MPX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at the KORTAC spawn side of Shoothouse.]]&lt;br /&gt;
[[File:MPX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;BAS-P&amp;quot;.]]&lt;br /&gt;
[[File:MPX MWII inspect2.jpg|thumb|none|600px|Performing a brass check, magazine in hand.]]&lt;br /&gt;
[[File:MPX MWII reload1.jpg|thumb|none|600px|Reloading halfway through a magazine.]]&lt;br /&gt;
[[File:MPX MWII reload2.jpg|thumb|none|600px|The end result of emptying a magazine at the wall, note the bolt release paddle sticking out.]]&lt;br /&gt;
[[File:MPX MWII reload3.jpg|thumb|none|600px|Flinging the empty mag out with a fresh magazine ready to go.]]&lt;br /&gt;
[[File:MWII MPX Wick.jpg|thumb|none|600px|An MPX setup styled after John Wick's custom [[John Wick: Chapter 3 - Parabellum#TTI SIG-Sauer MPX Carbine|MPX Carbine]], making use of the flaired mag well and TiN-coated bolt found on Alejandro's &amp;quot;Battle Worn&amp;quot; blueprint.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX-SD===&lt;br /&gt;
Equipping the “10.5&amp;quot; Bruen Typhon” barrel turns the weapon into an [[SIG-Sauer MPX#SIG-Sauer MPX-SD|MPX-SD]].&lt;br /&gt;
[[File:MPX-SD Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-SD, Gen 1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWII MPX-SD (1).jpg|thumb|none|600px|The MPX-SD configuration in the loadout preview.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX K===&lt;br /&gt;
Using the “4&amp;quot; Thunderfire” barrel turns the gun into an [[SIG-Sauer MPX K|MPX K]].&lt;br /&gt;
[[File:SIG MPX K.jpg|thumb|none|400px|SIG-Sauer MPX K, Gen 2 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWII MPX-K (1).jpg|thumb|none|600px|An MPX K with the &amp;quot;BR Stockless Mod&amp;quot;, &amp;quot;Bruen Flash&amp;quot; pistol grip, and a 20-round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears as the &amp;quot;MX9&amp;quot;, fed by 25- and 32-round stylized [[Steyr MPi 69/81]] magazines.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:MW22 AUG PARA.jpg|thumb|none|600px|The AUG Para in the loadout screen. The bottom of the stock is modeled more correctly than the ''Modern Warfare'' version.]]&lt;br /&gt;
[[File:AUG9mm MWII idle.jpg|thumb|none|600px|The player character and their AUG submachine gun.]]&lt;br /&gt;
[[File:AUG9mm MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect1.jpg|thumb|none|600px|Inspecting the magazine.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect2.jpg|thumb|none|600px|Brass check.]]&lt;br /&gt;
[[File:AUG9mm MWII reload1.jpg|thumb|none|600px|The AUG A3 9mm has an entirely new reload compared to the last game - it now reloads in a tactical retention manner akin to most other weapons in-game.]]&lt;br /&gt;
[[File:AUG9mm MWII reload2.jpg|thumb|none|600px|The charging handle is also not locked back on empty reloads on this variant.]]&lt;br /&gt;
[[File:AUG9mm MWII reload3.jpg|thumb|none|600px|After inserting a fresh magazine into an empty AUG 9mm, the player character will rack the charging handle to chamber a round. With the &amp;quot;Fast Hands&amp;quot; perk, this will be replaced with a press of the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;Expedite 12.&amp;quot; It is used by Shadow Company and Task Force 141 members in the story.&lt;br /&gt;
&lt;br /&gt;
The first port-loaded shell in a reload sequence will play a slower animation showing the player character palming the shell before loading it. This does not happen with the &amp;quot;Fast Reload&amp;quot; perk. Customization options include a 14&amp;quot; short barrel, longer competition-style magazine tube, railed and slim forends and a variety of stock options including a field stock option, collapsed and extended stock and a fixed pistol grip stock combination. Interestingly, it is capable of firing Dragon's Breath shells with no issues; while the M4 can fire such shells, they have difficulty powering a semi-automatic shotgun action as they are considered low-power rounds, as such they require manual cycling.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Bryson Reverb-55 Stock&amp;quot; gives it a fixed stock similar to Magpul shotgun stocks, and the &amp;quot;419mm Schlager Salvo&amp;quot; and &amp;quot;FSS Frame Stock&amp;quot; are resemble the forend and stock of the pump-action [[FABARM STF 12]].&lt;br /&gt;
[[File:Benelli M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[File:MW22_BenelliM4.jpg|thumb|none|600px|The M4 Super 90 in the weapon inspect menu.]]&lt;br /&gt;
[[File:M4super90 MWII idle.jpg|thumb|none|600px|A SPECGRU operative wields his &amp;quot;Expedite 12&amp;quot; on the Mexican-American border.]]&lt;br /&gt;
[[File:M4super90 MWII ADS.jpg|thumb|none|600px|Aiming through the Benelli's sights.]]&lt;br /&gt;
[[File:M4super90 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:M4super90 MWII inspect2.jpg|thumb|none|600px|The inspect animation continues with a flashy ejection of the shell currently chambered.]]&lt;br /&gt;
[[File:M4super90 MWII inspect3.jpg|thumb|none|600px|Examining the 12 gauge buckshot shell, produced by the in-universe manufacturer &amp;quot;Corvus Arms&amp;quot;.]]&lt;br /&gt;
[[File:M4super90 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube with some fresh shells.]]&lt;br /&gt;
[[File:M4super90 MWII reload2.jpg|thumb|none|600px|The bolt locked back after emptying the magazine at a border crossing checkpoint.]]&lt;br /&gt;
[[File:M4super90 MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber, before loading up the magazine tube. ]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA (short barreled version) with collapsed stock - 12 gauge]]&lt;br /&gt;
[[File:MWII M4 NFA (1).jpg|thumb|none|600px|Preview of the M4 NFA short configuration.]]&lt;br /&gt;
[[File:FABARM STF 12 PISTOLGRIP F.E..jpg|thumb|none|450px|FABARM STF 12 Pistolgrip F.E. - 12 gauge]]&lt;br /&gt;
[[File:MWII M4 Fabarm.jpg|thumb|none|600px|The STF 12 style parts on the Expedite. The &amp;quot;RMGE-7&amp;quot; muzzle is also equipped here.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
The [[Over and Under Shotgun|Browning Citori 725]] returns as the &amp;quot;Lockwood 300&amp;quot;, with an altered handguard and stock compared to the ''Modern Warfare'' rendition. It is still used as an apparently favored weapon by Al-Qatala in the story and DMZ.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
[[File:MW22 725.jpg|thumb|none|600px|The Browning Citori 725 in the weapon preview menu.]]&lt;br /&gt;
[[File:725 MWII idle.jpg|thumb|none|600px|The O/U shotgun held in the hands of a multiplayer character.]]&lt;br /&gt;
[[File:725 MWII ADS.jpg|thumb|none|600px|Aiming down the sight rib at the rear of a panel van.]]&lt;br /&gt;
[[File:725 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun by popping open the breech a tad.]]&lt;br /&gt;
[[File:725 MWII inspect2.jpg|thumb|none|600px|Reading the engraved trade dress.]]&lt;br /&gt;
[[File:725 MWII reload1.jpg|thumb|none|600px|Reloading the double barrel after firing both shells.]]&lt;br /&gt;
[[File:725 MWII reload2.jpg|thumb|none|600px|Inserting two fresh shells.]]&lt;br /&gt;
[[File:725 MWII reload3.jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Corvus Masterkey&amp;quot;==&lt;br /&gt;
The underbarrel &amp;quot;12-Gauge Deputy&amp;quot; returns from ''Modern Warfare'', now under a different name. It has a new model that appears to have a Mossberg-style trigger guard, and now it can be reloaded. The reload animation is of a similar style to the Benelli M4, first (if empty) loading a shell into the chamber and pressing the bolt release, then loading three shells into the tube. The updated empty inspect animation even shows correct operation for a Benelli-style semi-automatic shotgun, showing the bolt carrier moving freely without locking back until the operator dry-fires the shotgun and racks it back, causing it to lock open. A Dragon's Breath-equipped model has also been introduced into the game with the release of Season 5 under the name &amp;quot;Corvus Torch&amp;quot;.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect1.jpg|thumb|none|600px|The &amp;quot;Corvus Masterkey&amp;quot;, slung underneath an M203 heatshield attached to an M16.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect2.jpg|thumb|none|600px|Chamber checking the underbarrel shotgun.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload1.jpg|thumb|none|600px|Unlike previous games (and IRL), the Masterkey in MWII is semiautomatic, with a last round bolt hold open.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload2.jpg|thumb|none|600px|Hitting the bolt release on a fresh shell.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload3.jpg|thumb|none|600px|Sliding in the last three shells into the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Tavor TS12==&lt;br /&gt;
The [[IWI Tavor TS12]] was added in Season 4 Reloaded as the &amp;quot;MX Guardian&amp;quot;. Unlike its real-life counterpart, the TS12 in-game effectively functions as a shotgun Bizon, sporting a detachable helical/prism magazine instead of the triple 5-round tube cluster of the real life version. Thus, upon reloading, the user simply swaps out the magazine instead of inserting individual shells. The TS12 is also fully automatic by default, with semi-automatic and two-round burst fire trigger packs (probably to simulate a binary trigger) as attachments, unlike the real TS12, which comes in semi-automatic by default (of course with the possibility of homemade trigger packs). Prior to the Season 5 update, the shotgun's in-game description described it as having the real version's three separate rotating magazine tubes.&lt;br /&gt;
[[File:Tavor TS12.jpg|thumb|none|450px|IWI Tavor TS12 - 12 gauge]]&lt;br /&gt;
[[File:Mwiits12battlepass.jpg|thumb|none|600px|The Tavor in the Battlepass.]]&lt;br /&gt;
[[File:Mwiits12customizationscreen1.jpg|thumb|none|600px|The other side of the gun in the customization screen.]]&lt;br /&gt;
[[File:Mwiits12spawn.jpg|thumb|none|600px|Cocking the gun during the spawn animation.]]&lt;br /&gt;
[[File:Mwiits12idle.jpg|thumb|none|600px|Taking in the Amsterdam skyline in the mid-season map &amp;quot;Vondel Waterfront&amp;quot;, while holding the mid-season weapon.]]&lt;br /&gt;
[[File:Mwiits12magazine1.jpg|thumb|none|600px|Inspecting the front of the magazine.]]&lt;br /&gt;
[[File:Mwiits12magazine2.jpg|thumb|none|600px|Rear of the magazine. Based on the fictional design, it could be a helictical magazine.]]&lt;br /&gt;
[[File:Mwiits12reload3.jpg|thumb|none|600px|Loading a new magazine. In both the inspect animations and the standard reloads, the player struggles with securing the magazine and gives it a smack to properly seat it. For the &amp;quot;Fast Hands&amp;quot; reload the player has no such issue loading it.]]&lt;br /&gt;
[[File:Mwiits12reload4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:Mwiits12burst.jpg|thumb|none|600px|The fictional &amp;quot;Burst Trigger Pack&amp;quot;, which is the only attachment which allows for dragon's breath rounds.]]&lt;br /&gt;
[[File:Mwiits12inspectempty1.jpg|thumb|none|600px|The action locked open on empty. Note the advanced ''[[Call of Duty: Ghosts|fish AI]]''.]]&lt;br /&gt;
[[File:Mwiits12inspectempty2.jpg|thumb|none|600px|Looking at the empty magazine. Note the protruding follower.]]&lt;br /&gt;
[[File:Mwiits12inspectempty3.jpg|thumb|none|600px|Amusingly, the player gets frustrated while trying to seat the magazine, and gives it a much harder smack.]]&lt;br /&gt;
&lt;br /&gt;
==Molot Vepr-12==&lt;br /&gt;
The [[Vepr-12]] was added in Season 2 as the &amp;quot;KV Broadside&amp;quot;, an addition to the &amp;quot;Kastovia&amp;quot; platform. It feeds from 8-round magazines, with the option for 12-rounders or 25-round drums, though curiously it cannot use its smaller 5-round mags, despite them already being in the game (used by the Mossberg 590M). Along with being fitted with a left side charging handle modification, the shotgun's bolt will lock open when empty when using either stick magazine, but does not lock back when using the drum. The Vepr is the first weapon outside of the Assault Rifle and Battle Rifle classes able to mount underbarrel weapons, both the GP-25 and (rather amusingly) the underbarrel shotgun. It can be loaded with Dragon's Breath incendiary shells, though as with the Benelli M4 above, low-powered rounds would make the weapon's usage unfeasible because of the weapon's self-loading nature. It is not an issue when used in-game, though. A custom Vepr-12 firing incendiary shells is the weapon of choice of the Pyro DMZ boss, along with a riot shield.&lt;br /&gt;
&lt;br /&gt;
As a post-release weapon, it can either be permanently unlocked by completing its challenge, purchasing by a store bundle that has the weapon, or by extracting the weapon in DMZ mode.&lt;br /&gt;
&lt;br /&gt;
[[File:Vepr-12 short barrel.jpg|thumb|none|450px|Molot Vepr-12 - 12 gauge]]&lt;br /&gt;
[[File:Mwiiveprpreview.jpg|thumb|none|600px|The Vepr-12 in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Mwiiveprspawn.jpg|thumb|none|600px|Spawning with the Vepr-12, the operative performs an underhand rack of the charging handle; this would be a bit less odd if said handle wasn't on the left side of the gun.]]&lt;br /&gt;
[[File:Mwiivepr0.jpg|thumb|none|600px|Gaz holding the Vepr-12.]]&lt;br /&gt;
[[File:Mwiivepr1.jpg|thumb|none|600px|Examining the Vepr-12.]]&lt;br /&gt;
[[File:Mwiivepr2.jpg|thumb|none|600px|In the inspect animation the character examines the magazine before tapping it on the magwell... ]]&lt;br /&gt;
[[File:Mwiivepr3.jpg|thumb|none|600px|...then puts it back in and performs a chamber check.]]&lt;br /&gt;
[[File:Mwiivepr4.jpg|thumb|none|600px|Firing with a massive muzzle flash; given how it obscures the front sight, this appears to be coming out of the gas block, rather than the actual muzzle.]]&lt;br /&gt;
[[File:Mwiivepr5.jpg|thumb|none|600px|Ripping out the magazine while holding another during the empty &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
[[File:Mwiivepr6.jpg|thumb|none|600px|And then dropping the bolt. For the standard reload the charging handle is used instead.]]&lt;br /&gt;
[[File:Mwiivepr12.jpg|thumb|none|600px|Examining a Vepr-12 equipped with a drum magazine and Dissident Arms MOD2 style handguard. When equipped with a drum magazine, both of the empty reloads only use the charging handle...]]&lt;br /&gt;
[[File:Mwiivepr14.jpg|thumb|none|600px|...as, unlike when using either box magazine option, the drum magazine-equipped Vepr-12 will still have its bolt forward when empty.]]&lt;br /&gt;
[[File:Mwiiveprshotshotgun.jpg|thumb|none|600px|&amp;quot;Yo dawg, we heard you liked shotguns.&amp;quot;]]&lt;br /&gt;
[[File:Vepr-12.jpg|thumb|none|450px|Molot Vepr-12 - 12 gauge]]&lt;br /&gt;
[[File:MWII Vepr-12 LB.jpg|thumb|none|600px|The Vepr with the &amp;quot;Range Twelve&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
The [[Mossberg 590]] appears as the &amp;quot;Bryson 800&amp;quot;. Unlike the previous ''Modern Warfare''’s pump-action shotguns, this weapon is chamber-loaded upon running empty, a rare instance in the ''Call of Duty'' franchise. &lt;br /&gt;
[[File:Moss590A1.jpg|thumb|none|450px|Mossberg 590 with 5-round magazine tube and speedfeed stock - 12 gauge]]&lt;br /&gt;
[[File:MW22 Mossberg.jpg|thumb|none|600px|The Mossberg in the loadout screen.]]&lt;br /&gt;
[[File:M590 MWII gunsmith.jpg|thumb|none|600px|The Mossberg 590 in the weapon preview menu.]]&lt;br /&gt;
[[File:Mossberg590idle MWII.jpg|thumb|none|600px|The &amp;quot;Bryson 800&amp;quot; in the campaign.]]&lt;br /&gt;
[[File:Mossberg590ADS MWII.jpg|thumb|none|600px|Aiming down the ghost ring sights.]]&lt;br /&gt;
[[File:M590 MWII inspect1.jpg|thumb|none|600px|Inspecting the Mossberg.]]&lt;br /&gt;
[[File:M590 MWII inspect2.jpg|thumb|none|600px|Chamber check performed.]]&lt;br /&gt;
[[File:M590 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube.]]&lt;br /&gt;
[[File:M590 MWII reload2.jpg|thumb|none|600px|Opening the action after emptying the shotgun. Note that the magazine tube follower is visible.]]&lt;br /&gt;
[[File:M590 MWII reload3.jpg|thumb|none|600px|Placing a fresh shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
Equipping the “8&amp;quot; XRK CQB Barrel” and the &amp;quot;Stockless Pistol Grip&amp;quot; via Gunsmith converts the &amp;quot;Bryson 800&amp;quot; into a [[Serbu Super Shorty]].&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty Shotgun made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:SuperShorty MWII idle.jpg|thumb|none|600px|The player character wields a Bryson 800 converted into a Serbu Super Shorty-esque build.]]&lt;br /&gt;
[[File:SuperShorty MWII ADS.jpg|thumb|none|600px|Aiming down the sight.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect1.jpg|thumb|none|600px|Inspecting the shortened pump action.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect2.jpg|thumb|none|600px|The player character performs a chamber check.]]&lt;br /&gt;
[[File:SuperShorty MWII reload1.jpg|thumb|none|600px|Topping off the tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload2.jpg|thumb|none|600px|Ejecting the last shell on a dry magazine tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590M==&lt;br /&gt;
A [[Mossberg 590M]]-style detachable box magazine variant with a collapsible stock and a short barrel appears as the &amp;quot;Bryson 890&amp;quot;. It was apparently supposed to be a [[Vepr-12]] since it's called &amp;quot;mviktor&amp;quot; (Molot Vepr) in the game files (which did eventually come to the game in Season 2), and it even retained the Vepr-12's magazine well and uses its correct magazines capacities as well (5, 8, and 12).&lt;br /&gt;
&lt;br /&gt;
A Los Vaqueros operative uses the 590M to breach a door in the &amp;quot;Cartel Protection&amp;quot; mission.&lt;br /&gt;
[[File:590M.jpg|thumb|none|450px|Mossberg 590M - 12 gauge]]&lt;br /&gt;
[[File:VPO-205-00.jpg|thumb|none|450px|Molot Vepr-12 VPO-205-00 - 12 gauge]]&lt;br /&gt;
[[File:MW22 M590M.jpg|thumb|none|600px|The 590M in the loadout screen.]]&lt;br /&gt;
[[File:M590M MWII idle.jpg|thumb|none|600px|The player character with the mag fed Mossberg.]]&lt;br /&gt;
[[File:M590M MWII ADS.jpg|thumb|none|600px|Looking out over the night time skyline of Singapore.]]&lt;br /&gt;
[[File:M590M MWII inspect1.jpg|thumb|none|600px|Admiring the receiver of the shotgun. Note the &amp;quot;Bryson&amp;quot; markings.]]&lt;br /&gt;
[[File:M590M MWII inspect2.jpg|thumb|none|600px|Chamber check performed, explosive 12 gauge slugs confirmed.]]&lt;br /&gt;
[[File:M590M MWII inspect3.jpg|thumb|none|600px|Just to really make sure, the player character pulls the magazine out to look at its payload.]]&lt;br /&gt;
[[File:M590M MWII reload1.jpg|thumb|none|600px|Inserting a new mag during a reload.]]&lt;br /&gt;
[[File:M590M MWII reload2.jpg|thumb|none|600px|Jacking a fresh shell into the chamber and ejecting a spent hull, which is of the wrong color.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles/Carbines=&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] appears as the &amp;quot;Kastov 762&amp;quot;. The &amp;quot;Kastov&amp;quot; label implies that the rifle was developed in the fictional country of Kastovia from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''. Magazine options include the standard 30-round polymer mag, and 20 or 40 round steel magazines.&lt;br /&gt;
&lt;br /&gt;
The weapon can be modified with an [[AKM]]'s gas block and wooden handguard via the &amp;quot;KAS-7 406mm&amp;quot; barrel attachment, as well as AKM's stock via the &amp;quot;Ivanov Wood Stock&amp;quot;, while retaining the AK-103's front sight block, smooth dust cover, and folding stock hardware on the left side of the receiver. It can also be fitted with an [[AKMS]]'s underfolding stock via the &amp;quot;Prolite TL3 Stock&amp;quot;. Some of these combinations can be found in the campaign. The &amp;quot;Cursed&amp;quot; blueprint from Season 3 &amp;quot;features&amp;quot; a removed dust cover, which showcases the AK's bolt.&lt;br /&gt;
&lt;br /&gt;
[[File:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]&lt;br /&gt;
[[File:MW22 AK-103.jpg|thumb|none|600px|The AK-103 in the gunsmith preview screen. All of the modernized AKs have railed handguards. Note that the top cover is depicted with a horizontal bulge, like variants that have ribbed covers such as the AKM.]]&lt;br /&gt;
[[File:MW22 AK103 (3).jpg|thumb|none|600px|Idle-ing with the AK in hand.]]&lt;br /&gt;
[[File:MW22 AK103 (4).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MW22 AK103 (5).jpg|thumb|none|600px|Checking the load on the magazine.]]&lt;br /&gt;
[[File:MW22 AK103 (6).jpg|thumb|none|600px|And doing a press check.]]&lt;br /&gt;
[[File:MW22 AK103 (7).jpg|thumb|none|600px|Swapping magazines. Unlike the 5.45 variants, the AK-103 (and the RPK when using box magazines) re-uses the reloading animations from ''MW19''’s AK-47.]]&lt;br /&gt;
[[File:MW22 AK103 (8).jpg|thumb|none|600px|Flicking out an old magazine with a fresh one.]]&lt;br /&gt;
[[File:MW22 AK103 (9).jpg|thumb|none|600px|And charging the action with a tacticool under-hand sweep.]]&lt;br /&gt;
[[File:Mwiiak103closeup.jpg|thumb|none|600px|Closeup of the right side of a customized AK-103.]]&lt;br /&gt;
[[File:Mwiiak103siderail.jpg|thumb|none|600px|The &amp;quot;Cursed&amp;quot; blueprint with an optic. As the dust cover remains removed, the bracket mount from other AK variants is used here. Note the strangely colored recoil spring.]]&lt;br /&gt;
[[File:Mwiicursedak1.jpg|thumb|none|600px|Inspecting the AK-103 without dust cover.]]&lt;br /&gt;
[[File:Mwiicursedak2.jpg|thumb|none|600px|The empty inspect animation has the operator pull the bolt all the way to the rear. Note that the piston is completely absent and that the ejector has a notch in it. The ejector would likely be weakened and lose its durability due to this modification.]]&lt;br /&gt;
[[File:Mwiicursedak3.jpg|thumb|none|600px|The AK-103's spring compressed while in full recoil.]]&lt;br /&gt;
[[File:MWII-Trailer-AK103.jpg|thumb|none|600px|An Al-Qatala armored NPC in the Warzone 2.0 trailer.]]&lt;br /&gt;
[[File:MWII AK-103 Farah.jpg|thumb|none|600px|Farah wields a custom AK in &amp;quot;Violence and Timing,&amp;quot; equipped with a shiny underfolder and a mix of both -103 and -104 gas tubes.]]&lt;br /&gt;
[[File:Ak103specops.jpg|thumb|none|450px|AK-103 with AKM style wood furnishings, similar to the one seen in ''[[Spec Ops: The Line]]'' - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (1).jpg|thumb|none|600px|An AKM lookalike in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Mwiitherebelakm.jpg|thumb|none|600px|Holding the AK-103 Blueprint &amp;quot;The Rebel&amp;quot; (with alternate &amp;quot;KAS-7 406mm&amp;quot; barrel), which features a more appropriate reddish-brown bakelite grip.]]&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:Mwiiakmsloadout.jpg|thumb|none|600px|An AKMS-style build using the &amp;quot;The Rebel&amp;quot; blueprint in the gunsmith preview screen - note the unusual look of the underfolding stock with the original side folding hardware still present.]]&lt;br /&gt;
[[File:Mwiiakmscursed5.jpg|thumb|none|600px|Valeria holds a pseudo-AKMS without dust cover.]]&lt;br /&gt;
&lt;br /&gt;
===AK-104===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 343&amp;quot; barrel turns the weapon into an [[AK-104]].&lt;br /&gt;
[[File:Ak104.jpg|thumb|none|450px|AK-104 - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (3).jpg|thumb|none|600px|An AK-104 in the gunsmith preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
An [[AK-105]] with light tan furniture and magazines appears as the &amp;quot;Kastov 545&amp;quot;. It employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty. &lt;br /&gt;
&lt;br /&gt;
The default magazines are tan 30-rounders (6L23) and alternative options include 20-round black polymer mags, a 45-round classic red 6L18 magazine and a 60-round quad-stack black magazine (6L31).&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
[[File:MW22 AK-105.jpg|thumb|none|600px|An AK-105 in the gunsmith preview screen, which has a tan version of the Picatinn-ized polymer AK handguard.]]&lt;br /&gt;
[[File:MWII-AK105-1.jpg|thumb|none|600px|Soap with an AK-105 in the trailer.]]&lt;br /&gt;
[[File:MWII AK-105 (1).jpg|thumb|none|600px|Checking into the Breenbergh Hotel with the khaki AK-105 carbine.]]&lt;br /&gt;
[[File:MWII AK-105 (2).jpg|thumb|none|600px|The AK-105's iron sights, fairly bog-standard by now.]]&lt;br /&gt;
[[File:MWII AK-105 (3).jpg|thumb|none|600px|Flicking the selector lever to semi-auto.]]&lt;br /&gt;
[[File:MWII AK-105 (4).jpg|thumb|none|600px|Mid-Iraqi reloading - about to kick out the empty magazine.]]&lt;br /&gt;
[[File:MWII AK-105 (5).jpg|thumb|none|600px|Letting the bolt slam home and chamber a round from the newly-loaded mag.]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 406&amp;quot; barrel turns the weapon into an [[AK-74M]].&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AK-74M (1).jpg|thumb|none|600px|The full-length Kastov-545, with the &amp;quot;Charcoal&amp;quot; finish to try to blacken the tan parts - though only the magazine appears to have gotten a thorough treatment.]]&lt;br /&gt;
[[File:MWII AK-74M (2).jpg|thumb|none|600px|Stilleto inspecting an AK-74M (along with some stuffed animals) on the festive holiday version of Shipment.]]&lt;br /&gt;
[[File:MWII AK-74M (3).jpg|thumb|none|600px|Peering into the mag - this one's loaded with black tip AP rounds.]]&lt;br /&gt;
[[File:MWII AK-74M (4).jpg|thumb|none|600px|The 5.45 AK variants Fast Hands reload - the new mag is brought alongside the used one, which is flicked aside.]]&lt;br /&gt;
[[File:MWII AK-74M (5).jpg|thumb|none|600px|The fast underhand charging as seen while holding ADS.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74N===&lt;br /&gt;
The rifle can be turned into a pseudo [[AKS-74|AKS-74N]], except that it retains the partly smooth top cover. This is achieved by pairing the &amp;quot;Kastov-Rama&amp;quot; stock with either the &amp;quot;Kastovia 406&amp;quot; barrel (which has a synthetic handguard) or the &amp;quot;KAS-7 406mm&amp;quot; barrel (which has a wooden handguard, along with an earlier AKM's 62 degree gas block and slant brake). The weapon can alternatively be fitted with the &amp;quot;Ivanov Wood Stock&amp;quot; to make it resemble the [[AK-74|AK-74N]].&lt;br /&gt;
&lt;br /&gt;
[[File:AKS-74 synthetic furniture.jpg|thumb|none|450px|AKS-74 with synthetic furniture - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AKS-74 (1).jpg|thumb|none|600px|An AKS-74N build, with an alternate grip.]]&lt;br /&gt;
[[File:AKS74.jpg|thumb|none|450px|AKS-74, early version with 62 degree gas block - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AKS-74 (2).jpg|thumb|none|600px|The older style AKS-74, with the &amp;quot;Sakin Tread-40&amp;quot; muzzle brake to imitate the correct version.]]&lt;br /&gt;
[[File:MWII AK-74N (1).jpg|thumb|none|600px|The AK-74N mockup with the fixed AKM wood stock.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74UN==&lt;br /&gt;
The [[AKS-74U]] appears as the &amp;quot;Kastov-74u&amp;quot;. It is specifically the AKS-74UN variant with a side-mounted bracket for attaching optics. For the ''first'' time in the Call of Duty series, it is correctly classified as an assault rifle as opposed to an SMG. As with the aforementioned AK-105, it employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, previously including the impossible reloading technique without the stock. As of the Season 2 update, the gun instead has a unique empty reload animation when lacking a stock, in which the player character holds the gun sideways, knocks out the old mag with the new one (held &amp;quot;upside down&amp;quot; in their hand), then rocks it in and performs and underhand pull of the bolt, similar to the ''[[Call of Duty: Modern Warfare (2019)]]'' 's [[AN-94]].&lt;br /&gt;
&lt;br /&gt;
The loadout and progression menu images show it with a polymer 7.62x39mm magazine, though an [[AKMSU]] conversion or separate weapon does not appear in the released game. At the moment the gun uses black polymer 30 round magazines (6L23) by default, 20 rounders serve as fast mags, and the same 45 round magazine available from the AK-105 (6L18) serves as the only extended option.&lt;br /&gt;
&lt;br /&gt;
The gun can be customized with ZenitCo furniture like handguards and stocks. It is a common weapon from Al-Qatala NPC forces in Al Mazrah in DMZ.&lt;br /&gt;
[[File:AKS74UN.jpg|thumb|none|450px|AKS-74UN - 5.45x39mm]]&lt;br /&gt;
[[File:MW22_AKS74UN.jpg|thumb|none|600px|The AKS-74U in the weapon preview menu screen.]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmithcustomized.jpg|thumb|none|600px|The AKS-74UN with all five Gunsmith modification slots filled. It, the Bizon, and the RPK use a side bracket mount for optics, while the AK-100 series and Vityaz use railed top covers.]]&lt;br /&gt;
[[File:AKS74U MWII idle.jpg|thumb|none|600px|Clearing out the F1 circuit facility with a bone stock AKS-74UN.]]&lt;br /&gt;
[[File:AKS74U MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AKS74U MWII inspect1.jpg|thumb|none|600px|Inspecting the carbine.]]&lt;br /&gt;
[[File:AKS74U MWII inspect2.jpg|thumb|none|600px|Checking the magazine, loaded with frangible 5.45x39mm rounds. The handguard has a rail on the right side by default.]]&lt;br /&gt;
[[File:AKS74U MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:AKS74U MWII reload1.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:AKS74U MWII reload2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:AKS74U MWII reload3.jpg|thumb|none|600px|Fresh magazine rocked in, the player character will proceed to release his grip on the bolt, letting it slam home and pick up a new round.]]&lt;br /&gt;
[[File:MwiiChiron1.jpg|thumb|none|600px|Kicking out the magazine with an odd upside down technique on the stockless AK. This updated empty reload animation is similar to ''MW19''’s AN-94.]]&lt;br /&gt;
[[File:MwiiChiron2.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
[[File:MwiiChiron3.jpg|thumb|none|600px|Rocking in the new magazine. An underhanded rack of the bolt is preformed after this.]]&lt;br /&gt;
[[File:MWII Kastov-MSU.jpg|thumb|none|600px|The &amp;quot;Kastov-74u&amp;quot; with a 7.62x39mm magazine as seen in the beta.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet APC556==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet APC556]] was added in Season 2, as the &amp;quot;ISO Hemlock&amp;quot;. The rifle is part of the &amp;quot;ISO&amp;quot; platform, connecting the APC556 to its smaller sibling, the [[Brügger &amp;amp; Thomet APC9|APC9]]/&amp;quot;ISO&amp;quot; from ''MW19''. It also shares similar Magpul MBUS styled iron sights.&lt;br /&gt;
&lt;br /&gt;
The game files refer to the weapon as &amp;quot;ar_acharlie300&amp;quot;, alluding to the APC300 variant. In addition, the ejection port is marked &amp;quot;Cal. 7.62x35mm&amp;quot; (i.e. .300 AAC Blackout), and the handguard is an elongated version of the one seen on the APC300 and early versions of the APC556 PDW (interestingly, the rifle in-game is a normal APC556/300 upper receiver on a Pro lower receiver, shown by its ability to change pistol grips). Conversely, the gas system is of APC556-esque length. The weapon is chambered in the APC556's 5.56x45mm cartridge by default, and can be modified to use the APC300's .300 Blackout ammunition.&lt;br /&gt;
&lt;br /&gt;
Being a post-release weapon, the APC556 is unlocked either through store bundles, DMZ or challenge unlock.&lt;br /&gt;
&lt;br /&gt;
[[File:APC556.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC556 with 308mm barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:APC300.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC300, for comparison - .300 AAC Blackout]]&lt;br /&gt;
[[File:Mwiihemlockgunsmith.jpg|thumb|none|600px|The &amp;quot;ISO Hemlock&amp;quot; in the gunsmith preview.]]&lt;br /&gt;
[[File:Mwiihemlockidle.jpg|thumb|none|600px|Operator Ronin holds the rifle on the Season 2 map Valderas Museum (a map which was originally in the beta, but due to legal issues with it being based on the real the J. Paul Getty Museum, was held back).]]&lt;br /&gt;
[[File:Mwiihemlockinspect1.jpg|thumb|none|600px|Inspecting the rifle.]]&lt;br /&gt;
[[File:Mwiihemlockinspect2.jpg|thumb|none|600px|Chamber checking. This animation is also used when first equipping the weapon. Note the &amp;quot;Cal. 7.62x35mm&amp;quot; markings on the ejection port, regardless of what caliber is used.]]&lt;br /&gt;
[[File:Mwiihemlockmag.jpg|thumb|none|600px|Inserting a new magazine. Note the strange opaque windowed PMAG. Also, the text near the operator's thumb is mirrored on the other side.]]&lt;br /&gt;
[[File:Mwiihemcharging.jpg|thumb|none|600px|Tugging on the charging handle during an empty reload. Part of the operator's thumb clips into the weapon during this.]]&lt;br /&gt;
&lt;br /&gt;
===Brügger &amp;amp; Thomet APC556 PDW===&lt;br /&gt;
Equipping the &amp;quot;RCQ-7&amp;quot; barrel and the &amp;quot;R-COM S4&amp;quot; stock turns the weapon into an APC556 PDW.&lt;br /&gt;
&lt;br /&gt;
[[File:APC556 PDW.jpg|thumb|none|400px|Brügger &amp;amp; Thomet APC556 PDW - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mwiihemlockcarbinepreview.jpg|thumb|none|600px|The modifications in the gunsmith preview.]]&lt;br /&gt;
[[File:Mwiihemboltrelease.jpg|thumb|none|600px|Thumbing the bolt release during the &amp;quot;Fast Hands&amp;quot; reload.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 901==&lt;br /&gt;
The [[M16A4|Colt Model 901]] (which was marketed as an M16A3) appears in the game as the &amp;quot;M16&amp;quot;. It fires in three-round bursts, meaning it is intended to pass for an M16A4, but the fire selector has the Safe/Semi/Auto markings of the A3 rather than the A4's Safe/Semi/Burst. It is fitted with a KAC M5 railed handguard and feeds from the same stylized windowed PMAGs used with the &amp;quot;M4&amp;quot;. Along with the two extended magazine options available for the &amp;quot;M4&amp;quot;, the M16 can also use short 20-round GI magazines that hold 15 rounds for some reason (maybe because 20 isn't a multiple of 3 or to align it with the same magazine option seen on the HK93, which also is a 20 rounder limited to a capacity of 15).&lt;br /&gt;
&lt;br /&gt;
A properly functioning R0901-style rifle can also be achieved by modifying the &amp;quot;M4&amp;quot; mentioned below, although keeping the non-milspec upper and lower receiver.&lt;br /&gt;
&lt;br /&gt;
Numerous factions in the campaign use the Model 901 M16 rifle, including Al-Qatala, the Las Almas Cartel, and the Mexican Army.&lt;br /&gt;
&lt;br /&gt;
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|450px|Standard M16A4, for comparison - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22_M901.jpg|thumb|none|600px|The Colt Model 901 in the gunsmith preview.]]&lt;br /&gt;
[[File:Mw22 m16 (4).jpg|thumb|none|600px|Holding the M16.]]&lt;br /&gt;
[[File:Mw22 m16 (5).jpg|thumb|none|600px|Checking the magazine and verifying that it is, indeed, loaded with 5.56 ammo. Worth noting is that double feed magazines actually alternate which side the top-most cartridge is on; if the player character here were to fire one round and then inspect again, they would find the top-most cartridge on the left instead of the right. Note the &amp;quot;M16A2&amp;quot; markings on the magwell, which (intentionally or not) would be correct for an M16A3, as the receiver of the real weapon is indeed marked as such.]]&lt;br /&gt;
[[File:Mw22 m16 (6).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; through the way too large carry handle rear aperture.]]&lt;br /&gt;
[[File:Mw22 m16 (7).jpg|thumb|none|600px|Reloading with a new loaded PMAG.]]&lt;br /&gt;
[[File:Mw22 m16 (8).jpg|thumb|none|600px|Smacking the ping-pong paddle. The animations are all taken from the &amp;quot;M4&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 little friend.jpg|thumb|none|600px|Soap finds himself a [[Scarface (1983)#Colt AR-15 with Fake M203 grenade launcher (a.k.a. &amp;quot;My Little Friend&amp;quot;)|Little Friend]] in the cartel's armory in &amp;quot;El Sin Nombre&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The &amp;quot;11.5 Carbine Shroud&amp;quot; attachment gives it an AR carbine handguard/10.5&amp;quot; barrel/AR front sight, effectively turning it into a [[Mk 18 Mod 0]] when combined with one of the telescoping stock options (though it still fires in three-round bursts due to the faux M16A4 receiver).&lt;br /&gt;
[[File:Mk18SpecializedArmaments.jpg|thumb|none|450px|Mk 18 Mod 0 with standard M4 handguard and 6-position stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (3).jpg|thumb|none|600px|Combine the M16, the &amp;quot;11.5 Carbine Shroud&amp;quot; and telescopic stock and you got yourself a Mk18 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 1===&lt;br /&gt;
Fitting the M16 with the &amp;quot;11.5 T-H4 Barrel&amp;quot; and any telescoping stock will create a Mk 18 Mod 1.&lt;br /&gt;
[[File:Mk18Mod1SOPMOD.jpg|thumb|none|450px|Mk 18 Mod 1 with Crane stock, KAC back-up iron sights, EOTech XPS3, AN/PEQ-15 ATPIAL, vertical foregrip, and dual pressure activation switch - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 cqbr.jpg|thumb|none|600px|A Mk 18 Mod 1 customized with all the tacticool needs of a US SOCOM operator.]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 Carbine===&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine handguard/14.5&amp;quot; stepped barrel/AR front sight, turning it into an [[M4A1]] (or an [[M4 Carbine|M4]] in gameplay terms).&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (2).jpg|thumb|none|600px|The M4A1 in the loadout preview screen.]]&lt;br /&gt;
[[File:Mwiim43rd2.jpg|thumb|none|600px|The &amp;quot;Burgertown Operator&amp;quot; with an M4A1 and two inflatable decoys.]]&lt;br /&gt;
[[File:Mwiim43rd1.jpg|thumb|none|600px|Alex fires his M4A1. Note the starburst muzzle flash.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
The [[FAMAS Valorisé]] was added in Season 5 under the name &amp;quot;FR Avancer&amp;quot;, though the markings on its model read &amp;quot;Modèle 223&amp;quot;. As with every other FAMAS in ''Call of Duty'' thus far the rifle features 25-round magazines; for the second time in the series they actually hold the correct 25 rounds, rather than 30. 45- and 60-round quad-stack magazines are available alternate options, with the former being the &amp;quot;chopped&amp;quot; MAG5-60 quad-stack model seen on Instagram and in the previous Modern Warfare game. Also as in ''MW19'', the rifle's integrated bipod can be deployed as an attachment (though currently this also unnecessarily equips a rail under the handguard, as was the case for the RPK's bipod before that was fixed), while equipping the &amp;quot;SA Ion&amp;quot; pistol grip and &amp;quot;FR Sprinter&amp;quot; stock pad brings the rifle closer in appearance to its real world counterpart. &lt;br /&gt;
&lt;br /&gt;
A pseudo FAMAS FÉLIN build can be achieved by adding the &amp;quot;3x RFL-Optic&amp;quot; and &amp;quot;OP-X9 Foregrip&amp;quot; to the aforementioned pistol grip and stock.&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|450px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm]]&lt;br /&gt;
[[File:MwiifamasV1.jpg|thumb|none|600px|Holding the FAMAS on the newest iteration of &amp;quot;Strike&amp;quot; from the original Modern Warfare.]]&lt;br /&gt;
[[File:MwiifamasV2.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:MwiifamasV4.jpg|thumb|none|600px|Making sure the rounds are seated during the inspect animation...]]&lt;br /&gt;
[[File:MwiifamasV5.jpg|thumb|none|600px|...and chamber checking. This animation is also used when spawning with the rifle, albeit the character chambers the rifle from empty.]]&lt;br /&gt;
[[File:MwiifamasV6.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MwiifamasV7.jpg|thumb|none|600px|Tugging the charging handle. For the &amp;quot;fast hands&amp;quot; reload, the player doesn't turn the rifle to the left.]]&lt;br /&gt;
[[File:MwiifamasV8.jpg|thumb|none|600px|Sandwiching magazines during the &amp;quot;fast hands&amp;quot; tactical reload on a psudo FÉLIN build. This animation is very similar to the tactical reload the FAMAS in Modern Warfare 2019 had.]]&lt;br /&gt;
[[File:MwiifamasV9.jpg|thumb|none|600px|Actuating the trigger guard housed fire selector.]]&lt;br /&gt;
[[File:MwiifamasV10.jpg|thumb|none|600px|Chamber checking on empty.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;TAQ-V&amp;quot;. The default magazine is a black 20-round proprietary model; a 30-round polymer magazine inspired by the Molon Labe Industries (couldn't get a more pretentious name) offerings and a two-tone XS Products X-25 50-round drum, are available as extended options. Interestingly, the rifle features its internal file name in its receiver markings, placed as if &amp;quot;SCHotel&amp;quot; is its in-universe model name; following the standards of internal file names, &amp;quot;S C Hotel&amp;quot; naturally stands for &amp;quot;'''SC'''AR-'''H'''&amp;quot;. This time, it is correctly classified as a battle rifle instead of an assault rifle.&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:MW22 SCAR 17.jpg|thumb|none|600px|The SCAR-H in the gunsmith preview screen. The model has undergone a stylistic redesign from ''MW19''’s &amp;quot;FN Scar 17,&amp;quot; with three vent holes, shorter rails for the correct barrel block placement, and ACR-like stock. The magwell still has the AR-15 style outdent. During an early stage of the game, a typo in the gunsmith described the weapon as firing &amp;quot;7.26&amp;quot; rounds, but this has been fixed.]]&lt;br /&gt;
[[File:MWII SCAR-H (1).jpg|thumb|none|600px|The &amp;quot;TAQ-V&amp;quot; in Amsterdam.]]&lt;br /&gt;
[[File:MWII SCAR-H (2).jpg|thumb|none|600px|Aiming down the sights, shared by all three variants.]]&lt;br /&gt;
[[File:MWII SCAR-H (3).jpg|thumb|none|600px|Actuating the fire selector.]]&lt;br /&gt;
[[File:MWII SCAR-H (4).jpg|thumb|none|600px|Repleneshing the old magazine with a new one, &amp;quot;L-shaped&amp;quot; reload style.]]&lt;br /&gt;
[[File:MWII SCAR-H (5).jpg|thumb|none|600px|As with the prior game, the empty mag gets trucked out.]]&lt;br /&gt;
[[File:MWII SCAR-H (6).jpg|thumb|none|600px|And in with another mag, then the charging handle is tugged.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR 17S==&lt;br /&gt;
In addition to the standard SCAR-H, the [[FN SCAR 17S|SCAR 17S]] semi-auto only version appears under the marksman rifles class. It is referred to as the &amp;quot;TAQ-M&amp;quot;, and is fitted with a rail extension and a fixed stock resembling an [[FN SSR]]/SCAR 20S stock or a KRG SCAR Long Range Stock. The Los Vaqueros unit uses this SCAR variant as its sniper rifle in the campaign story. 10-, 15- and 20-round magazines are available, all of which being 5-rounds-underloaded compared to real life.&lt;br /&gt;
&lt;br /&gt;
It is chambered in 6.5mm Creedmoor. At the time of the game's release, the real SCAR 17S could be converted to use this cartridge (while the SCAR 20S had received that caliber as a factory option). Interestingly, a year later (September 2023), FN America announced the availability of a limited-edition SCAR 17S DMR that is actually chambered in 6.5mm Creedmoor and has a fixed SSR stock.&lt;br /&gt;
&lt;br /&gt;
[[File:SCAR 17S BLK.jpg|thumb|none|450px|FN SCAR 17S Black - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|450px|FN MK 20 SSR, for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR17S.jpg|thumb|none|600px|The SSR lookalike in the gunsmith preview screen. Note the fictionalized safe/semi-auto only fire selector.]]&lt;br /&gt;
[[File:MWII SCAR-17S (1).jpg|thumb|none|600px|The SCAR variants spawn in with a barrel up, palm up chambering animation.]]&lt;br /&gt;
[[File:MWII SCAR-17S (2).jpg|thumb|none|600px|The SCAR 17S 6.5CM with a sniper scope.]]&lt;br /&gt;
[[File:MWII SCAR-17S (3).jpg|thumb|none|600px|Said scope has something of an ACSS grid for its reticle.]]&lt;br /&gt;
[[File:MWII SCAR-17S (4).jpg|thumb|none|600px|The Ranger admires his accurized SCAR.]]&lt;br /&gt;
[[File:MWII SCAR-17S (5).jpg|thumb|none|600px|Inspecting the 10-round magazine of 6.5mm.]]&lt;br /&gt;
[[File:MWII SCAR-17S (6).jpg|thumb|none|600px|It also reloads the same way, with the short mags sandwiched together.]]&lt;br /&gt;
[[File:MWII SCAR-17S (7).jpg|thumb|none|600px|Pulling the charging handle when empty, those gloves should help keep the Ranger's fingers intact against the scope.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
A black [[FN SCAR-L]] appears as the &amp;quot;TAQ-56&amp;quot; and it's manufactured by &amp;quot;Tactique Verte&amp;quot;, the in-universe equivalent to FN Herstal, which also makes the PDSW 528, a fictionalized P90 variant. It is depicted with incorrect H&amp;amp;K style fire selector markings and a stylized lower receiver. It feeds from black STANAG style 30-round magazines, but 40-round PMAGs and 60-round Surefire MAG5-60s are also available.&lt;br /&gt;
&lt;br /&gt;
It comes with a (swappable) stylized A2 grip by default and the magazine release on the right side seems to be an aftermarket extended one.&lt;br /&gt;
&lt;br /&gt;
Marines in &amp;quot;Kill or Capture&amp;quot; have SCAR-Ls. It is the standard rifle for both Shadow Company operators and the Los Vaqueros unit in the campaign, being commonly found with various attachments.&lt;br /&gt;
[[File:Scar l std.jpg|thumb|none|450px|FN SCAR-L STD - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22_SCARL.jpg|thumb|none|600px|The SCAR-L in the gunsmith preview screen. Note the differently shaped trigger guard and stock, the pictograms fire selector and the Taqtique Verte markings.]]&lt;br /&gt;
[[File:Mw22 scar L (1).jpg|thumb|none|600px|A SCAR-L in the hands of a Kortac operator.]]&lt;br /&gt;
[[File:Mw22 scar L (2).jpg|thumb|none|600px|Checking the magazine full of 5.56 rounds.]]&lt;br /&gt;
[[File:Mw22 scar L (3).jpg|thumb|none|600px|And the chamber is loaded too, very nice. Looks like the markings on the upper receiver are mirrored from the left side.]]&lt;br /&gt;
[[File:Mw22 scar L (4).jpg|thumb|none|600px|A look through the chopped iron sights.]]&lt;br /&gt;
[[File:Mw22 scar L (5).jpg|thumb|none|600px|Swapping STANAG magazines.]]&lt;br /&gt;
[[File:Mw22 scar L (6).jpg|thumb|none|600px|Checking the chamber on an empty reload just before flicking out the spent magazine.]]&lt;br /&gt;
[[File:Mw22 scar L (7).jpg|thumb|none|600px|Pulling back on the reciprocating charging handle. This is the only difference from ''MW19''’s animations and this set is shared with all the other SCAR variants in the game.]]&lt;br /&gt;
[[File:Mw22 scar L (8).jpg|thumb|none|600px|Giving the bolt release a slap. This happens when the Fast Hands perk is active and with an underbarrel grenade launcher attached to the rifle.]]&lt;br /&gt;
[[File:Mwiicaliburnscarl1.jpg|thumb|none|600px|The Season 5 Blackcell exclusive blueprint, &amp;quot;Caliburn&amp;quot;, features a transparent exterior SCAR-L.]]&lt;br /&gt;
[[File:Mwiicaliburnscarl2.jpg|thumb|none|600px|Empty.]]&lt;br /&gt;
[[File:Mwiicaliburnscarl3.jpg|thumb|none|600px|Closeup of the fire control group.]]&lt;br /&gt;
[[File:Mwiicaliburnscarl5.jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:Mwiicaliburnscarl4.jpg|thumb|none|600px|Holding the bolt open, right side.]]&lt;br /&gt;
[[File:Mwiicaliburnscarl6.jpg|thumb|none|600px|A strange bug that happens with a few guns in third person, when chamber checking on empty, the character pushes the bolt carrier way past where it would physically be able to go, while the barrel itself gets pushed backwards.]]&lt;br /&gt;
[[File:MWII-SCARL-1.jpg|thumb|none|600px|Garrick and his SCAR taking a leap (or fall-out-of-a-Black Hawk) of faith in the reveal trailer.]]&lt;br /&gt;
[[File:MWII-Trailer-SCARL-2.jpg|thumb|none|600px|Demon Dogs on the hunt with SCAR-Ls in the reveal trailer. Similar to some Shadow Company operatives, all three marines are equipped with L3Harris AN/PVS-31A night vision goggles. The NODs are incorrectly mounted to Norotos Rhino I mounts.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L CQC===&lt;br /&gt;
Equipping the SCAR-L with the &amp;quot;12' Tacshort Barrel&amp;quot; will give it a CQC-length barrel.&lt;br /&gt;
[[File:FN SCAR-L CQC Black.jpg|thumb|none|400px|FN SCAR-L CQC Black - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (1).jpg|thumb|none|600px|The SCAR-L CQC in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Mw22 mk16.jpg|thumb|none|600px|A SCAR CQC equipped with with a [[FN SCAR-SC|SCAR-SC]]'s telescoping stock via the &amp;quot;TV Cardinal Stock&amp;quot; attachment.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L LB===&lt;br /&gt;
The &amp;quot;17.5' Tundra Pro Barrel&amp;quot; turns it into the LB variant.&lt;br /&gt;
[[File:SCAR-L LB.jpg|thumb|none|450px|Gen 3 FN SCAR-L with 18&amp;quot; LB (Long Barrel) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22_SCARL_LB.jpg|none|thumb|600px|A not-so perfect tan SCAR-L LB in the gunsmith preview.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK91A2==&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK91A2]] with a safe/semi/auto select fire trigger group appears as the &amp;quot;Lachmann-762&amp;quot;. Like the other guns in the &amp;quot;Lachmann Meer&amp;quot; platform, it lacks a paddle magazine release, distinguishing it from the military [[G3]]. It appears to be fitted with a stylized slimline handguard.&lt;br /&gt;
&lt;br /&gt;
It is a standard rifle of the Mexican Army in-game.&lt;br /&gt;
[[File:HK Model 91.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22_HK91A2.jpg|thumb|none|600px|The HK91A2 in the preview screen. Note that it has a less diagonal magwell compared to the real weapon.]]&lt;br /&gt;
[[File:Mw22 g3 (4).jpg|thumb|none|600px|Holding the HK91A2 in a quasi-c-clamp way.]]&lt;br /&gt;
[[File:Mw22 g3 (5).jpg|thumb|none|600px|Aiming down the night sights.]]&lt;br /&gt;
[[File:Mw22 g3 (6).jpg|thumb|none|600px|Checking the load on an awfully-smooth 20 round magazine.]]&lt;br /&gt;
[[File:Mw22 g3 (7).jpg|thumb|none|600px|And guess what? The inspect animation ends with a chamber check.]]&lt;br /&gt;
[[File:Mw22 g3 (8).jpg|thumb|none|600px|Konig swaps magazines in an odd-way. Take note that this screenshot was taken before a patch in February, where the HK91A2's reload animations were altered to be heavier.]]&lt;br /&gt;
[[File:Mw22 g3 (9).jpg|thumb|none|600px|Inserting a fresh magazine after stripping away an empty one.]]&lt;br /&gt;
[[File:Mw22 g3 (10).jpg|thumb|none|600px|And what comes next will surprise no-one: an HK slap.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK91A3===&lt;br /&gt;
Fitting the rifle with the &amp;quot;Lachmann S9 Factory&amp;quot; stock makes it resemble an HK91A3.&lt;br /&gt;
[[File:HK91A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A3 with factory telescoping stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22_HK91A3.jpg|thumb|none|600px|Both sides of the pseudo-HK91A3.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK11===&lt;br /&gt;
Equipping the “Romeo FT 16&amp;quot; Barrel” or “15.9&amp;quot; Lachmann Rapp Barrel” makes for a [[Heckler &amp;amp; Koch HK11]] mockup.&lt;br /&gt;
[[File:Hk11e.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK11E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII HK11 (0).jpg|thumb|none|600px|The HK11-style build, with the LM-S's more convincing clubfoot stock and a bipod.]]&lt;br /&gt;
&lt;br /&gt;
===HK51===&lt;br /&gt;
The shorter barrels such as the “Meer-56 11&amp;quot; Factory Barrel” can be used for an [[HK51]]-style carbine.&lt;br /&gt;
[[File:NPSHK51.JPG|thumb|400px|none|HK51 - 7.62x51mm]]&lt;br /&gt;
[[File:MWII HK51 (0).jpg|thumb|none|600px|A pseudo HK51 with the Lachmann S9 Factory sliding stock, and the Corvus SOL-76 Z-Point reflex sight.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK93A2==&lt;br /&gt;
A shortened [[Heckler &amp;amp; Koch HK93A2]] with a Magpul-inspired trigger group with safe/semi/auto positions appears as the &amp;quot;Lachmann-556&amp;quot;. Once again, the lack of a paddle magazine release distinguishes it from the military [[HK33]].&lt;br /&gt;
&lt;br /&gt;
It is intended to be an [[HK53]], as evidenced by the game files referring to it as &amp;quot;ar_kilo53&amp;quot;, though the barrel and the cocking tube are slightly longer than this version, with the length being between the HK53 and the HK33KA3. It can be made HK33-length with the &amp;quot;Lachmann Nova&amp;quot; or &amp;quot;LM Aurora 90 Barrel&amp;quot; attachments (these two having same cocking tube length as each other, and almost the same barrel length), or HK33K-esque length (shorter than proper, but longer than the game's default) with the &amp;quot;Lach-12 Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It feeds from translucent 30-round magazines by default, but it can also use 20-round magazines (that hold 15 rounds), 40-round extended magazines or a 60-round drum inspired by the X-Products drum available for the G3 family of rifles.&lt;br /&gt;
&lt;br /&gt;
[[File:HK93FullStock.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A2 with 25-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Hk93 mw22 (1).jpg|thumb|none|600px|Left side of the shortened HK93. Like the HK91, the magwell is less diagonal than the real deal. The standard 30-round magazines are translucent and most likely inspired by the Turkish MKE-made ones.]]&lt;br /&gt;
[[File:Hk93 mw22 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:Hk93 mw22 (4).jpg|thumb|none|600px|Holding the HK93 indoors.]]&lt;br /&gt;
[[File:Hk93 mw22 (5).jpg|thumb|none|600px|Aiming down the aperture.]]&lt;br /&gt;
[[File:Hk93 mw22 (6).jpg|thumb|none|600px|Checking if the translucent magazine is loaded.]]&lt;br /&gt;
[[File:Hk93 mw22 (7).jpg|thumb|none|600px|Press check.]]&lt;br /&gt;
[[File:Hk93 mw22 (8).jpg|thumb|none|600px|As with all the roller-delayed guns in the game, the tactical reload starts by locking the bolt back, then the magazines are swapped and the charging handle is given a gentle tug to let it go forward. Worth noting is that all the magazines that are either translucent or have windows on their side only render the top bullet during reloads, as you can see with the one on the left. The rest of the bullets will appear after the animation is done; this was fixed sometime after the Season 1 update. This can also be observed easily with the M4 and M16.]]&lt;br /&gt;
[[File:Hk93 mw22 (9).jpg|thumb|none|600px|Empty reloads have a similar, but different enough sequence (to make them slower). The charging handle is locked back, the empty magazine is stripped out, a new one is inserted...]]&lt;br /&gt;
[[File:Hk93 mw22 (10).jpg|thumb|none|600px|...and a forceful HK-slap is performed.]]&lt;br /&gt;
[[File:Hk93 mw22 (11).jpg|thumb|none|600px|With the Fast Hands perk the HK slap is omitted and the charging handle is simply pulled back.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Alejandro Vargas can be seen just behind Soap, wielding an HK93 with a suppressor. The hand clipping makes it appear as if Vargas is gripping the trigger instead of the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK93A3===&lt;br /&gt;
Fitting the weapon with the &amp;quot;Lachmann S9 Factory&amp;quot; stock and the full-sized &amp;quot;Lachmann Nova&amp;quot; barrel turns it into an HK93A3.&lt;br /&gt;
[[File:Hk93a3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A3 - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:Hk93 mw22 (3).jpg|thumb|none|600px|An HK93A3-style build with the default barrel.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK13===&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK series machine guns|Heckler &amp;amp; Koch HK13]] build can be made with the “15.9&amp;quot; Lachmann RAPP Barrel,” in addition to other parts to complete the look.&lt;br /&gt;
[[File:MM13.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK13 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWII HK13 (0).jpg|thumb|none|600px|The LM-556 with the machine gun style barrel, clubfoot stock, bipod, and drum magazine.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-K2==&lt;br /&gt;
A heavily stylized [[HS Produkt VHS-K2]] with a Springfield Armory Hellion-style trigger guard and pistol grip was added in Season 4 as the &amp;quot;Tempus Razorback.&amp;quot; The top rail assembly resembles that of the [[FB MSBS Grot|FB MSBS Grot B]] (alongside the &amp;quot;TA ERGO&amp;quot; stock option), and the charging handle is also similar to the Grot B's, though moved forward over the fire control area. The rifle can equip the VHS-2's integral optic carry handle, tied to the &amp;quot;17&amp;quot; IO-XL&amp;quot; barrel attachment; this barrel is longer than standard, roughly between the VHS-K2 and VHS-D2. The &amp;quot;13&amp;quot; Frenzy IX&amp;quot; barrel features a shorter optics rail as well as a unique red dot sight which replaces the ironsights; this sight can itself be replaced by other optics. The default empty reload animation has an interesting dynamic feature - normally, the charging handle is used, but interrupting it by swapping or sprinting will result in the operator using the bolt release after the interruption. &lt;br /&gt;
&lt;br /&gt;
[[File:VHS-K2.jpg|thumb|none|450px|HS Produkt VHS-K2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SA Hellion right side.jpg|thumb|none|450px|Springfield Armory Hellion - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MSBS-B-2016.jpg|thumb|none|450px|FB MSBS Grot B - 5.56x45mm]]&lt;br /&gt;
[[File:Mwiirazorbackbattlepass1.jpg|thumb|none|600px|The hybrid rifle in the battlepass.]]&lt;br /&gt;
[[File:Mwiirazorbackidle.jpg|thumb|none|600px|Nikto wielding the VHS-K2 in a [[Call of Duty 4: Modern Warfare|familiar location]].]]&lt;br /&gt;
[[File:Mwiirazorbacktacticalreload.jpg|thumb|none|600px|Performing a rather awkward tactical reload.]]&lt;br /&gt;
[[File:Mwiirazorbackempty.jpg|thumb|none|600px|Tugging the charging handle on empty.]]&lt;br /&gt;
[[File:Mwiirazorbacksleightofhand2.jpg|thumb|none|600px|The &amp;quot;Fast Hands&amp;quot; reloads are similar to the Cronen Squall's, including the use of the bolt release instead of forward charging handle.]]&lt;br /&gt;
[[File:Mwiirazorbackinspect.jpg|thumb|none|600px|Performing a brass check.]]&lt;br /&gt;
[[File:Mwiirazorbackinspectempty.jpg|thumb|none|600px|Here, operator Chuy peers into a VHS's empty chamber.]]&lt;br /&gt;
[[File:VHS-D2 and optical sight.jpg|thumb|none|450px|HS Produkt VHS-D2 with 1.5 optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mwiirazorbackvhs.jpg|thumb|none|600px|The VHS-D2 style build with the 17&amp;quot; IO-XL barrel &amp;amp; LTX Eclipse comb.]]&lt;br /&gt;
&lt;br /&gt;
==LoneStar Future Weapons RM277==&lt;br /&gt;
A [[LoneStar Future Weapons RM277]]-based bullpup rifle was added to the battle rifles class in Season 3 under the name &amp;quot;Cronen Squall&amp;quot;. It is depicted as a heavily stylized version of the first prototype, noticeable by having a rear magazine release. However, it also has two buttons near the trigger group that act as bolt release buttons instead of magazine release buttons, a black cheek rest, switchable ejection ports and an enlarged rear similar to that of the [[Desert Tech Micro Dynamic Rifle]]. It is chambered in &amp;quot;6.8 Wrath&amp;quot;, an in-universe version of 6.8x51mm SIG FURY, which is the cartridge of the [[SIG-Sauer MCX-SPEAR]] (now designated as the XM7) that prevailed over the RM277 in the NGSW trials.&lt;br /&gt;
&lt;br /&gt;
The gun uses conventional full brass case ammo like the civilian/training ammo by default but a 6.8 Composite ammo option is also available, bringing it back to the original 6.8mm TVCM cartridge that the RM277 was chambered in. Beside that, Frangible and Hollowpoint ammo options give the 6.8mm SIG FURY cartridge its well-known hybrid case (these options are correct as currently, available hybrid-case ammo to the civilian market is those two options). It is fed by default using 20-round L7 AWM magazines with a 30-rounder and a 50-round Magpul D-50 drum magazine also available; the rifle can also equip its proprietary micro flow-through Brevis III suppressor. &lt;br /&gt;
&lt;br /&gt;
While the real rifle fires from a closed bolt in semi-auto and an open bolt in full-auto, its in-game incarnation is depicted as always firing from an open bolt (with the same firing delay given to all other open bolt weapons), though inconsistent with this, the empty reload animation features the player character using the bolt release as if the rifle were firing from a closed bolt. The out-of-ammo inspect animation is also consistent with the gun always being open bolt, beginning with the trigger being pulled to dry-fire the rifle. In order for the rifle to at least be internally consistent to its fictional always-open-bolt self, the empty reload animation should instead not use the bolt release, and simply swap mags like a non-empty reload.&lt;br /&gt;
 &lt;br /&gt;
[[File:RM277-R.jpg|thumb|none|450px|LoneStar Future Weapons RM277-R (First publicly revealed protoype) - 6.8mm TVCM]]&lt;br /&gt;
[[File:MDRX 308 FDE.jpg|thumb|none|450px|Desert Tech MDRX - .308 Winchester]]&lt;br /&gt;
[[File:RM277 MWII battlepasspreview.jpg|thumb|none|600px|The RM277/Desert Tech hybrid rifle in the battlepass preview.]]&lt;br /&gt;
[[File:Mwiirm277spawn.jpg|thumb|none|600px|Tugging the charging handle when spawning with the rifle.]]&lt;br /&gt;
[[File:Mwiirm277idle.jpg|thumb|none|600px|Holding the gun on the new &amp;quot;Alley&amp;quot; gunfight map.]]&lt;br /&gt;
[[File:Mwiirm277irons.jpg|thumb|none|600px|Using the Magpul MBUS style sights on a particularly disgusting mattress.]]&lt;br /&gt;
[[File:Mwiirm277inspect3.jpg|thumb|none|600px|Inspecting the magazine...]]&lt;br /&gt;
[[File:Mwiirm277inspect2.jpg|thumb|none|600px|...then checking the right side.]]&lt;br /&gt;
[[File:Mwiirm277reloadpart.jpg|thumb|none|600px|Regular reload.]]&lt;br /&gt;
[[File:Mwiirm277empty.jpg|thumb|none|600px|Dropping the bolt during an empty reload.]]&lt;br /&gt;
[[File:Mwiirm277mostlyempty.jpg|thumb|none|600px|Loading a mostly spent mag. Note the strange presence of a bullet in the bottom of the magazine.]]&lt;br /&gt;
[[File:Mwiirm277inspectcomposite.jpg|thumb|none|600px|Inspecting the magazine loaded with 6.8mm TVCM. Also note selector set to semi-auto.]]&lt;br /&gt;
[[File:Mwiirm277compositefasthands.jpg|thumb|none|600px|Sandwiching magazines during the &amp;quot;fast hands&amp;quot; reload. When empty, the bolt is released without turning the weapon.]]&lt;br /&gt;
[[File:Mwiirm277empty1updt.jpg|thumb|none|600px|Empty inspect animation involves checking the mag...]]&lt;br /&gt;
[[File:Mwiirm277empty2updt.jpg|thumb|none|600px|...then flipping the rifle to the right side...]]&lt;br /&gt;
[[File:Mwiirm277empty3.jpg|thumb|none|600px|...then tugging the charging handle a few times before locking the bolt back and inserting the empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M4&amp;quot;==&lt;br /&gt;
A fully-automatic custom [[AR-15]]-type carbine with a 12.5&amp;quot; barrel appears as the &amp;quot;M4&amp;quot;, based on the [[Geissele Super Duty|Geissele M4A1 URG-I]] (also informally known as the M4A1 &amp;quot;Block III&amp;quot;) used by USASOC and even some Navy SEAL operators. The lower receiver is from a [[SIG-Sauer 516 Series|SIG 516]]/SIG M400 while the upper most closely resembles a Mega Arms GTR-3H. It has a Geissele SMR MK16/MK8-style hybrid handguard depicted with an 11.5&amp;quot; length, a stylized Magpul CTR stock and a SIG charging handle. The front sight is stylized Midwest Industries flip up and the rear one is a hybrid between KAC micro rear, MaTech BUIS and base MP7 rear sight. The muzzle is KAC birdcage and the grip is A2. It feeds from stylized windowed PMAGs in spite of the previous game having a proper non-stylized model. A 40-round metal magazine that holds 45 rounds and a quadstack Surefire MAG5-60 are also available.&lt;br /&gt;
&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine plastic handguard/14.5&amp;quot; stepped barrel/AR front sight with an added rail underneath and a small section of picatinny rail mounted on the right side of the gas block, essentially turning it into a pseudo-[[M4A1]]. The “Tempus High Tower 20&amp;quot; Barrel” attachment gives it a KAC M5 RAS/20&amp;quot; barrel/AR front sight, making it into a pseudo-[[M16A3]] when combined with the &amp;quot;Demo Precision Elite Factory&amp;quot; stock. Pairing this barrel with an M203 automatically swaps the rail system for the classic M203 heatshield, previously its own separate attachment in ''MW19''; this also happens on the game's M16, which features this barrel attachment by default.&lt;br /&gt;
&lt;br /&gt;
Other barrel options include the “7.5&amp;quot; Tempus Firebrand”, the &amp;quot;Tempus Trench Pro&amp;quot;, which retains the same barrel and rail length and swaps the handguard for a black KeyMod one, the &amp;quot;419mm EXF Barrel&amp;quot;, a 16-inch barrel paired with an URX 3.1 inspired rail and the “11.5&amp;quot; T-H4 Barrel”, which gives it a Daniel Defense Mk 18/RIS II rail and a 10.3-inch barrel, despite it being stated as longer.&lt;br /&gt;
&lt;br /&gt;
In-game, it's stated to be manufactured by the fictional Tempus Armament, which is the in-universe version of Knight's Armament Company based on the knight armored glove and mace logo.&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]&lt;br /&gt;
[[File:Geisseleurgi115.jpg|thumb|none|450px|Geissele URGI Mk 16 11.5 inch upper receiver, for reference.]]&lt;br /&gt;
[[File:MW22 M4 (1).jpg|thumb|none|600px|Left side of the franken-AR-15 trying to disguise itself as a &amp;quot;Block III&amp;quot; URG-I M4A1.]]&lt;br /&gt;
[[File:MW22 M4 (2).jpg|thumb|none|600px|Right side. The extra picatinny rail sections on the M-LOK handguard are there to accommodate for a right side mounted laser or light and underbarrel foregrip or weapon.]]&lt;br /&gt;
[[File:Mw22 m4a1 (1).jpg|thumb|none|600px|C-clamping the &amp;quot;M4,&amp;quot; a different posture from the previous game's Colt 933.]]&lt;br /&gt;
[[File:Mw22 m4a1 (2).jpg|thumb|none|600px|Aiming through the default iron sights.]]&lt;br /&gt;
[[File:Mw22 m4a1 (3).jpg|thumb|none|600px|Ghost being surprised, once again, that his gun is loaded.]]&lt;br /&gt;
[[File:Mw22 m4a1 (4).jpg|thumb|none|600px|Giving the forward assist a smack after a brass check.]]&lt;br /&gt;
[[File:Mw22 m4a1 (5).jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
[[File:Mw22 m4a1 (6).jpg|thumb|none|600px|Slapping the bolt release to chamber a round. The &amp;quot;M4&amp;quot; uses a modified version of ''Modern Warfare''’s Model 933 animations, and are shared with the M16A3 and the &amp;quot;FTac Recon&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 m4a1 (7).jpg|thumb|none|600px|The bolt release is pressed instead, when using the Fast Hands perk.]]&lt;br /&gt;
[[File:Mwiim4g1empty1.jpg|thumb|none|600px|Inspecting the M4's PMAG when completely empty.]]&lt;br /&gt;
[[File:Mwiim4g1empty2.jpg|thumb|none|600px|Locking the bolt back after running the action a few times.]]&lt;br /&gt;
[[File:MWII Price Mk18.jpg|thumb|none|600px|Captain Price with his Mk 18 Mod 1 style carbine in Al-Mazrah. Completing the campaign earns this set up for use as the &amp;quot;Union Guard&amp;quot; blueprint.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flatline&amp;quot;===&lt;br /&gt;
The same futuristic VLTOR/Magpul themed M4A1 Carbine from ''[[Call of Duty: Infinite Warfare|Infinite Warfare]]'' appears as the &amp;quot;Flatline&amp;quot; blueprint available for the in-game M4, named after the Epic rarity variant of the same name for the fictional &amp;quot;NV4&amp;quot; assault rifle (although not modeled after the actual variant that appears in that game). While both of the upper and lower receivers are retained, the handguard and sights are not and the muzzle, magazine, and stock are modeled after the ''MWII''’s variant instead, albeit rethemed to better match the NV4 itself.&lt;br /&gt;
&lt;br /&gt;
[[File:M4A1 airsoft carbine Magpul black.JPG|thumb|none|400px|'''Airsoft''' M4A1 with Black Magpul furniture]]&lt;br /&gt;
[[File:AR-15 VLTOR CAS-V Midlength.jpg|thumb|none|400px|AR-15 with VLTOR CAS-V handguard - 5.56x45mm]]&lt;br /&gt;
[[File:MWII M4 Flatline.jpg|thumb|none|600px|Previewing the &amp;quot;Flatline&amp;quot; M4 in the store.]]&lt;br /&gt;
[[File:MW22 M4 Flatline 1.jpg|thumb|none|600px|Inspecting the &amp;quot;Flatline&amp;quot; blueprint in a newer version of Shipment, fittingly with its PMAGs. The &amp;quot;NV4&amp;quot; receiver is present but the Magpul BUIS are replaced.]]&lt;br /&gt;
[[File:MW22 M4 Flatline 2.jpg|thumb|none|600px|Other side. By default, the &amp;quot;Flatline&amp;quot; uses the pseudo-M16A3 handguard instead of the carbine-length VLTOR CASV-based handguard on the original weapon. The blueprint also features a stylized Steiner DBAL (&amp;quot;Schlager PEQ Box IV&amp;quot; in-game) laser module, in which, unlike the pair of futurized AN/PEQ-2 lasers on the NV4, they do work.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;FTac Recon&amp;quot;==&lt;br /&gt;
Another AR-15 variant, chambered in .458 SOCOM, appears as the &amp;quot;FTac Recon&amp;quot;. It is classified as a battle rifle in-game, though .458 SOCOM is more of an oversized intermediate cartridge.&lt;br /&gt;
&lt;br /&gt;
The rifle appears to be built on an otherwise generic milspec M16 lower, a la the default &amp;quot;M4&amp;quot; in-game, but with aesthetic similarities to the &amp;quot;XRK M4&amp;quot; from ''Modern Warfare'' (based on a Radian Weapons receiver) on the left side around the magazine well. The left side of the upper receiver bears a vague resemblance to a Mega Arms GTR-3H with grooves similar to the JP Enterprises CTR-02, but with said grooves cut in the opposite direction; the right side appears to be based on a Wilson Combat Stripped Billet AR-15 upper or a CMMG MkW-15 upper. &lt;br /&gt;
&lt;br /&gt;
Unlike the 5.56 &amp;quot;M4&amp;quot; seen above, the upper receiver lacks a forward assist, which is reflected in the inspect animation when the operator does a brass check. By default it features what looks like a 12&amp;quot; barrel with an A2 flash hider, a KeyMod handguard based on the BCM KMR, an A2 pistol grip and a Magpul PRS stock. It also feeds from regular black stylized .458 SOCOM PMAG 10-round magazines.&lt;br /&gt;
[[File:MW22 FTAC RECON.jpg|thumb|none|600px|The .458 carbine in the loadout screen. The auto sear pin is not present, despite other select fire AR-15 variants correctly featuring this detail.]]&lt;br /&gt;
[[File:MWII .458 Recon (1).jpg|thumb|none|600px|Drawing the .458 AR with a brass check.]]&lt;br /&gt;
[[File:MWII .458 Recon (2).jpg|thumb|none|600px|The &amp;quot;FTac Recon&amp;quot; in hand, not that much more remarkable than the other ArmaLites in game.]]&lt;br /&gt;
[[File:MWII .458 Recon (3).jpg|thumb|none|600px|Rather unwisely flicking the selector to Auto, given the recoil and 10 shot magazine...]]&lt;br /&gt;
[[File:MWII .458 Recon (4).jpg|thumb|none|600px|...as seen here.]]&lt;br /&gt;
[[File:MWII .458 Recon (5).jpg|thumb|none|600px|Reloading the FTac after putting quite a few .458 sized holes in the concrete wall.]]&lt;br /&gt;
[[File:MWII .458 Recon (6).jpg|thumb|none|600px|Ditching out the empty magazine, with the follower visible here.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
Two [[M14]] variants appear in the game. The &amp;quot;SO-14&amp;quot; is a variant classified as a battle rifle. The base chassis of the &amp;quot;SO-14&amp;quot; appears to be based on an M14 SOCOM 16 CQB chassis but with the stock and pistol grip in the more traditional style. It is fitted with an 18&amp;quot; Mk 14 EBR barrel by default, and can be modified with a standard M14's barrel via the “22&amp;quot; Factory Fourteen Barrel” option, as well as a “16&amp;quot; Chrome-Lined RFX40 Barrel” similar to the SOCOM 16. For the first time in the series (and a rarity in most video games), the M14 is select-fire, with semi and full-auto options. All box magazine options for both M14s are loaded with 5 rounds less than their real capacities a la the faux SCAR Mk 20 in the game.&lt;br /&gt;
[[File:M14 rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SOCOM 16 CQB.jpg|thumb|none|450px|Springfield Armory M1A with a SOCOM CQB Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 M14.jpg|thumb|none|600px|The M14 in the loadout screen.]]&lt;br /&gt;
[[File:MWII M14 (1).jpg|thumb|none|600px|Spawning in with the CQB M14 involves an underhand charging of the bolt.]]&lt;br /&gt;
[[File:MWII M14 (2).jpg|thumb|none|600px|Hutch with the M14 rifle equipped.]]&lt;br /&gt;
[[File:MWII M14 (3).jpg|thumb|none|600px|The rear sight housing is slightly stylized in appearance.]]&lt;br /&gt;
[[File:MWII M14 (4).jpg|thumb|none|600px|Actuating the M14's selector lever.]]&lt;br /&gt;
[[File:MWII M14 (5).jpg|thumb|none|600px|Inspecting the magazine...]]&lt;br /&gt;
[[File:MWII M14 (6).jpg|thumb|none|600px|...and brass checking, akin to ''Modern Warfare Remastered''. Here the barrel is visible through that big cutout in the top handguard; scope rails mount into it.]]&lt;br /&gt;
[[File:MWII M14 (7).jpg|thumb|none|600px|It has a new reload animation compared to the previous game, with the magazines reload together, tacticool style.]]&lt;br /&gt;
[[File:MWII M14 (8).jpg|thumb|none|600px|The bolt catch is also used with Fast Hands, as seen on this customized example.]]&lt;br /&gt;
&lt;br /&gt;
==M14 (in Sage EBR chassis)==&lt;br /&gt;
The marksman rifle-classed &amp;quot;EBR-14&amp;quot; returns from the previous game, this time setup akin an M14 in a Sage EBR chassis. It can be identified as such by the 22&amp;quot; barrel and the select-fire lever, though the latter is unused; the weapon is only used in semi-automatic mode in-game. It uses 10-round mags by default, with 15 and 20-round extended magazines available.&lt;br /&gt;
[[File:M14ALCS.jpg|thumb|none|450px|M1A in Sage EBR chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 EBR.jpg|thumb|none|600px|The &amp;quot;EBR-14&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Soap with his scoped M14 in the foreground in the Dark Water pre-release gameplay video, left, shortly before it transforms into a Vector. In the final game, Soap is holding a Vector from the beginning, which appropriately transforms into a Mk 14 during the mission's ending cinematic.]]&lt;br /&gt;
[[File:MWII EBR (1).jpg|thumb|none|600px|The EBR-ish M14 on Zarqwa Hydroelectric. It's got an odd round upper handguard, with some squares cut out of it.]]&lt;br /&gt;
[[File:MWII EBR (2).jpg|thumb|none|600px|Scanning the skies with the iron sights, similar to the variant above but with different front sight wings.]]&lt;br /&gt;
[[File:MWII EBR (3).jpg|thumb|none|600px|Inspecting some blue-tipped high velocity 7.62 rounds.]]&lt;br /&gt;
[[File:MWII EBR (4).jpg|thumb|none|600px|Smacking out an empty short magazine.]]&lt;br /&gt;
[[File:MWII EBR (5).jpg|thumb|none|600px|And jamming in a new one.]]&lt;br /&gt;
[[File:MWII EBR (6).jpg|thumb|none|600px|Tugging the bolt back into battery.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 14 Mod 0 EBR===&lt;br /&gt;
Equipping the “18&amp;quot; Lonestar” or “18&amp;quot; T300” barrel makes the weapon resemble a [[Mk 14 Mod 0 EBR]].&lt;br /&gt;
[[File:M14EBR.jpg|thumb|none|450px|Mk 14 Mod 0 EBR with Harris bipod and RIS foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII Mk14 (1).jpg|thumb|none|600px|A close approximation of the Mk 14 Mod 0 with “18&amp;quot; T300 Barrel”, &amp;quot;FTac Locus SP&amp;quot; scope, and &amp;quot;Lockgrip Precision-40&amp;quot; foregrip. It's also got the &amp;quot;15 Round Mag,&amp;quot; which seems to be standard 20-rounder underloaded.]]&lt;br /&gt;
&lt;br /&gt;
==Malyuk==&lt;br /&gt;
The [[Malyuk]] will be added in Season 6 as the &amp;quot;TR-76 Geist&amp;quot;.&lt;br /&gt;
[[File:Malyuk AR.jpg|thumb|none|450px|Malyuk - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 336==&lt;br /&gt;
The [[Marlin Model 336]] appears as the &amp;quot;Lockwood Mk2&amp;quot;, under the marksman rifles class. It is depicted as being chambered in the .45-70 Government cartridge, like the [[Marlin Model 1895]] that previously appeared in ''Modern Warfare'' as the &amp;quot;MK2 Carbine&amp;quot;, but this time the shape of the ejection port indicates that it is a Model 336. It features the same basic ammo options as the other marksman rifles; notably, this includes armor-piercing ammo - while .45-70 AP rounds do exist (e.g. Lehigh Defense's X-Treme Penetrator rounds), the ones in-game are visually the same as the other calibers (likely for consistency's sake), with a black-finished case, a silver jacket, and a black spitzer-type point. Realistically, loading spitzer-pointed rounds in a tube magazine could lead to a chain-detonation (i.e. one round's point impacting the next round's primer), blowing the entire magazine tube apart.&lt;br /&gt;
[[File:Marlin 336XLR.jpg|thumb|none|450px|Marlin Model 336XLR - .30-30 Winchester]]&lt;br /&gt;
[[File:MW22_Marlin336.jpg|thumb|none|600px|The Marlin 336 in the preview screen.]]&lt;br /&gt;
[[File:Marlin336 MWII idle.jpg|thumb|none|600px|The player character holding his Marlin at the US-Mexican border.]]&lt;br /&gt;
[[File:Marlin336 MWII ADS.jpg|thumb|none|600px|Taking aim at a [[Breaking Bad|suspicious RV]].]]&lt;br /&gt;
[[File:Marlin336 MWII inspect1.jpg|thumb|none|600px|Inspecting the Model 336's receiver. Note &amp;quot;Bryson&amp;quot; trade dress.]]&lt;br /&gt;
[[File:Marlin336 MWII inspect2.jpg|thumb|none|600px|Ejecting a live round from the chamber out. Note the struck primer.]]&lt;br /&gt;
[[File:Marlin336 MWII inspect3.jpg|thumb|none|600px|Inspecting the right hand side of the lever action rifle.]]&lt;br /&gt;
[[File:Marlin336 MWII reload1.jpg|thumb|none|600px|Topping off the Model 336's magazine tube.]]&lt;br /&gt;
[[File:Marlin336 MWII reload2.jpg|thumb|none|600px|Firing and ejecting the last round...]]&lt;br /&gt;
[[File:Marlin336 MWII reload3.jpg|thumb|none|600px|Chamber loading a .45-70 cartridge.]]&lt;br /&gt;
[[File:MWII-Marlin-closeup.jpg|thumb|none|600px|A closeup of Valeria Garza's Marlin 336 in the &amp;quot;Alejandro v. Valeria&amp;quot; trailer for Season 3. Note the ejection port.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS]] returns from the previous game as the &amp;quot;M13B&amp;quot;. It is stylized similarly to the ''Modern Warfare'' version, with one of the differences being that it has a shorter barrel of 10 inches (which is not a standard length on the real VIRTUS). While not available in the campaign, it is seen in the hands of Kyle &amp;quot;Gaz&amp;quot; Garrick and Rodolfo Parra when they are NPCs, in fact being Rodolfo's signature weapon throughout the campaign (with a distinct two tone finish resembling the classic ''MW2'' ACR). It was added to multiplayer as part of Season 1. Which can be unlocked by either completing its unlock challenge or via DMZ, where it can either be obtained by the Chemist boss agent (who uses the &amp;quot;Health Hazard&amp;quot; blueprint, which can also be unlocked with the gun), enemy agents in Building 21 or through players, enemy or friendly. If the player successfully extracts with the MCX, it will be unlocked in all game modes, as well as the aforementioned blueprint if obtained. Purchasing a bundle that has the MCX in it will also unlock the weapon.&lt;br /&gt;
&lt;br /&gt;
It has 6.75&amp;quot; and 14.5&amp;quot; barrel customization options, both of them with Midwest Industries-style handguards. For magazines, a translucent 30-round magazine is available by default with a PMAG-40 holding 45 rounds and the MAG5-60 quad-stack magazine as alternative options. On an interesting note: when using the MAG5-60 quad-stack magazine, the character can be seen putting the spent magazine into the plate carrier's pouches instead of the battle belt when performing a tactical reload.&lt;br /&gt;
&lt;br /&gt;
In the intro cutscene for the campaign mission &amp;quot;Ghost Team&amp;quot;, there is a picture of three Shadow Company operatives, with one of them holding an MCX VIRTUS with a more correctly modeled handguard.&lt;br /&gt;
&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:MW22 MCX.jpg|thumb|none|600px|The MCX VIRTUS in the loadout screen.]]&lt;br /&gt;
[[File:MCX MWII idle.jpg|thumb|none|600px|The player character holding a SIG-Sauer MCX VIRTUS.]]&lt;br /&gt;
[[File:MCX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at a target.]]&lt;br /&gt;
[[File:MCX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;M13B&amp;quot;.]]&lt;br /&gt;
[[File:MCX MWII inspect2.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:MCX MWII reload1.jpg|thumb|none|600px|Tactical reload performed.]]&lt;br /&gt;
[[File:MCX MWII reload2.jpg|thumb|none|600px|The MCX runs dry, with the magazine visibly empty, and the bolt release sticking out.]]&lt;br /&gt;
[[File:MCX MWII reload3.jpg|thumb|none|600px||New magazine ready to go.]]&lt;br /&gt;
[[File:MCX MWII reload4.jpg|thumb|none|600px|Bolt release pressed, new round chambered.]]&lt;br /&gt;
[[File:MWII Gaz MCX.jpg|thumb|none|600px|Gaz with his shorty MCX, similar to the one used in the pre-rendered cutscenes in the previous game.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS (.300 Blackout)==&lt;br /&gt;
A shorter-barreled (approximately 6.75 inches), .300 AAC Blackout version of the aforementioned MCX VIRTUS was added during Season 5 as the &amp;quot;M13C&amp;quot;. While it is intended to pass for a [[SIG-Sauer MCX Rattler]], judging by the &amp;quot;ar_ralpha&amp;quot; internal file name and the chambering, it is actually an MCX VIRTUS with a stylized handguard, as evidenced by the forward assist and the barrel length.&lt;br /&gt;
&lt;br /&gt;
[[File:MCX VIRTUS 6.75 MI.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 6.75&amp;quot; barrel, Midwest Industries 6&amp;quot; handguard and SLX762C-QD suppressor - .300 Blackout]]&lt;br /&gt;
[[File:Sig-mcx-rattler.jpg|thumb|none|450px|SIG-Sauer MCX Rattler SBR, for comparison - .300 Blackout]]&lt;br /&gt;
[[File:Codmw22m13c (1).jpg|thumb|none|600px|Gunsmith view of the compact MCX.]]&lt;br /&gt;
[[File:Codmw22m13c (2).jpg|thumb|none|600px|Its left side. Note the QR code sticker and .300 BLK band on the magazine to avoid unfortunate mistakes.]]&lt;br /&gt;
[[File:Codmw22m13c (3).jpg|thumb|none|600px|Holding the carbine.]]&lt;br /&gt;
[[File:Codmw22m13c (4).jpg|thumb|none|600px|Inspecting the magazine full of .300 BLK rounds.]]&lt;br /&gt;
[[File:Codmw22m13c (5).jpg|thumb|none|600px|Reloading from empty. All animations are shared with the full size 5.56 model.]]&lt;br /&gt;
[[File:Codmw22m13c (6).jpg|thumb|none|600px|Pulling the charging handle back on an empty M13C.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX / Honey Badger hybrid==&lt;br /&gt;
A [[AAC Honey Badger|Honey Badger]]-based carbine appears as the &amp;quot;Chimera&amp;quot;. Befitting its name, the in-game model is a hybrid; it is a variant of the &amp;quot;Bruen Ops&amp;quot; family and uses the same style of [[SIG-Sauer MCX]] bolt, using a bufferless upper/lower system (the upper also features the MCX style of charging handle port). However, the model in the game lacks a gas tube when previewing the weapon in the Gunsmith menu, either being a mistake or showing that the weapon is using direct blowback to operate (which is concerningly doable considering other higher-pressured cartridges being able to do it with a much heavier bolt carrier group). In addition, the lower receiver has elements of the early AAC Honey Badger, while the right side of the upper receiver and the handguard resemble the current Q model.&lt;br /&gt;
&lt;br /&gt;
It is integrally suppressed by default, and has three non-suppressed barrel options. It is Simon &amp;quot;Ghost&amp;quot; Riley's main weapon throughout the campaign, where it is briefly available when the player takes control of him during the opening mission (with the unsuppressed “10&amp;quot; SA Phoenix” barrel), but it serves no practical use as there are no enemies to effectively combat with it. It is available in multiplayer in Season 1 as an in-season reward.&lt;br /&gt;
&lt;br /&gt;
As with the KRISS Vector above, firing the weapon will not produce tracers and killing enemies with the Honey Badger hides skull indicators, thanks to its use of .300 AAC Blackout ammunition.&lt;br /&gt;
&lt;br /&gt;
As with the MCX above, there are several ways to unlock the Honey Badger, either through purchasing a bundle that has it (along with the blueprint), completing its unlock challenge or through DMZ, where the player can scavenge a Honey Badger there. The Building 21 map is also a useful location in finding the carbine, as enemy agents use it on occasion or through the loot pools.&lt;br /&gt;
   &lt;br /&gt;
[[File:AAC honey badger.jpg|thumb|none|400px|AAC Honey Badger - .300 AAC Blackout]]&lt;br /&gt;
[[File:Q Honey Badger SBR.jpg|thumb|none|400px|Q Honey Badger SBR - .300 AAC Blackout]]&lt;br /&gt;
[[File:MW22 HONEYB.jpg|none|thumb|600px|The Honey Badger hybrid in the loadout screen.]]&lt;br /&gt;
[[File:MWII-HoneyBadger-1.jpg|thumb|none|600px|Ghost advances with his carbine. Soap can also be seen equipped with a Honey Badger on the right. In the retail version of the game, Soap is instead given a Mk 14 and MP7.]]&lt;br /&gt;
[[File:Mwiighosthoney1.jpg|thumb|none|600px|Closeup of Ghost's unmodified &amp;quot;Chimera&amp;quot; in &amp;quot;Kill or Capture.&amp;quot;]]&lt;br /&gt;
[[File:MWII SIGBadger (1).jpg|thumb|none|600px|Spawning in with the &amp;quot;Chimera,&amp;quot; the character right-hands the charging handle back.]]&lt;br /&gt;
[[File:MWII SIGBadger (2).jpg|thumb|none|600px|The operative and his neat SIG-Badger in the KorTac side of Shoot House. Note the visible RIS segment where the stock mounts, one of its definitive MCX elements.]]&lt;br /&gt;
[[File:MWII SIGBadger (3).jpg|thumb|none|600px|Iron sights, similar to the MPX and MCX.]]&lt;br /&gt;
[[File:MWII SIGBadger (4).jpg|thumb|none|600px|Inspecting the .300 Blackout STANAG.]]&lt;br /&gt;
[[File:MWII SIGBadger (5).jpg|thumb|none|600px|And performing a chamber check.]]&lt;br /&gt;
[[File:MWII SIGBadger (6).jpg|thumb|none|600px|It has the same reload animations as the MCX.]]&lt;br /&gt;
[[File:MWII SIGBadger (7).jpg|thumb|none|600px|Including flicking out the spent magazine when dry.]]&lt;br /&gt;
[[File:MWII SIGBadger (8).jpg|thumb|none|600px|Lining in the new one, then the bolt is released.]]&lt;br /&gt;
[[File:Mwii10inhoneyb.jpg|thumb|none|600px|Ghost's unsuppressed 10&amp;quot; Honey Badger.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]] appears as the &amp;quot;STB 556&amp;quot;.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG.jpg|thumb|none|600px|The AUG A3 in the loadout screen. The AUG variants in this game have a fixed front grip, unlike the foldable vertical grip of the real ones.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|In the reveal trailer, an AUG A3 with the [[Talk:Call of Duty: Modern Warfare II (2022)#HoloSun HS510C|Holosun-based red dot sight]] from the previous game can be seen wielded by the Shadow Company operator closest to the sign on the railing.]]&lt;br /&gt;
[[File:MWII AUG A3 (1).jpg|thumb|none|600px|The &amp;quot;STB 556&amp;quot; in the loadout range.]]&lt;br /&gt;
[[File:MWII AUG A3 (2).jpg|thumb|none|600px|Thumbing the Australian style selector-stopper tab.]]&lt;br /&gt;
[[File:MWII AUG A3 (3).jpg|thumb|none|600px|Examining the de-waffled mag with a witness slot, somewhat similar to a Magpul EMAG.]]&lt;br /&gt;
[[File:MWII AUG A3 (4).jpg|thumb|none|600px|It also reloads in the more tacticool style with both mags sandwiched together.]]&lt;br /&gt;
[[File:MWII AUG A3 (5).jpg|thumb|none|600px|Though on empty, the charging handle is locked back, similar to ''MW19''.]]&lt;br /&gt;
[[File:MWII AUG A3 (6).jpg|thumb|none|600px|Pressing in another mag.]]&lt;br /&gt;
[[File:MWII AUG A3 (7).jpg|thumb|none|600px|And thumbing the bolt forward.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AW50==&lt;br /&gt;
The [[Accuracy International AW50]] appears as the &amp;quot;Victus XMR&amp;quot;; it is available in Season 1 under the Imperatorium platform. It is worth noting (as with the AR-57) that the AW50 was planned for the original ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]'' game, but only its code and firing sound (which sounds similar to the M82A1 in that game) are left as the weapon was scrapped, and it wasn't added to the ''Call of Duty'' series proper until ''MWII''.&lt;br /&gt;
&lt;br /&gt;
[[File:AW50 (Latest Version).jpg|thumb|none|450px|Accuracy International AW50 (latest version with fluted barrel and redesigned muzzle brake) - .50 BMG]]&lt;br /&gt;
[[File:MW22 AW50.jpg|thumb|none|600px|The AW50 in the loadout screen. The lower end of the thumbhole stock lacks the cutout to fold, despite the hinge on the upper half.]]&lt;br /&gt;
[[File:AW50 MWII idle.jpg|thumb|none|600px|Looking at the wall of camo challenge grinding, English anti-materiel rifle in hand.]]&lt;br /&gt;
[[File:AW50 MWII ADS.jpg|thumb|none|600px|Scoped in, looking down the center lane.]]&lt;br /&gt;
[[File:AW50 MWII inspect1.jpg|thumb|none|600px|Admiring the left hand side of the AW50's reciever.]]&lt;br /&gt;
[[File:AW50 MWII inspect2.jpg|thumb|none|600px|Popping the mag out to admire the .50BMG rounds nestled inside.]]&lt;br /&gt;
[[File:AW50 MWII inspect3.jpg|thumb|none|600px|Pulling the bolt back for a chamber check,]]&lt;br /&gt;
[[File:AW50 MWII reload1.jpg|thumb|none|600px|Reloading the AW50 from empty.]]&lt;br /&gt;
[[File:AW50 MWII reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:AW50 MWII reload3.jpg|thumb|none|600px|Driving the bolt handle forward and down to chamber the new round.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett MRAD==&lt;br /&gt;
The [[Barrett MRAD]] appears as the &amp;quot;MCPR-300&amp;quot; (standing for &amp;quot;Multi-Caliber Precision Rifle&amp;quot;, .300 Winchester Magnum) under the MRBA weapon platform. Kyle Garrick's and Ghost's MRAD are incorrectly designated as &amp;quot;Victus XMR&amp;quot; in the campaign missions &amp;quot;Recon By Fire&amp;quot; and &amp;quot;Countdown&amp;quot; respectively, and all other MRADs found in the story have the same naming issue.&lt;br /&gt;
[[File:MRAD-2.jpg|thumb|none|450px|Barrett MRAD, first version - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MW22 MRAD.jpg|thumb|none|600px|The MRAD in the loadout screen. As with nearly all weapons in the game, its design is slightly fictionalized. On this one, the detail is near-imperceptible. The widened part of the receiver where the bolt goes when it's pulled back ends a centimeter or so short of the stock hinge, whereas on the real version, it goes all the way back.]]&lt;br /&gt;
[[File:MRAD MWII idle.jpg|thumb|none|600px|The Barrett MRAD wielded by a KORTAC soldier outside &amp;quot;Breenbergh Hotel&amp;quot;.]]&lt;br /&gt;
[[File:MRAD MWII ADS.jpg|thumb|none|600px|Aiming down the telescopic scope the MRAD comes with by default.]]&lt;br /&gt;
[[File:MRAD MWII inspect1.jpg|thumb|none|600px|Inspecting the bolt action rifle.]]&lt;br /&gt;
[[File:MRAD MWII inspect2.jpg|thumb|none|600px|Inspecting the left hand side of the rifle.]]&lt;br /&gt;
[[File:MRAD MWII reload1.jpg|thumb|none|600px|Reloading the MRAD from a partially depleted magazine.]]&lt;br /&gt;
[[File:MRAD MWII reload2.jpg|thumb|none|600px|Magazine inserted. Note that the in-universe manufacturer is &amp;quot;Cronen&amp;quot;, the optics manufacturer from ''MW19''.]]&lt;br /&gt;
&lt;br /&gt;
==Cheyenne Tactical M200 Intervention==&lt;br /&gt;
The [[Cheyenne Tactical M200 Intervention]] was added in Season 3, under the name &amp;quot;FJX Imperium&amp;quot;. It is chambered in &amp;quot;.408 PACE&amp;quot;, the analogue to the real life .408 CheyTac round. For laser attachments, the M200 uses the small &amp;quot;tube&amp;quot;-style laser set rather than the PEQ Box-style set, and despite the forward top rail being present they attach to the right side, thus it's unfortunately not possible to replicate the PEQ-2 attached to the original MW2's Intervention.&lt;br /&gt;
&lt;br /&gt;
[[File:M200.jpg|thumb|none|450px|CheyTac M200 - .408 CheyTac]]&lt;br /&gt;
[[File:Intervention MWII battlepasspreview.jpg|thumb|none|600px|The Intervention in the Season 3 Battlepass preview screen.]]&lt;br /&gt;
[[File:Mwiim200idle.jpg|thumb|none|600px|Alejandro Vargas with the CheyTac on Pelayo's Lighthouse, a spiritual successor to Estate from the original ''MW2''. As with its appearance in that game, the M200 is also held by its magazine.]]&lt;br /&gt;
[[File:Mwiim200inspect1.jpg|thumb|none|600px|Inspecting the rifle while resisting the urge to make yet another [[Call_of_Duty:_Modern_Warfare_2#Cheyenne_Tactical_M200_Intervention|360 no-scope]] joke.]]&lt;br /&gt;
[[File:Mwiim200inspect2.jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:Mwiim200inspect3.jpg|thumb|none|600px|Right side of the Intervention.]]&lt;br /&gt;
[[File:Mwiim200inspect4.jpg|thumb|none|600px|Chamber checking. This animation is also used when respawning with the rifle.]]&lt;br /&gt;
[[File:Mwiim200bolt.jpg|thumb|none|600px|Working the bolt.]]&lt;br /&gt;
[[File:Mwiim200reloadpartial.jpg|thumb|none|600px|Inserting a new magazine. Also note the cargo ship upon which the map Shipment is set in the background.]]&lt;br /&gt;
[[File:Mwiim200emptyreload.jpg|thumb|none|600px|Throwing away the magazine during the empty reload. The &amp;quot;Fast Hands&amp;quot; perk uses similar animations.]]&lt;br /&gt;
[[File:Mwiim200inspect1round.jpg|thumb|none|600px|Inspecting the rifle with only a round in the chamber shows off the empty magazine.]]&lt;br /&gt;
[[File:Mwiim200empty.jpg|thumb|none|600px|The empty weapon inspect involves looking at empty .408 casings (with unstruck primers). Even more casings are present when using the 7-round magazine.]]&lt;br /&gt;
[[File:MwiiAlejandrom2003rdperson.jpg|thumb|none|600px|Alejandro with an M200 equipped with the standard 29-inch barrel and 7-round magazine, those two attachments returning the rifle to its &amp;quot;proper&amp;quot; form.]]&lt;br /&gt;
[[File:CheyTac Intervention M100.jpg|thumb|none|450px|Cheyenne Tactical M100 Intervention - .408 CheyTac]]&lt;br /&gt;
[[File:MWII CT M100.jpg|thumb|none|600px|The Intervention with the &amp;quot;LR-Retort 19&amp;quot;&amp;quot; barrel, similar to the M100 version.]]&lt;br /&gt;
&lt;br /&gt;
==Gepard GM6 Lynx==&lt;br /&gt;
The [[Gepard GM6 Lynx]] appears as the &amp;quot;Signal 50&amp;quot;. It can be given its correct stock pad with the &amp;quot;FSS Echo Stock&amp;quot; attachment. A GM6 can be found atop the prison wall at the end of the &amp;quot;Prison Break&amp;quot; mission.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|450px|Gepard M6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:MW22 LYNX.jpg|thumb|none|600px|The Lynx in the loadout screen.]]&lt;br /&gt;
[[File:Gepard MWII idle.jpg|thumb|none|600px|A SPECGRU operative wields a Gepard GM6 in a cartel run Shoothouse.]]&lt;br /&gt;
[[File:Gepard MWII inspect1.jpg|thumb|none|600px|Inspecting the left hand side of the Gepard's reciever. Note the in-universe manufacturer of First Signal Solutions.]]&lt;br /&gt;
[[File:Gepard MWII inspect2.jpg|thumb|none|600px|Inspecting the right hand side...]]&lt;br /&gt;
[[File:Gepard MWII inspect3.jpg|thumb|none|600px|...then pulling the bolt back for a chamber check.]]&lt;br /&gt;
[[File:Gepard MWII reload1.jpg|thumb|none|600px|Reloading from an empty magazine.]]&lt;br /&gt;
[[File:Gepard MWII reload2.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:Gepard MWII reload3.jpg|thumb|none|600px|Racking the charging handle to load a fresh round into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SR9(TC)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SR9(TC)]] appears as the &amp;quot;LM-S&amp;quot;, under the marksman rifles class. It holds 10 rounds in a 5-round magazine by default.&lt;br /&gt;
[[File:HKSR9TC.jpg|thumb|none|450px|H&amp;amp;K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SR9.jpg|thumb|none|600px|The SR9(TC) in the loadout screen.]]&lt;br /&gt;
[[File:Mw22 psg 1 (1).jpg|thumb|none|600px|Gus holding his SR9.]]&lt;br /&gt;
[[File:Mw22 psg 1 (2).jpg|thumb|none|600px|Reloading with a 5 round magazine that for some reason holds 10 rounds.]]&lt;br /&gt;
[[File:Mw22 psg 1 (3).jpg|thumb|none|600px|Doing the good old HK-slap.]]&lt;br /&gt;
[[File:Mw22 psg 1 (4).jpg|thumb|none|600px|Checking the chamber of a now empty SR9.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25 E2 PR==&lt;br /&gt;
The [[Knight's Armament SR-25|Knight's Armament SR-25 PR]] is the mid-season weapon in Season 2 Reloaded. It was added as a marksman rifle part of the M4 platform, under the name &amp;quot;Tempus Torrent&amp;quot;. The rifle's SOPMOD-style stock can be equipped on every other member of the M4 platform, while its forend customization is split between a combination of the Barrel and Guard categories. The Guard category consists of four (including default) rail system options, one of which being a monolithic upper receiver; the &amp;quot;Torrent Tac Guard&amp;quot; resembles the URX 3 rail. The Barrel category includes standard, shorter, and longer options, as well as the “14&amp;quot; Chroma LRS” which is the URX / &amp;quot;Tac Guard&amp;quot; rail system (this time without rail covers) paired with an M110- / Mk 11-style suppressor, and a short barrel paired with a fifth type of rail system. The &amp;quot;Torrent MOC-IV&amp;quot; forend is based on a VLTOR CAS-V handguard that rather unfortunately leaves the gas tube exposed. &lt;br /&gt;
&lt;br /&gt;
Using the &amp;quot;Torrent Tac Guard&amp;quot; and “16&amp;quot; Tour RP” allows for a SR-25 ECC style build.&lt;br /&gt;
&lt;br /&gt;
[[File:SR-25 APR MLOK.jpg|thumb|450px|none|Knight's Armament SR-25 Precision Rifle, M-LOK - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SR25 MWII gunsmith2.jpg|thumb|none|600px|The SR-25 in the gunsmith preview menu. Note that the magazines are based on the original AR-10 waffle pattern metal magazines. Visible on the magwell is a pseudo KAC logo, and the rifle's serial number below it begins with &amp;quot;KA&amp;quot;.]]&lt;br /&gt;
[[File:SR25 MWII gunsmith.jpg|thumb|none|600px|Labels on two of the modifications state the name of the company as &amp;quot;Tempus Armament Company&amp;quot; from Austin, Texas.]]&lt;br /&gt;
[[File:Mwiisr25idle.jpg|thumb|none|600px|Holding the gun on the new Himmelmatt Expo map.]]&lt;br /&gt;
[[File:Mwiisr25aimed.jpg|thumb|none|600px|Aiming down the pseudo KAC flip-up sights.]]&lt;br /&gt;
[[File:Mwiisr25inspect2.jpg|thumb|none|600px|Inspecting the rifle.]]&lt;br /&gt;
[[File:Mwiisr25inspect1.jpg|thumb|none|600px|Checking the right side...]]&lt;br /&gt;
[[File:Mwiisr25inspect3.jpg|thumb|none|600px|...and brass checking.]]&lt;br /&gt;
[[File:Mwiisr25reloadtactical1.jpg|thumb|none|600px|Sandwiching the magazines together during the normal tactical reload.]]&lt;br /&gt;
[[File:Mwiisr25emptynormalreload0.jpg|thumb|none|600px|Flicking out the old mag in the normal empty reload.]]&lt;br /&gt;
[[File:Mwiisr25emptynormalreload1.jpg|thumb|none|600px|Inserting a new mag. Note the protruding magazine release and bolt release.]]&lt;br /&gt;
[[File:Mwiisr25emptynormalreload2.jpg|thumb|none|600px|Smacking the bolt release.]]&lt;br /&gt;
[[File:Knights Armament SR25 ECC.jpg|thumb|none|450px|Knight's Armament SR-25 Enhanced Combat Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII SR-25 ECC (1).jpg|thumb|none|600px|The ECC style build, with the &amp;quot;HMW-20&amp;quot; scope.]]&lt;br /&gt;
&lt;br /&gt;
==M24 SWS==&lt;br /&gt;
The [[M24 SWS]] returns from ''Modern Warfare'' as the &amp;quot;SP-R 208&amp;quot; marksman rifle, this time chambered in 7.62x51mm NATO.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SPR208.jpg|thumb|none|600px|The M24 with a black stock in the loadout screen.]]&lt;br /&gt;
[[File:MWII M24 (1).jpg|thumb|none|600px|The M24 rifle with the &amp;quot;FTac Locus SP&amp;quot; scope equipped in-game.]]&lt;br /&gt;
[[File:MWII M24 (2).jpg|thumb|none|600px|Aiming skyward with the optic.]]&lt;br /&gt;
[[File:MWII M24 (3).jpg|thumb|none|600px|Working the M24's bolt.]]&lt;br /&gt;
[[File:MWII M24 (4).jpg|thumb|none|600px|Performing a fast reload, knocking out the spent magazine with a new one.]]&lt;br /&gt;
[[File:MWII M24 (5).jpg|thumb|none|600px|Palming in the new one.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 700 (in custom chassis)==&lt;br /&gt;
The &amp;quot;SA-B 50&amp;quot; marksman rifle is a [[Remington Model 700]] variant in a custom chassis, which is the &amp;quot;XRK SP-LITE 208 Blitz&amp;quot; chassis from ''Modern Warfare'' combined with the buttstock of MW's &amp;quot;XRK SP-TAC 208 Ultimate&amp;quot; chassis. The resulting model has a short barrel reminiscent of the Remington 700 PCR SBR, a stylized-to-fit MDT chassis similar to the Israeli-modernized M24, and a stock of the Remington 700 PCR Enhanced. Contrary to its name, which would suggest it is chambered in .50 BMG, the rifle is instead chambered in .308 Winchester, befitting its status as a civilian rifle.&lt;br /&gt;
[[File:MW22 SAB50.jpg|thumb|none|600px|The &amp;quot;SA-B 50&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:MWII-M24-1.jpg|thumb|none|600px|Ghost is seen with the &amp;quot;SA-B 50&amp;quot; in the reveal trailer.]]&lt;br /&gt;
[[File:MWII M24 PCR (1).jpg|thumb|none|600px|Inspecting cross-border cargo with the custom Remington 700 variant.]]&lt;br /&gt;
[[File:MWII M24 PCR (2).jpg|thumb|none|600px|Holding up the suspicious box stack with the meager receiver-radius iron sights.]]&lt;br /&gt;
[[File:MWII M24 PCR (3).jpg|thumb|none|600px|Inspecting the extended mags this variant comes standard with. Note the unused space between the back of the mag and the feed lips, compared to the .300 caliber mags seen below.]]&lt;br /&gt;
[[File:MWII M24 PCR (4).jpg|thumb|none|600px|The M700 mid-recoil, with the striker forward.]]&lt;br /&gt;
[[File:MWII M24 PCR (5).jpg|thumb|none|600px|The R700 variants' standard right hand reload.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Mk 13 Mod 0==&lt;br /&gt;
A stylized [[Remington Mk 13 Mod 0]] appears in the sniper rifles class as the &amp;quot;LA-B 330&amp;quot;. This is essentially the &amp;quot;ZLR SP-R Overseer&amp;quot; chassis from ''Modern Warfare''. The name appears to imply that this is supposed to be a Long Action receiver, which is correct for the Remington Mk 13 Mod 0. It can be identified by the McMillan A2 stock, the .300 Winchester Magnum chambering and the fact that it appears as a variant to the aforementioned [[M24 SWS]] due to both using the action of the [[Remington Model 700]].&lt;br /&gt;
[[File:AmericanSniperMk13.jpg|thumb|none|500px|Screen-used stunt Mk 13 Mod 0 used in the film ''[[American Sniper]]''. Image from Prop Store of London.]]&lt;br /&gt;
[[File:MW22 LAB330.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MWII R700LA (1).jpg|thumb|none|600px|Gromsko with the first long-action Remington variant on the El Asilo map. Despite the name, it's not a remake of ''World At War'''s Asylum.]]&lt;br /&gt;
[[File:MWII R700LA (2).jpg|thumb|none|600px|Aiming with the &amp;quot;SP-X&amp;quot; scope this and the M2010 below come standard with, including the odd three scope mount rings from the previous game.]]&lt;br /&gt;
[[File:MWII R700LA (3).jpg|thumb|none|600px|Handling the .300 Winchester Magnum magazine on the reload.]]&lt;br /&gt;
[[File:MWII R700LA (4).jpg|thumb|none|600px|And inspecting the chamber.]]&lt;br /&gt;
[[File:MWII R700LA (5).jpg|thumb|none|600px|Reloading the pseudo Mk 13 - right handing out the mag.]]&lt;br /&gt;
[[File:MWII R700LA (6).jpg|thumb|none|600px|Chambering from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Remington M2010 Enhanced Sniper Rifle==&lt;br /&gt;
The [[Remington M2010 Enhanced Sniper Rifle]] is available as the &amp;quot;SP-X 80&amp;quot;.&lt;br /&gt;
[[File:XM2010.jpg|thumb|none|450px|Remington M2010 Enhanced Sniper Rifle with AAC Titan sound suppressor and Harris bipod - .300 Winchester Magnum]]&lt;br /&gt;
[[File:MW2 ESR.jpg|thumb|none|600px|The M2010 in the loadout screen.]]&lt;br /&gt;
[[File:MWII M2010 (1).jpg|thumb|none|600px|An M2010 ESR out on the familiar ground of Dome, standing in for ''MW3'''s Remington MSR.]]&lt;br /&gt;
[[File:MWII M2010 (2).jpg|thumb|none|600px|Inspecting the full length .300 cartridges in the magazine.]]&lt;br /&gt;
[[File:MWII M2010 (3).jpg|thumb|none|600px|The fast knocking-out reload on the M2010.]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
The [[Walther WA 2000]] was added in Season 5 as the &amp;quot;Carrack .300&amp;quot;. The model depicted is a hybrid of the first and second generation models, featuring the muzzle device of the former and stock design of the latter (with an added rear monopod). The &amp;quot;Carrack Palm&amp;quot; attachment adds the rifle's otherwise-missing palm rest. Like the game's M200 Intervention, the WA 2000 can deploy its integrated bipod through use of a barrel attachment. The &amp;quot;30&amp;quot; Flintline&amp;quot; barrel gives the rifle the second generation WA 2000 barrel length and flash hider, and likewise features a version with the bipod deployed. The rifle's scope comes in two variations, default having a flipped open lens cover (as in ''MW2''), while an unlockable version replaces this with a rubber eye piece (which provides a full-screen style view). As with all of the other default optics in the game, these can be equipped on other sniper rifles as well.&lt;br /&gt;
&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|none|450px|Walther WA 2000, first version - .308 Winchester]]&lt;br /&gt;
[[File:Mwiiwa2k1.jpg|thumb|none|600px|Holding the WA 2000 on the Punta Mar map. When spawning with the rifle, the character will pop the scope cover, a nice callback to the original ''MW2'' (although sadly the cover is missing the &amp;quot;Mr. Yuck&amp;quot; face). Equipping any other optic will replace this with chambering the rifle.]]&lt;br /&gt;
[[File:Mwiiwa2k2.jpg|thumb|none|600px|Chamber checking. Note that the gun appears to be mistakenly set to safe.]]&lt;br /&gt;
[[File:Mwiiwa2k4.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:Mwiiwa2k5.jpg|thumb|none|600px|Pulling the charging handle on empty. For the &amp;quot;fast hands&amp;quot; reload, the character uses a palm-up technique.]]&lt;br /&gt;
[[File:Mwiiwa2k7.jpg|thumb|none|600px|Chamber checking on empty, running the action several times.]]&lt;br /&gt;
[[File:Mwiiwa2k8.jpg|thumb|none|600px|Note that the bolt is animated and can be seen rotating during this. The little sliding dust cover on the side of the bolt is also animated, best seen during the inspect animation.]]&lt;br /&gt;
[[File:Wa2000 second variant.jpg|thumb|none|450px|Walther WA 2000, second version]]&lt;br /&gt;
[[File:Mwiiwa2k6.jpg|thumb|none|600px|Loading a new magazine into the weapon.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The handheld [[Dillon Aero M134 Minigun]] from ''Modern Warfare'' returns as the Juggernaut's primary weapon, fitted with a laser sight for aiming. In certain events (the Shadow Siege limited-time event to name one), the weapon carries 200 rounds, which can be reloaded with unlimited spare ammo.&lt;br /&gt;
&lt;br /&gt;
An unusable Minigun with a slotted flash hider can be found inside a building in the campaign mission &amp;quot;Kill or Capture&amp;quot;.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mwiiminigun1.jpg|thumb|none|600px|Holding the gun recently acquired from a Juggernaut. The Juggernaut has infinite ammunition in most cases. When the Minigun is picked up, however, it will always have 300 rounds.]]&lt;br /&gt;
[[File:Mwiiminigun2.jpg|thumb|none|600px|Mid mantling with the gun, showing the grip assembly and label on the receiver. Somehow the tiny belt holds 300 rounds.]]&lt;br /&gt;
[[File:Mwiijugg1.jpg|thumb|none|600px|The Juggernaut with the Minigun. The belt is somewhat misaligned due to having physics.]]&lt;br /&gt;
[[File:Mwiijugg4.jpg|thumb|none|600px|Closeup of the muzzle. The laser module activates when &amp;quot;aiming&amp;quot; the gun.]]&lt;br /&gt;
[[File:Mwiijugg2.jpg|thumb|none|600px|Side view showing the grip assembly and feed. If the backpack of the Juggernaut is destroyed, several belts of ammunition will dangle out from it. The minigun will still operate, however.]]&lt;br /&gt;
[[File:M134D.jpg|thumb|none|450px|Dillon Aero M134D with slotted flash hider - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mwiiminigunslotted.jpg|thumb|none|600px|The aforementioned minigun with slotted flash hider in the mission &amp;quot;Kill or Capture&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FightLite MCR==&lt;br /&gt;
A tan [[Ares Shrike#Ares-16 AMG|FightLite MCR]] appears in-game as the &amp;quot;556 Icarus.&amp;quot; The MCR is commonly used by Shadow Company as their standard LMG. The &amp;quot;Icarus&amp;quot; name is likely derived from the manufacturer's original name &amp;quot;Ares;&amp;quot; as both are figures from Greek mythology.&lt;br /&gt;
[[File:Ares-16 AMG.jpg|thumb|none|450px|Ares-16 AMG/FightLite MCR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCR.jpg|thumb|none|600px|The MCR in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The FightLite MCR upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, sandwiched between the carbine and the AR-57 upper.]]&lt;br /&gt;
[[File:MCR MWII idle.jpg|thumb|none|600px|A KORTAC soldier wields his Fightlite MCR within the confines of a former factory turned training facility.]]&lt;br /&gt;
[[File:MCR MWII ADS.jpg|thumb|none|600px|Aiming through the iron sights.]]&lt;br /&gt;
[[File:MCR MWII inspect.jpg|thumb|none|600px|Inspecting the MCR.]]&lt;br /&gt;
[[File:MCR MWII inspect2.jpg|thumb|none|600px|The player character admires the ejection port.]]&lt;br /&gt;
[[File:MCR MWII inspect3.jpg|thumb|none|600px|Inspecting the ammo belt.]]&lt;br /&gt;
[[File:MCR MWII reload1.jpg|thumb|none|600px|Reloading the machine gun by opening the top cover.]]&lt;br /&gt;
[[File:MCR MWII reload2.jpg|thumb|none|600px|Inserting a new belt box into the magwell.]]&lt;br /&gt;
[[File:MCR MWII reload3.jpg|thumb|none|600px|Slipping the belt into the feed tray.]]&lt;br /&gt;
[[File:MCR MWII reload4.jpg|thumb|none|600px|...then closing the dust cover forcefully. Reloading from empty involves the same, with the addition of the player character racking the charging handle after replacing the belt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21]] appears in-game as the &amp;quot;RAPP H&amp;quot;. It has a stylized handguard and barrel, and incorrectly has the aforementioned [[PTR 9KT]]-style trigger group (this time with normal S-E-F markings), though it can be fitted with a more appropriate Navy-style trigger group with the &amp;quot;LMK64 Grip&amp;quot; attachment. It is also correctly depicted as a closed-bolt weapon, having no trigger delay compared to the open-bolt machine guns in the game.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it's correctly used by the Mexican Army.&lt;br /&gt;
[[File:HK21MachineGun.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 hk21 (11).jpg|none|600px|thumb|The HK21's left side in the gunsmith screen screen.]]&lt;br /&gt;
[[File:Mw22 hk21 (12).jpg|none|600px|thumb|Right side.]]&lt;br /&gt;
[[File:Mw22 hk21 (1).jpg|none|600px|thumb|Holding the HK21.]]&lt;br /&gt;
[[File:Mw22 hk21 (2).jpg|none|600px|thumb|ADS'ing with the HK21. No, the sights are not misaligned, it's just the incredibly high sway many weapons in MWII have.]]&lt;br /&gt;
[[File:Mw22 hk21 (3).jpg|none|600px|thumb|Inspecting the belt box and feed system.]]&lt;br /&gt;
[[File:Mw22 hk21 (5).jpg|none|600px|thumb|Reloading starts with locking the bolt back, opening the feed tray and removing the belt box.]]&lt;br /&gt;
[[File:Mw22 hk21 (6).jpg|none|600px|thumb|Inserting a new belt.]]&lt;br /&gt;
[[File:Mw22 hk21 (7).jpg|none|600px|thumb|Giving the charging handle a big slap.]]&lt;br /&gt;
[[File:Mw22 hk21 (9).jpg|none|600px|thumb|Reloading with Fast Hands skips the opening of the feed tray and the operator just opts to pass the guiding tab of the belt through the receiver...]]&lt;br /&gt;
[[File:Mw22 hk21 (10).jpg|none|600px|thumb|...and sadly doesn't slap the charging handle with much energy anymore.]]&lt;br /&gt;
&lt;br /&gt;
===Vollmer HK51-B===&lt;br /&gt;
A [[Vollmer HK51-B]] lookalike can be built with the short “10.6&amp;quot; Lachstrike Barrel.”&lt;br /&gt;
[[file:HK51-b.jpg|thumb|none|450px|Vollmer HK51-B without ammunition belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII HK51-B (0).jpg|thumb|none|600px|The shorty HK51 with the 100-round belt box and standard style stock.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Negev NG7==&lt;br /&gt;
The [[IWI Negev NG7]] appears in-game as the &amp;quot;SAKIN MG38.&amp;quot; It is relatively uncommon in the story, though one is present in the bed of Price's truck during &amp;quot;Violence and Timing.&amp;quot;&lt;br /&gt;
[[File:IWI Negev NG7.jpg|thumb|none|450px|IWI Negev NG7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 NEGEVV.jpg|thumb|none|600px|The Negev in the loadout screen.]]&lt;br /&gt;
[[File:Negev MWII idle.jpg|thumb|none|600px|The player character wielding a Negev in a museum situated within an Ottoman era fortress.]]&lt;br /&gt;
[[File:Negev MWII ADS.jpg|thumb|none|600px|Aiming through the Negev's sights.]]&lt;br /&gt;
[[File:Negev MWII inspect1.jpg|thumb|none|600px|Inspecting the Israeli LMG.]]&lt;br /&gt;
[[File:Negev MWII inspect2.jpg|thumb|none|600px|Opening the dust cover.]]&lt;br /&gt;
[[File:Negev MWII inspect3.jpg|thumb|none|600px|Inspecting the other side of the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload1.jpg|thumb|none|600px|Reloading the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload2.jpg|thumb|none|600px|Inserting a new belt box of ammo.]]&lt;br /&gt;
[[File:Negev MWII reload3.jpg|thumb|none|600px|Sliding in the fresh belt of ammo.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] is available in the game. It appears to be a Romanian clone, the PM md. 64, noted by the carrying handle and the ribbed receiver cover. Customization options include [[AKM]]-style barrels and stocks, giving it a similar appearance to certain RPK-receiver style AKs such as the Molot Vepr FM 7.62x39 or Century Arms BFT47, ribbed top cover and other details aside. The RPK only fires in full-auto in-game; the selector lever cannot be set to semi-auto unlike the other AK variants. Originally, when equipping the RPK's unique bipod attachment (which simply deploys the bipod) the gun would also gain an unnecessary picatinny rail under the handguard (presumably due to being in the underbarrel slot, like foregrips), however this was fixed with the Season 3 Reloaded update.&lt;br /&gt;
[[File:AES 10B.jpg|thumb|none|450px|Century Arms AES 10B - 7.62x39mm. This is a US import version of the Romanian PM md. 64]]&lt;br /&gt;
[[File:MW22 RPK.jpg|thumb|none|600px|The RPK in the loadout screen. Why this gun was given its real name and the other rifles in its family were called &amp;quot;Kastov&amp;quot; is a mystery, unless the &amp;quot;K&amp;quot; stands for &amp;quot;Kastov&amp;quot; rather than &amp;quot;Kalashnikov&amp;quot;.]]&lt;br /&gt;
[[File:RPK MWII idle.jpg|thumb|none|600px|The player character keeping his RPK at the ready.]]&lt;br /&gt;
[[File:RPK MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:RPK MWII inspect2.jpg|thumb|none|600px|Inspecting the RPK, the player character takes a peek at the contents of its drum magazine (incendiary 7.62x39mm rounds).]]&lt;br /&gt;
[[File:RPK MWII inspect3.jpg|thumb|none|600px|As with most of the guns in Modern Warfare II, the inspect animation is capped off with a brass check.]]&lt;br /&gt;
[[File:RPK MWII reload1.jpg|thumb|none|600px|Removing a half empty magazine.]]&lt;br /&gt;
[[File:RPK MWII firing.jpg|thumb|none|600px|Unloading said incendiary rounds into a yellow delivery van.]]&lt;br /&gt;
[[File:RPK MWII reload3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:MWII RPK AK (1).jpg|thumb|none|600px|Gunsmith preview of the RPK converted into a 4.5mm bulged trunnion AK rifle.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MG 338==&lt;br /&gt;
The [[SIG-Sauer MG 338]]'s 2020 prototype returns from ''Modern Warfare'', still named the &amp;quot;RAAL MG&amp;quot; (which stands for Reconnaissance Auxiliary Assault Lightweight Machine Gun). It uses essentially the same model from the previous game complete with the SIG-Sauer LMG-6.8 style stock and the A2 grip.&lt;br /&gt;
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]]&lt;br /&gt;
[[File:SIG LMG 6.8.jpg|thumb|none|450px|SIG-Sauer LMG-6.8 (2020 prototype) - 6.8x51mm FURY. Image used as a reference for the stock.]]&lt;br /&gt;
[[File:MW22 MG338.jpg|thumb|none|600px|The MG 338 in the loadout screen. It is the ''Modern Warfare'' model recycled with the only rework being a white body/black elements and the markings of the fictional manufacturer &amp;quot;EXPEDITE&amp;quot;.]]&lt;br /&gt;
[[File:MG338 MWII idle.jpg|thumb|none|600px|The player character wielding his SIG MG 338 on the &amp;quot;Farm 18&amp;quot; map.]]&lt;br /&gt;
[[File:MG338 MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MG338 MWII inspect1.jpg|thumb|none|600px|Inspecting the MG 338 by popping the top cover open.]]&lt;br /&gt;
[[File:MG338 MWII inspect2.jpg|thumb|none|600px|Inspecting the left hand side of the machine gun.]]&lt;br /&gt;
[[File:MG338 MWII inspect3.jpg|thumb|none|600px|Inspecting the right hand side.]]&lt;br /&gt;
[[File:MG338 MWII reload1.jpg|thumb|none|600px|Reloading the machine gun, first by racking the charging handle...]]&lt;br /&gt;
[[File:MG338 MWII reload2.jpg|thumb|none|600px|Flipping the feed tray to clear stray links.]]&lt;br /&gt;
[[File:MG338 MWII reload3.jpg|thumb|none|600px|Removing the belt box.]]&lt;br /&gt;
[[File:MG338 MWII reload4.jpg|thumb|none|600px|Closing the top cover on the new belt.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR-T==&lt;br /&gt;
The [[Steyr AUG HBAR|Steyr AUG HBAR-T]] appears in the game as the &amp;quot;HCR 56&amp;quot;, and is incorrectly depicted with an AUG A3's bolt release. It feeds by default from the same 60-round magazines that were available for it in ''Modern Warfare'', which are based on the Magpul D60 drum, however these seem to be non-STANAG/AUG-adapted as the magazines all don't have the cutout for the magazine catch to interface with. It can also equip a fictional non-STANAG polymer MAG5-100 as well as the 42 round HBAR magazine and 30 round standard AUG magazine.&lt;br /&gt;
[[File:Hbar.jpg|thumb|none|450px|Steyr AUG HBAR-T - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG HBAR.jpg|none|thumb|600px|The AUG HBAR-T in the loadout screen.]]&lt;br /&gt;
[[File:MWII AUG HBAR (1).jpg|thumb|none|600px|Charging the AUG HBAR in its equip animation.]]&lt;br /&gt;
[[File:MWII AUG HBAR (2).jpg|thumb|none|600px|The &amp;quot;HCR 56&amp;quot; in idle.]]&lt;br /&gt;
[[File:MWII AUG HBAR (3).jpg|thumb|none|600px|Reloading the D60-esque drum mag. Note the lack of the STANAG cutout for the magazine catch on the left hand side of the drum mag's tower.]]&lt;br /&gt;
[[File:MWII AUG HBAR (4).jpg|thumb|none|600px|By default, the operator thumps the bolt release on empty reloads. The 42-round mag reloads akin the standard AUG A3.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
Having the underbarrel grenade launcher attached will replace the alternate firing mode (either semi-auto on most weapons or full-auto on some battle rifles) with the grenade launcher mode if available. Picking up a weapon with a UBGL attached or switching to it in the campaign designates the grenade launcher as the &amp;quot;M203&amp;quot;, regardless of what model of grenade launcher actually is. The same applies to multiplayer, though it is referred to as &amp;quot;KL40-M2&amp;quot; (GP-25).&lt;br /&gt;
&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] returns as the &amp;quot;STRELA-P&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:MWII M4 CG (0).jpg|thumb|none|600px|A preview of the Carl Gustaf, as seen in the launcher camo customization tab.]]&lt;br /&gt;
[[File:Mwiicg1.jpg|thumb|none|600px|A Shadow Company soldier holds the Carl Gustaf at a Black site. The weapon has remained mostly the same since Modern Warfare 2019.]]&lt;br /&gt;
[[File:Mwiicginsp2.jpg|thumb|none|600px|Inspecting the launcher reveals a reflex sight is also attached (though it is still unusable).]]&lt;br /&gt;
[[File:Mwiicg2.jpg|thumb|none|600px|Aiming down the scope, which is possibly inspired by the Aimpoint FCS13RE.]]&lt;br /&gt;
[[File:Mwiicgaiming.jpg|thumb|none|600px|A US soldier aims the launcher. The warhead seems more forward than in reality.]]&lt;br /&gt;
[[File:Mwiicg4.jpg|thumb|none|600px|Unlocking the rear.]]&lt;br /&gt;
[[File:Mwiicgreload3rd1.jpg|thumb|none|600px|Dumping a spent round.]]&lt;br /&gt;
[[File:Mwiicg6.jpg|thumb|none|600px|Loading a new 84mm round.]]&lt;br /&gt;
[[File:Mwiicgreload3rd2.jpg|thumb|none|600px|Ditto. Slightly off screen is the recently fired empty casing.]]&lt;br /&gt;
[[File:Mwiicg3.jpg|thumb|none|600px|Locking the latch.]]&lt;br /&gt;
[[File:Mwiicgempty.jpg|thumb|none|600px|No matter if the player character has ammo or not for the launcher, the inspect animation unfortunately remains the same. An unfired round is depicted even when the player is out of ammunition.]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The stylized [[FGM-148 Javelin]] returns as the &amp;quot;JOKR&amp;quot;.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|450px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU - 127mm]]&lt;br /&gt;
[[File:MWII FGM-148 (0).jpg|thumb|none|600px|Right side view of the Javelin system.]]&lt;br /&gt;
[[File:Mwiijav1.jpg|thumb|none|600px|Holding the Javelin.]]&lt;br /&gt;
[[File:Mwiijav2.jpg|thumb|none|600px|Inspect animation.]]&lt;br /&gt;
[[File:Mwiijav5.jpg|thumb|none|600px|Using the lock-on system.]]&lt;br /&gt;
[[File:Mwiijav8.jpg|thumb|none|600px|Ditto, but third person perspective.]]&lt;br /&gt;
[[File:Mwiijav6.jpg|thumb|none|600px|&amp;quot;One away!&amp;quot;.]]&lt;br /&gt;
[[File:Mwiijav7.jpg|thumb|none|600px|'''''Muzzle loading''''' the Javelin. For some reason this was carried over from Modern Warfare 2019.]]&lt;br /&gt;
[[File:Mwiijav3.jpg|thumb|none|600px|Once more using the Javelin as a very, very expensive melee weapon. This time on some piñatas.]]&lt;br /&gt;
[[File:Mwiijav4.jpg|thumb|none|600px|When swapping weapons, the operator will use the top carry handle.]]&lt;br /&gt;
&lt;br /&gt;
==FN40GL==&lt;br /&gt;
The [[FN40GL]] appears as the underbarrel grenade launcher option for the SCAR-L and SCAR-H, identified as &amp;quot;Hellscream 40mm&amp;quot; in the Gunsmith.&lt;br /&gt;
[[File:Scar-L std 40gl.jpg|thumb|none|450px|FN40GL mounted on a SCAR-L - 40x46mm]]&lt;br /&gt;
[[File:MWII FN40GL (0).jpg|thumb|none|600px|The SCAR-L/FN40GL combo in Gunsmith.]]&lt;br /&gt;
[[File:Mwiifn401.jpg|thumb|none|600px|Inspecting a SCAR-H with the FN40GL.]]&lt;br /&gt;
[[File:Mwiifn402.jpg|thumb|none|600px|Inspecting a SCAR-L with the FN40GL.]]&lt;br /&gt;
[[File:Mwiifn404.jpg|thumb|none|600px|Checking the 40 mike mike. This animation is used for regular and empty reloads due to not showing the warhead.]]&lt;br /&gt;
[[File:Mwiifn403.jpg|thumb|none|600px|Holding the launcher at the ready.]]&lt;br /&gt;
[[File:Mwiifn405.jpg|thumb|none|600px|After ejecting a spent casing.]]&lt;br /&gt;
[[File:Mwiifn406.jpg|thumb|none|600px|Loading a new round.]]&lt;br /&gt;
[[File:Mwiifn40gldrill1.jpg|thumb|none|600px|Loading a &amp;quot;Drill Charge&amp;quot; round.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
A stylized [[GP-25]] appears as the underbarrel grenade launcher option for the AK-103, AK-105, and Vepr-12, under the name &amp;quot;KL40-M2&amp;quot;.&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:MWII GP-25 (0).jpg|thumb|none|600px|Closeup of the GP-25 underneath an AKMS mockup.]]&lt;br /&gt;
[[File:Mwiigp251.jpg|thumb|none|600px|Mounted on an AKM mockup.]]&lt;br /&gt;
[[File:Mwiigp252.jpg|thumb|none|600px|Left side of the launcher.]]&lt;br /&gt;
[[File:Mwiigp253.jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:Mwiigp254.jpg|thumb|none|600px|Holding the GP-25 at the ready.]]&lt;br /&gt;
[[File:Mwiigp255.jpg|thumb|none|600px|Dropping a new VOG-25P into the launcher (though the grenade behaves like a normal VOG-25).]]&lt;br /&gt;
[[File:Mwiigp25drillcharge.jpg|thumb|none|600px|Loading a &amp;quot;Drill Charge&amp;quot; round, which is the 40x46mm model used on the other 40mm launchers instead of a 40x103mm caseless style round.]]&lt;br /&gt;
[[File:Mwiigp25akalt.jpg|thumb|none|600px|The GP-25 on a railed mounting.]]&lt;br /&gt;
[[File:Mwiigp25vepr.jpg|thumb|none|600px|Mounted under a railed Vepr(!).]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Flare Pistol==&lt;br /&gt;
A fictional hybrid flare pistol seemingly mostly based on the [[Orion Flare Gun]] (with the grips of the 12-gauge version, but sized more similarly to the 25mm variant, and with parts of both variants' color schemes), with elements of the [[Webley &amp;amp; Scott No. 1 Mk. V]] (namely the trigger guard and the rounding on the front of the frame), and an overhanging breech similar to the [[Webley &amp;amp; Scott No. 3 Mk. I]] is available in Warzone, where it is used to signal for the re-deployment of teammates.&lt;br /&gt;
[[File:Orion Flare gun.jpg|thumb|none|350px|Orion Flare Gun - 12 gauge]]&lt;br /&gt;
[[File:ORION 25mm.jpg|thumb|none|350px|Orion Flare Gun - 25mm]]&lt;br /&gt;
[[File:British-No1-MkV-Flare.jpg|thumb|none|350px|Webley &amp;amp; Scott No. I Mk. V - 1 inch]]&lt;br /&gt;
[[File:Webley No 3 Mk 1.jpg|thumb|none|350px|Webley &amp;amp; Scott No. 3 Mk. I - 1 inch]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher is available as an underbarrel option for the &amp;quot;M4&amp;quot;, M16, both MCX variants, &amp;quot;FTac Recon&amp;quot;, RM277, and SR-25, under the name &amp;quot;SPW 40mm&amp;quot;.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[File:MWII M203 (0).jpg|thumb|none|600px|The LMT M203 attached to the M16, which gives it the classic heat shields.]]&lt;br /&gt;
[[File:Mwiilmt2031.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:Mwiim2034.jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:Mwiim2033.jpg|thumb|none|600px|Checking the round.]]&lt;br /&gt;
[[File:Mwiilmt2030.jpg|thumb|none|600px|Holding an M16 with the M203 at the ready. The leaf sight sadly isn't usable.]]&lt;br /&gt;
[[File:Mwiilmt2032.jpg|thumb|none|600px|Dumping the empty case.]]&lt;br /&gt;
[[File:Mwiim2036.jpg|thumb|none|600px|Loading a new 40mm.]]&lt;br /&gt;
[[File:Mwiilmt2035.jpg|thumb|none|600px|About to close the breach. Unlike the &amp;quot;Hightower 20&amp;quot; Barrel&amp;quot; giving the platform M16 heatshields when equipped with the M203, the platform sadly doesn't get a KAC mounting when using the &amp;quot;14&amp;quot; Carbine Shroud&amp;quot; with the M203. The launcher instead is just mounted on to the rail system.]]&lt;br /&gt;
[[File:Mwiilmt2034.jpg|thumb|none|600px|Loading a 40mm 'Drill Charge&amp;quot; round.]]&lt;br /&gt;
&lt;br /&gt;
==Madbull XM203==&lt;br /&gt;
The same Madbull XM203/ISTEC ISL-200 hybrid from ''Modern Warfare'' appears as the &amp;quot;TL40 Fire Drake&amp;quot;, and is available for the AUG A3, HK91, HK93, APC556, VHS-K2, and FAMAS Valorisé.&lt;br /&gt;
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]&lt;br /&gt;
[[File:ISL-200.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]&lt;br /&gt;
[[File:MWII XM203 (0).jpg|thumb|none|600px|The &amp;quot;Fire Drake&amp;quot; launcher on an AUG A3-CQC style build.]]&lt;br /&gt;
[[File:Mwiimadbull2.jpg|thumb|none|600px|Checking the XM203.]]&lt;br /&gt;
[[File:Mwiimadbull3.jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:Mwiimadbull1.jpg|thumb|none|600px|Holding the launcher at the ready.]]&lt;br /&gt;
[[File:Mwiimadbull4.jpg|thumb|none|600px|After ejecting a round.]]&lt;br /&gt;
[[File:Mwiimadbullextra1.jpg|thumb|none|600px|Loading a new 40mm.]]&lt;br /&gt;
[[File:Mwiimadbull3rdp1.jpg|thumb|none|600px|The Madbull opened in 3rd person.]]&lt;br /&gt;
[[File:Mwiifiredrake40mmdrillcharge.jpg|thumb|none|600px|Inspecting a 40mm &amp;quot;Drill Charge&amp;quot; round.]]&lt;br /&gt;
[[File:Mwiimadbullextra2.jpg|thumb|none|600px|Unlike the M203/GP-25, the Madbull seems to mount on all barrel attachments for the weapons it is paired with no matter how short.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor AV-140 MSGL==&lt;br /&gt;
The [[Milkor Mark 14|Milkor AV-140 MSGL]] appears in the campaign as the &amp;quot;REV G-80&amp;quot; (while in Spec Ops, Warzone Battle Royale, DMZ and multiplayer it's named &amp;quot;RGL-80&amp;quot;), firing high-explosive grenades only. As with its ''Modern Warfare'' counterpart, it reloads through the use of a grenade launcher speedloader, regardless of how many grenades were shot prior to reloading. Its designation refers to its revolver-type design and its original design date before its actual development for the SADF, which is 1980. It appears as a rare weapon during the Gun Game gamemode in multiplayer, although not available in other modes.&lt;br /&gt;
&lt;br /&gt;
The AV-140 MSGL is given to Garrick in &amp;quot;Violence and Timing,&amp;quot; and some MSGLs can be found in the watchtower at the end of the &amp;quot;Prison Break&amp;quot; mission.&lt;br /&gt;
[[File:AV-140 MSGL.jpg|thumb|none|400px|Milkor AV-140 MSGL - 40x46mm]]&lt;br /&gt;
[[File:Mwiimglprice.jpg|thumb|none|600px|Price with the Milkor MSGL on his back.]]&lt;br /&gt;
[[File:MWII Gaz MSGL.jpg|thumb|none|600px|''&amp;quot;Sweet heat, Captain!&amp;quot;'' &amp;lt;BR&amp;gt; Gaz receiving a MSGL given to him by Price during the Al-Qatala convoy chase in Al-Mazrah.]]&lt;br /&gt;
[[File:MWII MSGL (1).jpg|thumb|none|600px|The MSGL in first person view.]]&lt;br /&gt;
[[File:Mwiimglextra2.jpg|thumb|none|600px|Inspecting the Milkor in DMZ, the weapon recently liberated from the DMZ boss Velikan.]]&lt;br /&gt;
[[File:Mwiimglextra3.jpg|thumb|none|600px|Inspecting the rounds. Note that even if you have fired all the rounds, the primers will still be unstruck.]]&lt;br /&gt;
[[File:MWII MSGL (2).jpg|thumb|none|600px|Lining up a shot on an AQ truck.]]&lt;br /&gt;
[[File:MWII MSGL (3).jpg|thumb|none|600px|Dumping out the MSGL's cylinder.]]&lt;br /&gt;
[[File:Mwiimglextra5.jpg|thumb|none|600px|Ditto. Note that regardless of how many rounds were fired, they all are depicted as empty cases.]]&lt;br /&gt;
[[File:Mwiimglreload2.jpg|thumb|none|600px|Winding in a new set of 40mm rounds with the XRK branded speedloader.]]&lt;br /&gt;
[[File:Mwiimglextra1.jpg|thumb|none|600px|A better shot of the speedloader in third person.]]&lt;br /&gt;
[[File:Mwiimglextra4.jpg|thumb|none|600px|Tossing the empty speedloader.]]&lt;br /&gt;
[[File:Mwiimglextra.jpg|thumb|none|600px|The end of the reload animation is slightly bugged - the cylinder will disappear for about two frames, revealing the modeled 40mm shells.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is once again featured as a standard rocket launcher in ''MWII'', under the same name. Aiming down the sights now tilt the launcher diagonally as if they are shouldering the weapon, akin to [[Far Cry 3]] and its sequels. It is mainly used by the Las Almas cartel and the Mexican army.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:MWII RPG-7 (0).jpg|thumb|none|600px|Gunsmith view of the RPG-7.]]&lt;br /&gt;
[[File:Mwiirpg71.jpg|thumb|none|600px|An AQ soldier holding the RPG-7 at the US Embassy in Al Mazrah.]]&lt;br /&gt;
[[File:Mwiirpg72.jpg|thumb|none|600px|Inspecting it.]]&lt;br /&gt;
[[File:Mwiirpg73.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
[[File:Mwiirpg7sights.jpg|thumb|none|600px|Iron sights. The front sight has a notch taken out of the middle for some reason.]]&lt;br /&gt;
[[File:Mwiiaqrpg71.jpg|thumb|none|600px|An AQ fighter aims the RPG-7. Note the correct grip, he has his left hand across his chest holding the rear grip and his right hand on the trigger grip.]]&lt;br /&gt;
[[File:Mwiirpg74.jpg|thumb|none|600px|Inserting a new PG-7V rocket. Prior to Season 3 Reloaded (as this is the case with this screenshot), the rocket was lacking the booster charges necessary for propelling it. For ''15'' years since the original ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]'', none of games featured the booster on their renditions of the RPG-7.]]&lt;br /&gt;
[[File:Mwiirp7warheadupdate.jpg|thumb|none|600px|Inserting the updated PG-7V rocket with a green booster screwed on. In the background is the new &amp;quot;Alboran Hatchery&amp;quot; map.]]&lt;br /&gt;
[[File:Mwiirpg75.jpg|thumb|none|600px|Cocking the hammer.]]&lt;br /&gt;
[[File:Mwiirpg76.jpg|thumb|none|600px|Inspecting the empty RPG, hammer uncocked.]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The &amp;quot;PILA&amp;quot;, an [[SA-25]] with an [[SA-14 Gremlin]]'s spherical battery coolant unit, returns from ''Modern Warfare'' with a different style of scope. It retains the dubious ability to reload tubes, and dumbfire and lock on to ground vehicles.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
[[File:MWII SA-25 (0).jpg|thumb|none|600px|Previewing the 9K333 launcher.]]&lt;br /&gt;
[[File:Mwii9k3331.jpg|thumb|none|600px|Holding the launcher.]]&lt;br /&gt;
[[File:Mwii9k3332.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:Mwii9k3333.jpg|thumb|none|600px|Top/right.]]&lt;br /&gt;
[[File:Mwii9k3334.jpg|thumb|none|600px|Aiming down the scope. The white box in the middle turns red when a target is locked.]]&lt;br /&gt;
[[File:Mwii9k3337.jpg|thumb|none|600px|Also aiming. The head of the missile is visible here.]]&lt;br /&gt;
[[File:Mwii9k3338.jpg|thumb|none|600px|About to load a new missile. The length of the missile extends way past the top of the image.]]&lt;br /&gt;
[[File:Mwii9k3336.jpg|thumb|none|600px|Giving the end a final push down.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
As with ''Modern Warfare'', the &amp;quot;Flash Grenade&amp;quot; in the game is a [[Model 7290 flashbang grenade]]. Many of the playable operators are depicted with this grenade, either in a pouch or hanging from their webbing with elastic bands attached. Picking up the flashbang in the campaign incorrectly dubs it as the &amp;quot;[[M84 stun grenade|M84 Flash]]&amp;quot;. Toggling the &amp;quot;Inverted Flash&amp;quot; option on in the game's settings will make the screen go black when flashed, as opposed to white in its original function.&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
[[File:Mwiiflashgrenadeloadout.jpg|thumb|none|600px|The Flashbang in the loadout screen.]]&lt;br /&gt;
[[File:Mwiiflashbang1.jpg|thumb|none|600px|The player character about to remove the safety pin with his thumb.]]&lt;br /&gt;
[[File:Mwiiflashbang2.jpg|thumb|none|600px|Removed.]]&lt;br /&gt;
[[File:Mwiiflashbang3.jpg|thumb|none|600px|Holding the grenade at the ready, clasping the spoon. These animations are shared for almost all of the &amp;quot;tactical grenades&amp;quot;, save for the Shock Stick and Snapshot Grenade.]]&lt;br /&gt;
[[File:Mwiiflashoperator1.jpg|thumb|none|600px|Operator Horangi with two grenades on his person.]]&lt;br /&gt;
&lt;br /&gt;
==Mk.V CN Gas Grenade==&lt;br /&gt;
Using the same model as with the previous installment, a modernized depiction of the American [[Mk.V CN Gas Grenade]] appears in multiplayer as the &amp;quot;Gas Grenade&amp;quot;.&lt;br /&gt;
[[File:GasGrenadeMk.jpg|thumb|none|150px|Mk.V CN Gas Grenade.]]&lt;br /&gt;
[[File:Mwiicsgasloadout.jpg|thumb|none|600px|The Gas Grenade in the loadout screen.]]&lt;br /&gt;
[[File:Mwiigasgrenade1.jpg|thumb|none|600px|Holding the Mk.V.]]&lt;br /&gt;
[[File:Mwiigasgrenade2.jpg|thumb|none|600px|Flicking the pin out.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
A retextured version of the [[M18 smoke grenade]] appears in multiplayer as the &amp;quot;Smoke Grenade&amp;quot;. As before, it is used to mark locations for some killstreaks/scorestreaks.&lt;br /&gt;
&lt;br /&gt;
Of note is that a correctly textured M18 smoke grenade is seen on the default skin of operator Fender.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[File:Mwiim18smokeloadout.jpg|thumb|none|600px|The M18 Smoke Grenade in the loadout screen. Note the Norwegian markings and unusual grey color scheme.]]&lt;br /&gt;
[[File:Mwiim181.jpg|thumb|none|600px|Mid animation of flicking the pin out.]]&lt;br /&gt;
[[File:Mwiim183.jpg|thumb|none|600px|Clasping the spoon.]]&lt;br /&gt;
[[File:Mwiim18carepackage.jpg|thumb|none|600px|A red M18 deployed for a care package.]]&lt;br /&gt;
[[File:Mwiigromskothehungerm18smoke.jpg|thumb|none|600px|Several green cased M18 smoke grenades on Gromsko's &amp;quot;The Hunger&amp;quot; skin webbing.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
A fictionalized [[M67 Hand Grenade]] with a different fuse design is featured in the game as the &amp;quot;Frag Grenade&amp;quot;. Picking up the frag grenade in the campaign refers to it as &amp;quot;M67 Frag&amp;quot;.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:Mwiim67loadout.jpg|thumb|none|600px|The M67 in the loadout screen.]]&lt;br /&gt;
[[File:Mwiim671alt.jpg|thumb|none|600px|&amp;quot;When the pin is pulled, Mr. Grenade is not our friend.&amp;quot;]]&lt;br /&gt;
[[File:Mwiim672.jpg|thumb|none|600px|The striker doesn't appear to be in the fired position, an issue carried over from Modern Warfare 2019.]]&lt;br /&gt;
[[File:Mwiiammobox.jpg|thumb|none|600px|The &amp;quot;Munitions Box&amp;quot; &amp;quot;Field Upgrade&amp;quot; returns from Modern Warfare 2019, with six of the grenades in it.]]&lt;br /&gt;
[[File:Mwiilunam67.jpg|thumb|none|600px|Operator Luna with the grenade on her chest rig.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
A fictionalized [[M18A1 Claymore]] using tripod legs instead of fold-open scissor-legs is featured in the game as the &amp;quot;Claymore&amp;quot;, once again using laser tripwire detonators.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:Mwiim18explosive1.jpg|thumb|none|600px|Holding the Claymore.]]&lt;br /&gt;
[[File:Mwiiclaymore3.jpg|thumb|none|600px|The Claymore deployed. The &amp;quot;Front Toward Enemy&amp;quot; text is duplicated on either side.]]&lt;br /&gt;
[[File:Mwiiclaymore4.jpg|thumb|none|600px|Closeup of the text on the back.]]&lt;br /&gt;
&lt;br /&gt;
==M7 Spider==&lt;br /&gt;
A heavily stylized M7 Spider mine is featured as the &amp;quot;Cluster Mine&amp;quot;.&lt;br /&gt;
[[File:M7SpiderMCUwith3MGL.jpg|thumb|none|300px|M7 Spider MCU with 3 MGLs]]&lt;br /&gt;
[[File:Mwiiclusterminekillstreak.jpg|thumb|none|600px|The &amp;quot;Cluster Mine&amp;quot; in the killstreak screen.]]&lt;br /&gt;
[[File:Mwiiclustermine1.jpg|thumb|none|600px|The &amp;quot;Burger Town Operator&amp;quot; holds the mine.]]&lt;br /&gt;
[[File:Mwiiclustermine2.jpg|thumb|none|600px|The base of the mine after deploying it's explosive disks. The main unit also explodes when triggered.]]&lt;br /&gt;
[[File:Mwiiclustermine3.jpg|thumb|none|600px|One of the four explosive disks which somehow landed on the pen tray.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The same fictionalized depiction of the [[M84 stun grenade]] from the previous ''Modern Warfare'' installment is featured in multiplayer as the &amp;quot;Stun Grenade&amp;quot;.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:Mwiistungrenadeloadout.jpg|thumb|none|600px|The M84 in the loadout screen.]]&lt;br /&gt;
[[File:Mwiiconcussion2.jpg|thumb|none|600px|Mid-pull of the pin.]]&lt;br /&gt;
[[File:Mwiiconcussion3.jpg|thumb|none|600px|Holding it at the ready, spoon compressed.]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Bouncing Mine==&lt;br /&gt;
The &amp;quot;Proximity Mine&amp;quot; returns in ''MWII'' with an a similar albeit altered look from the first game. It resembles less of its real-life counterparts as with ''MW19''. It is accurately described as a &amp;quot;proximity-triggered explosive&amp;quot;, as opposed to a &amp;quot;pressure-triggered&amp;quot; explosive in the previous installment.&lt;br /&gt;
[[File:Mwiiproxymineloadout.jpg|thumb|none|600px|The &amp;quot;Proxy Mine&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:Mwiibouncingbetty1.jpg|thumb|none|600px|Holding the mine.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Thermite&amp;quot;==&lt;br /&gt;
The &amp;quot;Thermite&amp;quot; grenade returns from ''MW19'', under a slightly altered model and new texture. They function exactly how they were in ''Modern Warfare''.&lt;br /&gt;
[[File:Mwiithermiteloadout.jpg|thumb|none|600px|The &amp;quot;Thermite&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:Mwiithermite.jpg|thumb|none|600px|Holding the &amp;quot;Thermite&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==AGM-114 Hellfire==&lt;br /&gt;
Just like Modern Warfare 2019, the AGM-114 Hellfire missile appears on the AH-64D Apache Longbow helicopter and a slightly fictionalized Hellfire is also a part of the &amp;quot;Cruise Missile&amp;quot; killstreak, parented to a Storm Shadow/AGM-154 Joint Standoff Weapon hybrid shell. These also appear to be mounted on the wing tips of the &amp;quot;Gunship&amp;quot; killstreak, which might explain the steerable 105mm rounds.&lt;br /&gt;
[[Image:AGM-114 Hellfire anti-tank.jpg|thumb|none|400px|Apache weapon wing - 4x AGM-114 Hellfire ATGM on the left, 19-cell Hydra 70mm FFAR pod on the right.]]&lt;br /&gt;
[[File:Mwiihellfireapache.jpg|thumb|none|600px|An Apache in multiplayer armed with the same configuration as above.]]&lt;br /&gt;
[[File:Mwiihellfireapachecamp.jpg|thumb|none|600px|Closeup in the campaign.]]&lt;br /&gt;
[[File:Mwiihellfireapachecamp2.jpg|thumb|none|600px|Rear.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Various vehicles have turret-mounted [[Browning M2HB]]s, returning from the previous game.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:Mwiiltvrender.jpg|thumb|none|600px|An official render of the &amp;quot;LTV&amp;quot; L-ATV inspired vehicle with an M2.]]&lt;br /&gt;
[[File:MWII M2HB (1).jpg|thumb|none|600px|As with the previous game, the character runs the Browning's action when first manning it, which is the correct military procedure.]]&lt;br /&gt;
[[File:MWII M2HB (2).jpg|thumb|none|600px|Watching some NPC characters perform a cool helo inserting from behind the MRAP inspired M2 turret. Note the machine gun crosshair, still in use for [[Call of Duty (2003)|nineteen years]] and counting.]]&lt;br /&gt;
[[File:Mwiim2bradleymount2b.jpg|thumb|none|600px|The weapon mounted on a Kortac M2A4 Bradley, which has returned from Modern Warfare 2019.]]&lt;br /&gt;
[[File:Mwiim2bradleymount2a.jpg|thumb|none|600px|Other side of the gun, mounted on a Specgru Bradley. Note that unlike in MW2019 where there were two different models, the differences between the two faction's Bradleys is purely the default camo.]]&lt;br /&gt;
[[File:Mwiim2campaign1.jpg|thumb|none|600px|Closeup of the M2 in the campaign. Note the glitched ammo belt. The icon/text for using the weapon is also glitched, with the HUD displaying &amp;quot;SENTRY/MOVE&amp;quot; and the L-ATV icon appearing, even when manning the M2.]]&lt;br /&gt;
[[File:Mwiim2campaign2.jpg|thumb|none|600px|Other side.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster M242 Chaingun==&lt;br /&gt;
What appears to be fictionalized [[M242 Bushmaster chaingun]]s are mounted and used on the M2A4 Bradley IFV (formerly called Light Tank) armored vehicles. The model is carried over from Modern Warfare 2019 and description of the prior vehicle states that the cannon is chambered in 30mm. The &amp;quot;APC&amp;quot; (which appears to be a Boxer APC with the Stryker 30mm turret) also appears to mount the M242 Chaingun, chambered in 30mm.&lt;br /&gt;
[[Image:M242 25mm gun.jpg|thumb|none|500px|M242 Bushmaster Chain Gun - 25x137mm]]&lt;br /&gt;
[[File:M242 Cannon.jpg|thumb|none|450px|M242 Bushmaster Chain Gun (Current Model) - 25x137mm]]&lt;br /&gt;
[[File:Mwiilighttankrender.jpg|thumb|none|600px|Render of the Bradley IFV.]]&lt;br /&gt;
[[File:Mwiiifvautocannon1.jpg|thumb|none|600px|The Bradley autocannon up close.]]&lt;br /&gt;
[[File:Mwiiapcrender.jpg|thumb|none|600px|Render of the Boxer APC with Stryker turret.]]&lt;br /&gt;
[[File:Mwiiapcautocannon1.jpg|thumb|none|600px|The Boxer autocannon up close in Ground War.]]&lt;br /&gt;
[[File:Mwiiboxerapccampaign.jpg|thumb|none|600px|A higher definition model of the Boxer used during campaign.]]&lt;br /&gt;
&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The [[M240B]] machine gun appears as the Sentry Gun killstreak in multiplayer; one of the few instances of the Sentry Gun not being some kind of a minigun in the series. A stockless M240 is used in the RWS turret atop the Merkava Mk.4 - CV90 &amp;quot;frankentank&amp;quot;.&lt;br /&gt;
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mwiisentrym240b6.jpg|thumb|none|600px|The Sentry Gun. Note the non-standard muzzle brake.]]&lt;br /&gt;
[[File:Mwiim240bsentry2.jpg|thumb|none|600px|Overview.]]&lt;br /&gt;
[[File:Mwiim240bsentry1.jpg|thumb|none|600px|Other side.]]&lt;br /&gt;
[[File:Mwiiheavytankrender.jpg|thumb|none|600px|An official render of the Merkava &amp;quot;Heavy Tank&amp;quot;, with the M240B in the top mounted remote weapon station.]]&lt;br /&gt;
[[File:Mwiimerkavam240breplace0.jpg|thumb|none|600px|Closeup of the gun. As of Season 5, there is a slight delay between shooting the weapon and it actually firing, with an audiable clunk when the trigger is pressed.]]&lt;br /&gt;
[[File:Mwiimerkavam240breplace1.jpg|thumb|none|600px|Front.]]&lt;br /&gt;
[[File:Mwiimerkavam240breplace2.jpg|thumb|none|600px|Rear.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The stylized Harrier II appears again with a low-detailed fictional twin barrel [[M197 Vulcan]] turret, to fulfill the series' proud lineage of VTOL jets with swiveling gun turrets that hover around a vicinity and engage infantry targets.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20x102mm]]&lt;br /&gt;
[[File:Mwiivtol1.jpg|thumb|none|600px|The twin-barrel M197 Vulcan mounted one the underside of the stylized AV-8B.]]&lt;br /&gt;
[[File:Mwiivtol4.jpg|thumb|none|600px|Closeup of the gun.]]&lt;br /&gt;
[[File:Mwiivtol3.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
A-10 Thunderbolt IIs return as the &amp;quot;Precision Airstrike&amp;quot; killstreak, performed with their [[General Electric GAU-8/A Avenger]] rotary cannons.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
&lt;br /&gt;
==M230 Chain Gun==&lt;br /&gt;
AH-64D/E Apaches return as an attack helicopter in-game. They mount [[M230 Chain Gun]]s, with some apparently having two at the same time. The double-M230 Apaches appear in the campaign missions &amp;quot;Kill or Capture&amp;quot; and &amp;quot;Ghost Team.&amp;quot;&lt;br /&gt;
[[File:Hughes-M230-Chain-Gun4.jpg‎|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
[[File:MWII AH-64 (1).jpg|thumb|none|600px|Garrick observes the AH-64 commandeered in &amp;quot;Ghost Team.&amp;quot; Here, the M230 on it and the one behind is absent entirely.]]&lt;br /&gt;
[[File:MWII AH-64 (2).jpg|thumb|none|600px|Said Apache brings in the hurt later on as the mission switches to Soap as the player character.]]&lt;br /&gt;
[[File:MWII AH-64 (3).jpg|thumb|none|600px|The AH-64 now apparently sports TWO M230 autocannons. The forward cannon functions more like an M134 Minigun, while the rear behaves like a traditional autocannon.]]&lt;br /&gt;
[[File:Mwiiapachetwinautocannoncloseupreplacement.jpg|thumb|none|600px|A closeup of the configuration.]]&lt;br /&gt;
[[File:Mwiichoppergunner1.jpg|thumb|none|600px|An Apache in multiplayer armed with a standard single M230.]]&lt;br /&gt;
[[File:Mwiichoppergunner3.jpg|thumb|none|600px|Right side of the gun.]]&lt;br /&gt;
[[File:Mwiichoppergunner2.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
&lt;br /&gt;
==M102 105mm Howitzer==&lt;br /&gt;
The returning psudo-AC-130 &amp;quot;Gunship&amp;quot; also mounts the [[M102 Howitzer|M102 105mm howitzer]]. This gun appears prominently in the pre-rendered cutscenes of the interior of the gunship in the &amp;quot;Close Air&amp;quot; and &amp;quot;Hardpoint&amp;quot; missions, but its functionality is replaced by AGM-114 Hellfire style missiles in gameplay.&lt;br /&gt;
[[File:Spectre M102.JPG|thumb|350px|none|Modified M102 howitzer taken from an AC-130 Spectre gunship - 105x372R]]&lt;br /&gt;
[[File:AC-130U The Fourth Horseman 105mm.jpg|thumb|none|450px|Closeup of the M102 on an AC-130U gunship exterior.]]&lt;br /&gt;
[[File:Mwiigunship3.jpg|thumb|none|600px|Closeup of the M102 on the gunship's exterior.]]&lt;br /&gt;
[[File:MWII M102 (1).jpg|thumb|none|600px|Graves and the M102 crew at the rear of the gunship.]]&lt;br /&gt;
[[File:MWII M102 (2).jpg|thumb|none|600px|It is erroneously also depicted where the 40mm Bofors gun should be, with another gun crew.]]&lt;br /&gt;
[[File:MWII M102 (3).jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mk 47 Mod 0 Grenade Launcher==&lt;br /&gt;
A modified version of the [[Mk 47 Mod 0 Grenade Launcher]] returns from ''MW2019'', this time mounted to the &amp;quot;MRAP&amp;quot; eight wheeled gun trucks added in Season 5. The weapon is controlled via a RWS turret during gameplay.&lt;br /&gt;
[[File:Mk47-1.jpg|thumb|350px|none|Mk 47 Mod 0 grenade launcher - 40x53mm]]&lt;br /&gt;
[[File:Mwiis5mrap.jpg|thumb|none|600px|The &amp;quot;MRAP&amp;quot; with Mk 47 launcher in a official screenshot. ]]&lt;br /&gt;
[[File:Mwiimk471.jpg|thumb|none|600px|Front of the launcher.]]&lt;br /&gt;
[[File:Mwiimk472.jpg|thumb|none|600px|Rear]]&lt;br /&gt;
&lt;br /&gt;
==Minigun==&lt;br /&gt;
Some kind of minigun is mounted on the &amp;quot;Wheelson&amp;quot; UGV killstreak unlike the auto grenade launchers used on the Wheelsons in ''Modern Warfare''.&lt;br /&gt;
[[File:Mwiiwheelston1.jpg|thumb|none|600px|The Wheelson.]]&lt;br /&gt;
[[File:Mwiiwheelston2.jpg|thumb|none|600px|Closeup of the gun.]]&lt;br /&gt;
[[File:Mwiiwheelston3.jpg|thumb|none|600px|Rear.]]&lt;br /&gt;
&lt;br /&gt;
==Mk44 Bushmaster GAU-23/A==&lt;br /&gt;
The &amp;quot;Gunship&amp;quot;'s AC-130J-based loadout includes the Mk44 Bushmaster 30mm GAU-23/A gun. It functions akin the Bofors 40mm seen previously.&lt;br /&gt;
[[File:AC-130UMk44BushmasterTrialGAU-23A.jpg|thumb|none|450px|AC-130U with a trial installation of two Mk 44 weapons - 30×173mm]]&lt;br /&gt;
[[File:AC-130J Ghostrider.jpg|thumb|none|450px|An AC-130J with similar configuration as below.]]&lt;br /&gt;
[[File:Mwiigunship1.jpg|thumb|none|600px|The Gunship in Multiplayer. Also much like Modern Warfare 2019, there is no 25mm gun on the exterior, despite the GAU-12/U being usable in gameplay.]]&lt;br /&gt;
[[File:Mwiibofors40mm1.jpg|thumb|none|600px|Closeup of the GAU-23/A.]]&lt;br /&gt;
&lt;br /&gt;
==Yakushev-Borzov Yak-B==&lt;br /&gt;
Mil Mi-24V &amp;quot;Hind&amp;quot; helicopters appear in ''MWII'' and feature the nose mounted [[Yakushev-Borzov Yak-B]] rotary cannons. Compared to the earlier games, the Mi-24 also correctly only has this chin gun, whereas unused 23/30mm twin GSh cannons were present in the original trilogy.&lt;br /&gt;
[[File:YakB-127mm.jpg|thumb|none|450px|Yakushev-Borzov Yak-B - 12.7x108mm]]&lt;br /&gt;
[[File:Mwiioverwatchheli1.jpg|thumb|none|600px|In multiplayer (as seen here), the Mi-24 is a killstreak called the &amp;quot;Overwatch Helo&amp;quot; and functions similarly to the Harrier. In DMZ the helicopter appears as a boss, and can take a considerable amount of damage before being destroyed (for example flying normally despite being on fire and losing it's wings).]]&lt;br /&gt;
[[File:Mwiioverwatchheli2.jpg|thumb|none|600px|Right side of the Yak-B.]]&lt;br /&gt;
[[File:Mwiioverwatchheli3.jpg|thumb|none|600px|Left side of the gun.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Hybrid Reverse Draw Crossbow==&lt;br /&gt;
A slightly modified version of the reverse draw crossbow reappears from the previous game. It appears as a bonus weapon unlocked in safes in the missions &amp;quot;El Sin Nombre&amp;quot; and &amp;quot;Alone&amp;quot;, and it is available in multiplayer as part of Season 2. It is unlocked by completing the unlock challenge or by buying a bundle in the store that has the blueprint available.&lt;br /&gt;
[[File:MW22 Crossbow 1.jpg|thumb|none|600px|The crossbow in the gunsmith preview.]]&lt;br /&gt;
[[File:Mwiicrossbow1.jpg|thumb|none|600px|Operator &amp;quot;Zeus&amp;quot; holds a crossbow in a medieval exhibit.]]&lt;br /&gt;
[[File:Mwiicrossbow5.jpg|thumb|none|600px|Right side of the crossbow.]]&lt;br /&gt;
[[File:Mwiicrossbow2.jpg|thumb|none|600px|Aiming down the sight. The front sight has a glass hosing for some reason.]]&lt;br /&gt;
[[File:Mwiicrossbow3.jpg|thumb|none|600px|Pulling the string back.]]&lt;br /&gt;
[[File:Mwiicrossbow4.jpg|thumb|none|600px|Inserting a new bolt.]]&lt;br /&gt;
[[File:Mwiicrossbow6.jpg|thumb|none|600px|Inspecting the bolt. When the player has no more bolts, the character will tug on the string a few times.]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
&lt;br /&gt;
==Beretta M9A3==&lt;br /&gt;
The [[Beretta M9A3]] appears on Gus' skin &amp;quot;El Santo&amp;quot; in the shoulder holster. It uses the &amp;quot;Renetti&amp;quot; model from ''Modern Warfare'' with the &amp;quot;Veins of Gold&amp;quot; blueprint grips. It appears to be missing the hammer, however.&lt;br /&gt;
[[File:M9A3 Left.jpg|thumb|none|350px|Beretta M9A3 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Mwiielsantom9a31.jpg|thumb|none|600px|Gus with the M9A3 in the Operator screen.]]&lt;br /&gt;
[[File:Mwiielsantom9a32.jpg|thumb|none|600px|Closeup.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C / Arsenal Firearms Strike One hybrid==&lt;br /&gt;
A hybrid pistol appears on Ghost's &amp;quot;Gilded Reaper&amp;quot; skin. It is actually one of the blueprints of the &amp;quot;X16&amp;quot; ([[Glock 21]]) from ''Modern Warfare'', which has an [[Arsenal Firearms Strike One]]-style frame combined with the &amp;quot;Singuard Arms Featherweight&amp;quot; barrel, the latter consisting of a [[Glock 18C]]'s slide with custom cutouts on the side.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Arsenal Firearms Strike One Current.jpg|thumb|none|350px|Arsenal Firearms Strike One - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWII Gilded X16.jpg|thumb|none|600px|The X16 pistol on Ghost's Gilded Reaper chest holster. It is hard to view with his M4 normally in the way.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP==&lt;br /&gt;
What looks like an [[Heckler &amp;amp; Koch USP]] appears in operator Velikan's drop-leg holster.&lt;br /&gt;
[[File:USP9mm.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP - 9x19 Parabellum]]&lt;br /&gt;
[[File:Mw2uspholster.jpg|none|thumb|600px|The USP in Velikan's holster.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911==&lt;br /&gt;
A [[Colt M1911]] is seen on the &amp;quot;Watch Your Back&amp;quot; calling card.&lt;br /&gt;
[[File:COLTM1911 1913.jpg|thumb|none|350px|Colt M1911 - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Kimber Custom TLE/RL II==&lt;br /&gt;
The previous game's [[Kimber Custom TLE/RL II]] is seen in the &amp;quot;Ghosting Everyone&amp;quot; loading screen and the &amp;quot;Shaded Ghost&amp;quot; calling card.&lt;br /&gt;
&lt;br /&gt;
Additionally, a Kimber is seen in a cartel member's waistband in the campaign during the mission &amp;quot;El Sin Nombre&amp;quot;. It is modeled after the &amp;quot;Callous&amp;quot; blueprint from ''Modern Warfare'', which has a classic Colt M1911-style slide with rear vertical serrations. This is a low quality model and it's unusable by the player.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:1911 mw22.jpg|thumb|none|600px|The 1911 in the cartel member's belt.]]&lt;br /&gt;
[[File:Mwii1911cartelbelt.jpg|thumb|none|600px|Closeup.]]&lt;br /&gt;
&lt;br /&gt;
==STI Tactical==&lt;br /&gt;
Two unusable STI 2011 pistols resembling the [[STI Tactical|STI Tactical 5.0]] can be seen on a table during the mission &amp;quot;Recon by Fire&amp;quot; outside the fish hatchery. It uses the model of the &amp;quot;Corax&amp;quot; blueprint from ''Modern Warfare'', which has a [[SIG-Sauer 1911 Series#SIG-Sauer 1911 Traditional TACOPS|SIG-Sauer 1911]] style skeletonized trigger.&lt;br /&gt;
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical 5.0 - 9x19mm / .40 S&amp;amp;W / .45 ACP]]&lt;br /&gt;
[[File:Mwiireconbyfiresti2011a.jpg|thumb|none|600px|Both pistols are placed the exact same way on the exact same table model.]]&lt;br /&gt;
[[File:Mwiireconbyfiresti2011b.jpg|thumb|none|600px|Closeup.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320 RX==&lt;br /&gt;
''Modern Warfare''’s [[SIG-Sauer P320|SIG-Sauer P320 RX]] is seen on &amp;quot;The Technician&amp;quot; skin of operator Hutch, fitted with the &amp;quot;A9-16 Lightweight&amp;quot; custom slide. One in a similar configuration can also be seen on Captain Price's chest holster on the skin called &amp;quot;The King&amp;quot;.&lt;br /&gt;
[[File:P320 RX Full Size.jpg|thumb|none|350px|SIG-Sauer P320 RX - 9x19mm]]&lt;br /&gt;
[[File:MWII Technician P320.jpg|thumb|none|600px|The blue tech-ey looking P320 on Hutch's chest holster.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
An [[IMI Uzi]] is seen in the &amp;quot;Briefing&amp;quot; loading screen.&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==AK-47==&lt;br /&gt;
A portrait of Diego inside the Las Almas mansion has two [[AK-47]]s crossed in the background. These appear to be the &amp;quot;Golden Dragon&amp;quot; blueprint from ''MW19''. The actual model is also present in lockers inside a shed on the Farm 18 multiplayer level. &lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:MWII Diego AK-47 portrait.jpg|thumb|none|600px|Señior Diego's cigar chomping portrait.]]&lt;br /&gt;
[[File:MWII Farm 18 AK-47.jpg|thumb|none|600px|The AK-47s lined inside the locker, under poor lighting.]]&lt;br /&gt;
&lt;br /&gt;
==ArmaLite AR-10==&lt;br /&gt;
What appears to be an [[ArmaLite AR-10]] is seen on the &amp;quot;Sliding Down&amp;quot; calling card.&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
A [[FAMAS F1]] is seen in the &amp;quot;Wading&amp;quot; loading screen.&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWIIFAMASloadingscreen1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==GE M134 Minigun==&lt;br /&gt;
A handheld [[GE M134 Minigun]] is seen on the &amp;quot;Bull's Barrage&amp;quot; calling card.&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
Two racks with three [[PKM]]s each are also found next the AK-47s on Farm 18.&lt;br /&gt;
[[File:PKM-mg.jpg|thumb|none|450px|PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R]]&lt;br /&gt;
[[File:MWII Farm 18 PKM.jpg|thumb|none|600px|One of the racks of PKMs, with marginally better lighting. It appears to be a reused asset from ''Modern Warfare''.]]&lt;br /&gt;
&lt;br /&gt;
==Season 5 Gun Rack==&lt;br /&gt;
The Season 5 intro cutscene features a rack with multiple weapon models from ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'', namely the [[Heckler &amp;amp; Koch MP5A3]], [[Remington 870 MCS]], [[Colt Model 933]], along with unmodified versions of the aforementioned Glock 21 and P320, as well as the Uzi, AK-47, FAMAS F1, AUG A3 9mm XS, and M14.&lt;br /&gt;
[[File:MWII 19weaponwall.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Taser X26==&lt;br /&gt;
Kyle Garrick is seen with an [[X26 Taser]] in the Countdown mission, similar to the CTSFO outfit from the prior game. This uniform is also available in Season 3, named &amp;quot;Takedown.&amp;quot;&lt;br /&gt;
[[File:Taser X26P yellow.jpg|thumb|none|350px|Taser X26P]]&lt;br /&gt;
[[File:MWII Taser X26.jpg|thumb|none|600px|Garrick and US Marines riding a RHIB boat down the Chicago river.]]&lt;br /&gt;
[[File:Mwiigazoperatortaser.jpg|thumb|none|600px|The Taser on his chest rig in the Operator screen.]]&lt;br /&gt;
&lt;br /&gt;
==AN/M14 Incendiary Grenade==&lt;br /&gt;
Some operators have the [[AN/M14 incendiary grenade]] on their webbing. It isn't usable in-game nor are any NPCs depicted using it.&lt;br /&gt;
[[File:Gh-ANM14-TH3.jpg|thumb|none|140px|AN/M14 incendiary grenade]]&lt;br /&gt;
[[File:Mwiiincendiary3.jpg|thumb|none|600px|Ghost with the grenade on his &amp;quot;Night War&amp;quot; skin (from the campaign mission &amp;quot;Kill or Capture&amp;quot;).]]&lt;br /&gt;
[[File:Mwiiincendiary4.jpg|thumb|none|600px|Closeup.]]&lt;br /&gt;
[[File:Mwiiincendiary1.jpg|thumb|none|600px|A US Marine with the grenade on his rig.]]&lt;br /&gt;
[[File:Mwiiincendiary2.jpg|thumb|none|600px|Closeup of the text.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5 hand grenade==&lt;br /&gt;
An [[RGD-5 hand grenade]] is seen on Enzo Reyes' &amp;quot;Snack&amp;quot; skin, as well as on Zero's &amp;quot;Dry Heat&amp;quot; and &amp;quot;Night Heat&amp;quot; skins.&lt;br /&gt;
[[File:Rdg5.jpg|thumb|none|150px|RGD-5 high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:MWII RGD-5.jpg|thumb|none|600px|Closeup of Zero's pouch line, including the RGD-5.]]&lt;br /&gt;
&lt;br /&gt;
==RGN fragmentation grenade==&lt;br /&gt;
An [[RGN]] fragmentation grenade is seen on Kleopatros Gavras's &amp;quot;Hustle&amp;quot; skin.&lt;br /&gt;
[[File:RGN.jpg|thumb|none|150px|RGN fragmentation grenade]]&lt;br /&gt;
[[File:MWII RGN.jpg|thumb|none|600px|The RGN on Kleo's Hustle outfit, seen here under her right hand.]]&lt;br /&gt;
&lt;br /&gt;
==M29 Mortar==&lt;br /&gt;
[[M29 Mortar]]s are used by cartel members in &amp;quot;Recon by Fire&amp;quot; if the player is spotted during the hatchery sniping section. These appear to be the same ones from MW2019.&lt;br /&gt;
[[File:M29 mortar.jpg‎|thumb|none|250px|M29 Mortar - 81mm]]&lt;br /&gt;
[[File:Mwiimortar1.jpg|thumb|none|600px|Gaz sights up a cartel mortar crew.]]&lt;br /&gt;
[[File:Mwiimortar2.jpg|thumb|none|600px|Front of the mortar.]]&lt;br /&gt;
[[File:Mwiimortar3.jpg|thumb|none|600px|Back of another, next to its recently departed operator.]]&lt;br /&gt;
[[File:Mwiimortar4.jpg|thumb|none|600px|Closeup.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&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>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1613215</id>
		<title>Resident Evil 4 (2023 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_4_(2023_VG)&amp;diff=1613215"/>
		<updated>2023-09-21T15:06:50Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 4&lt;br /&gt;
|picture=Re4remaketitle.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= March 24, 2023&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Playstation 5&amp;lt;br&amp;gt;Xbox Series X/S&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 4''''' is a 2023 remake of the critically-acclaimed ''[[Resident Evil 4]]'' originally released in 2005. As with recent installments of the franchise, the 2023 remake runs under the technologically-advanced RE Engine, featuring significantly improved graphics over its original game as well as its HD remakes. Along with new visuals, much of the mechanics have been remade and the gameplay itself being modernized to the remake series standards starting with the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]].&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
As per the recent remakes, the game uses a third-person over-the-shoulder perspective, albeit with more fluidity and freedom since the player character can now aim and move at the same time. The laser sight used in most of the console versions of the original game have been removed (with the exception of the Hardballer's iconic laser module), although it exists as a secondary attachment to some pistols. Interestingly, almost every firearm (not including the fictional &amp;quot;P.R.L. 412&amp;quot; energy weapon) has returned from the original game, with most of them modeled accurately to their real-world counterparts (such as the SL8 and the Striker-12) while others are remodeled (the fictional &amp;quot;Silver Ghost&amp;quot; to the slightly-less fictional USP9, and the M1911 to Hardballer) entirely, but function the same way.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Focus aiming&amp;quot; returns from the previous remakes, standing still long enough allows the crosshair to be reduced to a dot, allowing for an increased critical shot rate. Using the optional laser sight for some pistols (or when using the Hardballer in general) increases the critical shot chance, as it is always considered &amp;quot;focused&amp;quot; by default.&lt;br /&gt;
&lt;br /&gt;
The attaché case first introduced in the original game returns in the remake as its form of inventory system, and weapons can be switched out on the fly. Weapons cannot be discarded entirely, instead, they can be put into the typewriter storage (the item box equivalent to recent entries) which can be retrieved back at any time. The functionality of the knife has been expanded compared to the previous remakes, as they can be used to parry highly-damaging/instant kill attacks, or it can be used to get out of a grab quickly for some enemies. There is a durability system with knives, which can be broken if they're used too much. Some knives can be repaired at the Merchant with a fee, while others (most commonly the ones found in the game world) will be entirely lost. Multiple knives can be acquired, and the game will prioritize consumable knives before the reusable ones.&lt;br /&gt;
&lt;br /&gt;
Speaking of the Merchant, he returns in the remake as well. Many weapons and items can be bought from him via pesetas while some items and weapons are bought with rare spinels, which can be obtained by completing various side quests that are featured in this game. Various weapons and items can be obtained for free throughout the game world itself, but if they are missed within the chapter it is featured in, it will be available in the next chapter in the Merchant's wares. Once again, weapons can be upgraded from the Merchant, and ammunition capacity upgrades can go to absurdly high levels (though it isn't as high as in the original game). Once fully upgraded, weapons can be upgraded one more time through exclusive upgrades, in which they require an exclusive upgrade ticket (traded with spinels) and a large amount of pesetas. Some weapons can be bought at the post-game shop, purchased via credits obtained by completing various challenges.&lt;br /&gt;
&lt;br /&gt;
As before, various weapon accessories such as scopes and stocks can be fitted onto several weapons to enhance their capabilities, at the cost of some inventory space.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
All available pistols (and not revolvers and the Mauser C96 &amp;quot;Red 9&amp;quot;) can hold an additional round in the chamber if the player reloads the pistol while it isn't empty, which also has a separate &amp;quot;tactical&amp;quot; reload animation. All pistols are chambered in high velocity &amp;quot;9mm Handgun&amp;quot; rounds, while magnum-type handguns use &amp;quot;.45 Centerfire Pistol&amp;quot; (ie. .45 ACP). The player character holds the handguns in either a traditional stance or through the Center Axis Relock technique.&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP9==&lt;br /&gt;
Replacing the hybridized &amp;quot;Silver Ghost&amp;quot; pistol in the original game, Leon starts with a Kendo Shop custom-tailored two-tone &amp;quot;SG-09 R&amp;quot;, based on the [[Heckler &amp;amp; Koch USP|Heckler &amp;amp; Koch USP9]]; its in-game description notes that it is a derivative of the &amp;quot;MUP&amp;quot;, which is the name of the USP9 in the RE2 and RE3 remakes. As with the VP70M in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], the USP9 is Leon's &amp;quot;canon&amp;quot; cutscene sidearm, as he always brandishes this pistol regardless of having it in his attaché case or stored in the typewriter storage. It rather interestingly sports a Picatinny rail on the frame; USPs did not have such integral rails during their production run, instead sporting a proprietary H&amp;amp;K developed rail for attaching lights and lasers. Picatinny rails did not become standard on HK pistols until the HK45 and P30 line of pistols that were introduced in 2006. The gun also sports a custom grip with finger grooves and checkering pattern reminiscent of the P30.&lt;br /&gt;
&lt;br /&gt;
It initially and incorrectly holds 10 handgun rounds in the magazine when not upgraded, though the level 3 capacity upgrade gives it 14 rounds, one round shy of the actual 15 in real life. This can be upgraded up to 18 rounds when fully upgraded. It doesn't come with its laser sight by default, unlike the original pistol, but it can be fitted with one if the player buys the laser sight upgrade from the Merchant; the cutscene pistol is never shown with a laser sight, even if the player upgraded their pistol with one.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;SG&amp;quot; in its designation likely refers to &amp;quot;Silver Ghost&amp;quot;, the unofficial name of the original weapon it replaced, while &amp;quot;-09&amp;quot; likely refers to its caliber, 9mm. The &amp;quot;R&amp;quot; designation is unknown. As before, the pistol's exclusive perk upgrade allows the pistol to have a 5x critical shot rate. Predictably, it remains as Leon's sidearm in The Mercenaries mode.&lt;br /&gt;
&lt;br /&gt;
[[File:TM SG-09 R.jpg|thumb|none|350px|Tokyo Marui SG-09 R - 6mm BB. This is a licensed replica of the &amp;quot;SG-09 R&amp;quot;, a customized Heckler &amp;amp; Koch USP, from ''Resident Evil 4'' (2023). Note that the airsoft pistol bears the HK, USP, European proofs, and date code markings on the slide while these are removed from the in game model, leaving only the 9x19mm caliber and kendo logo.]]&lt;br /&gt;
[[File:RE4R_SG09R_2.jpg|thumb|none|600px|The SG-09 R in the model viewer, without its laser sight module attached, bearing high resemblance to the airsoft replica reference image above. It's no IMFDB 2.0 yet, but eventually we'll get there. Note that the serial number is visible here and in a different spot than a normal USP's is, which is on the underside of the dust cover where the rail is molded on the real gun's frame. The presence of design elements from the later P30 and HK45 pistols especially in the grip checkering pattern, finger grooves and Picatinny rail suggests that in-universe, Joseph Kendo took inspiration from examples of both pistols (which likely would have been in late prototype phases in 2004) or competing pistols incorporating these features.]]&lt;br /&gt;
[[File:RE4R_SG09R_1.jpg|thumb|none|600px|Ditto, other side.  Its frame is slightly longer than the normal variant (which is an interesting design choice as no USPs were ever made with extended frames) and it has been fitted with a compensator, which includes a new front sight. As a consequence of this, the normal front sight on the slide itself has been replaced with a filler plug in the same finish as the slide.]]&lt;br /&gt;
[[File:RE4Rusp9 aimflashlight.jpg|thumb|none|600px|Leon using the USP in conjunction with a flashlight.]]&lt;br /&gt;
[[File:RE4Rusp9tacticalreload.jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Beavertail==&lt;br /&gt;
The &amp;quot;Sentinel Nine&amp;quot; appears as one of the exclusive Deluxe or Collector's edition weapons, based on the [[SIG-Sauer P226 Beavertail]] that Leon used in ''[[Resident Evil: Vendetta]]'' under the same name. This marks it as its first usable appearance by the player in the game series.&lt;br /&gt;
&lt;br /&gt;
The weapon is anachronistic, as the [https://www.projectumbrella.net/sentinel-nine-thorough-analysis.html in-universe documents] about the Sentinel Nine released alongside the tie-in Tokyo Marui replica, state that the Sentinel Nine was developed in 2011. It can be excused however, since the pistol itself is bonus content.&lt;br /&gt;
&lt;br /&gt;
While it has slightly lower damage than the default USP9 Leon starts with, it boasts the highest capacity of any handgun in the game (not including the VP70M's exclusive double ammo upgrade), at 31 when fully upgraded. It initially holds 19 rounds to start with, and it has a faster fire rate than the USP9 to boot, although it is slightly superseded by the Springfield Armory XD when the latter is fully upgraded. Like the USP9, its exclusive perk upgrade allows 5x critical shot rate, and it can be attached with a laser sight.&lt;br /&gt;
[[File:Leon sentinel nine.jpg|thumb|none|350px|Tokyo Marui Sentinel Nine &amp;quot;Leon Model&amp;quot; - 6mm BB. This is a licensed replica of the custom SIG-Sauer P226 Beavertail from ''Resident Evil: Vendetta''.]]&lt;br /&gt;
[[File:RE4R_S9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_S9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN]] returns as the &amp;quot;Punisher&amp;quot;, along with its exaggerated piercing capabilities. The pistol can only be bought from the Merchant, but instead of pesetas, he sells the weapon in spinels. Once again, the Five-seveN in-game uses standard handgun rounds shared by other pistols, which is 9mm in this game instead of the 5.7 round. However closer inspection of the magazine when reloading shows accurately modeled 5.7x28mm rounds. It holds an underloaded 12 rounds by default, though the level 4 capacity upgrade increases it to 21 rounds, one round over the maximum capacity of the real deal. Like the USP9, the Five-seveN can be upgraded with an underbarrel laser sight. Instead of the all-black finish of the original weapon, the pistol is based on the FDE variant.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Punisher MC&amp;quot; is the Merchant's custom-made variant available in Separate Ways, which can be bought from the Merchant himself for 10,000 pesetas. In a sense, it looks and functions very similarly to its normal counterpart.&lt;br /&gt;
&lt;br /&gt;
[[Image:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:RE4R_Punisher_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Punisher_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Red 9&amp;quot;==&lt;br /&gt;
The iconic [[Mauser C96 &amp;quot;Red 9&amp;quot;|C96 &amp;quot;Red9&amp;quot;]] also returns, and it can now be found for free in Chapter 4, though if the player misses the firearm there, it can alternatively be bought by the Merchant with pesetas. As before, it can be fitted with a stock to improve accuracy and recoil. It initially holds 8 rounds in capacity, though the level 2 ammo capacity upgrade allows it to correctly hold 10 rounds, which can be potentially increased further up to 16. An iconic pistol from returning veterans and new players alike, the Red9's best known for its raw damage per shot with low fire rate, with its exclusive perk upgrade having 1.5x firepower.&lt;br /&gt;
&lt;br /&gt;
It remains as Luis' primary sidearm in the game as well as The Mercenaries. An infinite ammo variant of the Red9 is used by Leon throughout Chapter 11's minecart section, with 10 rounds instead of the default 8 rounds. Since Luis isn't seen with his sidearm all throughout this specific section, it implies that he lent his sidearm to Leon for the time being.&lt;br /&gt;
&lt;br /&gt;
[[File:MauserRed9stock.JPG|thumb|none|400px|Mauser C96 &amp;quot;Red 9&amp;quot; Version with shoulder stock and stripper clip - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Red9_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Red9_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD==&lt;br /&gt;
The &amp;quot;Blacktail&amp;quot; also makes its return, taking the appearance on the [[Springfield Armory XD]], albeit with a more rounded trigger guard. It is the most compact pistol available, taking up 2x2 slots in the attaché case rather than 2x3 in exchange of magazine capacity. It is a well-balanced upgrade to the USP9, holding 9 rounds initially, up to 13 when fully upgraded. Despite the presence of a rail for mounting lasers, the Blacktail cannot mount the optional laser sight. This could potentially be explained by the laser sight being designed to mount onto Picatinny rails, as the SG-09R, Punisher and Sentinel Nine all sport such rails.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Blacktail AC&amp;quot; is a custom variant of the Springfield XD, wielded by Ada and available to the player in Separate Ways or in The Mercenaries gamemodes while using her default outfit.&lt;br /&gt;
&lt;br /&gt;
[[File:SpringFieldXD9.jpg|thumb|none|350px|Springfield Armory XD - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Blacktail_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Blacktail_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M==&lt;br /&gt;
The [[Heckler_%26_Koch_VP70|H&amp;amp;K VP70M]] makes its appearance once again as the &amp;quot;Matilda&amp;quot;. Unlike its original incarnation, it is not a post-game weapon (rather, it is obtained by spending 10 Spinels from the Merchant from Chapter 8 onwards) and it can be used without its stock, which must be purchased separately. Correctly, the slide does not lock back on the last shot; however, the empty reload animation incorrectly depicts Leon reloading the pistol without racking the slide, unlike other pistols. It fires at about 800-900 RPM, which is much slower than its real blistering 2200 RPM fire rate, which it historically has never had in this series, although the original game came the closest. It is, however, a marked improvement over the last time this sidearm and stock appeared in ''RE2R'', where it chugged along at a speed slower than an M3 Grease Gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M - 9x19mm]]&lt;br /&gt;
[[File:RE4R_Matilda_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Matilda_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Vertec Inox==&lt;br /&gt;
In the spirit of the custom-made Beretta 92FS &amp;quot;Samurai Edge&amp;quot;, the [[Beretta 92FS Vertec]] Inox serves exclusively as Albert Wesker's sidearm in cutscenes and it is usable while playing as Wesker in The Mercenaries. It holds an underloaded 10 rounds, but it packs quite a punch. It is known in-game as the &amp;quot;XM96E1&amp;quot; and it features minor alterations compared to the real-world weapon, such as added front slide serrations and an extra slot for the picatinny rail. The name and description, specifically noting its increased power, seem to imply that the pistol has been converted to a .40 caliber Beretta 96 or is an experimental Beretta 96 prototype. &lt;br /&gt;
&lt;br /&gt;
[[File:Beretta-92FS-Vertec-SS.jpg|thumb|none|350px|Beretta 92FS Vertec Inox - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Schofield==&lt;br /&gt;
The &amp;quot;Broken Butterfly&amp;quot; returns once more, now more accurately based on a [[Smith &amp;amp; Wesson Schofield]] than a hybrid of the former and the [[Colt Single Action Army]]. It is the quintessential magnum handgun, which can be bought much later in the game compared to the original version, available in chapter 7 for pesetas. It initially holds 6 rounds in the cylinder, though it can hold up to an impossible 10 rounds through upgrades and Capcom-patented magic. Its exclusive upgrade perk increases the firepower by 1.5x. It is available in The Mercenaries while playing as Leon's Pinstripe outfit.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;WSchofieldright.jpg|thumb|none|350px|Smith &amp;amp; Wesson Schofield Model 3 with blued finish - .45 Schofield]]&lt;br /&gt;
[[File:RE4R_BB_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BB_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AMT Hardballer==&lt;br /&gt;
The &amp;quot;Killer7&amp;quot; returns, albeit modeled after an [[AMT Hardballer]] (along with a large functional custom laser sight, making it resemble more of the pistol used in ''[[The Terminator]]'' as well as KAEDE's &amp;quot;CONNECTION&amp;quot; pistol in Capcom's [[Talk:Killer7|namesake cult-classic]]) than a standard Colt [[M1911]] used in the original game. The trigger guard is also more squared, a characteristic of the [[LAR Grizzly Pistol]]. It can be purchased from the Merchant with 42,000 pesetas starting from Chapter 11 onwards, making it as a late-game stable alternative to the Smith &amp;amp; Wesson Schofield. It starts off with a reasonable seven shots in the magazine, though this can be increased up to 15 once maxed out. It now has an exclusive upgrade, giving it a 5x critical shot rate. It is Wesker's pocket-handcannon of choice in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[File:ED_45.jpg|thumb|none|400px|AMT Hardballer Longslide with laserlock sight as used in the ''The Terminator'' film - .45 ACP]]&lt;br /&gt;
[[File:AMTHardballer5in.jpg|thumb|none|400px|AMT Hardballer with 5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[File:RE4R_Killer7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Killer7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] returns as the &amp;quot;Handcannon&amp;quot;, a post-game unlock by completing the &amp;quot;Professional Agent&amp;quot; challenge, done by completing the game in the Professional difficulty (the highest difficulty after Hardcore) in any rank without using any bonus weapons or by completing all stages in the Mercenaries in S rank or higher. It retains the wood grips seen in the original model, and it ditches the fictional laser sight and fore that was once part of the original weapon, in favor of the more true-to-life 10.5&amp;quot; variant. It now uses magnum ammo instead of proprietary handcannon ammo. The hammer is incorrectly depicted as always being cocked despite Leon never physically touching it, as if the weapon were automatic.&lt;br /&gt;
&lt;br /&gt;
It initially holds the correct 5 rounds when first obtained, 9 when fully upgraded. Capacity is a moot point once its exclusive upgrade is obtained, allowing it to have infinite ammunition. Its damage doesn't wildly surpass the other magnum-type weapons compared to its original incarnation (with the Schofield having better raw damage and the Hardballer having dramatically increased crit rate, when both of them have their exclusive upgrades) and its accuracy beyond several feet is atrocious but its insane longevity thanks to infinite ammo makes up its shortcomings. Leon reloads the revolver while the hammer is cocked, which is impossible to perform as the cylinder cannot be open or closed.&lt;br /&gt;
&lt;br /&gt;
Wearing Leon's &amp;quot;Pinstripe&amp;quot; outfit with the Handcannon while it has infinite ammo will have Leon perform a stylish move, akin to the infinite ammo Thompson SMG.&lt;br /&gt;
&lt;br /&gt;
[[File:S&amp;amp;W500.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 500 (10.5&amp;quot; barrel) with extended ejector shroud, accessory rail, and sling - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:RE4R_Handcannon_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Handcannon_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
As before, Leon acquires the [[Remington 870]] (as the &amp;quot;W-870&amp;quot;) as his first shotgun obtained in the Ganado Village (now known as the Village Square in the remake). Instead of the Express Combo in the original game, its model was based on the fully upgraded variant in the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It holds five shells when first obtained, despite the presence of an extended tube magazine on the model. It can be upgraded to the correct 8 with the level 4 ammo upgrade and up to 10 on its max ammo upgrade. The 870 packs the biggest damage and stopping power of all of the shotguns, but its wide spread necessitates close-quarter riskiness. Unlike the original pump shotgun which is always pumped when reloaded, the remake shotgun is realistically only pumped when emptied. It is available to Leon's Pinstripe costume in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
As with the original game, Ada can buy a sawed-off version of the W-870 from the Merchant's wares, starting from Chapter 2 of Separate Ways. As before, it is a compact version of the shotgun with a pistol grip. It has increased power and a reduced size profile, at the cost of capacity (from 5 to 3). This variant is available to her default outfit in The Mercenaries as her shotgun of choice.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:870 shorty.jpg|thumb|none|450px|Remington 870 with TacStar front and rear pistol grips - 12 gauge. Similar to Ada's shotgun.]]&lt;br /&gt;
[[File:RE4R_W870_2.jpg|thumb|none|600px|Right side of the gun in the model viewer.]]&lt;br /&gt;
[[File:RE4R_W870_1.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:RE4R870shoot2.jpg|thumb|none|600px|Leon mid pump while taking down a ganado.]]&lt;br /&gt;
[[File:RE4R870reload.jpg|thumb|none|600px|Loading a new shell.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The &amp;quot;Skull Shaker&amp;quot;, a sawed off [[Winchester Model 1887]] akin to the famous cut-down variant first seen in ''[[Terminator 2]]'', is available by purchasing the Deluxe or Collector's Edition or through its own separate DLC. In a similar vein to its reference, Leon will flip cock the weapon, though the weapon does not have an enlarged lever loop. Unlike the other shotguns, the custom Model 1887 is an extremely compact weapon (occupying a 2x2 grid space), beating out the Striker-12 and the sawed-off Remington 870. However, it can hold a paltry ''two'' shells in the magazine tube when not upgraded, though it can be reloaded and expended fairly quickly (in fact, all shells are loaded at once), which may be Capcom's way of referencing the real life Cowboy Action Shooting Drop 2 capacity mod sometimes done to real 1887s for competition purposes. It can be upgraded up to six shells with a maxed out ammo capacity upgrade, though the correct five shell capacity is possible.&lt;br /&gt;
&lt;br /&gt;
Its presence in the game is likely a callback to Jill's [[Winchester Model 1892#&amp;quot;Mare's Leg&amp;quot;|Winchester 1892 &amp;quot;Mare's Leg&amp;quot;]] in the original ''[[Resident Evil 3: Nemesis|Resident Evil 3]]'', where in the weapon functions as a fast-firing lever-action shotgun. It even has similar gameplay properties to it, especially when the Model 1887 is maxed out.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1887 Airsoft.jpg|thumb|450px|none|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'']]&lt;br /&gt;
[[File:RE4R_SkullShaker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SkullShaker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] fitted with an [[Benelli M4 Super 90|M4]] stock from the ''Resident Evil 3'' remake appears as the &amp;quot;Riot Gun&amp;quot;. It is made available in Chapter 6 and has the tightest spread of all the shotguns. Interestingly, the Riot Gun is semi-automatic in-game (unlike the original Riot Gun, which is pump-action) but does not use its respective modification as seen in ''Resident Evil 3''. In game it is modeled after an early model Benelli M3 as shown by its barrel mounted rifle sights, as is typical with models such as those imported by HK on the United States civilian market. It is Leon's shotgun of choice in The Mercenaries. In the model viewer it is depicted with a shell on the lifter, but this would be incorrect as the shotgun doesn't deposit one from the magazine onto the lifter unless the trigger is pulled or the shell release lever is tripped, and it would prevent the user from lifting the shell lifter in order to load rounds into the magazine. Despite the aforementioned Remington 870 having a different reload animation for an empty magazine tube, the M3 Super 90's charging handle is always pulled when reloaded which would eject a chambered shell.&lt;br /&gt;
&lt;br /&gt;
[[File:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE4R_M3RG_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M3RG_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
The &amp;quot;Striker&amp;quot; makes its appearance, available in the Merchant's wares starting from Chapter 10 onwards. The in-game model is now accurately modeled after the later production variant of the [[Penn Arms Striker-12]], featuring its unique thumb tab, rear drum advance lever and its large shell deflector from the other Striker variants. The reload animation is more to its real-life counterpart, as Leon uses the winding key after inserting the shell (or shells in fact, as he inserts more than one shell into the weapon to shorten its reload time). Leon does not, however, eject the last spent shell manually with the ejector rod featured in the weapon. And oddly enough, firing the weapon does not eject the shells either. To top it all off, he still doesn't brace the stock when in use, despite the presence of the foldout stock in the model, he continues to fire it from the hip.&lt;br /&gt;
&lt;br /&gt;
The Striker functions to its counterpart in the original game in essence, being a compact semi-automatic lategame shotgun. It holds 12 shotshells in the revolving drum when first obtained, up to 24 with all of the ammo capacity upgrades and up to ''48'' when its exclusive perk upgrade is bought (downplayed from an absurd ''100'' in its original incarnation). When it is fully upgraded, Leon can reload the entire Striker by inserting ''one'' shell in. It isn't as strong nor accurate as the other shotguns (so much so that its inaccuracy is rather too comical), it fares better in the capacity and reload time market.&lt;br /&gt;
&lt;br /&gt;
The Striker itself also makes as appearance as a charm trinket for the attaché case, increasing Leon's movement speed by 8%. This is a reference to the well-known &amp;quot;Ditman Glitch&amp;quot;, wherein the Striker (or more accurately, a hybrid of it) is used to make all of Leon's actions perform faster than usual; which makes it a common sight in speedruns of the original game.&lt;br /&gt;
&lt;br /&gt;
[[File:Striker12.jpg|thumb|none|500px|Penn Arms Striker-12 with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:RE4R_Striker_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Striker_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
TMP ammo in the original game is now compatible with other submachine guns in the remake.&lt;br /&gt;
&lt;br /&gt;
==Steyr TMP==&lt;br /&gt;
The [[Steyr TMP]] returns as well, under the &amp;quot;TMP&amp;quot; name as before. It can be bought from the Merchant starting in Chapter 3 and available right off the bat in Separate Ways, an early game automatic firearm in both circumstances. Like before, the TMP fires 9mm submachine gun ammunition, which cannot be exchanged with the pistol ammunition commonly found in-game, and it can be fitted with a stock to improve its accuracy. While its magazine is shortened from its original incarnation, it does not reflect the 30 round capacity that it starts off with, which can be increased up to 70 with upgrades. It is modeled after its true-to-life variant, and as an result, it does not have the mounted laser sight on the grip. The TMP's stock must now be purchased with spinels rather than pesetas. It is Krauser's and Ada's (in the Dress outfit) firearm of choice in The Mercenaries and the main game.&lt;br /&gt;
&lt;br /&gt;
Interestingly, while not in the full game itself, the TMP can also be acquired as a hidden weapon in the Chainsaw Demo, under the requirement that the player must empty the inventory before proceeding to village proper, and finding it in a well at the south area of the village.&lt;br /&gt;
&lt;br /&gt;
[[Image:SteyrTMP.jpg|thumb|none|400px|Steyr TMP - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:SteyrTMPcarbine.jpg|thumb|none|450px|Steyr TMP with stock and M68 Aimpoint sight - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE4R_TMP_1.jpg|thumb|none|600px|Right side of the TMP with stock fitted.]]&lt;br /&gt;
[[File:RE4R_TMP_2.jpg|thumb|none|600px|Left side.]]&lt;br /&gt;
[[File:RE4Rtmpnostockidle.jpg|thumb|none|600px|Leon holding the TMP without a stock, displaying excellent trigger discipline.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
New to ''Resident Evil 4'', the HK [[MP5A5]] makes an appearance as the &amp;quot;LE 5&amp;quot;, being an alternative to the TMP which can be first obtained for free by solving a puzzle in Chapter 13. It is an altered version of the MP5A3 of the [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]], with a Navy 3-round burst trigger group (thus, identifying it as an A5, with its extending stock) and the deletion of the checkering texture seen in the original &amp;quot;slimline&amp;quot; MP5 variants and its original optic; though other optics can be attached to the weapon for better accuracy. It still doesn't have its iron sights, however, even when optics are removed from the weapon. The bolt of the weapon also never opens when fired or when the cocking lever is locked back during reloading.&lt;br /&gt;
&lt;br /&gt;
Compared to the TMP, the MP5 has penetration power, like the FN Five-seveN (with its exclusive upgrade having 5x penetration power; again, just like the Five-seveN), at the cost of raw power and reload time. It holds 20 rounds in the magazine when not upgraded, though it can hold 30 with the level 2 capacity upgrade, all the way to 60 when maxed out. The MP5A5 is chambered in 9mm Parabellum (as it shares ammunition to the aforementioned TMP, with the SMG ammo box explicitly mentioning this), unlike the ''Resident Evil 2'' remake where it is oddly chambered in .380 ACP. This does not explain the weapon's piercing capabilities, however; though it could be for gameplay purposes, to make the MP5 more distinct from the available TMP. Instead of the custom MP9 in the original game, HUNK now uses the MP5A5 as his only firearm in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm]]&lt;br /&gt;
[[File:RE4R_LE5_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_LE5_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|Thompson &amp;quot;Chicago Typewriter&amp;quot;]] makes its appearance once again, now under the name &amp;quot;Chicago Sweeper&amp;quot;. As the Separate Ways side-story isn't included in the remake game's release, the Thompson can be unlocked instead by completing the game in the Professional difficulty with at least an A rank. It is obtained for free of cost once it is unlocked, as it is stored in the typewriter storage. As before, the Thompson is depicted as the [[M1A1 Thompson|GI M1A1 variant]], with a stick magazine, side-charging handle and streamlined, but winged sights. It is considered as a &amp;quot;bonus weapon&amp;quot;, and using it voids unlocking the Handcannon.&lt;br /&gt;
&lt;br /&gt;
Unlike the original version of the weapon, the Thompson does not come with its infinite ammunition by default, as this property is now an exclusive perk upgrade; which means the Thompson incorrectly uses 9mm submachine gun rounds until the exclusive upgrade is obtained. Despite using stick magazines, these hold 50 rounds in the magazine in-game, which is the capacity used in the 50-round Thompson drum magazines for the 1921 and 1928 variants. This can be upgraded into an absurd 70 rounds when fully upgraded. Obtaining the infinite ammunition upgrade changes the stick magazine into the aforementioned drum magazine (despite the real M1 and the M1A1 Thompsons being unable to utilize drum magazines), which makes the magazine model no longer tied to Leon's current costume; though the &amp;quot;reload&amp;quot; animation when using the Mafia (now known as Pinstripe) costume remains.&lt;br /&gt;
&lt;br /&gt;
It is an available weapon for Pinstripe Leon in The Mercenaries mode, pre-upgraded to hold 60 rounds instead of 50.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:RE4R_M1A1_1.jpg|thumb|none|600px|The Thompson in the inventory menu; since it is not possible to view the Thompson with stick magazines through the model viewer.]]&lt;br /&gt;
[[File:RE4R_M1A1_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Colt 1921A Thompson2.jpg|thumb|none|400px|1921 Thompson - .45 ACP]]&lt;br /&gt;
[[File:RE4R_M1A1_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1A1_4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
Rifle-type firearms are aimed in a first-person perspective, even when the optics are removed. They also have an exclusive property of having 3x damage multiplier to enemy weakpoints. All rifles are chambered in 55-grain .223 Remington cartridges and it can pierce through enemies.&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903A4==&lt;br /&gt;
The [[M1903 Springfield#M1903A4 Springfield Sniper Rifle|Springfield M1903A4]] bolt-action rifle returns in the remake, now known as the &amp;quot;SR M1903&amp;quot; instead of the generic &amp;quot;Rifle&amp;quot; designation. It is purchased relatively early in the game, as before, at Chapter 2. Buying the weapon during the said chapter will come with an ACOG sight for free. When sights are mounted to the weapon, the rifle will be fitted with a Picatinny rail. While its maximum firepower mentioned in its stats no longer exceeds that of the magnum-type handguns featured in the game (even when its exclusive perk upgrade was purchased), it is still capable as a suitable long range weapon with raw power in mind, especially when hitting enemy weakpoints. All rounds are correctly loaded individually instead of using stripper clips, to further make itself distinct from other rifles of its class.&lt;br /&gt;
&lt;br /&gt;
It holds 5 rounds by default, though it can hold up to a maximum of 13 through upgrades. Its exclusive power doubles the firepower, heavily increasing the weapon's damage. It is the longarm of choice for the newcomer Luis in The Mercenaries. It can be obtained in Chapter 1 of Separate Ways, along with an ACOG sight.&lt;br /&gt;
&lt;br /&gt;
[[File:Rifle Springfield M1903A4 with M84 sight.jpg|thumb|none|400px|Springfield M1903A4 - .30-06]]&lt;br /&gt;
[[File:RE4R_M1903_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M1903_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Springfield M1903A3===&lt;br /&gt;
Detaching the current scope of the M1903A4 turns it into the [[Springfield M1903A3]] variant, as both of its iron sights are attached to the model to make aiming in the first-person perspective more viable. The weapon is still reloaded round-by-round, however.&lt;br /&gt;
&lt;br /&gt;
[[File:M1903A3_Rifle_made_by_Remington_Arms.jpg‎|thumb|none|400px|Remington-manufactured M1903A3 Springfield - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8 hybrid==&lt;br /&gt;
Changed from the generic &amp;quot;Semi-Auto Rifle&amp;quot;, the &amp;quot;Stingray&amp;quot; makes an appearance as one of the available rifle options. It bears much more resemblance to the [[Heckler &amp;amp; Koch SL8]] in real life compared to how it was in the original game. Specifically, the game depicts the SL8 as a hybrid variant of the US import SL8-1 (the crimping in magazine well and single-stack magazine being notable giveaways), but with the shortened rail of the European/Canadian variant SL8-4, albeit without the G36 handguard. It is available in the Merchant's wares starting from Chapter 7. It is available in Leon's and Ada's (Dress outfit) loadout in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
While not the fastest-firing of its kind anymore (which was taken over by the Model 933), it remains as a great ammo-conserving variant, also allowing rapid precision fire to enemy weakpoints in close to medium ranges. It initially holds 10 rounds, which is the correct capacity of the proprietary magazine that the SL8-1 (and the SL8-6) is loaded in. This can be increased up to 18 rounds with the highest capacity upgrade. Its exclusive upgrade doubles the rate of fire.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk sl8-1.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-1 - 5.56x45mm]]&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|500px|none|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_Stingray_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_Stingray_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Coming from the [[Resident Evil 3 (2020 VG)|''Resident Evil 3'' remake]], the [[Colt Model 933]] returns as the &amp;quot;CQBR Assault Rifle&amp;quot;. Its designation &amp;quot;CQBR&amp;quot; as well its A2 standalone sight, aren't anachronistic this time, as they have been in service as per the game's setting - 2004. It is first obtainable for free in Chapter 10, once the player completes a puzzle in the library of the castle. If not obtained there, it can be purchased from the Merchant starting from Chapter 11, with a limited-time discount all throughout the aforementioned chapter. Unlike ''RE3R'', this incarnation of the carbine doesn't come with its sling swivel, but the charging handle is fully modeled.&lt;br /&gt;
&lt;br /&gt;
The Model 933 is considered as an expensive, fast-firing rifle option compared to the latter two rifles (which, as a result, has less firepower compared to the bolt-action M1903), best at single-target damage per second output against tougher enemies and bosses. It holds an underloaded 20 rounds inside the 30 STANAG magazine when not upgraded, up to a still incorrect 32 (sharing the capacity as with the counterpart in the ''Resident Evil 3'' remake) when maxed out. Its exclusive upgrade increases firepower by 1.5x. Even though its usage of in-game rifle ammo is mostly correct (.223 Remington is near identical to 5.56 NATO), one will soon question the CQBR's longevity once you realize that having an automatic weapon use an ammo type meant for snipers will probably burn through already rare ammo reserves rather quickly. While it demands trigger and accuracy control, the 933 can surpass the SL8 in every way possible.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE4R_CQBR_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_CQBR_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
The Huey gunship that Mike pilots is armed with the M21 Armament System. Twin [[M134 Minigun]]s and side-mounted 70mm rocket pods can be seen mounted on the helicopter.&lt;br /&gt;
&lt;br /&gt;
[[File:Armament.jpg|thumb|none|500px|M134 Minigun mounted on a M21 Armament Subsystem (along with a M158 rocket launcher), used on Huey gunships - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RE4R_M21Huey_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_M21Huey_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG08==&lt;br /&gt;
Various [[Maxim MG08]] emplaced machine guns with custom mounts are used by the Ganado in the early island levels, which can be commandeered by Leon. These carry limited ammo.&lt;br /&gt;
&lt;br /&gt;
[[Image:MaximMG08.jpg|thumb|none|400px|Maxim MG08 on 'sledge' mount - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] once again serves as the main rocket launcher throughout the game, featuring the same role as with the original iteration, along with its use of some of the Ganado in the later parts of the storyline. This time, the RPG-7 in the remake does not feature any sort of scope in all of its variants. The Infinite Rocket Launcher is available only in a New Game+ save file for 2,000,000 pesetas. Both rocket launchers can be used to bypass certain sections of the game and even one-shot bosses entirely. The regular rocket launcher is available to Ada's dress costume in The Mercenaries as part of her loadout.&lt;br /&gt;
&lt;br /&gt;
Interestingly, during the final boss fight, the player cannot use any other weapon nor switch to other weapons once the special variant of the RPG-7 is dropped specifically to finish the boss, meaning it is no longer possible that the player can sell nor keep the Special Rocket Launcher during a NG+ playthrough. The regular/infinite Rocket Launcher can be used to finish the aforementioned boss off, but the Special Rocket Launcher will not be dropped. The Special Rocket Launcher also appears in Separate Ways, but while it is obtained as part of an objective, it is not usable.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RE4R_RLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_RLRPG7_3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_SRLRPG7_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Weaponry=&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
As before, a few cannon artillery pieces are stationed across the castle sections of the game. Leon himself can commandeer one in Chapter 7 as well as Chapter 8, using it to destroy the castle gate and a couple of catapults as well. Ada can also man them in Separate Ways. They have infinite ammo in all of these sequences. It is also usable in the castle portion of The Mercenaries mode, which contain very limited ammo (3 to be exact).&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==&amp;quot;Bolt Thrower&amp;quot;==&lt;br /&gt;
Replacing the original &amp;quot;Mine Thrower&amp;quot; fictional arm gun in the original game, a modernized crossbow sorts of weapon known as the &amp;quot;Bolt Thrower&amp;quot; makes its appearance. This weapon can be purchased with 10,000 pesetas starting from Chapter 2, with the Merchant giving Leon a small discount upon going behind the church. As its name implies, the &amp;quot;Bolt Thrower&amp;quot; fires craftable bolt projectiles which can be retrieved after the projectile hits. Leon can attach the bolts with explosive mines, which detonate when an enemy is in its proximity or after a few seconds once it has been struck to the enemy.&lt;br /&gt;
&lt;br /&gt;
Stealthy but slow-firing (especially not upgraded), the Bolt Thrower greatly benefits from exploration sections in the game, conserving ammunition for other weapons when they will be needed for the high combat sections later on.&lt;br /&gt;
&lt;br /&gt;
[[File:RE4R_BoltThrower_1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE4R_BoltThrower_2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Blast Crossbow==&lt;br /&gt;
The remake's counterpart of the &amp;quot;Bowgun&amp;quot; is the Blast Crossbow, which functions similarly to its original incarnation. It can be found in Chapter 3 of Separate Ways, and not bought from the Merchant (unless Ada misses the crossbow there). It is available to Ada's default outfit in The Mercenaries.&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from the previous remakes, this time as the &amp;quot;Heavy Grenade&amp;quot;. This grenade functions as an upgraded version of the M67 &amp;quot;Hand Grenade&amp;quot; below, having more demolition power with a larger blast radius.&lt;br /&gt;
&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE4R_M26.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M67 Fragmentation Grenade==&lt;br /&gt;
The [[M67 hand grenade]] makes its appearance, simply known as the &amp;quot;Hand Grenade&amp;quot;, which replaces the original function of the M26 grenades in the previous remakes.&lt;br /&gt;
&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:RE4R_M67.jpg|thumb|none|600px|The grenade in the model viewer.]]&lt;br /&gt;
[[File:Download (27).jpg|thumb|none|600px|Leon holding the grenade with his thumb depressing the spoon.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] once again makes its return from the recent remakes, known as the &amp;quot;Flash Grenade&amp;quot;. Its color scheme is altered compared to its previous appearance, with differing markings as well.&lt;br /&gt;
&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE4R_M84.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Japanese_Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Starfield&amp;diff=1612675</id>
		<title>Starfield</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Starfield&amp;diff=1612675"/>
		<updated>2023-09-20T07:55:35Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: /* Colt M1911A1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
[[Image:Starfield_boxart.jpg|300px|thumb|right|''Starfield'' (2023)]]&lt;br /&gt;
'''''Starfield''''' is a 2023 science-fiction RPG developed by Bethesda Game Studios, being their newest IP in 25 years. Set in 2330, the game takes place within the Milky Way galaxy and features over 1,000 explorable planetary bodies, both real and fictional.&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;
=Pistols=&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] appears in the game as the &amp;quot;Old Earth Pistol&amp;quot;, one of a handful of Earth firearms. The trigger guard is slightly enlarged, compared to a standard M1911A1, presumably as a way to accommodate spacesuit gloves, but also very strangely profiled and cut on the frame. The model also lacks several functional features that would render the gun less-than-usable, specifically lacking a plunger housing which means the safety wouldn't lock and could interfere with the slide reciprocating rearwards, and the slide stop would be at risk of accidentally locking the slide open at any time, and a magazine release lock which means there's nothing keeping the magazine release assembly in the frame. There is also a strange hole in front of the slide stop with no clear purpose. The in-game M1911A1 incorrectly holds 9 rounds and its slide does not lock back on an empty reload. It also chambers its own &amp;quot;.45 Caliber ACP&amp;quot; ammunition type, however, it is erroneously illustrated as a bottlenecked cartridge by icons inscribed on its ammo box pickups.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:Starfield_M1911.jpg|thumb|none|600px|The Colt M1911A1 in the inventory menu.]]&lt;br /&gt;
[[Image:Starfield_M19111.jpg|thumb|none|600px|The player character armed with the Colt M1911A1.]]&lt;br /&gt;
[[Image:Starfield_M19112.jpg|thumb|none|600px|Aiming the Colt M1911A1.]]&lt;br /&gt;
[[Image:Starfield_M19113.jpg|thumb|none|600px|Reloading the Colt M1911A1. The spring between the slide release and safety appears to be missing.]]&lt;br /&gt;
[[Image:Starfield_M19114.jpg|thumb|none|600px|A third-person perspective of the Colt M1911A1.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;XM-2311&amp;quot;==&lt;br /&gt;
A modernised M1911 pistol appears in the game as the &amp;quot;XM-2311&amp;quot;, implying it is a prototype firearm that was developed in the year 2311 (19 years before the game's start). Despite being seeming to be a much more advanced firearm (though really just resembling a conventional, more current production 1911 style pistol) it is still missing the functional parts that the &amp;quot;Old Earth Pistol&amp;quot; is lacking and also has the strange hole in the frame.&lt;br /&gt;
[[Image:Starfield_XM2311.jpg|thumb|none|600px|The XM-2311 in the inventory menu.]]&lt;br /&gt;
[[Image:Starfield_XM23111.jpg|thumb|none|600px|The player character armed with the XM-2311.]]&lt;br /&gt;
[[Image:Starfield_XM23112.jpg|thumb|none|600px|Aiming the XM-2311.]]&lt;br /&gt;
[[Image:Starfield_XM23113.jpg|thumb|none|600px|Reloading the XM-2311.]]&lt;br /&gt;
[[Image:Starfield_XM23114.jpg|thumb|none|600px|A third-person perspective of the XM-2311.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==&amp;quot;Old Earth Shotgun&amp;quot;==&lt;br /&gt;
The &amp;quot;Old Earth Shotgun&amp;quot; is a pump-action shotgun comprised of a [[Mossberg 500]] style receiver, an [[Ithaca 37]] barrel and magazine tube, and a vaguely [[Smith &amp;amp; Wesson 3000]] style pump. The shotgun's pistol grip appears to be referencing the Ithaca 37 used in ''[[Aliens]]'', albeit with a more [[MG42]]-esque pistol grip rather than [[MP40]]. Rather bizarrely (due to the shotguns it's modelled after), the Old Earth Shotgun is cycled by pushing its forend forwards, then subsequently backwards à la [[NeoStead 2000]], after which this magically ejects a spent shell from above the gun's heatshield though only after its forend is brought back.&lt;br /&gt;
[[File:HicksShotgun.jpg|thumb|none|450px|Ithaca 37 used in ''Aliens'' - 12 gauge]]&lt;br /&gt;
[[Image:S&amp;amp;W3000shotgun.jpg|thumb|none|450px|Smith &amp;amp; Wesson 3000 - 12 gauge]]&lt;br /&gt;
[[Image:Mossber500CPistolGrip.jpg|thumb|none|450px|Mossberg 500AT Shotgun with Pistol Grip and Custom Choke similar to one used in the film ''[[Raw Deal]]'' - 12 gauge]]&lt;br /&gt;
[[Image:Starfield_Shotgun.jpg|thumb|none|600px|The Old Earth Shotgun in the inventory menu.]]&lt;br /&gt;
[[Image:Starfield_Shotgun1.jpg|thumb|none|600px|The player character armed with the Old Earth Shotgun.]]&lt;br /&gt;
[[Image:Starfield_Shotgun2.jpg|thumb|none|600px|Aiming the Old Earth Shotgun.]]&lt;br /&gt;
[[Image:Starfield_Shotgun3.jpg|thumb|none|600px|Reloading the Old Earth Shotgun.]]&lt;br /&gt;
[[Image:Starfield_Shotgun4.jpg|thumb|none|600px|A third-person perspective of the Old Earth Shotgun.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==AK Hybrid==&lt;br /&gt;
The &amp;quot;Old Earth Assault Rifle&amp;quot; is a stockless [[AK]] rifle. Its receiver is a slightly altered [[AKM]] receiver, but bears the barrel from the original [[AK-47]]. The front trunnion has an added polymer shell somewhat resembling a Magpul MOE AKM handguard taped to the rifle's wooden handguard, probably to reuse handling animations from other weapons. The rifle correctly chambers 7.62x39mm which appear to be steel cased as seen in the AK's reload animation, however, it ejects longer and straighter casings when fired.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:AK-47_type_II_Part_DM.jpg|thumb|none|450px|Type 2 AK-47 - 7.62x39mm]]&lt;br /&gt;
[[Image:Starfield_AK.jpg|thumb|none|600px|The AK hybrid in the inventory menu.]]&lt;br /&gt;
[[Image:Starfield_AK1.jpg|thumb|none|600px|The player character armed with the hybrid AK.]]&lt;br /&gt;
[[Image:Starfield_AK2.jpg|thumb|none|600px|Aiming the AK.]]&lt;br /&gt;
[[Image:Starfield_AK3.jpg|thumb|none|600px|Reloading the AK.]]&lt;br /&gt;
[[Image:Starfield_AK4.jpg|thumb|none|600px|A third-person perspective of the AK.]]&lt;br /&gt;
&lt;br /&gt;
==VSS Vintorez==&lt;br /&gt;
The [[VSS Vintorez]] appears as the &amp;quot;Old Earth Hunting Rifle&amp;quot;. The handguard on the in-game weapon is more AK-like than the real weapon. The handguard like the AK hybrid, has a partial Magpul MOE handguard attached which is only visible from the right. Like its real-life counterpart, the in-game Vintorez is fed 9x39mm rounds by its 20-round magazines.&lt;br /&gt;
[[File:Vss1.jpg|thumb|none|450px|VSS Vintorez - 9x39mm]]&lt;br /&gt;
[[Image:Starfield_VSS.jpg|thumb|none|600px|The VSS Vintorez in the inventory menu.]]&lt;br /&gt;
[[Image:Starfield_VSS1.jpg|thumb|none|600px|The player character armed with the VSS Vintorez.]]&lt;br /&gt;
[[Image:Starfield_VSS2.jpg|thumb|none|600px|The scope reticle of the VSS Vintorez.]]&lt;br /&gt;
[[Image:Starfield_VSS3.jpg|thumb|none|600px|Reloading the VSS Vintorez. In contrast to previous ''Bethesda'' titles, this armed player appropriately uses trigger discipline when reloading the Vintorez and mockup shotgun, but sadly not with the AK rifle.]]&lt;br /&gt;
[[Image:Starfield_VSS4.jpg|thumb|none|600px|Now happy with a proper outfit to go with her hat, the player character shows off her VSS Vintorez.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Starfield&amp;diff=1612674</id>
		<title>Starfield</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Starfield&amp;diff=1612674"/>
		<updated>2023-09-20T07:53:04Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: /* &amp;quot;XM-2311&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
[[Image:Starfield_boxart.jpg|300px|thumb|right|''Starfield'' (2023)]]&lt;br /&gt;
'''''Starfield''''' is a 2023 science-fiction RPG developed by Bethesda Game Studios, being their newest IP in 25 years. Set in 2330, the game takes place within the Milky Way galaxy and features over 1,000 explorable planetary bodies, both real and fictional.&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;
=Pistols=&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] appears in the game as the &amp;quot;Old Earth Pistol&amp;quot;, one of a handful of Earth firearms. The trigger guard is slightly enlarged, compared to a standard M1911A1, presumably as a way to accommodate spacesuit gloves, but also very strangely profiled and cut on the frame. The model also lacks several functional features that would render the gun less-than-usable, specifically lacking a plunger housing which means the safety wouldn't lock and the slide stop would be at risk of accidentally locking the slide open at any time, and a magazine release lock which means there's nothing keeping the magazine release assembly in the frame. There is also a strange hole in front of the slide stop with no clear purpose. The in-game M1911A1 incorrectly holds 9 rounds and its slide does not lock back on an empty reload. It also chambers its own &amp;quot;.45 Caliber ACP&amp;quot; ammunition type, however, it is erroneously illustrated as a bottlenecked cartridge by icons inscribed on its ammo box pickups.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:Starfield_M1911.jpg|thumb|none|600px|The Colt M1911A1 in the inventory menu.]]&lt;br /&gt;
[[Image:Starfield_M19111.jpg|thumb|none|600px|The player character armed with the Colt M1911A1.]]&lt;br /&gt;
[[Image:Starfield_M19112.jpg|thumb|none|600px|Aiming the Colt M1911A1.]]&lt;br /&gt;
[[Image:Starfield_M19113.jpg|thumb|none|600px|Reloading the Colt M1911A1. The spring between the slide release and safety appears to be missing.]]&lt;br /&gt;
[[Image:Starfield_M19114.jpg|thumb|none|600px|A third-person perspective of the Colt M1911A1.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;XM-2311&amp;quot;==&lt;br /&gt;
A modernised M1911 pistol appears in the game as the &amp;quot;XM-2311&amp;quot;, implying it is a prototype firearm that was developed in the year 2311 (19 years before the game's start). Despite being seeming to be a much more advanced firearm (though really just resembling a conventional, more current production 1911 style pistol) it is still missing the functional parts that the &amp;quot;Old Earth Pistol&amp;quot; is lacking and also has the strange hole in the frame.&lt;br /&gt;
[[Image:Starfield_XM2311.jpg|thumb|none|600px|The XM-2311 in the inventory menu.]]&lt;br /&gt;
[[Image:Starfield_XM23111.jpg|thumb|none|600px|The player character armed with the XM-2311.]]&lt;br /&gt;
[[Image:Starfield_XM23112.jpg|thumb|none|600px|Aiming the XM-2311.]]&lt;br /&gt;
[[Image:Starfield_XM23113.jpg|thumb|none|600px|Reloading the XM-2311.]]&lt;br /&gt;
[[Image:Starfield_XM23114.jpg|thumb|none|600px|A third-person perspective of the XM-2311.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==&amp;quot;Old Earth Shotgun&amp;quot;==&lt;br /&gt;
The &amp;quot;Old Earth Shotgun&amp;quot; is a pump-action shotgun comprised of a [[Mossberg 500]] style receiver, an [[Ithaca 37]] barrel and magazine tube, and a vaguely [[Smith &amp;amp; Wesson 3000]] style pump. The shotgun's pistol grip appears to be referencing the Ithaca 37 used in ''[[Aliens]]'', albeit with a more [[MG42]]-esque pistol grip rather than [[MP40]]. Rather bizarrely (due to the shotguns it's modelled after), the Old Earth Shotgun is cycled by pushing its forend forwards, then subsequently backwards à la [[NeoStead 2000]], after which this magically ejects a spent shell from above the gun's heatshield though only after its forend is brought back.&lt;br /&gt;
[[File:HicksShotgun.jpg|thumb|none|450px|Ithaca 37 used in ''Aliens'' - 12 gauge]]&lt;br /&gt;
[[Image:S&amp;amp;W3000shotgun.jpg|thumb|none|450px|Smith &amp;amp; Wesson 3000 - 12 gauge]]&lt;br /&gt;
[[Image:Mossber500CPistolGrip.jpg|thumb|none|450px|Mossberg 500AT Shotgun with Pistol Grip and Custom Choke similar to one used in the film ''[[Raw Deal]]'' - 12 gauge]]&lt;br /&gt;
[[Image:Starfield_Shotgun.jpg|thumb|none|600px|The Old Earth Shotgun in the inventory menu.]]&lt;br /&gt;
[[Image:Starfield_Shotgun1.jpg|thumb|none|600px|The player character armed with the Old Earth Shotgun.]]&lt;br /&gt;
[[Image:Starfield_Shotgun2.jpg|thumb|none|600px|Aiming the Old Earth Shotgun.]]&lt;br /&gt;
[[Image:Starfield_Shotgun3.jpg|thumb|none|600px|Reloading the Old Earth Shotgun.]]&lt;br /&gt;
[[Image:Starfield_Shotgun4.jpg|thumb|none|600px|A third-person perspective of the Old Earth Shotgun.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==AK Hybrid==&lt;br /&gt;
The &amp;quot;Old Earth Assault Rifle&amp;quot; is a stockless [[AK]] rifle. Its receiver is a slightly altered [[AKM]] receiver, but bears the barrel from the original [[AK-47]]. The front trunnion has an added polymer shell somewhat resembling a Magpul MOE AKM handguard taped to the rifle's wooden handguard, probably to reuse handling animations from other weapons. The rifle correctly chambers 7.62x39mm which appear to be steel cased as seen in the AK's reload animation, however, it ejects longer and straighter casings when fired.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:AK-47_type_II_Part_DM.jpg|thumb|none|450px|Type 2 AK-47 - 7.62x39mm]]&lt;br /&gt;
[[Image:Starfield_AK.jpg|thumb|none|600px|The AK hybrid in the inventory menu.]]&lt;br /&gt;
[[Image:Starfield_AK1.jpg|thumb|none|600px|The player character armed with the hybrid AK.]]&lt;br /&gt;
[[Image:Starfield_AK2.jpg|thumb|none|600px|Aiming the AK.]]&lt;br /&gt;
[[Image:Starfield_AK3.jpg|thumb|none|600px|Reloading the AK.]]&lt;br /&gt;
[[Image:Starfield_AK4.jpg|thumb|none|600px|A third-person perspective of the AK.]]&lt;br /&gt;
&lt;br /&gt;
==VSS Vintorez==&lt;br /&gt;
The [[VSS Vintorez]] appears as the &amp;quot;Old Earth Hunting Rifle&amp;quot;. The handguard on the in-game weapon is more AK-like than the real weapon. The handguard like the AK hybrid, has a partial Magpul MOE handguard attached which is only visible from the right. Like its real-life counterpart, the in-game Vintorez is fed 9x39mm rounds by its 20-round magazines.&lt;br /&gt;
[[File:Vss1.jpg|thumb|none|450px|VSS Vintorez - 9x39mm]]&lt;br /&gt;
[[Image:Starfield_VSS.jpg|thumb|none|600px|The VSS Vintorez in the inventory menu.]]&lt;br /&gt;
[[Image:Starfield_VSS1.jpg|thumb|none|600px|The player character armed with the VSS Vintorez.]]&lt;br /&gt;
[[Image:Starfield_VSS2.jpg|thumb|none|600px|The scope reticle of the VSS Vintorez.]]&lt;br /&gt;
[[Image:Starfield_VSS3.jpg|thumb|none|600px|Reloading the VSS Vintorez. In contrast to previous ''Bethesda'' titles, this armed player appropriately uses trigger discipline when reloading the Vintorez and mockup shotgun, but sadly not with the AK rifle.]]&lt;br /&gt;
[[Image:Starfield_VSS4.jpg|thumb|none|600px|Now happy with a proper outfit to go with her hat, the player character shows off her VSS Vintorez.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Starfield&amp;diff=1612673</id>
		<title>Starfield</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Starfield&amp;diff=1612673"/>
		<updated>2023-09-20T07:50:05Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: /* Colt M1911A1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
[[Image:Starfield_boxart.jpg|300px|thumb|right|''Starfield'' (2023)]]&lt;br /&gt;
'''''Starfield''''' is a 2023 science-fiction RPG developed by Bethesda Game Studios, being their newest IP in 25 years. Set in 2330, the game takes place within the Milky Way galaxy and features over 1,000 explorable planetary bodies, both real and fictional.&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;
=Pistols=&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] appears in the game as the &amp;quot;Old Earth Pistol&amp;quot;, one of a handful of Earth firearms. The trigger guard is slightly enlarged, compared to a standard M1911A1, presumably as a way to accommodate spacesuit gloves, but also very strangely profiled and cut on the frame. The model also lacks several functional features that would render the gun less-than-usable, specifically lacking a plunger housing which means the safety wouldn't lock and the slide stop would be at risk of accidentally locking the slide open at any time, and a magazine release lock which means there's nothing keeping the magazine release assembly in the frame. There is also a strange hole in front of the slide stop with no clear purpose. The in-game M1911A1 incorrectly holds 9 rounds and its slide does not lock back on an empty reload. It also chambers its own &amp;quot;.45 Caliber ACP&amp;quot; ammunition type, however, it is erroneously illustrated as a bottlenecked cartridge by icons inscribed on its ammo box pickups.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:Starfield_M1911.jpg|thumb|none|600px|The Colt M1911A1 in the inventory menu.]]&lt;br /&gt;
[[Image:Starfield_M19111.jpg|thumb|none|600px|The player character armed with the Colt M1911A1.]]&lt;br /&gt;
[[Image:Starfield_M19112.jpg|thumb|none|600px|Aiming the Colt M1911A1.]]&lt;br /&gt;
[[Image:Starfield_M19113.jpg|thumb|none|600px|Reloading the Colt M1911A1. The spring between the slide release and safety appears to be missing.]]&lt;br /&gt;
[[Image:Starfield_M19114.jpg|thumb|none|600px|A third-person perspective of the Colt M1911A1.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;XM-2311&amp;quot;==&lt;br /&gt;
A modernised M1911 pistol appears in the game as the &amp;quot;XM-2311&amp;quot;, implying it is a prototype firearm that was developed in the year 2311 (19 years before the game's start).&lt;br /&gt;
[[Image:Starfield_XM2311.jpg|thumb|none|600px|The XM-2311 in the inventory menu.]]&lt;br /&gt;
[[Image:Starfield_XM23111.jpg|thumb|none|600px|The player character armed with the XM-2311.]]&lt;br /&gt;
[[Image:Starfield_XM23112.jpg|thumb|none|600px|Aiming the XM-2311.]]&lt;br /&gt;
[[Image:Starfield_XM23113.jpg|thumb|none|600px|Reloading the XM-2311.]]&lt;br /&gt;
[[Image:Starfield_XM23114.jpg|thumb|none|600px|A third-person perspective of the XM-2311.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==&amp;quot;Old Earth Shotgun&amp;quot;==&lt;br /&gt;
The &amp;quot;Old Earth Shotgun&amp;quot; is a pump-action shotgun comprised of a [[Mossberg 500]] style receiver, an [[Ithaca 37]] barrel and magazine tube, and a vaguely [[Smith &amp;amp; Wesson 3000]] style pump. The shotgun's pistol grip appears to be referencing the Ithaca 37 used in ''[[Aliens]]'', albeit with a more [[MG42]]-esque pistol grip rather than [[MP40]]. Rather bizarrely (due to the shotguns it's modelled after), the Old Earth Shotgun is cycled by pushing its forend forwards, then subsequently backwards à la [[NeoStead 2000]], after which this magically ejects a spent shell from above the gun's heatshield though only after its forend is brought back.&lt;br /&gt;
[[File:HicksShotgun.jpg|thumb|none|450px|Ithaca 37 used in ''Aliens'' - 12 gauge]]&lt;br /&gt;
[[Image:S&amp;amp;W3000shotgun.jpg|thumb|none|450px|Smith &amp;amp; Wesson 3000 - 12 gauge]]&lt;br /&gt;
[[Image:Mossber500CPistolGrip.jpg|thumb|none|450px|Mossberg 500AT Shotgun with Pistol Grip and Custom Choke similar to one used in the film ''[[Raw Deal]]'' - 12 gauge]]&lt;br /&gt;
[[Image:Starfield_Shotgun.jpg|thumb|none|600px|The Old Earth Shotgun in the inventory menu.]]&lt;br /&gt;
[[Image:Starfield_Shotgun1.jpg|thumb|none|600px|The player character armed with the Old Earth Shotgun.]]&lt;br /&gt;
[[Image:Starfield_Shotgun2.jpg|thumb|none|600px|Aiming the Old Earth Shotgun.]]&lt;br /&gt;
[[Image:Starfield_Shotgun3.jpg|thumb|none|600px|Reloading the Old Earth Shotgun.]]&lt;br /&gt;
[[Image:Starfield_Shotgun4.jpg|thumb|none|600px|A third-person perspective of the Old Earth Shotgun.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==AK Hybrid==&lt;br /&gt;
The &amp;quot;Old Earth Assault Rifle&amp;quot; is a stockless [[AK]] rifle. Its receiver is a slightly altered [[AKM]] receiver, but bears the barrel from the original [[AK-47]]. The front trunnion has an added polymer shell somewhat resembling a Magpul MOE AKM handguard taped to the rifle's wooden handguard, probably to reuse handling animations from other weapons. The rifle correctly chambers 7.62x39mm which appear to be steel cased as seen in the AK's reload animation, however, it ejects longer and straighter casings when fired.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:AK-47_type_II_Part_DM.jpg|thumb|none|450px|Type 2 AK-47 - 7.62x39mm]]&lt;br /&gt;
[[Image:Starfield_AK.jpg|thumb|none|600px|The AK hybrid in the inventory menu.]]&lt;br /&gt;
[[Image:Starfield_AK1.jpg|thumb|none|600px|The player character armed with the hybrid AK.]]&lt;br /&gt;
[[Image:Starfield_AK2.jpg|thumb|none|600px|Aiming the AK.]]&lt;br /&gt;
[[Image:Starfield_AK3.jpg|thumb|none|600px|Reloading the AK.]]&lt;br /&gt;
[[Image:Starfield_AK4.jpg|thumb|none|600px|A third-person perspective of the AK.]]&lt;br /&gt;
&lt;br /&gt;
==VSS Vintorez==&lt;br /&gt;
The [[VSS Vintorez]] appears as the &amp;quot;Old Earth Hunting Rifle&amp;quot;. The handguard on the in-game weapon is more AK-like than the real weapon. The handguard like the AK hybrid, has a partial Magpul MOE handguard attached which is only visible from the right. Like its real-life counterpart, the in-game Vintorez is fed 9x39mm rounds by its 20-round magazines.&lt;br /&gt;
[[File:Vss1.jpg|thumb|none|450px|VSS Vintorez - 9x39mm]]&lt;br /&gt;
[[Image:Starfield_VSS.jpg|thumb|none|600px|The VSS Vintorez in the inventory menu.]]&lt;br /&gt;
[[Image:Starfield_VSS1.jpg|thumb|none|600px|The player character armed with the VSS Vintorez.]]&lt;br /&gt;
[[Image:Starfield_VSS2.jpg|thumb|none|600px|The scope reticle of the VSS Vintorez.]]&lt;br /&gt;
[[Image:Starfield_VSS3.jpg|thumb|none|600px|Reloading the VSS Vintorez. In contrast to previous ''Bethesda'' titles, this armed player appropriately uses trigger discipline when reloading the Vintorez and mockup shotgun, but sadly not with the AK rifle.]]&lt;br /&gt;
[[Image:Starfield_VSS4.jpg|thumb|none|600px|Now happy with a proper outfit to go with her hat, the player character shows off her VSS Vintorez.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil:_Death_Island&amp;diff=1610870</id>
		<title>Resident Evil: Death Island</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil:_Death_Island&amp;diff=1610870"/>
		<updated>2023-09-14T10:08:55Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: Made a note about the Beretta 92FS. Due to official posters' depictions and shots from the movie, this is most probably a Samurai Edge model that was used for these characters' weapons perhaps by mistake on the filmmakers' part&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:RE DI poster.jpg|thumb|right|300px|''Resident Evil: Death Island'' (2023)]]&lt;br /&gt;
&lt;br /&gt;
'''''Resident Evil: Death Island''''' is the 2023 Japanese adult computer-animated action movie set in the ''[[Resident Evil]]'' universe take place after ''[[Resident Evil: Vendetta]]'', ''[[Resident Evil 6]]'' and before ''[[Resident Evil 7]]'' and the fifth installment and fourth film in the animated ''Resident Evil'' series.&lt;br /&gt;
&lt;br /&gt;
{{Anime Film Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
Rebecca uses a Beretta 92FS during the final fight against Dylan, which she brings with her after infiltrating Alcatraz. Note that although the accompanying movie pamphlet specifically notes this handgun as being a standard all-black 92FS, the barrel is clearly stainless steel and although details are hard to make out due to this pistol not being in focus during its scenes, it has a brigadier slide. While its grips are not readily visible at any point, the handgun that Rebecca holds in the official posters is clearly a Samurai Edge, likely one and the same from a [[Resident Evil 0|previous adventure]]. However, given that in the film's climax and in official posters, Claire is also holding a similar, if not the same model pistol, this may be a filmmaking error.&lt;br /&gt;
&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:RE DI 59.jpg|thumb|none|600px|Rebecca joins her comrades during mundane tactics like sliding under Dylan's tentacle to fire a few rounds.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Albert. W. Model 01&amp;quot;==&lt;br /&gt;
Chris's main weapon is a Beretta 92FS modified by Blue Umbrella based on an Albert Wesker design called the &amp;quot;Albert. W. Model 01&amp;quot; (first featuring in Resident Evil 7). Compared to the game, the pistol here lacks the octagon silencer, rail stabilizer and light module.&lt;br /&gt;
&lt;br /&gt;
[[Image:Tokyo-marui-samurai-edge-albert-w-model-01-gbb-limited-model.jpg|thumb|none|500px|The &amp;quot;Samurai Edge Albert W. Model 01&amp;quot; and its components.]]&lt;br /&gt;
[[File:RE DI 32.jpg|thumb|none|600px|Chris using his Albert-01 in the prison fight.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The customized [[Beretta 92FS]] aka &amp;quot;Samurai Edge&amp;quot; makes a return as Jill's sidearm. She uses it at the beginning of the film and carries it until the outbreak on Alcatraz, losing it (again) shortly thereafter. According to the [https://residentevil.fandom.com/wiki/BIOHAZARD_DEATH_ISLAND_(pamphlet) BIOHAZARD DEATH ISLAND Pamphlet], it was supposed to be Jill's updated [https://www.imfdb.org/images/2/28/Death_Island_Weapons.jpg Samurai Edge A1], based on the Beretta M9A1. The SE in the movie clearly lacks the underbarrel attachment rail.&lt;br /&gt;
&lt;br /&gt;
[[File:STARGun.jpg|thumb|none|350px|Tokyo Marui Beretta 92FS &amp;quot;Samurai Edge&amp;quot;]]&lt;br /&gt;
[[File:RE DI 08.jpg|thumb|none|600px|Jill is seen in the OP sequence firing her SE.]]&lt;br /&gt;
[[File:RE DI 12.jpg|thumb|none|600px|Jill using the Harris Technique while investigating a residence in a BSAA case.]]&lt;br /&gt;
[[File:RE DI 13.jpg|thumb|none|600px|The SE fired at a shooting range.]]&lt;br /&gt;
[[File:RE DI 14.jpg|thumb|none|600px|The SE's mag ejected from the pistol.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Shadow 2==&lt;br /&gt;
The CZ Shadow 2 is used by Claire Redfield as her personal sidearm. The gun is slightly anachronistic by a year, since the film is set in 2015 and the Shadow 2 didn't get released until 2016.&lt;br /&gt;
&lt;br /&gt;
[[File:CZ Shadow 2 UG right side.jpg|thumb|450px|none|CZ Shadow 2 (Urban Gray) - 9x19mm]]&lt;br /&gt;
[[File:RE DI 28.jpg|thumb|none|600px|Claire takes out her Shadow 2 after seeing a zombie outbreak in Alcatraz.]]&lt;br /&gt;
[[File:RE DI 29.jpg|thumb|none|600px|Claire does a reload afer running out of ammo.]]&lt;br /&gt;
[[File:RE DI 30.jpg|thumb|none|600px|Pulling the slide.]]&lt;br /&gt;
[[File:RE DI 31.jpg|thumb|none|600px|Claire aims at a civilian who just turned into a zombie despite having no bite marks.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
A Glock 17 is seen on Dylan Blake's chest holster, mounted on a plate carrier-type vest. The same was seen with a San Francisco Police Department SWAT officer in a RHIB.&lt;br /&gt;
&lt;br /&gt;
[[File:GLOCK Timeline 1998.jpg|thumb|none|300px|Glock 17 (early third generation model from 1998) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE DI 02.jpg|thumb|none|600px|The Glock 17 on Dylan's chest holster when he was deployed in a Umbrella Security Service (USS)-manned operation in 1998. Note that his kind of vest wasn't around until near the 2010s.]]&lt;br /&gt;
[[File:RE DI 57.jpg|thumb|none|600px|The Glock 17 on the SFPD SWAT operator's vest.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Beavertail &amp;quot;Sentinel Nine&amp;quot;==&lt;br /&gt;
Leon's main weapon, known as the &amp;quot;Sentinel Nine&amp;quot;, is a custom [[SIG-Sauer P226 Beavertail]] made especially for DSO Members. Leon uses it against Maria during the highway motorcycle chase scene and continues to use it for the remainder of the film.&lt;br /&gt;
&lt;br /&gt;
[[File:Leon_sentinel_nine.jpg|thumb|none|350px|Tokyo Marui Sentinel Nine &amp;quot;Leon Model&amp;quot;]]&lt;br /&gt;
[[File:RE DI 01.jpg|thumb|none|600px|Leon draws the &amp;quot;Sentinel &amp;quot;Nine&amp;quot; from his SOB holster.]]&lt;br /&gt;
[[File:RE DI 00.jpg|thumb|none|600px|Leon takes aim with the pistol at a van carrying a hostage.]]&lt;br /&gt;
[[File:RE DI 11.jpg|thumb|none|600px|Aiming with his left hand.]]&lt;br /&gt;
[[File:RE DI 33.jpg|thumb|none|600px|Jill grips the &amp;quot;Sentinel Nine&amp;quot; during a fight with Leon.]]&lt;br /&gt;
[[File:RE DI 34.jpg|thumb|none|600px|Leon engages Lickers in the Alcatraz tunnels.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory Model V10 Ultra Compact==&lt;br /&gt;
The [[Springfield Armory 1911 Series|Springfield Armory Model V10 Ultra Compact]] was Leon's spare pistol, which he gave to Jill after she lost her Samurai Edge in the prison fight. &lt;br /&gt;
&lt;br /&gt;
[[File:RE DI 36.jpg|thumb|none|600px|Leon handle the V10 to Jill after meeting in the sewers.]]&lt;br /&gt;
[[File:RE DI 37.jpg|thumb|none|600px|Facing zombies in the underground tunnels.]]&lt;br /&gt;
[[File:RE DI 56.jpg|thumb|none|600px|Jill pointing her V10 at Dylan.]]&lt;br /&gt;
&lt;br /&gt;
==Wing Shooter==&lt;br /&gt;
Leon's Wing Shooter is seen in the OP sequence when it shows him firing it in a RE6-based scene.&lt;br /&gt;
&lt;br /&gt;
[[File:HK VP70 pistol.jpg|thumb|none|350px|Heckler &amp;amp; Koch VP70 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE DI 07.jpg|thumb|none|600px|Leon firing the WS in the movie's OP sequence.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
The [[Colt Python]] with a stainless steel finish, ivory grips and a 2.5&amp;quot; barrel is seen with Dylan at his Alcatraz hideout.&lt;br /&gt;
&lt;br /&gt;
[[File:Nickelpython.jpg|thumb|400px|none|Nickel plated Colt Python with 2.5 inch barrel - .357 Magnum]]&lt;br /&gt;
[[File:RE DI 19.jpg|thumb|none|600px|Dylan preps the chamber to be loaded with a .357 bullet.]]&lt;br /&gt;
[[File:RE DI 20.jpg|thumb|none|600px|Dylan readies the revolver.]]&lt;br /&gt;
[[File:RE DI 21.jpg|thumb|none|600px|The Python's hammer being cocked.]]&lt;br /&gt;
[[File:RE DI 22.jpg|thumb|none|600px|Dylan decides to fancy a game of Russian Roulette.]]&lt;br /&gt;
[[File:RE DI 58.jpg|thumb|none|600px|Good shot of the Python.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Heckler and Koch MP5A3==&lt;br /&gt;
Dylan, JJ and other USS operators responding to the 1998 Raccoon City Incident carry the [[Heckler &amp;amp; Koch MP5A3]] as their primary firearm. Armed men in the prologue were seen in a video kidnapping a VIP.&lt;br /&gt;
&lt;br /&gt;
[[Image:Hk-mp5n.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:RE DI 03.jpg|thumb|none|600px|In this shot, you can see the selector switch.]]&lt;br /&gt;
[[File:RE DI 04.jpg|thumb|none|600px|JJ with his MP5A3.]]&lt;br /&gt;
[[File:RE DI 05.jpg|thumb|none|600px|The MP5A3 slung on Dylan's left shoulder after his USS unit retreats due to a zombie attack.]]&lt;br /&gt;
[[File:RE DI 06.jpg|thumb|none|600px|Leon checks a video of armed men with MP5A3s during a kidnapping.]]&lt;br /&gt;
[[File:RE DI 26.jpg|thumb|none|600px|The MP5A3 fired by JJ at other USS operators turned zombies.]]&lt;br /&gt;
[[File:RE DI 27.jpg|thumb|none|600px|Dylan uses JJ's own submachine gun on him after he visually confirmed that JJ got bit.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870==&lt;br /&gt;
During the final battle, Jill opens a weapons case and finds the [[Remington Model 870]] with a picatinny rail on top, short barrel and pistol grip, firing it at Dylan alongside Chris using the [[M60 machine gun]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870Pstlgrip.jpg|thumb|none|400px|Short-barreled Remington 870 with Pachmayr &amp;quot;Vindicator Grip&amp;quot; - 12 gauge]]&lt;br /&gt;
[[File:FuQOLdyXoAAerP8 (1).jpg|thumb|none|600px]]&lt;br /&gt;
[[File:RE DI 45.jpg|thumb|none|600px|Jill pumping the acquired short Remington Model 870.]]&lt;br /&gt;
&lt;br /&gt;
==AA-12==&lt;br /&gt;
Leon finds an [[AA-12]] with a drum mag at the armory and uses it during the fight against Dylan. The AA-12 is shown to have a significantly higher fire rate than it's capable of in reality.&lt;br /&gt;
&lt;br /&gt;
[[Image:AA12FullAutoShotGun.jpg|thumb|450px|none|MPS Auto Assault-12 - 12 Gauge]]&lt;br /&gt;
[[File:LeonDeathIslandPromo.jpg|thumb|none|450px]]&lt;br /&gt;
[[File:RE DI 41.jpg|thumb|none|600px|Leon preps an AA-12.]]&lt;br /&gt;
[[File:RE DI 42.jpg|thumb|none|600px|Racking the AA-12's charging handle.]]&lt;br /&gt;
[[File:RE DI 43.jpg|thumb|none|600px|Leon fires the AA-12 at a tentacle.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
&lt;br /&gt;
==M4A1 carbine==&lt;br /&gt;
The [[M4A1 carbine]] are seen with SFPD SWAT officers throughout the movie, responding with Chris at the beginning of the movie and helping Rebecca infiltrate Alcatraz near the end. Jill takes a M4A1 from an Alcatraz security officer during the initial outbreak on the island, using it until it runs out of ammo, then as a melee club before discarding it. She finds another M4 in the armory during the final battle with Dylan and uses it to no real effect, discarding it again.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4A1.jpg|thumb|none|400px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm.]]&lt;br /&gt;
[[File:RE DI 17.jpg|thumb|none|600px|A SFPD SWAT officer raids a house at the start of the movie.]]&lt;br /&gt;
[[File:RE DI 18.jpg|thumb|none|600px|Chris aims his carbine at Jill.]]&lt;br /&gt;
[[File:RE DI 23.jpg|thumb|none|600px|A security guard uses his carbine, but he's overwhelmed by the zombies.]]&lt;br /&gt;
[[File:RE DI 24.jpg|thumb|none|600px|Jill opens fire at a recently turned zombie.]]&lt;br /&gt;
[[File:RE DI 25.jpg|thumb|none|600px|Good shot of the carbine with Jill.]]&lt;br /&gt;
[[File:RE DI 54.jpg|thumb|none|600px|SFPD SWAT operators escorting Rebecca from a BSAA-affiliated research center.]]&lt;br /&gt;
[[File:RE DI 40.jpg|thumb|none|600px|Jill firing another carbine in Dylan's underground hideout.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Chris uses a Humvee-mounted [[Browning M2HB]] to distract Dylan's mutated form. Dylan destroys the vehicle seconds later, sending Leon and Chris flying.&lt;br /&gt;
&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:RE DI 55.jpg|thumb|none|600px|The unattended Humvee.]]&lt;br /&gt;
[[File:RE DI 46.jpg|thumb|none|600px|Chris pounds the ammo feed cover after boarding the Humvee.]]&lt;br /&gt;
[[File:RE DI 47.jpg|thumb|none|600px|Chris pulls the bolt back.]]&lt;br /&gt;
[[File:RE DI 48.jpg|thumb|none|600px|The M2HB fired on Dylan.]]&lt;br /&gt;
&lt;br /&gt;
==M60 machine gun==&lt;br /&gt;
Chris finds an [[M60 machine gun]] in the armory during the final fight, using it against Dylan's mutated form to no real effect.&lt;br /&gt;
&lt;br /&gt;
[[Image:M60_01.jpg|thumb|none|500px|M60 machine gun with a bipod extended - 7.62x51mm NATO]]&lt;br /&gt;
[[File:10978899b3 (1).jpg|thumb|none|450px]]&lt;br /&gt;
[[File:RE DI 44.jpg|thumb|none|600px|Chris pulls the bolt prior to loading the M60.]]&lt;br /&gt;
[[File:RE DI 45.jpg|thumb|none|600px|Chris opens fire with one hand.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
&lt;br /&gt;
==Rheinmetall MK13 Mod 0 BTV-EL flash grenade==&lt;br /&gt;
Several Rheinmetall MK13 Mod 0 BTV-EL flash grenades are seen on Leon's plate carrier.&lt;br /&gt;
&lt;br /&gt;
[[File:MK13 Mod 0 BTV-EL.jpg|thumb|none|200px|Rheinmetall MK13 Mod 0 BTV-EL flash grenade]]&lt;br /&gt;
[[File:RE DI 35.jpg|thumb|none|600px|Several MK13 Mod 0 grenades on Leon's plate carrier.]]&lt;br /&gt;
&lt;br /&gt;
==Scalable Offensive Hand Grenade==&lt;br /&gt;
Jill uses a [[Nammo Scalable Offensive Hand Grenade|Scalable Offensive Hand Grenade]] (SOHG) to deal with Dylan's mutated form, trying to prevent him from escaping to international waters.&lt;br /&gt;
&lt;br /&gt;
[[File:SOHG grenades with yellow markings.jpg|thumb|none|450px|Nammo Scalable Offensive Hand Grenade with yellow markings.]]&lt;br /&gt;
[[File:RE DI 60.jpg|thumb|none|600px|A shot of Jill's dropped SOHG.]]&lt;br /&gt;
&lt;br /&gt;
=Rocket Launchers=&lt;br /&gt;
&lt;br /&gt;
==Carl Gustaf Recoilless Rifle==&lt;br /&gt;
A large rocket launcher is seen in the OP sequence as blueprints. It's later used by Chris and Leon to take out support structures for a sluice gate. It appears to be a scaled-up [[Carl Gustaf Recoilless Rifle]], with some features from the [[Saab Bofors Dynamics AT4]].&lt;br /&gt;
&lt;br /&gt;
[[File:Carl Gustav M4.jpg|thumb|none|500px|Carl Gustav M4 with bipod attached and carry handle removed or folded - 84x246mm R]]&lt;br /&gt;
[[File:Pskott86.jpg|thumb|none|500px|Pansarskott m/86, Swedish Army version of the AT4 with folding foregrip - 84mm]]&lt;br /&gt;
[[File:RE DI 09.jpg|thumb|none|600px|Blueprints of the RR in the OP sequence.]]&lt;br /&gt;
[[File:RE DI 51.jpg|thumb|none|600px|Being the muscular men they are, Leon and Chris assemble the hybrid RR.]]&lt;br /&gt;
[[File:RE DI 52.jpg|thumb|none|600px|Attaching both sides of the RR.]]&lt;br /&gt;
[[File:RE DI 53.jpg|thumb|none|600px|Leon shoulders the RR.]]&lt;br /&gt;
&lt;br /&gt;
==M202 FLASH==&lt;br /&gt;
Chris finds an [[M202 FLASH]] in the Alcatraz armory and uses it against Dylan's mutated form during the final fight, the rockets having no real effect. This is an homage to using the M202 against the Tyrant in the original Resident Evil.&lt;br /&gt;
&lt;br /&gt;
[[File:M202A1 rocket launcher.jpg|thumb|none|400px|Unloaded M202A1 FLASH with firing pin assembly extended- 66mm]]&lt;br /&gt;
[[File:RE DI 38.jpg|thumb|none|600px|Chris shoulders the M202 Flash during a battle with Dylan.]]&lt;br /&gt;
&lt;br /&gt;
==M72 LAW==&lt;br /&gt;
Rebecca uses an [[M72 LAW]] alongside Claire using a SMAW trying to take down Dylan's mutated form. Neither rocket has any real effect on the creature.&lt;br /&gt;
&lt;br /&gt;
[[Image:M72OldModel.jpg|thumb|none|400px|Early production M72 LAW - 66mm]]&lt;br /&gt;
[[File:RE DI 39.jpg|thumb|none|600px|Rebecca with the LAW on the left.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 153 SMAW==&lt;br /&gt;
Claire uses a [[Mk 153 SMAW]] alongside Rebecca with an M72 LAW trying to take down Dylan's mutated form. Neither rocket has any real effect on the creature.&lt;br /&gt;
[[Image:Mk153SMAW.jpg|thumb|none|400px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
[[File:RE DI 39.jpg|thumb|none|600px|Claire with the SMAW on the right.]]&lt;br /&gt;
&lt;br /&gt;
=Special Weapons=&lt;br /&gt;
&lt;br /&gt;
==Railgun==&lt;br /&gt;
Jill uses a fictional rail gun in the movie. Death Island movie brochures identify it as the '''Plasma Jet'''.&lt;br /&gt;
&lt;br /&gt;
[[File:RE DI 10.jpg|thumb|none|600px|Jill grips the Plasma Jet in the OP sequence.]]&lt;br /&gt;
[[File:RE DI 49.jpg|thumb|none|600px|Jill checks the charging meter.]]&lt;br /&gt;
[[File:RE DI 50.jpg|thumb|none|600px|Taking aim at Dylan.]]&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
&lt;br /&gt;
==Pistol posters==&lt;br /&gt;
&lt;br /&gt;
[[File:RE DI 15.jpg|thumb|none|600px|.]]&lt;br /&gt;
[[File:RE DI 16.jpg|thumb|none|600px|.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
[[Category:Anime]] &lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil:_Death_Island&amp;diff=1610869</id>
		<title>Resident Evil: Death Island</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil:_Death_Island&amp;diff=1610869"/>
		<updated>2023-09-14T09:49:38Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: /* Colt Python */ grip material is ivory not wood&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:RE DI poster.jpg|thumb|right|300px|''Resident Evil: Death Island'' (2023)]]&lt;br /&gt;
&lt;br /&gt;
'''''Resident Evil: Death Island''''' is the 2023 Japanese adult computer-animated action movie set in the ''[[Resident Evil]]'' universe take place after ''[[Resident Evil: Vendetta]]'', ''[[Resident Evil 6]]'' and before ''[[Resident Evil 7]]'' and the fifth installment and fourth film in the animated ''Resident Evil'' series.&lt;br /&gt;
&lt;br /&gt;
{{Anime Film Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
Rebecca uses a Beretta 92FS during the final fight against Dylan, which she brings with her after infiltrating Alcatraz.&lt;br /&gt;
&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:RE DI 59.jpg|thumb|none|600px|Rebecca joins her comrades during mundane tactics like sliding under Dylan's tentacle to fire a few rounds.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Albert. W. Model 01&amp;quot;==&lt;br /&gt;
Chris's main weapon is a Beretta 92FS modified by Blue Umbrella based on an Albert Wesker design called the &amp;quot;Albert. W. Model 01&amp;quot; (first featuring in Resident Evil 7). Compared to the game, the pistol here lacks the octagon silencer, rail stabilizer and light module.&lt;br /&gt;
&lt;br /&gt;
[[Image:Tokyo-marui-samurai-edge-albert-w-model-01-gbb-limited-model.jpg|thumb|none|500px|The &amp;quot;Samurai Edge Albert W. Model 01&amp;quot; and its components.]]&lt;br /&gt;
[[File:RE DI 32.jpg|thumb|none|600px|Chris using his Albert-01 in the prison fight.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The customized [[Beretta 92FS]] aka &amp;quot;Samurai Edge&amp;quot; makes a return as Jill's sidearm. She uses it at the beginning of the film and carries it until the outbreak on Alcatraz, losing it (again) shortly thereafter. According to the [https://residentevil.fandom.com/wiki/BIOHAZARD_DEATH_ISLAND_(pamphlet) BIOHAZARD DEATH ISLAND Pamphlet], it was supposed to be Jill's updated [https://www.imfdb.org/images/2/28/Death_Island_Weapons.jpg Samurai Edge A1], based on the Beretta M9A1. The SE in the movie clearly lacks the underbarrel attachment rail.&lt;br /&gt;
&lt;br /&gt;
[[File:STARGun.jpg|thumb|none|350px|Tokyo Marui Beretta 92FS &amp;quot;Samurai Edge&amp;quot;]]&lt;br /&gt;
[[File:RE DI 08.jpg|thumb|none|600px|Jill is seen in the OP sequence firing her SE.]]&lt;br /&gt;
[[File:RE DI 12.jpg|thumb|none|600px|Jill using the Harris Technique while investigating a residence in a BSAA case.]]&lt;br /&gt;
[[File:RE DI 13.jpg|thumb|none|600px|The SE fired at a shooting range.]]&lt;br /&gt;
[[File:RE DI 14.jpg|thumb|none|600px|The SE's mag ejected from the pistol.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Shadow 2==&lt;br /&gt;
The CZ Shadow 2 is used by Claire Redfield as her personal sidearm. The gun is slightly anachronistic by a year, since the film is set in 2015 and the Shadow 2 didn't get released until 2016.&lt;br /&gt;
&lt;br /&gt;
[[File:CZ Shadow 2 UG right side.jpg|thumb|450px|none|CZ Shadow 2 (Urban Gray) - 9x19mm]]&lt;br /&gt;
[[File:RE DI 28.jpg|thumb|none|600px|Claire takes out her Shadow 2 after seeing a zombie outbreak in Alcatraz.]]&lt;br /&gt;
[[File:RE DI 29.jpg|thumb|none|600px|Claire does a reload afer running out of ammo.]]&lt;br /&gt;
[[File:RE DI 30.jpg|thumb|none|600px|Pulling the slide.]]&lt;br /&gt;
[[File:RE DI 31.jpg|thumb|none|600px|Claire aims at a civilian who just turned into a zombie despite having no bite marks.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
A Glock 17 is seen on Dylan Blake's chest holster, mounted on a plate carrier-type vest. The same was seen with a San Francisco Police Department SWAT officer in a RHIB.&lt;br /&gt;
&lt;br /&gt;
[[File:GLOCK Timeline 1998.jpg|thumb|none|300px|Glock 17 (early third generation model from 1998) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE DI 02.jpg|thumb|none|600px|The Glock 17 on Dylan's chest holster when he was deployed in a Umbrella Security Service (USS)-manned operation in 1998. Note that his kind of vest wasn't around until near the 2010s.]]&lt;br /&gt;
[[File:RE DI 57.jpg|thumb|none|600px|The Glock 17 on the SFPD SWAT operator's vest.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Beavertail &amp;quot;Sentinel Nine&amp;quot;==&lt;br /&gt;
Leon's main weapon, known as the &amp;quot;Sentinel Nine&amp;quot;, is a custom [[SIG-Sauer P226 Beavertail]] made especially for DSO Members. Leon uses it against Maria during the highway motorcycle chase scene and continues to use it for the remainder of the film.&lt;br /&gt;
&lt;br /&gt;
[[File:Leon_sentinel_nine.jpg|thumb|none|350px|Tokyo Marui Sentinel Nine &amp;quot;Leon Model&amp;quot;]]&lt;br /&gt;
[[File:RE DI 01.jpg|thumb|none|600px|Leon draws the &amp;quot;Sentinel &amp;quot;Nine&amp;quot; from his SOB holster.]]&lt;br /&gt;
[[File:RE DI 00.jpg|thumb|none|600px|Leon takes aim with the pistol at a van carrying a hostage.]]&lt;br /&gt;
[[File:RE DI 11.jpg|thumb|none|600px|Aiming with his left hand.]]&lt;br /&gt;
[[File:RE DI 33.jpg|thumb|none|600px|Jill grips the &amp;quot;Sentinel Nine&amp;quot; during a fight with Leon.]]&lt;br /&gt;
[[File:RE DI 34.jpg|thumb|none|600px|Leon engages Lickers in the Alcatraz tunnels.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory Model V10 Ultra Compact==&lt;br /&gt;
The [[Springfield Armory 1911 Series|Springfield Armory Model V10 Ultra Compact]] was Leon's spare pistol, which he gave to Jill after she lost her Samurai Edge in the prison fight. &lt;br /&gt;
&lt;br /&gt;
[[File:RE DI 36.jpg|thumb|none|600px|Leon handle the V10 to Jill after meeting in the sewers.]]&lt;br /&gt;
[[File:RE DI 37.jpg|thumb|none|600px|Facing zombies in the underground tunnels.]]&lt;br /&gt;
[[File:RE DI 56.jpg|thumb|none|600px|Jill pointing her V10 at Dylan.]]&lt;br /&gt;
&lt;br /&gt;
==Wing Shooter==&lt;br /&gt;
Leon's Wing Shooter is seen in the OP sequence when it shows him firing it in a RE6-based scene.&lt;br /&gt;
&lt;br /&gt;
[[File:HK VP70 pistol.jpg|thumb|none|350px|Heckler &amp;amp; Koch VP70 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE DI 07.jpg|thumb|none|600px|Leon firing the WS in the movie's OP sequence.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
The [[Colt Python]] with a stainless steel finish, ivory grips and a 2.5&amp;quot; barrel is seen with Dylan at his Alcatraz hideout.&lt;br /&gt;
&lt;br /&gt;
[[File:Nickelpython.jpg|thumb|400px|none|Nickel plated Colt Python with 2.5 inch barrel - .357 Magnum]]&lt;br /&gt;
[[File:RE DI 19.jpg|thumb|none|600px|Dylan preps the chamber to be loaded with a .357 bullet.]]&lt;br /&gt;
[[File:RE DI 20.jpg|thumb|none|600px|Dylan readies the revolver.]]&lt;br /&gt;
[[File:RE DI 21.jpg|thumb|none|600px|The Python's hammer being cocked.]]&lt;br /&gt;
[[File:RE DI 22.jpg|thumb|none|600px|Dylan decides to fancy a game of Russian Roulette.]]&lt;br /&gt;
[[File:RE DI 58.jpg|thumb|none|600px|Good shot of the Python.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Heckler and Koch MP5A3==&lt;br /&gt;
Dylan, JJ and other USS operators responding to the 1998 Raccoon City Incident carry the [[Heckler &amp;amp; Koch MP5A3]] as their primary firearm. Armed men in the prologue were seen in a video kidnapping a VIP.&lt;br /&gt;
&lt;br /&gt;
[[Image:Hk-mp5n.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:RE DI 03.jpg|thumb|none|600px|In this shot, you can see the selector switch.]]&lt;br /&gt;
[[File:RE DI 04.jpg|thumb|none|600px|JJ with his MP5A3.]]&lt;br /&gt;
[[File:RE DI 05.jpg|thumb|none|600px|The MP5A3 slung on Dylan's left shoulder after his USS unit retreats due to a zombie attack.]]&lt;br /&gt;
[[File:RE DI 06.jpg|thumb|none|600px|Leon checks a video of armed men with MP5A3s during a kidnapping.]]&lt;br /&gt;
[[File:RE DI 26.jpg|thumb|none|600px|The MP5A3 fired by JJ at other USS operators turned zombies.]]&lt;br /&gt;
[[File:RE DI 27.jpg|thumb|none|600px|Dylan uses JJ's own submachine gun on him after he visually confirmed that JJ got bit.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870==&lt;br /&gt;
During the final battle, Jill opens a weapons case and finds the [[Remington Model 870]] with a picatinny rail on top, short barrel and pistol grip, firing it at Dylan alongside Chris using the [[M60 machine gun]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870Pstlgrip.jpg|thumb|none|400px|Short-barreled Remington 870 with Pachmayr &amp;quot;Vindicator Grip&amp;quot; - 12 gauge]]&lt;br /&gt;
[[File:FuQOLdyXoAAerP8 (1).jpg|thumb|none|600px]]&lt;br /&gt;
[[File:RE DI 45.jpg|thumb|none|600px|Jill pumping the acquired short Remington Model 870.]]&lt;br /&gt;
&lt;br /&gt;
==AA-12==&lt;br /&gt;
Leon finds an [[AA-12]] with a drum mag at the armory and uses it during the fight against Dylan. The AA-12 is shown to have a significantly higher fire rate than it's capable of in reality.&lt;br /&gt;
&lt;br /&gt;
[[Image:AA12FullAutoShotGun.jpg|thumb|450px|none|MPS Auto Assault-12 - 12 Gauge]]&lt;br /&gt;
[[File:LeonDeathIslandPromo.jpg|thumb|none|450px]]&lt;br /&gt;
[[File:RE DI 41.jpg|thumb|none|600px|Leon preps an AA-12.]]&lt;br /&gt;
[[File:RE DI 42.jpg|thumb|none|600px|Racking the AA-12's charging handle.]]&lt;br /&gt;
[[File:RE DI 43.jpg|thumb|none|600px|Leon fires the AA-12 at a tentacle.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
&lt;br /&gt;
==M4A1 carbine==&lt;br /&gt;
The [[M4A1 carbine]] are seen with SFPD SWAT officers throughout the movie, responding with Chris at the beginning of the movie and helping Rebecca infiltrate Alcatraz near the end. Jill takes a M4A1 from an Alcatraz security officer during the initial outbreak on the island, using it until it runs out of ammo, then as a melee club before discarding it. She finds another M4 in the armory during the final battle with Dylan and uses it to no real effect, discarding it again.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4A1.jpg|thumb|none|400px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm.]]&lt;br /&gt;
[[File:RE DI 17.jpg|thumb|none|600px|A SFPD SWAT officer raids a house at the start of the movie.]]&lt;br /&gt;
[[File:RE DI 18.jpg|thumb|none|600px|Chris aims his carbine at Jill.]]&lt;br /&gt;
[[File:RE DI 23.jpg|thumb|none|600px|A security guard uses his carbine, but he's overwhelmed by the zombies.]]&lt;br /&gt;
[[File:RE DI 24.jpg|thumb|none|600px|Jill opens fire at a recently turned zombie.]]&lt;br /&gt;
[[File:RE DI 25.jpg|thumb|none|600px|Good shot of the carbine with Jill.]]&lt;br /&gt;
[[File:RE DI 54.jpg|thumb|none|600px|SFPD SWAT operators escorting Rebecca from a BSAA-affiliated research center.]]&lt;br /&gt;
[[File:RE DI 40.jpg|thumb|none|600px|Jill firing another carbine in Dylan's underground hideout.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Chris uses a Humvee-mounted [[Browning M2HB]] to distract Dylan's mutated form. Dylan destroys the vehicle seconds later, sending Leon and Chris flying.&lt;br /&gt;
&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:RE DI 55.jpg|thumb|none|600px|The unattended Humvee.]]&lt;br /&gt;
[[File:RE DI 46.jpg|thumb|none|600px|Chris pounds the ammo feed cover after boarding the Humvee.]]&lt;br /&gt;
[[File:RE DI 47.jpg|thumb|none|600px|Chris pulls the bolt back.]]&lt;br /&gt;
[[File:RE DI 48.jpg|thumb|none|600px|The M2HB fired on Dylan.]]&lt;br /&gt;
&lt;br /&gt;
==M60 machine gun==&lt;br /&gt;
Chris finds an [[M60 machine gun]] in the armory during the final fight, using it against Dylan's mutated form to no real effect.&lt;br /&gt;
&lt;br /&gt;
[[Image:M60_01.jpg|thumb|none|500px|M60 machine gun with a bipod extended - 7.62x51mm NATO]]&lt;br /&gt;
[[File:10978899b3 (1).jpg|thumb|none|450px]]&lt;br /&gt;
[[File:RE DI 44.jpg|thumb|none|600px|Chris pulls the bolt prior to loading the M60.]]&lt;br /&gt;
[[File:RE DI 45.jpg|thumb|none|600px|Chris opens fire with one hand.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
&lt;br /&gt;
==Rheinmetall MK13 Mod 0 BTV-EL flash grenade==&lt;br /&gt;
Several Rheinmetall MK13 Mod 0 BTV-EL flash grenades are seen on Leon's plate carrier.&lt;br /&gt;
&lt;br /&gt;
[[File:MK13 Mod 0 BTV-EL.jpg|thumb|none|200px|Rheinmetall MK13 Mod 0 BTV-EL flash grenade]]&lt;br /&gt;
[[File:RE DI 35.jpg|thumb|none|600px|Several MK13 Mod 0 grenades on Leon's plate carrier.]]&lt;br /&gt;
&lt;br /&gt;
==Scalable Offensive Hand Grenade==&lt;br /&gt;
Jill uses a [[Nammo Scalable Offensive Hand Grenade|Scalable Offensive Hand Grenade]] (SOHG) to deal with Dylan's mutated form, trying to prevent him from escaping to international waters.&lt;br /&gt;
&lt;br /&gt;
[[File:SOHG grenades with yellow markings.jpg|thumb|none|450px|Nammo Scalable Offensive Hand Grenade with yellow markings.]]&lt;br /&gt;
[[File:RE DI 60.jpg|thumb|none|600px|A shot of Jill's dropped SOHG.]]&lt;br /&gt;
&lt;br /&gt;
=Rocket Launchers=&lt;br /&gt;
&lt;br /&gt;
==Carl Gustaf Recoilless Rifle==&lt;br /&gt;
A large rocket launcher is seen in the OP sequence as blueprints. It's later used by Chris and Leon to take out support structures for a sluice gate. It appears to be a scaled-up [[Carl Gustaf Recoilless Rifle]], with some features from the [[Saab Bofors Dynamics AT4]].&lt;br /&gt;
&lt;br /&gt;
[[File:Carl Gustav M4.jpg|thumb|none|500px|Carl Gustav M4 with bipod attached and carry handle removed or folded - 84x246mm R]]&lt;br /&gt;
[[File:Pskott86.jpg|thumb|none|500px|Pansarskott m/86, Swedish Army version of the AT4 with folding foregrip - 84mm]]&lt;br /&gt;
[[File:RE DI 09.jpg|thumb|none|600px|Blueprints of the RR in the OP sequence.]]&lt;br /&gt;
[[File:RE DI 51.jpg|thumb|none|600px|Being the muscular men they are, Leon and Chris assemble the hybrid RR.]]&lt;br /&gt;
[[File:RE DI 52.jpg|thumb|none|600px|Attaching both sides of the RR.]]&lt;br /&gt;
[[File:RE DI 53.jpg|thumb|none|600px|Leon shoulders the RR.]]&lt;br /&gt;
&lt;br /&gt;
==M202 FLASH==&lt;br /&gt;
Chris finds an [[M202 FLASH]] in the Alcatraz armory and uses it against Dylan's mutated form during the final fight, the rockets having no real effect. This is an homage to using the M202 against the Tyrant in the original Resident Evil.&lt;br /&gt;
&lt;br /&gt;
[[File:M202A1 rocket launcher.jpg|thumb|none|400px|Unloaded M202A1 FLASH with firing pin assembly extended- 66mm]]&lt;br /&gt;
[[File:RE DI 38.jpg|thumb|none|600px|Chris shoulders the M202 Flash during a battle with Dylan.]]&lt;br /&gt;
&lt;br /&gt;
==M72 LAW==&lt;br /&gt;
Rebecca uses an [[M72 LAW]] alongside Claire using a SMAW trying to take down Dylan's mutated form. Neither rocket has any real effect on the creature.&lt;br /&gt;
&lt;br /&gt;
[[Image:M72OldModel.jpg|thumb|none|400px|Early production M72 LAW - 66mm]]&lt;br /&gt;
[[File:RE DI 39.jpg|thumb|none|600px|Rebecca with the LAW on the left.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 153 SMAW==&lt;br /&gt;
Claire uses a [[Mk 153 SMAW]] alongside Rebecca with an M72 LAW trying to take down Dylan's mutated form. Neither rocket has any real effect on the creature.&lt;br /&gt;
[[Image:Mk153SMAW.jpg|thumb|none|400px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
[[File:RE DI 39.jpg|thumb|none|600px|Claire with the SMAW on the right.]]&lt;br /&gt;
&lt;br /&gt;
=Special Weapons=&lt;br /&gt;
&lt;br /&gt;
==Railgun==&lt;br /&gt;
Jill uses a fictional rail gun in the movie. Death Island movie brochures identify it as the '''Plasma Jet'''.&lt;br /&gt;
&lt;br /&gt;
[[File:RE DI 10.jpg|thumb|none|600px|Jill grips the Plasma Jet in the OP sequence.]]&lt;br /&gt;
[[File:RE DI 49.jpg|thumb|none|600px|Jill checks the charging meter.]]&lt;br /&gt;
[[File:RE DI 50.jpg|thumb|none|600px|Taking aim at Dylan.]]&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
&lt;br /&gt;
==Pistol posters==&lt;br /&gt;
&lt;br /&gt;
[[File:RE DI 15.jpg|thumb|none|600px|.]]&lt;br /&gt;
[[File:RE DI 16.jpg|thumb|none|600px|.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
[[Category:Anime]] &lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Payday_3&amp;diff=1610868</id>
		<title>Payday 3</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Payday_3&amp;diff=1610868"/>
		<updated>2023-09-14T09:42:59Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: /* Gepard GM6 Lynx */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Upcoming}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = ''Payday 3''&lt;br /&gt;
|picture = Payday3 logo.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|series= [[Payday (disambiguation)|Payday]]&lt;br /&gt;
|date= September 21 2023&lt;br /&gt;
|developer=Overkill Software &amp;lt;br&amp;gt; Starbreeze Studios&lt;br /&gt;
|publisher= Prime Matter&lt;br /&gt;
|platforms=PC, PS5, Xbox Series X/S&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Payday 3''''' (stylized as ''PAYDAY 3'') is the upcoming sequel to ''[[Payday 2]]''.&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;
=Overview=&lt;br /&gt;
Unlike the previous game, submachine guns are no longer classified as secondary weapons, which is for now reserved for sidearms. In addition, a new class of weapon is added into the series called &amp;quot;Overkill weapons&amp;quot;. These powerful weapons can be called in to be dropped via helicopter during an assault wave to use after a cool-down, but they cannot be holstered and have a limited ammo supply. Furthermore, a new feature in ''Payday 3'' is the addition of &amp;quot;preset weapons&amp;quot;. These weapons are equipped with preset attachments that cannot be changed, while containing a weapon skin exclusive to the preset. Other than that, there is virtually no difference between the &amp;quot;preset weapons&amp;quot; and the regular weapons with the same attachments.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] returns from ''[[Payday 2]]'', now modeled after the Gen 5 version and renamed to &amp;quot;Stryk 7&amp;quot;, referencing the Glock 18C's name in the previous games (Stryk 18c). The new name may also be a reference to the infamous [[Die Hard 2#Glock 17|&amp;quot;Glock 7&amp;quot;]] scene from ''Die Hard 2''.&lt;br /&gt;
[[File:Glock17Gen5.jpg|thumb|none|350px|Glock 17 (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:PD3 G17.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD3 G17 2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Legion==&lt;br /&gt;
The [[SIG-Sauer P226|SIG-Sauer P226 Legion]] replaces the original P226 from ''[[Payday 2]]'', but still retains the name &amp;quot;Signature 40&amp;quot;.&lt;br /&gt;
[[File:P226 legion.jpg|thumb|none|350px|SIG-Sauer P226 Legion - 9x19mm]]&lt;br /&gt;
[[File:PD3B-Sig.jpg|thumb|none|600px|&amp;quot;Make your first shot count with this accurate, highly controlled sidearm. One and done, baby!&amp;quot;]]&lt;br /&gt;
[[File:PD3 P226.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320-M17==&lt;br /&gt;
The [[SIG-Sauer P320-M17]] appears as the &amp;quot;Signature 403&amp;quot;.&lt;br /&gt;
[[File:P320-M17.jpg|thumb|none|350px|SIG-Sauer P320-M17 - 9x19mm]]&lt;br /&gt;
[[File:PD3 P320.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==STI Perfect 10==&lt;br /&gt;
A silver-coloured [[STI Perfect 10]] appears as the &amp;quot;SP Model 11&amp;quot;. For some reason the hammer is always shown in the down position, which would make shooting the gun impossible.&lt;br /&gt;
[[File:STI Perfect 10.jpg|thumb|none|350px|STI Perfect 10 - 10mm Auto]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Smith &amp;amp; Wesson Model 29==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]] returns from ''Payday 2'' as the &amp;quot;J&amp;amp;M Castigo 44&amp;quot; (combining its original ''Payday 2'' name with a spoof of [[Smith &amp;amp; Wesson]] from ''OVERKILL's The Walking Dead'' as a prefix) with an obligatory ''[[Dirty Harry]]'' reference in its flavor text making up for a lack of one in ''Payday 2.''&lt;br /&gt;
[[Image:S&amp;amp;WModel29 Enforcer.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 29 - .44 Magnum]]&lt;br /&gt;
[[File:PD3B-M29.jpg|thumb|none|600px|&amp;quot;[[Dirty Harry#Smith &amp;amp; Wesson Model 29|Do you feel lucky, punk?]] Well, you should. This handgun's the apex of firepower, and it's all yours.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino 50DS==&lt;br /&gt;
A [[Chiappa Rhino 50DS]] appears in the game as the &amp;quot;Sforza Bison&amp;quot;.&lt;br /&gt;
[[file:Chiappa Rhino 5&amp;quot;.jpg|thumb|none|350px|Chiappa Rhino 50DS - .357 Magnum]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A2]] returns from the previous game, renamed to &amp;quot;SG Compact-7&amp;quot;, taking cues off the MP5's name from the previous game (Compact 5) as both SMGs are made by H&amp;amp;K in real life.&lt;br /&gt;
[[File:MP7A2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:PD3 MP7.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==IWI Uzi Pro==&lt;br /&gt;
The [[IWI Uzi Pro]] replaces the [[Micro Uzi]] from the previous game as the &amp;quot;ZIV Commando&amp;quot;.&lt;br /&gt;
[[File:Uzi Pro Pistol.jpg|thumb|none|350px|IWI Uzi Pro Pistol - 9x19mm]]&lt;br /&gt;
[[File:PD3B-Uzi.jpg|thumb|none|600px|&amp;quot;Quick, nimble and lethal. With a pocket-sized weapon capable of full auto, you'll be prepared for any spur-of-the-moment action that might be around the corner.&amp;quot; Pictured is the &amp;quot;Kick-Murder&amp;quot; preset for the submachine gun, complete with an Osprey silencer.]]&lt;br /&gt;
[[File:PD3 Micro Uzi.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD3 Micro Uzi 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD3 Micro Uzi 3.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] returns, now being modeled after the 2nd generation version and renamed to &amp;quot;FIK PC9&amp;quot;, with the company name &amp;quot;FIK&amp;quot; being a spoof on SIG, a name previously used in ''OVERKILL's The Walking Dead''. Currently, the model's selector is set to semi-automatic despite firing in fully automatic.&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm]]&lt;br /&gt;
[[File:PD3B-MPX.jpg|thumb|none|600px|&amp;quot;A sturdy submachine gun that uses AR design features to enhance range. Sexy stuff.&amp;quot;]]&lt;br /&gt;
[[File:PD3 MPX.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] returns from ''Payday 2'' under the new name &amp;quot;KU-59&amp;quot;.&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:PD3 AKM.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD3 AKM 2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] returns as the &amp;quot;VF-7S&amp;quot;.&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD3 SCAR.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Colt Law Enforcement Carbine==&lt;br /&gt;
The &amp;quot;CAR-4&amp;quot; returns from ''Payday 2'', although the model is now of a [[Colt Law Enforcement Carbine]] rather than a proper [[M4A1]]. Despite this, it features the third pin that is present on select-fire AR-15 lower receivers.&lt;br /&gt;
[[File:Colt_LE6920_SOCOM.jpg|thumb|none|450px|Colt LE6920 SOCOM - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD3B-M4.jpg|thumb|none|600px|&amp;quot;The everyman's rifle, this well-rounded carbine is a must-have when shit hits the fan.&amp;quot;]]&lt;br /&gt;
[[File:PD3 M4A1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
Equipping the &amp;quot;CQC Barrel&amp;quot; turns the LE Carbine into a [[Mk 18 Mod 0]].&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|450px|Mk 18 Mod 0 with LMT rear sight, Crane stock, and RIS foregrip - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 901===&lt;br /&gt;
The &amp;quot;Ranged Barrel&amp;quot; is a full 20&amp;quot; [[M16A4]] style upper (KAC M5 RAS included), producing a Colt Model 901/RO901 type configuration albeit with the collapsible stock by default.&lt;br /&gt;
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-191==&lt;br /&gt;
The rather obscure [[QBZ-191]] appears as the &amp;quot;Northwest B-9&amp;quot;. Its description correctly identifies its place of origin and manufacture as China.&lt;br /&gt;
[[File:QBZ-191.jpg|thumb|none|450px|QBZ-191 - 5.8x42mm]]&lt;br /&gt;
[[File:PD3B-QBZ.jpg|thumb|none|600px|&amp;quot;A light-weight model built with burst-fire tactics in mind. Made in China, like all good shit.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 0 EBR==&lt;br /&gt;
A tan [[Mk 14 Mod 0 EBR]] makes an appearance as a marksman rifle named the &amp;quot;SA-A144&amp;quot;.&lt;br /&gt;
[[File:M14EBR.jpg|thumb|none|450px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD3B-M1.jpg|thumb|none|600px|&amp;quot;This high-precision rifle is a favorite among spec ops units. Your enemies won't know what hit them.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
The [[Fostech Origin-12]] appears as the Bulldozer's standard shotgun, replacing the [[Remington Model 870 Field Gun]]/Reinfeld 880 that it used in ''Payday 2''.&lt;br /&gt;
[[File:Origin-12-short.jpg|thumb|none|450px|Fostech Origin-12 - 12 gauge]]&lt;br /&gt;
[[File:PD3 Fostech Origin-12.jpg|thumb|none|600px|'''''&amp;quot;MAKE WAY! FOR THE DOZER!&amp;quot;''''']]&lt;br /&gt;
[[File:PD3 Fostech Origin-12 2.jpg|thumb|none|600px|Another shot of the Bulldozer dropping on those &amp;lt;span style=&amp;quot;text-decoration:line-through;&amp;quot;&amp;gt;heisters&amp;lt;/span&amp;gt; ''&amp;quot;SHITHEADS LIKE A F**KING PIANO&amp;quot;''  with his Origin-12]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870==&lt;br /&gt;
A stubby variant of the [[Remington Model 870]] also returns, retaining its &amp;quot;Reinfield 880&amp;quot; name from the two previous games. It can be customized extensively, including turning it into a stubby version, a Express Tactical Magpul variant or its shorter TAC-14 variant. SWAT Officers use customized versions of the shotgun.&lt;br /&gt;
[[File:Remington870BlackSynthetic.jpg|thumb|none|450px|Remington 870 Police Magnum with early style black synthetic riot foregrips and buttstock - 12 gauge]]&lt;br /&gt;
[[Image:Shorty870.jpg|thumb|none|450px|Short barreled Remington 870 with raised vented sight rib, Hogue Tamer pistol grip, and Pachmayr Vindicator foregrip - 12 gauge]]&lt;br /&gt;
[[File:870 Express Magpul.jpg|thumb|none|450px|Remington 870 Express Tactical Magpul - 12 gauge]]&lt;br /&gt;
[[File:Remington 870 Tac-14 shotgun.jpg|thumb|none|450px|Remington 870 TAC-14 - 12 gauge]]&lt;br /&gt;
[[File:PD3B-870.jpg|thumb|none|600px|&amp;quot;Your old friend Reinfeld's back! Well rounded, pump-action fun awaits.&amp;quot;]]&lt;br /&gt;
[[File:PD3 M870.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Remington870NewTacticalModel.jpg|thumb|none|450px|Remington Model 870 New Police Tactical Model with Magpul CTR telescoping stock - 12 gauge]]&lt;br /&gt;
[[File:PD3 M870 2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Double Barreled Shotgun==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun|Double Barreled Shotgun]] from ''Payday 2'' returns, going by the slightly altered name &amp;quot;Mosconi 12 Classic&amp;quot;.&lt;br /&gt;
[[File:Winchester-Model-21.jpg|thumb|none|450px|Winchester Model 21 - 12 gauge]]&lt;br /&gt;
[[File:PD3 Triple Barreled Shotgun.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Remington 700 PSS==&lt;br /&gt;
The [[Remington 700PSS]], named as the Reinfeld 900S (sharing the same company name as the Remington 870 as they are, of course, made by Remington) appears in the game.&lt;br /&gt;
[[Image:RemingtonPSS700.jpg|thumb|none|450px|Remington Model 700PSS with Harris bipod in .300 Win Mag]]&lt;br /&gt;
&lt;br /&gt;
==Gepard GM6 Lynx==&lt;br /&gt;
The [[Gepard GM6 Lynx]], named the &amp;quot;HET-5 Red Fox&amp;quot;, appears as an &amp;quot;Overkill Weapon&amp;quot;. It has a thermal scope attached to it at all times and impossibly low recoil when aiming down the scope.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|450px|Gepard M6 Lynx - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Milkor M32A1==&lt;br /&gt;
The [[Milkor M32A1]] appears as the &amp;quot;Marcom Mamba MGL&amp;quot; as an &amp;quot;Overkill weapon&amp;quot; and replaces the [[Milkor MGL Mk 1L]] from ''Payday 2''.&lt;br /&gt;
[[Image:Milkor Mark 14.jpg|thumb|none|450px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:PD3 Milkor M32A1.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD3 Milkor M32A1 2.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==M67 hand grenade==&lt;br /&gt;
The [[M67 hand grenade]] appears as the standard grenade, under the basic name of &amp;quot;Frag Grenade&amp;quot;.&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|200px|M67 fragmentation grenade]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 Stun Grenade]] appears as the &amp;quot;Flashbang Grenade&amp;quot;.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:PD3 M84.jpg|thumb|600px|none|]] &lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Turret==&lt;br /&gt;
[[File:PD3 Turret.jpg|thumb|600px|none|]] &lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
{{Payday}}&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>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Payday_3&amp;diff=1610867</id>
		<title>Payday 3</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Payday_3&amp;diff=1610867"/>
		<updated>2023-09-14T09:37:23Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: /* SIG-Sauer MPX */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Upcoming}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = ''Payday 3''&lt;br /&gt;
|picture = Payday3 logo.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|series= [[Payday (disambiguation)|Payday]]&lt;br /&gt;
|date= September 21 2023&lt;br /&gt;
|developer=Overkill Software &amp;lt;br&amp;gt; Starbreeze Studios&lt;br /&gt;
|publisher= Prime Matter&lt;br /&gt;
|platforms=PC, PS5, Xbox Series X/S&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Payday 3''''' (stylized as ''PAYDAY 3'') is the upcoming sequel to ''[[Payday 2]]''.&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;
=Overview=&lt;br /&gt;
Unlike the previous game, submachine guns are no longer classified as secondary weapons, which is for now reserved for sidearms. In addition, a new class of weapon is added into the series called &amp;quot;Overkill weapons&amp;quot;. These powerful weapons can be called in to be dropped via helicopter during an assault wave to use after a cool-down, but they cannot be holstered and have a limited ammo supply. Furthermore, a new feature in ''Payday 3'' is the addition of &amp;quot;preset weapons&amp;quot;. These weapons are equipped with preset attachments that cannot be changed, while containing a weapon skin exclusive to the preset. Other than that, there is virtually no difference between the &amp;quot;preset weapons&amp;quot; and the regular weapons with the same attachments.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] returns from ''[[Payday 2]]'', now modeled after the Gen 5 version and renamed to &amp;quot;Stryk 7&amp;quot;, referencing the Glock 18C's name in the previous games (Stryk 18c). The new name may also be a reference to the infamous [[Die Hard 2#Glock 17|&amp;quot;Glock 7&amp;quot;]] scene from ''Die Hard 2''.&lt;br /&gt;
[[File:Glock17Gen5.jpg|thumb|none|350px|Glock 17 (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:PD3 G17.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD3 G17 2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Legion==&lt;br /&gt;
The [[SIG-Sauer P226|SIG-Sauer P226 Legion]] replaces the original P226 from ''[[Payday 2]]'', but still retains the name &amp;quot;Signature 40&amp;quot;.&lt;br /&gt;
[[File:P226 legion.jpg|thumb|none|350px|SIG-Sauer P226 Legion - 9x19mm]]&lt;br /&gt;
[[File:PD3B-Sig.jpg|thumb|none|600px|&amp;quot;Make your first shot count with this accurate, highly controlled sidearm. One and done, baby!&amp;quot;]]&lt;br /&gt;
[[File:PD3 P226.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320-M17==&lt;br /&gt;
The [[SIG-Sauer P320-M17]] appears as the &amp;quot;Signature 403&amp;quot;.&lt;br /&gt;
[[File:P320-M17.jpg|thumb|none|350px|SIG-Sauer P320-M17 - 9x19mm]]&lt;br /&gt;
[[File:PD3 P320.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==STI Perfect 10==&lt;br /&gt;
A silver-coloured [[STI Perfect 10]] appears as the &amp;quot;SP Model 11&amp;quot;. For some reason the hammer is always shown in the down position, which would make shooting the gun impossible.&lt;br /&gt;
[[File:STI Perfect 10.jpg|thumb|none|350px|STI Perfect 10 - 10mm Auto]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Smith &amp;amp; Wesson Model 29==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]] returns from ''Payday 2'' as the &amp;quot;J&amp;amp;M Castigo 44&amp;quot; (combining its original ''Payday 2'' name with a spoof of [[Smith &amp;amp; Wesson]] from ''OVERKILL's The Walking Dead'' as a prefix) with an obligatory ''[[Dirty Harry]]'' reference in its flavor text making up for a lack of one in ''Payday 2.''&lt;br /&gt;
[[Image:S&amp;amp;WModel29 Enforcer.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 29 - .44 Magnum]]&lt;br /&gt;
[[File:PD3B-M29.jpg|thumb|none|600px|&amp;quot;[[Dirty Harry#Smith &amp;amp; Wesson Model 29|Do you feel lucky, punk?]] Well, you should. This handgun's the apex of firepower, and it's all yours.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino 50DS==&lt;br /&gt;
A [[Chiappa Rhino 50DS]] appears in the game as the &amp;quot;Sforza Bison&amp;quot;.&lt;br /&gt;
[[file:Chiappa Rhino 5&amp;quot;.jpg|thumb|none|350px|Chiappa Rhino 50DS - .357 Magnum]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A2]] returns from the previous game, renamed to &amp;quot;SG Compact-7&amp;quot;, taking cues off the MP5's name from the previous game (Compact 5) as both SMGs are made by H&amp;amp;K in real life.&lt;br /&gt;
[[File:MP7A2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:PD3 MP7.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==IWI Uzi Pro==&lt;br /&gt;
The [[IWI Uzi Pro]] replaces the [[Micro Uzi]] from the previous game as the &amp;quot;ZIV Commando&amp;quot;.&lt;br /&gt;
[[File:Uzi Pro Pistol.jpg|thumb|none|350px|IWI Uzi Pro Pistol - 9x19mm]]&lt;br /&gt;
[[File:PD3B-Uzi.jpg|thumb|none|600px|&amp;quot;Quick, nimble and lethal. With a pocket-sized weapon capable of full auto, you'll be prepared for any spur-of-the-moment action that might be around the corner.&amp;quot; Pictured is the &amp;quot;Kick-Murder&amp;quot; preset for the submachine gun, complete with an Osprey silencer.]]&lt;br /&gt;
[[File:PD3 Micro Uzi.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD3 Micro Uzi 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD3 Micro Uzi 3.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] returns, now being modeled after the 2nd generation version and renamed to &amp;quot;FIK PC9&amp;quot;, with the company name &amp;quot;FIK&amp;quot; being a spoof on SIG, a name previously used in ''OVERKILL's The Walking Dead''. Currently, the model's selector is set to semi-automatic despite firing in fully automatic.&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm]]&lt;br /&gt;
[[File:PD3B-MPX.jpg|thumb|none|600px|&amp;quot;A sturdy submachine gun that uses AR design features to enhance range. Sexy stuff.&amp;quot;]]&lt;br /&gt;
[[File:PD3 MPX.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] returns from ''Payday 2'' under the new name &amp;quot;KU-59&amp;quot;.&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:PD3 AKM.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:PD3 AKM 2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] returns as the &amp;quot;VF-7S&amp;quot;.&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD3 SCAR.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Colt Law Enforcement Carbine==&lt;br /&gt;
The &amp;quot;CAR-4&amp;quot; returns from ''Payday 2'', although the model is now of a [[Colt Law Enforcement Carbine]] rather than a proper [[M4A1]]. Despite this, it features the third pin that is present on select-fire AR-15 lower receivers.&lt;br /&gt;
[[File:Colt_LE6920_SOCOM.jpg|thumb|none|450px|Colt LE6920 SOCOM - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PD3B-M4.jpg|thumb|none|600px|&amp;quot;The everyman's rifle, this well-rounded carbine is a must-have when shit hits the fan.&amp;quot;]]&lt;br /&gt;
[[File:PD3 M4A1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
Equipping the &amp;quot;CQC Barrel&amp;quot; turns the LE Carbine into a [[Mk 18 Mod 0]].&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|450px|Mk 18 Mod 0 with LMT rear sight, Crane stock, and RIS foregrip - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 901===&lt;br /&gt;
The &amp;quot;Ranged Barrel&amp;quot; is a full 20&amp;quot; [[M16A4]] style upper (KAC M5 RAS included), producing a Colt Model 901/RO901 type configuration albeit with the collapsible stock by default.&lt;br /&gt;
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-191==&lt;br /&gt;
The rather obscure [[QBZ-191]] appears as the &amp;quot;Northwest B-9&amp;quot;. Its description correctly identifies its place of origin and manufacture as China.&lt;br /&gt;
[[File:QBZ-191.jpg|thumb|none|450px|QBZ-191 - 5.8x42mm]]&lt;br /&gt;
[[File:PD3B-QBZ.jpg|thumb|none|600px|&amp;quot;A light-weight model built with burst-fire tactics in mind. Made in China, like all good shit.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 0 EBR==&lt;br /&gt;
A tan [[Mk 14 Mod 0 EBR]] makes an appearance as a marksman rifle named the &amp;quot;SA-A144&amp;quot;.&lt;br /&gt;
[[File:M14EBR.jpg|thumb|none|450px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[File:PD3B-M1.jpg|thumb|none|600px|&amp;quot;This high-precision rifle is a favorite among spec ops units. Your enemies won't know what hit them.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
The [[Fostech Origin-12]] appears as the Bulldozer's standard shotgun, replacing the [[Remington Model 870 Field Gun]]/Reinfeld 880 that it used in ''Payday 2''.&lt;br /&gt;
[[File:Origin-12-short.jpg|thumb|none|450px|Fostech Origin-12 - 12 gauge]]&lt;br /&gt;
[[File:PD3 Fostech Origin-12.jpg|thumb|none|600px|'''''&amp;quot;MAKE WAY! FOR THE DOZER!&amp;quot;''''']]&lt;br /&gt;
[[File:PD3 Fostech Origin-12 2.jpg|thumb|none|600px|Another shot of the Bulldozer dropping on those &amp;lt;span style=&amp;quot;text-decoration:line-through;&amp;quot;&amp;gt;heisters&amp;lt;/span&amp;gt; ''&amp;quot;SHITHEADS LIKE A F**KING PIANO&amp;quot;''  with his Origin-12]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870==&lt;br /&gt;
A stubby variant of the [[Remington Model 870]] also returns, retaining its &amp;quot;Reinfield 880&amp;quot; name from the two previous games. It can be customized extensively, including turning it into a stubby version, a Express Tactical Magpul variant or its shorter TAC-14 variant. SWAT Officers use customized versions of the shotgun.&lt;br /&gt;
[[File:Remington870BlackSynthetic.jpg|thumb|none|450px|Remington 870 Police Magnum with early style black synthetic riot foregrips and buttstock - 12 gauge]]&lt;br /&gt;
[[Image:Shorty870.jpg|thumb|none|450px|Short barreled Remington 870 with raised vented sight rib, Hogue Tamer pistol grip, and Pachmayr Vindicator foregrip - 12 gauge]]&lt;br /&gt;
[[File:870 Express Magpul.jpg|thumb|none|450px|Remington 870 Express Tactical Magpul - 12 gauge]]&lt;br /&gt;
[[File:Remington 870 Tac-14 shotgun.jpg|thumb|none|450px|Remington 870 TAC-14 - 12 gauge]]&lt;br /&gt;
[[File:PD3B-870.jpg|thumb|none|600px|&amp;quot;Your old friend Reinfeld's back! Well rounded, pump-action fun awaits.&amp;quot;]]&lt;br /&gt;
[[File:PD3 M870.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Remington870NewTacticalModel.jpg|thumb|none|450px|Remington Model 870 New Police Tactical Model with Magpul CTR telescoping stock - 12 gauge]]&lt;br /&gt;
[[File:PD3 M870 2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Double Barreled Shotgun==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun|Double Barreled Shotgun]] from ''Payday 2'' returns, going by the slightly altered name &amp;quot;Mosconi 12 Classic&amp;quot;.&lt;br /&gt;
[[File:Winchester-Model-21.jpg|thumb|none|450px|Winchester Model 21 - 12 gauge]]&lt;br /&gt;
[[File:PD3 Triple Barreled Shotgun.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Remington 700 PSS==&lt;br /&gt;
The [[Remington 700PSS]], named as the Reinfeld 900S (sharing the same company name as the Remington 870 as they are, of course, made by Remington) appears in the game.&lt;br /&gt;
[[Image:RemingtonPSS700.jpg|thumb|none|450px|Remington Model 700PSS with Harris bipod in .300 Win Mag]]&lt;br /&gt;
&lt;br /&gt;
==Gepard GM6 Lynx==&lt;br /&gt;
The [[Gepard GM6 Lynx]], named the &amp;quot;HET-5 Red Fox&amp;quot;, appears as an &amp;quot;Overkill Weapon&amp;quot;. It has a thermal scope attached to it at all times.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|450px|Gepard M6 Lynx - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Milkor M32A1==&lt;br /&gt;
The [[Milkor M32A1]] appears as the &amp;quot;Marcom Mamba MGL&amp;quot; as an &amp;quot;Overkill weapon&amp;quot; and replaces the [[Milkor MGL Mk 1L]] from ''Payday 2''.&lt;br /&gt;
[[Image:Milkor Mark 14.jpg|thumb|none|450px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:PD3 Milkor M32A1.jpg|thumb|600px|none|]] &lt;br /&gt;
[[File:PD3 Milkor M32A1 2.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==M67 hand grenade==&lt;br /&gt;
The [[M67 hand grenade]] appears as the standard grenade, under the basic name of &amp;quot;Frag Grenade&amp;quot;.&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|200px|M67 fragmentation grenade]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 Stun Grenade]] appears as the &amp;quot;Flashbang Grenade&amp;quot;.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:PD3 M84.jpg|thumb|600px|none|]] &lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Turret==&lt;br /&gt;
[[File:PD3 Turret.jpg|thumb|600px|none|]] &lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
{{Payday}}&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>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil:_Village&amp;diff=1610097</id>
		<title>Resident Evil: Village</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil:_Village&amp;diff=1610097"/>
		<updated>2023-09-11T07:27:22Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: /* SIG-Sauer MCX VIRTUS SBR */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Resident Evil: Village''&lt;br /&gt;
|picture=Resident Evil Village NA Cover.jpg&lt;br /&gt;
|caption=&lt;br /&gt;
|series=''[[Resident Evil]]''&lt;br /&gt;
|date= May 7, 2021&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;PlayStation 5 &amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=First-Person Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Resident Evil: Village''''' is a first-person survival horror video game, the tenth main installment of the ''Resident Evil'' series. It is a direct sequel to ''[[Resident Evil 7: Biohazard]]''. &lt;br /&gt;
&lt;br /&gt;
Set some years after the events in Louisiana, players once again control Ethan Winters, who is trying to live a quiet life with his wife Mia following the nightmare in Dulvey. Soon after welcoming their daughter Rosemary into the world, the Winters' peaceful existence is shattered when their former ally Chris Redfield kidnaps Rosemary for reasons unknown. Ethan heads to a mysterious Eastern European village to find his daughter and seek answers, but soon finds himself venturing into another terrifying journey. &lt;br /&gt;
&lt;br /&gt;
{{spoilers}}&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
''Resident Evil Village'' inherits much of ''Resident Evil 7'''s game mechanics. Like RE7, ''Village'' takes place in first person, with weapons behaving much like RE7. Unlike most FPSs, but like RE7, aiming the weapons in ''Village'' merely tightens the crosshair instead of going into a special fully-accurate ADS mode.&lt;br /&gt;
&lt;br /&gt;
Returning to the game is a Merchant system similar to that found in ''[[Resident Evil 4]]'': a merchant character known as &amp;quot;The Duke&amp;quot; appears at certain fixed locations on the game map, and Ethan can buy items, sell treasures, and upgrade his weapons at the Duke. Weapons can be both upgraded, granting them generic stat improvements, and customized with custom parts, which are either found on the map or bought from the Duke.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
==CZ 2075 RAMI==&lt;br /&gt;
The &amp;quot;LEMI&amp;quot; is a slightly altered [[CZ 2075 RAMI]], with a different hammer, no beavertail, and redesigned safety and slide release. It is the first firearm received in the game, when Ethan gets it from Grigori. It starts with a magazine capacity of 10 rounds and can be customized with a compensator and extended magazines.&lt;br /&gt;
&lt;br /&gt;
[[File:Cz2075rami.jpg|thumb|400px|none|CZ 2075 Rami - 9x19mm.]]&lt;br /&gt;
[[File:VillageLEMI.jpeg|thumb|none|600px|The LEMI selected in the inventory screen.]]&lt;br /&gt;
[[File:REVill-RAMI-Customized.jpg|thumb|none|600px|The LEMI in the model viewer, fully customized with its fictional compensator and extended magazines.]]&lt;br /&gt;
[[File:VillageLEMIIdle.jpg|thumb|none|600px|Ethan sneaks around a village alley after meeting the locals.]]&lt;br /&gt;
[[File:VillageLEMIAim.jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the LEMI. Despite Ethan saying he received combat training following the events of the previous game, he still doesn't seem to grasp the concept of iron sights and a thumbs-forward modern grip. Most weapons in the game are simply bought closer to the screen when aimed, which nonetheless tightens the spread of shots.]]&lt;br /&gt;
[[File:VillageLEMIReload.jpg|thumb|none|600px|Reloading the LEMI. Reloads in ''Village'' are a bit more intricately animated compared to the previous game. Here, Ethan makes sure to retain the partially-full magazine of his pistol when performing a tactical reload, while he drops the magazine in an empty reload. Alas, it seems both magazines lack cartridges.]]&lt;br /&gt;
[[File:REV GMPLY 07.jpg|thumb|none|600px|The pistol seen in the Duke's Emporium main screen.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The heavily modified [[Beretta 92FS]] &amp;quot;Samurai Edge&amp;quot; that appeared in the [[Resident Evil 7: Biohazard|previous game]] returns for players who purchase the game's Deluxe Edition or the Trauma Pack DLC, and is purchased from the Duke in-game. It functions similarly to the weapon as it appeared used by Chris Redfield in the &amp;quot;Not a Hero&amp;quot; DLC. It has a 9-round capacity, but has a very weak damage that cannot be upgraded.&lt;br /&gt;
&lt;br /&gt;
Another Beretta 92FS Samurai Edge of some kind can be seen holstered at the hip of the BSAA soldier model in the model viewer. It is obviously a different model of Samurai Edge, and its features are difficult to make out, but it is still identifiable as some kind of a Samurai Edge versus a regular 92 platform pistol due to the extended Samurai Edge-style grips (that appear to be made of plastic like the AW-01P and Barry Burton V1 model, albeit lacking medallions) and custom frame with extended beavertail that resembles the AW-01P and various Albert Wesker Samurai Edge designs, such as those seen in Resident Evil, Resident Evil 5, and Resident Evil 7. Given BSAA's Blue Umbrella lore connections, the pistol is most likely an AW-01P.&lt;br /&gt;
&lt;br /&gt;
This pistol is distinct from the real life Beretta M9A1 despite having a rail due to the fact that the rail is full length unlike the M9A1 and that the original design of the Albert Wesker Samurai Edge from Resident Evil HD actually predates the M9A1, with the game releasing in 2002 while the Beretta M9A1 released in 2005. &lt;br /&gt;
&lt;br /&gt;
[[Image:Re7awp.jpg|thumb|none|500px|Official Tokyo Marui airsoft replica of the &amp;quot;Albert-01&amp;quot; from ''Resident Evil 7''.]]&lt;br /&gt;
[[File:Village92FS.jpg|thumb|none|600px|The pistol examined in Ethan's inventory. Though the January 2021 showcase online event named the pistol &amp;quot;Albert01 Chris&amp;quot;, it's named &amp;quot;Samurai Edge - AW Model-01&amp;quot; in the final game, same as RE7.]]&lt;br /&gt;
[[File:Village92FSIdle.jpg|thumb|none|600px|Ethan stands idle with a souvenir from Louisiana.]]&lt;br /&gt;
[[File:Village92FSAim.jpg|thumb|none|600px|Taking aim at a wall.]]&lt;br /&gt;
[[File:Village92FSReload.jpg|thumb|none|600px|Reloading the Samurai Edge, [[Call of Duty: Modern Warfare (2019)|''Modern Warfare'']] style.]]&lt;br /&gt;
[[File:Samurai Edge AW 01P.jpg|thumb|none|400px|Tokyo Marui Albert. W. Model 01P airsoft pistol.]]&lt;br /&gt;
[[File:REVill-BSAA-Ber92FS-SE.jpg|thumb|none|400px|The BSAA soldier in the model viewer with a holstered Samurai Edge of some kind.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet USW-A1==&lt;br /&gt;
A [[Brügger &amp;amp; Thomet USW-A1]] fitted with a mini red-dot sight, suppressor, and flashlight appears as the &amp;quot;USM-AI&amp;quot;. It features custom Hound-Wolf Squad engravings. It is Chris Redfield's signature sidearm in the game, and is usable during the village raid where Chris is the player character. It has a magazine capacity of 17 rounds. It can be unlocked for purchase in Ethan's main campaign by spending 20,000 challenge points in the Extra Content menu, after completing the game once.&lt;br /&gt;
&lt;br /&gt;
[[File:B&amp;amp;TUSW.jpg|thumb|none|400px|Brügger &amp;amp; Thomet USW-A1 - 9x19mm]]&lt;br /&gt;
[[File:REVill-USW-left.jpg|thumb|none|600px|The USW-A1 in the model viewer]]&lt;br /&gt;
[[File:REVill-USW-right.jpg|thumb|none|600px|The USW-A1's right side. Interestingly, this pistol and the G17 are the only two in the game that feature manufacturer markings and serial numbers. This one is evidently US 24-71998 as a direct reference to the Spencer Mansion Incident of the first Resident Evil game, which took place on July 24, 1998 (07/24/1998). It is marked to use 9x19mm Parabellum cartridges.]]&lt;br /&gt;
[[File:REV USWA1 00.jpg|thumb|none|600px|Chris takes out the USW-A1 during the village raid.]]&lt;br /&gt;
[[File:REV USWA1 01.jpg|thumb|none|600px|Doing a reload when the empty mag is removed.]]&lt;br /&gt;
[[File:REV USWA1 02.jpg|thumb|none|600px|Chris reloading a fresh mag.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus 1911==&lt;br /&gt;
A [[M1911|Taurus 1911]] pistol with old-fashioned brown grip panels and the slide serrations from a [[Colt Gold Cup National Match]] is featured as the &amp;quot;M1911&amp;quot;. It can be found at an optional area inside the village.&lt;br /&gt;
&lt;br /&gt;
The pistol is customizable with a long extended magazine and what appear to be Pachmayr American Legend grips. For some reason, the pistol is fully automatic and thus fires continuously while the player holds the attack button, despite appearing externally completely like a standard semi-automatic M1911-style pistol. However, it has a low rate of fire, and the utility of the automatic fire is hampered by its starting magazine capacity of 7 rounds. &lt;br /&gt;
&lt;br /&gt;
[[File:Taurus 1911.jpg|thumb|none|350px|Taurus 1911 - .45 ACP]]&lt;br /&gt;
[[File:VillageM1911.jpg|thumb|none|600px|Examining the &amp;quot;M1911&amp;quot; in the inventory. Though the hammer, trigger, and sights match the Taurus 1911, the in-game model has a few more differences to the real gun in addition to the grip panels; the slide serrations are different, the magazine is of the traditional 1911 style, the slide stop has a visible pin, and the safety on the right side is a mirror of the one on the left instead of being a different design.]]&lt;br /&gt;
[[File:REVill-M45-Customized.jpg|thumb|none|600px|The &amp;quot;M1911&amp;quot; in the model viewer, showing its full range of customizations with the extended magazine and Pachmayr grips.]]&lt;br /&gt;
[[File:VillageM1911Idle.jpg|thumb|none|600px|A little exploration off the beaten track rewards Ethan with a new toy.]]&lt;br /&gt;
[[File:VillageM1911Aim.jpg|thumb|none|600px|Having suffered a jumpscare in the process of obtaining this pistol, Ethan warily aims, ready for any lurking lycans.]]&lt;br /&gt;
[[File:VillageM1911Reload.jpg|thumb|none|600px|Performing a tactical by taking out the empty magazine Ethan swore he still had ammo in.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1 CQBP==&lt;br /&gt;
Some Hound Wolf operatives carry the [[Colt M45A1 CQBP]], called the &amp;quot;MA51 GQ Custom&amp;quot; in-game, as their sidearm.&lt;br /&gt;
&lt;br /&gt;
[[File:M45A1.jpg|thumb|none|350px|Colt M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP]]&lt;br /&gt;
[[File:REVill-M45A1.jpg|thumb|none|600px|The M45A1 CQBP in the model viewer. The wear around the muzzle, common on the cerakoted pistols in real life, as well as the weapon light, can be clearly seen here.]]&lt;br /&gt;
[[File:REVill-UmberEyes-M45A1.jpg|thumb|none|300px|Hound-Wolf Squad operator Umber Eyes in the model viewer. The M45A1 CQBP can be clearly seen holstered in a Safariland SLS-style holster on his hip.]]&lt;br /&gt;
&lt;br /&gt;
==Volk Tactical Gear Glock 17==&lt;br /&gt;
Most HW operatives use customized [[Glock 17]]s, called the &amp;quot;GL7&amp;quot; in-game, equipped with a flashlight as their sidearm. The customized parts are modeled after custom parts for the Tokyo Marui Glock 17/22 airsoft pistol made by Volk Tactical Gear, a Japanese tactical gear company (in collaboration with Ocean Custom Tactical, another Japanese tactical gear company), themselves based the Taran Tactical Innovations Combat Master Package for the Glock 17, with the makers noting that they were inspired by the TTI Glocks in the ''[[John Wick]]'' film series. It is barely visible in the main game (it can be most clearly seen at the reservoir where an HW operative subdues Ethan), but can be seen more clearly seen in the model viewer.&lt;br /&gt;
&lt;br /&gt;
[[File:Glock VTG.jpg|thumb|none|350px|'''Airsoft''' Volk Tactical Gear Glock 17]]&lt;br /&gt;
[[File:TTI Glock Combat Master Performance Package.jpg|thumb|none|350px|Taran Tactical Innovations Combat Master Package Glock 17 - 9x19 Parabellum]]&lt;br /&gt;
[[File:Re8_VTG17.jpg|thumb|none|500px|The G17 in the model viewer. The pistol is proudly emblazoned with the Volk Tactical Gear brand on the slide, which presumably has an in-universe equivalent within the scope of Resident Evil.]]&lt;br /&gt;
[[File:REVill-G17-right.jpg|thumb|none|600px|The right side of the pistol. It is the only other gun in this game, besides the B&amp;amp;T USW-A1, that has markings of any kind besides fire selectors. In this case, the model is engraved as &amp;quot;MODEL*VTG17CUSTOM&amp;quot; with a serial number of VTG666.]]&lt;br /&gt;
[[File:RE8Glock.jpg|thumb|none|300px|HWS operator Night Howl in the model viewer, holding the G17 at the low ready.]]&lt;br /&gt;
[[File:REVill-Canine-G17.jpg|thumb|none|300px|HWS operator Canine in the model viewer, with the G17 holstered at the hip.]]&lt;br /&gt;
&lt;br /&gt;
==Wildey==&lt;br /&gt;
The [[Wildey]] magnum pistol appears as the &amp;quot;S.T.A.K.E&amp;quot;. It becomes available for purchase from the Duke after starting a New Game+. It is customizable with extended magazines and a set of improved grips and starts with an incorrectly too-large capacity of 10 rounds in a flush-fitting magazine.&lt;br /&gt;
[[File:Wildey 8 inch.jpg|thumb|400px|none|Wildey Hunter, 8&amp;quot; barrel - .475 Wildey Magnum]]&lt;br /&gt;
[[File:REVill-Wildey.jpg|thumb|600px|none|The Wildey in the model viewer.]]&lt;br /&gt;
[[File:REVill-Wildey-Customized.jpg|thumb|600px|none|The Wildey with the improved grips and extended magazines equipped.]]&lt;br /&gt;
[[File:REVill-Wildey-lowready.jpg|thumb|600px|none|Ethan holding the Wildey at the low ready.]]&lt;br /&gt;
[[File:REVill-Wildey-aim.jpg|thumb|600px|none|Aiming the Wildey.]]&lt;br /&gt;
[[File:REVill-Wildey-shoot1.jpg|thumb|600px|none|Firing the Wildey produces a significant muzzle flash...]]&lt;br /&gt;
[[File:REVill-Wildey-shoot2.jpg|thumb|600px|none|As well as significant recoil.]]&lt;br /&gt;
[[File:REVill-Wildey-tacreload.jpg|thumb|600px|none|Ethan performing a tactical reload with the Wildey. The RAMI, 1911, Samurai Edge, and Wildey share the same reload animations. This results in Ethan ignoring the heel magazine release and acting like the Wildey has a thumb button release.]]&lt;br /&gt;
[[File:REVill-Wildey-reload-1.jpg|thumb|600px|none|The empty animations involve Ethan discarding the old magazine rather than keeping it,]]&lt;br /&gt;
[[File:REVill-Wildey-reload-2.jpg|thumb|600px|none|slotting in a fresh magazine,]]&lt;br /&gt;
[[File:REVill-Wildey-reload-3.jpg|thumb|600px|none|and dropping the slide with the slide release using his left hand.]]&lt;br /&gt;
&lt;br /&gt;
==MBA Gyrojet==&lt;br /&gt;
The [[MBA Gyrojet]] appears, simply titled the &amp;quot;Rocket Pistol&amp;quot;. It can be unlocked for purchase by beating the game on the highest Village of Shadows difficulty, then spending 80,000 CP on the Extra Content menu. It has a capacity of 7 rounds (1 more than is possible with a real example), and fires moderately-damaging explosive rockets at a slow rate of fire.&lt;br /&gt;
[[File:Gyrojetpistol.jpg|thumb|none|400px|Gyrojet Pistol Mark 1 Model B - 13mm]]&lt;br /&gt;
[[File:REVill-Gyrojet.jpg|thumb|none|600px|The Gyrojet in the model viewer.]]&lt;br /&gt;
[[File:REVill-Gyrojet-lowready.jpg|thumb|none|600px|Ethan holding the fantastically-rare Gyrojet pistol at the low ready.]]&lt;br /&gt;
[[File:REVill-Gyrojet-aim.jpg|thumb|none|600px|Aiming the Gyrojet.]]&lt;br /&gt;
[[File:REVill-Gyrojet-shoot.jpg|thumb|none|600px|Firing the Gyrojet. The real gun's projectiles are inert rather than explosive. The recoil is appropriately minimal in-game.]]&lt;br /&gt;
[[File:REVill-Gyrojet-reload-1.jpg|thumb|none|600px|Reloading the Gyrojet involves pulling back the top cover, though Ethan doesn't seem to operate the catch on the right side to release it,]]&lt;br /&gt;
[[File:REVill-Gyrojet-reload-2.jpg|thumb|none|600px|Slotting in rockets one-by-one,]]&lt;br /&gt;
[[File:REVill-Gyrojet-reload-3.jpg|thumb|none|600px|And closing the top cover. The follower on the model actually moves according to how many rounds are in the gun, but on the real Gyrojet, you would need to drop the hammer and engage the safety before reloading, and you would have to recock the hammer before firing again. In-game, Ethan never has to do anything involving the hammer nor the safety.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
&lt;br /&gt;
==Magnum Research BFR==&lt;br /&gt;
The [[Magnum Research BFR]] appears as the &amp;quot;Handcannon PZ&amp;quot;. It can be unlocked for purchase by beating the game on hardcore difficulty and spending 60,000 CP on the Extra Content menu. Likely to make use of pre-existing ammunition in the game, the BFR uses sniper rifle ammo as shared by the F2, granting it immense stopping power, though in reality there are no variants of the BFR that chamber 7.62x51mm cartridges. It has a correct (for long cylinder models like is depicted) 5 round capacity.&lt;br /&gt;
&lt;br /&gt;
[[File:BFR 45-70 1.jpg|400px|thumb|none|Magnum Research BFR - .45-70 Government]] &lt;br /&gt;
[[File:REVill-BFR.jpg|thumb|none|600px|The BFR in the model viewer.]]&lt;br /&gt;
[[File:REVill-BFR-lowready.jpg|thumb|none|600px|Ethan holding the BFR at the low ready.]]&lt;br /&gt;
[[File:REVill-BFR-aim.jpg|thumb|none|600px|Aiming the BFR.]]&lt;br /&gt;
[[File:REVill-BFR-shoot-1.jpg|thumb|none|600px|Like the other &amp;quot;magnum&amp;quot; guns, the BFR produces a fireball,]]&lt;br /&gt;
[[File:REVill-BFR-shoot-2.jpg|thumb|none|600px|And massive recoil.]]&lt;br /&gt;
[[File:REVill-BFR-shoot-3.jpg|thumb|none|600px|Afterwards, Ethan correctly cocks the hammer, which visually advances the cylinder to the next shot.]]&lt;br /&gt;
[[File:REVill-BFR-reload-1.jpg|thumb|none|600px|Reloading the BFR involves opening the loading gate (in reality you would need to lower the hammer before opening the gate. Ethan naturally doesn't need to do this in the game),]]&lt;br /&gt;
[[File:REVill-BFR-reload-2.jpg|thumb|none|600px|Ejecting and loading spent and fresh rounds, one by one, respectively (somehow without even touching the ejector rod). Note the 7.62mm rounds being inserted.]]&lt;br /&gt;
[[File:REVill-BFR-reload-3.jpg|thumb|none|600px|And closing the loading gate.]]&lt;br /&gt;
&lt;br /&gt;
==Colt 1851 Navy (Cartridge Conversion)==&lt;br /&gt;
A [[Colt 1851 (Cartridge Conversion)]] with deep black trim and pearl/ivory grips is featured in the game as the &amp;quot;M1851 Wolfsbane&amp;quot;. It is mixed with design elements from other Colt revolvers, including a grooved [[Single Action Army]]-style cylinder, shortened loading lever (as on the [[Colt Dragoon|Dragoon]]) which is also in the [[Colt_1860_Army#Colt_1860_Percussion|Colt 1860 Army]]-style, and with the [[Colt Walker|Walker]]/1st Dragoon model style trigger guard.&lt;br /&gt;
&lt;br /&gt;
It can be found in a house near Moreau's Lab. It is customizable with a longer barrel (which returns it to its standard length) and a fictitious 7-round capacity cylinder which replaces its default starting capacity 5 round upgradable cylinder. The game's collector's edition includes a miniature version of the gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:Richards-navy-1851.jpg|thumb|none|400px|Colt 1851 Navy with a cartridge conversion. This is a reproduction of the gun used by [[Eli Wallach]] in ''[[The Good, The Bad, and The Ugly]]'' and imported by Cimmaron Arms.]]&lt;br /&gt;
[[Image:1860Army.jpg|thumb|none|350px|Colt 1860 Army - .44 caliber.]]&lt;br /&gt;
[[Image:WalesOriginalWalker.jpg|thumb|none|400px|One of the original Colt Walker 1847s - .44 caliber.]]&lt;br /&gt;
[[File:REVill-Wolfsbane.jpg|thumb|none|600px|The 1851 Navy in the model viewer. The inscription on the barrel reads &amp;quot;Fiat Voluntas Tua&amp;quot;, which translates about to the phrase &amp;quot;Thy will be done&amp;quot;, which is fairly appropriate for a Miranda fanatic like Moreau to have on his gun. Alternatively, this could have been owned by a particularly wealthy devoted villager before Ethan liberated it, which would still be appropriate given that Miranda's the object of worship for the entire village.]]&lt;br /&gt;
[[File:REVill-Wolfsbane-Customized.jpg|thumb|none|600px|The 1851 Navy in the model viewer with its long barrel and high-capacity cylinder installed.]]&lt;br /&gt;
[[File:REVill-Wolfsbane-lowready.jpg|thumb|none|600px|Ethan holding the 1851 Navy at the low ready.]]&lt;br /&gt;
[[File:REVill-Wolfsbane-aim.jpg|thumb|none|600px|Aiming the 1851 Navy.]]&lt;br /&gt;
[[File:REVill-Wolfsbane-shoot1.jpg|thumb|none|600px|Like the BFR, the 1851 produces fireballs,]]&lt;br /&gt;
[[File:REVill-Wolfsbane-shoot2.jpg|thumb|none|600px|Massive recoil,]]&lt;br /&gt;
[[File:REVill-Wolfsbane-shoot3.jpg|thumb|none|600px|and is cocked after every shot.]]&lt;br /&gt;
[[File:REVill-Wolfsbane-reload-1.jpg|thumb|none|600px|Again, like the BFR, the loading gate is opened. Again, the hammer has to be decocked (though to the half-cock position this time) before loading, and Ethan again chooses to ignore this,]]&lt;br /&gt;
[[File:REVill-Wolfsbane-reload-2.jpg|thumb|none|600px|Before ejecting and loading spent and fresh rounds without even having any notion of ejector rods or ramrods,]]&lt;br /&gt;
[[File:REVill-Wolfsbane-reload-3.jpg|thumb|none|600px|And closing the loading gate.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Sa vz. 61 Skorpion==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] variant is featured as the &amp;quot;V61 Custom&amp;quot;, and can be purchased at the Duke's Emporium after reaching Heisenberg's factory. By default, it comes with a 12-shot straight magazine, which matches export models, but not the original Model 61 chambered in .32 caliber (with these characteristics it should be a .380 ACP or 9x18mm). It can be customized with long carbine barrel, drum magazine (apparently inspired by airsoft models, as factory variants never existed), and custom wooden buttstock in the style of an [[SVD Dragunov]]. A miniature of the fully customized Skorpion appears in a version of the game's collector's edition.&lt;br /&gt;
[[File:Scorpion SA Vz 82.jpg|400px|thumb|none|Sa vz. 82 Skorpion with spare magazines - 9x18mm Makarov]]&lt;br /&gt;
[[File:REVill-Vz61.jpg|thumb|none|600px|The Skorpion in the model viewer. Note the folded wire stock...]]&lt;br /&gt;
[[File:REVill-Vz61-customized.jpg|thumb|none|600px|...which, rather than being used, simply vanishes when a stock is installed, as seen on this fully-upgraded example.]]&lt;br /&gt;
[[File:REVill-Vz61-lowready.jpg|thumb|none|600px|Ethan holding the Skorpion at the low ready.]]&lt;br /&gt;
[[File:REVill-Vz61-aim.jpg|thumb|none|600px|Aiming the Skorpion.]]&lt;br /&gt;
[[File:REVill-Vz61-shoot.jpg|thumb|none|600px|Firing the Skorpion.]]&lt;br /&gt;
[[File:REVill-Vz61-tacreload1.jpg|thumb|none|600px|Performing a tactical reload with the Skorpion is pretty simple. Ethan ejects the partially-spent magazine and retains it,]]&lt;br /&gt;
[[File:REVill-Vz61-tacreload2.jpg|thumb|none|600px|And slotting in a fresh magazine.]]&lt;br /&gt;
[[File:REVill-Vz61-reload-1.jpg|thumb|none|600px|Performing an empty reload is slightly different. Ethan throws away the old magazine,]]&lt;br /&gt;
[[File:REVill-Vz61-reload-2.jpg|thumb|none|600px|Loads a fresh one,]]&lt;br /&gt;
[[File:REVill-Vz61-reload-3.jpg|thumb|none|600px|And charges the weapon.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Tactical==&lt;br /&gt;
A [[Remington Model 870]] with no stock and railed sight rib and pump handle appears in the game as the &amp;quot;W870 TAC&amp;quot; shotgun. It can be found in a house near House Beneviento. It has a starting capacity of 4 shotshells, and can be customized with a foregrip and tactical stock.&lt;br /&gt;
&lt;br /&gt;
[[Image:REMINGTON 870 EXPRESS TACTICAL PISTOL GRIP.jpg|thumb|none|450px|Remington 870 Express with TacStar pistol grip - 12 gauge]]&lt;br /&gt;
[[Image:Rem870rail.jpg|thumb|400px|none|Shorted Remington 870 with a Pachmayr Vindicator pistol grip, receiver attached tri-rail, and tri-railed foregrip - 12 gauge]]&lt;br /&gt;
[[File:REVill-870.jpg|thumb|600px|none|The 870 in the model viewer.]]&lt;br /&gt;
[[File:REVill-870-Customized.jpg|thumb|600px|none|The 870 in the model viewer with the foregrip and tactical stock. The stock resembles a SOPMOD/Crane M4 stock.]]&lt;br /&gt;
[[File:REVill-870-lowready.jpg|thumb|600px|none|Ethan holding the 870 at the low ready.]]&lt;br /&gt;
[[File:REVill-870-aim.jpg|thumb|600px|none|Aiming the 870.]]&lt;br /&gt;
[[File:REVill-870-shoot1.jpg|thumb|600px|none|Firing the 870,]]&lt;br /&gt;
[[File:REVill-870-shoot2.jpg|thumb|600px|none|and cycling the action, ejecting a spent shell.]]&lt;br /&gt;
[[File:REVill-870-reload-1.jpg|thumb|600px|none|The pump-action shotguns in this game have a separate reload animation on empty. When the gun is empty, the player is aiming the weapon, and attempts to fire, Ethan will quickly open the action and dump a shell into the chamber,]]&lt;br /&gt;
[[File:REVill-870-reload-2.jpg|thumb|600px|none|Before slotting in shotshells like normal,]]&lt;br /&gt;
[[File:REVill-870-reload-3.jpg|thumb|600px|none|And finishing off with another pump of the action. This pump is entirely unnecessary, and doing so would eject a perfectly-good unspent shotshell from the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga-12 Tactical==&lt;br /&gt;
A [[Saiga-12]] shotgun with railed forearm (that strangely lacks any form of iron sights) and Magpul Zhukov-S stock appears in the game as the &amp;quot;SYG-12&amp;quot;. It can be bought from the Duke after reaching Heisenberg's factory. It can be customized with a long barrel, a drum magazine, and what appears to be a Russian Kobra EKP-8 red dot sight with Weaver/1913 Picatinny mount and sunshade. It starts with a 10-shotshell magazine capacity.&lt;br /&gt;
[[file:Komrad 12.jpg|thumb|none|400px|Komrad 12 - 12 gauge]]&lt;br /&gt;
[[File:REVill-Saiga12.jpg|thumb|none|600px|The Saiga-12 in the model viewer. The stock closely resembles a Zhukov-S stock.]]&lt;br /&gt;
[[File:REVill-Saiga12-Customized.jpg|thumb|none|600px|The Saiga-12 in the model viewer with its extended barrel, drum magazine, and red dot sight installed.]]&lt;br /&gt;
[[File:REVill-Saiga12-lowready.jpg|thumb|none|600px|Ethan holding the Saiga-12 at the low ready.]]&lt;br /&gt;
[[File:REVill-Saiga12-aim.jpg|thumb|none|600px|Aiming the Saiga-12.]]&lt;br /&gt;
[[File:REVill-Saiga12-shoot.jpg|thumb|none|600px|Firing the Saiga-12. Interestingly, despite being the only self-loading shotgun in the game, it is the slowest-firing by far.]]&lt;br /&gt;
[[File:REVill-Saiga12-tacreload1.jpg|thumb|none|600px|The Saiga-12 shares its animations with the &amp;quot;Dragoon&amp;quot; AK assault rifle carbine. A tactical reload involves yanking out the old magazine,]]&lt;br /&gt;
[[File:REVill-Saiga12-tacreload2.jpg|thumb|none|600px|And slotting in a new one.]]&lt;br /&gt;
[[File:REVill-Saiga12-reload-1.jpg|thumb|none|600px|An empty reload involves Ethan turning the shotgun over to check the weapon's condition,]]&lt;br /&gt;
[[File:REVill-Saiga12-reload-2.jpg|thumb|none|600px|Before yanking the old magazine and discarding it,]]&lt;br /&gt;
[[File:REVill-Saiga12-reload-3.jpg|thumb|none|600px|Fitting in a new magazine, though it doesn't have any ammunition modeled in it,]]&lt;br /&gt;
[[File:REVill-Saiga12-reload-4.jpg|thumb|none|600px|And charging the shotgun underhanded.]]&lt;br /&gt;
&lt;br /&gt;
==Thor's Hammer - AW Model-02==&lt;br /&gt;
The fictional &amp;quot;Thor's Hammer&amp;quot; automatic shotgun returns from ''[[Resident Evil 7: Biohazard]]'', this time only used by BSAA operatives.&lt;br /&gt;
[[File:Tokyo Marui SGR-12.jpg|thumb|none|400px|Tokyo Marui SGR-12 - 6mm BB]]&lt;br /&gt;
[[File:Re7thor.jpg|thumb|none|400px|Tokyo Marui Thor's Hammer &amp;quot;Albert W. Model 02&amp;quot; - 6mm BB]]&lt;br /&gt;
[[File:REVill-ThorsH.jpg|thumb|none|600px|The Thor's Hammer - AW-02 shotgun in the model viewer. This time around, the shotgun is painted with some sort of coyote tan camouflage pattern.]]&lt;br /&gt;
[[File:REVill-BSAA-ThorH.jpg|thumb|none|400px|The Thor's Hammer shotgun being held by the BSAA soldier model in the model viewer.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester M1897 Trench Gun==&lt;br /&gt;
The [[Winchester Model 1897]] is the first shotgun Ethan can acquire in the game, and can be found early on in the village. It is the first shotgun found and starts with a starting capacity of 5 shells. It is customizable with a golden trigger group, which increases rate of fire. &lt;br /&gt;
&lt;br /&gt;
[[Image:1897.jpg|thumb|none|450px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; with Parkerized finish - 12 gauge]]&lt;br /&gt;
[[File:VillageM1897.jpg|thumb|none|600px|The M1897 as examined in the inventory, allowing us to properly appreciate its fancy engravings. Note the description stating it is &amp;quot;commonly used for hunting&amp;quot;, while this is correct of other M1897 variants, the Trench Gun was explicitly designed for combat.]]&lt;br /&gt;
[[File:REVill-1897-Customized.jpg|thumb|none|600px|The 1897 in the model viewer, with its customized golden trigger group.]]&lt;br /&gt;
[[File:VillageM1897Idle.jpg|thumb|none|600px|Holding the shotgun idle means much of it is hidden, but gives us a good view of the pump and heat shield.]]&lt;br /&gt;
[[File:VillageM1897Aim.jpg|thumb|none|600px|Ethan brandishes his little friend, showing off more of the shotgun.]]&lt;br /&gt;
[[File:VillageM1897Reload.jpg|thumb|none|600px|Reloading unsurprisingly involves feeding shells into the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
==Over-Under Shotgun==&lt;br /&gt;
An [[12 Gauge Over/Under Shotgun|over-under shotgun]] of unknown make and model returns from the previous game. It is used by several human survivors in the village and is unusable by Ethan.&lt;br /&gt;
[[Image:Baikal-7.jpg|thumb|none|400px|Baikal MP-27M-1C O/U - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
&lt;br /&gt;
==Mini Draco==&lt;br /&gt;
A [[Mini Draco]] fitted with a Magpul stock, suppressor, foregrip, unmarked Aimpoint T2, and laser sight is featured in the game as the &amp;quot;Dragoon&amp;quot;. It is identified as a Mini Draco due to the hooded front sight and the traditional trunnion-mounted rear sight, though it shown with the two-rivet pattern of an [[AKM]] at the rear of the receiver, as well as a full-auto fire capability. It has a correct 30-round magazine capacity.&lt;br /&gt;
&lt;br /&gt;
Chris and most of the HW commandos use it as their primary weapon during the raid on the village. It can be unlocked for purchase at the Duke's Emporium by paying 30,000 challenge points in the Extra Content menu, itself unlocked after completing the game once.&lt;br /&gt;
&lt;br /&gt;
[[File:Mini Draco.jpg|thumb|none|400px|Romanian Mini Draco AK Pistol - 7.62x39mm]]&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
[[File:REVill-Draco-left.jpg|thumb|none|600px|The AK in the model viewer, showing its plethora of attachments. Visible in this image are its suppressor, TangoDown stubby vertical foregrip with tape switch duct taped to it, a weapon light with another tape switch loosely attached right next to it, and an Aimpoint T2 without markings mounted above and in the way of the iron sights.]]&lt;br /&gt;
[[File:REVill-Draco-right.jpg|thumb|none|600px|The AK's right side, showing an unused PEQ-15 ATPIAL, which is connected to the tape switch on the foregrip. The stock is a Magpul CTR stock and the magazines resemble Magpul AK PMAGs. Note the presence of a third pin on the model and the selector on the semi auto setting.]]&lt;br /&gt;
[[File:REV Infiltration cutscene 03.jpg|thumb|none|600px|Chris and Canine with their carbines.]]&lt;br /&gt;
[[File:REV AK carbine 00.jpg|thumb|none|600px|Chris uses a fresh mag to quickly eject the empty mag.]]&lt;br /&gt;
[[File:REV AK carbine 01.jpg|thumb|none|600px|The AK carbine reloaded when lycans show up. Chris, a trained operator, for some reason displays poor trigger discipline.]]&lt;br /&gt;
[[File:REV AK carbine 02.jpg|thumb|none|600px|The carbine fired at the lycans.]]&lt;br /&gt;
[[File:REV AK carbine 03.jpg|thumb|none|600px|You can see a good shot of the carbine.]]&lt;br /&gt;
[[File:REV Chris cutscene 00.jpg|thumb|none|600px|Chris with the carbine after he leaves an unlocked prison cell.]]&lt;br /&gt;
[[File:REV Chris cutscene 02.jpg|thumb|none|600px|You can see the Magpul stock, laser sight and red dot scope. Note waffle mag.]]&lt;br /&gt;
&lt;br /&gt;
[[File:RE8AK.jpg|thumb|none|400px|HWS operator Canine holding the mini AK.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS SBR==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS]] carbine appears in the game as the &amp;quot;WCX&amp;quot;. It can be customized with a foregrip and red dot sight. It is used by HW commandos in the opening, and can be made available for purchase in-game by spending 30,000 challenge points in the Extra Content menu. Despite being modeled with 30-round Magpul Gen 2 PMAGs, its starting capacity is 20. Though it lacks iron sights by default, Ethan can aim the rifle just fine even without the red dot sight attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:MCX VIRTUS SBR 11.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 11.5&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:REVill-MCX-Customized.jpg|thumb|none|600px|The MCX in the model viewer. It is customized with a SIG-Sauer ROMEO4H red dot sight and a SIG-Sauer JULIET 3 magnifier, as well as an MLOK foregrip and handstop and an M4 stock adaptor. Note that the safety is on. This doesn't change, and the weapon is fired on full auto despite being on safe in gameplay.]]&lt;br /&gt;
[[File:REVill-MCX-lowready.jpg|thumb|none|600px|Ethan holding the MCX at the low ready.]]&lt;br /&gt;
[[File:REVill-MCX-aim.jpg|thumb|none|600px|Aiming the MCX. Without the foregrip attachment, Ethan uses a C-Clamp grip. Even with the optics attached, Ethan steadfastly refuses to aim using them and instead uses the tried-and-true &amp;quot;squinty-dot&amp;quot; method from RE7.]]&lt;br /&gt;
[[File:REVill-MCX-shoot.jpg|thumb|none|600px|Firing the MCX.]]&lt;br /&gt;
[[File:REVill-MCX-tacreload1.jpg|thumb|none|600px|Ethan's tactical reload animations with the MCX involve taking a fresh magazine,]]&lt;br /&gt;
[[File:REVill-MCX-tacreload2.jpg|thumb|none|600px|And swapping magazines with his left hand, retaining the old magazine. Ethan's ability to do this reliably is quite impressive, given his injured hand, missing fingers and the fact that he's not even touching the mag release, his finger is on the trigger instead, which is not a good thing. Note the ammunition modeled in the used magazine.]]&lt;br /&gt;
[[File:REVill-MCX-reload-1.jpg|thumb|none|600px|An empty reload involves Ethan turning the rifle over to check the weapon's condition,]]&lt;br /&gt;
[[File:REVill-MCX-reload-2.jpg|thumb|none|600px|Forcefully throwing the empty mag out of the weapon (which has ammo still modeled in the feed lips),]]&lt;br /&gt;
[[File:REVill-MCX-reload-3.jpg|thumb|none|600px|Inserting a fresh magazine,]]&lt;br /&gt;
[[File:REVill-MCX-reload-4.jpg|thumb|none|600px|And slapping the bolt catch. Using your injured hand to do such an aggressive maneuver instead of just thumbing the bolt catch may not be such a great idea, Ethan.]]&lt;br /&gt;
[[File:REV Phone cutscene 02.jpg|thumb|none|600px|Masked HW commandos drag an unconscious Ethan from the Winters residence somewhere in Eastern Europe.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
A customized [[PKM]] called the &amp;quot;PT Machine Gun&amp;quot; is used by the HWS operator Lobo when they raid the village.&lt;br /&gt;
[[Image:BHI-SOPMOD-PKM.jpg|thumb|none|450px|PKM modified with Blackheart International accessory kit - 7.62x54mm R]]&lt;br /&gt;
[[File:REV Infiltration cutscene 01.jpg|thumb|none|600px|Lobo with the modded PKM.]]&lt;br /&gt;
[[File:REV Infiltration cutscene 02.jpg|thumb|none|600px|The HWS in their formation shot.]]&lt;br /&gt;
[[File:RE8PKM.jpg|thumb|none|400px|Lobo holding the PKM in the model viewer.]]&lt;br /&gt;
[[File:REVill-PKM-left.jpg|thumb|none|600px|The PKM in the model viewer.]]&lt;br /&gt;
[[File:REVill-PKM-right.jpg|thumb|none|600px|The other side of the PKM. This gives us a good view of the ammo box and the weapon light.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
==FR F2==&lt;br /&gt;
The [[MAS FR F1#FR F2|FR F2]], appearing as the &amp;quot;F2 Rifle&amp;quot;, is the only bolt-action sniper rifle in the game, and can be found in Castle Dimitrescu. The rifle doesn't have the black cheek rest by default, but can be customized with one. It begins with an underloaded magazine capacity of 4 rounds. It can be further customized with an extended magazine and higher-power Scrome J8 8x riflescope.&lt;br /&gt;
[[File:FR F2 rifle.jpg|thumb|none|500px|FR F2 with scope, loaded magazine, and no cheek rest - 7.62x51mm NATO]]&lt;br /&gt;
[[File:REV GMPLY 00.jpg|thumb|none|600px|Coming across the FR F2.]]&lt;br /&gt;
[[File:REVill-F2-Customized.jpg|thumb|none|600px|The F2 fully customized in the model viewer.]]&lt;br /&gt;
[[File:REV GMPLY 01.jpg|thumb|none|600px|The FR F2 after Ethan takes it.]]&lt;br /&gt;
[[File:REV GMPLY 02.jpg|thumb|none|600px|Ethan works the FR F2's bolt after picking it up for the first time.]]&lt;br /&gt;
[[File:VillageF2Idle.jpg|thumb|none|600px|Soon after, Ethan stands ready with his rifle on the castle's rooftops.]]&lt;br /&gt;
[[File:VillageF2Aim.jpg|thumb|none|600px|Readying the FR F2. It can be fired in this state, but obviously isn't as precise as it is while using the scope.]]&lt;br /&gt;
[[File:VillageF2Scope.jpg|thumb|none|600px|Looking down the scope of the FR F2. This reticle is similar to the APX L806 that was once the standard issue scope for the French Army and the Zeiss ZF4 that it was inspired by, albeit with much thinner posts, relatively speaking, than the real thing.]]&lt;br /&gt;
[[File:VillageF2Reload.jpg|thumb|none|600px|After dealing with some pesky winged creatures, Ethan swaps magazines.]]&lt;br /&gt;
[[File:REVill-F2-lowready.jpg|thumb|none|600px|Ethan holding the customized F2 at the low ready.]]&lt;br /&gt;
[[File:REVill-F2-customized-aim.jpg|thumb|none|600px|Upon having the high-power scope installed, the reticle gains ranging features, though these are useless in-game due to the ranges Ethan finds combat encounters in. Note, this reticle is an exact match for the Scrome J8 riflescope featured on actual military FR F2 sniper rifles since 1995.]]&lt;br /&gt;
[[File:REVill-F2-cycle.jpg|thumb|none|600px|Cycling the bolt between shots.]]&lt;br /&gt;
[[File:REVill-F2-reload-1.jpg|thumb|none|600px|An empty reload involves pulling back the bolt,]]&lt;br /&gt;
[[File:REVill-F2-reload-2.jpg|thumb|none|600px|Removing the old magazine and discarding it (note that Ethan does not push the magazine release lever located on the right side of the receiver,]]&lt;br /&gt;
[[File:REVill-F2-reload-.jpg|thumb|none|600px|Inserting a fresh one,]]&lt;br /&gt;
[[File:REVill-F2-reload-4.jpg|thumb|none|600px|And aggressively closing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==M110 K1==&lt;br /&gt;
The [[Knight's Armament SR-25|M110 K1]], called the &amp;quot;SA110 Sniper Rifle&amp;quot; in-game, is the main sniper rifle used by the HW commandos.&lt;br /&gt;
&lt;br /&gt;
[[File:M110 K1.jpg|thumb|none|450px|M110 K1 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:REV Infiltration cutscene 00.jpg|thumb|none|600px|Umber Eyes holds the M110.]]&lt;br /&gt;
[[File:REV Infiltration cutscene 04.jpg|thumb|none|600px|Umber Eyes takes his position over the burning village.]]&lt;br /&gt;
[[File:REV Infiltration cutscene 05.jpg|thumb|none|600px|He holds his rifle by the Magpul ACS stock.]]&lt;br /&gt;
[[File:REV Infiltration cutscene 06.jpg|thumb|none|600px|Then he brings it to bear.]]&lt;br /&gt;
[[File:REVill-M110-left.jpg|thumb|none|600px|The M110 in the model viewer. visible are its massive scope, bipod, LAM and tapeswitch, and its short, stubby suppressor.]]&lt;br /&gt;
[[File:REVill-M110-right.jpg|thumb|none|600px|The other side of the M110. Visible now is the weapon light, which is slaved to one tapeswitch along with the LAM, in contrast to the smattering of tapeswitches on the &amp;quot;Dragoon&amp;quot; AK.]]&lt;br /&gt;
[[File:RE8M110.jpg|thumb|none|400px|Umber Eyes holding the M110 in the model viewer.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
&lt;br /&gt;
==M67 hand grenade==&lt;br /&gt;
Chris uses the [[M67 hand grenade]] as an offensive weapon during the village raid.&lt;br /&gt;
&lt;br /&gt;
[[File:M67 grenade surplus.jpg|thumb|none|200px|M67 hand grenade surplus]]&lt;br /&gt;
[[File:REV GRENADE 00.jpg|thumb|none|600px|Chris readies the M67 when lycans show up to say hi.]]&lt;br /&gt;
&lt;br /&gt;
==Rheinmetall MK13 Mod 0 BTV-EL flash grenade==&lt;br /&gt;
&lt;br /&gt;
Chris carries MK13 flashbangs on his plate carrier, and can find and use them during the village raid. It is depicted with a blue stripe instead of the proper red. Some HW operatives also carry what appears to be flashbangs on their plate carriers, though these have a different texture with a red stripe.&lt;br /&gt;
&lt;br /&gt;
[[File:MK13 Mod 0 BTV-EL.jpg|thumb|none|200px|Rheinmetall MK13 Mod 0 BTV-EL flash grenade]]&lt;br /&gt;
[[File:REV Chris cutscene 00.jpg|thumb|none|600px|Chris leaves an unlocked prison cell. The MK13 flashbang can be seen on his plate carrier.]]&lt;br /&gt;
[[File:REV Chris cutscene 01.jpg|thumb|none|600px|Better shot of the MK13 flashbang on Chris' plate carrier.]]&lt;br /&gt;
[[File:RE8Glock.jpg|thumb|none|300px|HWS operator Night Howl carrying a red flashbang on his plate carrier.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==M79 grenade launcher==&lt;br /&gt;
An ornately decorated [[M79 grenade launcher]] appears as the &amp;quot;GM 79&amp;quot;. It can be found in a locked house in the village before defeating the boss Salvatore Moreau. It uses both explosive and flashbang ammunition, and can be switched between them by aiming the launcher and pressing the interact key. In a notable modeling error, it is shown to have rifling that extends all the way to the chamber when opened, instead of rifling that should begin forward of the grenade when inserted.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|400px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:REVill-M79.jpg|thumb|none|600px|The M79 in the model viewer. Its ornate engravings and carvings are clearly visible here.]]&lt;br /&gt;
[[File:REVill-M79-lowready.jpg|thumb|none|600px|Ethan holding the M79 at the low ready.]]&lt;br /&gt;
[[File:REVill-M79-aim.jpg|thumb|none|600px|Aiming the M79.]]&lt;br /&gt;
[[File:REVill-M79-shootEXP.jpg|thumb|none|600px|Firing an explosive grenade produces the expected effects.]]&lt;br /&gt;
[[File:REVill-M79-shootFLASH.jpg|thumb|none|600px|Firing a flashbang produces a legitimately disorienting blinding flash of light that stuns enemies very effectively.]]&lt;br /&gt;
[[File:REVill-M79-reload-1.jpg|thumb|none|600px|When reloading the M79, Ethan flicks the launcher open and in the same motion ejects the spent grenade,]]&lt;br /&gt;
[[File:REVill-M79-reload-2.jpg|thumb|none|600px|Slots in a fresh grenade,]]&lt;br /&gt;
[[File:REVill-M79-reload-3.jpg|thumb|none|600px|And flicks the launcher closed, action movie hero style.]]&lt;br /&gt;
[[File:REVill-M79-switch-1.jpg|thumb|none|600px|Switching grenades involves Ethan opening the launcher and keeping the unfired grenade,]]&lt;br /&gt;
[[File:REVill-M79-switch-2.jpg|thumb|none|600px|Slotting in the other type of grenade,]]&lt;br /&gt;
[[File:REVill-M79-switch-3.jpg|thumb|none|600px|And closing the launcher in a more realistic fashion.]]&lt;br /&gt;
&lt;br /&gt;
==TM-46 anti-tank mine==&lt;br /&gt;
A [[TM-46 anti-tank mine]] appears as the &amp;quot;Mine&amp;quot;. It acts as a remote detonation-type mine against enemies that go near it.&lt;br /&gt;
[[File:Tm-46.jpg|thumb|none|450px|TM-46 anti-tank mine]]&lt;br /&gt;
[[File:VillageTM46Mine.jpeg|thumb|none|600px|A TM-46 as seen in Ethan's inventory.]]&lt;br /&gt;
[[File:REV MINE 01.jpg|thumb|none|600px|Ethan with his grubby hands on the mine.]]&lt;br /&gt;
[[File:REV MINE 02.jpg|thumb|none|600px|Cassandra acting very sure of herself that she's about to pass the mine.]]&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous=&lt;br /&gt;
==IS-3==&lt;br /&gt;
Sitting outside Heisenberg's factory are several abandoned IS-3 heavy tanks, complete with D-25 122mm cannons and [[Degtyaryov DT|Degtyaryov DT-29]] coaxial machine guns.&lt;br /&gt;
[[File:DT tank machine gun TBiU 11.jpg|thumb|none|450px|Degtyaryov DT-29 - 7.62x54mmR]]&lt;br /&gt;
[[File:VillageIS3.jpeg|thumb|none|600px|Like any self-respecting IMFDB user, Ethan takes a moment out of this whole &amp;quot;save my daughter&amp;quot; business to examine some vintage Soviet armor.]]&lt;br /&gt;
&lt;br /&gt;
==Self-Propelled Artillery==&lt;br /&gt;
Heisenberg's homemade combat vehicle (called a self-propelled artillery in the model gallery) is equipped with a [[Browning M2HB]] heavy machine gun and what appears to be a recoilless rifle mounted right next to it.&lt;br /&gt;
&lt;br /&gt;
[[File:M20fort nelson.jpg|thumb|none|450px|M20 Recoilless Rifle - 75x408mmR]]&lt;br /&gt;
[[File:BrowningM2_plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:REVill-Artillery.jpg|thumb|none|600px|The Self-Propelled Artillery, equipped with a machine gun and recoilless rifle. Note the WW2 tank style victory markings/kill rings on the recoilless rifle.]]&lt;br /&gt;
&lt;br /&gt;
==H&amp;amp;K G3==&lt;br /&gt;
An unused icon of a [[Heckler &amp;amp; Koch G3]] is present in the files of the Duke's store. It was clearly removed at a fairly early stage.&lt;br /&gt;
[[File:CETME G3.JPG|thumb|none|450px|Early Heckler &amp;amp; Koch G3 rifle with wooden furniture, later muzzle device, and drum rear sight - 7.62x51mm NATO]]‎&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:First-Person Shooter]] &lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Mystery]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Thriller]]&lt;/div&gt;</summary>
		<author><name>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil:_Village&amp;diff=1610096</id>
		<title>Resident Evil: Village</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil:_Village&amp;diff=1610096"/>
		<updated>2023-09-11T07:26:23Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: /* Mini Draco */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Resident Evil: Village''&lt;br /&gt;
|picture=Resident Evil Village NA Cover.jpg&lt;br /&gt;
|caption=&lt;br /&gt;
|series=''[[Resident Evil]]''&lt;br /&gt;
|date= May 7, 2021&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;PlayStation 5 &amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=First-Person Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Resident Evil: Village''''' is a first-person survival horror video game, the tenth main installment of the ''Resident Evil'' series. It is a direct sequel to ''[[Resident Evil 7: Biohazard]]''. &lt;br /&gt;
&lt;br /&gt;
Set some years after the events in Louisiana, players once again control Ethan Winters, who is trying to live a quiet life with his wife Mia following the nightmare in Dulvey. Soon after welcoming their daughter Rosemary into the world, the Winters' peaceful existence is shattered when their former ally Chris Redfield kidnaps Rosemary for reasons unknown. Ethan heads to a mysterious Eastern European village to find his daughter and seek answers, but soon finds himself venturing into another terrifying journey. &lt;br /&gt;
&lt;br /&gt;
{{spoilers}}&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
''Resident Evil Village'' inherits much of ''Resident Evil 7'''s game mechanics. Like RE7, ''Village'' takes place in first person, with weapons behaving much like RE7. Unlike most FPSs, but like RE7, aiming the weapons in ''Village'' merely tightens the crosshair instead of going into a special fully-accurate ADS mode.&lt;br /&gt;
&lt;br /&gt;
Returning to the game is a Merchant system similar to that found in ''[[Resident Evil 4]]'': a merchant character known as &amp;quot;The Duke&amp;quot; appears at certain fixed locations on the game map, and Ethan can buy items, sell treasures, and upgrade his weapons at the Duke. Weapons can be both upgraded, granting them generic stat improvements, and customized with custom parts, which are either found on the map or bought from the Duke.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
==CZ 2075 RAMI==&lt;br /&gt;
The &amp;quot;LEMI&amp;quot; is a slightly altered [[CZ 2075 RAMI]], with a different hammer, no beavertail, and redesigned safety and slide release. It is the first firearm received in the game, when Ethan gets it from Grigori. It starts with a magazine capacity of 10 rounds and can be customized with a compensator and extended magazines.&lt;br /&gt;
&lt;br /&gt;
[[File:Cz2075rami.jpg|thumb|400px|none|CZ 2075 Rami - 9x19mm.]]&lt;br /&gt;
[[File:VillageLEMI.jpeg|thumb|none|600px|The LEMI selected in the inventory screen.]]&lt;br /&gt;
[[File:REVill-RAMI-Customized.jpg|thumb|none|600px|The LEMI in the model viewer, fully customized with its fictional compensator and extended magazines.]]&lt;br /&gt;
[[File:VillageLEMIIdle.jpg|thumb|none|600px|Ethan sneaks around a village alley after meeting the locals.]]&lt;br /&gt;
[[File:VillageLEMIAim.jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the LEMI. Despite Ethan saying he received combat training following the events of the previous game, he still doesn't seem to grasp the concept of iron sights and a thumbs-forward modern grip. Most weapons in the game are simply bought closer to the screen when aimed, which nonetheless tightens the spread of shots.]]&lt;br /&gt;
[[File:VillageLEMIReload.jpg|thumb|none|600px|Reloading the LEMI. Reloads in ''Village'' are a bit more intricately animated compared to the previous game. Here, Ethan makes sure to retain the partially-full magazine of his pistol when performing a tactical reload, while he drops the magazine in an empty reload. Alas, it seems both magazines lack cartridges.]]&lt;br /&gt;
[[File:REV GMPLY 07.jpg|thumb|none|600px|The pistol seen in the Duke's Emporium main screen.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The heavily modified [[Beretta 92FS]] &amp;quot;Samurai Edge&amp;quot; that appeared in the [[Resident Evil 7: Biohazard|previous game]] returns for players who purchase the game's Deluxe Edition or the Trauma Pack DLC, and is purchased from the Duke in-game. It functions similarly to the weapon as it appeared used by Chris Redfield in the &amp;quot;Not a Hero&amp;quot; DLC. It has a 9-round capacity, but has a very weak damage that cannot be upgraded.&lt;br /&gt;
&lt;br /&gt;
Another Beretta 92FS Samurai Edge of some kind can be seen holstered at the hip of the BSAA soldier model in the model viewer. It is obviously a different model of Samurai Edge, and its features are difficult to make out, but it is still identifiable as some kind of a Samurai Edge versus a regular 92 platform pistol due to the extended Samurai Edge-style grips (that appear to be made of plastic like the AW-01P and Barry Burton V1 model, albeit lacking medallions) and custom frame with extended beavertail that resembles the AW-01P and various Albert Wesker Samurai Edge designs, such as those seen in Resident Evil, Resident Evil 5, and Resident Evil 7. Given BSAA's Blue Umbrella lore connections, the pistol is most likely an AW-01P.&lt;br /&gt;
&lt;br /&gt;
This pistol is distinct from the real life Beretta M9A1 despite having a rail due to the fact that the rail is full length unlike the M9A1 and that the original design of the Albert Wesker Samurai Edge from Resident Evil HD actually predates the M9A1, with the game releasing in 2002 while the Beretta M9A1 released in 2005. &lt;br /&gt;
&lt;br /&gt;
[[Image:Re7awp.jpg|thumb|none|500px|Official Tokyo Marui airsoft replica of the &amp;quot;Albert-01&amp;quot; from ''Resident Evil 7''.]]&lt;br /&gt;
[[File:Village92FS.jpg|thumb|none|600px|The pistol examined in Ethan's inventory. Though the January 2021 showcase online event named the pistol &amp;quot;Albert01 Chris&amp;quot;, it's named &amp;quot;Samurai Edge - AW Model-01&amp;quot; in the final game, same as RE7.]]&lt;br /&gt;
[[File:Village92FSIdle.jpg|thumb|none|600px|Ethan stands idle with a souvenir from Louisiana.]]&lt;br /&gt;
[[File:Village92FSAim.jpg|thumb|none|600px|Taking aim at a wall.]]&lt;br /&gt;
[[File:Village92FSReload.jpg|thumb|none|600px|Reloading the Samurai Edge, [[Call of Duty: Modern Warfare (2019)|''Modern Warfare'']] style.]]&lt;br /&gt;
[[File:Samurai Edge AW 01P.jpg|thumb|none|400px|Tokyo Marui Albert. W. Model 01P airsoft pistol.]]&lt;br /&gt;
[[File:REVill-BSAA-Ber92FS-SE.jpg|thumb|none|400px|The BSAA soldier in the model viewer with a holstered Samurai Edge of some kind.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet USW-A1==&lt;br /&gt;
A [[Brügger &amp;amp; Thomet USW-A1]] fitted with a mini red-dot sight, suppressor, and flashlight appears as the &amp;quot;USM-AI&amp;quot;. It features custom Hound-Wolf Squad engravings. It is Chris Redfield's signature sidearm in the game, and is usable during the village raid where Chris is the player character. It has a magazine capacity of 17 rounds. It can be unlocked for purchase in Ethan's main campaign by spending 20,000 challenge points in the Extra Content menu, after completing the game once.&lt;br /&gt;
&lt;br /&gt;
[[File:B&amp;amp;TUSW.jpg|thumb|none|400px|Brügger &amp;amp; Thomet USW-A1 - 9x19mm]]&lt;br /&gt;
[[File:REVill-USW-left.jpg|thumb|none|600px|The USW-A1 in the model viewer]]&lt;br /&gt;
[[File:REVill-USW-right.jpg|thumb|none|600px|The USW-A1's right side. Interestingly, this pistol and the G17 are the only two in the game that feature manufacturer markings and serial numbers. This one is evidently US 24-71998 as a direct reference to the Spencer Mansion Incident of the first Resident Evil game, which took place on July 24, 1998 (07/24/1998). It is marked to use 9x19mm Parabellum cartridges.]]&lt;br /&gt;
[[File:REV USWA1 00.jpg|thumb|none|600px|Chris takes out the USW-A1 during the village raid.]]&lt;br /&gt;
[[File:REV USWA1 01.jpg|thumb|none|600px|Doing a reload when the empty mag is removed.]]&lt;br /&gt;
[[File:REV USWA1 02.jpg|thumb|none|600px|Chris reloading a fresh mag.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus 1911==&lt;br /&gt;
A [[M1911|Taurus 1911]] pistol with old-fashioned brown grip panels and the slide serrations from a [[Colt Gold Cup National Match]] is featured as the &amp;quot;M1911&amp;quot;. It can be found at an optional area inside the village.&lt;br /&gt;
&lt;br /&gt;
The pistol is customizable with a long extended magazine and what appear to be Pachmayr American Legend grips. For some reason, the pistol is fully automatic and thus fires continuously while the player holds the attack button, despite appearing externally completely like a standard semi-automatic M1911-style pistol. However, it has a low rate of fire, and the utility of the automatic fire is hampered by its starting magazine capacity of 7 rounds. &lt;br /&gt;
&lt;br /&gt;
[[File:Taurus 1911.jpg|thumb|none|350px|Taurus 1911 - .45 ACP]]&lt;br /&gt;
[[File:VillageM1911.jpg|thumb|none|600px|Examining the &amp;quot;M1911&amp;quot; in the inventory. Though the hammer, trigger, and sights match the Taurus 1911, the in-game model has a few more differences to the real gun in addition to the grip panels; the slide serrations are different, the magazine is of the traditional 1911 style, the slide stop has a visible pin, and the safety on the right side is a mirror of the one on the left instead of being a different design.]]&lt;br /&gt;
[[File:REVill-M45-Customized.jpg|thumb|none|600px|The &amp;quot;M1911&amp;quot; in the model viewer, showing its full range of customizations with the extended magazine and Pachmayr grips.]]&lt;br /&gt;
[[File:VillageM1911Idle.jpg|thumb|none|600px|A little exploration off the beaten track rewards Ethan with a new toy.]]&lt;br /&gt;
[[File:VillageM1911Aim.jpg|thumb|none|600px|Having suffered a jumpscare in the process of obtaining this pistol, Ethan warily aims, ready for any lurking lycans.]]&lt;br /&gt;
[[File:VillageM1911Reload.jpg|thumb|none|600px|Performing a tactical by taking out the empty magazine Ethan swore he still had ammo in.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1 CQBP==&lt;br /&gt;
Some Hound Wolf operatives carry the [[Colt M45A1 CQBP]], called the &amp;quot;MA51 GQ Custom&amp;quot; in-game, as their sidearm.&lt;br /&gt;
&lt;br /&gt;
[[File:M45A1.jpg|thumb|none|350px|Colt M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP]]&lt;br /&gt;
[[File:REVill-M45A1.jpg|thumb|none|600px|The M45A1 CQBP in the model viewer. The wear around the muzzle, common on the cerakoted pistols in real life, as well as the weapon light, can be clearly seen here.]]&lt;br /&gt;
[[File:REVill-UmberEyes-M45A1.jpg|thumb|none|300px|Hound-Wolf Squad operator Umber Eyes in the model viewer. The M45A1 CQBP can be clearly seen holstered in a Safariland SLS-style holster on his hip.]]&lt;br /&gt;
&lt;br /&gt;
==Volk Tactical Gear Glock 17==&lt;br /&gt;
Most HW operatives use customized [[Glock 17]]s, called the &amp;quot;GL7&amp;quot; in-game, equipped with a flashlight as their sidearm. The customized parts are modeled after custom parts for the Tokyo Marui Glock 17/22 airsoft pistol made by Volk Tactical Gear, a Japanese tactical gear company (in collaboration with Ocean Custom Tactical, another Japanese tactical gear company), themselves based the Taran Tactical Innovations Combat Master Package for the Glock 17, with the makers noting that they were inspired by the TTI Glocks in the ''[[John Wick]]'' film series. It is barely visible in the main game (it can be most clearly seen at the reservoir where an HW operative subdues Ethan), but can be seen more clearly seen in the model viewer.&lt;br /&gt;
&lt;br /&gt;
[[File:Glock VTG.jpg|thumb|none|350px|'''Airsoft''' Volk Tactical Gear Glock 17]]&lt;br /&gt;
[[File:TTI Glock Combat Master Performance Package.jpg|thumb|none|350px|Taran Tactical Innovations Combat Master Package Glock 17 - 9x19 Parabellum]]&lt;br /&gt;
[[File:Re8_VTG17.jpg|thumb|none|500px|The G17 in the model viewer. The pistol is proudly emblazoned with the Volk Tactical Gear brand on the slide, which presumably has an in-universe equivalent within the scope of Resident Evil.]]&lt;br /&gt;
[[File:REVill-G17-right.jpg|thumb|none|600px|The right side of the pistol. It is the only other gun in this game, besides the B&amp;amp;T USW-A1, that has markings of any kind besides fire selectors. In this case, the model is engraved as &amp;quot;MODEL*VTG17CUSTOM&amp;quot; with a serial number of VTG666.]]&lt;br /&gt;
[[File:RE8Glock.jpg|thumb|none|300px|HWS operator Night Howl in the model viewer, holding the G17 at the low ready.]]&lt;br /&gt;
[[File:REVill-Canine-G17.jpg|thumb|none|300px|HWS operator Canine in the model viewer, with the G17 holstered at the hip.]]&lt;br /&gt;
&lt;br /&gt;
==Wildey==&lt;br /&gt;
The [[Wildey]] magnum pistol appears as the &amp;quot;S.T.A.K.E&amp;quot;. It becomes available for purchase from the Duke after starting a New Game+. It is customizable with extended magazines and a set of improved grips and starts with an incorrectly too-large capacity of 10 rounds in a flush-fitting magazine.&lt;br /&gt;
[[File:Wildey 8 inch.jpg|thumb|400px|none|Wildey Hunter, 8&amp;quot; barrel - .475 Wildey Magnum]]&lt;br /&gt;
[[File:REVill-Wildey.jpg|thumb|600px|none|The Wildey in the model viewer.]]&lt;br /&gt;
[[File:REVill-Wildey-Customized.jpg|thumb|600px|none|The Wildey with the improved grips and extended magazines equipped.]]&lt;br /&gt;
[[File:REVill-Wildey-lowready.jpg|thumb|600px|none|Ethan holding the Wildey at the low ready.]]&lt;br /&gt;
[[File:REVill-Wildey-aim.jpg|thumb|600px|none|Aiming the Wildey.]]&lt;br /&gt;
[[File:REVill-Wildey-shoot1.jpg|thumb|600px|none|Firing the Wildey produces a significant muzzle flash...]]&lt;br /&gt;
[[File:REVill-Wildey-shoot2.jpg|thumb|600px|none|As well as significant recoil.]]&lt;br /&gt;
[[File:REVill-Wildey-tacreload.jpg|thumb|600px|none|Ethan performing a tactical reload with the Wildey. The RAMI, 1911, Samurai Edge, and Wildey share the same reload animations. This results in Ethan ignoring the heel magazine release and acting like the Wildey has a thumb button release.]]&lt;br /&gt;
[[File:REVill-Wildey-reload-1.jpg|thumb|600px|none|The empty animations involve Ethan discarding the old magazine rather than keeping it,]]&lt;br /&gt;
[[File:REVill-Wildey-reload-2.jpg|thumb|600px|none|slotting in a fresh magazine,]]&lt;br /&gt;
[[File:REVill-Wildey-reload-3.jpg|thumb|600px|none|and dropping the slide with the slide release using his left hand.]]&lt;br /&gt;
&lt;br /&gt;
==MBA Gyrojet==&lt;br /&gt;
The [[MBA Gyrojet]] appears, simply titled the &amp;quot;Rocket Pistol&amp;quot;. It can be unlocked for purchase by beating the game on the highest Village of Shadows difficulty, then spending 80,000 CP on the Extra Content menu. It has a capacity of 7 rounds (1 more than is possible with a real example), and fires moderately-damaging explosive rockets at a slow rate of fire.&lt;br /&gt;
[[File:Gyrojetpistol.jpg|thumb|none|400px|Gyrojet Pistol Mark 1 Model B - 13mm]]&lt;br /&gt;
[[File:REVill-Gyrojet.jpg|thumb|none|600px|The Gyrojet in the model viewer.]]&lt;br /&gt;
[[File:REVill-Gyrojet-lowready.jpg|thumb|none|600px|Ethan holding the fantastically-rare Gyrojet pistol at the low ready.]]&lt;br /&gt;
[[File:REVill-Gyrojet-aim.jpg|thumb|none|600px|Aiming the Gyrojet.]]&lt;br /&gt;
[[File:REVill-Gyrojet-shoot.jpg|thumb|none|600px|Firing the Gyrojet. The real gun's projectiles are inert rather than explosive. The recoil is appropriately minimal in-game.]]&lt;br /&gt;
[[File:REVill-Gyrojet-reload-1.jpg|thumb|none|600px|Reloading the Gyrojet involves pulling back the top cover, though Ethan doesn't seem to operate the catch on the right side to release it,]]&lt;br /&gt;
[[File:REVill-Gyrojet-reload-2.jpg|thumb|none|600px|Slotting in rockets one-by-one,]]&lt;br /&gt;
[[File:REVill-Gyrojet-reload-3.jpg|thumb|none|600px|And closing the top cover. The follower on the model actually moves according to how many rounds are in the gun, but on the real Gyrojet, you would need to drop the hammer and engage the safety before reloading, and you would have to recock the hammer before firing again. In-game, Ethan never has to do anything involving the hammer nor the safety.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
&lt;br /&gt;
==Magnum Research BFR==&lt;br /&gt;
The [[Magnum Research BFR]] appears as the &amp;quot;Handcannon PZ&amp;quot;. It can be unlocked for purchase by beating the game on hardcore difficulty and spending 60,000 CP on the Extra Content menu. Likely to make use of pre-existing ammunition in the game, the BFR uses sniper rifle ammo as shared by the F2, granting it immense stopping power, though in reality there are no variants of the BFR that chamber 7.62x51mm cartridges. It has a correct (for long cylinder models like is depicted) 5 round capacity.&lt;br /&gt;
&lt;br /&gt;
[[File:BFR 45-70 1.jpg|400px|thumb|none|Magnum Research BFR - .45-70 Government]] &lt;br /&gt;
[[File:REVill-BFR.jpg|thumb|none|600px|The BFR in the model viewer.]]&lt;br /&gt;
[[File:REVill-BFR-lowready.jpg|thumb|none|600px|Ethan holding the BFR at the low ready.]]&lt;br /&gt;
[[File:REVill-BFR-aim.jpg|thumb|none|600px|Aiming the BFR.]]&lt;br /&gt;
[[File:REVill-BFR-shoot-1.jpg|thumb|none|600px|Like the other &amp;quot;magnum&amp;quot; guns, the BFR produces a fireball,]]&lt;br /&gt;
[[File:REVill-BFR-shoot-2.jpg|thumb|none|600px|And massive recoil.]]&lt;br /&gt;
[[File:REVill-BFR-shoot-3.jpg|thumb|none|600px|Afterwards, Ethan correctly cocks the hammer, which visually advances the cylinder to the next shot.]]&lt;br /&gt;
[[File:REVill-BFR-reload-1.jpg|thumb|none|600px|Reloading the BFR involves opening the loading gate (in reality you would need to lower the hammer before opening the gate. Ethan naturally doesn't need to do this in the game),]]&lt;br /&gt;
[[File:REVill-BFR-reload-2.jpg|thumb|none|600px|Ejecting and loading spent and fresh rounds, one by one, respectively (somehow without even touching the ejector rod). Note the 7.62mm rounds being inserted.]]&lt;br /&gt;
[[File:REVill-BFR-reload-3.jpg|thumb|none|600px|And closing the loading gate.]]&lt;br /&gt;
&lt;br /&gt;
==Colt 1851 Navy (Cartridge Conversion)==&lt;br /&gt;
A [[Colt 1851 (Cartridge Conversion)]] with deep black trim and pearl/ivory grips is featured in the game as the &amp;quot;M1851 Wolfsbane&amp;quot;. It is mixed with design elements from other Colt revolvers, including a grooved [[Single Action Army]]-style cylinder, shortened loading lever (as on the [[Colt Dragoon|Dragoon]]) which is also in the [[Colt_1860_Army#Colt_1860_Percussion|Colt 1860 Army]]-style, and with the [[Colt Walker|Walker]]/1st Dragoon model style trigger guard.&lt;br /&gt;
&lt;br /&gt;
It can be found in a house near Moreau's Lab. It is customizable with a longer barrel (which returns it to its standard length) and a fictitious 7-round capacity cylinder which replaces its default starting capacity 5 round upgradable cylinder. The game's collector's edition includes a miniature version of the gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:Richards-navy-1851.jpg|thumb|none|400px|Colt 1851 Navy with a cartridge conversion. This is a reproduction of the gun used by [[Eli Wallach]] in ''[[The Good, The Bad, and The Ugly]]'' and imported by Cimmaron Arms.]]&lt;br /&gt;
[[Image:1860Army.jpg|thumb|none|350px|Colt 1860 Army - .44 caliber.]]&lt;br /&gt;
[[Image:WalesOriginalWalker.jpg|thumb|none|400px|One of the original Colt Walker 1847s - .44 caliber.]]&lt;br /&gt;
[[File:REVill-Wolfsbane.jpg|thumb|none|600px|The 1851 Navy in the model viewer. The inscription on the barrel reads &amp;quot;Fiat Voluntas Tua&amp;quot;, which translates about to the phrase &amp;quot;Thy will be done&amp;quot;, which is fairly appropriate for a Miranda fanatic like Moreau to have on his gun. Alternatively, this could have been owned by a particularly wealthy devoted villager before Ethan liberated it, which would still be appropriate given that Miranda's the object of worship for the entire village.]]&lt;br /&gt;
[[File:REVill-Wolfsbane-Customized.jpg|thumb|none|600px|The 1851 Navy in the model viewer with its long barrel and high-capacity cylinder installed.]]&lt;br /&gt;
[[File:REVill-Wolfsbane-lowready.jpg|thumb|none|600px|Ethan holding the 1851 Navy at the low ready.]]&lt;br /&gt;
[[File:REVill-Wolfsbane-aim.jpg|thumb|none|600px|Aiming the 1851 Navy.]]&lt;br /&gt;
[[File:REVill-Wolfsbane-shoot1.jpg|thumb|none|600px|Like the BFR, the 1851 produces fireballs,]]&lt;br /&gt;
[[File:REVill-Wolfsbane-shoot2.jpg|thumb|none|600px|Massive recoil,]]&lt;br /&gt;
[[File:REVill-Wolfsbane-shoot3.jpg|thumb|none|600px|and is cocked after every shot.]]&lt;br /&gt;
[[File:REVill-Wolfsbane-reload-1.jpg|thumb|none|600px|Again, like the BFR, the loading gate is opened. Again, the hammer has to be decocked (though to the half-cock position this time) before loading, and Ethan again chooses to ignore this,]]&lt;br /&gt;
[[File:REVill-Wolfsbane-reload-2.jpg|thumb|none|600px|Before ejecting and loading spent and fresh rounds without even having any notion of ejector rods or ramrods,]]&lt;br /&gt;
[[File:REVill-Wolfsbane-reload-3.jpg|thumb|none|600px|And closing the loading gate.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Sa vz. 61 Skorpion==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] variant is featured as the &amp;quot;V61 Custom&amp;quot;, and can be purchased at the Duke's Emporium after reaching Heisenberg's factory. By default, it comes with a 12-shot straight magazine, which matches export models, but not the original Model 61 chambered in .32 caliber (with these characteristics it should be a .380 ACP or 9x18mm). It can be customized with long carbine barrel, drum magazine (apparently inspired by airsoft models, as factory variants never existed), and custom wooden buttstock in the style of an [[SVD Dragunov]]. A miniature of the fully customized Skorpion appears in a version of the game's collector's edition.&lt;br /&gt;
[[File:Scorpion SA Vz 82.jpg|400px|thumb|none|Sa vz. 82 Skorpion with spare magazines - 9x18mm Makarov]]&lt;br /&gt;
[[File:REVill-Vz61.jpg|thumb|none|600px|The Skorpion in the model viewer. Note the folded wire stock...]]&lt;br /&gt;
[[File:REVill-Vz61-customized.jpg|thumb|none|600px|...which, rather than being used, simply vanishes when a stock is installed, as seen on this fully-upgraded example.]]&lt;br /&gt;
[[File:REVill-Vz61-lowready.jpg|thumb|none|600px|Ethan holding the Skorpion at the low ready.]]&lt;br /&gt;
[[File:REVill-Vz61-aim.jpg|thumb|none|600px|Aiming the Skorpion.]]&lt;br /&gt;
[[File:REVill-Vz61-shoot.jpg|thumb|none|600px|Firing the Skorpion.]]&lt;br /&gt;
[[File:REVill-Vz61-tacreload1.jpg|thumb|none|600px|Performing a tactical reload with the Skorpion is pretty simple. Ethan ejects the partially-spent magazine and retains it,]]&lt;br /&gt;
[[File:REVill-Vz61-tacreload2.jpg|thumb|none|600px|And slotting in a fresh magazine.]]&lt;br /&gt;
[[File:REVill-Vz61-reload-1.jpg|thumb|none|600px|Performing an empty reload is slightly different. Ethan throws away the old magazine,]]&lt;br /&gt;
[[File:REVill-Vz61-reload-2.jpg|thumb|none|600px|Loads a fresh one,]]&lt;br /&gt;
[[File:REVill-Vz61-reload-3.jpg|thumb|none|600px|And charges the weapon.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Tactical==&lt;br /&gt;
A [[Remington Model 870]] with no stock and railed sight rib and pump handle appears in the game as the &amp;quot;W870 TAC&amp;quot; shotgun. It can be found in a house near House Beneviento. It has a starting capacity of 4 shotshells, and can be customized with a foregrip and tactical stock.&lt;br /&gt;
&lt;br /&gt;
[[Image:REMINGTON 870 EXPRESS TACTICAL PISTOL GRIP.jpg|thumb|none|450px|Remington 870 Express with TacStar pistol grip - 12 gauge]]&lt;br /&gt;
[[Image:Rem870rail.jpg|thumb|400px|none|Shorted Remington 870 with a Pachmayr Vindicator pistol grip, receiver attached tri-rail, and tri-railed foregrip - 12 gauge]]&lt;br /&gt;
[[File:REVill-870.jpg|thumb|600px|none|The 870 in the model viewer.]]&lt;br /&gt;
[[File:REVill-870-Customized.jpg|thumb|600px|none|The 870 in the model viewer with the foregrip and tactical stock. The stock resembles a SOPMOD/Crane M4 stock.]]&lt;br /&gt;
[[File:REVill-870-lowready.jpg|thumb|600px|none|Ethan holding the 870 at the low ready.]]&lt;br /&gt;
[[File:REVill-870-aim.jpg|thumb|600px|none|Aiming the 870.]]&lt;br /&gt;
[[File:REVill-870-shoot1.jpg|thumb|600px|none|Firing the 870,]]&lt;br /&gt;
[[File:REVill-870-shoot2.jpg|thumb|600px|none|and cycling the action, ejecting a spent shell.]]&lt;br /&gt;
[[File:REVill-870-reload-1.jpg|thumb|600px|none|The pump-action shotguns in this game have a separate reload animation on empty. When the gun is empty, the player is aiming the weapon, and attempts to fire, Ethan will quickly open the action and dump a shell into the chamber,]]&lt;br /&gt;
[[File:REVill-870-reload-2.jpg|thumb|600px|none|Before slotting in shotshells like normal,]]&lt;br /&gt;
[[File:REVill-870-reload-3.jpg|thumb|600px|none|And finishing off with another pump of the action. This pump is entirely unnecessary, and doing so would eject a perfectly-good unspent shotshell from the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga-12 Tactical==&lt;br /&gt;
A [[Saiga-12]] shotgun with railed forearm (that strangely lacks any form of iron sights) and Magpul Zhukov-S stock appears in the game as the &amp;quot;SYG-12&amp;quot;. It can be bought from the Duke after reaching Heisenberg's factory. It can be customized with a long barrel, a drum magazine, and what appears to be a Russian Kobra EKP-8 red dot sight with Weaver/1913 Picatinny mount and sunshade. It starts with a 10-shotshell magazine capacity.&lt;br /&gt;
[[file:Komrad 12.jpg|thumb|none|400px|Komrad 12 - 12 gauge]]&lt;br /&gt;
[[File:REVill-Saiga12.jpg|thumb|none|600px|The Saiga-12 in the model viewer. The stock closely resembles a Zhukov-S stock.]]&lt;br /&gt;
[[File:REVill-Saiga12-Customized.jpg|thumb|none|600px|The Saiga-12 in the model viewer with its extended barrel, drum magazine, and red dot sight installed.]]&lt;br /&gt;
[[File:REVill-Saiga12-lowready.jpg|thumb|none|600px|Ethan holding the Saiga-12 at the low ready.]]&lt;br /&gt;
[[File:REVill-Saiga12-aim.jpg|thumb|none|600px|Aiming the Saiga-12.]]&lt;br /&gt;
[[File:REVill-Saiga12-shoot.jpg|thumb|none|600px|Firing the Saiga-12. Interestingly, despite being the only self-loading shotgun in the game, it is the slowest-firing by far.]]&lt;br /&gt;
[[File:REVill-Saiga12-tacreload1.jpg|thumb|none|600px|The Saiga-12 shares its animations with the &amp;quot;Dragoon&amp;quot; AK assault rifle carbine. A tactical reload involves yanking out the old magazine,]]&lt;br /&gt;
[[File:REVill-Saiga12-tacreload2.jpg|thumb|none|600px|And slotting in a new one.]]&lt;br /&gt;
[[File:REVill-Saiga12-reload-1.jpg|thumb|none|600px|An empty reload involves Ethan turning the shotgun over to check the weapon's condition,]]&lt;br /&gt;
[[File:REVill-Saiga12-reload-2.jpg|thumb|none|600px|Before yanking the old magazine and discarding it,]]&lt;br /&gt;
[[File:REVill-Saiga12-reload-3.jpg|thumb|none|600px|Fitting in a new magazine, though it doesn't have any ammunition modeled in it,]]&lt;br /&gt;
[[File:REVill-Saiga12-reload-4.jpg|thumb|none|600px|And charging the shotgun underhanded.]]&lt;br /&gt;
&lt;br /&gt;
==Thor's Hammer - AW Model-02==&lt;br /&gt;
The fictional &amp;quot;Thor's Hammer&amp;quot; automatic shotgun returns from ''[[Resident Evil 7: Biohazard]]'', this time only used by BSAA operatives.&lt;br /&gt;
[[File:Tokyo Marui SGR-12.jpg|thumb|none|400px|Tokyo Marui SGR-12 - 6mm BB]]&lt;br /&gt;
[[File:Re7thor.jpg|thumb|none|400px|Tokyo Marui Thor's Hammer &amp;quot;Albert W. Model 02&amp;quot; - 6mm BB]]&lt;br /&gt;
[[File:REVill-ThorsH.jpg|thumb|none|600px|The Thor's Hammer - AW-02 shotgun in the model viewer. This time around, the shotgun is painted with some sort of coyote tan camouflage pattern.]]&lt;br /&gt;
[[File:REVill-BSAA-ThorH.jpg|thumb|none|400px|The Thor's Hammer shotgun being held by the BSAA soldier model in the model viewer.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester M1897 Trench Gun==&lt;br /&gt;
The [[Winchester Model 1897]] is the first shotgun Ethan can acquire in the game, and can be found early on in the village. It is the first shotgun found and starts with a starting capacity of 5 shells. It is customizable with a golden trigger group, which increases rate of fire. &lt;br /&gt;
&lt;br /&gt;
[[Image:1897.jpg|thumb|none|450px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; with Parkerized finish - 12 gauge]]&lt;br /&gt;
[[File:VillageM1897.jpg|thumb|none|600px|The M1897 as examined in the inventory, allowing us to properly appreciate its fancy engravings. Note the description stating it is &amp;quot;commonly used for hunting&amp;quot;, while this is correct of other M1897 variants, the Trench Gun was explicitly designed for combat.]]&lt;br /&gt;
[[File:REVill-1897-Customized.jpg|thumb|none|600px|The 1897 in the model viewer, with its customized golden trigger group.]]&lt;br /&gt;
[[File:VillageM1897Idle.jpg|thumb|none|600px|Holding the shotgun idle means much of it is hidden, but gives us a good view of the pump and heat shield.]]&lt;br /&gt;
[[File:VillageM1897Aim.jpg|thumb|none|600px|Ethan brandishes his little friend, showing off more of the shotgun.]]&lt;br /&gt;
[[File:VillageM1897Reload.jpg|thumb|none|600px|Reloading unsurprisingly involves feeding shells into the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
==Over-Under Shotgun==&lt;br /&gt;
An [[12 Gauge Over/Under Shotgun|over-under shotgun]] of unknown make and model returns from the previous game. It is used by several human survivors in the village and is unusable by Ethan.&lt;br /&gt;
[[Image:Baikal-7.jpg|thumb|none|400px|Baikal MP-27M-1C O/U - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
&lt;br /&gt;
==Mini Draco==&lt;br /&gt;
A [[Mini Draco]] fitted with a Magpul stock, suppressor, foregrip, unmarked Aimpoint T2, and laser sight is featured in the game as the &amp;quot;Dragoon&amp;quot;. It is identified as a Mini Draco due to the hooded front sight and the traditional trunnion-mounted rear sight, though it shown with the two-rivet pattern of an [[AKM]] at the rear of the receiver, as well as a full-auto fire capability. It has a correct 30-round magazine capacity.&lt;br /&gt;
&lt;br /&gt;
Chris and most of the HW commandos use it as their primary weapon during the raid on the village. It can be unlocked for purchase at the Duke's Emporium by paying 30,000 challenge points in the Extra Content menu, itself unlocked after completing the game once.&lt;br /&gt;
&lt;br /&gt;
[[File:Mini Draco.jpg|thumb|none|400px|Romanian Mini Draco AK Pistol - 7.62x39mm]]&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
[[File:REVill-Draco-left.jpg|thumb|none|600px|The AK in the model viewer, showing its plethora of attachments. Visible in this image are its suppressor, TangoDown stubby vertical foregrip with tape switch duct taped to it, a weapon light with another tape switch loosely attached right next to it, and an Aimpoint T2 without markings mounted above and in the way of the iron sights.]]&lt;br /&gt;
[[File:REVill-Draco-right.jpg|thumb|none|600px|The AK's right side, showing an unused PEQ-15 ATPIAL, which is connected to the tape switch on the foregrip. The stock is a Magpul CTR stock and the magazines resemble Magpul AK PMAGs. Note the presence of a third pin on the model and the selector on the semi auto setting.]]&lt;br /&gt;
[[File:REV Infiltration cutscene 03.jpg|thumb|none|600px|Chris and Canine with their carbines.]]&lt;br /&gt;
[[File:REV AK carbine 00.jpg|thumb|none|600px|Chris uses a fresh mag to quickly eject the empty mag.]]&lt;br /&gt;
[[File:REV AK carbine 01.jpg|thumb|none|600px|The AK carbine reloaded when lycans show up. Chris, a trained operator, for some reason displays poor trigger discipline.]]&lt;br /&gt;
[[File:REV AK carbine 02.jpg|thumb|none|600px|The carbine fired at the lycans.]]&lt;br /&gt;
[[File:REV AK carbine 03.jpg|thumb|none|600px|You can see a good shot of the carbine.]]&lt;br /&gt;
[[File:REV Chris cutscene 00.jpg|thumb|none|600px|Chris with the carbine after he leaves an unlocked prison cell.]]&lt;br /&gt;
[[File:REV Chris cutscene 02.jpg|thumb|none|600px|You can see the Magpul stock, laser sight and red dot scope. Note waffle mag.]]&lt;br /&gt;
&lt;br /&gt;
[[File:RE8AK.jpg|thumb|none|400px|HWS operator Canine holding the mini AK.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS SBR==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS]] carbine appears in the game as the &amp;quot;WCX&amp;quot;. It can be customized with a foregrip and red dot sight. It is used by HW commandos in the opening, and can be made available for purchase in-game by spending 30,000 challenge points in the Extra Content menu. Despite being modeled with 30-round Magpul Gen 2 PMAGs, its starting capacity is 20. Though it lacks iron sights by default, Ethan can aim the rifle just fine even without the red dot sight attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:MCX VIRTUS SBR 11.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 11.5&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:REVill-MCX-Customized.jpg|thumb|none|600px|The MCX in the model viewer. It is customized with a SIG-Sauer ROMEO4H red dot sight and a SIG-Sauer JULIET 3 magnifier, as well as an MLOK foregrip and handstop and an M4 stock adaptor.]]&lt;br /&gt;
[[File:REVill-MCX-lowready.jpg|thumb|none|600px|Ethan holding the MCX at the low ready.]]&lt;br /&gt;
[[File:REVill-MCX-aim.jpg|thumb|none|600px|Aiming the MCX. Without the foregrip attachment, Ethan uses a C-Clamp grip. Even with the optics attached, Ethan steadfastly refuses to aim using them and instead uses the tried-and-true &amp;quot;squinty-dot&amp;quot; method from RE7.]]&lt;br /&gt;
[[File:REVill-MCX-shoot.jpg|thumb|none|600px|Firing the MCX.]]&lt;br /&gt;
[[File:REVill-MCX-tacreload1.jpg|thumb|none|600px|Ethan's tactical reload animations with the MCX involve taking a fresh magazine,]]&lt;br /&gt;
[[File:REVill-MCX-tacreload2.jpg|thumb|none|600px|And swapping magazines with his left hand, retaining the old magazine. Ethan's ability to do this reliably is quite impressive, given his injured hand, missing fingers and the fact that he's not even touching the mag release, his finger is on the trigger instead, which is not a good thing. Note the ammunition modeled in the used magazine.]]&lt;br /&gt;
[[File:REVill-MCX-reload-1.jpg|thumb|none|600px|An empty reload involves Ethan turning the rifle over to check the weapon's condition,]]&lt;br /&gt;
[[File:REVill-MCX-reload-2.jpg|thumb|none|600px|Forcefully throwing the empty mag out of the weapon (which has ammo still modeled in the feed lips),]]&lt;br /&gt;
[[File:REVill-MCX-reload-3.jpg|thumb|none|600px|Inserting a fresh magazine,]]&lt;br /&gt;
[[File:REVill-MCX-reload-4.jpg|thumb|none|600px|And slapping the bolt catch. Using your injured hand to do such an aggressive maneuver instead of just thumbing the bolt catch may not be such a great idea, Ethan.]]&lt;br /&gt;
[[File:REV Phone cutscene 02.jpg|thumb|none|600px|Masked HW commandos drag an unconscious Ethan from the Winters residence somewhere in Eastern Europe.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
A customized [[PKM]] called the &amp;quot;PT Machine Gun&amp;quot; is used by the HWS operator Lobo when they raid the village.&lt;br /&gt;
[[Image:BHI-SOPMOD-PKM.jpg|thumb|none|450px|PKM modified with Blackheart International accessory kit - 7.62x54mm R]]&lt;br /&gt;
[[File:REV Infiltration cutscene 01.jpg|thumb|none|600px|Lobo with the modded PKM.]]&lt;br /&gt;
[[File:REV Infiltration cutscene 02.jpg|thumb|none|600px|The HWS in their formation shot.]]&lt;br /&gt;
[[File:RE8PKM.jpg|thumb|none|400px|Lobo holding the PKM in the model viewer.]]&lt;br /&gt;
[[File:REVill-PKM-left.jpg|thumb|none|600px|The PKM in the model viewer.]]&lt;br /&gt;
[[File:REVill-PKM-right.jpg|thumb|none|600px|The other side of the PKM. This gives us a good view of the ammo box and the weapon light.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
==FR F2==&lt;br /&gt;
The [[MAS FR F1#FR F2|FR F2]], appearing as the &amp;quot;F2 Rifle&amp;quot;, is the only bolt-action sniper rifle in the game, and can be found in Castle Dimitrescu. The rifle doesn't have the black cheek rest by default, but can be customized with one. It begins with an underloaded magazine capacity of 4 rounds. It can be further customized with an extended magazine and higher-power Scrome J8 8x riflescope.&lt;br /&gt;
[[File:FR F2 rifle.jpg|thumb|none|500px|FR F2 with scope, loaded magazine, and no cheek rest - 7.62x51mm NATO]]&lt;br /&gt;
[[File:REV GMPLY 00.jpg|thumb|none|600px|Coming across the FR F2.]]&lt;br /&gt;
[[File:REVill-F2-Customized.jpg|thumb|none|600px|The F2 fully customized in the model viewer.]]&lt;br /&gt;
[[File:REV GMPLY 01.jpg|thumb|none|600px|The FR F2 after Ethan takes it.]]&lt;br /&gt;
[[File:REV GMPLY 02.jpg|thumb|none|600px|Ethan works the FR F2's bolt after picking it up for the first time.]]&lt;br /&gt;
[[File:VillageF2Idle.jpg|thumb|none|600px|Soon after, Ethan stands ready with his rifle on the castle's rooftops.]]&lt;br /&gt;
[[File:VillageF2Aim.jpg|thumb|none|600px|Readying the FR F2. It can be fired in this state, but obviously isn't as precise as it is while using the scope.]]&lt;br /&gt;
[[File:VillageF2Scope.jpg|thumb|none|600px|Looking down the scope of the FR F2. This reticle is similar to the APX L806 that was once the standard issue scope for the French Army and the Zeiss ZF4 that it was inspired by, albeit with much thinner posts, relatively speaking, than the real thing.]]&lt;br /&gt;
[[File:VillageF2Reload.jpg|thumb|none|600px|After dealing with some pesky winged creatures, Ethan swaps magazines.]]&lt;br /&gt;
[[File:REVill-F2-lowready.jpg|thumb|none|600px|Ethan holding the customized F2 at the low ready.]]&lt;br /&gt;
[[File:REVill-F2-customized-aim.jpg|thumb|none|600px|Upon having the high-power scope installed, the reticle gains ranging features, though these are useless in-game due to the ranges Ethan finds combat encounters in. Note, this reticle is an exact match for the Scrome J8 riflescope featured on actual military FR F2 sniper rifles since 1995.]]&lt;br /&gt;
[[File:REVill-F2-cycle.jpg|thumb|none|600px|Cycling the bolt between shots.]]&lt;br /&gt;
[[File:REVill-F2-reload-1.jpg|thumb|none|600px|An empty reload involves pulling back the bolt,]]&lt;br /&gt;
[[File:REVill-F2-reload-2.jpg|thumb|none|600px|Removing the old magazine and discarding it (note that Ethan does not push the magazine release lever located on the right side of the receiver,]]&lt;br /&gt;
[[File:REVill-F2-reload-.jpg|thumb|none|600px|Inserting a fresh one,]]&lt;br /&gt;
[[File:REVill-F2-reload-4.jpg|thumb|none|600px|And aggressively closing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==M110 K1==&lt;br /&gt;
The [[Knight's Armament SR-25|M110 K1]], called the &amp;quot;SA110 Sniper Rifle&amp;quot; in-game, is the main sniper rifle used by the HW commandos.&lt;br /&gt;
&lt;br /&gt;
[[File:M110 K1.jpg|thumb|none|450px|M110 K1 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:REV Infiltration cutscene 00.jpg|thumb|none|600px|Umber Eyes holds the M110.]]&lt;br /&gt;
[[File:REV Infiltration cutscene 04.jpg|thumb|none|600px|Umber Eyes takes his position over the burning village.]]&lt;br /&gt;
[[File:REV Infiltration cutscene 05.jpg|thumb|none|600px|He holds his rifle by the Magpul ACS stock.]]&lt;br /&gt;
[[File:REV Infiltration cutscene 06.jpg|thumb|none|600px|Then he brings it to bear.]]&lt;br /&gt;
[[File:REVill-M110-left.jpg|thumb|none|600px|The M110 in the model viewer. visible are its massive scope, bipod, LAM and tapeswitch, and its short, stubby suppressor.]]&lt;br /&gt;
[[File:REVill-M110-right.jpg|thumb|none|600px|The other side of the M110. Visible now is the weapon light, which is slaved to one tapeswitch along with the LAM, in contrast to the smattering of tapeswitches on the &amp;quot;Dragoon&amp;quot; AK.]]&lt;br /&gt;
[[File:RE8M110.jpg|thumb|none|400px|Umber Eyes holding the M110 in the model viewer.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
&lt;br /&gt;
==M67 hand grenade==&lt;br /&gt;
Chris uses the [[M67 hand grenade]] as an offensive weapon during the village raid.&lt;br /&gt;
&lt;br /&gt;
[[File:M67 grenade surplus.jpg|thumb|none|200px|M67 hand grenade surplus]]&lt;br /&gt;
[[File:REV GRENADE 00.jpg|thumb|none|600px|Chris readies the M67 when lycans show up to say hi.]]&lt;br /&gt;
&lt;br /&gt;
==Rheinmetall MK13 Mod 0 BTV-EL flash grenade==&lt;br /&gt;
&lt;br /&gt;
Chris carries MK13 flashbangs on his plate carrier, and can find and use them during the village raid. It is depicted with a blue stripe instead of the proper red. Some HW operatives also carry what appears to be flashbangs on their plate carriers, though these have a different texture with a red stripe.&lt;br /&gt;
&lt;br /&gt;
[[File:MK13 Mod 0 BTV-EL.jpg|thumb|none|200px|Rheinmetall MK13 Mod 0 BTV-EL flash grenade]]&lt;br /&gt;
[[File:REV Chris cutscene 00.jpg|thumb|none|600px|Chris leaves an unlocked prison cell. The MK13 flashbang can be seen on his plate carrier.]]&lt;br /&gt;
[[File:REV Chris cutscene 01.jpg|thumb|none|600px|Better shot of the MK13 flashbang on Chris' plate carrier.]]&lt;br /&gt;
[[File:RE8Glock.jpg|thumb|none|300px|HWS operator Night Howl carrying a red flashbang on his plate carrier.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==M79 grenade launcher==&lt;br /&gt;
An ornately decorated [[M79 grenade launcher]] appears as the &amp;quot;GM 79&amp;quot;. It can be found in a locked house in the village before defeating the boss Salvatore Moreau. It uses both explosive and flashbang ammunition, and can be switched between them by aiming the launcher and pressing the interact key. In a notable modeling error, it is shown to have rifling that extends all the way to the chamber when opened, instead of rifling that should begin forward of the grenade when inserted.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|400px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:REVill-M79.jpg|thumb|none|600px|The M79 in the model viewer. Its ornate engravings and carvings are clearly visible here.]]&lt;br /&gt;
[[File:REVill-M79-lowready.jpg|thumb|none|600px|Ethan holding the M79 at the low ready.]]&lt;br /&gt;
[[File:REVill-M79-aim.jpg|thumb|none|600px|Aiming the M79.]]&lt;br /&gt;
[[File:REVill-M79-shootEXP.jpg|thumb|none|600px|Firing an explosive grenade produces the expected effects.]]&lt;br /&gt;
[[File:REVill-M79-shootFLASH.jpg|thumb|none|600px|Firing a flashbang produces a legitimately disorienting blinding flash of light that stuns enemies very effectively.]]&lt;br /&gt;
[[File:REVill-M79-reload-1.jpg|thumb|none|600px|When reloading the M79, Ethan flicks the launcher open and in the same motion ejects the spent grenade,]]&lt;br /&gt;
[[File:REVill-M79-reload-2.jpg|thumb|none|600px|Slots in a fresh grenade,]]&lt;br /&gt;
[[File:REVill-M79-reload-3.jpg|thumb|none|600px|And flicks the launcher closed, action movie hero style.]]&lt;br /&gt;
[[File:REVill-M79-switch-1.jpg|thumb|none|600px|Switching grenades involves Ethan opening the launcher and keeping the unfired grenade,]]&lt;br /&gt;
[[File:REVill-M79-switch-2.jpg|thumb|none|600px|Slotting in the other type of grenade,]]&lt;br /&gt;
[[File:REVill-M79-switch-3.jpg|thumb|none|600px|And closing the launcher in a more realistic fashion.]]&lt;br /&gt;
&lt;br /&gt;
==TM-46 anti-tank mine==&lt;br /&gt;
A [[TM-46 anti-tank mine]] appears as the &amp;quot;Mine&amp;quot;. It acts as a remote detonation-type mine against enemies that go near it.&lt;br /&gt;
[[File:Tm-46.jpg|thumb|none|450px|TM-46 anti-tank mine]]&lt;br /&gt;
[[File:VillageTM46Mine.jpeg|thumb|none|600px|A TM-46 as seen in Ethan's inventory.]]&lt;br /&gt;
[[File:REV MINE 01.jpg|thumb|none|600px|Ethan with his grubby hands on the mine.]]&lt;br /&gt;
[[File:REV MINE 02.jpg|thumb|none|600px|Cassandra acting very sure of herself that she's about to pass the mine.]]&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous=&lt;br /&gt;
==IS-3==&lt;br /&gt;
Sitting outside Heisenberg's factory are several abandoned IS-3 heavy tanks, complete with D-25 122mm cannons and [[Degtyaryov DT|Degtyaryov DT-29]] coaxial machine guns.&lt;br /&gt;
[[File:DT tank machine gun TBiU 11.jpg|thumb|none|450px|Degtyaryov DT-29 - 7.62x54mmR]]&lt;br /&gt;
[[File:VillageIS3.jpeg|thumb|none|600px|Like any self-respecting IMFDB user, Ethan takes a moment out of this whole &amp;quot;save my daughter&amp;quot; business to examine some vintage Soviet armor.]]&lt;br /&gt;
&lt;br /&gt;
==Self-Propelled Artillery==&lt;br /&gt;
Heisenberg's homemade combat vehicle (called a self-propelled artillery in the model gallery) is equipped with a [[Browning M2HB]] heavy machine gun and what appears to be a recoilless rifle mounted right next to it.&lt;br /&gt;
&lt;br /&gt;
[[File:M20fort nelson.jpg|thumb|none|450px|M20 Recoilless Rifle - 75x408mmR]]&lt;br /&gt;
[[File:BrowningM2_plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:REVill-Artillery.jpg|thumb|none|600px|The Self-Propelled Artillery, equipped with a machine gun and recoilless rifle. Note the WW2 tank style victory markings/kill rings on the recoilless rifle.]]&lt;br /&gt;
&lt;br /&gt;
==H&amp;amp;K G3==&lt;br /&gt;
An unused icon of a [[Heckler &amp;amp; Koch G3]] is present in the files of the Duke's store. It was clearly removed at a fairly early stage.&lt;br /&gt;
[[File:CETME G3.JPG|thumb|none|450px|Early Heckler &amp;amp; Koch G3 rifle with wooden furniture, later muzzle device, and drum rear sight - 7.62x51mm NATO]]‎&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:First-Person Shooter]] &lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Mystery]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Thriller]]&lt;/div&gt;</summary>
		<author><name>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil:_Village&amp;diff=1610095</id>
		<title>Resident Evil: Village</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil:_Village&amp;diff=1610095"/>
		<updated>2023-09-11T07:24:43Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: /* Mini Draco */ tangodown VFG&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Resident Evil: Village''&lt;br /&gt;
|picture=Resident Evil Village NA Cover.jpg&lt;br /&gt;
|caption=&lt;br /&gt;
|series=''[[Resident Evil]]''&lt;br /&gt;
|date= May 7, 2021&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;PlayStation 5 &amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=First-Person Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Resident Evil: Village''''' is a first-person survival horror video game, the tenth main installment of the ''Resident Evil'' series. It is a direct sequel to ''[[Resident Evil 7: Biohazard]]''. &lt;br /&gt;
&lt;br /&gt;
Set some years after the events in Louisiana, players once again control Ethan Winters, who is trying to live a quiet life with his wife Mia following the nightmare in Dulvey. Soon after welcoming their daughter Rosemary into the world, the Winters' peaceful existence is shattered when their former ally Chris Redfield kidnaps Rosemary for reasons unknown. Ethan heads to a mysterious Eastern European village to find his daughter and seek answers, but soon finds himself venturing into another terrifying journey. &lt;br /&gt;
&lt;br /&gt;
{{spoilers}}&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
''Resident Evil Village'' inherits much of ''Resident Evil 7'''s game mechanics. Like RE7, ''Village'' takes place in first person, with weapons behaving much like RE7. Unlike most FPSs, but like RE7, aiming the weapons in ''Village'' merely tightens the crosshair instead of going into a special fully-accurate ADS mode.&lt;br /&gt;
&lt;br /&gt;
Returning to the game is a Merchant system similar to that found in ''[[Resident Evil 4]]'': a merchant character known as &amp;quot;The Duke&amp;quot; appears at certain fixed locations on the game map, and Ethan can buy items, sell treasures, and upgrade his weapons at the Duke. Weapons can be both upgraded, granting them generic stat improvements, and customized with custom parts, which are either found on the map or bought from the Duke.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
==CZ 2075 RAMI==&lt;br /&gt;
The &amp;quot;LEMI&amp;quot; is a slightly altered [[CZ 2075 RAMI]], with a different hammer, no beavertail, and redesigned safety and slide release. It is the first firearm received in the game, when Ethan gets it from Grigori. It starts with a magazine capacity of 10 rounds and can be customized with a compensator and extended magazines.&lt;br /&gt;
&lt;br /&gt;
[[File:Cz2075rami.jpg|thumb|400px|none|CZ 2075 Rami - 9x19mm.]]&lt;br /&gt;
[[File:VillageLEMI.jpeg|thumb|none|600px|The LEMI selected in the inventory screen.]]&lt;br /&gt;
[[File:REVill-RAMI-Customized.jpg|thumb|none|600px|The LEMI in the model viewer, fully customized with its fictional compensator and extended magazines.]]&lt;br /&gt;
[[File:VillageLEMIIdle.jpg|thumb|none|600px|Ethan sneaks around a village alley after meeting the locals.]]&lt;br /&gt;
[[File:VillageLEMIAim.jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the LEMI. Despite Ethan saying he received combat training following the events of the previous game, he still doesn't seem to grasp the concept of iron sights and a thumbs-forward modern grip. Most weapons in the game are simply bought closer to the screen when aimed, which nonetheless tightens the spread of shots.]]&lt;br /&gt;
[[File:VillageLEMIReload.jpg|thumb|none|600px|Reloading the LEMI. Reloads in ''Village'' are a bit more intricately animated compared to the previous game. Here, Ethan makes sure to retain the partially-full magazine of his pistol when performing a tactical reload, while he drops the magazine in an empty reload. Alas, it seems both magazines lack cartridges.]]&lt;br /&gt;
[[File:REV GMPLY 07.jpg|thumb|none|600px|The pistol seen in the Duke's Emporium main screen.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The heavily modified [[Beretta 92FS]] &amp;quot;Samurai Edge&amp;quot; that appeared in the [[Resident Evil 7: Biohazard|previous game]] returns for players who purchase the game's Deluxe Edition or the Trauma Pack DLC, and is purchased from the Duke in-game. It functions similarly to the weapon as it appeared used by Chris Redfield in the &amp;quot;Not a Hero&amp;quot; DLC. It has a 9-round capacity, but has a very weak damage that cannot be upgraded.&lt;br /&gt;
&lt;br /&gt;
Another Beretta 92FS Samurai Edge of some kind can be seen holstered at the hip of the BSAA soldier model in the model viewer. It is obviously a different model of Samurai Edge, and its features are difficult to make out, but it is still identifiable as some kind of a Samurai Edge versus a regular 92 platform pistol due to the extended Samurai Edge-style grips (that appear to be made of plastic like the AW-01P and Barry Burton V1 model, albeit lacking medallions) and custom frame with extended beavertail that resembles the AW-01P and various Albert Wesker Samurai Edge designs, such as those seen in Resident Evil, Resident Evil 5, and Resident Evil 7. Given BSAA's Blue Umbrella lore connections, the pistol is most likely an AW-01P.&lt;br /&gt;
&lt;br /&gt;
This pistol is distinct from the real life Beretta M9A1 despite having a rail due to the fact that the rail is full length unlike the M9A1 and that the original design of the Albert Wesker Samurai Edge from Resident Evil HD actually predates the M9A1, with the game releasing in 2002 while the Beretta M9A1 released in 2005. &lt;br /&gt;
&lt;br /&gt;
[[Image:Re7awp.jpg|thumb|none|500px|Official Tokyo Marui airsoft replica of the &amp;quot;Albert-01&amp;quot; from ''Resident Evil 7''.]]&lt;br /&gt;
[[File:Village92FS.jpg|thumb|none|600px|The pistol examined in Ethan's inventory. Though the January 2021 showcase online event named the pistol &amp;quot;Albert01 Chris&amp;quot;, it's named &amp;quot;Samurai Edge - AW Model-01&amp;quot; in the final game, same as RE7.]]&lt;br /&gt;
[[File:Village92FSIdle.jpg|thumb|none|600px|Ethan stands idle with a souvenir from Louisiana.]]&lt;br /&gt;
[[File:Village92FSAim.jpg|thumb|none|600px|Taking aim at a wall.]]&lt;br /&gt;
[[File:Village92FSReload.jpg|thumb|none|600px|Reloading the Samurai Edge, [[Call of Duty: Modern Warfare (2019)|''Modern Warfare'']] style.]]&lt;br /&gt;
[[File:Samurai Edge AW 01P.jpg|thumb|none|400px|Tokyo Marui Albert. W. Model 01P airsoft pistol.]]&lt;br /&gt;
[[File:REVill-BSAA-Ber92FS-SE.jpg|thumb|none|400px|The BSAA soldier in the model viewer with a holstered Samurai Edge of some kind.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet USW-A1==&lt;br /&gt;
A [[Brügger &amp;amp; Thomet USW-A1]] fitted with a mini red-dot sight, suppressor, and flashlight appears as the &amp;quot;USM-AI&amp;quot;. It features custom Hound-Wolf Squad engravings. It is Chris Redfield's signature sidearm in the game, and is usable during the village raid where Chris is the player character. It has a magazine capacity of 17 rounds. It can be unlocked for purchase in Ethan's main campaign by spending 20,000 challenge points in the Extra Content menu, after completing the game once.&lt;br /&gt;
&lt;br /&gt;
[[File:B&amp;amp;TUSW.jpg|thumb|none|400px|Brügger &amp;amp; Thomet USW-A1 - 9x19mm]]&lt;br /&gt;
[[File:REVill-USW-left.jpg|thumb|none|600px|The USW-A1 in the model viewer]]&lt;br /&gt;
[[File:REVill-USW-right.jpg|thumb|none|600px|The USW-A1's right side. Interestingly, this pistol and the G17 are the only two in the game that feature manufacturer markings and serial numbers. This one is evidently US 24-71998 as a direct reference to the Spencer Mansion Incident of the first Resident Evil game, which took place on July 24, 1998 (07/24/1998). It is marked to use 9x19mm Parabellum cartridges.]]&lt;br /&gt;
[[File:REV USWA1 00.jpg|thumb|none|600px|Chris takes out the USW-A1 during the village raid.]]&lt;br /&gt;
[[File:REV USWA1 01.jpg|thumb|none|600px|Doing a reload when the empty mag is removed.]]&lt;br /&gt;
[[File:REV USWA1 02.jpg|thumb|none|600px|Chris reloading a fresh mag.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus 1911==&lt;br /&gt;
A [[M1911|Taurus 1911]] pistol with old-fashioned brown grip panels and the slide serrations from a [[Colt Gold Cup National Match]] is featured as the &amp;quot;M1911&amp;quot;. It can be found at an optional area inside the village.&lt;br /&gt;
&lt;br /&gt;
The pistol is customizable with a long extended magazine and what appear to be Pachmayr American Legend grips. For some reason, the pistol is fully automatic and thus fires continuously while the player holds the attack button, despite appearing externally completely like a standard semi-automatic M1911-style pistol. However, it has a low rate of fire, and the utility of the automatic fire is hampered by its starting magazine capacity of 7 rounds. &lt;br /&gt;
&lt;br /&gt;
[[File:Taurus 1911.jpg|thumb|none|350px|Taurus 1911 - .45 ACP]]&lt;br /&gt;
[[File:VillageM1911.jpg|thumb|none|600px|Examining the &amp;quot;M1911&amp;quot; in the inventory. Though the hammer, trigger, and sights match the Taurus 1911, the in-game model has a few more differences to the real gun in addition to the grip panels; the slide serrations are different, the magazine is of the traditional 1911 style, the slide stop has a visible pin, and the safety on the right side is a mirror of the one on the left instead of being a different design.]]&lt;br /&gt;
[[File:REVill-M45-Customized.jpg|thumb|none|600px|The &amp;quot;M1911&amp;quot; in the model viewer, showing its full range of customizations with the extended magazine and Pachmayr grips.]]&lt;br /&gt;
[[File:VillageM1911Idle.jpg|thumb|none|600px|A little exploration off the beaten track rewards Ethan with a new toy.]]&lt;br /&gt;
[[File:VillageM1911Aim.jpg|thumb|none|600px|Having suffered a jumpscare in the process of obtaining this pistol, Ethan warily aims, ready for any lurking lycans.]]&lt;br /&gt;
[[File:VillageM1911Reload.jpg|thumb|none|600px|Performing a tactical by taking out the empty magazine Ethan swore he still had ammo in.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1 CQBP==&lt;br /&gt;
Some Hound Wolf operatives carry the [[Colt M45A1 CQBP]], called the &amp;quot;MA51 GQ Custom&amp;quot; in-game, as their sidearm.&lt;br /&gt;
&lt;br /&gt;
[[File:M45A1.jpg|thumb|none|350px|Colt M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP]]&lt;br /&gt;
[[File:REVill-M45A1.jpg|thumb|none|600px|The M45A1 CQBP in the model viewer. The wear around the muzzle, common on the cerakoted pistols in real life, as well as the weapon light, can be clearly seen here.]]&lt;br /&gt;
[[File:REVill-UmberEyes-M45A1.jpg|thumb|none|300px|Hound-Wolf Squad operator Umber Eyes in the model viewer. The M45A1 CQBP can be clearly seen holstered in a Safariland SLS-style holster on his hip.]]&lt;br /&gt;
&lt;br /&gt;
==Volk Tactical Gear Glock 17==&lt;br /&gt;
Most HW operatives use customized [[Glock 17]]s, called the &amp;quot;GL7&amp;quot; in-game, equipped with a flashlight as their sidearm. The customized parts are modeled after custom parts for the Tokyo Marui Glock 17/22 airsoft pistol made by Volk Tactical Gear, a Japanese tactical gear company (in collaboration with Ocean Custom Tactical, another Japanese tactical gear company), themselves based the Taran Tactical Innovations Combat Master Package for the Glock 17, with the makers noting that they were inspired by the TTI Glocks in the ''[[John Wick]]'' film series. It is barely visible in the main game (it can be most clearly seen at the reservoir where an HW operative subdues Ethan), but can be seen more clearly seen in the model viewer.&lt;br /&gt;
&lt;br /&gt;
[[File:Glock VTG.jpg|thumb|none|350px|'''Airsoft''' Volk Tactical Gear Glock 17]]&lt;br /&gt;
[[File:TTI Glock Combat Master Performance Package.jpg|thumb|none|350px|Taran Tactical Innovations Combat Master Package Glock 17 - 9x19 Parabellum]]&lt;br /&gt;
[[File:Re8_VTG17.jpg|thumb|none|500px|The G17 in the model viewer. The pistol is proudly emblazoned with the Volk Tactical Gear brand on the slide, which presumably has an in-universe equivalent within the scope of Resident Evil.]]&lt;br /&gt;
[[File:REVill-G17-right.jpg|thumb|none|600px|The right side of the pistol. It is the only other gun in this game, besides the B&amp;amp;T USW-A1, that has markings of any kind besides fire selectors. In this case, the model is engraved as &amp;quot;MODEL*VTG17CUSTOM&amp;quot; with a serial number of VTG666.]]&lt;br /&gt;
[[File:RE8Glock.jpg|thumb|none|300px|HWS operator Night Howl in the model viewer, holding the G17 at the low ready.]]&lt;br /&gt;
[[File:REVill-Canine-G17.jpg|thumb|none|300px|HWS operator Canine in the model viewer, with the G17 holstered at the hip.]]&lt;br /&gt;
&lt;br /&gt;
==Wildey==&lt;br /&gt;
The [[Wildey]] magnum pistol appears as the &amp;quot;S.T.A.K.E&amp;quot;. It becomes available for purchase from the Duke after starting a New Game+. It is customizable with extended magazines and a set of improved grips and starts with an incorrectly too-large capacity of 10 rounds in a flush-fitting magazine.&lt;br /&gt;
[[File:Wildey 8 inch.jpg|thumb|400px|none|Wildey Hunter, 8&amp;quot; barrel - .475 Wildey Magnum]]&lt;br /&gt;
[[File:REVill-Wildey.jpg|thumb|600px|none|The Wildey in the model viewer.]]&lt;br /&gt;
[[File:REVill-Wildey-Customized.jpg|thumb|600px|none|The Wildey with the improved grips and extended magazines equipped.]]&lt;br /&gt;
[[File:REVill-Wildey-lowready.jpg|thumb|600px|none|Ethan holding the Wildey at the low ready.]]&lt;br /&gt;
[[File:REVill-Wildey-aim.jpg|thumb|600px|none|Aiming the Wildey.]]&lt;br /&gt;
[[File:REVill-Wildey-shoot1.jpg|thumb|600px|none|Firing the Wildey produces a significant muzzle flash...]]&lt;br /&gt;
[[File:REVill-Wildey-shoot2.jpg|thumb|600px|none|As well as significant recoil.]]&lt;br /&gt;
[[File:REVill-Wildey-tacreload.jpg|thumb|600px|none|Ethan performing a tactical reload with the Wildey. The RAMI, 1911, Samurai Edge, and Wildey share the same reload animations. This results in Ethan ignoring the heel magazine release and acting like the Wildey has a thumb button release.]]&lt;br /&gt;
[[File:REVill-Wildey-reload-1.jpg|thumb|600px|none|The empty animations involve Ethan discarding the old magazine rather than keeping it,]]&lt;br /&gt;
[[File:REVill-Wildey-reload-2.jpg|thumb|600px|none|slotting in a fresh magazine,]]&lt;br /&gt;
[[File:REVill-Wildey-reload-3.jpg|thumb|600px|none|and dropping the slide with the slide release using his left hand.]]&lt;br /&gt;
&lt;br /&gt;
==MBA Gyrojet==&lt;br /&gt;
The [[MBA Gyrojet]] appears, simply titled the &amp;quot;Rocket Pistol&amp;quot;. It can be unlocked for purchase by beating the game on the highest Village of Shadows difficulty, then spending 80,000 CP on the Extra Content menu. It has a capacity of 7 rounds (1 more than is possible with a real example), and fires moderately-damaging explosive rockets at a slow rate of fire.&lt;br /&gt;
[[File:Gyrojetpistol.jpg|thumb|none|400px|Gyrojet Pistol Mark 1 Model B - 13mm]]&lt;br /&gt;
[[File:REVill-Gyrojet.jpg|thumb|none|600px|The Gyrojet in the model viewer.]]&lt;br /&gt;
[[File:REVill-Gyrojet-lowready.jpg|thumb|none|600px|Ethan holding the fantastically-rare Gyrojet pistol at the low ready.]]&lt;br /&gt;
[[File:REVill-Gyrojet-aim.jpg|thumb|none|600px|Aiming the Gyrojet.]]&lt;br /&gt;
[[File:REVill-Gyrojet-shoot.jpg|thumb|none|600px|Firing the Gyrojet. The real gun's projectiles are inert rather than explosive. The recoil is appropriately minimal in-game.]]&lt;br /&gt;
[[File:REVill-Gyrojet-reload-1.jpg|thumb|none|600px|Reloading the Gyrojet involves pulling back the top cover, though Ethan doesn't seem to operate the catch on the right side to release it,]]&lt;br /&gt;
[[File:REVill-Gyrojet-reload-2.jpg|thumb|none|600px|Slotting in rockets one-by-one,]]&lt;br /&gt;
[[File:REVill-Gyrojet-reload-3.jpg|thumb|none|600px|And closing the top cover. The follower on the model actually moves according to how many rounds are in the gun, but on the real Gyrojet, you would need to drop the hammer and engage the safety before reloading, and you would have to recock the hammer before firing again. In-game, Ethan never has to do anything involving the hammer nor the safety.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
&lt;br /&gt;
==Magnum Research BFR==&lt;br /&gt;
The [[Magnum Research BFR]] appears as the &amp;quot;Handcannon PZ&amp;quot;. It can be unlocked for purchase by beating the game on hardcore difficulty and spending 60,000 CP on the Extra Content menu. Likely to make use of pre-existing ammunition in the game, the BFR uses sniper rifle ammo as shared by the F2, granting it immense stopping power, though in reality there are no variants of the BFR that chamber 7.62x51mm cartridges. It has a correct (for long cylinder models like is depicted) 5 round capacity.&lt;br /&gt;
&lt;br /&gt;
[[File:BFR 45-70 1.jpg|400px|thumb|none|Magnum Research BFR - .45-70 Government]] &lt;br /&gt;
[[File:REVill-BFR.jpg|thumb|none|600px|The BFR in the model viewer.]]&lt;br /&gt;
[[File:REVill-BFR-lowready.jpg|thumb|none|600px|Ethan holding the BFR at the low ready.]]&lt;br /&gt;
[[File:REVill-BFR-aim.jpg|thumb|none|600px|Aiming the BFR.]]&lt;br /&gt;
[[File:REVill-BFR-shoot-1.jpg|thumb|none|600px|Like the other &amp;quot;magnum&amp;quot; guns, the BFR produces a fireball,]]&lt;br /&gt;
[[File:REVill-BFR-shoot-2.jpg|thumb|none|600px|And massive recoil.]]&lt;br /&gt;
[[File:REVill-BFR-shoot-3.jpg|thumb|none|600px|Afterwards, Ethan correctly cocks the hammer, which visually advances the cylinder to the next shot.]]&lt;br /&gt;
[[File:REVill-BFR-reload-1.jpg|thumb|none|600px|Reloading the BFR involves opening the loading gate (in reality you would need to lower the hammer before opening the gate. Ethan naturally doesn't need to do this in the game),]]&lt;br /&gt;
[[File:REVill-BFR-reload-2.jpg|thumb|none|600px|Ejecting and loading spent and fresh rounds, one by one, respectively (somehow without even touching the ejector rod). Note the 7.62mm rounds being inserted.]]&lt;br /&gt;
[[File:REVill-BFR-reload-3.jpg|thumb|none|600px|And closing the loading gate.]]&lt;br /&gt;
&lt;br /&gt;
==Colt 1851 Navy (Cartridge Conversion)==&lt;br /&gt;
A [[Colt 1851 (Cartridge Conversion)]] with deep black trim and pearl/ivory grips is featured in the game as the &amp;quot;M1851 Wolfsbane&amp;quot;. It is mixed with design elements from other Colt revolvers, including a grooved [[Single Action Army]]-style cylinder, shortened loading lever (as on the [[Colt Dragoon|Dragoon]]) which is also in the [[Colt_1860_Army#Colt_1860_Percussion|Colt 1860 Army]]-style, and with the [[Colt Walker|Walker]]/1st Dragoon model style trigger guard.&lt;br /&gt;
&lt;br /&gt;
It can be found in a house near Moreau's Lab. It is customizable with a longer barrel (which returns it to its standard length) and a fictitious 7-round capacity cylinder which replaces its default starting capacity 5 round upgradable cylinder. The game's collector's edition includes a miniature version of the gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:Richards-navy-1851.jpg|thumb|none|400px|Colt 1851 Navy with a cartridge conversion. This is a reproduction of the gun used by [[Eli Wallach]] in ''[[The Good, The Bad, and The Ugly]]'' and imported by Cimmaron Arms.]]&lt;br /&gt;
[[Image:1860Army.jpg|thumb|none|350px|Colt 1860 Army - .44 caliber.]]&lt;br /&gt;
[[Image:WalesOriginalWalker.jpg|thumb|none|400px|One of the original Colt Walker 1847s - .44 caliber.]]&lt;br /&gt;
[[File:REVill-Wolfsbane.jpg|thumb|none|600px|The 1851 Navy in the model viewer. The inscription on the barrel reads &amp;quot;Fiat Voluntas Tua&amp;quot;, which translates about to the phrase &amp;quot;Thy will be done&amp;quot;, which is fairly appropriate for a Miranda fanatic like Moreau to have on his gun. Alternatively, this could have been owned by a particularly wealthy devoted villager before Ethan liberated it, which would still be appropriate given that Miranda's the object of worship for the entire village.]]&lt;br /&gt;
[[File:REVill-Wolfsbane-Customized.jpg|thumb|none|600px|The 1851 Navy in the model viewer with its long barrel and high-capacity cylinder installed.]]&lt;br /&gt;
[[File:REVill-Wolfsbane-lowready.jpg|thumb|none|600px|Ethan holding the 1851 Navy at the low ready.]]&lt;br /&gt;
[[File:REVill-Wolfsbane-aim.jpg|thumb|none|600px|Aiming the 1851 Navy.]]&lt;br /&gt;
[[File:REVill-Wolfsbane-shoot1.jpg|thumb|none|600px|Like the BFR, the 1851 produces fireballs,]]&lt;br /&gt;
[[File:REVill-Wolfsbane-shoot2.jpg|thumb|none|600px|Massive recoil,]]&lt;br /&gt;
[[File:REVill-Wolfsbane-shoot3.jpg|thumb|none|600px|and is cocked after every shot.]]&lt;br /&gt;
[[File:REVill-Wolfsbane-reload-1.jpg|thumb|none|600px|Again, like the BFR, the loading gate is opened. Again, the hammer has to be decocked (though to the half-cock position this time) before loading, and Ethan again chooses to ignore this,]]&lt;br /&gt;
[[File:REVill-Wolfsbane-reload-2.jpg|thumb|none|600px|Before ejecting and loading spent and fresh rounds without even having any notion of ejector rods or ramrods,]]&lt;br /&gt;
[[File:REVill-Wolfsbane-reload-3.jpg|thumb|none|600px|And closing the loading gate.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Sa vz. 61 Skorpion==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] variant is featured as the &amp;quot;V61 Custom&amp;quot;, and can be purchased at the Duke's Emporium after reaching Heisenberg's factory. By default, it comes with a 12-shot straight magazine, which matches export models, but not the original Model 61 chambered in .32 caliber (with these characteristics it should be a .380 ACP or 9x18mm). It can be customized with long carbine barrel, drum magazine (apparently inspired by airsoft models, as factory variants never existed), and custom wooden buttstock in the style of an [[SVD Dragunov]]. A miniature of the fully customized Skorpion appears in a version of the game's collector's edition.&lt;br /&gt;
[[File:Scorpion SA Vz 82.jpg|400px|thumb|none|Sa vz. 82 Skorpion with spare magazines - 9x18mm Makarov]]&lt;br /&gt;
[[File:REVill-Vz61.jpg|thumb|none|600px|The Skorpion in the model viewer. Note the folded wire stock...]]&lt;br /&gt;
[[File:REVill-Vz61-customized.jpg|thumb|none|600px|...which, rather than being used, simply vanishes when a stock is installed, as seen on this fully-upgraded example.]]&lt;br /&gt;
[[File:REVill-Vz61-lowready.jpg|thumb|none|600px|Ethan holding the Skorpion at the low ready.]]&lt;br /&gt;
[[File:REVill-Vz61-aim.jpg|thumb|none|600px|Aiming the Skorpion.]]&lt;br /&gt;
[[File:REVill-Vz61-shoot.jpg|thumb|none|600px|Firing the Skorpion.]]&lt;br /&gt;
[[File:REVill-Vz61-tacreload1.jpg|thumb|none|600px|Performing a tactical reload with the Skorpion is pretty simple. Ethan ejects the partially-spent magazine and retains it,]]&lt;br /&gt;
[[File:REVill-Vz61-tacreload2.jpg|thumb|none|600px|And slotting in a fresh magazine.]]&lt;br /&gt;
[[File:REVill-Vz61-reload-1.jpg|thumb|none|600px|Performing an empty reload is slightly different. Ethan throws away the old magazine,]]&lt;br /&gt;
[[File:REVill-Vz61-reload-2.jpg|thumb|none|600px|Loads a fresh one,]]&lt;br /&gt;
[[File:REVill-Vz61-reload-3.jpg|thumb|none|600px|And charges the weapon.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Tactical==&lt;br /&gt;
A [[Remington Model 870]] with no stock and railed sight rib and pump handle appears in the game as the &amp;quot;W870 TAC&amp;quot; shotgun. It can be found in a house near House Beneviento. It has a starting capacity of 4 shotshells, and can be customized with a foregrip and tactical stock.&lt;br /&gt;
&lt;br /&gt;
[[Image:REMINGTON 870 EXPRESS TACTICAL PISTOL GRIP.jpg|thumb|none|450px|Remington 870 Express with TacStar pistol grip - 12 gauge]]&lt;br /&gt;
[[Image:Rem870rail.jpg|thumb|400px|none|Shorted Remington 870 with a Pachmayr Vindicator pistol grip, receiver attached tri-rail, and tri-railed foregrip - 12 gauge]]&lt;br /&gt;
[[File:REVill-870.jpg|thumb|600px|none|The 870 in the model viewer.]]&lt;br /&gt;
[[File:REVill-870-Customized.jpg|thumb|600px|none|The 870 in the model viewer with the foregrip and tactical stock. The stock resembles a SOPMOD/Crane M4 stock.]]&lt;br /&gt;
[[File:REVill-870-lowready.jpg|thumb|600px|none|Ethan holding the 870 at the low ready.]]&lt;br /&gt;
[[File:REVill-870-aim.jpg|thumb|600px|none|Aiming the 870.]]&lt;br /&gt;
[[File:REVill-870-shoot1.jpg|thumb|600px|none|Firing the 870,]]&lt;br /&gt;
[[File:REVill-870-shoot2.jpg|thumb|600px|none|and cycling the action, ejecting a spent shell.]]&lt;br /&gt;
[[File:REVill-870-reload-1.jpg|thumb|600px|none|The pump-action shotguns in this game have a separate reload animation on empty. When the gun is empty, the player is aiming the weapon, and attempts to fire, Ethan will quickly open the action and dump a shell into the chamber,]]&lt;br /&gt;
[[File:REVill-870-reload-2.jpg|thumb|600px|none|Before slotting in shotshells like normal,]]&lt;br /&gt;
[[File:REVill-870-reload-3.jpg|thumb|600px|none|And finishing off with another pump of the action. This pump is entirely unnecessary, and doing so would eject a perfectly-good unspent shotshell from the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga-12 Tactical==&lt;br /&gt;
A [[Saiga-12]] shotgun with railed forearm (that strangely lacks any form of iron sights) and Magpul Zhukov-S stock appears in the game as the &amp;quot;SYG-12&amp;quot;. It can be bought from the Duke after reaching Heisenberg's factory. It can be customized with a long barrel, a drum magazine, and what appears to be a Russian Kobra EKP-8 red dot sight with Weaver/1913 Picatinny mount and sunshade. It starts with a 10-shotshell magazine capacity.&lt;br /&gt;
[[file:Komrad 12.jpg|thumb|none|400px|Komrad 12 - 12 gauge]]&lt;br /&gt;
[[File:REVill-Saiga12.jpg|thumb|none|600px|The Saiga-12 in the model viewer. The stock closely resembles a Zhukov-S stock.]]&lt;br /&gt;
[[File:REVill-Saiga12-Customized.jpg|thumb|none|600px|The Saiga-12 in the model viewer with its extended barrel, drum magazine, and red dot sight installed.]]&lt;br /&gt;
[[File:REVill-Saiga12-lowready.jpg|thumb|none|600px|Ethan holding the Saiga-12 at the low ready.]]&lt;br /&gt;
[[File:REVill-Saiga12-aim.jpg|thumb|none|600px|Aiming the Saiga-12.]]&lt;br /&gt;
[[File:REVill-Saiga12-shoot.jpg|thumb|none|600px|Firing the Saiga-12. Interestingly, despite being the only self-loading shotgun in the game, it is the slowest-firing by far.]]&lt;br /&gt;
[[File:REVill-Saiga12-tacreload1.jpg|thumb|none|600px|The Saiga-12 shares its animations with the &amp;quot;Dragoon&amp;quot; AK assault rifle carbine. A tactical reload involves yanking out the old magazine,]]&lt;br /&gt;
[[File:REVill-Saiga12-tacreload2.jpg|thumb|none|600px|And slotting in a new one.]]&lt;br /&gt;
[[File:REVill-Saiga12-reload-1.jpg|thumb|none|600px|An empty reload involves Ethan turning the shotgun over to check the weapon's condition,]]&lt;br /&gt;
[[File:REVill-Saiga12-reload-2.jpg|thumb|none|600px|Before yanking the old magazine and discarding it,]]&lt;br /&gt;
[[File:REVill-Saiga12-reload-3.jpg|thumb|none|600px|Fitting in a new magazine, though it doesn't have any ammunition modeled in it,]]&lt;br /&gt;
[[File:REVill-Saiga12-reload-4.jpg|thumb|none|600px|And charging the shotgun underhanded.]]&lt;br /&gt;
&lt;br /&gt;
==Thor's Hammer - AW Model-02==&lt;br /&gt;
The fictional &amp;quot;Thor's Hammer&amp;quot; automatic shotgun returns from ''[[Resident Evil 7: Biohazard]]'', this time only used by BSAA operatives.&lt;br /&gt;
[[File:Tokyo Marui SGR-12.jpg|thumb|none|400px|Tokyo Marui SGR-12 - 6mm BB]]&lt;br /&gt;
[[File:Re7thor.jpg|thumb|none|400px|Tokyo Marui Thor's Hammer &amp;quot;Albert W. Model 02&amp;quot; - 6mm BB]]&lt;br /&gt;
[[File:REVill-ThorsH.jpg|thumb|none|600px|The Thor's Hammer - AW-02 shotgun in the model viewer. This time around, the shotgun is painted with some sort of coyote tan camouflage pattern.]]&lt;br /&gt;
[[File:REVill-BSAA-ThorH.jpg|thumb|none|400px|The Thor's Hammer shotgun being held by the BSAA soldier model in the model viewer.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester M1897 Trench Gun==&lt;br /&gt;
The [[Winchester Model 1897]] is the first shotgun Ethan can acquire in the game, and can be found early on in the village. It is the first shotgun found and starts with a starting capacity of 5 shells. It is customizable with a golden trigger group, which increases rate of fire. &lt;br /&gt;
&lt;br /&gt;
[[Image:1897.jpg|thumb|none|450px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; with Parkerized finish - 12 gauge]]&lt;br /&gt;
[[File:VillageM1897.jpg|thumb|none|600px|The M1897 as examined in the inventory, allowing us to properly appreciate its fancy engravings. Note the description stating it is &amp;quot;commonly used for hunting&amp;quot;, while this is correct of other M1897 variants, the Trench Gun was explicitly designed for combat.]]&lt;br /&gt;
[[File:REVill-1897-Customized.jpg|thumb|none|600px|The 1897 in the model viewer, with its customized golden trigger group.]]&lt;br /&gt;
[[File:VillageM1897Idle.jpg|thumb|none|600px|Holding the shotgun idle means much of it is hidden, but gives us a good view of the pump and heat shield.]]&lt;br /&gt;
[[File:VillageM1897Aim.jpg|thumb|none|600px|Ethan brandishes his little friend, showing off more of the shotgun.]]&lt;br /&gt;
[[File:VillageM1897Reload.jpg|thumb|none|600px|Reloading unsurprisingly involves feeding shells into the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
==Over-Under Shotgun==&lt;br /&gt;
An [[12 Gauge Over/Under Shotgun|over-under shotgun]] of unknown make and model returns from the previous game. It is used by several human survivors in the village and is unusable by Ethan.&lt;br /&gt;
[[Image:Baikal-7.jpg|thumb|none|400px|Baikal MP-27M-1C O/U - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
&lt;br /&gt;
==Mini Draco==&lt;br /&gt;
A [[Mini Draco]] fitted with a Magpul stock, suppressor, foregrip, unmarked Aimpoint T2, and laser sight is featured in the game as the &amp;quot;Dragoon&amp;quot;. It is identified as a Mini Draco due to the hooded front sight and the traditional trunnion-mounted rear sight, though it shown with the two-rivet pattern of an [[AKM]] at the rear of the receiver, as well as a full-auto fire capability. It has a correct 30-round magazine capacity.&lt;br /&gt;
&lt;br /&gt;
Chris and most of the HW commandos use it as their primary weapon during the raid on the village. It can be unlocked for purchase at the Duke's Emporium by paying 30,000 challenge points in the Extra Content menu, itself unlocked after completing the game once.&lt;br /&gt;
&lt;br /&gt;
[[File:Mini Draco.jpg|thumb|none|400px|Romanian Mini Draco AK Pistol - 7.62x39mm]]&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
[[File:REVill-Draco-left.jpg|thumb|none|600px|The AK in the model viewer, showing its plethora of attachments. Visible in this image are its suppressor, TangoDown stubby vertical foregrip with tape switch duct taped to it, a weapon light with another tape switch loosely attached right next to it, and an Aimpoint T2 without markings mounted above and in the way of the iron sights.]]&lt;br /&gt;
[[File:REVill-Draco-right.jpg|thumb|none|600px|The AK's right side, showing an unused PEQ-15 ATPIAL, which is connected to the tape switch on the foregrip. The stock is a Magpul CTR stock and the magazines resemble Magpul AK PMAGs.]]&lt;br /&gt;
[[File:REV Infiltration cutscene 03.jpg|thumb|none|600px|Chris and Canine with their carbines.]]&lt;br /&gt;
[[File:REV AK carbine 00.jpg|thumb|none|600px|Chris uses a fresh mag to quickly eject the empty mag.]]&lt;br /&gt;
[[File:REV AK carbine 01.jpg|thumb|none|600px|The AK carbine reloaded when lycans show up. Chris, a trained operator, for some reason displays poor trigger discipline.]]&lt;br /&gt;
[[File:REV AK carbine 02.jpg|thumb|none|600px|The carbine fired at the lycans.]]&lt;br /&gt;
[[File:REV AK carbine 03.jpg|thumb|none|600px|You can see a good shot of the carbine.]]&lt;br /&gt;
[[File:REV Chris cutscene 00.jpg|thumb|none|600px|Chris with the carbine after he leaves an unlocked prison cell.]]&lt;br /&gt;
[[File:REV Chris cutscene 02.jpg|thumb|none|600px|You can see the Magpul stock, laser sight and red dot scope. Note waffle mag.]]&lt;br /&gt;
&lt;br /&gt;
[[File:RE8AK.jpg|thumb|none|400px|HWS operator Canine holding the mini AK.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS SBR==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS]] carbine appears in the game as the &amp;quot;WCX&amp;quot;. It can be customized with a foregrip and red dot sight. It is used by HW commandos in the opening, and can be made available for purchase in-game by spending 30,000 challenge points in the Extra Content menu. Despite being modeled with 30-round Magpul Gen 2 PMAGs, its starting capacity is 20. Though it lacks iron sights by default, Ethan can aim the rifle just fine even without the red dot sight attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:MCX VIRTUS SBR 11.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 11.5&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:REVill-MCX-Customized.jpg|thumb|none|600px|The MCX in the model viewer. It is customized with a SIG-Sauer ROMEO4H red dot sight and a SIG-Sauer JULIET 3 magnifier, as well as an MLOK foregrip and handstop and an M4 stock adaptor.]]&lt;br /&gt;
[[File:REVill-MCX-lowready.jpg|thumb|none|600px|Ethan holding the MCX at the low ready.]]&lt;br /&gt;
[[File:REVill-MCX-aim.jpg|thumb|none|600px|Aiming the MCX. Without the foregrip attachment, Ethan uses a C-Clamp grip. Even with the optics attached, Ethan steadfastly refuses to aim using them and instead uses the tried-and-true &amp;quot;squinty-dot&amp;quot; method from RE7.]]&lt;br /&gt;
[[File:REVill-MCX-shoot.jpg|thumb|none|600px|Firing the MCX.]]&lt;br /&gt;
[[File:REVill-MCX-tacreload1.jpg|thumb|none|600px|Ethan's tactical reload animations with the MCX involve taking a fresh magazine,]]&lt;br /&gt;
[[File:REVill-MCX-tacreload2.jpg|thumb|none|600px|And swapping magazines with his left hand, retaining the old magazine. Ethan's ability to do this reliably is quite impressive, given his injured hand, missing fingers and the fact that he's not even touching the mag release, his finger is on the trigger instead, which is not a good thing. Note the ammunition modeled in the used magazine.]]&lt;br /&gt;
[[File:REVill-MCX-reload-1.jpg|thumb|none|600px|An empty reload involves Ethan turning the rifle over to check the weapon's condition,]]&lt;br /&gt;
[[File:REVill-MCX-reload-2.jpg|thumb|none|600px|Forcefully throwing the empty mag out of the weapon (which has ammo still modeled in the feed lips),]]&lt;br /&gt;
[[File:REVill-MCX-reload-3.jpg|thumb|none|600px|Inserting a fresh magazine,]]&lt;br /&gt;
[[File:REVill-MCX-reload-4.jpg|thumb|none|600px|And slapping the bolt catch. Using your injured hand to do such an aggressive maneuver instead of just thumbing the bolt catch may not be such a great idea, Ethan.]]&lt;br /&gt;
[[File:REV Phone cutscene 02.jpg|thumb|none|600px|Masked HW commandos drag an unconscious Ethan from the Winters residence somewhere in Eastern Europe.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
A customized [[PKM]] called the &amp;quot;PT Machine Gun&amp;quot; is used by the HWS operator Lobo when they raid the village.&lt;br /&gt;
[[Image:BHI-SOPMOD-PKM.jpg|thumb|none|450px|PKM modified with Blackheart International accessory kit - 7.62x54mm R]]&lt;br /&gt;
[[File:REV Infiltration cutscene 01.jpg|thumb|none|600px|Lobo with the modded PKM.]]&lt;br /&gt;
[[File:REV Infiltration cutscene 02.jpg|thumb|none|600px|The HWS in their formation shot.]]&lt;br /&gt;
[[File:RE8PKM.jpg|thumb|none|400px|Lobo holding the PKM in the model viewer.]]&lt;br /&gt;
[[File:REVill-PKM-left.jpg|thumb|none|600px|The PKM in the model viewer.]]&lt;br /&gt;
[[File:REVill-PKM-right.jpg|thumb|none|600px|The other side of the PKM. This gives us a good view of the ammo box and the weapon light.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
==FR F2==&lt;br /&gt;
The [[MAS FR F1#FR F2|FR F2]], appearing as the &amp;quot;F2 Rifle&amp;quot;, is the only bolt-action sniper rifle in the game, and can be found in Castle Dimitrescu. The rifle doesn't have the black cheek rest by default, but can be customized with one. It begins with an underloaded magazine capacity of 4 rounds. It can be further customized with an extended magazine and higher-power Scrome J8 8x riflescope.&lt;br /&gt;
[[File:FR F2 rifle.jpg|thumb|none|500px|FR F2 with scope, loaded magazine, and no cheek rest - 7.62x51mm NATO]]&lt;br /&gt;
[[File:REV GMPLY 00.jpg|thumb|none|600px|Coming across the FR F2.]]&lt;br /&gt;
[[File:REVill-F2-Customized.jpg|thumb|none|600px|The F2 fully customized in the model viewer.]]&lt;br /&gt;
[[File:REV GMPLY 01.jpg|thumb|none|600px|The FR F2 after Ethan takes it.]]&lt;br /&gt;
[[File:REV GMPLY 02.jpg|thumb|none|600px|Ethan works the FR F2's bolt after picking it up for the first time.]]&lt;br /&gt;
[[File:VillageF2Idle.jpg|thumb|none|600px|Soon after, Ethan stands ready with his rifle on the castle's rooftops.]]&lt;br /&gt;
[[File:VillageF2Aim.jpg|thumb|none|600px|Readying the FR F2. It can be fired in this state, but obviously isn't as precise as it is while using the scope.]]&lt;br /&gt;
[[File:VillageF2Scope.jpg|thumb|none|600px|Looking down the scope of the FR F2. This reticle is similar to the APX L806 that was once the standard issue scope for the French Army and the Zeiss ZF4 that it was inspired by, albeit with much thinner posts, relatively speaking, than the real thing.]]&lt;br /&gt;
[[File:VillageF2Reload.jpg|thumb|none|600px|After dealing with some pesky winged creatures, Ethan swaps magazines.]]&lt;br /&gt;
[[File:REVill-F2-lowready.jpg|thumb|none|600px|Ethan holding the customized F2 at the low ready.]]&lt;br /&gt;
[[File:REVill-F2-customized-aim.jpg|thumb|none|600px|Upon having the high-power scope installed, the reticle gains ranging features, though these are useless in-game due to the ranges Ethan finds combat encounters in. Note, this reticle is an exact match for the Scrome J8 riflescope featured on actual military FR F2 sniper rifles since 1995.]]&lt;br /&gt;
[[File:REVill-F2-cycle.jpg|thumb|none|600px|Cycling the bolt between shots.]]&lt;br /&gt;
[[File:REVill-F2-reload-1.jpg|thumb|none|600px|An empty reload involves pulling back the bolt,]]&lt;br /&gt;
[[File:REVill-F2-reload-2.jpg|thumb|none|600px|Removing the old magazine and discarding it (note that Ethan does not push the magazine release lever located on the right side of the receiver,]]&lt;br /&gt;
[[File:REVill-F2-reload-.jpg|thumb|none|600px|Inserting a fresh one,]]&lt;br /&gt;
[[File:REVill-F2-reload-4.jpg|thumb|none|600px|And aggressively closing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==M110 K1==&lt;br /&gt;
The [[Knight's Armament SR-25|M110 K1]], called the &amp;quot;SA110 Sniper Rifle&amp;quot; in-game, is the main sniper rifle used by the HW commandos.&lt;br /&gt;
&lt;br /&gt;
[[File:M110 K1.jpg|thumb|none|450px|M110 K1 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:REV Infiltration cutscene 00.jpg|thumb|none|600px|Umber Eyes holds the M110.]]&lt;br /&gt;
[[File:REV Infiltration cutscene 04.jpg|thumb|none|600px|Umber Eyes takes his position over the burning village.]]&lt;br /&gt;
[[File:REV Infiltration cutscene 05.jpg|thumb|none|600px|He holds his rifle by the Magpul ACS stock.]]&lt;br /&gt;
[[File:REV Infiltration cutscene 06.jpg|thumb|none|600px|Then he brings it to bear.]]&lt;br /&gt;
[[File:REVill-M110-left.jpg|thumb|none|600px|The M110 in the model viewer. visible are its massive scope, bipod, LAM and tapeswitch, and its short, stubby suppressor.]]&lt;br /&gt;
[[File:REVill-M110-right.jpg|thumb|none|600px|The other side of the M110. Visible now is the weapon light, which is slaved to one tapeswitch along with the LAM, in contrast to the smattering of tapeswitches on the &amp;quot;Dragoon&amp;quot; AK.]]&lt;br /&gt;
[[File:RE8M110.jpg|thumb|none|400px|Umber Eyes holding the M110 in the model viewer.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
&lt;br /&gt;
==M67 hand grenade==&lt;br /&gt;
Chris uses the [[M67 hand grenade]] as an offensive weapon during the village raid.&lt;br /&gt;
&lt;br /&gt;
[[File:M67 grenade surplus.jpg|thumb|none|200px|M67 hand grenade surplus]]&lt;br /&gt;
[[File:REV GRENADE 00.jpg|thumb|none|600px|Chris readies the M67 when lycans show up to say hi.]]&lt;br /&gt;
&lt;br /&gt;
==Rheinmetall MK13 Mod 0 BTV-EL flash grenade==&lt;br /&gt;
&lt;br /&gt;
Chris carries MK13 flashbangs on his plate carrier, and can find and use them during the village raid. It is depicted with a blue stripe instead of the proper red. Some HW operatives also carry what appears to be flashbangs on their plate carriers, though these have a different texture with a red stripe.&lt;br /&gt;
&lt;br /&gt;
[[File:MK13 Mod 0 BTV-EL.jpg|thumb|none|200px|Rheinmetall MK13 Mod 0 BTV-EL flash grenade]]&lt;br /&gt;
[[File:REV Chris cutscene 00.jpg|thumb|none|600px|Chris leaves an unlocked prison cell. The MK13 flashbang can be seen on his plate carrier.]]&lt;br /&gt;
[[File:REV Chris cutscene 01.jpg|thumb|none|600px|Better shot of the MK13 flashbang on Chris' plate carrier.]]&lt;br /&gt;
[[File:RE8Glock.jpg|thumb|none|300px|HWS operator Night Howl carrying a red flashbang on his plate carrier.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==M79 grenade launcher==&lt;br /&gt;
An ornately decorated [[M79 grenade launcher]] appears as the &amp;quot;GM 79&amp;quot;. It can be found in a locked house in the village before defeating the boss Salvatore Moreau. It uses both explosive and flashbang ammunition, and can be switched between them by aiming the launcher and pressing the interact key. In a notable modeling error, it is shown to have rifling that extends all the way to the chamber when opened, instead of rifling that should begin forward of the grenade when inserted.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|400px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:REVill-M79.jpg|thumb|none|600px|The M79 in the model viewer. Its ornate engravings and carvings are clearly visible here.]]&lt;br /&gt;
[[File:REVill-M79-lowready.jpg|thumb|none|600px|Ethan holding the M79 at the low ready.]]&lt;br /&gt;
[[File:REVill-M79-aim.jpg|thumb|none|600px|Aiming the M79.]]&lt;br /&gt;
[[File:REVill-M79-shootEXP.jpg|thumb|none|600px|Firing an explosive grenade produces the expected effects.]]&lt;br /&gt;
[[File:REVill-M79-shootFLASH.jpg|thumb|none|600px|Firing a flashbang produces a legitimately disorienting blinding flash of light that stuns enemies very effectively.]]&lt;br /&gt;
[[File:REVill-M79-reload-1.jpg|thumb|none|600px|When reloading the M79, Ethan flicks the launcher open and in the same motion ejects the spent grenade,]]&lt;br /&gt;
[[File:REVill-M79-reload-2.jpg|thumb|none|600px|Slots in a fresh grenade,]]&lt;br /&gt;
[[File:REVill-M79-reload-3.jpg|thumb|none|600px|And flicks the launcher closed, action movie hero style.]]&lt;br /&gt;
[[File:REVill-M79-switch-1.jpg|thumb|none|600px|Switching grenades involves Ethan opening the launcher and keeping the unfired grenade,]]&lt;br /&gt;
[[File:REVill-M79-switch-2.jpg|thumb|none|600px|Slotting in the other type of grenade,]]&lt;br /&gt;
[[File:REVill-M79-switch-3.jpg|thumb|none|600px|And closing the launcher in a more realistic fashion.]]&lt;br /&gt;
&lt;br /&gt;
==TM-46 anti-tank mine==&lt;br /&gt;
A [[TM-46 anti-tank mine]] appears as the &amp;quot;Mine&amp;quot;. It acts as a remote detonation-type mine against enemies that go near it.&lt;br /&gt;
[[File:Tm-46.jpg|thumb|none|450px|TM-46 anti-tank mine]]&lt;br /&gt;
[[File:VillageTM46Mine.jpeg|thumb|none|600px|A TM-46 as seen in Ethan's inventory.]]&lt;br /&gt;
[[File:REV MINE 01.jpg|thumb|none|600px|Ethan with his grubby hands on the mine.]]&lt;br /&gt;
[[File:REV MINE 02.jpg|thumb|none|600px|Cassandra acting very sure of herself that she's about to pass the mine.]]&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous=&lt;br /&gt;
==IS-3==&lt;br /&gt;
Sitting outside Heisenberg's factory are several abandoned IS-3 heavy tanks, complete with D-25 122mm cannons and [[Degtyaryov DT|Degtyaryov DT-29]] coaxial machine guns.&lt;br /&gt;
[[File:DT tank machine gun TBiU 11.jpg|thumb|none|450px|Degtyaryov DT-29 - 7.62x54mmR]]&lt;br /&gt;
[[File:VillageIS3.jpeg|thumb|none|600px|Like any self-respecting IMFDB user, Ethan takes a moment out of this whole &amp;quot;save my daughter&amp;quot; business to examine some vintage Soviet armor.]]&lt;br /&gt;
&lt;br /&gt;
==Self-Propelled Artillery==&lt;br /&gt;
Heisenberg's homemade combat vehicle (called a self-propelled artillery in the model gallery) is equipped with a [[Browning M2HB]] heavy machine gun and what appears to be a recoilless rifle mounted right next to it.&lt;br /&gt;
&lt;br /&gt;
[[File:M20fort nelson.jpg|thumb|none|450px|M20 Recoilless Rifle - 75x408mmR]]&lt;br /&gt;
[[File:BrowningM2_plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:REVill-Artillery.jpg|thumb|none|600px|The Self-Propelled Artillery, equipped with a machine gun and recoilless rifle. Note the WW2 tank style victory markings/kill rings on the recoilless rifle.]]&lt;br /&gt;
&lt;br /&gt;
==H&amp;amp;K G3==&lt;br /&gt;
An unused icon of a [[Heckler &amp;amp; Koch G3]] is present in the files of the Duke's store. It was clearly removed at a fairly early stage.&lt;br /&gt;
[[File:CETME G3.JPG|thumb|none|450px|Early Heckler &amp;amp; Koch G3 rifle with wooden furniture, later muzzle device, and drum rear sight - 7.62x51mm NATO]]‎&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:First-Person Shooter]] &lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category:Mystery]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Thriller]]&lt;/div&gt;</summary>
		<author><name>Revolverlover</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_2&amp;diff=1604004</id>
		<title>Resident Evil 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_2&amp;diff=1604004"/>
		<updated>2023-08-17T11:49:14Z</updated>

		<summary type="html">&lt;p&gt;Revolverlover: /* Heckler &amp;amp; Koch VP70M */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Resident Evil 2.jpg|right|thumb|300px|''Resident Evil 2'' (1998)]]&lt;br /&gt;
&lt;br /&gt;
'''''Resident Evil 2''''' is the sequel to the 1996 survival horror game ''[[Resident Evil (1996)|Resident Evil]]''. Moving the action from a remote mansion in the wilderness to the heart of zombie-infested Raccoon City, the two main characters are Leon Scott Kennedy, a rookie RPD police officer on the first day of his job, and Claire Redfield, the younger sister of the previous game's protagonist, Chris Redfield who came to Raccoon City to look for Chris. Other major characters introduced to the series include the enigmatic superspy Ada Wong, and Sherry Birkin, the daughter of Umbrella scientist William Birkin.&lt;br /&gt;
&lt;br /&gt;
Unlike ''Resident Evil'', there are two scenarios for each character, and four scenarios in total. Players start the game with the A scenarios of both Claire and Leon unlocked; playing through the A scenario of a player character unlocks the B scenario for the other player character, depicting the events that happened concurrently from the other character's perspective (the two complete storylines are thus Leon A + Claire B, or Claire A + Leon B). Actions taken during the A scenario playthrough can impact the events in the B scenario, such as affecting the the availability of certain items. Like ''Resident Evil'', the two storylines are effectively parallel timelines; the two diverges when Leon crashes the police car front first or rear first during the opening cutscene. &lt;br /&gt;
&lt;br /&gt;
Completing both scenarios with an A rank unlocks the minigame &amp;quot;The 4th Survivor&amp;quot;, which depicts Umbrella Security Service operative HUNK trying to escape from the city. HUNK starts out with a limited arsenal and cannot find any more supplies through his escape. Completing any scenario under two and a half hours with a flawless &amp;quot;A&amp;quot; ranking unlocks &amp;quot;The Tofu Survivor&amp;quot;, a joke nightmare difficulty version of &amp;quot;The 4th Survivor&amp;quot; that replaces HUNK with a chunk of animated tofu, who is only armed with a combat knife.&lt;br /&gt;
&lt;br /&gt;
Later versions of ''Resident Evil 2'' also feature &amp;quot;Extreme Battle,&amp;quot; an unlockable minigame pitting different player characters with different loadouts against a long gauntlet of enemies. This mode uniquely features Chris Redfield (who is otherwise absent from this game), and comes with a unique Beretta 92FS Inox pistol. Some versions of the game feature &amp;quot;Arrange Mode,&amp;quot; unlocked after beating the game once, which changes the placement of several items and weapons across the game. All weapon locations are stated only when Arrange Mode is disabled, as the locations are otherwise completely randomized.&lt;br /&gt;
&lt;br /&gt;
[[Resident Evil 2 (2019)|A remake of this game]] was released on January 25, 2019.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''Resident Evil 2'' overall has more firearms depicted than the previous title. New mechanics added include the ability to modify firearms, and the ability to use the fire-selector switches for several weapons.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch VP70M ==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch VP70|Heckler &amp;amp; Koch VP70M]] is Leon's primary weapon. It's also in Hunk's inventory in &amp;quot;The 4th Survivor&amp;quot;. As with the real world handgun, Leon must locate the pistol's stock before the 3-round burst fire is unlocked; said stock can be found inside a locked desk near the RPD library. The gun does lower damage than Claire's Browning HP, but compensated by its larger 18-round magazine and later ability to fire in 3-round bursts.&lt;br /&gt;
&lt;br /&gt;
This is the very first upgradable weapon in the series, as well as the first to support 3-round burst fire. The damage from each shot remains the same, but the 3-round burst will always knock a zombie down.&lt;br /&gt;
&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|500px|Heckler &amp;amp; Koch VP70M with attached stock - 9x19mm]]&lt;br /&gt;
[[Image:RE2 VP70.jpg|thumb|none|500px|H&amp;amp;K VP70M as seen in RE2.]]&lt;br /&gt;
[[Image:RE2 VP70 Stock.jpg|thumb|none|500px|H&amp;amp;K VP70M upgraded with the stock. Note that the preview image clearly shows the stock set to semi-automatic mode and not 3-round-burst, as shown versus the reference image above]]&lt;br /&gt;
[[Image:Wesker's Report (frame 21788).jpg|thumb|none|600px|Leon aims his VP70M at approaching zombies.]]&lt;br /&gt;
&lt;br /&gt;
== Browning Hi-Power Mark III ==&lt;br /&gt;
&lt;br /&gt;
The [[Browning Hi-Power]] is Claire's primary weapon. Claire finds it in a police car glove compartment during the intro CG. The pistol is also used by Ada Wong during the short section where the player controls her. The gun does more damage than Leon's VP70, but hampered by its smaller 13-round magazine size and lack of any upgrades to compensate.&lt;br /&gt;
&lt;br /&gt;
Ada's Browning Hi-Power is held slightly at an angle and is fired faster than Claire's. Annette and William Birkin are also seen using the weapon during CG cutscenes.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the in-game description specifically states it's actually an FN Hi-Power, which is the exact same gun with an FN trademark.&lt;br /&gt;
&lt;br /&gt;
[[Image:HiPowerMk3.jpg|thumb|none|300px|Browning Hi-Power Mark III - 9x19mm]]&lt;br /&gt;
[[Image:RE2 HP.jpg|thumb|none|450px|Browning Hi-Power as seen in RE2.]]&lt;br /&gt;
[[Image:Wesker's Report (frame 17649).jpg|thumb|none|600px|Maybe if you'd had your finger off the trigger, those U.S.S. dudes wouldn't have shot you when the thermos hit the floor. They still might have, but you never know.]]&lt;br /&gt;
[[Image:Wesker's Report (frame 17697).jpg|thumb|none|600px|William Birkin continues to point the Hi-Power around.]]&lt;br /&gt;
&lt;br /&gt;
== Calico M950 ==&lt;br /&gt;
The [[Calico M950]] is a cut weapon that was originally supposed to be an alternate handgun for Leon, similar to Claire's Colt SAA. If the SAA is added to Leon's inventory via cheat engine or save editor, a fully-modeled Calico M950 pistol will appear, although Leon handles it exactly as he would his VP70. It is not known why the gun didn't make it to the final cut, although a likely reason is that Leon's upgraded VP70 filled any niche the M950 would have, rendering the gun redundant.&lt;br /&gt;
[[Image:CalicoM950.jpg‎|thumb|none|350px|Calico M950 semiautomatic pistol - 9x19mm]]&lt;br /&gt;
[[File:RE2CalicoInv.jpg|thumb|none|450px|The unused inventory icon for the Calico pistol. The gun appears to have a custom underside rail system that would have likely accommodated further attachments.]]&lt;br /&gt;
&lt;br /&gt;
== IMI Desert Eagle Mark XIX ==&lt;br /&gt;
&lt;br /&gt;
Leon finds a nickel-plated [[Desert Eagle Mark XIX]] with custom wooden grips with an imbedded gold S.T.A.R.S. emblem in a guard shack next to a dead guard in Scenario &amp;quot;A&amp;quot; or in the S.T.A.R.S. weapon safe in Scenario &amp;quot;B&amp;quot;. Later, Leon can find parts in the Underground Facility to enhance the already extremely powerful weapon. The upgrades gives the gun a blued slide and (matching) 10&amp;quot; barrel. However, the increase in firepower significantly increases the recoil and slows down Leon when firing it. &lt;br /&gt;
&lt;br /&gt;
The weapon is chambered in .50 Action Express rounds, technically making it the most powerful handgun in the series until the [[Smith &amp;amp; Wesson Model 500]] appeared six years later in ''[[Resident Evil 4]]''. In-game, the weapon holds 8 rounds, despite the fact its real life model can only hold 7. This would only be possible in real life if a round is already chambered before inserting a full magazine (7+1); given how most players opt to reload by using the inventory menu, it's likely Leon locks the slide back on an empty chamber and manually loads in the eighth cartridge. The gun is extremely powerful, capable of instantly killing non-boss enemies in one hit and capable of destroying body parts, but extra ammo is scarce, so it's best reserved for boss fights.&lt;br /&gt;
&lt;br /&gt;
R.P.D. Police Chief Brian Irons pulls a blued Desert Eagle on Claire twice in the game: when they first meet, and shortly before Claire enters the sewers. Although he was never depicted as having fired it onscreen, it is heavily implied that he used this gun to kill the Mayor's daughter just as Claire arrived in the area, as well as a police officer named Ed earlier as mentioned in his diary. HUNK also carries the original non-upgraded version of the weapon in &amp;quot;The 4th Survivor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
As an interesting side note, this Desert Eagle has become a series staple, appearing in the hands of U.S.S. and ECHO SIX operators in ''Operation Raccoon City'' (which takes place concurrent to this and ''Resident Evil 3''), apparently as standard BSAA issue in ''Resident Evil 5'' and ''Resident Evil Revelations;'' Leon gets his hands on one again in ''Resident Evil 6.'' In all iterations after this, the Desert Eagle is called the Lightning Hawk. &lt;br /&gt;
&lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|400px|none|MRI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:Tm-gbb-bio2desv.jpg|thumb|none|400px|Tokyo Marui Desert Eagle .50AE &amp;quot;Biohazard 2 Model&amp;quot; - 6mm BB. This is a licensed replica of the custom Desert Eagle from ''Resident Evil 2''.]]&lt;br /&gt;
[[File:RE2 DE10in.jpg|thumb|400px|none|Tokyo Marui Desert Eagle .50AE &amp;quot;Biohazard 2 Model 10 inch Custom&amp;quot; - 6mm BB. This is a licensed replica of the upgraded custom Desert Eagle from ''Resident Evil 2''.]]&lt;br /&gt;
[[Image:MagnumC._Magnum.gif‎|thumb|400px|none|The Desert Eagle as seen in RE2.]]&lt;br /&gt;
[[Image:RE2 Upgraded DE.jpg|thumb|400px|none|Upgraded Desert Eagle as seen in RE2.]]&lt;br /&gt;
&lt;br /&gt;
== Colt Single Action Army ==&lt;br /&gt;
&lt;br /&gt;
Claire receives a [[Single Action Army|Colt Single Action Army]] when she unlocks her second outfit. It is chambered in the standard 9x19mm pistol rounds which is odd for a revolver of this type as it was commonly loaded with .45 Long Colt, although this was likely done to streamline ammunition concerns. Claire fires the SAA from the hip, it has a fast rate of fire due to her fanning the hammer and reloads extremely quickly; which is unusual for the weapon as each shell had to be hand ejected one by one with the ejector rod, instead the weapon acts more like a modern revolver with a swing-out cylinder. Ada carries one in &amp;quot;Extreme Battle&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtSingleActionArmy.jpg|thumb|none|300px|Colt Single Action Army - .45 Long Colt]]&lt;br /&gt;
[[Image:RE2 SAA.jpg|thumb|none|400px|Colt Single Action Army as seen in RE2.]]‎&lt;br /&gt;
&lt;br /&gt;
== Beretta 92FS ==&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;Extreme Battle&amp;quot;, special character Chris Redfield's sidearm is a [[Beretta 92FS Inox]] with wood grip panels just like in ''[[Resident Evil (1996)|Resident Evil: Director's Cut]]''. Overall, the handgun plays somewhere between Leon's VP-70M and Claire's Browning Hi Power, but has the added ability to score critical headshots, similar to the Desert Eagle, though these are granted randomly. Holds 15 rounds and for some bizarre reason the weapon's EXAMINE description cuts off in mid sentence.&lt;br /&gt;
&lt;br /&gt;
The weapon is uniquely held by RPD officer Marvin Branagh during the first scenario, who threatens the player with it after they refuse to leave him alone to his fate. This is referenced by bright silver color of his handgun, a feature that no other handgun in the game has, except for the Beretta, as all other handguns are either black or grey. Even after he is later encountered as a zombie and put down however, he does not have his sidearm on his person or in the ruined office he locked himself in.&lt;br /&gt;
&lt;br /&gt;
[[Image:Beretta-Inox.jpg|thumb|none|300px|Beretta 92FS Inox - 9x19mm]]&lt;br /&gt;
[[Image:RE2 Beretta 92FS Inox.jpg|thumb|none|200px|Beretta 92FS Inox as seen in RE2.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP5A3 ==&lt;br /&gt;
&lt;br /&gt;
A Raccoon City police officer uses a [[Heckler &amp;amp; Koch MP5A3]] submachine guns on the roof of R.P.D. Headquarters and accidentally shoots down a police helicopter when attacked by zombies in one of the CG cutscenes. The U.S.S. Squad also use MP5A3 submachine guns during the CG cutscene encounter with William Birkin. The weapon is not usable during game play. On a side note, the weapons do not appear to have been modeled with an ejection port.&lt;br /&gt;
&lt;br /&gt;
[[Image:Hk-mp5n.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[Image:Wesker's Report (frame 17207).jpg|thumb|none|600px|U.S.S. commandos in the Umbrella facility with their MP5A3 submachine guns.]]&lt;br /&gt;
[[Image:Wesker's Report (frame 17806).jpg|thumb|none|600px|U.S.S. commandos raid Birkin's lab. Note the absence of the ejection port.]]&lt;br /&gt;
[[Image:Wesker's Report (frame 17985).jpg|thumb|none|600px|Close-up of the MP5A3 barrel.]]&lt;br /&gt;
&lt;br /&gt;
== Ingram MAC-11 ==&lt;br /&gt;
&lt;br /&gt;
The [[MAC-11]] is first available to the player when they reach the police armory. Both Claire or Leon can take the weapon, but if the weapon is taken by one character in Scenario &amp;quot;A&amp;quot; the other character will not be able to get the weapon in Scenario &amp;quot;B&amp;quot; until very late in the game. Regardless of which character is chosen in Scenario A, it's advised to leave the MAC-11 in the police armory for Claire since she lacks a good mid-range weapon between the pistol and grenade launcher, a purpose covered with Leon by the shotgun. Alternatively, both characters start with an MAC-11 in their inventory if the game is started on easy mode.&lt;br /&gt;
&lt;br /&gt;
Unlike the other firearms, ammunition is represented in percentage form, with 1% equal to 5 bullets fired; this means that the weapon has a rather astounding capacity of 500 rounds in a standard 32-round magazine. In the &amp;quot;A&amp;quot; Scenario, there is no extra ammo, making it useless after a point (similar to the Calico M110P in ''[[Resident Evil: Code Veronica]]''). In the &amp;quot;B&amp;quot; Scenario, a spare magazine can be found late into the game in the double fingerprint-locked room in the Umbrella factory, where its found on the corpse of a dead USS commando.&lt;br /&gt;
&lt;br /&gt;
The in-game description says the caliber is .380, signifying that it is in fact a MAC-11. It also features a rather large barrel extension with a perforated shroud around it, which the user grips when aiming the weapon. In-game, the weapon appears much larger than its real life counterpart, roughly about the same size as modern carbine. This also translates into the inventory, where it uses two inventory slots, a bit strange since even in-game its not any larger than Leon's shotgun (even with the extended upgrade) or Claire's M79, all of whom only use one slot.&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|300px|RPB Industries M11A1 - .380 ACP]]&lt;br /&gt;
[[Image:US Ingram M10 9x19mm submachine gun by Military Armament Corp with barrel extension.jpg|thumb|450px|none|MAC-10 with similar barrel extension.]]&lt;br /&gt;
[[Image:Smg.jpg|thumb|none|400px|The MAC-11 as seen in RE2.]]‎&lt;br /&gt;
[[File:RE2-SMG-Armory.jpg|thumb|none|600px|The MAC-11's location in the game's A scenario.]]&lt;br /&gt;
[[File:RE2-SMG-Lab.jpg|thumb|none|600px|Another one found on a dead USS soldier in the B4F culture room in the NEST, accessible only in the game's B scenario.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
== Remington 870 ==&lt;br /&gt;
&lt;br /&gt;
The [[Remington 870]] appears in-game during Leon's playthroughs. It has a TacStar pistol grip and the barrel has been sawn-off with what's left of a raised vented sight rib on the rest of the barrel. An upgrade kit is available later in the game which converts it to a [[Remington 1100]], however this would have been impossible in real life as the two models are based on completely different operating systems. Interestingly, when examined, the game specifically states that the gun is a &amp;quot;Remington M1100-P&amp;quot;. The weapon itself is very powerful in close range and easily capable of clearing entire rooms due to it's unrealistically wide spread, although it's lethality quickly diminishes past point-blank range and requires frequent reloads due to it's small 5-round magazine.&lt;br /&gt;
&lt;br /&gt;
In scenario A, its first seen at the hands of Robert Kendo, who aims it at Leon when he enters his gun store after mistaking him for a zombie, although he doesn't fire. The weapon can be obtained here after Robert meets his untimely death when a horde of zombies break into his store and devour him alive, although you'll likely have to kill his murderers first to get to it. If the weapon isn't obtained here, it will instead appear later in the game inside a weapons locker in the S.T.A.R.S. office. In scenario B, the weapon is found on the front desk of the police station's main lobby. Hunk also carries this weapon in &amp;quot;The 4th Survivor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:Shorty870.jpg|thumb|none|450px|Short barreled Remington 870 with raised vented sight rib, Hogue Tamer pistol grip, and Pachmayr Vindicator foregrip - 12 gauge]]&lt;br /&gt;
[[Image:RE2 870.jpg|thumb|none|500px|Remington 870 as seen in RE2.]]&lt;br /&gt;
&lt;br /&gt;
== Remington Model 1100 ==&lt;br /&gt;
The [[Remington Model 1100]] can only be obtained by upgrading the Remington 870 using an upgrade kit found on the nondescript body of a white-shirted zombie in the tunnels leading to the underground tram. This would have been impossible in real life as the two models are based on completely different operating systems, the 870 being pump action while the 1100 is self-loading.&lt;br /&gt;
&lt;br /&gt;
The upgrade kit consists of a full stock, longer barrel, extended tube magazine that adds 2 more rounds for a total of 7 rounds, a self loading action (though the time between shots is almost the same, due to Leon being blown back a step from the recoil), and the power is upgraded to the point where it can blow away the upper torso of zombies, rather than just the head.&lt;br /&gt;
[[Image:Remington1100Tactical.jpg|thumb|none|550px|Remington Model 1100 Tactical - 12 gauge]]&lt;br /&gt;
[[Image:RE2 1100.jpg‎|thumb|none|550px|Remington Model 1100 as seen in RE2.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
== M79 grenade launcher ==&lt;br /&gt;
&lt;br /&gt;
The [[M79 grenade launcher]] is only available for Claire, the gun's stock is replaced with a pistol grip to make it compact. During scenario A, the gun can be found in the S.T.A.R.S. office's weapons locker. During scenario B, the gun is found on the desk in the main lobby of the police station.&lt;br /&gt;
&lt;br /&gt;
The weapon fires an array of fictional rounds, with a choice between Cluster Bomb Burst Rounds, Sulfuric Acid Rounds, and Napalm Flame Rounds, all of whom have varying degrees of efficiency towards certain targets, although all of them are powerful in their own right.&lt;br /&gt;
&lt;br /&gt;
[[Image:M79 PistolGrip.jpg|thumb|none|400px|M79 grenade launcher with pistol grip - 40x46mm]]&lt;br /&gt;
[[Image:RE2 M79.jpg‎|thumb|none|400px|M79 as seen in RE2.]]&lt;br /&gt;
[[File:RE2-M79-LocationA.jpg|thumb|none|600px|The M79's location in Claire A.]]&lt;br /&gt;
[[File:RE2-M79-LocationB.jpg|thumb|none|600px|The M79's location in Claire B.]]&lt;br /&gt;
&lt;br /&gt;
== FIM-92 Stinger ==&lt;br /&gt;
Either Leon or Claire use a [[FIM-92 Stinger]] to dispatch the T-103 in their 'B' scenarios. The weapon lacks its IFF box antenna and erroneously functions as a conventional direct-fire rocket launcher; the FIM-92 is designed for use against aerial targets, not ground targets. That and using it in such close quarters is extremely dangerous on account of the backblast. The weapon however is never called a Stinger in it's description , and is simply known as the &amp;quot;Rocket Launcher&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon strangely has two shots with no need or way to reload (as if there's two rockets inside the tube). An infinite version can be acquired by getting S-ranks on both scenarios. &lt;br /&gt;
&lt;br /&gt;
[[File:FIM-92 Stinger.jpg|thumb|none|450px|FIM-92 Stinger - 70mm]]&lt;br /&gt;
[[Image:Re2rocketlauncher lg.jpg|thumb|none|450px|FIM-92 Stinger as seen in RE2.]]&lt;br /&gt;
[[Image:Wesker's Report (frame 30261).jpg|thumb|600px|none|Game Over.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
== Minigun ==&lt;br /&gt;
A three-barreled [[Minigun]] known simply as the &amp;quot;Gatling Gun&amp;quot; is a secret weapon with unlimited ammo that can only be acquired if the player completes the Scenario B game in under 2 1/2 hours without saving and gets a grade of A or B.&lt;br /&gt;
[[Image:Chaingun2.jpg‎ |thumb|none|400px|Minigun as seen in RE2.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
== Bowgun==&lt;br /&gt;
Available only for Claire. The bowgun is Claire's version of a shotgun, firing an astounding 3 bolts per shot in a conical pattern. It also has a &amp;quot;capacity&amp;quot; of 18 bolts, giving you 6 shots before needing to reload. The strangest part about the reload system is that Claire's animation has her loading presumably 3 bolts into the weapon, then fires as if it is a semi-automatic weapon, never needing to cock back the bowstring or loading any additional bolts into the weapon to fire again after a shot, despite the weapon not having a magazine or a mechanism that suggests this is a quick-fire repeating crossbow.&lt;br /&gt;
&lt;br /&gt;
In terms of performance, the weapon is slightly weaker than the shotgun, but benefits from a higher rate of fire to allow it to still clean out rooms in a rapid pace. If playing Scenario A as Claire, the weapon is found either on Robert Kendo's body after his untimely death in a zombie ambush early in the game (with 3 bolts expended), or inside the RPD carpark cabin if obtained later. If playing on scenario B, the weapon can be found in the weapons locker in the STARS office.&lt;br /&gt;
&lt;br /&gt;
[[File:RE2Bowgun.jpg|thumb|none|400px|The Bowgun]]&lt;br /&gt;
[[File:RE2 Bowgun kendo 01.jpg|thumb|none|600px|The bowgun in Kendo's hand on the lower left side of the screen.]]&lt;br /&gt;
[[File:RE2 Bowgun loc 02.jpg|thumb|none|600px|The bowgun's location in Claire A if it wasn't picked up from Kendo's corpse.]]&lt;br /&gt;
[[File:RE2 Bow gun b loc.jpg|thumb|none|600px|The bowgun's Claire B location.]]&lt;br /&gt;
&lt;br /&gt;
== Flame Thrower ==&lt;br /&gt;
Available only for Leon, is a portable chemical flamethrower found in the Underground Research Facility, is used primarily on the Ivy creatures. The flamethrower in-game is based on the [[(Aliens) - M240 Flamethrower|M240 flamethrower]] used in ''[[Aliens]]'' (sans M16 carry handle).&lt;br /&gt;
[[Image:M240Flamethrower.jpg‎ |thumb|none|400px|M240 Flamethrower prop from the movie ''[[Aliens]]''.]]&lt;br /&gt;
[[Image:RE2 Flamethrower.jpg|thumb|none|400px|The Flamethrower as seen in RE2.]]&lt;br /&gt;
&lt;br /&gt;
== Spark Shot ==&lt;br /&gt;
The Spark Shot is a rifle-sized stungun-like weapon that shoots arcs of high-voltage electricity over a short distance, apparently being used to forcefully subdue B.O.Ws in the Umbrella factory. Only Claire obtains this weapon. In both scenarios, the weapon is found on the dead body of a white-shirted zombie inside the tunnels leading to the underground tram, similar to where the upgrade parts for Leon's shotgun is. The weapon itself is very powerful, particularly useful in taking-down bosses.&lt;br /&gt;
&lt;br /&gt;
The weapon's ammo capacity is measured in percentage, but as it consumes 5% per shot, it can fire 20 rounds before being emptied.  It cannot be reloaded due to the lack of extra ammunition for it, making it useless once empty. Additionally, its large size consumes two inventory slots.&lt;br /&gt;
&lt;br /&gt;
[[Image:Spark_Shot.gif|thumb|none|400px|Spark Shot]]&lt;br /&gt;
[[File:RE2 Spark shot loc.jpg|thumb|none|600px|The Spark Shot laying on the floor next to its previous user.]]&lt;br /&gt;
&lt;br /&gt;
=''BIOHAZARD 1.5''=&lt;br /&gt;
'''''BIOHAZARD 1.5''''' is the well-known beta version of ''Resident Evil 2'' that was abandoned due to the development team's dissatisfaction with it and because its ending would have concluded too much, leaving the possibility of sequels limited. It was significantly different plot- and setting-wise, including a more modern design for the police station and a completely different female protagonist in the form of motorcycle racer Elza Walker, among many other things. The game was reportedly 60-80 percent complete at the time of abandonment. It has grown a significant following among ''Resident Evil'' fans and playable builds can be found online.&lt;br /&gt;
&lt;br /&gt;
==M61 Hand Grenade==&lt;br /&gt;
The [[M61 Hand Grenade]] was set to appear in the game. Whether other grenade types were to be featured is unknown.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|300px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:Re 1.5 grenade.jpg|thumb|none|600px|M61 hand grenade in ''BIOHAZARD 1.5''.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK51==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK51]] was set to appear in the original ''BIOHAZARD 1.5'' for both Leon and Elza Walker before the game's rework, when it was replaced by the MAC-11.&lt;br /&gt;
[[File:NPSHK51.JPG|thumb|400px|none|HK51 - 7.62x51mm]]&lt;br /&gt;
[[File:RE2-Beta-HK-M202.jpg|thumb|none|600px|The HK51 in Elza's inventory.]]&lt;br /&gt;
&lt;br /&gt;
==M202 FLASH==&lt;br /&gt;
The [[M202 FLASH]] was set to appear in the original ''BIOHAZARD 1.5'' before the game's rework, when it was replaced by the FIM-92A Stinger. It is the same one later used in ''[[Resident Evil 3: Nemesis]]''.&lt;br /&gt;
[[Image:M202A2 FLASH.JPG|thumb|none|400px|M202 FLASH - 66mm]]&lt;br /&gt;
[[Image:CommandoM202Flash-5.jpg|thumb|none|400px|Fake M202 FLASH from ''[[Commando]]'': note the large rectangular sling loops, less curved corners, and thick rims at the front and rear of the launcher.]]&lt;br /&gt;
[[File:RE2-Beta-HK-M202.jpg|thumb|none|600px|The M202 FLASH in Elza's inventory. Note the foregrip.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Shinji Mikami]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Revolverlover</name></author>
	</entry>
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