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		<id>https://www.buildlogs.org/index.php?title=Max_Payne_3&amp;diff=926754</id>
		<title>Max Payne 3</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Max_Payne_3&amp;diff=926754"/>
		<updated>2015-05-31T12:20:04Z</updated>

		<summary type="html">&lt;p&gt;Shadowdarkrai: /* Colt M1911A1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Max Payne 3&lt;br /&gt;
|picture = Mp3cover1.jpg&lt;br /&gt;
|caption =  ''Offical Boxart''&lt;br /&gt;
|series= [[Max Payne (disambiguation)|Max Payne]]&lt;br /&gt;
|date= 2012&lt;br /&gt;
|developer=Rockstar Studios&lt;br /&gt;
|platforms=Xbox 360&amp;lt;br&amp;gt;Playstation 3&amp;lt;br&amp;gt;PC&lt;br /&gt;
|publisher=Rockstar Games&lt;br /&gt;
|genre=Third-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Max Payne 3''''' is the third game in the ''[[Max Payne]]'' third-person shooter franchise, developed by Rockstar Games and published by Take-Two interactive. Abandoning the film noir detective plotlines of previous games, it instead takes the story eight years after the events of ''[[Max Payne 2]]'', with Max having quit the NYPD to become a private security guard for the rich and influential Branco family. Following a series of raids by mysterious armed thugs, Max finds himself on a rescue mission, but as ever things are more complicated than they seem.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons can be seen in the video game ''Max Payne 3'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
''Max Payne 3'' dispenses with the mostly-limitless inventory of the prior games, instead allowing Max to carry two one-handed weapons and one two-handed weapon, which he will hold in his left hand if using a one-handed weapon. If he is not carrying a two-handed weapon he is able to dual-wield any combination of one-handed weapons he is carrying. Weapon reload animations are altered depending on Max's current loadout and whether or not he is in cover; awkward positioning results in longer reload times. Ammunition is for the most part divided by weapon class; for example, ammunition for the 5.56mm G36V also works in the 7.62mm FAL.&lt;br /&gt;
&lt;br /&gt;
As with previous installments the game's gunplay is heavily influenced by Hong Kong action movies, with the same slow motion &amp;quot;bullet time&amp;quot; and &amp;quot;shootdodge&amp;quot; abilities, though Max will now collide heavily with objects and surfaces if he shootdodges into them rather than just brushing against them until the animation completes. While the game discards the &amp;quot;in the zone&amp;quot; mechanic of ''Max Payne 2'' which allowed for showy slow-motion reloads, it retains the &amp;quot;bullet cam&amp;quot; showing the last enemy in a room's death, now rendered in far more grisly detail due to a new damage modelling system which shows both entry and exit wounds. As with previous games in the series, each bullet is treated as a physical projectile with defined speed rather than using hitscans.&lt;br /&gt;
&lt;br /&gt;
Throughout the game, secret &amp;quot;gold&amp;quot; weapon parts can be found, each gold weapon requiring three parts. Typically the gold weapons have larger magazines, and sometimes are altered cosmetically to reflect this; occasionally a modelling glitch results in a weapon being displayed temporarily in a cutscene with the physical alterations (like Max tucking a standard PT92 into his shoulder holster and finding that it now has an extended magazine), while golden weapons do not appear as such in cutscenes but occasionally have the altered magazines, this time without the gold finish. Weapons can sometimes be found with modifications such as red dot scopes or flashlights, though in singleplayer the player has no influence over what upgrades they will have or when they will appear.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[M1911_pistol_series#M1911A1|Colt M1911A1]] (simply referred to as a 1911) is a fairly common handgun throughout the game. The gun is fired as if it is double-action-only, which is incorrect. The M1911 offers higher damage than the previous pistols, but only holds 8 rounds inside the magazine instead of the standard 7 rounds. The first time the handgun is used is during the New York flashback levels&lt;br /&gt;
[[file:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45ACP]]&lt;br /&gt;
[[file:MaxPayne3 colt 1911 viu.jpg|thumb|none|600px|Colt M1911A1 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 colt 1911 gold viu.jpg|thumb|none|600px|Golden Colt M1911A1 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 colt 1911 1.jpg|thumb|none|600px|Colt M1911A1 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 colt 1911 2.jpg|thumb|none|600px|Colt M1911A1 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 colt 1911 3.jpg|thumb|none|600px|Golden Colt M1911A1 in Game.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
[[Glock 17#Glock 17 (Converted to Full Auto)|Full-auto Glock 17s]] are available in several levels as the Auto 9mm, and is the starting handgun in Chapter 11. These Glocks come with Glock 18C-style compensator ports on the top of the slide. The Glock 17 has the same damage of that as the [[PT92]] but offers instead faster RPM and magazine size (which when fully upgraded can have up to 33 rounds per magazine). Depending on the players progress, the model of the gun will have an extended magazine if all golden gun parts are found. Note that this is not a Glock 17C, as the Glock 17C has a completely different compensator design. When equipped, the weapon comes with a native customization allowing the user to switch from automatic firing to semi automatic firing modes (select on the PS3).&lt;br /&gt;
&lt;br /&gt;
[[file:Glock17ext.jpg|thumb|none|350px|Glock 17 converted to full auto with 33 round magazine - 9x19mm]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-15 19-42-00-80.jpg|thumb|none|600px|Glock 17 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-15 19-42-20-32.jpg|thumb|none|600px|Glock 17 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 glock 18c gold viu.jpg|thumb|none|600px|Golden Glock 17 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 Glock 18c 1.jpg|thumb|none|600px|Glock 17 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 Glock 18c 2.jpg|thumb|none|600px|Glock 17 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 glock gold.jpg|thumb|none|600px|Golden Glock 17 in Game.]]&lt;br /&gt;
&lt;br /&gt;
==IMI/Magnum Research Desert Eagle==&lt;br /&gt;
The [[Desert Eagle]] makes a return in Max Payne 3 as the DE .50. The Desert Eagle shown in the game is a hybrid, with a Mark VII barrel (distinguished by the lack of scope rail mounts) but a Mark XIX slide (distinguished by the taller cocking serrations). Despite being in almost every promotional screenshot and concept art, the pistol only appears a handful of times with extremely limited ammunition; unusually for the game, it has its own unique ammunition supply rather than using the general reserve for pistols. One is also used by a Favela gang member in the beginning of Disc 2.&lt;br /&gt;
&lt;br /&gt;
[[file:DesertEagleMarkVIInickel.jpg|thumb|none|350px|Desert Eagle MK VII with nickel finish - .44 Magnum]]&lt;br /&gt;
[[file:Desert-Eagle.jpeg|thumb|350px|none|Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-17 14-39-08-55.jpg|thumb|none|600px|Desert Eagle in Game.]]&lt;br /&gt;
[[file:MaxPayne3 Desert Eagle Gold Viu.jpg|thumb|none|600px|Golden Desert Eagle in Game.]]&lt;br /&gt;
[[file:MaxPayne3 Desert Eagle 2.jpg|thumb|none|600px|Desert Eagle in Game.]]&lt;br /&gt;
[[file:MaxPayne3 desert eagle 1.jpg|thumb|none|600px|Desert Eagle in Game.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 20==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 20]] Heavy Barrel is a common low-level handgun throughout the game, first seen in Chapter 2 in the hands of thugs on the dance floor and is Passos's weapon of choice during the first half of the first New Jersey flashback. The .38 offers higher stopping power than the [[PT92]] but only holds 6 shells at a time. Interestingly, the cylinder does not rotate during &amp;quot;killcam&amp;quot; moments.&lt;br /&gt;
[[file:Smith&amp;amp;WessonModel20.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 20 - .38/44]]&lt;br /&gt;
&lt;br /&gt;
[[file:MaxPayne3 2012-06-14 20-36-21-13.jpg|thumb|none|600px|Smith &amp;amp; Wesson Model 20 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 model 20 gold viu.jpg|thumb|none|600px|Golden Smith &amp;amp; Wesson Model 20 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 Smith and Wesson Model 10 1.jpg|thumb|none|600px|Smith &amp;amp; Wesson Model 20 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 Smith and Wesson Model 10 2.jpg|thumb|none|600px|Smith &amp;amp; Wesson Model 20 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 Smith and Wesson Model 10 3.jpg|thumb|none|600px|Golden Smith &amp;amp; Wesson Model 20 in Game.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Model 608==&lt;br /&gt;
The [[Taurus 608]] is a relatively uncommon revolver, but found more commonly than the other magnum class handgun the [[Desert Eagle]]. Referred to as the 608 Bull.  The &amp;quot;Bull&amp;quot; designation would suggest this is supposed to be the Taurus Raging Bull, but it's actually based on the model 608 as the in-game weapon is chambered for .357 and has an eight-shot capacity. Unlike the .38 Revolver which uses a speed loader. When the &amp;quot;killcam&amp;quot; focuses on the .608, the cylinder can be seen rotating.&lt;br /&gt;
&lt;br /&gt;
[[file:Taurus_608.jpg|thumb|none|350px|Taurus Model 608 with 6.5&amp;quot; barrel and a matte finish- .357 Magnum]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-15 19-01-05-76.jpg|thumb|none|600px|Taurus Model 608 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 taurus model 608 viu.jpg|thumb|none|600px|Golden Taurus Model 608 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 Taurus Model 608 1.jpg|thumb|none|600px|Taurus Model 608 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 Taurus Model 608 2.jpg|thumb|none|600px|Taurus Model 608 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 taurus gold.jpg|thumb|none|600px|Golden Taurus Model 608 in Game.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus PT92 AF==&lt;br /&gt;
Standing in for Max's signature [[Beretta 92FS]] sidearm is its Brazilian cousin, the [[Taurus PT92|Taurus PT92 AF]], where it appears under the correct moniker of &amp;quot;PT92.&amp;quot; The PT92 shown in the game is a modern production version with large cocking serrations. Though it can be found with a flashlight, it does not have an accessory rail, the light simply being shown mounted to the bottom of the frame. The light - similarly to [[Battlefield 3]] - can blind enemies when aimed at them. The PT92 is a more common pistol in the game, second to the [[Glock 17]] for highest handgun magazine capacity. It can be seen in several variations through the single player, such as with wooden grips in Chapter 12. When infiltrating the derelict hotel, Max fits his PT92 with an improvised suppressor made from duct tape and a water bottle. While the suppressor lasts longer than it would in real life, it does lose effectiveness very quickly. After Max discards the suppressor, the tape remains wrapped around the gun.&lt;br /&gt;
&lt;br /&gt;
[[file:PT92AFRail.jpg|thumb|none|350px|Blued Taurus PT92AF - 9x19mm. The version in the game does not have a rail.]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-14 20-15-29-64.jpg|thumb|none|600px|Taurus PT92AF in Game.]]&lt;br /&gt;
[[file:MaxPayne3 pt92 gold viu.jpg|thumb|none|600px|Golden Taurus PT92AF in Game.]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-15 18-56-30-08.jpg|thumb|none|600px|Taurus PT92AF (silencer and flashlight) in Game.]]&lt;br /&gt;
[[file:MaxPayne3 pt92 silenced lighter gold viu.jpg|thumb|none|600px|Golden Taurus PT92AF (silencer and flashlight) in Game.]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-17 14-58-15-41.jpg|thumb|none|600px|Taurus PT92AF (improvised silencer) in Game.]]&lt;br /&gt;
[[file:MaxPayne3 pt92 improwizowany tlumik.jpg|thumb|none|600px|Golden Taurus PT92AF (improvised silencer) in Game.]]&lt;br /&gt;
[[file:MaxPayne3 taurus PT92 1.jpg|thumb|none|600px|Taurus PT92AF in Game.]]&lt;br /&gt;
[[file:MaxPayne3 taurus PT92 2.jpg|thumb|none|600px|Taurus PT92AF in Game.]]&lt;br /&gt;
[[file:MaxPayne3 taurus PT92 3.jpg|thumb|none|600px|Golden Taurus PT92AF in Game.]]&lt;br /&gt;
[[file:MaxPayne3 PT92 sd lighter.jpg|thumb|none|600px|A golden Taurus PT92AF with a silencer and flashlight in Game.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5/40==&lt;br /&gt;
The [[MP5#Heckler_.26_Koch_MP5.2F10_and_MP5.2F40|Heckler &amp;amp; Koch MP5/40]] Called the &amp;quot;MPK&amp;quot; in-game. The weapon has the shape of a [[MP5]] but the paddle magazine release is on the ''front'' of the magazine well. It also has straight magazines, similar to the MP5/40 or MP5/10; these normally contain 20 rounds, though the gold weapon ups this to 30.&lt;br /&gt;
&lt;br /&gt;
[[File:MP540.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5/40 - .40 S&amp;amp;W]]&lt;br /&gt;
[[file:MaxPayne3 mp5-40 viu.jpg|thumb|none|600px|Heckler &amp;amp; Koch MP5/40 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 mp5-40 gold viu.jpg|thumb|none|600px|Golden Heckler &amp;amp; Koch MP5/40 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 mp5-40 scope viu.jpg|thumb|none|600px|Heckler &amp;amp; Koch MP5/40 (scoped) in Game.]]&lt;br /&gt;
[[file:MaxPayne3 mp5-40 scope gold viu.jpg|thumb|none|600px|Golden Heckler &amp;amp; Koch MP5/40 (scoped) in Game.]]&lt;br /&gt;
[[file:MaxPayne3 mp5-10 1.jpg|thumb|none|600px|Heckler &amp;amp; Koch MP5/40 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 mp5-10 2.jpg|thumb|none|600px|Heckler &amp;amp; Koch MP5/40 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 mp5-10 3.jpg|thumb|none|600px|Heckler &amp;amp; Koch MP5/40 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 mp5-40 scope 1.jpg|thumb|none|600px|Scoped Heckler &amp;amp; Koch MP5/40 in Game.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Mini/Micro UZI==&lt;br /&gt;
A strange [[IMI Uzi]] hybrid is available throughout the game starting from the second chapter. While it has the appearance of a [[IMI Mini Uzi|Mini Uzi]] with the folding stock removed, it is the size of a [[IMI Micro Uzi|Micro Uzi]]. Called the Micro 9mm in-game.&lt;br /&gt;
&lt;br /&gt;
[[file:MicroUziPistolStock.jpg|thumb|none|350px|IMI Micro Uzi - 9x19mm]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-14 20-39-14-76.jpg|thumb|none|600px|Max Payne brandishing the IMI Mini/Micro Uzi hybrid in Game.]]&lt;br /&gt;
[[file:MaxPayne3 mini uzi gold viu.jpg|thumb|none|600px|Golden IMI Mini/Micro UZI in Game.]]&lt;br /&gt;
[[file:MaxPayne3 mini uzi 1.jpg|thumb|none|600px|IMI Mini/Micro UZI in Game.]]&lt;br /&gt;
[[file:MaxPayne3 mini uzi 2.jpg|thumb|none|600px|IMI Mini/Micro UZI in Game.]]&lt;br /&gt;
[[file:MaxPayne3 mini uzi 4.jpg|thumb|none|600px|Golden IMI Mini/Micro UZI in Game.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-10==&lt;br /&gt;
The [[MAC-10|Ingram MAC-10]] are commonly used by mob hitmen in the New York/New Jersey flashbacks, as the M10.&lt;br /&gt;
&lt;br /&gt;
[[file:IngramMAC10.jpg|thumb|none|350px|MAC-10 - .45 ACP]]&lt;br /&gt;
[[file:MaxPayne3 mac10 viu.jpg|thumb|none|600px|Ingram MAC-10 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 mac10 gold viu.jpg|thumb|none|600px|Golden Ingram MAC-10 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 mac10 1.jpg|thumb|none|600px|Ingram MAC-10 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 mac10 3.jpg|thumb|none|600px|Ingram MAC-10 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 mac10 2.jpg|thumb|none|600px|Golden Ingram MAC-10 in Game.]]&lt;br /&gt;
[[File:MP3MAC10.jpg|thumb|none|600px|A DeMarco hitman firing a MAC-10.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus M972==&lt;br /&gt;
The [[Beretta_M12#Taurus_M972|Taurus M972]] is featured as the &amp;quot;M972&amp;quot;.  The folding stock and foregrip have been removed from the in-game weapon, to facilitate storage in Max's shoulder holsters. Found rather uncommonly in the game, first instance being during the Favela levels.&lt;br /&gt;
&lt;br /&gt;
[[File:Taurus M972.jpg|thumb|none|350px|Taurus M972 - 9x19mm]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-15 22-09-46-50.jpg|thumb|none|600px|Taurus M972 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 taurus m972 gold viu.jpg|thumb|none|600px|Golden Taurus M972 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 m972 1.jpg|thumb|none|600px|Taurus M972 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 m972 2.jpg|thumb|none|600px|Taurus M972 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 m972 3.jpg|thumb|none|600px|Taurus M972 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 m972 4.jpg|thumb|none|600px|Taurus M972 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 m972 5.jpg|thumb|none|600px|Golden Taurus M972 in Game.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus MT-40==&lt;br /&gt;
The [[SIG_SG_540#Taurus_MT-40|Taurus MT-40]], a .40 caliber version of the Chilean [[SIG_SG_540#FAMAE_SAF|FAMAE SAF]] built under license in Brazil, appears as the &amp;quot;SAF .40&amp;quot; fitted with a PDW-style folding stock. Mainly used by the UFE in their HQ toward the end of the game.&lt;br /&gt;
&lt;br /&gt;
[[file:Taurus MT-40.jpg|thumb|none|350px|Taurus MT-40 - .40 S&amp;amp;W]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-17 15-49-28-71.jpg|thumb|none|600px|Taurus MT-40 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 saf gold viu.jpg|thumb|none|600px|Golden Taurus MT-40 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 saf 1.jpg|thumb|none|600px|Taurus MT-40 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 saf 2.jpg|thumb|none|600px|Taurus MT-40 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 saf 3.jpg|thumb|none|600px|Golden Taurus MT-40 in Game.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
A [[Benelli_M_Series_Super_90_Shotguns#Benelli_M4|Benelli M4 Super 90]] is available throughout the game as the &amp;quot;M4 Super 90&amp;quot;. It is shown with a 4-shot tube magazine, even for the &amp;quot;gold&amp;quot; version which has a capacity of 7 rounds.&lt;br /&gt;
&lt;br /&gt;
[[file:Benelli_m4_2.jpg‎|thumb|none|350px|Benelli M4 Super 90 with 4-shot tube - 12 gauge]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-14 21-09-55-61.jpg|thumb|none|600px|Benelli M4 Super 90 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 m4 super 90 gold viu.jpg|thumb|none|600px|Golden Benelli M4 Super 90 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 Super 90 1.jpg|thumb|none|600px|Benelli M4 Super 90 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 Super 90 2.jpg|thumb|none|600px|Benelli M4 Super 90 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 Super 90 3.jpg|thumb|none|600px|Benelli M4 Super 90 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 m4 super 90 gold.jpg|thumb|none|600px|Golden Benelli M4 Super 90 in Game.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-15==&lt;br /&gt;
The [[Franchi_SPAS-15|Franchi SPAS-15]] appears in the game as a high-level shotgun, first used by a mob hitman in the New York cemetery. The SPAS-15 holds less rounds and has more pellet spread than the Benelli M4, but it offers much faster reload times by holding those rounds in a detachable box magazine.&lt;br /&gt;
&lt;br /&gt;
[[file:Franchi spas15.jpg|thumb|350px|none|Franchi SPAS-15 - 12 gauge]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-15 22-01-25-75.jpg|thumb|none|600px|Franchi SPAS-15 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 spas-25 gold viu.jpg|thumb|none|600px|Golden Franchi SPAS-15 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 spas-15 1.jpg|thumb|none|600px|Franchi SPAS-15 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 spas-15 2.jpg|thumb|none|600px|Franchi SPAS-15 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 spas-15 3.jpg|thumb|none|600px|Golden Franchi SPAS-15 in Game.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500 Cruiser==&lt;br /&gt;
The [[Mossberg 500 Cruiser]] appears in the game as the &amp;quot;M500&amp;quot;. It is seen with a pistol grip, wooden furniture, an aftermarket wire folding stock, and an extended magazine tube. Seen mostly by the lower gang echelon enemies in the game, this shotgun provides the fastest turn rate of all the shotguns, while sacrificing its accuracy at even mid range distances.&lt;br /&gt;
&lt;br /&gt;
[[File:Mossberg500short.jpg|thumb|none|350px|Mossberg 500 Cruiser - 12 gauge]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-14 20-19-44-76.jpg|thumb|none|600px|Mossberg 500 Cruiser in Game.]]&lt;br /&gt;
[[file:MaxPayne3 590 gold viu.jpg|thumb|none|600px|Golden Mossberg 500 Cruiser in Game.]]&lt;br /&gt;
[[file:MaxPayne3 m500 1.jpg|thumb|none|600px|Mossberg 500 Cruiser in Game.]]&lt;br /&gt;
[[file:MaxPayne3 M500 2.jpg|thumb|none|600px|Mossberg 500 Cruiser in Game.]]&lt;br /&gt;
[[file:MaxPayne3 M500 3.jpg|thumb|none|600px|Golden Mossberg 500 Cruiser in Game.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 11-87==&lt;br /&gt;
A [[Remington 11-87]] with a pistol grip stock appears in game relatively uncommonly as the &amp;quot;Super Sport&amp;quot;. Used by the Paramilitary group in the abandoned hotel.&lt;br /&gt;
&lt;br /&gt;
[[file:11-87sportsman.jpg|thumb|350px|none|Remington 11-87 - 12 gauge]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-17 15-05-59-18.jpg|thumb|none|600px|Remington 11-87 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 sport shotgun gold viu.jpg|thumb|none|600px|Golden Remington 11-87 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 sport shotgun 1.jpg|thumb|none|600px|Remington 11-87 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 sport shotgun 2.jpg|thumb|none|600px|Remington 11-87 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 sport shotgun 3.jpg|thumb|none|600px|Golden Remington 11-87 in Game.]]&lt;br /&gt;
&lt;br /&gt;
==Sawed-Off Remington SBS==&lt;br /&gt;
A [[12_Gauge_Double_Barreled_Shotgun#Short_barreled_Side_by_Side_Shotgun_.28Sawed_Off.29|Sawed-Off Remington SBS]] appears a few times, referred to as simply the &amp;quot;Sawn-Off&amp;quot; and counted as a one-handed gun for inventory purposes. Max can, appropriately, find one in the hands of the bartender of a seedy strip club he shoots up in the Favela.&lt;br /&gt;
&lt;br /&gt;
[[file:Remington_SBS.jpg|thumb|350px|none|Sawed-Off Remington SBS - 12 gauge]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-15 21-10-03-69.jpg|thumb|none|600px|Sawed-Off Remington SBS in Game.]]&lt;br /&gt;
[[file:MaxPayne3 sawed off gold viu.jpg|thumb|none|600px|Golden Sawed-Off Remington SBS in Game.]]&lt;br /&gt;
[[file:MaxPayne3 sawed off 1.jpg|thumb|none|600px|Sawed-Off Remington SBS in Game.]]&lt;br /&gt;
[[file:MaxPayne3 sawed off 2.jpg|thumb|none|600px|Sawed-Off Remington SBS in Game.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==AK-47==&lt;br /&gt;
The [[AK-47#AK-47|AK-47]] is available all throughout Brazil, commonly used by street thugs, although it is replaced by higher-end weapons towards the end of the game. The AK-47 is first found in the burnt out apartment building next to Max's apartment in the New York flash back levels. The AK-47 is also a starting weapon in the multiplayer mode. A modelling error means that it has the stamped receiver and straighter stock of an AKM, but the gas tube holes and lack of strengthening ribs like an AK-47.&lt;br /&gt;
&lt;br /&gt;
[[file:TypeIII AK47.jpg|thumb|none|350px|Izhmash AK-47 - 7.62x39mm]]&lt;br /&gt;
[[file:MaxPayne3 ak-47 viu.jpg|thumb|none|600px|AK-47 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 ak-47 gold viu.jpg|thumb|none|600px|Golden AK-47 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 ak-47 1.jpg|thumb|none|600px|AK-47 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 ak-47 2.jpg|thumb|none|600px|AK-47 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 ak-47 3.jpg|thumb|none|600px|AK-47 in Game.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL 50.00==&lt;br /&gt;
The [[FN_FAL#FN_FAL|FN FAL]] is commonly used by Brazilian gangsters, paramilitary units and police; given the location it is probably supposed to be the IMBEL-manufactured M964 version, though this is just a standard FAL. Though it shares ammo with the 5.56mm weapons, it has a standard FAL magazine. This does not change on the gold version, despite the capacity increasing to 30 rounds.&lt;br /&gt;
&lt;br /&gt;
[[file:FN FAL 50 00.jpg|thumb|none|500px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-15 19-08-08-53.jpg|thumb|none|600px|FN FAL 50.00 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 fal gold viu.jpg|thumb|none|600px|Golden FN FAL 50.00 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-15 19-14-54-31.jpg|thumb|none|600px|FFN FAL 50.00 (scoped) in Game.]]&lt;br /&gt;
[[file:MaxPayne3 fal scope gold viu.jpg|thumb|none|600px|Golden FN FAL 50.00 (scoped) in Game.]]&lt;br /&gt;
[[file:MaxPayne3 fal 2.jpg|thumb|none|600px|FN FAL 50.00 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 fal 3.jpg|thumb|none|600px|FN FAL 50.00 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 fal scope 1.jpg|thumb|none|600px|FN FAL 50.00 (scoped) in Game.]]&lt;br /&gt;
[[file:MaxPayne3 fal scope 2.jpg|thumb|none|600px|FN FAL 50.00 (scoped) in Game.]]&lt;br /&gt;
[[file:MaxPayne3 fal gold.jpg|thumb|none|600px|Golden FN FAL 50.00 in Game.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36V==&lt;br /&gt;
The police special units use the [[Heckler_%26_Koch_G36#Heckler_.26_Koch_G36|Heckler &amp;amp; Koch G36V]]. The dual rows of gas vents (which should actually be a single row of serpentine vents) and low scope mount seem to indicate it is supposed to be an FX-05 Xiuhcoatl, but the ejection port placement indicates that in real life it would be a dressed-up G36. It is also fitted with a custom stock that appears to be a combination of the standard G36 skeletal stock and a standard solid stock. Called &amp;quot;G6 Commando&amp;quot; in-game. The golden upgrade has a Beta C-Mag that only holds 40 rounds; Brazilian paramilitary UFE can also be seen with this configuration, and sometimes their guns spawn with both the C-Mag and the normal magazine in place. Three regular G36s can be seen in the armory of the derelict hotel.&lt;br /&gt;
&lt;br /&gt;
[[file:G36.jpg|thumb|350px|none|Heckler &amp;amp; Koch G36V with export optical sight - 5.56x45mm]]&lt;br /&gt;
[[file:FX-05 Xiuhcoatl.jpg|thumb|none|350px|FX-05 Xiuhcoatl for comparison - 5.56x45mm]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-15 22-05-17-79.jpg|thumb|none|600px|Heckler &amp;amp; Koch G36V in game. Note how the fire selector is set to semi auto.]]&lt;br /&gt;
[[file:MaxPayne3 fx-05 gold viu.jpg|thumb|none|600px|Golden Heckler &amp;amp; Koch G36V in game.]]&lt;br /&gt;
[[file:MaxPayne3 FX-05 1.jpg|thumb|none|600px|Heckler &amp;amp; Koch G36V in game.]]&lt;br /&gt;
[[file:MaxPayne3 g6 1.jpg|thumb|none|600px|Heckler &amp;amp; Koch G36V in game.]]&lt;br /&gt;
[[file:MaxPayne3 FX-05 3.jpg|thumb|none|600px|Heckler &amp;amp; Koch G36V in game.]]&lt;br /&gt;
&lt;br /&gt;
==IMBEL MD-97 LC==&lt;br /&gt;
The [[IMBEL MD-97|IMBEL MD-97 LC]] is a fairly common assault rifle, mostly used by paramilitaries and the UFE. It's incorrectly designated as the &amp;quot;MD-97L&amp;quot;.  That designation is for the full-length rifle, which the MD-97 featured in-game is not.&lt;br /&gt;
&lt;br /&gt;
[[File:Imbel MD97LC.jpg|thumb|none|350px|Imbel MD 97 LC - 5.56x45mm]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-15 19-50-21-56.jpg|thumb|none|600px|IMBEL MD-97 LC in Game.]]&lt;br /&gt;
[[file:MaxPayne3 md viu.jpg|thumb|none|600px|Golden IMBEL MD-97 LC in Game.]]&lt;br /&gt;
[[file:MaxPayne3 MD-97l 1.jpg|thumb|none|600px|IMBEL MD-97 LC in Game.]]&lt;br /&gt;
[[file:MaxPayne3 MD-97l 2.jpg|thumb|none|600px|IMBEL MD-97 LC in Game.]]&lt;br /&gt;
[[file:MaxPayne3 MD-97l 3.jpg|thumb|none|600px|IMBEL MD-97 LC in Game.]]&lt;br /&gt;
[[file:MaxPayne3 MD-97l 4.jpg|thumb|none|600px|Golden IMBEL MD-97 LC in Game.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[IMI Galil ARM]] with an unlockable red dot sight is added in the Painful Memories DLC pack.&lt;br /&gt;
&lt;br /&gt;
[[File:GalilARM-2.jpg|thumb|none|350px|IMI Galil ARM - 5.56x45mm]]&lt;br /&gt;
[[file:Mp3arm.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==IMI Tavor TAR-21==&lt;br /&gt;
The [[IMI Tavor TAR-21]] with an unlockable red dot sight and silencer is added in the Painful Memories DLC pack.&lt;br /&gt;
&lt;br /&gt;
[[Image:TAR-21 Flat Top.jpg |thumb|none|350px|IMI Tavor TAR-21 with flat top, Surefire Universal weaponlight, RIS foregrip, and Meprolight red dot sight (officially designated &amp;quot;TAR-21 Flat Top&amp;quot; by IMI) - 5.56x45mm]]&lt;br /&gt;
[[File:Mp3tav.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Mini-30==&lt;br /&gt;
The [[Ruger_Mini-14#Ruger_Mini-30|Ruger Mini-30]] makes its video-game debut as simply the &amp;quot;Mini-30&amp;quot;, and is seen with a Butler Creek folding stock.  It's mostly seen in the beginning of the game, including the first chapter, with a 10 round magazine. Though partway though the helicopter sequence, in a continuity error, Max is briefly shown with a 30-round curved magazine in his Mini-30.  Several snipers use them with laser sights as late as the final chapter.&lt;br /&gt;
&lt;br /&gt;
[[File:RugerMini30NewSS.jpg|thumb|none|350px|Stainless Ruger Mini-30 - 7.62x39mm]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-14 20-20-23-29.jpg|thumb|none|600px|Max holds a Mini-30 with a laser pointer as he provides cover from a helicopter in the second chapter.]]&lt;br /&gt;
[[file:Mp3 ruger mini 30.jpg|thumb|none|600px|Ruger Mini-30 in Game.]]&lt;br /&gt;
[[file:MaxPayne3_mini_30_gold_viu.jpg|thumb|none|600px|Golden Ruger Mini-30 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-15 21-21-02-56.jpg|thumb|none|600px|Ruger Mini-30 (Scoped) in Game.]]&lt;br /&gt;
[[file:MaxPayne3 mini 30 scope gold viu.jpg|thumb|none|600px|Golden Ruger Mini-30 (Scoped) in Game.]]&lt;br /&gt;
[[file:MaxPayne3 ruger mini 1.jpg|thumb|none|600px|Ruger Mini-30 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 ruger mini 2.jpg|thumb|none|600px|Ruger Mini-30 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 mini 30 scoped.jpg|thumb|none|600px|Ruger Mini-30 (Scoped) in Game.]]&lt;br /&gt;
[[file:MaxPayne3 mini 30 gold .jpg|thumb|none|600px|Golden Ruger Mini-30 in Game.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
An [[Colt Model 933]] assault rifle with optional red dot sight was added in the multiplayer DLC pack ''Local Justice''. Notably, it has the carry handle removed and no rear sight installed (even when the red dot is not being used), which would make aiming very difficult.&lt;br /&gt;
[[Image:ColtM4commando.jpg|thumb|none|401px|Colt Model 933 with bayonet lug deleted - 5.56x45mm NATO]]&lt;br /&gt;
[[file:MP3_M4.jpg|thumb|none|600px|A San Paolo-ian Police Officer fires his flat-topped &amp;quot;M4&amp;quot; in multiplayer.]]&lt;br /&gt;
[[file:Mp3m42.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
==Barrett M107==&lt;br /&gt;
Snipers use [[Barrett M107]] anti-materiel rifles to ambush a deal in the soccer stadium in the third chapter. Max takes a round to the shoulder from one, but thanks to the magic of video games Passos is able to patch him up with just some bandages and a bottle of painkillers. Max uses an M107 later in the chapter to cover Passos and the rifle is seen used by snipers several times, including by Passos himself.&lt;br /&gt;
&lt;br /&gt;
[[file:Berrett M107.jpg|thumb|none|350px|Barrett M107 - .50 BMG]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-17 15-19-05-95.jpg|thumb|none|600px|Barrett M107 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 barret 82a1 gold viu.jpg|thumb|none|600px|Golden Barrett M107 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 barret 82a1 1.jpg|thumb|none|600px|Barrett M107 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 barret 82a1 2.jpg|thumb|none|600px|Barrett M107l in Game.]]&lt;br /&gt;
[[file:MaxPayne3 barret 82a1 3.jpg|thumb|none|600px|Golden Barrett M107 in Game.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3SG/1==&lt;br /&gt;
A scoped [[Heckler_%26_Koch_G3#Heckler_.26_Koch_G3SG.2F1|Heckler &amp;amp; Koch G3SG/1]] appears as the FMP G3S. The lack of cheek rest on the stock indicates that it's a scoped G3 instead of a G3SG/1 or MSG90.&lt;br /&gt;
&lt;br /&gt;
[[file:H&amp;amp;KSG1.jpg|thumb|none|350px|Heckler &amp;amp; Koch G3SG/1 - 7.62x51mm NATO. The in-game rifle has no cheek rest.]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-17 16-51-46-81.jpg|thumb|none|600px|Heckler &amp;amp; Koch G3SG/1 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 g3 gold viu.jpg|thumb|none|600px|Golden Heckler &amp;amp; Koch G3SG/1 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 g3 1.jpg|thumb|none|600px|Heckler &amp;amp; Koch G3SG/1 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 g3 2.jpg|thumb|none|600px|Heckler &amp;amp; Koch G3SG/1 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 g3 3.jpg|thumb|none|600px|Golden Heckler &amp;amp; Koch G3SG/1 in Game.]]&lt;br /&gt;
&lt;br /&gt;
==IMBEL IA2==&lt;br /&gt;
The 7.62mm version of Brazil's new service rifle in its sniper configuration with unlockable scope. Added in the Hostage Negotiation DLC pack.&lt;br /&gt;
&lt;br /&gt;
[[File:Imbelia2.jpg|thumb|none|350px|IMBEL IA2 - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Mp3ia.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M24 Sniper Weapon System==&lt;br /&gt;
The [[M24]] with an unlockable silencer. Added in the Hostage Negotiation DLC pack.&lt;br /&gt;
[[file:M24a3.jpg|thumb|none|350px|M24 SWS - 7.62x51mm NATO]]&lt;br /&gt;
[[file:Mp3m24.jpg|thumb|none|600px]] &lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
With both machine guns, the reload animations show Max mounting a new drum/belt box and pulling the charging handle, but do ''not'' have a stage showing him mounting the new belt, which is simply shown in the mounted position on the drum/belt box model itself as it is inserted.&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21==&lt;br /&gt;
The [[Heckler_%26_Koch_HK_series_machine_guns#Heckler_.26_Koch_HK21|Heckler &amp;amp; Koch HK21]] with the bipod is seen several times as the LMG .30. In a speedboat chase it is used with the correct belt box and has unlimited ammo, while later levels have it with an RPD-style 100-round drum and limited ammunition, usually only having at time about 33 rounds left in the magazine even if the enemy holding the weapon is killed before using it once. Several times, heavily armored enemies are encountered wielding the HK21, holding it by the stock and somehow firing it.&lt;br /&gt;
&lt;br /&gt;
[[file:HK21MachineGun.jpg|thumb|none|350px|Heckler &amp;amp; Koch HK21 - 7.62x51mm NATO]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-15 19-54-54-71.jpg|thumb|none|600px|Heckler &amp;amp; Koch HK21 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 hk gold viu.jpg|thumb|none|600px|Golden Heckler &amp;amp; Koch HK21 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-15 19-24-19-59.jpg|thumb|none|600px|Heckler &amp;amp; Koch HK21 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 hk21 gold viu.jpg|thumb|none|600px|Golden Heckler &amp;amp; Koch HK21 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 lkm.30 1.jpg|thumb|none|600px|Heckler &amp;amp; Koch HK21 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 lkm.30 2.jpg|thumb|none|600px|Heckler &amp;amp; Koch HK21 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 lkm.30 3.jpg|thumb|none|600px|Golden Heckler &amp;amp; Koch HK21 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 HK21E 1.jpg|thumb|none|600px|Golden Heckler &amp;amp; Koch HK21 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 HK21E 2.jpg|thumb|none|600px|Golden Heckler &amp;amp; Koch HK21 in Game.]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
The [[RPD|RPD]] with the bipod removed appears in the game starting in Chapter 12. The 100-round drum only holds 75 rounds on the normal version of the weapon, though the &amp;quot;gold&amp;quot; version has the correct capacity.&lt;br /&gt;
&lt;br /&gt;
[[file:RPD-Light-Machine-Gun.jpg|thumb|none|350px|RPD - 7.62x39mm]]&lt;br /&gt;
[[file:MaxPayne3 rpd viu.jpg|thumb|none|600px|RPD in Game.]]&lt;br /&gt;
[[file:MaxPayne3 rpd gold viu.jpg|thumb|none|600px|Golden RPD in Game.]]&lt;br /&gt;
[[file:MaxPayne3 rpd 1.jpg|thumb|none|600px|RPD in Game.]]&lt;br /&gt;
[[file:MaxPayne3 rpd 2.jpg|thumb|none|600px|RPD in Game.]]&lt;br /&gt;
[[file:MaxPayne3 rpd 3.jpg|thumb|none|600px|RPD in Game.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==DefTech 37mm Launcher==&lt;br /&gt;
The [[DefTech 37mm Launcher]] appears as the Rotary Grenade Launcher with a 6-round cylinder, available in a few levels. It is most prominently given to Max in the final chase sequence with 100 rounds of ammunition. As with the grenades shown in the game, rounds from this weapon have a flashing light added to make them easier to see, and can be shot down with gunfire. Getting dropped into last stand with this weapon is a death sentence due to the slow projectile velocity.&lt;br /&gt;
&lt;br /&gt;
[[file:Federallabs37.jpg|thumb|none|350px|DefTech 37mm Launcher - 37mm]]&lt;br /&gt;
[[file:MaxPayne3 granatnik viu.jpg|thumb|none|600px|DefTech 37mm Launcher in Game.]]&lt;br /&gt;
[[file:MaxPayne3 gl gold viu.jpg|thumb|none|600px|Golden DefTech 37mm Launcher in Game.]]&lt;br /&gt;
[[file:MaxPayne3 DefTech 37mm Launcher 1.jpg|thumb|none|600px|DefTech 37mm Launcher in Game.]]&lt;br /&gt;
[[file:MaxPayne3 DefTech 37mm Launcher 2.jpg|thumb|none|600px|DefTech 37mm Launcher in Game.]]&lt;br /&gt;
[[file:MaxPayne3 DefTech 37mm Launcher 3.jpg|thumb|none|600px|DefTech 37mm Launcher in Game.]]&lt;br /&gt;
&lt;br /&gt;
==M72A2 LAW==&lt;br /&gt;
The [[M72 LAW|M72A2 LAW]] appears as the LAW and is used in Chapter 13 to destroy an armored UFE truck. It is correctly depicted as a single shot weapon, but an NPC gangster using one is accidentally holding an invisible RPG foregrip (Max and all others use it correctly).&lt;br /&gt;
&lt;br /&gt;
[[file:M72A2LAW.jpg|thumb|none|350px|M72A2 LAW - 66mm]]&lt;br /&gt;
[[file:MaxPayne3 lav viu.jpg|thumb|none|600px|M72A2 LAW in Game.]]&lt;br /&gt;
[[file:MaxPayne3 lav gold viu.jpg|thumb|none|600px|Golden M72A2 LAW in Game.]]&lt;br /&gt;
[[file:MaxPayne3 lav 1.jpg|thumb|none|600px|M72A2 LAW in Game.]]&lt;br /&gt;
[[file:MaxPayne3 lav 2.jpg|thumb|none|600px|M72A2 LAW in Game.]]&lt;br /&gt;
[[file:MaxPayne3 lav 3.jpg|thumb|none|600px|M72A2 LAW in Game.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] appears as the RPG. The weapon is used by enemies in singleplayer, but can never be picked up.&lt;br /&gt;
&lt;br /&gt;
[[file:Rpg-7-1-.jpg|thumb|none|350px|RPG-7 - 40mm]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-14 20-52-38-62.jpg|thumb|none|600px|A thug takes aim at Max's helicopter with his RPG-7.]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-14 21-46-11-84.jpg|thumb|none|600px|RPG-7 in Game.]]&lt;br /&gt;
[[file:MaxPayne3 2012-06-14 21-46-17-88.jpg|thumb|none|600px|RPG-7 in Game.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==UFE ARSENAL==&lt;br /&gt;
In several points in the game, the player comes across several cabinets and lockers of unusable firearms. Some that appear are the [[Mossberg 590]] with wooden furniture, [[Ruger Mini-14 GB]] with wooden stock and an [[MP5A3]].&lt;br /&gt;
&lt;br /&gt;
[[file:MaxPayne3 arsenal 1.jpg|thumb|none|600px|G36K, AK-101, FN FAL.]]&lt;br /&gt;
[[file:MaxPayne3 arsenal 2.jpg|thumb|none|600px|G36K, AK-101, FN FAL.]]&lt;br /&gt;
[[file:MaxPayne3 arsenal 3.jpg|thumb|none|600px|MP5A3.]]&lt;br /&gt;
[[file:MaxPayne3 arsenal 4.jpg|thumb|none|600px|G36K, FN FAL.]]&lt;br /&gt;
[[file:MaxPayne3 arsenal 5.jpg|thumb|none|600px|Mini 14.]]&lt;br /&gt;
[[file:MaxPayne3 arsenal 6.jpg|thumb|none|600px|Mossberg 590.]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
'''Video Games:'''&lt;br /&gt;
* ''[[Max Payne (video game)|Max Payne]]'' - The first game in the series.&lt;br /&gt;
* ''[[Max Payne 2: The Fall of Max Payne]]'' - The first sequel.&lt;br /&gt;
'''Film:'''&lt;br /&gt;
* ''[[Max Payne (2008)|Max Payne]]'' - The film, based loosely on the videogame series.&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Crime]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>Shadowdarkrai</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_Hardline&amp;diff=926753</id>
		<title>Battlefield Hardline</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_Hardline&amp;diff=926753"/>
		<updated>2015-05-31T12:07:16Z</updated>

		<summary type="html">&lt;p&gt;Shadowdarkrai: /* Beretta 92FS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Battlefield Hardline&lt;br /&gt;
|picture=BF Hardline.jpg&lt;br /&gt;
|caption=''Promotional artwork''&lt;br /&gt;
|series=[[Battlefield]]&lt;br /&gt;
|date=March 17, 2015&lt;br /&gt;
|developer=Visceral&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;XBOX One&lt;br /&gt;
|publisher=Electronic Arts&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''Battlefield Hardline'' is the latest game coming out for the ''[[Battlefield]]'' series, focusing on criminals and police warfare instead of pitting armies against each other.&lt;br /&gt;
&lt;br /&gt;
As in previous games, player take on as one of four classes:&lt;br /&gt;
&lt;br /&gt;
*Operator is akin to the Assault/Medic class, wielding assault rifles and carbines, able to revive and heal other players, and for the first time in the series, revive him/herself under certain conditions.&lt;br /&gt;
*Enforcer is a powerhouse class, wielding high-caliber battle rifles, heavy carbines, and shotguns, as well as dropping ammo for allies. A riot shield and C4 explosive is also unlocked by this class.&lt;br /&gt;
*Mechanic class is the stand in for the Engineer, using sub-machine guns, revolvers, a 40mm grenade launcher, and during the first Beta in June 2014, a rocket or missile launcher. A blowtorch is available for vehicle repair. &lt;br /&gt;
*Professional class is the Recon/Sniper of this game, unlocking both bolt action and high caliber semi-automatic weapons. Gadgets available to this class include the trip mine and a surveillance camera.&lt;br /&gt;
&lt;br /&gt;
All classes (as of the beta) can equip the zip-line launcher (a crossbow), grappling hook launcher and gas mask in place for their regular gadgets.&lt;br /&gt;
&lt;br /&gt;
Rocket launchers and light machine guns are not available to any class, but can be found in locations on the map, or stored in the trunk of a car.&lt;br /&gt;
&lt;br /&gt;
DISCLAIMER*: As of June 12 2014, the screenshots posted here are from the game's beta trial, thus representing the unfinished product. It is quite possible that these weapons are unfinished, expect some of these screenshots to be replaced when the the actual game releases. &lt;br /&gt;
&lt;br /&gt;
{{Game Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
Unlike previous games in the series, pistols are now class-specific to an extent. For example, the Operator class can choose between the 9mm 92FS/Glock 17 or the .40S&amp;amp;W P226/CZ-75.  The Enforcer gets heavy pistols, such the .40S&amp;amp;W S&amp;amp;W M&amp;amp;P, the .45ACP 1911 and HK45, and even the Desert Eagle. The Mechanic gets revolvers, while the Professional gets machine pistols.&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] makes an appearance as the &amp;quot;92FS&amp;quot;, and is the starting weapon of the Operator for both factions, and by default comes with 15 rounds of bullets and improved ironsights. In single-player it is also a default weapon for Nick Mendoza. &lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|350px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[Image:BFHL92FSLoadout.jpg|thumb|none|600px|Stock &amp;quot;92FS&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[Image:BFHL92FS03.jpg|thumb|none|600px|&amp;quot;92FS&amp;quot; iron sights.]]&lt;br /&gt;
[[Image:BFHL92FS02.jpg|thumb|none|600px|Player holding the &amp;quot;92FS&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;93R&amp;quot;==&lt;br /&gt;
The [[Beretta 93R|Beretta 92FS &amp;quot;93R&amp;quot;]] it's one of the &amp;quot;hidden guns&amp;quot;, it's the same &amp;quot;93R&amp;quot; from [[Battlefield 3]] which, of course, it's a normal 92FS with a resemblance of the 93R.  It is an unlockable burst-fire pistol for the Law Enforcement Professional class.&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|350px|Real Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:BFH93R.jpg|thumb|none|600px|Beretta 92FS as the &amp;quot;M93R&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] makes a return from ''[[Battlefield 3]]'' as the &amp;quot;G17&amp;quot;, unlocked for both teams by completing the Operator Assignment 2.&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|350px|Glock 17 3rd Generation - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK45C==&lt;br /&gt;
[[Heckler &amp;amp; Koch HK45|Heckler &amp;amp; Koch HK45C]] with threaded barrel is the default sidearm of the Enforcer kit on both teams, called &amp;quot;45T&amp;quot; in the game. By default it comes with a Mini Reflex sight.&lt;br /&gt;
[[Image:HK45C.jpg|thumb|none|350px|Heckler &amp;amp; Koch HK45C - .45 ACP]]&lt;br /&gt;
[[Image:HK45C with Threaded Barrel.jpg|thumb|none|350px|Actual Heckler &amp;amp; Koch HK45C'''T''' for comparison - .45 ACP. Note the different sights.]]&lt;br /&gt;
[[Image:BFHLHK4503.jpg|thumb|none|600px|Stock &amp;quot;HK45C&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[Image:BFHLHK4502.jpg|thumb|none|600px|&amp;quot;HK45C&amp;quot; iron sights.]]&lt;br /&gt;
[[Image:BFHLHK4501.jpg|thumb|none|600px|Player holding the &amp;quot;HK45C&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P40 Pro==&lt;br /&gt;
The [[Smith &amp;amp; Wesson M&amp;amp;P40]] Pro appears as the '.40 Pro', and is a pistol for the Enforcer class. It can be differentiated from the standard M&amp;amp;P40 by the 5 inch barrel. Oddly for a pistol originally created for Military and Law Enforcement, it is only available for the Criminal team. &lt;br /&gt;
[[File:S&amp;amp;W-M&amp;amp;P-40.jpg‎|thumb|none|400px|Smith &amp;amp; Wesson M&amp;amp;P40 - .40 S&amp;amp;W ACP]]&lt;br /&gt;
[[File:MP40Pro.jpg|thumb|none|400px|The longer slide of the 'Pro Edition']]&lt;br /&gt;
[[File:BFHardline40Pro.jpg|thumb|none|500px|'.40 Pro' in the selection menu]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] appears as the 'P226' and is available for purchase by Law Enforcement Operators. It has a lower magazine size than any of the Operator's other sidearms.&lt;br /&gt;
[[Image:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 327 R8==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 327|Smith &amp;amp; Wesson Model 327 R8]] makes its video game debut in this entry of the [[Battlefield]] series, where it can be purchased for the Law Enforcement Mechanic class. It has a higher capacity than any of the other revolvers, with 8 rounds per cylinder&lt;br /&gt;
[[Image:S&amp;amp;WModel327.jpg‎|thumb|none|350px|Smith &amp;amp; Wesson 327 R8 - .357 Magnum]]&lt;br /&gt;
[[Image:BFHSW357.jpg|thumb|none|600px|S&amp;amp;W Model 327 R8 as the &amp;quot;RS357&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 642==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 642]] revolver is the default sidearm for the Mechanic on both teams; called the &amp;quot;.38 Snub&amp;quot;. It initially had an incorrect 6-round capacity during the June 2014 beta.  This has since been rectified to 5 rounds as of the February 2015 beta. It has a laser sight equipped by default, which is the only attachment it can use.&lt;br /&gt;
[[Image:S&amp;amp;W642Airweight.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 642 Airweight Snub nose revolver chambered in .38 Special]]&lt;br /&gt;
[[Image:BFHLSNUB03.jpg|thumb|none|600px|Model 642 in the loadout menu.]]&lt;br /&gt;
[[Image:BFHLSNUB02.jpg|thumb|none|600px|Model 642's iron sights.]]&lt;br /&gt;
[[Image:BFHLSNUB01.jpg|thumb|none|600px|Player holding the Model 642]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Model 44==&lt;br /&gt;
The [[Taurus Model 44]] returns from both prior Battlefield games, again named the '.44 Magnum.' It can be purchased for the Criminal Mechanic&lt;br /&gt;
[[Image:Taurus 44.jpg|thumb|none|350px|Taurus Model 44 - .44 Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Tactical Custom 1911==&lt;br /&gt;
The [[Colt M1911|Vickers Tactical 1911]] comes back from [[Battlefield 4]], somewhat incorrectly called &amp;quot;M1911A1&amp;quot;. Itcan be purchased for the Law Enforcement Enforcer class. Although it is the same model reused from ''[[Battlefield 4]]'', tritium inserts have been added.&lt;br /&gt;
[[Image:MOH Warfighter Vickers Tactical 1911.jpg|thumb|none|350px|Custom-built Vickers Tactical 1911 for ''Medal of Honor: Warfighter'' fitted with a Surefire X300 light - .45 ACP]]&lt;br /&gt;
[[Image:BFH1911.jpg|thumb|none|600px|Vickers tactical as &amp;quot;M1911&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75 SP-01 SHADOW==&lt;br /&gt;
The [[CZ 75#CZ 75 SP-01 SHADOW|CZ-75 SP-01 SHADOW]] appears simply as the 'CZ-75' and can be purchased for the Criminal Operator. It has a larger magazine than the 92FS and P226, and is quite accurate. Unlike Battlefield 4's version, it appears to be a 9x19mm model rather than .40 S&amp;amp;W.&lt;br /&gt;
[[Image:CZ 75 SP-01 SHADOW.jpg|thumb|none|350px|CZ 75 SP-01 SHADOW - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] appears as the default sidearm for the Professional class, being incorrectly named the 'G18C'. Its model is ported from Battlefield 4's Glock 18, which had the same slide serrations as a semi-automatic model rather than the unique ones for the 18's fire selector.&lt;br /&gt;
[[Image:Glock_18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm. This model has compensator cuts on the slide and barrel to reduce muzzle climb while firing]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The Desert Eagle Mark XIX appears once again from Battlefield 4 although this time it is called the &amp;quot;Bald Eagle&amp;quot;. Unlike in Battlefield 4, this Desert Eagle has a chrome finish as opposed to black and is now chambered in .50 Action Express instead of .44 Magnum. It can be unlocked for both teams' Enforcer class by completing the Enforcer Assignment 2.&lt;br /&gt;
[[File:BFHardlineBaldEagle4.jpg|thumb|500px|none|&amp;quot;Bald Eagle&amp;quot; in the outfitting menu]]&lt;br /&gt;
[[File:BFHardlineBaldEagle1.jpg|thumb|500px|none|&amp;quot;Bald Eagle&amp;quot; Ingame]]&lt;br /&gt;
[[File:BFHardlineBaldEagle2.jpg|thumb|500px|none|&amp;quot;Uh oh, where did it go?!?&amp;quot;]]&lt;br /&gt;
[[File:BFHardlineBaldEagle3.jpg|thumb|500px|none|&amp;quot;Ta-da!&amp;quot; One of the new unique reloads has the player perform some slight of hand magic to reload the &amp;quot;Bald Eagle&amp;quot;. Chances of encountering this rare reload are 1 in 10,000]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M/45==&lt;br /&gt;
The [[Carl Gustav M/45]] appears simply as the 'M/45' and can be purchased for the Law Enforcement Mechanic. It is correctly depicted as being open-bolt and lacking a fire selector, unable to chamber an extra round and limited to automatic fire. In prior betas it was a Criminal-exclusive weapon, though for balance reasons was shifted to the Law Enforcement team&lt;br /&gt;
[[Image:Kp m45b.jpg|thumb|none|400px|Swedish K / Carl Gustav M45 Submachine Gun - 9x19mm‎]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is available for purchase for the Criminal Mechanic class as the &amp;quot;P90&amp;quot;. Earlier beta versions had 40 round capacity, later corrected to 50. The game also shows the magazine to be incorrectly removed without pressing the magazine release button. By default it starts with a heavy barrel attachment which makes it appear as the civilian variant, the FN PS90.&lt;br /&gt;
[[Image:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - FN 5.7x28mm]]&lt;br /&gt;
[[Image:BFHLP9002.jpg|thumb|none|600px|&amp;quot;P90&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLP9003.jpg|thumb|none|600px|&amp;quot;P90&amp;quot; iron sight.]]&lt;br /&gt;
[[Image:BFHLP9001.jpg|thumb|none|600px|Stock &amp;quot;P90&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] is an available sub-machine gun for the Mechanic class. This is the starting weapon for the Mechanic in the February 2015 beta, and is equipped with a red dot sight, suppressor and extended magazine, which for some reason holds only 25 rounds. The weapon always has the buttcap of the MP5K-PDW, and the folding stock is optional. Attaching a muzzle device will turn it into the actual MP5K-PDW.&lt;br /&gt;
[[image:MP5K-PDWEarly.jpg|thumb|none|350px|MP5K with PDW-style stock - 9x19mm.]]&lt;br /&gt;
[[image:MP5K-PDW.jpg|thumb|none|350px|MP5K-PDW - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]], as the &amp;quot;UMP-45&amp;quot;, was the starting weapon for the Mechanic class in June 2014 beta. The front sight assembly is removed when equipped with optics like in [[Battlefield 4]]. In real life, this would not be possible without permanently altering the weapon. During the Feburary 2015 beta, it instead became available to purchase for the Law Enforcement Mechanic. After the beta, the UMP-45 was swapped to the Criminal team for balancing reasons, with Law Enforcement getting the M/45 in exchange&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[Image:BFHLUMP4501.jpg|thumb|none|600px|UMP-45 being held.]]&lt;br /&gt;
[[Image:BFHLUMP4502.jpg|thumb|none|600px|UMP-45 iron sight.]]&lt;br /&gt;
[[Image:BFHLUMP4503.jpg|thumb|none|600px|Stock UMP-45 in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] can be purchased for the Criminal Mechanic class. In the June Beta, it incorrectly chambered a round for 30+1 rounds, but later it was corrected to 32+0.&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|400px|IMI Uzi - 9x19mm.]]&lt;br /&gt;
[[Image:BFHLUZI02.jpg|thumb|none|600px|Uzi being held.]]&lt;br /&gt;
[[Image:BFHLUZI03.jpg|thumb|none|600px|Uzi iron sight.]]&lt;br /&gt;
[[Image:BFHLUZI01.jpg|thumb|none|600px|Stock Uzi in the loadout menu]]&lt;br /&gt;
[[Image:BFHLUZI.jpg|thumb|none|600px|&amp;quot;I don't know how to Uzi.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-10==&lt;br /&gt;
The [[MAC-10|Ingram MAC-10]] equipped with rails is an available machine pistol sidearm for the Professional class. The MAC-10 in game has an aftermarket upper receiver, which adds a full-length top rail and relocates the bolt handle to the side. It can be unlocked by completing Professional Assignment 2, and can be used by both teams. By default it starts with a Suppressor and a Stock option and a small magazine size of only 15 rounds, and is incorrectly depicted as being able to have an additional round in the chamber, despite the real MAC-10 being open-bolt.&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|none|300px|MAC-10 - .45 ACP]]&lt;br /&gt;
[[Image:BFHMAC10.jpg|thumb|none|600px|MAC-10 in the loadout menu. The charging handle has been moved to the side, to allow for a top rail.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
A full-auto converted [[Intratec TEC-9]] is available for purchase for the Criminal Professional class. It chambers +1 round, which is correct as the TEC-9 is a closed-bolt gun. (Only the original KG-9 is open-bolt) The magazine is shown to be incorrectly holding 20 rounds in a 32 rounds magazine, but this is corrected to 32 with use of the &amp;quot;Extended Magazines&amp;quot; option.&lt;br /&gt;
[[Image:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[Image:BFHLTEC901.jpg|thumb|none|600px|TEC-9 being held.]]&lt;br /&gt;
[[Image:BFHLTEC902.jpg|thumb|none|600px|TEC-9 iron sight.]]&lt;br /&gt;
[[Image:BFHLTEC903.jpg|thumb|none|600px|Stock TEC-9 in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==KRISS K10==&lt;br /&gt;
The KRISS K10 appears as the 'K10' and can be purchased for the Law Enforcement Mechanic, with an astounding RPM of 1200. To balance out its firing rate, its accuracy is quite low.&lt;br /&gt;
[[Image:K102.jpg|thumb|none|400px|KRISS K10 with barrel RIS - .45 ACP / 9x19mm Para / .40 S&amp;amp;W]]&lt;br /&gt;
&lt;br /&gt;
==Magpul FMG-9==&lt;br /&gt;
The [[Magpul FMG-9]] can be unlocked for both teams' Mechanic class by completing the Mechanic Syndicate assignment.&lt;br /&gt;
[[Image:MagpulFMG-9.jpg|thumb|none|350px|Magpul FMG-9 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
[[SIG-Sauer MPX]] returns from Battlefield 4 as a purchasable weapon for the Law Enforcement Mechanic, and is chambered in .40 S&amp;amp;W. It has 30 rounds in the magazine.&lt;br /&gt;
&lt;br /&gt;
[[Image:SIG MPX.jpg|thumb|none|400px|SIG-Sauer MPX - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37 &amp;quot;Stakeout&amp;quot;==&lt;br /&gt;
The [[Ithaca 37]] in &amp;quot;Stakeout&amp;quot; configuration is an available shotgun for the Police Enforcer class, known as &amp;quot;37 Stakeout&amp;quot; in game. It has the length and wooden forearm of the standard &amp;quot;Stakeout&amp;quot;, but has the heat shield and unique foregrip of the ''[[Miami Vice]]'' movie gun seen below. The foregrip is somehow installed over the forearm. Strangely, a  identical configuration was seen in ''[[Grand Theft Auto: Vice City]]''. It can be bought for the Law Enforcement Enforcer, and can be unlocked early on in the single-player story.&lt;br /&gt;
[[Image:Custom37.jpg|thumb|none|400px|Customized Ithaca 37 &amp;quot;Stakeout&amp;quot; with Pachymar pistol grip, vertical foregrip, and heat shield - 12 gauge. This movie gun was seen in ''[[Miami Vice]]'' and various films.]]&lt;br /&gt;
[[Image:Stakeout-1-.jpg|thumb|none|400px|Ithaca 37 &amp;quot;Stakeout&amp;quot; - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 Marine Magnum==&lt;br /&gt;
The [[Remington 870 Marine Magnum]] is the default weapon for the Enforcer class as the &amp;quot;870P Magnum&amp;quot;, taking the MG36's place during the June 2014 beta as this class' default weapon, as the MG36, along with all other LMGs, are now Battle Pickups as of the February 2015 beta. It has a rail attached to the top of the receiver. By default it is equipped with a Tactical Light, which differs from a regular flashlight in that it only activates when aiming&lt;br /&gt;
[[Image:Remington870MarineMagnum.jpg|thumb|none|400px|Remington 870 Marine Magnum - 12 Gauge]]&lt;br /&gt;
[[Image:BFHLR87001.jpg|thumb|none|600px|&amp;quot;870P Marine Magnum&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLR87002.jpg|thumb|none|600px|&amp;quot;870P Marine Magnum&amp;quot; iron sight.]]&lt;br /&gt;
[[Image:BFHLR87003.jpg|thumb|none|600px|&amp;quot;870P Marine Magnum&amp;quot; with a flashlight attched in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==Sawed-Off Side by Side Shotgun==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun#Short barreled Side by Side Shotgun (Sawed Off)|Sawed-Off Side by Side Shotgun]] is unlocked by the Enforcer class as the &amp;quot;Double-Barrel Shotgun&amp;quot;. It is unlocked by completing the Enforcer Syndicate assignment. As of the beta, when reloading after only one shot is fired, both shells are replaced.&lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Sawed-Off Remington SBS - 12 gauge]]&lt;br /&gt;
[[Image:BFHLSAWEDOFF01.jpg|thumb|none|600px|&amp;quot;Sawed Off Shotgun&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLSAWEDOFF02.jpg|thumb|none|600px|&amp;quot;Sawed Off Shotgun&amp;quot; iron sight.]]&lt;br /&gt;
[[Image:BFHLSAWEDOFF03.jpg|thumb|none|600px|Stock &amp;quot;Sawed Off Shotgun&amp;quot; in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==12 Gauge Side-by-Side Shotgun==&lt;br /&gt;
Buying the &amp;quot;Long Barrel&amp;quot; and &amp;quot;Stock&amp;quot; attachments for the sawed-off shotgun will turn it into a full-length [[12 Gauge Double Barreled Shotgun|12 gauge Side-by-Side Shotgun]].&lt;br /&gt;
[[Image:BaikalSBSShotgun.jpg|thumb|none|400px|Baikal SBS shotgun - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
[[SPAS-12]] returns from previous Battlefield games for the Criminal Enforcer class, but this time around is set to semi-automatic rather than pump-action. Has 8 + 1 capacity. Despite its semi-automatic firing, waiting after a shot will still cause a pumping animation&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|none|400px|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles &amp;amp; Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] is available to the Criminal Operator class. Earlier betas had a railed handguard, but it was later changed to the original wood furniture (adding auxiliary or underbarrel attachments will return the RIS handguard.) It has higher damage than the other Operator weapons, but is hard to control and fires slower than the rest.&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:BFHLAKM02.jpg|thumb|none|600px|AKM being held.]]&lt;br /&gt;
[[Image:BFHLAKM03.jpg|thumb|none|600px|AKM iron sight.]]&lt;br /&gt;
[[Image:BFHLAKM01.jpg|thumb|none|600px|Stock AKM in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is an available carbine for the Criminal team's Operator class. It uses an aftermarket railed handguard and is equipped with a laser sight by default.&lt;br /&gt;
[[Image:AKS74U-RIS.jpg|thumb|none|400px|AKS-74U with railed handguard - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster ACR==&lt;br /&gt;
The [[Bushmaster ACR]] is available to the Operator class as the &amp;quot;ACW-R&amp;quot;. It is featured in-game as a Carbine. It is currently only available for pre-ordering the game or purchasing the Deluxe Edition Upgrade&lt;br /&gt;
[[File:Bushmaster-acr-carbine.jpg|thumb|none|450px|Bushmaster ACR with fixed stock, five-sided handguard, and Magpul MBUS sights &amp;amp; PMag magazine - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A4==&lt;br /&gt;
The [[Colt M16A4]] is depicted as a fully automatic &amp;quot;M16A3&amp;quot;, similar to [[Battlefield 3]]. It can be purchased by the Law Enforcement Operator, though in early betas was the kit's default weapon.&lt;br /&gt;
[[Image:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|450px|M16A4 MWS (Modular Weapon System) with RAS rails installed, AN/PEQ-2 IR designator, RIS foregrip, and Trijicon 4x32 ACOG scope - 5.56x45mm. This is the USMC style setup.]]&lt;br /&gt;
[[Image:BFHLM16A30Hold.jpg|thumb|none|600px|&amp;quot;M16A3&amp;quot; being held. Evident in this screenshot are the incorrectly raised receiver rails, resulting in a small gap between the rear of the carrying handle and the receiver. This is possibly due to needing to match the height of the new handguard rail model (discussed in a following screenshot caption).]]&lt;br /&gt;
[[Image:BFHLM16A302.jpg|thumb|none|600px|&amp;quot;M16A3&amp;quot; iron sight. Like in BF3 and BF4, the ghost ring assembly is incorrectly modelled with the small aperture style ring but with the opening of a large aperture.]]&lt;br /&gt;
[[Image:BFHLM16A303.jpg|thumb|none|600px|Stock &amp;quot;M16A3&amp;quot; in the loadout menu. Note the long-awaited bayonet lug has been added with a sling swivel (though the swivel should be mounted on the rear lug of the front sight base) along with a new Daniel Defense M4 12.0 free float handguard (a Knight's Armament Company RAS M5 in previous titles).]]&lt;br /&gt;
[[Image:BFHLM16A301.jpg‎|thumb|none|600px|Promotional screenshot of the &amp;quot;M16A3&amp;quot;; this SWAT officer's misfortune at least gives us good lighting on his newly upgraded Magpul PMAGs. Note that the character seems to be using the CIRAS maritime body armor.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
The [[Colt Model 933]] is featured as the &amp;quot;RO933&amp;quot; and is the starting carbine for the Operator class. By default it is equipped with a stubby grip, a flash hider, and an Aimpoint Micro T1 sight&lt;br /&gt;
[[Image:Colt m933 03.jpg|thumb|none|450px|Colt Model 933 with SIRS handguard, Aimpoint M68 CCO, and SureFire M900 WeaponLight foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFHardlineRO933.jpg|thumb|none|500px|&amp;quot;RO933&amp;quot; Ingame.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] can be purchased for the Criminal Enforcer and appears as &amp;quot;SA-58 OSW&amp;quot;.&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BfhlbetaFal1.jpg|thumb|none|600px|The SA58 OSW being held.]]&lt;br /&gt;
[[Image:BfhlbetaFal2.jpg|thumb|none|600px|The SA58 OSW's iron sights.]]&lt;br /&gt;
[[Image:BfhlbetaFal3.jpg|thumb|none|600px|Chambering a new round. ]]&lt;br /&gt;
[[Image:BfhlbetaFal4.jpg|thumb|none|600px|The SA58 OSW in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[L85A2]] is available to the Operator class. It is currently only available for pre-ordering the game or buying the Deluxe Edition Upgrade. Equipped with an ACOG scope by default, it has a fire rate of 675 RPM in-game. Player characters in-game reload the weapon rather slowly in comparison to other weapons with an empty reload taking 4.2 seconds. &lt;br /&gt;
[[File:L85A2_upgraded.jpg|thumb|none|450px|L85A2 with magazine removed, railed forend, ACOG scope, Grippod foregrip, and Surefire FHSA80SA flash hider - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The Third Generation [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] can be purchased for the Law Enforcement Enforcer and appears as &amp;quot;SCAR-H&amp;quot;. With the heavy barrel attachment, it becomes a mid length SCAR-H STD. The game also shows the incorrectly pressing the magazine release button while empty reload. &lt;br /&gt;
[[Image:2fff2537c0.jpg|thumb|none|450px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
[[Heckler &amp;amp; Koch G36C]] is available to purchase for the Law Enforcement Operator class. Like in Battlefield 4, during the beta it has an incorrect rate of fire of 650 rounds per minute instead of 750. but was corrected in the full game to it's proper 750 RPM. In betas, it was exclusive to the Criminal team, but was swapped after the February beta for balancing reasons&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFHLG36C02.jpg|thumb|none|600px|G36C being held.]]&lt;br /&gt;
[[Image:BFHLG36C03.jpg|thumb|none|600px|G36C iron sight.]]&lt;br /&gt;
[[Image:BFHLG36C01.jpg|thumb|none|600px|Stock G36C in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36E/KV Hybrid==&lt;br /&gt;
During the June 2014 beta, the [[Heckler &amp;amp; Koch G36|H&amp;amp;K G36E/KV Hybrid]] was the default Enforcer weapon, fitted with a 100-round drum C-Mag. The game refers it as the &amp;quot;MG36&amp;quot; LMG variant, but it is obviously NOT an MG36 since H&amp;amp;K only produced few MG36s with export sight; the weapon in-game is depicted as having the G36KV carrying handle/railmount. When equipped with iron sights, it uses backup iron sights as opposed to the sights mounted on the G36KV carrying handle as they are absent. The gun also shows the bolt being still even when the gun is fired.  As of the February 2015 beta, this weapon is no longer available to the Enforcer, as it, along with other LMGs, are now Battle Pickups. It always spawns with a CompM4S Sight, Muzzle Brake and Laser Sight and can be equipped from the trunk of a player's car with the LMG Armory vehicle upgrade. &lt;br /&gt;
[[Image:HKG36KR.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with rail top carry handle - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:HKG36E-KV(MG36).jpg‎|thumb|none|450px|'''Airsoft''' A Hybrid of the G36E/KV which is often confused as the &amp;quot;MG36&amp;quot; Configuration -(fake) 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BFHLG36K01.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLG36K02.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; iron sights.]]&lt;br /&gt;
[[Image:BFHLG36K04.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; with an EOtech holographic sight.]]&lt;br /&gt;
[[Image:BFHLG36K03.jpg|thumb|none|600px|Stock &amp;quot;MG36&amp;quot;  in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416]] with 10.4 inch barrel is available to the Criminal Operator class as the &amp;quot;M416&amp;quot;. With the heavy barrel attachment, it becomes a mid length 14.5 inch barrel. In betas, it was exclusive to the Law Enforcement team, though after the Februrary beta was changed to the Criminal team for balancing.&lt;br /&gt;
[[File:HK416_current.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416 D10RS with 10.4 inch barrel - 5.56x45mm NATO.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK51==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK51]] is available for the Criminal Enforcer class. It has a slow rate of fire and its collapsible stock is extended by default&lt;br /&gt;
[[File:NPSHK51.JPG|thumb|400px|none|Heckler &amp;amp; Koch HK51 - 7.62x51mm]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[Galil ARM]] is available to the Operator class as the &amp;quot;ARM&amp;quot;. It holds an extremely high capacity of 50 rounds and can be unlocked by completing the Operator Syndicate assignment.&lt;br /&gt;
[[File:Galil.jpg|thumb|none|450px|IMI Galil ARM - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ACE N 21==&lt;br /&gt;
The [[Galil ACE|Galil ACE N 21]] is available to the Operator class as the &amp;quot;CAR-556&amp;quot;. It is currently only available for pre-ordering the game or buying the Deluxe Edition Upgrade. It posses the second largest magazine capacity of the Operator Weapons (with the ARM being first) holding 40 rounds.&lt;br /&gt;
&lt;br /&gt;
==Ohio Ordnance HCAR==&lt;br /&gt;
The Ohio Ordnance HCAR is available for the Law Enforcement Enforcer class. Much like its counterpart on the Criminal team, the HK-51, it has a slow rate of fire but high power&lt;br /&gt;
[[File:BFHardlineHCAR.jpg|thumb|none|500px|The HCAR in the selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==PTR 91==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3#PTR 91|PTR 91]] is available as a marksman rifle to the Criminal Professional class.&lt;br /&gt;
[[File:PTR91NEW.jpg‎|thumb|none|450px|PTR 91 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFHLPTR02.jpg|thumb|none|600px|PTR-91 being held.]]&lt;br /&gt;
[[Image:BFHLPTR03.jpg|thumb|none|600px|PTR-91 iron sight.]]&lt;br /&gt;
[[Image:BFHLPTR01.jpg|thumb|none|600px|Stock PTR-91 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 553==&lt;br /&gt;
The [[SIG SG 553]] is available to the Law Enforcement Operator class as the &amp;quot;SG553&amp;quot;. It is equipped by default with an SRS Red Dot. &lt;br /&gt;
[[File:SIG SG 553-2.jpg|thumb|none|450px|SIG SG 553 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==SAIGA 308==&lt;br /&gt;
The [[SAIGA 308]] as the &amp;quot;SAIGA .308&amp;quot; can be purchased for the Criminal Professional class. As of the beta, no iron sight is available to this gun. Due to either modeling or point of perspective, when viewed from the first person, the scope seems ridiculously large. In the full game, correct iron sights have been added, replicating the AKM ironsights.&lt;br /&gt;
[[Image:Saiga 308.jpg|thumb|none|450px|SAIGA 308 - 7.62х51mm NATO]]&lt;br /&gt;
[[Image:BFHLSAIGA30802.jpg|thumb|none|600px|&amp;quot;SAIGA .308&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLSAIGA30801.jpg|thumb|none|600px|Stock &amp;quot;SAIGA .308&amp;quot; in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[M14 Rifle#Springfield Armory M1A SOCOM 16|Springfield Armory M1A SOCOM 16]] ,  known simply as &amp;quot;SOCOM 16&amp;quot;, is a marksman rifle for the Law Enforcement Professional class.  With the heavy barrel attachment, it becomes a full length M1A.&lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|450px|M1A SOCOM 16 - 7.62x51mm NATO (.308 Winchester)]]&lt;br /&gt;
[[File:Springfield Armory M1A Black.jpg|thumb|none|450px|Springfield Armory M1A with synthetic stock - 7.62x51mm]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
As noted in the intro, man-portable machine guns are Battle Pickups in this entry of the series, and are no longer part of any class' kit.&lt;br /&gt;
&lt;br /&gt;
==M240B==&lt;br /&gt;
The [[M240B]] comes back from the previous [[Battlefield]] series. It spawns on some maps as a Battle Pickup equipped with a Holographic sight and a stubby grip. &lt;br /&gt;
[[Image:M240-1.jpg‎|thumb|none|450px|M240B - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:BFHM240B.jpg|thumb|none|600px|The M240B in the loadout menu]]&lt;br /&gt;
&lt;br /&gt;
==M249 Para==&lt;br /&gt;
An [[M249]] was featured in the Beta on the Counter/Heavy Attack Truck, being used by the secondary gunner and was available for the Enforcer class during early beta's. It reappears as the backdoor weapon for the SUV in the full game but is absent even as a battle pickup. &lt;br /&gt;
[[Image:M249ParaWAmmo.jpg‎|thumb|none|450px|FN M249 Para - 5.56x45mm]]&lt;br /&gt;
[[Image:BFHLSAW01.jpg‎|thumb|none|600px|M249 SAW mounted on top of the Mk19 grenade launcher and M2HB machine gun, that is mounted on top of a Counter/Heavy Attack Truck.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
[[PKP Pecheneg]] is mounted on Criminals' Hardened Attack Truck. It is the default gun used by the driver.&lt;br /&gt;
&lt;br /&gt;
[[File:Pecheneg.jpg|thumb|none|450px|PKP Pecheneg machine gun with ammo box - 7.62x54mm R.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AWM-F==&lt;br /&gt;
The [[Accuracy International Arctic Warfare series#Accuracy International Arctic Warfare|AWM-F]]. This time around, it is correctly designated &amp;quot;AWM&amp;quot;, and correctly chambered in .338 Magnum. It can be purchased for the Criminal Professional.&lt;br /&gt;
[[Image:AI L115A3.jpg|thumb|none|450px|Accuracy International AWM-F - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:BFHAWMF.jpg|thumb|none|600px|The hidden incomplete &amp;quot;AWM&amp;quot; on June 2014 beta. Note the weapon model is actually reused of [[Battlefield 4]]'s AWM-F.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25 Enhanced Combat Carbine==&lt;br /&gt;
The [[Knight's Armament SR-25|SR-25 Enhanced Combat Carbine]] appear as &amp;quot;SR-25 ECC&amp;quot;. It can be purchased for the Law Enforcement Professional.&lt;br /&gt;
[[Image:Knights_Armament_SR25_ECC.jpg|thumb|none|450px|Knight's Armament SR-25 Enhanced Combat Carbine - 7.62x51mm]]&lt;br /&gt;
[[Image:BFHSR25.jpg|thumb|none|600px|The hidden incomplete &amp;quot;SR-25 ECC&amp;quot; in the loadout menu on June 2014 beta. Note the weapon model is actually reused of [[Battlefield 4]]'s Mk 11 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
==AAC Integrally Suppressed Remington 700==&lt;br /&gt;
The AAC Integrally Suppressed Remington 700 appears as the &amp;quot;.300 Knockout&amp;quot;. It can be unlocked for both teams by completing the Professional Syndicate assignment. It also comes with a straight-pull bult by default&lt;br /&gt;
[[Image:Img 5166-tfb.jpg|thumb|none|451px|AAC Integrally Suppressed Remington 700 - .300 BLK]]&lt;br /&gt;
&lt;br /&gt;
==Remington 700LTR==&lt;br /&gt;
The [[Remington 700| Remington 700 LTR]], as &amp;quot;R700LTR&amp;quot;, was the default weapon of the Professional class in the June 2014 beta. It seem to be equipped with a fluted barrel. Currently it can be purchased for the Law Enforcement Professional.&lt;br /&gt;
[[Image:Rem700.jpg|thumb|none|450px|Remington Model 700P LTR - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BFHLR70001.jpg|thumb|none|600px|&amp;quot;R700 LTR&amp;quot; being held.]]&lt;br /&gt;
[[Image:BFHLR70002.jpg|thumb|none|600px|Stock &amp;quot;R700 LTR&amp;quot; in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Elite==&lt;br /&gt;
The [[Steyr Elite]] appear as &amp;quot;Scout Elite&amp;quot;, is the default weapon of the Professional class starting with the February 2015 beta. By default it is equipped with a straight-pull bolt accessory, removing the need to unscope between aimed shots.&lt;br /&gt;
[[Image:ELITE.jpeg|thumb|none|450px|Steyr Elite - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
Both the Stinger and the RPG-7 were available gadgets for the Mechanic class during the June 2014 beta, but these have since been relegated to Battle Pickups.&lt;br /&gt;
&lt;br /&gt;
==FIM-92A Stinger==&lt;br /&gt;
[[FIM-92A Stinger]] is available as a pick-up weapon only. Just how the police and a criminal syndicate can get a hold of this advanced military grade weapon is beyond anyone's guess, but it functions just like the previous games. The Anti-Air Armory upgrade for certain vehicles allows it to be claimed from their trunk.&lt;br /&gt;
[[Image:-0976t.jpg|thumb|none|450px|FIM-92A Stinger - 70mm]]&lt;br /&gt;
[[Image:BFHLStinger01.jpg|thumb|none|600px|Player holding the Stinger.]]&lt;br /&gt;
[[Image:BFHLStinger02.jpg|thumb|none|600px|Player aiming down the sights of the Stinger.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] is available to the Law Enforcement Mechanic class. The descrition of the weapon reads &amp;quot;''It's not exactly clear how Law Enforcement got a hold of this baby. A breach-loading launcher, it fires a 40mm high explosive grenade that is effective against light vehicles and agents.''&amp;quot; &lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|none|275px|H&amp;amp;K M320 - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==M79 grenade launcher==&lt;br /&gt;
The M79 is available for the Criminal Mechanic Class. It's description states that the weapon was (obviously) not obtained through legal channels. It functions identically to the M320&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
The [[M79 grenade launcher]] is the criminals' counterpart to the M320.&lt;br /&gt;
&lt;br /&gt;
==Mk 153 Mod 0 SMAW==&lt;br /&gt;
The SMAW spawns as a Battle Pickup throughout some maps. It is a single shot weapon, being discarded upon use (similar to [[Battlefield 4]]'s AT4) and is much more powerful than the RPG-7. &lt;br /&gt;
[[Image:Mk153SMAW.jpg|thumb|none|450px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7V2==&lt;br /&gt;
The [[RPG-7|RPG-7V2]] can no longer be equipped by the Mechanic class, but can be picked up from various locations. The Anti-Armor Armory upgrade for certain vehicles allows it to be claimed from the vehicle's trunk.&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:BFHLRPG701.jpg|thumb|none|600px|Player holding the RPG-7V2.]]&lt;br /&gt;
[[Image:BFHLRPG702.jpg|thumb|none|600px|Sights of the RPG-7V2.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==AN/M14 incendiary grenade==&lt;br /&gt;
Available to purchase for any class. Incendiaries (and molotovs) thrown by teammates will have blue fire. Two are carried at once&lt;br /&gt;
[[Image:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN/M14 incendiary grenade]]&lt;br /&gt;
&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
Available for purchase for any class. As in Battlefield 4, smoke clouds can prevent spotting&lt;br /&gt;
[[Image:M18red.jpg|thumb|none|120px|M18 smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
==M67 fragmentation hand grenade==&lt;br /&gt;
Every class in the game can equip one [[M67 hand grenade|M67 fragmentation hand grenade]]. It is the default grenade&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|150px|M67 fragmentation hand grenade]]&lt;br /&gt;
[[Image:BFHLM6701.jpg|thumb|none|600px|Player holding the M67.]]&lt;br /&gt;
[[Image:BFHLM6702.jpg|thumb|none|600px|M67 on the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
Available for purchase for any class. Players using the Flashbang can carry 2 at a time&lt;br /&gt;
[[Image:M84stun.jpg|thumb|none|100px|M84 stun grenade]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] appears on many vehicles. It is the main weapon for the Counter Attack Trucks. It is also the default door gunner weapon for the transport helicopters, and can be purchased for the SUVs to replace the default M134.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB heavy machine gun in vehicle mount - .50 BMG]]&lt;br /&gt;
[[Image:BFHLM201.jpg|thumb|none|600px|Heavy/Counter Attack Truck with the M2HB mounted on top]]&lt;br /&gt;
&lt;br /&gt;
==FN M3M==&lt;br /&gt;
The [[Browning M3#FN GAU-21|FN M3M]] is purchasable for the SUV turret, and the helicopter door gunners, referred to as &amp;quot;M3M&amp;quot;. It differs from the M2HB by having a higher rate of fire.&lt;br /&gt;
[[image:FN_GAU-21.jpg|thumb|none|400px|FN M3M (designated GAU-21 in the US military) - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
The [[Mk 19 grenade launcher]] is also mounted on the Counter Attack Truck as a secondary weapon to the [[Browning M2HB]], it can be customized to fire 25mm flechette ammunition.&lt;br /&gt;
[[Image:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|400px|Mk 19 grenade launcher on vehicle mount - 40mm]]&lt;br /&gt;
[[Image:BFHLMK1901.jpg|thumb|none|600px|Mk 19 grenade launcher on a police Counter Attack Truck.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
[[M134 Minigun]]s are mounted on the Transport Helicopters, Armoured SUV and Attack Helicopter's nose mount.&lt;br /&gt;
[[Image:Minigun.jpg|thumb|none|400px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:BFHLM13401.jpg|thumb|none|600px|M134 mounted on top of a Armoured Van.]]&lt;br /&gt;
[[Image:BFHLM13403.jpg|thumb|none|600px|Armoured Van with M134 in the loadout menu.]]&lt;br /&gt;
[[Image:BFHLM13402.jpg|thumb|none|600px|M134 mounted on top of a Transport Helicopter.]]&lt;br /&gt;
[[Image:BFHLM13404.jpg|thumb|none|600px|Transport Helicopter with M134 in the loadout menu]]&lt;br /&gt;
[[Image:BFHLM13405.jpg|thumb|none|600px|M134 mounted on the nose of the Attack Helicopter.]]&lt;br /&gt;
&lt;br /&gt;
=Misc.=&lt;br /&gt;
&lt;br /&gt;
==Taser X26E==&lt;br /&gt;
The [[Taser#X26|Taser X26E]] appears as an all-kit gadget, in the sidearm slot. It is called &amp;quot;T62 CEW&amp;quot; (for '''C'''onducted '''E'''nergy '''W'''eapon, the official classification for Taser-like weapons) in the game. The ingame version can mount a reflex sight, something not possible with the real-life weapon, and indeed the ingame model shows no rails or other attachment points where one could be mounted. The reticle consists of a large white circle, and two green dots appear in the center if an enemy is within range&lt;br /&gt;
[[Image:X26-tazer.jpg|thumb|none|401px|X26E Taser with safety cap on]]&lt;br /&gt;
[[Image:BFHLTaser01.jpg|thumb|none|600px|&amp;quot;T62&amp;quot; being reloaded.]]&lt;br /&gt;
[[Image:BFHLTaser02.jpg|thumb|none|600px|&amp;quot;T62&amp;quot; in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Video Game]]&lt;br /&gt;
[[Category: War]]&lt;br /&gt;
[[Category: Battlefield]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Shadowdarkrai</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=GoldenEye_007_(2010)&amp;diff=926752</id>
		<title>GoldenEye 007 (2010)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=GoldenEye_007_(2010)&amp;diff=926752"/>
		<updated>2015-05-31T11:53:15Z</updated>

		<summary type="html">&lt;p&gt;Shadowdarkrai: /* Beretta 93R */&lt;/p&gt;
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[[Image:Goldenwii .jpg|thumb|right|300px|''GoldenEye 007'' (2010)]]&lt;br /&gt;
[[Image:636542 237822 front.jpg|thumb|right|300px|''GoldenEye 007 Reloaded'' (2011)]]&lt;br /&gt;
&lt;br /&gt;
'''''GoldenEye 007''''' is a &amp;quot;re-imagining&amp;quot; of the classic 1997 first person shooter ''[[GoldenEye 007]]'' for N64, developed by Eurocom and published by Activision for the Nintendo Wii in 2010 using a modified version of the engine created for ''Dead Space: Extraction''. An update of the original movie storyline moving the setting to 2010 and starring current James Bond [[Daniel Craig]] rather than [[Pierce Brosnan]], it loosely follows the original story of James Bond's investigation of a criminal organisation called Janus who are trying to gain access to a powerful EMP weapon known as GoldenEye.&lt;br /&gt;
&lt;br /&gt;
A port for the Xbox 360 and Playstation 3 titled '''''GoldenEye 007 Reloaded''''' was released a year later, running in the same engine used for the ''Call of Duty'' games and with improved graphics, rebalanced gameplay including greater availability of weapons with accessories, and new weapon animations.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons are used in the video games ''GoldenEye 007'' and ''GoldenEye 007 Reloaded'':'''&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
''GoldenEye'' and ''GoldenEye Reloaded'' feature a three-weapon loadout system in single player mode; the player has two &amp;quot;slots&amp;quot; to carry any weapon of their choosing, with the third slot always occupied by Bond's P99 pistol, which always comes with a suppressor which the player can attach and detach with a pad command. The game's other weapons can spawn with various accessories depending on type, such as suppressors or optics, but in singleplayer the player has no ability to manually customise weapon accessories other than the P99's suppressor and must settle for the configurations they can find. In multiplayer, the game has a two-weapon loadout system where the player selects a primary and secondary weapon to spawn with, and can select the accessories for these weapons as they wish, though some weapons cannot mount accessories or are limited to certain types. There are a number of significant differences between versions:&lt;br /&gt;
&lt;br /&gt;
*''Reloaded's'' weapons have both empty and partial magazine reloading animations; the Wii game only has one reloading animation per weapon, which usually involves a superfluous racking of the weapon's charging handle or slide.&lt;br /&gt;
*The Wii game's reloading animations are heavily influenced by the game ''[[Black]]'', with several almost identical to the ones used in that game. Like ''Black'', the screen goes out of focus except the weapon during reloads.&lt;br /&gt;
*The Wii game's weapons have selectable firing modes, with most automatic weapons having a semi-auto or burst fire mode. ''Reloaded'' has no such option.&lt;br /&gt;
*Weapons in the Wii game typically have only the &amp;quot;wings&amp;quot; of their rear sight, not the sight itself.&lt;br /&gt;
*The Wii game features unique reflex sights for some weapons; these are replaced with a generic EOTech sight in ''Reloaded''.&lt;br /&gt;
*The Wii game's &amp;quot;laser sight&amp;quot; add-on for rifles is a small cylindrical laser pointer typically mounted on the weapon's forend; in ''Reloaded'' the laser sight is an AN/PEQ-5 mounted to one of the weapon's rails.&lt;br /&gt;
*In the Wii version a weapon's pickup text will describe all the modifications on it (for example, &amp;quot;Kallos TT9 Grenadier Reflex Sight&amp;quot;) while ''Reloaded'' simply uses a ''Call of Duty''-style &amp;quot;multiple&amp;quot; label for weapons with more than one attachment (the above would be &amp;quot;Kallos TT9 Multiple&amp;quot;).&lt;br /&gt;
*Explosives have been toned down in ''Reloaded'' (exploding fire extinguishers no longer have the lethal radius of the average hand grenade) and shotguns significantly improved.&lt;br /&gt;
*''Reloaded'' includes a new &amp;quot;compensator&amp;quot; accessory for automatic weapons (including the Beretta 93R) which reduces the effect of recoil, and incorrectly also makes the weapon slightly quieter.&lt;br /&gt;
&lt;br /&gt;
Grenades can only be used in multiplayer and ''Reloaded's'' MI6 Ops mode; in the singleplayer campaign, they are only used by enemies.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
== Beretta 418 ==&lt;br /&gt;
&lt;br /&gt;
A pearl grip [[Beretta 418]] simply called the &amp;quot;Pearl Grip 418&amp;quot; is available as a secondary weapon in ''Reloaded's'' multiplayer, a reference to the weapon used by Tatiana Romanova (but not Rosa Klebb) in ''[[From Russia with Love]]''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ber418fj8.jpg|thumb|none|400px|Beretta 418 - .25 ACP]]&lt;br /&gt;
&lt;br /&gt;
== Beretta 93R ==&lt;br /&gt;
&lt;br /&gt;
The [[Beretta 93R]] machine pistol, called the &amp;quot;Kunara V,&amp;quot; shows up in the hands of enemies in the bunker, construction site and statue park levels; it has both a full-auto and a burst mode in the Wii version, while in ''Reloaded'' it is burst only, though enemies can still fire it in full-auto. ''GoldenEye'' also shows the front grip in the unfolded position and replicates a mistake made with the original game's Walther PPK, showing the hammer attached to the back of the slide; the grip is shown folded and the latter does not happen in ''Reloaded''. Curiously, in ''Reloaded'' it is one of the weapons which can accept the compensator accessory, even though as a 93R it already has one.&lt;br /&gt;
&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|400px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:GoldeneyeWii-93R-1.jpg|thumb|600px|none|Bond reloads his Beretta 93R in the Wii version. Note the hammer is attached to the slide (a mistake made with the original game's Walther PPK). The slide itself is completely innaccurate, with a notch for a Beretta 92 slide stop safety, low 92-series cocking serrations instead of the higher ones of a 93R, and a red dot from a later 92-series slide-mounted decocking safety, despite not having the safety itself. The model also lacks the attachment point for the stock at the base of the grip.]]&lt;br /&gt;
[[Image:Goldeneye-93R-1.jpg|thumb|600px|none|In ''Reloaded'', Bond holds the new 93R model; note the correctly placed cocking serrations and lack of other slide-related silliness, though it now has no safe marking on the slide at all.]]&lt;br /&gt;
[[Image:Goldeneye-93R-2.jpg|thumb|600px|none|Reloading a Beretta 93R equipped with a laser pointer attached to the front of the weapon via nothing in particular; note the attachment point for the stock at the base of the grip is rendered as a completely solid block.]]&lt;br /&gt;
[[Image:Goldeneye-93R-3.jpg|thumb|600px|none|Empty-reloading tilts the weapon at a sharper angle, showing that the hammer is ''not'' part of the slide in ''Reloaded''.]]&lt;br /&gt;
&lt;br /&gt;
== Golden Gun ==&lt;br /&gt;
&lt;br /&gt;
Scaramanga's famous [[Golden Gun]] can be used in a special multiplayer mode which spawns a single Golden Gun on the map; the weapon is, as usual in the Bond videogames, a single-shot instant-kill weapon. In this game it also provides a large score bonus for using it, with the penalty that the player holding it appears as a gold circle on the map at all times. It cannot be found in either version's singleplayer campaign. The weapon ''can'', however, be used in ''Reloaded's'' MI6 Ops mode (a copy of Special Ops mode in the ''Call of Duty'' games). In this mode, one of the available round modifiers is to replace the default P99 with a Golden Gun with infinite ammunition.&lt;br /&gt;
&lt;br /&gt;
[[Image:Goldengun.jpg|thumb|none|400px|The &amp;quot;Golden Gun&amp;quot; prop from ''[[Man with the Golden Gun, The|The Man with the Golden Gun]]''.]]&lt;br /&gt;
[[Image:Goldeneye-Goldgun-1.jpg|thumb|none|600px|After assassinating a Janus thug with the Golden Gun in Ops mode, Bond tips the gun back to eject the spent casing. Unfortunately there isn't a spent casing model, so he just drops a live round on the floor for no reason.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch USP45 ==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP|Heckler &amp;amp; Koch USP45]] appears in the hands of enemies in several missions, called the &amp;quot;Hawksman M5A;&amp;quot; it is fairly powerful, and has a higher rate of fire than the P99. Sometimes, it can be found with a laser sight or a suppressor. In the Wii version it is always modelled with the aiming module, but it is only functional on guns with the relevant &amp;quot;accessory&amp;quot; equipped; the Wii version of the gun also has a &amp;quot;magic slide&amp;quot; which locks open during reloads even if the gun is not empty. In ''Reloaded'' the USP is shown with an olive drab frame, and does not mount an aiming module unless it has the relevant accessory.&lt;br /&gt;
 &lt;br /&gt;
[[Image:HK-USP.jpg|400px|thumb|none|Heckler &amp;amp; Koch USP45 - .45 ACP]]&lt;br /&gt;
[[Image:GoldeneyeWii-USP-1.jpg|thumb|none|600px|Bond reloads his USP in the Wii version as he crawls through a handy air vent in the St. Petersburg military archives. This reload, including the &amp;quot;magic slide,&amp;quot; is almost the same as the one used by the Glock 19 in ''Black''. Note the slide markings, with &amp;quot;USP&amp;quot; near the muzzle and &amp;quot;.45 AUTO&amp;quot; below the ejection port.]]&lt;br /&gt;
[[Image:Goldeneye-USP-1.jpg|thumb|none|600px|Bond empty-reloads his USP at the Dubai arms fair; the lettering &amp;quot;.45 AUTO&amp;quot; can just about be discerned on the slide.]]&lt;br /&gt;
&lt;br /&gt;
== Mauser C96 ==&lt;br /&gt;
&lt;br /&gt;
A [[Mauser C96]] is available in ''Reloaded's'' multiplayer as a secondary weapon, called the &amp;quot;Red 96;&amp;quot; it is shown as fully automatic with a detachable magazine, but the modelled weapon is not a Mauser M712 ''Schnellfeuer'' as it has no fire selector. The description notes it is popular with SPECTRE agents, referencing its use in both ''From Russia with Love'' and ''[[Spy Who Loved Me, The|The Spy Who Loved Me]]''.&lt;br /&gt;
&lt;br /&gt;
[[Image:C96MauserRed9.jpg|thumb|none|400px|Mauser C96 &amp;quot;Red 9&amp;quot; Version for the German Army - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
== Pw wz. 33 ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Torka T3&amp;quot; pistol in ''Reloaded'' is a Polish [[Tokarev TT-33 Pistol|Pw wz. 33]], distinguishable by its aftermarket safety. It is a stainless steel version and has black plastic grips with a red star surrounded by a white circle. It appears frequently in the hands of Russian troops and Zukovsky's bodyguards in the earlier missions. General Arkady Ourumov uses one to perform the faked execution of Alec Trevelyan. Oddly, although the execution is faked, blood spurts out of Trevelyan's head when he is &amp;quot;shot;&amp;quot; the game tries to conceal this by having Ourumov stand in front of him, but a small spray of blood is still visible in both versions of the game.&lt;br /&gt;
&lt;br /&gt;
[[Image:Polish Tokarev us import.jpg|thumb|none|400px|Pw wz. 33, US import version with after-market safety - 7.62x25mm.]]&lt;br /&gt;
[[Image:Goldeneye-TT33-2.jpg|thumb|none|600px|In ''Reloaded'', Bond holds a Pw wz. 33 as he looks out over the Dam at the control tower of the level Airbase in the distance.]]&lt;br /&gt;
[[Image:Goldeneye-TT33-1.jpg|thumb|none|600px|Shooting up Zukovsky's nightclub, Bond takes a brief timeout to reload his Pw wz. 33. Not visible here is that despite being a totally different calibre, the Pw wz. 33 uses exactly the same magazine model as Bond's P99.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 29 ==&lt;br /&gt;
&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]] is the elusive &amp;quot;Wolfe .44;&amp;quot; while the model is present in the display cases on the MI6 firing range at the start of the game, there are only three that can be picked up in the entire game, all in the level Nightclub. It is the second most powerful gun in the game, behind the Golden Gun. The pistol features a nickel finish and kills enemies in one shot if it is placed at the abdomen or above. In the Wii version, Bond reloads it by simply inserting a handful of six bullets into the cylinder, which somehow actually works. In ''Reloaded'' he uses a speedloader; six rounds are always shown in the cylinder and on the speedloader, even if Bond has less than six rounds remaining. ''Reloaded'' features a Trophy / Achievement, &amp;quot;Bullet Dance,&amp;quot; for using the three guns found in singleplayer to get at least 40 kills.&lt;br /&gt;
&lt;br /&gt;
In ''Reloaded's'' multiplayer mode, the character Goldfinger is armed with a version which is gold instead of stainless steel and is a 1-hit kill to any part of the body. This is a reference to the gold [[Colt Official Police]] used by [[Gert Fröbe]] in [[Goldfinger|the movie]].&lt;br /&gt;
&lt;br /&gt;
[[Image:S&amp;amp;W29.jpg‎|thumb|none|400px|Smith &amp;amp; Wesson Model 29 with nickel finish - .44 Magnum]]&lt;br /&gt;
[[Image:GoldeneyeWii-Magnum-2.jpg|thumb|none|600px|Bond holds the Model 29 he found in Valentine Zukovsky's office in the Wii game. Note the Wii model has no cylinder latch.]]&lt;br /&gt;
[[Image:GoldeneyeWii-Magnum-1.jpg|thumb|none|600px|Bond reloads the Model 29, by simply stuffing a handful of six loose rounds into the cylinder which are somehow perfectly aligned. This magical act seems rather pointless since the rounds he puts in are clearly spent casings with no bullets in them.]]&lt;br /&gt;
[[Image:Goldeneye-Model29-1.jpg|thumb|none|600px|Bond holds a Model 29 in ''Reloaded''; here the nightclub is much more well-lit since the game is not trying to hide that most figures on the dance floor are 2D sprites.]]&lt;br /&gt;
[[Image:Goldeneye-Model29-2.jpg|thumb|none|600px|Reloading the Model 29; the speedloader appears to have been constructed from a slightly domed circle and the revolver model's extractor rod.]]&lt;br /&gt;
&lt;br /&gt;
== Tokarev TT-33 ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Torka T3&amp;quot; in the Wii version lacks the aftermarket safety of the version seen in ''Reloaded'', and therefore is an original [[Tokarev TT-33]] as opposed to the Pw wz. 33 shown in that game. It is shown with a dark finish rather than the stainless steel effect seen in ''Reloaded''.&lt;br /&gt;
&lt;br /&gt;
[[Image:TT-33-Wartime.jpg|thumb|none|400px|Pre-1947 Tokarev TT-33 - 7.62x25mm Tokarev]]&lt;br /&gt;
&lt;br /&gt;
== Walther P99 ==&lt;br /&gt;
&lt;br /&gt;
The [[Walther P99]] serves as James Bond's sidearm, instead of the classic [[Walther PPK]] he used in the original ''[[GoldenEye 007]]''. It can be fitted with a removable suppressor, and has Glock-style sights. In the Wii version, when Bond reloads (no matter how many rounds there are still in the magazine) he racks the slide to chamber a round, which should theoretically extract the unfired round from the chamber, but it doesn't change the ammo count at all. In ''Reloaded'' he does not rack the slide at all, using the slide release if the weapon locked open after firing all shots and simply switching magazines otherwise. He also retains the old magazine when he releases it but immediately flicks it out of his hand as he inserts the new one, meaning he might as well have let it drop to the ground in the first place.&lt;br /&gt;
&lt;br /&gt;
The Wii version features a special (and extremely fast) reload seen only while Bond is using a motorbike at the end of the mission Airbase, where he simply brings the weapon into the screen across his body and brings it back loaded; this does not happen in ''Reloaded'', where he instead uses the standard two-handed reloading animation.&lt;br /&gt;
&lt;br /&gt;
A rather curious scene at the start of the chapter Archives has Ourumov use Bond's P99 to shoot Mishkin and a guard; he then flicks two rounds out of the magazine and throws the weapon to Bond. Somehow, this completely empties the 16-round magazine, since the weapon is empty the first time it is switched to.&lt;br /&gt;
&lt;br /&gt;
[[Image:Walther-P99-Pistol.jpg‎|thumb|none|400px|Walther P99 - 9x19mm]]&lt;br /&gt;
[[Image:GoldeneyeWii-P99-2.jpg|thumb|none|600px|In the Wii version, Bond uses his P99 to take out a grating, marvelling as the 9mm pistol somehow ejects a bottlenecked rifle casing. A more appropriate casing model is used in ''Reloaded''.]]&lt;br /&gt;
[[Image:GoldeneyeWii-P99-1.jpg|thumb|none|600px|During a trip to the MI6 firing range, Bond reloads his P99 while learning the valuable skill of hiding from paper targets.]]&lt;br /&gt;
[[Image:GoldeneyeWii-P99-3.jpg|thumb|none|600px|Followed, of course, by the Wii version's usual superfluous racking of the slide. At least he has good trigger discipline.]]&lt;br /&gt;
[[Image:Goldeneye-P99-1.jpg|thumb|none|600px|Bond holds his suppressed P99 in ''Reloaded'' as he looks over a set of junction boxes lifted directly from one of the ''Call of Duty'' games, complete with German stencilling despite being in a dam in Russia.]]&lt;br /&gt;
[[Image:Goldeneye-P99-3.jpg|thumb|none|600px|Making his way through Ourumov's facility in ''Reloaded'', Bond guns down a guard and reloads. Note the spent magazine being flipped out of his hand to the right; this is always shown empty, even if there were bullets left in it.]]&lt;br /&gt;
[[Image:Goldeneye-P99-4.jpg|thumb|none|600px|Trevelyan, cunningly disguised as Eminem, holds a suppressed P99 as he and Bond prepare to breach a door in the Dam. Note the in-world model with a suppressor bore so large it could only really be used for launching rifle grenades.]]&lt;br /&gt;
[[Image:Goldeneye-P99-2.jpg|thumb|none|600px|In the game's Bond-movie style intro, Bond manages the fairly neat trick of firing a bullet from his P99 with the casing still on it.]]&lt;br /&gt;
&lt;br /&gt;
== Walther PPK ==&lt;br /&gt;
&lt;br /&gt;
The loading screen between levels in ''Reloaded'', the box art for ''Reloaded'', and the PS3 dashboard background for the disc version (the PSN download has no background) all show James Bond holding a suppressed [[Walther PPK]] rather than the P99 he actually uses in the game itself.&lt;br /&gt;
&lt;br /&gt;
[[Image:WaltherPPKSuppressed.jpg|thumb|none|400px|Walther PPK fitted with a sound suppressor - .380 ACP]]&lt;br /&gt;
[[Image:Goldeneye-PPK.jpg|thumb|none|600px|Bond holds his Walther PPK on ''Reloaded's'' loading screen.]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
&lt;br /&gt;
== FN P90 ==&lt;br /&gt;
&lt;br /&gt;
The [[FN P90]] is called the &amp;quot;Vargen FH-7.&amp;quot;  Its magazine capacity has been reduced from the original game's 80 to the correct 50, but it still sports an incredible rate of fire; as is often the case in games, the transparent polycarbonate magazine is shown as totally opaque. Unlike the real weapon, it does not always come with a reflex sight; if it does not have one, it instead has a &amp;quot;U&amp;quot; shaped hollow in the top of the carrying handle with a front blade sight and no rear sight at all. The hollow is treated like there is a rail in it, even though there is not one; the ACOG sight simply has the mounting stuffed into the top of the carrying handle on this weapon.&lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90.jpg‎|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[Image:Goldeneye-P90-1.jpg‎|thumb|none|600px|Bond holds a P90 at the Dubai arms fair, wondering why the level is called &amp;quot;Carrier&amp;quot; when the vessel in question appears to be a large yacht.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch HK94 (chopped and converted) ==&lt;br /&gt;
&lt;br /&gt;
Much like in ''[[Black]]'', in the Wii version of the game the &amp;quot;MP5&amp;quot; shown, called the &amp;quot;Sigmus 9,&amp;quot; appears to have an unlugged barrel and has no magazine release paddle, meaning it is actually a chopped and converted [[Heckler &amp;amp; Koch HK94]]. Despite being shown with an S-E-F trigger group, the weapon's fire modes are burst and auto. It can be found in many levels, sometimes with a suppressor, an Aimpoint-style sight (which actually appears to be based on the fake &amp;quot;scope&amp;quot; which can be mounted on the Smith &amp;amp; Wesson M3000 Airsoft gun), or an ACOG scope. Bond pulls the charging handle after every reload rather than performing the more usual &amp;quot;HK slap&amp;quot; reload. While this isn't incorrect per se, MP5 manuals note that it can be difficult to insert a fully-loaded magazine with the bolt closed, which is why the magazine is usually inserted with the charging handle pulled back and locked. The weapon uses a 30-round magazine.&lt;br /&gt;
&lt;br /&gt;
[[Image:H%26K94Conversion.jpg|thumb|none|400px|Heckler &amp;amp; Koch Model 94 with telescoping stock, converted into a full auto gun for movie use (common in the 1980s) - 9x19mm]]&lt;br /&gt;
[[Image:GoldeneyeWii-HK94-1.jpg|thumb|none|600px|At the Dubai arms fair, Bond reloads his chopped and converted HK94, fitted with the unique tube reflex sight only found in the Wii version. Note the missing paddle release. This reload features an unsynchronised magazine, though it is not nearly as pronounced as the reload animation for the SP89.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP5-N ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Sigmus 9&amp;quot; in ''Reloaded'' is a proper [[Heckler &amp;amp; Koch MP5A2|Heckler &amp;amp; Koch MP5-N]], since it has a fixed stock and a Navy 3-position trigger group. In ''Reloaded'' Bond performs a normal HK slap reload with the weapon rather than racking the charging handle. As in the Wii version, capacity is 30 rounds.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KMP5-N.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5-N, A2 model with Navy Trigger Group - 9x19mm]]&lt;br /&gt;
[[Image:Goldeneye-MP5-1.jpg|600px|thumb|none|Bond reloads his MP5-N at the Dubai arms fair, showing the new magazine is empty, and the fire selector for the fully-automatic weapon is set to semi-auto.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP5KN ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Sigmus&amp;quot; in ''Reloaded'' is a [[Heckler &amp;amp; Koch MP5#Heckler &amp;amp; Koch MP5K|MP5KN]], equipped with a 20-round magazine; even if Bond is also carrying an MP5, it is impossible to use the compatible 30-round magazines in this weapon. The model has all three fire mode settings white, and the selector is set to semi-auto even though the gun fires in fully automatic mode.&lt;br /&gt;
&lt;br /&gt;
[[Image:MP5KA3.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5KN - updated with the Navy Trigger Group - 9x19mm]]&lt;br /&gt;
[[Image:Goldeneye-MP5K-1.jpg|thumb|none|600px|Bond makes his way across the Dam holding an MP5KN with a too-big-for-it EOTech sight; per FPS tradition, the front sight is completely missing when mounting optics.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP7 ==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7]], referred to as the &amp;quot;Stauger UA-1,&amp;quot; appears in the Runway, Archives, and Cradle missions.  The Wii version can be found with a C-More style reflex sight exclusive to the weapon, and it can also be found with a suppressor or tube reflex scope. In the Wii version, for no good reason, the front grip is shown half-unfolded; in this version Bond holds the weapon so close that it looks almost as big as the assault rifles. In this version it has burst and fully automatic fire modes. The weapon has a capacity of 40 rounds, despite being shown with a non-projecting 20-round magazine.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;K MP71A1.jpg‎|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 with factory magazine and iron sights - 4.6x30mm]]&lt;br /&gt;
[[Image:GoldeneyeWii-MP7-1.jpg|thumb|none|600px|Bond holds an MP7 as he makes his way through the Archives in the Wii version, equipped with its unique C-More style reflex sight. Due to being held extremely close to the &amp;quot;camera&amp;quot; it appears excessively large.]]&lt;br /&gt;
[[Image:Goldeneye-MP7-1.jpg‎|thumb|none|601px|At the Airbase in ''Reloaded'', Bond reloads his EOTech-equipped MP7, making the odd choice of using what appears to be a tiny STANAG magazine. Note the distinctly non-standard grip pattern and safe / safe / auto-safe fire selector.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch SP89 ==&lt;br /&gt;
&lt;br /&gt;
The Wii version's &amp;quot;Sigmus&amp;quot; most closely resembles a [[Heckler &amp;amp; Koch SP89]] fitted with a Navy trigger group, due to its long forend and lack of a paddle magazine release or vertical grip. The front sight and finger guard are incorrectly placed at the end of the forend rather than partway along it. Like the &amp;quot;Sigmus&amp;quot; in ''Reloaded'' it has a 20-round magazine, and cannot use the 30-round magazines used by the HK94 even if Bond has both weapons. It has a 3-setting trigger group, despite that like the &amp;quot;Sigmus 9&amp;quot; its fire modes are burst and auto.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KSP89.jpg|thumb|none|400px|Heckler &amp;amp; Koch SP89 with factory 15-round magazine - 9x19mm]]&lt;br /&gt;
[[Image:GoldeneyeWii-SP89-1.jpg|thumb|none|600px|Bond reloads a suppressed SP89 as he infiltrates the Severnaya facility; the reload is unsynchronised with the magazine not bothering to wait for Bond's hand. A few frames later Bond's hand catches up and grabs the magazine when it's already inserted itself, leaving him to pretend it was his idea. While it may look like the charging handle is locked back, this is actually the ''forward'' position on the model and Bond pulls it back even further after swapping magazines.]]&lt;br /&gt;
&lt;br /&gt;
== PPSh-41 ==&lt;br /&gt;
&lt;br /&gt;
A Soviet-era statue of a soldier holding up a [[PPSh-41]] can be seen in the multiplayer map &amp;quot;Memorial&amp;quot; in ''Reloaded''. This appears to be a modified version of a statue seen in ''[[Call of Duty 4: Modern Warfare]]''.&lt;br /&gt;
&lt;br /&gt;
[[Image:PPSH-01-SMG.jpg‎|thumb|none|400px|PPSh-41 - 7.62x25mm Tokarev]]&lt;br /&gt;
&lt;br /&gt;
== TDI Vector ==&lt;br /&gt;
&lt;br /&gt;
The [[TDI Vector]] submachine gun is used by Janus thugs in the missions Bunker, Statue and Jungle, referred to as the &amp;quot;Strata SV-400.&amp;quot;  It can sometimes be found with a suppressor, and can mount an EOTech sight or ACOG sight. In both versions, the weapon has a capacity of 30 rounds, but is incorrectly shown with a 10 or 13 round non-projecting magazine. In the Wii version the rear sight &amp;quot;wings&amp;quot; are so exaggerated the weapon almost appears to be mounting a reflex sight with the middle removed, while ''Reloaded'' curiously has a very low rear sight and a high front sight, with Bond using only the front sight to aim.&lt;br /&gt;
&lt;br /&gt;
[[Image:Krisssuperv.jpg|thumb|none|400px|Prototype TDI Vector SMG - .45 ACP]]&lt;br /&gt;
[[Image:GoldeneyeWii-Vector-1.jpg|thumb|none|600px|Bond holds a Vector in the Wii version as he makes his way through the Severnaya bunker, apparantly officially a facility researching climate change; confusingly, this level is actually closer to being a remake of the ''GoldenEye'' level &amp;quot;Silo.&amp;quot; Note the strange almost-a-reflex-sight rear sight.]]&lt;br /&gt;
[[Image:Goldeneye-Vector-2.jpg|thumb|none|600px|Bond holds a Vector in ''Reloaded'' as he ponders why the Severnaya &amp;quot;climate change research&amp;quot; facility includes what appears to be a portal to Hades in the ceiling. Note the bizarre high front / low rear iron sights.]]&lt;br /&gt;
[[Image:Goldeneye-Vector-1.jpg|thumb|none|600px|Bond reloads his EOTech-equipped Vector, further wondering how &amp;quot;climate change research&amp;quot; is supposed to be an excuse for building an enormous concrete bunker anyway. And how he is supposed to fire his Vector with the safety on.]]&lt;br /&gt;
&lt;br /&gt;
== Vz. 61 Skorpion ==&lt;br /&gt;
&lt;br /&gt;
The [[Sa. Vz.61 Skorpion]] is present only in ''Reloaded's'' multiplayer, called the &amp;quot;KL-033 Mk2&amp;quot; in reference to its old &amp;quot;Klobb&amp;quot; name.&lt;br /&gt;
&lt;br /&gt;
[[Image:CZ Vz.61.jpg|thumb|400px|none|Sa. Vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
&lt;br /&gt;
An oddity in both versions of the game is that pump-action shotguns will only play their pump-operating animation if the player stays in the same aiming mode (either looking down the sight or firing from the hip). Pressing or releasing the aim button will totally skip the animation; this does not, however, skip the timeout between shots, and the gun fires no faster than it normally would. Shotguns in the Wii version have very long shell-inserting animations which makes them slow to interrupt; this has been changed in ''Reloaded'', where interrupting a shotgun's reload animation is much faster.&lt;br /&gt;
&lt;br /&gt;
== FN Tactical Police ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;PT-9 Interdictus&amp;quot; in the Wii version is an [[FN Tactical Police]], and is used by Russian troops and OMON teams in the St. Petersburg Military Archives, as well as Trevelyan's troops at the Nigerian Cradle installation. It was one of several weapons originally shown with its actual name in early trailers, before receiving a fictional one in the final game. Its presence in the Archives mission may well be a reference to the fact that the beta version of the original Goldeneye's Archives had the Shotgun as an obtainable weapon. &lt;br /&gt;
&lt;br /&gt;
[[Image:Fn tactical police-1-.jpg|thumb|none|400px|FN Tactical Police - 12 gauge]]&lt;br /&gt;
[[Image:GoldeneyeWii-FNTP-1.jpg|thumb|none|600px|Bond holds an FN Tactical Police as he makes his escape from the Archives.]]&lt;br /&gt;
&lt;br /&gt;
== Franchi SPAS-12 ==&lt;br /&gt;
&lt;br /&gt;
The [[Franchi SPAS-12]], called the &amp;quot;Drumhead Type-12,&amp;quot; is shown with the foldable stock up; the buttplate has a hole in the middle to allow the iron sights to be used with the stock folded. In the Wii version it is stuck in pump-action mode, while in ''Reloaded'' it is semi-automatic.&lt;br /&gt;
&lt;br /&gt;
[[Image:Franchi-SPAS12.jpg|thumb|400px|none|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge]]&lt;br /&gt;
[[Image:Goldeneye-SPAS-1.jpg|thumb|none|600px|Escaping from the exploding weapon storage facility in ''Reloaded'', Bond blasts a Russian soldier with his SPAS-12.]]&lt;br /&gt;
[[Image:Goldeneye-SPAS-2.jpg|thumb|none|600px|Things later take a turn for the surreal as he stops to levitate tiny shotgun shells into it.]]&lt;br /&gt;
&lt;br /&gt;
== Mossberg 500 ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;SEGS 550&amp;quot; in ''Reloaded'' is a [[Mossberg 500]]. The weapon has wood furnishings and is fitted with a vented rib barrel and improved iron sights, and also mounts a spare shell holder.&lt;br /&gt;
&lt;br /&gt;
[[Image:50577.jpg|thumb|none|400px|Mossberg 500 with high-capacity magazine tube - 12 gauge]]&lt;br /&gt;
[[Image:Goldeneye-Mossy-1.jpg|thumb|none|601px|Bond looks out over the devastated approach to the Severnaya installation, holding his Mossberg 500.]]&lt;br /&gt;
[[Image:Goldeneye-Mossy-3.jpg|thumb|none|600px|Reloading the Mossberg 500 shows off the rear sight and the vented rib barrel]]&lt;br /&gt;
[[Image:Goldeneye-Mossy-2.jpg|thumb|none|600px|Bond looks at a Mossberg on the ground; note the correct pin placements on the receiver.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 870 ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;SEGS 550&amp;quot; in the Wii version appears to be a [[Remington 870]] with black synthetic furnishings (white in the level Outpost), improved iron sights, a vented rib barrel and a rather poorly-rendered stock.&lt;br /&gt;
&lt;br /&gt;
[[Image:Custom870wMossbergGhostRing.jpg|thumb|none|400px|Custom Remington 870 combat shotgun with Mossberg Ghost Ring sights - this shotgun was built to resemble the shotgun used by [[Ving Rhames]] in [[Dawn of the Dead (2004)]].]]&lt;br /&gt;
[[Image:GoldeneyeWii-Remington-2.jpg|thumb|none|600px|Bond holds a Remington 870 as he makes his way through the train at the construction site. This level is a combination of the classic Goldeneye levels Depot and Train, though the train is all of two minutes of gameplay.]]&lt;br /&gt;
[[Image:GoldeneyeWii-Remington-1.jpg|thumb|none|600px|Reloading the special white-furnished Remington found only in the Wii's version of Outpost. Note the different pin placements on the receiver.]]&lt;br /&gt;
[[Image:GoldeneyeWii-Remington-3.jpg|thumb|none|601px|Bond holds a Remington 870 as he looks down at another on the ground, admiring the rather deformed stock.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 870 Custom ==&lt;br /&gt;
&lt;br /&gt;
In ''Reloaded'', the &amp;quot;PT-9 Interdictus&amp;quot; has become the same custom [[Remington 870]] model seen in the 2008 Bond game ''[[007: Quantum of Solace (VG)|007: Quantum of Solace]]'' as the &amp;quot;Hutchinson A3.&amp;quot; As in that game it is fitted with a folding front grip, a full-length top rail, illuminated front sight with no rear sight, and a spare shell holder; the only real difference in the models is the colour of the front sight and the fact that the spare shells on the Interdictus are base-up in the holder while in ''Quantum of Solace'' they are base-down. The weapon is substantially more powerful than its Wii incarnation and sights in far faster; it has also become the only shotgun in the game that can be found with any kind of accessory, in the form of a reflex sight.&lt;br /&gt;
&lt;br /&gt;
[[Image:P1010021.JPG|thumb|none|400px|Remington 870 with full-length Picatinny rail system, but without the foregrip - 12 gauge]]&lt;br /&gt;
[[Image:Goldeneye-870Cus-1.jpg|thumb|600px|none|Bond reloads an EOTech sight-equipped custom Remington 870. Note the holes in the bases of the spare shells, indicating they were probably modelled from Airsoft shotgun cartridges.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson M3000 (Airsoft gun) ==&lt;br /&gt;
&lt;br /&gt;
A magazine-fed Airsoft shotgun manufactured by Smith &amp;amp; Wesson called the &amp;quot;M3000&amp;quot; is referred to in the game as the &amp;quot;Sly 2020.&amp;quot; The most powerful of the shotguns, it lacks iron sights of any kind with Bond simply aiming along the line of the barrel.&lt;br /&gt;
&lt;br /&gt;
[[Image:Smith wesson m3000 shotgun 001.jpg|thumb|400px|none|'''Airsoft''' Smith &amp;amp; Wesson M3000 shotgun]]&lt;br /&gt;
[[Image:Goldeneye-M3000-1.jpg|thumb|600px|none|Bond mades his way though Zukovsky's nightclub in ''Reloaded'', holding a Smith &amp;amp; Wesson M3000.]]&lt;br /&gt;
[[Image:Goldeneye-M3000-2.jpg|thumb|600px|none|Bond reloads his M3000 during the daring assault on Zukovsky's kitchen, tossing the tiny box magazine aside; this magazine is always shown with a shell in it even if the gun was empty, and somehow contains seven shells despite that it could barely contain two.]]&lt;br /&gt;
&lt;br /&gt;
== USAS-12 ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Masterson M557&amp;quot; is a Daewoo [[USAS-12]], equipped with a 12-round drum magazine; a drum of this capacity does not actually exist for the weapon. For some reason the ''Reloaded'' model has a long magazine guide extending downwards in front of the trigger guard, a feature of an [[AA-12]] rather than a USAS-12. It is typically used by Janus forces, and is a common weapon in the Nigeria chapter.&lt;br /&gt;
&lt;br /&gt;
[[Image:Usas-12.jpg|thumb|none|400px|Daewoo USAS-12 with 20-round drum - 12 gauge]]&lt;br /&gt;
[[Image:Goldeneye-USAS-1.jpg|thumb|none|600px|Bond sneaks through a door on the &amp;quot;Carrier&amp;quot; armed with a USAS-12, preparing to ruin someone's day.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
&lt;br /&gt;
== AKM ==&lt;br /&gt;
&lt;br /&gt;
Russian infantry in many levels carry [[AKM]]s, incorrectly labelled as &amp;quot;AK-47s,&amp;quot; sometimes with a Kobra red dot sight attached. In the Wii version, this scope is incorrectly shown attached directly to the top of the receiver cover instead of mounted via the bracket on the side of the receiver; this is probably because the Wii version has the fire selector mounted on the wrong side of the weapon and therefore could not depict the correct bracket location. In ''Reloaded'' it is still mounted incorrectly, since it is shown attached with an MP5-style scope mount attached to a random part of the receiver. The AKM is fitted with a smooth [[AK-47]] type handguard rather than the &amp;quot;palm swell&amp;quot; AKM handguard. The reload from empty animation in ''Reloaded'' has Bond make the rather bizarre choice of holding the action open with his right hand while swapping magazines with his left; this would make some sense if the weapon was shouldered, but due the the inherent false perspective of an FPS it appears Bond's main point of contact with the weapon is gripping the top of the stock with his armpit.&lt;br /&gt;
&lt;br /&gt;
In the Wii version it has semi and fully automatic fire modes, while it is auto only in ''Reloaded''.&lt;br /&gt;
&lt;br /&gt;
[[File:AKMRifle.jpg‎|thumb|none|400px|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:GoldeneyeWii-AK-1.jpg‎|thumb|none|600px|Bond makes his way through the corridors of MI6 during the Wii game's tutorial mission, holding his AKM. Note the inexplicable left-handed fire selector on a right-handed weapon; since this is horizontal, it is actually in the correct position for fully automatic fire. However, it is not shifted to the bottom position when the weapon's fire mode is changed to semi-auto.]]&lt;br /&gt;
[[Image:GoldeneyeWii-AK-2.jpg‎|thumb|none|600px|Inside the Facility, Bond reloads an AKM equipped with a Kobra reflex sight, incorrectly mounted to the top of the receiver cover. The Kobra is the only one of the Wii's weapon-specific reflex sights which also appears in ''Reloaded''.]]&lt;br /&gt;
[[Image:Goldeneye-AK-1.jpg‎|thumb|none|600px|Encountering some all-too-familiar weather in ''Reloaded'', Bond looks over the remade first area of the original N64 game's Dam mission. For some reason the ''Reloaded'' AKM has the rear sight of an AKS-74U.]]&lt;br /&gt;
[[Image:Goldeneye-AK-2.jpg‎|thumb|none|600px|Bond reloads his AKM with its incorrect MP5-style ACOG mounting as he marvels at the ability of lights on the Dam to change the angle and frequency of rain that falls through them. He then ponders why he is inserting a new magazine which is both empty and apparently made of wood on the inside.]]&lt;br /&gt;
[[Image:Goldeneye-AK-3.jpg|thumb|none|600px|Bond examines the MI6 firing range's gun case in ''Reloaded''; this contains a different selection of weapons to the one in the original game, and also contains this oddly mistextured AKM, with almost every texture misapplied. Note the gas piston texture on the stock, showing that while the player model has an AKM-style gas tube, the in-world model has AK-47-style vents.]]&lt;br /&gt;
&lt;br /&gt;
== Colt AR-15A3 Tactical Carbine ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Terralite III&amp;quot; weapon in the Wii version is actually a [[M16_rifle_series#Colt_AR-15A3_Tactical_Carbine|Colt AR-15A3 Tactical Carbine]], distinguished from the M4 seen in ''Reloaded'' by the lack of a &amp;quot;step&amp;quot; in the barrel. It is found in the Jungle mission, much like the M16 in the original, and can also be found in the hands of Russian soldiers on the construction site and in the hands of Janus soldiers and Trevelyan himself in Cradle. As with many weapons in the Wii version it has no actual rear sight, instead just having the &amp;quot;U&amp;quot; shaped gap in the carry handle, and has semi-auto and full-auto fire modes; the selector is set on semi-auto regardless of the mode selected. In classic ''Call of Duty'' fashion, the entire gas block is removed along with the front sight if the weapon mounts any kind of optic; in real life, this would mean the weapon would not be able to cycle. In addition, the in-world model always has the carry handle missing, even if it is just a vanilla weapon with a carry handle sight actually present. The reloading animation is copied from the animation used by the AR-15A2 Government Carbine in ''Black'', though the gun is held at a much lower angle.&lt;br /&gt;
&lt;br /&gt;
[[Image:6721 Tactical Carbine.jpg|thumb|none|400px|Colt AR-15A3 Tactical Carbine with 20-round magazine - 5.56x45mm]]&lt;br /&gt;
[[Image:GoldeneyeWii-AR15-1.jpg|thumb|none|600px|Bond holds an AR-15A3 Tactical Carbine as he makes his way through the construction site, this game's version of the original game's Depot and Train levels. Every part of St. Petersburg is apparently either under construction or falling apart in this game's universe.]]&lt;br /&gt;
[[Image:GoldeneyeWii-AR15-2.jpg|thumb|none|600px|Bond reloads his AR-15A3, deciding to try using bullets in his magazine for once. Note the fire selector on semi despite the gun being set to full-auto.]]&lt;br /&gt;
[[Image:GoldeneyeWii-AR15-3.jpg|thumb|none|600px|Much like in ''Black'', he then flips the weapon over while pulling on the charging handle. The reloading animations in both versions of the game show surprisingly good trigger discipline.]]&lt;br /&gt;
&lt;br /&gt;
== Colt M4 ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Terralite III&amp;quot; in ''Reloaded'' is a [[M16 rifle series#M4/M4A1 Carbine|Colt M4]] and is a slightly altered version of the model used for the &amp;quot;TND-16&amp;quot; rifle in ''[[007: Quantum of Solace (VG)|007: Quantum of Solace]]''; it appears in all the same locations it does in the Wii game. It sometimes comes with an ACOG scope or EOTech sight attached, and can be found fitted with a &amp;quot;compensator&amp;quot; which incorrectly makes the gun quieter instead of louder. In ''Reloaded'' it has a standard rear sight on a rail-mounted carry handle and a folding front sight, and is shown with a rail-top receiver and a railed handguard which always mounts a foregrip unless the weapon mounts an M203. The foregrip is ''still'' present on the in-world model even if it does. It only fires in three round bursts, despite having the safety on.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4A1.jpg|thumb|none|400px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[Image:Goldeneye-M4-1.jpg|thumb|none|600px|Bond reloads his M4 at the construction site; note the fire selector on &amp;quot;safe.&amp;quot; The different front grip is the only real change between this and the &amp;quot;TND-16&amp;quot; rifle in ''Quantum of Solace''.]]&lt;br /&gt;
&lt;br /&gt;
== FN SCAR-L ==&lt;br /&gt;
&lt;br /&gt;
The [[FN SCAR#FN SCAR-L|FN SCAR-L]], called the &amp;quot;Kallos TT9,&amp;quot; is seen at various points throughout the game, most often by Janus thugs. &amp;quot;Kallos&amp;quot; is a Greek word meaning &amp;quot;beauty,&amp;quot; presumably a pun on the SCAR name. It can sometimes be found with an EOTech sight, an ACOG scope, or an [[FN EGLM]] grenade launcher. In the Wii version it is shown with a SCAR-H style magazine with a red tape grip which incorrectly holds 30 rounds, while in ''Reloaded'' it uses a standard 30-round STANAG magazine. The Wii version also has a special grey model used only in Outpost, the outdoor mission in the Severnaya chapter; in ''Reloaded'', all SCARs are grey. Fire modes in the Wii version are semi and auto.&lt;br /&gt;
 &lt;br /&gt;
[[Image:FN SCAR-L (Standard).jpg|thumb|400px|none|Third Generation FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Goldeneye-SCAR-2.jpg|thumb|none|600px|Bond has an odd experience in ''Reloaded'' as he looks around the Dubai arms fair and encounters the in-world model of the SCAR used in the Wii version of the game; a different in-world model is used in actual gameplay. Strangely this is not the same display as in the Wii version, where the middle rifle is the grey in-world model used in Outpost. While it uses a SCAR-H magazine model, the magazine well is too small and the flash hider too short for it to actually be a SCAR-H. Note also that the model with an FN EGLM still has a foregrip sticking out of the bottom of it.]]&lt;br /&gt;
[[Image:Goldeneye-SCAR-1.jpg‎|thumb|none|600px|While picking off Janus and Russian troops variously attacking and defending the Severnaya installation, Bond pauses to reload his SCAR, equipped with a suppressor and EOTech optic. A curved STANAG magazine is used in this version of the game instead of the Wii's incorrect straight magazine. Note that the safety is on.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch G36C ==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]], referred to as the &amp;quot;Anova DP3,&amp;quot; is frequently carried by the masked elite guards that show up when enemies are alerted to Bond's presence. It can be found with an EOTech sight, an ACOG scope, a laser aiming module, or a [[Heckler &amp;amp; Koch AG36 Grenade Launcher|Heckler &amp;amp; Koch AG-C]] grenade launcher. The G36 has an ejection port on the left-hand side of the receiver; this is strange, since it actually ejects to the right. The Wii version's reflex sight is also placed off-centre on the model, meaning its aim point is slightly to the right of the iron sights; needless to say, the bullets are happy to hit the middle of the crosshair regardless. In ''Reloaded'' it is shown with a carrying strap wrapped around the gun, including over the charging handle in a way which would render it totally impossible to actually operate.&lt;br /&gt;
&lt;br /&gt;
Fire modes are burst and auto in the Wii version, while in ''Reloaded'' it is automatic only.&lt;br /&gt;
&lt;br /&gt;
[[Image:G36CwForegrip.jpg|thumb|none|400px|Heckler &amp;amp; Koch G36C with vertical foregrip - 5.56x45mm]]&lt;br /&gt;
[[Image:GoldeneyeWii-G36-1.jpg|thumb|none|600px|In the original Wii game, Bond holds a vanilla G36 as he shoots up some targets on the MI6 firing range. Though hard to see here due to the minimap, this is one of the few weapons with an actual rear sight.]]&lt;br /&gt;
[[Image:Goldeneye-G36-1.jpg|thumb|none|600px|In ''Reloaded'', Bond holds a G36C with ACOG scope as he infiltrates the Russian facility's bottling room. Ourumov is no longer involved in shipping nerve gas, instead seemingly trying to corner the world market in strange blue liquids.]]&lt;br /&gt;
[[Image:Goldeneye-G36-2.jpg|thumb|none|600px|Bond reloads his G36C on the bridge of the &amp;quot;carrier;&amp;quot; note the strap obstructing the charging handle, left-handed ejection port, incorrect number of vents in the handguard, and fire selector pointing in completely the wrong direction.]]&lt;br /&gt;
&lt;br /&gt;
== IMI Tavor TAR-21 ==&lt;br /&gt;
&lt;br /&gt;
The [[Tavor TAR-21 rifle series|TAR-21]] appears in the hands of Valentine Zukovsky's bodyguards in the Nightclub and Janus thugs in Statue Park and the Nigerian Solar Plant, referred to as the &amp;quot;Ivana Spec-R.&amp;quot;  It can be found with a suppressor, a laser sight, an ACOG optic, or an EOTech sight. In ''Reloaded'' it features a front sight so tiny that lining it up would actually require the weapon be aimed upwards; this does not stop it hitting exactly where the iron sight is pointed, obviously. For no good reason, both versions model the TAR-21 with a left-handed charging handle (on the gun's right) which Bond has to flip the entire weapon over to operate; Bond does this more correctly with his left hand in the Wii version, while in ''Reloaded'' he performs both actions with his right hand.&lt;br /&gt;
&lt;br /&gt;
[[Image:Tavor-tar.jpg|thumb|none|400px|IMI Tavor TAR-21 with Meprolight red dot sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Tar1.jpg|thumb|none|400px|'''Airsoft''' Ares Tavor TAR-21 showing correct iron sights]]&lt;br /&gt;
[[Image:GoldeneyeWii-TAR-1.jpg|thumb|none|600px|Bond holds a TAR-21 equipped with the Wii version's standard reflex sight model as he makes his way through the nightclub's kitchens. While the Wii version's front sight is a little undersized, it does not even begin to compare to the ridiculousness of the front sight in ''Reloaded''.]]&lt;br /&gt;
[[Image:GoldeneyeWii-TAR-2.jpg|thumb|none|600px|Bond reloads his TAR-21, first swapping out the magazine with the weapon tilted to the right...]]&lt;br /&gt;
[[Image:GoldeneyeWii-TAR-3.jpg|thumb|none|600px|...then reaching over it to operate the charging handle.]]&lt;br /&gt;
[[Image:Goldeneye-TAR-2.jpg|thumb|none|600px|Bond holds a suppressed TAR-21 in ''Reloaded'' after finding it in a supply cache in Statue Park, with a less-than-generous 30 round ammo allocation. Note the impossible-to-line-up front sight...]]&lt;br /&gt;
[[Image:Goldeneye-TAR-3.jpg|thumb|none|600px|...not that Bond actually lets that stop him shooting accurately using it.]]&lt;br /&gt;
[[Image:Goldeneye-TAR-1.jpg|thumb|none|600px|Bond holds a TAR-21 with ACOG scope during an extremely strange section of the level Nightclub where, for no obvious reason, gunshots and ricochets are quiet and distorted with the club's music playing much louder than them. As ever in an FPS, the front iron sight has been completely removed from its pivot and thrown into the sea due to the weapon mounting an optic.]]&lt;br /&gt;
[[Image:Goldeneye-TAR-4.jpg|thumb|none|600px|Having vanquished one of Zukovsky's bodyguards and a local ghost, Bond reloads his TAR-21; in this game's reloading animation he swaps magazines with his right hand. Note the left-handed charging handle with a right-handed ejection port, resulting in a gun seemingly assembled with the express purpose of annoying the owner.]]&lt;br /&gt;
[[Image:Goldeneye-TAR-5.jpg|thumb|none|600px|If the weapon was empty when reloaded, he then reaches forward and pulls the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
== Mosin Nagant ==&lt;br /&gt;
&lt;br /&gt;
Statues of WW2-era Soviet soldiers in the Statue Park are shown with low-detail [[Mosin Nagant]] rifles.&lt;br /&gt;
&lt;br /&gt;
[[Image:M9130.jpg|thumb|none|400px|Full-length, Soviet Mosin Nagant M91/30 - 7.62x54mm R]]&lt;br /&gt;
[[Image:Goldeneye-Mosin-1.jpg|thumb|none|600px|Sneaking through the Statue Park, Bond comes across these rather blocky fellows armed with Mosin Nagants.]]&lt;br /&gt;
&lt;br /&gt;
= Sniper Rifles =&lt;br /&gt;
&lt;br /&gt;
Sniper rifles have a couple of quirks in both games; firstly, any sniper rifle used by an enemy will be shown with a red visible laser pointer, even though these weapons will not have laser pointers when the player picks them up. Secondly, the semi-auto sniper rifles all have extremely slow firecaps (the maximum rate of semi-auto fire for a weapon), to the point they are not noticably faster than the single bolt-action rifle in the game.&lt;br /&gt;
&lt;br /&gt;
== Accuracy International Arctic Warfare ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Gambit CP-208&amp;quot; in ''Reloaded'' is an [[Accuracy International AW|Accuracy International Arctic Warfare]] with a folding stock, noted by its non-fluted barrel and 7.62mm magazine. It is always fitted with either a scope or thermal scope and can be found fitted with a suppressor, and appears in the levels Statue and Jungle.&lt;br /&gt;
&lt;br /&gt;
[[Image:Arctic Warfare Folding Stock.jpg|thumb|none|400px|Accuracy International AW with folding stock - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Goldeneye-AWM-1.jpg|thumb|none|600px|Bond holds an AW equipped with the default scope and a suppressor as he makes his way through the Nigerian jungle.]]&lt;br /&gt;
[[Image:Goldeneye-AWM-2.jpg|thumb|none|600px|Having clumsily dropped his AW in the middle of the road, Bond takes a moment to admire the folding stock the Wii model does not have.]]&lt;br /&gt;
&lt;br /&gt;
== Accuracy International Arctic Warfare Police ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Gambit CP-208&amp;quot; in the Wii version is an [[Accuracy International Arctic Warfare series|Accuracy International Arctic Warfare Police]] sniper rifle. Present in all the same places the AWM is in ''Reloaded'', it also appears in Trevelyan's hands when he covers Bond from a high catwalk in Facility, instead of the Mk 12 Mod 1 Special Purpose Rifle he uses in ''Reloaded''.&lt;br /&gt;
&lt;br /&gt;
[[Image:AWP.gif|thumb|none|400px|Accuracy International AWP - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:GoldeneyeWii-AW-1.jpg|thumb|none|600px|Bond holds an Arctic Warfare Police equipped with a suppressor and thermal sight as he infiltrates the Janus base in the Statue Park. This is one of the levels ''Reloaded'' alters the most, primarily to remove most of the Soviet iconography which has no sensible reason to still exist in a game set in 2010.]]&lt;br /&gt;
[[Image:GoldeneyeWii-AW-3.jpg|thumb|none|600px|Bond reloads his AWP in front of a tiny version of the 279-foot statue ''The Motherland Calls''. It is not at all clear how or why this statue would have been moved a thousand miles from Volgograd to a breaker's yard in Saint Petersburg.]]&lt;br /&gt;
[[Image:GoldeneyeWii-AW-2.jpg|thumb|none|600px|In-world model of the AWP; note that in the Wii version the suppressor replaces more or less the entire barrel.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch SL8-4 ==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch SL8-4]] variant of the G36 appears as the &amp;quot;Talon HL-450,&amp;quot; with a 10 round magazine and treated as a semi-automatic sniper rifle; it can be found with or without a suppressor. It is only present in the Wii version, being replaced with the Mk 12 SPR in ''Reloaded'', and is both very rare and very short of ammunition; in fact, there is only one point in the singleplayer campaign where the player given enough rounds to even be able to reload it. The player model is ridiculously large, with the scope actually touching the top of the screen.&lt;br /&gt;
&lt;br /&gt;
[[File:HK SL8-4.jpg|thumb|none|400px|Heckler &amp;amp; Koch SL8-4 - 5.56x45mm]]&lt;br /&gt;
[[Image:GoldeneyeWii-SL8-1.jpg|thumb|none|600px|Bond holds the absurdly tall SL8 as he infiltrates the Facility.]]&lt;br /&gt;
[[Image:Goldeneye-SL8-1.jpg|thumb|none|600px|The only time the SL8 is seen in ''Reloaded'' is in the briefing for the mission Dam, which is unchanged from the Wii version.]]&lt;br /&gt;
&lt;br /&gt;
== Mk 12 Mod 1 Special Purpose Rifle ==&lt;br /&gt;
&lt;br /&gt;
A [[M16 rifle series#Mk 12 Special Purpose Rifle|Mk 12 Mod 1 Special Purpose Rifle]] with a Magpul PRS stock is available as the &amp;quot;AS15 Mk12&amp;quot; and appears in the facility and on the construction site. It is exclusive to ''Reloaded'', replacing the SL8; ''Reloaded'' is a lot less stingy with ammunition than the Wii game is with ammunition for the SL8, typically giving the player around 30 rounds per weapon rather than a single 10-round magazine. The Arctic Warfare Police used by Trevelyan in Facility is also replaced with a Mk 12 Mod 1 in ''Reloaded''.&lt;br /&gt;
&lt;br /&gt;
[[Image:MK 12 Mod 1.jpg|thumb|none|400px|Mark 12 Mod 1 SPR with magazine removed, Leupold Mark 4 scope, magazine pouch, and Harris bipod deployed - 5.56x45mm NATO. The version in the game has a Magpul PRS stock.]]&lt;br /&gt;
[[Image:Goldeneye-SASS-1.jpg|thumb|none|601px|Having vanquished the scary man in the lower right, Bond looks over his prize.]]&lt;br /&gt;
[[Image:Goldeneye-SASS-2.jpg|thumb|none|601px|And, without questioning why a room this large exists in an underground base, is soon merrily picking off guards with his Mk 12 Mod 1 SPR. Once again, despite having the safety on.]]&lt;br /&gt;
&lt;br /&gt;
== SIG SG 550 SR ==&lt;br /&gt;
&lt;br /&gt;
The [[SIG SG 550#SIG SG 550 SR|550 SR]] sniper rifle variant of the SIG SG 550 appears as the &amp;quot;Toros AV-400.&amp;quot;  It is found only in the final mission, Cradle.&lt;br /&gt;
&lt;br /&gt;
[[Image:550sniper.jpg|thumb|none|401px|SIG SG 550 SR - 5.56x45mm]]&lt;br /&gt;
[[Image:Goldeneye-SG550-1.jpg|thumb|none|600px|Bond holds an SG 550 SR in ''Reloaded'' as he looks out over the inexplicable collection of gantries attached to the Nigerian Solar Plant tower to justify calling it &amp;quot;Cradle.&amp;quot; Note the AR15-style 180-degree three-setting fire selector; this is completely incorrect for the weapon, missing its selector switch, and seemingly set to safe.]]&lt;br /&gt;
&lt;br /&gt;
== SVD Dragunov ==&lt;br /&gt;
&lt;br /&gt;
The [[SVD Dragunov]] only appears in the Dam mission in single player, equipped with a suppressor, thermal sights, or a regular scope. It first appeared in the debut trailer with its original name, but the final game calls it the &amp;quot;Pavlov ASR.&amp;quot; The standard reticle is incorrect for an SVD, showing a mil-dot reticle with the top line of a stadiametric rangefinder but no bottom line; this would be totally useless. Oddly, in the Wii version the SVD uses an [[FPK / PSL Sniper Rifle]] magazine, recognisable by the &amp;quot;X&amp;quot; shaped stamping, and if the weapon mounts a suppressor it is shown as a fixed device replacing the entire barrel forward of the gas tube. This suppressor results in a comically quiet effect which sounds like a kitten hiccuping.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD_Rifle.jpg‎|thumb|none|400px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[Image:GoldeneyeWii-SVD-1.jpg|thumb|none|600px|Bond stands on top of the first guard tower in the Wii game, the same place the sniper rifle was found in the original game; here he finds several SVDs equipped with suppressors and thermal scopes.]]&lt;br /&gt;
[[Image:GoldeneyeWii-SVD-2.jpg|thumb|none|600px|Running with a suppressed SVD reveals the suppressor is everything forward of the gas tube and has the front sight mounted on it.]]&lt;br /&gt;
[[Image:Goldeneye-SVD-1.jpg‎|thumb|none|600px|Bond stands in the same location as the first image in ''Reloaded'', holding the same suppressed SVD with thermal scope. In this version the suppressor is attached to the end of the barrel rather than replacing it entirely. Note the incorrect MP5-style scope mounting bracket.]]&lt;br /&gt;
&lt;br /&gt;
== Walther WA 2000 ==&lt;br /&gt;
&lt;br /&gt;
The [[Walther WA 2000]] sniper rifle can be found in the Surface, Bunker and Carrier missions (in a display case), usually with a suppressor. Unusually for the game, it not only has the correct name but in ''Reloaded'' also has the distinctive white &amp;quot;Walther&amp;quot; trademarks on the receiver; this is because of Walther's endorsement deal with the Bond series, allowing the video games to use the correct names for their weapons. The Wii version's reloading animation seemingly shows the magazine being inserted into the base of the pistol grip; this version also has a special WA2000 model used in Outpost with white furnishings.&lt;br /&gt;
&lt;br /&gt;
[[Image:Walther-WA2000.jpg|thumb|none|400px|Walther WA 2000 - .300 Winchester Magnum]]&lt;br /&gt;
[[Image:GoldeneyeWii-WA2000-1.jpg|thumb|none|600px|Bond holds the Wii version's special white-furnished WA2000, this one fitted with a suppressor, as he approaches the Severnaya facility. Having found the eighty thousand dollar rifle leaning against a railing. As you do.]]&lt;br /&gt;
[[Image:Goldeneye-WA2000-1.jpg|thumb|none|600px|The same area in ''Reloaded''; the high-detail player model of the WA2000 has a clearly visible white &amp;quot;Walther&amp;quot; logo on the receiver. Note also the bipod legs; these are only present with the standard scope, and disappear if the weapon mounts a thermal sight.]]&lt;br /&gt;
&lt;br /&gt;
= Launchers =&lt;br /&gt;
&lt;br /&gt;
Under-barrel launchers are the third fire mode of the weapon mounting them in the Wii version, while in ''Reloaded'' they are selected using pad-left in the same way as the P99's suppressor. In ''Reloaded'' the underbarrel launchers have their firing angle altered, to the point they cannot actually fire over railings without hitting them; as is common in games, they have a zero arming distance in both versions. In ''Reloaded'' the grenade also has a strange laser-like trail behind it, presumbly to make it easier for the player to get used to the arc they follow since the grenades have hugely reduced splash damage in this version and must be placed more accurately. None of the underbarrel launchers feature any kind of modelled sight in either version; instead, the crosshair changes to a white indirect fire reticle. In ''Reloaded'' Bond tilts the rifle slightly to the right when the underbarrel launcher is selected, much as the player character does with launchers in the ''Modern Warfare'' games.&lt;br /&gt;
&lt;br /&gt;
== AG-C Grenade Launcher ==&lt;br /&gt;
&lt;br /&gt;
The G36C (&amp;quot;Anova DP3&amp;quot;) can be found equipped with a poorly-modelled [[Heckler &amp;amp; Koch AG36|Heckler &amp;amp; Koch AG-C]] underbarrel grenade launcher, distinguished from the AG36 by using a rail mount instead of a replacement handguard. Like the M203, it appears to be based on an Airsoft &amp;quot;AG-C&amp;quot; with a flimsy screw attachment rather than a real device. The reload animation shown is completely incorrect, with the barrel being pushed forward rather than swung out to the side. The safety seems to automatically engage when the weapon is fired, as Bond disengages it every time he reloads; in ''GoldenEye'' the selector is modelled correctly, while in ''Reloaded'' the white position indicator is pointing up and forward instead of towards either setting, and does not move when Bond operates it.&lt;br /&gt;
&lt;br /&gt;
[[Image:HK416wAG36.jpg|thumb|none|400px|Heckler &amp;amp; Koch AG-C / GLM - 40mm mounted on [[Heckler &amp;amp; Koch HK416]] - 5.56x45mm. The version in the game is an earlier model with no underbarrel rail.]]&lt;br /&gt;
[[Image:Goldeneye-AGC-1.jpg|thumb|none|600px|Bond reloads the AG-C mounted on his G36C. Note the incorrect barrel shape, incorrect method of operation, incorrect selector position and general pervasive sense of incorrectness.]]&lt;br /&gt;
&lt;br /&gt;
== BG-15 Grenade Launcher ==&lt;br /&gt;
&lt;br /&gt;
One attachment for the AKM is a [[GP-series_grenade_launcher#BG-15|BG-15 grenade launcher]], identifiable by the circular hole in the launcher's pistol grip.&lt;br /&gt;
&lt;br /&gt;
[[Image:Akm gp25.jpg|thumb|none|400px|GP-25 40mm grenade launcher mounted on an [[AK-47#AKM|AKM]] (7.62x39mm). The BG-15 is similar, but has a hole in the middle of the pistol grip.]]&lt;br /&gt;
[[Image:Goldeneye-BG15-1.jpg|thumb|none|600px|Bond reloads the BG-15 mounted under his AKM in ''Reloaded''. As is common in shooters, the grenade model used is a generic 40mm M203-style round, completely incorrect for this type of launcher.]]&lt;br /&gt;
&lt;br /&gt;
== FN EGLM ==&lt;br /&gt;
&lt;br /&gt;
The [[FN EGLM]] can be found mounted on the SCAR-L.&lt;br /&gt;
&lt;br /&gt;
[[Image:SCAR 2nd gen w EGLM.jpg|thumb|none|400px|FN EGLM 40mm grenade launcher mounted on an [[FN SCAR#FN SCAR-L|FN SCAR-L]] (5.56x45mm)]]&lt;br /&gt;
&lt;br /&gt;
== M203 (Airsoft) ==&lt;br /&gt;
&lt;br /&gt;
The [[M203]] can be found mounted on the AR-15A3 in the Wii version and the M4 in ''Reloaded''; on the Wii version a modelling error means the launcher is located at the midpoint of the in-world model rather than under the barrel as it should be. The weapon appears to be based on a fake RIS-mounted Airsoft M203, though the version in ''Reloaded'' does have a muzzle attachment point added.&lt;br /&gt;
&lt;br /&gt;
[[Image:G&amp;amp;P_M203.jpg|thumb|none|400px|'''Airsoft''' M203 made by G&amp;amp;P - (fake) 40x46mm. Note the RIS mount.]]&lt;br /&gt;
[[Image:Goldeneye-M203-1.jpg|thumb|none|600px|Bond reloads an M203 in ''Reloaded'' at the construction yard; this M203-equipped rifle does not appear in the Wii version, where they are only found in Jungle. Note the solid trigger guard with no safety.]]&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
The sole rocket launcher is the [[RPG-7]], referred to as the &amp;quot;MJR-409.&amp;quot; Despite being a rocket launcher it is incapable of damaging enemy helicopters and is only useful for killing infantry; like most explosive weapons and objects, it is less useful in ''Reloaded'' due to decreased splash damage radius. In the Wii version the sights are mounted right on the top of the launcher and the front and rear sights are identical, while in ''Reloaded'' they are correctly shown offset slightly to the left. In both versions, enemy RPGs fly incredibly slowly, presumably to make them easier to dodge since a direct hit in either version of the game is instant death.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|none|thumb|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:GoldeneyeWii-RPG-1.jpg|thumb|none|600px|Bond makes his way down one of the guard towers on the Daml, holding an RPG-7. Note the mismounted and identical iron sights.]]&lt;br /&gt;
[[Image:Goldeneye-RPG-1.jpg|thumb|none|600px|In ''Reloaded'', he skulks around at the top, admiring the view. One of the stranger alterations to these towers in ''Reloaded'' is the glass windows, which the sniper in the other tower can shoot through without breaking as they are not supposed to be there in the first place. Note the front sight has no pin to line up with the notch in the rear.]]&lt;br /&gt;
[[Image:Goldeneye-RPG-2.jpg|thumb|none|600px|His dreams of destroying the dam two levels early thwarted, Bond grumbles and reloads his RPG-7.]]&lt;br /&gt;
&lt;br /&gt;
= Grenades =&lt;br /&gt;
&lt;br /&gt;
== M18 smoke grenade ==&lt;br /&gt;
&lt;br /&gt;
[[M18 smoke grenade]]s are often seen on enemy character models, though they are not used by enemies during the campaign.&lt;br /&gt;
&lt;br /&gt;
[[Image:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
== M67 hand grenade (Airsoft) ==&lt;br /&gt;
&lt;br /&gt;
Enemy character models frequently have [[M67 hand grenade]]s. These appear to be based on Airsoft gas bottle &amp;quot;grenades&amp;quot; rather than real ones since they have an obvious line between the two halves of the grenade. The Wii game's grenade warning icon is also an M67, even though the grenades themselves are Mk 2s.&lt;br /&gt;
&lt;br /&gt;
[[Image:FakeM67.jpg|thumb|none|200px|'''Airsoft''' &amp;quot;M67 hand grenade&amp;quot; gas bottle]]&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|200px|Real M67 hand grenade for comparison]]&lt;br /&gt;
[[Image:Goldeneye-M67-1.jpg|thumb|none|600px|In ''Reloaded'' at the end of Dam, Bond is confronted by a soldier with Airsoft hand grenades, STANAG magazines which won't fit in any rifle in the level, and pistol magazines that won't fit in the Tokarev he's actually carrying. All in all he cannot be considered well prepared.]]&lt;br /&gt;
&lt;br /&gt;
== Mk 2 hand grenade ==&lt;br /&gt;
&lt;br /&gt;
The grenade model used in both versions of the game is [[Mk 2 hand grenade]]; a Mk 2 is also used as the grenade indicator icon in ''Reloaded''.&lt;br /&gt;
&lt;br /&gt;
[[Image:MK2 grenade DoD.jpg|thumb|none|150px|Mk 2 &amp;quot;Pineapple&amp;quot; High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
&lt;br /&gt;
= Mounted weapons =&lt;br /&gt;
&lt;br /&gt;
== Browning M2 ==&lt;br /&gt;
&lt;br /&gt;
[[Browning M2]] heavy machine guns can be seen mounted on trucks and boats during the first level; odd, since the mission is set in Russia. At the end of the level one can be seen on Trevelyan's truck fitted with what appears to be most of a military blank firing adaptor. Enemy helicopters are also armed with standard gunpods for M2 machine guns.&lt;br /&gt;
&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[Image:Goldeneye-M2-1.jpg|thumb|none|600px|Bond encounters a Russian patrol boat at the Dam; these boats are equipped with one M2 in the Wii game, but in ''Reloaded'' have a twin mount at either end.]]&lt;br /&gt;
[[Image:Goldeneye-M2-2.jpg|thumb|none|600px|At the end of Dam Trevelyan arrives in a stolen truck equipped with an M2, seen in the background here in the ending cutscene. For no good reason it is fitted with most of a military blank-firing adaptor.]]&lt;br /&gt;
&lt;br /&gt;
== Dillon Aero M134 Minigun ==&lt;br /&gt;
&lt;br /&gt;
[[GE_M134_Minigun#Dillon_Aero_M134_Minigun|Dillion Aero M134 Miniguns]] can be seen mounted in various places, including on the EMP-hardened transport helicopter in the first mission, the stealth helicopter, the fictional T-72-style tank in &amp;quot;Tank,&amp;quot; the game's version of Streets (in the Wii version this gun has no barrels in Archives and none in Tank until the player takes control of the tank, when they suddenly appear, only to vanish again at the end of the level), and as part of drone gun rigs.&lt;br /&gt;
&lt;br /&gt;
[[Image:Minigun.jpg|thumb|none|400px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Goldeneye-M134-1.jpg|thumb|none|600px|Bond encountered Ourumov's EMP-hardened &amp;quot;Ludmilla T1&amp;quot; in ''Reloaded'', actually a Sikorsky CH-53E Super Stallion with a variety of silly embellishments including stub wings with oversized M134 miniguns.]]&lt;br /&gt;
[[Image:Goldeneye-M134-2.jpg|thumb|none|600px|Assembled drone guns are first seen in a glass case at the Dubai arms fair; the one on the left has barrels with ideas above their station.]]&lt;br /&gt;
&lt;br /&gt;
== Kord heavy machine gun ==&lt;br /&gt;
&lt;br /&gt;
During the briefing scene for the mission Dam a series of images showing weapons and equipment being sold by the corrupt General Ourumov flash by, including what appears to be a Russian Black Eagle tank equipped with a commander's [[Kord heavy machine gun]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Kord 02.jpg|thumb|none|401px|Kord heavy machine gun with ammo box - 12.7x108mm]]&lt;br /&gt;
[[Image:Goldeneye-Kord-1.jpg|thumb|none|600px|MI6 shows Bond a series of images of hardware smuggled by Ourumov in the briefing to Dam, with the Black Eagle on the left with a hatch-mounted Kord. Precisely how Ourumov is managing to export a tank that was never manufactured is never gone into. The &amp;quot;Russian Helicopter&amp;quot; on the right is an American MH-6 &amp;quot;Little Bird.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
== Yakushev-Borzov Yak-B ==&lt;br /&gt;
&lt;br /&gt;
[[Yakushev-Borzov Yak-B]] gatling guns can be seen mounted on Mi-24 Hind gunships in the levels Runway, Carrier, Outpost, Archives and Tank. In the Wii version only the crashed Hind in Outpost has a modelled gun, with the rest having a mounting with no visible barrels; in ''Reloaded'' the only Hind which does ''not'' have a modelled gun is the one hanging from the exhibition hall ceiling in Carrier, since this is still the Wii's in-flight model.&lt;br /&gt;
&lt;br /&gt;
[[Image:Yakb.JPG|thumb|none|400px|Yakushev-Borzov Yak-B mounted on Mi-24 Hind-D - 12.7x108mm]]&lt;br /&gt;
[[Image:GoldeneyeWii-Yak-1.jpg|thumb|none|600px|Bond looks up at the Hind hanging from the ceiling at the Dubai arms fair, showing the Wii's in-flight Hind model has a gun mounting but no gun. Note that this model still has blurred in-flight rotors in the Wii version; these are replaced with a rather hastly made and incorrect four-bladed rotor in ''Reloaded'', which gives the nearby MH-6 &amp;quot;Little Bird&amp;quot; an equally incorrect two-blade main rotor which is not even correctly lined up with its drive shaft.]]&lt;br /&gt;
[[Image:Goldeneye-Yak-1.jpg|thumb|none|600px|Bond looks over the Hind on Runway in ''Reloaded'', which is looking in pretty fine shape for having been hit at point-blank range with a thirteen hundred pound SAM.]]&lt;br /&gt;
&lt;br /&gt;
== ZU-23-2 ==&lt;br /&gt;
&lt;br /&gt;
Two [[ZU-23|ZU-23-2]] antiaircraft guns can be seen on Byelomorye Dam during the first level of ''Reloaded'', though they are not present in the original Wii version. They are simply scenery, and cannot be accessed by either enemies or the player, since unclimbable walls prevent access to the raised platforms they are placed on.&lt;br /&gt;
&lt;br /&gt;
[[Image:ZU-23.jpg|thumb|none|400px|ZU-23-2 - 23x152mm]]&lt;br /&gt;
[[Image:Goldeneye-ZU23-1.jpg|thumb|none|600px|Bond encounters one of the two ZU-23-2 guns added to the Dam in ''Reloaded''; in the Wii version these platforms exist, but are empty. The chest at the base of the platform containing an AK47 with ACOG sight is also not present in the Wii version.]]&lt;br /&gt;
&lt;br /&gt;
= Other Weapons =&lt;br /&gt;
&lt;br /&gt;
== Compressed air pistol ==&lt;br /&gt;
&lt;br /&gt;
The compressed air pistol used by Bond in ''[[Live and Let Die]]'' is available in ''Reloaded's'' multiplayer as a secondary weapon.&lt;br /&gt;
&lt;br /&gt;
[[Image:Lld-shot2.jpg|thumb|none|400px|Kananga holds the compressed air pistol in ''Live and Let Die''.]]&lt;br /&gt;
&lt;br /&gt;
== MIM-23 Hawk ==&lt;br /&gt;
&lt;br /&gt;
MIM-23 Hawk triple launchers are present in several missions in the game, the obsolete Western system curiously being used to protect Ourumov's dam and Janus' base in the Nigerian jungle. As is rather common in fiction generally, the missiles are shown with no associated fire control systems or radars, with pressing one button on a console on the launcher's base sufficient to acquire an unbreakable lock on a target.&lt;br /&gt;
&lt;br /&gt;
[[Image:Hawkmissile.jpg|thumb|none|400px|MIM-23 Hawk triple launcher]]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Moonraker Laser&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The laser weapon from ''[[Moonraker]]'', based on a plastic toy [[IMI Uzi]], is available for use in the multiplayer of ''Reloaded''. The weapon has infinite ammunition, using a heat gauge-like ammo counter for its battery, with repeated shots depleting a reserve which recharges over time. It features an integral digital scope.&lt;br /&gt;
&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|400px|IMI Uzi with buttstock collapsed - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
= Trivia =&lt;br /&gt;
== Cover pre-release ==&lt;br /&gt;
[[File:GoldenEye 007 Cover 2010.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
== M1A1 Abrams ==&lt;br /&gt;
&lt;br /&gt;
The briefing for the Dubai arms fair shows an image of what appears to be a concept version of the level, including an M1A1 Abrams main battle tank that does not appear in the stage itself. The coaxial M240C machine gun is completely missing, leaving only the main M256 gun.&lt;br /&gt;
&lt;br /&gt;
[[Image:Goldeneye-M240-1.jpg|thumb|none|600px|The M1A1 Abrams can be seen on the right of the briefing screen; in the final level the exhibition hall instead features a T-72 in a glass case.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{James Bond Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:James Bond Game]]&lt;br /&gt;
[[Category:Espionage]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>Shadowdarkrai</name></author>
	</entry>
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