<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://www.buildlogs.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ShermanJumbo</id>
	<title>Internet Movie Firearms Database - Guns in Movies, TV and Video Games - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://www.buildlogs.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ShermanJumbo"/>
	<link rel="alternate" type="text/html" href="https://www.buildlogs.org/wiki/Special:Contributions/ShermanJumbo"/>
	<updated>2026-06-09T20:01:52Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.41.0</generator>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Into_the_Radius_VR&amp;diff=1639624</id>
		<title>Into the Radius VR</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Into_the_Radius_VR&amp;diff=1639624"/>
		<updated>2023-12-31T19:00:01Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: /* AKS-74U */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Into the Radius VR&lt;br /&gt;
|picture = IntoTheRadiusVRPoster.jpg&lt;br /&gt;
|caption =  ''Steam Box Art''&lt;br /&gt;
|date= July 20, 2020&lt;br /&gt;
|developer=CM Games&lt;br /&gt;
|platforms=	&lt;br /&gt;
Microsoft Windows&amp;lt;br&amp;gt;&lt;br /&gt;
MacOS&amp;lt;br&amp;gt;&lt;br /&gt;
Meta Quest 2&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=CM Games&lt;br /&gt;
|genre=VR Action Survival Shooter &lt;br /&gt;
}}&lt;br /&gt;
Developed by CM Games and released on July 20th, 2020, '''''Into the Radius VR''''' is a VR action survival game heavily inspired by the Soviet novel ''Roadside Picnic'' and the ''[[Stalker|S.T.A.L.K.E.R.]]'' video game series. The game takes place in a large, open-world wasteland located in Russia known as the &amp;quot;Pechorsk Exclusion Zone&amp;quot; or &amp;quot;Radius,&amp;quot; which was the site of an unexplainable supernatural disaster in 1987. Hired by the United Nations Pechorsk Special Committee, or UNPSC, the player (an &amp;quot;Explorer&amp;quot;) ventures across the Radius, gathering information and competing missions, scavenging supplies and equipment, recovering strange, powerful Artifacts, and fending off monstrous Entities. &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=Overview=&lt;br /&gt;
Weapons in ''Into the Radius VR'' can be obtained (in poor condition) through randomly-spawning loot crates found in the Radius or purchased from a main UNPSC store at the player's home base. Money can be earned from completing missions or by selling unwanted items. To gain access to more powerful firearms, the player must increase their &amp;quot;Security Level&amp;quot; by completing main story missions and passing a training course; the player begins the game with a Security Level of 0 and may reach a maximum level of 5. Firearms, magazines, and some attachments degrade at an unrealistically high pace in ''Into the Radius VR,'' requiring the player to either spend money at the shop to have them repaired or utilize their own tools (a toothbrush + cleaning spray and a cleaning rod + toilet paper) to manually clean them. Neglecting to clean one's equipment causes it to appear rusty and smudged, giving it an increased chance to jam, in the case of a firearm, or fail to feed, in the case of a magazine. The player can carry one handgun (in a holster attached to their hip) and one long gun (over their dominant shoulder) at a time and may carry up to four magazines in pouches mounted to their tactical vest. Loot found in the Radius and extra supplies, including cartons of ammunition, extra magazines, food, knives, a gas mask, or one additional long gun, can be stored in the player's backpack, but heavier loads slow the player down and require them to replenish their stamina by eating more often. &lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
Best used as a backup weapon or in close-quarters combat, handguns are an Explorer's best friend in ''Into the Radius VR.'' All handguns can be upgraded at the store to add an underbarrel rail, threaded suppressor mount (does not apply to the Desert Eagle and MP-412 REX), and red dot sight mount. Common ammunition types for handguns include: &lt;br /&gt;
*Full metal jacket (FMJ) - standard&lt;br /&gt;
*Armor-piercing (AP) - decreased damage, increased armor penetration, more expensive&lt;br /&gt;
*Subsonic (SS) - significantly decreased damage, decreased armor penetration and noise, less expensive &lt;br /&gt;
*Overpressure (+P) - significantly increased damage and armor penetration, much more expensive &lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
A [[Beretta 92FS]] (depicted with M9 markings and called the &amp;quot;M9 Beretta&amp;quot;) can be purchased for $1500 after reaching Security Level 2. Feeding from a 15-round magazine, tied with the TT-33 for the highest damage-per-shot of the non-magnum pistols, and capable of firing a wide array of powerful 9x19mm ammunition, the Beretta 92FS is considered by many to be the most useful pistol in ''Into the Radius VR.'' &lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:ITR Beretta92 model.jpg|600px|thumb|none|The Beretta 92FS as it appears in-game. ]]&lt;br /&gt;
[[File:ITR Beretta92 leftside.jpg|600px|thumb|none|A look at the left side of the 92FS featuring its extensive (if inaccurate) markings. ]]&lt;br /&gt;
[[File:ITR Beretta92 rightside.jpg|600px|thumb|none|Ditto, right side view. ]]&lt;br /&gt;
[[File:ITR Beretta92 loading.jpg|600px|thumb|none|Inserting a magazine into the Beretta 92FS. ]]&lt;br /&gt;
[[File:ITR Beretta92 rackslide.jpg|600px|thumb|none|Pulling back on the slide to chamber a 9x19mm round. ]]&lt;br /&gt;
[[File:ITR Beretta92 firing.jpg|600px|thumb|none|A view down the 92FS' three-dot iron sights, which are a dead giveaway that this is not a military-issue M9.]]&lt;br /&gt;
[[File:ITR Beretta92 jam.jpg|600px|thumb|none|All firearms (except for bolt-actions) in ''Into the Radius VR'' can experience malfunctions. Here, the 92FS experiences an unlucky double-feed, which can be remedied by racking the slide to dislodge the errant round. ]]&lt;br /&gt;
[[File:ITR Beretta92 ejectmag.jpg|600px|thumb|none|Ejecting the empty magazine. To aid in retention reloading, all firearms with a magazine release &amp;quot;hold&amp;quot; the halfway-ejected magazine in place for the player to grab.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
A [[Desert Eagle Mark XIX]] chambered in .357 Magnum can be purchased for $5500 after reaching Security Level 4. The heaviest and second-most powerful handgun in ''Into the Radius VR,'' it deals enough damage to kill almost any enemy in the game with a one bullet, but its expensive ammunition, low accuracy, and high recoil encourage precise, single shots. As an added bonus, the &amp;quot;Desert Eagle&amp;quot; comes pre-equipped with a ported barrel and two rail attachment points, one on top of the barrel and one underneath it. It feeds from a 9-round magazine and can fire soft-point (incorrectly called FMJ in-game) or &amp;quot;Surplus&amp;quot; ammunition, which deals less damage but is significantly less expensive. &lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|Desert Eagle Mark XIX with stainless finish, railed and ported barrel, and railed frame - .50 Action Express]]&lt;br /&gt;
[[File:ITR DesertEagle model.jpg|600px|thumb|none|The Desert Eagle Mark XIX as it appears in-game. ]]&lt;br /&gt;
[[File:ITR DesertEagle rightside.jpg|600px|thumb|none|Although it fires a smaller bullet than usually depicted (.357 Mag vs. 50 AE), the &amp;quot;Desert Eagle&amp;quot; is still an absolutely massive handgun in both size and weight (1.9 kg in-game).]]&lt;br /&gt;
[[File:ITR DesertEagle leftside.jpg|600px|thumb|none|Inspecting the other side of the infamous &amp;quot;Deagle.&amp;quot; The handcannon is absent any markings beside a serial number.]]&lt;br /&gt;
[[File:ITR DesertEagle loading.jpg|600px|thumb|none|The player prepares to feed a 9-round magazine into the Desert Eagle. ]]&lt;br /&gt;
[[File:ITR DesertEagle pullslide.jpg|600px|thumb|none|Pulling back on the Desert Eagle Mark XIX's massive slide to bring a soft-point round into the chamber. ]]&lt;br /&gt;
[[File:ITR DesertEagle ads.jpg|600px|thumb|none|Bringing the Desert Eagle's iron sights to bear. Unlike many other guns in ''Into the Radius,'' this handgun is not equipped with glow sights.]]&lt;br /&gt;
[[File:ITR DesertEagle recoil.jpg|600px|thumb|none|The mighty Deagle at full recoil. There's no way to convey power to a player like having a handgun kick like a mule.]]&lt;br /&gt;
[[File:ITR DesertEagle unload.jpg|600px|thumb|none|Nine rounds later and the empty magazine is ready to be ejected. ]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
A 4th Generation [[Glock 17]] can be purchased for $700 after reaching Security Level 1. As a high-capacity automatic pistol, it fulfills a similar role to the GSh-18 in-game, although the Glock deals more damage per shot in exchange for having more expensive ammunition. It is the first weapon chambered in 9x19mm available in-game. &lt;br /&gt;
[[File:Glock17Gen4.jpg|thumb|none|4th Generation Glock 17 - 9x19mm. ]]&lt;br /&gt;
[[File:ITR Glock17 model.jpg|600px|thumb|none|The 4th generation Glock 17 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR Glock17 leftside.jpg|600px|thumb|none|Observing the left side of the Glock 17 (or &amp;quot;G17&amp;quot; as the game calls it) and its markings. ]]&lt;br /&gt;
[[File:ITR Glock17 rightside.jpg|600px|thumb|none|Taking a look at the other side. ]]&lt;br /&gt;
[[File:ITR Glock17 loading.jpg|600px|thumb|none|Loading a fresh magazine into the Glock 17. ]]&lt;br /&gt;
[[File:ITR Glock17 pullslide.jpg|600px|thumb|none|Chambering a round. ]]&lt;br /&gt;
[[File:ITR Glock17 firing.jpg|600px|thumb|none|Firing a shot while aiming down the Glock 17's u-shaped glow sights. ]]&lt;br /&gt;
[[File:ITR Glock17 ejectmag.jpg|600px|thumb|none|Ejecting the empty magazine 17 shots later. ]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
A Glock 18C (or &amp;quot;G18c&amp;quot; as it is known in-game) can be purchased for $3500 after reaching Security Level 3. This select-fire Glock deals moderate damage per shot and has an extremely high rate of fire, but with a magazine of just 17 rounds it is very easy to blow through all of one's ammunition in a fraction of a second when faced with a stressful situation. It is one of two machine pistols available in-game, the other being the OTs-33 &amp;quot;Pernach.&amp;quot; &lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|Glock 18C (3rd Generation) - 9x19mm.]]&lt;br /&gt;
[[File:ITR Glock18C model.jpg|600px|thumb|none|The Glock 18C as it appears in-game. ]]&lt;br /&gt;
[[File:ITR Glock18C leftside.jpg|600px|thumb|none|Taking a look at the left side of the fully-automatic handgun. ]]&lt;br /&gt;
[[File:ITR Glock18C rightside.jpg|600px|thumb|none|Another view of the 18C showcasing the cuts in the slide. ]]&lt;br /&gt;
[[File:ITR Glock18C loading.jpg|600px|thumb|none|Loading a magazine. ]]&lt;br /&gt;
[[File:ITR Glock18C pullslide.jpg|600px|thumb|none|Chambering a round. This view also showcases the cuts made in the top of the barrel, which vent gasses upwards to compensate (hence 18 &amp;quot;C&amp;quot;) for the excessive muzzle tilt expected from full-auto.]]&lt;br /&gt;
[[File:ITR Glock18C firing.jpg|600px|thumb|none|Firing the pistol. The Glock 18C's rear sight is slightly thicker than the 17's. ]]&lt;br /&gt;
[[File:ITR Glock18C empty.jpg|600px|thumb|none|17 rounds never seemed so few... especially when you're firing them at 20 per second. ]]&lt;br /&gt;
&lt;br /&gt;
==GSh-18==&lt;br /&gt;
&lt;br /&gt;
A [[GSh-18]] can be purchased for $600 after reaching Security Level 1. The high-capacity pistol is depicted incorrectly as firing 9x18mm Makarov, however. The GSh-18 is a substantial upgrade over the starting Makarov PM pistol because of the former's increased magazine size (18 vs. 8) and higher base damage (despite firing the same cartridge.) When using AP or +P ammunition, the GSh-18 remains a strong choice for players throughout most of the game due to its high capacity, high base damage, and acceptable armor-piercing performance. &lt;br /&gt;
[[File:GSh18.jpg|thumb|none|Two-Tone GSh-18 - 9x19mm]]&lt;br /&gt;
[[File:ITR GSh18 model.jpg|600px|thumb|none|The GSh-18 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR GSh18 leftside.jpg|600px|thumb|none|The player inspecting the GSh-18's left side. &amp;quot;9x18&amp;quot; can be seen on the pistol's slide, which is incorrect; the GSh-18 (in real life) is actually chambered in 9x19mm. ]]&lt;br /&gt;
[[File:ITR GSh18 rightside.jpg|600px|thumb|none|Another view of the GSh-18 in the player's hand, showcasing the pistol's somewhat unusual central ejection port. ]]&lt;br /&gt;
[[File:ITR GSh18 loading.jpg|600px|thumb|none|The player inserts a magazine containing... wait for it... 18 rounds into the GSh-18. Who would have guessed?]]&lt;br /&gt;
[[File:ITR GSh18 rackslide.jpg|600px|thumb|none|The GSh-18's loading process is completed by racking the slide, as with any other automatic pistol. ]]&lt;br /&gt;
[[File:ITR GSh18 firing.jpg|600px|thumb|none|Firing the GSh-18 in-game. Brass from the previous shot, which was ejected straight up, can be seen hurtling back towards the ground almost vertically.]]&lt;br /&gt;
[[File:ITR GSh18 unload.jpg|600px|thumb|none|The player ejects the now-empty magazine from the pistol. ]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
&lt;br /&gt;
A [[Makarov PM]] is the player's starting weapon and can also be purchased for $300 starting at Security Level 0. One free PM also respawns every few in-game days just inside the Radius. Featuring low damage, low magazine capacity, and low armor-piercing ability, the PM is serviceable only as an early-game sidearm and is best replaced by any other handgun available in ''Into the Radius.'' Its one saving grace is that its ammunition is cheap to purchase and easy to scavenge. &lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:ITR MakarovPM model.jpg|600px|thumb|none|The PM as it appears in Into the Radius VR. ]]&lt;br /&gt;
[[File:ITR MakarovPM leftside.jpg|600px|thumb|none|The PM as it appears in the player's hands. ]]&lt;br /&gt;
[[File:ITR MakarovPM rightside.jpg|600px|thumb|none|Ditto. ]]&lt;br /&gt;
[[File:ITR MakarovPM insertmag.jpg|600px|thumb|none|The player inserts a fresh magazine into their sparklingly-clean PM. ]]&lt;br /&gt;
[[File:ITR MakarovPM chamberround.jpg|600px|thumb|none|All that's left to do is pull the slide to chamber a round of 9x18. ]]&lt;br /&gt;
[[File:ITR MakarovPM firing.jpg|600px|thumb|none|The PM mid-recoil after firing a round. The pistol features glow sights, much like other firearms in ''Into the Radius.'']]&lt;br /&gt;
[[File:ITR MakarovPM unload.jpg|600px|thumb|none|Having shown the barricade what-for, the player ejects the empty magazine from their PM. ]]&lt;br /&gt;
&lt;br /&gt;
==MP-412 REX==&lt;br /&gt;
The [[MP-412 REX]] can be purchased for $6000 starting at Security Level 2. Added to the game as part of the 2.7 Update, the REX deals 50% more damage per shot compared to the already powerful Desert Eagle Mark XIX (despite firing the same ammunition), ensuring that anything unlucky enough to catch a round from this six-shooter won't get back up. This extreme power, however, is kept in check by the revolver's small capacity, high recoil, poor iron sights, somewhat poor accuracy, and its inability to mount a suppressor.  &lt;br /&gt;
[[File:Mp-412-1.jpg|thumb|none|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[File:ITR MP412REX model.jpg|600px|thumb|none|The MP-412 REX and six .357 Magnum cartridges as they appear in-game. ]]&lt;br /&gt;
[[File:ITR MP412REX leftside.jpg|600px|thumb|none|The left side of the REX. ]]&lt;br /&gt;
[[File:ITR MP412REX rightside.jpg|600px|thumb|none|The right side of the REX. ]]&lt;br /&gt;
[[File:ITR MP412REX breakopen.jpg|600px|thumb|none|Unusual for a modern revolver, the MP-412 REX is a top-break design. A swing-out cylinder is usually chosen instead as it is more durable.]]&lt;br /&gt;
[[File:ITR MP412REX loading.jpg|600px|thumb|none|Loading the final round of .357 Magnum soft-point into the REX, a process which becomes considerably more difficult in combat.]]&lt;br /&gt;
[[File:ITR MP412REX hammerpull.jpg|600px|thumb|none|The MP-412 REX can be fired double or single-action, but the position of the hammer has no effect on the trigger pull and is purely cosmetic. ]]&lt;br /&gt;
[[File:ITR MP412REX ADS.jpg|600px|thumb|none|The crude iron sights of the REX in-game. Not much use beyond a few dozen feet, but that is to be expected for a sidearm. ]]&lt;br /&gt;
[[File:ITR MP412REX firing.jpg|600px|thumb|none|The REX's heavy recoil and massive muzzle flash imply power, which this handgun brings in spades. ]]&lt;br /&gt;
[[File:ITR MP412REX ejecting.jpg|600px|thumb|none|Having expended all 6 rounds, the REX is broken open again and a plume of brass bursts forth from the cylinder. As an anti-frustration feature, unspent rounds are not ejected from the REX when reloading. Note that the ejector does not move.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-33 Pernach==&lt;br /&gt;
An [[OTs-33 Pernach]] can be purchased for $2200 after reaching Security Level 2. Feeding from a 27-round magazine and capable of firing at 600 rpm, the Pernach offers extreme firepower in a small package at the cost of potential ammo wastage and high recoil. The select-fire pistol is known in-game as the OC-33, which is an alternate romanization of its Russian name. &lt;br /&gt;
[[File:OTs-33 automatic pistol.jpg|thumb|none|OTs-33 Pernach - 9x18mm Makarov]]&lt;br /&gt;
[[File:ITR OTs33 model.jpg|600px|thumb|none|The OTs-33 Pernach and its extremely long magazine as they appear in-game. ]]&lt;br /&gt;
[[File:ITR OTs33 leftside.jpg||600px|thumb|none|The left side of the OTs-33, in slightly better light. &amp;quot;ОЦ-33,&amp;quot; the pistol's name in Russian, can be seen on the slide.]]&lt;br /&gt;
[[File:ITR OTs33 rightside.jpg|600px|thumb|none|The other side of the &amp;quot;OC-33.&amp;quot; ]]&lt;br /&gt;
[[File:ITR OTs33 loading.jpg|600px|thumb|none|Loading a 27-round magazine into the blocky OTs-33.]]&lt;br /&gt;
[[File:ITR OTs33 rackslide.jpg|600px|thumb|none|Pulling back on the slide to chamber a round. ]]&lt;br /&gt;
[[File:ITR OTs33 firing.jpg|600px|thumb|none|27 rounds may seem like a lot, but that goes fast at 600 rpm. ]]&lt;br /&gt;
[[File:ITR OTs33 unload.jpg|600px|thumb|none|After making 27 new dents on the door across the way, the OTs-33's empty magazine is unloaded. ]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33==&lt;br /&gt;
A [[Tokarev TT-33]] can be purchased for $500 after reaching Security Level 1. The TT-33 has high damage-per-shot and good anti-armor performance compared to other sidearms, especially those chambered in 9x18mm Makarov. The Tokarev's relatively small capacity of 8+1 rounds, however, limits its effectiveness in later parts of the game. &lt;br /&gt;
[[File:TT-33-Wartime.jpg|thumb|none|Tokarev TT-33 - 7.62x25mm Tokarev. Pre-1947 version.]]&lt;br /&gt;
[[File:ITR TT33 model.jpg|600px|thumb|none|The Tokarev TT-33 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR TT33 leftside.jpg|600px|thumb|none|The left side of the TT-33. The markings on the receiver are &amp;quot;ПM783,&amp;quot; a star symbol, and &amp;quot;1940.&amp;quot; ]]&lt;br /&gt;
[[File:ITR TT33 rightside .jpg|600px|thumb|none|The right side view of the TT-33.]]&lt;br /&gt;
[[File:ITR TT33 loading.jpg|600px|thumb|none|Inserting a fresh magazine into the TT-33. ]]&lt;br /&gt;
[[File:ITR TT33 pullslide.jpg|600px|thumb|none|Pulling back on the TT-33's slide to chamber a round of 7.62x25mm Tokarev. ]]&lt;br /&gt;
[[File:ITR TT33 ADS.jpg|600px|thumb|none|A view down the Tokarev's simple glow sights, which are invaluable inside the Radius' many dark buildings, after firing a shot.]]&lt;br /&gt;
[[File:ITR TT33 emptymag.jpg|600px|thumb|none|Ejecting a now-empty mag from the TT-33. ]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
Submachine guns (or SMGs) are one of the types of primary weapon available in ''Into the Radius VR.'' They fire pistol cartridges at very high rates of fire, which, in a game focused around ammunition conservation and making accurate single shots at long range, results in submachine guns being a second or third choice for most situations. Unlike shotguns, most submachine guns can be suppressed, however, meaning that this weapon class still finds some utility when stealthy close-quarters firepower is required, such as within the confines of Pobeda Factory. Much like pistols, all submachine guns can be modified at the store to add rails for various attachments and many come pre-equipped with a threaded barrel for attaching a pistol suppressor. Most submachine guns also have access to unique, mutually exclusive upgrades to either increase (+20%) or decrease (-20%) their base rate of fire, depending on if ammo conservation or increased firepower is desired. &lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K &amp;quot;Reverse Stretch&amp;quot;==&lt;br /&gt;
A [[Heckler &amp;amp; Koch MP5K]] can be purchased for $3500 after reaching Security Level 2. This is a custom variant of the classic SMG known as a &amp;quot;reverse stretch,&amp;quot; meaning that it is a hybrid of the [[MP5A5]] and [[MP5K]]. This allows it to feature both the folding stock and trigger group of the former and the forend of the latter. Owing to its Navy three-round burst trigger group, this MP5 can fire in semi-automatic, 3-round burst, or full-auto. It is chambered in 9x19mm Parabellum, feeds from a 30-round magazine, and comes pre-fitted with a threaded barrel for a pistol suppressor. &lt;br /&gt;
[[File:Mp5 reverse stretch.jpg|thumb|none|MP5K &amp;quot;Reverse Stretch&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:ITR MP5K modelfolded.jpg|600px|thumb|none|The &amp;quot;MP5K&amp;quot; as it appears in-game with its stock folded. ]]&lt;br /&gt;
[[File:ITR MP5K modelunfolded.jpg|600px|thumb|none|Ditto, with the stock unfolded. ]]&lt;br /&gt;
[[File:ITR MP5K leftside.jpg|600px|thumb|none|Inspecting the left side of the strange hybrid SMG. ]]&lt;br /&gt;
[[File:ITR MP5K rightside.jpg|600px|thumb|none|Taking a look at the other side. ]]&lt;br /&gt;
[[File:ITR MP5K insertmag.jpg|600px|thumb|none|Inserting a magazine. ]]&lt;br /&gt;
[[File:ITR MP5K chamberround.jpg|600px|thumb|none|Chambering a round by cranking back on the cocking handle. Note that the bolt on this &amp;quot;MP5K&amp;quot; only slides back and forth and cannot be locked open.]]&lt;br /&gt;
[[File:ITR MP5K firing.jpg|600px|thumb|none|Letting loose with a fully-automatic salvo of rounds. ]]&lt;br /&gt;
[[File:ITR MP5K hipfire.jpg|600px|thumb|none|Firing from the hip. ]]&lt;br /&gt;
[[File:ITR MP5K empty.jpg|600px|thumb|none|Verifying that the magazine is empty. ]]&lt;br /&gt;
&lt;br /&gt;
==MP Jelen==&lt;br /&gt;
An [[MP Jelen]] can be purchased for $1850 after reaching Security Level 1. Known in-game simply as the &amp;quot;PPSh,&amp;quot; this super-short SMG is the first (and by far the most crude) submachine gun available to the player. Firing 7.62x25mm Tokarev and utilizing the same 35 and 71-round magazines as the full-length PPSh-41 available later in the game, the MP Jelen is questionably effective at best and serves only as a cheap, accessible option for a player who wants to use an SMG during the very early-game at any cost. It may be upgraded to attach an optical sight mount and underbarrel rail. &lt;br /&gt;
[[File:MP Jelen.jpg|thumb|none|MP Jelen - 7.62x25mm Tokarev.]]&lt;br /&gt;
[[File:ITR PPSh41short model.jpg|600px|thumb|none|The MP Jelen as it appears in-game. ]]&lt;br /&gt;
[[File:ITR PPSh41shortdrum model.jpg|600px|thumb|none|The MP Jelen with a drum magazine. ]]&lt;br /&gt;
[[File:ITR PPSh41short rightside.jpg|600px|thumb|none|Holding the laughably short submachine gun. A red rubber band can be seen holding the barrel assembly and lower receiver together and a hand-painted fire selector indicator is also present, adding to the crude, craft-produced nature of the firearm.]]&lt;br /&gt;
[[File:ITR PPSh41short leftside.jpg|600px|thumb|none|The other side of the Jelen. ]]&lt;br /&gt;
[[File:ITR PPSh41short insertmag.jpg|600px|thumb|none|Preparing to insert a 35-round magazine into the MP Jelen. The 71-round PPSh-41 drum magazine can also be utilized, although it weighs nearly as much (2 kg) as the gun itself (2.1 kg) in-game.]]&lt;br /&gt;
[[File:ITR PPSh41short pullbolt.jpg|600px|thumb|none|The MP Jelen, like the PPSh-41 it is derived from, fires from an open bolt. ]]&lt;br /&gt;
[[File:ITR PPSh41short firing.jpg|600px|thumb|none|Unleashing an inaccurate burst of 7.62x25mm Tokarev on the unsuspecting barricade.]]&lt;br /&gt;
[[File:ITR PPSh41short hipfire.jpg|600px|thumb|none|The Jelen is perhaps the only firearm in the game that is at its most effective when fired from the hip. ]]&lt;br /&gt;
[[File:ITR PPSh41short empty.jpg|600px|thumb|none|The MP Jelen after firing the last round in the magazine. ]]&lt;br /&gt;
[[File:ITR PPSh41shortdrum hipfire.jpg|600px|thumb|none|The MP Jelen with a drum magazine. ]]&lt;br /&gt;
&lt;br /&gt;
==PP-91 Kedr==&lt;br /&gt;
A [[PP-91 Kedr]] can be purchased for $2000 after reaching Security Level 2. The weapon's stock can be folded or unfolded, but this has no effect on recoil in-game and is purely an aesthetic choice. The PP-91 Kedr can use 20 or 30-round magazines and comes with a threaded barrel to attach a pistol suppressor, if so desired. &lt;br /&gt;
[[File:Pp-91 kedr 30rmag.jpg|thumb|none|PP-91 Kedr - 9x18mm Makarov]]&lt;br /&gt;
[[File:ITR PP91 model.jpg|600px|thumb|none|The PP-91 Kedr as it appears in-game with a 30 round magazine and the stock folded. ]]&lt;br /&gt;
[[File:ITR PP-91 modelunfolded.jpg|600px|thumb|none|Ditto, with the stock unfolded. ]]&lt;br /&gt;
[[File:ITR PP91 leftside.jpg|600px|thumb|none|The left side of the PP-91. ]]&lt;br /&gt;
[[File:ITR PP91 right.jpg|600px|thumb|none|The right side of the PP-91 ]]&lt;br /&gt;
[[File:ITR PP91 loading.jpg|600px|thumb|none|Inserting a fresh 30 round magazine (although 20 round mags are also available) into the Kedr. ]]&lt;br /&gt;
[[File:ITR PP91 charging.jpg|600px|thumb|none|Chambering a 9x18mm round by pulling the PP-91's left side charging handle. ]]&lt;br /&gt;
[[File:ITR PP91 firing.jpg|600px|thumb|none|Letting loose with a burst of rounds. That wooden board never stood a chance. ]]&lt;br /&gt;
[[File:ITR PP91 hipfiring.jpg|600px|thumb|none|Firing the PP-91 again, this time from the hip like a true gangster. ]]&lt;br /&gt;
[[File:ITR PP91 emptymag.jpg|600px|thumb|none|The fun must come to an end, however, and a visual check confirms that the magazine is empty. ]]&lt;br /&gt;
&lt;br /&gt;
==PP-2000==&lt;br /&gt;
A [[PP-2000]] can be purchased for $3000 starting at Security Level 2. It feeds from a 20-round magazine and comes equipped with a suppressor adaptor and top rail attachment point. The PP-2000 can be fired in semi-automatic or full-auto, but an upgrade can be purchased that (somehow) swaps the full-auto firemode for a three-round burst. In terms of raw damage, the PP-2000 is the most powerful 9x19mm Parabellum firearm in ''Into the Radius VR''.&lt;br /&gt;
[[File:Pp-2000 1.jpg|thumb|none|PP-2000 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:ITR PP2000 folded.jpg|600px|thumb|none|The PP-2000 as it appears in-game with its stock folded. ]]&lt;br /&gt;
[[File:ITR PP2000 modelunfolded.jpg|600px|thumb|none|Ditto, with the stock unfolded. ]]&lt;br /&gt;
[[File:ITR PP2000 rightside.jpg|600px|thumb|none|Observing the PP-2000's markings. ]]&lt;br /&gt;
[[File:ITR PP2000 leftside.jpg|600px|thumb|none|Taking a look at the other side. ]]&lt;br /&gt;
[[File:ITR PP2000 insertmag.jpg|600px|thumb|none|Inserting a 20-round magazine. ]]&lt;br /&gt;
[[File:ITR PP2000 charginghandle.jpg|600px|thumb|none|Pulling back on the PP-2000's unusual charging handle to chamber a round. ]]&lt;br /&gt;
[[File:ITR PP2000 firing.jpg|600px|thumb|none|A wisp of smoke rises dramatically from the barrel of the PP-2000 after firing a few rounds. ]]&lt;br /&gt;
[[File:ITR PP2000 hipfire.jpg|600px|thumb|none|Hipfiring, as one does. ]]&lt;br /&gt;
[[File:ITR PP2000 clearcheck.jpg|600px|thumb|none|Double-checking that the magazine is empty. ]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
Heavy, powerful, and capable of firing at an incredible 1000 RPM, a [[PPSh-41]], known as the &amp;quot;PPSh Full&amp;quot; in-game (as it is the &amp;quot;full&amp;quot; version of the much shorter MP Jelen), can be purchased for $3000 after reaching Security Level 2 and can be upgraded to add an optical sight mount and underbarrel rail. Both 35-round stick magazines and 71-round drum magazines are available for the PPSh-41, but drum magazines cannot be purchased from the main store and must be found as loot in the Radius. &lt;br /&gt;
[[File:PPSh-41 Box Right.jpg|350px|thumb|none|PPSh-41 - 7.62x25mm Tokarev.]]&lt;br /&gt;
[[File:ITR PPSh41 model.jpg|600px|thumb|none|The PPSh-41 as it appears in-game with a 35-round stick magazine. ]]&lt;br /&gt;
[[File:ITR PPSh41 leftside.jpg|600px|thumb|none|Taking a look at the left side of this &amp;lt;s&amp;gt;museum piece&amp;lt;/s&amp;gt; perfectly serviceable SMG, comrade!]]&lt;br /&gt;
[[File:ITR PPSh41 rightside.jpg|600px|thumb|none|Ditto, right side view. ]]&lt;br /&gt;
[[File:ITR PPSh41 loading.jpg|600px|thumb|none|Loading a 35-round magazine. The 71-round drum offers twice the capacity, but its rarity, weight, and size make it more difficult to use.]]&lt;br /&gt;
[[File:ITR PPSh41 chamberround.jpg|600px|thumb|none|As an open-bolt submachine gun, the PPSh-41 must have its bolt locked to the rear to be fired. ]]&lt;br /&gt;
[[File:ITR PPSh41 firing.jpg|600px|thumb|none|Letting loose with the &amp;quot;Tokarev typewriter.&amp;quot; ]]&lt;br /&gt;
[[File:ITR PPSh41 hipfire.jpg|600px|thumb|none|Aiming by &amp;quot;walking&amp;quot; bullet impacts onto the target is effective, if wasteful. ]]&lt;br /&gt;
[[File:ITR PPSh41 check.jpg|600px|thumb|none|Checking the magazine, which is empty. ]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
Shotguns in ''Into the Radius VR'' generally offer very high single-shot firepower at the expense of low magazine size and a cumbersome reloading process. All shotguns are chambered in 12 gauge and can use one of two ammunition types: buckshot (red shell), which fires a spread of pellets that rip through unarmored enemies at short to mid-range, and slugs (blue shell), which fire a single, accurate projectile that is better against armored enemies and at longer ranges. The choke of each shotgun can be adjusted at the store to drastically increase or decrease the spread of buckshot and, as with other firearms, shotguns may be modified to add rail mounts for optical sights and other attachments. All shotguns (except the Saiga) also feature a side saddle on the left side of the gun that can hold up to 6 spare shells to facilitate rapid reloading. &lt;br /&gt;
&lt;br /&gt;
[[File:ITR shotgunspreadcomp.jpg|600px|thumb|none|The different choke upgrades (tightened -&amp;gt; normal -&amp;gt; widened) and their effects on shot spread pattern.]]&lt;br /&gt;
&lt;br /&gt;
==Baikal IZh-27==&lt;br /&gt;
A [[IZh-27|Baikal IZh-27]] can be purchased for $1500 after reaching Security Level 1. This Soviet over-under double-barreled shotgun is powerful and accurate, especially in the early-game before armored enemies become commonplace, but the IZh-27 is limited to just two shots before it must be reloaded and kicks heavily. Its length and weight can hinder the user in close-quarters combat and when traveling across the large, open Radius. The IZh-27 may be upgraded to add an optical sight mount and a rail on the side of the gun for attachments. &lt;br /&gt;
[[File:Baikal-IZH27-Shotgun.jpg|350px|thumb|none|IZh-27 O/U double barreled shotgun - 12 gauge]]&lt;br /&gt;
[[File:ITR IZh27 model.jpg|600px|thumb|none|The IZh-27 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR IZh27 leftside.jpg|600px|thumb|none|Taking a look at the left side of the hunting shotgun. Which way to the clays? ]]&lt;br /&gt;
[[File:ITR IZh27 rightside.jpg|600px|thumb|none|The other side, featuring duck engravings. ]]&lt;br /&gt;
[[File:ITR IZh27 loadshell1.jpg|600px|thumb|none|Loading in the first 12 gauge shell...]]&lt;br /&gt;
[[File:ITR IZh27 loadshell2.jpg|600px|thumb|none|...followed by the second. The top barrel is always loaded first regardless of where the shell is actually inserted, which is probably a coding limitation.]]&lt;br /&gt;
[[File:ITR IZh27 closeaction.jpg|600px|thumb|none|Closing the IZh-27's action with an upwards sweep of the hand. ]]&lt;br /&gt;
[[File:ITR IZh27 ADS.jpg|600px|thumb|none|Taking aim at imaginary waterfowl. ]]&lt;br /&gt;
[[File:ITR IZh27 eject.jpg|600px|thumb|none|Ejecting a pair of spent shell casings, which spawn the frame the button is pressed to break open the shotgun and clip through the weapon on their journey to the ground.]]&lt;br /&gt;
&lt;br /&gt;
===Sawed-Off===&lt;br /&gt;
A sawed-off version of the IZh-27 can be purchased for $500 and lacks a security level requirement. Black electrical tape is wound around what remains of the shotgun's stock, which has been cut down significantly along with the barrels. Compared to the full-length version, the IZh-27 Sawed-Off is slightly less accurate and much louder. It features the same upgrade options as its parent and one is given to the player for free after they complete the first mission. &lt;br /&gt;
[[File:ITR IZh27short model.jpg|600px|thumb|none|The sawed-off IZh-27. ]]&lt;br /&gt;
[[File:ITR IZh27short portfolio.jpg|600px|thumb|none|The IZh-27 Sawed-Off as it appears on the portfolio of the modeler who made the gun. ]]&lt;br /&gt;
[[File:ITR IZh27short leftside.jpg|600px|thumb|none|Holding the super-short shotgun. Two hands not required! ]]&lt;br /&gt;
[[File:ITR IZh27short rightside.jpg|600px|thumb|none|The right side of the shortened IZh-27. The weapon is described in-game as &amp;quot;a big hit at gang showdowns.&amp;quot;]]&lt;br /&gt;
[[File:ITR IZh27short loading.jpg|600px|thumb|none|Reeeeeloading! ]]&lt;br /&gt;
[[File:ITR IZh27short closeaction.jpg|600px|thumb|none|Resisting the urge to close the shotgun with a snap of the wrist, a decision made all the more alluring by the game's forgiving physics. ]]&lt;br /&gt;
[[File:ITR IZh27short ADS.jpg|600px|thumb|none|Taking aim at an imaginary rival gang member. ]]&lt;br /&gt;
[[File:ITR IZh27short unloading.jpg|600px|thumb|none|Two shells once again fling themselves free of the IZh-27 in a desperate bid for freedom. ]]&lt;br /&gt;
&lt;br /&gt;
==Baikal IZh-81==&lt;br /&gt;
A [[Baikal IZh-81]] can be purchased for $3000 after reaching Security Level 2. The IZh-81 can hold up 4+1 rounds in its magazine tube, but this may be extended to 8+1 after purchasing an upgrade. An optical sight mount and two rail attachment points (one underneath the barrel and one on the side of it) can also be added via the game's upgrade system. Powerful and accurate, the IZh-81 is a significant step up over the IZh-27. &lt;br /&gt;
[[File:IZh-81.jpg|350px|thumb|none|Baikal IZh-81 in typical hunting configuration - 12 gauge]]&lt;br /&gt;
[[File:ITR IZh81 model.jpg|600px|thumb|none|The IZh-81 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR IZh81 leftside.jpg|600px|thumb|none|The left side of the IZh-81. ]]&lt;br /&gt;
[[File:ITR IZh81 rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:ITR IZh81 loading.jpg|600px|thumb|none|Loading 12 gauge buckshot shells into the IZh-81. The elevator does not move, unfortunately. ]]&lt;br /&gt;
[[File:ITR IZh81 rackpump.jpg|600px|thumb|none|Bringing a shell into the chamber. ]]&lt;br /&gt;
[[File:ITR IZh81 ADS.jpg|600px|thumb|none|Looking down the pump-action's sights, which consist solely of a small glow bead at the front of the gun. ]]&lt;br /&gt;
[[File:ITR IZh81 cycle.jpg|600px|thumb|none|Ejecting a spent shell after firing a shot. ]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
A [[Franchi SPAS-12]] with no stock can be purchased for $5500 after reaching Security Level 4. The SPAS-12 compensates for its high price and steep unlock criteria with a high magazine capacity (8+1 shells) and the ability to fire semi-automatically. Upgrades for the SPAS-12 include an extended magazine tube (+4 shells), a rail for mounting optical sights, and two barrel-mounted rails for attachments.  &lt;br /&gt;
[[File:FSpas12orign.jpg|350px|thumb|none|Franchi SPAS-12 with stock removed – 12 gauge]]&lt;br /&gt;
[[File:ITR SPAS12 model.jpg|600px|thumb|none|The SPAS-12 as it appears in-game. Like other shotguns in ''Into the Radius VR'', it features a 6-shell side saddle. ]]&lt;br /&gt;
[[File:ITR SPAS12 leftside.jpg|600px|thumb|none|The left side of the SPAS-12. The game indicates that it is often [[Jurassic Park (1993)#Franchi_SPAS-12|&amp;quot;used for hunting exceptionally large creatures.&amp;quot;]] ]]&lt;br /&gt;
[[File:ITR SPAS12 rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:ITR SPAS12 loading.jpg|600px|thumb|none|Loading the SPAS-12 with buckshot. Unlike in real life, the player can simply feed shells into the shotgun without having to depress the bolt release.]]&lt;br /&gt;
[[File:ITR SPAS12 chamberround.jpg|600px|thumb|none|Pulling back on the bolt handle to bring a shell into the chamber. ]]&lt;br /&gt;
[[File:ITR SPAS12 ADS.jpg|600px|thumb|none|Looking down the SPAS-12's simple ring-and-post iron sights. ]]&lt;br /&gt;
[[File:ITR SPAS12 firing.jpg|600px|thumb|none|Firing the SPAS-12. ]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12K==&lt;br /&gt;
A [[Saiga 12K]] can be purchased for $8000 after reaching Security Level 5. This Saiga 12K is a mixture of various custom parts, including a conical flash hider, a super-short barrel, a [[Galil]]-esque side-folding stock, and an AK-series wooden foregrip. It is chambered in 12 gauge and can use 5-round or 10-round magazines, although the latter are few in number and can only be found within special treasure &amp;quot;Stashes&amp;quot; hidden in the Radius. &lt;br /&gt;
[[File:Saiga-410K-04.jpg|350px|thumb|none|Saiga-410K-04 - .410 Magnum. This Saiga version resembles an AKS-74U.]]&lt;br /&gt;
[[File:ITR Saiga12K modelfolded.jpg|600px|thumb|none|The custom Saiga 12K as it appears in-game with its stock folded. ]]&lt;br /&gt;
[[File:ITR Saiga12K modelunfolded.jpg|600px|thumb|none|Ditto, with the stock unfolded. ]]&lt;br /&gt;
[[File:ITR Saiga12K leftside.jpg|600px|thumb|none|The left side of the Saiga 12K. ]]&lt;br /&gt;
[[File:ITR Saiga12K rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:ITR Saiga12K insertmag.jpg|600px|thumb|none|Inserting a 5-round magazine into the Saiga. ]]&lt;br /&gt;
[[File:ITR Saiga12K chamberround.jpg|600px|thumb|none|Chambering a 12 gauge shell. ]]&lt;br /&gt;
[[File:ITR Saiga12K ADS.jpg|600px|thumb|none|Aiming down the Saiga 12K's AK-style iron sights. ]]&lt;br /&gt;
[[File:ITR Saiga12K firing.jpg|600px|thumb|none|Firing the Saiga 12K. ]]&lt;br /&gt;
&lt;br /&gt;
==Side-By-Side Double Barreled Shotgun==&lt;br /&gt;
A generic hammerless side-by-side double barreled shotgun known as the &amp;quot;Hunting Shotgun&amp;quot; was available for purchase from the store in the 1.0 version of ''Into the Radius VR.'' When the 2.0 version of the game was released in December 2021, however, the Hunting Shotgun was removed from the store and replaced by the IZh-27. The side-by-side was not removed entirely, though, as it is still possible to find the Hunting Shotgun inside loot crates in certain parts of the Radius. Gameplay-wise, it is statistically indistinguishable from the IZh-27 that replaced it. &lt;br /&gt;
[[File:StevesSBS1960s.jpg|350px|thumb|none|1960s Era Commercial Stevens hammerless side by side shotgun - 12 gauge]]&lt;br /&gt;
[[File:ITR HuntingShotgun model.jpg|600px|thumb|none|The tremendously long &amp;quot;Hunting Shotgun&amp;quot; as it appears in-game. ]]&lt;br /&gt;
[[File:ITR HuntingShotgun leftside.jpg|600px|thumb|none|Taking a look at the left side of the side-by-side. ]]&lt;br /&gt;
[[File:ITR HuntingShotgun rightside.jpg|600px|thumb|none|The right side. Note the unusually elongated wooden grip and Picatinny rail segment near the end of it (courtesy of the upgrade station). ]]&lt;br /&gt;
[[File:ITR HuntingShotgun breakopen.jpg|600px|thumb|none|Breaking the shotgun open. ]]&lt;br /&gt;
[[File:ITR HuntingShotgun loading.jpg|600px|thumb|none|Loading a pair of 12 gauge shells (which are slightly out-of-scale compared to the bore of the barrels) ]]&lt;br /&gt;
[[File:ITR HuntingShotgun closing.jpg|600px|thumb|none|Closing the shotgun with a raised hand. ]]&lt;br /&gt;
[[File:ITR HuntingShotgun ADS.jpg|600px|thumb|none|Taking aim down the Hunting Shotgun's rifle-type iron sights, which are an uncommon sight to see on smoothbore firearms.]]&lt;br /&gt;
&lt;br /&gt;
===Sawed-Off===&lt;br /&gt;
A sawed-off version of the Hunting Shotgun known simply as the &amp;quot;Sawed-Off Shotgun&amp;quot; was also once available for purchase, but it has since been replaced by the identically-performing IZh-27 Sawed-Off. It can be found in the Radius in the same areas as the full-length Hunting Shotgun. &lt;br /&gt;
[[File:SBS-Shotgun ManOnFire.jpg|350px|thumb|none|Screen-used Zabala short barreled shotgun. ]]&lt;br /&gt;
[[File:ITR SawedOff model.jpg|600px|thumb|none|The Sawed-Off Shotgun as it appears in-game. ]]&lt;br /&gt;
[[File:ITR SawedOff leftside.jpg|600px|thumb|none|Admiring the left side of the sawed-off. The shotgun features a rather beat-up dual-trigger system. ]]&lt;br /&gt;
[[File:ITR SawedOff rightside.jpg|600px|thumb|none|The right side of the shotgun. ]]&lt;br /&gt;
[[File:ITR SawedOff loading.jpg|600px|thumb|none|Loading a 12 gauge shell. ]]&lt;br /&gt;
[[File:ITR SawedOff closing.jpg|600px|thumb|none|Closing the shotgun with an ill-advised flick of the wrist. ]]&lt;br /&gt;
[[File:ITR SawedOff ADS.jpg|600px|thumb|none|Aiming down the shotgun's &amp;quot;sights.&amp;quot;]]&lt;br /&gt;
[[File:ITR SawedOff hipaim.jpg|600px|thumb|none|Using the &amp;lt;s&amp;gt;Super&amp;lt;/s&amp;gt; Sawed-Off Shotgun as it's meant to be used. ]]&lt;br /&gt;
[[File:ITR SawedOff doomfire.jpg|600px|thumb|none|Kaboom! ]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
Assault rifles are generally the most useful class of primary weapon for a mid-game Explorer. Possessing good damage characteristics, serviceable armor-piercing ability, sizeable magazines, decent accuracy, and the ability to fire in full-auto or semi-automatic, assault rifles can be extremely useful in both close and medium-range combat when equipped with a decent optic and a laser attachment. They begin to struggle at longer ranges, however, and their pricey ammunition makes full-auto much more costly compared to submachine guns. Common ammunition types include FMJ, AP, SS, and CHP (copper hollow point)/Surplus, which is directly inferior to other ammo types but by far the cheapest.&lt;br /&gt;
&lt;br /&gt;
==AK-74==&lt;br /&gt;
An [[AK-74]] can be purchased for $5000 after reaching Security Level 3. It has exceptionally average characteristics compared to other available assault rifles and feeds from a 30-round magazine. The AK-74 can be equipped with a PSO-1 scope or Kobra optical sight (via a dovetail mount on the left side of the receiver, indicating that the rifle is an AK-74N) as well as a PBS-1 silencer and underbarrel GP-30 grenade launcher. Upgrades for the AK-74 include reducing the recoil (-20%), increasing the firerate (+20%) and swapping the dovetail mount for a Picatinny rail. &lt;br /&gt;
[[File:AK-74.jpg|350px|thumb|none|AK-74, early version with 62 degree gas block - 5.45x39mm]]&lt;br /&gt;
[[File:ITR AK74 model.jpg|600px|thumb|none|The AK-74 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR AK74 leftside.jpg|600px|thumb|none|The left side of the AK-74. ]]&lt;br /&gt;
[[File:ITR AK74 rightside.jpg|600px|thumb|none|The right side of the rifle. ]]&lt;br /&gt;
[[File:ITR AK74 insertmag.jpg|600px|thumb|none|Inserting a magazine. ]]&lt;br /&gt;
[[File:ITR AK74 chamberround.jpg|600px|thumb|none|Bringing a round of 5.45x39mm FMJ into the chamber. ]]&lt;br /&gt;
[[File:ITR AK74 ADS.jpg|600px|thumb|none|Aiming down the AK-74's (surprisingly clear) iron sights. This is the only AK-series rifle in the game to feature glow sights.]]&lt;br /&gt;
[[File:ITR AK74 reload.jpg|600px|thumb|none|Performing the age-old &amp;quot;mag-flick&amp;quot; AK reload. Magazines are expensive, however, so this is of questionable utility compared to a retention reload. ]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;AK-74M&amp;quot;===&lt;br /&gt;
A variant with synthetic furniture and an aftermarket muzzle brake, referred to as the &amp;quot;[[AK-74M]]&amp;quot;, can be purchased for $6500 after reaching Security Level 3; despite its name, it lacks the actual AK-74M's folding stock hardware and has a ribbed receiver cover, meaning that it's simply a regular AK-74N with synthetic furniture. It justifies its increased price tag compared to the base AK-74 with a series of small improvements to its controllability, accuracy, durability, and stealthiness. It features the same upgrades and attachment options as the AK-74. &lt;br /&gt;
[[File:BulgarianAK-74.jpg|thumb|none|350px|Bulgarian-manufactured AK-74 with synthetic furniture - 5.45x39mm]]&lt;br /&gt;
[[File:AK-74M.jpg|350px|thumb|none|An actual AK-74M, for comparison - 5.45x39mm]]&lt;br /&gt;
[[File:ITR AK74M model.jpg|600px|thumb|none|The &amp;quot;AK-74M&amp;quot; as it appears in-game. ]]&lt;br /&gt;
[[File:ITR AK74M leftside.jpg|600px|thumb|none|Taking a look at the left side of the polymer-furnished rifle. ]]&lt;br /&gt;
[[File:ITR AK74M rightside.jpg|600px|thumb|none|The other side of the rifle. ]]&lt;br /&gt;
[[File:ITR AK74M insertmag.jpg|600px|thumb|none|Inserting a black polymer magazine, which are lighter and more durable (but more expensive) than the Bakelite magazines. Both magazine types are compatible with any of the 5.45mm AKs in-game.]]&lt;br /&gt;
[[File:ITR AK74M chamberround.jpg|600px|thumb|none|Chambering a round. Nothing special here. ]]&lt;br /&gt;
[[File:ITR AK74M ADS.jpg|600px|thumb|none|Looking down the rifle's non-luminous iron sights. ]]&lt;br /&gt;
[[File:ITR AK74M hipfire.jpg|600px|thumb|none|As a 5.45mm AK, the pseudo-AK-74M has rather controllable recoil (at the expense of less per-shot damage). ]]&lt;br /&gt;
[[File:ITR AK74M removemag.jpg|600px|thumb|none|Removing the now-empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
An [[AKM]] can be purchased for $4500 after reaching Security Level 3. The AKM's stats are very similar to the AK-74M's, but the AKM deals more damage per shot at the cost of a lower muzzle velocity and a much louder report. It can equip the same attachments and upgrades as the AK-74s. &lt;br /&gt;
[[File:AKMRifle.jpg|350px|thumb|none|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:ITR AKM model.jpg|600px|thumb|none|The AKM as it appears in-game with a 30-round magazine. 10-round magazines, which are much lighter and cheaper, are also available. ]]&lt;br /&gt;
[[File:ITR AKM leftside.jpg|600px|thumb|none|The left side of the AKM. ]]&lt;br /&gt;
[[File:ITR AKM rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:ITR AKM insertmag.jpg|600px|thumb|none|If only there were a way to automatically feed 30 rounds of 7.62x39mm into this firearm... ]]&lt;br /&gt;
[[File:ITR AKM chamberround.jpg|600px|thumb|none|Ah yes, a magazine! The player pulls back on the bolt handle to grab the topmost round off the magazine and insert it into the chamber. ]]&lt;br /&gt;
[[File:ITR AKM ADS.jpg|600px|thumb|none|Aiming down the AKM's iron sights. ]]&lt;br /&gt;
[[File:ITR AKM swapfiremode.jpg|600px|thumb|none|Switching the AKM to full-auto. ]]&lt;br /&gt;
[[File:ITR AKM firing.jpg|600px|thumb|none|One of the AKM's disadvantages is its heavy recoil. Thankfully, it's still capable of killing counter-terrorists with a single headshot.]]&lt;br /&gt;
[[File:ITR AKM unload .jpg|600px|thumb|none|When a gun goes &amp;quot;click&amp;quot; instead of &amp;quot;bang,&amp;quot; one of many things could have happened. Here, for better or for worse, the magazine simply ran out of bullets. ]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
An [[AKS-74U]] can be purchased for $4000 after reaching Security Level 3. As a shortened AK-74 with a folding stock, the 74U is easier to use in close-quarters than the full-length AKs and boasts a slightly faster fire rate (650 rpm vs. 600) to boot. Compared to the other AK-series rifles, however, it has the poorest accuracy in-class and the the second-worst muzzle velocity, which severely limit its effectiveness at range. It mostly shares an attachment and upgrade pool with the other AKs, with a few differences; the AKS-74U cannot equip the GP-30 grenade launcher and it features a unique upgrade to improve its accuracy by 20%, which reduces shot dispersion and allows the 74U to reclaim some performance at range.  &lt;br /&gt;
[[File:AKS74U.jpg|350px|thumb|none|AKS-74U with earlier handguard - 5.45x39mm]]&lt;br /&gt;
[[File:ITR AKS74U modelfolded.jpg|600px|thumb|none|The AKS-74U as it appears in-game with a 30-round Bakelite magazine and with its stock folded. ]]&lt;br /&gt;
[[File:ITR AKS74U modelunfolded.jpg|600px|thumb|none|Ditto, with the stock unfolded. ]]&lt;br /&gt;
[[File:ITR AKS74U leftside.jpg|600px|thumb|none|Taking a look at the left side of the worn, short-barreled AK. ]]&lt;br /&gt;
[[File:ITR AKS74U rightside.jpg|600px|thumb|none|The other side. ]]&lt;br /&gt;
[[File:ITR AKS74U insertmag.jpg|600px|thumb|none|Inserting a Bakelite magazine, although the improved polymer magazines from the &amp;quot;AK-74M&amp;quot; can also be used. ]]&lt;br /&gt;
[[File:ITR AKS74U chamberround.jpg|600px|thumb|none|Chambering a round. ]]&lt;br /&gt;
[[File:ITR AKS74U ADS.jpg|600px|thumb|none|Aiming down the AKS-74U's iron sights...]]&lt;br /&gt;
[[File:ITR AKS74U hipfire.jpg|600px|thumb|none|...before deciding to forego them entirely. ]]&lt;br /&gt;
[[File:ITR AKS74U removemag.jpg|600px|thumb|none|Removing the empty magazine. ]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
An [[AS Val]] can be purchased for $8000 after reaching Security Level 4. The AS Val differs from the VSS Vintorez also unlocked at Security Level 4 with its ability to fire in full-auto and its lighter weight. It comes pre-equipped with a dovetail mount (although this can be replaced with a Picatinny rail for a price) and can be upgraded to add an additional rail on the side of the gun. Compared to the AK-series rifles, the AS Val deals significantly more damage per shot and is much quieter, which is invaluable for preventing swarms of enemies from being drawn to the player's location during combat. It loses out to the AKs when muzzle velocity and magazine size are considered, however, meaning that a player equipped with the AS Val must become comfortable with its exaggerated bullet drop and have to make single shots count. &lt;br /&gt;
[[File:AS Val.jpg|350px|thumb|none|AS Val - 9x39mm]]&lt;br /&gt;
[[File:ITR ASVal modelfolded.jpg|600px|thumb|none|The AS Val as it appears in-game with a 20-round magazine and with its stock folded. ]]&lt;br /&gt;
[[File:ITR ASVal modelunfolded.jpg|600px|thumb|none|Ditto, with the stock unfolded. ]]&lt;br /&gt;
[[File:ITR ASVal leftside.jpg|600px|thumb|none|Observing the left side of the curious integrally-suppressed assault rifle. ]]&lt;br /&gt;
[[File:ITR ASVal rightside.jpg|600px|thumb|none|Right side view of the AS Val. ]]&lt;br /&gt;
[[File:ITR ASVal insertmag.jpg|600px|thumb|none|Inserting a 20-round magazine into the Val. 10-round magazines from the VSS Vintorez are also compatible. ]]&lt;br /&gt;
[[File:ITR ASVal chamberround.jpg|600px|thumb|none|Chambering a round of 9x39mm FMJ. ]]&lt;br /&gt;
[[File:ITR ASVal ADS.jpg|600px|thumb|none|An AS ADS view. ]]&lt;br /&gt;
[[File:ITR ASVal fullauto.jpg|600px|thumb|none|Switching to full-auto. ]]&lt;br /&gt;
[[File:ITR ASVal removemag.jpg|600px|thumb|none|Inspecting the empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1==&lt;br /&gt;
A [[Colt M4A1]] can be purchased for $6500 after reaching Security Level 3. One of the first Western long arms available to the player, the M4A1 performs similarly to the AK-74s in terms of damage and magazine size, although the M4 fires much faster and is slightly quieter while the AKs have higher muzzle velocities. The M4A1 is notable for having the most out-of-the-box rail attachment points of any weapon in the game, allowing it to mount optics, flashlights, and lasers without having to spend money on expensive upgrades. It can be upgraded to increase the accuracy of the weapon by 10% and to swap the automatic fire mode for a three-round burst, transforming the gun into an M4. &lt;br /&gt;
[[File:ColtM4A1.jpg|350px|thumb|none|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[File:ITR M4A1 modelview.jpg|600px|thumb|none|The M4A1 as it appears in-game equipped with a holographic reflex sight. ]]&lt;br /&gt;
[[File:ITR M4A1 leftside.jpg|600px|thumb|none|Inspecting the left side of the Western rifle. Orange'ya glad it's not another AK? ]]&lt;br /&gt;
[[File:ITR M4A1 rightside.jpg|600px|thumb|none|The right side of the M4A1. ]]&lt;br /&gt;
[[File:ITR M4A1 insertmag.jpg|600px|thumb|none|Inserting a 30-round magazine. ]]&lt;br /&gt;
[[File:ITR M4A1 chamberround.jpg|600px|thumb|none|Pulling back on the charging handle to chamber a round of 5.56. Finally, the left hand gets some use! ]]&lt;br /&gt;
[[File:ITR M4A1 firing.jpg|600px|thumb|none|Firing the rifle. ]]&lt;br /&gt;
[[File:ITR M4A1 removemag.jpg|600px|thumb|none|Removing the empty magazine, with speed lines! ]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
A [[Steyr AUG A3]] can be purchased for $5000 after reaching Security Level 3. The AUG has the highest muzzle velocity in-class and an average firerate, but the weapon's stats are otherwise identical to the M4A1. Its bullpup design and unique progressive trigger system (half-pulling the trigger fires a single bullet while depressing it all the way fires fully-automatic) can be hard to get used to, but a player who has mastered the AUG can use it just as effectively as, if not more so, any other assault rifle. The AUG can be upgraded to increase its accuracy by 10% and to swap the fully-automatic firemode for a three-round burst. &lt;br /&gt;
[[File:SteyrAUGA3.jpg|350px|thumb|none|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm]]&lt;br /&gt;
[[File:ITR AUG model.jpg|600px|thumb|none|The Steyr AUG A3 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR AUG leftside.jpg|600px|thumb|none|Inspecting the left side of the olive-colored bullpup. Note the rail attachment points on top of the weapon as well as under the barrel.]]&lt;br /&gt;
[[File:ITR AUG rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:ITR AUG insertmag.jpg|600px|thumb|none|Inserting a 30-round magazine, taking care not to punch yourself in the arm with a VR controller. ]]&lt;br /&gt;
[[File:ITR AUG chamberround.jpg|600px|thumb|none|Observing a round being brought into the chamber, something easier said than done when the ejection port of the gun is so far back. ]]&lt;br /&gt;
[[File:ITR AUG firing.jpg|600px|thumb|none|Firing the AUG. ]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A Groza==&lt;br /&gt;
An [[OTs-14-4A Groza]] can be purchased for $7500 after reaching Security Level 4. Its most defining feature is a permanently-affixed GP-30 grenade launcher, which can be used to launch caseless 40 mm VOG-25 grenades and is operated with the trigger on the forward hand; care should be taken to avoid blowing oneself up! It is otherwise similar to the other 9x39mm rifles in the sense that it has high damage per shot and very pronounced bullet drop. The Groza is tied with the AKS-74U for the worst accuracy of the assault rifles, however, and is not integrally suppressed (although a PBS-1 suppressor may be attached). As with submachine guns, the firerate of the Groza may be tweaked (+20% or -20%) through upgrades and its poor accuracy can be somewhat curbed with a +15% boost at the upgrade station. Various rail mounting points can also be added. &lt;br /&gt;
[[File:OTs-14 Groza.jpg|350px|thumb|none|OTs-14-4A Groza with 40mm GP-30 grenade launcher - 9x39mm]]&lt;br /&gt;
[[File:ITR Groza model.jpg|600px|thumb|none|The OTs-14-4A Groza as it appears in-game. ]]&lt;br /&gt;
[[File:ITR Groza leftside.jpg|600px|thumb|none|Looking at the left side of the OTs-14... Groza. Groza is fine. ]]&lt;br /&gt;
[[File:ITR Groza rightside.jpg|600px|thumb|none|Right side view. ]]&lt;br /&gt;
[[File:ITR Groza insertmag.jpg|600px|thumb|none|Inserting a 20-round magazine of 9x39mm. ]]&lt;br /&gt;
[[File:ITR Groza chamberround.jpg|600px|thumb|none|Chambering a round. ]]&lt;br /&gt;
[[File:ITR Groza ADS.jpg|600px|thumb|none|Aiming down the Groza's iron sights. ]]&lt;br /&gt;
[[File:ITR Groza loadgrenade.jpg|600px|thumb|none|Loading a VOG-25 grenade into the Groza's underbarrel grenade launcher. ]]&lt;br /&gt;
[[File:ITR Groza grenadeaim.jpg|600px|thumb|none|Attempting to aim the grenade with the Groza's leaf sights.]]&lt;br /&gt;
[[File:ITR Groza grenadeboom.jpg|600px|thumb|none|Close only counts in [[Hot Dogs, Horseshoes &amp;amp; Hand Grenades|Hot Dogs, Horseshoes, and Hand Grenades]]. Wait, that's not right... ]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
''Into the Radius VR'' features two weapons that do not fit cleanly within other rifle weapon categories. &lt;br /&gt;
==Mosin Nagant Model 1938 Carbine==&lt;br /&gt;
A [[Mosin Nagant Model 1938 Carbine]] can be purchased for $5500 after reaching Security Level 3. The Mosin is the first truly high-powered long-ranged rifle available to the player and has both extremely high damage per shot and good armor-piercing abilities. There are no clips in the Radius, however, meaning that the Mosin must be reloaded one bullet at a time. With a base capacity of only 5 rounds, the Mosin is a powerful rifle with heavy drawbacks, meaning that it is best suited for a player with steady hands and nerves of steel. The Mosin can equip a PU scope without any modifications, but two rails (one for optical sights and the other for lasers or flashlights) can be added at the upgrade station. &lt;br /&gt;
[[File:M38Carbine.jpg|350px|thumb|none|Mosin Nagant M38 Carbine - 7.62x54mm R]]&lt;br /&gt;
[[File:ITR Mosin model.jpg|600px|thumb|none|The Mosin Nagant Model 1938 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR Mosin leftside.jpg|600px|thumb|none|Admiring the left side of the classic short-barreled bolt-action rifle. ]]&lt;br /&gt;
[[File:ITR Mosin rightside.jpg|600px|thumb|none|The other side of the rifle. ]]&lt;br /&gt;
[[File:ITR Mosin stockview.jpg|600px|thumb|none|Looking back at the Mosin's stock, which is fitted with a side saddle (not unlike the game's shotguns) to hold up to 6 spare 7.62x54mmR rounds. ]]&lt;br /&gt;
[[File:ITR Mosin reload1.jpg|600px|thumb|none|The Mosin's loading process begins by opening the bolt. ]]&lt;br /&gt;
[[File:ITR Mosin reload2.jpg|600px|thumb|none|Rounds are then inserted one at a time, to a maximum of 5. ]]&lt;br /&gt;
[[File:ITR Mosin reload3.jpg|600px|thumb|none|Reloading concludes by pushing the bolt forwards. ]]&lt;br /&gt;
[[File:ITR Mosin ADS.jpg|600px|thumb|none|Aiming down the Mosin's glow sights. ]]&lt;br /&gt;
[[File:ITR Mosin cyclebolt.jpg|600px|thumb|none|Cycling the bolt. Few things are as satisfying in VR as operating a gun that requires lots of hand movements. ]]&lt;br /&gt;
[[File:ITR Mosin PU.jpg|600px|thumb|none|Equipping a PU scope for some long-ranged sniping. ]]&lt;br /&gt;
[[File:ITR Mosin scopeview.jpg|600px|thumb|none|Taking aim at a streetlight through the scope. ]]&lt;br /&gt;
[[File:ITR Mosin cycleboltscope.jpg|600px|thumb|none|Take that, Soviet utility workers! ]]&lt;br /&gt;
&lt;br /&gt;
==SKS-D==&lt;br /&gt;
An [[SKS-D]] can be purchased for $3200 after reaching Security Level 2. Utilizing the same 10 and 30-round magazines as the AKM, the semi-automatic SKS is inferior to any of the game's assault rifles as a primary weapon. Its only benefits compared to the AKs are its good accuracy, low price, and low security level requirement. The SKS can be fitted with a PU scope, and its pool of available modifications includes various rail attachment points, a 30% recoil reduction, and a DTK suppressor adaptor. A bayonet was available for the rifle in the 1.0 version of ''Into the Radius VR,'' but it was removed when the game was updated to version 2.0. &lt;br /&gt;
[[File:NorincoSKS-D.jpg|350px|thumb|none|SKS-D (Norinco-branded) - 7.62x39mm]]&lt;br /&gt;
[[File:ITR SKS model.jpg|600px|thumb|none|The SKS-D as it appears in-game. ]]&lt;br /&gt;
[[File:ITR SKS leftside.jpg|600px|thumb|none|The left side of the SKS. ]]&lt;br /&gt;
[[File:ITR SKS rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:ITR SKS insertmag.jpg|600px|thumb|none|Inserting a short 10-round AKM magazine into the SKS. ]]&lt;br /&gt;
[[File:ITR SKS chamberround.jpg|600px|thumb|none|Chambering a round of 7.62x39mm. ]]&lt;br /&gt;
[[File:ITR SKS ADS.jpg|600px|thumb|none|Aiming down the SKS' iron sights. ]]&lt;br /&gt;
[[File:ITR SKS firing.jpg|600px|thumb|none|Firing the rifle. ]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
A step above the intermediate-caliber assault rifles, battle rifles offer a mid/late-game Explorer a full-powered punch of damage. Hard-hitting, accurate, and possessing incredible armor penetration, battle rifles are adept at any range, but their weight, heavy recoil, and expensive ammunition can be difficult to manage. All battle rifles in ''Into the Radius VR'' are chambered in 7.62x51mm and feed from a 20-round magazine, meaning that it mostly comes down to personal preference and playstyle as to which rifle one uses. &lt;br /&gt;
&lt;br /&gt;
==FN FAL 50.00==&lt;br /&gt;
An early [[FN FAL 50.00]] with wooden furniture can be purchased for $6500 after reaching Security Level 4. The FAL has the fastest firerate of the three available battle rifles, but it also deals the least damage per shot and is the most inaccurate. The FN FAL is compatible with the so-called NATO Suppressor and can be modified to adjust the firerate (±20%), add additional rails for attachments, and increase the accuracy by 10%. &lt;br /&gt;
[[File:Fn fal g series.jpg|350px|thumb|none|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ITR FNFAL model.jpg|600px|thumb|none|The FN FAL 50.00 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR FNFAL leftside.jpg|600px|thumb|none|The left side of the FAL. ]]&lt;br /&gt;
[[File:ITR FNFAL rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:ITR FNFAL insertmag.jpg|600px|thumb|none|Inserting a magazine containing 20 rounds of 7.62x51mm. ]]&lt;br /&gt;
[[File:ITR FNFAL chamberround.jpg|600px|thumb|none|Chambering a round. ]]&lt;br /&gt;
[[File:ITR FNFAL ADS.jpg|600px|thumb|none|Aiming down the FAL's iron sights. ]]&lt;br /&gt;
[[File:ITR FNFAL firing.jpg|600px|thumb|none|Firing a round. ]]&lt;br /&gt;
[[File:ITR FNFAL jam.jpg|600px|thumb|none|A jam! ]]&lt;br /&gt;
[[File:ITR FNFAL clearjam.jpg|600px|thumb|none|Clearing the jam with a stroke of the bolt handle. This also serves as an opportunity to practice the old &amp;quot;catch-the-flying-bullet-in-the-mouth&amp;quot; technique. ]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
An [[FN SCAR-H]] (known as the &amp;quot;FN-17&amp;quot; in-game) can be purchased for $12000 after reaching Security Level 5. This extremely expensive battle rifle serves as the &amp;quot;jack-of-all-trades&amp;quot; of its class, featuring middling firerate, damage, accuracy, and muzzle velocity. It is select-fire, comes with lots of attachment points, and can be suppressed. The stock can also be folded, although this is of questionable utility. It can be upgraded to reduce its recoil by 20% and its ability to fire in full-auto can be swapped for a three-round burst. &lt;br /&gt;
[[File:FN SCAR-H STD.jpg|350px|thumb|none|Third Generation FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ITR FNSCAR modelfolded.jpg|600px|thumb|none|The FN SCAR-H as it appears in-game with the stock folded. ]]&lt;br /&gt;
[[File:ITR FNSCAR modelunfolded.jpg|600px|thumb|none|Ditto, with the stock unfolded. ]]&lt;br /&gt;
[[File:ITR FNSCAR leftside.jpg|600px|thumb|none|Holding the rather chunky rifle. ]]&lt;br /&gt;
[[File:ITR FNSCAR rightside.jpg|600px|thumb|none|Looking at the other side of the SCAR-H. ]]&lt;br /&gt;
[[File:ITR FNSCAR insertmag.jpg|600px|thumb|none|Inserting a magazine. ]]&lt;br /&gt;
[[File:ITR FNSCAR chamberround.jpg|600px|thumb|none|Chambering a round of 7.62 NATO. ]]&lt;br /&gt;
[[File:ITR FNSCAR ADS.jpg|600px|thumb|none|Aiming...]]&lt;br /&gt;
[[File:ITR FNSCAR firing.jpg|600px|thumb|none|...and firing. ]]&lt;br /&gt;
[[File:ITR FNSCAR removemag.jpg|600px|thumb|none|Dropping an empty magazine. ]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
An [[M14]] can be purchased for $7500 after reaching Security Level 4. The battle rifle of choice for those who prefer single, devastating shots, the M14 deals the highest damage per shot and is the most accurate of its peers. Unlike the FN FAL and the SCAR-H, the M14 is semi-automatic only, which can limit its effectiveness in higher-pressure close-quarters situations. The M14 can be upgraded to reduce its recoil by 20% and to add rails for attachments. It cannot be suppressed. &lt;br /&gt;
[[File:M14Rifle.jpg|350px|thumb|none|M14 semi-automatic rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ITR M14 model.jpg|600px|thumb|none|The M14 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR M14 leftside.jpg|600px|thumb|none|&amp;quot;This is my rifle. There are many like it, but this one is mine.&amp;quot; ]]&lt;br /&gt;
[[File:ITR M14 rightside.jpg|600px|thumb|none|The right side of the M14. ]]&lt;br /&gt;
[[File:ITR M14 insertmag.jpg|600px|thumb|none|Inserting a 20-round magazine of 7.62mm full metal jacket. ]]&lt;br /&gt;
[[File:ITR M14 chamberround.jpg|600px|thumb|none|Chambering a round. ]]&lt;br /&gt;
[[File:ITR M14 ADS.jpg|600px|thumb|none|Aiming down the M14's surprisingly clear iron sights ]]&lt;br /&gt;
[[File:ITR M14 firing.jpg|600px|thumb|none|Firing the M14 at an imaginary drill sergeant. ]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
Sniper rifles are, to absolutely no surprise, rifles tooled for long-range combat. They feature very high damage per shot, great accuracy, and a low firerate. Sniper rifles do not come with optics beyond iron sights, so a scope must be purchased or found to put them to full effectiveness at range. &lt;br /&gt;
==Lobaev Arms DVL-10 M1 &amp;quot;SABOTEUR&amp;quot;==&lt;br /&gt;
A [[Lobaev Arms DVL-10]] &amp;quot;SABOTEUR&amp;quot; in M1 configuration can be purchased for $10000 after reaching Security Level 5. Chambered in 7.62x51mm NATO, the DVL-10 justifies its hefty price tag and steep unlock requirements by offering the highest single-shot damage of any firearm in the game. It feeds from a detachable 10-round magazine and is integrally suppressed, meaning that the rifle needs no extra attachments or costly maintenance to provide a stealthy one-hit kill at any range. The DVL-10's greatest drawback is its low rate of fire, owing to the fact that it is a bolt-action rifle. It can be upgraded to increase its reliability by 15% and to reduce its weight by 1kg. &lt;br /&gt;
[[File:DVL-10 Saboteur.jpg|350px|thumb|none|DVL-10 M1 &amp;quot;SABOTEUR&amp;quot; - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:ITR DVL10 modelfolded.jpg|600px|thumb|none|The DVL-10 M1 &amp;quot;SABOTEUR&amp;quot; as it appears in-game with the stock folded. ]]&lt;br /&gt;
[[File:ITR DVL10 modelunfolded.jpg|600px|thumb|none|Ditto, with the stock unfolded. (Why would you ever fold it in the first place?) ]]&lt;br /&gt;
[[File:ITR DVL10 leftside.jpg|600px|thumb|none|Inspecting the left side of the pipe-like bolt-action. ]]&lt;br /&gt;
[[File:ITR DVL10 rightside.jpg|600px|thumb|none|The right side, featuring a chromed bolt assembly. ]]&lt;br /&gt;
[[File:ITR DVL10 scopeattach.jpg|600px|thumb|none|The DVL-10 doesn't even have iron sights, so a high-powered adjustable scope is all but required. ]]&lt;br /&gt;
[[File:ITR DVL10 scopelineup.jpg|600px|thumb|none|Not pictured: inserting the magazine. The player takes aim at a distant target: a malicious teacup. ]]&lt;br /&gt;
[[File:ITR DVL10 firing.jpg|600px|thumb|none|Boom. Headshot. ]]&lt;br /&gt;
[[File:ITR DVL10 cyclebolt.jpg|600px|thumb|none|Cycling the bolt. ]]&lt;br /&gt;
&lt;br /&gt;
==SVD Tiger==&lt;br /&gt;
An [[SVD Dragunov|SVD Tiger]] can be purchased for $8000 after reaching Security Level 4. A civilian version of the SVD, the Tiger rifle is considered by many to be the most overpowered weapon in ''Into the Radius VR.'' It is chambered in 7.62x54mmR, fires semi-automatically, and feeds from a 10-round detachable magazine, a combination that makes the Tiger an easy-to-use &amp;quot;point-and-click&amp;quot; weapon with very high accuracy, high damage (albeit less than the DVL), and incredible armor penetration. It comes with a dovetail rail to attach a PSO-1 scope or Kobra holographic sight, but this can be swapped for a standard Picatinny rail if a Western optical sight is desired. Available upgrades include a suppressor adaptor, an additional rail, and a 30% recoil decrease for faster follow-up shots. &lt;br /&gt;
[[File:SVD Rifle.jpg|350px|thumb|none|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[File:ITR SVD model.jpg|600px|thumb|none|The Tiger as it appears in-game. ]]&lt;br /&gt;
[[File:ITR SVD leftside.jpg|600px|thumb|none|Holding the ferocious Tiger, which is the longest rifle in the game. ]]&lt;br /&gt;
[[File:ITR SVD rightside.jpg|600px|thumb|none|The right side of the rifle. ]]&lt;br /&gt;
[[File:ITR SVD insertmag.jpg|600px|thumb|none|Loading the Tiger. ]]&lt;br /&gt;
[[File:ITR SVD chamberround.jpg|600px|thumb|none|Bringing a round of 7.62x54mmR into the chamber. ]]&lt;br /&gt;
[[File:ITR SVD ADS.jpg|600px|thumb|none|Aiming down the Tiger's iron sights...]]&lt;br /&gt;
[[File:ITR SVD scopeattach.jpg|600px|thumb|none|...but who needs those? ]]&lt;br /&gt;
[[File:ITR SVD scopeaim.jpg|600px|thumb|none|Taking aim at another target; a tin can. The aftermath was too gory to show here (and not because the Tiger's recoil obscured the flying can). ]]&lt;br /&gt;
&lt;br /&gt;
==VSS Vintorez==&lt;br /&gt;
A [[VSS Vintorez]] can be purchased for $7500 after reaching Security Level 4. The Vintorez has much more in common with the AS Val assault rifle than it does the other two sniper rifles, making it somewhat of an oddball. It deals the least damage per shot and has by far the worst muzzle velocity of the snipers, making it a bit of a chore to use at long range. This is balanced by the Vintorez's very high firerate (900 rpm semi-auto only), large magazine size (20 rounds, with AS Val magazine), and exceptionally quiet nature (joint best in the game). The Vintorez is compatible with Russian dovetail optics and can be upgraded to increase its reliability by 15% and to add additional Picatinny rails. &lt;br /&gt;
[[File:Vss1.jpg|350px|thumb|none|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:ITR VSSVintorez model.jpg|600px|thumb|none|The VSS Vintorez as it appears in-game. ]]&lt;br /&gt;
[[File:ITR VSSVintorez leftside.jpg|600px|thumb|none|The left side of the Vintorez. ]]&lt;br /&gt;
[[File:ITR VSSVintorez rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:ITR VSSVintorez insertmag.jpg|600px|thumb|none|Inserting a 10-round magazine. 20-round magazines from the AS Val are also compatible, but are less reliable and weigh more. ]]&lt;br /&gt;
[[File:ITR VSSVintorez chamberround.jpg|600px|thumb|none|Chambering a round of 9x39mm. ]]&lt;br /&gt;
[[File:ITR VSSVintorez ADS.jpg|600 px|thumb|none|Aiming down the iron sights of the VSS Vintorez. ]]&lt;br /&gt;
&lt;br /&gt;
=Grenade Launchers=&lt;br /&gt;
==GP-30 Grenade Launcher==&lt;br /&gt;
A [[GP-30 grenade launcher]] (known in-game as the &amp;quot;GP32&amp;quot;) can be purchased for $1500 after reaching Security Level 3. The OTs-14-4A Groza features an integrated GP-30 as well. It can be mounted underneath the barrel of the AKM, AK-74, and AK-74M or used by itself. VOG-25 40mm grenades, which can be found somewhat rarely in the Radius or purchased for $75 apiece after reaching Security Level 3, can be brought to the muzzle of the launcher to load it and the trigger on the hand holding the rifle's foregrip can be used to fire it. The GP-30 has adjustable sights that can be set to 100m graduations up to 400m, and the sights can be configured for either direct or indirect fire. &lt;br /&gt;
[[File:GP-30.jpg|350px|none|thumb|GP-30 - 40mm]]&lt;br /&gt;
[[File:ITR GP30 model.jpg|600px|thumb|none|The standalone GP-30 as it appears in-game alongside a VOG-25 40mm grenade. ]]&lt;br /&gt;
[[File:ITR GP30 leftside.jpg|600px|thumb|none|The GP-30 mounted to an AKM. ]]&lt;br /&gt;
[[File:ITR GP30 rightside.jpg|600px|thumb|none|Ditto. ]]&lt;br /&gt;
[[File:ITR GP30 loadgrenade.jpg|600px|thumb|none|Loading a VOG-25 into the launcher. ]]&lt;br /&gt;
[[File:ITR GP30 ADS.jpg|600px|thumb|none|Trying to use the adjustable sights.]]&lt;br /&gt;
[[File:ITR GP30 hipfire.jpg|600px|thumb|none|&amp;lt;s&amp;gt;Playing with&amp;lt;/s&amp;gt; adjusting the sights. ]]&lt;br /&gt;
[[File:ITR GP30 explosion.jpg|600px|thumb|none|The resulting (poorly-aimed) explosion. &amp;quot;Close enough&amp;quot; does indeed count when grenades are concerned. ]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
Grenades can be found in the Radius or purchased at the store and serve as a useful utility for taking care of enemies behind cover or inside buildings. They require some practice to use, as the player must physically throw them. Fragmentation is modeled, so an Explorer must take care not to blow themselves up with a poorly-thrown grenade. &lt;br /&gt;
==F-1==&lt;br /&gt;
[[F-1 hand grenade]]s can be purchased for $75 after reaching Security Level 3 or found rarely in the Radius. They are the more powerful type of lethal grenade, having a large blast radius and releasing lots of fragmentation. F-1 grenades, however, are quite heavy and their potential for self-damage is high. &lt;br /&gt;
[[File:Deactivated f1.jpg|350px|thumb|none|F-1 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:ITR F1 model.jpg|600px|thumb|none|The F-1 hand grenade as it appears in-game. ]]&lt;br /&gt;
[[File:ITR F1 holding.jpg|600px|thumb|none|Holding the World War 2-vintage grenade. ]]&lt;br /&gt;
[[File:ITR RDG2 holding.jpg|600px|thumb|none|Ditto.]]&lt;br /&gt;
[[File:ITR F1 pullpin.jpg|600px|thumb|none|Pulling the pin to arm the grenade. ]]&lt;br /&gt;
[[File:ITR F1 throw.jpg|600px|thumb|none|Grenade out! ]]&lt;br /&gt;
[[File:ITR F1 explosion.jpg|600px|thumb|none|Kaboom. Small, glowing pieces of fragmentation can be seen flying away from the blast zone. ]]&lt;br /&gt;
==RDG-2==&lt;br /&gt;
[[RDG-2 smoke grenade]]s can be purchased for $25 after reaching Security Level 2. Cheap and simple, these smoke grenades emit a large cloud of white smoke that can be used to break line of sight with enemies, allowing the player to advance to cover or make a hasty retreat. They can be found commonly across the Radius as low-tier loot. &lt;br /&gt;
[[File:RDG-2.jpg|350px|thumb|none|RDG-2 smoke grenade]]&lt;br /&gt;
[[File:ITR RDG2 model.jpg|600px|thumb|none|An RDG-2 smoke grenade as it appears in-game. ]]&lt;br /&gt;
[[File:ITR RDG-2 holding.jpg|600px|thumb|none|Holding an RDG-2 smoke grenade. ]]&lt;br /&gt;
[[File:ITR RDG2 pulltab.jpg|600px|thumb|none|Pulling the tab to arm the grenade. ]]&lt;br /&gt;
[[File:ITR RDG2 smokecloud.jpg|600px|thumb|none|The resulting cloud of smoke. ]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5==&lt;br /&gt;
[[RGD-5 hand grenade]]s can be purchased for $50 after reaching Security Level 2. They have a smaller blast radius and release less fragmentation than F-1 grenades, but this can be beneficial as it greatly reduces potential self-damage. RGD-5 grenades can be found uncommonly across the Radius. &lt;br /&gt;
[[File:Rdg5.jpg|350px|thumb|none|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:ITR RGD5 model.jpg|600px|thumb|none|An RGD-5 hand grenade as it appears in-game. ]]&lt;br /&gt;
[[File:ITR RGD5 holding.jpg|600px|thumb|none|Holding the somewhat egg-shaped 'nade. ]]&lt;br /&gt;
[[File:ITR RGD5 holding2.jpg|600px|thumb|none|Ditto. ]]&lt;br /&gt;
[[File:ITR RGD5 pullpin.jpg|600px|thumb|none|Removing the pin from the grenade. ]]&lt;br /&gt;
[[File:ITR RGD5 throwing.jpg|600px|thumb|none|Throwing the RGD-5. ]]&lt;br /&gt;
[[File:ITR RGD5 explosion.jpg|600px|thumb|none|The resulting explosion, which is somewhat less powerful than the F-1's. ]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Estonian Produced]]&lt;br /&gt;
[[Category:VR]]&lt;br /&gt;
[[Category:Post Apocalyptic]]&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Into_the_Radius_VR&amp;diff=1639623</id>
		<title>Into the Radius VR</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Into_the_Radius_VR&amp;diff=1639623"/>
		<updated>2023-12-31T18:56:14Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: /* Side-By-Side Double Barreled Shotgun */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Into the Radius VR&lt;br /&gt;
|picture = IntoTheRadiusVRPoster.jpg&lt;br /&gt;
|caption =  ''Steam Box Art''&lt;br /&gt;
|date= July 20, 2020&lt;br /&gt;
|developer=CM Games&lt;br /&gt;
|platforms=	&lt;br /&gt;
Microsoft Windows&amp;lt;br&amp;gt;&lt;br /&gt;
MacOS&amp;lt;br&amp;gt;&lt;br /&gt;
Meta Quest 2&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=CM Games&lt;br /&gt;
|genre=VR Action Survival Shooter &lt;br /&gt;
}}&lt;br /&gt;
Developed by CM Games and released on July 20th, 2020, '''''Into the Radius VR''''' is a VR action survival game heavily inspired by the Soviet novel ''Roadside Picnic'' and the ''[[Stalker|S.T.A.L.K.E.R.]]'' video game series. The game takes place in a large, open-world wasteland located in Russia known as the &amp;quot;Pechorsk Exclusion Zone&amp;quot; or &amp;quot;Radius,&amp;quot; which was the site of an unexplainable supernatural disaster in 1987. Hired by the United Nations Pechorsk Special Committee, or UNPSC, the player (an &amp;quot;Explorer&amp;quot;) ventures across the Radius, gathering information and competing missions, scavenging supplies and equipment, recovering strange, powerful Artifacts, and fending off monstrous Entities. &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=Overview=&lt;br /&gt;
Weapons in ''Into the Radius VR'' can be obtained (in poor condition) through randomly-spawning loot crates found in the Radius or purchased from a main UNPSC store at the player's home base. Money can be earned from completing missions or by selling unwanted items. To gain access to more powerful firearms, the player must increase their &amp;quot;Security Level&amp;quot; by completing main story missions and passing a training course; the player begins the game with a Security Level of 0 and may reach a maximum level of 5. Firearms, magazines, and some attachments degrade at an unrealistically high pace in ''Into the Radius VR,'' requiring the player to either spend money at the shop to have them repaired or utilize their own tools (a toothbrush + cleaning spray and a cleaning rod + toilet paper) to manually clean them. Neglecting to clean one's equipment causes it to appear rusty and smudged, giving it an increased chance to jam, in the case of a firearm, or fail to feed, in the case of a magazine. The player can carry one handgun (in a holster attached to their hip) and one long gun (over their dominant shoulder) at a time and may carry up to four magazines in pouches mounted to their tactical vest. Loot found in the Radius and extra supplies, including cartons of ammunition, extra magazines, food, knives, a gas mask, or one additional long gun, can be stored in the player's backpack, but heavier loads slow the player down and require them to replenish their stamina by eating more often. &lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
Best used as a backup weapon or in close-quarters combat, handguns are an Explorer's best friend in ''Into the Radius VR.'' All handguns can be upgraded at the store to add an underbarrel rail, threaded suppressor mount (does not apply to the Desert Eagle and MP-412 REX), and red dot sight mount. Common ammunition types for handguns include: &lt;br /&gt;
*Full metal jacket (FMJ) - standard&lt;br /&gt;
*Armor-piercing (AP) - decreased damage, increased armor penetration, more expensive&lt;br /&gt;
*Subsonic (SS) - significantly decreased damage, decreased armor penetration and noise, less expensive &lt;br /&gt;
*Overpressure (+P) - significantly increased damage and armor penetration, much more expensive &lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
A [[Beretta 92FS]] (depicted with M9 markings and called the &amp;quot;M9 Beretta&amp;quot;) can be purchased for $1500 after reaching Security Level 2. Feeding from a 15-round magazine, tied with the TT-33 for the highest damage-per-shot of the non-magnum pistols, and capable of firing a wide array of powerful 9x19mm ammunition, the Beretta 92FS is considered by many to be the most useful pistol in ''Into the Radius VR.'' &lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:ITR Beretta92 model.jpg|600px|thumb|none|The Beretta 92FS as it appears in-game. ]]&lt;br /&gt;
[[File:ITR Beretta92 leftside.jpg|600px|thumb|none|A look at the left side of the 92FS featuring its extensive (if inaccurate) markings. ]]&lt;br /&gt;
[[File:ITR Beretta92 rightside.jpg|600px|thumb|none|Ditto, right side view. ]]&lt;br /&gt;
[[File:ITR Beretta92 loading.jpg|600px|thumb|none|Inserting a magazine into the Beretta 92FS. ]]&lt;br /&gt;
[[File:ITR Beretta92 rackslide.jpg|600px|thumb|none|Pulling back on the slide to chamber a 9x19mm round. ]]&lt;br /&gt;
[[File:ITR Beretta92 firing.jpg|600px|thumb|none|A view down the 92FS' three-dot iron sights, which are a dead giveaway that this is not a military-issue M9.]]&lt;br /&gt;
[[File:ITR Beretta92 jam.jpg|600px|thumb|none|All firearms (except for bolt-actions) in ''Into the Radius VR'' can experience malfunctions. Here, the 92FS experiences an unlucky double-feed, which can be remedied by racking the slide to dislodge the errant round. ]]&lt;br /&gt;
[[File:ITR Beretta92 ejectmag.jpg|600px|thumb|none|Ejecting the empty magazine. To aid in retention reloading, all firearms with a magazine release &amp;quot;hold&amp;quot; the halfway-ejected magazine in place for the player to grab.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
A [[Desert Eagle Mark XIX]] chambered in .357 Magnum can be purchased for $5500 after reaching Security Level 4. The heaviest and second-most powerful handgun in ''Into the Radius VR,'' it deals enough damage to kill almost any enemy in the game with a one bullet, but its expensive ammunition, low accuracy, and high recoil encourage precise, single shots. As an added bonus, the &amp;quot;Desert Eagle&amp;quot; comes pre-equipped with a ported barrel and two rail attachment points, one on top of the barrel and one underneath it. It feeds from a 9-round magazine and can fire soft-point (incorrectly called FMJ in-game) or &amp;quot;Surplus&amp;quot; ammunition, which deals less damage but is significantly less expensive. &lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|Desert Eagle Mark XIX with stainless finish, railed and ported barrel, and railed frame - .50 Action Express]]&lt;br /&gt;
[[File:ITR DesertEagle model.jpg|600px|thumb|none|The Desert Eagle Mark XIX as it appears in-game. ]]&lt;br /&gt;
[[File:ITR DesertEagle rightside.jpg|600px|thumb|none|Although it fires a smaller bullet than usually depicted (.357 Mag vs. 50 AE), the &amp;quot;Desert Eagle&amp;quot; is still an absolutely massive handgun in both size and weight (1.9 kg in-game).]]&lt;br /&gt;
[[File:ITR DesertEagle leftside.jpg|600px|thumb|none|Inspecting the other side of the infamous &amp;quot;Deagle.&amp;quot; The handcannon is absent any markings beside a serial number.]]&lt;br /&gt;
[[File:ITR DesertEagle loading.jpg|600px|thumb|none|The player prepares to feed a 9-round magazine into the Desert Eagle. ]]&lt;br /&gt;
[[File:ITR DesertEagle pullslide.jpg|600px|thumb|none|Pulling back on the Desert Eagle Mark XIX's massive slide to bring a soft-point round into the chamber. ]]&lt;br /&gt;
[[File:ITR DesertEagle ads.jpg|600px|thumb|none|Bringing the Desert Eagle's iron sights to bear. Unlike many other guns in ''Into the Radius,'' this handgun is not equipped with glow sights.]]&lt;br /&gt;
[[File:ITR DesertEagle recoil.jpg|600px|thumb|none|The mighty Deagle at full recoil. There's no way to convey power to a player like having a handgun kick like a mule.]]&lt;br /&gt;
[[File:ITR DesertEagle unload.jpg|600px|thumb|none|Nine rounds later and the empty magazine is ready to be ejected. ]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
A 4th Generation [[Glock 17]] can be purchased for $700 after reaching Security Level 1. As a high-capacity automatic pistol, it fulfills a similar role to the GSh-18 in-game, although the Glock deals more damage per shot in exchange for having more expensive ammunition. It is the first weapon chambered in 9x19mm available in-game. &lt;br /&gt;
[[File:Glock17Gen4.jpg|thumb|none|4th Generation Glock 17 - 9x19mm. ]]&lt;br /&gt;
[[File:ITR Glock17 model.jpg|600px|thumb|none|The 4th generation Glock 17 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR Glock17 leftside.jpg|600px|thumb|none|Observing the left side of the Glock 17 (or &amp;quot;G17&amp;quot; as the game calls it) and its markings. ]]&lt;br /&gt;
[[File:ITR Glock17 rightside.jpg|600px|thumb|none|Taking a look at the other side. ]]&lt;br /&gt;
[[File:ITR Glock17 loading.jpg|600px|thumb|none|Loading a fresh magazine into the Glock 17. ]]&lt;br /&gt;
[[File:ITR Glock17 pullslide.jpg|600px|thumb|none|Chambering a round. ]]&lt;br /&gt;
[[File:ITR Glock17 firing.jpg|600px|thumb|none|Firing a shot while aiming down the Glock 17's u-shaped glow sights. ]]&lt;br /&gt;
[[File:ITR Glock17 ejectmag.jpg|600px|thumb|none|Ejecting the empty magazine 17 shots later. ]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
A Glock 18C (or &amp;quot;G18c&amp;quot; as it is known in-game) can be purchased for $3500 after reaching Security Level 3. This select-fire Glock deals moderate damage per shot and has an extremely high rate of fire, but with a magazine of just 17 rounds it is very easy to blow through all of one's ammunition in a fraction of a second when faced with a stressful situation. It is one of two machine pistols available in-game, the other being the OTs-33 &amp;quot;Pernach.&amp;quot; &lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|Glock 18C (3rd Generation) - 9x19mm.]]&lt;br /&gt;
[[File:ITR Glock18C model.jpg|600px|thumb|none|The Glock 18C as it appears in-game. ]]&lt;br /&gt;
[[File:ITR Glock18C leftside.jpg|600px|thumb|none|Taking a look at the left side of the fully-automatic handgun. ]]&lt;br /&gt;
[[File:ITR Glock18C rightside.jpg|600px|thumb|none|Another view of the 18C showcasing the cuts in the slide. ]]&lt;br /&gt;
[[File:ITR Glock18C loading.jpg|600px|thumb|none|Loading a magazine. ]]&lt;br /&gt;
[[File:ITR Glock18C pullslide.jpg|600px|thumb|none|Chambering a round. This view also showcases the cuts made in the top of the barrel, which vent gasses upwards to compensate (hence 18 &amp;quot;C&amp;quot;) for the excessive muzzle tilt expected from full-auto.]]&lt;br /&gt;
[[File:ITR Glock18C firing.jpg|600px|thumb|none|Firing the pistol. The Glock 18C's rear sight is slightly thicker than the 17's. ]]&lt;br /&gt;
[[File:ITR Glock18C empty.jpg|600px|thumb|none|17 rounds never seemed so few... especially when you're firing them at 20 per second. ]]&lt;br /&gt;
&lt;br /&gt;
==GSh-18==&lt;br /&gt;
&lt;br /&gt;
A [[GSh-18]] can be purchased for $600 after reaching Security Level 1. The high-capacity pistol is depicted incorrectly as firing 9x18mm Makarov, however. The GSh-18 is a substantial upgrade over the starting Makarov PM pistol because of the former's increased magazine size (18 vs. 8) and higher base damage (despite firing the same cartridge.) When using AP or +P ammunition, the GSh-18 remains a strong choice for players throughout most of the game due to its high capacity, high base damage, and acceptable armor-piercing performance. &lt;br /&gt;
[[File:GSh18.jpg|thumb|none|Two-Tone GSh-18 - 9x19mm]]&lt;br /&gt;
[[File:ITR GSh18 model.jpg|600px|thumb|none|The GSh-18 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR GSh18 leftside.jpg|600px|thumb|none|The player inspecting the GSh-18's left side. &amp;quot;9x18&amp;quot; can be seen on the pistol's slide, which is incorrect; the GSh-18 (in real life) is actually chambered in 9x19mm. ]]&lt;br /&gt;
[[File:ITR GSh18 rightside.jpg|600px|thumb|none|Another view of the GSh-18 in the player's hand, showcasing the pistol's somewhat unusual central ejection port. ]]&lt;br /&gt;
[[File:ITR GSh18 loading.jpg|600px|thumb|none|The player inserts a magazine containing... wait for it... 18 rounds into the GSh-18. Who would have guessed?]]&lt;br /&gt;
[[File:ITR GSh18 rackslide.jpg|600px|thumb|none|The GSh-18's loading process is completed by racking the slide, as with any other automatic pistol. ]]&lt;br /&gt;
[[File:ITR GSh18 firing.jpg|600px|thumb|none|Firing the GSh-18 in-game. Brass from the previous shot, which was ejected straight up, can be seen hurtling back towards the ground almost vertically.]]&lt;br /&gt;
[[File:ITR GSh18 unload.jpg|600px|thumb|none|The player ejects the now-empty magazine from the pistol. ]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
&lt;br /&gt;
A [[Makarov PM]] is the player's starting weapon and can also be purchased for $300 starting at Security Level 0. One free PM also respawns every few in-game days just inside the Radius. Featuring low damage, low magazine capacity, and low armor-piercing ability, the PM is serviceable only as an early-game sidearm and is best replaced by any other handgun available in ''Into the Radius.'' Its one saving grace is that its ammunition is cheap to purchase and easy to scavenge. &lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:ITR MakarovPM model.jpg|600px|thumb|none|The PM as it appears in Into the Radius VR. ]]&lt;br /&gt;
[[File:ITR MakarovPM leftside.jpg|600px|thumb|none|The PM as it appears in the player's hands. ]]&lt;br /&gt;
[[File:ITR MakarovPM rightside.jpg|600px|thumb|none|Ditto. ]]&lt;br /&gt;
[[File:ITR MakarovPM insertmag.jpg|600px|thumb|none|The player inserts a fresh magazine into their sparklingly-clean PM. ]]&lt;br /&gt;
[[File:ITR MakarovPM chamberround.jpg|600px|thumb|none|All that's left to do is pull the slide to chamber a round of 9x18. ]]&lt;br /&gt;
[[File:ITR MakarovPM firing.jpg|600px|thumb|none|The PM mid-recoil after firing a round. The pistol features glow sights, much like other firearms in ''Into the Radius.'']]&lt;br /&gt;
[[File:ITR MakarovPM unload.jpg|600px|thumb|none|Having shown the barricade what-for, the player ejects the empty magazine from their PM. ]]&lt;br /&gt;
&lt;br /&gt;
==MP-412 REX==&lt;br /&gt;
The [[MP-412 REX]] can be purchased for $6000 starting at Security Level 2. Added to the game as part of the 2.7 Update, the REX deals 50% more damage per shot compared to the already powerful Desert Eagle Mark XIX (despite firing the same ammunition), ensuring that anything unlucky enough to catch a round from this six-shooter won't get back up. This extreme power, however, is kept in check by the revolver's small capacity, high recoil, poor iron sights, somewhat poor accuracy, and its inability to mount a suppressor.  &lt;br /&gt;
[[File:Mp-412-1.jpg|thumb|none|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[File:ITR MP412REX model.jpg|600px|thumb|none|The MP-412 REX and six .357 Magnum cartridges as they appear in-game. ]]&lt;br /&gt;
[[File:ITR MP412REX leftside.jpg|600px|thumb|none|The left side of the REX. ]]&lt;br /&gt;
[[File:ITR MP412REX rightside.jpg|600px|thumb|none|The right side of the REX. ]]&lt;br /&gt;
[[File:ITR MP412REX breakopen.jpg|600px|thumb|none|Unusual for a modern revolver, the MP-412 REX is a top-break design. A swing-out cylinder is usually chosen instead as it is more durable.]]&lt;br /&gt;
[[File:ITR MP412REX loading.jpg|600px|thumb|none|Loading the final round of .357 Magnum soft-point into the REX, a process which becomes considerably more difficult in combat.]]&lt;br /&gt;
[[File:ITR MP412REX hammerpull.jpg|600px|thumb|none|The MP-412 REX can be fired double or single-action, but the position of the hammer has no effect on the trigger pull and is purely cosmetic. ]]&lt;br /&gt;
[[File:ITR MP412REX ADS.jpg|600px|thumb|none|The crude iron sights of the REX in-game. Not much use beyond a few dozen feet, but that is to be expected for a sidearm. ]]&lt;br /&gt;
[[File:ITR MP412REX firing.jpg|600px|thumb|none|The REX's heavy recoil and massive muzzle flash imply power, which this handgun brings in spades. ]]&lt;br /&gt;
[[File:ITR MP412REX ejecting.jpg|600px|thumb|none|Having expended all 6 rounds, the REX is broken open again and a plume of brass bursts forth from the cylinder. As an anti-frustration feature, unspent rounds are not ejected from the REX when reloading. Note that the ejector does not move.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-33 Pernach==&lt;br /&gt;
An [[OTs-33 Pernach]] can be purchased for $2200 after reaching Security Level 2. Feeding from a 27-round magazine and capable of firing at 600 rpm, the Pernach offers extreme firepower in a small package at the cost of potential ammo wastage and high recoil. The select-fire pistol is known in-game as the OC-33, which is an alternate romanization of its Russian name. &lt;br /&gt;
[[File:OTs-33 automatic pistol.jpg|thumb|none|OTs-33 Pernach - 9x18mm Makarov]]&lt;br /&gt;
[[File:ITR OTs33 model.jpg|600px|thumb|none|The OTs-33 Pernach and its extremely long magazine as they appear in-game. ]]&lt;br /&gt;
[[File:ITR OTs33 leftside.jpg||600px|thumb|none|The left side of the OTs-33, in slightly better light. &amp;quot;ОЦ-33,&amp;quot; the pistol's name in Russian, can be seen on the slide.]]&lt;br /&gt;
[[File:ITR OTs33 rightside.jpg|600px|thumb|none|The other side of the &amp;quot;OC-33.&amp;quot; ]]&lt;br /&gt;
[[File:ITR OTs33 loading.jpg|600px|thumb|none|Loading a 27-round magazine into the blocky OTs-33.]]&lt;br /&gt;
[[File:ITR OTs33 rackslide.jpg|600px|thumb|none|Pulling back on the slide to chamber a round. ]]&lt;br /&gt;
[[File:ITR OTs33 firing.jpg|600px|thumb|none|27 rounds may seem like a lot, but that goes fast at 600 rpm. ]]&lt;br /&gt;
[[File:ITR OTs33 unload.jpg|600px|thumb|none|After making 27 new dents on the door across the way, the OTs-33's empty magazine is unloaded. ]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33==&lt;br /&gt;
A [[Tokarev TT-33]] can be purchased for $500 after reaching Security Level 1. The TT-33 has high damage-per-shot and good anti-armor performance compared to other sidearms, especially those chambered in 9x18mm Makarov. The Tokarev's relatively small capacity of 8+1 rounds, however, limits its effectiveness in later parts of the game. &lt;br /&gt;
[[File:TT-33-Wartime.jpg|thumb|none|Tokarev TT-33 - 7.62x25mm Tokarev. Pre-1947 version.]]&lt;br /&gt;
[[File:ITR TT33 model.jpg|600px|thumb|none|The Tokarev TT-33 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR TT33 leftside.jpg|600px|thumb|none|The left side of the TT-33. The markings on the receiver are &amp;quot;ПM783,&amp;quot; a star symbol, and &amp;quot;1940.&amp;quot; ]]&lt;br /&gt;
[[File:ITR TT33 rightside .jpg|600px|thumb|none|The right side view of the TT-33.]]&lt;br /&gt;
[[File:ITR TT33 loading.jpg|600px|thumb|none|Inserting a fresh magazine into the TT-33. ]]&lt;br /&gt;
[[File:ITR TT33 pullslide.jpg|600px|thumb|none|Pulling back on the TT-33's slide to chamber a round of 7.62x25mm Tokarev. ]]&lt;br /&gt;
[[File:ITR TT33 ADS.jpg|600px|thumb|none|A view down the Tokarev's simple glow sights, which are invaluable inside the Radius' many dark buildings, after firing a shot.]]&lt;br /&gt;
[[File:ITR TT33 emptymag.jpg|600px|thumb|none|Ejecting a now-empty mag from the TT-33. ]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
Submachine guns (or SMGs) are one of the types of primary weapon available in ''Into the Radius VR.'' They fire pistol cartridges at very high rates of fire, which, in a game focused around ammunition conservation and making accurate single shots at long range, results in submachine guns being a second or third choice for most situations. Unlike shotguns, most submachine guns can be suppressed, however, meaning that this weapon class still finds some utility when stealthy close-quarters firepower is required, such as within the confines of Pobeda Factory. Much like pistols, all submachine guns can be modified at the store to add rails for various attachments and many come pre-equipped with a threaded barrel for attaching a pistol suppressor. Most submachine guns also have access to unique, mutually exclusive upgrades to either increase (+20%) or decrease (-20%) their base rate of fire, depending on if ammo conservation or increased firepower is desired. &lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K &amp;quot;Reverse Stretch&amp;quot;==&lt;br /&gt;
A [[Heckler &amp;amp; Koch MP5K]] can be purchased for $3500 after reaching Security Level 2. This is a custom variant of the classic SMG known as a &amp;quot;reverse stretch,&amp;quot; meaning that it is a hybrid of the [[MP5A5]] and [[MP5K]]. This allows it to feature both the folding stock and trigger group of the former and the forend of the latter. Owing to its Navy three-round burst trigger group, this MP5 can fire in semi-automatic, 3-round burst, or full-auto. It is chambered in 9x19mm Parabellum, feeds from a 30-round magazine, and comes pre-fitted with a threaded barrel for a pistol suppressor. &lt;br /&gt;
[[File:Mp5 reverse stretch.jpg|thumb|none|MP5K &amp;quot;Reverse Stretch&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:ITR MP5K modelfolded.jpg|600px|thumb|none|The &amp;quot;MP5K&amp;quot; as it appears in-game with its stock folded. ]]&lt;br /&gt;
[[File:ITR MP5K modelunfolded.jpg|600px|thumb|none|Ditto, with the stock unfolded. ]]&lt;br /&gt;
[[File:ITR MP5K leftside.jpg|600px|thumb|none|Inspecting the left side of the strange hybrid SMG. ]]&lt;br /&gt;
[[File:ITR MP5K rightside.jpg|600px|thumb|none|Taking a look at the other side. ]]&lt;br /&gt;
[[File:ITR MP5K insertmag.jpg|600px|thumb|none|Inserting a magazine. ]]&lt;br /&gt;
[[File:ITR MP5K chamberround.jpg|600px|thumb|none|Chambering a round by cranking back on the cocking handle. Note that the bolt on this &amp;quot;MP5K&amp;quot; only slides back and forth and cannot be locked open.]]&lt;br /&gt;
[[File:ITR MP5K firing.jpg|600px|thumb|none|Letting loose with a fully-automatic salvo of rounds. ]]&lt;br /&gt;
[[File:ITR MP5K hipfire.jpg|600px|thumb|none|Firing from the hip. ]]&lt;br /&gt;
[[File:ITR MP5K empty.jpg|600px|thumb|none|Verifying that the magazine is empty. ]]&lt;br /&gt;
&lt;br /&gt;
==MP Jelen==&lt;br /&gt;
An [[MP Jelen]] can be purchased for $1850 after reaching Security Level 1. Known in-game simply as the &amp;quot;PPSh,&amp;quot; this super-short SMG is the first (and by far the most crude) submachine gun available to the player. Firing 7.62x25mm Tokarev and utilizing the same 35 and 71-round magazines as the full-length PPSh-41 available later in the game, the MP Jelen is questionably effective at best and serves only as a cheap, accessible option for a player who wants to use an SMG during the very early-game at any cost. It may be upgraded to attach an optical sight mount and underbarrel rail. &lt;br /&gt;
[[File:MP Jelen.jpg|thumb|none|MP Jelen - 7.62x25mm Tokarev.]]&lt;br /&gt;
[[File:ITR PPSh41short model.jpg|600px|thumb|none|The MP Jelen as it appears in-game. ]]&lt;br /&gt;
[[File:ITR PPSh41shortdrum model.jpg|600px|thumb|none|The MP Jelen with a drum magazine. ]]&lt;br /&gt;
[[File:ITR PPSh41short rightside.jpg|600px|thumb|none|Holding the laughably short submachine gun. A red rubber band can be seen holding the barrel assembly and lower receiver together and a hand-painted fire selector indicator is also present, adding to the crude, craft-produced nature of the firearm.]]&lt;br /&gt;
[[File:ITR PPSh41short leftside.jpg|600px|thumb|none|The other side of the Jelen. ]]&lt;br /&gt;
[[File:ITR PPSh41short insertmag.jpg|600px|thumb|none|Preparing to insert a 35-round magazine into the MP Jelen. The 71-round PPSh-41 drum magazine can also be utilized, although it weighs nearly as much (2 kg) as the gun itself (2.1 kg) in-game.]]&lt;br /&gt;
[[File:ITR PPSh41short pullbolt.jpg|600px|thumb|none|The MP Jelen, like the PPSh-41 it is derived from, fires from an open bolt. ]]&lt;br /&gt;
[[File:ITR PPSh41short firing.jpg|600px|thumb|none|Unleashing an inaccurate burst of 7.62x25mm Tokarev on the unsuspecting barricade.]]&lt;br /&gt;
[[File:ITR PPSh41short hipfire.jpg|600px|thumb|none|The Jelen is perhaps the only firearm in the game that is at its most effective when fired from the hip. ]]&lt;br /&gt;
[[File:ITR PPSh41short empty.jpg|600px|thumb|none|The MP Jelen after firing the last round in the magazine. ]]&lt;br /&gt;
[[File:ITR PPSh41shortdrum hipfire.jpg|600px|thumb|none|The MP Jelen with a drum magazine. ]]&lt;br /&gt;
&lt;br /&gt;
==PP-91 Kedr==&lt;br /&gt;
A [[PP-91 Kedr]] can be purchased for $2000 after reaching Security Level 2. The weapon's stock can be folded or unfolded, but this has no effect on recoil in-game and is purely an aesthetic choice. The PP-91 Kedr can use 20 or 30-round magazines and comes with a threaded barrel to attach a pistol suppressor, if so desired. &lt;br /&gt;
[[File:Pp-91 kedr 30rmag.jpg|thumb|none|PP-91 Kedr - 9x18mm Makarov]]&lt;br /&gt;
[[File:ITR PP91 model.jpg|600px|thumb|none|The PP-91 Kedr as it appears in-game with a 30 round magazine and the stock folded. ]]&lt;br /&gt;
[[File:ITR PP-91 modelunfolded.jpg|600px|thumb|none|Ditto, with the stock unfolded. ]]&lt;br /&gt;
[[File:ITR PP91 leftside.jpg|600px|thumb|none|The left side of the PP-91. ]]&lt;br /&gt;
[[File:ITR PP91 right.jpg|600px|thumb|none|The right side of the PP-91 ]]&lt;br /&gt;
[[File:ITR PP91 loading.jpg|600px|thumb|none|Inserting a fresh 30 round magazine (although 20 round mags are also available) into the Kedr. ]]&lt;br /&gt;
[[File:ITR PP91 charging.jpg|600px|thumb|none|Chambering a 9x18mm round by pulling the PP-91's left side charging handle. ]]&lt;br /&gt;
[[File:ITR PP91 firing.jpg|600px|thumb|none|Letting loose with a burst of rounds. That wooden board never stood a chance. ]]&lt;br /&gt;
[[File:ITR PP91 hipfiring.jpg|600px|thumb|none|Firing the PP-91 again, this time from the hip like a true gangster. ]]&lt;br /&gt;
[[File:ITR PP91 emptymag.jpg|600px|thumb|none|The fun must come to an end, however, and a visual check confirms that the magazine is empty. ]]&lt;br /&gt;
&lt;br /&gt;
==PP-2000==&lt;br /&gt;
A [[PP-2000]] can be purchased for $3000 starting at Security Level 2. It feeds from a 20-round magazine and comes equipped with a suppressor adaptor and top rail attachment point. The PP-2000 can be fired in semi-automatic or full-auto, but an upgrade can be purchased that (somehow) swaps the full-auto firemode for a three-round burst. In terms of raw damage, the PP-2000 is the most powerful 9x19mm Parabellum firearm in ''Into the Radius VR''.&lt;br /&gt;
[[File:Pp-2000 1.jpg|thumb|none|PP-2000 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:ITR PP2000 folded.jpg|600px|thumb|none|The PP-2000 as it appears in-game with its stock folded. ]]&lt;br /&gt;
[[File:ITR PP2000 modelunfolded.jpg|600px|thumb|none|Ditto, with the stock unfolded. ]]&lt;br /&gt;
[[File:ITR PP2000 rightside.jpg|600px|thumb|none|Observing the PP-2000's markings. ]]&lt;br /&gt;
[[File:ITR PP2000 leftside.jpg|600px|thumb|none|Taking a look at the other side. ]]&lt;br /&gt;
[[File:ITR PP2000 insertmag.jpg|600px|thumb|none|Inserting a 20-round magazine. ]]&lt;br /&gt;
[[File:ITR PP2000 charginghandle.jpg|600px|thumb|none|Pulling back on the PP-2000's unusual charging handle to chamber a round. ]]&lt;br /&gt;
[[File:ITR PP2000 firing.jpg|600px|thumb|none|A wisp of smoke rises dramatically from the barrel of the PP-2000 after firing a few rounds. ]]&lt;br /&gt;
[[File:ITR PP2000 hipfire.jpg|600px|thumb|none|Hipfiring, as one does. ]]&lt;br /&gt;
[[File:ITR PP2000 clearcheck.jpg|600px|thumb|none|Double-checking that the magazine is empty. ]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
Heavy, powerful, and capable of firing at an incredible 1000 RPM, a [[PPSh-41]], known as the &amp;quot;PPSh Full&amp;quot; in-game (as it is the &amp;quot;full&amp;quot; version of the much shorter MP Jelen), can be purchased for $3000 after reaching Security Level 2 and can be upgraded to add an optical sight mount and underbarrel rail. Both 35-round stick magazines and 71-round drum magazines are available for the PPSh-41, but drum magazines cannot be purchased from the main store and must be found as loot in the Radius. &lt;br /&gt;
[[File:PPSh-41 Box Right.jpg|350px|thumb|none|PPSh-41 - 7.62x25mm Tokarev.]]&lt;br /&gt;
[[File:ITR PPSh41 model.jpg|600px|thumb|none|The PPSh-41 as it appears in-game with a 35-round stick magazine. ]]&lt;br /&gt;
[[File:ITR PPSh41 leftside.jpg|600px|thumb|none|Taking a look at the left side of this &amp;lt;s&amp;gt;museum piece&amp;lt;/s&amp;gt; perfectly serviceable SMG, comrade!]]&lt;br /&gt;
[[File:ITR PPSh41 rightside.jpg|600px|thumb|none|Ditto, right side view. ]]&lt;br /&gt;
[[File:ITR PPSh41 loading.jpg|600px|thumb|none|Loading a 35-round magazine. The 71-round drum offers twice the capacity, but its rarity, weight, and size make it more difficult to use.]]&lt;br /&gt;
[[File:ITR PPSh41 chamberround.jpg|600px|thumb|none|As an open-bolt submachine gun, the PPSh-41 must have its bolt locked to the rear to be fired. ]]&lt;br /&gt;
[[File:ITR PPSh41 firing.jpg|600px|thumb|none|Letting loose with the &amp;quot;Tokarev typewriter.&amp;quot; ]]&lt;br /&gt;
[[File:ITR PPSh41 hipfire.jpg|600px|thumb|none|Aiming by &amp;quot;walking&amp;quot; bullet impacts onto the target is effective, if wasteful. ]]&lt;br /&gt;
[[File:ITR PPSh41 check.jpg|600px|thumb|none|Checking the magazine, which is empty. ]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
Shotguns in ''Into the Radius VR'' generally offer very high single-shot firepower at the expense of low magazine size and a cumbersome reloading process. All shotguns are chambered in 12 gauge and can use one of two ammunition types: buckshot (red shell), which fires a spread of pellets that rip through unarmored enemies at short to mid-range, and slugs (blue shell), which fire a single, accurate projectile that is better against armored enemies and at longer ranges. The choke of each shotgun can be adjusted at the store to drastically increase or decrease the spread of buckshot and, as with other firearms, shotguns may be modified to add rail mounts for optical sights and other attachments. All shotguns (except the Saiga) also feature a side saddle on the left side of the gun that can hold up to 6 spare shells to facilitate rapid reloading. &lt;br /&gt;
&lt;br /&gt;
[[File:ITR shotgunspreadcomp.jpg|600px|thumb|none|The different choke upgrades (tightened -&amp;gt; normal -&amp;gt; widened) and their effects on shot spread pattern.]]&lt;br /&gt;
&lt;br /&gt;
==Baikal IZh-27==&lt;br /&gt;
A [[IZh-27|Baikal IZh-27]] can be purchased for $1500 after reaching Security Level 1. This Soviet over-under double-barreled shotgun is powerful and accurate, especially in the early-game before armored enemies become commonplace, but the IZh-27 is limited to just two shots before it must be reloaded and kicks heavily. Its length and weight can hinder the user in close-quarters combat and when traveling across the large, open Radius. The IZh-27 may be upgraded to add an optical sight mount and a rail on the side of the gun for attachments. &lt;br /&gt;
[[File:Baikal-IZH27-Shotgun.jpg|350px|thumb|none|IZh-27 O/U double barreled shotgun - 12 gauge]]&lt;br /&gt;
[[File:ITR IZh27 model.jpg|600px|thumb|none|The IZh-27 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR IZh27 leftside.jpg|600px|thumb|none|Taking a look at the left side of the hunting shotgun. Which way to the clays? ]]&lt;br /&gt;
[[File:ITR IZh27 rightside.jpg|600px|thumb|none|The other side, featuring duck engravings. ]]&lt;br /&gt;
[[File:ITR IZh27 loadshell1.jpg|600px|thumb|none|Loading in the first 12 gauge shell...]]&lt;br /&gt;
[[File:ITR IZh27 loadshell2.jpg|600px|thumb|none|...followed by the second. The top barrel is always loaded first regardless of where the shell is actually inserted, which is probably a coding limitation.]]&lt;br /&gt;
[[File:ITR IZh27 closeaction.jpg|600px|thumb|none|Closing the IZh-27's action with an upwards sweep of the hand. ]]&lt;br /&gt;
[[File:ITR IZh27 ADS.jpg|600px|thumb|none|Taking aim at imaginary waterfowl. ]]&lt;br /&gt;
[[File:ITR IZh27 eject.jpg|600px|thumb|none|Ejecting a pair of spent shell casings, which spawn the frame the button is pressed to break open the shotgun and clip through the weapon on their journey to the ground.]]&lt;br /&gt;
&lt;br /&gt;
===Sawed-Off===&lt;br /&gt;
A sawed-off version of the IZh-27 can be purchased for $500 and lacks a security level requirement. Black electrical tape is wound around what remains of the shotgun's stock, which has been cut down significantly along with the barrels. Compared to the full-length version, the IZh-27 Sawed-Off is slightly less accurate and much louder. It features the same upgrade options as its parent and one is given to the player for free after they complete the first mission. &lt;br /&gt;
[[File:ITR IZh27short model.jpg|600px|thumb|none|The sawed-off IZh-27. ]]&lt;br /&gt;
[[File:ITR IZh27short portfolio.jpg|600px|thumb|none|The IZh-27 Sawed-Off as it appears on the portfolio of the modeler who made the gun. ]]&lt;br /&gt;
[[File:ITR IZh27short leftside.jpg|600px|thumb|none|Holding the super-short shotgun. Two hands not required! ]]&lt;br /&gt;
[[File:ITR IZh27short rightside.jpg|600px|thumb|none|The right side of the shortened IZh-27. The weapon is described in-game as &amp;quot;a big hit at gang showdowns.&amp;quot;]]&lt;br /&gt;
[[File:ITR IZh27short loading.jpg|600px|thumb|none|Reeeeeloading! ]]&lt;br /&gt;
[[File:ITR IZh27short closeaction.jpg|600px|thumb|none|Resisting the urge to close the shotgun with a snap of the wrist, a decision made all the more alluring by the game's forgiving physics. ]]&lt;br /&gt;
[[File:ITR IZh27short ADS.jpg|600px|thumb|none|Taking aim at an imaginary rival gang member. ]]&lt;br /&gt;
[[File:ITR IZh27short unloading.jpg|600px|thumb|none|Two shells once again fling themselves free of the IZh-27 in a desperate bid for freedom. ]]&lt;br /&gt;
&lt;br /&gt;
==Baikal IZh-81==&lt;br /&gt;
A [[Baikal IZh-81]] can be purchased for $3000 after reaching Security Level 2. The IZh-81 can hold up 4+1 rounds in its magazine tube, but this may be extended to 8+1 after purchasing an upgrade. An optical sight mount and two rail attachment points (one underneath the barrel and one on the side of it) can also be added via the game's upgrade system. Powerful and accurate, the IZh-81 is a significant step up over the IZh-27. &lt;br /&gt;
[[File:IZh-81.jpg|350px|thumb|none|Baikal IZh-81 in typical hunting configuration - 12 gauge]]&lt;br /&gt;
[[File:ITR IZh81 model.jpg|600px|thumb|none|The IZh-81 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR IZh81 leftside.jpg|600px|thumb|none|The left side of the IZh-81. ]]&lt;br /&gt;
[[File:ITR IZh81 rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:ITR IZh81 loading.jpg|600px|thumb|none|Loading 12 gauge buckshot shells into the IZh-81. The elevator does not move, unfortunately. ]]&lt;br /&gt;
[[File:ITR IZh81 rackpump.jpg|600px|thumb|none|Bringing a shell into the chamber. ]]&lt;br /&gt;
[[File:ITR IZh81 ADS.jpg|600px|thumb|none|Looking down the pump-action's sights, which consist solely of a small glow bead at the front of the gun. ]]&lt;br /&gt;
[[File:ITR IZh81 cycle.jpg|600px|thumb|none|Ejecting a spent shell after firing a shot. ]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
A [[Franchi SPAS-12]] with no stock can be purchased for $5500 after reaching Security Level 4. The SPAS-12 compensates for its high price and steep unlock criteria with a high magazine capacity (8+1 shells) and the ability to fire semi-automatically. Upgrades for the SPAS-12 include an extended magazine tube (+4 shells), a rail for mounting optical sights, and two barrel-mounted rails for attachments.  &lt;br /&gt;
[[File:FSpas12orign.jpg|350px|thumb|none|Franchi SPAS-12 with stock removed – 12 gauge]]&lt;br /&gt;
[[File:ITR SPAS12 model.jpg|600px|thumb|none|The SPAS-12 as it appears in-game. Like other shotguns in ''Into the Radius VR'', it features a 6-shell side saddle. ]]&lt;br /&gt;
[[File:ITR SPAS12 leftside.jpg|600px|thumb|none|The left side of the SPAS-12. The game indicates that it is often [[Jurassic Park (1993)#Franchi_SPAS-12|&amp;quot;used for hunting exceptionally large creatures.&amp;quot;]] ]]&lt;br /&gt;
[[File:ITR SPAS12 rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:ITR SPAS12 loading.jpg|600px|thumb|none|Loading the SPAS-12 with buckshot. Unlike in real life, the player can simply feed shells into the shotgun without having to depress the bolt release.]]&lt;br /&gt;
[[File:ITR SPAS12 chamberround.jpg|600px|thumb|none|Pulling back on the bolt handle to bring a shell into the chamber. ]]&lt;br /&gt;
[[File:ITR SPAS12 ADS.jpg|600px|thumb|none|Looking down the SPAS-12's simple ring-and-post iron sights. ]]&lt;br /&gt;
[[File:ITR SPAS12 firing.jpg|600px|thumb|none|Firing the SPAS-12. ]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12K==&lt;br /&gt;
A [[Saiga 12K]] can be purchased for $8000 after reaching Security Level 5. This Saiga 12K is a mixture of various custom parts, including a conical flash hider, a super-short barrel, a [[Galil]]-esque side-folding stock, and an AK-series wooden foregrip. It is chambered in 12 gauge and can use 5-round or 10-round magazines, although the latter are few in number and can only be found within special treasure &amp;quot;Stashes&amp;quot; hidden in the Radius. &lt;br /&gt;
[[File:Saiga-410K-04.jpg|350px|thumb|none|Saiga-410K-04 - .410 Magnum. This Saiga version resembles an AKS-74U.]]&lt;br /&gt;
[[File:ITR Saiga12K modelfolded.jpg|600px|thumb|none|The custom Saiga 12K as it appears in-game with its stock folded. ]]&lt;br /&gt;
[[File:ITR Saiga12K modelunfolded.jpg|600px|thumb|none|Ditto, with the stock unfolded. ]]&lt;br /&gt;
[[File:ITR Saiga12K leftside.jpg|600px|thumb|none|The left side of the Saiga 12K. ]]&lt;br /&gt;
[[File:ITR Saiga12K rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:ITR Saiga12K insertmag.jpg|600px|thumb|none|Inserting a 5-round magazine into the Saiga. ]]&lt;br /&gt;
[[File:ITR Saiga12K chamberround.jpg|600px|thumb|none|Chambering a 12 gauge shell. ]]&lt;br /&gt;
[[File:ITR Saiga12K ADS.jpg|600px|thumb|none|Aiming down the Saiga 12K's AK-style iron sights. ]]&lt;br /&gt;
[[File:ITR Saiga12K firing.jpg|600px|thumb|none|Firing the Saiga 12K. ]]&lt;br /&gt;
&lt;br /&gt;
==Side-By-Side Double Barreled Shotgun==&lt;br /&gt;
A generic hammerless side-by-side double barreled shotgun known as the &amp;quot;Hunting Shotgun&amp;quot; was available for purchase from the store in the 1.0 version of ''Into the Radius VR.'' When the 2.0 version of the game was released in December 2021, however, the Hunting Shotgun was removed from the store and replaced by the IZh-27. The side-by-side was not removed entirely, though, as it is still possible to find the Hunting Shotgun inside loot crates in certain parts of the Radius. Gameplay-wise, it is statistically indistinguishable from the IZh-27 that replaced it. &lt;br /&gt;
[[File:StevesSBS1960s.jpg|350px|thumb|none|1960s Era Commercial Stevens hammerless side by side shotgun - 12 gauge]]&lt;br /&gt;
[[File:ITR HuntingShotgun model.jpg|600px|thumb|none|The tremendously long &amp;quot;Hunting Shotgun&amp;quot; as it appears in-game. ]]&lt;br /&gt;
[[File:ITR HuntingShotgun leftside.jpg|600px|thumb|none|Taking a look at the left side of the side-by-side. ]]&lt;br /&gt;
[[File:ITR HuntingShotgun rightside.jpg|600px|thumb|none|The right side. Note the unusually elongated wooden grip and Picatinny rail segment near the end of it (courtesy of the upgrade station). ]]&lt;br /&gt;
[[File:ITR HuntingShotgun breakopen.jpg|600px|thumb|none|Breaking the shotgun open. ]]&lt;br /&gt;
[[File:ITR HuntingShotgun loading.jpg|600px|thumb|none|Loading a pair of 12 gauge shells (which are slightly out-of-scale compared to the bore of the barrels) ]]&lt;br /&gt;
[[File:ITR HuntingShotgun closing.jpg|600px|thumb|none|Closing the shotgun with a raised hand. ]]&lt;br /&gt;
[[File:ITR HuntingShotgun ADS.jpg|600px|thumb|none|Taking aim down the Hunting Shotgun's rifle-type iron sights, which are an uncommon sight to see on smoothbore firearms.]]&lt;br /&gt;
&lt;br /&gt;
===Sawed-Off===&lt;br /&gt;
A sawed-off version of the Hunting Shotgun known simply as the &amp;quot;Sawed-Off Shotgun&amp;quot; was also once available for purchase, but it has since been replaced by the identically-performing IZh-27 Sawed-Off. It can be found in the Radius in the same areas as the full-length Hunting Shotgun. &lt;br /&gt;
[[File:SBS-Shotgun ManOnFire.jpg|350px|thumb|none|Screen-used Zabala short barreled shotgun. ]]&lt;br /&gt;
[[File:ITR SawedOff model.jpg|600px|thumb|none|The Sawed-Off Shotgun as it appears in-game. ]]&lt;br /&gt;
[[File:ITR SawedOff leftside.jpg|600px|thumb|none|Admiring the left side of the sawed-off. The shotgun features a rather beat-up dual-trigger system. ]]&lt;br /&gt;
[[File:ITR SawedOff rightside.jpg|600px|thumb|none|The right side of the shotgun. ]]&lt;br /&gt;
[[File:ITR SawedOff loading.jpg|600px|thumb|none|Loading a 12 gauge shell. ]]&lt;br /&gt;
[[File:ITR SawedOff closing.jpg|600px|thumb|none|Closing the shotgun with an ill-advised flick of the wrist. ]]&lt;br /&gt;
[[File:ITR SawedOff ADS.jpg|600px|thumb|none|Aiming down the shotgun's &amp;quot;sights.&amp;quot;]]&lt;br /&gt;
[[File:ITR SawedOff hipaim.jpg|600px|thumb|none|Using the &amp;lt;s&amp;gt;Super&amp;lt;/s&amp;gt; Sawed-Off Shotgun as it's meant to be used. ]]&lt;br /&gt;
[[File:ITR SawedOff doomfire.jpg|600px|thumb|none|Kaboom! ]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
Assault rifles are generally the most useful class of primary weapon for a mid-game Explorer. Possessing good damage characteristics, serviceable armor-piercing ability, sizeable magazines, decent accuracy, and the ability to fire in full-auto or semi-automatic, assault rifles can be extremely useful in both close and medium-range combat when equipped with a decent optic and a laser attachment. They begin to struggle at longer ranges, however, and their pricey ammunition makes full-auto much more costly compared to submachine guns. Common ammunition types include FMJ, AP, SS, and CHP (copper hollow point)/Surplus, which is directly inferior to other ammo types but by far the cheapest.&lt;br /&gt;
&lt;br /&gt;
==AK-74==&lt;br /&gt;
An [[AK-74]] can be purchased for $5000 after reaching Security Level 3. It has exceptionally average characteristics compared to other available assault rifles and feeds from a 30-round magazine. The AK-74 can be equipped with a PSO-1 scope or Kobra optical sight (via a dovetail mount on the left side of the receiver, indicating that the rifle is an AK-74N) as well as a PBS-1 silencer and underbarrel GP-30 grenade launcher. Upgrades for the AK-74 include reducing the recoil (-20%), increasing the firerate (+20%) and swapping the dovetail mount for a Picatinny rail. &lt;br /&gt;
[[File:AK-74.jpg|350px|thumb|none|AK-74, early version with 62 degree gas block - 5.45x39mm]]&lt;br /&gt;
[[File:ITR AK74 model.jpg|600px|thumb|none|The AK-74 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR AK74 leftside.jpg|600px|thumb|none|The left side of the AK-74. ]]&lt;br /&gt;
[[File:ITR AK74 rightside.jpg|600px|thumb|none|The right side of the rifle. ]]&lt;br /&gt;
[[File:ITR AK74 insertmag.jpg|600px|thumb|none|Inserting a magazine. ]]&lt;br /&gt;
[[File:ITR AK74 chamberround.jpg|600px|thumb|none|Bringing a round of 5.45x39mm FMJ into the chamber. ]]&lt;br /&gt;
[[File:ITR AK74 ADS.jpg|600px|thumb|none|Aiming down the AK-74's (surprisingly clear) iron sights. This is the only AK-series rifle in the game to feature glow sights.]]&lt;br /&gt;
[[File:ITR AK74 reload.jpg|600px|thumb|none|Performing the age-old &amp;quot;mag-flick&amp;quot; AK reload. Magazines are expensive, however, so this is of questionable utility compared to a retention reload. ]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;AK-74M&amp;quot;===&lt;br /&gt;
A variant with synthetic furniture and an aftermarket muzzle brake, referred to as the &amp;quot;[[AK-74M]]&amp;quot;, can be purchased for $6500 after reaching Security Level 3; despite its name, it lacks the actual AK-74M's folding stock hardware and has a ribbed receiver cover, meaning that it's simply a regular AK-74N with synthetic furniture. It justifies its increased price tag compared to the base AK-74 with a series of small improvements to its controllability, accuracy, durability, and stealthiness. It features the same upgrades and attachment options as the AK-74. &lt;br /&gt;
[[File:BulgarianAK-74.jpg|thumb|none|350px|Bulgarian-manufactured AK-74 with synthetic furniture - 5.45x39mm]]&lt;br /&gt;
[[File:AK-74M.jpg|350px|thumb|none|An actual AK-74M, for comparison - 5.45x39mm]]&lt;br /&gt;
[[File:ITR AK74M model.jpg|600px|thumb|none|The &amp;quot;AK-74M&amp;quot; as it appears in-game. ]]&lt;br /&gt;
[[File:ITR AK74M leftside.jpg|600px|thumb|none|Taking a look at the left side of the polymer-furnished rifle. ]]&lt;br /&gt;
[[File:ITR AK74M rightside.jpg|600px|thumb|none|The other side of the rifle. ]]&lt;br /&gt;
[[File:ITR AK74M insertmag.jpg|600px|thumb|none|Inserting a black polymer magazine, which are lighter and more durable (but more expensive) than the Bakelite magazines. Both magazine types are compatible with any of the 5.45mm AKs in-game.]]&lt;br /&gt;
[[File:ITR AK74M chamberround.jpg|600px|thumb|none|Chambering a round. Nothing special here. ]]&lt;br /&gt;
[[File:ITR AK74M ADS.jpg|600px|thumb|none|Looking down the rifle's non-luminous iron sights. ]]&lt;br /&gt;
[[File:ITR AK74M hipfire.jpg|600px|thumb|none|As a 5.45mm AK, the pseudo-AK-74M has rather controllable recoil (at the expense of less per-shot damage). ]]&lt;br /&gt;
[[File:ITR AK74M removemag.jpg|600px|thumb|none|Removing the now-empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
An [[AKM]] can be purchased for $4500 after reaching Security Level 3. The AKM's stats are very similar to the AK-74M's, but the AKM deals more damage per shot at the cost of a lower muzzle velocity and a much louder report. It can equip the same attachments and upgrades as the AK-74s. &lt;br /&gt;
[[File:AKMRifle.jpg|350px|thumb|none|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:ITR AKM model.jpg|600px|thumb|none|The AKM as it appears in-game with a 30-round magazine. 10-round magazines, which are much lighter and cheaper, are also available. ]]&lt;br /&gt;
[[File:ITR AKM leftside.jpg|600px|thumb|none|The left side of the AKM. ]]&lt;br /&gt;
[[File:ITR AKM rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:ITR AKM insertmag.jpg|600px|thumb|none|If only there were a way to automatically feed 30 rounds of 7.62x39mm into this firearm... ]]&lt;br /&gt;
[[File:ITR AKM chamberround.jpg|600px|thumb|none|Ah yes, a magazine! The player pulls back on the bolt handle to grab the topmost round off the magazine and insert it into the chamber. ]]&lt;br /&gt;
[[File:ITR AKM ADS.jpg|600px|thumb|none|Aiming down the AKM's iron sights. ]]&lt;br /&gt;
[[File:ITR AKM swapfiremode.jpg|600px|thumb|none|Switching the AKM to full-auto. ]]&lt;br /&gt;
[[File:ITR AKM firing.jpg|600px|thumb|none|One of the AKM's disadvantages is its heavy recoil. Thankfully, it's still capable of killing counter-terrorists with a single headshot.]]&lt;br /&gt;
[[File:ITR AKM unload .jpg|600px|thumb|none|When a gun goes &amp;quot;click&amp;quot; instead of &amp;quot;bang,&amp;quot; one of many things could have happened. Here, for better or for worse, the magazine simply ran out of bullets. ]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
An [[AKS-74U]] can be purchased for $4000 after reaching Security Level 3. As a shortened AK-74 with a folding stock, the 74U is easier to use in close-quarters than the full-length AKs and boasts a slightly faster fire rate (650 rpm vs. 600) to boot. Compared to the other AK-series rifles, however, it has the poorest accuracy in-class and the the second-worst muzzle velocity, which severely limit its effectiveness at range. It mostly shares an attachment and upgrade pool with the other AKs, with a few differences; the AKS-74U cannot equip the GP-30 grenade launcher and it features a unique upgrade to improve its accuracy by 20%, which reduces shot dispersion and allows the 74U to reclaim some performance at range.  &lt;br /&gt;
[[File:AKS74U.jpg|350px|thumb|none|AKS-74U with earlier handguard - 5.45x39mm]]&lt;br /&gt;
[[File:ITR AKS74U modelfolded.jpg|600px|thumb|none|The AKS-74U as it appears in-game with a 30-round Bakelite magazine and with its stock folded. ]]&lt;br /&gt;
[[File:ITR AKS74U modelunfolded.jpg|600px|thumb|none|Ditto, with the stock unfolded. ]]&lt;br /&gt;
[[File:ITR AKS74U leftside.jpg|600px|thumb|none|Taking a look at the left side of the worn, short-barreled AK. ]]&lt;br /&gt;
[[File:ITR AKS74U rightside.jpg|600px|thumb|none|The other side. ]]&lt;br /&gt;
[[File:ITR AKS74U insertmag.jpg|600px|thumb|none|Inserting a magazine. Both types of AK-74 magazine are compatible with the AKS-74U. ]]&lt;br /&gt;
[[File:ITR AKS74U chamberround.jpg|600px|thumb|none|Chambering a round. ]]&lt;br /&gt;
[[File:ITR AKS74U ADS.jpg|600px|thumb|none|Aiming down the AKS-74U's iron sights...]]&lt;br /&gt;
[[File:ITR AKS74U hipfire.jpg|600px|thumb|none|...before deciding to forego them entirely. ]]&lt;br /&gt;
[[File:ITR AKS74U removemag.jpg|600px|thumb|none|Removing the empty magazine. ]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
An [[AS Val]] can be purchased for $8000 after reaching Security Level 4. The AS Val differs from the VSS Vintorez also unlocked at Security Level 4 with its ability to fire in full-auto and its lighter weight. It comes pre-equipped with a dovetail mount (although this can be replaced with a Picatinny rail for a price) and can be upgraded to add an additional rail on the side of the gun. Compared to the AK-series rifles, the AS Val deals significantly more damage per shot and is much quieter, which is invaluable for preventing swarms of enemies from being drawn to the player's location during combat. It loses out to the AKs when muzzle velocity and magazine size are considered, however, meaning that a player equipped with the AS Val must become comfortable with its exaggerated bullet drop and have to make single shots count. &lt;br /&gt;
[[File:AS Val.jpg|350px|thumb|none|AS Val - 9x39mm]]&lt;br /&gt;
[[File:ITR ASVal modelfolded.jpg|600px|thumb|none|The AS Val as it appears in-game with a 20-round magazine and with its stock folded. ]]&lt;br /&gt;
[[File:ITR ASVal modelunfolded.jpg|600px|thumb|none|Ditto, with the stock unfolded. ]]&lt;br /&gt;
[[File:ITR ASVal leftside.jpg|600px|thumb|none|Observing the left side of the curious integrally-suppressed assault rifle. ]]&lt;br /&gt;
[[File:ITR ASVal rightside.jpg|600px|thumb|none|Right side view of the AS Val. ]]&lt;br /&gt;
[[File:ITR ASVal insertmag.jpg|600px|thumb|none|Inserting a 20-round magazine into the Val. 10-round magazines from the VSS Vintorez are also compatible. ]]&lt;br /&gt;
[[File:ITR ASVal chamberround.jpg|600px|thumb|none|Chambering a round of 9x39mm FMJ. ]]&lt;br /&gt;
[[File:ITR ASVal ADS.jpg|600px|thumb|none|An AS ADS view. ]]&lt;br /&gt;
[[File:ITR ASVal fullauto.jpg|600px|thumb|none|Switching to full-auto. ]]&lt;br /&gt;
[[File:ITR ASVal removemag.jpg|600px|thumb|none|Inspecting the empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1==&lt;br /&gt;
A [[Colt M4A1]] can be purchased for $6500 after reaching Security Level 3. One of the first Western long arms available to the player, the M4A1 performs similarly to the AK-74s in terms of damage and magazine size, although the M4 fires much faster and is slightly quieter while the AKs have higher muzzle velocities. The M4A1 is notable for having the most out-of-the-box rail attachment points of any weapon in the game, allowing it to mount optics, flashlights, and lasers without having to spend money on expensive upgrades. It can be upgraded to increase the accuracy of the weapon by 10% and to swap the automatic fire mode for a three-round burst, transforming the gun into an M4. &lt;br /&gt;
[[File:ColtM4A1.jpg|350px|thumb|none|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[File:ITR M4A1 modelview.jpg|600px|thumb|none|The M4A1 as it appears in-game equipped with a holographic reflex sight. ]]&lt;br /&gt;
[[File:ITR M4A1 leftside.jpg|600px|thumb|none|Inspecting the left side of the Western rifle. Orange'ya glad it's not another AK? ]]&lt;br /&gt;
[[File:ITR M4A1 rightside.jpg|600px|thumb|none|The right side of the M4A1. ]]&lt;br /&gt;
[[File:ITR M4A1 insertmag.jpg|600px|thumb|none|Inserting a 30-round magazine. ]]&lt;br /&gt;
[[File:ITR M4A1 chamberround.jpg|600px|thumb|none|Pulling back on the charging handle to chamber a round of 5.56. Finally, the left hand gets some use! ]]&lt;br /&gt;
[[File:ITR M4A1 firing.jpg|600px|thumb|none|Firing the rifle. ]]&lt;br /&gt;
[[File:ITR M4A1 removemag.jpg|600px|thumb|none|Removing the empty magazine, with speed lines! ]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
A [[Steyr AUG A3]] can be purchased for $5000 after reaching Security Level 3. The AUG has the highest muzzle velocity in-class and an average firerate, but the weapon's stats are otherwise identical to the M4A1. Its bullpup design and unique progressive trigger system (half-pulling the trigger fires a single bullet while depressing it all the way fires fully-automatic) can be hard to get used to, but a player who has mastered the AUG can use it just as effectively as, if not more so, any other assault rifle. The AUG can be upgraded to increase its accuracy by 10% and to swap the fully-automatic firemode for a three-round burst. &lt;br /&gt;
[[File:SteyrAUGA3.jpg|350px|thumb|none|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm]]&lt;br /&gt;
[[File:ITR AUG model.jpg|600px|thumb|none|The Steyr AUG A3 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR AUG leftside.jpg|600px|thumb|none|Inspecting the left side of the olive-colored bullpup. Note the rail attachment points on top of the weapon as well as under the barrel.]]&lt;br /&gt;
[[File:ITR AUG rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:ITR AUG insertmag.jpg|600px|thumb|none|Inserting a 30-round magazine, taking care not to punch yourself in the arm with a VR controller. ]]&lt;br /&gt;
[[File:ITR AUG chamberround.jpg|600px|thumb|none|Observing a round being brought into the chamber, something easier said than done when the ejection port of the gun is so far back. ]]&lt;br /&gt;
[[File:ITR AUG firing.jpg|600px|thumb|none|Firing the AUG. ]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A Groza==&lt;br /&gt;
An [[OTs-14-4A Groza]] can be purchased for $7500 after reaching Security Level 4. Its most defining feature is a permanently-affixed GP-30 grenade launcher, which can be used to launch caseless 40 mm VOG-25 grenades and is operated with the trigger on the forward hand; care should be taken to avoid blowing oneself up! It is otherwise similar to the other 9x39mm rifles in the sense that it has high damage per shot and very pronounced bullet drop. The Groza is tied with the AKS-74U for the worst accuracy of the assault rifles, however, and is not integrally suppressed (although a PBS-1 suppressor may be attached). As with submachine guns, the firerate of the Groza may be tweaked (+20% or -20%) through upgrades and its poor accuracy can be somewhat curbed with a +15% boost at the upgrade station. Various rail mounting points can also be added. &lt;br /&gt;
[[File:OTs-14 Groza.jpg|350px|thumb|none|OTs-14-4A Groza with 40mm GP-30 grenade launcher - 9x39mm]]&lt;br /&gt;
[[File:ITR Groza model.jpg|600px|thumb|none|The OTs-14-4A Groza as it appears in-game. ]]&lt;br /&gt;
[[File:ITR Groza leftside.jpg|600px|thumb|none|Looking at the left side of the OTs-14... Groza. Groza is fine. ]]&lt;br /&gt;
[[File:ITR Groza rightside.jpg|600px|thumb|none|Right side view. ]]&lt;br /&gt;
[[File:ITR Groza insertmag.jpg|600px|thumb|none|Inserting a 20-round magazine of 9x39mm. ]]&lt;br /&gt;
[[File:ITR Groza chamberround.jpg|600px|thumb|none|Chambering a round. ]]&lt;br /&gt;
[[File:ITR Groza ADS.jpg|600px|thumb|none|Aiming down the Groza's iron sights. ]]&lt;br /&gt;
[[File:ITR Groza loadgrenade.jpg|600px|thumb|none|Loading a VOG-25 grenade into the Groza's underbarrel grenade launcher. ]]&lt;br /&gt;
[[File:ITR Groza grenadeaim.jpg|600px|thumb|none|Attempting to aim the grenade with the Groza's leaf sights.]]&lt;br /&gt;
[[File:ITR Groza grenadeboom.jpg|600px|thumb|none|Close only counts in [[Hot Dogs, Horseshoes &amp;amp; Hand Grenades|Hot Dogs, Horseshoes, and Hand Grenades]]. Wait, that's not right... ]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
''Into the Radius VR'' features two weapons that do not fit cleanly within other rifle weapon categories. &lt;br /&gt;
==Mosin Nagant Model 1938 Carbine==&lt;br /&gt;
A [[Mosin Nagant Model 1938 Carbine]] can be purchased for $5500 after reaching Security Level 3. The Mosin is the first truly high-powered long-ranged rifle available to the player and has both extremely high damage per shot and good armor-piercing abilities. There are no clips in the Radius, however, meaning that the Mosin must be reloaded one bullet at a time. With a base capacity of only 5 rounds, the Mosin is a powerful rifle with heavy drawbacks, meaning that it is best suited for a player with steady hands and nerves of steel. The Mosin can equip a PU scope without any modifications, but two rails (one for optical sights and the other for lasers or flashlights) can be added at the upgrade station. &lt;br /&gt;
[[File:M38Carbine.jpg|350px|thumb|none|Mosin Nagant M38 Carbine - 7.62x54mm R]]&lt;br /&gt;
[[File:ITR Mosin model.jpg|600px|thumb|none|The Mosin Nagant Model 1938 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR Mosin leftside.jpg|600px|thumb|none|Admiring the left side of the classic short-barreled bolt-action rifle. ]]&lt;br /&gt;
[[File:ITR Mosin rightside.jpg|600px|thumb|none|The other side of the rifle. ]]&lt;br /&gt;
[[File:ITR Mosin stockview.jpg|600px|thumb|none|Looking back at the Mosin's stock, which is fitted with a side saddle (not unlike the game's shotguns) to hold up to 6 spare 7.62x54mmR rounds. ]]&lt;br /&gt;
[[File:ITR Mosin reload1.jpg|600px|thumb|none|The Mosin's loading process begins by opening the bolt. ]]&lt;br /&gt;
[[File:ITR Mosin reload2.jpg|600px|thumb|none|Rounds are then inserted one at a time, to a maximum of 5. ]]&lt;br /&gt;
[[File:ITR Mosin reload3.jpg|600px|thumb|none|Reloading concludes by pushing the bolt forwards. ]]&lt;br /&gt;
[[File:ITR Mosin ADS.jpg|600px|thumb|none|Aiming down the Mosin's glow sights. ]]&lt;br /&gt;
[[File:ITR Mosin cyclebolt.jpg|600px|thumb|none|Cycling the bolt. Few things are as satisfying in VR as operating a gun that requires lots of hand movements. ]]&lt;br /&gt;
[[File:ITR Mosin PU.jpg|600px|thumb|none|Equipping a PU scope for some long-ranged sniping. ]]&lt;br /&gt;
[[File:ITR Mosin scopeview.jpg|600px|thumb|none|Taking aim at a streetlight through the scope. ]]&lt;br /&gt;
[[File:ITR Mosin cycleboltscope.jpg|600px|thumb|none|Take that, Soviet utility workers! ]]&lt;br /&gt;
&lt;br /&gt;
==SKS-D==&lt;br /&gt;
An [[SKS-D]] can be purchased for $3200 after reaching Security Level 2. Utilizing the same 10 and 30-round magazines as the AKM, the semi-automatic SKS is inferior to any of the game's assault rifles as a primary weapon. Its only benefits compared to the AKs are its good accuracy, low price, and low security level requirement. The SKS can be fitted with a PU scope, and its pool of available modifications includes various rail attachment points, a 30% recoil reduction, and a DTK suppressor adaptor. A bayonet was available for the rifle in the 1.0 version of ''Into the Radius VR,'' but it was removed when the game was updated to version 2.0. &lt;br /&gt;
[[File:NorincoSKS-D.jpg|350px|thumb|none|SKS-D (Norinco-branded) - 7.62x39mm]]&lt;br /&gt;
[[File:ITR SKS model.jpg|600px|thumb|none|The SKS-D as it appears in-game. ]]&lt;br /&gt;
[[File:ITR SKS leftside.jpg|600px|thumb|none|The left side of the SKS. ]]&lt;br /&gt;
[[File:ITR SKS rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:ITR SKS insertmag.jpg|600px|thumb|none|Inserting a short 10-round AKM magazine into the SKS. ]]&lt;br /&gt;
[[File:ITR SKS chamberround.jpg|600px|thumb|none|Chambering a round of 7.62x39mm. ]]&lt;br /&gt;
[[File:ITR SKS ADS.jpg|600px|thumb|none|Aiming down the SKS' iron sights. ]]&lt;br /&gt;
[[File:ITR SKS firing.jpg|600px|thumb|none|Firing the rifle. ]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
A step above the intermediate-caliber assault rifles, battle rifles offer a mid/late-game Explorer a full-powered punch of damage. Hard-hitting, accurate, and possessing incredible armor penetration, battle rifles are adept at any range, but their weight, heavy recoil, and expensive ammunition can be difficult to manage. All battle rifles in ''Into the Radius VR'' are chambered in 7.62x51mm and feed from a 20-round magazine, meaning that it mostly comes down to personal preference and playstyle as to which rifle one uses. &lt;br /&gt;
&lt;br /&gt;
==FN FAL 50.00==&lt;br /&gt;
An early [[FN FAL 50.00]] with wooden furniture can be purchased for $6500 after reaching Security Level 4. The FAL has the fastest firerate of the three available battle rifles, but it also deals the least damage per shot and is the most inaccurate. The FN FAL is compatible with the so-called NATO Suppressor and can be modified to adjust the firerate (±20%), add additional rails for attachments, and increase the accuracy by 10%. &lt;br /&gt;
[[File:Fn fal g series.jpg|350px|thumb|none|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ITR FNFAL model.jpg|600px|thumb|none|The FN FAL 50.00 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR FNFAL leftside.jpg|600px|thumb|none|The left side of the FAL. ]]&lt;br /&gt;
[[File:ITR FNFAL rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:ITR FNFAL insertmag.jpg|600px|thumb|none|Inserting a magazine containing 20 rounds of 7.62x51mm. ]]&lt;br /&gt;
[[File:ITR FNFAL chamberround.jpg|600px|thumb|none|Chambering a round. ]]&lt;br /&gt;
[[File:ITR FNFAL ADS.jpg|600px|thumb|none|Aiming down the FAL's iron sights. ]]&lt;br /&gt;
[[File:ITR FNFAL firing.jpg|600px|thumb|none|Firing a round. ]]&lt;br /&gt;
[[File:ITR FNFAL jam.jpg|600px|thumb|none|A jam! ]]&lt;br /&gt;
[[File:ITR FNFAL clearjam.jpg|600px|thumb|none|Clearing the jam with a stroke of the bolt handle. This also serves as an opportunity to practice the old &amp;quot;catch-the-flying-bullet-in-the-mouth&amp;quot; technique. ]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
An [[FN SCAR-H]] (known as the &amp;quot;FN-17&amp;quot; in-game) can be purchased for $12000 after reaching Security Level 5. This extremely expensive battle rifle serves as the &amp;quot;jack-of-all-trades&amp;quot; of its class, featuring middling firerate, damage, accuracy, and muzzle velocity. It is select-fire, comes with lots of attachment points, and can be suppressed. The stock can also be folded, although this is of questionable utility. It can be upgraded to reduce its recoil by 20% and its ability to fire in full-auto can be swapped for a three-round burst. &lt;br /&gt;
[[File:FN SCAR-H STD.jpg|350px|thumb|none|Third Generation FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ITR FNSCAR modelfolded.jpg|600px|thumb|none|The FN SCAR-H as it appears in-game with the stock folded. ]]&lt;br /&gt;
[[File:ITR FNSCAR modelunfolded.jpg|600px|thumb|none|Ditto, with the stock unfolded. ]]&lt;br /&gt;
[[File:ITR FNSCAR leftside.jpg|600px|thumb|none|Holding the rather chunky rifle. ]]&lt;br /&gt;
[[File:ITR FNSCAR rightside.jpg|600px|thumb|none|Looking at the other side of the SCAR-H. ]]&lt;br /&gt;
[[File:ITR FNSCAR insertmag.jpg|600px|thumb|none|Inserting a magazine. ]]&lt;br /&gt;
[[File:ITR FNSCAR chamberround.jpg|600px|thumb|none|Chambering a round of 7.62 NATO. ]]&lt;br /&gt;
[[File:ITR FNSCAR ADS.jpg|600px|thumb|none|Aiming...]]&lt;br /&gt;
[[File:ITR FNSCAR firing.jpg|600px|thumb|none|...and firing. ]]&lt;br /&gt;
[[File:ITR FNSCAR removemag.jpg|600px|thumb|none|Dropping an empty magazine. ]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
An [[M14]] can be purchased for $7500 after reaching Security Level 4. The battle rifle of choice for those who prefer single, devastating shots, the M14 deals the highest damage per shot and is the most accurate of its peers. Unlike the FN FAL and the SCAR-H, the M14 is semi-automatic only, which can limit its effectiveness in higher-pressure close-quarters situations. The M14 can be upgraded to reduce its recoil by 20% and to add rails for attachments. It cannot be suppressed. &lt;br /&gt;
[[File:M14Rifle.jpg|350px|thumb|none|M14 semi-automatic rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ITR M14 model.jpg|600px|thumb|none|The M14 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR M14 leftside.jpg|600px|thumb|none|&amp;quot;This is my rifle. There are many like it, but this one is mine.&amp;quot; ]]&lt;br /&gt;
[[File:ITR M14 rightside.jpg|600px|thumb|none|The right side of the M14. ]]&lt;br /&gt;
[[File:ITR M14 insertmag.jpg|600px|thumb|none|Inserting a 20-round magazine of 7.62mm full metal jacket. ]]&lt;br /&gt;
[[File:ITR M14 chamberround.jpg|600px|thumb|none|Chambering a round. ]]&lt;br /&gt;
[[File:ITR M14 ADS.jpg|600px|thumb|none|Aiming down the M14's surprisingly clear iron sights ]]&lt;br /&gt;
[[File:ITR M14 firing.jpg|600px|thumb|none|Firing the M14 at an imaginary drill sergeant. ]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
Sniper rifles are, to absolutely no surprise, rifles tooled for long-range combat. They feature very high damage per shot, great accuracy, and a low firerate. Sniper rifles do not come with optics beyond iron sights, so a scope must be purchased or found to put them to full effectiveness at range. &lt;br /&gt;
==Lobaev Arms DVL-10 M1 &amp;quot;SABOTEUR&amp;quot;==&lt;br /&gt;
A [[Lobaev Arms DVL-10]] &amp;quot;SABOTEUR&amp;quot; in M1 configuration can be purchased for $10000 after reaching Security Level 5. Chambered in 7.62x51mm NATO, the DVL-10 justifies its hefty price tag and steep unlock requirements by offering the highest single-shot damage of any firearm in the game. It feeds from a detachable 10-round magazine and is integrally suppressed, meaning that the rifle needs no extra attachments or costly maintenance to provide a stealthy one-hit kill at any range. The DVL-10's greatest drawback is its low rate of fire, owing to the fact that it is a bolt-action rifle. It can be upgraded to increase its reliability by 15% and to reduce its weight by 1kg. &lt;br /&gt;
[[File:DVL-10 Saboteur.jpg|350px|thumb|none|DVL-10 M1 &amp;quot;SABOTEUR&amp;quot; - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:ITR DVL10 modelfolded.jpg|600px|thumb|none|The DVL-10 M1 &amp;quot;SABOTEUR&amp;quot; as it appears in-game with the stock folded. ]]&lt;br /&gt;
[[File:ITR DVL10 modelunfolded.jpg|600px|thumb|none|Ditto, with the stock unfolded. (Why would you ever fold it in the first place?) ]]&lt;br /&gt;
[[File:ITR DVL10 leftside.jpg|600px|thumb|none|Inspecting the left side of the pipe-like bolt-action. ]]&lt;br /&gt;
[[File:ITR DVL10 rightside.jpg|600px|thumb|none|The right side, featuring a chromed bolt assembly. ]]&lt;br /&gt;
[[File:ITR DVL10 scopeattach.jpg|600px|thumb|none|The DVL-10 doesn't even have iron sights, so a high-powered adjustable scope is all but required. ]]&lt;br /&gt;
[[File:ITR DVL10 scopelineup.jpg|600px|thumb|none|Not pictured: inserting the magazine. The player takes aim at a distant target: a malicious teacup. ]]&lt;br /&gt;
[[File:ITR DVL10 firing.jpg|600px|thumb|none|Boom. Headshot. ]]&lt;br /&gt;
[[File:ITR DVL10 cyclebolt.jpg|600px|thumb|none|Cycling the bolt. ]]&lt;br /&gt;
&lt;br /&gt;
==SVD Tiger==&lt;br /&gt;
An [[SVD Dragunov|SVD Tiger]] can be purchased for $8000 after reaching Security Level 4. A civilian version of the SVD, the Tiger rifle is considered by many to be the most overpowered weapon in ''Into the Radius VR.'' It is chambered in 7.62x54mmR, fires semi-automatically, and feeds from a 10-round detachable magazine, a combination that makes the Tiger an easy-to-use &amp;quot;point-and-click&amp;quot; weapon with very high accuracy, high damage (albeit less than the DVL), and incredible armor penetration. It comes with a dovetail rail to attach a PSO-1 scope or Kobra holographic sight, but this can be swapped for a standard Picatinny rail if a Western optical sight is desired. Available upgrades include a suppressor adaptor, an additional rail, and a 30% recoil decrease for faster follow-up shots. &lt;br /&gt;
[[File:SVD Rifle.jpg|350px|thumb|none|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[File:ITR SVD model.jpg|600px|thumb|none|The Tiger as it appears in-game. ]]&lt;br /&gt;
[[File:ITR SVD leftside.jpg|600px|thumb|none|Holding the ferocious Tiger, which is the longest rifle in the game. ]]&lt;br /&gt;
[[File:ITR SVD rightside.jpg|600px|thumb|none|The right side of the rifle. ]]&lt;br /&gt;
[[File:ITR SVD insertmag.jpg|600px|thumb|none|Loading the Tiger. ]]&lt;br /&gt;
[[File:ITR SVD chamberround.jpg|600px|thumb|none|Bringing a round of 7.62x54mmR into the chamber. ]]&lt;br /&gt;
[[File:ITR SVD ADS.jpg|600px|thumb|none|Aiming down the Tiger's iron sights...]]&lt;br /&gt;
[[File:ITR SVD scopeattach.jpg|600px|thumb|none|...but who needs those? ]]&lt;br /&gt;
[[File:ITR SVD scopeaim.jpg|600px|thumb|none|Taking aim at another target; a tin can. The aftermath was too gory to show here (and not because the Tiger's recoil obscured the flying can). ]]&lt;br /&gt;
&lt;br /&gt;
==VSS Vintorez==&lt;br /&gt;
A [[VSS Vintorez]] can be purchased for $7500 after reaching Security Level 4. The Vintorez has much more in common with the AS Val assault rifle than it does the other two sniper rifles, making it somewhat of an oddball. It deals the least damage per shot and has by far the worst muzzle velocity of the snipers, making it a bit of a chore to use at long range. This is balanced by the Vintorez's very high firerate (900 rpm semi-auto only), large magazine size (20 rounds, with AS Val magazine), and exceptionally quiet nature (joint best in the game). The Vintorez is compatible with Russian dovetail optics and can be upgraded to increase its reliability by 15% and to add additional Picatinny rails. &lt;br /&gt;
[[File:Vss1.jpg|350px|thumb|none|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:ITR VSSVintorez model.jpg|600px|thumb|none|The VSS Vintorez as it appears in-game. ]]&lt;br /&gt;
[[File:ITR VSSVintorez leftside.jpg|600px|thumb|none|The left side of the Vintorez. ]]&lt;br /&gt;
[[File:ITR VSSVintorez rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:ITR VSSVintorez insertmag.jpg|600px|thumb|none|Inserting a 10-round magazine. 20-round magazines from the AS Val are also compatible, but are less reliable and weigh more. ]]&lt;br /&gt;
[[File:ITR VSSVintorez chamberround.jpg|600px|thumb|none|Chambering a round of 9x39mm. ]]&lt;br /&gt;
[[File:ITR VSSVintorez ADS.jpg|600 px|thumb|none|Aiming down the iron sights of the VSS Vintorez. ]]&lt;br /&gt;
&lt;br /&gt;
=Grenade Launchers=&lt;br /&gt;
==GP-30 Grenade Launcher==&lt;br /&gt;
A [[GP-30 grenade launcher]] (known in-game as the &amp;quot;GP32&amp;quot;) can be purchased for $1500 after reaching Security Level 3. The OTs-14-4A Groza features an integrated GP-30 as well. It can be mounted underneath the barrel of the AKM, AK-74, and AK-74M or used by itself. VOG-25 40mm grenades, which can be found somewhat rarely in the Radius or purchased for $75 apiece after reaching Security Level 3, can be brought to the muzzle of the launcher to load it and the trigger on the hand holding the rifle's foregrip can be used to fire it. The GP-30 has adjustable sights that can be set to 100m graduations up to 400m, and the sights can be configured for either direct or indirect fire. &lt;br /&gt;
[[File:GP-30.jpg|350px|none|thumb|GP-30 - 40mm]]&lt;br /&gt;
[[File:ITR GP30 model.jpg|600px|thumb|none|The standalone GP-30 as it appears in-game alongside a VOG-25 40mm grenade. ]]&lt;br /&gt;
[[File:ITR GP30 leftside.jpg|600px|thumb|none|The GP-30 mounted to an AKM. ]]&lt;br /&gt;
[[File:ITR GP30 rightside.jpg|600px|thumb|none|Ditto. ]]&lt;br /&gt;
[[File:ITR GP30 loadgrenade.jpg|600px|thumb|none|Loading a VOG-25 into the launcher. ]]&lt;br /&gt;
[[File:ITR GP30 ADS.jpg|600px|thumb|none|Trying to use the adjustable sights.]]&lt;br /&gt;
[[File:ITR GP30 hipfire.jpg|600px|thumb|none|&amp;lt;s&amp;gt;Playing with&amp;lt;/s&amp;gt; adjusting the sights. ]]&lt;br /&gt;
[[File:ITR GP30 explosion.jpg|600px|thumb|none|The resulting (poorly-aimed) explosion. &amp;quot;Close enough&amp;quot; does indeed count when grenades are concerned. ]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
Grenades can be found in the Radius or purchased at the store and serve as a useful utility for taking care of enemies behind cover or inside buildings. They require some practice to use, as the player must physically throw them. Fragmentation is modeled, so an Explorer must take care not to blow themselves up with a poorly-thrown grenade. &lt;br /&gt;
==F-1==&lt;br /&gt;
[[F-1 hand grenade]]s can be purchased for $75 after reaching Security Level 3 or found rarely in the Radius. They are the more powerful type of lethal grenade, having a large blast radius and releasing lots of fragmentation. F-1 grenades, however, are quite heavy and their potential for self-damage is high. &lt;br /&gt;
[[File:Deactivated f1.jpg|350px|thumb|none|F-1 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:ITR F1 model.jpg|600px|thumb|none|The F-1 hand grenade as it appears in-game. ]]&lt;br /&gt;
[[File:ITR F1 holding.jpg|600px|thumb|none|Holding the World War 2-vintage grenade. ]]&lt;br /&gt;
[[File:ITR RDG2 holding.jpg|600px|thumb|none|Ditto.]]&lt;br /&gt;
[[File:ITR F1 pullpin.jpg|600px|thumb|none|Pulling the pin to arm the grenade. ]]&lt;br /&gt;
[[File:ITR F1 throw.jpg|600px|thumb|none|Grenade out! ]]&lt;br /&gt;
[[File:ITR F1 explosion.jpg|600px|thumb|none|Kaboom. Small, glowing pieces of fragmentation can be seen flying away from the blast zone. ]]&lt;br /&gt;
==RDG-2==&lt;br /&gt;
[[RDG-2 smoke grenade]]s can be purchased for $25 after reaching Security Level 2. Cheap and simple, these smoke grenades emit a large cloud of white smoke that can be used to break line of sight with enemies, allowing the player to advance to cover or make a hasty retreat. They can be found commonly across the Radius as low-tier loot. &lt;br /&gt;
[[File:RDG-2.jpg|350px|thumb|none|RDG-2 smoke grenade]]&lt;br /&gt;
[[File:ITR RDG2 model.jpg|600px|thumb|none|An RDG-2 smoke grenade as it appears in-game. ]]&lt;br /&gt;
[[File:ITR RDG-2 holding.jpg|600px|thumb|none|Holding an RDG-2 smoke grenade. ]]&lt;br /&gt;
[[File:ITR RDG2 pulltab.jpg|600px|thumb|none|Pulling the tab to arm the grenade. ]]&lt;br /&gt;
[[File:ITR RDG2 smokecloud.jpg|600px|thumb|none|The resulting cloud of smoke. ]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5==&lt;br /&gt;
[[RGD-5 hand grenade]]s can be purchased for $50 after reaching Security Level 2. They have a smaller blast radius and release less fragmentation than F-1 grenades, but this can be beneficial as it greatly reduces potential self-damage. RGD-5 grenades can be found uncommonly across the Radius. &lt;br /&gt;
[[File:Rdg5.jpg|350px|thumb|none|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:ITR RGD5 model.jpg|600px|thumb|none|An RGD-5 hand grenade as it appears in-game. ]]&lt;br /&gt;
[[File:ITR RGD5 holding.jpg|600px|thumb|none|Holding the somewhat egg-shaped 'nade. ]]&lt;br /&gt;
[[File:ITR RGD5 holding2.jpg|600px|thumb|none|Ditto. ]]&lt;br /&gt;
[[File:ITR RGD5 pullpin.jpg|600px|thumb|none|Removing the pin from the grenade. ]]&lt;br /&gt;
[[File:ITR RGD5 throwing.jpg|600px|thumb|none|Throwing the RGD-5. ]]&lt;br /&gt;
[[File:ITR RGD5 explosion.jpg|600px|thumb|none|The resulting explosion, which is somewhat less powerful than the F-1's. ]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Estonian Produced]]&lt;br /&gt;
[[Category:VR]]&lt;br /&gt;
[[Category:Post Apocalyptic]]&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Into_the_Radius_VR&amp;diff=1639622</id>
		<title>Into the Radius VR</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Into_the_Radius_VR&amp;diff=1639622"/>
		<updated>2023-12-31T18:54:16Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: /* Franchi SPAS-12 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Into the Radius VR&lt;br /&gt;
|picture = IntoTheRadiusVRPoster.jpg&lt;br /&gt;
|caption =  ''Steam Box Art''&lt;br /&gt;
|date= July 20, 2020&lt;br /&gt;
|developer=CM Games&lt;br /&gt;
|platforms=	&lt;br /&gt;
Microsoft Windows&amp;lt;br&amp;gt;&lt;br /&gt;
MacOS&amp;lt;br&amp;gt;&lt;br /&gt;
Meta Quest 2&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=CM Games&lt;br /&gt;
|genre=VR Action Survival Shooter &lt;br /&gt;
}}&lt;br /&gt;
Developed by CM Games and released on July 20th, 2020, '''''Into the Radius VR''''' is a VR action survival game heavily inspired by the Soviet novel ''Roadside Picnic'' and the ''[[Stalker|S.T.A.L.K.E.R.]]'' video game series. The game takes place in a large, open-world wasteland located in Russia known as the &amp;quot;Pechorsk Exclusion Zone&amp;quot; or &amp;quot;Radius,&amp;quot; which was the site of an unexplainable supernatural disaster in 1987. Hired by the United Nations Pechorsk Special Committee, or UNPSC, the player (an &amp;quot;Explorer&amp;quot;) ventures across the Radius, gathering information and competing missions, scavenging supplies and equipment, recovering strange, powerful Artifacts, and fending off monstrous Entities. &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=Overview=&lt;br /&gt;
Weapons in ''Into the Radius VR'' can be obtained (in poor condition) through randomly-spawning loot crates found in the Radius or purchased from a main UNPSC store at the player's home base. Money can be earned from completing missions or by selling unwanted items. To gain access to more powerful firearms, the player must increase their &amp;quot;Security Level&amp;quot; by completing main story missions and passing a training course; the player begins the game with a Security Level of 0 and may reach a maximum level of 5. Firearms, magazines, and some attachments degrade at an unrealistically high pace in ''Into the Radius VR,'' requiring the player to either spend money at the shop to have them repaired or utilize their own tools (a toothbrush + cleaning spray and a cleaning rod + toilet paper) to manually clean them. Neglecting to clean one's equipment causes it to appear rusty and smudged, giving it an increased chance to jam, in the case of a firearm, or fail to feed, in the case of a magazine. The player can carry one handgun (in a holster attached to their hip) and one long gun (over their dominant shoulder) at a time and may carry up to four magazines in pouches mounted to their tactical vest. Loot found in the Radius and extra supplies, including cartons of ammunition, extra magazines, food, knives, a gas mask, or one additional long gun, can be stored in the player's backpack, but heavier loads slow the player down and require them to replenish their stamina by eating more often. &lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
Best used as a backup weapon or in close-quarters combat, handguns are an Explorer's best friend in ''Into the Radius VR.'' All handguns can be upgraded at the store to add an underbarrel rail, threaded suppressor mount (does not apply to the Desert Eagle and MP-412 REX), and red dot sight mount. Common ammunition types for handguns include: &lt;br /&gt;
*Full metal jacket (FMJ) - standard&lt;br /&gt;
*Armor-piercing (AP) - decreased damage, increased armor penetration, more expensive&lt;br /&gt;
*Subsonic (SS) - significantly decreased damage, decreased armor penetration and noise, less expensive &lt;br /&gt;
*Overpressure (+P) - significantly increased damage and armor penetration, much more expensive &lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
A [[Beretta 92FS]] (depicted with M9 markings and called the &amp;quot;M9 Beretta&amp;quot;) can be purchased for $1500 after reaching Security Level 2. Feeding from a 15-round magazine, tied with the TT-33 for the highest damage-per-shot of the non-magnum pistols, and capable of firing a wide array of powerful 9x19mm ammunition, the Beretta 92FS is considered by many to be the most useful pistol in ''Into the Radius VR.'' &lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:ITR Beretta92 model.jpg|600px|thumb|none|The Beretta 92FS as it appears in-game. ]]&lt;br /&gt;
[[File:ITR Beretta92 leftside.jpg|600px|thumb|none|A look at the left side of the 92FS featuring its extensive (if inaccurate) markings. ]]&lt;br /&gt;
[[File:ITR Beretta92 rightside.jpg|600px|thumb|none|Ditto, right side view. ]]&lt;br /&gt;
[[File:ITR Beretta92 loading.jpg|600px|thumb|none|Inserting a magazine into the Beretta 92FS. ]]&lt;br /&gt;
[[File:ITR Beretta92 rackslide.jpg|600px|thumb|none|Pulling back on the slide to chamber a 9x19mm round. ]]&lt;br /&gt;
[[File:ITR Beretta92 firing.jpg|600px|thumb|none|A view down the 92FS' three-dot iron sights, which are a dead giveaway that this is not a military-issue M9.]]&lt;br /&gt;
[[File:ITR Beretta92 jam.jpg|600px|thumb|none|All firearms (except for bolt-actions) in ''Into the Radius VR'' can experience malfunctions. Here, the 92FS experiences an unlucky double-feed, which can be remedied by racking the slide to dislodge the errant round. ]]&lt;br /&gt;
[[File:ITR Beretta92 ejectmag.jpg|600px|thumb|none|Ejecting the empty magazine. To aid in retention reloading, all firearms with a magazine release &amp;quot;hold&amp;quot; the halfway-ejected magazine in place for the player to grab.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
A [[Desert Eagle Mark XIX]] chambered in .357 Magnum can be purchased for $5500 after reaching Security Level 4. The heaviest and second-most powerful handgun in ''Into the Radius VR,'' it deals enough damage to kill almost any enemy in the game with a one bullet, but its expensive ammunition, low accuracy, and high recoil encourage precise, single shots. As an added bonus, the &amp;quot;Desert Eagle&amp;quot; comes pre-equipped with a ported barrel and two rail attachment points, one on top of the barrel and one underneath it. It feeds from a 9-round magazine and can fire soft-point (incorrectly called FMJ in-game) or &amp;quot;Surplus&amp;quot; ammunition, which deals less damage but is significantly less expensive. &lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|Desert Eagle Mark XIX with stainless finish, railed and ported barrel, and railed frame - .50 Action Express]]&lt;br /&gt;
[[File:ITR DesertEagle model.jpg|600px|thumb|none|The Desert Eagle Mark XIX as it appears in-game. ]]&lt;br /&gt;
[[File:ITR DesertEagle rightside.jpg|600px|thumb|none|Although it fires a smaller bullet than usually depicted (.357 Mag vs. 50 AE), the &amp;quot;Desert Eagle&amp;quot; is still an absolutely massive handgun in both size and weight (1.9 kg in-game).]]&lt;br /&gt;
[[File:ITR DesertEagle leftside.jpg|600px|thumb|none|Inspecting the other side of the infamous &amp;quot;Deagle.&amp;quot; The handcannon is absent any markings beside a serial number.]]&lt;br /&gt;
[[File:ITR DesertEagle loading.jpg|600px|thumb|none|The player prepares to feed a 9-round magazine into the Desert Eagle. ]]&lt;br /&gt;
[[File:ITR DesertEagle pullslide.jpg|600px|thumb|none|Pulling back on the Desert Eagle Mark XIX's massive slide to bring a soft-point round into the chamber. ]]&lt;br /&gt;
[[File:ITR DesertEagle ads.jpg|600px|thumb|none|Bringing the Desert Eagle's iron sights to bear. Unlike many other guns in ''Into the Radius,'' this handgun is not equipped with glow sights.]]&lt;br /&gt;
[[File:ITR DesertEagle recoil.jpg|600px|thumb|none|The mighty Deagle at full recoil. There's no way to convey power to a player like having a handgun kick like a mule.]]&lt;br /&gt;
[[File:ITR DesertEagle unload.jpg|600px|thumb|none|Nine rounds later and the empty magazine is ready to be ejected. ]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
A 4th Generation [[Glock 17]] can be purchased for $700 after reaching Security Level 1. As a high-capacity automatic pistol, it fulfills a similar role to the GSh-18 in-game, although the Glock deals more damage per shot in exchange for having more expensive ammunition. It is the first weapon chambered in 9x19mm available in-game. &lt;br /&gt;
[[File:Glock17Gen4.jpg|thumb|none|4th Generation Glock 17 - 9x19mm. ]]&lt;br /&gt;
[[File:ITR Glock17 model.jpg|600px|thumb|none|The 4th generation Glock 17 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR Glock17 leftside.jpg|600px|thumb|none|Observing the left side of the Glock 17 (or &amp;quot;G17&amp;quot; as the game calls it) and its markings. ]]&lt;br /&gt;
[[File:ITR Glock17 rightside.jpg|600px|thumb|none|Taking a look at the other side. ]]&lt;br /&gt;
[[File:ITR Glock17 loading.jpg|600px|thumb|none|Loading a fresh magazine into the Glock 17. ]]&lt;br /&gt;
[[File:ITR Glock17 pullslide.jpg|600px|thumb|none|Chambering a round. ]]&lt;br /&gt;
[[File:ITR Glock17 firing.jpg|600px|thumb|none|Firing a shot while aiming down the Glock 17's u-shaped glow sights. ]]&lt;br /&gt;
[[File:ITR Glock17 ejectmag.jpg|600px|thumb|none|Ejecting the empty magazine 17 shots later. ]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
A Glock 18C (or &amp;quot;G18c&amp;quot; as it is known in-game) can be purchased for $3500 after reaching Security Level 3. This select-fire Glock deals moderate damage per shot and has an extremely high rate of fire, but with a magazine of just 17 rounds it is very easy to blow through all of one's ammunition in a fraction of a second when faced with a stressful situation. It is one of two machine pistols available in-game, the other being the OTs-33 &amp;quot;Pernach.&amp;quot; &lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|Glock 18C (3rd Generation) - 9x19mm.]]&lt;br /&gt;
[[File:ITR Glock18C model.jpg|600px|thumb|none|The Glock 18C as it appears in-game. ]]&lt;br /&gt;
[[File:ITR Glock18C leftside.jpg|600px|thumb|none|Taking a look at the left side of the fully-automatic handgun. ]]&lt;br /&gt;
[[File:ITR Glock18C rightside.jpg|600px|thumb|none|Another view of the 18C showcasing the cuts in the slide. ]]&lt;br /&gt;
[[File:ITR Glock18C loading.jpg|600px|thumb|none|Loading a magazine. ]]&lt;br /&gt;
[[File:ITR Glock18C pullslide.jpg|600px|thumb|none|Chambering a round. This view also showcases the cuts made in the top of the barrel, which vent gasses upwards to compensate (hence 18 &amp;quot;C&amp;quot;) for the excessive muzzle tilt expected from full-auto.]]&lt;br /&gt;
[[File:ITR Glock18C firing.jpg|600px|thumb|none|Firing the pistol. The Glock 18C's rear sight is slightly thicker than the 17's. ]]&lt;br /&gt;
[[File:ITR Glock18C empty.jpg|600px|thumb|none|17 rounds never seemed so few... especially when you're firing them at 20 per second. ]]&lt;br /&gt;
&lt;br /&gt;
==GSh-18==&lt;br /&gt;
&lt;br /&gt;
A [[GSh-18]] can be purchased for $600 after reaching Security Level 1. The high-capacity pistol is depicted incorrectly as firing 9x18mm Makarov, however. The GSh-18 is a substantial upgrade over the starting Makarov PM pistol because of the former's increased magazine size (18 vs. 8) and higher base damage (despite firing the same cartridge.) When using AP or +P ammunition, the GSh-18 remains a strong choice for players throughout most of the game due to its high capacity, high base damage, and acceptable armor-piercing performance. &lt;br /&gt;
[[File:GSh18.jpg|thumb|none|Two-Tone GSh-18 - 9x19mm]]&lt;br /&gt;
[[File:ITR GSh18 model.jpg|600px|thumb|none|The GSh-18 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR GSh18 leftside.jpg|600px|thumb|none|The player inspecting the GSh-18's left side. &amp;quot;9x18&amp;quot; can be seen on the pistol's slide, which is incorrect; the GSh-18 (in real life) is actually chambered in 9x19mm. ]]&lt;br /&gt;
[[File:ITR GSh18 rightside.jpg|600px|thumb|none|Another view of the GSh-18 in the player's hand, showcasing the pistol's somewhat unusual central ejection port. ]]&lt;br /&gt;
[[File:ITR GSh18 loading.jpg|600px|thumb|none|The player inserts a magazine containing... wait for it... 18 rounds into the GSh-18. Who would have guessed?]]&lt;br /&gt;
[[File:ITR GSh18 rackslide.jpg|600px|thumb|none|The GSh-18's loading process is completed by racking the slide, as with any other automatic pistol. ]]&lt;br /&gt;
[[File:ITR GSh18 firing.jpg|600px|thumb|none|Firing the GSh-18 in-game. Brass from the previous shot, which was ejected straight up, can be seen hurtling back towards the ground almost vertically.]]&lt;br /&gt;
[[File:ITR GSh18 unload.jpg|600px|thumb|none|The player ejects the now-empty magazine from the pistol. ]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
&lt;br /&gt;
A [[Makarov PM]] is the player's starting weapon and can also be purchased for $300 starting at Security Level 0. One free PM also respawns every few in-game days just inside the Radius. Featuring low damage, low magazine capacity, and low armor-piercing ability, the PM is serviceable only as an early-game sidearm and is best replaced by any other handgun available in ''Into the Radius.'' Its one saving grace is that its ammunition is cheap to purchase and easy to scavenge. &lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:ITR MakarovPM model.jpg|600px|thumb|none|The PM as it appears in Into the Radius VR. ]]&lt;br /&gt;
[[File:ITR MakarovPM leftside.jpg|600px|thumb|none|The PM as it appears in the player's hands. ]]&lt;br /&gt;
[[File:ITR MakarovPM rightside.jpg|600px|thumb|none|Ditto. ]]&lt;br /&gt;
[[File:ITR MakarovPM insertmag.jpg|600px|thumb|none|The player inserts a fresh magazine into their sparklingly-clean PM. ]]&lt;br /&gt;
[[File:ITR MakarovPM chamberround.jpg|600px|thumb|none|All that's left to do is pull the slide to chamber a round of 9x18. ]]&lt;br /&gt;
[[File:ITR MakarovPM firing.jpg|600px|thumb|none|The PM mid-recoil after firing a round. The pistol features glow sights, much like other firearms in ''Into the Radius.'']]&lt;br /&gt;
[[File:ITR MakarovPM unload.jpg|600px|thumb|none|Having shown the barricade what-for, the player ejects the empty magazine from their PM. ]]&lt;br /&gt;
&lt;br /&gt;
==MP-412 REX==&lt;br /&gt;
The [[MP-412 REX]] can be purchased for $6000 starting at Security Level 2. Added to the game as part of the 2.7 Update, the REX deals 50% more damage per shot compared to the already powerful Desert Eagle Mark XIX (despite firing the same ammunition), ensuring that anything unlucky enough to catch a round from this six-shooter won't get back up. This extreme power, however, is kept in check by the revolver's small capacity, high recoil, poor iron sights, somewhat poor accuracy, and its inability to mount a suppressor.  &lt;br /&gt;
[[File:Mp-412-1.jpg|thumb|none|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[File:ITR MP412REX model.jpg|600px|thumb|none|The MP-412 REX and six .357 Magnum cartridges as they appear in-game. ]]&lt;br /&gt;
[[File:ITR MP412REX leftside.jpg|600px|thumb|none|The left side of the REX. ]]&lt;br /&gt;
[[File:ITR MP412REX rightside.jpg|600px|thumb|none|The right side of the REX. ]]&lt;br /&gt;
[[File:ITR MP412REX breakopen.jpg|600px|thumb|none|Unusual for a modern revolver, the MP-412 REX is a top-break design. A swing-out cylinder is usually chosen instead as it is more durable.]]&lt;br /&gt;
[[File:ITR MP412REX loading.jpg|600px|thumb|none|Loading the final round of .357 Magnum soft-point into the REX, a process which becomes considerably more difficult in combat.]]&lt;br /&gt;
[[File:ITR MP412REX hammerpull.jpg|600px|thumb|none|The MP-412 REX can be fired double or single-action, but the position of the hammer has no effect on the trigger pull and is purely cosmetic. ]]&lt;br /&gt;
[[File:ITR MP412REX ADS.jpg|600px|thumb|none|The crude iron sights of the REX in-game. Not much use beyond a few dozen feet, but that is to be expected for a sidearm. ]]&lt;br /&gt;
[[File:ITR MP412REX firing.jpg|600px|thumb|none|The REX's heavy recoil and massive muzzle flash imply power, which this handgun brings in spades. ]]&lt;br /&gt;
[[File:ITR MP412REX ejecting.jpg|600px|thumb|none|Having expended all 6 rounds, the REX is broken open again and a plume of brass bursts forth from the cylinder. As an anti-frustration feature, unspent rounds are not ejected from the REX when reloading. Note that the ejector does not move.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-33 Pernach==&lt;br /&gt;
An [[OTs-33 Pernach]] can be purchased for $2200 after reaching Security Level 2. Feeding from a 27-round magazine and capable of firing at 600 rpm, the Pernach offers extreme firepower in a small package at the cost of potential ammo wastage and high recoil. The select-fire pistol is known in-game as the OC-33, which is an alternate romanization of its Russian name. &lt;br /&gt;
[[File:OTs-33 automatic pistol.jpg|thumb|none|OTs-33 Pernach - 9x18mm Makarov]]&lt;br /&gt;
[[File:ITR OTs33 model.jpg|600px|thumb|none|The OTs-33 Pernach and its extremely long magazine as they appear in-game. ]]&lt;br /&gt;
[[File:ITR OTs33 leftside.jpg||600px|thumb|none|The left side of the OTs-33, in slightly better light. &amp;quot;ОЦ-33,&amp;quot; the pistol's name in Russian, can be seen on the slide.]]&lt;br /&gt;
[[File:ITR OTs33 rightside.jpg|600px|thumb|none|The other side of the &amp;quot;OC-33.&amp;quot; ]]&lt;br /&gt;
[[File:ITR OTs33 loading.jpg|600px|thumb|none|Loading a 27-round magazine into the blocky OTs-33.]]&lt;br /&gt;
[[File:ITR OTs33 rackslide.jpg|600px|thumb|none|Pulling back on the slide to chamber a round. ]]&lt;br /&gt;
[[File:ITR OTs33 firing.jpg|600px|thumb|none|27 rounds may seem like a lot, but that goes fast at 600 rpm. ]]&lt;br /&gt;
[[File:ITR OTs33 unload.jpg|600px|thumb|none|After making 27 new dents on the door across the way, the OTs-33's empty magazine is unloaded. ]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33==&lt;br /&gt;
A [[Tokarev TT-33]] can be purchased for $500 after reaching Security Level 1. The TT-33 has high damage-per-shot and good anti-armor performance compared to other sidearms, especially those chambered in 9x18mm Makarov. The Tokarev's relatively small capacity of 8+1 rounds, however, limits its effectiveness in later parts of the game. &lt;br /&gt;
[[File:TT-33-Wartime.jpg|thumb|none|Tokarev TT-33 - 7.62x25mm Tokarev. Pre-1947 version.]]&lt;br /&gt;
[[File:ITR TT33 model.jpg|600px|thumb|none|The Tokarev TT-33 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR TT33 leftside.jpg|600px|thumb|none|The left side of the TT-33. The markings on the receiver are &amp;quot;ПM783,&amp;quot; a star symbol, and &amp;quot;1940.&amp;quot; ]]&lt;br /&gt;
[[File:ITR TT33 rightside .jpg|600px|thumb|none|The right side view of the TT-33.]]&lt;br /&gt;
[[File:ITR TT33 loading.jpg|600px|thumb|none|Inserting a fresh magazine into the TT-33. ]]&lt;br /&gt;
[[File:ITR TT33 pullslide.jpg|600px|thumb|none|Pulling back on the TT-33's slide to chamber a round of 7.62x25mm Tokarev. ]]&lt;br /&gt;
[[File:ITR TT33 ADS.jpg|600px|thumb|none|A view down the Tokarev's simple glow sights, which are invaluable inside the Radius' many dark buildings, after firing a shot.]]&lt;br /&gt;
[[File:ITR TT33 emptymag.jpg|600px|thumb|none|Ejecting a now-empty mag from the TT-33. ]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
Submachine guns (or SMGs) are one of the types of primary weapon available in ''Into the Radius VR.'' They fire pistol cartridges at very high rates of fire, which, in a game focused around ammunition conservation and making accurate single shots at long range, results in submachine guns being a second or third choice for most situations. Unlike shotguns, most submachine guns can be suppressed, however, meaning that this weapon class still finds some utility when stealthy close-quarters firepower is required, such as within the confines of Pobeda Factory. Much like pistols, all submachine guns can be modified at the store to add rails for various attachments and many come pre-equipped with a threaded barrel for attaching a pistol suppressor. Most submachine guns also have access to unique, mutually exclusive upgrades to either increase (+20%) or decrease (-20%) their base rate of fire, depending on if ammo conservation or increased firepower is desired. &lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K &amp;quot;Reverse Stretch&amp;quot;==&lt;br /&gt;
A [[Heckler &amp;amp; Koch MP5K]] can be purchased for $3500 after reaching Security Level 2. This is a custom variant of the classic SMG known as a &amp;quot;reverse stretch,&amp;quot; meaning that it is a hybrid of the [[MP5A5]] and [[MP5K]]. This allows it to feature both the folding stock and trigger group of the former and the forend of the latter. Owing to its Navy three-round burst trigger group, this MP5 can fire in semi-automatic, 3-round burst, or full-auto. It is chambered in 9x19mm Parabellum, feeds from a 30-round magazine, and comes pre-fitted with a threaded barrel for a pistol suppressor. &lt;br /&gt;
[[File:Mp5 reverse stretch.jpg|thumb|none|MP5K &amp;quot;Reverse Stretch&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:ITR MP5K modelfolded.jpg|600px|thumb|none|The &amp;quot;MP5K&amp;quot; as it appears in-game with its stock folded. ]]&lt;br /&gt;
[[File:ITR MP5K modelunfolded.jpg|600px|thumb|none|Ditto, with the stock unfolded. ]]&lt;br /&gt;
[[File:ITR MP5K leftside.jpg|600px|thumb|none|Inspecting the left side of the strange hybrid SMG. ]]&lt;br /&gt;
[[File:ITR MP5K rightside.jpg|600px|thumb|none|Taking a look at the other side. ]]&lt;br /&gt;
[[File:ITR MP5K insertmag.jpg|600px|thumb|none|Inserting a magazine. ]]&lt;br /&gt;
[[File:ITR MP5K chamberround.jpg|600px|thumb|none|Chambering a round by cranking back on the cocking handle. Note that the bolt on this &amp;quot;MP5K&amp;quot; only slides back and forth and cannot be locked open.]]&lt;br /&gt;
[[File:ITR MP5K firing.jpg|600px|thumb|none|Letting loose with a fully-automatic salvo of rounds. ]]&lt;br /&gt;
[[File:ITR MP5K hipfire.jpg|600px|thumb|none|Firing from the hip. ]]&lt;br /&gt;
[[File:ITR MP5K empty.jpg|600px|thumb|none|Verifying that the magazine is empty. ]]&lt;br /&gt;
&lt;br /&gt;
==MP Jelen==&lt;br /&gt;
An [[MP Jelen]] can be purchased for $1850 after reaching Security Level 1. Known in-game simply as the &amp;quot;PPSh,&amp;quot; this super-short SMG is the first (and by far the most crude) submachine gun available to the player. Firing 7.62x25mm Tokarev and utilizing the same 35 and 71-round magazines as the full-length PPSh-41 available later in the game, the MP Jelen is questionably effective at best and serves only as a cheap, accessible option for a player who wants to use an SMG during the very early-game at any cost. It may be upgraded to attach an optical sight mount and underbarrel rail. &lt;br /&gt;
[[File:MP Jelen.jpg|thumb|none|MP Jelen - 7.62x25mm Tokarev.]]&lt;br /&gt;
[[File:ITR PPSh41short model.jpg|600px|thumb|none|The MP Jelen as it appears in-game. ]]&lt;br /&gt;
[[File:ITR PPSh41shortdrum model.jpg|600px|thumb|none|The MP Jelen with a drum magazine. ]]&lt;br /&gt;
[[File:ITR PPSh41short rightside.jpg|600px|thumb|none|Holding the laughably short submachine gun. A red rubber band can be seen holding the barrel assembly and lower receiver together and a hand-painted fire selector indicator is also present, adding to the crude, craft-produced nature of the firearm.]]&lt;br /&gt;
[[File:ITR PPSh41short leftside.jpg|600px|thumb|none|The other side of the Jelen. ]]&lt;br /&gt;
[[File:ITR PPSh41short insertmag.jpg|600px|thumb|none|Preparing to insert a 35-round magazine into the MP Jelen. The 71-round PPSh-41 drum magazine can also be utilized, although it weighs nearly as much (2 kg) as the gun itself (2.1 kg) in-game.]]&lt;br /&gt;
[[File:ITR PPSh41short pullbolt.jpg|600px|thumb|none|The MP Jelen, like the PPSh-41 it is derived from, fires from an open bolt. ]]&lt;br /&gt;
[[File:ITR PPSh41short firing.jpg|600px|thumb|none|Unleashing an inaccurate burst of 7.62x25mm Tokarev on the unsuspecting barricade.]]&lt;br /&gt;
[[File:ITR PPSh41short hipfire.jpg|600px|thumb|none|The Jelen is perhaps the only firearm in the game that is at its most effective when fired from the hip. ]]&lt;br /&gt;
[[File:ITR PPSh41short empty.jpg|600px|thumb|none|The MP Jelen after firing the last round in the magazine. ]]&lt;br /&gt;
[[File:ITR PPSh41shortdrum hipfire.jpg|600px|thumb|none|The MP Jelen with a drum magazine. ]]&lt;br /&gt;
&lt;br /&gt;
==PP-91 Kedr==&lt;br /&gt;
A [[PP-91 Kedr]] can be purchased for $2000 after reaching Security Level 2. The weapon's stock can be folded or unfolded, but this has no effect on recoil in-game and is purely an aesthetic choice. The PP-91 Kedr can use 20 or 30-round magazines and comes with a threaded barrel to attach a pistol suppressor, if so desired. &lt;br /&gt;
[[File:Pp-91 kedr 30rmag.jpg|thumb|none|PP-91 Kedr - 9x18mm Makarov]]&lt;br /&gt;
[[File:ITR PP91 model.jpg|600px|thumb|none|The PP-91 Kedr as it appears in-game with a 30 round magazine and the stock folded. ]]&lt;br /&gt;
[[File:ITR PP-91 modelunfolded.jpg|600px|thumb|none|Ditto, with the stock unfolded. ]]&lt;br /&gt;
[[File:ITR PP91 leftside.jpg|600px|thumb|none|The left side of the PP-91. ]]&lt;br /&gt;
[[File:ITR PP91 right.jpg|600px|thumb|none|The right side of the PP-91 ]]&lt;br /&gt;
[[File:ITR PP91 loading.jpg|600px|thumb|none|Inserting a fresh 30 round magazine (although 20 round mags are also available) into the Kedr. ]]&lt;br /&gt;
[[File:ITR PP91 charging.jpg|600px|thumb|none|Chambering a 9x18mm round by pulling the PP-91's left side charging handle. ]]&lt;br /&gt;
[[File:ITR PP91 firing.jpg|600px|thumb|none|Letting loose with a burst of rounds. That wooden board never stood a chance. ]]&lt;br /&gt;
[[File:ITR PP91 hipfiring.jpg|600px|thumb|none|Firing the PP-91 again, this time from the hip like a true gangster. ]]&lt;br /&gt;
[[File:ITR PP91 emptymag.jpg|600px|thumb|none|The fun must come to an end, however, and a visual check confirms that the magazine is empty. ]]&lt;br /&gt;
&lt;br /&gt;
==PP-2000==&lt;br /&gt;
A [[PP-2000]] can be purchased for $3000 starting at Security Level 2. It feeds from a 20-round magazine and comes equipped with a suppressor adaptor and top rail attachment point. The PP-2000 can be fired in semi-automatic or full-auto, but an upgrade can be purchased that (somehow) swaps the full-auto firemode for a three-round burst. In terms of raw damage, the PP-2000 is the most powerful 9x19mm Parabellum firearm in ''Into the Radius VR''.&lt;br /&gt;
[[File:Pp-2000 1.jpg|thumb|none|PP-2000 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:ITR PP2000 folded.jpg|600px|thumb|none|The PP-2000 as it appears in-game with its stock folded. ]]&lt;br /&gt;
[[File:ITR PP2000 modelunfolded.jpg|600px|thumb|none|Ditto, with the stock unfolded. ]]&lt;br /&gt;
[[File:ITR PP2000 rightside.jpg|600px|thumb|none|Observing the PP-2000's markings. ]]&lt;br /&gt;
[[File:ITR PP2000 leftside.jpg|600px|thumb|none|Taking a look at the other side. ]]&lt;br /&gt;
[[File:ITR PP2000 insertmag.jpg|600px|thumb|none|Inserting a 20-round magazine. ]]&lt;br /&gt;
[[File:ITR PP2000 charginghandle.jpg|600px|thumb|none|Pulling back on the PP-2000's unusual charging handle to chamber a round. ]]&lt;br /&gt;
[[File:ITR PP2000 firing.jpg|600px|thumb|none|A wisp of smoke rises dramatically from the barrel of the PP-2000 after firing a few rounds. ]]&lt;br /&gt;
[[File:ITR PP2000 hipfire.jpg|600px|thumb|none|Hipfiring, as one does. ]]&lt;br /&gt;
[[File:ITR PP2000 clearcheck.jpg|600px|thumb|none|Double-checking that the magazine is empty. ]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
Heavy, powerful, and capable of firing at an incredible 1000 RPM, a [[PPSh-41]], known as the &amp;quot;PPSh Full&amp;quot; in-game (as it is the &amp;quot;full&amp;quot; version of the much shorter MP Jelen), can be purchased for $3000 after reaching Security Level 2 and can be upgraded to add an optical sight mount and underbarrel rail. Both 35-round stick magazines and 71-round drum magazines are available for the PPSh-41, but drum magazines cannot be purchased from the main store and must be found as loot in the Radius. &lt;br /&gt;
[[File:PPSh-41 Box Right.jpg|350px|thumb|none|PPSh-41 - 7.62x25mm Tokarev.]]&lt;br /&gt;
[[File:ITR PPSh41 model.jpg|600px|thumb|none|The PPSh-41 as it appears in-game with a 35-round stick magazine. ]]&lt;br /&gt;
[[File:ITR PPSh41 leftside.jpg|600px|thumb|none|Taking a look at the left side of this &amp;lt;s&amp;gt;museum piece&amp;lt;/s&amp;gt; perfectly serviceable SMG, comrade!]]&lt;br /&gt;
[[File:ITR PPSh41 rightside.jpg|600px|thumb|none|Ditto, right side view. ]]&lt;br /&gt;
[[File:ITR PPSh41 loading.jpg|600px|thumb|none|Loading a 35-round magazine. The 71-round drum offers twice the capacity, but its rarity, weight, and size make it more difficult to use.]]&lt;br /&gt;
[[File:ITR PPSh41 chamberround.jpg|600px|thumb|none|As an open-bolt submachine gun, the PPSh-41 must have its bolt locked to the rear to be fired. ]]&lt;br /&gt;
[[File:ITR PPSh41 firing.jpg|600px|thumb|none|Letting loose with the &amp;quot;Tokarev typewriter.&amp;quot; ]]&lt;br /&gt;
[[File:ITR PPSh41 hipfire.jpg|600px|thumb|none|Aiming by &amp;quot;walking&amp;quot; bullet impacts onto the target is effective, if wasteful. ]]&lt;br /&gt;
[[File:ITR PPSh41 check.jpg|600px|thumb|none|Checking the magazine, which is empty. ]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
Shotguns in ''Into the Radius VR'' generally offer very high single-shot firepower at the expense of low magazine size and a cumbersome reloading process. All shotguns are chambered in 12 gauge and can use one of two ammunition types: buckshot (red shell), which fires a spread of pellets that rip through unarmored enemies at short to mid-range, and slugs (blue shell), which fire a single, accurate projectile that is better against armored enemies and at longer ranges. The choke of each shotgun can be adjusted at the store to drastically increase or decrease the spread of buckshot and, as with other firearms, shotguns may be modified to add rail mounts for optical sights and other attachments. All shotguns (except the Saiga) also feature a side saddle on the left side of the gun that can hold up to 6 spare shells to facilitate rapid reloading. &lt;br /&gt;
&lt;br /&gt;
[[File:ITR shotgunspreadcomp.jpg|600px|thumb|none|The different choke upgrades (tightened -&amp;gt; normal -&amp;gt; widened) and their effects on shot spread pattern.]]&lt;br /&gt;
&lt;br /&gt;
==Baikal IZh-27==&lt;br /&gt;
A [[IZh-27|Baikal IZh-27]] can be purchased for $1500 after reaching Security Level 1. This Soviet over-under double-barreled shotgun is powerful and accurate, especially in the early-game before armored enemies become commonplace, but the IZh-27 is limited to just two shots before it must be reloaded and kicks heavily. Its length and weight can hinder the user in close-quarters combat and when traveling across the large, open Radius. The IZh-27 may be upgraded to add an optical sight mount and a rail on the side of the gun for attachments. &lt;br /&gt;
[[File:Baikal-IZH27-Shotgun.jpg|350px|thumb|none|IZh-27 O/U double barreled shotgun - 12 gauge]]&lt;br /&gt;
[[File:ITR IZh27 model.jpg|600px|thumb|none|The IZh-27 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR IZh27 leftside.jpg|600px|thumb|none|Taking a look at the left side of the hunting shotgun. Which way to the clays? ]]&lt;br /&gt;
[[File:ITR IZh27 rightside.jpg|600px|thumb|none|The other side, featuring duck engravings. ]]&lt;br /&gt;
[[File:ITR IZh27 loadshell1.jpg|600px|thumb|none|Loading in the first 12 gauge shell...]]&lt;br /&gt;
[[File:ITR IZh27 loadshell2.jpg|600px|thumb|none|...followed by the second. The top barrel is always loaded first regardless of where the shell is actually inserted, which is probably a coding limitation.]]&lt;br /&gt;
[[File:ITR IZh27 closeaction.jpg|600px|thumb|none|Closing the IZh-27's action with an upwards sweep of the hand. ]]&lt;br /&gt;
[[File:ITR IZh27 ADS.jpg|600px|thumb|none|Taking aim at imaginary waterfowl. ]]&lt;br /&gt;
[[File:ITR IZh27 eject.jpg|600px|thumb|none|Ejecting a pair of spent shell casings, which spawn the frame the button is pressed to break open the shotgun and clip through the weapon on their journey to the ground.]]&lt;br /&gt;
&lt;br /&gt;
===Sawed-Off===&lt;br /&gt;
A sawed-off version of the IZh-27 can be purchased for $500 and lacks a security level requirement. Black electrical tape is wound around what remains of the shotgun's stock, which has been cut down significantly along with the barrels. Compared to the full-length version, the IZh-27 Sawed-Off is slightly less accurate and much louder. It features the same upgrade options as its parent and one is given to the player for free after they complete the first mission. &lt;br /&gt;
[[File:ITR IZh27short model.jpg|600px|thumb|none|The sawed-off IZh-27. ]]&lt;br /&gt;
[[File:ITR IZh27short portfolio.jpg|600px|thumb|none|The IZh-27 Sawed-Off as it appears on the portfolio of the modeler who made the gun. ]]&lt;br /&gt;
[[File:ITR IZh27short leftside.jpg|600px|thumb|none|Holding the super-short shotgun. Two hands not required! ]]&lt;br /&gt;
[[File:ITR IZh27short rightside.jpg|600px|thumb|none|The right side of the shortened IZh-27. The weapon is described in-game as &amp;quot;a big hit at gang showdowns.&amp;quot;]]&lt;br /&gt;
[[File:ITR IZh27short loading.jpg|600px|thumb|none|Reeeeeloading! ]]&lt;br /&gt;
[[File:ITR IZh27short closeaction.jpg|600px|thumb|none|Resisting the urge to close the shotgun with a snap of the wrist, a decision made all the more alluring by the game's forgiving physics. ]]&lt;br /&gt;
[[File:ITR IZh27short ADS.jpg|600px|thumb|none|Taking aim at an imaginary rival gang member. ]]&lt;br /&gt;
[[File:ITR IZh27short unloading.jpg|600px|thumb|none|Two shells once again fling themselves free of the IZh-27 in a desperate bid for freedom. ]]&lt;br /&gt;
&lt;br /&gt;
==Baikal IZh-81==&lt;br /&gt;
A [[Baikal IZh-81]] can be purchased for $3000 after reaching Security Level 2. The IZh-81 can hold up 4+1 rounds in its magazine tube, but this may be extended to 8+1 after purchasing an upgrade. An optical sight mount and two rail attachment points (one underneath the barrel and one on the side of it) can also be added via the game's upgrade system. Powerful and accurate, the IZh-81 is a significant step up over the IZh-27. &lt;br /&gt;
[[File:IZh-81.jpg|350px|thumb|none|Baikal IZh-81 in typical hunting configuration - 12 gauge]]&lt;br /&gt;
[[File:ITR IZh81 model.jpg|600px|thumb|none|The IZh-81 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR IZh81 leftside.jpg|600px|thumb|none|The left side of the IZh-81. ]]&lt;br /&gt;
[[File:ITR IZh81 rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:ITR IZh81 loading.jpg|600px|thumb|none|Loading 12 gauge buckshot shells into the IZh-81. The elevator does not move, unfortunately. ]]&lt;br /&gt;
[[File:ITR IZh81 rackpump.jpg|600px|thumb|none|Bringing a shell into the chamber. ]]&lt;br /&gt;
[[File:ITR IZh81 ADS.jpg|600px|thumb|none|Looking down the pump-action's sights, which consist solely of a small glow bead at the front of the gun. ]]&lt;br /&gt;
[[File:ITR IZh81 cycle.jpg|600px|thumb|none|Ejecting a spent shell after firing a shot. ]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
A [[Franchi SPAS-12]] with no stock can be purchased for $5500 after reaching Security Level 4. The SPAS-12 compensates for its high price and steep unlock criteria with a high magazine capacity (8+1 shells) and the ability to fire semi-automatically. Upgrades for the SPAS-12 include an extended magazine tube (+4 shells), a rail for mounting optical sights, and two barrel-mounted rails for attachments.  &lt;br /&gt;
[[File:FSpas12orign.jpg|350px|thumb|none|Franchi SPAS-12 with stock removed – 12 gauge]]&lt;br /&gt;
[[File:ITR SPAS12 model.jpg|600px|thumb|none|The SPAS-12 as it appears in-game. Like other shotguns in ''Into the Radius VR'', it features a 6-shell side saddle. ]]&lt;br /&gt;
[[File:ITR SPAS12 leftside.jpg|600px|thumb|none|The left side of the SPAS-12. The game indicates that it is often [[Jurassic Park (1993)#Franchi_SPAS-12|&amp;quot;used for hunting exceptionally large creatures.&amp;quot;]] ]]&lt;br /&gt;
[[File:ITR SPAS12 rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:ITR SPAS12 loading.jpg|600px|thumb|none|Loading the SPAS-12 with buckshot. Unlike in real life, the player can simply feed shells into the shotgun without having to depress the bolt release.]]&lt;br /&gt;
[[File:ITR SPAS12 chamberround.jpg|600px|thumb|none|Pulling back on the bolt handle to bring a shell into the chamber. ]]&lt;br /&gt;
[[File:ITR SPAS12 ADS.jpg|600px|thumb|none|Looking down the SPAS-12's simple ring-and-post iron sights. ]]&lt;br /&gt;
[[File:ITR SPAS12 firing.jpg|600px|thumb|none|Firing the SPAS-12. ]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12K==&lt;br /&gt;
A [[Saiga 12K]] can be purchased for $8000 after reaching Security Level 5. This Saiga 12K is a mixture of various custom parts, including a conical flash hider, a super-short barrel, a [[Galil]]-esque side-folding stock, and an AK-series wooden foregrip. It is chambered in 12 gauge and can use 5-round or 10-round magazines, although the latter are few in number and can only be found within special treasure &amp;quot;Stashes&amp;quot; hidden in the Radius. &lt;br /&gt;
[[File:Saiga-410K-04.jpg|350px|thumb|none|Saiga-410K-04 - .410 Magnum. This Saiga version resembles an AKS-74U.]]&lt;br /&gt;
[[File:ITR Saiga12K modelfolded.jpg|600px|thumb|none|The custom Saiga 12K as it appears in-game with its stock folded. ]]&lt;br /&gt;
[[File:ITR Saiga12K modelunfolded.jpg|600px|thumb|none|Ditto, with the stock unfolded. ]]&lt;br /&gt;
[[File:ITR Saiga12K leftside.jpg|600px|thumb|none|The left side of the Saiga 12K. ]]&lt;br /&gt;
[[File:ITR Saiga12K rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:ITR Saiga12K insertmag.jpg|600px|thumb|none|Inserting a 5-round magazine into the Saiga. ]]&lt;br /&gt;
[[File:ITR Saiga12K chamberround.jpg|600px|thumb|none|Chambering a 12 gauge shell. ]]&lt;br /&gt;
[[File:ITR Saiga12K ADS.jpg|600px|thumb|none|Aiming down the Saiga 12K's AK-style iron sights. ]]&lt;br /&gt;
[[File:ITR Saiga12K firing.jpg|600px|thumb|none|Firing the Saiga 12K. ]]&lt;br /&gt;
&lt;br /&gt;
==Side-By-Side Double Barreled Shotgun==&lt;br /&gt;
A generic hammerless side-by-side double barreled shotgun known as the &amp;quot;Hunting Shotgun&amp;quot; was available for purchase from the store in the 1.0 version of ''Into the Radius VR.'' When the 2.0 version of the game was released in December 2021, however, the Hunting Shotgun was removed from the store and replaced by the IZh-27. The side-by-side was not removed entirely, though, as it is still possible to find the Hunting Shotgun inside loot crates in certain parts of the Radius. Gameplay-wise, it is statistically indistinguishable from the IZh-27 that replaced it. &lt;br /&gt;
[[File:StevesSBS1960s.jpg|350px|thumb|none|1960s Era Commercial Stevens hammerless side by side shotgun - 12 gauge]]&lt;br /&gt;
[[File:ITR HuntingShotgun model.jpg|600px|thumb|none|The tremendously long &amp;quot;Hunting Shotgun&amp;quot; as it appears in-game. ]]&lt;br /&gt;
[[File:ITR HuntingShotgun leftside.jpg|600px|thumb|none|Taking a look at the left side of the side-by-side. ]]&lt;br /&gt;
[[File:ITR HuntingShotgun rightside.jpg|600px|thumb|none|The right side. Note the unusually elongated wooden grip and Picatinny rail segment near the end of it (courtesy of the upgrade station). ]]&lt;br /&gt;
[[File:ITR HuntingShotgun breakopen.jpg|600px|thumb|none|Breaking the shotgun open. ]]&lt;br /&gt;
[[File:ITR HuntingShotgun loading.jpg|600px|thumb|none|Loading a pair of 12 gauge shells (which are slightly out-of-scale compared to the bore of the barrels) ]]&lt;br /&gt;
[[File:ITR HuntingShotgun closing.jpg|600px|thumb|none|Closing the shotgun with a raised hand. ]]&lt;br /&gt;
[[File:ITR HuntingShotgun ADS.jpg|600px|thumb|none|Taking aim down the Hunting Shotgun's iron sights. ]]&lt;br /&gt;
&lt;br /&gt;
===Sawed-Off===&lt;br /&gt;
A sawed-off version of the Hunting Shotgun known simply as the &amp;quot;Sawed-Off Shotgun&amp;quot; was also once available for purchase, but it has since been replaced by the identically-performing IZh-27 Sawed-Off. It can be found in the Radius in the same areas as the full-length Hunting Shotgun. &lt;br /&gt;
[[File:SBS-Shotgun ManOnFire.jpg|350px|thumb|none|Screen-used Zabala short barreled shotgun. ]]&lt;br /&gt;
[[File:ITR SawedOff model.jpg|600px|thumb|none|The Sawed-Off Shotgun as it appears in-game. ]]&lt;br /&gt;
[[File:ITR SawedOff leftside.jpg|600px|thumb|none|Admiring the left side of the sawed-off. The shotgun features a rather beat-up dual-trigger system. ]]&lt;br /&gt;
[[File:ITR SawedOff rightside.jpg|600px|thumb|none|The right side of the shotgun. ]]&lt;br /&gt;
[[File:ITR SawedOff loading.jpg|600px|thumb|none|Loading a 12 gauge shell. ]]&lt;br /&gt;
[[File:ITR SawedOff closing.jpg|600px|thumb|none|Closing the shotgun with an ill-advised flick of the wrist. ]]&lt;br /&gt;
[[File:ITR SawedOff ADS.jpg|600px|thumb|none|Aiming down the shotgun's &amp;quot;sights.&amp;quot;]]&lt;br /&gt;
[[File:ITR SawedOff hipaim.jpg|600px|thumb|none|Using the &amp;lt;s&amp;gt;Super&amp;lt;/s&amp;gt; Sawed-Off Shotgun as it's meant to be used. ]]&lt;br /&gt;
[[File:ITR SawedOff doomfire.jpg|600px|thumb|none|Kaboom! ]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
Assault rifles are generally the most useful class of primary weapon for a mid-game Explorer. Possessing good damage characteristics, serviceable armor-piercing ability, sizeable magazines, decent accuracy, and the ability to fire in full-auto or semi-automatic, assault rifles can be extremely useful in both close and medium-range combat when equipped with a decent optic and a laser attachment. They begin to struggle at longer ranges, however, and their pricey ammunition makes full-auto much more costly compared to submachine guns. Common ammunition types include FMJ, AP, SS, and CHP (copper hollow point)/Surplus, which is directly inferior to other ammo types but by far the cheapest.&lt;br /&gt;
&lt;br /&gt;
==AK-74==&lt;br /&gt;
An [[AK-74]] can be purchased for $5000 after reaching Security Level 3. It has exceptionally average characteristics compared to other available assault rifles and feeds from a 30-round magazine. The AK-74 can be equipped with a PSO-1 scope or Kobra optical sight (via a dovetail mount on the left side of the receiver, indicating that the rifle is an AK-74N) as well as a PBS-1 silencer and underbarrel GP-30 grenade launcher. Upgrades for the AK-74 include reducing the recoil (-20%), increasing the firerate (+20%) and swapping the dovetail mount for a Picatinny rail. &lt;br /&gt;
[[File:AK-74.jpg|350px|thumb|none|AK-74, early version with 62 degree gas block - 5.45x39mm]]&lt;br /&gt;
[[File:ITR AK74 model.jpg|600px|thumb|none|The AK-74 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR AK74 leftside.jpg|600px|thumb|none|The left side of the AK-74. ]]&lt;br /&gt;
[[File:ITR AK74 rightside.jpg|600px|thumb|none|The right side of the rifle. ]]&lt;br /&gt;
[[File:ITR AK74 insertmag.jpg|600px|thumb|none|Inserting a magazine. ]]&lt;br /&gt;
[[File:ITR AK74 chamberround.jpg|600px|thumb|none|Bringing a round of 5.45x39mm FMJ into the chamber. ]]&lt;br /&gt;
[[File:ITR AK74 ADS.jpg|600px|thumb|none|Aiming down the AK-74's (surprisingly clear) iron sights. This is the only AK-series rifle in the game to feature glow sights.]]&lt;br /&gt;
[[File:ITR AK74 reload.jpg|600px|thumb|none|Performing the age-old &amp;quot;mag-flick&amp;quot; AK reload. Magazines are expensive, however, so this is of questionable utility compared to a retention reload. ]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;AK-74M&amp;quot;===&lt;br /&gt;
A variant with synthetic furniture and an aftermarket muzzle brake, referred to as the &amp;quot;[[AK-74M]]&amp;quot;, can be purchased for $6500 after reaching Security Level 3; despite its name, it lacks the actual AK-74M's folding stock hardware and has a ribbed receiver cover, meaning that it's simply a regular AK-74N with synthetic furniture. It justifies its increased price tag compared to the base AK-74 with a series of small improvements to its controllability, accuracy, durability, and stealthiness. It features the same upgrades and attachment options as the AK-74. &lt;br /&gt;
[[File:BulgarianAK-74.jpg|thumb|none|350px|Bulgarian-manufactured AK-74 with synthetic furniture - 5.45x39mm]]&lt;br /&gt;
[[File:AK-74M.jpg|350px|thumb|none|An actual AK-74M, for comparison - 5.45x39mm]]&lt;br /&gt;
[[File:ITR AK74M model.jpg|600px|thumb|none|The &amp;quot;AK-74M&amp;quot; as it appears in-game. ]]&lt;br /&gt;
[[File:ITR AK74M leftside.jpg|600px|thumb|none|Taking a look at the left side of the polymer-furnished rifle. ]]&lt;br /&gt;
[[File:ITR AK74M rightside.jpg|600px|thumb|none|The other side of the rifle. ]]&lt;br /&gt;
[[File:ITR AK74M insertmag.jpg|600px|thumb|none|Inserting a black polymer magazine, which are lighter and more durable (but more expensive) than the Bakelite magazines. Both magazine types are compatible with any of the 5.45mm AKs in-game.]]&lt;br /&gt;
[[File:ITR AK74M chamberround.jpg|600px|thumb|none|Chambering a round. Nothing special here. ]]&lt;br /&gt;
[[File:ITR AK74M ADS.jpg|600px|thumb|none|Looking down the rifle's non-luminous iron sights. ]]&lt;br /&gt;
[[File:ITR AK74M hipfire.jpg|600px|thumb|none|As a 5.45mm AK, the pseudo-AK-74M has rather controllable recoil (at the expense of less per-shot damage). ]]&lt;br /&gt;
[[File:ITR AK74M removemag.jpg|600px|thumb|none|Removing the now-empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
An [[AKM]] can be purchased for $4500 after reaching Security Level 3. The AKM's stats are very similar to the AK-74M's, but the AKM deals more damage per shot at the cost of a lower muzzle velocity and a much louder report. It can equip the same attachments and upgrades as the AK-74s. &lt;br /&gt;
[[File:AKMRifle.jpg|350px|thumb|none|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:ITR AKM model.jpg|600px|thumb|none|The AKM as it appears in-game with a 30-round magazine. 10-round magazines, which are much lighter and cheaper, are also available. ]]&lt;br /&gt;
[[File:ITR AKM leftside.jpg|600px|thumb|none|The left side of the AKM. ]]&lt;br /&gt;
[[File:ITR AKM rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:ITR AKM insertmag.jpg|600px|thumb|none|If only there were a way to automatically feed 30 rounds of 7.62x39mm into this firearm... ]]&lt;br /&gt;
[[File:ITR AKM chamberround.jpg|600px|thumb|none|Ah yes, a magazine! The player pulls back on the bolt handle to grab the topmost round off the magazine and insert it into the chamber. ]]&lt;br /&gt;
[[File:ITR AKM ADS.jpg|600px|thumb|none|Aiming down the AKM's iron sights. ]]&lt;br /&gt;
[[File:ITR AKM swapfiremode.jpg|600px|thumb|none|Switching the AKM to full-auto. ]]&lt;br /&gt;
[[File:ITR AKM firing.jpg|600px|thumb|none|One of the AKM's disadvantages is its heavy recoil. Thankfully, it's still capable of killing counter-terrorists with a single headshot.]]&lt;br /&gt;
[[File:ITR AKM unload .jpg|600px|thumb|none|When a gun goes &amp;quot;click&amp;quot; instead of &amp;quot;bang,&amp;quot; one of many things could have happened. Here, for better or for worse, the magazine simply ran out of bullets. ]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
An [[AKS-74U]] can be purchased for $4000 after reaching Security Level 3. As a shortened AK-74 with a folding stock, the 74U is easier to use in close-quarters than the full-length AKs and boasts a slightly faster fire rate (650 rpm vs. 600) to boot. Compared to the other AK-series rifles, however, it has the poorest accuracy in-class and the the second-worst muzzle velocity, which severely limit its effectiveness at range. It mostly shares an attachment and upgrade pool with the other AKs, with a few differences; the AKS-74U cannot equip the GP-30 grenade launcher and it features a unique upgrade to improve its accuracy by 20%, which reduces shot dispersion and allows the 74U to reclaim some performance at range.  &lt;br /&gt;
[[File:AKS74U.jpg|350px|thumb|none|AKS-74U with earlier handguard - 5.45x39mm]]&lt;br /&gt;
[[File:ITR AKS74U modelfolded.jpg|600px|thumb|none|The AKS-74U as it appears in-game with a 30-round Bakelite magazine and with its stock folded. ]]&lt;br /&gt;
[[File:ITR AKS74U modelunfolded.jpg|600px|thumb|none|Ditto, with the stock unfolded. ]]&lt;br /&gt;
[[File:ITR AKS74U leftside.jpg|600px|thumb|none|Taking a look at the left side of the worn, short-barreled AK. ]]&lt;br /&gt;
[[File:ITR AKS74U rightside.jpg|600px|thumb|none|The other side. ]]&lt;br /&gt;
[[File:ITR AKS74U insertmag.jpg|600px|thumb|none|Inserting a magazine. Both types of AK-74 magazine are compatible with the AKS-74U. ]]&lt;br /&gt;
[[File:ITR AKS74U chamberround.jpg|600px|thumb|none|Chambering a round. ]]&lt;br /&gt;
[[File:ITR AKS74U ADS.jpg|600px|thumb|none|Aiming down the AKS-74U's iron sights...]]&lt;br /&gt;
[[File:ITR AKS74U hipfire.jpg|600px|thumb|none|...before deciding to forego them entirely. ]]&lt;br /&gt;
[[File:ITR AKS74U removemag.jpg|600px|thumb|none|Removing the empty magazine. ]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
An [[AS Val]] can be purchased for $8000 after reaching Security Level 4. The AS Val differs from the VSS Vintorez also unlocked at Security Level 4 with its ability to fire in full-auto and its lighter weight. It comes pre-equipped with a dovetail mount (although this can be replaced with a Picatinny rail for a price) and can be upgraded to add an additional rail on the side of the gun. Compared to the AK-series rifles, the AS Val deals significantly more damage per shot and is much quieter, which is invaluable for preventing swarms of enemies from being drawn to the player's location during combat. It loses out to the AKs when muzzle velocity and magazine size are considered, however, meaning that a player equipped with the AS Val must become comfortable with its exaggerated bullet drop and have to make single shots count. &lt;br /&gt;
[[File:AS Val.jpg|350px|thumb|none|AS Val - 9x39mm]]&lt;br /&gt;
[[File:ITR ASVal modelfolded.jpg|600px|thumb|none|The AS Val as it appears in-game with a 20-round magazine and with its stock folded. ]]&lt;br /&gt;
[[File:ITR ASVal modelunfolded.jpg|600px|thumb|none|Ditto, with the stock unfolded. ]]&lt;br /&gt;
[[File:ITR ASVal leftside.jpg|600px|thumb|none|Observing the left side of the curious integrally-suppressed assault rifle. ]]&lt;br /&gt;
[[File:ITR ASVal rightside.jpg|600px|thumb|none|Right side view of the AS Val. ]]&lt;br /&gt;
[[File:ITR ASVal insertmag.jpg|600px|thumb|none|Inserting a 20-round magazine into the Val. 10-round magazines from the VSS Vintorez are also compatible. ]]&lt;br /&gt;
[[File:ITR ASVal chamberround.jpg|600px|thumb|none|Chambering a round of 9x39mm FMJ. ]]&lt;br /&gt;
[[File:ITR ASVal ADS.jpg|600px|thumb|none|An AS ADS view. ]]&lt;br /&gt;
[[File:ITR ASVal fullauto.jpg|600px|thumb|none|Switching to full-auto. ]]&lt;br /&gt;
[[File:ITR ASVal removemag.jpg|600px|thumb|none|Inspecting the empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1==&lt;br /&gt;
A [[Colt M4A1]] can be purchased for $6500 after reaching Security Level 3. One of the first Western long arms available to the player, the M4A1 performs similarly to the AK-74s in terms of damage and magazine size, although the M4 fires much faster and is slightly quieter while the AKs have higher muzzle velocities. The M4A1 is notable for having the most out-of-the-box rail attachment points of any weapon in the game, allowing it to mount optics, flashlights, and lasers without having to spend money on expensive upgrades. It can be upgraded to increase the accuracy of the weapon by 10% and to swap the automatic fire mode for a three-round burst, transforming the gun into an M4. &lt;br /&gt;
[[File:ColtM4A1.jpg|350px|thumb|none|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[File:ITR M4A1 modelview.jpg|600px|thumb|none|The M4A1 as it appears in-game equipped with a holographic reflex sight. ]]&lt;br /&gt;
[[File:ITR M4A1 leftside.jpg|600px|thumb|none|Inspecting the left side of the Western rifle. Orange'ya glad it's not another AK? ]]&lt;br /&gt;
[[File:ITR M4A1 rightside.jpg|600px|thumb|none|The right side of the M4A1. ]]&lt;br /&gt;
[[File:ITR M4A1 insertmag.jpg|600px|thumb|none|Inserting a 30-round magazine. ]]&lt;br /&gt;
[[File:ITR M4A1 chamberround.jpg|600px|thumb|none|Pulling back on the charging handle to chamber a round of 5.56. Finally, the left hand gets some use! ]]&lt;br /&gt;
[[File:ITR M4A1 firing.jpg|600px|thumb|none|Firing the rifle. ]]&lt;br /&gt;
[[File:ITR M4A1 removemag.jpg|600px|thumb|none|Removing the empty magazine, with speed lines! ]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
A [[Steyr AUG A3]] can be purchased for $5000 after reaching Security Level 3. The AUG has the highest muzzle velocity in-class and an average firerate, but the weapon's stats are otherwise identical to the M4A1. Its bullpup design and unique progressive trigger system (half-pulling the trigger fires a single bullet while depressing it all the way fires fully-automatic) can be hard to get used to, but a player who has mastered the AUG can use it just as effectively as, if not more so, any other assault rifle. The AUG can be upgraded to increase its accuracy by 10% and to swap the fully-automatic firemode for a three-round burst. &lt;br /&gt;
[[File:SteyrAUGA3.jpg|350px|thumb|none|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm]]&lt;br /&gt;
[[File:ITR AUG model.jpg|600px|thumb|none|The Steyr AUG A3 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR AUG leftside.jpg|600px|thumb|none|Inspecting the left side of the olive-colored bullpup. Note the rail attachment points on top of the weapon as well as under the barrel.]]&lt;br /&gt;
[[File:ITR AUG rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:ITR AUG insertmag.jpg|600px|thumb|none|Inserting a 30-round magazine, taking care not to punch yourself in the arm with a VR controller. ]]&lt;br /&gt;
[[File:ITR AUG chamberround.jpg|600px|thumb|none|Observing a round being brought into the chamber, something easier said than done when the ejection port of the gun is so far back. ]]&lt;br /&gt;
[[File:ITR AUG firing.jpg|600px|thumb|none|Firing the AUG. ]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A Groza==&lt;br /&gt;
An [[OTs-14-4A Groza]] can be purchased for $7500 after reaching Security Level 4. Its most defining feature is a permanently-affixed GP-30 grenade launcher, which can be used to launch caseless 40 mm VOG-25 grenades and is operated with the trigger on the forward hand; care should be taken to avoid blowing oneself up! It is otherwise similar to the other 9x39mm rifles in the sense that it has high damage per shot and very pronounced bullet drop. The Groza is tied with the AKS-74U for the worst accuracy of the assault rifles, however, and is not integrally suppressed (although a PBS-1 suppressor may be attached). As with submachine guns, the firerate of the Groza may be tweaked (+20% or -20%) through upgrades and its poor accuracy can be somewhat curbed with a +15% boost at the upgrade station. Various rail mounting points can also be added. &lt;br /&gt;
[[File:OTs-14 Groza.jpg|350px|thumb|none|OTs-14-4A Groza with 40mm GP-30 grenade launcher - 9x39mm]]&lt;br /&gt;
[[File:ITR Groza model.jpg|600px|thumb|none|The OTs-14-4A Groza as it appears in-game. ]]&lt;br /&gt;
[[File:ITR Groza leftside.jpg|600px|thumb|none|Looking at the left side of the OTs-14... Groza. Groza is fine. ]]&lt;br /&gt;
[[File:ITR Groza rightside.jpg|600px|thumb|none|Right side view. ]]&lt;br /&gt;
[[File:ITR Groza insertmag.jpg|600px|thumb|none|Inserting a 20-round magazine of 9x39mm. ]]&lt;br /&gt;
[[File:ITR Groza chamberround.jpg|600px|thumb|none|Chambering a round. ]]&lt;br /&gt;
[[File:ITR Groza ADS.jpg|600px|thumb|none|Aiming down the Groza's iron sights. ]]&lt;br /&gt;
[[File:ITR Groza loadgrenade.jpg|600px|thumb|none|Loading a VOG-25 grenade into the Groza's underbarrel grenade launcher. ]]&lt;br /&gt;
[[File:ITR Groza grenadeaim.jpg|600px|thumb|none|Attempting to aim the grenade with the Groza's leaf sights.]]&lt;br /&gt;
[[File:ITR Groza grenadeboom.jpg|600px|thumb|none|Close only counts in [[Hot Dogs, Horseshoes &amp;amp; Hand Grenades|Hot Dogs, Horseshoes, and Hand Grenades]]. Wait, that's not right... ]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
''Into the Radius VR'' features two weapons that do not fit cleanly within other rifle weapon categories. &lt;br /&gt;
==Mosin Nagant Model 1938 Carbine==&lt;br /&gt;
A [[Mosin Nagant Model 1938 Carbine]] can be purchased for $5500 after reaching Security Level 3. The Mosin is the first truly high-powered long-ranged rifle available to the player and has both extremely high damage per shot and good armor-piercing abilities. There are no clips in the Radius, however, meaning that the Mosin must be reloaded one bullet at a time. With a base capacity of only 5 rounds, the Mosin is a powerful rifle with heavy drawbacks, meaning that it is best suited for a player with steady hands and nerves of steel. The Mosin can equip a PU scope without any modifications, but two rails (one for optical sights and the other for lasers or flashlights) can be added at the upgrade station. &lt;br /&gt;
[[File:M38Carbine.jpg|350px|thumb|none|Mosin Nagant M38 Carbine - 7.62x54mm R]]&lt;br /&gt;
[[File:ITR Mosin model.jpg|600px|thumb|none|The Mosin Nagant Model 1938 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR Mosin leftside.jpg|600px|thumb|none|Admiring the left side of the classic short-barreled bolt-action rifle. ]]&lt;br /&gt;
[[File:ITR Mosin rightside.jpg|600px|thumb|none|The other side of the rifle. ]]&lt;br /&gt;
[[File:ITR Mosin stockview.jpg|600px|thumb|none|Looking back at the Mosin's stock, which is fitted with a side saddle (not unlike the game's shotguns) to hold up to 6 spare 7.62x54mmR rounds. ]]&lt;br /&gt;
[[File:ITR Mosin reload1.jpg|600px|thumb|none|The Mosin's loading process begins by opening the bolt. ]]&lt;br /&gt;
[[File:ITR Mosin reload2.jpg|600px|thumb|none|Rounds are then inserted one at a time, to a maximum of 5. ]]&lt;br /&gt;
[[File:ITR Mosin reload3.jpg|600px|thumb|none|Reloading concludes by pushing the bolt forwards. ]]&lt;br /&gt;
[[File:ITR Mosin ADS.jpg|600px|thumb|none|Aiming down the Mosin's glow sights. ]]&lt;br /&gt;
[[File:ITR Mosin cyclebolt.jpg|600px|thumb|none|Cycling the bolt. Few things are as satisfying in VR as operating a gun that requires lots of hand movements. ]]&lt;br /&gt;
[[File:ITR Mosin PU.jpg|600px|thumb|none|Equipping a PU scope for some long-ranged sniping. ]]&lt;br /&gt;
[[File:ITR Mosin scopeview.jpg|600px|thumb|none|Taking aim at a streetlight through the scope. ]]&lt;br /&gt;
[[File:ITR Mosin cycleboltscope.jpg|600px|thumb|none|Take that, Soviet utility workers! ]]&lt;br /&gt;
&lt;br /&gt;
==SKS-D==&lt;br /&gt;
An [[SKS-D]] can be purchased for $3200 after reaching Security Level 2. Utilizing the same 10 and 30-round magazines as the AKM, the semi-automatic SKS is inferior to any of the game's assault rifles as a primary weapon. Its only benefits compared to the AKs are its good accuracy, low price, and low security level requirement. The SKS can be fitted with a PU scope, and its pool of available modifications includes various rail attachment points, a 30% recoil reduction, and a DTK suppressor adaptor. A bayonet was available for the rifle in the 1.0 version of ''Into the Radius VR,'' but it was removed when the game was updated to version 2.0. &lt;br /&gt;
[[File:NorincoSKS-D.jpg|350px|thumb|none|SKS-D (Norinco-branded) - 7.62x39mm]]&lt;br /&gt;
[[File:ITR SKS model.jpg|600px|thumb|none|The SKS-D as it appears in-game. ]]&lt;br /&gt;
[[File:ITR SKS leftside.jpg|600px|thumb|none|The left side of the SKS. ]]&lt;br /&gt;
[[File:ITR SKS rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:ITR SKS insertmag.jpg|600px|thumb|none|Inserting a short 10-round AKM magazine into the SKS. ]]&lt;br /&gt;
[[File:ITR SKS chamberround.jpg|600px|thumb|none|Chambering a round of 7.62x39mm. ]]&lt;br /&gt;
[[File:ITR SKS ADS.jpg|600px|thumb|none|Aiming down the SKS' iron sights. ]]&lt;br /&gt;
[[File:ITR SKS firing.jpg|600px|thumb|none|Firing the rifle. ]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
A step above the intermediate-caliber assault rifles, battle rifles offer a mid/late-game Explorer a full-powered punch of damage. Hard-hitting, accurate, and possessing incredible armor penetration, battle rifles are adept at any range, but their weight, heavy recoil, and expensive ammunition can be difficult to manage. All battle rifles in ''Into the Radius VR'' are chambered in 7.62x51mm and feed from a 20-round magazine, meaning that it mostly comes down to personal preference and playstyle as to which rifle one uses. &lt;br /&gt;
&lt;br /&gt;
==FN FAL 50.00==&lt;br /&gt;
An early [[FN FAL 50.00]] with wooden furniture can be purchased for $6500 after reaching Security Level 4. The FAL has the fastest firerate of the three available battle rifles, but it also deals the least damage per shot and is the most inaccurate. The FN FAL is compatible with the so-called NATO Suppressor and can be modified to adjust the firerate (±20%), add additional rails for attachments, and increase the accuracy by 10%. &lt;br /&gt;
[[File:Fn fal g series.jpg|350px|thumb|none|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ITR FNFAL model.jpg|600px|thumb|none|The FN FAL 50.00 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR FNFAL leftside.jpg|600px|thumb|none|The left side of the FAL. ]]&lt;br /&gt;
[[File:ITR FNFAL rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:ITR FNFAL insertmag.jpg|600px|thumb|none|Inserting a magazine containing 20 rounds of 7.62x51mm. ]]&lt;br /&gt;
[[File:ITR FNFAL chamberround.jpg|600px|thumb|none|Chambering a round. ]]&lt;br /&gt;
[[File:ITR FNFAL ADS.jpg|600px|thumb|none|Aiming down the FAL's iron sights. ]]&lt;br /&gt;
[[File:ITR FNFAL firing.jpg|600px|thumb|none|Firing a round. ]]&lt;br /&gt;
[[File:ITR FNFAL jam.jpg|600px|thumb|none|A jam! ]]&lt;br /&gt;
[[File:ITR FNFAL clearjam.jpg|600px|thumb|none|Clearing the jam with a stroke of the bolt handle. This also serves as an opportunity to practice the old &amp;quot;catch-the-flying-bullet-in-the-mouth&amp;quot; technique. ]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
An [[FN SCAR-H]] (known as the &amp;quot;FN-17&amp;quot; in-game) can be purchased for $12000 after reaching Security Level 5. This extremely expensive battle rifle serves as the &amp;quot;jack-of-all-trades&amp;quot; of its class, featuring middling firerate, damage, accuracy, and muzzle velocity. It is select-fire, comes with lots of attachment points, and can be suppressed. The stock can also be folded, although this is of questionable utility. It can be upgraded to reduce its recoil by 20% and its ability to fire in full-auto can be swapped for a three-round burst. &lt;br /&gt;
[[File:FN SCAR-H STD.jpg|350px|thumb|none|Third Generation FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ITR FNSCAR modelfolded.jpg|600px|thumb|none|The FN SCAR-H as it appears in-game with the stock folded. ]]&lt;br /&gt;
[[File:ITR FNSCAR modelunfolded.jpg|600px|thumb|none|Ditto, with the stock unfolded. ]]&lt;br /&gt;
[[File:ITR FNSCAR leftside.jpg|600px|thumb|none|Holding the rather chunky rifle. ]]&lt;br /&gt;
[[File:ITR FNSCAR rightside.jpg|600px|thumb|none|Looking at the other side of the SCAR-H. ]]&lt;br /&gt;
[[File:ITR FNSCAR insertmag.jpg|600px|thumb|none|Inserting a magazine. ]]&lt;br /&gt;
[[File:ITR FNSCAR chamberround.jpg|600px|thumb|none|Chambering a round of 7.62 NATO. ]]&lt;br /&gt;
[[File:ITR FNSCAR ADS.jpg|600px|thumb|none|Aiming...]]&lt;br /&gt;
[[File:ITR FNSCAR firing.jpg|600px|thumb|none|...and firing. ]]&lt;br /&gt;
[[File:ITR FNSCAR removemag.jpg|600px|thumb|none|Dropping an empty magazine. ]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
An [[M14]] can be purchased for $7500 after reaching Security Level 4. The battle rifle of choice for those who prefer single, devastating shots, the M14 deals the highest damage per shot and is the most accurate of its peers. Unlike the FN FAL and the SCAR-H, the M14 is semi-automatic only, which can limit its effectiveness in higher-pressure close-quarters situations. The M14 can be upgraded to reduce its recoil by 20% and to add rails for attachments. It cannot be suppressed. &lt;br /&gt;
[[File:M14Rifle.jpg|350px|thumb|none|M14 semi-automatic rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ITR M14 model.jpg|600px|thumb|none|The M14 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR M14 leftside.jpg|600px|thumb|none|&amp;quot;This is my rifle. There are many like it, but this one is mine.&amp;quot; ]]&lt;br /&gt;
[[File:ITR M14 rightside.jpg|600px|thumb|none|The right side of the M14. ]]&lt;br /&gt;
[[File:ITR M14 insertmag.jpg|600px|thumb|none|Inserting a 20-round magazine of 7.62mm full metal jacket. ]]&lt;br /&gt;
[[File:ITR M14 chamberround.jpg|600px|thumb|none|Chambering a round. ]]&lt;br /&gt;
[[File:ITR M14 ADS.jpg|600px|thumb|none|Aiming down the M14's surprisingly clear iron sights ]]&lt;br /&gt;
[[File:ITR M14 firing.jpg|600px|thumb|none|Firing the M14 at an imaginary drill sergeant. ]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
Sniper rifles are, to absolutely no surprise, rifles tooled for long-range combat. They feature very high damage per shot, great accuracy, and a low firerate. Sniper rifles do not come with optics beyond iron sights, so a scope must be purchased or found to put them to full effectiveness at range. &lt;br /&gt;
==Lobaev Arms DVL-10 M1 &amp;quot;SABOTEUR&amp;quot;==&lt;br /&gt;
A [[Lobaev Arms DVL-10]] &amp;quot;SABOTEUR&amp;quot; in M1 configuration can be purchased for $10000 after reaching Security Level 5. Chambered in 7.62x51mm NATO, the DVL-10 justifies its hefty price tag and steep unlock requirements by offering the highest single-shot damage of any firearm in the game. It feeds from a detachable 10-round magazine and is integrally suppressed, meaning that the rifle needs no extra attachments or costly maintenance to provide a stealthy one-hit kill at any range. The DVL-10's greatest drawback is its low rate of fire, owing to the fact that it is a bolt-action rifle. It can be upgraded to increase its reliability by 15% and to reduce its weight by 1kg. &lt;br /&gt;
[[File:DVL-10 Saboteur.jpg|350px|thumb|none|DVL-10 M1 &amp;quot;SABOTEUR&amp;quot; - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:ITR DVL10 modelfolded.jpg|600px|thumb|none|The DVL-10 M1 &amp;quot;SABOTEUR&amp;quot; as it appears in-game with the stock folded. ]]&lt;br /&gt;
[[File:ITR DVL10 modelunfolded.jpg|600px|thumb|none|Ditto, with the stock unfolded. (Why would you ever fold it in the first place?) ]]&lt;br /&gt;
[[File:ITR DVL10 leftside.jpg|600px|thumb|none|Inspecting the left side of the pipe-like bolt-action. ]]&lt;br /&gt;
[[File:ITR DVL10 rightside.jpg|600px|thumb|none|The right side, featuring a chromed bolt assembly. ]]&lt;br /&gt;
[[File:ITR DVL10 scopeattach.jpg|600px|thumb|none|The DVL-10 doesn't even have iron sights, so a high-powered adjustable scope is all but required. ]]&lt;br /&gt;
[[File:ITR DVL10 scopelineup.jpg|600px|thumb|none|Not pictured: inserting the magazine. The player takes aim at a distant target: a malicious teacup. ]]&lt;br /&gt;
[[File:ITR DVL10 firing.jpg|600px|thumb|none|Boom. Headshot. ]]&lt;br /&gt;
[[File:ITR DVL10 cyclebolt.jpg|600px|thumb|none|Cycling the bolt. ]]&lt;br /&gt;
&lt;br /&gt;
==SVD Tiger==&lt;br /&gt;
An [[SVD Dragunov|SVD Tiger]] can be purchased for $8000 after reaching Security Level 4. A civilian version of the SVD, the Tiger rifle is considered by many to be the most overpowered weapon in ''Into the Radius VR.'' It is chambered in 7.62x54mmR, fires semi-automatically, and feeds from a 10-round detachable magazine, a combination that makes the Tiger an easy-to-use &amp;quot;point-and-click&amp;quot; weapon with very high accuracy, high damage (albeit less than the DVL), and incredible armor penetration. It comes with a dovetail rail to attach a PSO-1 scope or Kobra holographic sight, but this can be swapped for a standard Picatinny rail if a Western optical sight is desired. Available upgrades include a suppressor adaptor, an additional rail, and a 30% recoil decrease for faster follow-up shots. &lt;br /&gt;
[[File:SVD Rifle.jpg|350px|thumb|none|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[File:ITR SVD model.jpg|600px|thumb|none|The Tiger as it appears in-game. ]]&lt;br /&gt;
[[File:ITR SVD leftside.jpg|600px|thumb|none|Holding the ferocious Tiger, which is the longest rifle in the game. ]]&lt;br /&gt;
[[File:ITR SVD rightside.jpg|600px|thumb|none|The right side of the rifle. ]]&lt;br /&gt;
[[File:ITR SVD insertmag.jpg|600px|thumb|none|Loading the Tiger. ]]&lt;br /&gt;
[[File:ITR SVD chamberround.jpg|600px|thumb|none|Bringing a round of 7.62x54mmR into the chamber. ]]&lt;br /&gt;
[[File:ITR SVD ADS.jpg|600px|thumb|none|Aiming down the Tiger's iron sights...]]&lt;br /&gt;
[[File:ITR SVD scopeattach.jpg|600px|thumb|none|...but who needs those? ]]&lt;br /&gt;
[[File:ITR SVD scopeaim.jpg|600px|thumb|none|Taking aim at another target; a tin can. The aftermath was too gory to show here (and not because the Tiger's recoil obscured the flying can). ]]&lt;br /&gt;
&lt;br /&gt;
==VSS Vintorez==&lt;br /&gt;
A [[VSS Vintorez]] can be purchased for $7500 after reaching Security Level 4. The Vintorez has much more in common with the AS Val assault rifle than it does the other two sniper rifles, making it somewhat of an oddball. It deals the least damage per shot and has by far the worst muzzle velocity of the snipers, making it a bit of a chore to use at long range. This is balanced by the Vintorez's very high firerate (900 rpm semi-auto only), large magazine size (20 rounds, with AS Val magazine), and exceptionally quiet nature (joint best in the game). The Vintorez is compatible with Russian dovetail optics and can be upgraded to increase its reliability by 15% and to add additional Picatinny rails. &lt;br /&gt;
[[File:Vss1.jpg|350px|thumb|none|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:ITR VSSVintorez model.jpg|600px|thumb|none|The VSS Vintorez as it appears in-game. ]]&lt;br /&gt;
[[File:ITR VSSVintorez leftside.jpg|600px|thumb|none|The left side of the Vintorez. ]]&lt;br /&gt;
[[File:ITR VSSVintorez rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:ITR VSSVintorez insertmag.jpg|600px|thumb|none|Inserting a 10-round magazine. 20-round magazines from the AS Val are also compatible, but are less reliable and weigh more. ]]&lt;br /&gt;
[[File:ITR VSSVintorez chamberround.jpg|600px|thumb|none|Chambering a round of 9x39mm. ]]&lt;br /&gt;
[[File:ITR VSSVintorez ADS.jpg|600 px|thumb|none|Aiming down the iron sights of the VSS Vintorez. ]]&lt;br /&gt;
&lt;br /&gt;
=Grenade Launchers=&lt;br /&gt;
==GP-30 Grenade Launcher==&lt;br /&gt;
A [[GP-30 grenade launcher]] (known in-game as the &amp;quot;GP32&amp;quot;) can be purchased for $1500 after reaching Security Level 3. The OTs-14-4A Groza features an integrated GP-30 as well. It can be mounted underneath the barrel of the AKM, AK-74, and AK-74M or used by itself. VOG-25 40mm grenades, which can be found somewhat rarely in the Radius or purchased for $75 apiece after reaching Security Level 3, can be brought to the muzzle of the launcher to load it and the trigger on the hand holding the rifle's foregrip can be used to fire it. The GP-30 has adjustable sights that can be set to 100m graduations up to 400m, and the sights can be configured for either direct or indirect fire. &lt;br /&gt;
[[File:GP-30.jpg|350px|none|thumb|GP-30 - 40mm]]&lt;br /&gt;
[[File:ITR GP30 model.jpg|600px|thumb|none|The standalone GP-30 as it appears in-game alongside a VOG-25 40mm grenade. ]]&lt;br /&gt;
[[File:ITR GP30 leftside.jpg|600px|thumb|none|The GP-30 mounted to an AKM. ]]&lt;br /&gt;
[[File:ITR GP30 rightside.jpg|600px|thumb|none|Ditto. ]]&lt;br /&gt;
[[File:ITR GP30 loadgrenade.jpg|600px|thumb|none|Loading a VOG-25 into the launcher. ]]&lt;br /&gt;
[[File:ITR GP30 ADS.jpg|600px|thumb|none|Trying to use the adjustable sights.]]&lt;br /&gt;
[[File:ITR GP30 hipfire.jpg|600px|thumb|none|&amp;lt;s&amp;gt;Playing with&amp;lt;/s&amp;gt; adjusting the sights. ]]&lt;br /&gt;
[[File:ITR GP30 explosion.jpg|600px|thumb|none|The resulting (poorly-aimed) explosion. &amp;quot;Close enough&amp;quot; does indeed count when grenades are concerned. ]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
Grenades can be found in the Radius or purchased at the store and serve as a useful utility for taking care of enemies behind cover or inside buildings. They require some practice to use, as the player must physically throw them. Fragmentation is modeled, so an Explorer must take care not to blow themselves up with a poorly-thrown grenade. &lt;br /&gt;
==F-1==&lt;br /&gt;
[[F-1 hand grenade]]s can be purchased for $75 after reaching Security Level 3 or found rarely in the Radius. They are the more powerful type of lethal grenade, having a large blast radius and releasing lots of fragmentation. F-1 grenades, however, are quite heavy and their potential for self-damage is high. &lt;br /&gt;
[[File:Deactivated f1.jpg|350px|thumb|none|F-1 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:ITR F1 model.jpg|600px|thumb|none|The F-1 hand grenade as it appears in-game. ]]&lt;br /&gt;
[[File:ITR F1 holding.jpg|600px|thumb|none|Holding the World War 2-vintage grenade. ]]&lt;br /&gt;
[[File:ITR RDG2 holding.jpg|600px|thumb|none|Ditto.]]&lt;br /&gt;
[[File:ITR F1 pullpin.jpg|600px|thumb|none|Pulling the pin to arm the grenade. ]]&lt;br /&gt;
[[File:ITR F1 throw.jpg|600px|thumb|none|Grenade out! ]]&lt;br /&gt;
[[File:ITR F1 explosion.jpg|600px|thumb|none|Kaboom. Small, glowing pieces of fragmentation can be seen flying away from the blast zone. ]]&lt;br /&gt;
==RDG-2==&lt;br /&gt;
[[RDG-2 smoke grenade]]s can be purchased for $25 after reaching Security Level 2. Cheap and simple, these smoke grenades emit a large cloud of white smoke that can be used to break line of sight with enemies, allowing the player to advance to cover or make a hasty retreat. They can be found commonly across the Radius as low-tier loot. &lt;br /&gt;
[[File:RDG-2.jpg|350px|thumb|none|RDG-2 smoke grenade]]&lt;br /&gt;
[[File:ITR RDG2 model.jpg|600px|thumb|none|An RDG-2 smoke grenade as it appears in-game. ]]&lt;br /&gt;
[[File:ITR RDG-2 holding.jpg|600px|thumb|none|Holding an RDG-2 smoke grenade. ]]&lt;br /&gt;
[[File:ITR RDG2 pulltab.jpg|600px|thumb|none|Pulling the tab to arm the grenade. ]]&lt;br /&gt;
[[File:ITR RDG2 smokecloud.jpg|600px|thumb|none|The resulting cloud of smoke. ]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5==&lt;br /&gt;
[[RGD-5 hand grenade]]s can be purchased for $50 after reaching Security Level 2. They have a smaller blast radius and release less fragmentation than F-1 grenades, but this can be beneficial as it greatly reduces potential self-damage. RGD-5 grenades can be found uncommonly across the Radius. &lt;br /&gt;
[[File:Rdg5.jpg|350px|thumb|none|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:ITR RGD5 model.jpg|600px|thumb|none|An RGD-5 hand grenade as it appears in-game. ]]&lt;br /&gt;
[[File:ITR RGD5 holding.jpg|600px|thumb|none|Holding the somewhat egg-shaped 'nade. ]]&lt;br /&gt;
[[File:ITR RGD5 holding2.jpg|600px|thumb|none|Ditto. ]]&lt;br /&gt;
[[File:ITR RGD5 pullpin.jpg|600px|thumb|none|Removing the pin from the grenade. ]]&lt;br /&gt;
[[File:ITR RGD5 throwing.jpg|600px|thumb|none|Throwing the RGD-5. ]]&lt;br /&gt;
[[File:ITR RGD5 explosion.jpg|600px|thumb|none|The resulting explosion, which is somewhat less powerful than the F-1's. ]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Estonian Produced]]&lt;br /&gt;
[[Category:VR]]&lt;br /&gt;
[[Category:Post Apocalyptic]]&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Into_the_Radius_VR&amp;diff=1639621</id>
		<title>Into the Radius VR</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Into_the_Radius_VR&amp;diff=1639621"/>
		<updated>2023-12-31T18:50:33Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: /* PPSh-41 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Into the Radius VR&lt;br /&gt;
|picture = IntoTheRadiusVRPoster.jpg&lt;br /&gt;
|caption =  ''Steam Box Art''&lt;br /&gt;
|date= July 20, 2020&lt;br /&gt;
|developer=CM Games&lt;br /&gt;
|platforms=	&lt;br /&gt;
Microsoft Windows&amp;lt;br&amp;gt;&lt;br /&gt;
MacOS&amp;lt;br&amp;gt;&lt;br /&gt;
Meta Quest 2&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=CM Games&lt;br /&gt;
|genre=VR Action Survival Shooter &lt;br /&gt;
}}&lt;br /&gt;
Developed by CM Games and released on July 20th, 2020, '''''Into the Radius VR''''' is a VR action survival game heavily inspired by the Soviet novel ''Roadside Picnic'' and the ''[[Stalker|S.T.A.L.K.E.R.]]'' video game series. The game takes place in a large, open-world wasteland located in Russia known as the &amp;quot;Pechorsk Exclusion Zone&amp;quot; or &amp;quot;Radius,&amp;quot; which was the site of an unexplainable supernatural disaster in 1987. Hired by the United Nations Pechorsk Special Committee, or UNPSC, the player (an &amp;quot;Explorer&amp;quot;) ventures across the Radius, gathering information and competing missions, scavenging supplies and equipment, recovering strange, powerful Artifacts, and fending off monstrous Entities. &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=Overview=&lt;br /&gt;
Weapons in ''Into the Radius VR'' can be obtained (in poor condition) through randomly-spawning loot crates found in the Radius or purchased from a main UNPSC store at the player's home base. Money can be earned from completing missions or by selling unwanted items. To gain access to more powerful firearms, the player must increase their &amp;quot;Security Level&amp;quot; by completing main story missions and passing a training course; the player begins the game with a Security Level of 0 and may reach a maximum level of 5. Firearms, magazines, and some attachments degrade at an unrealistically high pace in ''Into the Radius VR,'' requiring the player to either spend money at the shop to have them repaired or utilize their own tools (a toothbrush + cleaning spray and a cleaning rod + toilet paper) to manually clean them. Neglecting to clean one's equipment causes it to appear rusty and smudged, giving it an increased chance to jam, in the case of a firearm, or fail to feed, in the case of a magazine. The player can carry one handgun (in a holster attached to their hip) and one long gun (over their dominant shoulder) at a time and may carry up to four magazines in pouches mounted to their tactical vest. Loot found in the Radius and extra supplies, including cartons of ammunition, extra magazines, food, knives, a gas mask, or one additional long gun, can be stored in the player's backpack, but heavier loads slow the player down and require them to replenish their stamina by eating more often. &lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
Best used as a backup weapon or in close-quarters combat, handguns are an Explorer's best friend in ''Into the Radius VR.'' All handguns can be upgraded at the store to add an underbarrel rail, threaded suppressor mount (does not apply to the Desert Eagle and MP-412 REX), and red dot sight mount. Common ammunition types for handguns include: &lt;br /&gt;
*Full metal jacket (FMJ) - standard&lt;br /&gt;
*Armor-piercing (AP) - decreased damage, increased armor penetration, more expensive&lt;br /&gt;
*Subsonic (SS) - significantly decreased damage, decreased armor penetration and noise, less expensive &lt;br /&gt;
*Overpressure (+P) - significantly increased damage and armor penetration, much more expensive &lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
A [[Beretta 92FS]] (depicted with M9 markings and called the &amp;quot;M9 Beretta&amp;quot;) can be purchased for $1500 after reaching Security Level 2. Feeding from a 15-round magazine, tied with the TT-33 for the highest damage-per-shot of the non-magnum pistols, and capable of firing a wide array of powerful 9x19mm ammunition, the Beretta 92FS is considered by many to be the most useful pistol in ''Into the Radius VR.'' &lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:ITR Beretta92 model.jpg|600px|thumb|none|The Beretta 92FS as it appears in-game. ]]&lt;br /&gt;
[[File:ITR Beretta92 leftside.jpg|600px|thumb|none|A look at the left side of the 92FS featuring its extensive (if inaccurate) markings. ]]&lt;br /&gt;
[[File:ITR Beretta92 rightside.jpg|600px|thumb|none|Ditto, right side view. ]]&lt;br /&gt;
[[File:ITR Beretta92 loading.jpg|600px|thumb|none|Inserting a magazine into the Beretta 92FS. ]]&lt;br /&gt;
[[File:ITR Beretta92 rackslide.jpg|600px|thumb|none|Pulling back on the slide to chamber a 9x19mm round. ]]&lt;br /&gt;
[[File:ITR Beretta92 firing.jpg|600px|thumb|none|A view down the 92FS' three-dot iron sights, which are a dead giveaway that this is not a military-issue M9.]]&lt;br /&gt;
[[File:ITR Beretta92 jam.jpg|600px|thumb|none|All firearms (except for bolt-actions) in ''Into the Radius VR'' can experience malfunctions. Here, the 92FS experiences an unlucky double-feed, which can be remedied by racking the slide to dislodge the errant round. ]]&lt;br /&gt;
[[File:ITR Beretta92 ejectmag.jpg|600px|thumb|none|Ejecting the empty magazine. To aid in retention reloading, all firearms with a magazine release &amp;quot;hold&amp;quot; the halfway-ejected magazine in place for the player to grab.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
A [[Desert Eagle Mark XIX]] chambered in .357 Magnum can be purchased for $5500 after reaching Security Level 4. The heaviest and second-most powerful handgun in ''Into the Radius VR,'' it deals enough damage to kill almost any enemy in the game with a one bullet, but its expensive ammunition, low accuracy, and high recoil encourage precise, single shots. As an added bonus, the &amp;quot;Desert Eagle&amp;quot; comes pre-equipped with a ported barrel and two rail attachment points, one on top of the barrel and one underneath it. It feeds from a 9-round magazine and can fire soft-point (incorrectly called FMJ in-game) or &amp;quot;Surplus&amp;quot; ammunition, which deals less damage but is significantly less expensive. &lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|Desert Eagle Mark XIX with stainless finish, railed and ported barrel, and railed frame - .50 Action Express]]&lt;br /&gt;
[[File:ITR DesertEagle model.jpg|600px|thumb|none|The Desert Eagle Mark XIX as it appears in-game. ]]&lt;br /&gt;
[[File:ITR DesertEagle rightside.jpg|600px|thumb|none|Although it fires a smaller bullet than usually depicted (.357 Mag vs. 50 AE), the &amp;quot;Desert Eagle&amp;quot; is still an absolutely massive handgun in both size and weight (1.9 kg in-game).]]&lt;br /&gt;
[[File:ITR DesertEagle leftside.jpg|600px|thumb|none|Inspecting the other side of the infamous &amp;quot;Deagle.&amp;quot; The handcannon is absent any markings beside a serial number.]]&lt;br /&gt;
[[File:ITR DesertEagle loading.jpg|600px|thumb|none|The player prepares to feed a 9-round magazine into the Desert Eagle. ]]&lt;br /&gt;
[[File:ITR DesertEagle pullslide.jpg|600px|thumb|none|Pulling back on the Desert Eagle Mark XIX's massive slide to bring a soft-point round into the chamber. ]]&lt;br /&gt;
[[File:ITR DesertEagle ads.jpg|600px|thumb|none|Bringing the Desert Eagle's iron sights to bear. Unlike many other guns in ''Into the Radius,'' this handgun is not equipped with glow sights.]]&lt;br /&gt;
[[File:ITR DesertEagle recoil.jpg|600px|thumb|none|The mighty Deagle at full recoil. There's no way to convey power to a player like having a handgun kick like a mule.]]&lt;br /&gt;
[[File:ITR DesertEagle unload.jpg|600px|thumb|none|Nine rounds later and the empty magazine is ready to be ejected. ]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
A 4th Generation [[Glock 17]] can be purchased for $700 after reaching Security Level 1. As a high-capacity automatic pistol, it fulfills a similar role to the GSh-18 in-game, although the Glock deals more damage per shot in exchange for having more expensive ammunition. It is the first weapon chambered in 9x19mm available in-game. &lt;br /&gt;
[[File:Glock17Gen4.jpg|thumb|none|4th Generation Glock 17 - 9x19mm. ]]&lt;br /&gt;
[[File:ITR Glock17 model.jpg|600px|thumb|none|The 4th generation Glock 17 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR Glock17 leftside.jpg|600px|thumb|none|Observing the left side of the Glock 17 (or &amp;quot;G17&amp;quot; as the game calls it) and its markings. ]]&lt;br /&gt;
[[File:ITR Glock17 rightside.jpg|600px|thumb|none|Taking a look at the other side. ]]&lt;br /&gt;
[[File:ITR Glock17 loading.jpg|600px|thumb|none|Loading a fresh magazine into the Glock 17. ]]&lt;br /&gt;
[[File:ITR Glock17 pullslide.jpg|600px|thumb|none|Chambering a round. ]]&lt;br /&gt;
[[File:ITR Glock17 firing.jpg|600px|thumb|none|Firing a shot while aiming down the Glock 17's u-shaped glow sights. ]]&lt;br /&gt;
[[File:ITR Glock17 ejectmag.jpg|600px|thumb|none|Ejecting the empty magazine 17 shots later. ]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
A Glock 18C (or &amp;quot;G18c&amp;quot; as it is known in-game) can be purchased for $3500 after reaching Security Level 3. This select-fire Glock deals moderate damage per shot and has an extremely high rate of fire, but with a magazine of just 17 rounds it is very easy to blow through all of one's ammunition in a fraction of a second when faced with a stressful situation. It is one of two machine pistols available in-game, the other being the OTs-33 &amp;quot;Pernach.&amp;quot; &lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|Glock 18C (3rd Generation) - 9x19mm.]]&lt;br /&gt;
[[File:ITR Glock18C model.jpg|600px|thumb|none|The Glock 18C as it appears in-game. ]]&lt;br /&gt;
[[File:ITR Glock18C leftside.jpg|600px|thumb|none|Taking a look at the left side of the fully-automatic handgun. ]]&lt;br /&gt;
[[File:ITR Glock18C rightside.jpg|600px|thumb|none|Another view of the 18C showcasing the cuts in the slide. ]]&lt;br /&gt;
[[File:ITR Glock18C loading.jpg|600px|thumb|none|Loading a magazine. ]]&lt;br /&gt;
[[File:ITR Glock18C pullslide.jpg|600px|thumb|none|Chambering a round. This view also showcases the cuts made in the top of the barrel, which vent gasses upwards to compensate (hence 18 &amp;quot;C&amp;quot;) for the excessive muzzle tilt expected from full-auto.]]&lt;br /&gt;
[[File:ITR Glock18C firing.jpg|600px|thumb|none|Firing the pistol. The Glock 18C's rear sight is slightly thicker than the 17's. ]]&lt;br /&gt;
[[File:ITR Glock18C empty.jpg|600px|thumb|none|17 rounds never seemed so few... especially when you're firing them at 20 per second. ]]&lt;br /&gt;
&lt;br /&gt;
==GSh-18==&lt;br /&gt;
&lt;br /&gt;
A [[GSh-18]] can be purchased for $600 after reaching Security Level 1. The high-capacity pistol is depicted incorrectly as firing 9x18mm Makarov, however. The GSh-18 is a substantial upgrade over the starting Makarov PM pistol because of the former's increased magazine size (18 vs. 8) and higher base damage (despite firing the same cartridge.) When using AP or +P ammunition, the GSh-18 remains a strong choice for players throughout most of the game due to its high capacity, high base damage, and acceptable armor-piercing performance. &lt;br /&gt;
[[File:GSh18.jpg|thumb|none|Two-Tone GSh-18 - 9x19mm]]&lt;br /&gt;
[[File:ITR GSh18 model.jpg|600px|thumb|none|The GSh-18 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR GSh18 leftside.jpg|600px|thumb|none|The player inspecting the GSh-18's left side. &amp;quot;9x18&amp;quot; can be seen on the pistol's slide, which is incorrect; the GSh-18 (in real life) is actually chambered in 9x19mm. ]]&lt;br /&gt;
[[File:ITR GSh18 rightside.jpg|600px|thumb|none|Another view of the GSh-18 in the player's hand, showcasing the pistol's somewhat unusual central ejection port. ]]&lt;br /&gt;
[[File:ITR GSh18 loading.jpg|600px|thumb|none|The player inserts a magazine containing... wait for it... 18 rounds into the GSh-18. Who would have guessed?]]&lt;br /&gt;
[[File:ITR GSh18 rackslide.jpg|600px|thumb|none|The GSh-18's loading process is completed by racking the slide, as with any other automatic pistol. ]]&lt;br /&gt;
[[File:ITR GSh18 firing.jpg|600px|thumb|none|Firing the GSh-18 in-game. Brass from the previous shot, which was ejected straight up, can be seen hurtling back towards the ground almost vertically.]]&lt;br /&gt;
[[File:ITR GSh18 unload.jpg|600px|thumb|none|The player ejects the now-empty magazine from the pistol. ]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
&lt;br /&gt;
A [[Makarov PM]] is the player's starting weapon and can also be purchased for $300 starting at Security Level 0. One free PM also respawns every few in-game days just inside the Radius. Featuring low damage, low magazine capacity, and low armor-piercing ability, the PM is serviceable only as an early-game sidearm and is best replaced by any other handgun available in ''Into the Radius.'' Its one saving grace is that its ammunition is cheap to purchase and easy to scavenge. &lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:ITR MakarovPM model.jpg|600px|thumb|none|The PM as it appears in Into the Radius VR. ]]&lt;br /&gt;
[[File:ITR MakarovPM leftside.jpg|600px|thumb|none|The PM as it appears in the player's hands. ]]&lt;br /&gt;
[[File:ITR MakarovPM rightside.jpg|600px|thumb|none|Ditto. ]]&lt;br /&gt;
[[File:ITR MakarovPM insertmag.jpg|600px|thumb|none|The player inserts a fresh magazine into their sparklingly-clean PM. ]]&lt;br /&gt;
[[File:ITR MakarovPM chamberround.jpg|600px|thumb|none|All that's left to do is pull the slide to chamber a round of 9x18. ]]&lt;br /&gt;
[[File:ITR MakarovPM firing.jpg|600px|thumb|none|The PM mid-recoil after firing a round. The pistol features glow sights, much like other firearms in ''Into the Radius.'']]&lt;br /&gt;
[[File:ITR MakarovPM unload.jpg|600px|thumb|none|Having shown the barricade what-for, the player ejects the empty magazine from their PM. ]]&lt;br /&gt;
&lt;br /&gt;
==MP-412 REX==&lt;br /&gt;
The [[MP-412 REX]] can be purchased for $6000 starting at Security Level 2. Added to the game as part of the 2.7 Update, the REX deals 50% more damage per shot compared to the already powerful Desert Eagle Mark XIX (despite firing the same ammunition), ensuring that anything unlucky enough to catch a round from this six-shooter won't get back up. This extreme power, however, is kept in check by the revolver's small capacity, high recoil, poor iron sights, somewhat poor accuracy, and its inability to mount a suppressor.  &lt;br /&gt;
[[File:Mp-412-1.jpg|thumb|none|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[File:ITR MP412REX model.jpg|600px|thumb|none|The MP-412 REX and six .357 Magnum cartridges as they appear in-game. ]]&lt;br /&gt;
[[File:ITR MP412REX leftside.jpg|600px|thumb|none|The left side of the REX. ]]&lt;br /&gt;
[[File:ITR MP412REX rightside.jpg|600px|thumb|none|The right side of the REX. ]]&lt;br /&gt;
[[File:ITR MP412REX breakopen.jpg|600px|thumb|none|Unusual for a modern revolver, the MP-412 REX is a top-break design. A swing-out cylinder is usually chosen instead as it is more durable.]]&lt;br /&gt;
[[File:ITR MP412REX loading.jpg|600px|thumb|none|Loading the final round of .357 Magnum soft-point into the REX, a process which becomes considerably more difficult in combat.]]&lt;br /&gt;
[[File:ITR MP412REX hammerpull.jpg|600px|thumb|none|The MP-412 REX can be fired double or single-action, but the position of the hammer has no effect on the trigger pull and is purely cosmetic. ]]&lt;br /&gt;
[[File:ITR MP412REX ADS.jpg|600px|thumb|none|The crude iron sights of the REX in-game. Not much use beyond a few dozen feet, but that is to be expected for a sidearm. ]]&lt;br /&gt;
[[File:ITR MP412REX firing.jpg|600px|thumb|none|The REX's heavy recoil and massive muzzle flash imply power, which this handgun brings in spades. ]]&lt;br /&gt;
[[File:ITR MP412REX ejecting.jpg|600px|thumb|none|Having expended all 6 rounds, the REX is broken open again and a plume of brass bursts forth from the cylinder. As an anti-frustration feature, unspent rounds are not ejected from the REX when reloading. Note that the ejector does not move.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-33 Pernach==&lt;br /&gt;
An [[OTs-33 Pernach]] can be purchased for $2200 after reaching Security Level 2. Feeding from a 27-round magazine and capable of firing at 600 rpm, the Pernach offers extreme firepower in a small package at the cost of potential ammo wastage and high recoil. The select-fire pistol is known in-game as the OC-33, which is an alternate romanization of its Russian name. &lt;br /&gt;
[[File:OTs-33 automatic pistol.jpg|thumb|none|OTs-33 Pernach - 9x18mm Makarov]]&lt;br /&gt;
[[File:ITR OTs33 model.jpg|600px|thumb|none|The OTs-33 Pernach and its extremely long magazine as they appear in-game. ]]&lt;br /&gt;
[[File:ITR OTs33 leftside.jpg||600px|thumb|none|The left side of the OTs-33, in slightly better light. &amp;quot;ОЦ-33,&amp;quot; the pistol's name in Russian, can be seen on the slide.]]&lt;br /&gt;
[[File:ITR OTs33 rightside.jpg|600px|thumb|none|The other side of the &amp;quot;OC-33.&amp;quot; ]]&lt;br /&gt;
[[File:ITR OTs33 loading.jpg|600px|thumb|none|Loading a 27-round magazine into the blocky OTs-33.]]&lt;br /&gt;
[[File:ITR OTs33 rackslide.jpg|600px|thumb|none|Pulling back on the slide to chamber a round. ]]&lt;br /&gt;
[[File:ITR OTs33 firing.jpg|600px|thumb|none|27 rounds may seem like a lot, but that goes fast at 600 rpm. ]]&lt;br /&gt;
[[File:ITR OTs33 unload.jpg|600px|thumb|none|After making 27 new dents on the door across the way, the OTs-33's empty magazine is unloaded. ]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33==&lt;br /&gt;
A [[Tokarev TT-33]] can be purchased for $500 after reaching Security Level 1. The TT-33 has high damage-per-shot and good anti-armor performance compared to other sidearms, especially those chambered in 9x18mm Makarov. The Tokarev's relatively small capacity of 8+1 rounds, however, limits its effectiveness in later parts of the game. &lt;br /&gt;
[[File:TT-33-Wartime.jpg|thumb|none|Tokarev TT-33 - 7.62x25mm Tokarev. Pre-1947 version.]]&lt;br /&gt;
[[File:ITR TT33 model.jpg|600px|thumb|none|The Tokarev TT-33 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR TT33 leftside.jpg|600px|thumb|none|The left side of the TT-33. The markings on the receiver are &amp;quot;ПM783,&amp;quot; a star symbol, and &amp;quot;1940.&amp;quot; ]]&lt;br /&gt;
[[File:ITR TT33 rightside .jpg|600px|thumb|none|The right side view of the TT-33.]]&lt;br /&gt;
[[File:ITR TT33 loading.jpg|600px|thumb|none|Inserting a fresh magazine into the TT-33. ]]&lt;br /&gt;
[[File:ITR TT33 pullslide.jpg|600px|thumb|none|Pulling back on the TT-33's slide to chamber a round of 7.62x25mm Tokarev. ]]&lt;br /&gt;
[[File:ITR TT33 ADS.jpg|600px|thumb|none|A view down the Tokarev's simple glow sights, which are invaluable inside the Radius' many dark buildings, after firing a shot.]]&lt;br /&gt;
[[File:ITR TT33 emptymag.jpg|600px|thumb|none|Ejecting a now-empty mag from the TT-33. ]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
Submachine guns (or SMGs) are one of the types of primary weapon available in ''Into the Radius VR.'' They fire pistol cartridges at very high rates of fire, which, in a game focused around ammunition conservation and making accurate single shots at long range, results in submachine guns being a second or third choice for most situations. Unlike shotguns, most submachine guns can be suppressed, however, meaning that this weapon class still finds some utility when stealthy close-quarters firepower is required, such as within the confines of Pobeda Factory. Much like pistols, all submachine guns can be modified at the store to add rails for various attachments and many come pre-equipped with a threaded barrel for attaching a pistol suppressor. Most submachine guns also have access to unique, mutually exclusive upgrades to either increase (+20%) or decrease (-20%) their base rate of fire, depending on if ammo conservation or increased firepower is desired. &lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K &amp;quot;Reverse Stretch&amp;quot;==&lt;br /&gt;
A [[Heckler &amp;amp; Koch MP5K]] can be purchased for $3500 after reaching Security Level 2. This is a custom variant of the classic SMG known as a &amp;quot;reverse stretch,&amp;quot; meaning that it is a hybrid of the [[MP5A5]] and [[MP5K]]. This allows it to feature both the folding stock and trigger group of the former and the forend of the latter. Owing to its Navy three-round burst trigger group, this MP5 can fire in semi-automatic, 3-round burst, or full-auto. It is chambered in 9x19mm Parabellum, feeds from a 30-round magazine, and comes pre-fitted with a threaded barrel for a pistol suppressor. &lt;br /&gt;
[[File:Mp5 reverse stretch.jpg|thumb|none|MP5K &amp;quot;Reverse Stretch&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:ITR MP5K modelfolded.jpg|600px|thumb|none|The &amp;quot;MP5K&amp;quot; as it appears in-game with its stock folded. ]]&lt;br /&gt;
[[File:ITR MP5K modelunfolded.jpg|600px|thumb|none|Ditto, with the stock unfolded. ]]&lt;br /&gt;
[[File:ITR MP5K leftside.jpg|600px|thumb|none|Inspecting the left side of the strange hybrid SMG. ]]&lt;br /&gt;
[[File:ITR MP5K rightside.jpg|600px|thumb|none|Taking a look at the other side. ]]&lt;br /&gt;
[[File:ITR MP5K insertmag.jpg|600px|thumb|none|Inserting a magazine. ]]&lt;br /&gt;
[[File:ITR MP5K chamberround.jpg|600px|thumb|none|Chambering a round by cranking back on the cocking handle. Note that the bolt on this &amp;quot;MP5K&amp;quot; only slides back and forth and cannot be locked open.]]&lt;br /&gt;
[[File:ITR MP5K firing.jpg|600px|thumb|none|Letting loose with a fully-automatic salvo of rounds. ]]&lt;br /&gt;
[[File:ITR MP5K hipfire.jpg|600px|thumb|none|Firing from the hip. ]]&lt;br /&gt;
[[File:ITR MP5K empty.jpg|600px|thumb|none|Verifying that the magazine is empty. ]]&lt;br /&gt;
&lt;br /&gt;
==MP Jelen==&lt;br /&gt;
An [[MP Jelen]] can be purchased for $1850 after reaching Security Level 1. Known in-game simply as the &amp;quot;PPSh,&amp;quot; this super-short SMG is the first (and by far the most crude) submachine gun available to the player. Firing 7.62x25mm Tokarev and utilizing the same 35 and 71-round magazines as the full-length PPSh-41 available later in the game, the MP Jelen is questionably effective at best and serves only as a cheap, accessible option for a player who wants to use an SMG during the very early-game at any cost. It may be upgraded to attach an optical sight mount and underbarrel rail. &lt;br /&gt;
[[File:MP Jelen.jpg|thumb|none|MP Jelen - 7.62x25mm Tokarev.]]&lt;br /&gt;
[[File:ITR PPSh41short model.jpg|600px|thumb|none|The MP Jelen as it appears in-game. ]]&lt;br /&gt;
[[File:ITR PPSh41shortdrum model.jpg|600px|thumb|none|The MP Jelen with a drum magazine. ]]&lt;br /&gt;
[[File:ITR PPSh41short rightside.jpg|600px|thumb|none|Holding the laughably short submachine gun. A red rubber band can be seen holding the barrel assembly and lower receiver together and a hand-painted fire selector indicator is also present, adding to the crude, craft-produced nature of the firearm.]]&lt;br /&gt;
[[File:ITR PPSh41short leftside.jpg|600px|thumb|none|The other side of the Jelen. ]]&lt;br /&gt;
[[File:ITR PPSh41short insertmag.jpg|600px|thumb|none|Preparing to insert a 35-round magazine into the MP Jelen. The 71-round PPSh-41 drum magazine can also be utilized, although it weighs nearly as much (2 kg) as the gun itself (2.1 kg) in-game.]]&lt;br /&gt;
[[File:ITR PPSh41short pullbolt.jpg|600px|thumb|none|The MP Jelen, like the PPSh-41 it is derived from, fires from an open bolt. ]]&lt;br /&gt;
[[File:ITR PPSh41short firing.jpg|600px|thumb|none|Unleashing an inaccurate burst of 7.62x25mm Tokarev on the unsuspecting barricade.]]&lt;br /&gt;
[[File:ITR PPSh41short hipfire.jpg|600px|thumb|none|The Jelen is perhaps the only firearm in the game that is at its most effective when fired from the hip. ]]&lt;br /&gt;
[[File:ITR PPSh41short empty.jpg|600px|thumb|none|The MP Jelen after firing the last round in the magazine. ]]&lt;br /&gt;
[[File:ITR PPSh41shortdrum hipfire.jpg|600px|thumb|none|The MP Jelen with a drum magazine. ]]&lt;br /&gt;
&lt;br /&gt;
==PP-91 Kedr==&lt;br /&gt;
A [[PP-91 Kedr]] can be purchased for $2000 after reaching Security Level 2. The weapon's stock can be folded or unfolded, but this has no effect on recoil in-game and is purely an aesthetic choice. The PP-91 Kedr can use 20 or 30-round magazines and comes with a threaded barrel to attach a pistol suppressor, if so desired. &lt;br /&gt;
[[File:Pp-91 kedr 30rmag.jpg|thumb|none|PP-91 Kedr - 9x18mm Makarov]]&lt;br /&gt;
[[File:ITR PP91 model.jpg|600px|thumb|none|The PP-91 Kedr as it appears in-game with a 30 round magazine and the stock folded. ]]&lt;br /&gt;
[[File:ITR PP-91 modelunfolded.jpg|600px|thumb|none|Ditto, with the stock unfolded. ]]&lt;br /&gt;
[[File:ITR PP91 leftside.jpg|600px|thumb|none|The left side of the PP-91. ]]&lt;br /&gt;
[[File:ITR PP91 right.jpg|600px|thumb|none|The right side of the PP-91 ]]&lt;br /&gt;
[[File:ITR PP91 loading.jpg|600px|thumb|none|Inserting a fresh 30 round magazine (although 20 round mags are also available) into the Kedr. ]]&lt;br /&gt;
[[File:ITR PP91 charging.jpg|600px|thumb|none|Chambering a 9x18mm round by pulling the PP-91's left side charging handle. ]]&lt;br /&gt;
[[File:ITR PP91 firing.jpg|600px|thumb|none|Letting loose with a burst of rounds. That wooden board never stood a chance. ]]&lt;br /&gt;
[[File:ITR PP91 hipfiring.jpg|600px|thumb|none|Firing the PP-91 again, this time from the hip like a true gangster. ]]&lt;br /&gt;
[[File:ITR PP91 emptymag.jpg|600px|thumb|none|The fun must come to an end, however, and a visual check confirms that the magazine is empty. ]]&lt;br /&gt;
&lt;br /&gt;
==PP-2000==&lt;br /&gt;
A [[PP-2000]] can be purchased for $3000 starting at Security Level 2. It feeds from a 20-round magazine and comes equipped with a suppressor adaptor and top rail attachment point. The PP-2000 can be fired in semi-automatic or full-auto, but an upgrade can be purchased that (somehow) swaps the full-auto firemode for a three-round burst. In terms of raw damage, the PP-2000 is the most powerful 9x19mm Parabellum firearm in ''Into the Radius VR''.&lt;br /&gt;
[[File:Pp-2000 1.jpg|thumb|none|PP-2000 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:ITR PP2000 folded.jpg|600px|thumb|none|The PP-2000 as it appears in-game with its stock folded. ]]&lt;br /&gt;
[[File:ITR PP2000 modelunfolded.jpg|600px|thumb|none|Ditto, with the stock unfolded. ]]&lt;br /&gt;
[[File:ITR PP2000 rightside.jpg|600px|thumb|none|Observing the PP-2000's markings. ]]&lt;br /&gt;
[[File:ITR PP2000 leftside.jpg|600px|thumb|none|Taking a look at the other side. ]]&lt;br /&gt;
[[File:ITR PP2000 insertmag.jpg|600px|thumb|none|Inserting a 20-round magazine. ]]&lt;br /&gt;
[[File:ITR PP2000 charginghandle.jpg|600px|thumb|none|Pulling back on the PP-2000's unusual charging handle to chamber a round. ]]&lt;br /&gt;
[[File:ITR PP2000 firing.jpg|600px|thumb|none|A wisp of smoke rises dramatically from the barrel of the PP-2000 after firing a few rounds. ]]&lt;br /&gt;
[[File:ITR PP2000 hipfire.jpg|600px|thumb|none|Hipfiring, as one does. ]]&lt;br /&gt;
[[File:ITR PP2000 clearcheck.jpg|600px|thumb|none|Double-checking that the magazine is empty. ]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
Heavy, powerful, and capable of firing at an incredible 1000 RPM, a [[PPSh-41]], known as the &amp;quot;PPSh Full&amp;quot; in-game (as it is the &amp;quot;full&amp;quot; version of the much shorter MP Jelen), can be purchased for $3000 after reaching Security Level 2 and can be upgraded to add an optical sight mount and underbarrel rail. Both 35-round stick magazines and 71-round drum magazines are available for the PPSh-41, but drum magazines cannot be purchased from the main store and must be found as loot in the Radius. &lt;br /&gt;
[[File:PPSh-41 Box Right.jpg|350px|thumb|none|PPSh-41 - 7.62x25mm Tokarev.]]&lt;br /&gt;
[[File:ITR PPSh41 model.jpg|600px|thumb|none|The PPSh-41 as it appears in-game with a 35-round stick magazine. ]]&lt;br /&gt;
[[File:ITR PPSh41 leftside.jpg|600px|thumb|none|Taking a look at the left side of this &amp;lt;s&amp;gt;museum piece&amp;lt;/s&amp;gt; perfectly serviceable SMG, comrade!]]&lt;br /&gt;
[[File:ITR PPSh41 rightside.jpg|600px|thumb|none|Ditto, right side view. ]]&lt;br /&gt;
[[File:ITR PPSh41 loading.jpg|600px|thumb|none|Loading a 35-round magazine. The 71-round drum offers twice the capacity, but its rarity, weight, and size make it more difficult to use.]]&lt;br /&gt;
[[File:ITR PPSh41 chamberround.jpg|600px|thumb|none|As an open-bolt submachine gun, the PPSh-41 must have its bolt locked to the rear to be fired. ]]&lt;br /&gt;
[[File:ITR PPSh41 firing.jpg|600px|thumb|none|Letting loose with the &amp;quot;Tokarev typewriter.&amp;quot; ]]&lt;br /&gt;
[[File:ITR PPSh41 hipfire.jpg|600px|thumb|none|Aiming by &amp;quot;walking&amp;quot; bullet impacts onto the target is effective, if wasteful. ]]&lt;br /&gt;
[[File:ITR PPSh41 check.jpg|600px|thumb|none|Checking the magazine, which is empty. ]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
Shotguns in ''Into the Radius VR'' generally offer very high single-shot firepower at the expense of low magazine size and a cumbersome reloading process. All shotguns are chambered in 12 gauge and can use one of two ammunition types: buckshot (red shell), which fires a spread of pellets that rip through unarmored enemies at short to mid-range, and slugs (blue shell), which fire a single, accurate projectile that is better against armored enemies and at longer ranges. The choke of each shotgun can be adjusted at the store to drastically increase or decrease the spread of buckshot and, as with other firearms, shotguns may be modified to add rail mounts for optical sights and other attachments. All shotguns (except the Saiga) also feature a side saddle on the left side of the gun that can hold up to 6 spare shells to facilitate rapid reloading. &lt;br /&gt;
&lt;br /&gt;
[[File:ITR shotgunspreadcomp.jpg|600px|thumb|none|The different choke upgrades (tightened -&amp;gt; normal -&amp;gt; widened) and their effects on shot spread pattern.]]&lt;br /&gt;
&lt;br /&gt;
==Baikal IZh-27==&lt;br /&gt;
A [[IZh-27|Baikal IZh-27]] can be purchased for $1500 after reaching Security Level 1. This Soviet over-under double-barreled shotgun is powerful and accurate, especially in the early-game before armored enemies become commonplace, but the IZh-27 is limited to just two shots before it must be reloaded and kicks heavily. Its length and weight can hinder the user in close-quarters combat and when traveling across the large, open Radius. The IZh-27 may be upgraded to add an optical sight mount and a rail on the side of the gun for attachments. &lt;br /&gt;
[[File:Baikal-IZH27-Shotgun.jpg|350px|thumb|none|IZh-27 O/U double barreled shotgun - 12 gauge]]&lt;br /&gt;
[[File:ITR IZh27 model.jpg|600px|thumb|none|The IZh-27 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR IZh27 leftside.jpg|600px|thumb|none|Taking a look at the left side of the hunting shotgun. Which way to the clays? ]]&lt;br /&gt;
[[File:ITR IZh27 rightside.jpg|600px|thumb|none|The other side, featuring duck engravings. ]]&lt;br /&gt;
[[File:ITR IZh27 loadshell1.jpg|600px|thumb|none|Loading in the first 12 gauge shell...]]&lt;br /&gt;
[[File:ITR IZh27 loadshell2.jpg|600px|thumb|none|...followed by the second. The top barrel is always loaded first regardless of where the shell is actually inserted, which is probably a coding limitation.]]&lt;br /&gt;
[[File:ITR IZh27 closeaction.jpg|600px|thumb|none|Closing the IZh-27's action with an upwards sweep of the hand. ]]&lt;br /&gt;
[[File:ITR IZh27 ADS.jpg|600px|thumb|none|Taking aim at imaginary waterfowl. ]]&lt;br /&gt;
[[File:ITR IZh27 eject.jpg|600px|thumb|none|Ejecting a pair of spent shell casings, which spawn the frame the button is pressed to break open the shotgun and clip through the weapon on their journey to the ground.]]&lt;br /&gt;
&lt;br /&gt;
===Sawed-Off===&lt;br /&gt;
A sawed-off version of the IZh-27 can be purchased for $500 and lacks a security level requirement. Black electrical tape is wound around what remains of the shotgun's stock, which has been cut down significantly along with the barrels. Compared to the full-length version, the IZh-27 Sawed-Off is slightly less accurate and much louder. It features the same upgrade options as its parent and one is given to the player for free after they complete the first mission. &lt;br /&gt;
[[File:ITR IZh27short model.jpg|600px|thumb|none|The sawed-off IZh-27. ]]&lt;br /&gt;
[[File:ITR IZh27short portfolio.jpg|600px|thumb|none|The IZh-27 Sawed-Off as it appears on the portfolio of the modeler who made the gun. ]]&lt;br /&gt;
[[File:ITR IZh27short leftside.jpg|600px|thumb|none|Holding the super-short shotgun. Two hands not required! ]]&lt;br /&gt;
[[File:ITR IZh27short rightside.jpg|600px|thumb|none|The right side of the shortened IZh-27. The weapon is described in-game as &amp;quot;a big hit at gang showdowns.&amp;quot;]]&lt;br /&gt;
[[File:ITR IZh27short loading.jpg|600px|thumb|none|Reeeeeloading! ]]&lt;br /&gt;
[[File:ITR IZh27short closeaction.jpg|600px|thumb|none|Resisting the urge to close the shotgun with a snap of the wrist, a decision made all the more alluring by the game's forgiving physics. ]]&lt;br /&gt;
[[File:ITR IZh27short ADS.jpg|600px|thumb|none|Taking aim at an imaginary rival gang member. ]]&lt;br /&gt;
[[File:ITR IZh27short unloading.jpg|600px|thumb|none|Two shells once again fling themselves free of the IZh-27 in a desperate bid for freedom. ]]&lt;br /&gt;
&lt;br /&gt;
==Baikal IZh-81==&lt;br /&gt;
A [[Baikal IZh-81]] can be purchased for $3000 after reaching Security Level 2. The IZh-81 can hold up 4+1 rounds in its magazine tube, but this may be extended to 8+1 after purchasing an upgrade. An optical sight mount and two rail attachment points (one underneath the barrel and one on the side of it) can also be added via the game's upgrade system. Powerful and accurate, the IZh-81 is a significant step up over the IZh-27. &lt;br /&gt;
[[File:IZh-81.jpg|350px|thumb|none|Baikal IZh-81 in typical hunting configuration - 12 gauge]]&lt;br /&gt;
[[File:ITR IZh81 model.jpg|600px|thumb|none|The IZh-81 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR IZh81 leftside.jpg|600px|thumb|none|The left side of the IZh-81. ]]&lt;br /&gt;
[[File:ITR IZh81 rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:ITR IZh81 loading.jpg|600px|thumb|none|Loading 12 gauge buckshot shells into the IZh-81. The elevator does not move, unfortunately. ]]&lt;br /&gt;
[[File:ITR IZh81 rackpump.jpg|600px|thumb|none|Bringing a shell into the chamber. ]]&lt;br /&gt;
[[File:ITR IZh81 ADS.jpg|600px|thumb|none|Looking down the pump-action's sights, which consist solely of a small glow bead at the front of the gun. ]]&lt;br /&gt;
[[File:ITR IZh81 cycle.jpg|600px|thumb|none|Ejecting a spent shell after firing a shot. ]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
A [[Franchi SPAS-12]] with no stock can be purchased for $5500 after reaching Security Level 4. The SPAS-12 compensates for its high price and steep unlock criteria with a high magazine capacity (8+1 shells) and the ability to fire semi-automatically. Upgrades for the SPAS-12 include an extended magazine tube (+4 shells), a rail for mounting optical sights, and two barrel-mounted rails for attachments.  &lt;br /&gt;
[[File:FSpas12orign.jpg|350px|thumb|none|Franchi SPAS-12 with stock removed – 12 gauge]]&lt;br /&gt;
[[File:ITR SPAS12 model.jpg|600px|thumb|none|The SPAS-12 as it appears in-game. Like other shotguns in ''Into the Radius VR'', it features a 6-shell side saddle. ]]&lt;br /&gt;
[[File:ITR SPAS12 leftside.jpg|600px|thumb|none|The left side of the SPAS-12. The game indicates that it is often [[Jurassic Park (1993)|&amp;quot;used for hunting exceptionally large creatures.&amp;quot;]] ]]&lt;br /&gt;
[[File:ITR SPAS12 rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:ITR SPAS12 loading.jpg|600px|thumb|none|Loading the SPAS-12 with buckshot. Unlike in real life, the player can simply feed shells into the shotgun without having to depress the bolt release.]]&lt;br /&gt;
[[File:ITR SPAS12 chamberround.jpg|600px|thumb|none|Pulling back on the bolt handle to bring a shell into the chamber. ]]&lt;br /&gt;
[[File:ITR SPAS12 ADS.jpg|600px|thumb|none|Looking down the SPAS-12's simple ring-and-post iron sights. ]]&lt;br /&gt;
[[File:ITR SPAS12 firing.jpg|600px|thumb|none|Firing the SPAS-12. ]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12K==&lt;br /&gt;
A [[Saiga 12K]] can be purchased for $8000 after reaching Security Level 5. This Saiga 12K is a mixture of various custom parts, including a conical flash hider, a super-short barrel, a [[Galil]]-esque side-folding stock, and an AK-series wooden foregrip. It is chambered in 12 gauge and can use 5-round or 10-round magazines, although the latter are few in number and can only be found within special treasure &amp;quot;Stashes&amp;quot; hidden in the Radius. &lt;br /&gt;
[[File:Saiga-410K-04.jpg|350px|thumb|none|Saiga-410K-04 - .410 Magnum. This Saiga version resembles an AKS-74U.]]&lt;br /&gt;
[[File:ITR Saiga12K modelfolded.jpg|600px|thumb|none|The custom Saiga 12K as it appears in-game with its stock folded. ]]&lt;br /&gt;
[[File:ITR Saiga12K modelunfolded.jpg|600px|thumb|none|Ditto, with the stock unfolded. ]]&lt;br /&gt;
[[File:ITR Saiga12K leftside.jpg|600px|thumb|none|The left side of the Saiga 12K. ]]&lt;br /&gt;
[[File:ITR Saiga12K rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:ITR Saiga12K insertmag.jpg|600px|thumb|none|Inserting a 5-round magazine into the Saiga. ]]&lt;br /&gt;
[[File:ITR Saiga12K chamberround.jpg|600px|thumb|none|Chambering a 12 gauge shell. ]]&lt;br /&gt;
[[File:ITR Saiga12K ADS.jpg|600px|thumb|none|Aiming down the Saiga 12K's AK-style iron sights. ]]&lt;br /&gt;
[[File:ITR Saiga12K firing.jpg|600px|thumb|none|Firing the Saiga 12K. ]]&lt;br /&gt;
&lt;br /&gt;
==Side-By-Side Double Barreled Shotgun==&lt;br /&gt;
A generic hammerless side-by-side double barreled shotgun known as the &amp;quot;Hunting Shotgun&amp;quot; was available for purchase from the store in the 1.0 version of ''Into the Radius VR.'' When the 2.0 version of the game was released in December 2021, however, the Hunting Shotgun was removed from the store and replaced by the IZh-27. The side-by-side was not removed entirely, though, as it is still possible to find the Hunting Shotgun inside loot crates in certain parts of the Radius. Gameplay-wise, it is statistically indistinguishable from the IZh-27 that replaced it. &lt;br /&gt;
[[File:StevesSBS1960s.jpg|350px|thumb|none|1960s Era Commercial Stevens hammerless side by side shotgun - 12 gauge]]&lt;br /&gt;
[[File:ITR HuntingShotgun model.jpg|600px|thumb|none|The tremendously long &amp;quot;Hunting Shotgun&amp;quot; as it appears in-game. ]]&lt;br /&gt;
[[File:ITR HuntingShotgun leftside.jpg|600px|thumb|none|Taking a look at the left side of the side-by-side. ]]&lt;br /&gt;
[[File:ITR HuntingShotgun rightside.jpg|600px|thumb|none|The right side. Note the unusually elongated wooden grip and Picatinny rail segment near the end of it (courtesy of the upgrade station). ]]&lt;br /&gt;
[[File:ITR HuntingShotgun breakopen.jpg|600px|thumb|none|Breaking the shotgun open. ]]&lt;br /&gt;
[[File:ITR HuntingShotgun loading.jpg|600px|thumb|none|Loading a pair of 12 gauge shells (which are slightly out-of-scale compared to the bore of the barrels) ]]&lt;br /&gt;
[[File:ITR HuntingShotgun closing.jpg|600px|thumb|none|Closing the shotgun with a raised hand. ]]&lt;br /&gt;
[[File:ITR HuntingShotgun ADS.jpg|600px|thumb|none|Taking aim down the Hunting Shotgun's iron sights. ]]&lt;br /&gt;
&lt;br /&gt;
===Sawed-Off===&lt;br /&gt;
A sawed-off version of the Hunting Shotgun known simply as the &amp;quot;Sawed-Off Shotgun&amp;quot; was also once available for purchase, but it has since been replaced by the identically-performing IZh-27 Sawed-Off. It can be found in the Radius in the same areas as the full-length Hunting Shotgun. &lt;br /&gt;
[[File:SBS-Shotgun ManOnFire.jpg|350px|thumb|none|Screen-used Zabala short barreled shotgun. ]]&lt;br /&gt;
[[File:ITR SawedOff model.jpg|600px|thumb|none|The Sawed-Off Shotgun as it appears in-game. ]]&lt;br /&gt;
[[File:ITR SawedOff leftside.jpg|600px|thumb|none|Admiring the left side of the sawed-off. The shotgun features a rather beat-up dual-trigger system. ]]&lt;br /&gt;
[[File:ITR SawedOff rightside.jpg|600px|thumb|none|The right side of the shotgun. ]]&lt;br /&gt;
[[File:ITR SawedOff loading.jpg|600px|thumb|none|Loading a 12 gauge shell. ]]&lt;br /&gt;
[[File:ITR SawedOff closing.jpg|600px|thumb|none|Closing the shotgun with an ill-advised flick of the wrist. ]]&lt;br /&gt;
[[File:ITR SawedOff ADS.jpg|600px|thumb|none|Aiming down the shotgun's &amp;quot;sights.&amp;quot;]]&lt;br /&gt;
[[File:ITR SawedOff hipaim.jpg|600px|thumb|none|Using the &amp;lt;s&amp;gt;Super&amp;lt;/s&amp;gt; Sawed-Off Shotgun as it's meant to be used. ]]&lt;br /&gt;
[[File:ITR SawedOff doomfire.jpg|600px|thumb|none|Kaboom! ]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
Assault rifles are generally the most useful class of primary weapon for a mid-game Explorer. Possessing good damage characteristics, serviceable armor-piercing ability, sizeable magazines, decent accuracy, and the ability to fire in full-auto or semi-automatic, assault rifles can be extremely useful in both close and medium-range combat when equipped with a decent optic and a laser attachment. They begin to struggle at longer ranges, however, and their pricey ammunition makes full-auto much more costly compared to submachine guns. Common ammunition types include FMJ, AP, SS, and CHP (copper hollow point)/Surplus, which is directly inferior to other ammo types but by far the cheapest.&lt;br /&gt;
&lt;br /&gt;
==AK-74==&lt;br /&gt;
An [[AK-74]] can be purchased for $5000 after reaching Security Level 3. It has exceptionally average characteristics compared to other available assault rifles and feeds from a 30-round magazine. The AK-74 can be equipped with a PSO-1 scope or Kobra optical sight (via a dovetail mount on the left side of the receiver, indicating that the rifle is an AK-74N) as well as a PBS-1 silencer and underbarrel GP-30 grenade launcher. Upgrades for the AK-74 include reducing the recoil (-20%), increasing the firerate (+20%) and swapping the dovetail mount for a Picatinny rail. &lt;br /&gt;
[[File:AK-74.jpg|350px|thumb|none|AK-74, early version with 62 degree gas block - 5.45x39mm]]&lt;br /&gt;
[[File:ITR AK74 model.jpg|600px|thumb|none|The AK-74 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR AK74 leftside.jpg|600px|thumb|none|The left side of the AK-74. ]]&lt;br /&gt;
[[File:ITR AK74 rightside.jpg|600px|thumb|none|The right side of the rifle. ]]&lt;br /&gt;
[[File:ITR AK74 insertmag.jpg|600px|thumb|none|Inserting a magazine. ]]&lt;br /&gt;
[[File:ITR AK74 chamberround.jpg|600px|thumb|none|Bringing a round of 5.45x39mm FMJ into the chamber. ]]&lt;br /&gt;
[[File:ITR AK74 ADS.jpg|600px|thumb|none|Aiming down the AK-74's (surprisingly clear) iron sights. This is the only AK-series rifle in the game to feature glow sights.]]&lt;br /&gt;
[[File:ITR AK74 reload.jpg|600px|thumb|none|Performing the age-old &amp;quot;mag-flick&amp;quot; AK reload. Magazines are expensive, however, so this is of questionable utility compared to a retention reload. ]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;AK-74M&amp;quot;===&lt;br /&gt;
A variant with synthetic furniture and an aftermarket muzzle brake, referred to as the &amp;quot;[[AK-74M]]&amp;quot;, can be purchased for $6500 after reaching Security Level 3; despite its name, it lacks the actual AK-74M's folding stock hardware and has a ribbed receiver cover, meaning that it's simply a regular AK-74N with synthetic furniture. It justifies its increased price tag compared to the base AK-74 with a series of small improvements to its controllability, accuracy, durability, and stealthiness. It features the same upgrades and attachment options as the AK-74. &lt;br /&gt;
[[File:BulgarianAK-74.jpg|thumb|none|350px|Bulgarian-manufactured AK-74 with synthetic furniture - 5.45x39mm]]&lt;br /&gt;
[[File:AK-74M.jpg|350px|thumb|none|An actual AK-74M, for comparison - 5.45x39mm]]&lt;br /&gt;
[[File:ITR AK74M model.jpg|600px|thumb|none|The &amp;quot;AK-74M&amp;quot; as it appears in-game. ]]&lt;br /&gt;
[[File:ITR AK74M leftside.jpg|600px|thumb|none|Taking a look at the left side of the polymer-furnished rifle. ]]&lt;br /&gt;
[[File:ITR AK74M rightside.jpg|600px|thumb|none|The other side of the rifle. ]]&lt;br /&gt;
[[File:ITR AK74M insertmag.jpg|600px|thumb|none|Inserting a black polymer magazine, which are lighter and more durable (but more expensive) than the Bakelite magazines. Both magazine types are compatible with any of the 5.45mm AKs in-game.]]&lt;br /&gt;
[[File:ITR AK74M chamberround.jpg|600px|thumb|none|Chambering a round. Nothing special here. ]]&lt;br /&gt;
[[File:ITR AK74M ADS.jpg|600px|thumb|none|Looking down the rifle's non-luminous iron sights. ]]&lt;br /&gt;
[[File:ITR AK74M hipfire.jpg|600px|thumb|none|As a 5.45mm AK, the pseudo-AK-74M has rather controllable recoil (at the expense of less per-shot damage). ]]&lt;br /&gt;
[[File:ITR AK74M removemag.jpg|600px|thumb|none|Removing the now-empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
An [[AKM]] can be purchased for $4500 after reaching Security Level 3. The AKM's stats are very similar to the AK-74M's, but the AKM deals more damage per shot at the cost of a lower muzzle velocity and a much louder report. It can equip the same attachments and upgrades as the AK-74s. &lt;br /&gt;
[[File:AKMRifle.jpg|350px|thumb|none|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:ITR AKM model.jpg|600px|thumb|none|The AKM as it appears in-game with a 30-round magazine. 10-round magazines, which are much lighter and cheaper, are also available. ]]&lt;br /&gt;
[[File:ITR AKM leftside.jpg|600px|thumb|none|The left side of the AKM. ]]&lt;br /&gt;
[[File:ITR AKM rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:ITR AKM insertmag.jpg|600px|thumb|none|If only there were a way to automatically feed 30 rounds of 7.62x39mm into this firearm... ]]&lt;br /&gt;
[[File:ITR AKM chamberround.jpg|600px|thumb|none|Ah yes, a magazine! The player pulls back on the bolt handle to grab the topmost round off the magazine and insert it into the chamber. ]]&lt;br /&gt;
[[File:ITR AKM ADS.jpg|600px|thumb|none|Aiming down the AKM's iron sights. ]]&lt;br /&gt;
[[File:ITR AKM swapfiremode.jpg|600px|thumb|none|Switching the AKM to full-auto. ]]&lt;br /&gt;
[[File:ITR AKM firing.jpg|600px|thumb|none|One of the AKM's disadvantages is its heavy recoil. Thankfully, it's still capable of killing counter-terrorists with a single headshot.]]&lt;br /&gt;
[[File:ITR AKM unload .jpg|600px|thumb|none|When a gun goes &amp;quot;click&amp;quot; instead of &amp;quot;bang,&amp;quot; one of many things could have happened. Here, for better or for worse, the magazine simply ran out of bullets. ]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
An [[AKS-74U]] can be purchased for $4000 after reaching Security Level 3. As a shortened AK-74 with a folding stock, the 74U is easier to use in close-quarters than the full-length AKs and boasts a slightly faster fire rate (650 rpm vs. 600) to boot. Compared to the other AK-series rifles, however, it has the poorest accuracy in-class and the the second-worst muzzle velocity, which severely limit its effectiveness at range. It mostly shares an attachment and upgrade pool with the other AKs, with a few differences; the AKS-74U cannot equip the GP-30 grenade launcher and it features a unique upgrade to improve its accuracy by 20%, which reduces shot dispersion and allows the 74U to reclaim some performance at range.  &lt;br /&gt;
[[File:AKS74U.jpg|350px|thumb|none|AKS-74U with earlier handguard - 5.45x39mm]]&lt;br /&gt;
[[File:ITR AKS74U modelfolded.jpg|600px|thumb|none|The AKS-74U as it appears in-game with a 30-round Bakelite magazine and with its stock folded. ]]&lt;br /&gt;
[[File:ITR AKS74U modelunfolded.jpg|600px|thumb|none|Ditto, with the stock unfolded. ]]&lt;br /&gt;
[[File:ITR AKS74U leftside.jpg|600px|thumb|none|Taking a look at the left side of the worn, short-barreled AK. ]]&lt;br /&gt;
[[File:ITR AKS74U rightside.jpg|600px|thumb|none|The other side. ]]&lt;br /&gt;
[[File:ITR AKS74U insertmag.jpg|600px|thumb|none|Inserting a magazine. Both types of AK-74 magazine are compatible with the AKS-74U. ]]&lt;br /&gt;
[[File:ITR AKS74U chamberround.jpg|600px|thumb|none|Chambering a round. ]]&lt;br /&gt;
[[File:ITR AKS74U ADS.jpg|600px|thumb|none|Aiming down the AKS-74U's iron sights...]]&lt;br /&gt;
[[File:ITR AKS74U hipfire.jpg|600px|thumb|none|...before deciding to forego them entirely. ]]&lt;br /&gt;
[[File:ITR AKS74U removemag.jpg|600px|thumb|none|Removing the empty magazine. ]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
An [[AS Val]] can be purchased for $8000 after reaching Security Level 4. The AS Val differs from the VSS Vintorez also unlocked at Security Level 4 with its ability to fire in full-auto and its lighter weight. It comes pre-equipped with a dovetail mount (although this can be replaced with a Picatinny rail for a price) and can be upgraded to add an additional rail on the side of the gun. Compared to the AK-series rifles, the AS Val deals significantly more damage per shot and is much quieter, which is invaluable for preventing swarms of enemies from being drawn to the player's location during combat. It loses out to the AKs when muzzle velocity and magazine size are considered, however, meaning that a player equipped with the AS Val must become comfortable with its exaggerated bullet drop and have to make single shots count. &lt;br /&gt;
[[File:AS Val.jpg|350px|thumb|none|AS Val - 9x39mm]]&lt;br /&gt;
[[File:ITR ASVal modelfolded.jpg|600px|thumb|none|The AS Val as it appears in-game with a 20-round magazine and with its stock folded. ]]&lt;br /&gt;
[[File:ITR ASVal modelunfolded.jpg|600px|thumb|none|Ditto, with the stock unfolded. ]]&lt;br /&gt;
[[File:ITR ASVal leftside.jpg|600px|thumb|none|Observing the left side of the curious integrally-suppressed assault rifle. ]]&lt;br /&gt;
[[File:ITR ASVal rightside.jpg|600px|thumb|none|Right side view of the AS Val. ]]&lt;br /&gt;
[[File:ITR ASVal insertmag.jpg|600px|thumb|none|Inserting a 20-round magazine into the Val. 10-round magazines from the VSS Vintorez are also compatible. ]]&lt;br /&gt;
[[File:ITR ASVal chamberround.jpg|600px|thumb|none|Chambering a round of 9x39mm FMJ. ]]&lt;br /&gt;
[[File:ITR ASVal ADS.jpg|600px|thumb|none|An AS ADS view. ]]&lt;br /&gt;
[[File:ITR ASVal fullauto.jpg|600px|thumb|none|Switching to full-auto. ]]&lt;br /&gt;
[[File:ITR ASVal removemag.jpg|600px|thumb|none|Inspecting the empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1==&lt;br /&gt;
A [[Colt M4A1]] can be purchased for $6500 after reaching Security Level 3. One of the first Western long arms available to the player, the M4A1 performs similarly to the AK-74s in terms of damage and magazine size, although the M4 fires much faster and is slightly quieter while the AKs have higher muzzle velocities. The M4A1 is notable for having the most out-of-the-box rail attachment points of any weapon in the game, allowing it to mount optics, flashlights, and lasers without having to spend money on expensive upgrades. It can be upgraded to increase the accuracy of the weapon by 10% and to swap the automatic fire mode for a three-round burst, transforming the gun into an M4. &lt;br /&gt;
[[File:ColtM4A1.jpg|350px|thumb|none|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[File:ITR M4A1 modelview.jpg|600px|thumb|none|The M4A1 as it appears in-game equipped with a holographic reflex sight. ]]&lt;br /&gt;
[[File:ITR M4A1 leftside.jpg|600px|thumb|none|Inspecting the left side of the Western rifle. Orange'ya glad it's not another AK? ]]&lt;br /&gt;
[[File:ITR M4A1 rightside.jpg|600px|thumb|none|The right side of the M4A1. ]]&lt;br /&gt;
[[File:ITR M4A1 insertmag.jpg|600px|thumb|none|Inserting a 30-round magazine. ]]&lt;br /&gt;
[[File:ITR M4A1 chamberround.jpg|600px|thumb|none|Pulling back on the charging handle to chamber a round of 5.56. Finally, the left hand gets some use! ]]&lt;br /&gt;
[[File:ITR M4A1 firing.jpg|600px|thumb|none|Firing the rifle. ]]&lt;br /&gt;
[[File:ITR M4A1 removemag.jpg|600px|thumb|none|Removing the empty magazine, with speed lines! ]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
A [[Steyr AUG A3]] can be purchased for $5000 after reaching Security Level 3. The AUG has the highest muzzle velocity in-class and an average firerate, but the weapon's stats are otherwise identical to the M4A1. Its bullpup design and unique progressive trigger system (half-pulling the trigger fires a single bullet while depressing it all the way fires fully-automatic) can be hard to get used to, but a player who has mastered the AUG can use it just as effectively as, if not more so, any other assault rifle. The AUG can be upgraded to increase its accuracy by 10% and to swap the fully-automatic firemode for a three-round burst. &lt;br /&gt;
[[File:SteyrAUGA3.jpg|350px|thumb|none|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm]]&lt;br /&gt;
[[File:ITR AUG model.jpg|600px|thumb|none|The Steyr AUG A3 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR AUG leftside.jpg|600px|thumb|none|Inspecting the left side of the olive-colored bullpup. Note the rail attachment points on top of the weapon as well as under the barrel.]]&lt;br /&gt;
[[File:ITR AUG rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:ITR AUG insertmag.jpg|600px|thumb|none|Inserting a 30-round magazine, taking care not to punch yourself in the arm with a VR controller. ]]&lt;br /&gt;
[[File:ITR AUG chamberround.jpg|600px|thumb|none|Observing a round being brought into the chamber, something easier said than done when the ejection port of the gun is so far back. ]]&lt;br /&gt;
[[File:ITR AUG firing.jpg|600px|thumb|none|Firing the AUG. ]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A Groza==&lt;br /&gt;
An [[OTs-14-4A Groza]] can be purchased for $7500 after reaching Security Level 4. Its most defining feature is a permanently-affixed GP-30 grenade launcher, which can be used to launch caseless 40 mm VOG-25 grenades and is operated with the trigger on the forward hand; care should be taken to avoid blowing oneself up! It is otherwise similar to the other 9x39mm rifles in the sense that it has high damage per shot and very pronounced bullet drop. The Groza is tied with the AKS-74U for the worst accuracy of the assault rifles, however, and is not integrally suppressed (although a PBS-1 suppressor may be attached). As with submachine guns, the firerate of the Groza may be tweaked (+20% or -20%) through upgrades and its poor accuracy can be somewhat curbed with a +15% boost at the upgrade station. Various rail mounting points can also be added. &lt;br /&gt;
[[File:OTs-14 Groza.jpg|350px|thumb|none|OTs-14-4A Groza with 40mm GP-30 grenade launcher - 9x39mm]]&lt;br /&gt;
[[File:ITR Groza model.jpg|600px|thumb|none|The OTs-14-4A Groza as it appears in-game. ]]&lt;br /&gt;
[[File:ITR Groza leftside.jpg|600px|thumb|none|Looking at the left side of the OTs-14... Groza. Groza is fine. ]]&lt;br /&gt;
[[File:ITR Groza rightside.jpg|600px|thumb|none|Right side view. ]]&lt;br /&gt;
[[File:ITR Groza insertmag.jpg|600px|thumb|none|Inserting a 20-round magazine of 9x39mm. ]]&lt;br /&gt;
[[File:ITR Groza chamberround.jpg|600px|thumb|none|Chambering a round. ]]&lt;br /&gt;
[[File:ITR Groza ADS.jpg|600px|thumb|none|Aiming down the Groza's iron sights. ]]&lt;br /&gt;
[[File:ITR Groza loadgrenade.jpg|600px|thumb|none|Loading a VOG-25 grenade into the Groza's underbarrel grenade launcher. ]]&lt;br /&gt;
[[File:ITR Groza grenadeaim.jpg|600px|thumb|none|Attempting to aim the grenade with the Groza's leaf sights.]]&lt;br /&gt;
[[File:ITR Groza grenadeboom.jpg|600px|thumb|none|Close only counts in [[Hot Dogs, Horseshoes &amp;amp; Hand Grenades|Hot Dogs, Horseshoes, and Hand Grenades]]. Wait, that's not right... ]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
''Into the Radius VR'' features two weapons that do not fit cleanly within other rifle weapon categories. &lt;br /&gt;
==Mosin Nagant Model 1938 Carbine==&lt;br /&gt;
A [[Mosin Nagant Model 1938 Carbine]] can be purchased for $5500 after reaching Security Level 3. The Mosin is the first truly high-powered long-ranged rifle available to the player and has both extremely high damage per shot and good armor-piercing abilities. There are no clips in the Radius, however, meaning that the Mosin must be reloaded one bullet at a time. With a base capacity of only 5 rounds, the Mosin is a powerful rifle with heavy drawbacks, meaning that it is best suited for a player with steady hands and nerves of steel. The Mosin can equip a PU scope without any modifications, but two rails (one for optical sights and the other for lasers or flashlights) can be added at the upgrade station. &lt;br /&gt;
[[File:M38Carbine.jpg|350px|thumb|none|Mosin Nagant M38 Carbine - 7.62x54mm R]]&lt;br /&gt;
[[File:ITR Mosin model.jpg|600px|thumb|none|The Mosin Nagant Model 1938 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR Mosin leftside.jpg|600px|thumb|none|Admiring the left side of the classic short-barreled bolt-action rifle. ]]&lt;br /&gt;
[[File:ITR Mosin rightside.jpg|600px|thumb|none|The other side of the rifle. ]]&lt;br /&gt;
[[File:ITR Mosin stockview.jpg|600px|thumb|none|Looking back at the Mosin's stock, which is fitted with a side saddle (not unlike the game's shotguns) to hold up to 6 spare 7.62x54mmR rounds. ]]&lt;br /&gt;
[[File:ITR Mosin reload1.jpg|600px|thumb|none|The Mosin's loading process begins by opening the bolt. ]]&lt;br /&gt;
[[File:ITR Mosin reload2.jpg|600px|thumb|none|Rounds are then inserted one at a time, to a maximum of 5. ]]&lt;br /&gt;
[[File:ITR Mosin reload3.jpg|600px|thumb|none|Reloading concludes by pushing the bolt forwards. ]]&lt;br /&gt;
[[File:ITR Mosin ADS.jpg|600px|thumb|none|Aiming down the Mosin's glow sights. ]]&lt;br /&gt;
[[File:ITR Mosin cyclebolt.jpg|600px|thumb|none|Cycling the bolt. Few things are as satisfying in VR as operating a gun that requires lots of hand movements. ]]&lt;br /&gt;
[[File:ITR Mosin PU.jpg|600px|thumb|none|Equipping a PU scope for some long-ranged sniping. ]]&lt;br /&gt;
[[File:ITR Mosin scopeview.jpg|600px|thumb|none|Taking aim at a streetlight through the scope. ]]&lt;br /&gt;
[[File:ITR Mosin cycleboltscope.jpg|600px|thumb|none|Take that, Soviet utility workers! ]]&lt;br /&gt;
&lt;br /&gt;
==SKS-D==&lt;br /&gt;
An [[SKS-D]] can be purchased for $3200 after reaching Security Level 2. Utilizing the same 10 and 30-round magazines as the AKM, the semi-automatic SKS is inferior to any of the game's assault rifles as a primary weapon. Its only benefits compared to the AKs are its good accuracy, low price, and low security level requirement. The SKS can be fitted with a PU scope, and its pool of available modifications includes various rail attachment points, a 30% recoil reduction, and a DTK suppressor adaptor. A bayonet was available for the rifle in the 1.0 version of ''Into the Radius VR,'' but it was removed when the game was updated to version 2.0. &lt;br /&gt;
[[File:NorincoSKS-D.jpg|350px|thumb|none|SKS-D (Norinco-branded) - 7.62x39mm]]&lt;br /&gt;
[[File:ITR SKS model.jpg|600px|thumb|none|The SKS-D as it appears in-game. ]]&lt;br /&gt;
[[File:ITR SKS leftside.jpg|600px|thumb|none|The left side of the SKS. ]]&lt;br /&gt;
[[File:ITR SKS rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:ITR SKS insertmag.jpg|600px|thumb|none|Inserting a short 10-round AKM magazine into the SKS. ]]&lt;br /&gt;
[[File:ITR SKS chamberround.jpg|600px|thumb|none|Chambering a round of 7.62x39mm. ]]&lt;br /&gt;
[[File:ITR SKS ADS.jpg|600px|thumb|none|Aiming down the SKS' iron sights. ]]&lt;br /&gt;
[[File:ITR SKS firing.jpg|600px|thumb|none|Firing the rifle. ]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
A step above the intermediate-caliber assault rifles, battle rifles offer a mid/late-game Explorer a full-powered punch of damage. Hard-hitting, accurate, and possessing incredible armor penetration, battle rifles are adept at any range, but their weight, heavy recoil, and expensive ammunition can be difficult to manage. All battle rifles in ''Into the Radius VR'' are chambered in 7.62x51mm and feed from a 20-round magazine, meaning that it mostly comes down to personal preference and playstyle as to which rifle one uses. &lt;br /&gt;
&lt;br /&gt;
==FN FAL 50.00==&lt;br /&gt;
An early [[FN FAL 50.00]] with wooden furniture can be purchased for $6500 after reaching Security Level 4. The FAL has the fastest firerate of the three available battle rifles, but it also deals the least damage per shot and is the most inaccurate. The FN FAL is compatible with the so-called NATO Suppressor and can be modified to adjust the firerate (±20%), add additional rails for attachments, and increase the accuracy by 10%. &lt;br /&gt;
[[File:Fn fal g series.jpg|350px|thumb|none|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ITR FNFAL model.jpg|600px|thumb|none|The FN FAL 50.00 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR FNFAL leftside.jpg|600px|thumb|none|The left side of the FAL. ]]&lt;br /&gt;
[[File:ITR FNFAL rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:ITR FNFAL insertmag.jpg|600px|thumb|none|Inserting a magazine containing 20 rounds of 7.62x51mm. ]]&lt;br /&gt;
[[File:ITR FNFAL chamberround.jpg|600px|thumb|none|Chambering a round. ]]&lt;br /&gt;
[[File:ITR FNFAL ADS.jpg|600px|thumb|none|Aiming down the FAL's iron sights. ]]&lt;br /&gt;
[[File:ITR FNFAL firing.jpg|600px|thumb|none|Firing a round. ]]&lt;br /&gt;
[[File:ITR FNFAL jam.jpg|600px|thumb|none|A jam! ]]&lt;br /&gt;
[[File:ITR FNFAL clearjam.jpg|600px|thumb|none|Clearing the jam with a stroke of the bolt handle. This also serves as an opportunity to practice the old &amp;quot;catch-the-flying-bullet-in-the-mouth&amp;quot; technique. ]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
An [[FN SCAR-H]] (known as the &amp;quot;FN-17&amp;quot; in-game) can be purchased for $12000 after reaching Security Level 5. This extremely expensive battle rifle serves as the &amp;quot;jack-of-all-trades&amp;quot; of its class, featuring middling firerate, damage, accuracy, and muzzle velocity. It is select-fire, comes with lots of attachment points, and can be suppressed. The stock can also be folded, although this is of questionable utility. It can be upgraded to reduce its recoil by 20% and its ability to fire in full-auto can be swapped for a three-round burst. &lt;br /&gt;
[[File:FN SCAR-H STD.jpg|350px|thumb|none|Third Generation FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ITR FNSCAR modelfolded.jpg|600px|thumb|none|The FN SCAR-H as it appears in-game with the stock folded. ]]&lt;br /&gt;
[[File:ITR FNSCAR modelunfolded.jpg|600px|thumb|none|Ditto, with the stock unfolded. ]]&lt;br /&gt;
[[File:ITR FNSCAR leftside.jpg|600px|thumb|none|Holding the rather chunky rifle. ]]&lt;br /&gt;
[[File:ITR FNSCAR rightside.jpg|600px|thumb|none|Looking at the other side of the SCAR-H. ]]&lt;br /&gt;
[[File:ITR FNSCAR insertmag.jpg|600px|thumb|none|Inserting a magazine. ]]&lt;br /&gt;
[[File:ITR FNSCAR chamberround.jpg|600px|thumb|none|Chambering a round of 7.62 NATO. ]]&lt;br /&gt;
[[File:ITR FNSCAR ADS.jpg|600px|thumb|none|Aiming...]]&lt;br /&gt;
[[File:ITR FNSCAR firing.jpg|600px|thumb|none|...and firing. ]]&lt;br /&gt;
[[File:ITR FNSCAR removemag.jpg|600px|thumb|none|Dropping an empty magazine. ]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
An [[M14]] can be purchased for $7500 after reaching Security Level 4. The battle rifle of choice for those who prefer single, devastating shots, the M14 deals the highest damage per shot and is the most accurate of its peers. Unlike the FN FAL and the SCAR-H, the M14 is semi-automatic only, which can limit its effectiveness in higher-pressure close-quarters situations. The M14 can be upgraded to reduce its recoil by 20% and to add rails for attachments. It cannot be suppressed. &lt;br /&gt;
[[File:M14Rifle.jpg|350px|thumb|none|M14 semi-automatic rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ITR M14 model.jpg|600px|thumb|none|The M14 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR M14 leftside.jpg|600px|thumb|none|&amp;quot;This is my rifle. There are many like it, but this one is mine.&amp;quot; ]]&lt;br /&gt;
[[File:ITR M14 rightside.jpg|600px|thumb|none|The right side of the M14. ]]&lt;br /&gt;
[[File:ITR M14 insertmag.jpg|600px|thumb|none|Inserting a 20-round magazine of 7.62mm full metal jacket. ]]&lt;br /&gt;
[[File:ITR M14 chamberround.jpg|600px|thumb|none|Chambering a round. ]]&lt;br /&gt;
[[File:ITR M14 ADS.jpg|600px|thumb|none|Aiming down the M14's surprisingly clear iron sights ]]&lt;br /&gt;
[[File:ITR M14 firing.jpg|600px|thumb|none|Firing the M14 at an imaginary drill sergeant. ]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
Sniper rifles are, to absolutely no surprise, rifles tooled for long-range combat. They feature very high damage per shot, great accuracy, and a low firerate. Sniper rifles do not come with optics beyond iron sights, so a scope must be purchased or found to put them to full effectiveness at range. &lt;br /&gt;
==Lobaev Arms DVL-10 M1 &amp;quot;SABOTEUR&amp;quot;==&lt;br /&gt;
A [[Lobaev Arms DVL-10]] &amp;quot;SABOTEUR&amp;quot; in M1 configuration can be purchased for $10000 after reaching Security Level 5. Chambered in 7.62x51mm NATO, the DVL-10 justifies its hefty price tag and steep unlock requirements by offering the highest single-shot damage of any firearm in the game. It feeds from a detachable 10-round magazine and is integrally suppressed, meaning that the rifle needs no extra attachments or costly maintenance to provide a stealthy one-hit kill at any range. The DVL-10's greatest drawback is its low rate of fire, owing to the fact that it is a bolt-action rifle. It can be upgraded to increase its reliability by 15% and to reduce its weight by 1kg. &lt;br /&gt;
[[File:DVL-10 Saboteur.jpg|350px|thumb|none|DVL-10 M1 &amp;quot;SABOTEUR&amp;quot; - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:ITR DVL10 modelfolded.jpg|600px|thumb|none|The DVL-10 M1 &amp;quot;SABOTEUR&amp;quot; as it appears in-game with the stock folded. ]]&lt;br /&gt;
[[File:ITR DVL10 modelunfolded.jpg|600px|thumb|none|Ditto, with the stock unfolded. (Why would you ever fold it in the first place?) ]]&lt;br /&gt;
[[File:ITR DVL10 leftside.jpg|600px|thumb|none|Inspecting the left side of the pipe-like bolt-action. ]]&lt;br /&gt;
[[File:ITR DVL10 rightside.jpg|600px|thumb|none|The right side, featuring a chromed bolt assembly. ]]&lt;br /&gt;
[[File:ITR DVL10 scopeattach.jpg|600px|thumb|none|The DVL-10 doesn't even have iron sights, so a high-powered adjustable scope is all but required. ]]&lt;br /&gt;
[[File:ITR DVL10 scopelineup.jpg|600px|thumb|none|Not pictured: inserting the magazine. The player takes aim at a distant target: a malicious teacup. ]]&lt;br /&gt;
[[File:ITR DVL10 firing.jpg|600px|thumb|none|Boom. Headshot. ]]&lt;br /&gt;
[[File:ITR DVL10 cyclebolt.jpg|600px|thumb|none|Cycling the bolt. ]]&lt;br /&gt;
&lt;br /&gt;
==SVD Tiger==&lt;br /&gt;
An [[SVD Dragunov|SVD Tiger]] can be purchased for $8000 after reaching Security Level 4. A civilian version of the SVD, the Tiger rifle is considered by many to be the most overpowered weapon in ''Into the Radius VR.'' It is chambered in 7.62x54mmR, fires semi-automatically, and feeds from a 10-round detachable magazine, a combination that makes the Tiger an easy-to-use &amp;quot;point-and-click&amp;quot; weapon with very high accuracy, high damage (albeit less than the DVL), and incredible armor penetration. It comes with a dovetail rail to attach a PSO-1 scope or Kobra holographic sight, but this can be swapped for a standard Picatinny rail if a Western optical sight is desired. Available upgrades include a suppressor adaptor, an additional rail, and a 30% recoil decrease for faster follow-up shots. &lt;br /&gt;
[[File:SVD Rifle.jpg|350px|thumb|none|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[File:ITR SVD model.jpg|600px|thumb|none|The Tiger as it appears in-game. ]]&lt;br /&gt;
[[File:ITR SVD leftside.jpg|600px|thumb|none|Holding the ferocious Tiger, which is the longest rifle in the game. ]]&lt;br /&gt;
[[File:ITR SVD rightside.jpg|600px|thumb|none|The right side of the rifle. ]]&lt;br /&gt;
[[File:ITR SVD insertmag.jpg|600px|thumb|none|Loading the Tiger. ]]&lt;br /&gt;
[[File:ITR SVD chamberround.jpg|600px|thumb|none|Bringing a round of 7.62x54mmR into the chamber. ]]&lt;br /&gt;
[[File:ITR SVD ADS.jpg|600px|thumb|none|Aiming down the Tiger's iron sights...]]&lt;br /&gt;
[[File:ITR SVD scopeattach.jpg|600px|thumb|none|...but who needs those? ]]&lt;br /&gt;
[[File:ITR SVD scopeaim.jpg|600px|thumb|none|Taking aim at another target; a tin can. The aftermath was too gory to show here (and not because the Tiger's recoil obscured the flying can). ]]&lt;br /&gt;
&lt;br /&gt;
==VSS Vintorez==&lt;br /&gt;
A [[VSS Vintorez]] can be purchased for $7500 after reaching Security Level 4. The Vintorez has much more in common with the AS Val assault rifle than it does the other two sniper rifles, making it somewhat of an oddball. It deals the least damage per shot and has by far the worst muzzle velocity of the snipers, making it a bit of a chore to use at long range. This is balanced by the Vintorez's very high firerate (900 rpm semi-auto only), large magazine size (20 rounds, with AS Val magazine), and exceptionally quiet nature (joint best in the game). The Vintorez is compatible with Russian dovetail optics and can be upgraded to increase its reliability by 15% and to add additional Picatinny rails. &lt;br /&gt;
[[File:Vss1.jpg|350px|thumb|none|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:ITR VSSVintorez model.jpg|600px|thumb|none|The VSS Vintorez as it appears in-game. ]]&lt;br /&gt;
[[File:ITR VSSVintorez leftside.jpg|600px|thumb|none|The left side of the Vintorez. ]]&lt;br /&gt;
[[File:ITR VSSVintorez rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:ITR VSSVintorez insertmag.jpg|600px|thumb|none|Inserting a 10-round magazine. 20-round magazines from the AS Val are also compatible, but are less reliable and weigh more. ]]&lt;br /&gt;
[[File:ITR VSSVintorez chamberround.jpg|600px|thumb|none|Chambering a round of 9x39mm. ]]&lt;br /&gt;
[[File:ITR VSSVintorez ADS.jpg|600 px|thumb|none|Aiming down the iron sights of the VSS Vintorez. ]]&lt;br /&gt;
&lt;br /&gt;
=Grenade Launchers=&lt;br /&gt;
==GP-30 Grenade Launcher==&lt;br /&gt;
A [[GP-30 grenade launcher]] (known in-game as the &amp;quot;GP32&amp;quot;) can be purchased for $1500 after reaching Security Level 3. The OTs-14-4A Groza features an integrated GP-30 as well. It can be mounted underneath the barrel of the AKM, AK-74, and AK-74M or used by itself. VOG-25 40mm grenades, which can be found somewhat rarely in the Radius or purchased for $75 apiece after reaching Security Level 3, can be brought to the muzzle of the launcher to load it and the trigger on the hand holding the rifle's foregrip can be used to fire it. The GP-30 has adjustable sights that can be set to 100m graduations up to 400m, and the sights can be configured for either direct or indirect fire. &lt;br /&gt;
[[File:GP-30.jpg|350px|none|thumb|GP-30 - 40mm]]&lt;br /&gt;
[[File:ITR GP30 model.jpg|600px|thumb|none|The standalone GP-30 as it appears in-game alongside a VOG-25 40mm grenade. ]]&lt;br /&gt;
[[File:ITR GP30 leftside.jpg|600px|thumb|none|The GP-30 mounted to an AKM. ]]&lt;br /&gt;
[[File:ITR GP30 rightside.jpg|600px|thumb|none|Ditto. ]]&lt;br /&gt;
[[File:ITR GP30 loadgrenade.jpg|600px|thumb|none|Loading a VOG-25 into the launcher. ]]&lt;br /&gt;
[[File:ITR GP30 ADS.jpg|600px|thumb|none|Trying to use the adjustable sights.]]&lt;br /&gt;
[[File:ITR GP30 hipfire.jpg|600px|thumb|none|&amp;lt;s&amp;gt;Playing with&amp;lt;/s&amp;gt; adjusting the sights. ]]&lt;br /&gt;
[[File:ITR GP30 explosion.jpg|600px|thumb|none|The resulting (poorly-aimed) explosion. &amp;quot;Close enough&amp;quot; does indeed count when grenades are concerned. ]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
Grenades can be found in the Radius or purchased at the store and serve as a useful utility for taking care of enemies behind cover or inside buildings. They require some practice to use, as the player must physically throw them. Fragmentation is modeled, so an Explorer must take care not to blow themselves up with a poorly-thrown grenade. &lt;br /&gt;
==F-1==&lt;br /&gt;
[[F-1 hand grenade]]s can be purchased for $75 after reaching Security Level 3 or found rarely in the Radius. They are the more powerful type of lethal grenade, having a large blast radius and releasing lots of fragmentation. F-1 grenades, however, are quite heavy and their potential for self-damage is high. &lt;br /&gt;
[[File:Deactivated f1.jpg|350px|thumb|none|F-1 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:ITR F1 model.jpg|600px|thumb|none|The F-1 hand grenade as it appears in-game. ]]&lt;br /&gt;
[[File:ITR F1 holding.jpg|600px|thumb|none|Holding the World War 2-vintage grenade. ]]&lt;br /&gt;
[[File:ITR RDG2 holding.jpg|600px|thumb|none|Ditto.]]&lt;br /&gt;
[[File:ITR F1 pullpin.jpg|600px|thumb|none|Pulling the pin to arm the grenade. ]]&lt;br /&gt;
[[File:ITR F1 throw.jpg|600px|thumb|none|Grenade out! ]]&lt;br /&gt;
[[File:ITR F1 explosion.jpg|600px|thumb|none|Kaboom. Small, glowing pieces of fragmentation can be seen flying away from the blast zone. ]]&lt;br /&gt;
==RDG-2==&lt;br /&gt;
[[RDG-2 smoke grenade]]s can be purchased for $25 after reaching Security Level 2. Cheap and simple, these smoke grenades emit a large cloud of white smoke that can be used to break line of sight with enemies, allowing the player to advance to cover or make a hasty retreat. They can be found commonly across the Radius as low-tier loot. &lt;br /&gt;
[[File:RDG-2.jpg|350px|thumb|none|RDG-2 smoke grenade]]&lt;br /&gt;
[[File:ITR RDG2 model.jpg|600px|thumb|none|An RDG-2 smoke grenade as it appears in-game. ]]&lt;br /&gt;
[[File:ITR RDG-2 holding.jpg|600px|thumb|none|Holding an RDG-2 smoke grenade. ]]&lt;br /&gt;
[[File:ITR RDG2 pulltab.jpg|600px|thumb|none|Pulling the tab to arm the grenade. ]]&lt;br /&gt;
[[File:ITR RDG2 smokecloud.jpg|600px|thumb|none|The resulting cloud of smoke. ]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5==&lt;br /&gt;
[[RGD-5 hand grenade]]s can be purchased for $50 after reaching Security Level 2. They have a smaller blast radius and release less fragmentation than F-1 grenades, but this can be beneficial as it greatly reduces potential self-damage. RGD-5 grenades can be found uncommonly across the Radius. &lt;br /&gt;
[[File:Rdg5.jpg|350px|thumb|none|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:ITR RGD5 model.jpg|600px|thumb|none|An RGD-5 hand grenade as it appears in-game. ]]&lt;br /&gt;
[[File:ITR RGD5 holding.jpg|600px|thumb|none|Holding the somewhat egg-shaped 'nade. ]]&lt;br /&gt;
[[File:ITR RGD5 holding2.jpg|600px|thumb|none|Ditto. ]]&lt;br /&gt;
[[File:ITR RGD5 pullpin.jpg|600px|thumb|none|Removing the pin from the grenade. ]]&lt;br /&gt;
[[File:ITR RGD5 throwing.jpg|600px|thumb|none|Throwing the RGD-5. ]]&lt;br /&gt;
[[File:ITR RGD5 explosion.jpg|600px|thumb|none|The resulting explosion, which is somewhat less powerful than the F-1's. ]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Estonian Produced]]&lt;br /&gt;
[[Category:VR]]&lt;br /&gt;
[[Category:Post Apocalyptic]]&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Into_the_Radius_VR&amp;diff=1639620</id>
		<title>Into the Radius VR</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Into_the_Radius_VR&amp;diff=1639620"/>
		<updated>2023-12-31T18:49:47Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: /* PP-2000 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Into the Radius VR&lt;br /&gt;
|picture = IntoTheRadiusVRPoster.jpg&lt;br /&gt;
|caption =  ''Steam Box Art''&lt;br /&gt;
|date= July 20, 2020&lt;br /&gt;
|developer=CM Games&lt;br /&gt;
|platforms=	&lt;br /&gt;
Microsoft Windows&amp;lt;br&amp;gt;&lt;br /&gt;
MacOS&amp;lt;br&amp;gt;&lt;br /&gt;
Meta Quest 2&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=CM Games&lt;br /&gt;
|genre=VR Action Survival Shooter &lt;br /&gt;
}}&lt;br /&gt;
Developed by CM Games and released on July 20th, 2020, '''''Into the Radius VR''''' is a VR action survival game heavily inspired by the Soviet novel ''Roadside Picnic'' and the ''[[Stalker|S.T.A.L.K.E.R.]]'' video game series. The game takes place in a large, open-world wasteland located in Russia known as the &amp;quot;Pechorsk Exclusion Zone&amp;quot; or &amp;quot;Radius,&amp;quot; which was the site of an unexplainable supernatural disaster in 1987. Hired by the United Nations Pechorsk Special Committee, or UNPSC, the player (an &amp;quot;Explorer&amp;quot;) ventures across the Radius, gathering information and competing missions, scavenging supplies and equipment, recovering strange, powerful Artifacts, and fending off monstrous Entities. &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=Overview=&lt;br /&gt;
Weapons in ''Into the Radius VR'' can be obtained (in poor condition) through randomly-spawning loot crates found in the Radius or purchased from a main UNPSC store at the player's home base. Money can be earned from completing missions or by selling unwanted items. To gain access to more powerful firearms, the player must increase their &amp;quot;Security Level&amp;quot; by completing main story missions and passing a training course; the player begins the game with a Security Level of 0 and may reach a maximum level of 5. Firearms, magazines, and some attachments degrade at an unrealistically high pace in ''Into the Radius VR,'' requiring the player to either spend money at the shop to have them repaired or utilize their own tools (a toothbrush + cleaning spray and a cleaning rod + toilet paper) to manually clean them. Neglecting to clean one's equipment causes it to appear rusty and smudged, giving it an increased chance to jam, in the case of a firearm, or fail to feed, in the case of a magazine. The player can carry one handgun (in a holster attached to their hip) and one long gun (over their dominant shoulder) at a time and may carry up to four magazines in pouches mounted to their tactical vest. Loot found in the Radius and extra supplies, including cartons of ammunition, extra magazines, food, knives, a gas mask, or one additional long gun, can be stored in the player's backpack, but heavier loads slow the player down and require them to replenish their stamina by eating more often. &lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
Best used as a backup weapon or in close-quarters combat, handguns are an Explorer's best friend in ''Into the Radius VR.'' All handguns can be upgraded at the store to add an underbarrel rail, threaded suppressor mount (does not apply to the Desert Eagle and MP-412 REX), and red dot sight mount. Common ammunition types for handguns include: &lt;br /&gt;
*Full metal jacket (FMJ) - standard&lt;br /&gt;
*Armor-piercing (AP) - decreased damage, increased armor penetration, more expensive&lt;br /&gt;
*Subsonic (SS) - significantly decreased damage, decreased armor penetration and noise, less expensive &lt;br /&gt;
*Overpressure (+P) - significantly increased damage and armor penetration, much more expensive &lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
A [[Beretta 92FS]] (depicted with M9 markings and called the &amp;quot;M9 Beretta&amp;quot;) can be purchased for $1500 after reaching Security Level 2. Feeding from a 15-round magazine, tied with the TT-33 for the highest damage-per-shot of the non-magnum pistols, and capable of firing a wide array of powerful 9x19mm ammunition, the Beretta 92FS is considered by many to be the most useful pistol in ''Into the Radius VR.'' &lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:ITR Beretta92 model.jpg|600px|thumb|none|The Beretta 92FS as it appears in-game. ]]&lt;br /&gt;
[[File:ITR Beretta92 leftside.jpg|600px|thumb|none|A look at the left side of the 92FS featuring its extensive (if inaccurate) markings. ]]&lt;br /&gt;
[[File:ITR Beretta92 rightside.jpg|600px|thumb|none|Ditto, right side view. ]]&lt;br /&gt;
[[File:ITR Beretta92 loading.jpg|600px|thumb|none|Inserting a magazine into the Beretta 92FS. ]]&lt;br /&gt;
[[File:ITR Beretta92 rackslide.jpg|600px|thumb|none|Pulling back on the slide to chamber a 9x19mm round. ]]&lt;br /&gt;
[[File:ITR Beretta92 firing.jpg|600px|thumb|none|A view down the 92FS' three-dot iron sights, which are a dead giveaway that this is not a military-issue M9.]]&lt;br /&gt;
[[File:ITR Beretta92 jam.jpg|600px|thumb|none|All firearms (except for bolt-actions) in ''Into the Radius VR'' can experience malfunctions. Here, the 92FS experiences an unlucky double-feed, which can be remedied by racking the slide to dislodge the errant round. ]]&lt;br /&gt;
[[File:ITR Beretta92 ejectmag.jpg|600px|thumb|none|Ejecting the empty magazine. To aid in retention reloading, all firearms with a magazine release &amp;quot;hold&amp;quot; the halfway-ejected magazine in place for the player to grab.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
A [[Desert Eagle Mark XIX]] chambered in .357 Magnum can be purchased for $5500 after reaching Security Level 4. The heaviest and second-most powerful handgun in ''Into the Radius VR,'' it deals enough damage to kill almost any enemy in the game with a one bullet, but its expensive ammunition, low accuracy, and high recoil encourage precise, single shots. As an added bonus, the &amp;quot;Desert Eagle&amp;quot; comes pre-equipped with a ported barrel and two rail attachment points, one on top of the barrel and one underneath it. It feeds from a 9-round magazine and can fire soft-point (incorrectly called FMJ in-game) or &amp;quot;Surplus&amp;quot; ammunition, which deals less damage but is significantly less expensive. &lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|Desert Eagle Mark XIX with stainless finish, railed and ported barrel, and railed frame - .50 Action Express]]&lt;br /&gt;
[[File:ITR DesertEagle model.jpg|600px|thumb|none|The Desert Eagle Mark XIX as it appears in-game. ]]&lt;br /&gt;
[[File:ITR DesertEagle rightside.jpg|600px|thumb|none|Although it fires a smaller bullet than usually depicted (.357 Mag vs. 50 AE), the &amp;quot;Desert Eagle&amp;quot; is still an absolutely massive handgun in both size and weight (1.9 kg in-game).]]&lt;br /&gt;
[[File:ITR DesertEagle leftside.jpg|600px|thumb|none|Inspecting the other side of the infamous &amp;quot;Deagle.&amp;quot; The handcannon is absent any markings beside a serial number.]]&lt;br /&gt;
[[File:ITR DesertEagle loading.jpg|600px|thumb|none|The player prepares to feed a 9-round magazine into the Desert Eagle. ]]&lt;br /&gt;
[[File:ITR DesertEagle pullslide.jpg|600px|thumb|none|Pulling back on the Desert Eagle Mark XIX's massive slide to bring a soft-point round into the chamber. ]]&lt;br /&gt;
[[File:ITR DesertEagle ads.jpg|600px|thumb|none|Bringing the Desert Eagle's iron sights to bear. Unlike many other guns in ''Into the Radius,'' this handgun is not equipped with glow sights.]]&lt;br /&gt;
[[File:ITR DesertEagle recoil.jpg|600px|thumb|none|The mighty Deagle at full recoil. There's no way to convey power to a player like having a handgun kick like a mule.]]&lt;br /&gt;
[[File:ITR DesertEagle unload.jpg|600px|thumb|none|Nine rounds later and the empty magazine is ready to be ejected. ]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
A 4th Generation [[Glock 17]] can be purchased for $700 after reaching Security Level 1. As a high-capacity automatic pistol, it fulfills a similar role to the GSh-18 in-game, although the Glock deals more damage per shot in exchange for having more expensive ammunition. It is the first weapon chambered in 9x19mm available in-game. &lt;br /&gt;
[[File:Glock17Gen4.jpg|thumb|none|4th Generation Glock 17 - 9x19mm. ]]&lt;br /&gt;
[[File:ITR Glock17 model.jpg|600px|thumb|none|The 4th generation Glock 17 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR Glock17 leftside.jpg|600px|thumb|none|Observing the left side of the Glock 17 (or &amp;quot;G17&amp;quot; as the game calls it) and its markings. ]]&lt;br /&gt;
[[File:ITR Glock17 rightside.jpg|600px|thumb|none|Taking a look at the other side. ]]&lt;br /&gt;
[[File:ITR Glock17 loading.jpg|600px|thumb|none|Loading a fresh magazine into the Glock 17. ]]&lt;br /&gt;
[[File:ITR Glock17 pullslide.jpg|600px|thumb|none|Chambering a round. ]]&lt;br /&gt;
[[File:ITR Glock17 firing.jpg|600px|thumb|none|Firing a shot while aiming down the Glock 17's u-shaped glow sights. ]]&lt;br /&gt;
[[File:ITR Glock17 ejectmag.jpg|600px|thumb|none|Ejecting the empty magazine 17 shots later. ]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
A Glock 18C (or &amp;quot;G18c&amp;quot; as it is known in-game) can be purchased for $3500 after reaching Security Level 3. This select-fire Glock deals moderate damage per shot and has an extremely high rate of fire, but with a magazine of just 17 rounds it is very easy to blow through all of one's ammunition in a fraction of a second when faced with a stressful situation. It is one of two machine pistols available in-game, the other being the OTs-33 &amp;quot;Pernach.&amp;quot; &lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|Glock 18C (3rd Generation) - 9x19mm.]]&lt;br /&gt;
[[File:ITR Glock18C model.jpg|600px|thumb|none|The Glock 18C as it appears in-game. ]]&lt;br /&gt;
[[File:ITR Glock18C leftside.jpg|600px|thumb|none|Taking a look at the left side of the fully-automatic handgun. ]]&lt;br /&gt;
[[File:ITR Glock18C rightside.jpg|600px|thumb|none|Another view of the 18C showcasing the cuts in the slide. ]]&lt;br /&gt;
[[File:ITR Glock18C loading.jpg|600px|thumb|none|Loading a magazine. ]]&lt;br /&gt;
[[File:ITR Glock18C pullslide.jpg|600px|thumb|none|Chambering a round. This view also showcases the cuts made in the top of the barrel, which vent gasses upwards to compensate (hence 18 &amp;quot;C&amp;quot;) for the excessive muzzle tilt expected from full-auto.]]&lt;br /&gt;
[[File:ITR Glock18C firing.jpg|600px|thumb|none|Firing the pistol. The Glock 18C's rear sight is slightly thicker than the 17's. ]]&lt;br /&gt;
[[File:ITR Glock18C empty.jpg|600px|thumb|none|17 rounds never seemed so few... especially when you're firing them at 20 per second. ]]&lt;br /&gt;
&lt;br /&gt;
==GSh-18==&lt;br /&gt;
&lt;br /&gt;
A [[GSh-18]] can be purchased for $600 after reaching Security Level 1. The high-capacity pistol is depicted incorrectly as firing 9x18mm Makarov, however. The GSh-18 is a substantial upgrade over the starting Makarov PM pistol because of the former's increased magazine size (18 vs. 8) and higher base damage (despite firing the same cartridge.) When using AP or +P ammunition, the GSh-18 remains a strong choice for players throughout most of the game due to its high capacity, high base damage, and acceptable armor-piercing performance. &lt;br /&gt;
[[File:GSh18.jpg|thumb|none|Two-Tone GSh-18 - 9x19mm]]&lt;br /&gt;
[[File:ITR GSh18 model.jpg|600px|thumb|none|The GSh-18 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR GSh18 leftside.jpg|600px|thumb|none|The player inspecting the GSh-18's left side. &amp;quot;9x18&amp;quot; can be seen on the pistol's slide, which is incorrect; the GSh-18 (in real life) is actually chambered in 9x19mm. ]]&lt;br /&gt;
[[File:ITR GSh18 rightside.jpg|600px|thumb|none|Another view of the GSh-18 in the player's hand, showcasing the pistol's somewhat unusual central ejection port. ]]&lt;br /&gt;
[[File:ITR GSh18 loading.jpg|600px|thumb|none|The player inserts a magazine containing... wait for it... 18 rounds into the GSh-18. Who would have guessed?]]&lt;br /&gt;
[[File:ITR GSh18 rackslide.jpg|600px|thumb|none|The GSh-18's loading process is completed by racking the slide, as with any other automatic pistol. ]]&lt;br /&gt;
[[File:ITR GSh18 firing.jpg|600px|thumb|none|Firing the GSh-18 in-game. Brass from the previous shot, which was ejected straight up, can be seen hurtling back towards the ground almost vertically.]]&lt;br /&gt;
[[File:ITR GSh18 unload.jpg|600px|thumb|none|The player ejects the now-empty magazine from the pistol. ]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
&lt;br /&gt;
A [[Makarov PM]] is the player's starting weapon and can also be purchased for $300 starting at Security Level 0. One free PM also respawns every few in-game days just inside the Radius. Featuring low damage, low magazine capacity, and low armor-piercing ability, the PM is serviceable only as an early-game sidearm and is best replaced by any other handgun available in ''Into the Radius.'' Its one saving grace is that its ammunition is cheap to purchase and easy to scavenge. &lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:ITR MakarovPM model.jpg|600px|thumb|none|The PM as it appears in Into the Radius VR. ]]&lt;br /&gt;
[[File:ITR MakarovPM leftside.jpg|600px|thumb|none|The PM as it appears in the player's hands. ]]&lt;br /&gt;
[[File:ITR MakarovPM rightside.jpg|600px|thumb|none|Ditto. ]]&lt;br /&gt;
[[File:ITR MakarovPM insertmag.jpg|600px|thumb|none|The player inserts a fresh magazine into their sparklingly-clean PM. ]]&lt;br /&gt;
[[File:ITR MakarovPM chamberround.jpg|600px|thumb|none|All that's left to do is pull the slide to chamber a round of 9x18. ]]&lt;br /&gt;
[[File:ITR MakarovPM firing.jpg|600px|thumb|none|The PM mid-recoil after firing a round. The pistol features glow sights, much like other firearms in ''Into the Radius.'']]&lt;br /&gt;
[[File:ITR MakarovPM unload.jpg|600px|thumb|none|Having shown the barricade what-for, the player ejects the empty magazine from their PM. ]]&lt;br /&gt;
&lt;br /&gt;
==MP-412 REX==&lt;br /&gt;
The [[MP-412 REX]] can be purchased for $6000 starting at Security Level 2. Added to the game as part of the 2.7 Update, the REX deals 50% more damage per shot compared to the already powerful Desert Eagle Mark XIX (despite firing the same ammunition), ensuring that anything unlucky enough to catch a round from this six-shooter won't get back up. This extreme power, however, is kept in check by the revolver's small capacity, high recoil, poor iron sights, somewhat poor accuracy, and its inability to mount a suppressor.  &lt;br /&gt;
[[File:Mp-412-1.jpg|thumb|none|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[File:ITR MP412REX model.jpg|600px|thumb|none|The MP-412 REX and six .357 Magnum cartridges as they appear in-game. ]]&lt;br /&gt;
[[File:ITR MP412REX leftside.jpg|600px|thumb|none|The left side of the REX. ]]&lt;br /&gt;
[[File:ITR MP412REX rightside.jpg|600px|thumb|none|The right side of the REX. ]]&lt;br /&gt;
[[File:ITR MP412REX breakopen.jpg|600px|thumb|none|Unusual for a modern revolver, the MP-412 REX is a top-break design. A swing-out cylinder is usually chosen instead as it is more durable.]]&lt;br /&gt;
[[File:ITR MP412REX loading.jpg|600px|thumb|none|Loading the final round of .357 Magnum soft-point into the REX, a process which becomes considerably more difficult in combat.]]&lt;br /&gt;
[[File:ITR MP412REX hammerpull.jpg|600px|thumb|none|The MP-412 REX can be fired double or single-action, but the position of the hammer has no effect on the trigger pull and is purely cosmetic. ]]&lt;br /&gt;
[[File:ITR MP412REX ADS.jpg|600px|thumb|none|The crude iron sights of the REX in-game. Not much use beyond a few dozen feet, but that is to be expected for a sidearm. ]]&lt;br /&gt;
[[File:ITR MP412REX firing.jpg|600px|thumb|none|The REX's heavy recoil and massive muzzle flash imply power, which this handgun brings in spades. ]]&lt;br /&gt;
[[File:ITR MP412REX ejecting.jpg|600px|thumb|none|Having expended all 6 rounds, the REX is broken open again and a plume of brass bursts forth from the cylinder. As an anti-frustration feature, unspent rounds are not ejected from the REX when reloading. Note that the ejector does not move.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-33 Pernach==&lt;br /&gt;
An [[OTs-33 Pernach]] can be purchased for $2200 after reaching Security Level 2. Feeding from a 27-round magazine and capable of firing at 600 rpm, the Pernach offers extreme firepower in a small package at the cost of potential ammo wastage and high recoil. The select-fire pistol is known in-game as the OC-33, which is an alternate romanization of its Russian name. &lt;br /&gt;
[[File:OTs-33 automatic pistol.jpg|thumb|none|OTs-33 Pernach - 9x18mm Makarov]]&lt;br /&gt;
[[File:ITR OTs33 model.jpg|600px|thumb|none|The OTs-33 Pernach and its extremely long magazine as they appear in-game. ]]&lt;br /&gt;
[[File:ITR OTs33 leftside.jpg||600px|thumb|none|The left side of the OTs-33, in slightly better light. &amp;quot;ОЦ-33,&amp;quot; the pistol's name in Russian, can be seen on the slide.]]&lt;br /&gt;
[[File:ITR OTs33 rightside.jpg|600px|thumb|none|The other side of the &amp;quot;OC-33.&amp;quot; ]]&lt;br /&gt;
[[File:ITR OTs33 loading.jpg|600px|thumb|none|Loading a 27-round magazine into the blocky OTs-33.]]&lt;br /&gt;
[[File:ITR OTs33 rackslide.jpg|600px|thumb|none|Pulling back on the slide to chamber a round. ]]&lt;br /&gt;
[[File:ITR OTs33 firing.jpg|600px|thumb|none|27 rounds may seem like a lot, but that goes fast at 600 rpm. ]]&lt;br /&gt;
[[File:ITR OTs33 unload.jpg|600px|thumb|none|After making 27 new dents on the door across the way, the OTs-33's empty magazine is unloaded. ]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33==&lt;br /&gt;
A [[Tokarev TT-33]] can be purchased for $500 after reaching Security Level 1. The TT-33 has high damage-per-shot and good anti-armor performance compared to other sidearms, especially those chambered in 9x18mm Makarov. The Tokarev's relatively small capacity of 8+1 rounds, however, limits its effectiveness in later parts of the game. &lt;br /&gt;
[[File:TT-33-Wartime.jpg|thumb|none|Tokarev TT-33 - 7.62x25mm Tokarev. Pre-1947 version.]]&lt;br /&gt;
[[File:ITR TT33 model.jpg|600px|thumb|none|The Tokarev TT-33 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR TT33 leftside.jpg|600px|thumb|none|The left side of the TT-33. The markings on the receiver are &amp;quot;ПM783,&amp;quot; a star symbol, and &amp;quot;1940.&amp;quot; ]]&lt;br /&gt;
[[File:ITR TT33 rightside .jpg|600px|thumb|none|The right side view of the TT-33.]]&lt;br /&gt;
[[File:ITR TT33 loading.jpg|600px|thumb|none|Inserting a fresh magazine into the TT-33. ]]&lt;br /&gt;
[[File:ITR TT33 pullslide.jpg|600px|thumb|none|Pulling back on the TT-33's slide to chamber a round of 7.62x25mm Tokarev. ]]&lt;br /&gt;
[[File:ITR TT33 ADS.jpg|600px|thumb|none|A view down the Tokarev's simple glow sights, which are invaluable inside the Radius' many dark buildings, after firing a shot.]]&lt;br /&gt;
[[File:ITR TT33 emptymag.jpg|600px|thumb|none|Ejecting a now-empty mag from the TT-33. ]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
Submachine guns (or SMGs) are one of the types of primary weapon available in ''Into the Radius VR.'' They fire pistol cartridges at very high rates of fire, which, in a game focused around ammunition conservation and making accurate single shots at long range, results in submachine guns being a second or third choice for most situations. Unlike shotguns, most submachine guns can be suppressed, however, meaning that this weapon class still finds some utility when stealthy close-quarters firepower is required, such as within the confines of Pobeda Factory. Much like pistols, all submachine guns can be modified at the store to add rails for various attachments and many come pre-equipped with a threaded barrel for attaching a pistol suppressor. Most submachine guns also have access to unique, mutually exclusive upgrades to either increase (+20%) or decrease (-20%) their base rate of fire, depending on if ammo conservation or increased firepower is desired. &lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K &amp;quot;Reverse Stretch&amp;quot;==&lt;br /&gt;
A [[Heckler &amp;amp; Koch MP5K]] can be purchased for $3500 after reaching Security Level 2. This is a custom variant of the classic SMG known as a &amp;quot;reverse stretch,&amp;quot; meaning that it is a hybrid of the [[MP5A5]] and [[MP5K]]. This allows it to feature both the folding stock and trigger group of the former and the forend of the latter. Owing to its Navy three-round burst trigger group, this MP5 can fire in semi-automatic, 3-round burst, or full-auto. It is chambered in 9x19mm Parabellum, feeds from a 30-round magazine, and comes pre-fitted with a threaded barrel for a pistol suppressor. &lt;br /&gt;
[[File:Mp5 reverse stretch.jpg|thumb|none|MP5K &amp;quot;Reverse Stretch&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:ITR MP5K modelfolded.jpg|600px|thumb|none|The &amp;quot;MP5K&amp;quot; as it appears in-game with its stock folded. ]]&lt;br /&gt;
[[File:ITR MP5K modelunfolded.jpg|600px|thumb|none|Ditto, with the stock unfolded. ]]&lt;br /&gt;
[[File:ITR MP5K leftside.jpg|600px|thumb|none|Inspecting the left side of the strange hybrid SMG. ]]&lt;br /&gt;
[[File:ITR MP5K rightside.jpg|600px|thumb|none|Taking a look at the other side. ]]&lt;br /&gt;
[[File:ITR MP5K insertmag.jpg|600px|thumb|none|Inserting a magazine. ]]&lt;br /&gt;
[[File:ITR MP5K chamberround.jpg|600px|thumb|none|Chambering a round by cranking back on the cocking handle. Note that the bolt on this &amp;quot;MP5K&amp;quot; only slides back and forth and cannot be locked open.]]&lt;br /&gt;
[[File:ITR MP5K firing.jpg|600px|thumb|none|Letting loose with a fully-automatic salvo of rounds. ]]&lt;br /&gt;
[[File:ITR MP5K hipfire.jpg|600px|thumb|none|Firing from the hip. ]]&lt;br /&gt;
[[File:ITR MP5K empty.jpg|600px|thumb|none|Verifying that the magazine is empty. ]]&lt;br /&gt;
&lt;br /&gt;
==MP Jelen==&lt;br /&gt;
An [[MP Jelen]] can be purchased for $1850 after reaching Security Level 1. Known in-game simply as the &amp;quot;PPSh,&amp;quot; this super-short SMG is the first (and by far the most crude) submachine gun available to the player. Firing 7.62x25mm Tokarev and utilizing the same 35 and 71-round magazines as the full-length PPSh-41 available later in the game, the MP Jelen is questionably effective at best and serves only as a cheap, accessible option for a player who wants to use an SMG during the very early-game at any cost. It may be upgraded to attach an optical sight mount and underbarrel rail. &lt;br /&gt;
[[File:MP Jelen.jpg|thumb|none|MP Jelen - 7.62x25mm Tokarev.]]&lt;br /&gt;
[[File:ITR PPSh41short model.jpg|600px|thumb|none|The MP Jelen as it appears in-game. ]]&lt;br /&gt;
[[File:ITR PPSh41shortdrum model.jpg|600px|thumb|none|The MP Jelen with a drum magazine. ]]&lt;br /&gt;
[[File:ITR PPSh41short rightside.jpg|600px|thumb|none|Holding the laughably short submachine gun. A red rubber band can be seen holding the barrel assembly and lower receiver together and a hand-painted fire selector indicator is also present, adding to the crude, craft-produced nature of the firearm.]]&lt;br /&gt;
[[File:ITR PPSh41short leftside.jpg|600px|thumb|none|The other side of the Jelen. ]]&lt;br /&gt;
[[File:ITR PPSh41short insertmag.jpg|600px|thumb|none|Preparing to insert a 35-round magazine into the MP Jelen. The 71-round PPSh-41 drum magazine can also be utilized, although it weighs nearly as much (2 kg) as the gun itself (2.1 kg) in-game.]]&lt;br /&gt;
[[File:ITR PPSh41short pullbolt.jpg|600px|thumb|none|The MP Jelen, like the PPSh-41 it is derived from, fires from an open bolt. ]]&lt;br /&gt;
[[File:ITR PPSh41short firing.jpg|600px|thumb|none|Unleashing an inaccurate burst of 7.62x25mm Tokarev on the unsuspecting barricade.]]&lt;br /&gt;
[[File:ITR PPSh41short hipfire.jpg|600px|thumb|none|The Jelen is perhaps the only firearm in the game that is at its most effective when fired from the hip. ]]&lt;br /&gt;
[[File:ITR PPSh41short empty.jpg|600px|thumb|none|The MP Jelen after firing the last round in the magazine. ]]&lt;br /&gt;
[[File:ITR PPSh41shortdrum hipfire.jpg|600px|thumb|none|The MP Jelen with a drum magazine. ]]&lt;br /&gt;
&lt;br /&gt;
==PP-91 Kedr==&lt;br /&gt;
A [[PP-91 Kedr]] can be purchased for $2000 after reaching Security Level 2. The weapon's stock can be folded or unfolded, but this has no effect on recoil in-game and is purely an aesthetic choice. The PP-91 Kedr can use 20 or 30-round magazines and comes with a threaded barrel to attach a pistol suppressor, if so desired. &lt;br /&gt;
[[File:Pp-91 kedr 30rmag.jpg|thumb|none|PP-91 Kedr - 9x18mm Makarov]]&lt;br /&gt;
[[File:ITR PP91 model.jpg|600px|thumb|none|The PP-91 Kedr as it appears in-game with a 30 round magazine and the stock folded. ]]&lt;br /&gt;
[[File:ITR PP-91 modelunfolded.jpg|600px|thumb|none|Ditto, with the stock unfolded. ]]&lt;br /&gt;
[[File:ITR PP91 leftside.jpg|600px|thumb|none|The left side of the PP-91. ]]&lt;br /&gt;
[[File:ITR PP91 right.jpg|600px|thumb|none|The right side of the PP-91 ]]&lt;br /&gt;
[[File:ITR PP91 loading.jpg|600px|thumb|none|Inserting a fresh 30 round magazine (although 20 round mags are also available) into the Kedr. ]]&lt;br /&gt;
[[File:ITR PP91 charging.jpg|600px|thumb|none|Chambering a 9x18mm round by pulling the PP-91's left side charging handle. ]]&lt;br /&gt;
[[File:ITR PP91 firing.jpg|600px|thumb|none|Letting loose with a burst of rounds. That wooden board never stood a chance. ]]&lt;br /&gt;
[[File:ITR PP91 hipfiring.jpg|600px|thumb|none|Firing the PP-91 again, this time from the hip like a true gangster. ]]&lt;br /&gt;
[[File:ITR PP91 emptymag.jpg|600px|thumb|none|The fun must come to an end, however, and a visual check confirms that the magazine is empty. ]]&lt;br /&gt;
&lt;br /&gt;
==PP-2000==&lt;br /&gt;
A [[PP-2000]] can be purchased for $3000 starting at Security Level 2. It feeds from a 20-round magazine and comes equipped with a suppressor adaptor and top rail attachment point. The PP-2000 can be fired in semi-automatic or full-auto, but an upgrade can be purchased that (somehow) swaps the full-auto firemode for a three-round burst. In terms of raw damage, the PP-2000 is the most powerful 9x19mm Parabellum firearm in ''Into the Radius VR''.&lt;br /&gt;
[[File:Pp-2000 1.jpg|thumb|none|PP-2000 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:ITR PP2000 folded.jpg|600px|thumb|none|The PP-2000 as it appears in-game with its stock folded. ]]&lt;br /&gt;
[[File:ITR PP2000 modelunfolded.jpg|600px|thumb|none|Ditto, with the stock unfolded. ]]&lt;br /&gt;
[[File:ITR PP2000 rightside.jpg|600px|thumb|none|Observing the PP-2000's markings. ]]&lt;br /&gt;
[[File:ITR PP2000 leftside.jpg|600px|thumb|none|Taking a look at the other side. ]]&lt;br /&gt;
[[File:ITR PP2000 insertmag.jpg|600px|thumb|none|Inserting a 20-round magazine. ]]&lt;br /&gt;
[[File:ITR PP2000 charginghandle.jpg|600px|thumb|none|Pulling back on the PP-2000's unusual charging handle to chamber a round. ]]&lt;br /&gt;
[[File:ITR PP2000 firing.jpg|600px|thumb|none|A wisp of smoke rises dramatically from the barrel of the PP-2000 after firing a few rounds. ]]&lt;br /&gt;
[[File:ITR PP2000 hipfire.jpg|600px|thumb|none|Hipfiring, as one does. ]]&lt;br /&gt;
[[File:ITR PP2000 clearcheck.jpg|600px|thumb|none|Double-checking that the magazine is empty. ]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
Heavy, powerful, and capable of firing at an incredible 1000 rpm, a [[PPSh-41]], known as the &amp;quot;PPSh Full&amp;quot; in-game (as it is the &amp;quot;full&amp;quot; version of the much shorter MP Jelen), can be purchased for $3000 after reaching Security Level 2 and can be upgraded to add an optical sight mount and underbarrel rail. Both 35-round stick magazines and 71-round drum magazines are available for the PPSh-41, but drum magazines cannot be purchased from the main store and must be found as loot in the Radius. &lt;br /&gt;
[[File:PPSh-41 Box Right.jpg|350px|thumb|none|PPSh-41 - 7.62x25mm Tokarev.]]&lt;br /&gt;
[[File:ITR PPSh41 model.jpg|600px|thumb|none|The PPSh-41 as it appears in-game with a 35-round stick magazine. ]]&lt;br /&gt;
[[File:ITR PPSh41 leftside.jpg|600px|thumb|none|Taking a look at the left side of this &amp;lt;s&amp;gt;museum piece&amp;lt;/s&amp;gt; perfectly serviceable SMG, comrade!]]&lt;br /&gt;
[[File:ITR PPSh41 rightside.jpg|600px|thumb|none|Ditto, right side view. ]]&lt;br /&gt;
[[File:ITR PPSh41 loading.jpg|600px|thumb|none|Loading a 35-round magazine. The 71-round drum offers twice the capacity, but its rarity, weight, and size make it more difficult to use.]]&lt;br /&gt;
[[File:ITR PPSh41 chamberround.jpg|600px|thumb|none|As an open-bolt submachine gun, the PPSh-41 must have its bolt locked to the rear to be fired. ]]&lt;br /&gt;
[[File:ITR PPSh41 firing.jpg|600px|thumb|none|Letting loose with the &amp;quot;Tokarev typewriter.&amp;quot; ]]&lt;br /&gt;
[[File:ITR PPSh41 hipfire.jpg|600px|thumb|none|Aiming by &amp;quot;walking&amp;quot; bullet impacts onto the target is effective, if wasteful. ]]&lt;br /&gt;
[[File:ITR PPSh41 check.jpg|600px|thumb|none|Checking the magazine, which is empty. ]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
Shotguns in ''Into the Radius VR'' generally offer very high single-shot firepower at the expense of low magazine size and a cumbersome reloading process. All shotguns are chambered in 12 gauge and can use one of two ammunition types: buckshot (red shell), which fires a spread of pellets that rip through unarmored enemies at short to mid-range, and slugs (blue shell), which fire a single, accurate projectile that is better against armored enemies and at longer ranges. The choke of each shotgun can be adjusted at the store to drastically increase or decrease the spread of buckshot and, as with other firearms, shotguns may be modified to add rail mounts for optical sights and other attachments. All shotguns (except the Saiga) also feature a side saddle on the left side of the gun that can hold up to 6 spare shells to facilitate rapid reloading. &lt;br /&gt;
&lt;br /&gt;
[[File:ITR shotgunspreadcomp.jpg|600px|thumb|none|The different choke upgrades (tightened -&amp;gt; normal -&amp;gt; widened) and their effects on shot spread pattern.]]&lt;br /&gt;
&lt;br /&gt;
==Baikal IZh-27==&lt;br /&gt;
A [[IZh-27|Baikal IZh-27]] can be purchased for $1500 after reaching Security Level 1. This Soviet over-under double-barreled shotgun is powerful and accurate, especially in the early-game before armored enemies become commonplace, but the IZh-27 is limited to just two shots before it must be reloaded and kicks heavily. Its length and weight can hinder the user in close-quarters combat and when traveling across the large, open Radius. The IZh-27 may be upgraded to add an optical sight mount and a rail on the side of the gun for attachments. &lt;br /&gt;
[[File:Baikal-IZH27-Shotgun.jpg|350px|thumb|none|IZh-27 O/U double barreled shotgun - 12 gauge]]&lt;br /&gt;
[[File:ITR IZh27 model.jpg|600px|thumb|none|The IZh-27 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR IZh27 leftside.jpg|600px|thumb|none|Taking a look at the left side of the hunting shotgun. Which way to the clays? ]]&lt;br /&gt;
[[File:ITR IZh27 rightside.jpg|600px|thumb|none|The other side, featuring duck engravings. ]]&lt;br /&gt;
[[File:ITR IZh27 loadshell1.jpg|600px|thumb|none|Loading in the first 12 gauge shell...]]&lt;br /&gt;
[[File:ITR IZh27 loadshell2.jpg|600px|thumb|none|...followed by the second. The top barrel is always loaded first regardless of where the shell is actually inserted, which is probably a coding limitation.]]&lt;br /&gt;
[[File:ITR IZh27 closeaction.jpg|600px|thumb|none|Closing the IZh-27's action with an upwards sweep of the hand. ]]&lt;br /&gt;
[[File:ITR IZh27 ADS.jpg|600px|thumb|none|Taking aim at imaginary waterfowl. ]]&lt;br /&gt;
[[File:ITR IZh27 eject.jpg|600px|thumb|none|Ejecting a pair of spent shell casings, which spawn the frame the button is pressed to break open the shotgun and clip through the weapon on their journey to the ground.]]&lt;br /&gt;
&lt;br /&gt;
===Sawed-Off===&lt;br /&gt;
A sawed-off version of the IZh-27 can be purchased for $500 and lacks a security level requirement. Black electrical tape is wound around what remains of the shotgun's stock, which has been cut down significantly along with the barrels. Compared to the full-length version, the IZh-27 Sawed-Off is slightly less accurate and much louder. It features the same upgrade options as its parent and one is given to the player for free after they complete the first mission. &lt;br /&gt;
[[File:ITR IZh27short model.jpg|600px|thumb|none|The sawed-off IZh-27. ]]&lt;br /&gt;
[[File:ITR IZh27short portfolio.jpg|600px|thumb|none|The IZh-27 Sawed-Off as it appears on the portfolio of the modeler who made the gun. ]]&lt;br /&gt;
[[File:ITR IZh27short leftside.jpg|600px|thumb|none|Holding the super-short shotgun. Two hands not required! ]]&lt;br /&gt;
[[File:ITR IZh27short rightside.jpg|600px|thumb|none|The right side of the shortened IZh-27. The weapon is described in-game as &amp;quot;a big hit at gang showdowns.&amp;quot;]]&lt;br /&gt;
[[File:ITR IZh27short loading.jpg|600px|thumb|none|Reeeeeloading! ]]&lt;br /&gt;
[[File:ITR IZh27short closeaction.jpg|600px|thumb|none|Resisting the urge to close the shotgun with a snap of the wrist, a decision made all the more alluring by the game's forgiving physics. ]]&lt;br /&gt;
[[File:ITR IZh27short ADS.jpg|600px|thumb|none|Taking aim at an imaginary rival gang member. ]]&lt;br /&gt;
[[File:ITR IZh27short unloading.jpg|600px|thumb|none|Two shells once again fling themselves free of the IZh-27 in a desperate bid for freedom. ]]&lt;br /&gt;
&lt;br /&gt;
==Baikal IZh-81==&lt;br /&gt;
A [[Baikal IZh-81]] can be purchased for $3000 after reaching Security Level 2. The IZh-81 can hold up 4+1 rounds in its magazine tube, but this may be extended to 8+1 after purchasing an upgrade. An optical sight mount and two rail attachment points (one underneath the barrel and one on the side of it) can also be added via the game's upgrade system. Powerful and accurate, the IZh-81 is a significant step up over the IZh-27. &lt;br /&gt;
[[File:IZh-81.jpg|350px|thumb|none|Baikal IZh-81 in typical hunting configuration - 12 gauge]]&lt;br /&gt;
[[File:ITR IZh81 model.jpg|600px|thumb|none|The IZh-81 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR IZh81 leftside.jpg|600px|thumb|none|The left side of the IZh-81. ]]&lt;br /&gt;
[[File:ITR IZh81 rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:ITR IZh81 loading.jpg|600px|thumb|none|Loading 12 gauge buckshot shells into the IZh-81. The elevator does not move, unfortunately. ]]&lt;br /&gt;
[[File:ITR IZh81 rackpump.jpg|600px|thumb|none|Bringing a shell into the chamber. ]]&lt;br /&gt;
[[File:ITR IZh81 ADS.jpg|600px|thumb|none|Looking down the pump-action's sights, which consist solely of a small glow bead at the front of the gun. ]]&lt;br /&gt;
[[File:ITR IZh81 cycle.jpg|600px|thumb|none|Ejecting a spent shell after firing a shot. ]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
A [[Franchi SPAS-12]] with no stock can be purchased for $5500 after reaching Security Level 4. The SPAS-12 compensates for its high price and steep unlock criteria with a high magazine capacity (8+1 shells) and the ability to fire semi-automatically. Upgrades for the SPAS-12 include an extended magazine tube (+4 shells), a rail for mounting optical sights, and two barrel-mounted rails for attachments.  &lt;br /&gt;
[[File:FSpas12orign.jpg|350px|thumb|none|Franchi SPAS-12 with stock removed – 12 gauge]]&lt;br /&gt;
[[File:ITR SPAS12 model.jpg|600px|thumb|none|The SPAS-12 as it appears in-game. Like other shotguns in ''Into the Radius VR'', it features a 6-shell side saddle. ]]&lt;br /&gt;
[[File:ITR SPAS12 leftside.jpg|600px|thumb|none|The left side of the SPAS-12. The game indicates that it is often [[Jurassic Park (1993)|&amp;quot;used for hunting exceptionally large creatures.&amp;quot;]] ]]&lt;br /&gt;
[[File:ITR SPAS12 rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:ITR SPAS12 loading.jpg|600px|thumb|none|Loading the SPAS-12 with buckshot. Unlike in real life, the player can simply feed shells into the shotgun without having to depress the bolt release.]]&lt;br /&gt;
[[File:ITR SPAS12 chamberround.jpg|600px|thumb|none|Pulling back on the bolt handle to bring a shell into the chamber. ]]&lt;br /&gt;
[[File:ITR SPAS12 ADS.jpg|600px|thumb|none|Looking down the SPAS-12's simple ring-and-post iron sights. ]]&lt;br /&gt;
[[File:ITR SPAS12 firing.jpg|600px|thumb|none|Firing the SPAS-12. ]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12K==&lt;br /&gt;
A [[Saiga 12K]] can be purchased for $8000 after reaching Security Level 5. This Saiga 12K is a mixture of various custom parts, including a conical flash hider, a super-short barrel, a [[Galil]]-esque side-folding stock, and an AK-series wooden foregrip. It is chambered in 12 gauge and can use 5-round or 10-round magazines, although the latter are few in number and can only be found within special treasure &amp;quot;Stashes&amp;quot; hidden in the Radius. &lt;br /&gt;
[[File:Saiga-410K-04.jpg|350px|thumb|none|Saiga-410K-04 - .410 Magnum. This Saiga version resembles an AKS-74U.]]&lt;br /&gt;
[[File:ITR Saiga12K modelfolded.jpg|600px|thumb|none|The custom Saiga 12K as it appears in-game with its stock folded. ]]&lt;br /&gt;
[[File:ITR Saiga12K modelunfolded.jpg|600px|thumb|none|Ditto, with the stock unfolded. ]]&lt;br /&gt;
[[File:ITR Saiga12K leftside.jpg|600px|thumb|none|The left side of the Saiga 12K. ]]&lt;br /&gt;
[[File:ITR Saiga12K rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:ITR Saiga12K insertmag.jpg|600px|thumb|none|Inserting a 5-round magazine into the Saiga. ]]&lt;br /&gt;
[[File:ITR Saiga12K chamberround.jpg|600px|thumb|none|Chambering a 12 gauge shell. ]]&lt;br /&gt;
[[File:ITR Saiga12K ADS.jpg|600px|thumb|none|Aiming down the Saiga 12K's AK-style iron sights. ]]&lt;br /&gt;
[[File:ITR Saiga12K firing.jpg|600px|thumb|none|Firing the Saiga 12K. ]]&lt;br /&gt;
&lt;br /&gt;
==Side-By-Side Double Barreled Shotgun==&lt;br /&gt;
A generic hammerless side-by-side double barreled shotgun known as the &amp;quot;Hunting Shotgun&amp;quot; was available for purchase from the store in the 1.0 version of ''Into the Radius VR.'' When the 2.0 version of the game was released in December 2021, however, the Hunting Shotgun was removed from the store and replaced by the IZh-27. The side-by-side was not removed entirely, though, as it is still possible to find the Hunting Shotgun inside loot crates in certain parts of the Radius. Gameplay-wise, it is statistically indistinguishable from the IZh-27 that replaced it. &lt;br /&gt;
[[File:StevesSBS1960s.jpg|350px|thumb|none|1960s Era Commercial Stevens hammerless side by side shotgun - 12 gauge]]&lt;br /&gt;
[[File:ITR HuntingShotgun model.jpg|600px|thumb|none|The tremendously long &amp;quot;Hunting Shotgun&amp;quot; as it appears in-game. ]]&lt;br /&gt;
[[File:ITR HuntingShotgun leftside.jpg|600px|thumb|none|Taking a look at the left side of the side-by-side. ]]&lt;br /&gt;
[[File:ITR HuntingShotgun rightside.jpg|600px|thumb|none|The right side. Note the unusually elongated wooden grip and Picatinny rail segment near the end of it (courtesy of the upgrade station). ]]&lt;br /&gt;
[[File:ITR HuntingShotgun breakopen.jpg|600px|thumb|none|Breaking the shotgun open. ]]&lt;br /&gt;
[[File:ITR HuntingShotgun loading.jpg|600px|thumb|none|Loading a pair of 12 gauge shells (which are slightly out-of-scale compared to the bore of the barrels) ]]&lt;br /&gt;
[[File:ITR HuntingShotgun closing.jpg|600px|thumb|none|Closing the shotgun with a raised hand. ]]&lt;br /&gt;
[[File:ITR HuntingShotgun ADS.jpg|600px|thumb|none|Taking aim down the Hunting Shotgun's iron sights. ]]&lt;br /&gt;
&lt;br /&gt;
===Sawed-Off===&lt;br /&gt;
A sawed-off version of the Hunting Shotgun known simply as the &amp;quot;Sawed-Off Shotgun&amp;quot; was also once available for purchase, but it has since been replaced by the identically-performing IZh-27 Sawed-Off. It can be found in the Radius in the same areas as the full-length Hunting Shotgun. &lt;br /&gt;
[[File:SBS-Shotgun ManOnFire.jpg|350px|thumb|none|Screen-used Zabala short barreled shotgun. ]]&lt;br /&gt;
[[File:ITR SawedOff model.jpg|600px|thumb|none|The Sawed-Off Shotgun as it appears in-game. ]]&lt;br /&gt;
[[File:ITR SawedOff leftside.jpg|600px|thumb|none|Admiring the left side of the sawed-off. The shotgun features a rather beat-up dual-trigger system. ]]&lt;br /&gt;
[[File:ITR SawedOff rightside.jpg|600px|thumb|none|The right side of the shotgun. ]]&lt;br /&gt;
[[File:ITR SawedOff loading.jpg|600px|thumb|none|Loading a 12 gauge shell. ]]&lt;br /&gt;
[[File:ITR SawedOff closing.jpg|600px|thumb|none|Closing the shotgun with an ill-advised flick of the wrist. ]]&lt;br /&gt;
[[File:ITR SawedOff ADS.jpg|600px|thumb|none|Aiming down the shotgun's &amp;quot;sights.&amp;quot;]]&lt;br /&gt;
[[File:ITR SawedOff hipaim.jpg|600px|thumb|none|Using the &amp;lt;s&amp;gt;Super&amp;lt;/s&amp;gt; Sawed-Off Shotgun as it's meant to be used. ]]&lt;br /&gt;
[[File:ITR SawedOff doomfire.jpg|600px|thumb|none|Kaboom! ]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
Assault rifles are generally the most useful class of primary weapon for a mid-game Explorer. Possessing good damage characteristics, serviceable armor-piercing ability, sizeable magazines, decent accuracy, and the ability to fire in full-auto or semi-automatic, assault rifles can be extremely useful in both close and medium-range combat when equipped with a decent optic and a laser attachment. They begin to struggle at longer ranges, however, and their pricey ammunition makes full-auto much more costly compared to submachine guns. Common ammunition types include FMJ, AP, SS, and CHP (copper hollow point)/Surplus, which is directly inferior to other ammo types but by far the cheapest.&lt;br /&gt;
&lt;br /&gt;
==AK-74==&lt;br /&gt;
An [[AK-74]] can be purchased for $5000 after reaching Security Level 3. It has exceptionally average characteristics compared to other available assault rifles and feeds from a 30-round magazine. The AK-74 can be equipped with a PSO-1 scope or Kobra optical sight (via a dovetail mount on the left side of the receiver, indicating that the rifle is an AK-74N) as well as a PBS-1 silencer and underbarrel GP-30 grenade launcher. Upgrades for the AK-74 include reducing the recoil (-20%), increasing the firerate (+20%) and swapping the dovetail mount for a Picatinny rail. &lt;br /&gt;
[[File:AK-74.jpg|350px|thumb|none|AK-74, early version with 62 degree gas block - 5.45x39mm]]&lt;br /&gt;
[[File:ITR AK74 model.jpg|600px|thumb|none|The AK-74 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR AK74 leftside.jpg|600px|thumb|none|The left side of the AK-74. ]]&lt;br /&gt;
[[File:ITR AK74 rightside.jpg|600px|thumb|none|The right side of the rifle. ]]&lt;br /&gt;
[[File:ITR AK74 insertmag.jpg|600px|thumb|none|Inserting a magazine. ]]&lt;br /&gt;
[[File:ITR AK74 chamberround.jpg|600px|thumb|none|Bringing a round of 5.45x39mm FMJ into the chamber. ]]&lt;br /&gt;
[[File:ITR AK74 ADS.jpg|600px|thumb|none|Aiming down the AK-74's (surprisingly clear) iron sights. This is the only AK-series rifle in the game to feature glow sights.]]&lt;br /&gt;
[[File:ITR AK74 reload.jpg|600px|thumb|none|Performing the age-old &amp;quot;mag-flick&amp;quot; AK reload. Magazines are expensive, however, so this is of questionable utility compared to a retention reload. ]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;AK-74M&amp;quot;===&lt;br /&gt;
A variant with synthetic furniture and an aftermarket muzzle brake, referred to as the &amp;quot;[[AK-74M]]&amp;quot;, can be purchased for $6500 after reaching Security Level 3; despite its name, it lacks the actual AK-74M's folding stock hardware and has a ribbed receiver cover, meaning that it's simply a regular AK-74N with synthetic furniture. It justifies its increased price tag compared to the base AK-74 with a series of small improvements to its controllability, accuracy, durability, and stealthiness. It features the same upgrades and attachment options as the AK-74. &lt;br /&gt;
[[File:BulgarianAK-74.jpg|thumb|none|350px|Bulgarian-manufactured AK-74 with synthetic furniture - 5.45x39mm]]&lt;br /&gt;
[[File:AK-74M.jpg|350px|thumb|none|An actual AK-74M, for comparison - 5.45x39mm]]&lt;br /&gt;
[[File:ITR AK74M model.jpg|600px|thumb|none|The &amp;quot;AK-74M&amp;quot; as it appears in-game. ]]&lt;br /&gt;
[[File:ITR AK74M leftside.jpg|600px|thumb|none|Taking a look at the left side of the polymer-furnished rifle. ]]&lt;br /&gt;
[[File:ITR AK74M rightside.jpg|600px|thumb|none|The other side of the rifle. ]]&lt;br /&gt;
[[File:ITR AK74M insertmag.jpg|600px|thumb|none|Inserting a black polymer magazine, which are lighter and more durable (but more expensive) than the Bakelite magazines. Both magazine types are compatible with any of the 5.45mm AKs in-game.]]&lt;br /&gt;
[[File:ITR AK74M chamberround.jpg|600px|thumb|none|Chambering a round. Nothing special here. ]]&lt;br /&gt;
[[File:ITR AK74M ADS.jpg|600px|thumb|none|Looking down the rifle's non-luminous iron sights. ]]&lt;br /&gt;
[[File:ITR AK74M hipfire.jpg|600px|thumb|none|As a 5.45mm AK, the pseudo-AK-74M has rather controllable recoil (at the expense of less per-shot damage). ]]&lt;br /&gt;
[[File:ITR AK74M removemag.jpg|600px|thumb|none|Removing the now-empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
An [[AKM]] can be purchased for $4500 after reaching Security Level 3. The AKM's stats are very similar to the AK-74M's, but the AKM deals more damage per shot at the cost of a lower muzzle velocity and a much louder report. It can equip the same attachments and upgrades as the AK-74s. &lt;br /&gt;
[[File:AKMRifle.jpg|350px|thumb|none|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:ITR AKM model.jpg|600px|thumb|none|The AKM as it appears in-game with a 30-round magazine. 10-round magazines, which are much lighter and cheaper, are also available. ]]&lt;br /&gt;
[[File:ITR AKM leftside.jpg|600px|thumb|none|The left side of the AKM. ]]&lt;br /&gt;
[[File:ITR AKM rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:ITR AKM insertmag.jpg|600px|thumb|none|If only there were a way to automatically feed 30 rounds of 7.62x39mm into this firearm... ]]&lt;br /&gt;
[[File:ITR AKM chamberround.jpg|600px|thumb|none|Ah yes, a magazine! The player pulls back on the bolt handle to grab the topmost round off the magazine and insert it into the chamber. ]]&lt;br /&gt;
[[File:ITR AKM ADS.jpg|600px|thumb|none|Aiming down the AKM's iron sights. ]]&lt;br /&gt;
[[File:ITR AKM swapfiremode.jpg|600px|thumb|none|Switching the AKM to full-auto. ]]&lt;br /&gt;
[[File:ITR AKM firing.jpg|600px|thumb|none|One of the AKM's disadvantages is its heavy recoil. Thankfully, it's still capable of killing counter-terrorists with a single headshot.]]&lt;br /&gt;
[[File:ITR AKM unload .jpg|600px|thumb|none|When a gun goes &amp;quot;click&amp;quot; instead of &amp;quot;bang,&amp;quot; one of many things could have happened. Here, for better or for worse, the magazine simply ran out of bullets. ]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
An [[AKS-74U]] can be purchased for $4000 after reaching Security Level 3. As a shortened AK-74 with a folding stock, the 74U is easier to use in close-quarters than the full-length AKs and boasts a slightly faster fire rate (650 rpm vs. 600) to boot. Compared to the other AK-series rifles, however, it has the poorest accuracy in-class and the the second-worst muzzle velocity, which severely limit its effectiveness at range. It mostly shares an attachment and upgrade pool with the other AKs, with a few differences; the AKS-74U cannot equip the GP-30 grenade launcher and it features a unique upgrade to improve its accuracy by 20%, which reduces shot dispersion and allows the 74U to reclaim some performance at range.  &lt;br /&gt;
[[File:AKS74U.jpg|350px|thumb|none|AKS-74U with earlier handguard - 5.45x39mm]]&lt;br /&gt;
[[File:ITR AKS74U modelfolded.jpg|600px|thumb|none|The AKS-74U as it appears in-game with a 30-round Bakelite magazine and with its stock folded. ]]&lt;br /&gt;
[[File:ITR AKS74U modelunfolded.jpg|600px|thumb|none|Ditto, with the stock unfolded. ]]&lt;br /&gt;
[[File:ITR AKS74U leftside.jpg|600px|thumb|none|Taking a look at the left side of the worn, short-barreled AK. ]]&lt;br /&gt;
[[File:ITR AKS74U rightside.jpg|600px|thumb|none|The other side. ]]&lt;br /&gt;
[[File:ITR AKS74U insertmag.jpg|600px|thumb|none|Inserting a magazine. Both types of AK-74 magazine are compatible with the AKS-74U. ]]&lt;br /&gt;
[[File:ITR AKS74U chamberround.jpg|600px|thumb|none|Chambering a round. ]]&lt;br /&gt;
[[File:ITR AKS74U ADS.jpg|600px|thumb|none|Aiming down the AKS-74U's iron sights...]]&lt;br /&gt;
[[File:ITR AKS74U hipfire.jpg|600px|thumb|none|...before deciding to forego them entirely. ]]&lt;br /&gt;
[[File:ITR AKS74U removemag.jpg|600px|thumb|none|Removing the empty magazine. ]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
An [[AS Val]] can be purchased for $8000 after reaching Security Level 4. The AS Val differs from the VSS Vintorez also unlocked at Security Level 4 with its ability to fire in full-auto and its lighter weight. It comes pre-equipped with a dovetail mount (although this can be replaced with a Picatinny rail for a price) and can be upgraded to add an additional rail on the side of the gun. Compared to the AK-series rifles, the AS Val deals significantly more damage per shot and is much quieter, which is invaluable for preventing swarms of enemies from being drawn to the player's location during combat. It loses out to the AKs when muzzle velocity and magazine size are considered, however, meaning that a player equipped with the AS Val must become comfortable with its exaggerated bullet drop and have to make single shots count. &lt;br /&gt;
[[File:AS Val.jpg|350px|thumb|none|AS Val - 9x39mm]]&lt;br /&gt;
[[File:ITR ASVal modelfolded.jpg|600px|thumb|none|The AS Val as it appears in-game with a 20-round magazine and with its stock folded. ]]&lt;br /&gt;
[[File:ITR ASVal modelunfolded.jpg|600px|thumb|none|Ditto, with the stock unfolded. ]]&lt;br /&gt;
[[File:ITR ASVal leftside.jpg|600px|thumb|none|Observing the left side of the curious integrally-suppressed assault rifle. ]]&lt;br /&gt;
[[File:ITR ASVal rightside.jpg|600px|thumb|none|Right side view of the AS Val. ]]&lt;br /&gt;
[[File:ITR ASVal insertmag.jpg|600px|thumb|none|Inserting a 20-round magazine into the Val. 10-round magazines from the VSS Vintorez are also compatible. ]]&lt;br /&gt;
[[File:ITR ASVal chamberround.jpg|600px|thumb|none|Chambering a round of 9x39mm FMJ. ]]&lt;br /&gt;
[[File:ITR ASVal ADS.jpg|600px|thumb|none|An AS ADS view. ]]&lt;br /&gt;
[[File:ITR ASVal fullauto.jpg|600px|thumb|none|Switching to full-auto. ]]&lt;br /&gt;
[[File:ITR ASVal removemag.jpg|600px|thumb|none|Inspecting the empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1==&lt;br /&gt;
A [[Colt M4A1]] can be purchased for $6500 after reaching Security Level 3. One of the first Western long arms available to the player, the M4A1 performs similarly to the AK-74s in terms of damage and magazine size, although the M4 fires much faster and is slightly quieter while the AKs have higher muzzle velocities. The M4A1 is notable for having the most out-of-the-box rail attachment points of any weapon in the game, allowing it to mount optics, flashlights, and lasers without having to spend money on expensive upgrades. It can be upgraded to increase the accuracy of the weapon by 10% and to swap the automatic fire mode for a three-round burst, transforming the gun into an M4. &lt;br /&gt;
[[File:ColtM4A1.jpg|350px|thumb|none|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[File:ITR M4A1 modelview.jpg|600px|thumb|none|The M4A1 as it appears in-game equipped with a holographic reflex sight. ]]&lt;br /&gt;
[[File:ITR M4A1 leftside.jpg|600px|thumb|none|Inspecting the left side of the Western rifle. Orange'ya glad it's not another AK? ]]&lt;br /&gt;
[[File:ITR M4A1 rightside.jpg|600px|thumb|none|The right side of the M4A1. ]]&lt;br /&gt;
[[File:ITR M4A1 insertmag.jpg|600px|thumb|none|Inserting a 30-round magazine. ]]&lt;br /&gt;
[[File:ITR M4A1 chamberround.jpg|600px|thumb|none|Pulling back on the charging handle to chamber a round of 5.56. Finally, the left hand gets some use! ]]&lt;br /&gt;
[[File:ITR M4A1 firing.jpg|600px|thumb|none|Firing the rifle. ]]&lt;br /&gt;
[[File:ITR M4A1 removemag.jpg|600px|thumb|none|Removing the empty magazine, with speed lines! ]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
A [[Steyr AUG A3]] can be purchased for $5000 after reaching Security Level 3. The AUG has the highest muzzle velocity in-class and an average firerate, but the weapon's stats are otherwise identical to the M4A1. Its bullpup design and unique progressive trigger system (half-pulling the trigger fires a single bullet while depressing it all the way fires fully-automatic) can be hard to get used to, but a player who has mastered the AUG can use it just as effectively as, if not more so, any other assault rifle. The AUG can be upgraded to increase its accuracy by 10% and to swap the fully-automatic firemode for a three-round burst. &lt;br /&gt;
[[File:SteyrAUGA3.jpg|350px|thumb|none|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm]]&lt;br /&gt;
[[File:ITR AUG model.jpg|600px|thumb|none|The Steyr AUG A3 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR AUG leftside.jpg|600px|thumb|none|Inspecting the left side of the olive-colored bullpup. Note the rail attachment points on top of the weapon as well as under the barrel.]]&lt;br /&gt;
[[File:ITR AUG rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:ITR AUG insertmag.jpg|600px|thumb|none|Inserting a 30-round magazine, taking care not to punch yourself in the arm with a VR controller. ]]&lt;br /&gt;
[[File:ITR AUG chamberround.jpg|600px|thumb|none|Observing a round being brought into the chamber, something easier said than done when the ejection port of the gun is so far back. ]]&lt;br /&gt;
[[File:ITR AUG firing.jpg|600px|thumb|none|Firing the AUG. ]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A Groza==&lt;br /&gt;
An [[OTs-14-4A Groza]] can be purchased for $7500 after reaching Security Level 4. Its most defining feature is a permanently-affixed GP-30 grenade launcher, which can be used to launch caseless 40 mm VOG-25 grenades and is operated with the trigger on the forward hand; care should be taken to avoid blowing oneself up! It is otherwise similar to the other 9x39mm rifles in the sense that it has high damage per shot and very pronounced bullet drop. The Groza is tied with the AKS-74U for the worst accuracy of the assault rifles, however, and is not integrally suppressed (although a PBS-1 suppressor may be attached). As with submachine guns, the firerate of the Groza may be tweaked (+20% or -20%) through upgrades and its poor accuracy can be somewhat curbed with a +15% boost at the upgrade station. Various rail mounting points can also be added. &lt;br /&gt;
[[File:OTs-14 Groza.jpg|350px|thumb|none|OTs-14-4A Groza with 40mm GP-30 grenade launcher - 9x39mm]]&lt;br /&gt;
[[File:ITR Groza model.jpg|600px|thumb|none|The OTs-14-4A Groza as it appears in-game. ]]&lt;br /&gt;
[[File:ITR Groza leftside.jpg|600px|thumb|none|Looking at the left side of the OTs-14... Groza. Groza is fine. ]]&lt;br /&gt;
[[File:ITR Groza rightside.jpg|600px|thumb|none|Right side view. ]]&lt;br /&gt;
[[File:ITR Groza insertmag.jpg|600px|thumb|none|Inserting a 20-round magazine of 9x39mm. ]]&lt;br /&gt;
[[File:ITR Groza chamberround.jpg|600px|thumb|none|Chambering a round. ]]&lt;br /&gt;
[[File:ITR Groza ADS.jpg|600px|thumb|none|Aiming down the Groza's iron sights. ]]&lt;br /&gt;
[[File:ITR Groza loadgrenade.jpg|600px|thumb|none|Loading a VOG-25 grenade into the Groza's underbarrel grenade launcher. ]]&lt;br /&gt;
[[File:ITR Groza grenadeaim.jpg|600px|thumb|none|Attempting to aim the grenade with the Groza's leaf sights.]]&lt;br /&gt;
[[File:ITR Groza grenadeboom.jpg|600px|thumb|none|Close only counts in [[Hot Dogs, Horseshoes &amp;amp; Hand Grenades|Hot Dogs, Horseshoes, and Hand Grenades]]. Wait, that's not right... ]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
''Into the Radius VR'' features two weapons that do not fit cleanly within other rifle weapon categories. &lt;br /&gt;
==Mosin Nagant Model 1938 Carbine==&lt;br /&gt;
A [[Mosin Nagant Model 1938 Carbine]] can be purchased for $5500 after reaching Security Level 3. The Mosin is the first truly high-powered long-ranged rifle available to the player and has both extremely high damage per shot and good armor-piercing abilities. There are no clips in the Radius, however, meaning that the Mosin must be reloaded one bullet at a time. With a base capacity of only 5 rounds, the Mosin is a powerful rifle with heavy drawbacks, meaning that it is best suited for a player with steady hands and nerves of steel. The Mosin can equip a PU scope without any modifications, but two rails (one for optical sights and the other for lasers or flashlights) can be added at the upgrade station. &lt;br /&gt;
[[File:M38Carbine.jpg|350px|thumb|none|Mosin Nagant M38 Carbine - 7.62x54mm R]]&lt;br /&gt;
[[File:ITR Mosin model.jpg|600px|thumb|none|The Mosin Nagant Model 1938 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR Mosin leftside.jpg|600px|thumb|none|Admiring the left side of the classic short-barreled bolt-action rifle. ]]&lt;br /&gt;
[[File:ITR Mosin rightside.jpg|600px|thumb|none|The other side of the rifle. ]]&lt;br /&gt;
[[File:ITR Mosin stockview.jpg|600px|thumb|none|Looking back at the Mosin's stock, which is fitted with a side saddle (not unlike the game's shotguns) to hold up to 6 spare 7.62x54mmR rounds. ]]&lt;br /&gt;
[[File:ITR Mosin reload1.jpg|600px|thumb|none|The Mosin's loading process begins by opening the bolt. ]]&lt;br /&gt;
[[File:ITR Mosin reload2.jpg|600px|thumb|none|Rounds are then inserted one at a time, to a maximum of 5. ]]&lt;br /&gt;
[[File:ITR Mosin reload3.jpg|600px|thumb|none|Reloading concludes by pushing the bolt forwards. ]]&lt;br /&gt;
[[File:ITR Mosin ADS.jpg|600px|thumb|none|Aiming down the Mosin's glow sights. ]]&lt;br /&gt;
[[File:ITR Mosin cyclebolt.jpg|600px|thumb|none|Cycling the bolt. Few things are as satisfying in VR as operating a gun that requires lots of hand movements. ]]&lt;br /&gt;
[[File:ITR Mosin PU.jpg|600px|thumb|none|Equipping a PU scope for some long-ranged sniping. ]]&lt;br /&gt;
[[File:ITR Mosin scopeview.jpg|600px|thumb|none|Taking aim at a streetlight through the scope. ]]&lt;br /&gt;
[[File:ITR Mosin cycleboltscope.jpg|600px|thumb|none|Take that, Soviet utility workers! ]]&lt;br /&gt;
&lt;br /&gt;
==SKS-D==&lt;br /&gt;
An [[SKS-D]] can be purchased for $3200 after reaching Security Level 2. Utilizing the same 10 and 30-round magazines as the AKM, the semi-automatic SKS is inferior to any of the game's assault rifles as a primary weapon. Its only benefits compared to the AKs are its good accuracy, low price, and low security level requirement. The SKS can be fitted with a PU scope, and its pool of available modifications includes various rail attachment points, a 30% recoil reduction, and a DTK suppressor adaptor. A bayonet was available for the rifle in the 1.0 version of ''Into the Radius VR,'' but it was removed when the game was updated to version 2.0. &lt;br /&gt;
[[File:NorincoSKS-D.jpg|350px|thumb|none|SKS-D (Norinco-branded) - 7.62x39mm]]&lt;br /&gt;
[[File:ITR SKS model.jpg|600px|thumb|none|The SKS-D as it appears in-game. ]]&lt;br /&gt;
[[File:ITR SKS leftside.jpg|600px|thumb|none|The left side of the SKS. ]]&lt;br /&gt;
[[File:ITR SKS rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:ITR SKS insertmag.jpg|600px|thumb|none|Inserting a short 10-round AKM magazine into the SKS. ]]&lt;br /&gt;
[[File:ITR SKS chamberround.jpg|600px|thumb|none|Chambering a round of 7.62x39mm. ]]&lt;br /&gt;
[[File:ITR SKS ADS.jpg|600px|thumb|none|Aiming down the SKS' iron sights. ]]&lt;br /&gt;
[[File:ITR SKS firing.jpg|600px|thumb|none|Firing the rifle. ]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
A step above the intermediate-caliber assault rifles, battle rifles offer a mid/late-game Explorer a full-powered punch of damage. Hard-hitting, accurate, and possessing incredible armor penetration, battle rifles are adept at any range, but their weight, heavy recoil, and expensive ammunition can be difficult to manage. All battle rifles in ''Into the Radius VR'' are chambered in 7.62x51mm and feed from a 20-round magazine, meaning that it mostly comes down to personal preference and playstyle as to which rifle one uses. &lt;br /&gt;
&lt;br /&gt;
==FN FAL 50.00==&lt;br /&gt;
An early [[FN FAL 50.00]] with wooden furniture can be purchased for $6500 after reaching Security Level 4. The FAL has the fastest firerate of the three available battle rifles, but it also deals the least damage per shot and is the most inaccurate. The FN FAL is compatible with the so-called NATO Suppressor and can be modified to adjust the firerate (±20%), add additional rails for attachments, and increase the accuracy by 10%. &lt;br /&gt;
[[File:Fn fal g series.jpg|350px|thumb|none|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ITR FNFAL model.jpg|600px|thumb|none|The FN FAL 50.00 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR FNFAL leftside.jpg|600px|thumb|none|The left side of the FAL. ]]&lt;br /&gt;
[[File:ITR FNFAL rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:ITR FNFAL insertmag.jpg|600px|thumb|none|Inserting a magazine containing 20 rounds of 7.62x51mm. ]]&lt;br /&gt;
[[File:ITR FNFAL chamberround.jpg|600px|thumb|none|Chambering a round. ]]&lt;br /&gt;
[[File:ITR FNFAL ADS.jpg|600px|thumb|none|Aiming down the FAL's iron sights. ]]&lt;br /&gt;
[[File:ITR FNFAL firing.jpg|600px|thumb|none|Firing a round. ]]&lt;br /&gt;
[[File:ITR FNFAL jam.jpg|600px|thumb|none|A jam! ]]&lt;br /&gt;
[[File:ITR FNFAL clearjam.jpg|600px|thumb|none|Clearing the jam with a stroke of the bolt handle. This also serves as an opportunity to practice the old &amp;quot;catch-the-flying-bullet-in-the-mouth&amp;quot; technique. ]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
An [[FN SCAR-H]] (known as the &amp;quot;FN-17&amp;quot; in-game) can be purchased for $12000 after reaching Security Level 5. This extremely expensive battle rifle serves as the &amp;quot;jack-of-all-trades&amp;quot; of its class, featuring middling firerate, damage, accuracy, and muzzle velocity. It is select-fire, comes with lots of attachment points, and can be suppressed. The stock can also be folded, although this is of questionable utility. It can be upgraded to reduce its recoil by 20% and its ability to fire in full-auto can be swapped for a three-round burst. &lt;br /&gt;
[[File:FN SCAR-H STD.jpg|350px|thumb|none|Third Generation FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ITR FNSCAR modelfolded.jpg|600px|thumb|none|The FN SCAR-H as it appears in-game with the stock folded. ]]&lt;br /&gt;
[[File:ITR FNSCAR modelunfolded.jpg|600px|thumb|none|Ditto, with the stock unfolded. ]]&lt;br /&gt;
[[File:ITR FNSCAR leftside.jpg|600px|thumb|none|Holding the rather chunky rifle. ]]&lt;br /&gt;
[[File:ITR FNSCAR rightside.jpg|600px|thumb|none|Looking at the other side of the SCAR-H. ]]&lt;br /&gt;
[[File:ITR FNSCAR insertmag.jpg|600px|thumb|none|Inserting a magazine. ]]&lt;br /&gt;
[[File:ITR FNSCAR chamberround.jpg|600px|thumb|none|Chambering a round of 7.62 NATO. ]]&lt;br /&gt;
[[File:ITR FNSCAR ADS.jpg|600px|thumb|none|Aiming...]]&lt;br /&gt;
[[File:ITR FNSCAR firing.jpg|600px|thumb|none|...and firing. ]]&lt;br /&gt;
[[File:ITR FNSCAR removemag.jpg|600px|thumb|none|Dropping an empty magazine. ]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
An [[M14]] can be purchased for $7500 after reaching Security Level 4. The battle rifle of choice for those who prefer single, devastating shots, the M14 deals the highest damage per shot and is the most accurate of its peers. Unlike the FN FAL and the SCAR-H, the M14 is semi-automatic only, which can limit its effectiveness in higher-pressure close-quarters situations. The M14 can be upgraded to reduce its recoil by 20% and to add rails for attachments. It cannot be suppressed. &lt;br /&gt;
[[File:M14Rifle.jpg|350px|thumb|none|M14 semi-automatic rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ITR M14 model.jpg|600px|thumb|none|The M14 as it appears in-game. ]]&lt;br /&gt;
[[File:ITR M14 leftside.jpg|600px|thumb|none|&amp;quot;This is my rifle. There are many like it, but this one is mine.&amp;quot; ]]&lt;br /&gt;
[[File:ITR M14 rightside.jpg|600px|thumb|none|The right side of the M14. ]]&lt;br /&gt;
[[File:ITR M14 insertmag.jpg|600px|thumb|none|Inserting a 20-round magazine of 7.62mm full metal jacket. ]]&lt;br /&gt;
[[File:ITR M14 chamberround.jpg|600px|thumb|none|Chambering a round. ]]&lt;br /&gt;
[[File:ITR M14 ADS.jpg|600px|thumb|none|Aiming down the M14's surprisingly clear iron sights ]]&lt;br /&gt;
[[File:ITR M14 firing.jpg|600px|thumb|none|Firing the M14 at an imaginary drill sergeant. ]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
Sniper rifles are, to absolutely no surprise, rifles tooled for long-range combat. They feature very high damage per shot, great accuracy, and a low firerate. Sniper rifles do not come with optics beyond iron sights, so a scope must be purchased or found to put them to full effectiveness at range. &lt;br /&gt;
==Lobaev Arms DVL-10 M1 &amp;quot;SABOTEUR&amp;quot;==&lt;br /&gt;
A [[Lobaev Arms DVL-10]] &amp;quot;SABOTEUR&amp;quot; in M1 configuration can be purchased for $10000 after reaching Security Level 5. Chambered in 7.62x51mm NATO, the DVL-10 justifies its hefty price tag and steep unlock requirements by offering the highest single-shot damage of any firearm in the game. It feeds from a detachable 10-round magazine and is integrally suppressed, meaning that the rifle needs no extra attachments or costly maintenance to provide a stealthy one-hit kill at any range. The DVL-10's greatest drawback is its low rate of fire, owing to the fact that it is a bolt-action rifle. It can be upgraded to increase its reliability by 15% and to reduce its weight by 1kg. &lt;br /&gt;
[[File:DVL-10 Saboteur.jpg|350px|thumb|none|DVL-10 M1 &amp;quot;SABOTEUR&amp;quot; - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:ITR DVL10 modelfolded.jpg|600px|thumb|none|The DVL-10 M1 &amp;quot;SABOTEUR&amp;quot; as it appears in-game with the stock folded. ]]&lt;br /&gt;
[[File:ITR DVL10 modelunfolded.jpg|600px|thumb|none|Ditto, with the stock unfolded. (Why would you ever fold it in the first place?) ]]&lt;br /&gt;
[[File:ITR DVL10 leftside.jpg|600px|thumb|none|Inspecting the left side of the pipe-like bolt-action. ]]&lt;br /&gt;
[[File:ITR DVL10 rightside.jpg|600px|thumb|none|The right side, featuring a chromed bolt assembly. ]]&lt;br /&gt;
[[File:ITR DVL10 scopeattach.jpg|600px|thumb|none|The DVL-10 doesn't even have iron sights, so a high-powered adjustable scope is all but required. ]]&lt;br /&gt;
[[File:ITR DVL10 scopelineup.jpg|600px|thumb|none|Not pictured: inserting the magazine. The player takes aim at a distant target: a malicious teacup. ]]&lt;br /&gt;
[[File:ITR DVL10 firing.jpg|600px|thumb|none|Boom. Headshot. ]]&lt;br /&gt;
[[File:ITR DVL10 cyclebolt.jpg|600px|thumb|none|Cycling the bolt. ]]&lt;br /&gt;
&lt;br /&gt;
==SVD Tiger==&lt;br /&gt;
An [[SVD Dragunov|SVD Tiger]] can be purchased for $8000 after reaching Security Level 4. A civilian version of the SVD, the Tiger rifle is considered by many to be the most overpowered weapon in ''Into the Radius VR.'' It is chambered in 7.62x54mmR, fires semi-automatically, and feeds from a 10-round detachable magazine, a combination that makes the Tiger an easy-to-use &amp;quot;point-and-click&amp;quot; weapon with very high accuracy, high damage (albeit less than the DVL), and incredible armor penetration. It comes with a dovetail rail to attach a PSO-1 scope or Kobra holographic sight, but this can be swapped for a standard Picatinny rail if a Western optical sight is desired. Available upgrades include a suppressor adaptor, an additional rail, and a 30% recoil decrease for faster follow-up shots. &lt;br /&gt;
[[File:SVD Rifle.jpg|350px|thumb|none|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[File:ITR SVD model.jpg|600px|thumb|none|The Tiger as it appears in-game. ]]&lt;br /&gt;
[[File:ITR SVD leftside.jpg|600px|thumb|none|Holding the ferocious Tiger, which is the longest rifle in the game. ]]&lt;br /&gt;
[[File:ITR SVD rightside.jpg|600px|thumb|none|The right side of the rifle. ]]&lt;br /&gt;
[[File:ITR SVD insertmag.jpg|600px|thumb|none|Loading the Tiger. ]]&lt;br /&gt;
[[File:ITR SVD chamberround.jpg|600px|thumb|none|Bringing a round of 7.62x54mmR into the chamber. ]]&lt;br /&gt;
[[File:ITR SVD ADS.jpg|600px|thumb|none|Aiming down the Tiger's iron sights...]]&lt;br /&gt;
[[File:ITR SVD scopeattach.jpg|600px|thumb|none|...but who needs those? ]]&lt;br /&gt;
[[File:ITR SVD scopeaim.jpg|600px|thumb|none|Taking aim at another target; a tin can. The aftermath was too gory to show here (and not because the Tiger's recoil obscured the flying can). ]]&lt;br /&gt;
&lt;br /&gt;
==VSS Vintorez==&lt;br /&gt;
A [[VSS Vintorez]] can be purchased for $7500 after reaching Security Level 4. The Vintorez has much more in common with the AS Val assault rifle than it does the other two sniper rifles, making it somewhat of an oddball. It deals the least damage per shot and has by far the worst muzzle velocity of the snipers, making it a bit of a chore to use at long range. This is balanced by the Vintorez's very high firerate (900 rpm semi-auto only), large magazine size (20 rounds, with AS Val magazine), and exceptionally quiet nature (joint best in the game). The Vintorez is compatible with Russian dovetail optics and can be upgraded to increase its reliability by 15% and to add additional Picatinny rails. &lt;br /&gt;
[[File:Vss1.jpg|350px|thumb|none|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:ITR VSSVintorez model.jpg|600px|thumb|none|The VSS Vintorez as it appears in-game. ]]&lt;br /&gt;
[[File:ITR VSSVintorez leftside.jpg|600px|thumb|none|The left side of the Vintorez. ]]&lt;br /&gt;
[[File:ITR VSSVintorez rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:ITR VSSVintorez insertmag.jpg|600px|thumb|none|Inserting a 10-round magazine. 20-round magazines from the AS Val are also compatible, but are less reliable and weigh more. ]]&lt;br /&gt;
[[File:ITR VSSVintorez chamberround.jpg|600px|thumb|none|Chambering a round of 9x39mm. ]]&lt;br /&gt;
[[File:ITR VSSVintorez ADS.jpg|600 px|thumb|none|Aiming down the iron sights of the VSS Vintorez. ]]&lt;br /&gt;
&lt;br /&gt;
=Grenade Launchers=&lt;br /&gt;
==GP-30 Grenade Launcher==&lt;br /&gt;
A [[GP-30 grenade launcher]] (known in-game as the &amp;quot;GP32&amp;quot;) can be purchased for $1500 after reaching Security Level 3. The OTs-14-4A Groza features an integrated GP-30 as well. It can be mounted underneath the barrel of the AKM, AK-74, and AK-74M or used by itself. VOG-25 40mm grenades, which can be found somewhat rarely in the Radius or purchased for $75 apiece after reaching Security Level 3, can be brought to the muzzle of the launcher to load it and the trigger on the hand holding the rifle's foregrip can be used to fire it. The GP-30 has adjustable sights that can be set to 100m graduations up to 400m, and the sights can be configured for either direct or indirect fire. &lt;br /&gt;
[[File:GP-30.jpg|350px|none|thumb|GP-30 - 40mm]]&lt;br /&gt;
[[File:ITR GP30 model.jpg|600px|thumb|none|The standalone GP-30 as it appears in-game alongside a VOG-25 40mm grenade. ]]&lt;br /&gt;
[[File:ITR GP30 leftside.jpg|600px|thumb|none|The GP-30 mounted to an AKM. ]]&lt;br /&gt;
[[File:ITR GP30 rightside.jpg|600px|thumb|none|Ditto. ]]&lt;br /&gt;
[[File:ITR GP30 loadgrenade.jpg|600px|thumb|none|Loading a VOG-25 into the launcher. ]]&lt;br /&gt;
[[File:ITR GP30 ADS.jpg|600px|thumb|none|Trying to use the adjustable sights.]]&lt;br /&gt;
[[File:ITR GP30 hipfire.jpg|600px|thumb|none|&amp;lt;s&amp;gt;Playing with&amp;lt;/s&amp;gt; adjusting the sights. ]]&lt;br /&gt;
[[File:ITR GP30 explosion.jpg|600px|thumb|none|The resulting (poorly-aimed) explosion. &amp;quot;Close enough&amp;quot; does indeed count when grenades are concerned. ]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
Grenades can be found in the Radius or purchased at the store and serve as a useful utility for taking care of enemies behind cover or inside buildings. They require some practice to use, as the player must physically throw them. Fragmentation is modeled, so an Explorer must take care not to blow themselves up with a poorly-thrown grenade. &lt;br /&gt;
==F-1==&lt;br /&gt;
[[F-1 hand grenade]]s can be purchased for $75 after reaching Security Level 3 or found rarely in the Radius. They are the more powerful type of lethal grenade, having a large blast radius and releasing lots of fragmentation. F-1 grenades, however, are quite heavy and their potential for self-damage is high. &lt;br /&gt;
[[File:Deactivated f1.jpg|350px|thumb|none|F-1 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:ITR F1 model.jpg|600px|thumb|none|The F-1 hand grenade as it appears in-game. ]]&lt;br /&gt;
[[File:ITR F1 holding.jpg|600px|thumb|none|Holding the World War 2-vintage grenade. ]]&lt;br /&gt;
[[File:ITR RDG2 holding.jpg|600px|thumb|none|Ditto.]]&lt;br /&gt;
[[File:ITR F1 pullpin.jpg|600px|thumb|none|Pulling the pin to arm the grenade. ]]&lt;br /&gt;
[[File:ITR F1 throw.jpg|600px|thumb|none|Grenade out! ]]&lt;br /&gt;
[[File:ITR F1 explosion.jpg|600px|thumb|none|Kaboom. Small, glowing pieces of fragmentation can be seen flying away from the blast zone. ]]&lt;br /&gt;
==RDG-2==&lt;br /&gt;
[[RDG-2 smoke grenade]]s can be purchased for $25 after reaching Security Level 2. Cheap and simple, these smoke grenades emit a large cloud of white smoke that can be used to break line of sight with enemies, allowing the player to advance to cover or make a hasty retreat. They can be found commonly across the Radius as low-tier loot. &lt;br /&gt;
[[File:RDG-2.jpg|350px|thumb|none|RDG-2 smoke grenade]]&lt;br /&gt;
[[File:ITR RDG2 model.jpg|600px|thumb|none|An RDG-2 smoke grenade as it appears in-game. ]]&lt;br /&gt;
[[File:ITR RDG-2 holding.jpg|600px|thumb|none|Holding an RDG-2 smoke grenade. ]]&lt;br /&gt;
[[File:ITR RDG2 pulltab.jpg|600px|thumb|none|Pulling the tab to arm the grenade. ]]&lt;br /&gt;
[[File:ITR RDG2 smokecloud.jpg|600px|thumb|none|The resulting cloud of smoke. ]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5==&lt;br /&gt;
[[RGD-5 hand grenade]]s can be purchased for $50 after reaching Security Level 2. They have a smaller blast radius and release less fragmentation than F-1 grenades, but this can be beneficial as it greatly reduces potential self-damage. RGD-5 grenades can be found uncommonly across the Radius. &lt;br /&gt;
[[File:Rdg5.jpg|350px|thumb|none|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:ITR RGD5 model.jpg|600px|thumb|none|An RGD-5 hand grenade as it appears in-game. ]]&lt;br /&gt;
[[File:ITR RGD5 holding.jpg|600px|thumb|none|Holding the somewhat egg-shaped 'nade. ]]&lt;br /&gt;
[[File:ITR RGD5 holding2.jpg|600px|thumb|none|Ditto. ]]&lt;br /&gt;
[[File:ITR RGD5 pullpin.jpg|600px|thumb|none|Removing the pin from the grenade. ]]&lt;br /&gt;
[[File:ITR RGD5 throwing.jpg|600px|thumb|none|Throwing the RGD-5. ]]&lt;br /&gt;
[[File:ITR RGD5 explosion.jpg|600px|thumb|none|The resulting explosion, which is somewhat less powerful than the F-1's. ]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Estonian Produced]]&lt;br /&gt;
[[Category:VR]]&lt;br /&gt;
[[Category:Post Apocalyptic]]&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Phantom_Forces&amp;diff=1638734</id>
		<title>Phantom Forces</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Phantom_Forces&amp;diff=1638734"/>
		<updated>2023-12-29T00:00:46Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: /* Springfield Armory M1911-A2 SASS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Phantom Forces&lt;br /&gt;
|picture = PhantomForces title.jpg&lt;br /&gt;
|caption =  ''Loading screen art''&lt;br /&gt;
|date= June 2, 2015&lt;br /&gt;
|developer=StyLiS Studios&lt;br /&gt;
|platforms=	&lt;br /&gt;
Microsoft Windows&amp;lt;br&amp;gt;&lt;br /&gt;
MacOS&amp;lt;br&amp;gt;&lt;br /&gt;
Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
PlayStation 4&amp;lt;br&amp;gt;&lt;br /&gt;
PlayStation 5&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Roblox&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''Phantom Forces''''' is a multiplayer first-person shooter developed by StyLiS Studios. The game, which is available on the Roblox platform, was first made available on June 2nd, 2015 for consoles and  August 31st, 2015 for PC. It is a modern shooter heavily inspired by the ''[[Battlefield]]'' franchise, specifically ''[[Battlefield 3|3]]'' and ''[[Battlefield 4|4]]'', with some of the maps and weapons of ''4'' and the heads-up display of ''3'' making a near-identical appearance in ''Phantom Forces''. The 4-class system of the ''Battlefield'' games is also present, but without the unique gadgets and abilities of those classes.&lt;br /&gt;
&lt;br /&gt;
''Phantom Forces'' sets itself apart with an extremely diverse selection of over 180 firearms ranging from black powder revolvers to the most modern military rifles. Each and every weapon may also be extensively modified to suit a player's needs, with available attachments including optical sights, suppressors, foregrips, extended magazines, caliber conversions, alternate ammunition, and lengthened/shortened barrels. &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
There are 4 classes in ''Phantom Forces'', which, due to the lack of ''Battlefield''-inspired gadgets, differ only by the types of primary weapons that they have access to. The first class, Assault, can equip Assault Rifles, Carbines, Battle Rifles, and Shotguns. Support, the second class, has similar weapon offerings, except they use Light Machine Guns instead of Assault Rifles. The Scout class has access to Personal Defense Weapons, Carbines, Shotguns and Designated Marksman Rifles. The final class, Recon, has access to Sniper Rifles, DMRs, Battle Rifles, and Carbines.&lt;br /&gt;
&lt;br /&gt;
Each class can equip one primary weapon, one secondary weapon, one grenade, and one melee weapon. Primary weapons are split into several categories, which are Assault Rifles, Battle Rifles, Carbines, DMRs (intermediate and full-power semi-automatic rifles), LMGs (and GPMGs), PDWs (submachine guns and a few carbines), Shotguns, and Sniper Rifles. Secondary weapons, which are shared across all classes, are categorized into Pistols, Revolvers, Machine Pistols, and a catch-all &amp;quot;Other&amp;quot; category. Grenades are divided among three categories, those being Fragmentation, High Explosive, and Impact. Weapons can be unlocked by increasing one's personal &amp;quot;rank&amp;quot;, which is done by gathering XP awarded by eliminating other players or completing objectives, or pre-bought with Credits, an in-game currency that is acquired by ranking up, selling in-game skins, or spending real money. &lt;br /&gt;
&lt;br /&gt;
Every gun in the game can be modified in the loadout menu to add (or remove) various parts, which are unlocked on a per-weapon basis by accumulating kills or spending credits. Most weapons can use one &amp;quot;optic&amp;quot; attachment (includes iron sights, holographic sights, and scopes), one &amp;quot;barrel&amp;quot; attachment (suppressors, muzzle devices, changing barrel length, shotgun chokes), one &amp;quot;underbarrel&amp;quot; attachment (grips, flashlights, lasers), one &amp;quot;other&amp;quot; attachment (side-mounted lasers and flashlights, alternate/remove stocks, extended magazines, canted sights), and one &amp;quot;ammo&amp;quot; attachment (hollow point, armor piercing, overpressure, slugs, flechette, conversions). Although many attachments are available to all weapons (with some exceptions), many guns feature modifications that are unique to that weapon or weapon class. Some unique modifications change the weapon in such a way that it becomes another firearm entirely; for example, the [[Kel-Tec KSG]] has access to the unique &amp;quot;KSG-25 barrel&amp;quot; modification, which transforms the shotgun into the KSG-25 both functionally, by extending its barrel and magazine tubes, and literally, by changing the weapon's name to &amp;quot;KSG-25&amp;quot; in the loadout menu and killfeed. This will be taken into account when considering if a weapon appears in ''Phantom Forces''.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
Pistols in ''Phantom Forces'' are split between automatic pistols (and some single-shot pistols) and machine pistols. They can be equipped in the secondary slot and are available to all classes.&lt;br /&gt;
&lt;br /&gt;
==AMT Automag III==&lt;br /&gt;
The [[AMT Automag III]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 109. Chambered in .30 Carbine, it has a very high base damage (68 at point blank) and good torso/headshot multiplier at the cost of a low magazine capacity (8+1) and very high recoil. The Automag III features two unique modifications, those being a .45 Winchester Magnum conversion and .50 Action Express conversion, which convert the pistol into the Automag IV and Automag V respectively.&lt;br /&gt;
[[Image:AMTAutoMagIII.jpg|thumb|none|450px|AMT Automag III - .30 Carbine.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII menu.jpg|600px|thumb|none| ''An American hand cannon brought to you by AMT. Loading the .30 Carbine cartridge and featuring impressive damage potential, despite this it kicks incredibly high.'']]&lt;br /&gt;
[[File:PhantomForces AutomagIII hip.jpg|600px|thumb|none|The player character holds the Automag III at their hip in one of the dimly-lit tunnels of Ravod 911.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII ads1.jpg|600px|thumb|none|The view down the Automag III's sights.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII ads alt.jpg|600px|thumb|none|The Automag III's alternate ADS view, which would be much more useful if the handgun in question was equipped with a laser attachment.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII inspect1.jpg|600px|thumb|none|The player inspects the left side of the Automag III, something the player is capable of doing to each of the game's guns.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII inspect2.jpg|600px|thumb|none|The second part of the inspect animation, featuring the right side of the gun. Looking good is half the battle.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII tacreload1.jpg|600px|thumb|none|The Automag III's tactical reload animation, in which the magazine is unceremoniously &amp;quot;Wick-flicked&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII tacreload2.jpg|600px|thumb|none|The second half of the reload, in which a fresh magazine is rammed home.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII dryreload.jpg|600px|thumb|none|When reloaded from an empty magazine, the player character pulls back on the Automag III's slide to chamber a round.]]&lt;br /&gt;
===AMT Automag IV===&lt;br /&gt;
Equipping the &amp;quot;.45 WinMag&amp;quot; ammo conversion mod for the Automag III transforms it into the [[AMT Automag IV]]. This allows the pistol to fire much faster and increases the maximum total ammo the player can carry, but reduces its damage and headshot multiplier.&lt;br /&gt;
[[File:AMTAutoMagIV.jpg|350px|thumb|none|AMT Automag IV - .45 Win Mag.]]&lt;br /&gt;
[[File:PhantomForces AMagIV.jpg|600px|thumb|none| ''Load your Automag with .45 Winchester Magnum. This makes your Automag III into the .45 caliber Automag IV. A more traditionally performing handgun cartridge with a lot of power still by comparison.'']]&lt;br /&gt;
===AMT Automag V===&lt;br /&gt;
Equipping the &amp;quot;.50 AE&amp;quot; ammo conversion mod for the Automag III transforms it into the [[AMT Automag V]]. This vastly increases its damage, allowing for a one-shot kill to the body at close range. The Automag V's immense firepower is offset by its reduced magazine capacity of just 5 rounds, however, and its heavy recoil makes quick follow-up shots very difficult (not that one is needed, if you're using it correctly).&lt;br /&gt;
[[File:AMTAutoMagV.jpg|350px|thumb|none|AMT Automag V - .50 AE.]]&lt;br /&gt;
[[File:PhantomForces AMagV.jpg|600px|thumb|none|''Load your Automag with .50 Action Express. This makes your Automag III into the .50 caliber Automag V. There were only 3000 of these models produced using a 5-round magazine. Featuring stopping power similar to other .50 caliber handguns.'']]&lt;br /&gt;
&lt;br /&gt;
==AMT Javelina Longslide==&lt;br /&gt;
The AMT Javelina Longslide, a variant of the 1911-pattern [[AMT Hardballer]] chambered in 10mm Auto and with an extended barrel, was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 84. The pistol is known as the &amp;quot;Hardballer&amp;quot; in-game and is capable of dealing above-average damage per shot, with its main strength being its ability to three-shot an enemy player to any part of the body at any range. This long-ranged power is counterbalanced by a low magazine size of only 8+1 rounds, mediocre close-range performance, and somewhat high vertical recoil. The Javelina Longslide has access to the &amp;quot;Short Barrel&amp;quot; mod, which shortens the handgun's barrel and slide to that of a standard 1911, and a US Marine Corps. folding shoulder stock. The Javelina is also unique in that it is the only firearm in the game to lack a kill requirement for the fictional &amp;quot;AMT Terminator&amp;quot; optic, which, along with the weapon's in-game description, is an obvious reference to 1984's ''[[The Terminator]]''.&lt;br /&gt;
[[File:AMTJavelinaLongslide.jpg|350px|thumb|none|AMT Javelina Longslide - 10mm Auto]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide model.jpg|600px|thumb|none|''Strong ranged performance at the cost of somewhat high recoil - It may not be a phased plasma rifle in the 40-watt range, but this pistol still packs quite a lot of punch with every shot.'']]&lt;br /&gt;
[[File:M1911 Marines stock.jpg|350px|thumb|none|M1911A1 with experimental US Marine Corps. folding stock - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide modelmods.jpg|600px|thumb|none| The Javelina Longslide with a shortened barrel, US Marine Corps. folding shoulder stock, and &amp;quot;AMT Terminator&amp;quot; laser sight.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide hip.jpg|600px|thumb|none|Holding the Javelina Longslide.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide inspect1.jpg|600px|thumb|none|Inspecting the Javelina Longslide.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide inspect2.jpg|600px|thumb|none|Ditto.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide ADS1.jpg|600px|thumb|none|Looking down the Javelina's iron sights.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide ADS2.jpg|600px|thumb|none|Alternate ADS view.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide firing.jpg|600px|thumb|none|Firing the pistol.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide reload1.jpg|600px|thumb|none|Removing an empty magazine by jerking the handgun downwards...]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide reload2.jpg|600px|thumb|none|...and inserting a fresh one. The player then presses the slide release to finish the process.]]&lt;br /&gt;
&lt;br /&gt;
==Arsenal Firearms AF2011-A1==&lt;br /&gt;
The [[Arsenal Firearms AF2011-A1]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 201. Holding the (dubious) honor of being the secondary weapon with the highest unlock rank in the game, the AF2011-A1 was the first double-barreled non-shotgun firearm added to ''Phantom Forces.'' It features very high damage at close range (due to it firing two .45 ACP rounds per trigger-pull), high recoil, a low magazine size, and a long reload. Unique modifications for the AF2011-A1 include a Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock and a &amp;quot;.45 Super&amp;quot; ammo conversion which significantly improves penetration and muzzle velocity at the expense of long-range damage and recoil.&lt;br /&gt;
[[File:AF2011.jpg|thumb|none|350px|Arsenal Firearms AF2011-A1 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 model.jpg|600px|thumb|none|''A double barrel design based off the M1911. Features two of... well, everything! Features great damage in close range as you are firing two rounds at once but suffers range performance due to recoil and a slow reload.'']]&lt;br /&gt;
[[File:1911 MultiShotKit.jpg|350px|thumb|none|M1911A1 with Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 modelmods.jpg|600px|thumb|none|The AF2011-A1 with the Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock attached.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 hiphold.jpg|600px|thumb|none|Wide load coming through! Holding the AF2011-A1.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 leftside.jpg|600px|thumb|none|Inspecting the left side of the pistol.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 ADS1.jpg|600px|thumb|none|Aiming down the AF2011-A1's sights.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 ADS2.jpg|600px|thumb|none|Gangsta-&amp;quot;aiming&amp;quot; the wide-bodied pistol.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 firing.jpg|600px|thumb|none|Firing the pistol. Although the game correctly models a pair of spent casings, they should be flung from opposite sides of the weapon, not both from the same side.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 reload1.jpg|600px|thumb|none|Reloading the big-boned pistol by flicking away the empty... magazine... magazines?]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 reload2.jpg|600px|thumb|none|Inserting a... feed device. Sure, that works.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 reload3.jpg|600px|thumb|none|Pulling back and releasing the slides.]]&lt;br /&gt;
&lt;br /&gt;
==AWS 1911==&lt;br /&gt;
The [[AWS 1911]] was added on Christmas 2018 as part of update 4.0.0 (2018 Winter Update 1) as the &amp;quot;MP1911&amp;quot; and is unlocked at rank 106. The version depicted in-game is select-fire and feeds from double-stack magazines, meaning that it is based on the later &amp;quot;AWS Model-2&amp;quot; prototypes. It comes pre-equipped with the shoulder stock from the Colt 1911 machine pistol prototype. The AWS 1911 is classified as a machine pistol and fires .45 ACP at an astounding 1000 RPM in full-auto, offering a potent close-range self-defense tool for a player in a pinch, featuring high damage and controllable recoil due to its foregrip and stock. Its 15-round magazine, however, is one of the smallest in its class. It can be modified to remove its pre-fitted stock and shorten the barrel, which increases the weapon's responsiveness in CQC at the expense of worse recoil and range. The AWS 1911 also features a 9x19mm conversion which increases its magazine size (20 &amp;gt; 15 rounds) and firerate (1300 &amp;gt; 1000 RPM) while decreasing its damage.&lt;br /&gt;
[[Image:aws191138super.jpg|thumb|none|350px|AWS 1911 - .38 Super]]&lt;br /&gt;
[[File:M1911 .38 Machine Pistol.jpg|350px|thumb|none|Colt M1911A1 machine pistol conversion - .38 Super. The stock of the &amp;quot;MP1911&amp;quot; appears to be modeled after this machine pistol's stock.]]&lt;br /&gt;
[[File:PhantomForces MP1911 model.jpg|600px|thumb|none|''A custom 1911 prototype from the Philippines. Features a custom foregrip and muzzle device for very stable firing characteristics, but has a bulky magazine resulting in slow reloads.'']]&lt;br /&gt;
[[File:PhantomForces MP1911 modelmods.jpg|600px|thumb|none|The AWS 1911 made extra-short with the &amp;quot;Remove Stock&amp;quot; and &amp;quot;Short Barrel&amp;quot; attachments and converted to fire 9x19mm.]]&lt;br /&gt;
[[File:PhantomForces MP1911 hiphold.jpg|600px|thumb|none|Holding the unusual fully-automatic 1911 at the hip.]]&lt;br /&gt;
[[File:PhantomForces MP1911 leftside.jpg|600px|thumb|none|The left side of the AWS 1911.]]&lt;br /&gt;
[[File:PhantomForces MP1911 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces MP1911 ADS1.jpg|600px|thumb|none|Aiming down the AWS 1911's fancy-schmancy blue and white glow sights.]]&lt;br /&gt;
[[File:PhantomForces MP1911 ADS2.jpg|600px|thumb|none|The &amp;quot;MP1911's&amp;quot; alternate aim view, which is essentially a zoomed-in hipfire view.]]&lt;br /&gt;
[[File:PhantomForces MP1911 firing.jpg|600px|thumb|none|Letting loose with a fully-automatic burst of .45 ACP. A big thanks to the Philippines!]]&lt;br /&gt;
[[File:PhantomForces MP1911 reload1.jpg|600px|thumb|none|Performing an AWS 1911 fan's favorite task: reloading.]]&lt;br /&gt;
[[File:PhantomForces MP1911 reload2.jpg|600px|thumb|none|Inserting a fresh magazine containing 15 .45 ACP rounds; note that this machine pistol has been fitted with a magical auto-closing slide!]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
A [[Beretta 93R]] with wood grips was added during the game's Alpha and is unlocked at rank 26. It feeds from a 20 round magazine, is classified as a machine pistol, and is the only secondary weapon in the game to feature a burst-fire. The 93R is capable of killing a full-health player with one three-round burst at close range, but its high vertical recoil can make the weapon hard to use effectively beyond close range. The machine pistol can also be fired sem-automatically, which can also be useful when single, more accurate shots are desired. The Beretta 93R's only unique modification is a recoil-decreasing shoulder stock known as the &amp;quot;Raffica Stock&amp;quot;.&lt;br /&gt;
[[Image:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces 93R model.jpg|600px|thumb|none|''An Italian machine pistol that fires rapid 3-round bursts. Strong vertical recoil with high close-in damage.'']]&lt;br /&gt;
[[File:Beretta 93R with unfolded stock.jpg|thumb|none|350px|Beretta 93R with optional unfolded shoulder stock - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces 93R modelmods.jpg|600px|thumb|none|The Beretta 93R equipped with the &amp;quot;Raffica Stock&amp;quot; mod.]]&lt;br /&gt;
[[File:PhantomForces 93R hiphold.jpg|600px|thumb|none|First-person view with the 93R equipped.]]&lt;br /&gt;
[[File:PhantomForces 93R leftside.jpg|600px|thumb|none|Inspecting the pistol, which features a small folding foregrip. Ironically, this provides no stability improvement over the standard Beretta M9 also featured in-game.]]&lt;br /&gt;
[[File:PhantomForces 93R rightside.jpg|600px|thumb|none|The right side of the 93R.]]&lt;br /&gt;
[[File:PhantomForces 93R ADS1.jpg|600px|thumb|none|Aiming down the 93R's simplistic three-dot iron sights.]]&lt;br /&gt;
[[File:PhantomForces 93R ADS2.jpg|600px|thumb|none|The alternate ADS mode, which offers a much clearer viewmodel at the expense of a clear aiming point (without equipping a laser, at least).]]&lt;br /&gt;
[[File:PhantomForces 93R firing.jpg|600px|thumb|none|Unleashing a three-round burst; note the high vertical recoil.]]&lt;br /&gt;
[[File:PhantomForces 93R reload1.jpg|600px|thumb|none|What sick freak made a three-round burst pistol with a magazine size not divisible by 3???]]&lt;br /&gt;
[[File:PhantomForces 93R reload2.jpg|600px|thumb|none|The world is truly an unfair place.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M9==&lt;br /&gt;
A [[Beretta M9]] with brown StyLiS-branded grips was added during the game's Alpha and is one of the two sidearms unlocked by default. The M9 is a &amp;quot;jack-of-all-trades&amp;quot; pistol that is exceptionally average in almost every characteristic. It can be fitted with an extended 20-round magazine, an extended barrel/slide, and the 93R's &amp;quot;Raffica Stock&amp;quot; in addition to the standard suite of weapon attachments. The Beretta M9 features a unique texture, name, and viewmodel when the &amp;quot;Osprey Suppressor&amp;quot; is equipped, which is a reference to the &amp;quot;Luison&amp;quot; pistol from ''[[Rainbow Six Siege]]''.&lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces M9 model.jpg|600px|thumb|none|''A 9mm Italian pistol. One of the first 'wonder nines'. High capacity with deep reserves, light recoil, and high velocity.'']]&lt;br /&gt;
[[File:PhantomForces M9 modelmods.jpg|600px|thumb|none|The M9 equipped with an extended magazine and a long slide.]]&lt;br /&gt;
[[File:PhantomForces M9 hiphold.jpg|600px|thumb|none|The first-person viewmodel of the ubiquitous M9.]]&lt;br /&gt;
[[File:PhantomForces M9 leftside.jpg|600px|thumb|none|The left side of the pistol.]]&lt;br /&gt;
[[File:PhantomForces M9 rightside.jpg|600px|thumb|none|The right side. Nothing much to say here, really.]]&lt;br /&gt;
[[File:PhantomForces M9 ADS1.jpg|600px|thumb|none|Yep, just your average Beretta M9.]]&lt;br /&gt;
[[File:PhantomForces M9 ADS2.jpg|600px|thumb|none|Aiming the M9 as any US serviceman would, of course.]]&lt;br /&gt;
[[File:PhantomForces M9 reload1.jpg|600px|thumb|none|Removing an empty magazine...]]&lt;br /&gt;
[[File:PhantomForces M9 reload2.jpg|600px|thumb|none|...and inserting a fresh one, followed by pressing the magazine release. These animations are shared by many of the game's pistols.]]&lt;br /&gt;
[[File:PhantomForces M9Luison model.jpg|600px|thumb|none|The M9 with the &amp;quot;Osprey&amp;quot; suppressor equipped. [[:File:R6S-luison.jpg|Hey, I've seen this one before...]]]]&lt;br /&gt;
[[File:PhantomForces M9Luison viewmodel.jpg|600px|thumb|none|The handgun's unique first-person viewmodel. This Beretta is definitely not loaded with less-lethal rounds, however.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
A two-toned [[Colt M1911A1]] was added during the game's Alpha and is unlocked at rank 8. The pistol is seemingly a custom model as it has an 8-round magazine, wooden grips embossed with a golden StyLiS logo, full-length guide rod, a M1911-style main spring housing, and an oversized hammer. The M1911A1 is accurate, quick to reload, and has impressive stopping power, making it a deadly sidearm at any range. At the same time, the classic handgun's jumpy recoil, low muzzle velocity, and low magazine size heavily discourage firing too quickly. The M1911A1 can be equipped with a folding shoulder stock to aid in recoil management and has access to a unique cosmetic &amp;quot;Engravings&amp;quot; attachment.&lt;br /&gt;
[[Image:NickelPlatedM1911A1.jpg|thumb|350px|none|Nickel-plated M1911A1 with brown plastic grips - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M1911A1 model.jpg|600px|thumb|none|''A classic American pistol brought into the modern age. Very high damage up close, with poor velocity and small magazine size.'']]&lt;br /&gt;
[[File:PhantomForces M1911A1 modelengravings.jpg|600px|thumb|none|''It's a nice gun, I'll give you that. But the engraving gives you no tactical advantage whatsoever.'']]&lt;br /&gt;
[[File:M1911 Marines stock.jpg|350px|thumb|none|Colt M1911A1 with experimental US Marine Corps. folding stock - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M1911A1 modelstock.jpg|600px|thumb|none|The M1911A1 with a folding shoulder stock attached.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 hiphold.jpg|600px|thumb|none|Holding the custom M1911A1 at the hip.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 leftside.jpg|600px|thumb|none|The left side of the pistol.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 ADS1.jpg|600px|thumb|none|The view down the M1911A1's custom red-and-green glow sights.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 ADS2.jpg|600px|thumb|none|Alternate ADS view.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 reload.jpg|600px|thumb|none|Removing an empty magazine. The remainder of the reload is identical to other automatic pistols.]]&lt;br /&gt;
===M1911 .22 LR===&lt;br /&gt;
Equipping the M1911A1 with the &amp;quot;Ratshot&amp;quot; ammo conversion transforms it into the &amp;quot;M1911 .22LR&amp;quot;. This turns the weapon into a pseudo-shotgun, allowing it to fire four extremely weak pellets up to 10 times before reloading. A joke attachment first and foremost, Ratshot has some dubious utility in point-blank engagements as it is technically capable of a one-hit kill if all four pellets score a headshot (4 pellets x 9 damage x 3.0 headshot multiplier = 108 damage), but the shotgun-pistol's somewhat wide spread, low pellet count, and miserable damage to the body add up to a weapon that is a straight downgrade in almost any situation compared to the .45 ACP M1911A1.&lt;br /&gt;
[[File:Colt1911A1 22.jpg|350px|thumb|none|M1911A1 produced by Walther Arms - .22 LR]]&lt;br /&gt;
[[File:PhantomForces M1911A1 22 model.jpg|600px|thumb|none|''Change the ammunition fired from your M1911 into .22 Rat Shot. Why would you do this to yourself? You basically have a mini shotgun...'']]&lt;br /&gt;
[[File:PhantomForces M1911A1 22 firing.jpg|600px|thumb|none|The M1911 .22's shot pattern. Note the black tracers.]]&lt;br /&gt;
===OSS &amp;quot;Bigot&amp;quot; M1911A1===&lt;br /&gt;
Equipping the &amp;quot;Dart&amp;quot; ammo conversion transforms the weapon into the experimental clandestine [[OSS &amp;quot;Bigot&amp;quot; M1911]]. A high-risk, high-reward weapon, the &amp;quot;Bigot&amp;quot; launches a large, slow dart projectile that deals heavy damage to the body and kills instantly to the head at any range. It is incapable of scoring a one-shot against a full-health opponent without a headshot, however, so the &amp;quot;Bigot&amp;quot; is best used as an instant, silent eliminator of distracted/stationary enemies (provided one becomes familiar with its arcing trajectory) or as a finisher against opponents that are already injured.&lt;br /&gt;
[[File:Bigot_1911_pistol.jpg|thumb|none|350px|OSS &amp;quot;Bigot&amp;quot; M1911A1]]&lt;br /&gt;
[[File:PhantomForces M1911A1dart model.jpg|600px|thumb|none|''Change the ammunition fired from your M1911 to a single dart. Deals more damage, but with worse recoil, low bullet velocity and less ammunition carried.'']]&lt;br /&gt;
[[File:PhantomForces M1911A1dart hiphold.jpg|600px|thumb|none|The first-person viewmodel of the M1911 &amp;quot;Bigot&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces M1911A1dart firing.jpg|600px|thumb|none|Firing a pink-tracered dart. Note that the dart protruding from the muzzle of the weapon doesn't actually disappear until several frames after the weapon is fired.]]&lt;br /&gt;
[[File:PhantomForces M1911A1dart reloading.jpg|600px|thumb|none|Loading in a new dart.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1==&lt;br /&gt;
The [[Colt M45A1 CQBP]] was added in January 2018 as part of update 3.5.1 and is unlocked at rank 34. Before update 5.7.0, the weapon lacked the distinctive grip panels, tan finish, and ambidextrous grip safety of the M45A1, which made it a [[Colt Rail Gun]]. It has a threaded barrel, feeds from a 10-round extended magazine in its default configuration, and is otherwise similar performance-wise to the M1911A1. The M45A1 features a few unique mods, including a 15-round extended magazine, a generic polymer shoulder stock, and the same &amp;quot;Dart&amp;quot; conversion as the M1911A1.&lt;br /&gt;
[[File:M45A1.jpg|thumb|none|350px|Colt M45A1 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M45A1 model.jpg|600px|thumb|none|''A modern American pistol with many custom parts. High damage, medium capacity, strong recoil.'']]&lt;br /&gt;
[[File:PhantomForces M45A1 modelmods.jpg|600px|thumb|none|The M45A1 with an extended magazine and shoulder stock.]]&lt;br /&gt;
[[File:PhantomForces M45A1 hiphold.jpg|600px|thumb|none|First-person view of the aggressively beige M45A1.]]&lt;br /&gt;
[[File:PhantomForces M45A1 leftside.jpg|600px|thumb|none|The first part of the inspect animation, in which the magazine is shown to the player.]]&lt;br /&gt;
[[File:PhantomForces M45A1 rightside .jpg|600px|thumb|none|Performing a brass check in the second part of the inspect animation.]]&lt;br /&gt;
[[File:PhantomForces M45A1 ADS1.jpg|600px|thumb|none|Aiming down the M45A1's green glow sights. The wing-like ambidextrous thumb safeties are clearly visible.]]&lt;br /&gt;
[[File:PhantomForces M45A1 ADS2.jpg|600px|thumb|none|A decidedly less professional way of aiming the M45A1.]]&lt;br /&gt;
[[File:PhantomForces M45A1 reload1.jpg|600px|thumb|none|The M45A1's reload begins with disposing of the empty magazine.]]&lt;br /&gt;
[[File:PhantomForces M45A1 reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PhantomForces M45A1 reload3.jpg|600px|thumb|none|Pulling back (and releasing) the slide to finish the reloading process off.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
An [[FN Five-seveN]] Mk2 with a flat dark earth (FDE) frame was added in May 2019 as part of update 4.4.0 and is unlocked at rank 57 (go figure). The Five-seveN has a lot of positive qualities, including incredibly good long-range performance, low recoil, very high penetration, and the highest magazine size in-class (20 rounds). Unfortunately, the Five-seveN deals relatively low damage per shot and has a mediocre headshot multiplier, meaning that anywhere from 3 to 5 shots are required to eliminate a full-health opponent, which can be a death sentence in a hectic CQC battle. Its only unique modification is an extended 30-round magazine, which further increases the pistol's already impressive ammunition capacity at the expense of total rounds carried and reload speed.&lt;br /&gt;
[[File:FN Five-seveN Mark 2 FDE.jpg|thumb|none|350px|FN Five-seveN Mark 2 FDE - 5.7x28mm]]&lt;br /&gt;
[[File:PhantomForces FiveSeven model.jpg|600px|thumb|none|''A modern Belgian pistol firing a unique caliber. Poor close-in performance, with great ranged performance, high velocity, large magazine, wall penetration and deep reserves.'']]&lt;br /&gt;
[[File:PhantomForces FiveSeven modelmods.jpg|600px|thumb|none|The Five-seveN equipped with an extended 30-round magazine.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven hiphold.jpg|600px|thumb|none|First-person view of the unique pistol.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven leftside.jpg|600px|thumb|none|Inspecting the pistol, part 1.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven rightside.jpg|600px|thumb|none|Inspecting the pistol, part 2; this time, it's personal.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven ADS1.jpg|600px|thumb|none|Aiming down the Five-seveN's unobtrusive Glow sightS.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven ADS2.jpg|600px|thumb|none|Canting the pistol at a jolly angle in the general direction of the opps.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven firing.jpg|600px|thumb|none|Firing a round of 5.7x28mm. Note the unusually skinny cartridge case - many of the calibers in ''Phantom Forces'' have their own unique spent casing model.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven reload1.jpg|600px|thumb|none|Removing an Empty magazinE.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven reload2.jpg|600px|thumb|none|Inserting a new one and releasing the slide.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
A 3rd Generation [[Glock 17]] with a tan frame was added during the game's Alpha and is one of the two sidearms unlocked by default. Compared to the M9, the Glock 17 has a larger magazine size (17 rounds) and is more controllable but has worse ranged performance. The Glock 17 can equip a FAB Defense GLR-440 stock, 33-round extended magazine, and &amp;quot;Long Barrel&amp;quot; (which transforms the pistol into the Glock 17L).&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|350px|3rd Generation Glock 17 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock17 model.jpg|600px|thumb|none|''A 9mm Austrian pistol renowned for its simplicity and ruggedness. Compared to the M9, it has a higher capacity, but less muzzle velocity.'']]&lt;br /&gt;
[[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock17 modelmods.jpg|600px|thumb|none|The Glock 17 fitted with a shoulder stock, extended magazine, and long barrel/slide.]]&lt;br /&gt;
[[File:PhantomForces Glock17 hiphold.jpg|600px|thumb|none|First-person view of the Glock 17.]]&lt;br /&gt;
[[File:PhantomForces Glock17 leftside.jpg|600px|thumb|none|Inspecting the Glock 17. Many (if not all) of the Glocks reuse the same set of animations.]]&lt;br /&gt;
[[File:PhantomForces Glock17 rightside.jpg|600px|thumb|none|Ditto, followed by a brass check.]]&lt;br /&gt;
[[File:PhantomForces Glock17 ADS1.jpg|600px|thumb|none|Aiming down the Glock's ubiquitous sights. Although accurate Glock logos are present on other parts of the weapon, the one on the slide backplate has been replaced by the StyLiS symbol.]]&lt;br /&gt;
[[File:PhantomForces Glock17 ADS2.jpg|600px|thumb|none|Not aiming down the Glock 17's sights.]]&lt;br /&gt;
[[File:PhantomForces Glock17 firing.jpg|600px|thumb|none|Firing the Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock17 reload1.jpg|600px|thumb|none|Removing an empty magazine.]]&lt;br /&gt;
[[File:PhantomForces Glock17 reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PhantomForces Glock17 reload3.jpg|600px|thumb|none|Pressing the slide release.]]&lt;br /&gt;
===Glock 17L=== &lt;br /&gt;
Equipping the &amp;quot;Long Barrel&amp;quot; attachment on the Glock 17 transforms it into the Glock 17L. This improves the pistol's ranged performance and muzzle velocity while increasing the time required to aim down sights.&lt;br /&gt;
[[File:G17L Gen3.jpg|350px|thumb|none|Glock 17L (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces Glock17L model.jpg|600px|thumb|none|The Glock 17L as it appears in-game.]]&lt;br /&gt;
[[File:PhantomForces Glock17L hiphold.jpg|600px|thumb|none|First-person view of the long Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock17L inspect.jpg|600px|thumb|none|Inspecting the Glock 17L, which showcases the compensated barrel. The recoil remains unchanged compared to the standard Glock 17, however.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
A 4th Generation [[Glock 18C]] was added during the game's Alpha and is unlocked at rank 17. It has low vertical recoil (for a machine pistol) and a very high rate of fire, which allows the Glock 18C to be used to great effect in close-quarters. It has some of the worst damage falloff in the game, however, so the 18C is best used only at an arm's length. The Glock 18C can be modified to add a 33-round extended magazine, extended slide/barrel, and an FAB Defense Cobra folding stock, which can be used either unfolded or folded (as an ersatz foregrip). Prior to update 5.7.0, it lacked a fire selector, which made it a Glock 17C.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|350px|3rd Generation Glock 18C - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock18C modelview.jpg|600px|thumb|none|''A 9mm Austrian machine pistol. Fast fire rate with relatively stable handling characteristics.'']]&lt;br /&gt;
[[File:Glock Cobra stock.jpg|350px|thumb|none|5th Generation Glock 19 with FAB Defense Cobra folding stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock18C modelmods.jpg|600px|thumb|none|The Glock 18C with a FAB Defense Cobra folding stock, 33-round extended magazine, and fictional long slide and barrel.]]&lt;br /&gt;
[[File:PhantomForces Glock18C modelstockfolded.jpg|600px|thumb|none|The Glock 18C with its FAB Defense Cobra stock folded, which the player uses an impromptu foregrip.]]&lt;br /&gt;
[[File:PhantomForces Glock18C hiphold.jpg|600px|thumb|none|Holding the select-fire Glock at the hip.]]&lt;br /&gt;
[[File:PhantomForces Glock18C leftside.jpg|600px|thumb|none|Inspecting the left side of the pistol, which provides a clearer view of the fire selector.]]&lt;br /&gt;
[[File:PhantomForces Glock18C rightside.jpg|600px|thumb|none|Checking the top of the Glock 18C.]]&lt;br /&gt;
[[File:PhantomForces Glock18C brasscheck.jpg|600px|thumb|none|Performing a brass check on the handgun. The cuts in the top of the barrel can be clearly seen.]]&lt;br /&gt;
[[File:PhantomForces Glock18C ADS.jpg|600px|thumb|none|Aiming down the Glock 18C's iron sights.]]&lt;br /&gt;
[[File:PhantomForces Glock18C ADS2.jpg|600px|thumb|none|Although gangsta-aiming a pistol is never a good idea, doing so with this handgun is especially stupid. Please, don't do this!]]&lt;br /&gt;
[[File:PhantomForces Glock18C firing.jpg|600px|thumb|none|''Why, yes, I do enjoy wasting ammunition. Why do you ask?'']]&lt;br /&gt;
[[File:PhantomForces Glock18C reload.jpg|600px|thumb|none|Inserting a fresh magazine. The 18C uses the same animations as the rest of the Glock-series pistols, so the entire reload won't be shown here.]]&lt;br /&gt;
[[File:PhantomForces Glock18C changefiremode.jpg|600px|thumb|none|Switching firemodes. The actual fire selector doesn't move, despite the fact that an audible click accompanies the animation.]]&lt;br /&gt;
===&amp;quot;G18L&amp;quot;===&lt;br /&gt;
Equipping the Glock 18C with the &amp;quot;Long Barrel&amp;quot; attachment transforms it into the fictional &amp;quot;G18L&amp;quot;. A longslide version of the Glock 18C, the cuts in the top of the slide have been extended and the handgun appears similar to other (real) longslide Glocks, such as the Glock 40, albeit with a fire selector.&lt;br /&gt;
[[File:Glock 40.jpg|350px|thumb|none|Glock 40, for comparison - 10x25mm Auto]]&lt;br /&gt;
[[File:PhantomForces Glock18L.jpg|600px|thumb|none|The fictional &amp;quot;Glock 18L&amp;quot; as it appears in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21==&lt;br /&gt;
A [[Glock 21]] was added in April 2022 as part of update 5.7.0 and is unlocked at rank 21. It features an OD green frame and a threaded barrel. The Glock 21, alongside the many other Glock-series pistols featured in ''Phantom Forces,'' was once available only through an ammunition conversion for the Glock 17. With 2022's &amp;quot;Return to Spring&amp;quot; update, however, the great Glock split transformed these conversions into their own unique pistols. Firing .45 ACP, the Glock 21 deals high close-range damage and features an impressive 13-round magazine. It deals less damage than other .45 handguns, however, and is not very effective at range. It can be modified to add a 26-round extended magazine and a FAB Defense GLR-440 Tactical Stock.&lt;br /&gt;
[[File:Glock21.jpg|thumb|none|350px|3rd Generation Glock 21 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces Glock21 model.jpg|600px|thumb|none|''A G-Series pistol which chambers .45 ACP. This pistol features great close range damage and snappy recoil, however your performance will dwindle in range compared to other pistols'']]&lt;br /&gt;
[[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock21 modelmods.jpg|600px|thumb|none|The Glock 21 with a shoulder stock and extended magazine.]]&lt;br /&gt;
[[File:PhantomForces Glock21 hiphold.jpg|600px|thumb|none|Holding the Glock 21.]]&lt;br /&gt;
[[File:PhantomForces Glock21 leftside.jpg|600px|thumb|none|The left side of the .45 ACP Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock21 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Glock21 ADS1.jpg|600px|thumb|none|Aiming down the Glock 21's iron sights.]]&lt;br /&gt;
[[File:PhantomForces Glock21 ADS2.jpg|600px|thumb|none|The gangsta-Glock has arrived.]]&lt;br /&gt;
[[File:PhantomForces Glock21 reload.jpg|600px|thumb|none|Reloading the Glock 21.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;G21L&amp;quot;===&lt;br /&gt;
Equipping the Glock 21 with the &amp;quot;Long Barrel&amp;quot; attachment transforms it into the fictional &amp;quot;G21L&amp;quot;. The pistol's closest real counterpart is the Glock 41, which is also a longslide (albeit not as long as the 21L) Glock chambered in .45 ACP.&lt;br /&gt;
[[File:Glock41.jpg|350px|thumb|none|Glock 41 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces Glock21L model.jpg|600px|thumb|none|The &amp;quot;G21L&amp;quot; as it appears in-game.]]&lt;br /&gt;
[[File:PhantomForces Glock21L hiphold.jpg|600px|thumb|none|Holding the strange longslide Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock21L inspect.jpg|600px|thumb|none|Inspecting the pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21 (with .50 GI conversion)==&lt;br /&gt;
A [[Glock 21]] with an aftermarket .50 GI conversion kit was added in April 2022 as part of update 5.7.0 and is unlocked at rank 50. Designated as the &amp;quot;G50&amp;quot; in-game, this pistol has the lowest capacity of the Glock series (8+1 rounds) but the highest damage per shot and a very healthy x2.0 headshot multiplier. Although unable to score a one shot kill (1SK) against a full health player, the G50 maintains a 2SK to the body or head at close range, making it the perfect sidearm for a player with a traditionally long-range primary weapon such as a sniper rifle or DMR.&lt;br /&gt;
&lt;br /&gt;
It can be modified to add an FAB Defense Cobra folding stock and an extended &amp;quot;Heavy Barrel&amp;quot;, which changes the pistol's name to &amp;quot;G50L&amp;quot;, a fictional designation. The &amp;quot;G50&amp;quot; is also the only Glock-series pistol that can be fitted with the &amp;quot;G-switch&amp;quot; attachment (a callback to how the Glock 18C was able to equip a &amp;quot;.50 GI Conversion&amp;quot; attachment in earlier versions of the game), converting the pistol to fire exclusively in full-auto.&lt;br /&gt;
[[File:Glock50 GI conversion.jpg|350px|thumb|none|Glock 21 with Guncrafter Industries conversion kit - .50 GI]]&lt;br /&gt;
[[File:PhantomForces Glock50 model.jpg|600px|thumb|none|''An American modification to an Austrian Classic. Reduced magazine capacity compared to the others, but has more stopping power. Has more than enough power to go through fruits, vegetables, water jugs, and whatever else you have at your range.'']]&lt;br /&gt;
[[File:Glock Cobra stock.jpg|350px|thumb|none|5th Generation Glock 19 with FAB Defense Cobra folding stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock50 modelmods.jpg|600px|thumb|none|The &amp;quot;G50&amp;quot; with the extended &amp;quot;Heavy Barrel&amp;quot; and folding stock.]]&lt;br /&gt;
[[File:PhantomForces Glock50 hiphold.jpg|600px|thumb|none|First-person view of the high-caliber Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock50 leftside.jpg|600px|thumb|none|Inspecting the handgun. Note that the slide reads &amp;quot;STYLIS STUDIOS&amp;quot; as opposed to &amp;quot;GUNCRAFTER INDUSTRIES&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces Glock50 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Glock50 ADS1.jpg|600px|thumb|none|Custom slide, factory sights.]]&lt;br /&gt;
[[File:PhantomForces Glock50 ADS2.jpg|600px|thumb|none|One-handing the &amp;quot;G50&amp;quot;. While never a great idea, this is not ''as'' disasterous of an idea as it seems, especially because .50 GI (supposedly) only has about as much felt recoil as .45 ACP.]]&lt;br /&gt;
[[File:PhantomForces Glock50 firing.jpg|600px|thumb|none|Firing a round.]]&lt;br /&gt;
[[File:PhantomForces Glock50 reload.jpg|600px|thumb|none|Reloading.]]&lt;br /&gt;
[[File:Glock 17 with GLK18 Full Auto Conversion Device C.jpg|thumb|none|350px|Glock 17 with select-fire conversion device - 9x19mm Parabellum. &amp;quot;Glock switches&amp;quot; come in many models and forms, and are regulated as NFA firearms.]]&lt;br /&gt;
[[File:PhantomForces Glock50switch firing.jpg|600px|thumb|none|Firing a G50 equipped with the &amp;quot;G-switch&amp;quot; mod. The switch itself can be seen on the back of the pistol's slide and the river of casings flying from the gun hint at its very high rate of fire. Don't try this at home.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 23==&lt;br /&gt;
A [[Glock 23]] with an FDE frame and threaded barrel was added April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 23. Chambered in .40 S&amp;amp;W, the Glock 23 is a servicable all-rounder sidearm. It can deal decent damage at range or up close, and its 13-round magazine somewhat compensates for missed shots. A &amp;quot;jack-of-all-trades, master of none&amp;quot; pistol, the Glock 23 can do well in any situation but loses out to more specialized secondaries in specific areas. It can be fitted with a 22-round extended magazine, FAB Defense GLR-440 Tactical Stock, and aftermarket extended barrel (which inexplicably changes the weapon's name to &amp;quot;G23L&amp;quot;).&lt;br /&gt;
[[File:Glock23.jpg|thumb|none|350px|3rd Generation Glock 23 - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:PhantomForces Glock23 model.jpg|600px|thumb|none|''A .40 S&amp;amp;W G-Series pistol. Featuring characteristics similar to its original 9mm variant, with a swift reload alongside it.'']]&lt;br /&gt;
[[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock23 modelmods.jpg|600px|thumb|none|The Glock 23 with various mods, including an extended magazine/barrel and shoulder stock.]]&lt;br /&gt;
[[File:PhantomForces Glock23 hiphold.jpg|600px|thumb|none|Holding the Glock 23.]]&lt;br /&gt;
[[File:PhantomForces Glock23 leftside.jpg|600px|thumb|none|Inspecting the handgun.]]&lt;br /&gt;
[[File:PhantomForces Glock23 rightside.jpg|600px|thumb|none|Ditto, followed by a brass check.]]&lt;br /&gt;
[[File:PhantomForces Glock23 ADS1.jpg|600px|thumb|none|Surprise! More Glock sights! Bet you didn't see this one coming.]]&lt;br /&gt;
[[File:PhantomForces Glock23 ADS2.jpg|600px|thumb|none|Isn't this schtick getting a little old? ''You ain't seen nothing yet...'']]&lt;br /&gt;
[[File:PhantomForces Glock23 reload.jpg|600px|thumb|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 40==&lt;br /&gt;
A [[Glock 40]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 40. It is much more long-range focused than the other Glock pistols, with a high headshot multiplier, punchy cartridge, and very high muzzle velocity. Although it can dish out large amounts of damage in close-quarters, the Glock 40's somewhat high recoil and below-average firerate make it slightly harder to manage compared to other handguns. The Glock 40 can be modified to add a FAB Defense GLR-440 Tactical Stock and a 30-round extended magazine. It also has access to the &amp;quot;Short Barrel&amp;quot; attachment, which transforms the pistol into the [[Glock 20]].&lt;br /&gt;
[[File:Glock_40.jpg|thumb|none|350px|4th Generation Glock 40 - 10x25mm Auto]]&lt;br /&gt;
[[File:PhantomForces Glock40 model.jpg|600px|thumb|none|''A G-series pistol chambered in the 10mm Auto round. Compared to other G-series guns, it trades a bit of accuracy and close range performance for more power at longer ranges.'']]&lt;br /&gt;
[[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock40 modelmods.jpg|600px|thumb|none|The Glock 40 with an extended magazine, shoulder stock, and &amp;quot;Short Barrel&amp;quot;. I suppose it isn't much of a Glock 40 anymore...]]&lt;br /&gt;
[[File:PhantomForces Glock40 hiphold.jpg|600px|thumb|none|Holding the Glock 40.]]&lt;br /&gt;
[[File:PhantomForces Glock40 leftside .jpg|600px|thumb|none|The left side of the Glock 40.]]&lt;br /&gt;
[[File:PhantomForces Glock40 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Glock40 ADS1.jpg|600px|thumb|none|Does the Tetris effect apply to Glock sights?]]&lt;br /&gt;
[[File:PhantomForces Glock40 ADS2.jpg|600px|thumb|none|No more Glocks... please.]]&lt;br /&gt;
[[File:PhantomForces Glock40 reload.jpg|600px|thumb|none|ReGlocking the Glock 40.]]&lt;br /&gt;
===Glock 20===&lt;br /&gt;
A [[Glock 20]] can be created by equipping the &amp;quot;Short Barrel&amp;quot; attachment on the Glock 40. It has a dark grey frame. The Glock 20 is notable for having one of the fastest walkspeeds in the game, allowing a player wielding the sidearm to move very quickly. This is most likely an oversight caused by the weight reduction given by the &amp;quot;Short Barrel&amp;quot; attachment (which is typically only available for long-barreled primary weapons, where the weight reduction is less radical).&lt;br /&gt;
[[File:Glock20.jpg|350px|thumb|none|Glock 20 (3rd Generation) - 10x25mm Auto]]&lt;br /&gt;
[[File:PhantomForces Glock20 model.jpg|600px|thumb|none|The Glock 20 as it appears in-game.]]&lt;br /&gt;
[[File:PhantomForces Glock20 hiphold.jpg|600px|thumb|none|Equipping the Glock 20.]]&lt;br /&gt;
[[File:PhantomForces Glock20 inspect.jpg|600px|thumb|none|Inspecting the handgun.]]&lt;br /&gt;
&lt;br /&gt;
==Guncrafter Industries Model 1==&lt;br /&gt;
The [[Guncrafter Industries Model 1]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 73. As one could expect from this souped-up 1911 derivative, the &amp;quot;GI M1&amp;quot; (as it is known in-game) hits extremely hard in close quarters but has high vertical recoil and poor ranged performance. Unique modifications for the Model 1 include a longslide conversion (which improves the handgun's poor ranged performance) and a recoil-reducing Sarco. Inc lightweight stock.&lt;br /&gt;
[[File:GIM1.jpg|thumb|none|350px|Guncrafter Industries Model 1 - .50 GI]]&lt;br /&gt;
[[File:PhantomForces GI M1 model.jpg|600px|thumb|none|''A M1911 modified to chamber .50GI - a powerful ammunition that packs a lot of punch up close, but also comes with reduced accuracy and performance at range.'']]&lt;br /&gt;
[[File:M1911 Sarco Lightweight Stock.jpg|350px|thumb|none|M1911 with Sarco Inc. lightweight stock - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces GI M1 modelmods.jpg|600px|thumb|none|The Model 1 with the &amp;quot;Heavy Barrel&amp;quot; longslide conversion and Sarco Inc. lightweight stock mods.]]&lt;br /&gt;
[[File:PhantomForces GI M1 hip.jpg|600px|thumb|none|Holding the &amp;quot;GI M1&amp;quot; at the hip.]]&lt;br /&gt;
[[File:PhantomForces GI M1 leftside.jpg|600px|thumb|none|Inspecting the Model 1, which first shows the player checking the left side of the handgun...]]&lt;br /&gt;
[[File:PhantomForces GI M1 rightside.jpg|600px|thumb|none|...followed by the right side. Nothing too crazy here.]]&lt;br /&gt;
[[File:PhantomForces GI M1 ADS.jpg|600px|thumb|none|Aiming down the Model 1's red (and rather harsh) three-dot iron sights.]]&lt;br /&gt;
[[File:PhantomForces GI M1 ADS2.jpg|600px|thumb|none|Gangsta-aiming the handgun like a true OG. Which, of course, stands for Original Guncrafter.]]&lt;br /&gt;
[[File:PhantomForces GI M1 firing.jpg|600px|thumb|none|Firing the beefy 1911 derivative.]]&lt;br /&gt;
[[File:PhantomForces GI M1 reload.jpg|600px|thumb|none|Inserting a fresh magazine. The GI M1 uses the same set of 1911-pattern animations several other pistols in-game.]]&lt;br /&gt;
&lt;br /&gt;
==IMI/Magnum Research Desert Eagle L5==&lt;br /&gt;
A [[Desert Eagle L5]] chambered in .44 Magnum was added during the game's Alpha and is unlocked at rank 18. The L5 is a powerful magnum pistol and one of the earliest available sidearms that can kill a player with a single headshot at close range. Its in-game role can be compared to that of revolvers, with the Desert Eagle having a superior capacity (8+1 rounds) and firerate (400 RPM) than most. The L5 has very high recoil and is much less effective than most revolvers at range, however, with it becoming unable to 1-shot-kill to the head at 50 'studs' (approx. 46 ft). The Desert Eagle L5 can equip a unique &amp;quot;Extended Barrel&amp;quot; mod, which increases its damage at range at the expense of the time required to aim-down-sights. It can also equip either a .44 Special or .357 Magnum conversion, the former decreasing recoil while lowering the damage dealt at range, and the latter increasing the handgun's controllability, reload speed, and magazine size while decreasing overall damage. Some of its reload sound effects are borrowed from ''[[Call of Duty 4: Modern Warfare]]''.&lt;br /&gt;
[[File:Desert Eagle L5.jpg|thumb|none|350px|Magnum Research Desert Eagle L5 - .50 AE]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 model.jpg|600px|thumb|none|''A modern version of the iconic Israeli-American pistol. This specific model has been lightened as well as upgraded with dual Picatinny rails and a much-needed muzzle brake. Very high damage with the capacity to instantly kill to the head up close, with rough recoil.'']]&lt;br /&gt;
[[File:Desert Eagle 10 inch.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with 10&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 model longbarrel.jpg|600px|thumb|none|The Desert Eagle L5 as it appears in-game with the &amp;quot;Extended Barrel&amp;quot; mod.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 hip.jpg|600px|thumb|none|Holding the mighty Desert Eagle L5.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 inspect1.jpg|600px|thumb|none|The L5's inspect animation begins with a look at the left side of the handcannon...]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 inspect2.jpg|600px|thumb|none|...continues with a cursory check of the magazine...]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 inspect3.jpg|600px|thumb|none|...and concludes with a brass check.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 ADS1.jpg|600px|thumb|none|Aiming down the sights.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 ADS2.jpg|600px|thumb|none|The L5's alternate aim mode, which mimics 'looking through' the eye not aligned with the sights.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 firing.jpg|600px|thumb|none|Firing the Deagle.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 reload1.jpg|600px|thumb|none|Reloading the Desert Eagle begins with a hearty fling of the offending magazine.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==IMI/Magnum Research Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] chambered in .50 AE was added in December 2019 as a part of update 4.11.0 (Israeli Weapons) and is unlocked at rank 102. Although the version depicted in-game is an older production model with a chromed finish and lacking rails on the barrel, it features the throwback &amp;quot;teardrop&amp;quot; safety design of the newer production models. The weapon's grips have been stamped with the StyLiS Studios logo. The Desert Eagle Mark XIX is, not unexpectedly, a weapon of extremes. It can score a one-shot kill to the body at an impressive range, but its low capacity (7+1), dismal reserve ammunition (21 rounds), lethargic firerate (200 RPM), horrible muzzle velocity, and monstrous recoil leave a lot to be desired. Overall, the one and only Desert Eagle Mark XIX is best suited as a &amp;quot;second primary&amp;quot; of sorts rather than a more traditional all-rounder backup pistol. The Mark XIX can be modified to add a 10&amp;quot; extended barrel and converted to fire (exceedingly rare) .440 Cor-Bon ammunition.&lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|350px|none|Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX model.jpg|600px|thumb|none|''Finally, a gun that lets you make a statement. This semi-automatic hand cannon is chambered in .50 Action Express. It'll probably pulverize your wrists with its recoil, but hey, you can't argue with the stopping power. [[Death_Sentence#Magnum_Research_Inc._Desert_Eagle_Mark_VII|And you've got the king of mayhem...]]'']]&lt;br /&gt;
[[File:Desert Eagle 10 inch.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with 10&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX modelxtendbarrel.jpg|600px|thumb|none|The Desert Eagle Mark XIX with the &amp;quot;Extended Barrel&amp;quot; mod equipped.]]&lt;br /&gt;
[[File:440cbdeserteagleIWI.jpg|350px|thumb|none|Desert Eagle Mark XIX - .440 Cor-Bon]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX CorBon.jpg|600px|thumb|none|The Desert Eagle Mark XIX with the .440 Cor-Bon conversion, which replaced the XIX's otherwise uninteresting .357 Magnum conversion, equipped. More ammunition, better long-range damage, worse close-range damage.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX hiphold.jpg|600px|thumb|none|Grasping their Desert Eagle and looking into the approaching dusk, the player feels like a true action hero.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect1.jpg|600px|thumb|none|Inspecting the Mark XIX is a rather exciting process. It begins, as usual, with a cursory glance at the left side of the handcannon.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect2.jpg|600px|thumb|none|Following this, the loaded magazine is pulled out (as with the Desert Eagle L5), but the player lets it drop.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect3.jpg|600px|thumb|none|A new magazine is then inserted...]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect4.jpg|600px|thumb|none|...and a brass check is performed. Although the handgun is ostensibly &amp;quot;reloaded&amp;quot;, no ammunition is added to the weapon or removed from the player's reserve pool at any point during the inspect animation.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX ADS.jpg|600px|thumb|none|Aiming down the Desert Eagle Mark XIX's sights.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX ADS2.jpg|600px|thumb|none|The alternate, most certainly not one-handed aim mode.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX firing.jpg|600px|thumb|none|Keeping the property values low. The Mark XIX is (as of writing) one of the few weapons to feature an experimental dual recoil scheme, in which the game applies both &amp;quot;body&amp;quot; recoil (which moves the point of aim) and &amp;quot;head&amp;quot; recoil (which simply shakes the player's camera around, leaving the point of aim unaffected) when firing. The player's crazily tilted view in this screenshot is caused by a hefty portion of the latter.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX reload.jpg|600px|thumb|none|Seven wrist-agonizing shots later and the pistol's ready to be reloaded. The Mark XIX shares reloading animations with the L5.]]&lt;br /&gt;
&lt;br /&gt;
===Desert Eagle Police Carbine===&lt;br /&gt;
Equipping the Desert Eagle Mark XIX with the &amp;quot;Police Barrel&amp;quot; and &amp;quot;Police Stock&amp;quot; mods transforms the magnum handgun into the rare Desert Eagle Police Carbine. The real Police Carbine was only available in the Mark I model of the Desert Eagle, making its appearance here in .50 AE a strictly &amp;quot;what-if&amp;quot; affair.&lt;br /&gt;
[[File:DesertEaglePoliceCarbine.jpg|thumb|none|450px|Desert Eagle Mark I Police Carbine - .357 Magnum]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX PoliceCarbine.jpg|600px|thumb|none|The Desert Eagle Mark XIX Police Carbine as it appears in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-DC9==&lt;br /&gt;
The [[Intratec TEC-DC9]] appears both as the fully-automatic &amp;quot;TEC-9&amp;quot;, which was added during the game's Alpha, and as the semi-auto only &amp;quot;KG-99&amp;quot;, which was added in July 2021 as part of update 5.6.0 (Independence Update 2021). Both weapons are unlocked at rank 50. They can be distinguished from the actual TEC-9 and KG-99 due to their lack of sling mounts on the side of the barrel shroud and receiver.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;TEC-9&amp;quot; holds the honor of having the highest sustained firerate in the game, spitting an astounding 1500 rounds per minute in full-auto only. This offsets its low base damage, allowing the machine pistol to rack up kills very quickly in close-quarters. Unsurprisingly, the &amp;quot;TEC-9&amp;quot; has very high recoil, with the weapon's point of aim &amp;quot;walking&amp;quot; uncontrollably when firing. It can be fitted with an extended barrel/barrel shroud or the short barrel of the TEC-9 Mini, a 32-round extended magazine, and the wire stock from the [[Interdynamic KG-9]].&lt;br /&gt;
[[File:Tec-DC9.jpg|350px|thumb|none|Intratec TEC-DC9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces TEC9 modelview.jpg|600px|thumb|none|''A Swedish pistol with an incredibly high automatic rate of fire stemming from an illegal modification. Lacks of stopping power and has highly unstable handling. Brother to the KG-99.'']]&lt;br /&gt;
[[File:Interdynamic MP-9.jpg|350px|thumb|none|Interdynamic MP-9 with foregrip and telescoping stock - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces TEC9 modelmods.jpg|600px|thumb|none|The TEC-DC9 (as the &amp;quot;TEC-9&amp;quot;) fitted with a very long extended barrel, the MP-9's telescoping stock, and a 32-round extended magazine.]]&lt;br /&gt;
[[File:PhantomForces TEC9 hipfire.jpg|600px|thumb|none|Brandishing the highly illegal machine pistol, the player stands atop an industrial building on the Ravod 911 map.]]&lt;br /&gt;
[[File:PhantomForces TEC9 leftside.jpg|600px|thumb|none|Inspecting the left side of the DC9. Its submachine gun legacy is apparent, despite Intratec's numerous attempts to alter the weapon for the civilian market.]]&lt;br /&gt;
[[File:PhantomForces TEC9 rightside.jpg|600px|thumb|none|The right side of the weapon. Note also that the pattern of holes in the barrel shroud is slightly different than the real thing, with the in-game shroud having oval-shaped holes as opposed to the actual DC9's circular holes.]]&lt;br /&gt;
[[File:PhantomForces TEC9 ADS.jpg|600px|thumb|none|Aiming down the DC9's simple iron sights.]]&lt;br /&gt;
[[File:PhantomForces TEC9 ADS2.jpg|600px|thumb|none|The alternate aim mode of the &amp;quot;TEC-9&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces TEC9 firing.jpg|600px|thumb|none|Firing the fully-automatic machine pistol. As one could expect, the recoil is intense.]]&lt;br /&gt;
===Intratec TEC-9 Mini===&lt;br /&gt;
The TEC-9 can be turned into an [[Intratec TEC-9 Mini]] via the &amp;quot;Short Barrel&amp;quot; attachment. &lt;br /&gt;
[[File:TEC-9Mini.jpg|350px|thumb|none|Intratec TEC-9 Mini - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces TEC9 mini.jpg|600px|thumb|none|The &amp;quot;TEC-9&amp;quot; with the &amp;quot;Short Barrel&amp;quot; attachment, which resembles the TEC-9 Mini.]]&lt;br /&gt;
===&amp;quot;KG-99&amp;quot;===&lt;br /&gt;
The &amp;quot;KG-99&amp;quot; is a semi-automatic version of the &amp;quot;TEC-9&amp;quot;. Although considered a separate weapon from the TEC-9, the model is identical, except for using a different texture and the TEC-9 Mini &amp;quot;Short Barrel&amp;quot; being default. It deals more damage than its full-auto brother to balance the fact that it is semi-automatic only. The &amp;quot;KG-99&amp;quot; is accurate, fast-firing, and high-capacity, although it is held back by its abnormally low headshot multiplier. Like the &amp;quot;TEC-9&amp;quot;, it can be fitted with a &amp;quot;Long Barrel&amp;quot; mod (which reattaches the regular-length DC9 barrel), a 32-round extended magazine, and the KG-9's stock.&lt;br /&gt;
[[File:PhantomForces KG99 model.jpg|600px|thumb|none|''A Swedish semi-automatic pistol with an incredibly generous rate of fire, large magazine, and good accuracy. Lacks stopping the stopping power especially at range when compared to other pistols. Sister to the TEC-9.'']]&lt;br /&gt;
[[File:PhantomForces KG99 modelmods.jpg|600px|thumb|none|The &amp;quot;KG-99&amp;quot; as it appears in-game with the standard-length barrel, 32-round extended magazine, and KG-9 stock.]]&lt;br /&gt;
[[File:PhantomForces KG99 hipfire.jpg|600px|thumb|none|Holding the &amp;quot;KG-99&amp;quot; at the hip.]]&lt;br /&gt;
[[File:PhantomForces KG99 leftside.jpg|600px|thumb|none|Inspecting the left side of the handgun.]]&lt;br /&gt;
[[File:PhantomForces KG99 rightside.jpg|600px|thumb|none|The other side.]]&lt;br /&gt;
[[File:PhantomForces KG99 ADS2.jpg|600px|thumb|none|The KG-99 in its natural habitat.]]&lt;br /&gt;
[[File:PhantomForces KG99 reload1.jpg|600px|thumb|none|Removing an empty magazine from the KG-99.]]&lt;br /&gt;
[[File:PhantomForces KG99 reload2.jpg|600px|thumb|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:PhantomForces KG99 reload3.jpg|600px|thumb|none|Releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==LAR Grizzly Mark V==&lt;br /&gt;
The [[LAR Grizzly Pistol|LAR Grizzly Mark V Pistol]] in .50 AE was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 144. Known as the &amp;quot;Grizzly&amp;quot;, this oversized 1911-pattern handcannon is similar to the Desert Eagle Mark XIX in both form and function, with the former possessing more reserve ammunition (28 vs. 21 rounds) and a higher firerate (350 RPM vs. 200 RPM) at the cost of worse mid-range damage. The Grizzly's three-hexagon &amp;quot;LAR&amp;quot; slide marking has been replaced by a three-tiled StyLiS Studios marking, presumably for copyright reasons. The LAR Grizzly Mark V's only unique modification is a so-called heavy barrel, which attaches the barrel of the Grizzly Mark I Long Slide to the weapon; this would not work in real life, as one could not simply fit the barrel and slide of the .45 Winchester Magnum Grizzly Mark I to the frame of a .50 Action Express Mark V without... serious repercussions.&lt;br /&gt;
[[File:Grizzly_MkV.jpg|thumb|none|350px|LAR Grizzly Mark V - .50 AE]]&lt;br /&gt;
[[File:PhantomForces Grizzly model.jpg|600px|thumb|none|''A high-caliber pistol chambered in the .50 Action Express cartridge. While the recoil leaves something to be desired, the extremely powerful damage profile of the gun will have you saying 'haha, bear gun go boom.''']]&lt;br /&gt;
[[File:LARGrizzly Mk1ls.jpg|350px|thumb|none|LAR Grizzly Mark I Long Slide - .45 Win Mag]]&lt;br /&gt;
[[File:PhantomForces Grizzly modelmods.jpg|600px|thumb|none|The Grizzly Mark V with the Mark I's extended slide and barrel.]]&lt;br /&gt;
[[File:PhantomForces Grizzly hiphold.jpg|600px|thumb|none|Holding the Grizzly at the hip and looking out towards the horizon.]]&lt;br /&gt;
[[File:PhantomForces Grizzly leftside.jpg|600px|thumb|none|Inspecting the left side of the handgun.]]&lt;br /&gt;
[[File:PhantomForces Grizzly rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Grizzly ADS.jpg|600px|thumb|none|Aiming down the Grizzly's unique yellow luminous sights.]]&lt;br /&gt;
[[File:PhantomForces Grizzly ADS2.jpg|600px|thumb|none|The alternate ADS view.]]&lt;br /&gt;
[[File:PhantomForces Grizzly firing.jpg|600px|thumb|none|Firing the Grizzly. As with the game's other magnum handguns, the recoil is significant.]]&lt;br /&gt;
[[File:PhantomForces Grizzly reload1.jpg|600px|thumb|none|Removing an empty magazine.]]&lt;br /&gt;
[[File:PhantomForces Grizzly reload2.jpg|600px|thumb|none|Inserting a fresh 7-round magazine.]]&lt;br /&gt;
[[File:PhantomForces Grizzly reload3.jpg|600px|thumb|none|Pulling back (and releasing) the slide.]]&lt;br /&gt;
&lt;br /&gt;
==Laugo Alien==&lt;br /&gt;
The [[Laugo Alien]] was added in May 2022 as part of update 5.7.3 (May Update) and is unlocked at rank 179. As with most other weapons (except the Glock-series pistols, for some reason), the handgun's markings have been genericized, with &amp;quot;RIPLEY&amp;quot; supplanting the &amp;quot;ALIEN&amp;quot; writing on the left side of the slide. This, alongside the weapon's unlock rank, are a clear reference to 1979's ''[[Alien]]''. As with other competition or target-shooting weapons in ''Phantom Forces'', the Alien rewards well-aimed shots with a very high headshot multiplier, great ballistics, and strong close-range performance. It lags behind other sidearms, however, with its sharp damage drop-off and low minimum damage. It features a unique &amp;quot;Olympic Target Sight&amp;quot; low-magnification optic as a free modification.&lt;br /&gt;
[[File:Laugo_Alien_Pistol.jpg|thumb|none|350px|Laugo Alien - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Alien model.jpg|600px|thumb|none|''A unique and innovative Czech pistol. Unlike other pistols, the Alien is a competition pistol that has been designed to have reduced muzzle flip and does not follow typical pistol design with sights not reciprocating with the slide.'']]&lt;br /&gt;
[[File:PhantomForces Alien modelmods.jpg|600px|thumb|none|The Laugo Alien with the unique &amp;quot;Olympian Target Sight&amp;quot; mod.]]&lt;br /&gt;
[[File:PhantomForces Alien hiphold.jpg|600px|thumb|none|Holding the Laugo Alien.]]&lt;br /&gt;
[[File:PhantomForces Alien leftside.jpg|600px|thumb|none|The left side of the strange Czech handgun.]]&lt;br /&gt;
[[File:PhantomForces Alien rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Alien ADS.jpg|600px|thumb|none|Aiming down the Alien's sights.]]&lt;br /&gt;
[[File:PhantomForces Alien ADS2.jpg|600px|thumb|none|Not aiming down the sights.]]&lt;br /&gt;
[[File:PhantomForces Alien firing.jpg|600px|thumb|none|Firing the Alien. The reciprocating slide and stationary top strap can be seen.]]&lt;br /&gt;
[[File:PhantomForces Alien reload1.jpg|600px|thumb|none|Removing an empty 17-round magazine from the Alien.]]&lt;br /&gt;
[[File:PhantomForces Alien reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PhantomForces Alien reload3.jpg|600px|thumb|none|Releasing the slide.]]&lt;br /&gt;
[[File:PhantomForces Alien hipholdmods.jpg|600px|thumb|none|First-person view of the Laugo Alien with its bespoke &amp;quot;Olympic Target Sight&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces Alien ADSscope.jpg|600px|thumb|none|Looking through the sight.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PB==&lt;br /&gt;
The [[Makarov PB]] was added in July 2021 as part of update 5.6.0 (Independence Update 2021) and is unlocked at rank 91. The PB (or &amp;quot;Izhevsk PB&amp;quot;, as it is known in-game) is the first and, at the time of writing, only integrally-suppressed pistol in ''Phantom Forces''. The PB's safety is always in the &amp;quot;safe&amp;quot; position, which should prevent the weapon from firing; however, this is not the case. It feeds from an 8-round magazine, but 12-round extended and 84-round drum magazines (underloaded to 80 rounds) are also available. The PB is somewhat unique as it deals very high damage (to the point that it kills a full-health enemy with a single headshot) up to 20 studs (~18 feet) but has very sharp damage drop-off, with the pistol dealing only 40% of its base damage after 50 studs (~46 feet). This makes it a very effective backup weapon in close-quarters.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the PB, although being integrally suppressed, has a higher muzzle velocity compared to its unsuppressed counterpart (1800 studs/s vs 1700 studs/s). This actually (sort of) makes sense, since in real life, some suppressors act like longer barrels if the bullet doesn’t come into contact with the suppressor, while suppressors that make contact with a bullet do reduce bullet speed.&lt;br /&gt;
[[Image:Pb-1.jpg|thumb|none|350px|Makarov PB with secondary suppressor - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces PB model.jpg|600px|thumb|none|''A small Soviet-era integrally suppressed variant of the Makarov PM made by the Izhevsk mechanical plant. Doesn't fire too fast, but can instantly kill with a headshot in short ranges.'']]&lt;br /&gt;
[[File:PhantomForces PB model12round.jpg|600px|thumb|none|The PB with a 12-round extended magazine. For performance reasons, the magazine is modeled as empty.]]&lt;br /&gt;
[[File:PhantomForces PB drum.jpg|600px|thumb|none|The PB with an 84-round drum magazine, which only holds 80 rounds in-game.]]&lt;br /&gt;
[[File:PhantomForces PB hiphold.jpg|600px|thumb|none|Irresponsibly standing on top of a shipping crate, the player holds the PB.]]&lt;br /&gt;
[[File:PhantomForces PB leftside.jpg|600px|thumb|none|The left side of the PB, which shows that the safety is engaged. When disengaged, the oval-shaped selector pivots down and to the left.]]&lt;br /&gt;
[[File:PhantomForces PB rightside.jpg|600px|thumb|none|The other side.]]&lt;br /&gt;
[[File:PhantomForces PB ADS.jpg|600px|thumb|none|Aiming down the PB's iron sights, which feature a luminous front post for dark environments.]]&lt;br /&gt;
[[File:PhantomForces PB ADS2.jpg|600px|thumb|none|The PB's alternate aim mode, which is markedly different from the sideways one-handed gangster approach seen on most other pistols. This change in aiming style is most likely to prevent the PB's very long suppressor from obscuring much of the screen.]]&lt;br /&gt;
[[File:PhantomForces PB firing.jpg|600px|thumb|none|Firing the whisper-quiet pistol.]]&lt;br /&gt;
[[File:PhantomForces PB reload1.jpg|600px|thumb|none|Tossing away an empty 8-round magazine after removing it from the pistol. The PB's low magazine size is compensated for with a very fast reload.]]&lt;br /&gt;
[[File:PhantomForces PB reload2.jpg|600px|thumb|none|Inserting a fresh (seemingly empty) magazine.]]&lt;br /&gt;
[[File:PhantomForces PB reload3.jpg|600px|thumb|none|Pressing the slide release to cap off the reloading process.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] was added in July 2021 as part of update 5.6.0 (Independence Update 2021) and is unlocked at rank 92. The in-game weapon has a slightly longer barrel than standard military-issue Makarov pistols, a feature seen on Canadian import models of the PM and PMM. Like the its suppressed brother, the PM feeds from an 8-round magazine and can use either aftermarket 12-round extended or 84-round (underfilled to 80 rounds in-game) drum magazines. The PM also features an obnoxiously long &amp;quot;Extended Barrel&amp;quot; modification, which roughly doubles the pistol's barrel length. In-game, the Makarov is a very agile pistol with an emphasis on CQC, featuring very little recoil, a fast aim-down-sights time, and a quick reload. Its largest weakness is its low magazine size, however, and it deals subpar damage at range.&lt;br /&gt;
[[File:Baikal-442.jpg|thumb|none|350px|Baikal-442 (Canadian import version) - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces PM model.jpg|600px|thumb|none|''A small Soviet-era pistol with an iconic design that still sees service even in the modern age. Two alternate aim modes. Both allow you to fire faster than regular but at the cost of accuracy.'']]&lt;br /&gt;
[[File:PhantomForces PM model12round.jpg|600px|thumb|none|The Makarov PM with an aftermarket 12-round magazine and extremely long barrel.]]&lt;br /&gt;
[[File:Makarovdrum.jpg|350px|thumb|none|Makarov PM with 84-round drum magazine - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces PM modeldrum.jpg|600px|thumb|none|The Makarov PM with the 84-round drum magazine. It only holds 80 rounds in-game, however.]]&lt;br /&gt;
[[File:PhantomForces PM hiphold.jpg|600px|thumb|none|First-person view of the PM at the player's hip.]]&lt;br /&gt;
[[File:PhantomForces PM leftside.jpg|600px|thumb|none|Taking a look at the left side of the ubiquitous Soviet handgun. As with the PB, the PM's safety is always (erroneously) in the &amp;quot;safe&amp;quot; position.]]&lt;br /&gt;
[[File:PhantomForces PM rightside.jpg|600px|thumb|none|The other side.]]&lt;br /&gt;
[[File:PhantomForces PM ADS.jpg|600px|thumb|none|Aiming down the PM's iron sights.]]&lt;br /&gt;
[[File:PhantomForces PM ADS2.jpg|600px|thumb|none|Aiming the pistol sideways, the player channels their inner Russian gangster.]]&lt;br /&gt;
[[File:PhantomForces PM firing.jpg|600px|thumb|none|Firing the Makarov.]]&lt;br /&gt;
[[File:PhantomForces PM reload1.jpg|600px|thumb|none|Inserting a fresh Makarov magazine after tossing away the old one.]]&lt;br /&gt;
[[File:PhantomForces PM reload2.jpg|600px|thumb|none|Releasing the slide.]]&lt;br /&gt;
&lt;br /&gt;
==MBA Gyrojet Pistol Mark I==&lt;br /&gt;
The [[MBA Gyrojet]] Mark I rocket pistol was added in July 2023 as part of update 8.0.4 (Independence Day update) and is unlocked at rank 122. Although its projectiles do not gain speed as they fly, puttering along at a constant, apathetic 1000 studs/sec (919 ft/sec), they do gain damage, dealing only 30 damage at 10 studs (9 ft) before eventually reaching a respectable 48 damage at 175 studs (161 ft). The Gyrojet pistol has a high base torso and headshot multiplier as well, scoring a one-shot headshot at any range and a one-shot bodyshot towards the end of its damage curve. It can be frustrating to use the Gyrojet in its intended long-range role, however, as the rockets deviate slightly from where the player is aiming. The Gyrojet Mark I features a number of unique modifications, which is somewhat unsurprising considering the weapon's unique nature. These include both a snubnose and extended barrel as well as a fictional full-auto modification.&lt;br /&gt;
[[File:Gyrojetpistol.jpg|thumb|none|350px|Gyrojet Pistol Mark 1 Model B - 13mm]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol model.jpg|600px|thumb|none|''A failed 'pistol' from the 1960s produced by MBA. Due to how the rockets in this weapon function, the damage model is reversed, doing more damage across longer ranges. The system, quite literally, failed for being light years ahead of its time.'']]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol modellong.jpg|600px|thumb|none|The Gyrojet Mark I with the &amp;quot;long barrel&amp;quot; modification installed, which improves accuracy and ranged performance.]]&lt;br /&gt;
[[File:Gyrojet Snub Nosed.jpg|350px|thumb|none|Gyrojet Pistol Mark 1 Model B snub nosed variant - 13mm]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol modelshort.jpg|600px|thumb|none|The Gyrojet Mark I with the &amp;quot;short barrel&amp;quot; modification.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol hiphold.jpg|600px|thumb|none|Holding the curious rocket-firing pistol at the hip.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol leftside.jpg|600px|thumb|none|The left side of the Gyrojet pistol.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol ADS.jpg|600px|thumb|none|Aiming down the pistol's rather barebones iron sights.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol ADS2.jpg|600px|thumb|none|The Gyrojet's alternate aim mode is more or less a zoomed-in hipfire view, providing an accuracy boost while limiting speed and removing the player's crosshair.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol firing.jpg|600px|thumb|none|Firing the pistol.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol reload1.jpg|600px|thumb|none|Reloading the Gyrojet begins by pulling the top of the weapon.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol reload2.jpg|600px|thumb|none|Inserting new rockets into the gun, one at a time.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol reload3.jpg|600px|thumb|none|Pushing the weapon's slide closed completes the reloading process.]]&lt;br /&gt;
&lt;br /&gt;
===MBA Gyrojet Pistol Mark II===&lt;br /&gt;
Equipping the Gyrojet Mark I pistol with the &amp;quot;12mm Rockets&amp;quot; attachment transforms it into the Gyrojet Mark II, whose smaller-diameter rockets (as the Mark I's rockets are approximately 13mm, or .51 caliber) were designed to skirt American laws regarding handguns larger than .50 caliber. They are more accurate and fly faster than the Mark I's 13mm rockets, but deal less damage.&lt;br /&gt;
[[File:MBAGyrojetMarkII.jpg|350px|thumb|none|Gyrojet Pistol Mark II - 12mm]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol markII.jpg|600px|thumb|none|The MBA Gyrojet Pistol Mark II as it appears in-game (and converted to fire in full-auto).]]&lt;br /&gt;
&lt;br /&gt;
==RARAN 1130==&lt;br /&gt;
The one-off [[RARAN 1130]] was added in July 2021 as part of update 5.6.0 (Independence Update 2021) and is unlocked at rank 126. The curious machine pistol, which the loadout menu classifies as a PDW, is designated in-game as the &amp;quot;RAMA 1130&amp;quot;, a misnomer derived from a mistranslation of the Russian academy where the weapon was designed. The RARAN 1130 feeds from 84-round drum magazines (underloaded to 80 rounds in-game) and incorrectly has a slightly longer barrel than the real weapon, a feature seen on Canadian import Makarov PMs. Despite the fact that it fires 9x18mm Makarov at 950 RPM from a rather short barrel, the RARAN has low recoil and decent damage range but low overall damage per shot. Unique modifications for the RARAN include an impossibly long barrel (a modification it shares with the Makarov PM) and a .380 ACP conversion, which increases the pistol's damage but reduces the magazine capacity to a paltry 12 rounds.&lt;br /&gt;
[[File:Makarov1130.jpg|thumb|none|350px|RARAN 1130 - 9x18mm Makarov]]&lt;br /&gt;
[[File:Makarovdrum.jpg|thumb|none|350px|Makarov PM with 84 round drum magazine - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces RARAN model.jpg|600px|thumb|none|''A modified version of the Makarov to serve as a prototype machine pistol. Fires at a blisteringly high RPM, but has very low damage. The recoil is low but slowly climbs the longer you fire the weapon.'']]&lt;br /&gt;
[[File:PhantomForces RARAN modelmods.jpg|600px|thumb|none|The RARAN 1130 with a ''very'' long extended barrel and converted to fire .380 ACP.]]&lt;br /&gt;
[[File:PhantomForces RARAN hiphold.jpg|600px|thumb|none|Holding the RARAN 1130 on Ravod 911.]]&lt;br /&gt;
[[File:PhantomForces RARAN leftside.jpg|600px|thumb|none|Inspecting the left side of the brick-shaped Makarov.]]&lt;br /&gt;
[[File:PhantomForces RARAN rightside.jpg|600px|thumb|none|The right side of the weapon. Some of the machine pistol's parts, such as the recoil spring, bolt, and the upper part of the weapon's frame, can be seen through its obnoxiously large ejection port.]]&lt;br /&gt;
[[File:PhantomForces RARAN ADS.jpg|600px|thumb|none|Aiming down the RARAN's iron sights, which are simple yet functional.]]&lt;br /&gt;
[[File:PhantomForces RARAN ADS2.jpg|600px|thumb|none|One-handing the one-off prototype.]]&lt;br /&gt;
[[File:PhantomForces RARAN firing.jpg|600px|thumb|none|Firing a spray of 9x18mm Makarov.]]&lt;br /&gt;
[[File:PhantomForces RARAN reload1.jpg|600px|thumb|none|Removing an empty drum magazine.]]&lt;br /&gt;
[[File:PhantomForces RARAN reload2.jpg|600px|thumb|none|Inserting a fresh drum.]]&lt;br /&gt;
[[File:PhantomForces RARAN reload3.jpg|600px|thumb|none|Pressing an imaginary slide release, an unfortunate side effect of the RARAN 1130 reusing animations from the standard PM.]]&lt;br /&gt;
&lt;br /&gt;
==Serbu GB-22==&lt;br /&gt;
The [[Serbu GB-22]] was added in January 2021 as part of update 5.5.0 (New Years Update 2021) and is unlocked at rank 99. The GB-22 depicted in-game is slightly larger than the real weapon, fires from an open bolt and, true to its nature as a homemade weapon, features a crude wire-wrapped grip and custom extended barrel. The GB-22, although nowhere near as infamous as the game's ''other'' .22-caliber pistol, is mostly a joke weapon, as it deals very low damage and has nigh-unusable iron sights. Despite this, it instantly kills to the head at any range and possesses above average ballistics, making the single-shot pistol an extremely risky yet powerful weapon.&lt;br /&gt;
&lt;br /&gt;
The GB-22's unique modifications include a &amp;quot;Cut-down Barrel&amp;quot; and lengthened &amp;quot;Sporting Barrel&amp;quot; as well as three ammunition conversions. The first, 10mm Auto, substantially increases the pistol's muzzle velocity and torso damage while lowering the rate of fire, while the second, .50 AE, puts the &amp;quot;blaster&amp;quot; in &amp;quot;ghetto blaster&amp;quot; by turning the GB-22 into a potent single-shot handcannon. The final conversion is 12 gauge &amp;quot;minishells&amp;quot;, which turns the pistol into a powerful breech-loading shotgun capable of launching 9 pellets of buckshot per trigger pull. None of these conversions, however, change the physical model of the cartridge loaded into the weapon.&lt;br /&gt;
[[File:Serbugb22.jpg|thumb|none|350px|Serbu GB-22 with red dot sight and grips - .22 LR]]&lt;br /&gt;
[[File:PhantomForces GB-22 model.jpg|600px|thumb|none|''A homemade pistol whose original design derives from Serbu. This version is larger than the original, and can accept multiple different calibers. Always kills to the head.'']]&lt;br /&gt;
[[File:PhantomForces GB-22 modelcutdown.jpg|600px|thumb|none|The GB-22 with a shortened barrel, which is the pistol's most common real-life configuration.]]&lt;br /&gt;
[[File:PhantomForces GB-22 modellongbarrel.jpg|600px|thumb|none|The GB-22 with the extremely long &amp;quot;Sporting Barrel&amp;quot;. Needless to say, a homemade gun is the exact opposite of a sporting weapon.]]&lt;br /&gt;
[[File:PhantomForces GB-22 hiphold.jpg|600px|thumb|none|Holding the handmade gun at the hip.]]&lt;br /&gt;
[[File:PhantomForces GB-22 leftside.jpg|600px|thumb|none|Inspecting the left side of the GB-22.]]&lt;br /&gt;
[[File:PhantomForces GB-22 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces GB-22 ADS.jpg|600px|thumb|none|Aiming the GB-22. Although pretty much every iron sight in ''Phantom Forces'' has a default magnification, these, owing to their crude nature, do not. This further complicates using the weapon at range, although it does increase the player's field of view.]]&lt;br /&gt;
[[File:PhantomForces GB-22 ADS2.jpg|600px|thumb|none|The GB-22's alternate aim mode, which, unlike most other pistols, involves the player keeping both hands firmly on the gun.]]&lt;br /&gt;
[[File:PhantomForces GB-22 firing.jpg|600px|thumb|none|Firing the GB-22.]]&lt;br /&gt;
[[File:PhantomForces GB-22 reload1.jpg|600px|thumb|none|Reloading the pistol starts with removing the empty casing, which gladly leaps free from the gun when the player pulls back on the slide. In real life, much like revolvers, the casing can expand in the chamber and become stuck. Unlike a revolver, however, the GB-22 lacks a manual ejector, requiring the user to pry the shell casing free with their fingernails (or other instrument).]]&lt;br /&gt;
[[File:PhantomForces GB-22 reload2.jpg|600px|thumb|none|Inserting a fresh round into the pistol. Despite the GB-22's cumbersome reloading procedure, the player is able to keep the gun running at an impressive 50 RPM.]]&lt;br /&gt;
[[File:PhantomForces GB-10.jpg|600px|thumb|none|The GB-22 with the 10mm Auto conversion, which the game takes to calling the &amp;quot;GB-10&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces GB-50.jpg|600px|thumb|none|The GB-22 converted to fire .50 Action Express. For obvious reasons, the game designates it as the fictional &amp;quot;GB-50&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces GB-12 .jpg|600px|thumb|none|The GB-22 is also somehow capable of firing 12 gauge shotgun shells. The &amp;quot;GB-12&amp;quot; is as powerful as it is unrealistic.]]&lt;br /&gt;
[[File:PhantomForces GB-12.jpg|600px|thumb|none|Firing the &amp;quot;GB-12&amp;quot;, which is the only ammo conversion to change the color or behavior of the bullets and their tracers.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer M17 MHS==&lt;br /&gt;
A [[SIG-Sauer M17 MHS]] (or just &amp;quot;M17&amp;quot;) was added in July 2023 as part of update 8.0.4 (Independence Day update) and is unlocked at rank 13. As with other military-issue pistols, the M17 is an all-rounder.  It has good accuracy, low recoil, and moderate damage, allowing it to function well in close-quarters or at range. It has a 17-round magazine by default, but an extended 21-round magazine is available as a unique attachment.&lt;br /&gt;
[[File:P320-M17.jpg|350px|thumb|none|SIG-Sauer P320-M17 with 21-round magazine - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces M17 model.jpg|600px|thumb|none|''A modern Swiss-American Handgun. A service pistol fit for the modern age of American foreign interests. Built with focus on ergonomics and modularity, this variant of the P320 sports lightweight construction, stable recoil and a generous magazine capacity. [[Call of Duty: Modern Warfare (2019)|We get dirty, and the world stays clean. That's the mission.]]'']]&lt;br /&gt;
[[File:PhantomForces M17 modelmods.jpg|600px|thumb|none|The M17 with the 21-round extended magazine equipped.]]&lt;br /&gt;
[[File:PhantomForces M17 hiphold.jpg|600px|thumb|none|Holding the M17 at the hip.]]&lt;br /&gt;
[[File:PhantomForces M17 leftside.jpg|600px|thumb|none|Inspecting the M17, beginning with the left side...]]&lt;br /&gt;
[[File:PhantomForces M17 rightside.jpg|600px|thumb|none|...and continuing with the top...]]&lt;br /&gt;
[[File:PhantomForces M17 brasscheck.jpg|600px|thumb|none|...and finishing with a brass check. Same standard set of animations as many other pistols, nothing to write home about.]]&lt;br /&gt;
[[File:PhantomForces M17 ADS1.jpg|600px|thumb|none|Looking down the M17's iron sights, which are very reminiscent of the M9's.]]&lt;br /&gt;
[[File:PhantomForces M17 ADS2.jpg|600px|thumb|none|And you'd ''bet'' we have to one-hand it!]]&lt;br /&gt;
[[File:PhantomForces M17 reload.jpg|600px|thumb|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1911-A2 SASS==&lt;br /&gt;
The [[Springfield Armory M1911-A2 SASS]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 132. Classified as an &amp;quot;Other&amp;quot; secondary weapon and known as the &amp;quot;SASS 308&amp;quot; in-game, it is chambered in .308 Winchester and is fitted with a 14.9&amp;quot; barrel by default. Unique modifications for the single-shot pistol include a .358 Winchester conversion and a shortened 10.75&amp;quot; barrel. The M1911-A2 SASS is a powerful &amp;quot;pocket sniper&amp;quot;, with great ballistics and high damage. Of course, this comes at the cost of frequent, lengthy reloads.&lt;br /&gt;
[[File:Springfieldsass.jpg|thumb|none|350px|Springfield Armory M1911-A2 SASS with 14.9&amp;quot; barrel - .308 Winchester]]&lt;br /&gt;
[[File:PhantomForces SASS model.jpg|600px|thumb|none|''A single-shot pistol based on the M1911 developed in the 1980s. Chambered in the .308 Winchester cartridge, among many other offerings.'']]&lt;br /&gt;
[[File:LEON-M1911A1SCREENUSED.jpg|thumb|none|350px|Springfield Armory M1911-A2 SASS with 10.75&amp;quot; barrel]]&lt;br /&gt;
[[File:PhantomForces SASS modelmods.jpg|600px|thumb|none|The M1911-A2 SASS with the 10.75&amp;quot; &amp;quot;Light Barrel&amp;quot; mod equipped.]]&lt;br /&gt;
[[File:PhantomForces SASS hiphold.jpg|600px|thumb|none|Holding the Springfield Armory Single-Shot at the hip atop an abandoned industrial building.]]&lt;br /&gt;
[[File:PhantomForces SASS leftside.jpg|600px|thumb|none|Inspecting the weapon. The left side of the frame is adorned with a white StyLiS Studios logo.]]&lt;br /&gt;
[[File:PhantomForces SASS rightside.jpg|600px|thumb|none|The right side. The weapon bears a prominent &amp;quot;Stylis Armory USA&amp;quot; marking.]]&lt;br /&gt;
[[File:PhantomForces SASS ADS.jpg|600px|thumb|none|Aiming down the single-shot handgun's target sights.]]&lt;br /&gt;
[[File:PhantomForces SASS ADS2.jpg|600px|thumb|none|Foregoing the SASS' accurate irons in favor of a more relaxed &amp;quot;point towards enemy&amp;quot; approach. What could go wrong?]]&lt;br /&gt;
[[File:PhantomForces SASS reload1.jpg|600px|thumb|none|Ejecting an empty casing from the handgun after firing a shot. The player seems to break the weapon open using pure force of will alone, as the lever to open the barrel (seen protruding from the magazine well) remains untouched during the animation.]]&lt;br /&gt;
[[File:PhantomForces SASS reload2.jpg|600px|thumb|none|Inserting a fresh round of .308 Winchester.]]&lt;br /&gt;
[[File:PhantomForces SASS reload3.jpg|600px|thumb|none|Snapping the gun closed.]]&lt;br /&gt;
&lt;br /&gt;
==STI DVC Tactical 2011==&lt;br /&gt;
The [[STI 1911 Series|STI DVC Tactical 2011]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) is unlocked at rank 150. It is known as the &amp;quot;M2011&amp;quot; in-game and features a garish color scheme and many custom parts, including what appears to be a titanium nitride-coated barrel and a blue-finished slide-mounted charging handle handle. Firing 9x19mm, the 2011 is a versatile handgun that can perform well at both long range, thanks to its above-average headshot multiplier, and when up close, due to its spam-friendly 20-round magazine. However, it deals below average damage to the torso and limbs and has somewhat rapid damage falloff, which both can limit its effectiveness when poorly-aimed. The DVC Tactical 2011 can be modified to add an extended barrel and a Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock, which can also be fitted to the AF2011-A1.&lt;br /&gt;
[[File:DVC-Tactical-2.jpg|thumb|none|350px|STI DVC Tactical 2011 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M2011 model.jpg|600px|thumb|none|''A colourful race gun chambered in 9x19mm with a large double-stack magazine. While the damage up front is poor compared to other pistols, it packs a very high headshot multiplier and the accuracy to make use of it.'']]&lt;br /&gt;
[[File:1911 MultiShotKit.jpg|350px|thumb|none|M1911A1 with Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M2011 modelmods.jpg|600px|thumb|none|The STI DVC Tactical 2011 with an extended barrel and Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock.]]&lt;br /&gt;
[[File:PhantomForces M2011 hiphold.jpg|600px|thumb|none|Holding the colorful 1911-derived pistol at the hip.]]&lt;br /&gt;
[[File:PhantomForces M2011 rightside.jpg|600px|thumb|none|Inspecting the handgun, starting with the right side.]]&lt;br /&gt;
[[File:PhantomForces M2011 leftside.jpg|600px|thumb|none|Taking a look at the left side (and the magazine).]]&lt;br /&gt;
[[File:PhantomForces M2011 brasscheck.jpg|600px|thumb|none|Performing a brass check on the 2011 while making use of the aftermarket slide handle.]]&lt;br /&gt;
[[File:PhantomForces M2011 ADS.jpg|600px|thumb|none|Aiming down the 2011's brightly-colored iron sights.]]&lt;br /&gt;
[[File:PhantomForces M2011 ADS2.jpg|600px|thumb|none|Roleplaying (poorly) as an Olympic target shooter.]]&lt;br /&gt;
[[File:PhantomForces M2011 firing.jpg|600px|thumb|none|Firing the 2011. The change in time of day is a total coincidence and not at all the product of forgetting to snap a screenshot of the pistol firing, nope.]]&lt;br /&gt;
[[File:PhantomForces M2011 reload1.jpg|600px|thumb|none|The first step in reloading the pistol is the removal of the empty magazine, which the player does with a hearty flick of the wrist.]]&lt;br /&gt;
[[File:PhantomForces M2011 reload2.jpg|600px|thumb|none|Inserting a fresh magazine is the next step, surprisingly.]]&lt;br /&gt;
[[File:PhantomForces M2011 reload3.jpg|600px|thumb|none|''Hey, if I paid for the handle, I'm using the handle! No exceptions.'']]&lt;br /&gt;
&lt;br /&gt;
==USFA ZiP .22==&lt;br /&gt;
The [[USFA ZiP .22]] was added in October 2017 as part of update 3.1.0 (Halloween 2017 Update) and is unlocked at rank 61. Designated as the &amp;quot;ZIP 22&amp;quot;, it is a joke weapon, dealing extremely poor damage and feeding from a tiny 10-round Ruger 10/22 box magazine. The BattleZiP Survival SBR stock is automatically fitted to the pistol whenever an optic is attached, but it provides no stability benefits (as it exists only to provide a believable mounting point for attachments). In addition, the ZiP .22 can use 50-round ProMag Ruger 10/22 drum magazines (referred to as &amp;quot;Pro Mags&amp;quot; in-game), which provide a welcome increase in magazine size, and &amp;quot;.22 Ratshot&amp;quot; ammunition, which transforms the pistol into a compact &amp;quot;shotgun&amp;quot; of questionable utility.&lt;br /&gt;
[[File:USFA Zip Gun No Magazine.jpg|thumb|350px|none|USFA ZiP .22 with magazine removed - .22 LR]]&lt;br /&gt;
[[File:PhantomForces ZiP22 modelview.jpg|600px|thumb|none|''A modern American 'pistol' with questionable quality. Abysmal damage, but with deep reserves and a high headshot multiplier. A weapon so bad it killed a million dollar company.'']]&lt;br /&gt;
[[File:USFA ZiP22 Stock.jpg|350px|thumb|none|USFA ZiP .22 with BattleZiP Survival SBR stock - .22 LR]]&lt;br /&gt;
[[File:PhantomForces ZiP22 stock.jpg|600px|thumb|none|The ZiP .22 with the BattleZiP Survival SBR stock, seen here with the generic &amp;quot;Full Ring Sight&amp;quot; iron sights equipped.]]&lt;br /&gt;
[[File:PhantomForces ZiP22 drummag.jpg|600px|thumb|none|The ZiP .22 with the 50-round ProMag Ruger 10/22 drum magazine equipped.]]&lt;br /&gt;
[[File:PhantomForces ZiP22 hiphold.jpg|600px|thumb|none|Holding the ZiP .22 at the hip. The weapon's infamously poor ergonomics pose little issue when your hands are cuboids, apparently.]]&lt;br /&gt;
[[File:PhantomForces ZiP22 leftside.jpg|600px|thumb|none|Inspecting the left side of the boxy pistol.]]&lt;br /&gt;
[[File:PhantomForces ZiP22 rightside.jpg|600px|thumb|none|The right side, which gives a good view of the weapon's ejection port.]]&lt;br /&gt;
[[File:PhantomForces ZiP22 ADS.jpg|600px|thumb|none|Aiming down the ZiP .22's iron sights.]]&lt;br /&gt;
[[File:PhantomForces ZiP22 ADS2.jpg|600px|thumb|none|One-handing the pistol.]]&lt;br /&gt;
[[File:PhantomForces ZiP22 firing .jpg|600px|thumb|none|Firing the ZiP .22.]]&lt;br /&gt;
[[File:PhantomForces ZiP22 reload1.jpg|600px|thumb|none|Removing an (untextured) empty magazine from the ZiP .22.]]&lt;br /&gt;
[[File:PhantomForces ZiP22 reload2.jpg|600px|thumb|none|Inserting a new 10-round box.]]&lt;br /&gt;
[[File:PhantomForces ZiP22 reload3.jpg|600px|thumb|none|Charging the weapon. This is done, as in real life, by sticking one's fingers in front of the barrel of the loaded firearm to pull a plunger. Safety!]]&lt;br /&gt;
[[File:PhantomForces ZiP22 ratshot.jpg|600px|thumb|none|Firing the ZiP .22 with the &amp;quot;Ratshot&amp;quot; mod equipped. Note the black tracers.]]&lt;br /&gt;
&lt;br /&gt;
==Walther GSP Expert==&lt;br /&gt;
The [[Walther GSP Expert]] was added in June 2021 as part of update 5.6.3 (Pacific Cold Front Update Part 1) and is unlocked at rank 131. Despite being chambered in .22 LR, it incorrectly has the larger charging handle of the .32 S&amp;amp;W Long version of the GSP (also sometimes known as the GSP-C, for 'centerfire'). The GSP performs similarly to a magazine-fed version of the Serbu GB-22, providing a one-shot kill on headshot at the cost of very poor bodyshot damage. The GSP's 5-round magazine offers much more flexibility against multiple targets (or when one misses a shot or two) than the GB-22, but the GSP can only score a 1SK to the head up to 65 studs (60 feet) while the GB-22 can do it at any range. A number of unique modifications are available for the GSP Expert, including a barrel weight, which decreases felt recoil at the expense of walkspeed, a .32 Smith &amp;amp; Wesson Long conversion, and a .22 Ratshot conversion.&lt;br /&gt;
[[File:Walther_gsp_expert_32sw.jpg|thumb|none|350px|Walther GSP Expert - .32 S&amp;amp;W]]&lt;br /&gt;
[[File:PhantomForces GSP model.jpg|600px|thumb|none|''A single-action, precision targetshooting pistol made in Germany. It was introduced on the world market in 1968 and was chambered for .22 Long Rifle.'']]&lt;br /&gt;
[[File:PhantomForces GSP barrelweightmod.jpg|600px|thumb|none|The Walther GSP Expert with the &amp;quot;Barrel Weight&amp;quot; mod equipped.]]&lt;br /&gt;
[[File:PhantomForces GSPC.jpg|600px|thumb|none|The GSP converted to fire .32 S&amp;amp;W Long, complete with a 10-round magazine.]]&lt;br /&gt;
[[File:PhantomForces GSP hiphold.jpg|600px|thumb|none|The player holds the Walther GSP at the hip.]]&lt;br /&gt;
[[File:PhantomForces GSP leftside.jpg|600px|thumb|none|The left side of the target pistol.]]&lt;br /&gt;
[[File:PhantomForces GSP rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces GSP ADS.jpg|600px|thumb|none|Aiming down the GSP's iron sights.]]&lt;br /&gt;
[[File:PhantomForces GSP ADS2.jpg|600px|thumb|none|The GSP's alternate aim mode, which is (refreshingly) ''not'' a gangsta-hold!]]&lt;br /&gt;
[[File:PhantomForces GSP reload1.jpg|600px|thumb|none|Swapping magazines. Unlike almost every other weapon in the game, the GSP's empty magazine is retained by the player.]]&lt;br /&gt;
[[File:PhantomForces GSP reload2.jpg|600px|thumb|none|Chambering a round. Note the ejected cartridge case, as the GSP (for whatever reason) does not appear to automatically eject the final bullet in the magazine.]]&lt;br /&gt;
[[File:PhantomForces GSP ratshot1.jpg|600px|thumb|none|Firing a round from the GSP with the &amp;quot;GSP Ratshot&amp;quot; mod equipped.]]&lt;br /&gt;
[[File:PhantomForces GSP ratshot2.jpg|600px|thumb|none|Ratshot's low chamber pressure turns the GSP into the world's most unwieldy bolt-action shotgun. Hooray?]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
Revolvers make up their own category of secondary weapons in ''Phantom Forces'' and are available to all classes. Most revolvers have access to a &amp;quot;speedloader&amp;quot; modification, which speeds up reload times when reloading from an empty cylinder at the cost of slowing down partial reloads.&lt;br /&gt;
&lt;br /&gt;
==Mateba Model 6 Unica==&lt;br /&gt;
The [[Mateba Model 6 Unica]] was added in September 2018 (update 3.13.0) and is unlocked at rank 29. Appearing as the &amp;quot;Mateba 6&amp;quot;, it is chambered in .44 Magnum and equipped with a 5&amp;quot; barrel. The Model 6 Unica has the joint highest firerate (600 RPM) but shortest effective range in-class, which allows for very quick follow-up shots, especially in close-quarters. Unique modifications for this revolver include a 3&amp;quot; &amp;quot;snubnose&amp;quot; barrel, an 8&amp;quot; &amp;quot;cowboy&amp;quot; barrel, and .44 Special ammunition.&lt;br /&gt;
[[File:matebamodel6_5inch.jpg|thumb|none|350px|Mateba Model 6 Unica, 5&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:Mateba PhantomForces loadout.jpg|601px|thumb|none|''An Italian semi-automatic revolver. High close-in damage with better ranged performance, fast drop-off, fast rate of fire and unusual recoil.&lt;br /&gt;
'']]&lt;br /&gt;
[[File:PhantomForces Mateba 3in.jpg|601px|thumb|none|The Model 6 Unica with the &amp;quot;Snubnose&amp;quot; attachment equipped, which gives the revolver a puny 3&amp;quot; barrel. More agile, but less effective at range.]]&lt;br /&gt;
[[File:PhantomForces Mateba 8in.jpg|600px|thumb|none|The Model 6 Unica with the 8&amp;quot; &amp;quot;Cowboy Barrel&amp;quot; modification attached. More damage at range, worse handling.]]&lt;br /&gt;
[[File:Mateba PhantomForces hip.jpg|601px|thumb|none|Holding the &amp;quot;Mateba 6&amp;quot; on the vertigo-inducing Elevation map.]] &lt;br /&gt;
[[File:Mateba PhantomForces inspect1.jpg|601px|thumb|none|Inspecting the left side of the Italian semi-automatic revolver.]]&lt;br /&gt;
[[File:Mateba PhantomForces inspect2.jpg|601px|thumb|none|No, that wasn't a typo. The Model 6 Unica's upper frame actually recoils slightly after firing, cocking the hammer and indexing the cylinder. The result? Semi-automatic fire!]]&lt;br /&gt;
[[File:Mateba PhantomForces ADS.jpg|601px|thumb|none|Aiming down the Unica's simple glow sights.]]&lt;br /&gt;
[[File:PhantomForces Mateba firing.jpg|600px|thumb|none|Firing the revolver. Note that the muzzle flash appears near the bottom of the weapon's frame, which is actually not an error; to reduce muzzle climb, the Mateba Model 6 fires from the bottom chamber in the cylinder as opposed to the top cylinder like most other revolvers.]]&lt;br /&gt;
[[File:Mateba PhantomForces reload1.jpg|601px|thumb|none|Grabbing the cylinder of the revolver to swing it out for reloading.]]&lt;br /&gt;
[[File:Mateba PhantomForces reload2.jpg|601px|thumb|none|Smacking the Model 6's ejector.]]&lt;br /&gt;
[[File:PhantomForces Mateba reload3.jpg|600px|thumb|none|Inserting an invisible speedloader worth of .44 Magnum.]]&lt;br /&gt;
[[File:PhantomForces Mateba reload3alt.jpg|600px|thumb|none|Equipping the &amp;quot;Speedloader&amp;quot; attachment causes the player to actually use a speedloader when reloading the Mateba, although the animation is otherwise unchanged.]]&lt;br /&gt;
[[File:PhantomForces Mateba reload4.jpg|600px|thumb|none|Closing the cylinder with a snap of the wrist. Considering the rarity (and price) of Mateba revolvers, this is a dubious decision at best.]]&lt;br /&gt;
&lt;br /&gt;
==MP-412 REX==&lt;br /&gt;
The [[MP-412 REX]] was added during the game's Alpha and is unlocked at rank 4. The REX features a 6&amp;quot; barrel in its default configuration, which is most likely a reference to the revolver's depiction in ''[[Battlefield: Bad Company 2]]'', and it incorrectly has the ability to mount a flash hider attachment, which not work in real life due to the cylinder gap. The MP-412 REX performs similarly to the Unica, serving as a &amp;quot;jack-of-all-trades&amp;quot; revolver with a high firerate and low minimum range. The REX has a few unique modifications, including &amp;quot;Snubnose&amp;quot; and &amp;quot;Cowboy&amp;quot; barrels and .38 Special ammunition.&lt;br /&gt;
[[Image:Mp-412-1.jpg|thumb|none|350px|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[File:PhantomForces REX model.jpg|600px|thumb|none|''A break-open revolver prototype from Russia intended for export. High close-in damage and headshot multiplier with low ranged damage and a fast rate of fire.'']]&lt;br /&gt;
[[File:PhantomForces REX modelshort.jpg|600px|thumb|none|The REX with the 4&amp;quot; &amp;quot;Snubnose&amp;quot; barrel attachment, which emulates the revolver's real-life appearance.]]&lt;br /&gt;
[[File:PhantomForces REX modellong.jpg|600px|thumb|none|The MP-412's long barrel made ''even longer'' with the 8&amp;quot; &amp;quot;Cowboy Barrel&amp;quot; attachment.]]&lt;br /&gt;
[[File:PhantomForces REX hiphold.jpg|600px|thumb|none|Brandishing the REX while looking out towards the horizon.]]&lt;br /&gt;
[[File:PhantomForces REX leftside.jpg|600px|thumb|none|The left side of the Russian revolver.]]&lt;br /&gt;
[[File:PhantomForces REX rightside.jpg|600px|thumb|none|The right side. The weapon's long barrel is made very apparent.]]&lt;br /&gt;
[[File:PhantomForces REX ADS.jpg|600px|thumb|none|Aiming down the REX's iron sights, which have been made luminous with the addition of some red paint.]]&lt;br /&gt;
[[File:PhantomForces REX firing.jpg|600px|thumb|none|Firing the revolver. Although it has high recoil, its recovery is actually pretty good (as long as you don't fire it too fast).]]&lt;br /&gt;
[[File:PhantomForces REX reload1.jpg|600px|thumb|none|Breaking open the REX for reloading. All 6 rounds always appear unfired, and the automatic ejector does not appear to move when the gun is opened.]]&lt;br /&gt;
[[File:PhantomForces REX reload2.jpg|600px|thumb|none|Inserting an imaginary speedloader of .357 Magnum.]]&lt;br /&gt;
[[File:PhantomForces REX reload2alt.jpg|600px|thumb|none|When the &amp;quot;Speedloader&amp;quot; attachment is equipped, the player will utilize speedloaders, which (despite leaving the actual animation unchanged) drastically speed up reloading when all six rounds in the cylinder have been fired.]]&lt;br /&gt;
[[File:PhantomForces REX reload3.jpg|600px|thumb|none|Closing the gun with the offhand, a departure from the action-movie wrist flick sometimes seen in other pieces of media.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 1858 New Army==&lt;br /&gt;
The [[Remington 1858 New Army]] was added in January 2018 (update 3.4.0) and is unlocked at rank 58. It has a brass frame and is reloaded by swapping cylinders, giving the New Army a surprisingly fast reload (for a revolver). The 1858 New Army can neutralize an enemy with a single headshot out to a surprisingly long range and has rather controllable recoil, but it also has lots of drawbacks. These include a slow firerate, low muzzle velocity, and hard-to-use iron sights. The 1858 New Army can be modified to use either an extremely short 3&amp;quot; barrel or an extended 12&amp;quot; barrel. It also features a &amp;quot;.36 Caliber&amp;quot; conversion, which transforms the pistol into the Remington 1858 Navy, and &amp;quot;Snakeshot&amp;quot; ammunition, which allows the 1858 to function as a compact scattergun.&lt;br /&gt;
[[File:Remington1858brassframe.jpeg|thumb|none|350px|Remington 1858 New Army with brass frame - .44 ball]]&lt;br /&gt;
[[File:PhantomForces 1858 model.jpg|600px|thumb|none|''A vintage American ball-and-cap revolver with black powder rounds, fires in single-action with a slow rate of fire, excellent ranged performance, and the ability to fan-fire at high speed.'']]&lt;br /&gt;
[[File:1858 3 inch.jpg|350px|thumb|none|Remington 1858 New Army with 3&amp;quot; barrel - .44 ball]]&lt;br /&gt;
[[File:PhantomForces 1858 3inch.jpg|600px|thumb|none|The 1858 New Army with an almost comically short 3&amp;quot; barrel. Much faster to draw and aim but harder to use at range.]]&lt;br /&gt;
[[File:1858 12 inch.jpg|350px|thumb|none|Remington 1858 New Army with 12&amp;quot; barrel - .44 ball]]&lt;br /&gt;
[[File:PhantomForces 1858 12inch.jpg|600px|thumb|none|The 1858 New Army with an extremely long 12&amp;quot; barrel. Better damage at range and improved muzzle velocity but worse handling.]]&lt;br /&gt;
[[File:PhantomForces 1858 hip.jpg|600px|thumb|none|Holding the vintage revolver at the hip. The New Army is technically the oldest gun in-game, although the in-game weapon appears to be a modern reproduction.]]&lt;br /&gt;
[[File:PhantomForces 1858 leftside.jpg|600px|thumb|none|Taking a look at the left side of the black powder revolver.]]&lt;br /&gt;
[[File:PhantomForces 1858 rightside.jpg|600px|thumb|none|The other side.]]&lt;br /&gt;
[[File:PhantomForces 1858 ADS.jpg|600px|thumb|none|One-handing the 1858 while aiming down its iron sights. This was, after all, the style of the time.]]&lt;br /&gt;
[[File:PhantomForces 1858 ADS2.jpg|600px|thumb|none|The 1858's alternate aim mode is, of course, a fan-fire. This increases its firerate from an OK 190 RPM to an impressive 350 RPM.]]&lt;br /&gt;
[[File:PhantomForces 1858 cockhammer.jpg|600px|thumb|none|Pulling back on the New Army's hammer after firing a shot. It is done, in an incredible feat of dexterity, with one hand, although it's hard to judge seeing as the player lacks thumbs.]]&lt;br /&gt;
[[File:PhantomForces 1858 reload1.jpg|600px|thumb|none|Reloading the 1858 New Army is a multi-step process, although it is nowhere near as complex as inserting individual powder charges, projectiles, and percussion caps. To begin, the player cranks down on the reloading lever.]]&lt;br /&gt;
[[File:PhantomForces 1858 reload2.jpg|600px|thumb|none|This allows them to flick away the empty cylinder.]]&lt;br /&gt;
[[File:PhantomForces 1858 reload3.jpg|600px|thumb|none|A new (full) cylinder is then inserted...]]&lt;br /&gt;
[[File:PhantomForces 1858 reload4.jpg|600px|thumb|none|...and the reloading lever is returned to its rightful home. This is followed by a quick pull of the hammer. Notably absent is any interaction with the cylinder axis pin; on the real revolver, this has to be pulled forward to allow removal of the cylinder (and pushed back in to lock a new one in place).]]&lt;br /&gt;
===Remington 1858 Navy===&lt;br /&gt;
Equipping the 1858 New Army with the &amp;quot;.36 Caliber&amp;quot; ammunition conversion transforms it into the Remington 1858 Navy. This improves its firerate and muzzle velocity but reduces its damage.&lt;br /&gt;
[[File:1858 Navy.jpg|350px|thumb|none|Remington 1858 Navy - .36 ball]]&lt;br /&gt;
[[File:PhantomForces 1858 Navy.jpg|600px|thumb|none|The Remington 1858 Navy as it appears in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Redhawk==&lt;br /&gt;
The [[Ruger Redhawk]] was added in June 2019 (update 4.5b) and is unlocked at rank 83. Firing .44 Magnum, the Redhawk deals high damage per shot (especially on headshot) but has high recoil, incentivizing single, accurate shots. The Redhawk has several unique modifications. Two of these modify the revolver's barrel, those being a 2.7&amp;quot; &amp;quot;snubnose&amp;quot; barrel and a very long &amp;quot;cowboy barrel&amp;quot; modeled after the [[Smith &amp;amp; Wesson Model 629 Stealth Hunter]]'s barrel. The Redhawk also has access to the so-called KAC shoulder stock, which is taken from the game's [[Knight's Armament Revolver Rifle]] model (which is itself based on an airsoft reimagining of the revolver carbine with custom wooden furniture), and a .45 Long Colt conversion, which vastly increases the revolver's damage at the cost of restricting it to single-action only.&lt;br /&gt;
[[Image:Redhawkhunter7.5.jpg|thumb|none|350px|Ruger Redhawk Hunter with scope ring cuts and a 7.5&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:PhantomForces Redhawk model.jpg|600px|thumb|none|''A traditional American revolver. Very high damage overall with a slow rate of fire and strong muzzle flip.'']]&lt;br /&gt;
[[File:Redhawksnub.jpg|350px|thumb|none|Ruger Redhawk with stainless steel finish, unfluted 8-shot cylinder and snub-nose 2.7&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:PhantomForces Redhawk modelsnub.jpg|600px|thumb|none|The snubnosed Redhawk as it appears in-game.]]&lt;br /&gt;
[[File:S&amp;amp;W M629 Stealth Hunter.jpg|350px|thumb|none|Smith &amp;amp; Wesson Model 629 Stealth Hunter, for comparison - .44 Magnum‎]]&lt;br /&gt;
[[File:PhantomForces Redhawk longbarrel.jpg|600px|thumb|none|The Redhawk fitted with the 629 Stealth Hunter-inspired &amp;quot;cowboy barrel&amp;quot;.]]&lt;br /&gt;
[[File:KACSRR Airsoft.jpg|450px|thumb|none|Knight's Armament Revolver Rifle Airsoft replica with custom wooden foreend and stock]]&lt;br /&gt;
[[File:PhantomForces Redhawk stock.jpg|600px|thumb|none|The Redhawk with the &amp;quot;KAC Stock&amp;quot; and aforementioned long barrel equipped.]]&lt;br /&gt;
[[File:PhantomForces Redhawk hip.jpg|600px|thumb|none|First-person view of a player using the Redhawk.]]&lt;br /&gt;
[[File:PhantomForces Redhawk leftside.jpg|600px|thumb|none|Taking a look at the left side of the magnum revolver... ]]&lt;br /&gt;
[[File:PhantomForces Redhawk rightside.jpg|600px|thumb|none|...and the right side. ''Powerful enough to blow your head clean off...'']]&lt;br /&gt;
[[File:PhantomForces Redhawk ADS.jpg|600px|thumb|none|Aiming down the Redhawk's iron sights, which are rather clear.]]&lt;br /&gt;
[[File:PhantomForces Redhawk firing.jpg|600px|thumb|none|Putting a .44 caliber hole in the concrete across the way with the Redhawk.]]&lt;br /&gt;
[[File:PhantomForces Redhawk reload1.jpg|600px|thumb|none|After firing six shots (or was it five?) the Redhawk has to be reloaded, no surprises there. This begins with the player grabbing the cylinder to swing it out. The animation does not appear to show the player operating the cylinder release, meaning that this is done with pure brute strength (and most likely breaks the revolver).]]&lt;br /&gt;
[[File:PhantomForces Redhawk reload2.jpg|600px|thumb|none|Smacking the ejector to free the spent casings.]]&lt;br /&gt;
[[File:PhantomForces Redhawk reload3.jpg|600px|thumb|none|Inserting a not-speedloader of fresh rounds.]]&lt;br /&gt;
[[File:PhantomForces Redhawk speedloader.jpg|600px|thumb|none|The speedloader reappears, courtesy of the &amp;quot;Speedloader&amp;quot; modification.]]&lt;br /&gt;
[[File:PhantomForces Redhawk reload4.jpg|600px|thumb|none|Flicking the cylinder closed.]]&lt;br /&gt;
[[File:PhantomForces Redhawk 45lc.jpg|600px|thumb|none|With the .45 Long Colt conversion equipped, the Redhawk must be manually re-cocked after every shot. As with the 1858 New Army, the animation is somewhat scuffed, although this can be excused by the player's lack of thumbs.]]&lt;br /&gt;
===&amp;quot;Toy Gun&amp;quot;===&lt;br /&gt;
The Redhawk model is also the basis for the &amp;quot;Toy Gun&amp;quot;, a melee weapon that can be obtained by rolling a Legendary on a case. Although a melee weapon, it can fire darts, which are fired after swinging the weapon to attack, inspecting it, or spotting enemies with it; these do not interact with the world, passing through walls, dealing no damage to players, and are deleted shortly after leaving the barrel. The weapon can fire an infinite number of darts. Aside from the texture, the only difference the Toy Gun has from the regular Redhawk is the barrel. The design of the Toy Gun is more akin to a cap gun than a dart blaster, as it has no room for an air compressor or spring-loaded priming mechanism, and its barrel is completely solid; this is most likely the result of it being made out of the model for a real revolver.&lt;br /&gt;
[[File:PhantomForces ToyGun.jpg|350px|thumb|none|Official render of the Toy Gun as it appears in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Judge==&lt;br /&gt;
The [[Taurus Judge]] is unlocked at rank 113 and is chambered in .410 bore. It fires half the regular amount of pellets for buckshot in-game, 4 instead of 8. Like all shotguns, it can be modified to use flechette, birdshot or slug ammunition.&lt;br /&gt;
[[Image:TaurusJudge.jpg|thumb|none|350px|Taurus Judge - .45 Long Colt/.410 Bore]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Raging Judge==&lt;br /&gt;
The [[Taurus Raging Judge]] is unlocked at rank 137 and is called the &amp;quot;Executioner&amp;quot;. It has access to a longer barrel and a stock.&lt;br /&gt;
[[File:Taurus Raging Judge.jpg|thumb|none|350px|Taurus Raging Judge - .454 Casull]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==ASMI==&lt;br /&gt;
The [[ASMI]] is unlocked at rank 97.&lt;br /&gt;
[[File:Asmi.jpg|thumb|none|450px|ASMI - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Coharie Arms MP-10==&lt;br /&gt;
The [[Special Weapons MP-10 and SP-10|Coharie Arms MP-10]] is unlocked at rank 66. It has an integral flashlight, making it the brightest weapon in the game as it can attach 3 other flashlights (1 in the &amp;quot;Other&amp;quot; category, 1 in the underbarrel category and a Maglite flashlight in the optics category). The &amp;quot;Flashlight Off&amp;quot; attachment disables the flashlight, but it counts as an attachment in the &amp;quot;Other&amp;quot; category, so turning it off means you cannot equip anything else in the &amp;quot;Other&amp;quot; category.&lt;br /&gt;
[[File:Coharie MP-10light.jpg|thumb|none|450px|Coharie MP-10 with UMP stock and weaponlight - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 633==&lt;br /&gt;
The [[Colt 9mm Submachine Gun|Colt Model 633]] appears as the &amp;quot;Colt SMG 633&amp;quot;. Before the June 4th 2020 update, it was incorrectly called the &amp;quot;Colt SMG 635&amp;quot;. It is unlocked at rank 49.&lt;br /&gt;
[[File:Model 633 SMG DOE.jpg|thumb|none|450px|Colt Model 633 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 635===&lt;br /&gt;
The [[Colt 9mm Submachine Gun|Colt Model 635]] can be made by equipping the Long Barrel attachment to the &amp;quot;Colt SMG 633&amp;quot;.&lt;br /&gt;
[[Image:Colt-9mm--SMG.jpg‎|thumb|450px|none|Colt Model 635 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K7==&lt;br /&gt;
The [[Daewoo K7]] is unlocked at rank 84. It (correctly) fires very fast, at 1100 RPM, and can unusually accept muzzle attachments, unlike other integrally suppressed weapons in-game. The ability to mount a muzzle brake or compensator has real life precedence, as the [[Barrett M107]] has a proprietary suppressor that allows other muzzle attachments to be used in tandem with the suppressor. However, the use on the 9mm K7 is questionable, as not enough gas would make it through the suppressor in order for the muzzle attachments to function properly, and the 9mm cartridge has very little recoil.&lt;br /&gt;
[[File:DAEWOO K7.jpg|thumb|none|450px|Daewoo K7 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is unlocked at rank 24. Its firing sound is taken from ''[[Call of Duty 4: Modern Warfare]]'', and its reload sounds are from ''COD4'' and ''[[Counter-Strike: Global Offensive]]''.&lt;br /&gt;
[[Image:FN P90 Triple Rail (TR).jpg|thumb|450px|none|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:Pfp90-1.jpg|thumb|none|600px|The P90 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A2]] is unlocked at rank 40 and is simply called &amp;quot;MP5&amp;quot;. Weirdly, the weapon has a higher bullet velocity than the MP7, despite it being the other way round in real life. The ironsights are removed when attaching optics. When reloading, the character does not lock the bolt back, which in real life would make inserting the new magazine very difficult.&lt;br /&gt;
[[Image:H&amp;amp;KMP5A2WideForearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] is unlocked by default. It has the ability to attach muzzle attachments, meaning the weapon is likely modified with a SP5K barrel, which can accept muzzle attachments. The weapon has a stock attachment and a 10mm Auto conversion. Underbarrel grips replace the default foregrip, which provides no statistical benefit. Like the other MP5s, the character does not lock the bolt back, which in real life would make inserting the new magazine very difficult.&lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Pfmp5k-1.jpg|thumb|none|600px|The MP5K in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5SD]] is unlocked at rank 60, simply called &amp;quot;MP5SD&amp;quot;. It has a long barrel attachment, which is its only barrel/muzzle attachment due to the nature of an integrally suppressed weapon. The suppressor cannot be removed, unlike other integrally suppressed weapons in-game.&lt;br /&gt;
[[File:HK-MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5/10==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5/10]] is unlocked at rank 74. The magazine is slightly longer than it should be.&lt;br /&gt;
[[File:MP5-10-retractable.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5/10 with 3-round burst trigger group and retractable stock - 10x25mm Auto]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is unlocked at rank 9, simply called &amp;quot;MP7&amp;quot;. Despite having a 40 round magazine, it only holds 30. The extended magazine attachment increases it to 40 rounds. With the joke &amp;quot;Loudener&amp;quot; attachment, the sound is similar to the ''[[Half-Life 2]]'' MP7.&lt;br /&gt;
[[File:MP7 40rdmag.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight - 4.6x30mm]]&lt;br /&gt;
[[File:Pfmp7-1.jpg|thumb|none|600px|The MP7 in the loadout menu. The grip is slightly too straight compared to the real weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is unlocked at rank 5, making it the second &amp;quot;PDW&amp;quot; players unlock. The weapon has a sole underbarrel RIS rail, instead of the tri-rail setup seen in the picture below. Its reload sounds are from ''[[Call of Duty: Modern Warfare 2]]'' and ''[[Counter-Strike: Global Offensive]]''.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with RIS rail - .45 ACP]]&lt;br /&gt;
[[File:Pfump-1.jpg|thumb|none|600px|The UMP in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch UMP40===&lt;br /&gt;
The .40 S&amp;amp;W conversion turns the gun into the [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch UMP40]].&lt;br /&gt;
[[File:UMP40.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP40 with RIS rail - .40 S&amp;amp;W]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi==&lt;br /&gt;
The [[IMI Micro Uzi]] is classed as a machine pistol and is unlocked at rank 68. When using a optic, the charging handle is replaced by a vaguely Uzi Pro looking charging handle, which extends out to the left. By default, it has no stock, but it can be put on with the &amp;quot;Extended Stock&amp;quot; attachment. Some of its reload sounds are taken from ''[[Call of Duty 4: Modern Warfare]]'''s Mini Uzi.&lt;br /&gt;
[[File:MicroUzi-2.jpg|thumb|none|350px|IMI Micro Uzi - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] is unlocked at rank 77, with 25 round magazines. There are a few unusual things with this weapon - the bolt is not closed after the last shot and the rear iron sight is cut down. There are a few ammunition conversions, namely .22 LR and .45 ACP, the latter of which uses the same magazine model as the [[M3A1 &amp;quot;Grease Gun&amp;quot;]]. The M3 magazine is compatible with the Uzi in real life by using a conversion kit by Vector Arms. It uses the same reload sounds as the Micro Uzi.&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|450px|IMI Uzi - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95==&lt;br /&gt;
The [[IWI X95]] is called the &amp;quot;X95 SMG&amp;quot; and is unlocked at rank 115. Interestingly, the X95 uses 32 round Uzi magazines, but the Uzi in-game only has 25 round magazines, despite a model existing for 32 rounders.&lt;br /&gt;
[[File:IWI X95 9mm.jpg|thumb|none|450px|IWI X95 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I [[KRISS Vector]] is unlocked at rank 100. It has Diamondhead backup iron sights, a 2 round burst mode and a light grey frame and stock. Incorrectly, the charging handle slides completely backward when being cocked. In real life, it pivots to the side at a 90-degree angle and only slightly slides backward.&lt;br /&gt;
[[File:KRISS Vector.jpg|thumb|none|450px|KRISS USA Gen I Vector - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==M1928 Thompson==&lt;br /&gt;
An [[M1928 Thompson]] is unlocked at rank 121, referred to as &amp;quot;Tommy Gun&amp;quot;, with a 20 round magazine by default, the rear sight is that of the M1 Thompson and there is no Cutts compensator. The weapon has 5 unique attachments - the Lyman sights of the M1921, the M1928A1 handguard (which changes the name to &amp;quot;Thompson&amp;quot;), the 30 round magazine and the 50 round drum. The final attachment is a conversion to the &amp;quot;Annihilator&amp;quot; prototype, which makes the weapon fire at 1500 RPM. This conversion is called the &amp;quot;M1919 Conversion&amp;quot;, which is incorrect, as the M1919 did not fire this quickly. The &amp;quot;Typewriter&amp;quot; admin-only M1928 has the 100 round drum.&lt;br /&gt;
[[File:M1928.jpg|thumb|none|450px|M1928 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[Image:Colt 1921A Thompson.jpg|thumb|none|450px|Colt M1921A Thompson with 20-round magazine and no Cutts compensator - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==M3A1 &amp;quot;Grease Gun&amp;quot;==&lt;br /&gt;
A black [[M3A1 &amp;quot;Grease Gun&amp;quot;]] is unlocked at rank 71. While in the Test Place, it was grey, like the real weapon.&lt;br /&gt;
[[Image:Grease3 2.jpg|thumb|none|450px|M3A1 &amp;quot;Grease Gun&amp;quot; - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
The [[MAC-10]] is unlocked at rank 23, chambered in .45 ACP with 30 round M3A1 magazines. There is a 9x19mm conversion option, an extended stock and the Sionics Suppressor, as well as the [[TEC-9]] extended barrel, which makes the weapon appear as if it has come from ''[[Talk:Call_of_Duty:_Black_Ops_Cold_War#TEC-9_barrel_.26_shroud|BOCW]]''. Due to the small size, the player holds it like a pistol, with both hands on the grip. The alternate aim mode has the gun held sideways, &amp;quot;gangster&amp;quot; style. This is shared with every pistol except the Desert Eagles. When using optics, they are mounted on a raised rail, so as not to obstruct the bolt, and the angled grip attachment clips into the trigger.&lt;br /&gt;
&lt;br /&gt;
The reload sounds are the same as the Uzis above, which were partially taken from ''[[Call of Duty 4: Modern Warfare]]''.&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|350px|none|Ingram MAC-10 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Pfmac10-1.jpg|thumb|none|600px|The MAC-10 in the loadout menu.]]&lt;br /&gt;
[[Image:Ingram-mac10_new.jpg|thumb|350px|none|MAC-10 with Sionics two-stage suppressor - .45 ACP]]&lt;br /&gt;
[[Image:Ingram MAC 10.jpg|thumb|none|350px|MAC-10 with detachable barrel extension - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] is unlocked at rank 108.&lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|450px|MP40 with brown bakelite lower receiver - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] chambered in 9x19mm is unlocked at rank 105. It has the smooth magazine of the Bizon-1, and a correct 53 round capacity. The weapon has a 64 round 9x18mm conversion.&lt;br /&gt;
&lt;br /&gt;
The in-game description contains the quote &amp;quot;Kept ya waiting, huh?&amp;quot; which references a trademark line of the character Snake from the video game series ''[[Metal Gear]]''. It is also a nod to the long wait players had before this weapon was finally added to the game.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov. Image used to show the smooth magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-2000==&lt;br /&gt;
The [[PP-2000]] is unlocked at rank 42.&lt;br /&gt;
[[File:Pp-2000_1.jpg|thumb|none|450px|PP-2000 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] with the 71 round drum is unlocked at rank 92. Due to the barrel shroud, grips are mounted on the side of the drum magazine, which is plainly ridiculous. The 35 round magazine is unlockable as an attachment. Like the UMP-45, it reuses the reloading sounds from the ''MW2'' and ''CS:GO'' UMP-45, with the charging handle sound of the AK-12.&lt;br /&gt;
[[File:PPSH-01-SMG.jpg‎|thumb|none|450px|PPSh-41 with 71-round drum- 7.62x25mm Tokarev]]&lt;br /&gt;
&lt;br /&gt;
==Sa vz. 61 Skorpion==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] is unlocked at rank 87, classed as a machine pistol. Like the Micro Uzi, the extended stock attachment is unlocked by default. The stock also extends when using an attachment in the &amp;quot;Other&amp;quot; category, but it provides no statistical advantage. Ironsights from other weapons cannot be attached, and any optics are mounted on the barrel due to the upwards ejection of the Skorpion. It has a snake/ratshot conversion, which renames the weapon to &amp;quot;vz.61-E&amp;quot;. Weirdly, there is also a 50 round rubber pellets conversion.&lt;br /&gt;
[[File:CZ_Vz.61.jpg|thumb|none|350px|Sa vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
&lt;br /&gt;
===Sa vz. 82 Skorpion===&lt;br /&gt;
The 9x18mm Makarov conversion turns the weapon into the [[Sa. Vz. 82 Skorpion]], but it still has the wood pistol grip.&lt;br /&gt;
[[Image:Scorpion SA Vz 82.jpg|350px|thumb|none|Sa vz. 82 Skorpion - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==Sterling L2A3==&lt;br /&gt;
The [[Sterling L2A3]] is unlocked at rank 53, with a 34 round magazine. It incorrectly tracks a round in the chamber, despite not being a closed bolt gun in reality. The player uses the magazine as a grip, which could result in malfunctions and breakages in real life. When attaching the EOTech XPS2 sight, it is not mounted on a rail, instead it is attached via knockoff Spongebob-themed tape.&lt;br /&gt;
[[Image:Sterling-Mk-4.jpg|thumb|none|450px|Sterling L2A3 (Mk.4) - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] is unlocked at rank 80 and is called the &amp;quot;AUG A3 Para&amp;quot;. It has a Coyote Brown frame. It originally had a 25 round magazine, with a 32 round magazine attachment, but now the default magazine is the 32 rounder.&lt;br /&gt;
[[Image:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
All shotguns have access to alternate ammo types. 8-pellet buckshot is the default, while 8-dart flechette ammo, 6-pellet rubber pellet ammo, 16-pellet &amp;quot;birdshot&amp;quot; (16-pellet shotgun shells would actually be considered buckshot in reality) and slug rounds are all available as attachments. The pellet counts are the same as the ones stated here, unless specifically mentioned otherwise.&lt;br /&gt;
&lt;br /&gt;
==AA-12 CQB==&lt;br /&gt;
The [[AA-12|AA-12 CQB]] is unlocked at rank 112. It has access to a 20 round drum, but alternate ammo types cannot be used while using the drum. The model has brown patches on the trigger and handguard, and it lacks a trigger. It can be converted to semi-auto fire and a long rail mount is used when sights are equipped. However, the Generation 1 charging handle is used instead of the Gen 2 when certain optics are equipped. Due to this game's fairly realistic shotgun ranges (i.e. more than 3 feet), the 20 round full-auto AA-12 is one of the most overpowered weapons in the game. For whatever reason, you can nerf it yourself by making it semi-auto only with the correct attachment.&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|450px|none|MPS AA-12 CQB - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===AA-12===&lt;br /&gt;
The &amp;quot;Long Barrel&amp;quot; attachment turns the CQB into a regular-length [[AA-12]].&lt;br /&gt;
[[Image:AA12FullAutoShotGun.jpg|thumb|450px|none|MPS AA-12 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Beretta DT11==&lt;br /&gt;
The [[Over/Under Shotgun|Beretta DT11]] is unlocked at rank 133. As a competition shotgun focused almost exclusively on long-range engagements, the Beretta DT11 is one of the more unique shotguns available in-game due to its extremely tight choke and abnormally low damage per pellet. The player has access to a variety of modifications for the DT11, including sawn-off barrels of multiple lengths (which increase damage and spread while decreasing reload time), multiple types of stock to help manage recoil, and a few unique 12 gauge ammunition types available only to the DT11, including #000 Buckshot, which drastically increases damage and recoil while decreasing pellet count, a 3 1/2&amp;quot; shell, which significantly increases pellet velocity, and a bolo round, which has unique &amp;quot;damage rampup&amp;quot;, causing it to deal more damage the further it travels. Despite these advantages, the DT11, as a double-barreled shotgun, only has access to two rounds before it must be reloaded, which, coupled with its tight spread, demands precision from the player.&lt;br /&gt;
[[File:DT-11.jpg|thumb|none|450px|Beretta DT11 - 12 gauge]]&lt;br /&gt;
[[File:DT11 PhantomForces loadout.jpg|600px|thumb|none|The DT11 as it appears in Phantom Forces. Hey, this doesn't look like an Olympic target shooting match...]]&lt;br /&gt;
[[File:DT11 PhantomForces loadout shorty.jpg|600px|thumb|none|Ditto, with the weapon having been horrifically shortened. It's not like this is a $10,000 shotgun or anything.]]&lt;br /&gt;
[[File:DT11 PhantomForces hip.jpg|600px|thumb|none|The Beretta DT11, as seen from a first-person view. Who's ready to take down some clays?]]&lt;br /&gt;
[[File:DT11 PhantomForces ads1.jpg|600px|thumb|none|The DT11's iron sights, which are as expected from a competition shotgun; sleek and simple.]]&lt;br /&gt;
[[File:DT11 PhantomForces ads2.jpg|600px|thumb|none|The DT11's first alternate ADS mode, which it shares with other shotguns.]]&lt;br /&gt;
[[File:DT11 PhantomForces adsalt2.jpg|600px|thumb|none|The DT11's second alternate ADS mode. Wrong kind of double-barrel for that kind of work, buster, but you're on the right track.]]&lt;br /&gt;
[[File:DT11 PhantomForces inspect.jpg|600px|thumb|none|Inspecting the DT11 in-game.]]&lt;br /&gt;
[[File:DT11 PhantomForces reload1.jpg|600px|thumb|none|Ejecting a spent shell from the DT11, a process made simple by the weapon's automatic ejectors. Eat your heart out, Stevens.]]&lt;br /&gt;
[[File:DT11 PhantomForces reload2.jpg|600px|thumb|none|Replacing said shell with a fresh one, a process that the cube-handed player character performs with surprising dexterity.]]&lt;br /&gt;
[[File:DT11 PhantomForces sportingstock.jpg|600px|thumb|none|The DT11, when equipped with the &amp;quot;sporting stock&amp;quot; mod, becomes the DT11 ACS (All-Competition Shotgun).]]&lt;br /&gt;
[[File:DT11 PhantomForces olympianstock.jpg|600px|thumb|none|What was once a boring old Beretta DT11 becomes the flashy DT11 PRO when equipped with a recoil-absorbing &amp;quot;Olympian stock&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo USAS-12==&lt;br /&gt;
The [[Daewoo USAS-12]] is unlocked at rank 189.&lt;br /&gt;
[[File:USAS12.jpg|thumb|none|450px|Daewoo USAS-12 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;DBV12&amp;quot;==&lt;br /&gt;
The &amp;quot;DBV12&amp;quot; (DBV stands for &amp;quot;drobovik&amp;quot;, &amp;quot;shotgun&amp;quot; in Russian) is based on the prototype AK-12/76, a 12 gauge version of the prototype [[AK-12]] and is unlocked at rank 24. The &amp;quot;DBV12&amp;quot; in game is specifically based on the ''[[Battlefield 4]]'' weapon of the same name. Like the ''BF4'' weapon, the in-game weapon uses the standard AK-12 magwell, though actual AK-12/76 concept art from Izhmash showed it with an extended magazine well, which is reflected in the photoshopped mock-up below. The mock-up image also has a longer barrel than the &amp;quot;DBV12&amp;quot; in-game.&lt;br /&gt;
&lt;br /&gt;
Aside from the same 4 ammo types all shotguns have access to, the &amp;quot;DBV12&amp;quot; can be converted to fire .30-06 rounds, which makes the weapon full auto, and .410 bore shells, which make the weapon a 3 round burst. It has a 10 round magazine.&lt;br /&gt;
[[File:AK-12 shotgun.jpg|thumb|none|450px|Photoshopped mock-up of an AK-12/76 - 12 gauge]]&lt;br /&gt;
[[File:Pfdbv12-1.jpg|thumb|none|600px|The &amp;quot;DBV12&amp;quot; in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
The &amp;quot;Stevens DB&amp;quot; is unlocked at rank 81 and is based on the Stevens Model 355/330 hammerless [[double barreled shotgun]]s and fires 10 gauge shells. It has the ability to fire each barrel seperately, or both at the same time, just like the &amp;quot;Sawed Off&amp;quot;, and the player always fires the right barrel/back trigger first. Unlike the M79, the opening latch is not used when reloading before the barrels are broken open. All muzzle attachments require double the number of kills usually required to unlock them, due to the weapon having two barrels. No suppressors are available except for a homemade &amp;quot;Muffler&amp;quot; attachment. Additionally, all muzzle attachments except the compensator clip through each other.&lt;br /&gt;
&lt;br /&gt;
The stock has the word &amp;quot;BOOM&amp;quot; engraved into it in the same font as the ''[[Doom (VG)|DOOM]]'' logo, and the description states &amp;quot;It spells doom for whatever's in front of it&amp;quot;. These are both references to the Super Shotgun from ''DOOM II'', which was a sawed-off double barrel shotgun.&lt;br /&gt;
[[Image:Savage-Stevens-311-Shotgun.jpg|thumb|none|450px|Savage/Stevens 311A - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] is unlocked at rank 120 and it only fires in semi automatic mode unless you equip the &amp;quot;Pump-action&amp;quot; attachment. Like the vz. 61 Skorpion, the stock unfolds when using optics, but it provides no actual advantage unless the &amp;quot;Extended Stock&amp;quot; attachment is equipped. The &amp;quot;Full Stock&amp;quot; attachment gives it a solid, fixed stock. The reload animation incorrectly does not show the character using the carrier latch button, which must be depressed to load new shells. Like most videogames, the stock has a hole in it in order to use the sights when folded.&lt;br /&gt;
[[Image:Franchi-SPAS12.jpg|thumb|450px|none|Franchi SPAS-12 with stock folded - 12 gauge]]&lt;br /&gt;
[[Image:Spas12_fixed.jpg|thumb|none|450px|Franchi SPAS-12 with fixed stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
A green [[Kel-Tec KSG]] is unlocked at rank 1, called &amp;quot;KSG-12&amp;quot;. Like most videogames, the tube selector is not used when reloading, so the game treats the dual magazines as one magazine tube.&lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:Pfksg-1.jpg|thumb|none|600px|The KSG in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec KSG-25===&lt;br /&gt;
The KSG can be converted to the KSG-25 with the &amp;quot;KSG-25 Conversion&amp;quot;, giving the weapon a 24+1 capacity and a longer barrel.&lt;br /&gt;
[[File:KSG25.jpg|thumb|none|450px|Kel-Tec KSG-25 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==KS-23M==&lt;br /&gt;
The [[KS-23M]] is unlocked at rank 56. Firing massive 23x75mmR shotgun shells and featuring a tight choke with high damage at range, the KS-23M can vanquish enemies further out than most other shotguns at the cost of a low magazine size (3+1) and slow handling in close-quarters. In typical ''Phantom Forces'' fashion, the shotgun's wire stock can be removed and a longer barrel can be fitted. The KS-23M also features an abnormally large assortment of unique ammunition modifications, including &lt;br /&gt;
*Shrapnel-25 shells, which increase pellet velocity and decrease both spread and individual pellet damage &lt;br /&gt;
*Volna-R, which fires a single large rubber slug that instantly kills at close range but has high drop-off &lt;br /&gt;
*Barrikada, a dense metal slug with high velocity and penetration&lt;br /&gt;
*A single-shot harpoon conversion, which offers a one-hit kill at any range at the cost of a long reload after each shot &lt;br /&gt;
*A 4 gauge conversion, which vastly increases the weapon's damage but slows its reload time (and changes the weapon's name to TOZ-123) &lt;br /&gt;
The pumping sound used in-game is the same as ''[[Black Mesa]]'''s SPAS-12.&lt;br /&gt;
[[File:KS23.JPG|thumb|none|450px|KS-23M - 23x75mmR]]&lt;br /&gt;
[[File:KS23M PhantomForces loadout.jpg|600px|thumb|none|The KS-23M as it appears in the game's loadout menu.]]&lt;br /&gt;
[[File:KS23M PhantomForces hip.jpg|600px|thumb|none|The KS-23M held at the player's hip. When holding a shotgun this large, the whole world seems to hold its breath.]]&lt;br /&gt;
[[File:KS23M PhantomForces ads1.jpg|600px|thumb|none|The simple, if unobtrusive, iron sights of the KS-23M.]]&lt;br /&gt;
[[File:KS23M PhantomForces ads2.jpg|600px|thumb|none|The first alternate ADS view for the KS-23M.]]&lt;br /&gt;
[[File:KS23M PhantomForces ads3.jpg|600px|thumb|none|The second alternate ADS view for the KS-23M, with a side of DOOM. If only reloading this beast was as simple as racking the fore repeatedly.]]&lt;br /&gt;
[[File:KS23M PhantomForces inspect1.jpg|600px|thumb|none|Inspecting the KS-23M in-game.]]&lt;br /&gt;
[[File:KS23M PhantomForces inspect2.jpg|600px|thumb|none|Ditto, followed by a celebratory pump of the fore.]]&lt;br /&gt;
[[File:KS23M PhantomForces reload.jpg|600px|thumb|none|The player feeds a massive 23x75mmR shell into the KS-23M.]]&lt;br /&gt;
[[File:KS23M PhantomForces firing.jpg|600px|thumb|none|After firing the KS-23M, the player racks the pump to chamber the next round. Surprising, I'm sure.]]&lt;br /&gt;
&lt;br /&gt;
===KS-23===&lt;br /&gt;
The &amp;quot;Full Stock&amp;quot; attachment turns the weapon into a [[KS-23]].&lt;br /&gt;
[[File:Ks23-1.jpg|thumb|none|450px|KS-23 - 23x75mmR]]&lt;br /&gt;
[[File:KS23 PhantomForces loadout.jpg|600px|thumb|none|Equipping the KS-23M with the full stock attachment and so-called sporting barrel transforms it into the full-length KS-23.]]&lt;br /&gt;
[[File:KS23 PhantomForces hip.jpg|600px|thumb|none|The KS-23 with its extra-long sporting barrel, as seen from a first-person perspective. Clay pigeons everywhere are quaking in their boots.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Express Tactical Magpul==&lt;br /&gt;
The [[Remington 870]] is unlocked at rank 11, fitted with Magpul furniture, ring ironsights and a 6 round tube. The furniture is white, but it was previously green and in the beta it was grey.&lt;br /&gt;
[[File:870 Express Magpul.jpg|thumb|none|450px|Remington 870 Express Tactical Magpul - 12 gauge]]&lt;br /&gt;
[[File:Pf870-1.jpg|thumb|none|600px|The 870 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga-12K==&lt;br /&gt;
The [[Saiga-12K]], simply called Saiga-12, is unlocked at rank 63. It is modelled with a 5 round magazine, despite holding 8+1 in-game. It can be converted to fire in full-auto. It also has numerous ammunition conversions:&lt;br /&gt;
*Saiga-223 (.223 Remington), fires in full-auto,&lt;br /&gt;
*Saiga-308 (.308 Winchester/7.62x51mm NATO), fires in full-auto,&lt;br /&gt;
*Saiga-762 (7.62x39mm), fires in full-auto,&lt;br /&gt;
*Saiga-96 (9.6x53mm Lancaster), fires in semi-auto at 70 RPM,&lt;br /&gt;
*Saiga-9 (9x19mm Parabellum), fires in full-auto.&lt;br /&gt;
[[File:Saiga 12K.jpg|thumb|none|450px|Saiga-12K - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Saiga-12U&amp;quot;===&lt;br /&gt;
The &amp;quot;Saiga-12U&amp;quot; is a custom secondary shotgun in the &amp;quot;Other&amp;quot; category and unlocked at rank 95. It has a 2+1 round capacity, which can be extended to 5+1. It can also be modified to fire in full-auto, just like the regular Saiga-12.&lt;br /&gt;
&lt;br /&gt;
The Saiga-12U greatly resembles the modified Saiga-12K seen in ''[[Gamer]]'', ''[[The Expendables]]'', and ''[[Drive Angry]]'', though with a 2-round box magazine instead of a 20-round drum for obvious reasons.&lt;br /&gt;
&lt;br /&gt;
==Sawed-Off Double Barrel Shotgun==&lt;br /&gt;
Unlocked at rank 90 is the &amp;quot;Sawed Off&amp;quot;, a traditional side-by-side [[Sawed-Off Double Barrel Shotgun]]. It uses the same model as the Stevens Double Barrel seen above, but with the barrels cut down. It is in the &amp;quot;Other&amp;quot; secondary class. It has the ability to fire each barrel seperately, or both at the same time, just like the Stevens, and the player always fires the right barrel/back trigger first. All muzzle attachments require double the number of kills usually required to unlock the,, due to the weapon having two barrels. No suppressors are available except for a homemade &amp;quot;Muffler&amp;quot; attachment. Additionally, all muzzle attachments except the compensator clip through each other.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Boom Stock&amp;quot; attachment gives the weapon a stock, which, like the Stevens, has the word &amp;quot;BOOM&amp;quot; written in the same from as the ''DOOM'' logo. This is another reference to the Super Shotgun from ''DOOM II''.&lt;br /&gt;
[[Image:SS311A sawed-off-2.jpg|thumb|none|450px|'''Photoshopped''' Sawed-off Savage/Stevens 311A - 12 gauge]]&lt;br /&gt;
[[File:Sawed-off Stevens 1960s SBS.jpg|thumb|none|450px|Stevens SBS shotgun with sawn-off barrels - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Serbu Super Shorty==&lt;br /&gt;
The [[Serbu Super Shorty]] is unlocked at rank 36 as the first &amp;quot;Other&amp;quot; category sidearm, referred to as the &amp;quot;Super Shorty&amp;quot;; however, it was originally referred to as the &amp;quot;Serbu Shotgun&amp;quot;. It is a shortened Remington 870, which the description correctly states. It has a vertical grip, but no access to underbarrel attachments. It also has a 2+1 capacity and has no rear sight, just a front bead sight.&lt;br /&gt;
[[Image:Super Shorty (870).jpg|thumb|none|450px|Serbu Super Shorty Shotgun made from a Remington 870 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==AK-12==&lt;br /&gt;
The 2012 prototype [[AK-12]] is unlocked by default. Like virtually every AK rifle variant in the game, it is shorter than the M16A3/4 rifles, despite being longer than it in real life.&lt;br /&gt;
[[File:Ak-12.jpg|thumb|none|450px|AK-12, 2012 prototype - 5.45x39mm]]&lt;br /&gt;
[[File:Pfak12-1.jpg|thumb|none|600px|The AK-12 in the loadout menu. Note the selector pointed as safe; this doesn't change when the fire mode is switched.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74N==&lt;br /&gt;
The [[AK-74]]N is unlocked at rank 74. It has the smooth top cover of the later AK-74M version.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Collapsible Stock&amp;quot; attachment gives it the stock of the East German [[MPi-KM-72]].&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] is unlocked at rank 103. It has the 3-round-burst mode of the AK-103-2 and the railed dust cover of the AK-103M.&lt;br /&gt;
[[Image:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-101===&lt;br /&gt;
The 5.56 Conversion converts the weapon and changes its name to the [[AK-101]].&lt;br /&gt;
[[File:AK101.jpg|thumb|none|450px|AK-101 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-109===&lt;br /&gt;
The &amp;quot;BARS Barrel&amp;quot; converts the weapon and changes its name to the [[AK-109]].&lt;br /&gt;
[[File:AK-109.jpg|thumb|none|450px|AK-109 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-108===&lt;br /&gt;
The combination of the &amp;quot;BARS Barrel&amp;quot; and the 5.56 Conversion converts the weapon and changes its name to the [[AK-108]].&lt;br /&gt;
[[File:AK-108.jpg|thumb|none|450px|AK-108 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] is unlocked at rank 94. The &amp;quot;Collapsible Stock&amp;quot; uses the same stock as the East German [[MPi-KM-72]].&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;AK47&amp;quot;===&lt;br /&gt;
The &amp;quot;AK47&amp;quot; is unlocked at rank 47. It is not an actual [[AK-47]], as it has the AKM's stamped receiver, with its only AK-47-like characteristics being the handguard, pistol grip, dust cover, and the lack of a muzzle brake. Additionally, it has the [[AK-74]]N's dovetail mount, as opposed to the earlier style used with the AKN.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:TypeIII AK47.jpg|thumb|450px|none|Type 3 AK-47 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
====AKMS====&lt;br /&gt;
Equipping the &amp;quot;Collapsible Stock&amp;quot; attachment on the &amp;quot;AK47&amp;quot; turns it into an [[AKMS]], although still retaining the various AK-47 elements.&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:DeactivatedAKS(1954-59).jpg|thumb|none|450px|Type 3 AKS-47 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===VPO-209===&lt;br /&gt;
Using the .366 TKM conversion changes the weapon to the VPO-209, which also changes the name correctly in-game too. This is available on both the AKM and &amp;quot;AK47&amp;quot;. This allows usage of slugs and birdshot ammo types.&lt;br /&gt;
[[File:Vpo-209.jpg|thumb|450px|none|VPO-209 - .366 TKM]]&lt;br /&gt;
&lt;br /&gt;
==AN-94==&lt;br /&gt;
The [[AN-94]] is unlocked at rank 10. The barrel correctly reciprocates backwards when firing, but equipping any barrel attachments stops this animation from occurring. Like most guns in the game, it has the correct firerate - 1,800 RPM in hyperburst mode and 600 RPM in full-auto; the first two shots on full-auto are also fired at the same rate as the burst.&lt;br /&gt;
[[file:An94-1.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:Pfan94-1.jpg|thumb|none|600px|The AN-94 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] is unlocked at rank 15. It used to (incorrectly) be classed as a PDW, but update 0.9.0 moved it to the Assault Rifles category.&lt;br /&gt;
&lt;br /&gt;
The weapon has a 20 round magazine by default, but a 30 rounder is available, as well as the &amp;quot;Suppressor.. ?&amp;quot; attachment, which is the only barrel attachment. In-game, it doesn't do anything apart from pitch up the noise of your shots, and it is nonsensically attached to the end of the integral suppressor. It is modelled after the PBS-1.&lt;br /&gt;
[[Image:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:Pfasval-1.jpg|thumb|none|600px|The AS Val in the menu.]]&lt;br /&gt;
[[File:Pfasval-2.jpg|thumb|none|600px|The rifle in first-person.]]&lt;br /&gt;
[[File:Pfasval-3.jpg|thumb|none|600px|Inspecting the left side...]]&lt;br /&gt;
[[File:Pfasval-4.jpg|thumb|none|600px|...and the right.]]&lt;br /&gt;
[[File:Pfasval-5.jpg|thumb|none|600px|Aiming using the glow sights.]]&lt;br /&gt;
[[File:Pfasval-6.jpg|thumb|none|600px|Changing the fire mode; the player character appears to incorrectly use the AK-style safety switch to do this, whereas the fire selector is actually located inside the trigger guard.]]&lt;br /&gt;
[[File:Pfasval-7.jpg|thumb|none|600px|Firing.]]&lt;br /&gt;
[[File:Pfasval-8.jpg|thumb|none|600px|Knocking out the empty magazine with another empty magazine...]]&lt;br /&gt;
[[File:Pfasval-9.jpg|thumb|none|600px|...loading it in...]]&lt;br /&gt;
[[File:Pfasval-10.jpg|thumb|none|600px|...and chambering a round.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K2==&lt;br /&gt;
The [[Daewoo K2]] is unlocked at rank 42.&lt;br /&gt;
[[Image:Daewoo-K2.jpg|thumb|none|450px|Daewoo K2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:PF-K2-menu.jpg|thumb|none|600px|The K2 in the menu.]]&lt;br /&gt;
[[Image:PF-K2-folded-menu.jpg|thumb|none|600px|Previewing a K2 with the stock folded.]]&lt;br /&gt;
&lt;br /&gt;
==Diemaco/Colt Canada C7A2==&lt;br /&gt;
The [[Diemaco/Colt Canada C7A2]] is unlocked at rank 128, with an ambi charging handle, which comes as standard on the real weapon. It was originally in the Alpha, but was removed and added into the full game much later. The description reflects this (&amp;quot;This gun reminds you of a simpler time&amp;quot;), but it also incorrectly states that the C7A2 has an integrated optic, referring to the C79. It is not integrated, and can be removed, which it is in-game, the rifle using its back-up iron sights instead.&lt;br /&gt;
&lt;br /&gt;
Two ammo conversions are available, the &amp;quot;CNC .45 Conversion&amp;quot; and the &amp;quot;AR 7.62x39mm Conversion&amp;quot;, the latter of which reduces ammo capacity to 20+1.&lt;br /&gt;
&lt;br /&gt;
When using the &amp;quot;Long Barrel&amp;quot; attachment, it uses the handguard and barrel from the [[Diemaco/Colt Canada C7/C7A1 LSW]], though it does not have the built-in grip. When this barrel is equipped, the whizz and crack sounds play for enemies you are firing at, which is usually a trait reserved for a few machine guns and sniper rifles.&lt;br /&gt;
[[File:C7a2.jpg|thumb|none|450px|Colt Canada C7A2 with ELCAN scope and backup iron sight - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS G1==&lt;br /&gt;
The [[FAMAS G1]] is unlocked at rank 45, incorrectly called the F1. The previous model used a STANAG magazine and was called the G2, but this was still incorrect as it had the F1-style magazine well. This rifle has the correct 25 round magazine of the F1 and G1.&lt;br /&gt;
&lt;br /&gt;
The bipod is functionally useless, however it deploys when the &amp;quot;Long Barrel (AR)&amp;quot; attachment is used.&lt;br /&gt;
[[File:FAMAS G1.jpg|thumb|none|450px|FAMAS G1 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS G2===&lt;br /&gt;
The weapon can be turned into a [[FAMAS G2]] with the &amp;quot;G2 Conversion&amp;quot;, which gives the rifle the ability to use STANAG magazines.&lt;br /&gt;
[[File:Famas g2.jpg|thumb|none|450px|FAMAS G2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS Valorisé===&lt;br /&gt;
Attaching any scope turns the model into a [[FAMAS Valorisé]], apart from the trigger guard of the G-series rifles.&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|450px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PF-Famas-optic.jpg|thumb|none|600px|The Valorisé as seen in the menus with an EOTech XPS2.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] is unlocked at rank 16. It features a 9mm conversion, which uses a 32 round Uzi magazine.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[Image:FN SCAR-L (Standard).jpg|thumb|450px|none|Third Generation FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:PF-Scarl-menu.jpg|thumb|600px|none|The SCAR-L in the menu.]]&lt;br /&gt;
[[Image:PF-Scarl-att-menu.jpg|thumb|600px|none|Previewing a long-barrelled SCAR-L with no stock, a PM II scope and the 9mm Uzi magazine conversion, stated to be done by Big Woods MFG.]]&lt;br /&gt;
[[Image:PF-Scarl-short-menu.jpg|thumb|600px|none|Previewing a short-barrelled SCAR-L with a folded stock.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G11 K2==&lt;br /&gt;
The German wonder weapon, the [[Heckler &amp;amp; Koch G11]], is unlocked at rank 211, which reflects the name of the weapon, combining and rearranging the 2 from K2 and the 11 from G11. The weapon is the only caseless weapon in-game and appropriately does not eject spent casings when firing. It has back-up ironsights instead of the integral scope by default, although the scope is an attachment option. The irons are AAC flip up ironsights that are also used on the [[AAC Honey Badger]]. It correctly fires at 2,100 RPM in burst, and 460 RPM in auto.&lt;br /&gt;
&lt;br /&gt;
The description (&amp;quot;Wait a minute, this is the future. Where are all the phaser guns?&amp;quot;) references the movie ''[[Demolition Man]]''.&lt;br /&gt;
&lt;br /&gt;
The weapon uses the same reload sounds as the [[P90]] above. It also has two magazines as part of the model either side of the magazine that is currently being used, but these are just part of the model and are unusable. The magazine does not reciprocate when firing, which is incorrect.&lt;br /&gt;
[[File:G11K2 left.jpg|thumb|none|450px|Heckler &amp;amp; Koch G11 K2 - 4.73x33mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36]] is unlocked at rank 25. It has the export version of the rail top carry handle, rather then the G36C version, which is more common in videogames. The &amp;quot;Hendsoldt 3x Optic&amp;quot; adds back the ZF 3x4° sight, although it is missing the top 1x reflex. As long as some sort of optic is present on the weapon, the 3x will appear, and you can use it by pressing the alternate aim button.&lt;br /&gt;
[[File:HKG36.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36 with ZF 3x4° dual optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:G36C with STANAG mag adaptor.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C with a STANAG mag adaptor - 5.56x45mm NATO. Image used to show export variant of the rail top carry handle.]]&lt;br /&gt;
[[File:Pfg36-1.jpg|thumb|none|600px|The G36 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;MG36&amp;quot;===&lt;br /&gt;
The G36 makes another appearance, masquerading as the [[Heckler &amp;amp; Koch MG36]]. The weapon has the Beta-C drums and bipod of the MG36, but the bipod is unusable, like other weapons with a bipod by default. Like all G36 variants in the game, it has the export variant of the rail top carry handle. The weapon is unlocked at rank 33.&lt;br /&gt;
&lt;br /&gt;
As a LSW, it is in the LMG section.&lt;br /&gt;
[[File:G36 CMag.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36 with bipod handguard and C-Mag, visually identical to the real MG36 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:G36C with STANAG mag adaptor.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C with a STANAG mag adaptor - 5.56x45mm. Image used to show export variant of the rail top carry handle]]&lt;br /&gt;
[[File:Pfmg36-1.jpg|thumb|none|600px|The faux MG36 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36K]] is unlocked at rank 6 and is incorrectly classed as a carbine - while it does have a shorter barrel than the standard G36, it is not short enough to be considered a carbine. Like all G36 variants in the game, it has the export variant of the rail top carry handle.&lt;br /&gt;
&lt;br /&gt;
It has access to a .300 Blackout conversion, which is fictional.&lt;br /&gt;
[[File:G36K-Export.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with export optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:G36C with STANAG mag adaptor.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C with a STANAG mag adaptor - 5.56x45mm NATO. Image used to show export variant of the rail top carry handle]]&lt;br /&gt;
[[File:Pfg36k-1.jpg|thumb|none|600px|The G36K in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416A5]] is unlocked at rank 62 and is known simply as the HK416. It has a different reload compared to the rest of the AR-15 family, with the magazine knocked out by flicking the rifle to the right.&lt;br /&gt;
&lt;br /&gt;
It has access to a .300 Blackout conversion, along with a &amp;quot;Full Stock&amp;quot; and &amp;quot;Long Barrel (AR)&amp;quot; attachment.&lt;br /&gt;
[[Image:HK416 A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416A5 with 14.5&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Howa Type 20==&lt;br /&gt;
The [[Howa Type 20]] is unlocked at rank 37.&lt;br /&gt;
[[File:Type 20 with riflescope and grippod.jpg|thumb|none|450px|Howa Type 20 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==L85A2==&lt;br /&gt;
The [[L85A2]] is unlocked at rank 55. It has access to the [[L123A2 grenade launcher]], which is a unique trait of this rifle.&lt;br /&gt;
[[File:L85A2Iron.jpg|thumb|none|450px|L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:L85A1 with L123 GL.jpg|thumb|450px|none|L85A1 with SUSAT scope and L123 grenade launcher - 5.56x45mm NATO &amp;amp; 40x46mm grenade]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
The [[M16A4]] is unlocked at rank 22, depicted with a KAC handguard without rail covers. Its bolt does not lock back when empty and the selector is set to safe. It also has the inaccurate ability to fire the remaining bullets in a burst when the player is not pulling on the trigger - the cam mechanism of the M16A4 requires the trigger to be depressed to fire. If the trigger is lifted mid-burst, the remaining rounds are fired in the next burst e.g. two bullets are fired before the trigger is released, the next trigger pull would only fire one bullet because the mechanism has not reset.&lt;br /&gt;
&lt;br /&gt;
A 7.62x39mm conversion is available, along with various barrel and stock attachments.&lt;br /&gt;
[[File:M16A4Standard.jpg|thumb|none|450px|M16A4 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A4 Grippod.jpg|thumb|none|450px|M16A4 MWS with ACOG and grippod - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PF-M16a2-menu.jpg|thumb|none|600px|The M16A4 in the menu. Note the selector pointed towards safe; this happens on most AR variants in the game.]]&lt;br /&gt;
[[File:PF-M16a2-att-menu.jpg|thumb|none|600px|Previewing a modified M16A4 with C7-style ironsights, a 2nd Gen collapsible stock and a short barrel. Note the top rail cover is now missing.]]&lt;br /&gt;
[[File:PF-M16a2-762-menu.jpg|thumb|none|600px|Previewing an M16A4 with the 7.62x39mm conversion, stated to use Grendel magazines, though in practise they are black recolours of the default STANAG magazines. This weapon also has the buttstock removed.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;M16A3&amp;quot;===&lt;br /&gt;
The &amp;quot;M16A3&amp;quot; is unlocked at rank 33, using the exact same model as the A4 (hence why it is listed as a variant of the A4). In gameplay however, it is a separate weapon, firing in full-auto instead of 3 round bursts. The &amp;quot;M16A3&amp;quot; uses all the same attachments and modelling errors as the A4.&lt;br /&gt;
[[File:PF-M16a3-menu.jpg|thumb|none|600px|The M16A3 in the menu.]]&lt;br /&gt;
[[Image:PF-M16a3-att-menu.jpg|thumb|600px|none|Previewing an M16A3 with an A2 pistol grip mounted on a swivelling mount as a makeshift folding foregrip, along with a 2nd Gen collapsing stock in the collapsed position.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1==&lt;br /&gt;
The [[Steyr AUG A1]] is unlocked at rank 20, with the lowest firerate of all AUG rifles. It has the Swarvoski scope by default, which is also an attachment option, meaning two Swarvoski scopes can be used at once on the AUG A1. Toggling the aim type changes from the Swarvoski optic and either the back-up iron sights atop the optic, or the optical attachment mounted on top of the default optic. When optics are used, they are placed above the scope on a Picatinny rail (which resembles the [https://www.clawgear.com/en/AUG-Modular-Scope-Mount-Black-20114en1555 Clawgear AUG Modular Scope Mount]). Underbarrel grips replace the folding grip with a tri-rail setup.&lt;br /&gt;
[[Image:Steyr-AUG.jpg|thumb|450px|none|Steyr AUG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfauga1-1.jpg|thumb|none|600px|The AUG A1 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG Para===&lt;br /&gt;
Equipping the 9mm conversion renames the weapon to &amp;quot;AUG A1 Para&amp;quot; and makes it resemble [[Steyr AUG Para|the weapon of the same name]], minus the shorter barrel, which can be approximated in appearance with the &amp;quot;Short Barrel&amp;quot; attachment.&lt;br /&gt;
[[Image:AUG 9mm 03.jpg|thumb|none|450px|Steyr AUG Para - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] is unlocked at rank 39, with the rail of the Special Receiver version. Despite all AUG variants being the same in real life, the A2 in in-game is in-between the firerate of the A1 and A3.&lt;br /&gt;
[[Image:AUG A2 16.jpg|thumb|none|450px|Steyr AUG A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:SteyrAUGSR.jpg|thumb|none|450px|Steyr AUG Special Receiver - 5.56x45mm NATO. Image used to show the Picatinny rail.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]], with a Coyote Brown finish, is unlocked at rank 52. It has the highest firerate of the AUG rifles. It is missing the bolt release on the model.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[StG-44]] is unlocked at rank 144. The floorplate of the magazine is missing, and optics will wobble when attached. The weapon has an odd 5.56x45mm conversion.&lt;br /&gt;
[[Image:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
&lt;br /&gt;
==Tavor TAR-21==&lt;br /&gt;
The [[TAR-21]] is unlocked at rank 111. It can be modified to fire &amp;quot;Duplex&amp;quot; rounds, which shoot two bullets in one casing.&lt;br /&gt;
[[File:TAR21 Flattop.jpg|thumb|none|450px|IWI Tavor TAR-21 Flat Top - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===Tavor CTAR-21===&lt;br /&gt;
The &amp;quot;CTAR Barrel&amp;quot; attachment renames the weapon to the [[CTAR-21]].&lt;br /&gt;
[[File:CTAR Flattop.jpg|thumb|none|450px|IWI Tavor CTAR-21 Flat Top - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Type 88-2==&lt;br /&gt;
The super-rare North Korean [[Type 88-2]] is unlocked at rank 122. The default configuration of the rifle has it equipped with its infamous helical magazine, but they only hold 75 rounds instead of the reported 150, likely for gameplay balance, although nobody really knows how many rounds it holds, or if it is even a functional magazine. It is correctly depicted with the ribbed dust cover and proprietary overfolding stock, needed because standard AK side- or under-folding stocks would not work with the bulky helical magazine. The helical magazine can be swapped out for a 30-round magazine with the &amp;quot;Regular Mag&amp;quot; attachment.&lt;br /&gt;
[[File:Type_98-2.jpg|thumb|none|450px|Type 88-2 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===Type 88===&lt;br /&gt;
The combination of the &amp;quot;Regular Mag&amp;quot; and &amp;quot;Full Stock&amp;quot; attachment turns the weapon into the [[Type 88 assault rifle|Type 88]].&lt;br /&gt;
[[File:Type_88.jpg|thumb|none|450px|Type 88 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===Type 58===&lt;br /&gt;
Equipping the 7.62x39mm conversion turns the weapon into the [[AK-47|Type 58]].&lt;br /&gt;
[[File:Type58AK.jpg|thumb|450px|none|Type 58 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
==AG-3F2==&lt;br /&gt;
The [[G3|AG-3F2]], a modernised version of Norway's AG-3 rifle, is unlocked at rank 76. It incorrectly uses the AG-3 name.&lt;br /&gt;
[[File:AG-3F2.jpg|thumb|none|450px|AG-3F2 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AK12BR&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;AK12BR&amp;quot; is unlocked at rank 44. It's an odd weapon, chambered in 7.62x54mmR and utilising the same Balanced Recoil system from the [[AEK-971]] and other weapons, which is what the &amp;quot;BR&amp;quot; in the name stands for (not &amp;quot;Battle Rifle&amp;quot; as you might assume). The Balanced Recoil system is housed in a fictional housing that matches the colour and material of the main receiver, and it also comes with a Picatinny rail on top. It has a 20 round curved magazine, although before an update it used a 30 round 5.45x39mm magazine like the regular [[AK-12]], which somehow held 7.62x39mm. This made the weapon technically an assault rifle, but following feedback the developers changed the weapon to the bigger cartridge and smaller magazine. The developers state they included it as a battle rifle despite being an assault rifle in its original form because there were not enough battle rifles in the game.&lt;br /&gt;
[[File:Ak-12 7.62x51mm.jpg|thumb|none|450px|AK-12 - 7.62x51mm NATO (photoshopped)]]&lt;br /&gt;
[[Image:Ak107-2.jpg|thumb|none|450px|AK-107 with experimental 60-round magazine - 5.45x39mm. Image used to show the Balanced Recoil system]]&lt;br /&gt;
&lt;br /&gt;
==Alexander Arms .50 Beowulf EBR==&lt;br /&gt;
The [[Alexander Arms .50 Beowulf]] Entry Complete Rifle (abbreviated as &amp;quot;Beowulf ECR&amp;quot;) is a battle rifle unlocked at rank 21. It features a flat-top receiver, a 16.5&amp;quot; (42cm) barrel, and a standard Picatinny railed gas block. The rifle is sold standard with black furniture. Additionally, the weapon in-game is modified with Mangonel Flip-Up Sights. It can be modified to fire in three round bursts, which means it fires 3 bursts of 3, then a burst of either 1 or 2, depending if there is a round in the chamber or not, due to its 10 round magazine.&lt;br /&gt;
[[Image:AA Beowulf.jpg|thumb|none|450px|Alexander Arms .50 Beowulf - .50 Beowulf]]&lt;br /&gt;
[[File:Pfecr-1.jpg|thumb|none|600px|The ECR in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Alexander Arms .50 Beowulf TCR==&lt;br /&gt;
The [[Alexander Arms .50 Beowulf]] Tactical Complete Rifle (abbreviated to &amp;quot;Beowulf TCR&amp;quot; in-game) is listed as a designated marksman rifle in-game, unlocked at rank 70. This variant of Alexander Arms' Beowulf rifles features a flat-top receiver, 16.5&amp;quot; (42 cm) barrel, a low-profile gas block, Manticore Arms Transformer Rail handguard, B5 Systems SOPMOD BRAVO Collapsible Stock, and an upgraded trigger. The rifle in-game is shown with other upgrades purchasable for the TCR, such as an FDE Cerakote finish, FRAG grip panels and KeyMod panels, and the Tank Muzzle Brake. This muzzle brake is never removed and any muzzle attachment is mounted inside of it, like similar weapons with default muzzle brakes, like the [[Serbu BFG-50]]. It also has the same Diamondhead sights as a few other weapons in the game, notably the KRISS Vector. Finally, a 5.56x45mm conversion is available, which makes the rifle weaker but triples ammo capacity from 10 to 30 and fires twice as fast, 800 RPM instead of 400.&lt;br /&gt;
[[File:AA Beowulf Tactical.jpg|thumb|none|450px|Alexander Arms .50 Beowulf Tactical - .50 Beowulf]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 SPR==&lt;br /&gt;
A heavily customised FAL rifle most closely resembling the [[DSA SA58 Special Purpose Rifle|SA58 SPR]] is unlocked at rank 78. It features a full sized, 21-inch barrel FAL with a blue handguard without the top rail, an M16 pistol grip,  a different customised stock and standard FAL iron sights compared to the real SA58 SPR. It also has standard FAL 20 round magazines instead of the 10 round magazines seen on the reference photo below. It is classed as a DMR in-game.&lt;br /&gt;
[[Image:DSA SA58 SPR.jpg|thumb|none|450px|DSA SA58 Special Purpose Rifle - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL 50.00==&lt;br /&gt;
The [[FN FAL 50.00]] is unlocked at rank 107, as a select-fire battle rifle with a 20 round magazine. It can be converted to fire .45 ACP for some odd reason, which uses a 50 round drum.&lt;br /&gt;
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FAL Para Shorty&amp;quot;===&lt;br /&gt;
A custom short FAL rifle called the &amp;quot;FAL Para Shorty&amp;quot; is unlocked at rank 98, classed as a PDW/SMG. It is an odd weapon, with a folded FAL paratrooper stock, an [[MP5K]] grip and handguard and an extremely short barrel. The MP5K grip is a different colour to the rest of the weapon, implying it was taken from an MP5K and attached to the weapon. The end result bears a resemblance to the compact FAL from the movie ''[[The Wild Geese]]'', which might have been the inspiration for this weapon. It is select-fire in-game.&lt;br /&gt;
&lt;br /&gt;
The sprinting animation uses the same animations as the pistols and the MAC-10. During its time in the Test Place, it was classed as a carbine instead of a PDW/SMG.&lt;br /&gt;
[[File:L1A1 Wild Geese custom.jpg|thumb|none|450px|'''Photoshopped''' Custom shortened L1A1 SLR (Self Loading Rifle) as used in ''[[The Wild Geese]]'' - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:MP5KA3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5K with Navy trigger group - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
A grey [[SCAR-H]] is unlocked at rank 30. It has a 30 round 7.62x39mm conversion and the same firing sounds as the lower caliber SCAR-L.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfscarh-1.jpg|thumb|none|600px|The SCAR-H in the loadout ment.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3==&lt;br /&gt;
The [[G3A3]] is unlocked at rank 59, simply called the &amp;quot;G3&amp;quot;.&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417==&lt;br /&gt;
The [[HK417]] is unlocked at rank 78, correctly depicted as select-fire and classed as a battle rifle.&lt;br /&gt;
[[Image:HK417 16.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK417 with 16&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==IMBEL M964 A1 ParaFAL==&lt;br /&gt;
The [[IMBEL M964 A1 ParaFAL]] is unlocked at rank 89, incorrectly referred to as the &amp;quot;FAL 50.63 Para&amp;quot;; it has neither the correct barrel length, charging handle, or stock of that version. It is incorrectly classed as a carbine, although it was correctly classed as a battle rifle before an update; it also used to be correctly called the &amp;quot;PARA FAL&amp;quot;. It features the same 50 round .45 ACP conversion, as well as a 5.56x45mm conversion, which makes the weapon resemble the [[FN FNC]], albeit with a standard FAL handguard.&lt;br /&gt;
[[File:7.62 M964 A1 PARAFAL.jpg|thumb|none|450px|IMBEL M964 A1 MD-1 ParaFAL - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] is unlocked at rank 2, depicted (rarely, for a video-game) as select-fire, boasting a firerate of 750 RPM. The weapon features a 6.5mm Creedmoor conversion, which increases the magazine size from 20 to 30.&lt;br /&gt;
[[Image:M14Rifle.jpg|thumb|none|450px|M14 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfm14-1.jpg|thumb|none|600px|The M14 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==MC51SD==&lt;br /&gt;
An integrally suppressed version of the HK51, the [[MC51SD]] is unlocked at rank 86 and is incorrectly classed as a carbine instead of a battle rifle. It has a longer barrel than the real MC51SD, akin to the [[Heckler &amp;amp; Koch G3KA4]]. The stock can be used with the &amp;quot;Retractable Stock&amp;quot; attachment, which, confusingly, extends the stock.&lt;br /&gt;
[[File:MC51SD.jpg|thumb|450px|none|MC51SD - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Ohio Ordnance HCAR==&lt;br /&gt;
The [[Ohio Ordnance HCAR]] was added in October 2023 as part of update 9.0.3 and is unlocked at rank 181.&lt;br /&gt;
[[File:HCAR.jpg|350px|thumb|none|Ohio Ordnance HCAR - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
The [[Springfield Armory M1A]] is unlocked at rank 68 and is incorrectly referred to as the &amp;quot;[[M21]]&amp;quot;; it is not a real M21 as it lacks the fire selector.&lt;br /&gt;
[[File:SFA_M1A.jpg|thumb|none|450px|Springfield Armory M1A - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
==AAC Honey Badger==&lt;br /&gt;
The [[AAC Honey Badger]] is unlocked at rank 62 and is classified as a carbine. Oddly, muzzle attachments can be used at the same time as the integral suppressor, which is obviously impossible in real life, but does have a basis in reality, as the [[Barrett M107]] has a proprietary suppressor that allows other muzzle attachments to be used in tandem with the suppressor. The suppressor is also removable, which does not have as much of an impact on the ballistics as you might think, given the weapon only has a 6&amp;quot; barrel.&lt;br /&gt;
[[File:AAC honey badger.jpg|thumb|none|450px|AAC Honey Badger - .300 AAC Blackout]]&lt;br /&gt;
&lt;br /&gt;
==AK-12 Carbine==&lt;br /&gt;
The AK-12 Carbine, an originally planned variant of the 2012 prototype of the [[AK-12]], appears as the &amp;quot;AK-12C&amp;quot;, and is chambered in 7.62x39mm. In reality, this prototype carbine only existed in early photoshopped images and didn't enter development stage, though the post-2016 production version of the AK-12 series eventually included a 7.62x39mm carbine variant called the [[AK-15|AK-15K]] (which has various differences from the planned prototype).&lt;br /&gt;
[[File:AK-12 Carbine 7.62x39.jpg|thumb|none|450px|AK-12 Carbine - 7.62x39mm (photoshopped)]]&lt;br /&gt;
&lt;br /&gt;
===AK-12 (7.62x39mm)===&lt;br /&gt;
The Long Barrel attachment converts the weapon into a full-sized AK-12 prototype in 7.62x39mm.&lt;br /&gt;
[[File:Ak-12 7.62x39mm.jpg|thumb|none|450px|Prototype AK-12 - 7.62x39mm (photoshopped)]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
The [[AK-105]] carbine is unlocked at rank 105. It has the railed dust cover of the AK-103M.&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-102===&lt;br /&gt;
The 5.56 Conversion converts the weapon and changes its name to the [[AK-102]].&lt;br /&gt;
[[Image:AK102.jpg|thumb|none|450px|AK-102 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-107===&lt;br /&gt;
The &amp;quot;BARS Barrel&amp;quot; converts the weapon into the [[AK-107]].&lt;br /&gt;
[[Image:Ak107-2.jpg|thumb|none|450px|AK-107 with experimental 60-round magazine - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-108===&lt;br /&gt;
The combination of the &amp;quot;BARS Barrel&amp;quot; and the 5.56 Conversion converts the weapon and changes its name to the [[AK-108]]. The AK-103 can also be made into the 108 (although the name does not change for the 105), so this weapon appears in the game twice.&lt;br /&gt;
[[File:AK-108.jpg|thumb|none|450px|AK-108 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-101===&lt;br /&gt;
The 5.56 Conversion and the Long Barrel make the weapon the [[AK-101]]. The AK-103 can also be made into the 101 (although the name does not change for the 105), so this weapon appears in the game twice.&lt;br /&gt;
[[File:AK101.jpg|thumb|none|450px|AK-101 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
The Long Barrel attachment converts the weapon into the [[AK-74M]].&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is unlocked at rank 88, and is incorrectly classed as a PDW/SMG instead of a carbine and is called the &amp;quot;Krinkov&amp;quot;. It has a 9x19mm conversion, along with the other conversions listed below.&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74UB===&lt;br /&gt;
Equpping the PBS-4 Suppressor effectively makes the weapon an [[AKS-74UB]].&lt;br /&gt;
[[File:AKS-74UB with PBS-4 suppressor.jpg|thumb|none|450px|AKS-74UB - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AKMSU===&lt;br /&gt;
The 7.62x39mm ammo conversion turns the weapon into the [[AKMSU]].&lt;br /&gt;
[[Image:AK-Krinkov.jpg|thumb|none|450px|AKMSU (converted AKM pistol) - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AK-12U==&lt;br /&gt;
The AK-12U, a planned (but not developed) sub-carbine version of the 2012 prototype [[AK-12]], appears under the misnomer &amp;quot;AKU12&amp;quot;. It is unlocked at rank 35.&lt;br /&gt;
[[File:AK-12U.jpg|thumb|none|450px|Photoshopped mock-up of the AK-12U - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;PPK-12&amp;quot;===&lt;br /&gt;
The 9mm Conversion converts the weapon into the &amp;quot;PPK-12&amp;quot; (which is the name of an early submachine gun concept of the AK-12 prototype), complete with name change and the addition of a 100 RPM 3 round burst mode. The PPK-12 was originally added as a PDW, then removed and replaced with the conversion for the &amp;quot;AKU-12&amp;quot;. The original PPK-12 is now a developer-only weapon. The old model is able to be seen in the main menu. There was also a stockless version categorised as an &amp;quot;Other&amp;quot; sidearm.&lt;br /&gt;
&lt;br /&gt;
Visually the weapon resembled the [[PP-19-01 Vityaz]] SMG, but with 2012 prototype [[AK-12]] externals.&lt;br /&gt;
[[file:Pp19 2.jpg|thumb|450px|none|PP-19-01 &amp;quot;Vityaz&amp;quot; SB-20 - 9x19mm]]&lt;br /&gt;
[[File:Ak-12.jpg|thumb|none|450px|Prototype AK-12 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K1A==&lt;br /&gt;
The [[Daewoo K1A]] is unlocked at rank 63.&lt;br /&gt;
[[File:K1A stock extended.jpg|thumb|none|450px|Daewoo K1A with stock extended and 30-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Diemaco/Colt Canada C8A3==&lt;br /&gt;
A [[Colt Canada C8A3]] with the barrel of a C8A2 is unlocked at rank 128.&lt;br /&gt;
[[File:Colt_Canada_C8_carbine.JPG|thumb|none|450px|Colt Canada C8A3 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR PDW==&lt;br /&gt;
The [[FN SCAR PDW]] is unlocked at rank 32.&lt;br /&gt;
[[File:FN SCAR PDW (old).jpg|thumb|none|450px|FN SCAR PDW (old version) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfscarpdw-1.jpg|thumb|none|600px|The SCAR PDW in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Gwinn/Bushmaster Arm Pistol==&lt;br /&gt;
The [[Bushmaster Arm Pistol|Gwinn/Bushmaster Arm Pistol]], which is actually a subcompact bullpup carbine legally defined as a pistol under certain US states' laws, is unlocked at rank 110 as the &amp;quot;Arm Pistol&amp;quot;. It comes with a 20 round STANAG magazine and a illegal conversion to full-auto fire at 800 RPM, which places it into the machine pistol category. The extended magazine attachment gives it a standard 30 round STANAG magazine. Due to the 5.56mm ammo used, it deals the same sort of damage as 5.56mm assault rifles, but due to the compact size, it also shares the same recoil values from the [[M231 Firing Port Weapon|M231]] listed below.&lt;br /&gt;
&lt;br /&gt;
The weapon is modelled after the earlier Gwinn version of the Arm Pistol, and it has the trigger group permanently at a 38 degree tilt. Weirdly, when the &amp;quot;Ballistics Tracker&amp;quot; attachment is used, two appear instead of one. This is the first appearance of the weapon in a videogame.&lt;br /&gt;
[[File:BushmasterArmpistol1.jpg|thumb|450px|none|Gwinn/Bushmaster Firearms Arm Pistol - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is unlocked at rank 7.&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfg36c-1.jpg|thumb|none|600px|The G36C in the loadout menu. Note that even though the iron sights are of the standard G36C type, the carry handle lacks the triangular protrusions on the inside like on an export variant.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8-1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SL8-1]] is unlocked at rank 34. It incorrectly uses a double-stack 30-round G36 magazine.&lt;br /&gt;
[[File:HK-SL8.jpg|thumb|none|450px|Heckler &amp;amp; Koch SL8-1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfsl8-1.jpg|thumb|none|600px|The SL8 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Henry 45-70 All-Weather Lever Action==&lt;br /&gt;
The [[Henry Rifle Series|Henry 45-70 All-Weather]] is a modern (2016) reproduction of the original [[Henry 1860]] lever-action rifle. As the name suggests, it fires .45-70 Government instead of .44 Henry. While being a modern weapon, it retains the loading system of the 1860, modified slightly to allow for a handguard to be fitted to the rifle. A magazine tube is removed from the weapon and individual rounds are loaded into it, then it is pushed back into the tube under the barrel. This reloading procedure is replicated in-game, and the magazine tube only holds 5 rounds. The model in-game has a marginally longer barrel than the image below.&lt;br /&gt;
&lt;br /&gt;
The Henry is classed as a battle rifle, although it functions more like a low-velocity sniper rifle, with a faster firerate than all snipers, but still much slower than the semi-auto battle rifles. This problem can be circumvented with Plus P ammunition, which makes the weapon fire rounds much faster, and also gives the weapon higher penetration. .410 shotshells can also be used, which changes the name to &amp;quot;Henry 410&amp;quot; and makes the weapon fire 4 pellets instead of one bullet. Oddly, these pellets are almost directly over each other, with strong vertical spread instead of horizontal, as one might have expected. A 30-30 conversion is also available, as well as the &amp;quot;Malcolm 3x Scope&amp;quot;. It can also use the same scope as the [[PGM Hecate II]] sniper rifle, the &amp;quot;Sidewinder ED&amp;quot;, which makes it the only non-sniper rifle to have access to this scope.&lt;br /&gt;
[[File:Henry4570.jpg|thumb|none|450px|Henry 45-70 All-Weather Lever Action - .45-70 Government]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95R==&lt;br /&gt;
The [[IWI X95|IWI X95R]] is unlocked at rank 130.&lt;br /&gt;
[[File:IWI X95 5.45x39.jpg|thumb|none|450px|IWI X95R with 13-inch barrel and tan body - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Company Revolver Rifle==&lt;br /&gt;
A slightly visually altered [[Knight's Armament Revolver Rifle]] appears as the &amp;quot;KAC SRR&amp;quot; (Silenced Revolver Rifle), is classed as a carbine and is unlocked at rank 125.&lt;br /&gt;
[[Image:RevolverRifle-1.jpg|thumb|none|450px|Knight's Armament Revolver Rifle - .30 caliber. The weapon in-game features ironsights instead of the scope seen in this reference image.]]&lt;br /&gt;
&lt;br /&gt;
==L22 Hybrid==&lt;br /&gt;
A hybrid between the [[L22A2]] and the SA80 AFV prototype (referred to as just the &amp;quot;L22&amp;quot; in-game) is unlocked at rank 28. It is mostly based off the AFV prototype, but it has the receiver of the L22A2.&lt;br /&gt;
[[Image:Sa80-l22a1.jpg|thumb|none|450px|SA80 AFV prototype - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sa80A2-l22a2.jpg|thumb|none|450px|L22A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfl22-1.jpg|thumb|none|600px|The L22 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M4==&lt;br /&gt;
The [[M4 carbine]] is unlocked at rank 14.&lt;br /&gt;
[[File:ColtM4 FirstVersion.jpg|thumb|none|450px|M4 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfm4-1.jpg|thumb|none|600px|The M4 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] is unlocked by default, making it the first carbine players have access to.&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfm4a1-1.jpg|thumb|none|600px|The M4A1 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M231 Firing Port Weapon==&lt;br /&gt;
The [[M231 Firing Port Weapon]] is unlocked at rank 123 and is classed as an assault rifle in-game. Being a weapon only designed to fire from an M2 Bradley, it is not the easiest thing to use in combat. It fires at 1225 RPM, has extreme vertical and horizontal recoil and has no iron sights at all. Correctly depicted as open bolt, it also has the wire stock available as an attachment, though the model is borrowed from the M3A1 &amp;quot;Grease Gun&amp;quot; and is not the correct stock for the M231.&lt;br /&gt;
&lt;br /&gt;
In real life, it is only meant to be used inside the M2 Bradley, removing it is inadvisable in a combat scenario outside of extreme emergencies. The game reflects this with the description stating &amp;quot;the M231 Firing Port Weapon is only intended to be used inside the Bradley AFV in a special mount. Hits hard, but good luck hitting anything...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The weapon's description (&amp;quot;... You're going to use it anyways, Boss?&amp;quot;) has a reference to ''[[Metal Gear Solid 3]]'', where &amp;quot;The Boss&amp;quot; uses a heavily modified short-barrel AR-15 platform rifle with a Beta C-Mag magazine called the Patriot. The same sort of weapon can be created by equipping the &amp;quot;Short Barrel&amp;quot; attachment and the &amp;quot;M855 Specialty Conversion&amp;quot;, the latter replaces the 30 round magazine with a C-Mag.&lt;br /&gt;
[[File:381portg.jpg|thumb|none|450px|M231 Firing Port Weapon - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MBA Gyrojet Carbine==&lt;br /&gt;
The carbine variant of the [[Gyrojet]] is unlocked at rank 127. Like the pistol, it has reverse damage, which increases with range. It also has the fictional full-auto upgrade, like the pistol.&lt;br /&gt;
[[File:Gyrojetcarbine.jpg|thumb|none|450px|Gyrojet Mark 1 Model B Military Carbine - 13mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-126==&lt;br /&gt;
The OTs-126, a semi-auto carbine variant of the [[PP-2000]], is unlocked at rank 48. It is depicted as select-fire in-game.&lt;br /&gt;
[[File:OTs-126.jpg|thumb|none|450px|OTs-126 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-1A-01 Groza==&lt;br /&gt;
The [[OTs-14-1A-01 Groza]] appears as the &amp;quot;Groza-1&amp;quot;, unlocked at rank 42.&lt;br /&gt;
[[file:OTs-14-1A-01.jpg|thumb|none|450px|OTs-14-1A-01 Groza - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A-03 Groza==&lt;br /&gt;
The [[OTs-14-4A-03 Groza]] is unlocked at rank 79, referred to as the &amp;quot;Groza-4&amp;quot;.&lt;br /&gt;
[[Image:OTs-14-4A-03.jpg|thumb|none|450px|OTs-14-4A-03 Groza - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Remington 1858 &amp;quot;Cattleman's Carbine&amp;quot;==&lt;br /&gt;
The [[Remington 1858 &amp;quot;Cattleman's Carbine&amp;quot;]] is unlocked at rank 93.&lt;br /&gt;
[[Image:RemCattlemansCarbine58.jpg|thumb|none|450px|Remington 1858 &amp;quot;Cattleman's Carbine&amp;quot; - .44]]&lt;br /&gt;
&lt;br /&gt;
==Rossi Circuit Judge==&lt;br /&gt;
The [[Rossi Circuit Judge]] is unlocked at rank 114 and is referred to as the &amp;quot;Jury&amp;quot;.&lt;br /&gt;
[[file:Rossi Circuit Judge 1.jpg|thumb|450px|none|Rossi Circuit Judge - .410 bore/.45 Long Colt]]&lt;br /&gt;
&lt;br /&gt;
==SKS==&lt;br /&gt;
The [[SKS]] in a Tapco Intrafuse stock is unlocked at rank 13.&lt;br /&gt;
[[File:Tapco Intrafuse SKS Rifle Stock Bayonet-DE.jpg|thumb|none|450px|SKS with Tapco Intrafuse stock - 7.62x39mm]]&lt;br /&gt;
[[File:Pfsks-1.jpg|thumb|none|600px|The SKS in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==SR-3M==&lt;br /&gt;
The [[SR-3M]] is unlocked at rank 69.&lt;br /&gt;
[[Image:SR-3M-vichr-30-mag.jpg|thumb|none|450px|SR-3M with 30 round magazine - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International Arctic Warfare Suppressed==&lt;br /&gt;
The [[Accuracy International Arctic Warfare Suppressed]] is unlocked at rank 41 and is known as the &amp;quot;AWS&amp;quot;. It has a 10 round magazine and is stated to be firing .308 Winchester. It is the only integrally-suppressed sniper rifle in the game, which gives it the lowest muzzle velocity in its class. The PM II scope it uses is a unique variant with an illuminated reticle.&lt;br /&gt;
[[File:AWS 1800.jpg|thumb|450px|none|Accuracy International AWS - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International Arctic Warfare Magnum==&lt;br /&gt;
The [[Accuracy International Arctic Warfare Magnum]] is unlocked at rank 82 and is known as the &amp;quot;AWM&amp;quot;. Prior to update 4.7.0, it had a white chassis and was known as the L115A3, which the model did not accurately represent. The new AWM has a much more accurate model. It was also available in the Alpha of the game.&lt;br /&gt;
&lt;br /&gt;
The AWM comes with ironsights by default, the same as the KRISS Vector and Beowulf TCR. They are modelled after the Diamondhead flip-up sights, but the AWM has a unique front sight compared to the two other weapons that use Diamondhead sights.&lt;br /&gt;
[[File:AWSM fixed.jpg|thumb|none|450px|Accuracy International AWSM without scope - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:Accuracy International AWM.jpg|thumb|none|450px|Accuracy International AWM-F - .300 Winchester Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107A1==&lt;br /&gt;
The [[Barrett M107A1]] is unlocked at rank 170, with a tan frame and a five round magazine, for balancing reasons. It previously appeared in the Alpha build of the game, where it was an M82A1 model.&lt;br /&gt;
&lt;br /&gt;
Two interesting things to note about this weapon: attaching a suppressor allows the player to hear the action cycling as well as the spring pushing the bolt back into battery, despite the M107 being one of the loudest guns in the whole game. Secondly (and strangely), the bolt does not cycle at the end of the last shot; the player instead ejects the last round during the reload animation.&lt;br /&gt;
&lt;br /&gt;
Like the game's other .50 BMG weapons, it has access to .416 Barrett and &amp;quot;Dust Shot&amp;quot; conversions, the former increasing penetration and velocity while sacrificing range and damage, and the latter making absolutely no sense at all, turning an anti-materiel rifle into the world's most unwieldy semi-automatic shotgun.&lt;br /&gt;
[[File:Barrett-M107A1_29_inch.jpg|thumb|none|450px|Barrett M107A1 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Cheyenne Tactical M200 Intervention==&lt;br /&gt;
The [[Cheyenne Tactical M200 Intervention]] is the default sniper rifle, unlocked at rank 0. Foregrips are mounted in front of the upside-down carry handle; before update 4.0.0, the carry handle was removed when grips were used.&lt;br /&gt;
&lt;br /&gt;
It has access to a straight-pull bolt and a .375 Cheytac conversion. The stock can also be removed.&lt;br /&gt;
[[Image:M200.jpg|thumb|none|450px|Cheyenne Tactical M200 Intervention - .408 CheyTac]]&lt;br /&gt;
[[File:Pfm200-1.jpg|thumb|none|600px|The Intervention in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K14==&lt;br /&gt;
The [[Daewoo K14]] is unlocked at rank 138, making its first appearance in any media. It has an exclusive scope, the KOM 10x42, which cannot be unlocked for use on other sniper rifles.&lt;br /&gt;
[[File:Daewook14.jpeg‎|thumb|none|450px|Daewoo K14 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Denel NTW-20==&lt;br /&gt;
The [[Denel NTW-20]] is unlocked at rank 220. It features both 14.5x114mm and 20x110mm conversions, the latter of which turns the weapon into a single-shot breech loader. The weapon is incredibly heavy, denying the player the ability to walk while aiming or aim at all unless they are crouched, prone or near waist-high cover, as the weapon features a usable bipod system.&lt;br /&gt;
&lt;br /&gt;
The description incorrectly states that the weapon was designed to take down tanks.&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|450px|Denel NTW-20 - 20x82mm MG151]]&lt;br /&gt;
&lt;br /&gt;
==Dragunov SVDS==&lt;br /&gt;
The [[SVDS Dragunov]] is unlocked at rank 104. The bolt does not lock back when empty and the ironsights more closely resemble a [[Gewehr 43]] rather than the [[Mosin Nagant]]-style sights of the SVDS in reality.&lt;br /&gt;
&lt;br /&gt;
Prior to Update 4.0.0, the weapon had a 5 round capacity in a 10 round magazine model. It also used to be classed as a DMR, but it has now been changed to a sniper rifle and a 10 round capacity.&lt;br /&gt;
[[File:SVD-S-Rifle.jpg‎|thumb|none|450px|SVDS - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
===Dragunov SVD===&lt;br /&gt;
Equipping the &amp;quot;Full Stock&amp;quot; converts the weapon into a [[Dragunov SVD]], with a wood stock and handguard instead of the SVDS' polymer. The name also changes to reflect the conversion.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
==Dragunov SVU==&lt;br /&gt;
A green [[SVU Dragunov]] is unlocked at rank 38. It has a PSO-1 which has much more magnification than a real PSO-1 - 7.5x compared to the real scope's 4.0x. The SVU also has access to iron sights. The bolt does not lock back when empty.&lt;br /&gt;
&lt;br /&gt;
Before Update 4.0.0, the SVU was classed as a DMR, had 5 rounds in a 10 round magazine and had an integral suppressor, due to the unique, cylindrical appearance of the muzzle brake on the SVU. After this update, the developers realised the error, re-classed it as a sniper rifle and removed the suppressor effect from the built-in muzzle brake, although it is non-functional like other guns with muzzle brakes by default. The magazine capacity has also been increased to 10.&lt;br /&gt;
[[Image:Svu-a 2.jpg|thumb|none|450px|SVU modernized with black furniture and a bipod - 7.62x54mmR]]&lt;br /&gt;
[[Image:SVU-A.jpg|thumb|none|450px|SVU-A - 7.62x54mmR. Image used to show back-up iron sights.]]&lt;br /&gt;
&lt;br /&gt;
==FN SSR==&lt;br /&gt;
The [[FN SSR]], called the &amp;quot;SCAR SSR&amp;quot;, is unlocked at rank 85. It is classed as a DMR in-game. Despite having one fire mode, semi-auto, it has an animation to switch fire modes. It has a 20 round [[SCAR-H]] magazine loaded with 10 rounds and a 6.5mm Creedmoor conversion.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[Image:SSR Mk.20 Mod.0.jpg|thumb|none|450px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Grünig &amp;amp; Elmiger FT300==&lt;br /&gt;
The Grünig &amp;amp; Elmiger FT300 is a Swiss sniper rifle, unlocked at rank 160 and chambered in .243 Winchester by default. It features a lot of customisation, with caliber conversions to .22 LR, .308 Winchester, 7.5x55mm and 6XC Norma, a modified .250 Savage round designed for competition shooting. Other options include a &amp;quot;Marksman Kit&amp;quot;, adding a 10 round detachable magazine and a straight-pull bolt (not compatible with the .22 LR conversion), an integral suppressor, the &amp;quot;Olympian Target Sight&amp;quot; and &amp;quot;Olympian Grip&amp;quot; and finally, the Wood Furniture modification, which has very little stat changes. &lt;br /&gt;
&lt;br /&gt;
The G&amp;amp;E logo is replaced with the Stylis Studios logo.&lt;br /&gt;
[[File:G%26eft300.jpg|thumb|none|450px|Grünig &amp;amp; Elmiger FT300 - 6mm BR]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MSG90==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MSG90]] is unlocked at rank 59. Despite having one fire mode, semi-auto, it has an animation to switch fire modes. It has a 5 round magazine implausibly loaded with 10 rounds.&lt;br /&gt;
[[Image:HKMSG90.jpg|thumb|none|450px|Heckler &amp;amp; Koch MSG90 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25==&lt;br /&gt;
The [[Knight's Armament SR-25]] is unlocked at rank 3, under its SOCOM designation of Mk 11. It has the back up irons of the real weapon as the default ironsights. It is classed as a DMR. Despite having one fire mode, semi-auto, it has an animation to switch fire modes. Weirdly, the animations for reloading include both pressing the bolt release and pulling the charging handle.&lt;br /&gt;
&lt;br /&gt;
It has a conversion to .500 Phantom rounds.&lt;br /&gt;
[[File:Knights-Armament-SR-25-Mk11-Mod-0Unsuppressed.jpg|thumb|none|450px|Knight's Armament SR-25 with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfsr25-1.jpg|thumb|none|600px|The SR-25 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M1903 Springfield==&lt;br /&gt;
The [[M1903 Springfield]] is unlocked at rank 136. It can be converted to the rare Air Service version, or have a Pedersen Device installed.&lt;br /&gt;
[[File:M1903Mark1.jpg|thumb|none|450px|M1903 Springfield - .30-06 Springfield]]&lt;br /&gt;
[[File:M1903AirService.jpg|thumb|none|450px|M1903 Springfield Air Service - .30-06 Springfield]]&lt;br /&gt;
[[File:Pederson_Device.jpg|thumb|none|450px|M1903 Springfield with Pedersen Device - .30-18 Auto]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M1891/30==&lt;br /&gt;
The [[Mosin Nagant M1891/30]], known simply as the &amp;quot;Mosin Nagant&amp;quot;, is unlocked at rank 91, a nod to the original rifle's designation of M1891. The description states it is from the 1800s, which is incorrect for the specific model of rifle in the game, which was produced from 1930 onwards. However, the original rifle was made in 1891.&lt;br /&gt;
&lt;br /&gt;
The reload animations are always wrong unless reloading from an empty magazine - the player character will always push a full stripper clip into the rifle, regardless of remaining rounds. The bolt has to be opened to reload, which would cause a round to be lost, but no such mechanism is present in-game. Additionally, the top round is not pulled upward to avoid rims locking together, which could cause misfeeds, and the &amp;quot;clip&amp;quot; part of the stripper clip is removed incorrectly.&lt;br /&gt;
&lt;br /&gt;
The rifle always has the bent bolt regardless of attachments, and can attach a PU-1 scope. Additionally, it has access to an &amp;quot;8mm&amp;quot; conversion, which increases body damage at close range and decreases headshot damage at long range; this is presumably either meant to represent one of the interwar Polish conversions to 8x57mm Mauser, or one of the WWI-era Austro-Hungarian conversions to 8x50mmR Mannlicher. The ironsights have a higher zoom than almost every ironsight in the game, including ones on other sniper rifles like the AWM, which has irons by default. Interestingly, it has access to an extended magazine attachment; this is modeled off of the Howling Raven 10-round extended magazine, and is (like the real deal) detachable.&lt;br /&gt;
[[File:M9130.jpg|thumb|none|450px|Mosin Nagant M91/30 - 7.62x54mmR]]&lt;br /&gt;
[[File:MosinNagantM9130Sniper.jpg|thumb|none|450px|Mosin Nagant M91/30 with PU scope - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
===Mosin Nagant &amp;quot;Obrez&amp;quot;===&lt;br /&gt;
The [[Mosin Nagant &amp;quot;Obrez&amp;quot;]] version, a sawn-off Mosin, is available in the &amp;quot;Other&amp;quot; secondary category and is unlocked at rank 117. It shares all the reload inaccuracies from the M1891/30 listed above. The Obrez, as you would expect, has a lot of recoil, spread and bulet drop, but it can be effectively used as a pocket sniper.&lt;br /&gt;
&lt;br /&gt;
By default, it lacks a front sight, making aiming rather difficult. However, a barrel attachment called &amp;quot;Front Post&amp;quot; remedies the issue, extending the barrel just far enough in order to attach a front sight onto the barrel. The &amp;quot;Obrez Stock&amp;quot; and &amp;quot;Long Barrel&amp;quot; make the weapon approximate the M1891/30 listed above, in appearance, barrel length and performance, though it will still have more bullet spread than the proper rifle. Additionally, the extended barrel has no wood - it is just bare metal all the way.&lt;br /&gt;
&lt;br /&gt;
The weapon also has access to the 8mm conversion and the extended magazine, like the full-length rifle.&lt;br /&gt;
&lt;br /&gt;
As a bit of trivia, the appearance of the Obrez in ''Phantom Forces'' predates the appearance of the Obrez in ''[[Battlefield 1]]'' by a few months, making ''Phantom Forces'' the first game to feature one as a standalone weapon (though one could be created in ''[[DayZ]]'' by sawing down a full-length Mosin prior to this).&lt;br /&gt;
[[File:Mosin-Nagan-obrez.jpg|thumb|none|450px|Mosin Nagant M91/30 &amp;quot;Obrez&amp;quot;  - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
==PGM Hecate II==&lt;br /&gt;
The [[PGM Hecate II]] is unlocked at rank 150, with a Scrome LTE J10 F1 scope. Despite the Hecate's recoil compensation measures in real life such as the muzzle brake and its weight, which is supposed to reduce recoil to a level comparable to that of a .308 Winchester, the in-game depiction of the gun has very high recoil, most likely due to balancing purposes.&lt;br /&gt;
[[File:PGMHecateII.jpg|450px|thumb|none|PGM Hecate II - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 700 Magpul==&lt;br /&gt;
The [[Remington Model 700]], fitted with a Magpul chassis, is unlocked at rank 14 and is known as the &amp;quot;Remington 700&amp;quot;. It has a 6 round magazine, which does not exist, meaning a 7 round magazine has been loaded with 6 rounds. However, the model is that of a 5 round magazine. It has access to an extended magazine and a straight-pull bolt.&lt;br /&gt;
[[File:Remington M700 Hunter 700L stock.jpg|thumb|none|450px|Remington Model 700 with Magpul Hunter 700L Stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfr700-1.jpg|thumb|none|600px|The Remington 700 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Sako TRG-42==&lt;br /&gt;
The [[Sako TRG-42]] is unlocked at rank 84. It has a white chassis and MBUS back up ironsights, despite the rifle already having built-in irons. In-game, it is chambered in .338 Lapua Magnum.&lt;br /&gt;
[[Image:Sako trg42.jpg|thumb|none|450px|Sako TRG-42 - .300 Winchester Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Serbu BFG-50==&lt;br /&gt;
The [[Serbu BFG-50]] makes its inaugural appearance in a form of media, identified as &amp;quot;BFG 50&amp;quot;, being the most powerful sniper rifle in the game until the addition of the Hecate II and M107. It is well-known by the community due to its insane one-shot-kill potential and the fact that many low-level players would unlock it with credits before they reached rank 65. It is a single-shot, breech-loading .50 BMG rifle.&lt;br /&gt;
&lt;br /&gt;
The rifle has a few unique attachments - .17 Wildcat rounds are super-bottlenecked .50 BMG rounds which increase the bullet velocity of the BFG 50. It can also use .416 Barrett ammo and M903 SLAP rounds. It is equipped with the NXS 8-32 scope by default.&lt;br /&gt;
&lt;br /&gt;
All muzzle attachments are mounted inside the default muzzle brake, which is just part of the model and provides no statistical advantage.&lt;br /&gt;
[[File:serbu bfg50.jpg|thumb|none|450px|Serbu BFG-50 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SFG 50&amp;quot;===&lt;br /&gt;
A fictional ''super'' short-barrelled version of the [[Serbu BFG-50]], known as the &amp;quot;SFG 50&amp;quot;, is unlocked at rank 75 and it is part of the &amp;quot;Other&amp;quot; secondary weapon category. As you would expect from a short-barrelled .50 BMG rifle, it has insane recoil and low accuracy at range. The default muzzle brake is just part of the model and provides no statistical advantage.&lt;br /&gt;
&lt;br /&gt;
Like the BFG-50, it has access to .17 Wildcat, M903 SLAP and .416 Barrett ammo, along with the NXS 8-32 scope. It also has access to &amp;quot;Dust Shot&amp;quot;, which turns the weapon into a bolt-action, single-shot shotgun.&lt;br /&gt;
&lt;br /&gt;
The name &amp;quot;SFG 50&amp;quot; is never explained, nor was the name BFG for the BFG 50. As Serbu never gave any explanation for the name, many people have interpreted the acronym as &amp;quot;Big Fucking Gun&amp;quot;, along the same line as the [[Talk:Doom_(VG)#BFG_9000|BFG 9000 from the ''DOOM'' franchise]]. This would make SFG stand for &amp;quot;Small Fucking Gun&amp;quot;, which was reflected by the weapon's name in the killfeed being in lower-case until the Crimson Update.&lt;br /&gt;
[[File:PF-Sfg50-menu.jpg|thumb|none|600px|The &amp;quot;SFG 50&amp;quot; in the menu.]]&lt;br /&gt;
[[File:PF-Sfg50-attachments-menu.jpg|thumb|none|600px|The &amp;quot;SFG 50&amp;quot; with the default suppressor (with a unique model) and the &amp;quot;Ballistics Tracker&amp;quot; attachment (which is just an iPhone with a Stylis Studios logo).]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Scout==&lt;br /&gt;
An early-model [[Steyr Scout]] is unlocked at rank 195, equipped with a Leupold M8-6x scope. It is chambered in .376 Steyr and has an 8 round magazine. The straight-pull bolt is an attachment option for this weapon. It was previously chambered in 7.62x51mm NATO, with an underloaded 9 round magazine (should be 10), but it was changed in an unknown update. Instead of a Steyr logo on the stock, there is a Stylis Studios logo.&lt;br /&gt;
[[File:Scout Gray.jpg|thumb|none|450px|Steyr Scout (early model) with gray stock and long-eye-relief scope - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==VSS Vintorez==&lt;br /&gt;
The [[VSS Vintorez]] is unlocked at rank 46. By default, it has no scope and a 10 round magazine, but a PSO-1 scope can be attached to the weapon. It is classed as a Designated Marksman Rifle in-game and it is the only select-fire DMR in-game.&lt;br /&gt;
&lt;br /&gt;
Like the [[AS Val]], the Vintorez has access to the &amp;quot;Suppressor.. ?&amp;quot; attachment, which is the only barrel attachment. In-game, it doesn't do anything apart from pitch up the noise of your shots, and it is nonsensically attached to the end of the integral suppressor. It is modelled after the PBS-1.&lt;br /&gt;
&lt;br /&gt;
The AS Val can also be made into a VSS with the &amp;quot;Full Stock&amp;quot; attachment.&lt;br /&gt;
[[Image:Vss1.jpg|thumb|none|450px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
The [[Walther WA 2000]] is unlocked at rank 200. It correctly has a 6 round capacity. The scope model seems to be the same as the one on the Scout, the Leupold M8-6x, however the reticle is different. Oddly, a red laser attachment emits a pink beam instead. The top-mounted bipod is deployed when the &amp;quot;Long Barrel&amp;quot; attachment is used, like the FAMAS. Also like the FAMAS, the bipod is functionally useless.&lt;br /&gt;
&lt;br /&gt;
The description of the rifle states &amp;quot;Section 26, paragraph 5 - need to know. I'm sure you understand&amp;quot;, which is a reference to ''[[The Living Daylights]]'', a Bond film in which [[Timothy Dalton]] uses the WA2000.&lt;br /&gt;
[[Image:Walther-WA2000.jpg|thumb|none|450px|Walther WA 2000 - .300 Winchester Magnum]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Browning Automatic Rifle M1918A2==&lt;br /&gt;
The [[Browning Automatic Rifle M1918A2]] was added in October 2023 as part of update 9.0.3.&lt;br /&gt;
[[File:BAR.jpg|350px|thumb|none|M1918A2 Browning Automatic Rifle without carry handle - .30-06]]&lt;br /&gt;
&lt;br /&gt;
==Diemaco C7 LSW/Colt Model 750 LMG==&lt;br /&gt;
The [[Diemaco/Colt Canada C7 LSW]] appears as the first LMG players unlock, under the name &amp;quot;Colt LMG&amp;quot;. It does not have the built-in foregrip and it uses a 60 round quad-stack magazine. Despite the fact that it has a fixed carry handle (being based on the [[M16A2]]), the carry handle is removed when used with optics.&lt;br /&gt;
[[File:M16A2_CAR.jpg|thumb|none|350px|Diemaco C7 LSW/Colt Model 750 with Beta-C drum magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfm750-1.jpg|thumb|none|600px|The C7 LSW/M750 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==FN HAMR IAR==&lt;br /&gt;
The [[FN HAMR IAR]] is unlocked at rank 72, loaded with a 50 round X-Products drum. It does not feature the closed/open-bolt switching mechanism, being permanently stuck in closed-bolt. It is called the &amp;quot;SCAR HAMR&amp;quot; in-game. It has a fictional 9mm conversion, which uses a 100-round Beta-C drum magazine. Weirdly, the &amp;quot;Short Barrel&amp;quot; increases the effective range of the weapon.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[File:FN HAMR.jpg|thumb|none|450px|FN HAMR IAR - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21E]] is unlocked at rank 67. Like the [[Vollmer HK51-B]], it has a unique belt box that only G3 LMG variants use.&lt;br /&gt;
[[File:HK21E.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==L86A2==&lt;br /&gt;
The [[L86A2]] LSW is unlocked at rank 43, under the name &amp;quot;L86 LSW&amp;quot;.&lt;br /&gt;
[[File:L86A2.jpg|thumb|none|450px|L86A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M60E6==&lt;br /&gt;
The [[M60 machine gun|M60E6]], under the generic &amp;quot;M60&amp;quot; name, is unlocked at rank 19. It is fitted with a clubfoot stock and has the top rail from the [[Mk 43 Mod 1]].&lt;br /&gt;
[[File:M60E6.jpg|thumb|none|450px|M60E6 with ELCAN scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfm60-1.jpg|thumb|none|600px|The M60 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==MG3KWS==&lt;br /&gt;
The [[MG3|MG3KWS]] is the improved version of the MG3, unlocked at rank 101. It can be modified with the &amp;quot;Light Bolt&amp;quot; and &amp;quot;Heavy Bolt&amp;quot; attachments, which in/decrease ROF. The MG3 has heavy bolt versions so it can be more easily fired from the shoulder.&lt;br /&gt;
[[File:MG3KWS.jpeg|thumb|none|450px|MG3KWS with Steiner 1-5x24 scope - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The [[MG42]] is unlocked at rank 142. It can be modified with the &amp;quot;Light Bolt&amp;quot; and &amp;quot;Heavy Bolt&amp;quot; attachments, which in/decrease ROF. Despite not being for MG42s, this has a basis in reality - the [[MG3]] has heavy bolt versions so it can be more easily fired from the shoulder.&lt;br /&gt;
[[Image:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] with a 40-round magazine is unlocked at rank 54.&lt;br /&gt;
[[File:RPK lmg.jpg|thumb|none|450px|RPK with 40 round magazine - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==RPK-12==&lt;br /&gt;
The RPK-12, an early LMG concept of the [[AK-12]] prototype, appears in the game. It is unlocked at rank 37, and has a 45 round magazine. It is based on the gun of the same name in ''[[Battlefield 4]]''.&lt;br /&gt;
[[File:RPK-12.jpg|thumb|none|450px|Photoshopped mock-up of the RPK-12 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==RPK-74==&lt;br /&gt;
The [[RPK-74]] is unlocked at rank 88. It uses the same rear sight as the AK74, when it should have a rear sight with windage adjustment.&lt;br /&gt;
[[File:Soviet RPK-74.jpg|thumb|none|450px|RPK-74 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR==&lt;br /&gt;
The [[Steyr AUG HBAR]] is unlocked at rank 27. It has the same rail system as the AUG A2 and A3, as well as a 42 round magazine, which incorrectly visually resembles a brown 30 round STANAG magazine. It used to be closed-bolt, but an update changed it so that the weapon was open-bolt, however the charging handle still moves as if it were closed-bolt.&lt;br /&gt;
[[Image:Aug-hbar.jpg|thumb|none|450px|Steyr AUG HBAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:SteyrAUGSR.jpg|thumb|none|450px|Steyr AUG Special Receiver - 5.56x45mm NATO. Image used to show the Picatinny rail.]]&lt;br /&gt;
[[File:Pfaughbar-1.jpg|thumb|none|600px|The AUG HBAR in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Vollmer HK51-B==&lt;br /&gt;
The super-rare [[Vollmer HK51-B]], a short-barrelled [[HK21]] conversion, is unlocked at rank 160. It is an unofficial belt-fed short-barrelled G3 rifle, adapted to use the M13 link designed for the [[M60]]. Despite this, it has a unique belt box model that all G3 LMG variants use. The reload animation is the same as the HK21. The weapon has the 3 round burst mode from the [[MP5A5]].&lt;br /&gt;
&lt;br /&gt;
Oddly, it is classed as a carbine, despite being a machine gun. This means it is the only belt-fed carbine in the game.&lt;br /&gt;
[[file:HK51-b.jpg|thumb|none|450px|Vollmer HK51-B without ammunition belt - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M79==&lt;br /&gt;
The [[M79]] appears as the &amp;quot;M79 Thumper&amp;quot;, one of the grenade launcher's nicknames from the Vietnam War. It is classified as an &amp;quot;Other&amp;quot; secondary, alongside the Obrez, the &amp;quot;SFG 50&amp;quot;, the &amp;quot;Saiga-12U&amp;quot;, the sawed-off shotgun and the Serbu Super Shorty, and is unlocked at rank 79. The sights are permanently folded down, and are removed and replaced by a Picatinny rail when using optics. The stock is removeable, replaced by a sawed-off pistol grip, and the barrel can be shortened. Nonsensically, the weapon can also be fitted with a muzzle brake or a compensator, which would never be able to be attached to the M79 in real life. It also has access to the joke &amp;quot;Loudener&amp;quot; muzzle attachment, which makes the weapon louder when firing. When reloading, the opening latch is correctly used before the barrel can be opened, which is nice attention to detail.&lt;br /&gt;
&lt;br /&gt;
The weapon does not fire HE 40x46mm grenades, as one might expect - instead, it fires 10 .22 LR bullets using the 40x46mm grenade casing, meaning it functions more like a single barrelled shotgun than a grenade launcher. This is not possible in real life - while there were experimental, shotgun like, ammunition for this weapons in real life, the chamber of the M79 cannot hold enough pressure to push small projectiles up to a lethal velocity. The barrel is rifled, therefore the small projectiles spread widely and is less lethal than a handgun or conventional shotgun at further range.&lt;br /&gt;
&lt;br /&gt;
The M79 has a few ammo conversions. It can use Hollow Point and Armour Piercing, unlike other shotguns, owing to it using .22 LR, not regular shotgun shells. The 40mm Sponge ammunition is unlocked by default, a riot-control ammo type intended to be non-lethal; instead of killing, it stuns and shocks the target. It has a similar function to a slug round used in the other shotguns, but with more pronounced drop and a muzzle velocity of 60m/s. It can kill with a hit anywhere on the body, and it has a different model to the normal ammunition - the 40mm grenade now has a grey base and a blue tip. The M79 can also fire Flechette ammunition, which has 16 projectiles, more than standard 8 darts used by every other shotgun with the flechette ammunition equipped. Flechette pierces cover better, but deals less damage, less muzzle velocity and has more spread. &amp;quot;.410 Beehive&amp;quot; converts the M79 to fire .410 shells, with 12 pellets that travel faster and further than the .22 LR, but have less power and more spread, meaning it functions similarly to the birdshot ammunition. Buckshot makes it fire the standard 8 pellet shells used in other shotguns via an adaptor, dealing more damage and with more muzzle velocity than the standard .22 LR, but with more spread and less pellets, it is not very useful. Finally, slugs function similarly to the 40mm Sponge, but with longer range, more spread and less drop, turning the M79 into an inaccurate version of the &amp;quot;SFG 50&amp;quot;.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==X Products Can Cannon==&lt;br /&gt;
The [[X Products Can Cannon]] is rather bizarrely the last firearm unlocked, at rank 222.&lt;br /&gt;
[[File:CanCannonAR15.jpg|thumb|none|450px|X Products Can Cannon - 12 oz. can]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
For gameplay purposes, all grenades glow green or red when thrown, depending on if the team that threw the grenade is friendly or not.&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] is unlocked at rank 26.&lt;br /&gt;
[[File:M26_Grenade.jpg|thumb|none|250px|M26 hand grenade]]&lt;br /&gt;
[[File:Pfm26-1.jpg|thumb|none|600px|The M26 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M560 Mini Grenade==&lt;br /&gt;
The M560 mini grenade is unlocked at rank 56.&lt;br /&gt;
[[File:ONSV2998__02.jpg|thumb|none|250px|M560 mini grenade]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] is the default grenade in ''Phantom Forces''.&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|250px|M67 hand grenade]]&lt;br /&gt;
[[File:Pfm67-2.jpg|thumb|none|600px|The M67 in the loadout menu.]]&lt;br /&gt;
[[File:Pfm67-1.jpg|thumb|none|600px|The pre-5.7.0 model for the grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Mk. 2 Hand Grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is unlocked at rank 2.&lt;br /&gt;
[[File:MkII_post-WWII_grenade.JPG|thumb|none|250px|Mk. 2 hand grenade]]&lt;br /&gt;
[[File:Pfmk2-1.jpg|thumb|none|600px|The Mk. 2 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
Three versions of the [[Model 24 Stielhandgranate]] appear in-game. The first is the basic &amp;quot;M24 Stick&amp;quot;, which is unlocked at rank 24. The second is the ''Geballte Ladung'' variant, unlocked at rank 168 (which is 7 times 24). The third is actually a melee weapon, and can only be unlocked by getting a Legendary on a case.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate]]&lt;br /&gt;
[[File:Pfm24-1.jpg|thumb|none|600px|The Stielhandgranate in the menu. The marking on the grenade's head reads &amp;quot;Kartoffel&amp;quot; (potato in German), in reference to its &amp;quot;potato masher&amp;quot; nickname.]]&lt;br /&gt;
[[File:M24_geballte_ladung.jpg|thumb|none|300px|Model 24 Stielhandgranate ''Geballte Ladung'']]&lt;br /&gt;
&lt;br /&gt;
==RGD-5 Hand Grenade==&lt;br /&gt;
The [[RGD-5 hand grenade]] is unlocked at rank 54.&lt;br /&gt;
[[File:RGD5.jpg|thumb|none|250px|RGD-5 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==RGN Hand Grenade==&lt;br /&gt;
The [[RGN]] is unlocked at rank 113.&lt;br /&gt;
[[File:RGN.jpg|thumb|none|250px|RGN hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==RGO Hand Grenade==&lt;br /&gt;
The [[RGO]] hand grenade is unlocked at rank 114.&lt;br /&gt;
[[File:RGO.jpg|thumb|none|250px|RGO hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==T13 Beano Grenade==&lt;br /&gt;
The [[T13 Beano]] grenade is unlocked at rank 80.&lt;br /&gt;
[[File:T13_Impact_Grenade.jpg|thumb|none|250px|T13 Beano grenade]]&lt;br /&gt;
&lt;br /&gt;
==V40 Mini Grenade==&lt;br /&gt;
The [[V40 Mini Grenade]] is unlocked at rank 140.&lt;br /&gt;
[[File:V40.jpg|thumb|none|250px|V40 Mini Grenade]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==e-Shotgun==&lt;br /&gt;
The &amp;quot;E Gun&amp;quot; is the world's first commercial coilgun, called the e-Shotgun in real life and unlocked at rank 87. The weapon fires small discs, which the game affectionately calls &amp;quot;Angry Pancakes&amp;quot;. A caliber conversion is available to the equally silly-sounding &amp;quot;Pennies&amp;quot; ammo type. Using the &amp;quot;Pennies&amp;quot; doubles the size of capacity up to 100 rounds. It features the real weapon's automatic and &amp;quot;shotgun&amp;quot; (actually a very fast 5-round burst) modes, and a semi-auto mode, with the burst firing at 2,800 RPM, 400 higher than the real weapon. Automatic fire is also faster, firing at 850 RPM instead of 600. The weapon also features a unique sight, the Kousaku OLED, unlocked by default.&lt;br /&gt;
[[File:PD90 coilgun.jpg|500px|thumb|none|e-Shotgun PD90]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Coilgun&amp;quot;===&lt;br /&gt;
The &amp;quot;Coilgun&amp;quot; is a fictional secondary version of the e-Shotgun, also unlocked at rank 87, painted white instead of black. As a shotgun secondary, it is classed as an &amp;quot;Other&amp;quot; secondary. It features the same unique sight as the primary, and has only minor changes compared to the primary version.&lt;br /&gt;
&lt;br /&gt;
==Nerf Boxy Buster==&lt;br /&gt;
The &amp;quot;Boxy Buster&amp;quot; is a pistol based on the [[USFA ZiP .22]], added as part of a tie-in with Nerf, as Hasbro partnered with Roblox to make toy blasters based on various popular ''Roblox'' games. The ZiP .22 was selected due to its simplicity and popularity within the community as a joke weapon. The Boxy Buster is a real toy, which is functionally similar to the &amp;quot;Jolt&amp;quot; blasters. The in-game weapon is unlocked by redeeming a code that comes with the real blaster.&lt;br /&gt;
&lt;br /&gt;
The weapon has incredibly unrealistic performance for a foam dart toy blaster. It has a muzzle velocity of 500m/s, which is the lowest in the game but still far higher than the real toy. The foam dart cannot penetrate walls and makes no noise when firing, so players using this blaster do not show up on the minimap. The darts have a preposterous range compared to the real blaster, able to hit enemies across the map and even result in a kill if a headshot is achieved, due to the low damage of 25 being boosted with a 3x torso multiplier and a 50x headshot multiplier, meaning the weapon does 1,250 damage to the head, the joint highest in the game with the 1911 pistol's dart conversion. The darts are green, like the ones that come with the real-life Boxy Buster.&lt;br /&gt;
&lt;br /&gt;
The reload is incorrect, as the player never pulls the plunger underneath the grip, which is needed for the blaster to fire.&lt;br /&gt;
[[File:PF_Boxy_Buster.jpg|thumb|350px|none|Nerf Boxy Buster toy pistol]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Heckler &amp;amp; Koch XM29 OICW==&lt;br /&gt;
The 1999 prototype of the [[Heckler &amp;amp; Koch XM29 OICW]] is featured on a poster in the map &amp;quot;Metro&amp;quot;.&lt;br /&gt;
[[File:H%26K_XM29_OICW.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM29 OICW (1999 prototype) - 5.56x45mm NATO &amp;amp; 20x28mm grenade]]&lt;br /&gt;
[[File:Pfoicw-1.jpg|thumb|none|600px|If only it was usable...]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Phantom_Forces&amp;diff=1638733</id>
		<title>Phantom Forces</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Phantom_Forces&amp;diff=1638733"/>
		<updated>2023-12-28T23:50:07Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: /* Ruger Redhawk */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Phantom Forces&lt;br /&gt;
|picture = PhantomForces title.jpg&lt;br /&gt;
|caption =  ''Loading screen art''&lt;br /&gt;
|date= June 2, 2015&lt;br /&gt;
|developer=StyLiS Studios&lt;br /&gt;
|platforms=	&lt;br /&gt;
Microsoft Windows&amp;lt;br&amp;gt;&lt;br /&gt;
MacOS&amp;lt;br&amp;gt;&lt;br /&gt;
Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
PlayStation 4&amp;lt;br&amp;gt;&lt;br /&gt;
PlayStation 5&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Roblox&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''Phantom Forces''''' is a multiplayer first-person shooter developed by StyLiS Studios. The game, which is available on the Roblox platform, was first made available on June 2nd, 2015 for consoles and  August 31st, 2015 for PC. It is a modern shooter heavily inspired by the ''[[Battlefield]]'' franchise, specifically ''[[Battlefield 3|3]]'' and ''[[Battlefield 4|4]]'', with some of the maps and weapons of ''4'' and the heads-up display of ''3'' making a near-identical appearance in ''Phantom Forces''. The 4-class system of the ''Battlefield'' games is also present, but without the unique gadgets and abilities of those classes.&lt;br /&gt;
&lt;br /&gt;
''Phantom Forces'' sets itself apart with an extremely diverse selection of over 180 firearms ranging from black powder revolvers to the most modern military rifles. Each and every weapon may also be extensively modified to suit a player's needs, with available attachments including optical sights, suppressors, foregrips, extended magazines, caliber conversions, alternate ammunition, and lengthened/shortened barrels. &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
There are 4 classes in ''Phantom Forces'', which, due to the lack of ''Battlefield''-inspired gadgets, differ only by the types of primary weapons that they have access to. The first class, Assault, can equip Assault Rifles, Carbines, Battle Rifles, and Shotguns. Support, the second class, has similar weapon offerings, except they use Light Machine Guns instead of Assault Rifles. The Scout class has access to Personal Defense Weapons, Carbines, Shotguns and Designated Marksman Rifles. The final class, Recon, has access to Sniper Rifles, DMRs, Battle Rifles, and Carbines.&lt;br /&gt;
&lt;br /&gt;
Each class can equip one primary weapon, one secondary weapon, one grenade, and one melee weapon. Primary weapons are split into several categories, which are Assault Rifles, Battle Rifles, Carbines, DMRs (intermediate and full-power semi-automatic rifles), LMGs (and GPMGs), PDWs (submachine guns and a few carbines), Shotguns, and Sniper Rifles. Secondary weapons, which are shared across all classes, are categorized into Pistols, Revolvers, Machine Pistols, and a catch-all &amp;quot;Other&amp;quot; category. Grenades are divided among three categories, those being Fragmentation, High Explosive, and Impact. Weapons can be unlocked by increasing one's personal &amp;quot;rank&amp;quot;, which is done by gathering XP awarded by eliminating other players or completing objectives, or pre-bought with Credits, an in-game currency that is acquired by ranking up, selling in-game skins, or spending real money. &lt;br /&gt;
&lt;br /&gt;
Every gun in the game can be modified in the loadout menu to add (or remove) various parts, which are unlocked on a per-weapon basis by accumulating kills or spending credits. Most weapons can use one &amp;quot;optic&amp;quot; attachment (includes iron sights, holographic sights, and scopes), one &amp;quot;barrel&amp;quot; attachment (suppressors, muzzle devices, changing barrel length, shotgun chokes), one &amp;quot;underbarrel&amp;quot; attachment (grips, flashlights, lasers), one &amp;quot;other&amp;quot; attachment (side-mounted lasers and flashlights, alternate/remove stocks, extended magazines, canted sights), and one &amp;quot;ammo&amp;quot; attachment (hollow point, armor piercing, overpressure, slugs, flechette, conversions). Although many attachments are available to all weapons (with some exceptions), many guns feature modifications that are unique to that weapon or weapon class. Some unique modifications change the weapon in such a way that it becomes another firearm entirely; for example, the [[Kel-Tec KSG]] has access to the unique &amp;quot;KSG-25 barrel&amp;quot; modification, which transforms the shotgun into the KSG-25 both functionally, by extending its barrel and magazine tubes, and literally, by changing the weapon's name to &amp;quot;KSG-25&amp;quot; in the loadout menu and killfeed. This will be taken into account when considering if a weapon appears in ''Phantom Forces''.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
Pistols in ''Phantom Forces'' are split between automatic pistols (and some single-shot pistols) and machine pistols. They can be equipped in the secondary slot and are available to all classes.&lt;br /&gt;
&lt;br /&gt;
==AMT Automag III==&lt;br /&gt;
The [[AMT Automag III]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 109. Chambered in .30 Carbine, it has a very high base damage (68 at point blank) and good torso/headshot multiplier at the cost of a low magazine capacity (8+1) and very high recoil. The Automag III features two unique modifications, those being a .45 Winchester Magnum conversion and .50 Action Express conversion, which convert the pistol into the Automag IV and Automag V respectively.&lt;br /&gt;
[[Image:AMTAutoMagIII.jpg|thumb|none|450px|AMT Automag III - .30 Carbine.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII menu.jpg|600px|thumb|none| ''An American hand cannon brought to you by AMT. Loading the .30 Carbine cartridge and featuring impressive damage potential, despite this it kicks incredibly high.'']]&lt;br /&gt;
[[File:PhantomForces AutomagIII hip.jpg|600px|thumb|none|The player character holds the Automag III at their hip in one of the dimly-lit tunnels of Ravod 911.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII ads1.jpg|600px|thumb|none|The view down the Automag III's sights.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII ads alt.jpg|600px|thumb|none|The Automag III's alternate ADS view, which would be much more useful if the handgun in question was equipped with a laser attachment.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII inspect1.jpg|600px|thumb|none|The player inspects the left side of the Automag III, something the player is capable of doing to each of the game's guns.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII inspect2.jpg|600px|thumb|none|The second part of the inspect animation, featuring the right side of the gun. Looking good is half the battle.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII tacreload1.jpg|600px|thumb|none|The Automag III's tactical reload animation, in which the magazine is unceremoniously &amp;quot;Wick-flicked&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII tacreload2.jpg|600px|thumb|none|The second half of the reload, in which a fresh magazine is rammed home.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII dryreload.jpg|600px|thumb|none|When reloaded from an empty magazine, the player character pulls back on the Automag III's slide to chamber a round.]]&lt;br /&gt;
===AMT Automag IV===&lt;br /&gt;
Equipping the &amp;quot;.45 WinMag&amp;quot; ammo conversion mod for the Automag III transforms it into the [[AMT Automag IV]]. This allows the pistol to fire much faster and increases the maximum total ammo the player can carry, but reduces its damage and headshot multiplier.&lt;br /&gt;
[[File:AMTAutoMagIV.jpg|350px|thumb|none|AMT Automag IV - .45 Win Mag.]]&lt;br /&gt;
[[File:PhantomForces AMagIV.jpg|600px|thumb|none| ''Load your Automag with .45 Winchester Magnum. This makes your Automag III into the .45 caliber Automag IV. A more traditionally performing handgun cartridge with a lot of power still by comparison.'']]&lt;br /&gt;
===AMT Automag V===&lt;br /&gt;
Equipping the &amp;quot;.50 AE&amp;quot; ammo conversion mod for the Automag III transforms it into the [[AMT Automag V]]. This vastly increases its damage, allowing for a one-shot kill to the body at close range. The Automag V's immense firepower is offset by its reduced magazine capacity of just 5 rounds, however, and its heavy recoil makes quick follow-up shots very difficult (not that one is needed, if you're using it correctly).&lt;br /&gt;
[[File:AMTAutoMagV.jpg|350px|thumb|none|AMT Automag V - .50 AE.]]&lt;br /&gt;
[[File:PhantomForces AMagV.jpg|600px|thumb|none|''Load your Automag with .50 Action Express. This makes your Automag III into the .50 caliber Automag V. There were only 3000 of these models produced using a 5-round magazine. Featuring stopping power similar to other .50 caliber handguns.'']]&lt;br /&gt;
&lt;br /&gt;
==AMT Javelina Longslide==&lt;br /&gt;
The AMT Javelina Longslide, a variant of the 1911-pattern [[AMT Hardballer]] chambered in 10mm Auto and with an extended barrel, was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 84. The pistol is known as the &amp;quot;Hardballer&amp;quot; in-game and is capable of dealing above-average damage per shot, with its main strength being its ability to three-shot an enemy player to any part of the body at any range. This long-ranged power is counterbalanced by a low magazine size of only 8+1 rounds, mediocre close-range performance, and somewhat high vertical recoil. The Javelina Longslide has access to the &amp;quot;Short Barrel&amp;quot; mod, which shortens the handgun's barrel and slide to that of a standard 1911, and a US Marine Corps. folding shoulder stock. The Javelina is also unique in that it is the only firearm in the game to lack a kill requirement for the fictional &amp;quot;AMT Terminator&amp;quot; optic, which, along with the weapon's in-game description, is an obvious reference to 1984's ''[[The Terminator]]''.&lt;br /&gt;
[[File:AMTJavelinaLongslide.jpg|350px|thumb|none|AMT Javelina Longslide - 10mm Auto]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide model.jpg|600px|thumb|none|''Strong ranged performance at the cost of somewhat high recoil - It may not be a phased plasma rifle in the 40-watt range, but this pistol still packs quite a lot of punch with every shot.'']]&lt;br /&gt;
[[File:M1911 Marines stock.jpg|350px|thumb|none|M1911A1 with experimental US Marine Corps. folding stock - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide modelmods.jpg|600px|thumb|none| The Javelina Longslide with a shortened barrel, US Marine Corps. folding shoulder stock, and &amp;quot;AMT Terminator&amp;quot; laser sight.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide hip.jpg|600px|thumb|none|Holding the Javelina Longslide.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide inspect1.jpg|600px|thumb|none|Inspecting the Javelina Longslide.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide inspect2.jpg|600px|thumb|none|Ditto.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide ADS1.jpg|600px|thumb|none|Looking down the Javelina's iron sights.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide ADS2.jpg|600px|thumb|none|Alternate ADS view.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide firing.jpg|600px|thumb|none|Firing the pistol.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide reload1.jpg|600px|thumb|none|Removing an empty magazine by jerking the handgun downwards...]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide reload2.jpg|600px|thumb|none|...and inserting a fresh one. The player then presses the slide release to finish the process.]]&lt;br /&gt;
&lt;br /&gt;
==Arsenal Firearms AF2011-A1==&lt;br /&gt;
The [[Arsenal Firearms AF2011-A1]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 201. Holding the (dubious) honor of being the secondary weapon with the highest unlock rank in the game, the AF2011-A1 was the first double-barreled non-shotgun firearm added to ''Phantom Forces.'' It features very high damage at close range (due to it firing two .45 ACP rounds per trigger-pull), high recoil, a low magazine size, and a long reload. Unique modifications for the AF2011-A1 include a Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock and a &amp;quot;.45 Super&amp;quot; ammo conversion which significantly improves penetration and muzzle velocity at the expense of long-range damage and recoil.&lt;br /&gt;
[[File:AF2011.jpg|thumb|none|350px|Arsenal Firearms AF2011-A1 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 model.jpg|600px|thumb|none|''A double barrel design based off the M1911. Features two of... well, everything! Features great damage in close range as you are firing two rounds at once but suffers range performance due to recoil and a slow reload.'']]&lt;br /&gt;
[[File:1911 MultiShotKit.jpg|350px|thumb|none|M1911A1 with Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 modelmods.jpg|600px|thumb|none|The AF2011-A1 with the Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock attached.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 hiphold.jpg|600px|thumb|none|Wide load coming through! Holding the AF2011-A1.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 leftside.jpg|600px|thumb|none|Inspecting the left side of the pistol.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 ADS1.jpg|600px|thumb|none|Aiming down the AF2011-A1's sights.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 ADS2.jpg|600px|thumb|none|Gangsta-&amp;quot;aiming&amp;quot; the wide-bodied pistol.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 firing.jpg|600px|thumb|none|Firing the pistol. Although the game correctly models a pair of spent casings, they should be flung from opposite sides of the weapon, not both from the same side.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 reload1.jpg|600px|thumb|none|Reloading the big-boned pistol by flicking away the empty... magazine... magazines?]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 reload2.jpg|600px|thumb|none|Inserting a... feed device. Sure, that works.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 reload3.jpg|600px|thumb|none|Pulling back and releasing the slides.]]&lt;br /&gt;
&lt;br /&gt;
==AWS 1911==&lt;br /&gt;
The [[AWS 1911]] was added on Christmas 2018 as part of update 4.0.0 (2018 Winter Update 1) as the &amp;quot;MP1911&amp;quot; and is unlocked at rank 106. The version depicted in-game is select-fire and feeds from double-stack magazines, meaning that it is based on the later &amp;quot;AWS Model-2&amp;quot; prototypes. It comes pre-equipped with the shoulder stock from the Colt 1911 machine pistol prototype. The AWS 1911 is classified as a machine pistol and fires .45 ACP at an astounding 1000 RPM in full-auto, offering a potent close-range self-defense tool for a player in a pinch, featuring high damage and controllable recoil due to its foregrip and stock. Its 15-round magazine, however, is one of the smallest in its class. It can be modified to remove its pre-fitted stock and shorten the barrel, which increases the weapon's responsiveness in CQC at the expense of worse recoil and range. The AWS 1911 also features a 9x19mm conversion which increases its magazine size (20 &amp;gt; 15 rounds) and firerate (1300 &amp;gt; 1000 RPM) while decreasing its damage.&lt;br /&gt;
[[Image:aws191138super.jpg|thumb|none|350px|AWS 1911 - .38 Super]]&lt;br /&gt;
[[File:M1911 .38 Machine Pistol.jpg|350px|thumb|none|Colt M1911A1 machine pistol conversion - .38 Super. The stock of the &amp;quot;MP1911&amp;quot; appears to be modeled after this machine pistol's stock.]]&lt;br /&gt;
[[File:PhantomForces MP1911 model.jpg|600px|thumb|none|''A custom 1911 prototype from the Philippines. Features a custom foregrip and muzzle device for very stable firing characteristics, but has a bulky magazine resulting in slow reloads.'']]&lt;br /&gt;
[[File:PhantomForces MP1911 modelmods.jpg|600px|thumb|none|The AWS 1911 made extra-short with the &amp;quot;Remove Stock&amp;quot; and &amp;quot;Short Barrel&amp;quot; attachments and converted to fire 9x19mm.]]&lt;br /&gt;
[[File:PhantomForces MP1911 hiphold.jpg|600px|thumb|none|Holding the unusual fully-automatic 1911 at the hip.]]&lt;br /&gt;
[[File:PhantomForces MP1911 leftside.jpg|600px|thumb|none|The left side of the AWS 1911.]]&lt;br /&gt;
[[File:PhantomForces MP1911 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces MP1911 ADS1.jpg|600px|thumb|none|Aiming down the AWS 1911's fancy-schmancy blue and white glow sights.]]&lt;br /&gt;
[[File:PhantomForces MP1911 ADS2.jpg|600px|thumb|none|The &amp;quot;MP1911's&amp;quot; alternate aim view, which is essentially a zoomed-in hipfire view.]]&lt;br /&gt;
[[File:PhantomForces MP1911 firing.jpg|600px|thumb|none|Letting loose with a fully-automatic burst of .45 ACP. A big thanks to the Philippines!]]&lt;br /&gt;
[[File:PhantomForces MP1911 reload1.jpg|600px|thumb|none|Performing an AWS 1911 fan's favorite task: reloading.]]&lt;br /&gt;
[[File:PhantomForces MP1911 reload2.jpg|600px|thumb|none|Inserting a fresh magazine containing 15 .45 ACP rounds; note that this machine pistol has been fitted with a magical auto-closing slide!]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
A [[Beretta 93R]] with wood grips was added during the game's Alpha and is unlocked at rank 26. It feeds from a 20 round magazine, is classified as a machine pistol, and is the only secondary weapon in the game to feature a burst-fire. The 93R is capable of killing a full-health player with one three-round burst at close range, but its high vertical recoil can make the weapon hard to use effectively beyond close range. The machine pistol can also be fired sem-automatically, which can also be useful when single, more accurate shots are desired. The Beretta 93R's only unique modification is a recoil-decreasing shoulder stock known as the &amp;quot;Raffica Stock&amp;quot;.&lt;br /&gt;
[[Image:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces 93R model.jpg|600px|thumb|none|''An Italian machine pistol that fires rapid 3-round bursts. Strong vertical recoil with high close-in damage.'']]&lt;br /&gt;
[[File:Beretta 93R with unfolded stock.jpg|thumb|none|350px|Beretta 93R with optional unfolded shoulder stock - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces 93R modelmods.jpg|600px|thumb|none|The Beretta 93R equipped with the &amp;quot;Raffica Stock&amp;quot; mod.]]&lt;br /&gt;
[[File:PhantomForces 93R hiphold.jpg|600px|thumb|none|First-person view with the 93R equipped.]]&lt;br /&gt;
[[File:PhantomForces 93R leftside.jpg|600px|thumb|none|Inspecting the pistol, which features a small folding foregrip. Ironically, this provides no stability improvement over the standard Beretta M9 also featured in-game.]]&lt;br /&gt;
[[File:PhantomForces 93R rightside.jpg|600px|thumb|none|The right side of the 93R.]]&lt;br /&gt;
[[File:PhantomForces 93R ADS1.jpg|600px|thumb|none|Aiming down the 93R's simplistic three-dot iron sights.]]&lt;br /&gt;
[[File:PhantomForces 93R ADS2.jpg|600px|thumb|none|The alternate ADS mode, which offers a much clearer viewmodel at the expense of a clear aiming point (without equipping a laser, at least).]]&lt;br /&gt;
[[File:PhantomForces 93R firing.jpg|600px|thumb|none|Unleashing a three-round burst; note the high vertical recoil.]]&lt;br /&gt;
[[File:PhantomForces 93R reload1.jpg|600px|thumb|none|What sick freak made a three-round burst pistol with a magazine size not divisible by 3???]]&lt;br /&gt;
[[File:PhantomForces 93R reload2.jpg|600px|thumb|none|The world is truly an unfair place.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M9==&lt;br /&gt;
A [[Beretta M9]] with brown StyLiS-branded grips was added during the game's Alpha and is one of the two sidearms unlocked by default. The M9 is a &amp;quot;jack-of-all-trades&amp;quot; pistol that is exceptionally average in almost every characteristic. It can be fitted with an extended 20-round magazine, an extended barrel/slide, and the 93R's &amp;quot;Raffica Stock&amp;quot; in addition to the standard suite of weapon attachments. The Beretta M9 features a unique texture, name, and viewmodel when the &amp;quot;Osprey Suppressor&amp;quot; is equipped, which is a reference to the &amp;quot;Luison&amp;quot; pistol from ''[[Rainbow Six Siege]]''.&lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces M9 model.jpg|600px|thumb|none|''A 9mm Italian pistol. One of the first 'wonder nines'. High capacity with deep reserves, light recoil, and high velocity.'']]&lt;br /&gt;
[[File:PhantomForces M9 modelmods.jpg|600px|thumb|none|The M9 equipped with an extended magazine and a long slide.]]&lt;br /&gt;
[[File:PhantomForces M9 hiphold.jpg|600px|thumb|none|The first-person viewmodel of the ubiquitous M9.]]&lt;br /&gt;
[[File:PhantomForces M9 leftside.jpg|600px|thumb|none|The left side of the pistol.]]&lt;br /&gt;
[[File:PhantomForces M9 rightside.jpg|600px|thumb|none|The right side. Nothing much to say here, really.]]&lt;br /&gt;
[[File:PhantomForces M9 ADS1.jpg|600px|thumb|none|Yep, just your average Beretta M9.]]&lt;br /&gt;
[[File:PhantomForces M9 ADS2.jpg|600px|thumb|none|Aiming the M9 as any US serviceman would, of course.]]&lt;br /&gt;
[[File:PhantomForces M9 reload1.jpg|600px|thumb|none|Removing an empty magazine...]]&lt;br /&gt;
[[File:PhantomForces M9 reload2.jpg|600px|thumb|none|...and inserting a fresh one, followed by pressing the magazine release. These animations are shared by many of the game's pistols.]]&lt;br /&gt;
[[File:PhantomForces M9Luison model.jpg|600px|thumb|none|The M9 with the &amp;quot;Osprey&amp;quot; suppressor equipped. [[:File:R6S-luison.jpg|Hey, I've seen this one before...]]]]&lt;br /&gt;
[[File:PhantomForces M9Luison viewmodel.jpg|600px|thumb|none|The handgun's unique first-person viewmodel. This Beretta is definitely not loaded with less-lethal rounds, however.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
A two-toned [[Colt M1911A1]] was added during the game's Alpha and is unlocked at rank 8. The pistol is seemingly a custom model as it has an 8-round magazine, wooden grips embossed with a golden StyLiS logo, full-length guide rod, a M1911-style main spring housing, and an oversized hammer. The M1911A1 is accurate, quick to reload, and has impressive stopping power, making it a deadly sidearm at any range. At the same time, the classic handgun's jumpy recoil, low muzzle velocity, and low magazine size heavily discourage firing too quickly. The M1911A1 can be equipped with a folding shoulder stock to aid in recoil management and has access to a unique cosmetic &amp;quot;Engravings&amp;quot; attachment.&lt;br /&gt;
[[Image:NickelPlatedM1911A1.jpg|thumb|350px|none|Nickel-plated M1911A1 with brown plastic grips - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M1911A1 model.jpg|600px|thumb|none|''A classic American pistol brought into the modern age. Very high damage up close, with poor velocity and small magazine size.'']]&lt;br /&gt;
[[File:PhantomForces M1911A1 modelengravings.jpg|600px|thumb|none|''It's a nice gun, I'll give you that. But the engraving gives you no tactical advantage whatsoever.'']]&lt;br /&gt;
[[File:M1911 Marines stock.jpg|350px|thumb|none|Colt M1911A1 with experimental US Marine Corps. folding stock - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M1911A1 modelstock.jpg|600px|thumb|none|The M1911A1 with a folding shoulder stock attached.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 hiphold.jpg|600px|thumb|none|Holding the custom M1911A1 at the hip.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 leftside.jpg|600px|thumb|none|The left side of the pistol.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 ADS1.jpg|600px|thumb|none|The view down the M1911A1's custom red-and-green glow sights.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 ADS2.jpg|600px|thumb|none|Alternate ADS view.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 reload.jpg|600px|thumb|none|Removing an empty magazine. The remainder of the reload is identical to other automatic pistols.]]&lt;br /&gt;
===M1911 .22 LR===&lt;br /&gt;
Equipping the M1911A1 with the &amp;quot;Ratshot&amp;quot; ammo conversion transforms it into the &amp;quot;M1911 .22LR&amp;quot;. This turns the weapon into a pseudo-shotgun, allowing it to fire four extremely weak pellets up to 10 times before reloading. A joke attachment first and foremost, Ratshot has some dubious utility in point-blank engagements as it is technically capable of a one-hit kill if all four pellets score a headshot (4 pellets x 9 damage x 3.0 headshot multiplier = 108 damage), but the shotgun-pistol's somewhat wide spread, low pellet count, and miserable damage to the body add up to a weapon that is a straight downgrade in almost any situation compared to the .45 ACP M1911A1.&lt;br /&gt;
[[File:Colt1911A1 22.jpg|350px|thumb|none|M1911A1 produced by Walther Arms - .22 LR]]&lt;br /&gt;
[[File:PhantomForces M1911A1 22 model.jpg|600px|thumb|none|''Change the ammunition fired from your M1911 into .22 Rat Shot. Why would you do this to yourself? You basically have a mini shotgun...'']]&lt;br /&gt;
[[File:PhantomForces M1911A1 22 firing.jpg|600px|thumb|none|The M1911 .22's shot pattern. Note the black tracers.]]&lt;br /&gt;
===OSS &amp;quot;Bigot&amp;quot; M1911A1===&lt;br /&gt;
Equipping the &amp;quot;Dart&amp;quot; ammo conversion transforms the weapon into the experimental clandestine [[OSS &amp;quot;Bigot&amp;quot; M1911]]. A high-risk, high-reward weapon, the &amp;quot;Bigot&amp;quot; launches a large, slow dart projectile that deals heavy damage to the body and kills instantly to the head at any range. It is incapable of scoring a one-shot against a full-health opponent without a headshot, however, so the &amp;quot;Bigot&amp;quot; is best used as an instant, silent eliminator of distracted/stationary enemies (provided one becomes familiar with its arcing trajectory) or as a finisher against opponents that are already injured.&lt;br /&gt;
[[File:Bigot_1911_pistol.jpg|thumb|none|350px|OSS &amp;quot;Bigot&amp;quot; M1911A1]]&lt;br /&gt;
[[File:PhantomForces M1911A1dart model.jpg|600px|thumb|none|''Change the ammunition fired from your M1911 to a single dart. Deals more damage, but with worse recoil, low bullet velocity and less ammunition carried.'']]&lt;br /&gt;
[[File:PhantomForces M1911A1dart hiphold.jpg|600px|thumb|none|The first-person viewmodel of the M1911 &amp;quot;Bigot&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces M1911A1dart firing.jpg|600px|thumb|none|Firing a pink-tracered dart. Note that the dart protruding from the muzzle of the weapon doesn't actually disappear until several frames after the weapon is fired.]]&lt;br /&gt;
[[File:PhantomForces M1911A1dart reloading.jpg|600px|thumb|none|Loading in a new dart.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1==&lt;br /&gt;
The [[Colt M45A1 CQBP]] was added in January 2018 as part of update 3.5.1 and is unlocked at rank 34. Before update 5.7.0, the weapon lacked the distinctive grip panels, tan finish, and ambidextrous grip safety of the M45A1, which made it a [[Colt Rail Gun]]. It has a threaded barrel, feeds from a 10-round extended magazine in its default configuration, and is otherwise similar performance-wise to the M1911A1. The M45A1 features a few unique mods, including a 15-round extended magazine, a generic polymer shoulder stock, and the same &amp;quot;Dart&amp;quot; conversion as the M1911A1.&lt;br /&gt;
[[File:M45A1.jpg|thumb|none|350px|Colt M45A1 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M45A1 model.jpg|600px|thumb|none|''A modern American pistol with many custom parts. High damage, medium capacity, strong recoil.'']]&lt;br /&gt;
[[File:PhantomForces M45A1 modelmods.jpg|600px|thumb|none|The M45A1 with an extended magazine and shoulder stock.]]&lt;br /&gt;
[[File:PhantomForces M45A1 hiphold.jpg|600px|thumb|none|First-person view of the aggressively beige M45A1.]]&lt;br /&gt;
[[File:PhantomForces M45A1 leftside.jpg|600px|thumb|none|The first part of the inspect animation, in which the magazine is shown to the player.]]&lt;br /&gt;
[[File:PhantomForces M45A1 rightside .jpg|600px|thumb|none|Performing a brass check in the second part of the inspect animation.]]&lt;br /&gt;
[[File:PhantomForces M45A1 ADS1.jpg|600px|thumb|none|Aiming down the M45A1's green glow sights. The wing-like ambidextrous thumb safeties are clearly visible.]]&lt;br /&gt;
[[File:PhantomForces M45A1 ADS2.jpg|600px|thumb|none|A decidedly less professional way of aiming the M45A1.]]&lt;br /&gt;
[[File:PhantomForces M45A1 reload1.jpg|600px|thumb|none|The M45A1's reload begins with disposing of the empty magazine.]]&lt;br /&gt;
[[File:PhantomForces M45A1 reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PhantomForces M45A1 reload3.jpg|600px|thumb|none|Pulling back (and releasing) the slide to finish the reloading process off.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
An [[FN Five-seveN]] Mk2 with a flat dark earth (FDE) frame was added in May 2019 as part of update 4.4.0 and is unlocked at rank 57 (go figure). The Five-seveN has a lot of positive qualities, including incredibly good long-range performance, low recoil, very high penetration, and the highest magazine size in-class (20 rounds). Unfortunately, the Five-seveN deals relatively low damage per shot and has a mediocre headshot multiplier, meaning that anywhere from 3 to 5 shots are required to eliminate a full-health opponent, which can be a death sentence in a hectic CQC battle. Its only unique modification is an extended 30-round magazine, which further increases the pistol's already impressive ammunition capacity at the expense of total rounds carried and reload speed.&lt;br /&gt;
[[File:FN Five-seveN Mark 2 FDE.jpg|thumb|none|350px|FN Five-seveN Mark 2 FDE - 5.7x28mm]]&lt;br /&gt;
[[File:PhantomForces FiveSeven model.jpg|600px|thumb|none|''A modern Belgian pistol firing a unique caliber. Poor close-in performance, with great ranged performance, high velocity, large magazine, wall penetration and deep reserves.'']]&lt;br /&gt;
[[File:PhantomForces FiveSeven modelmods.jpg|600px|thumb|none|The Five-seveN equipped with an extended 30-round magazine.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven hiphold.jpg|600px|thumb|none|First-person view of the unique pistol.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven leftside.jpg|600px|thumb|none|Inspecting the pistol, part 1.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven rightside.jpg|600px|thumb|none|Inspecting the pistol, part 2; this time, it's personal.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven ADS1.jpg|600px|thumb|none|Aiming down the Five-seveN's unobtrusive Glow sightS.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven ADS2.jpg|600px|thumb|none|Canting the pistol at a jolly angle in the general direction of the opps.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven firing.jpg|600px|thumb|none|Firing a round of 5.7x28mm. Note the unusually skinny cartridge case - many of the calibers in ''Phantom Forces'' have their own unique spent casing model.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven reload1.jpg|600px|thumb|none|Removing an Empty magazinE.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven reload2.jpg|600px|thumb|none|Inserting a new one and releasing the slide.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
A 3rd Generation [[Glock 17]] with a tan frame was added during the game's Alpha and is one of the two sidearms unlocked by default. Compared to the M9, the Glock 17 has a larger magazine size (17 rounds) and is more controllable but has worse ranged performance. The Glock 17 can equip a FAB Defense GLR-440 stock, 33-round extended magazine, and &amp;quot;Long Barrel&amp;quot; (which transforms the pistol into the Glock 17L).&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|350px|3rd Generation Glock 17 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock17 model.jpg|600px|thumb|none|''A 9mm Austrian pistol renowned for its simplicity and ruggedness. Compared to the M9, it has a higher capacity, but less muzzle velocity.'']]&lt;br /&gt;
[[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock17 modelmods.jpg|600px|thumb|none|The Glock 17 fitted with a shoulder stock, extended magazine, and long barrel/slide.]]&lt;br /&gt;
[[File:PhantomForces Glock17 hiphold.jpg|600px|thumb|none|First-person view of the Glock 17.]]&lt;br /&gt;
[[File:PhantomForces Glock17 leftside.jpg|600px|thumb|none|Inspecting the Glock 17. Many (if not all) of the Glocks reuse the same set of animations.]]&lt;br /&gt;
[[File:PhantomForces Glock17 rightside.jpg|600px|thumb|none|Ditto, followed by a brass check.]]&lt;br /&gt;
[[File:PhantomForces Glock17 ADS1.jpg|600px|thumb|none|Aiming down the Glock's ubiquitous sights. Although accurate Glock logos are present on other parts of the weapon, the one on the slide backplate has been replaced by the StyLiS symbol.]]&lt;br /&gt;
[[File:PhantomForces Glock17 ADS2.jpg|600px|thumb|none|Not aiming down the Glock 17's sights.]]&lt;br /&gt;
[[File:PhantomForces Glock17 firing.jpg|600px|thumb|none|Firing the Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock17 reload1.jpg|600px|thumb|none|Removing an empty magazine.]]&lt;br /&gt;
[[File:PhantomForces Glock17 reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PhantomForces Glock17 reload3.jpg|600px|thumb|none|Pressing the slide release.]]&lt;br /&gt;
===Glock 17L=== &lt;br /&gt;
Equipping the &amp;quot;Long Barrel&amp;quot; attachment on the Glock 17 transforms it into the Glock 17L. This improves the pistol's ranged performance and muzzle velocity while increasing the time required to aim down sights.&lt;br /&gt;
[[File:G17L Gen3.jpg|350px|thumb|none|Glock 17L (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces Glock17L model.jpg|600px|thumb|none|The Glock 17L as it appears in-game.]]&lt;br /&gt;
[[File:PhantomForces Glock17L hiphold.jpg|600px|thumb|none|First-person view of the long Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock17L inspect.jpg|600px|thumb|none|Inspecting the Glock 17L, which showcases the compensated barrel. The recoil remains unchanged compared to the standard Glock 17, however.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
A 4th Generation [[Glock 18C]] was added during the game's Alpha and is unlocked at rank 17. It has low vertical recoil (for a machine pistol) and a very high rate of fire, which allows the Glock 18C to be used to great effect in close-quarters. It has some of the worst damage falloff in the game, however, so the 18C is best used only at an arm's length. The Glock 18C can be modified to add a 33-round extended magazine, extended slide/barrel, and an FAB Defense Cobra folding stock, which can be used either unfolded or folded (as an ersatz foregrip). Prior to update 5.7.0, it lacked a fire selector, which made it a Glock 17C.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|350px|3rd Generation Glock 18C - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock18C modelview.jpg|600px|thumb|none|''A 9mm Austrian machine pistol. Fast fire rate with relatively stable handling characteristics.'']]&lt;br /&gt;
[[File:Glock Cobra stock.jpg|350px|thumb|none|5th Generation Glock 19 with FAB Defense Cobra folding stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock18C modelmods.jpg|600px|thumb|none|The Glock 18C with a FAB Defense Cobra folding stock, 33-round extended magazine, and fictional long slide and barrel.]]&lt;br /&gt;
[[File:PhantomForces Glock18C modelstockfolded.jpg|600px|thumb|none|The Glock 18C with its FAB Defense Cobra stock folded, which the player uses an impromptu foregrip.]]&lt;br /&gt;
[[File:PhantomForces Glock18C hiphold.jpg|600px|thumb|none|Holding the select-fire Glock at the hip.]]&lt;br /&gt;
[[File:PhantomForces Glock18C leftside.jpg|600px|thumb|none|Inspecting the left side of the pistol, which provides a clearer view of the fire selector.]]&lt;br /&gt;
[[File:PhantomForces Glock18C rightside.jpg|600px|thumb|none|Checking the top of the Glock 18C.]]&lt;br /&gt;
[[File:PhantomForces Glock18C brasscheck.jpg|600px|thumb|none|Performing a brass check on the handgun. The cuts in the top of the barrel can be clearly seen.]]&lt;br /&gt;
[[File:PhantomForces Glock18C ADS.jpg|600px|thumb|none|Aiming down the Glock 18C's iron sights.]]&lt;br /&gt;
[[File:PhantomForces Glock18C ADS2.jpg|600px|thumb|none|Although gangsta-aiming a pistol is never a good idea, doing so with this handgun is especially stupid. Please, don't do this!]]&lt;br /&gt;
[[File:PhantomForces Glock18C firing.jpg|600px|thumb|none|''Why, yes, I do enjoy wasting ammunition. Why do you ask?'']]&lt;br /&gt;
[[File:PhantomForces Glock18C reload.jpg|600px|thumb|none|Inserting a fresh magazine. The 18C uses the same animations as the rest of the Glock-series pistols, so the entire reload won't be shown here.]]&lt;br /&gt;
[[File:PhantomForces Glock18C changefiremode.jpg|600px|thumb|none|Switching firemodes. The actual fire selector doesn't move, despite the fact that an audible click accompanies the animation.]]&lt;br /&gt;
===&amp;quot;G18L&amp;quot;===&lt;br /&gt;
Equipping the Glock 18C with the &amp;quot;Long Barrel&amp;quot; attachment transforms it into the fictional &amp;quot;G18L&amp;quot;. A longslide version of the Glock 18C, the cuts in the top of the slide have been extended and the handgun appears similar to other (real) longslide Glocks, such as the Glock 40, albeit with a fire selector.&lt;br /&gt;
[[File:Glock 40.jpg|350px|thumb|none|Glock 40, for comparison - 10x25mm Auto]]&lt;br /&gt;
[[File:PhantomForces Glock18L.jpg|600px|thumb|none|The fictional &amp;quot;Glock 18L&amp;quot; as it appears in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21==&lt;br /&gt;
A [[Glock 21]] was added in April 2022 as part of update 5.7.0 and is unlocked at rank 21. It features an OD green frame and a threaded barrel. The Glock 21, alongside the many other Glock-series pistols featured in ''Phantom Forces,'' was once available only through an ammunition conversion for the Glock 17. With 2022's &amp;quot;Return to Spring&amp;quot; update, however, the great Glock split transformed these conversions into their own unique pistols. Firing .45 ACP, the Glock 21 deals high close-range damage and features an impressive 13-round magazine. It deals less damage than other .45 handguns, however, and is not very effective at range. It can be modified to add a 26-round extended magazine and a FAB Defense GLR-440 Tactical Stock.&lt;br /&gt;
[[File:Glock21.jpg|thumb|none|350px|3rd Generation Glock 21 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces Glock21 model.jpg|600px|thumb|none|''A G-Series pistol which chambers .45 ACP. This pistol features great close range damage and snappy recoil, however your performance will dwindle in range compared to other pistols'']]&lt;br /&gt;
[[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock21 modelmods.jpg|600px|thumb|none|The Glock 21 with a shoulder stock and extended magazine.]]&lt;br /&gt;
[[File:PhantomForces Glock21 hiphold.jpg|600px|thumb|none|Holding the Glock 21.]]&lt;br /&gt;
[[File:PhantomForces Glock21 leftside.jpg|600px|thumb|none|The left side of the .45 ACP Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock21 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Glock21 ADS1.jpg|600px|thumb|none|Aiming down the Glock 21's iron sights.]]&lt;br /&gt;
[[File:PhantomForces Glock21 ADS2.jpg|600px|thumb|none|The gangsta-Glock has arrived.]]&lt;br /&gt;
[[File:PhantomForces Glock21 reload.jpg|600px|thumb|none|Reloading the Glock 21.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;G21L&amp;quot;===&lt;br /&gt;
Equipping the Glock 21 with the &amp;quot;Long Barrel&amp;quot; attachment transforms it into the fictional &amp;quot;G21L&amp;quot;. The pistol's closest real counterpart is the Glock 41, which is also a longslide (albeit not as long as the 21L) Glock chambered in .45 ACP.&lt;br /&gt;
[[File:Glock41.jpg|350px|thumb|none|Glock 41 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces Glock21L model.jpg|600px|thumb|none|The &amp;quot;G21L&amp;quot; as it appears in-game.]]&lt;br /&gt;
[[File:PhantomForces Glock21L hiphold.jpg|600px|thumb|none|Holding the strange longslide Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock21L inspect.jpg|600px|thumb|none|Inspecting the pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21 (with .50 GI conversion)==&lt;br /&gt;
A [[Glock 21]] with an aftermarket .50 GI conversion kit was added in April 2022 as part of update 5.7.0 and is unlocked at rank 50. Designated as the &amp;quot;G50&amp;quot; in-game, this pistol has the lowest capacity of the Glock series (8+1 rounds) but the highest damage per shot and a very healthy x2.0 headshot multiplier. Although unable to score a one shot kill (1SK) against a full health player, the G50 maintains a 2SK to the body or head at close range, making it the perfect sidearm for a player with a traditionally long-range primary weapon such as a sniper rifle or DMR.&lt;br /&gt;
&lt;br /&gt;
It can be modified to add an FAB Defense Cobra folding stock and an extended &amp;quot;Heavy Barrel&amp;quot;, which changes the pistol's name to &amp;quot;G50L&amp;quot;, a fictional designation. The &amp;quot;G50&amp;quot; is also the only Glock-series pistol that can be fitted with the &amp;quot;G-switch&amp;quot; attachment (a callback to how the Glock 18C was able to equip a &amp;quot;.50 GI Conversion&amp;quot; attachment in earlier versions of the game), converting the pistol to fire exclusively in full-auto.&lt;br /&gt;
[[File:Glock50 GI conversion.jpg|350px|thumb|none|Glock 21 with Guncrafter Industries conversion kit - .50 GI]]&lt;br /&gt;
[[File:PhantomForces Glock50 model.jpg|600px|thumb|none|''An American modification to an Austrian Classic. Reduced magazine capacity compared to the others, but has more stopping power. Has more than enough power to go through fruits, vegetables, water jugs, and whatever else you have at your range.'']]&lt;br /&gt;
[[File:Glock Cobra stock.jpg|350px|thumb|none|5th Generation Glock 19 with FAB Defense Cobra folding stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock50 modelmods.jpg|600px|thumb|none|The &amp;quot;G50&amp;quot; with the extended &amp;quot;Heavy Barrel&amp;quot; and folding stock.]]&lt;br /&gt;
[[File:PhantomForces Glock50 hiphold.jpg|600px|thumb|none|First-person view of the high-caliber Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock50 leftside.jpg|600px|thumb|none|Inspecting the handgun. Note that the slide reads &amp;quot;STYLIS STUDIOS&amp;quot; as opposed to &amp;quot;GUNCRAFTER INDUSTRIES&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces Glock50 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Glock50 ADS1.jpg|600px|thumb|none|Custom slide, factory sights.]]&lt;br /&gt;
[[File:PhantomForces Glock50 ADS2.jpg|600px|thumb|none|One-handing the &amp;quot;G50&amp;quot;. While never a great idea, this is not ''as'' disasterous of an idea as it seems, especially because .50 GI (supposedly) only has about as much felt recoil as .45 ACP.]]&lt;br /&gt;
[[File:PhantomForces Glock50 firing.jpg|600px|thumb|none|Firing a round.]]&lt;br /&gt;
[[File:PhantomForces Glock50 reload.jpg|600px|thumb|none|Reloading.]]&lt;br /&gt;
[[File:Glock 17 with GLK18 Full Auto Conversion Device C.jpg|thumb|none|350px|Glock 17 with select-fire conversion device - 9x19mm Parabellum. &amp;quot;Glock switches&amp;quot; come in many models and forms, and are regulated as NFA firearms.]]&lt;br /&gt;
[[File:PhantomForces Glock50switch firing.jpg|600px|thumb|none|Firing a G50 equipped with the &amp;quot;G-switch&amp;quot; mod. The switch itself can be seen on the back of the pistol's slide and the river of casings flying from the gun hint at its very high rate of fire. Don't try this at home.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 23==&lt;br /&gt;
A [[Glock 23]] with an FDE frame and threaded barrel was added April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 23. Chambered in .40 S&amp;amp;W, the Glock 23 is a servicable all-rounder sidearm. It can deal decent damage at range or up close, and its 13-round magazine somewhat compensates for missed shots. A &amp;quot;jack-of-all-trades, master of none&amp;quot; pistol, the Glock 23 can do well in any situation but loses out to more specialized secondaries in specific areas. It can be fitted with a 22-round extended magazine, FAB Defense GLR-440 Tactical Stock, and aftermarket extended barrel (which inexplicably changes the weapon's name to &amp;quot;G23L&amp;quot;).&lt;br /&gt;
[[File:Glock23.jpg|thumb|none|350px|3rd Generation Glock 23 - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:PhantomForces Glock23 model.jpg|600px|thumb|none|''A .40 S&amp;amp;W G-Series pistol. Featuring characteristics similar to its original 9mm variant, with a swift reload alongside it.'']]&lt;br /&gt;
[[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock23 modelmods.jpg|600px|thumb|none|The Glock 23 with various mods, including an extended magazine/barrel and shoulder stock.]]&lt;br /&gt;
[[File:PhantomForces Glock23 hiphold.jpg|600px|thumb|none|Holding the Glock 23.]]&lt;br /&gt;
[[File:PhantomForces Glock23 leftside.jpg|600px|thumb|none|Inspecting the handgun.]]&lt;br /&gt;
[[File:PhantomForces Glock23 rightside.jpg|600px|thumb|none|Ditto, followed by a brass check.]]&lt;br /&gt;
[[File:PhantomForces Glock23 ADS1.jpg|600px|thumb|none|Surprise! More Glock sights! Bet you didn't see this one coming.]]&lt;br /&gt;
[[File:PhantomForces Glock23 ADS2.jpg|600px|thumb|none|Isn't this schtick getting a little old? ''You ain't seen nothing yet...'']]&lt;br /&gt;
[[File:PhantomForces Glock23 reload.jpg|600px|thumb|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 40==&lt;br /&gt;
A [[Glock 40]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 40. It is much more long-range focused than the other Glock pistols, with a high headshot multiplier, punchy cartridge, and very high muzzle velocity. Although it can dish out large amounts of damage in close-quarters, the Glock 40's somewhat high recoil and below-average firerate make it slightly harder to manage compared to other handguns. The Glock 40 can be modified to add a FAB Defense GLR-440 Tactical Stock and a 30-round extended magazine. It also has access to the &amp;quot;Short Barrel&amp;quot; attachment, which transforms the pistol into the [[Glock 20]].&lt;br /&gt;
[[File:Glock_40.jpg|thumb|none|350px|4th Generation Glock 40 - 10x25mm Auto]]&lt;br /&gt;
[[File:PhantomForces Glock40 model.jpg|600px|thumb|none|''A G-series pistol chambered in the 10mm Auto round. Compared to other G-series guns, it trades a bit of accuracy and close range performance for more power at longer ranges.'']]&lt;br /&gt;
[[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock40 modelmods.jpg|600px|thumb|none|The Glock 40 with an extended magazine, shoulder stock, and &amp;quot;Short Barrel&amp;quot;. I suppose it isn't much of a Glock 40 anymore...]]&lt;br /&gt;
[[File:PhantomForces Glock40 hiphold.jpg|600px|thumb|none|Holding the Glock 40.]]&lt;br /&gt;
[[File:PhantomForces Glock40 leftside .jpg|600px|thumb|none|The left side of the Glock 40.]]&lt;br /&gt;
[[File:PhantomForces Glock40 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Glock40 ADS1.jpg|600px|thumb|none|Does the Tetris effect apply to Glock sights?]]&lt;br /&gt;
[[File:PhantomForces Glock40 ADS2.jpg|600px|thumb|none|No more Glocks... please.]]&lt;br /&gt;
[[File:PhantomForces Glock40 reload.jpg|600px|thumb|none|ReGlocking the Glock 40.]]&lt;br /&gt;
===Glock 20===&lt;br /&gt;
A [[Glock 20]] can be created by equipping the &amp;quot;Short Barrel&amp;quot; attachment on the Glock 40. It has a dark grey frame. The Glock 20 is notable for having one of the fastest walkspeeds in the game, allowing a player wielding the sidearm to move very quickly. This is most likely an oversight caused by the weight reduction given by the &amp;quot;Short Barrel&amp;quot; attachment (which is typically only available for long-barreled primary weapons, where the weight reduction is less radical).&lt;br /&gt;
[[File:Glock20.jpg|350px|thumb|none|Glock 20 (3rd Generation) - 10x25mm Auto]]&lt;br /&gt;
[[File:PhantomForces Glock20 model.jpg|600px|thumb|none|The Glock 20 as it appears in-game.]]&lt;br /&gt;
[[File:PhantomForces Glock20 hiphold.jpg|600px|thumb|none|Equipping the Glock 20.]]&lt;br /&gt;
[[File:PhantomForces Glock20 inspect.jpg|600px|thumb|none|Inspecting the handgun.]]&lt;br /&gt;
&lt;br /&gt;
==Guncrafter Industries Model 1==&lt;br /&gt;
The [[Guncrafter Industries Model 1]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 73. As one could expect from this souped-up 1911 derivative, the &amp;quot;GI M1&amp;quot; (as it is known in-game) hits extremely hard in close quarters but has high vertical recoil and poor ranged performance. Unique modifications for the Model 1 include a longslide conversion (which improves the handgun's poor ranged performance) and a recoil-reducing Sarco. Inc lightweight stock.&lt;br /&gt;
[[File:GIM1.jpg|thumb|none|350px|Guncrafter Industries Model 1 - .50 GI]]&lt;br /&gt;
[[File:PhantomForces GI M1 model.jpg|600px|thumb|none|''A M1911 modified to chamber .50GI - a powerful ammunition that packs a lot of punch up close, but also comes with reduced accuracy and performance at range.'']]&lt;br /&gt;
[[File:M1911 Sarco Lightweight Stock.jpg|350px|thumb|none|M1911 with Sarco Inc. lightweight stock - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces GI M1 modelmods.jpg|600px|thumb|none|The Model 1 with the &amp;quot;Heavy Barrel&amp;quot; longslide conversion and Sarco Inc. lightweight stock mods.]]&lt;br /&gt;
[[File:PhantomForces GI M1 hip.jpg|600px|thumb|none|Holding the &amp;quot;GI M1&amp;quot; at the hip.]]&lt;br /&gt;
[[File:PhantomForces GI M1 leftside.jpg|600px|thumb|none|Inspecting the Model 1, which first shows the player checking the left side of the handgun...]]&lt;br /&gt;
[[File:PhantomForces GI M1 rightside.jpg|600px|thumb|none|...followed by the right side. Nothing too crazy here.]]&lt;br /&gt;
[[File:PhantomForces GI M1 ADS.jpg|600px|thumb|none|Aiming down the Model 1's red (and rather harsh) three-dot iron sights.]]&lt;br /&gt;
[[File:PhantomForces GI M1 ADS2.jpg|600px|thumb|none|Gangsta-aiming the handgun like a true OG. Which, of course, stands for Original Guncrafter.]]&lt;br /&gt;
[[File:PhantomForces GI M1 firing.jpg|600px|thumb|none|Firing the beefy 1911 derivative.]]&lt;br /&gt;
[[File:PhantomForces GI M1 reload.jpg|600px|thumb|none|Inserting a fresh magazine. The GI M1 uses the same set of 1911-pattern animations several other pistols in-game.]]&lt;br /&gt;
&lt;br /&gt;
==IMI/Magnum Research Desert Eagle L5==&lt;br /&gt;
A [[Desert Eagle L5]] chambered in .44 Magnum was added during the game's Alpha and is unlocked at rank 18. The L5 is a powerful magnum pistol and one of the earliest available sidearms that can kill a player with a single headshot at close range. Its in-game role can be compared to that of revolvers, with the Desert Eagle having a superior capacity (8+1 rounds) and firerate (400 RPM) than most. The L5 has very high recoil and is much less effective than most revolvers at range, however, with it becoming unable to 1-shot-kill to the head at 50 'studs' (approx. 46 ft). The Desert Eagle L5 can equip a unique &amp;quot;Extended Barrel&amp;quot; mod, which increases its damage at range at the expense of the time required to aim-down-sights. It can also equip either a .44 Special or .357 Magnum conversion, the former decreasing recoil while lowering the damage dealt at range, and the latter increasing the handgun's controllability, reload speed, and magazine size while decreasing overall damage. Some of its reload sound effects are borrowed from ''[[Call of Duty 4: Modern Warfare]]''.&lt;br /&gt;
[[File:Desert Eagle L5.jpg|thumb|none|350px|Magnum Research Desert Eagle L5 - .50 AE]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 model.jpg|600px|thumb|none|''A modern version of the iconic Israeli-American pistol. This specific model has been lightened as well as upgraded with dual Picatinny rails and a much-needed muzzle brake. Very high damage with the capacity to instantly kill to the head up close, with rough recoil.'']]&lt;br /&gt;
[[File:Desert Eagle 10 inch.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with 10&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 model longbarrel.jpg|600px|thumb|none|The Desert Eagle L5 as it appears in-game with the &amp;quot;Extended Barrel&amp;quot; mod.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 hip.jpg|600px|thumb|none|Holding the mighty Desert Eagle L5.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 inspect1.jpg|600px|thumb|none|The L5's inspect animation begins with a look at the left side of the handcannon...]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 inspect2.jpg|600px|thumb|none|...continues with a cursory check of the magazine...]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 inspect3.jpg|600px|thumb|none|...and concludes with a brass check.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 ADS1.jpg|600px|thumb|none|Aiming down the sights.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 ADS2.jpg|600px|thumb|none|The L5's alternate aim mode, which mimics 'looking through' the eye not aligned with the sights.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 firing.jpg|600px|thumb|none|Firing the Deagle.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 reload1.jpg|600px|thumb|none|Reloading the Desert Eagle begins with a hearty fling of the offending magazine.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==IMI/Magnum Research Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] chambered in .50 AE was added in December 2019 as a part of update 4.11.0 (Israeli Weapons) and is unlocked at rank 102. Although the version depicted in-game is an older production model with a chromed finish and lacking rails on the barrel, it features the throwback &amp;quot;teardrop&amp;quot; safety design of the newer production models. The weapon's grips have been stamped with the StyLiS Studios logo. The Desert Eagle Mark XIX is, not unexpectedly, a weapon of extremes. It can score a one-shot kill to the body at an impressive range, but its low capacity (7+1), dismal reserve ammunition (21 rounds), lethargic firerate (200 RPM), horrible muzzle velocity, and monstrous recoil leave a lot to be desired. Overall, the one and only Desert Eagle Mark XIX is best suited as a &amp;quot;second primary&amp;quot; of sorts rather than a more traditional all-rounder backup pistol. The Mark XIX can be modified to add a 10&amp;quot; extended barrel and converted to fire (exceedingly rare) .440 Cor-Bon ammunition.&lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|350px|none|Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX model.jpg|600px|thumb|none|''Finally, a gun that lets you make a statement. This semi-automatic hand cannon is chambered in .50 Action Express. It'll probably pulverize your wrists with its recoil, but hey, you can't argue with the stopping power. [[Death_Sentence#Magnum_Research_Inc._Desert_Eagle_Mark_VII|And you've got the king of mayhem...]]'']]&lt;br /&gt;
[[File:Desert Eagle 10 inch.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with 10&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX modelxtendbarrel.jpg|600px|thumb|none|The Desert Eagle Mark XIX with the &amp;quot;Extended Barrel&amp;quot; mod equipped.]]&lt;br /&gt;
[[File:440cbdeserteagleIWI.jpg|350px|thumb|none|Desert Eagle Mark XIX - .440 Cor-Bon]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX CorBon.jpg|600px|thumb|none|The Desert Eagle Mark XIX with the .440 Cor-Bon conversion, which replaced the XIX's otherwise uninteresting .357 Magnum conversion, equipped. More ammunition, better long-range damage, worse close-range damage.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX hiphold.jpg|600px|thumb|none|Grasping their Desert Eagle and looking into the approaching dusk, the player feels like a true action hero.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect1.jpg|600px|thumb|none|Inspecting the Mark XIX is a rather exciting process. It begins, as usual, with a cursory glance at the left side of the handcannon.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect2.jpg|600px|thumb|none|Following this, the loaded magazine is pulled out (as with the Desert Eagle L5), but the player lets it drop.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect3.jpg|600px|thumb|none|A new magazine is then inserted...]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect4.jpg|600px|thumb|none|...and a brass check is performed. Although the handgun is ostensibly &amp;quot;reloaded&amp;quot;, no ammunition is added to the weapon or removed from the player's reserve pool at any point during the inspect animation.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX ADS.jpg|600px|thumb|none|Aiming down the Desert Eagle Mark XIX's sights.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX ADS2.jpg|600px|thumb|none|The alternate, most certainly not one-handed aim mode.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX firing.jpg|600px|thumb|none|Keeping the property values low. The Mark XIX is (as of writing) one of the few weapons to feature an experimental dual recoil scheme, in which the game applies both &amp;quot;body&amp;quot; recoil (which moves the point of aim) and &amp;quot;head&amp;quot; recoil (which simply shakes the player's camera around, leaving the point of aim unaffected) when firing. The player's crazily tilted view in this screenshot is caused by a hefty portion of the latter.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX reload.jpg|600px|thumb|none|Seven wrist-agonizing shots later and the pistol's ready to be reloaded. The Mark XIX shares reloading animations with the L5.]]&lt;br /&gt;
&lt;br /&gt;
===Desert Eagle Police Carbine===&lt;br /&gt;
Equipping the Desert Eagle Mark XIX with the &amp;quot;Police Barrel&amp;quot; and &amp;quot;Police Stock&amp;quot; mods transforms the magnum handgun into the rare Desert Eagle Police Carbine. The real Police Carbine was only available in the Mark I model of the Desert Eagle, making its appearance here in .50 AE a strictly &amp;quot;what-if&amp;quot; affair.&lt;br /&gt;
[[File:DesertEaglePoliceCarbine.jpg|thumb|none|450px|Desert Eagle Mark I Police Carbine - .357 Magnum]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX PoliceCarbine.jpg|600px|thumb|none|The Desert Eagle Mark XIX Police Carbine as it appears in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-DC9==&lt;br /&gt;
The [[Intratec TEC-DC9]] appears both as the fully-automatic &amp;quot;TEC-9&amp;quot;, which was added during the game's Alpha, and as the semi-auto only &amp;quot;KG-99&amp;quot;, which was added in July 2021 as part of update 5.6.0 (Independence Update 2021). Both weapons are unlocked at rank 50. They can be distinguished from the actual TEC-9 and KG-99 due to their lack of sling mounts on the side of the barrel shroud and receiver.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;TEC-9&amp;quot; holds the honor of having the highest sustained firerate in the game, spitting an astounding 1500 rounds per minute in full-auto only. This offsets its low base damage, allowing the machine pistol to rack up kills very quickly in close-quarters. Unsurprisingly, the &amp;quot;TEC-9&amp;quot; has very high recoil, with the weapon's point of aim &amp;quot;walking&amp;quot; uncontrollably when firing. It can be fitted with an extended barrel/barrel shroud or the short barrel of the TEC-9 Mini, a 32-round extended magazine, and the wire stock from the [[Interdynamic KG-9]].&lt;br /&gt;
[[File:Tec-DC9.jpg|350px|thumb|none|Intratec TEC-DC9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces TEC9 modelview.jpg|600px|thumb|none|''A Swedish pistol with an incredibly high automatic rate of fire stemming from an illegal modification. Lacks of stopping power and has highly unstable handling. Brother to the KG-99.'']]&lt;br /&gt;
[[File:Interdynamic MP-9.jpg|350px|thumb|none|Interdynamic MP-9 with foregrip and telescoping stock - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces TEC9 modelmods.jpg|600px|thumb|none|The TEC-DC9 (as the &amp;quot;TEC-9&amp;quot;) fitted with a very long extended barrel, the MP-9's telescoping stock, and a 32-round extended magazine.]]&lt;br /&gt;
[[File:PhantomForces TEC9 hipfire.jpg|600px|thumb|none|Brandishing the highly illegal machine pistol, the player stands atop an industrial building on the Ravod 911 map.]]&lt;br /&gt;
[[File:PhantomForces TEC9 leftside.jpg|600px|thumb|none|Inspecting the left side of the DC9. Its submachine gun legacy is apparent, despite Intratec's numerous attempts to alter the weapon for the civilian market.]]&lt;br /&gt;
[[File:PhantomForces TEC9 rightside.jpg|600px|thumb|none|The right side of the weapon. Note also that the pattern of holes in the barrel shroud is slightly different than the real thing, with the in-game shroud having oval-shaped holes as opposed to the actual DC9's circular holes.]]&lt;br /&gt;
[[File:PhantomForces TEC9 ADS.jpg|600px|thumb|none|Aiming down the DC9's simple iron sights.]]&lt;br /&gt;
[[File:PhantomForces TEC9 ADS2.jpg|600px|thumb|none|The alternate aim mode of the &amp;quot;TEC-9&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces TEC9 firing.jpg|600px|thumb|none|Firing the fully-automatic machine pistol. As one could expect, the recoil is intense.]]&lt;br /&gt;
===Intratec TEC-9 Mini===&lt;br /&gt;
The TEC-9 can be turned into an [[Intratec TEC-9 Mini]] via the &amp;quot;Short Barrel&amp;quot; attachment. &lt;br /&gt;
[[File:TEC-9Mini.jpg|350px|thumb|none|Intratec TEC-9 Mini - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces TEC9 mini.jpg|600px|thumb|none|The &amp;quot;TEC-9&amp;quot; with the &amp;quot;Short Barrel&amp;quot; attachment, which resembles the TEC-9 Mini.]]&lt;br /&gt;
===&amp;quot;KG-99&amp;quot;===&lt;br /&gt;
The &amp;quot;KG-99&amp;quot; is a semi-automatic version of the &amp;quot;TEC-9&amp;quot;. Although considered a separate weapon from the TEC-9, the model is identical, except for using a different texture and the TEC-9 Mini &amp;quot;Short Barrel&amp;quot; being default. It deals more damage than its full-auto brother to balance the fact that it is semi-automatic only. The &amp;quot;KG-99&amp;quot; is accurate, fast-firing, and high-capacity, although it is held back by its abnormally low headshot multiplier. Like the &amp;quot;TEC-9&amp;quot;, it can be fitted with a &amp;quot;Long Barrel&amp;quot; mod (which reattaches the regular-length DC9 barrel), a 32-round extended magazine, and the KG-9's stock.&lt;br /&gt;
[[File:PhantomForces KG99 model.jpg|600px|thumb|none|''A Swedish semi-automatic pistol with an incredibly generous rate of fire, large magazine, and good accuracy. Lacks stopping the stopping power especially at range when compared to other pistols. Sister to the TEC-9.'']]&lt;br /&gt;
[[File:PhantomForces KG99 modelmods.jpg|600px|thumb|none|The &amp;quot;KG-99&amp;quot; as it appears in-game with the standard-length barrel, 32-round extended magazine, and KG-9 stock.]]&lt;br /&gt;
[[File:PhantomForces KG99 hipfire.jpg|600px|thumb|none|Holding the &amp;quot;KG-99&amp;quot; at the hip.]]&lt;br /&gt;
[[File:PhantomForces KG99 leftside.jpg|600px|thumb|none|Inspecting the left side of the handgun.]]&lt;br /&gt;
[[File:PhantomForces KG99 rightside.jpg|600px|thumb|none|The other side.]]&lt;br /&gt;
[[File:PhantomForces KG99 ADS2.jpg|600px|thumb|none|The KG-99 in its natural habitat.]]&lt;br /&gt;
[[File:PhantomForces KG99 reload1.jpg|600px|thumb|none|Removing an empty magazine from the KG-99.]]&lt;br /&gt;
[[File:PhantomForces KG99 reload2.jpg|600px|thumb|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:PhantomForces KG99 reload3.jpg|600px|thumb|none|Releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==LAR Grizzly Mark V==&lt;br /&gt;
The [[LAR Grizzly Pistol|LAR Grizzly Mark V Pistol]] in .50 AE was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 144. Known as the &amp;quot;Grizzly&amp;quot;, this oversized 1911-pattern handcannon is similar to the Desert Eagle Mark XIX in both form and function, with the former possessing more reserve ammunition (28 vs. 21 rounds) and a higher firerate (350 RPM vs. 200 RPM) at the cost of worse mid-range damage. The Grizzly's three-hexagon &amp;quot;LAR&amp;quot; slide marking has been replaced by a three-tiled StyLiS Studios marking, presumably for copyright reasons. The LAR Grizzly Mark V's only unique modification is a so-called heavy barrel, which attaches the barrel of the Grizzly Mark I Long Slide to the weapon; this would not work in real life, as one could not simply fit the barrel and slide of the .45 Winchester Magnum Grizzly Mark I to the frame of a .50 Action Express Mark V without... serious repercussions.&lt;br /&gt;
[[File:Grizzly_MkV.jpg|thumb|none|350px|LAR Grizzly Mark V - .50 AE]]&lt;br /&gt;
[[File:PhantomForces Grizzly model.jpg|600px|thumb|none|''A high-caliber pistol chambered in the .50 Action Express cartridge. While the recoil leaves something to be desired, the extremely powerful damage profile of the gun will have you saying 'haha, bear gun go boom.''']]&lt;br /&gt;
[[File:LARGrizzly Mk1ls.jpg|350px|thumb|none|LAR Grizzly Mark I Long Slide - .45 Win Mag]]&lt;br /&gt;
[[File:PhantomForces Grizzly modelmods.jpg|600px|thumb|none|The Grizzly Mark V with the Mark I's extended slide and barrel.]]&lt;br /&gt;
[[File:PhantomForces Grizzly hiphold.jpg|600px|thumb|none|Holding the Grizzly at the hip and looking out towards the horizon.]]&lt;br /&gt;
[[File:PhantomForces Grizzly leftside.jpg|600px|thumb|none|Inspecting the left side of the handgun.]]&lt;br /&gt;
[[File:PhantomForces Grizzly rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Grizzly ADS.jpg|600px|thumb|none|Aiming down the Grizzly's unique yellow luminous sights.]]&lt;br /&gt;
[[File:PhantomForces Grizzly ADS2.jpg|600px|thumb|none|The alternate ADS view.]]&lt;br /&gt;
[[File:PhantomForces Grizzly firing.jpg|600px|thumb|none|Firing the Grizzly. As with the game's other magnum handguns, the recoil is significant.]]&lt;br /&gt;
[[File:PhantomForces Grizzly reload1.jpg|600px|thumb|none|Removing an empty magazine.]]&lt;br /&gt;
[[File:PhantomForces Grizzly reload2.jpg|600px|thumb|none|Inserting a fresh 7-round magazine.]]&lt;br /&gt;
[[File:PhantomForces Grizzly reload3.jpg|600px|thumb|none|Pulling back (and releasing) the slide.]]&lt;br /&gt;
&lt;br /&gt;
==Laugo Alien==&lt;br /&gt;
The [[Laugo Alien]] was added in May 2022 as part of update 5.7.3 (May Update) and is unlocked at rank 179. As with most other weapons (except the Glock-series pistols, for some reason), the handgun's markings have been genericized, with &amp;quot;RIPLEY&amp;quot; supplanting the &amp;quot;ALIEN&amp;quot; writing on the left side of the slide. This, alongside the weapon's unlock rank, are a clear reference to 1979's ''[[Alien]]''. As with other competition or target-shooting weapons in ''Phantom Forces'', the Alien rewards well-aimed shots with a very high headshot multiplier, great ballistics, and strong close-range performance. It lags behind other sidearms, however, with its sharp damage drop-off and low minimum damage. It features a unique &amp;quot;Olympic Target Sight&amp;quot; low-magnification optic as a free modification.&lt;br /&gt;
[[File:Laugo_Alien_Pistol.jpg|thumb|none|350px|Laugo Alien - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Alien model.jpg|600px|thumb|none|''A unique and innovative Czech pistol. Unlike other pistols, the Alien is a competition pistol that has been designed to have reduced muzzle flip and does not follow typical pistol design with sights not reciprocating with the slide.'']]&lt;br /&gt;
[[File:PhantomForces Alien modelmods.jpg|600px|thumb|none|The Laugo Alien with the unique &amp;quot;Olympian Target Sight&amp;quot; mod.]]&lt;br /&gt;
[[File:PhantomForces Alien hiphold.jpg|600px|thumb|none|Holding the Laugo Alien.]]&lt;br /&gt;
[[File:PhantomForces Alien leftside.jpg|600px|thumb|none|The left side of the strange Czech handgun.]]&lt;br /&gt;
[[File:PhantomForces Alien rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Alien ADS.jpg|600px|thumb|none|Aiming down the Alien's sights.]]&lt;br /&gt;
[[File:PhantomForces Alien ADS2.jpg|600px|thumb|none|Not aiming down the sights.]]&lt;br /&gt;
[[File:PhantomForces Alien firing.jpg|600px|thumb|none|Firing the Alien. The reciprocating slide and stationary top strap can be seen.]]&lt;br /&gt;
[[File:PhantomForces Alien reload1.jpg|600px|thumb|none|Removing an empty 17-round magazine from the Alien.]]&lt;br /&gt;
[[File:PhantomForces Alien reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PhantomForces Alien reload3.jpg|600px|thumb|none|Releasing the slide.]]&lt;br /&gt;
[[File:PhantomForces Alien hipholdmods.jpg|600px|thumb|none|First-person view of the Laugo Alien with its bespoke &amp;quot;Olympic Target Sight&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces Alien ADSscope.jpg|600px|thumb|none|Looking through the sight.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PB==&lt;br /&gt;
The [[Makarov PB]] was added in July 2021 as part of update 5.6.0 (Independence Update 2021) and is unlocked at rank 91. The PB (or &amp;quot;Izhevsk PB&amp;quot;, as it is known in-game) is the first and, at the time of writing, only integrally-suppressed pistol in ''Phantom Forces''. The PB's safety is always in the &amp;quot;safe&amp;quot; position, which should prevent the weapon from firing; however, this is not the case. It feeds from an 8-round magazine, but 12-round extended and 84-round drum magazines (underloaded to 80 rounds) are also available. The PB is somewhat unique as it deals very high damage (to the point that it kills a full-health enemy with a single headshot) up to 20 studs (~18 feet) but has very sharp damage drop-off, with the pistol dealing only 40% of its base damage after 50 studs (~46 feet). This makes it a very effective backup weapon in close-quarters.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the PB, although being integrally suppressed, has a higher muzzle velocity compared to its unsuppressed counterpart (1800 studs/s vs 1700 studs/s). This actually (sort of) makes sense, since in real life, some suppressors act like longer barrels if the bullet doesn’t come into contact with the suppressor, while suppressors that make contact with a bullet do reduce bullet speed.&lt;br /&gt;
[[Image:Pb-1.jpg|thumb|none|350px|Makarov PB with secondary suppressor - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces PB model.jpg|600px|thumb|none|''A small Soviet-era integrally suppressed variant of the Makarov PM made by the Izhevsk mechanical plant. Doesn't fire too fast, but can instantly kill with a headshot in short ranges.'']]&lt;br /&gt;
[[File:PhantomForces PB model12round.jpg|600px|thumb|none|The PB with a 12-round extended magazine. For performance reasons, the magazine is modeled as empty.]]&lt;br /&gt;
[[File:PhantomForces PB drum.jpg|600px|thumb|none|The PB with an 84-round drum magazine, which only holds 80 rounds in-game.]]&lt;br /&gt;
[[File:PhantomForces PB hiphold.jpg|600px|thumb|none|Irresponsibly standing on top of a shipping crate, the player holds the PB.]]&lt;br /&gt;
[[File:PhantomForces PB leftside.jpg|600px|thumb|none|The left side of the PB, which shows that the safety is engaged. When disengaged, the oval-shaped selector pivots down and to the left.]]&lt;br /&gt;
[[File:PhantomForces PB rightside.jpg|600px|thumb|none|The other side.]]&lt;br /&gt;
[[File:PhantomForces PB ADS.jpg|600px|thumb|none|Aiming down the PB's iron sights, which feature a luminous front post for dark environments.]]&lt;br /&gt;
[[File:PhantomForces PB ADS2.jpg|600px|thumb|none|The PB's alternate aim mode, which is markedly different from the sideways one-handed gangster approach seen on most other pistols. This change in aiming style is most likely to prevent the PB's very long suppressor from obscuring much of the screen.]]&lt;br /&gt;
[[File:PhantomForces PB firing.jpg|600px|thumb|none|Firing the whisper-quiet pistol.]]&lt;br /&gt;
[[File:PhantomForces PB reload1.jpg|600px|thumb|none|Tossing away an empty 8-round magazine after removing it from the pistol. The PB's low magazine size is compensated for with a very fast reload.]]&lt;br /&gt;
[[File:PhantomForces PB reload2.jpg|600px|thumb|none|Inserting a fresh (seemingly empty) magazine.]]&lt;br /&gt;
[[File:PhantomForces PB reload3.jpg|600px|thumb|none|Pressing the slide release to cap off the reloading process.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] was added in July 2021 as part of update 5.6.0 (Independence Update 2021) and is unlocked at rank 92. The in-game weapon has a slightly longer barrel than standard military-issue Makarov pistols, a feature seen on Canadian import models of the PM and PMM. Like the its suppressed brother, the PM feeds from an 8-round magazine and can use either aftermarket 12-round extended or 84-round (underfilled to 80 rounds in-game) drum magazines. The PM also features an obnoxiously long &amp;quot;Extended Barrel&amp;quot; modification, which roughly doubles the pistol's barrel length. In-game, the Makarov is a very agile pistol with an emphasis on CQC, featuring very little recoil, a fast aim-down-sights time, and a quick reload. Its largest weakness is its low magazine size, however, and it deals subpar damage at range.&lt;br /&gt;
[[File:Baikal-442.jpg|thumb|none|350px|Baikal-442 (Canadian import version) - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces PM model.jpg|600px|thumb|none|''A small Soviet-era pistol with an iconic design that still sees service even in the modern age. Two alternate aim modes. Both allow you to fire faster than regular but at the cost of accuracy.'']]&lt;br /&gt;
[[File:PhantomForces PM model12round.jpg|600px|thumb|none|The Makarov PM with an aftermarket 12-round magazine and extremely long barrel.]]&lt;br /&gt;
[[File:Makarovdrum.jpg|350px|thumb|none|Makarov PM with 84-round drum magazine - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces PM modeldrum.jpg|600px|thumb|none|The Makarov PM with the 84-round drum magazine. It only holds 80 rounds in-game, however.]]&lt;br /&gt;
[[File:PhantomForces PM hiphold.jpg|600px|thumb|none|First-person view of the PM at the player's hip.]]&lt;br /&gt;
[[File:PhantomForces PM leftside.jpg|600px|thumb|none|Taking a look at the left side of the ubiquitous Soviet handgun. As with the PB, the PM's safety is always (erroneously) in the &amp;quot;safe&amp;quot; position.]]&lt;br /&gt;
[[File:PhantomForces PM rightside.jpg|600px|thumb|none|The other side.]]&lt;br /&gt;
[[File:PhantomForces PM ADS.jpg|600px|thumb|none|Aiming down the PM's iron sights.]]&lt;br /&gt;
[[File:PhantomForces PM ADS2.jpg|600px|thumb|none|Aiming the pistol sideways, the player channels their inner Russian gangster.]]&lt;br /&gt;
[[File:PhantomForces PM firing.jpg|600px|thumb|none|Firing the Makarov.]]&lt;br /&gt;
[[File:PhantomForces PM reload1.jpg|600px|thumb|none|Inserting a fresh Makarov magazine after tossing away the old one.]]&lt;br /&gt;
[[File:PhantomForces PM reload2.jpg|600px|thumb|none|Releasing the slide.]]&lt;br /&gt;
&lt;br /&gt;
==MBA Gyrojet Pistol Mark I==&lt;br /&gt;
The [[MBA Gyrojet]] Mark I rocket pistol was added in July 2023 as part of update 8.0.4 (Independence Day update) and is unlocked at rank 122. Although its projectiles do not gain speed as they fly, puttering along at a constant, apathetic 1000 studs/sec (919 ft/sec), they do gain damage, dealing only 30 damage at 10 studs (9 ft) before eventually reaching a respectable 48 damage at 175 studs (161 ft). The Gyrojet pistol has a high base torso and headshot multiplier as well, scoring a one-shot headshot at any range and a one-shot bodyshot towards the end of its damage curve. It can be frustrating to use the Gyrojet in its intended long-range role, however, as the rockets deviate slightly from where the player is aiming. The Gyrojet Mark I features a number of unique modifications, which is somewhat unsurprising considering the weapon's unique nature. These include both a snubnose and extended barrel as well as a fictional full-auto modification.&lt;br /&gt;
[[File:Gyrojetpistol.jpg|thumb|none|350px|Gyrojet Pistol Mark 1 Model B - 13mm]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol model.jpg|600px|thumb|none|''A failed 'pistol' from the 1960s produced by MBA. Due to how the rockets in this weapon function, the damage model is reversed, doing more damage across longer ranges. The system, quite literally, failed for being light years ahead of its time.'']]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol modellong.jpg|600px|thumb|none|The Gyrojet Mark I with the &amp;quot;long barrel&amp;quot; modification installed, which improves accuracy and ranged performance.]]&lt;br /&gt;
[[File:Gyrojet Snub Nosed.jpg|350px|thumb|none|Gyrojet Pistol Mark 1 Model B snub nosed variant - 13mm]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol modelshort.jpg|600px|thumb|none|The Gyrojet Mark I with the &amp;quot;short barrel&amp;quot; modification.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol hiphold.jpg|600px|thumb|none|Holding the curious rocket-firing pistol at the hip.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol leftside.jpg|600px|thumb|none|The left side of the Gyrojet pistol.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol ADS.jpg|600px|thumb|none|Aiming down the pistol's rather barebones iron sights.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol ADS2.jpg|600px|thumb|none|The Gyrojet's alternate aim mode is more or less a zoomed-in hipfire view, providing an accuracy boost while limiting speed and removing the player's crosshair.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol firing.jpg|600px|thumb|none|Firing the pistol.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol reload1.jpg|600px|thumb|none|Reloading the Gyrojet begins by pulling the top of the weapon.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol reload2.jpg|600px|thumb|none|Inserting new rockets into the gun, one at a time.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol reload3.jpg|600px|thumb|none|Pushing the weapon's slide closed completes the reloading process.]]&lt;br /&gt;
&lt;br /&gt;
===MBA Gyrojet Pistol Mark II===&lt;br /&gt;
Equipping the Gyrojet Mark I pistol with the &amp;quot;12mm Rockets&amp;quot; attachment transforms it into the Gyrojet Mark II, whose smaller-diameter rockets (as the Mark I's rockets are approximately 13mm, or .51 caliber) were designed to skirt American laws regarding handguns larger than .50 caliber. They are more accurate and fly faster than the Mark I's 13mm rockets, but deal less damage.&lt;br /&gt;
[[File:MBAGyrojetMarkII.jpg|350px|thumb|none|Gyrojet Pistol Mark II - 12mm]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol markII.jpg|600px|thumb|none|The MBA Gyrojet Pistol Mark II as it appears in-game (and converted to fire in full-auto).]]&lt;br /&gt;
&lt;br /&gt;
==RARAN 1130==&lt;br /&gt;
The one-off [[RARAN 1130]] was added in July 2021 as part of update 5.6.0 (Independence Update 2021) and is unlocked at rank 126. The curious machine pistol, which the loadout menu classifies as a PDW, is designated in-game as the &amp;quot;RAMA 1130&amp;quot;, a misnomer derived from a mistranslation of the Russian academy where the weapon was designed. The RARAN 1130 feeds from 84-round drum magazines (underloaded to 80 rounds in-game) and incorrectly has a slightly longer barrel than the real weapon, a feature seen on Canadian import Makarov PMs. Despite the fact that it fires 9x18mm Makarov at 950 RPM from a rather short barrel, the RARAN has low recoil and decent damage range but low overall damage per shot. Unique modifications for the RARAN include an impossibly long barrel (a modification it shares with the Makarov PM) and a .380 ACP conversion, which increases the pistol's damage but reduces the magazine capacity to a paltry 12 rounds.&lt;br /&gt;
[[File:Makarov1130.jpg|thumb|none|350px|RARAN 1130 - 9x18mm Makarov]]&lt;br /&gt;
[[File:Makarovdrum.jpg|thumb|none|350px|Makarov PM with 84 round drum magazine - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces RARAN model.jpg|600px|thumb|none|''A modified version of the Makarov to serve as a prototype machine pistol. Fires at a blisteringly high RPM, but has very low damage. The recoil is low but slowly climbs the longer you fire the weapon.'']]&lt;br /&gt;
[[File:PhantomForces RARAN modelmods.jpg|600px|thumb|none|The RARAN 1130 with a ''very'' long extended barrel and converted to fire .380 ACP.]]&lt;br /&gt;
[[File:PhantomForces RARAN hiphold.jpg|600px|thumb|none|Holding the RARAN 1130 on Ravod 911.]]&lt;br /&gt;
[[File:PhantomForces RARAN leftside.jpg|600px|thumb|none|Inspecting the left side of the brick-shaped Makarov.]]&lt;br /&gt;
[[File:PhantomForces RARAN rightside.jpg|600px|thumb|none|The right side of the weapon. Some of the machine pistol's parts, such as the recoil spring, bolt, and the upper part of the weapon's frame, can be seen through its obnoxiously large ejection port.]]&lt;br /&gt;
[[File:PhantomForces RARAN ADS.jpg|600px|thumb|none|Aiming down the RARAN's iron sights, which are simple yet functional.]]&lt;br /&gt;
[[File:PhantomForces RARAN ADS2.jpg|600px|thumb|none|One-handing the one-off prototype.]]&lt;br /&gt;
[[File:PhantomForces RARAN firing.jpg|600px|thumb|none|Firing a spray of 9x18mm Makarov.]]&lt;br /&gt;
[[File:PhantomForces RARAN reload1.jpg|600px|thumb|none|Removing an empty drum magazine.]]&lt;br /&gt;
[[File:PhantomForces RARAN reload2.jpg|600px|thumb|none|Inserting a fresh drum.]]&lt;br /&gt;
[[File:PhantomForces RARAN reload3.jpg|600px|thumb|none|Pressing an imaginary slide release, an unfortunate side effect of the RARAN 1130 reusing animations from the standard PM.]]&lt;br /&gt;
&lt;br /&gt;
==Serbu GB-22==&lt;br /&gt;
The [[Serbu GB-22]] was added in January 2021 as part of update 5.5.0 (New Years Update 2021) and is unlocked at rank 99. The GB-22 depicted in-game is slightly larger than the real weapon, fires from an open bolt and, true to its nature as a homemade weapon, features a crude wire-wrapped grip and custom extended barrel. The GB-22, although nowhere near as infamous as the game's ''other'' .22-caliber pistol, is mostly a joke weapon, as it deals very low damage and has nigh-unusable iron sights. Despite this, it instantly kills to the head at any range and possesses above average ballistics, making the single-shot pistol an extremely risky yet powerful weapon.&lt;br /&gt;
&lt;br /&gt;
The GB-22's unique modifications include a &amp;quot;Cut-down Barrel&amp;quot; and lengthened &amp;quot;Sporting Barrel&amp;quot; as well as three ammunition conversions. The first, 10mm Auto, substantially increases the pistol's muzzle velocity and torso damage while lowering the rate of fire, while the second, .50 AE, puts the &amp;quot;blaster&amp;quot; in &amp;quot;ghetto blaster&amp;quot; by turning the GB-22 into a potent single-shot handcannon. The final conversion is 12 gauge &amp;quot;minishells&amp;quot;, which turns the pistol into a powerful breech-loading shotgun capable of launching 9 pellets of buckshot per trigger pull. None of these conversions, however, change the physical model of the cartridge loaded into the weapon.&lt;br /&gt;
[[File:Serbugb22.jpg|thumb|none|350px|Serbu GB-22 with red dot sight and grips - .22 LR]]&lt;br /&gt;
[[File:PhantomForces GB-22 model.jpg|600px|thumb|none|''A homemade pistol whose original design derives from Serbu. This version is larger than the original, and can accept multiple different calibers. Always kills to the head.'']]&lt;br /&gt;
[[File:PhantomForces GB-22 modelcutdown.jpg|600px|thumb|none|The GB-22 with a shortened barrel, which is the pistol's most common real-life configuration.]]&lt;br /&gt;
[[File:PhantomForces GB-22 modellongbarrel.jpg|600px|thumb|none|The GB-22 with the extremely long &amp;quot;Sporting Barrel&amp;quot;. Needless to say, a homemade gun is the exact opposite of a sporting weapon.]]&lt;br /&gt;
[[File:PhantomForces GB-22 hiphold.jpg|600px|thumb|none|Holding the handmade gun at the hip.]]&lt;br /&gt;
[[File:PhantomForces GB-22 leftside.jpg|600px|thumb|none|Inspecting the left side of the GB-22.]]&lt;br /&gt;
[[File:PhantomForces GB-22 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces GB-22 ADS.jpg|600px|thumb|none|Aiming the GB-22. Although pretty much every iron sight in ''Phantom Forces'' has a default magnification, these, owing to their crude nature, do not. This further complicates using the weapon at range, although it does increase the player's field of view.]]&lt;br /&gt;
[[File:PhantomForces GB-22 ADS2.jpg|600px|thumb|none|The GB-22's alternate aim mode, which, unlike most other pistols, involves the player keeping both hands firmly on the gun.]]&lt;br /&gt;
[[File:PhantomForces GB-22 firing.jpg|600px|thumb|none|Firing the GB-22.]]&lt;br /&gt;
[[File:PhantomForces GB-22 reload1.jpg|600px|thumb|none|Reloading the pistol starts with removing the empty casing, which gladly leaps free from the gun when the player pulls back on the slide. In real life, much like revolvers, the casing can expand in the chamber and become stuck. Unlike a revolver, however, the GB-22 lacks a manual ejector, requiring the user to pry the shell casing free with their fingernails (or other instrument).]]&lt;br /&gt;
[[File:PhantomForces GB-22 reload2.jpg|600px|thumb|none|Inserting a fresh round into the pistol. Despite the GB-22's cumbersome reloading procedure, the player is able to keep the gun running at an impressive 50 RPM.]]&lt;br /&gt;
[[File:PhantomForces GB-10.jpg|600px|thumb|none|The GB-22 with the 10mm Auto conversion, which the game takes to calling the &amp;quot;GB-10&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces GB-50.jpg|600px|thumb|none|The GB-22 converted to fire .50 Action Express. For obvious reasons, the game designates it as the fictional &amp;quot;GB-50&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces GB-12 .jpg|600px|thumb|none|The GB-22 is also somehow capable of firing 12 gauge shotgun shells. The &amp;quot;GB-12&amp;quot; is as powerful as it is unrealistic.]]&lt;br /&gt;
[[File:PhantomForces GB-12.jpg|600px|thumb|none|Firing the &amp;quot;GB-12&amp;quot;, which is the only ammo conversion to change the color or behavior of the bullets and their tracers.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer M17 MHS==&lt;br /&gt;
A [[SIG-Sauer M17 MHS]] (or just &amp;quot;M17&amp;quot;) was added in July 2023 as part of update 8.0.4 (Independence Day update) and is unlocked at rank 13. As with other military-issue pistols, the M17 is an all-rounder.  It has good accuracy, low recoil, and moderate damage, allowing it to function well in close-quarters or at range. It has a 17-round magazine by default, but an extended 21-round magazine is available as a unique attachment.&lt;br /&gt;
[[File:P320-M17.jpg|350px|thumb|none|SIG-Sauer P320-M17 with 21-round magazine - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces M17 model.jpg|600px|thumb|none|''A modern Swiss-American Handgun. A service pistol fit for the modern age of American foreign interests. Built with focus on ergonomics and modularity, this variant of the P320 sports lightweight construction, stable recoil and a generous magazine capacity. [[Call of Duty: Modern Warfare (2019)|We get dirty, and the world stays clean. That's the mission.]]'']]&lt;br /&gt;
[[File:PhantomForces M17 modelmods.jpg|600px|thumb|none|The M17 with the 21-round extended magazine equipped.]]&lt;br /&gt;
[[File:PhantomForces M17 hiphold.jpg|600px|thumb|none|Holding the M17 at the hip.]]&lt;br /&gt;
[[File:PhantomForces M17 leftside.jpg|600px|thumb|none|Inspecting the M17, beginning with the left side...]]&lt;br /&gt;
[[File:PhantomForces M17 rightside.jpg|600px|thumb|none|...and continuing with the top...]]&lt;br /&gt;
[[File:PhantomForces M17 brasscheck.jpg|600px|thumb|none|...and finishing with a brass check. Same standard set of animations as many other pistols, nothing to write home about.]]&lt;br /&gt;
[[File:PhantomForces M17 ADS1.jpg|600px|thumb|none|Looking down the M17's iron sights, which are very reminiscent of the M9's.]]&lt;br /&gt;
[[File:PhantomForces M17 ADS2.jpg|600px|thumb|none|And you'd ''bet'' we have to one-hand it!]]&lt;br /&gt;
[[File:PhantomForces M17 reload.jpg|600px|thumb|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1911-A2 SASS==&lt;br /&gt;
The [[Springfield Armory M1911-A2 SASS]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 132. Classified as an &amp;quot;Other&amp;quot; secondary weapon and known as the &amp;quot;SASS 308&amp;quot; in-game, it is chambered in .308 Winchester and is fitted with a 14.9&amp;quot; barrel by default. Unique modifications for the single-shot pistol include a .358 Winchester conversion and a shortened 10.75&amp;quot; barrel. The M1911-A2 SASS is a powerful &amp;quot;pocket sniper&amp;quot;, with great ballistics and high damage. Of course, this comes at the cost of frequent, lengthy reloads.&lt;br /&gt;
[[File:Springfieldsass.jpg|thumb|none|350px|Springfield Armory M1911-A2 SASS - .308 Winchester]]&lt;br /&gt;
[[File:PhantomForces SASS model.jpg|600px|thumb|none|''A single-shot pistol based on the M1911 developed in the 1980s. Chambered in the .308 Winchester cartridge, among many other offerings.'']]&lt;br /&gt;
[[File:LEON-M1911A1SCREENUSED.jpg|thumb|none|350px|Screen-used Springfield Armory M1911-A2 SASS as seen in the film ''[[Léon: The Professional]]'']]&lt;br /&gt;
[[File:PhantomForces SASS modelmods.jpg|600px|thumb|none|The M1911-A2 SASS with the 10.75&amp;quot; &amp;quot;Light Barrel&amp;quot; mod equipped.]]&lt;br /&gt;
[[File:PhantomForces SASS hiphold.jpg|600px|thumb|none|Holding the Springfield Armory Single-Shot at the hip atop an abandoned industrial building.]]&lt;br /&gt;
[[File:PhantomForces SASS leftside.jpg|600px|thumb|none|Inspecting the weapon. The left side of the frame is adorned with a white StyLiS Studios logo.]]&lt;br /&gt;
[[File:PhantomForces SASS rightside.jpg|600px|thumb|none|The right side. The weapon bears a prominent &amp;quot;Stylis Armory USA&amp;quot; marking.]]&lt;br /&gt;
[[File:PhantomForces SASS ADS.jpg|600px|thumb|none|Aiming down the single-shot handgun's target sights.]]&lt;br /&gt;
[[File:PhantomForces SASS ADS2.jpg|600px|thumb|none|Foregoing the SASS' accurate irons in favor of a more relaxed &amp;quot;point towards enemy&amp;quot; approach. What could go wrong?]]&lt;br /&gt;
[[File:PhantomForces SASS reload1.jpg|600px|thumb|none|Ejecting an empty casing from the handgun after firing a shot. The player seems to break the weapon open using pure force of will alone, as the lever to open the barrel (seen protruding from the magazine well) remains untouched during the animation.]]&lt;br /&gt;
[[File:PhantomForces SASS reload2.jpg|600px|thumb|none|Inserting a fresh round of .308 Winchester.]]&lt;br /&gt;
[[File:PhantomForces SASS reload3.jpg|600px|thumb|none|Snapping the gun closed.]]&lt;br /&gt;
&lt;br /&gt;
==STI DVC Tactical 2011==&lt;br /&gt;
The [[STI 1911 Series|STI DVC Tactical 2011]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) is unlocked at rank 150. It is known as the &amp;quot;M2011&amp;quot; in-game and features a garish color scheme and many custom parts, including what appears to be a titanium nitride-coated barrel and a blue-finished slide-mounted charging handle handle. Firing 9x19mm, the 2011 is a versatile handgun that can perform well at both long range, thanks to its above-average headshot multiplier, and when up close, due to its spam-friendly 20-round magazine. However, it deals below average damage to the torso and limbs and has somewhat rapid damage falloff, which both can limit its effectiveness when poorly-aimed. The DVC Tactical 2011 can be modified to add an extended barrel and a Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock, which can also be fitted to the AF2011-A1.&lt;br /&gt;
[[File:DVC-Tactical-2.jpg|thumb|none|350px|STI DVC Tactical 2011 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M2011 model.jpg|600px|thumb|none|''A colourful race gun chambered in 9x19mm with a large double-stack magazine. While the damage up front is poor compared to other pistols, it packs a very high headshot multiplier and the accuracy to make use of it.'']]&lt;br /&gt;
[[File:1911 MultiShotKit.jpg|350px|thumb|none|M1911A1 with Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M2011 modelmods.jpg|600px|thumb|none|The STI DVC Tactical 2011 with an extended barrel and Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock.]]&lt;br /&gt;
[[File:PhantomForces M2011 hiphold.jpg|600px|thumb|none|Holding the colorful 1911-derived pistol at the hip.]]&lt;br /&gt;
[[File:PhantomForces M2011 rightside.jpg|600px|thumb|none|Inspecting the handgun, starting with the right side.]]&lt;br /&gt;
[[File:PhantomForces M2011 leftside.jpg|600px|thumb|none|Taking a look at the left side (and the magazine).]]&lt;br /&gt;
[[File:PhantomForces M2011 brasscheck.jpg|600px|thumb|none|Performing a brass check on the 2011 while making use of the aftermarket slide handle.]]&lt;br /&gt;
[[File:PhantomForces M2011 ADS.jpg|600px|thumb|none|Aiming down the 2011's brightly-colored iron sights.]]&lt;br /&gt;
[[File:PhantomForces M2011 ADS2.jpg|600px|thumb|none|Roleplaying (poorly) as an Olympic target shooter.]]&lt;br /&gt;
[[File:PhantomForces M2011 firing.jpg|600px|thumb|none|Firing the 2011. The change in time of day is a total coincidence and not at all the product of forgetting to snap a screenshot of the pistol firing, nope.]]&lt;br /&gt;
[[File:PhantomForces M2011 reload1.jpg|600px|thumb|none|The first step in reloading the pistol is the removal of the empty magazine, which the player does with a hearty flick of the wrist.]]&lt;br /&gt;
[[File:PhantomForces M2011 reload2.jpg|600px|thumb|none|Inserting a fresh magazine is the next step, surprisingly.]]&lt;br /&gt;
[[File:PhantomForces M2011 reload3.jpg|600px|thumb|none|''Hey, if I paid for the handle, I'm using the handle! No exceptions.'']]&lt;br /&gt;
&lt;br /&gt;
==USFA ZiP .22==&lt;br /&gt;
The [[USFA ZiP .22]] was added in October 2017 as part of update 3.1.0 (Halloween 2017 Update) and is unlocked at rank 61. Designated as the &amp;quot;ZIP 22&amp;quot;, it is a joke weapon, dealing extremely poor damage and feeding from a tiny 10-round Ruger 10/22 box magazine. The BattleZiP Survival SBR stock is automatically fitted to the pistol whenever an optic is attached, but it provides no stability benefits (as it exists only to provide a believable mounting point for attachments). In addition, the ZiP .22 can use 50-round ProMag Ruger 10/22 drum magazines (referred to as &amp;quot;Pro Mags&amp;quot; in-game), which provide a welcome increase in magazine size, and &amp;quot;.22 Ratshot&amp;quot; ammunition, which transforms the pistol into a compact &amp;quot;shotgun&amp;quot; of questionable utility.&lt;br /&gt;
[[File:USFA Zip Gun No Magazine.jpg|thumb|350px|none|USFA ZiP .22 with magazine removed - .22 LR]]&lt;br /&gt;
[[File:PhantomForces ZiP22 modelview.jpg|600px|thumb|none|''A modern American 'pistol' with questionable quality. Abysmal damage, but with deep reserves and a high headshot multiplier. A weapon so bad it killed a million dollar company.'']]&lt;br /&gt;
[[File:USFA ZiP22 Stock.jpg|350px|thumb|none|USFA ZiP .22 with BattleZiP Survival SBR stock - .22 LR]]&lt;br /&gt;
[[File:PhantomForces ZiP22 stock.jpg|600px|thumb|none|The ZiP .22 with the BattleZiP Survival SBR stock, seen here with the generic &amp;quot;Full Ring Sight&amp;quot; iron sights equipped.]]&lt;br /&gt;
[[File:PhantomForces ZiP22 drummag.jpg|600px|thumb|none|The ZiP .22 with the 50-round ProMag Ruger 10/22 drum magazine equipped.]]&lt;br /&gt;
[[File:PhantomForces ZiP22 hiphold.jpg|600px|thumb|none|Holding the ZiP .22 at the hip. The weapon's infamously poor ergonomics pose little issue when your hands are cuboids, apparently.]]&lt;br /&gt;
[[File:PhantomForces ZiP22 leftside.jpg|600px|thumb|none|Inspecting the left side of the boxy pistol.]]&lt;br /&gt;
[[File:PhantomForces ZiP22 rightside.jpg|600px|thumb|none|The right side, which gives a good view of the weapon's ejection port.]]&lt;br /&gt;
[[File:PhantomForces ZiP22 ADS.jpg|600px|thumb|none|Aiming down the ZiP .22's iron sights.]]&lt;br /&gt;
[[File:PhantomForces ZiP22 ADS2.jpg|600px|thumb|none|One-handing the pistol.]]&lt;br /&gt;
[[File:PhantomForces ZiP22 firing .jpg|600px|thumb|none|Firing the ZiP .22.]]&lt;br /&gt;
[[File:PhantomForces ZiP22 reload1.jpg|600px|thumb|none|Removing an (untextured) empty magazine from the ZiP .22.]]&lt;br /&gt;
[[File:PhantomForces ZiP22 reload2.jpg|600px|thumb|none|Inserting a new 10-round box.]]&lt;br /&gt;
[[File:PhantomForces ZiP22 reload3.jpg|600px|thumb|none|Charging the weapon. This is done, as in real life, by sticking one's fingers in front of the barrel of the loaded firearm to pull a plunger. Safety!]]&lt;br /&gt;
[[File:PhantomForces ZiP22 ratshot.jpg|600px|thumb|none|Firing the ZiP .22 with the &amp;quot;Ratshot&amp;quot; mod equipped. Note the black tracers.]]&lt;br /&gt;
&lt;br /&gt;
==Walther GSP Expert==&lt;br /&gt;
The [[Walther GSP Expert]] was added in June 2021 as part of update 5.6.3 (Pacific Cold Front Update Part 1) and is unlocked at rank 131. Despite being chambered in .22 LR, it incorrectly has the larger charging handle of the .32 S&amp;amp;W Long version of the GSP (also sometimes known as the GSP-C, for 'centerfire'). The GSP performs similarly to a magazine-fed version of the Serbu GB-22, providing a one-shot kill on headshot at the cost of very poor bodyshot damage. The GSP's 5-round magazine offers much more flexibility against multiple targets (or when one misses a shot or two) than the GB-22, but the GSP can only score a 1SK to the head up to 65 studs (60 feet) while the GB-22 can do it at any range. A number of unique modifications are available for the GSP Expert, including a barrel weight, which decreases felt recoil at the expense of walkspeed, a .32 Smith &amp;amp; Wesson Long conversion, and a .22 Ratshot conversion.&lt;br /&gt;
[[File:Walther_gsp_expert_32sw.jpg|thumb|none|350px|Walther GSP Expert - .32 S&amp;amp;W]]&lt;br /&gt;
[[File:PhantomForces GSP model.jpg|600px|thumb|none|''A single-action, precision targetshooting pistol made in Germany. It was introduced on the world market in 1968 and was chambered for .22 Long Rifle.'']]&lt;br /&gt;
[[File:PhantomForces GSP barrelweightmod.jpg|600px|thumb|none|The Walther GSP Expert with the &amp;quot;Barrel Weight&amp;quot; mod equipped.]]&lt;br /&gt;
[[File:PhantomForces GSPC.jpg|600px|thumb|none|The GSP converted to fire .32 S&amp;amp;W Long, complete with a 10-round magazine.]]&lt;br /&gt;
[[File:PhantomForces GSP hiphold.jpg|600px|thumb|none|The player holds the Walther GSP at the hip.]]&lt;br /&gt;
[[File:PhantomForces GSP leftside.jpg|600px|thumb|none|The left side of the target pistol.]]&lt;br /&gt;
[[File:PhantomForces GSP rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces GSP ADS.jpg|600px|thumb|none|Aiming down the GSP's iron sights.]]&lt;br /&gt;
[[File:PhantomForces GSP ADS2.jpg|600px|thumb|none|The GSP's alternate aim mode, which is (refreshingly) ''not'' a gangsta-hold!]]&lt;br /&gt;
[[File:PhantomForces GSP reload1.jpg|600px|thumb|none|Swapping magazines. Unlike almost every other weapon in the game, the GSP's empty magazine is retained by the player.]]&lt;br /&gt;
[[File:PhantomForces GSP reload2.jpg|600px|thumb|none|Chambering a round. Note the ejected cartridge case, as the GSP (for whatever reason) does not appear to automatically eject the final bullet in the magazine.]]&lt;br /&gt;
[[File:PhantomForces GSP ratshot1.jpg|600px|thumb|none|Firing a round from the GSP with the &amp;quot;GSP Ratshot&amp;quot; mod equipped.]]&lt;br /&gt;
[[File:PhantomForces GSP ratshot2.jpg|600px|thumb|none|Ratshot's low chamber pressure turns the GSP into the world's most unwieldy bolt-action shotgun. Hooray?]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
Revolvers make up their own category of secondary weapons in ''Phantom Forces'' and are available to all classes. Most revolvers have access to a &amp;quot;speedloader&amp;quot; modification, which speeds up reload times when reloading from an empty cylinder at the cost of slowing down partial reloads.&lt;br /&gt;
&lt;br /&gt;
==Mateba Model 6 Unica==&lt;br /&gt;
The [[Mateba Model 6 Unica]] was added in September 2018 (update 3.13.0) and is unlocked at rank 29. Appearing as the &amp;quot;Mateba 6&amp;quot;, it is chambered in .44 Magnum and equipped with a 5&amp;quot; barrel. The Model 6 Unica has the joint highest firerate (600 RPM) but shortest effective range in-class, which allows for very quick follow-up shots, especially in close-quarters. Unique modifications for this revolver include a 3&amp;quot; &amp;quot;snubnose&amp;quot; barrel, an 8&amp;quot; &amp;quot;cowboy&amp;quot; barrel, and .44 Special ammunition.&lt;br /&gt;
[[File:matebamodel6_5inch.jpg|thumb|none|350px|Mateba Model 6 Unica, 5&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:Mateba PhantomForces loadout.jpg|601px|thumb|none|''An Italian semi-automatic revolver. High close-in damage with better ranged performance, fast drop-off, fast rate of fire and unusual recoil.&lt;br /&gt;
'']]&lt;br /&gt;
[[File:PhantomForces Mateba 3in.jpg|601px|thumb|none|The Model 6 Unica with the &amp;quot;Snubnose&amp;quot; attachment equipped, which gives the revolver a puny 3&amp;quot; barrel. More agile, but less effective at range.]]&lt;br /&gt;
[[File:PhantomForces Mateba 8in.jpg|600px|thumb|none|The Model 6 Unica with the 8&amp;quot; &amp;quot;Cowboy Barrel&amp;quot; modification attached. More damage at range, worse handling.]]&lt;br /&gt;
[[File:Mateba PhantomForces hip.jpg|601px|thumb|none|Holding the &amp;quot;Mateba 6&amp;quot; on the vertigo-inducing Elevation map.]] &lt;br /&gt;
[[File:Mateba PhantomForces inspect1.jpg|601px|thumb|none|Inspecting the left side of the Italian semi-automatic revolver.]]&lt;br /&gt;
[[File:Mateba PhantomForces inspect2.jpg|601px|thumb|none|No, that wasn't a typo. The Model 6 Unica's upper frame actually recoils slightly after firing, cocking the hammer and indexing the cylinder. The result? Semi-automatic fire!]]&lt;br /&gt;
[[File:Mateba PhantomForces ADS.jpg|601px|thumb|none|Aiming down the Unica's simple glow sights.]]&lt;br /&gt;
[[File:PhantomForces Mateba firing.jpg|600px|thumb|none|Firing the revolver. Note that the muzzle flash appears near the bottom of the weapon's frame, which is actually not an error; to reduce muzzle climb, the Mateba Model 6 fires from the bottom chamber in the cylinder as opposed to the top cylinder like most other revolvers.]]&lt;br /&gt;
[[File:Mateba PhantomForces reload1.jpg|601px|thumb|none|Grabbing the cylinder of the revolver to swing it out for reloading.]]&lt;br /&gt;
[[File:Mateba PhantomForces reload2.jpg|601px|thumb|none|Smacking the Model 6's ejector.]]&lt;br /&gt;
[[File:PhantomForces Mateba reload3.jpg|600px|thumb|none|Inserting an invisible speedloader worth of .44 Magnum.]]&lt;br /&gt;
[[File:PhantomForces Mateba reload3alt.jpg|600px|thumb|none|Equipping the &amp;quot;Speedloader&amp;quot; attachment causes the player to actually use a speedloader when reloading the Mateba, although the animation is otherwise unchanged.]]&lt;br /&gt;
[[File:PhantomForces Mateba reload4.jpg|600px|thumb|none|Closing the cylinder with a snap of the wrist. Considering the rarity (and price) of Mateba revolvers, this is a dubious decision at best.]]&lt;br /&gt;
&lt;br /&gt;
==MP-412 REX==&lt;br /&gt;
The [[MP-412 REX]] was added during the game's Alpha and is unlocked at rank 4. The REX features a 6&amp;quot; barrel in its default configuration, which is most likely a reference to the revolver's depiction in ''[[Battlefield: Bad Company 2]]'', and it incorrectly has the ability to mount a flash hider attachment, which not work in real life due to the cylinder gap. The MP-412 REX performs similarly to the Unica, serving as a &amp;quot;jack-of-all-trades&amp;quot; revolver with a high firerate and low minimum range. The REX has a few unique modifications, including &amp;quot;Snubnose&amp;quot; and &amp;quot;Cowboy&amp;quot; barrels and .38 Special ammunition.&lt;br /&gt;
[[Image:Mp-412-1.jpg|thumb|none|350px|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[File:PhantomForces REX model.jpg|600px|thumb|none|''A break-open revolver prototype from Russia intended for export. High close-in damage and headshot multiplier with low ranged damage and a fast rate of fire.'']]&lt;br /&gt;
[[File:PhantomForces REX modelshort.jpg|600px|thumb|none|The REX with the 4&amp;quot; &amp;quot;Snubnose&amp;quot; barrel attachment, which emulates the revolver's real-life appearance.]]&lt;br /&gt;
[[File:PhantomForces REX modellong.jpg|600px|thumb|none|The MP-412's long barrel made ''even longer'' with the 8&amp;quot; &amp;quot;Cowboy Barrel&amp;quot; attachment.]]&lt;br /&gt;
[[File:PhantomForces REX hiphold.jpg|600px|thumb|none|Brandishing the REX while looking out towards the horizon.]]&lt;br /&gt;
[[File:PhantomForces REX leftside.jpg|600px|thumb|none|The left side of the Russian revolver.]]&lt;br /&gt;
[[File:PhantomForces REX rightside.jpg|600px|thumb|none|The right side. The weapon's long barrel is made very apparent.]]&lt;br /&gt;
[[File:PhantomForces REX ADS.jpg|600px|thumb|none|Aiming down the REX's iron sights, which have been made luminous with the addition of some red paint.]]&lt;br /&gt;
[[File:PhantomForces REX firing.jpg|600px|thumb|none|Firing the revolver. Although it has high recoil, its recovery is actually pretty good (as long as you don't fire it too fast).]]&lt;br /&gt;
[[File:PhantomForces REX reload1.jpg|600px|thumb|none|Breaking open the REX for reloading. All 6 rounds always appear unfired, and the automatic ejector does not appear to move when the gun is opened.]]&lt;br /&gt;
[[File:PhantomForces REX reload2.jpg|600px|thumb|none|Inserting an imaginary speedloader of .357 Magnum.]]&lt;br /&gt;
[[File:PhantomForces REX reload2alt.jpg|600px|thumb|none|When the &amp;quot;Speedloader&amp;quot; attachment is equipped, the player will utilize speedloaders, which (despite leaving the actual animation unchanged) drastically speed up reloading when all six rounds in the cylinder have been fired.]]&lt;br /&gt;
[[File:PhantomForces REX reload3.jpg|600px|thumb|none|Closing the gun with the offhand, a departure from the action-movie wrist flick sometimes seen in other pieces of media.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 1858 New Army==&lt;br /&gt;
The [[Remington 1858 New Army]] was added in January 2018 (update 3.4.0) and is unlocked at rank 58. It has a brass frame and is reloaded by swapping cylinders, giving the New Army a surprisingly fast reload (for a revolver). The 1858 New Army can neutralize an enemy with a single headshot out to a surprisingly long range and has rather controllable recoil, but it also has lots of drawbacks. These include a slow firerate, low muzzle velocity, and hard-to-use iron sights. The 1858 New Army can be modified to use either an extremely short 3&amp;quot; barrel or an extended 12&amp;quot; barrel. It also features a &amp;quot;.36 Caliber&amp;quot; conversion, which transforms the pistol into the Remington 1858 Navy, and &amp;quot;Snakeshot&amp;quot; ammunition, which allows the 1858 to function as a compact scattergun.&lt;br /&gt;
[[File:Remington1858brassframe.jpeg|thumb|none|350px|Remington 1858 New Army with brass frame - .44 ball]]&lt;br /&gt;
[[File:PhantomForces 1858 model.jpg|600px|thumb|none|''A vintage American ball-and-cap revolver with black powder rounds, fires in single-action with a slow rate of fire, excellent ranged performance, and the ability to fan-fire at high speed.'']]&lt;br /&gt;
[[File:1858 3 inch.jpg|350px|thumb|none|Remington 1858 New Army with 3&amp;quot; barrel - .44 ball]]&lt;br /&gt;
[[File:PhantomForces 1858 3inch.jpg|600px|thumb|none|The 1858 New Army with an almost comically short 3&amp;quot; barrel. Much faster to draw and aim but harder to use at range.]]&lt;br /&gt;
[[File:1858 12 inch.jpg|350px|thumb|none|Remington 1858 New Army with 12&amp;quot; barrel - .44 ball]]&lt;br /&gt;
[[File:PhantomForces 1858 12inch.jpg|600px|thumb|none|The 1858 New Army with an extremely long 12&amp;quot; barrel. Better damage at range and improved muzzle velocity but worse handling.]]&lt;br /&gt;
[[File:PhantomForces 1858 hip.jpg|600px|thumb|none|Holding the vintage revolver at the hip. The New Army is technically the oldest gun in-game, although the in-game weapon appears to be a modern reproduction.]]&lt;br /&gt;
[[File:PhantomForces 1858 leftside.jpg|600px|thumb|none|Taking a look at the left side of the black powder revolver.]]&lt;br /&gt;
[[File:PhantomForces 1858 rightside.jpg|600px|thumb|none|The other side.]]&lt;br /&gt;
[[File:PhantomForces 1858 ADS.jpg|600px|thumb|none|One-handing the 1858 while aiming down its iron sights. This was, after all, the style of the time.]]&lt;br /&gt;
[[File:PhantomForces 1858 ADS2.jpg|600px|thumb|none|The 1858's alternate aim mode is, of course, a fan-fire. This increases its firerate from an OK 190 RPM to an impressive 350 RPM.]]&lt;br /&gt;
[[File:PhantomForces 1858 cockhammer.jpg|600px|thumb|none|Pulling back on the New Army's hammer after firing a shot. It is done, in an incredible feat of dexterity, with one hand, although it's hard to judge seeing as the player lacks thumbs.]]&lt;br /&gt;
[[File:PhantomForces 1858 reload1.jpg|600px|thumb|none|Reloading the 1858 New Army is a multi-step process, although it is nowhere near as complex as inserting individual powder charges, projectiles, and percussion caps. To begin, the player cranks down on the reloading lever.]]&lt;br /&gt;
[[File:PhantomForces 1858 reload2.jpg|600px|thumb|none|This allows them to flick away the empty cylinder.]]&lt;br /&gt;
[[File:PhantomForces 1858 reload3.jpg|600px|thumb|none|A new (full) cylinder is then inserted...]]&lt;br /&gt;
[[File:PhantomForces 1858 reload4.jpg|600px|thumb|none|...and the reloading lever is returned to its rightful home. This is followed by a quick pull of the hammer. Notably absent is any interaction with the cylinder axis pin; on the real revolver, this has to be pulled forward to allow removal of the cylinder (and pushed back in to lock a new one in place).]]&lt;br /&gt;
===Remington 1858 Navy===&lt;br /&gt;
Equipping the 1858 New Army with the &amp;quot;.36 Caliber&amp;quot; ammunition conversion transforms it into the Remington 1858 Navy. This improves its firerate and muzzle velocity but reduces its damage.&lt;br /&gt;
[[File:1858 Navy.jpg|350px|thumb|none|Remington 1858 Navy - .36 ball]]&lt;br /&gt;
[[File:PhantomForces 1858 Navy.jpg|600px|thumb|none|The Remington 1858 Navy as it appears in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Redhawk==&lt;br /&gt;
The [[Ruger Redhawk]] was added in June 2019 (update 4.5b) and is unlocked at rank 83. Firing .44 Magnum, the Redhawk deals high damage per shot (especially on headshot) but has high recoil, incentivizing single, accurate shots. The Redhawk has several unique modifications. Two of these modify the revolver's barrel, those being a 2.7&amp;quot; &amp;quot;snubnose&amp;quot; barrel and a very long &amp;quot;cowboy barrel&amp;quot; modeled after the [[Smith &amp;amp; Wesson Model 629 Stealth Hunter]]'s barrel. The Redhawk also has access to the so-called KAC shoulder stock, which is taken from the game's [[Knight's Armament Revolver Rifle]] model (which is itself based on an airsoft reimagining of the revolver carbine with custom wooden furniture), and a .45 Long Colt conversion, which vastly increases the revolver's damage at the cost of restricting it to single-action only.&lt;br /&gt;
[[Image:Redhawkhunter7.5.jpg|thumb|none|350px|Ruger Redhawk Hunter with scope ring cuts and a 7.5&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:PhantomForces Redhawk model.jpg|600px|thumb|none|''A traditional American revolver. Very high damage overall with a slow rate of fire and strong muzzle flip.'']]&lt;br /&gt;
[[File:Redhawksnub.jpg|350px|thumb|none|Ruger Redhawk with stainless steel finish, unfluted 8-shot cylinder and snub-nose 2.7&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:PhantomForces Redhawk modelsnub.jpg|600px|thumb|none|The snubnosed Redhawk as it appears in-game.]]&lt;br /&gt;
[[File:S&amp;amp;W M629 Stealth Hunter.jpg|350px|thumb|none|Smith &amp;amp; Wesson Model 629 Stealth Hunter, for comparison - .44 Magnum‎]]&lt;br /&gt;
[[File:PhantomForces Redhawk longbarrel.jpg|600px|thumb|none|The Redhawk fitted with the 629 Stealth Hunter-inspired &amp;quot;cowboy barrel&amp;quot;.]]&lt;br /&gt;
[[File:KACSRR Airsoft.jpg|450px|thumb|none|Knight's Armament Revolver Rifle Airsoft replica with custom wooden foreend and stock]]&lt;br /&gt;
[[File:PhantomForces Redhawk stock.jpg|600px|thumb|none|The Redhawk with the &amp;quot;KAC Stock&amp;quot; and aforementioned long barrel equipped.]]&lt;br /&gt;
[[File:PhantomForces Redhawk hip.jpg|600px|thumb|none|First-person view of a player using the Redhawk.]]&lt;br /&gt;
[[File:PhantomForces Redhawk leftside.jpg|600px|thumb|none|Taking a look at the left side of the magnum revolver... ]]&lt;br /&gt;
[[File:PhantomForces Redhawk rightside.jpg|600px|thumb|none|...and the right side. ''Powerful enough to blow your head clean off...'']]&lt;br /&gt;
[[File:PhantomForces Redhawk ADS.jpg|600px|thumb|none|Aiming down the Redhawk's iron sights, which are rather clear.]]&lt;br /&gt;
[[File:PhantomForces Redhawk firing.jpg|600px|thumb|none|Putting a .44 caliber hole in the concrete across the way with the Redhawk.]]&lt;br /&gt;
[[File:PhantomForces Redhawk reload1.jpg|600px|thumb|none|After firing six shots (or was it five?) the Redhawk has to be reloaded, no surprises there. This begins with the player grabbing the cylinder to swing it out. The animation does not appear to show the player operating the cylinder release, meaning that this is done with pure brute strength (and most likely breaks the revolver).]]&lt;br /&gt;
[[File:PhantomForces Redhawk reload2.jpg|600px|thumb|none|Smacking the ejector to free the spent casings.]]&lt;br /&gt;
[[File:PhantomForces Redhawk reload3.jpg|600px|thumb|none|Inserting a not-speedloader of fresh rounds.]]&lt;br /&gt;
[[File:PhantomForces Redhawk speedloader.jpg|600px|thumb|none|The speedloader reappears, courtesy of the &amp;quot;Speedloader&amp;quot; modification.]]&lt;br /&gt;
[[File:PhantomForces Redhawk reload4.jpg|600px|thumb|none|Flicking the cylinder closed.]]&lt;br /&gt;
[[File:PhantomForces Redhawk 45lc.jpg|600px|thumb|none|With the .45 Long Colt conversion equipped, the Redhawk must be manually re-cocked after every shot. As with the 1858 New Army, the animation is somewhat scuffed, although this can be excused by the player's lack of thumbs.]]&lt;br /&gt;
===&amp;quot;Toy Gun&amp;quot;===&lt;br /&gt;
The Redhawk model is also the basis for the &amp;quot;Toy Gun&amp;quot;, a melee weapon that can be obtained by rolling a Legendary on a case. Although a melee weapon, it can fire darts, which are fired after swinging the weapon to attack, inspecting it, or spotting enemies with it; these do not interact with the world, passing through walls, dealing no damage to players, and are deleted shortly after leaving the barrel. The weapon can fire an infinite number of darts. Aside from the texture, the only difference the Toy Gun has from the regular Redhawk is the barrel. The design of the Toy Gun is more akin to a cap gun than a dart blaster, as it has no room for an air compressor or spring-loaded priming mechanism, and its barrel is completely solid; this is most likely the result of it being made out of the model for a real revolver.&lt;br /&gt;
[[File:PhantomForces ToyGun.jpg|350px|thumb|none|Official render of the Toy Gun as it appears in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Judge==&lt;br /&gt;
The [[Taurus Judge]] is unlocked at rank 113 and is chambered in .410 bore. It fires half the regular amount of pellets for buckshot in-game, 4 instead of 8. Like all shotguns, it can be modified to use flechette, birdshot or slug ammunition.&lt;br /&gt;
[[Image:TaurusJudge.jpg|thumb|none|350px|Taurus Judge - .45 Long Colt/.410 Bore]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Raging Judge==&lt;br /&gt;
The [[Taurus Raging Judge]] is unlocked at rank 137 and is called the &amp;quot;Executioner&amp;quot;. It has access to a longer barrel and a stock.&lt;br /&gt;
[[File:Taurus Raging Judge.jpg|thumb|none|350px|Taurus Raging Judge - .454 Casull]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==ASMI==&lt;br /&gt;
The [[ASMI]] is unlocked at rank 97.&lt;br /&gt;
[[File:Asmi.jpg|thumb|none|450px|ASMI - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Coharie Arms MP-10==&lt;br /&gt;
The [[Special Weapons MP-10 and SP-10|Coharie Arms MP-10]] is unlocked at rank 66. It has an integral flashlight, making it the brightest weapon in the game as it can attach 3 other flashlights (1 in the &amp;quot;Other&amp;quot; category, 1 in the underbarrel category and a Maglite flashlight in the optics category). The &amp;quot;Flashlight Off&amp;quot; attachment disables the flashlight, but it counts as an attachment in the &amp;quot;Other&amp;quot; category, so turning it off means you cannot equip anything else in the &amp;quot;Other&amp;quot; category.&lt;br /&gt;
[[File:Coharie MP-10light.jpg|thumb|none|450px|Coharie MP-10 with UMP stock and weaponlight - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 633==&lt;br /&gt;
The [[Colt 9mm Submachine Gun|Colt Model 633]] appears as the &amp;quot;Colt SMG 633&amp;quot;. Before the June 4th 2020 update, it was incorrectly called the &amp;quot;Colt SMG 635&amp;quot;. It is unlocked at rank 49.&lt;br /&gt;
[[File:Model 633 SMG DOE.jpg|thumb|none|450px|Colt Model 633 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 635===&lt;br /&gt;
The [[Colt 9mm Submachine Gun|Colt Model 635]] can be made by equipping the Long Barrel attachment to the &amp;quot;Colt SMG 633&amp;quot;.&lt;br /&gt;
[[Image:Colt-9mm--SMG.jpg‎|thumb|450px|none|Colt Model 635 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K7==&lt;br /&gt;
The [[Daewoo K7]] is unlocked at rank 84. It (correctly) fires very fast, at 1100 RPM, and can unusually accept muzzle attachments, unlike other integrally suppressed weapons in-game. The ability to mount a muzzle brake or compensator has real life precedence, as the [[Barrett M107]] has a proprietary suppressor that allows other muzzle attachments to be used in tandem with the suppressor. However, the use on the 9mm K7 is questionable, as not enough gas would make it through the suppressor in order for the muzzle attachments to function properly, and the 9mm cartridge has very little recoil.&lt;br /&gt;
[[File:DAEWOO K7.jpg|thumb|none|450px|Daewoo K7 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is unlocked at rank 24. Its firing sound is taken from ''[[Call of Duty 4: Modern Warfare]]'', and its reload sounds are from ''COD4'' and ''[[Counter-Strike: Global Offensive]]''.&lt;br /&gt;
[[Image:FN P90 Triple Rail (TR).jpg|thumb|450px|none|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:Pfp90-1.jpg|thumb|none|600px|The P90 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A2]] is unlocked at rank 40 and is simply called &amp;quot;MP5&amp;quot;. Weirdly, the weapon has a higher bullet velocity than the MP7, despite it being the other way round in real life. The ironsights are removed when attaching optics. When reloading, the character does not lock the bolt back, which in real life would make inserting the new magazine very difficult.&lt;br /&gt;
[[Image:H&amp;amp;KMP5A2WideForearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] is unlocked by default. It has the ability to attach muzzle attachments, meaning the weapon is likely modified with a SP5K barrel, which can accept muzzle attachments. The weapon has a stock attachment and a 10mm Auto conversion. Underbarrel grips replace the default foregrip, which provides no statistical benefit. Like the other MP5s, the character does not lock the bolt back, which in real life would make inserting the new magazine very difficult.&lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Pfmp5k-1.jpg|thumb|none|600px|The MP5K in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5SD]] is unlocked at rank 60, simply called &amp;quot;MP5SD&amp;quot;. It has a long barrel attachment, which is its only barrel/muzzle attachment due to the nature of an integrally suppressed weapon. The suppressor cannot be removed, unlike other integrally suppressed weapons in-game.&lt;br /&gt;
[[File:HK-MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5/10==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5/10]] is unlocked at rank 74. The magazine is slightly longer than it should be.&lt;br /&gt;
[[File:MP5-10-retractable.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5/10 with 3-round burst trigger group and retractable stock - 10x25mm Auto]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is unlocked at rank 9, simply called &amp;quot;MP7&amp;quot;. Despite having a 40 round magazine, it only holds 30. The extended magazine attachment increases it to 40 rounds. With the joke &amp;quot;Loudener&amp;quot; attachment, the sound is similar to the ''[[Half-Life 2]]'' MP7.&lt;br /&gt;
[[File:MP7 40rdmag.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight - 4.6x30mm]]&lt;br /&gt;
[[File:Pfmp7-1.jpg|thumb|none|600px|The MP7 in the loadout menu. The grip is slightly too straight compared to the real weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is unlocked at rank 5, making it the second &amp;quot;PDW&amp;quot; players unlock. The weapon has a sole underbarrel RIS rail, instead of the tri-rail setup seen in the picture below. Its reload sounds are from ''[[Call of Duty: Modern Warfare 2]]'' and ''[[Counter-Strike: Global Offensive]]''.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with RIS rail - .45 ACP]]&lt;br /&gt;
[[File:Pfump-1.jpg|thumb|none|600px|The UMP in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch UMP40===&lt;br /&gt;
The .40 S&amp;amp;W conversion turns the gun into the [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch UMP40]].&lt;br /&gt;
[[File:UMP40.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP40 with RIS rail - .40 S&amp;amp;W]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi==&lt;br /&gt;
The [[IMI Micro Uzi]] is classed as a machine pistol and is unlocked at rank 68. When using a optic, the charging handle is replaced by a vaguely Uzi Pro looking charging handle, which extends out to the left. By default, it has no stock, but it can be put on with the &amp;quot;Extended Stock&amp;quot; attachment. Some of its reload sounds are taken from ''[[Call of Duty 4: Modern Warfare]]'''s Mini Uzi.&lt;br /&gt;
[[File:MicroUzi-2.jpg|thumb|none|350px|IMI Micro Uzi - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] is unlocked at rank 77, with 25 round magazines. There are a few unusual things with this weapon - the bolt is not closed after the last shot and the rear iron sight is cut down. There are a few ammunition conversions, namely .22 LR and .45 ACP, the latter of which uses the same magazine model as the [[M3A1 &amp;quot;Grease Gun&amp;quot;]]. The M3 magazine is compatible with the Uzi in real life by using a conversion kit by Vector Arms. It uses the same reload sounds as the Micro Uzi.&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|450px|IMI Uzi - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95==&lt;br /&gt;
The [[IWI X95]] is called the &amp;quot;X95 SMG&amp;quot; and is unlocked at rank 115. Interestingly, the X95 uses 32 round Uzi magazines, but the Uzi in-game only has 25 round magazines, despite a model existing for 32 rounders.&lt;br /&gt;
[[File:IWI X95 9mm.jpg|thumb|none|450px|IWI X95 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I [[KRISS Vector]] is unlocked at rank 100. It has Diamondhead backup iron sights, a 2 round burst mode and a light grey frame and stock. Incorrectly, the charging handle slides completely backward when being cocked. In real life, it pivots to the side at a 90-degree angle and only slightly slides backward.&lt;br /&gt;
[[File:KRISS Vector.jpg|thumb|none|450px|KRISS USA Gen I Vector - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==M1928 Thompson==&lt;br /&gt;
An [[M1928 Thompson]] is unlocked at rank 121, referred to as &amp;quot;Tommy Gun&amp;quot;, with a 20 round magazine by default, the rear sight is that of the M1 Thompson and there is no Cutts compensator. The weapon has 5 unique attachments - the Lyman sights of the M1921, the M1928A1 handguard (which changes the name to &amp;quot;Thompson&amp;quot;), the 30 round magazine and the 50 round drum. The final attachment is a conversion to the &amp;quot;Annihilator&amp;quot; prototype, which makes the weapon fire at 1500 RPM. This conversion is called the &amp;quot;M1919 Conversion&amp;quot;, which is incorrect, as the M1919 did not fire this quickly. The &amp;quot;Typewriter&amp;quot; admin-only M1928 has the 100 round drum.&lt;br /&gt;
[[File:M1928.jpg|thumb|none|450px|M1928 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[Image:Colt 1921A Thompson.jpg|thumb|none|450px|Colt M1921A Thompson with 20-round magazine and no Cutts compensator - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==M3A1 &amp;quot;Grease Gun&amp;quot;==&lt;br /&gt;
A black [[M3A1 &amp;quot;Grease Gun&amp;quot;]] is unlocked at rank 71. While in the Test Place, it was grey, like the real weapon.&lt;br /&gt;
[[Image:Grease3 2.jpg|thumb|none|450px|M3A1 &amp;quot;Grease Gun&amp;quot; - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
The [[MAC-10]] is unlocked at rank 23, chambered in .45 ACP with 30 round M3A1 magazines. There is a 9x19mm conversion option, an extended stock and the Sionics Suppressor, as well as the [[TEC-9]] extended barrel, which makes the weapon appear as if it has come from ''[[Talk:Call_of_Duty:_Black_Ops_Cold_War#TEC-9_barrel_.26_shroud|BOCW]]''. Due to the small size, the player holds it like a pistol, with both hands on the grip. The alternate aim mode has the gun held sideways, &amp;quot;gangster&amp;quot; style. This is shared with every pistol except the Desert Eagles. When using optics, they are mounted on a raised rail, so as not to obstruct the bolt, and the angled grip attachment clips into the trigger.&lt;br /&gt;
&lt;br /&gt;
The reload sounds are the same as the Uzis above, which were partially taken from ''[[Call of Duty 4: Modern Warfare]]''.&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|350px|none|Ingram MAC-10 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Pfmac10-1.jpg|thumb|none|600px|The MAC-10 in the loadout menu.]]&lt;br /&gt;
[[Image:Ingram-mac10_new.jpg|thumb|350px|none|MAC-10 with Sionics two-stage suppressor - .45 ACP]]&lt;br /&gt;
[[Image:Ingram MAC 10.jpg|thumb|none|350px|MAC-10 with detachable barrel extension - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] is unlocked at rank 108.&lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|450px|MP40 with brown bakelite lower receiver - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] chambered in 9x19mm is unlocked at rank 105. It has the smooth magazine of the Bizon-1, and a correct 53 round capacity. The weapon has a 64 round 9x18mm conversion.&lt;br /&gt;
&lt;br /&gt;
The in-game description contains the quote &amp;quot;Kept ya waiting, huh?&amp;quot; which references a trademark line of the character Snake from the video game series ''[[Metal Gear]]''. It is also a nod to the long wait players had before this weapon was finally added to the game.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov. Image used to show the smooth magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-2000==&lt;br /&gt;
The [[PP-2000]] is unlocked at rank 42.&lt;br /&gt;
[[File:Pp-2000_1.jpg|thumb|none|450px|PP-2000 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] with the 71 round drum is unlocked at rank 92. Due to the barrel shroud, grips are mounted on the side of the drum magazine, which is plainly ridiculous. The 35 round magazine is unlockable as an attachment. Like the UMP-45, it reuses the reloading sounds from the ''MW2'' and ''CS:GO'' UMP-45, with the charging handle sound of the AK-12.&lt;br /&gt;
[[File:PPSH-01-SMG.jpg‎|thumb|none|450px|PPSh-41 with 71-round drum- 7.62x25mm Tokarev]]&lt;br /&gt;
&lt;br /&gt;
==Sa vz. 61 Skorpion==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] is unlocked at rank 87, classed as a machine pistol. Like the Micro Uzi, the extended stock attachment is unlocked by default. The stock also extends when using an attachment in the &amp;quot;Other&amp;quot; category, but it provides no statistical advantage. Ironsights from other weapons cannot be attached, and any optics are mounted on the barrel due to the upwards ejection of the Skorpion. It has a snake/ratshot conversion, which renames the weapon to &amp;quot;vz.61-E&amp;quot;. Weirdly, there is also a 50 round rubber pellets conversion.&lt;br /&gt;
[[File:CZ_Vz.61.jpg|thumb|none|350px|Sa vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
&lt;br /&gt;
===Sa vz. 82 Skorpion===&lt;br /&gt;
The 9x18mm Makarov conversion turns the weapon into the [[Sa. Vz. 82 Skorpion]], but it still has the wood pistol grip.&lt;br /&gt;
[[Image:Scorpion SA Vz 82.jpg|350px|thumb|none|Sa vz. 82 Skorpion - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==Sterling L2A3==&lt;br /&gt;
The [[Sterling L2A3]] is unlocked at rank 53, with a 34 round magazine. It incorrectly tracks a round in the chamber, despite not being a closed bolt gun in reality. The player uses the magazine as a grip, which could result in malfunctions and breakages in real life. When attaching the EOTech XPS2 sight, it is not mounted on a rail, instead it is attached via knockoff Spongebob-themed tape.&lt;br /&gt;
[[Image:Sterling-Mk-4.jpg|thumb|none|450px|Sterling L2A3 (Mk.4) - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] is unlocked at rank 80 and is called the &amp;quot;AUG A3 Para&amp;quot;. It has a Coyote Brown frame. It originally had a 25 round magazine, with a 32 round magazine attachment, but now the default magazine is the 32 rounder.&lt;br /&gt;
[[Image:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
All shotguns have access to alternate ammo types. 8-pellet buckshot is the default, while 8-dart flechette ammo, 6-pellet rubber pellet ammo, 16-pellet &amp;quot;birdshot&amp;quot; (16-pellet shotgun shells would actually be considered buckshot in reality) and slug rounds are all available as attachments. The pellet counts are the same as the ones stated here, unless specifically mentioned otherwise.&lt;br /&gt;
&lt;br /&gt;
==AA-12 CQB==&lt;br /&gt;
The [[AA-12|AA-12 CQB]] is unlocked at rank 112. It has access to a 20 round drum, but alternate ammo types cannot be used while using the drum. The model has brown patches on the trigger and handguard, and it lacks a trigger. It can be converted to semi-auto fire and a long rail mount is used when sights are equipped. However, the Generation 1 charging handle is used instead of the Gen 2 when certain optics are equipped. Due to this game's fairly realistic shotgun ranges (i.e. more than 3 feet), the 20 round full-auto AA-12 is one of the most overpowered weapons in the game. For whatever reason, you can nerf it yourself by making it semi-auto only with the correct attachment.&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|450px|none|MPS AA-12 CQB - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===AA-12===&lt;br /&gt;
The &amp;quot;Long Barrel&amp;quot; attachment turns the CQB into a regular-length [[AA-12]].&lt;br /&gt;
[[Image:AA12FullAutoShotGun.jpg|thumb|450px|none|MPS AA-12 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Beretta DT11==&lt;br /&gt;
The [[Over/Under Shotgun|Beretta DT11]] is unlocked at rank 133. As a competition shotgun focused almost exclusively on long-range engagements, the Beretta DT11 is one of the more unique shotguns available in-game due to its extremely tight choke and abnormally low damage per pellet. The player has access to a variety of modifications for the DT11, including sawn-off barrels of multiple lengths (which increase damage and spread while decreasing reload time), multiple types of stock to help manage recoil, and a few unique 12 gauge ammunition types available only to the DT11, including #000 Buckshot, which drastically increases damage and recoil while decreasing pellet count, a 3 1/2&amp;quot; shell, which significantly increases pellet velocity, and a bolo round, which has unique &amp;quot;damage rampup&amp;quot;, causing it to deal more damage the further it travels. Despite these advantages, the DT11, as a double-barreled shotgun, only has access to two rounds before it must be reloaded, which, coupled with its tight spread, demands precision from the player.&lt;br /&gt;
[[File:DT-11.jpg|thumb|none|450px|Beretta DT11 - 12 gauge]]&lt;br /&gt;
[[File:DT11 PhantomForces loadout.jpg|600px|thumb|none|The DT11 as it appears in Phantom Forces. Hey, this doesn't look like an Olympic target shooting match...]]&lt;br /&gt;
[[File:DT11 PhantomForces loadout shorty.jpg|600px|thumb|none|Ditto, with the weapon having been horrifically shortened. It's not like this is a $10,000 shotgun or anything.]]&lt;br /&gt;
[[File:DT11 PhantomForces hip.jpg|600px|thumb|none|The Beretta DT11, as seen from a first-person view. Who's ready to take down some clays?]]&lt;br /&gt;
[[File:DT11 PhantomForces ads1.jpg|600px|thumb|none|The DT11's iron sights, which are as expected from a competition shotgun; sleek and simple.]]&lt;br /&gt;
[[File:DT11 PhantomForces ads2.jpg|600px|thumb|none|The DT11's first alternate ADS mode, which it shares with other shotguns.]]&lt;br /&gt;
[[File:DT11 PhantomForces adsalt2.jpg|600px|thumb|none|The DT11's second alternate ADS mode. Wrong kind of double-barrel for that kind of work, buster, but you're on the right track.]]&lt;br /&gt;
[[File:DT11 PhantomForces inspect.jpg|600px|thumb|none|Inspecting the DT11 in-game.]]&lt;br /&gt;
[[File:DT11 PhantomForces reload1.jpg|600px|thumb|none|Ejecting a spent shell from the DT11, a process made simple by the weapon's automatic ejectors. Eat your heart out, Stevens.]]&lt;br /&gt;
[[File:DT11 PhantomForces reload2.jpg|600px|thumb|none|Replacing said shell with a fresh one, a process that the cube-handed player character performs with surprising dexterity.]]&lt;br /&gt;
[[File:DT11 PhantomForces sportingstock.jpg|600px|thumb|none|The DT11, when equipped with the &amp;quot;sporting stock&amp;quot; mod, becomes the DT11 ACS (All-Competition Shotgun).]]&lt;br /&gt;
[[File:DT11 PhantomForces olympianstock.jpg|600px|thumb|none|What was once a boring old Beretta DT11 becomes the flashy DT11 PRO when equipped with a recoil-absorbing &amp;quot;Olympian stock&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo USAS-12==&lt;br /&gt;
The [[Daewoo USAS-12]] is unlocked at rank 189.&lt;br /&gt;
[[File:USAS12.jpg|thumb|none|450px|Daewoo USAS-12 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;DBV12&amp;quot;==&lt;br /&gt;
The &amp;quot;DBV12&amp;quot; (DBV stands for &amp;quot;drobovik&amp;quot;, &amp;quot;shotgun&amp;quot; in Russian) is based on the prototype AK-12/76, a 12 gauge version of the prototype [[AK-12]] and is unlocked at rank 24. The &amp;quot;DBV12&amp;quot; in game is specifically based on the ''[[Battlefield 4]]'' weapon of the same name. Like the ''BF4'' weapon, the in-game weapon uses the standard AK-12 magwell, though actual AK-12/76 concept art from Izhmash showed it with an extended magazine well, which is reflected in the photoshopped mock-up below. The mock-up image also has a longer barrel than the &amp;quot;DBV12&amp;quot; in-game.&lt;br /&gt;
&lt;br /&gt;
Aside from the same 4 ammo types all shotguns have access to, the &amp;quot;DBV12&amp;quot; can be converted to fire .30-06 rounds, which makes the weapon full auto, and .410 bore shells, which make the weapon a 3 round burst. It has a 10 round magazine.&lt;br /&gt;
[[File:AK-12 shotgun.jpg|thumb|none|450px|Photoshopped mock-up of an AK-12/76 - 12 gauge]]&lt;br /&gt;
[[File:Pfdbv12-1.jpg|thumb|none|600px|The &amp;quot;DBV12&amp;quot; in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
The &amp;quot;Stevens DB&amp;quot; is unlocked at rank 81 and is based on the Stevens Model 355/330 hammerless [[double barreled shotgun]]s and fires 10 gauge shells. It has the ability to fire each barrel seperately, or both at the same time, just like the &amp;quot;Sawed Off&amp;quot;, and the player always fires the right barrel/back trigger first. Unlike the M79, the opening latch is not used when reloading before the barrels are broken open. All muzzle attachments require double the number of kills usually required to unlock them, due to the weapon having two barrels. No suppressors are available except for a homemade &amp;quot;Muffler&amp;quot; attachment. Additionally, all muzzle attachments except the compensator clip through each other.&lt;br /&gt;
&lt;br /&gt;
The stock has the word &amp;quot;BOOM&amp;quot; engraved into it in the same font as the ''[[Doom (VG)|DOOM]]'' logo, and the description states &amp;quot;It spells doom for whatever's in front of it&amp;quot;. These are both references to the Super Shotgun from ''DOOM II'', which was a sawed-off double barrel shotgun.&lt;br /&gt;
[[Image:Savage-Stevens-311-Shotgun.jpg|thumb|none|450px|Savage/Stevens 311A - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] is unlocked at rank 120 and it only fires in semi automatic mode unless you equip the &amp;quot;Pump-action&amp;quot; attachment. Like the vz. 61 Skorpion, the stock unfolds when using optics, but it provides no actual advantage unless the &amp;quot;Extended Stock&amp;quot; attachment is equipped. The &amp;quot;Full Stock&amp;quot; attachment gives it a solid, fixed stock. The reload animation incorrectly does not show the character using the carrier latch button, which must be depressed to load new shells. Like most videogames, the stock has a hole in it in order to use the sights when folded.&lt;br /&gt;
[[Image:Franchi-SPAS12.jpg|thumb|450px|none|Franchi SPAS-12 with stock folded - 12 gauge]]&lt;br /&gt;
[[Image:Spas12_fixed.jpg|thumb|none|450px|Franchi SPAS-12 with fixed stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
A green [[Kel-Tec KSG]] is unlocked at rank 1, called &amp;quot;KSG-12&amp;quot;. Like most videogames, the tube selector is not used when reloading, so the game treats the dual magazines as one magazine tube.&lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:Pfksg-1.jpg|thumb|none|600px|The KSG in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec KSG-25===&lt;br /&gt;
The KSG can be converted to the KSG-25 with the &amp;quot;KSG-25 Conversion&amp;quot;, giving the weapon a 24+1 capacity and a longer barrel.&lt;br /&gt;
[[File:KSG25.jpg|thumb|none|450px|Kel-Tec KSG-25 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==KS-23M==&lt;br /&gt;
The [[KS-23M]] is unlocked at rank 56. Firing massive 23x75mmR shotgun shells and featuring a tight choke with high damage at range, the KS-23M can vanquish enemies further out than most other shotguns at the cost of a low magazine size (3+1) and slow handling in close-quarters. In typical ''Phantom Forces'' fashion, the shotgun's wire stock can be removed and a longer barrel can be fitted. The KS-23M also features an abnormally large assortment of unique ammunition modifications, including &lt;br /&gt;
*Shrapnel-25 shells, which increase pellet velocity and decrease both spread and individual pellet damage &lt;br /&gt;
*Volna-R, which fires a single large rubber slug that instantly kills at close range but has high drop-off &lt;br /&gt;
*Barrikada, a dense metal slug with high velocity and penetration&lt;br /&gt;
*A single-shot harpoon conversion, which offers a one-hit kill at any range at the cost of a long reload after each shot &lt;br /&gt;
*A 4 gauge conversion, which vastly increases the weapon's damage but slows its reload time (and changes the weapon's name to TOZ-123) &lt;br /&gt;
The pumping sound used in-game is the same as ''[[Black Mesa]]'''s SPAS-12.&lt;br /&gt;
[[File:KS23.JPG|thumb|none|450px|KS-23M - 23x75mmR]]&lt;br /&gt;
[[File:KS23M PhantomForces loadout.jpg|600px|thumb|none|The KS-23M as it appears in the game's loadout menu.]]&lt;br /&gt;
[[File:KS23M PhantomForces hip.jpg|600px|thumb|none|The KS-23M held at the player's hip. When holding a shotgun this large, the whole world seems to hold its breath.]]&lt;br /&gt;
[[File:KS23M PhantomForces ads1.jpg|600px|thumb|none|The simple, if unobtrusive, iron sights of the KS-23M.]]&lt;br /&gt;
[[File:KS23M PhantomForces ads2.jpg|600px|thumb|none|The first alternate ADS view for the KS-23M.]]&lt;br /&gt;
[[File:KS23M PhantomForces ads3.jpg|600px|thumb|none|The second alternate ADS view for the KS-23M, with a side of DOOM. If only reloading this beast was as simple as racking the fore repeatedly.]]&lt;br /&gt;
[[File:KS23M PhantomForces inspect1.jpg|600px|thumb|none|Inspecting the KS-23M in-game.]]&lt;br /&gt;
[[File:KS23M PhantomForces inspect2.jpg|600px|thumb|none|Ditto, followed by a celebratory pump of the fore.]]&lt;br /&gt;
[[File:KS23M PhantomForces reload.jpg|600px|thumb|none|The player feeds a massive 23x75mmR shell into the KS-23M.]]&lt;br /&gt;
[[File:KS23M PhantomForces firing.jpg|600px|thumb|none|After firing the KS-23M, the player racks the pump to chamber the next round. Surprising, I'm sure.]]&lt;br /&gt;
&lt;br /&gt;
===KS-23===&lt;br /&gt;
The &amp;quot;Full Stock&amp;quot; attachment turns the weapon into a [[KS-23]].&lt;br /&gt;
[[File:Ks23-1.jpg|thumb|none|450px|KS-23 - 23x75mmR]]&lt;br /&gt;
[[File:KS23 PhantomForces loadout.jpg|600px|thumb|none|Equipping the KS-23M with the full stock attachment and so-called sporting barrel transforms it into the full-length KS-23.]]&lt;br /&gt;
[[File:KS23 PhantomForces hip.jpg|600px|thumb|none|The KS-23 with its extra-long sporting barrel, as seen from a first-person perspective. Clay pigeons everywhere are quaking in their boots.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Express Tactical Magpul==&lt;br /&gt;
The [[Remington 870]] is unlocked at rank 11, fitted with Magpul furniture, ring ironsights and a 6 round tube. The furniture is white, but it was previously green and in the beta it was grey.&lt;br /&gt;
[[File:870 Express Magpul.jpg|thumb|none|450px|Remington 870 Express Tactical Magpul - 12 gauge]]&lt;br /&gt;
[[File:Pf870-1.jpg|thumb|none|600px|The 870 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga-12K==&lt;br /&gt;
The [[Saiga-12K]], simply called Saiga-12, is unlocked at rank 63. It is modelled with a 5 round magazine, despite holding 8+1 in-game. It can be converted to fire in full-auto. It also has numerous ammunition conversions:&lt;br /&gt;
*Saiga-223 (.223 Remington), fires in full-auto,&lt;br /&gt;
*Saiga-308 (.308 Winchester/7.62x51mm NATO), fires in full-auto,&lt;br /&gt;
*Saiga-762 (7.62x39mm), fires in full-auto,&lt;br /&gt;
*Saiga-96 (9.6x53mm Lancaster), fires in semi-auto at 70 RPM,&lt;br /&gt;
*Saiga-9 (9x19mm Parabellum), fires in full-auto.&lt;br /&gt;
[[File:Saiga 12K.jpg|thumb|none|450px|Saiga-12K - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Saiga-12U&amp;quot;===&lt;br /&gt;
The &amp;quot;Saiga-12U&amp;quot; is a custom secondary shotgun in the &amp;quot;Other&amp;quot; category and unlocked at rank 95. It has a 2+1 round capacity, which can be extended to 5+1. It can also be modified to fire in full-auto, just like the regular Saiga-12.&lt;br /&gt;
&lt;br /&gt;
The Saiga-12U greatly resembles the modified Saiga-12K seen in ''[[Gamer]]'', ''[[The Expendables]]'', and ''[[Drive Angry]]'', though with a 2-round box magazine instead of a 20-round drum for obvious reasons.&lt;br /&gt;
&lt;br /&gt;
==Sawed-Off Double Barrel Shotgun==&lt;br /&gt;
Unlocked at rank 90 is the &amp;quot;Sawed Off&amp;quot;, a traditional side-by-side [[Sawed-Off Double Barrel Shotgun]]. It uses the same model as the Stevens Double Barrel seen above, but with the barrels cut down. It is in the &amp;quot;Other&amp;quot; secondary class. It has the ability to fire each barrel seperately, or both at the same time, just like the Stevens, and the player always fires the right barrel/back trigger first. All muzzle attachments require double the number of kills usually required to unlock the,, due to the weapon having two barrels. No suppressors are available except for a homemade &amp;quot;Muffler&amp;quot; attachment. Additionally, all muzzle attachments except the compensator clip through each other.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Boom Stock&amp;quot; attachment gives the weapon a stock, which, like the Stevens, has the word &amp;quot;BOOM&amp;quot; written in the same from as the ''DOOM'' logo. This is another reference to the Super Shotgun from ''DOOM II''.&lt;br /&gt;
[[Image:SS311A sawed-off-2.jpg|thumb|none|450px|'''Photoshopped''' Sawed-off Savage/Stevens 311A - 12 gauge]]&lt;br /&gt;
[[File:Sawed-off Stevens 1960s SBS.jpg|thumb|none|450px|Stevens SBS shotgun with sawn-off barrels - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Serbu Super Shorty==&lt;br /&gt;
The [[Serbu Super Shorty]] is unlocked at rank 36 as the first &amp;quot;Other&amp;quot; category sidearm, referred to as the &amp;quot;Super Shorty&amp;quot;; however, it was originally referred to as the &amp;quot;Serbu Shotgun&amp;quot;. It is a shortened Remington 870, which the description correctly states. It has a vertical grip, but no access to underbarrel attachments. It also has a 2+1 capacity and has no rear sight, just a front bead sight.&lt;br /&gt;
[[Image:Super Shorty (870).jpg|thumb|none|450px|Serbu Super Shorty Shotgun made from a Remington 870 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==AK-12==&lt;br /&gt;
The 2012 prototype [[AK-12]] is unlocked by default. Like virtually every AK rifle variant in the game, it is shorter than the M16A3/4 rifles, despite being longer than it in real life.&lt;br /&gt;
[[File:Ak-12.jpg|thumb|none|450px|AK-12, 2012 prototype - 5.45x39mm]]&lt;br /&gt;
[[File:Pfak12-1.jpg|thumb|none|600px|The AK-12 in the loadout menu. Note the selector pointed as safe; this doesn't change when the fire mode is switched.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74N==&lt;br /&gt;
The [[AK-74]]N is unlocked at rank 74. It has the smooth top cover of the later AK-74M version.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Collapsible Stock&amp;quot; attachment gives it the stock of the East German [[MPi-KM-72]].&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] is unlocked at rank 103. It has the 3-round-burst mode of the AK-103-2 and the railed dust cover of the AK-103M.&lt;br /&gt;
[[Image:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-101===&lt;br /&gt;
The 5.56 Conversion converts the weapon and changes its name to the [[AK-101]].&lt;br /&gt;
[[File:AK101.jpg|thumb|none|450px|AK-101 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-109===&lt;br /&gt;
The &amp;quot;BARS Barrel&amp;quot; converts the weapon and changes its name to the [[AK-109]].&lt;br /&gt;
[[File:AK-109.jpg|thumb|none|450px|AK-109 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-108===&lt;br /&gt;
The combination of the &amp;quot;BARS Barrel&amp;quot; and the 5.56 Conversion converts the weapon and changes its name to the [[AK-108]].&lt;br /&gt;
[[File:AK-108.jpg|thumb|none|450px|AK-108 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] is unlocked at rank 94. The &amp;quot;Collapsible Stock&amp;quot; uses the same stock as the East German [[MPi-KM-72]].&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;AK47&amp;quot;===&lt;br /&gt;
The &amp;quot;AK47&amp;quot; is unlocked at rank 47. It is not an actual [[AK-47]], as it has the AKM's stamped receiver, with its only AK-47-like characteristics being the handguard, pistol grip, dust cover, and the lack of a muzzle brake. Additionally, it has the [[AK-74]]N's dovetail mount, as opposed to the earlier style used with the AKN.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:TypeIII AK47.jpg|thumb|450px|none|Type 3 AK-47 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
====AKMS====&lt;br /&gt;
Equipping the &amp;quot;Collapsible Stock&amp;quot; attachment on the &amp;quot;AK47&amp;quot; turns it into an [[AKMS]], although still retaining the various AK-47 elements.&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:DeactivatedAKS(1954-59).jpg|thumb|none|450px|Type 3 AKS-47 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===VPO-209===&lt;br /&gt;
Using the .366 TKM conversion changes the weapon to the VPO-209, which also changes the name correctly in-game too. This is available on both the AKM and &amp;quot;AK47&amp;quot;. This allows usage of slugs and birdshot ammo types.&lt;br /&gt;
[[File:Vpo-209.jpg|thumb|450px|none|VPO-209 - .366 TKM]]&lt;br /&gt;
&lt;br /&gt;
==AN-94==&lt;br /&gt;
The [[AN-94]] is unlocked at rank 10. The barrel correctly reciprocates backwards when firing, but equipping any barrel attachments stops this animation from occurring. Like most guns in the game, it has the correct firerate - 1,800 RPM in hyperburst mode and 600 RPM in full-auto; the first two shots on full-auto are also fired at the same rate as the burst.&lt;br /&gt;
[[file:An94-1.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:Pfan94-1.jpg|thumb|none|600px|The AN-94 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] is unlocked at rank 15. It used to (incorrectly) be classed as a PDW, but update 0.9.0 moved it to the Assault Rifles category.&lt;br /&gt;
&lt;br /&gt;
The weapon has a 20 round magazine by default, but a 30 rounder is available, as well as the &amp;quot;Suppressor.. ?&amp;quot; attachment, which is the only barrel attachment. In-game, it doesn't do anything apart from pitch up the noise of your shots, and it is nonsensically attached to the end of the integral suppressor. It is modelled after the PBS-1.&lt;br /&gt;
[[Image:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:Pfasval-1.jpg|thumb|none|600px|The AS Val in the menu.]]&lt;br /&gt;
[[File:Pfasval-2.jpg|thumb|none|600px|The rifle in first-person.]]&lt;br /&gt;
[[File:Pfasval-3.jpg|thumb|none|600px|Inspecting the left side...]]&lt;br /&gt;
[[File:Pfasval-4.jpg|thumb|none|600px|...and the right.]]&lt;br /&gt;
[[File:Pfasval-5.jpg|thumb|none|600px|Aiming using the glow sights.]]&lt;br /&gt;
[[File:Pfasval-6.jpg|thumb|none|600px|Changing the fire mode; the player character appears to incorrectly use the AK-style safety switch to do this, whereas the fire selector is actually located inside the trigger guard.]]&lt;br /&gt;
[[File:Pfasval-7.jpg|thumb|none|600px|Firing.]]&lt;br /&gt;
[[File:Pfasval-8.jpg|thumb|none|600px|Knocking out the empty magazine with another empty magazine...]]&lt;br /&gt;
[[File:Pfasval-9.jpg|thumb|none|600px|...loading it in...]]&lt;br /&gt;
[[File:Pfasval-10.jpg|thumb|none|600px|...and chambering a round.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K2==&lt;br /&gt;
The [[Daewoo K2]] is unlocked at rank 42.&lt;br /&gt;
[[Image:Daewoo-K2.jpg|thumb|none|450px|Daewoo K2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:PF-K2-menu.jpg|thumb|none|600px|The K2 in the menu.]]&lt;br /&gt;
[[Image:PF-K2-folded-menu.jpg|thumb|none|600px|Previewing a K2 with the stock folded.]]&lt;br /&gt;
&lt;br /&gt;
==Diemaco/Colt Canada C7A2==&lt;br /&gt;
The [[Diemaco/Colt Canada C7A2]] is unlocked at rank 128, with an ambi charging handle, which comes as standard on the real weapon. It was originally in the Alpha, but was removed and added into the full game much later. The description reflects this (&amp;quot;This gun reminds you of a simpler time&amp;quot;), but it also incorrectly states that the C7A2 has an integrated optic, referring to the C79. It is not integrated, and can be removed, which it is in-game, the rifle using its back-up iron sights instead.&lt;br /&gt;
&lt;br /&gt;
Two ammo conversions are available, the &amp;quot;CNC .45 Conversion&amp;quot; and the &amp;quot;AR 7.62x39mm Conversion&amp;quot;, the latter of which reduces ammo capacity to 20+1.&lt;br /&gt;
&lt;br /&gt;
When using the &amp;quot;Long Barrel&amp;quot; attachment, it uses the handguard and barrel from the [[Diemaco/Colt Canada C7/C7A1 LSW]], though it does not have the built-in grip. When this barrel is equipped, the whizz and crack sounds play for enemies you are firing at, which is usually a trait reserved for a few machine guns and sniper rifles.&lt;br /&gt;
[[File:C7a2.jpg|thumb|none|450px|Colt Canada C7A2 with ELCAN scope and backup iron sight - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS G1==&lt;br /&gt;
The [[FAMAS G1]] is unlocked at rank 45, incorrectly called the F1. The previous model used a STANAG magazine and was called the G2, but this was still incorrect as it had the F1-style magazine well. This rifle has the correct 25 round magazine of the F1 and G1.&lt;br /&gt;
&lt;br /&gt;
The bipod is functionally useless, however it deploys when the &amp;quot;Long Barrel (AR)&amp;quot; attachment is used.&lt;br /&gt;
[[File:FAMAS G1.jpg|thumb|none|450px|FAMAS G1 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS G2===&lt;br /&gt;
The weapon can be turned into a [[FAMAS G2]] with the &amp;quot;G2 Conversion&amp;quot;, which gives the rifle the ability to use STANAG magazines.&lt;br /&gt;
[[File:Famas g2.jpg|thumb|none|450px|FAMAS G2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS Valorisé===&lt;br /&gt;
Attaching any scope turns the model into a [[FAMAS Valorisé]], apart from the trigger guard of the G-series rifles.&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|450px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PF-Famas-optic.jpg|thumb|none|600px|The Valorisé as seen in the menus with an EOTech XPS2.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] is unlocked at rank 16. It features a 9mm conversion, which uses a 32 round Uzi magazine.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[Image:FN SCAR-L (Standard).jpg|thumb|450px|none|Third Generation FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:PF-Scarl-menu.jpg|thumb|600px|none|The SCAR-L in the menu.]]&lt;br /&gt;
[[Image:PF-Scarl-att-menu.jpg|thumb|600px|none|Previewing a long-barrelled SCAR-L with no stock, a PM II scope and the 9mm Uzi magazine conversion, stated to be done by Big Woods MFG.]]&lt;br /&gt;
[[Image:PF-Scarl-short-menu.jpg|thumb|600px|none|Previewing a short-barrelled SCAR-L with a folded stock.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G11 K2==&lt;br /&gt;
The German wonder weapon, the [[Heckler &amp;amp; Koch G11]], is unlocked at rank 211, which reflects the name of the weapon, combining and rearranging the 2 from K2 and the 11 from G11. The weapon is the only caseless weapon in-game and appropriately does not eject spent casings when firing. It has back-up ironsights instead of the integral scope by default, although the scope is an attachment option. The irons are AAC flip up ironsights that are also used on the [[AAC Honey Badger]]. It correctly fires at 2,100 RPM in burst, and 460 RPM in auto.&lt;br /&gt;
&lt;br /&gt;
The description (&amp;quot;Wait a minute, this is the future. Where are all the phaser guns?&amp;quot;) references the movie ''[[Demolition Man]]''.&lt;br /&gt;
&lt;br /&gt;
The weapon uses the same reload sounds as the [[P90]] above. It also has two magazines as part of the model either side of the magazine that is currently being used, but these are just part of the model and are unusable. The magazine does not reciprocate when firing, which is incorrect.&lt;br /&gt;
[[File:G11K2 left.jpg|thumb|none|450px|Heckler &amp;amp; Koch G11 K2 - 4.73x33mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36]] is unlocked at rank 25. It has the export version of the rail top carry handle, rather then the G36C version, which is more common in videogames. The &amp;quot;Hendsoldt 3x Optic&amp;quot; adds back the ZF 3x4° sight, although it is missing the top 1x reflex. As long as some sort of optic is present on the weapon, the 3x will appear, and you can use it by pressing the alternate aim button.&lt;br /&gt;
[[File:HKG36.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36 with ZF 3x4° dual optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:G36C with STANAG mag adaptor.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C with a STANAG mag adaptor - 5.56x45mm NATO. Image used to show export variant of the rail top carry handle.]]&lt;br /&gt;
[[File:Pfg36-1.jpg|thumb|none|600px|The G36 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;MG36&amp;quot;===&lt;br /&gt;
The G36 makes another appearance, masquerading as the [[Heckler &amp;amp; Koch MG36]]. The weapon has the Beta-C drums and bipod of the MG36, but the bipod is unusable, like other weapons with a bipod by default. Like all G36 variants in the game, it has the export variant of the rail top carry handle. The weapon is unlocked at rank 33.&lt;br /&gt;
&lt;br /&gt;
As a LSW, it is in the LMG section.&lt;br /&gt;
[[File:G36 CMag.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36 with bipod handguard and C-Mag, visually identical to the real MG36 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:G36C with STANAG mag adaptor.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C with a STANAG mag adaptor - 5.56x45mm. Image used to show export variant of the rail top carry handle]]&lt;br /&gt;
[[File:Pfmg36-1.jpg|thumb|none|600px|The faux MG36 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36K]] is unlocked at rank 6 and is incorrectly classed as a carbine - while it does have a shorter barrel than the standard G36, it is not short enough to be considered a carbine. Like all G36 variants in the game, it has the export variant of the rail top carry handle.&lt;br /&gt;
&lt;br /&gt;
It has access to a .300 Blackout conversion, which is fictional.&lt;br /&gt;
[[File:G36K-Export.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with export optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:G36C with STANAG mag adaptor.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C with a STANAG mag adaptor - 5.56x45mm NATO. Image used to show export variant of the rail top carry handle]]&lt;br /&gt;
[[File:Pfg36k-1.jpg|thumb|none|600px|The G36K in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416A5]] is unlocked at rank 62 and is known simply as the HK416. It has a different reload compared to the rest of the AR-15 family, with the magazine knocked out by flicking the rifle to the right.&lt;br /&gt;
&lt;br /&gt;
It has access to a .300 Blackout conversion, along with a &amp;quot;Full Stock&amp;quot; and &amp;quot;Long Barrel (AR)&amp;quot; attachment.&lt;br /&gt;
[[Image:HK416 A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416A5 with 14.5&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Howa Type 20==&lt;br /&gt;
The [[Howa Type 20]] is unlocked at rank 37.&lt;br /&gt;
[[File:Type 20 with riflescope and grippod.jpg|thumb|none|450px|Howa Type 20 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==L85A2==&lt;br /&gt;
The [[L85A2]] is unlocked at rank 55. It has access to the [[L123A2 grenade launcher]], which is a unique trait of this rifle.&lt;br /&gt;
[[File:L85A2Iron.jpg|thumb|none|450px|L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:L85A1 with L123 GL.jpg|thumb|450px|none|L85A1 with SUSAT scope and L123 grenade launcher - 5.56x45mm NATO &amp;amp; 40x46mm grenade]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
The [[M16A4]] is unlocked at rank 22, depicted with a KAC handguard without rail covers. Its bolt does not lock back when empty and the selector is set to safe. It also has the inaccurate ability to fire the remaining bullets in a burst when the player is not pulling on the trigger - the cam mechanism of the M16A4 requires the trigger to be depressed to fire. If the trigger is lifted mid-burst, the remaining rounds are fired in the next burst e.g. two bullets are fired before the trigger is released, the next trigger pull would only fire one bullet because the mechanism has not reset.&lt;br /&gt;
&lt;br /&gt;
A 7.62x39mm conversion is available, along with various barrel and stock attachments.&lt;br /&gt;
[[File:M16A4Standard.jpg|thumb|none|450px|M16A4 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A4 Grippod.jpg|thumb|none|450px|M16A4 MWS with ACOG and grippod - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PF-M16a2-menu.jpg|thumb|none|600px|The M16A4 in the menu. Note the selector pointed towards safe; this happens on most AR variants in the game.]]&lt;br /&gt;
[[File:PF-M16a2-att-menu.jpg|thumb|none|600px|Previewing a modified M16A4 with C7-style ironsights, a 2nd Gen collapsible stock and a short barrel. Note the top rail cover is now missing.]]&lt;br /&gt;
[[File:PF-M16a2-762-menu.jpg|thumb|none|600px|Previewing an M16A4 with the 7.62x39mm conversion, stated to use Grendel magazines, though in practise they are black recolours of the default STANAG magazines. This weapon also has the buttstock removed.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;M16A3&amp;quot;===&lt;br /&gt;
The &amp;quot;M16A3&amp;quot; is unlocked at rank 33, using the exact same model as the A4 (hence why it is listed as a variant of the A4). In gameplay however, it is a separate weapon, firing in full-auto instead of 3 round bursts. The &amp;quot;M16A3&amp;quot; uses all the same attachments and modelling errors as the A4.&lt;br /&gt;
[[File:PF-M16a3-menu.jpg|thumb|none|600px|The M16A3 in the menu.]]&lt;br /&gt;
[[Image:PF-M16a3-att-menu.jpg|thumb|600px|none|Previewing an M16A3 with an A2 pistol grip mounted on a swivelling mount as a makeshift folding foregrip, along with a 2nd Gen collapsing stock in the collapsed position.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1==&lt;br /&gt;
The [[Steyr AUG A1]] is unlocked at rank 20, with the lowest firerate of all AUG rifles. It has the Swarvoski scope by default, which is also an attachment option, meaning two Swarvoski scopes can be used at once on the AUG A1. Toggling the aim type changes from the Swarvoski optic and either the back-up iron sights atop the optic, or the optical attachment mounted on top of the default optic. When optics are used, they are placed above the scope on a Picatinny rail (which resembles the [https://www.clawgear.com/en/AUG-Modular-Scope-Mount-Black-20114en1555 Clawgear AUG Modular Scope Mount]). Underbarrel grips replace the folding grip with a tri-rail setup.&lt;br /&gt;
[[Image:Steyr-AUG.jpg|thumb|450px|none|Steyr AUG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfauga1-1.jpg|thumb|none|600px|The AUG A1 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG Para===&lt;br /&gt;
Equipping the 9mm conversion renames the weapon to &amp;quot;AUG A1 Para&amp;quot; and makes it resemble [[Steyr AUG Para|the weapon of the same name]], minus the shorter barrel, which can be approximated in appearance with the &amp;quot;Short Barrel&amp;quot; attachment.&lt;br /&gt;
[[Image:AUG 9mm 03.jpg|thumb|none|450px|Steyr AUG Para - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] is unlocked at rank 39, with the rail of the Special Receiver version. Despite all AUG variants being the same in real life, the A2 in in-game is in-between the firerate of the A1 and A3.&lt;br /&gt;
[[Image:AUG A2 16.jpg|thumb|none|450px|Steyr AUG A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:SteyrAUGSR.jpg|thumb|none|450px|Steyr AUG Special Receiver - 5.56x45mm NATO. Image used to show the Picatinny rail.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]], with a Coyote Brown finish, is unlocked at rank 52. It has the highest firerate of the AUG rifles. It is missing the bolt release on the model.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[StG-44]] is unlocked at rank 144. The floorplate of the magazine is missing, and optics will wobble when attached. The weapon has an odd 5.56x45mm conversion.&lt;br /&gt;
[[Image:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
&lt;br /&gt;
==Tavor TAR-21==&lt;br /&gt;
The [[TAR-21]] is unlocked at rank 111. It can be modified to fire &amp;quot;Duplex&amp;quot; rounds, which shoot two bullets in one casing.&lt;br /&gt;
[[File:TAR21 Flattop.jpg|thumb|none|450px|IWI Tavor TAR-21 Flat Top - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===Tavor CTAR-21===&lt;br /&gt;
The &amp;quot;CTAR Barrel&amp;quot; attachment renames the weapon to the [[CTAR-21]].&lt;br /&gt;
[[File:CTAR Flattop.jpg|thumb|none|450px|IWI Tavor CTAR-21 Flat Top - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Type 88-2==&lt;br /&gt;
The super-rare North Korean [[Type 88-2]] is unlocked at rank 122. The default configuration of the rifle has it equipped with its infamous helical magazine, but they only hold 75 rounds instead of the reported 150, likely for gameplay balance, although nobody really knows how many rounds it holds, or if it is even a functional magazine. It is correctly depicted with the ribbed dust cover and proprietary overfolding stock, needed because standard AK side- or under-folding stocks would not work with the bulky helical magazine. The helical magazine can be swapped out for a 30-round magazine with the &amp;quot;Regular Mag&amp;quot; attachment.&lt;br /&gt;
[[File:Type_98-2.jpg|thumb|none|450px|Type 88-2 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===Type 88===&lt;br /&gt;
The combination of the &amp;quot;Regular Mag&amp;quot; and &amp;quot;Full Stock&amp;quot; attachment turns the weapon into the [[Type 88 assault rifle|Type 88]].&lt;br /&gt;
[[File:Type_88.jpg|thumb|none|450px|Type 88 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===Type 58===&lt;br /&gt;
Equipping the 7.62x39mm conversion turns the weapon into the [[AK-47|Type 58]].&lt;br /&gt;
[[File:Type58AK.jpg|thumb|450px|none|Type 58 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
==AG-3F2==&lt;br /&gt;
The [[G3|AG-3F2]], a modernised version of Norway's AG-3 rifle, is unlocked at rank 76. It incorrectly uses the AG-3 name.&lt;br /&gt;
[[File:AG-3F2.jpg|thumb|none|450px|AG-3F2 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AK12BR&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;AK12BR&amp;quot; is unlocked at rank 44. It's an odd weapon, chambered in 7.62x54mmR and utilising the same Balanced Recoil system from the [[AEK-971]] and other weapons, which is what the &amp;quot;BR&amp;quot; in the name stands for (not &amp;quot;Battle Rifle&amp;quot; as you might assume). The Balanced Recoil system is housed in a fictional housing that matches the colour and material of the main receiver, and it also comes with a Picatinny rail on top. It has a 20 round curved magazine, although before an update it used a 30 round 5.45x39mm magazine like the regular [[AK-12]], which somehow held 7.62x39mm. This made the weapon technically an assault rifle, but following feedback the developers changed the weapon to the bigger cartridge and smaller magazine. The developers state they included it as a battle rifle despite being an assault rifle in its original form because there were not enough battle rifles in the game.&lt;br /&gt;
[[File:Ak-12 7.62x51mm.jpg|thumb|none|450px|AK-12 - 7.62x51mm NATO (photoshopped)]]&lt;br /&gt;
[[Image:Ak107-2.jpg|thumb|none|450px|AK-107 with experimental 60-round magazine - 5.45x39mm. Image used to show the Balanced Recoil system]]&lt;br /&gt;
&lt;br /&gt;
==Alexander Arms .50 Beowulf EBR==&lt;br /&gt;
The [[Alexander Arms .50 Beowulf]] Entry Complete Rifle (abbreviated as &amp;quot;Beowulf ECR&amp;quot;) is a battle rifle unlocked at rank 21. It features a flat-top receiver, a 16.5&amp;quot; (42cm) barrel, and a standard Picatinny railed gas block. The rifle is sold standard with black furniture. Additionally, the weapon in-game is modified with Mangonel Flip-Up Sights. It can be modified to fire in three round bursts, which means it fires 3 bursts of 3, then a burst of either 1 or 2, depending if there is a round in the chamber or not, due to its 10 round magazine.&lt;br /&gt;
[[Image:AA Beowulf.jpg|thumb|none|450px|Alexander Arms .50 Beowulf - .50 Beowulf]]&lt;br /&gt;
[[File:Pfecr-1.jpg|thumb|none|600px|The ECR in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Alexander Arms .50 Beowulf TCR==&lt;br /&gt;
The [[Alexander Arms .50 Beowulf]] Tactical Complete Rifle (abbreviated to &amp;quot;Beowulf TCR&amp;quot; in-game) is listed as a designated marksman rifle in-game, unlocked at rank 70. This variant of Alexander Arms' Beowulf rifles features a flat-top receiver, 16.5&amp;quot; (42 cm) barrel, a low-profile gas block, Manticore Arms Transformer Rail handguard, B5 Systems SOPMOD BRAVO Collapsible Stock, and an upgraded trigger. The rifle in-game is shown with other upgrades purchasable for the TCR, such as an FDE Cerakote finish, FRAG grip panels and KeyMod panels, and the Tank Muzzle Brake. This muzzle brake is never removed and any muzzle attachment is mounted inside of it, like similar weapons with default muzzle brakes, like the [[Serbu BFG-50]]. It also has the same Diamondhead sights as a few other weapons in the game, notably the KRISS Vector. Finally, a 5.56x45mm conversion is available, which makes the rifle weaker but triples ammo capacity from 10 to 30 and fires twice as fast, 800 RPM instead of 400.&lt;br /&gt;
[[File:AA Beowulf Tactical.jpg|thumb|none|450px|Alexander Arms .50 Beowulf Tactical - .50 Beowulf]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 SPR==&lt;br /&gt;
A heavily customised FAL rifle most closely resembling the [[DSA SA58 Special Purpose Rifle|SA58 SPR]] is unlocked at rank 78. It features a full sized, 21-inch barrel FAL with a blue handguard without the top rail, an M16 pistol grip,  a different customised stock and standard FAL iron sights compared to the real SA58 SPR. It also has standard FAL 20 round magazines instead of the 10 round magazines seen on the reference photo below. It is classed as a DMR in-game.&lt;br /&gt;
[[Image:DSA SA58 SPR.jpg|thumb|none|450px|DSA SA58 Special Purpose Rifle - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL 50.00==&lt;br /&gt;
The [[FN FAL 50.00]] is unlocked at rank 107, as a select-fire battle rifle with a 20 round magazine. It can be converted to fire .45 ACP for some odd reason, which uses a 50 round drum.&lt;br /&gt;
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FAL Para Shorty&amp;quot;===&lt;br /&gt;
A custom short FAL rifle called the &amp;quot;FAL Para Shorty&amp;quot; is unlocked at rank 98, classed as a PDW/SMG. It is an odd weapon, with a folded FAL paratrooper stock, an [[MP5K]] grip and handguard and an extremely short barrel. The MP5K grip is a different colour to the rest of the weapon, implying it was taken from an MP5K and attached to the weapon. The end result bears a resemblance to the compact FAL from the movie ''[[The Wild Geese]]'', which might have been the inspiration for this weapon. It is select-fire in-game.&lt;br /&gt;
&lt;br /&gt;
The sprinting animation uses the same animations as the pistols and the MAC-10. During its time in the Test Place, it was classed as a carbine instead of a PDW/SMG.&lt;br /&gt;
[[File:L1A1 Wild Geese custom.jpg|thumb|none|450px|'''Photoshopped''' Custom shortened L1A1 SLR (Self Loading Rifle) as used in ''[[The Wild Geese]]'' - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:MP5KA3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5K with Navy trigger group - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
A grey [[SCAR-H]] is unlocked at rank 30. It has a 30 round 7.62x39mm conversion and the same firing sounds as the lower caliber SCAR-L.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfscarh-1.jpg|thumb|none|600px|The SCAR-H in the loadout ment.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3==&lt;br /&gt;
The [[G3A3]] is unlocked at rank 59, simply called the &amp;quot;G3&amp;quot;.&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417==&lt;br /&gt;
The [[HK417]] is unlocked at rank 78, correctly depicted as select-fire and classed as a battle rifle.&lt;br /&gt;
[[Image:HK417 16.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK417 with 16&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==IMBEL M964 A1 ParaFAL==&lt;br /&gt;
The [[IMBEL M964 A1 ParaFAL]] is unlocked at rank 89, incorrectly referred to as the &amp;quot;FAL 50.63 Para&amp;quot;; it has neither the correct barrel length, charging handle, or stock of that version. It is incorrectly classed as a carbine, although it was correctly classed as a battle rifle before an update; it also used to be correctly called the &amp;quot;PARA FAL&amp;quot;. It features the same 50 round .45 ACP conversion, as well as a 5.56x45mm conversion, which makes the weapon resemble the [[FN FNC]], albeit with a standard FAL handguard.&lt;br /&gt;
[[File:7.62 M964 A1 PARAFAL.jpg|thumb|none|450px|IMBEL M964 A1 MD-1 ParaFAL - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] is unlocked at rank 2, depicted (rarely, for a video-game) as select-fire, boasting a firerate of 750 RPM. The weapon features a 6.5mm Creedmoor conversion, which increases the magazine size from 20 to 30.&lt;br /&gt;
[[Image:M14Rifle.jpg|thumb|none|450px|M14 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfm14-1.jpg|thumb|none|600px|The M14 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==MC51SD==&lt;br /&gt;
An integrally suppressed version of the HK51, the [[MC51SD]] is unlocked at rank 86 and is incorrectly classed as a carbine instead of a battle rifle. It has a longer barrel than the real MC51SD, akin to the [[Heckler &amp;amp; Koch G3KA4]]. The stock can be used with the &amp;quot;Retractable Stock&amp;quot; attachment, which, confusingly, extends the stock.&lt;br /&gt;
[[File:MC51SD.jpg|thumb|450px|none|MC51SD - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Ohio Ordnance HCAR==&lt;br /&gt;
The [[Ohio Ordnance HCAR]] was added in October 2023 as part of update 9.0.3 and is unlocked at rank 181.&lt;br /&gt;
[[File:HCAR.jpg|350px|thumb|none|Ohio Ordnance HCAR - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
The [[Springfield Armory M1A]] is unlocked at rank 68 and is incorrectly referred to as the &amp;quot;[[M21]]&amp;quot;; it is not a real M21 as it lacks the fire selector.&lt;br /&gt;
[[File:SFA_M1A.jpg|thumb|none|450px|Springfield Armory M1A - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
==AAC Honey Badger==&lt;br /&gt;
The [[AAC Honey Badger]] is unlocked at rank 62 and is classified as a carbine. Oddly, muzzle attachments can be used at the same time as the integral suppressor, which is obviously impossible in real life, but does have a basis in reality, as the [[Barrett M107]] has a proprietary suppressor that allows other muzzle attachments to be used in tandem with the suppressor. The suppressor is also removable, which does not have as much of an impact on the ballistics as you might think, given the weapon only has a 6&amp;quot; barrel.&lt;br /&gt;
[[File:AAC honey badger.jpg|thumb|none|450px|AAC Honey Badger - .300 AAC Blackout]]&lt;br /&gt;
&lt;br /&gt;
==AK-12 Carbine==&lt;br /&gt;
The AK-12 Carbine, an originally planned variant of the 2012 prototype of the [[AK-12]], appears as the &amp;quot;AK-12C&amp;quot;, and is chambered in 7.62x39mm. In reality, this prototype carbine only existed in early photoshopped images and didn't enter development stage, though the post-2016 production version of the AK-12 series eventually included a 7.62x39mm carbine variant called the [[AK-15|AK-15K]] (which has various differences from the planned prototype).&lt;br /&gt;
[[File:AK-12 Carbine 7.62x39.jpg|thumb|none|450px|AK-12 Carbine - 7.62x39mm (photoshopped)]]&lt;br /&gt;
&lt;br /&gt;
===AK-12 (7.62x39mm)===&lt;br /&gt;
The Long Barrel attachment converts the weapon into a full-sized AK-12 prototype in 7.62x39mm.&lt;br /&gt;
[[File:Ak-12 7.62x39mm.jpg|thumb|none|450px|Prototype AK-12 - 7.62x39mm (photoshopped)]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
The [[AK-105]] carbine is unlocked at rank 105. It has the railed dust cover of the AK-103M.&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-102===&lt;br /&gt;
The 5.56 Conversion converts the weapon and changes its name to the [[AK-102]].&lt;br /&gt;
[[Image:AK102.jpg|thumb|none|450px|AK-102 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-107===&lt;br /&gt;
The &amp;quot;BARS Barrel&amp;quot; converts the weapon into the [[AK-107]].&lt;br /&gt;
[[Image:Ak107-2.jpg|thumb|none|450px|AK-107 with experimental 60-round magazine - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-108===&lt;br /&gt;
The combination of the &amp;quot;BARS Barrel&amp;quot; and the 5.56 Conversion converts the weapon and changes its name to the [[AK-108]]. The AK-103 can also be made into the 108 (although the name does not change for the 105), so this weapon appears in the game twice.&lt;br /&gt;
[[File:AK-108.jpg|thumb|none|450px|AK-108 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-101===&lt;br /&gt;
The 5.56 Conversion and the Long Barrel make the weapon the [[AK-101]]. The AK-103 can also be made into the 101 (although the name does not change for the 105), so this weapon appears in the game twice.&lt;br /&gt;
[[File:AK101.jpg|thumb|none|450px|AK-101 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
The Long Barrel attachment converts the weapon into the [[AK-74M]].&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is unlocked at rank 88, and is incorrectly classed as a PDW/SMG instead of a carbine and is called the &amp;quot;Krinkov&amp;quot;. It has a 9x19mm conversion, along with the other conversions listed below.&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74UB===&lt;br /&gt;
Equpping the PBS-4 Suppressor effectively makes the weapon an [[AKS-74UB]].&lt;br /&gt;
[[File:AKS-74UB with PBS-4 suppressor.jpg|thumb|none|450px|AKS-74UB - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AKMSU===&lt;br /&gt;
The 7.62x39mm ammo conversion turns the weapon into the [[AKMSU]].&lt;br /&gt;
[[Image:AK-Krinkov.jpg|thumb|none|450px|AKMSU (converted AKM pistol) - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AK-12U==&lt;br /&gt;
The AK-12U, a planned (but not developed) sub-carbine version of the 2012 prototype [[AK-12]], appears under the misnomer &amp;quot;AKU12&amp;quot;. It is unlocked at rank 35.&lt;br /&gt;
[[File:AK-12U.jpg|thumb|none|450px|Photoshopped mock-up of the AK-12U - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;PPK-12&amp;quot;===&lt;br /&gt;
The 9mm Conversion converts the weapon into the &amp;quot;PPK-12&amp;quot; (which is the name of an early submachine gun concept of the AK-12 prototype), complete with name change and the addition of a 100 RPM 3 round burst mode. The PPK-12 was originally added as a PDW, then removed and replaced with the conversion for the &amp;quot;AKU-12&amp;quot;. The original PPK-12 is now a developer-only weapon. The old model is able to be seen in the main menu. There was also a stockless version categorised as an &amp;quot;Other&amp;quot; sidearm.&lt;br /&gt;
&lt;br /&gt;
Visually the weapon resembled the [[PP-19-01 Vityaz]] SMG, but with 2012 prototype [[AK-12]] externals.&lt;br /&gt;
[[file:Pp19 2.jpg|thumb|450px|none|PP-19-01 &amp;quot;Vityaz&amp;quot; SB-20 - 9x19mm]]&lt;br /&gt;
[[File:Ak-12.jpg|thumb|none|450px|Prototype AK-12 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K1A==&lt;br /&gt;
The [[Daewoo K1A]] is unlocked at rank 63.&lt;br /&gt;
[[File:K1A stock extended.jpg|thumb|none|450px|Daewoo K1A with stock extended and 30-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Diemaco/Colt Canada C8A3==&lt;br /&gt;
A [[Colt Canada C8A3]] with the barrel of a C8A2 is unlocked at rank 128.&lt;br /&gt;
[[File:Colt_Canada_C8_carbine.JPG|thumb|none|450px|Colt Canada C8A3 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR PDW==&lt;br /&gt;
The [[FN SCAR PDW]] is unlocked at rank 32.&lt;br /&gt;
[[File:FN SCAR PDW (old).jpg|thumb|none|450px|FN SCAR PDW (old version) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfscarpdw-1.jpg|thumb|none|600px|The SCAR PDW in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Gwinn/Bushmaster Arm Pistol==&lt;br /&gt;
The [[Bushmaster Arm Pistol|Gwinn/Bushmaster Arm Pistol]], which is actually a subcompact bullpup carbine legally defined as a pistol under certain US states' laws, is unlocked at rank 110 as the &amp;quot;Arm Pistol&amp;quot;. It comes with a 20 round STANAG magazine and a illegal conversion to full-auto fire at 800 RPM, which places it into the machine pistol category. The extended magazine attachment gives it a standard 30 round STANAG magazine. Due to the 5.56mm ammo used, it deals the same sort of damage as 5.56mm assault rifles, but due to the compact size, it also shares the same recoil values from the [[M231 Firing Port Weapon|M231]] listed below.&lt;br /&gt;
&lt;br /&gt;
The weapon is modelled after the earlier Gwinn version of the Arm Pistol, and it has the trigger group permanently at a 38 degree tilt. Weirdly, when the &amp;quot;Ballistics Tracker&amp;quot; attachment is used, two appear instead of one. This is the first appearance of the weapon in a videogame.&lt;br /&gt;
[[File:BushmasterArmpistol1.jpg|thumb|450px|none|Gwinn/Bushmaster Firearms Arm Pistol - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is unlocked at rank 7.&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfg36c-1.jpg|thumb|none|600px|The G36C in the loadout menu. Note that even though the iron sights are of the standard G36C type, the carry handle lacks the triangular protrusions on the inside like on an export variant.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8-1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SL8-1]] is unlocked at rank 34. It incorrectly uses a double-stack 30-round G36 magazine.&lt;br /&gt;
[[File:HK-SL8.jpg|thumb|none|450px|Heckler &amp;amp; Koch SL8-1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfsl8-1.jpg|thumb|none|600px|The SL8 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Henry 45-70 All-Weather Lever Action==&lt;br /&gt;
The [[Henry Rifle Series|Henry 45-70 All-Weather]] is a modern (2016) reproduction of the original [[Henry 1860]] lever-action rifle. As the name suggests, it fires .45-70 Government instead of .44 Henry. While being a modern weapon, it retains the loading system of the 1860, modified slightly to allow for a handguard to be fitted to the rifle. A magazine tube is removed from the weapon and individual rounds are loaded into it, then it is pushed back into the tube under the barrel. This reloading procedure is replicated in-game, and the magazine tube only holds 5 rounds. The model in-game has a marginally longer barrel than the image below.&lt;br /&gt;
&lt;br /&gt;
The Henry is classed as a battle rifle, although it functions more like a low-velocity sniper rifle, with a faster firerate than all snipers, but still much slower than the semi-auto battle rifles. This problem can be circumvented with Plus P ammunition, which makes the weapon fire rounds much faster, and also gives the weapon higher penetration. .410 shotshells can also be used, which changes the name to &amp;quot;Henry 410&amp;quot; and makes the weapon fire 4 pellets instead of one bullet. Oddly, these pellets are almost directly over each other, with strong vertical spread instead of horizontal, as one might have expected. A 30-30 conversion is also available, as well as the &amp;quot;Malcolm 3x Scope&amp;quot;. It can also use the same scope as the [[PGM Hecate II]] sniper rifle, the &amp;quot;Sidewinder ED&amp;quot;, which makes it the only non-sniper rifle to have access to this scope.&lt;br /&gt;
[[File:Henry4570.jpg|thumb|none|450px|Henry 45-70 All-Weather Lever Action - .45-70 Government]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95R==&lt;br /&gt;
The [[IWI X95|IWI X95R]] is unlocked at rank 130.&lt;br /&gt;
[[File:IWI X95 5.45x39.jpg|thumb|none|450px|IWI X95R with 13-inch barrel and tan body - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Company Revolver Rifle==&lt;br /&gt;
A slightly visually altered [[Knight's Armament Revolver Rifle]] appears as the &amp;quot;KAC SRR&amp;quot; (Silenced Revolver Rifle), is classed as a carbine and is unlocked at rank 125.&lt;br /&gt;
[[Image:RevolverRifle-1.jpg|thumb|none|450px|Knight's Armament Revolver Rifle - .30 caliber. The weapon in-game features ironsights instead of the scope seen in this reference image.]]&lt;br /&gt;
&lt;br /&gt;
==L22 Hybrid==&lt;br /&gt;
A hybrid between the [[L22A2]] and the SA80 AFV prototype (referred to as just the &amp;quot;L22&amp;quot; in-game) is unlocked at rank 28. It is mostly based off the AFV prototype, but it has the receiver of the L22A2.&lt;br /&gt;
[[Image:Sa80-l22a1.jpg|thumb|none|450px|SA80 AFV prototype - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sa80A2-l22a2.jpg|thumb|none|450px|L22A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfl22-1.jpg|thumb|none|600px|The L22 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M4==&lt;br /&gt;
The [[M4 carbine]] is unlocked at rank 14.&lt;br /&gt;
[[File:ColtM4 FirstVersion.jpg|thumb|none|450px|M4 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfm4-1.jpg|thumb|none|600px|The M4 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] is unlocked by default, making it the first carbine players have access to.&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfm4a1-1.jpg|thumb|none|600px|The M4A1 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M231 Firing Port Weapon==&lt;br /&gt;
The [[M231 Firing Port Weapon]] is unlocked at rank 123 and is classed as an assault rifle in-game. Being a weapon only designed to fire from an M2 Bradley, it is not the easiest thing to use in combat. It fires at 1225 RPM, has extreme vertical and horizontal recoil and has no iron sights at all. Correctly depicted as open bolt, it also has the wire stock available as an attachment, though the model is borrowed from the M3A1 &amp;quot;Grease Gun&amp;quot; and is not the correct stock for the M231.&lt;br /&gt;
&lt;br /&gt;
In real life, it is only meant to be used inside the M2 Bradley, removing it is inadvisable in a combat scenario outside of extreme emergencies. The game reflects this with the description stating &amp;quot;the M231 Firing Port Weapon is only intended to be used inside the Bradley AFV in a special mount. Hits hard, but good luck hitting anything...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The weapon's description (&amp;quot;... You're going to use it anyways, Boss?&amp;quot;) has a reference to ''[[Metal Gear Solid 3]]'', where &amp;quot;The Boss&amp;quot; uses a heavily modified short-barrel AR-15 platform rifle with a Beta C-Mag magazine called the Patriot. The same sort of weapon can be created by equipping the &amp;quot;Short Barrel&amp;quot; attachment and the &amp;quot;M855 Specialty Conversion&amp;quot;, the latter replaces the 30 round magazine with a C-Mag.&lt;br /&gt;
[[File:381portg.jpg|thumb|none|450px|M231 Firing Port Weapon - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MBA Gyrojet Carbine==&lt;br /&gt;
The carbine variant of the [[Gyrojet]] is unlocked at rank 127. Like the pistol, it has reverse damage, which increases with range. It also has the fictional full-auto upgrade, like the pistol.&lt;br /&gt;
[[File:Gyrojetcarbine.jpg|thumb|none|450px|Gyrojet Mark 1 Model B Military Carbine - 13mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-126==&lt;br /&gt;
The OTs-126, a semi-auto carbine variant of the [[PP-2000]], is unlocked at rank 48. It is depicted as select-fire in-game.&lt;br /&gt;
[[File:OTs-126.jpg|thumb|none|450px|OTs-126 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-1A-01 Groza==&lt;br /&gt;
The [[OTs-14-1A-01 Groza]] appears as the &amp;quot;Groza-1&amp;quot;, unlocked at rank 42.&lt;br /&gt;
[[file:OTs-14-1A-01.jpg|thumb|none|450px|OTs-14-1A-01 Groza - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A-03 Groza==&lt;br /&gt;
The [[OTs-14-4A-03 Groza]] is unlocked at rank 79, referred to as the &amp;quot;Groza-4&amp;quot;.&lt;br /&gt;
[[Image:OTs-14-4A-03.jpg|thumb|none|450px|OTs-14-4A-03 Groza - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Remington 1858 &amp;quot;Cattleman's Carbine&amp;quot;==&lt;br /&gt;
The [[Remington 1858 &amp;quot;Cattleman's Carbine&amp;quot;]] is unlocked at rank 93.&lt;br /&gt;
[[Image:RemCattlemansCarbine58.jpg|thumb|none|450px|Remington 1858 &amp;quot;Cattleman's Carbine&amp;quot; - .44]]&lt;br /&gt;
&lt;br /&gt;
==Rossi Circuit Judge==&lt;br /&gt;
The [[Rossi Circuit Judge]] is unlocked at rank 114 and is referred to as the &amp;quot;Jury&amp;quot;.&lt;br /&gt;
[[file:Rossi Circuit Judge 1.jpg|thumb|450px|none|Rossi Circuit Judge - .410 bore/.45 Long Colt]]&lt;br /&gt;
&lt;br /&gt;
==SKS==&lt;br /&gt;
The [[SKS]] in a Tapco Intrafuse stock is unlocked at rank 13.&lt;br /&gt;
[[File:Tapco Intrafuse SKS Rifle Stock Bayonet-DE.jpg|thumb|none|450px|SKS with Tapco Intrafuse stock - 7.62x39mm]]&lt;br /&gt;
[[File:Pfsks-1.jpg|thumb|none|600px|The SKS in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==SR-3M==&lt;br /&gt;
The [[SR-3M]] is unlocked at rank 69.&lt;br /&gt;
[[Image:SR-3M-vichr-30-mag.jpg|thumb|none|450px|SR-3M with 30 round magazine - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International Arctic Warfare Suppressed==&lt;br /&gt;
The [[Accuracy International Arctic Warfare Suppressed]] is unlocked at rank 41 and is known as the &amp;quot;AWS&amp;quot;. It has a 10 round magazine and is stated to be firing .308 Winchester. It is the only integrally-suppressed sniper rifle in the game, which gives it the lowest muzzle velocity in its class. The PM II scope it uses is a unique variant with an illuminated reticle.&lt;br /&gt;
[[File:AWS 1800.jpg|thumb|450px|none|Accuracy International AWS - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International Arctic Warfare Magnum==&lt;br /&gt;
The [[Accuracy International Arctic Warfare Magnum]] is unlocked at rank 82 and is known as the &amp;quot;AWM&amp;quot;. Prior to update 4.7.0, it had a white chassis and was known as the L115A3, which the model did not accurately represent. The new AWM has a much more accurate model. It was also available in the Alpha of the game.&lt;br /&gt;
&lt;br /&gt;
The AWM comes with ironsights by default, the same as the KRISS Vector and Beowulf TCR. They are modelled after the Diamondhead flip-up sights, but the AWM has a unique front sight compared to the two other weapons that use Diamondhead sights.&lt;br /&gt;
[[File:AWSM fixed.jpg|thumb|none|450px|Accuracy International AWSM without scope - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:Accuracy International AWM.jpg|thumb|none|450px|Accuracy International AWM-F - .300 Winchester Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107A1==&lt;br /&gt;
The [[Barrett M107A1]] is unlocked at rank 170, with a tan frame and a five round magazine, for balancing reasons. It previously appeared in the Alpha build of the game, where it was an M82A1 model.&lt;br /&gt;
&lt;br /&gt;
Two interesting things to note about this weapon: attaching a suppressor allows the player to hear the action cycling as well as the spring pushing the bolt back into battery, despite the M107 being one of the loudest guns in the whole game. Secondly (and strangely), the bolt does not cycle at the end of the last shot; the player instead ejects the last round during the reload animation.&lt;br /&gt;
&lt;br /&gt;
Like the game's other .50 BMG weapons, it has access to .416 Barrett and &amp;quot;Dust Shot&amp;quot; conversions, the former increasing penetration and velocity while sacrificing range and damage, and the latter making absolutely no sense at all, turning an anti-materiel rifle into the world's most unwieldy semi-automatic shotgun.&lt;br /&gt;
[[File:Barrett-M107A1_29_inch.jpg|thumb|none|450px|Barrett M107A1 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Cheyenne Tactical M200 Intervention==&lt;br /&gt;
The [[Cheyenne Tactical M200 Intervention]] is the default sniper rifle, unlocked at rank 0. Foregrips are mounted in front of the upside-down carry handle; before update 4.0.0, the carry handle was removed when grips were used.&lt;br /&gt;
&lt;br /&gt;
It has access to a straight-pull bolt and a .375 Cheytac conversion. The stock can also be removed.&lt;br /&gt;
[[Image:M200.jpg|thumb|none|450px|Cheyenne Tactical M200 Intervention - .408 CheyTac]]&lt;br /&gt;
[[File:Pfm200-1.jpg|thumb|none|600px|The Intervention in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K14==&lt;br /&gt;
The [[Daewoo K14]] is unlocked at rank 138, making its first appearance in any media. It has an exclusive scope, the KOM 10x42, which cannot be unlocked for use on other sniper rifles.&lt;br /&gt;
[[File:Daewook14.jpeg‎|thumb|none|450px|Daewoo K14 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Denel NTW-20==&lt;br /&gt;
The [[Denel NTW-20]] is unlocked at rank 220. It features both 14.5x114mm and 20x110mm conversions, the latter of which turns the weapon into a single-shot breech loader. The weapon is incredibly heavy, denying the player the ability to walk while aiming or aim at all unless they are crouched, prone or near waist-high cover, as the weapon features a usable bipod system.&lt;br /&gt;
&lt;br /&gt;
The description incorrectly states that the weapon was designed to take down tanks.&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|450px|Denel NTW-20 - 20x82mm MG151]]&lt;br /&gt;
&lt;br /&gt;
==Dragunov SVDS==&lt;br /&gt;
The [[SVDS Dragunov]] is unlocked at rank 104. The bolt does not lock back when empty and the ironsights more closely resemble a [[Gewehr 43]] rather than the [[Mosin Nagant]]-style sights of the SVDS in reality.&lt;br /&gt;
&lt;br /&gt;
Prior to Update 4.0.0, the weapon had a 5 round capacity in a 10 round magazine model. It also used to be classed as a DMR, but it has now been changed to a sniper rifle and a 10 round capacity.&lt;br /&gt;
[[File:SVD-S-Rifle.jpg‎|thumb|none|450px|SVDS - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
===Dragunov SVD===&lt;br /&gt;
Equipping the &amp;quot;Full Stock&amp;quot; converts the weapon into a [[Dragunov SVD]], with a wood stock and handguard instead of the SVDS' polymer. The name also changes to reflect the conversion.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
==Dragunov SVU==&lt;br /&gt;
A green [[SVU Dragunov]] is unlocked at rank 38. It has a PSO-1 which has much more magnification than a real PSO-1 - 7.5x compared to the real scope's 4.0x. The SVU also has access to iron sights. The bolt does not lock back when empty.&lt;br /&gt;
&lt;br /&gt;
Before Update 4.0.0, the SVU was classed as a DMR, had 5 rounds in a 10 round magazine and had an integral suppressor, due to the unique, cylindrical appearance of the muzzle brake on the SVU. After this update, the developers realised the error, re-classed it as a sniper rifle and removed the suppressor effect from the built-in muzzle brake, although it is non-functional like other guns with muzzle brakes by default. The magazine capacity has also been increased to 10.&lt;br /&gt;
[[Image:Svu-a 2.jpg|thumb|none|450px|SVU modernized with black furniture and a bipod - 7.62x54mmR]]&lt;br /&gt;
[[Image:SVU-A.jpg|thumb|none|450px|SVU-A - 7.62x54mmR. Image used to show back-up iron sights.]]&lt;br /&gt;
&lt;br /&gt;
==FN SSR==&lt;br /&gt;
The [[FN SSR]], called the &amp;quot;SCAR SSR&amp;quot;, is unlocked at rank 85. It is classed as a DMR in-game. Despite having one fire mode, semi-auto, it has an animation to switch fire modes. It has a 20 round [[SCAR-H]] magazine loaded with 10 rounds and a 6.5mm Creedmoor conversion.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[Image:SSR Mk.20 Mod.0.jpg|thumb|none|450px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Grünig &amp;amp; Elmiger FT300==&lt;br /&gt;
The Grünig &amp;amp; Elmiger FT300 is a Swiss sniper rifle, unlocked at rank 160 and chambered in .243 Winchester by default. It features a lot of customisation, with caliber conversions to .22 LR, .308 Winchester, 7.5x55mm and 6XC Norma, a modified .250 Savage round designed for competition shooting. Other options include a &amp;quot;Marksman Kit&amp;quot;, adding a 10 round detachable magazine and a straight-pull bolt (not compatible with the .22 LR conversion), an integral suppressor, the &amp;quot;Olympian Target Sight&amp;quot; and &amp;quot;Olympian Grip&amp;quot; and finally, the Wood Furniture modification, which has very little stat changes. &lt;br /&gt;
&lt;br /&gt;
The G&amp;amp;E logo is replaced with the Stylis Studios logo.&lt;br /&gt;
[[File:G%26eft300.jpg|thumb|none|450px|Grünig &amp;amp; Elmiger FT300 - 6mm BR]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MSG90==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MSG90]] is unlocked at rank 59. Despite having one fire mode, semi-auto, it has an animation to switch fire modes. It has a 5 round magazine implausibly loaded with 10 rounds.&lt;br /&gt;
[[Image:HKMSG90.jpg|thumb|none|450px|Heckler &amp;amp; Koch MSG90 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25==&lt;br /&gt;
The [[Knight's Armament SR-25]] is unlocked at rank 3, under its SOCOM designation of Mk 11. It has the back up irons of the real weapon as the default ironsights. It is classed as a DMR. Despite having one fire mode, semi-auto, it has an animation to switch fire modes. Weirdly, the animations for reloading include both pressing the bolt release and pulling the charging handle.&lt;br /&gt;
&lt;br /&gt;
It has a conversion to .500 Phantom rounds.&lt;br /&gt;
[[File:Knights-Armament-SR-25-Mk11-Mod-0Unsuppressed.jpg|thumb|none|450px|Knight's Armament SR-25 with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfsr25-1.jpg|thumb|none|600px|The SR-25 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M1903 Springfield==&lt;br /&gt;
The [[M1903 Springfield]] is unlocked at rank 136. It can be converted to the rare Air Service version, or have a Pedersen Device installed.&lt;br /&gt;
[[File:M1903Mark1.jpg|thumb|none|450px|M1903 Springfield - .30-06 Springfield]]&lt;br /&gt;
[[File:M1903AirService.jpg|thumb|none|450px|M1903 Springfield Air Service - .30-06 Springfield]]&lt;br /&gt;
[[File:Pederson_Device.jpg|thumb|none|450px|M1903 Springfield with Pedersen Device - .30-18 Auto]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M1891/30==&lt;br /&gt;
The [[Mosin Nagant M1891/30]], known simply as the &amp;quot;Mosin Nagant&amp;quot;, is unlocked at rank 91, a nod to the original rifle's designation of M1891. The description states it is from the 1800s, which is incorrect for the specific model of rifle in the game, which was produced from 1930 onwards. However, the original rifle was made in 1891.&lt;br /&gt;
&lt;br /&gt;
The reload animations are always wrong unless reloading from an empty magazine - the player character will always push a full stripper clip into the rifle, regardless of remaining rounds. The bolt has to be opened to reload, which would cause a round to be lost, but no such mechanism is present in-game. Additionally, the top round is not pulled upward to avoid rims locking together, which could cause misfeeds, and the &amp;quot;clip&amp;quot; part of the stripper clip is removed incorrectly.&lt;br /&gt;
&lt;br /&gt;
The rifle always has the bent bolt regardless of attachments, and can attach a PU-1 scope. Additionally, it has access to an &amp;quot;8mm&amp;quot; conversion, which increases body damage at close range and decreases headshot damage at long range; this is presumably either meant to represent one of the interwar Polish conversions to 8x57mm Mauser, or one of the WWI-era Austro-Hungarian conversions to 8x50mmR Mannlicher. The ironsights have a higher zoom than almost every ironsight in the game, including ones on other sniper rifles like the AWM, which has irons by default. Interestingly, it has access to an extended magazine attachment; this is modeled off of the Howling Raven 10-round extended magazine, and is (like the real deal) detachable.&lt;br /&gt;
[[File:M9130.jpg|thumb|none|450px|Mosin Nagant M91/30 - 7.62x54mmR]]&lt;br /&gt;
[[File:MosinNagantM9130Sniper.jpg|thumb|none|450px|Mosin Nagant M91/30 with PU scope - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
===Mosin Nagant &amp;quot;Obrez&amp;quot;===&lt;br /&gt;
The [[Mosin Nagant &amp;quot;Obrez&amp;quot;]] version, a sawn-off Mosin, is available in the &amp;quot;Other&amp;quot; secondary category and is unlocked at rank 117. It shares all the reload inaccuracies from the M1891/30 listed above. The Obrez, as you would expect, has a lot of recoil, spread and bulet drop, but it can be effectively used as a pocket sniper.&lt;br /&gt;
&lt;br /&gt;
By default, it lacks a front sight, making aiming rather difficult. However, a barrel attachment called &amp;quot;Front Post&amp;quot; remedies the issue, extending the barrel just far enough in order to attach a front sight onto the barrel. The &amp;quot;Obrez Stock&amp;quot; and &amp;quot;Long Barrel&amp;quot; make the weapon approximate the M1891/30 listed above, in appearance, barrel length and performance, though it will still have more bullet spread than the proper rifle. Additionally, the extended barrel has no wood - it is just bare metal all the way.&lt;br /&gt;
&lt;br /&gt;
The weapon also has access to the 8mm conversion and the extended magazine, like the full-length rifle.&lt;br /&gt;
&lt;br /&gt;
As a bit of trivia, the appearance of the Obrez in ''Phantom Forces'' predates the appearance of the Obrez in ''[[Battlefield 1]]'' by a few months, making ''Phantom Forces'' the first game to feature one as a standalone weapon (though one could be created in ''[[DayZ]]'' by sawing down a full-length Mosin prior to this).&lt;br /&gt;
[[File:Mosin-Nagan-obrez.jpg|thumb|none|450px|Mosin Nagant M91/30 &amp;quot;Obrez&amp;quot;  - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
==PGM Hecate II==&lt;br /&gt;
The [[PGM Hecate II]] is unlocked at rank 150, with a Scrome LTE J10 F1 scope. Despite the Hecate's recoil compensation measures in real life such as the muzzle brake and its weight, which is supposed to reduce recoil to a level comparable to that of a .308 Winchester, the in-game depiction of the gun has very high recoil, most likely due to balancing purposes.&lt;br /&gt;
[[File:PGMHecateII.jpg|450px|thumb|none|PGM Hecate II - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 700 Magpul==&lt;br /&gt;
The [[Remington Model 700]], fitted with a Magpul chassis, is unlocked at rank 14 and is known as the &amp;quot;Remington 700&amp;quot;. It has a 6 round magazine, which does not exist, meaning a 7 round magazine has been loaded with 6 rounds. However, the model is that of a 5 round magazine. It has access to an extended magazine and a straight-pull bolt.&lt;br /&gt;
[[File:Remington M700 Hunter 700L stock.jpg|thumb|none|450px|Remington Model 700 with Magpul Hunter 700L Stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfr700-1.jpg|thumb|none|600px|The Remington 700 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Sako TRG-42==&lt;br /&gt;
The [[Sako TRG-42]] is unlocked at rank 84. It has a white chassis and MBUS back up ironsights, despite the rifle already having built-in irons. In-game, it is chambered in .338 Lapua Magnum.&lt;br /&gt;
[[Image:Sako trg42.jpg|thumb|none|450px|Sako TRG-42 - .300 Winchester Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Serbu BFG-50==&lt;br /&gt;
The [[Serbu BFG-50]] makes its inaugural appearance in a form of media, identified as &amp;quot;BFG 50&amp;quot;, being the most powerful sniper rifle in the game until the addition of the Hecate II and M107. It is well-known by the community due to its insane one-shot-kill potential and the fact that many low-level players would unlock it with credits before they reached rank 65. It is a single-shot, breech-loading .50 BMG rifle.&lt;br /&gt;
&lt;br /&gt;
The rifle has a few unique attachments - .17 Wildcat rounds are super-bottlenecked .50 BMG rounds which increase the bullet velocity of the BFG 50. It can also use .416 Barrett ammo and M903 SLAP rounds. It is equipped with the NXS 8-32 scope by default.&lt;br /&gt;
&lt;br /&gt;
All muzzle attachments are mounted inside the default muzzle brake, which is just part of the model and provides no statistical advantage.&lt;br /&gt;
[[File:serbu bfg50.jpg|thumb|none|450px|Serbu BFG-50 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SFG 50&amp;quot;===&lt;br /&gt;
A fictional ''super'' short-barrelled version of the [[Serbu BFG-50]], known as the &amp;quot;SFG 50&amp;quot;, is unlocked at rank 75 and it is part of the &amp;quot;Other&amp;quot; secondary weapon category. As you would expect from a short-barrelled .50 BMG rifle, it has insane recoil and low accuracy at range. The default muzzle brake is just part of the model and provides no statistical advantage.&lt;br /&gt;
&lt;br /&gt;
Like the BFG-50, it has access to .17 Wildcat, M903 SLAP and .416 Barrett ammo, along with the NXS 8-32 scope. It also has access to &amp;quot;Dust Shot&amp;quot;, which turns the weapon into a bolt-action, single-shot shotgun.&lt;br /&gt;
&lt;br /&gt;
The name &amp;quot;SFG 50&amp;quot; is never explained, nor was the name BFG for the BFG 50. As Serbu never gave any explanation for the name, many people have interpreted the acronym as &amp;quot;Big Fucking Gun&amp;quot;, along the same line as the [[Talk:Doom_(VG)#BFG_9000|BFG 9000 from the ''DOOM'' franchise]]. This would make SFG stand for &amp;quot;Small Fucking Gun&amp;quot;, which was reflected by the weapon's name in the killfeed being in lower-case until the Crimson Update.&lt;br /&gt;
[[File:PF-Sfg50-menu.jpg|thumb|none|600px|The &amp;quot;SFG 50&amp;quot; in the menu.]]&lt;br /&gt;
[[File:PF-Sfg50-attachments-menu.jpg|thumb|none|600px|The &amp;quot;SFG 50&amp;quot; with the default suppressor (with a unique model) and the &amp;quot;Ballistics Tracker&amp;quot; attachment (which is just an iPhone with a Stylis Studios logo).]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Scout==&lt;br /&gt;
An early-model [[Steyr Scout]] is unlocked at rank 195, equipped with a Leupold M8-6x scope. It is chambered in .376 Steyr and has an 8 round magazine. The straight-pull bolt is an attachment option for this weapon. It was previously chambered in 7.62x51mm NATO, with an underloaded 9 round magazine (should be 10), but it was changed in an unknown update. Instead of a Steyr logo on the stock, there is a Stylis Studios logo.&lt;br /&gt;
[[File:Scout Gray.jpg|thumb|none|450px|Steyr Scout (early model) with gray stock and long-eye-relief scope - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==VSS Vintorez==&lt;br /&gt;
The [[VSS Vintorez]] is unlocked at rank 46. By default, it has no scope and a 10 round magazine, but a PSO-1 scope can be attached to the weapon. It is classed as a Designated Marksman Rifle in-game and it is the only select-fire DMR in-game.&lt;br /&gt;
&lt;br /&gt;
Like the [[AS Val]], the Vintorez has access to the &amp;quot;Suppressor.. ?&amp;quot; attachment, which is the only barrel attachment. In-game, it doesn't do anything apart from pitch up the noise of your shots, and it is nonsensically attached to the end of the integral suppressor. It is modelled after the PBS-1.&lt;br /&gt;
&lt;br /&gt;
The AS Val can also be made into a VSS with the &amp;quot;Full Stock&amp;quot; attachment.&lt;br /&gt;
[[Image:Vss1.jpg|thumb|none|450px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
The [[Walther WA 2000]] is unlocked at rank 200. It correctly has a 6 round capacity. The scope model seems to be the same as the one on the Scout, the Leupold M8-6x, however the reticle is different. Oddly, a red laser attachment emits a pink beam instead. The top-mounted bipod is deployed when the &amp;quot;Long Barrel&amp;quot; attachment is used, like the FAMAS. Also like the FAMAS, the bipod is functionally useless.&lt;br /&gt;
&lt;br /&gt;
The description of the rifle states &amp;quot;Section 26, paragraph 5 - need to know. I'm sure you understand&amp;quot;, which is a reference to ''[[The Living Daylights]]'', a Bond film in which [[Timothy Dalton]] uses the WA2000.&lt;br /&gt;
[[Image:Walther-WA2000.jpg|thumb|none|450px|Walther WA 2000 - .300 Winchester Magnum]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Browning Automatic Rifle M1918A2==&lt;br /&gt;
The [[Browning Automatic Rifle M1918A2]] was added in October 2023 as part of update 9.0.3.&lt;br /&gt;
[[File:BAR.jpg|350px|thumb|none|M1918A2 Browning Automatic Rifle without carry handle - .30-06]]&lt;br /&gt;
&lt;br /&gt;
==Diemaco C7 LSW/Colt Model 750 LMG==&lt;br /&gt;
The [[Diemaco/Colt Canada C7 LSW]] appears as the first LMG players unlock, under the name &amp;quot;Colt LMG&amp;quot;. It does not have the built-in foregrip and it uses a 60 round quad-stack magazine. Despite the fact that it has a fixed carry handle (being based on the [[M16A2]]), the carry handle is removed when used with optics.&lt;br /&gt;
[[File:M16A2_CAR.jpg|thumb|none|350px|Diemaco C7 LSW/Colt Model 750 with Beta-C drum magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfm750-1.jpg|thumb|none|600px|The C7 LSW/M750 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==FN HAMR IAR==&lt;br /&gt;
The [[FN HAMR IAR]] is unlocked at rank 72, loaded with a 50 round X-Products drum. It does not feature the closed/open-bolt switching mechanism, being permanently stuck in closed-bolt. It is called the &amp;quot;SCAR HAMR&amp;quot; in-game. It has a fictional 9mm conversion, which uses a 100-round Beta-C drum magazine. Weirdly, the &amp;quot;Short Barrel&amp;quot; increases the effective range of the weapon.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[File:FN HAMR.jpg|thumb|none|450px|FN HAMR IAR - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21E]] is unlocked at rank 67. Like the [[Vollmer HK51-B]], it has a unique belt box that only G3 LMG variants use.&lt;br /&gt;
[[File:HK21E.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==L86A2==&lt;br /&gt;
The [[L86A2]] LSW is unlocked at rank 43, under the name &amp;quot;L86 LSW&amp;quot;.&lt;br /&gt;
[[File:L86A2.jpg|thumb|none|450px|L86A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M60E6==&lt;br /&gt;
The [[M60 machine gun|M60E6]], under the generic &amp;quot;M60&amp;quot; name, is unlocked at rank 19. It is fitted with a clubfoot stock and has the top rail from the [[Mk 43 Mod 1]].&lt;br /&gt;
[[File:M60E6.jpg|thumb|none|450px|M60E6 with ELCAN scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfm60-1.jpg|thumb|none|600px|The M60 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==MG3KWS==&lt;br /&gt;
The [[MG3|MG3KWS]] is the improved version of the MG3, unlocked at rank 101. It can be modified with the &amp;quot;Light Bolt&amp;quot; and &amp;quot;Heavy Bolt&amp;quot; attachments, which in/decrease ROF. The MG3 has heavy bolt versions so it can be more easily fired from the shoulder.&lt;br /&gt;
[[File:MG3KWS.jpeg|thumb|none|450px|MG3KWS with Steiner 1-5x24 scope - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The [[MG42]] is unlocked at rank 142. It can be modified with the &amp;quot;Light Bolt&amp;quot; and &amp;quot;Heavy Bolt&amp;quot; attachments, which in/decrease ROF. Despite not being for MG42s, this has a basis in reality - the [[MG3]] has heavy bolt versions so it can be more easily fired from the shoulder.&lt;br /&gt;
[[Image:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] with a 40-round magazine is unlocked at rank 54.&lt;br /&gt;
[[File:RPK lmg.jpg|thumb|none|450px|RPK with 40 round magazine - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==RPK-12==&lt;br /&gt;
The RPK-12, an early LMG concept of the [[AK-12]] prototype, appears in the game. It is unlocked at rank 37, and has a 45 round magazine. It is based on the gun of the same name in ''[[Battlefield 4]]''.&lt;br /&gt;
[[File:RPK-12.jpg|thumb|none|450px|Photoshopped mock-up of the RPK-12 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==RPK-74==&lt;br /&gt;
The [[RPK-74]] is unlocked at rank 88. It uses the same rear sight as the AK74, when it should have a rear sight with windage adjustment.&lt;br /&gt;
[[File:Soviet RPK-74.jpg|thumb|none|450px|RPK-74 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR==&lt;br /&gt;
The [[Steyr AUG HBAR]] is unlocked at rank 27. It has the same rail system as the AUG A2 and A3, as well as a 42 round magazine, which incorrectly visually resembles a brown 30 round STANAG magazine. It used to be closed-bolt, but an update changed it so that the weapon was open-bolt, however the charging handle still moves as if it were closed-bolt.&lt;br /&gt;
[[Image:Aug-hbar.jpg|thumb|none|450px|Steyr AUG HBAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:SteyrAUGSR.jpg|thumb|none|450px|Steyr AUG Special Receiver - 5.56x45mm NATO. Image used to show the Picatinny rail.]]&lt;br /&gt;
[[File:Pfaughbar-1.jpg|thumb|none|600px|The AUG HBAR in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Vollmer HK51-B==&lt;br /&gt;
The super-rare [[Vollmer HK51-B]], a short-barrelled [[HK21]] conversion, is unlocked at rank 160. It is an unofficial belt-fed short-barrelled G3 rifle, adapted to use the M13 link designed for the [[M60]]. Despite this, it has a unique belt box model that all G3 LMG variants use. The reload animation is the same as the HK21. The weapon has the 3 round burst mode from the [[MP5A5]].&lt;br /&gt;
&lt;br /&gt;
Oddly, it is classed as a carbine, despite being a machine gun. This means it is the only belt-fed carbine in the game.&lt;br /&gt;
[[file:HK51-b.jpg|thumb|none|450px|Vollmer HK51-B without ammunition belt - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M79==&lt;br /&gt;
The [[M79]] appears as the &amp;quot;M79 Thumper&amp;quot;, one of the grenade launcher's nicknames from the Vietnam War. It is classified as an &amp;quot;Other&amp;quot; secondary, alongside the Obrez, the &amp;quot;SFG 50&amp;quot;, the &amp;quot;Saiga-12U&amp;quot;, the sawed-off shotgun and the Serbu Super Shorty, and is unlocked at rank 79. The sights are permanently folded down, and are removed and replaced by a Picatinny rail when using optics. The stock is removeable, replaced by a sawed-off pistol grip, and the barrel can be shortened. Nonsensically, the weapon can also be fitted with a muzzle brake or a compensator, which would never be able to be attached to the M79 in real life. It also has access to the joke &amp;quot;Loudener&amp;quot; muzzle attachment, which makes the weapon louder when firing. When reloading, the opening latch is correctly used before the barrel can be opened, which is nice attention to detail.&lt;br /&gt;
&lt;br /&gt;
The weapon does not fire HE 40x46mm grenades, as one might expect - instead, it fires 10 .22 LR bullets using the 40x46mm grenade casing, meaning it functions more like a single barrelled shotgun than a grenade launcher. This is not possible in real life - while there were experimental, shotgun like, ammunition for this weapons in real life, the chamber of the M79 cannot hold enough pressure to push small projectiles up to a lethal velocity. The barrel is rifled, therefore the small projectiles spread widely and is less lethal than a handgun or conventional shotgun at further range.&lt;br /&gt;
&lt;br /&gt;
The M79 has a few ammo conversions. It can use Hollow Point and Armour Piercing, unlike other shotguns, owing to it using .22 LR, not regular shotgun shells. The 40mm Sponge ammunition is unlocked by default, a riot-control ammo type intended to be non-lethal; instead of killing, it stuns and shocks the target. It has a similar function to a slug round used in the other shotguns, but with more pronounced drop and a muzzle velocity of 60m/s. It can kill with a hit anywhere on the body, and it has a different model to the normal ammunition - the 40mm grenade now has a grey base and a blue tip. The M79 can also fire Flechette ammunition, which has 16 projectiles, more than standard 8 darts used by every other shotgun with the flechette ammunition equipped. Flechette pierces cover better, but deals less damage, less muzzle velocity and has more spread. &amp;quot;.410 Beehive&amp;quot; converts the M79 to fire .410 shells, with 12 pellets that travel faster and further than the .22 LR, but have less power and more spread, meaning it functions similarly to the birdshot ammunition. Buckshot makes it fire the standard 8 pellet shells used in other shotguns via an adaptor, dealing more damage and with more muzzle velocity than the standard .22 LR, but with more spread and less pellets, it is not very useful. Finally, slugs function similarly to the 40mm Sponge, but with longer range, more spread and less drop, turning the M79 into an inaccurate version of the &amp;quot;SFG 50&amp;quot;.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==X Products Can Cannon==&lt;br /&gt;
The [[X Products Can Cannon]] is rather bizarrely the last firearm unlocked, at rank 222.&lt;br /&gt;
[[File:CanCannonAR15.jpg|thumb|none|450px|X Products Can Cannon - 12 oz. can]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
For gameplay purposes, all grenades glow green or red when thrown, depending on if the team that threw the grenade is friendly or not.&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] is unlocked at rank 26.&lt;br /&gt;
[[File:M26_Grenade.jpg|thumb|none|250px|M26 hand grenade]]&lt;br /&gt;
[[File:Pfm26-1.jpg|thumb|none|600px|The M26 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M560 Mini Grenade==&lt;br /&gt;
The M560 mini grenade is unlocked at rank 56.&lt;br /&gt;
[[File:ONSV2998__02.jpg|thumb|none|250px|M560 mini grenade]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] is the default grenade in ''Phantom Forces''.&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|250px|M67 hand grenade]]&lt;br /&gt;
[[File:Pfm67-2.jpg|thumb|none|600px|The M67 in the loadout menu.]]&lt;br /&gt;
[[File:Pfm67-1.jpg|thumb|none|600px|The pre-5.7.0 model for the grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Mk. 2 Hand Grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is unlocked at rank 2.&lt;br /&gt;
[[File:MkII_post-WWII_grenade.JPG|thumb|none|250px|Mk. 2 hand grenade]]&lt;br /&gt;
[[File:Pfmk2-1.jpg|thumb|none|600px|The Mk. 2 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
Three versions of the [[Model 24 Stielhandgranate]] appear in-game. The first is the basic &amp;quot;M24 Stick&amp;quot;, which is unlocked at rank 24. The second is the ''Geballte Ladung'' variant, unlocked at rank 168 (which is 7 times 24). The third is actually a melee weapon, and can only be unlocked by getting a Legendary on a case.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate]]&lt;br /&gt;
[[File:Pfm24-1.jpg|thumb|none|600px|The Stielhandgranate in the menu. The marking on the grenade's head reads &amp;quot;Kartoffel&amp;quot; (potato in German), in reference to its &amp;quot;potato masher&amp;quot; nickname.]]&lt;br /&gt;
[[File:M24_geballte_ladung.jpg|thumb|none|300px|Model 24 Stielhandgranate ''Geballte Ladung'']]&lt;br /&gt;
&lt;br /&gt;
==RGD-5 Hand Grenade==&lt;br /&gt;
The [[RGD-5 hand grenade]] is unlocked at rank 54.&lt;br /&gt;
[[File:RGD5.jpg|thumb|none|250px|RGD-5 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==RGN Hand Grenade==&lt;br /&gt;
The [[RGN]] is unlocked at rank 113.&lt;br /&gt;
[[File:RGN.jpg|thumb|none|250px|RGN hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==RGO Hand Grenade==&lt;br /&gt;
The [[RGO]] hand grenade is unlocked at rank 114.&lt;br /&gt;
[[File:RGO.jpg|thumb|none|250px|RGO hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==T13 Beano Grenade==&lt;br /&gt;
The [[T13 Beano]] grenade is unlocked at rank 80.&lt;br /&gt;
[[File:T13_Impact_Grenade.jpg|thumb|none|250px|T13 Beano grenade]]&lt;br /&gt;
&lt;br /&gt;
==V40 Mini Grenade==&lt;br /&gt;
The [[V40 Mini Grenade]] is unlocked at rank 140.&lt;br /&gt;
[[File:V40.jpg|thumb|none|250px|V40 Mini Grenade]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==e-Shotgun==&lt;br /&gt;
The &amp;quot;E Gun&amp;quot; is the world's first commercial coilgun, called the e-Shotgun in real life and unlocked at rank 87. The weapon fires small discs, which the game affectionately calls &amp;quot;Angry Pancakes&amp;quot;. A caliber conversion is available to the equally silly-sounding &amp;quot;Pennies&amp;quot; ammo type. Using the &amp;quot;Pennies&amp;quot; doubles the size of capacity up to 100 rounds. It features the real weapon's automatic and &amp;quot;shotgun&amp;quot; (actually a very fast 5-round burst) modes, and a semi-auto mode, with the burst firing at 2,800 RPM, 400 higher than the real weapon. Automatic fire is also faster, firing at 850 RPM instead of 600. The weapon also features a unique sight, the Kousaku OLED, unlocked by default.&lt;br /&gt;
[[File:PD90 coilgun.jpg|500px|thumb|none|e-Shotgun PD90]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Coilgun&amp;quot;===&lt;br /&gt;
The &amp;quot;Coilgun&amp;quot; is a fictional secondary version of the e-Shotgun, also unlocked at rank 87, painted white instead of black. As a shotgun secondary, it is classed as an &amp;quot;Other&amp;quot; secondary. It features the same unique sight as the primary, and has only minor changes compared to the primary version.&lt;br /&gt;
&lt;br /&gt;
==Nerf Boxy Buster==&lt;br /&gt;
The &amp;quot;Boxy Buster&amp;quot; is a pistol based on the [[USFA ZiP .22]], added as part of a tie-in with Nerf, as Hasbro partnered with Roblox to make toy blasters based on various popular ''Roblox'' games. The ZiP .22 was selected due to its simplicity and popularity within the community as a joke weapon. The Boxy Buster is a real toy, which is functionally similar to the &amp;quot;Jolt&amp;quot; blasters. The in-game weapon is unlocked by redeeming a code that comes with the real blaster.&lt;br /&gt;
&lt;br /&gt;
The weapon has incredibly unrealistic performance for a foam dart toy blaster. It has a muzzle velocity of 500m/s, which is the lowest in the game but still far higher than the real toy. The foam dart cannot penetrate walls and makes no noise when firing, so players using this blaster do not show up on the minimap. The darts have a preposterous range compared to the real blaster, able to hit enemies across the map and even result in a kill if a headshot is achieved, due to the low damage of 25 being boosted with a 3x torso multiplier and a 50x headshot multiplier, meaning the weapon does 1,250 damage to the head, the joint highest in the game with the 1911 pistol's dart conversion. The darts are green, like the ones that come with the real-life Boxy Buster.&lt;br /&gt;
&lt;br /&gt;
The reload is incorrect, as the player never pulls the plunger underneath the grip, which is needed for the blaster to fire.&lt;br /&gt;
[[File:PF_Boxy_Buster.jpg|thumb|350px|none|Nerf Boxy Buster toy pistol]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Heckler &amp;amp; Koch XM29 OICW==&lt;br /&gt;
The 1999 prototype of the [[Heckler &amp;amp; Koch XM29 OICW]] is featured on a poster in the map &amp;quot;Metro&amp;quot;.&lt;br /&gt;
[[File:H%26K_XM29_OICW.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM29 OICW (1999 prototype) - 5.56x45mm NATO &amp;amp; 20x28mm grenade]]&lt;br /&gt;
[[File:Pfoicw-1.jpg|thumb|none|600px|If only it was usable...]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Phantom_Forces&amp;diff=1638732</id>
		<title>Phantom Forces</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Phantom_Forces&amp;diff=1638732"/>
		<updated>2023-12-28T23:41:43Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Phantom Forces&lt;br /&gt;
|picture = PhantomForces title.jpg&lt;br /&gt;
|caption =  ''Loading screen art''&lt;br /&gt;
|date= June 2, 2015&lt;br /&gt;
|developer=StyLiS Studios&lt;br /&gt;
|platforms=	&lt;br /&gt;
Microsoft Windows&amp;lt;br&amp;gt;&lt;br /&gt;
MacOS&amp;lt;br&amp;gt;&lt;br /&gt;
Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
PlayStation 4&amp;lt;br&amp;gt;&lt;br /&gt;
PlayStation 5&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Roblox&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''Phantom Forces''''' is a multiplayer first-person shooter developed by StyLiS Studios. The game, which is available on the Roblox platform, was first made available on June 2nd, 2015 for consoles and  August 31st, 2015 for PC. It is a modern shooter heavily inspired by the ''[[Battlefield]]'' franchise, specifically ''[[Battlefield 3|3]]'' and ''[[Battlefield 4|4]]'', with some of the maps and weapons of ''4'' and the heads-up display of ''3'' making a near-identical appearance in ''Phantom Forces''. The 4-class system of the ''Battlefield'' games is also present, but without the unique gadgets and abilities of those classes.&lt;br /&gt;
&lt;br /&gt;
''Phantom Forces'' sets itself apart with an extremely diverse selection of over 180 firearms ranging from black powder revolvers to the most modern military rifles. Each and every weapon may also be extensively modified to suit a player's needs, with available attachments including optical sights, suppressors, foregrips, extended magazines, caliber conversions, alternate ammunition, and lengthened/shortened barrels. &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
There are 4 classes in ''Phantom Forces'', which, due to the lack of ''Battlefield''-inspired gadgets, differ only by the types of primary weapons that they have access to. The first class, Assault, can equip Assault Rifles, Carbines, Battle Rifles, and Shotguns. Support, the second class, has similar weapon offerings, except they use Light Machine Guns instead of Assault Rifles. The Scout class has access to Personal Defense Weapons, Carbines, Shotguns and Designated Marksman Rifles. The final class, Recon, has access to Sniper Rifles, DMRs, Battle Rifles, and Carbines.&lt;br /&gt;
&lt;br /&gt;
Each class can equip one primary weapon, one secondary weapon, one grenade, and one melee weapon. Primary weapons are split into several categories, which are Assault Rifles, Battle Rifles, Carbines, DMRs (intermediate and full-power semi-automatic rifles), LMGs (and GPMGs), PDWs (submachine guns and a few carbines), Shotguns, and Sniper Rifles. Secondary weapons, which are shared across all classes, are categorized into Pistols, Revolvers, Machine Pistols, and a catch-all &amp;quot;Other&amp;quot; category. Grenades are divided among three categories, those being Fragmentation, High Explosive, and Impact. Weapons can be unlocked by increasing one's personal &amp;quot;rank&amp;quot;, which is done by gathering XP awarded by eliminating other players or completing objectives, or pre-bought with Credits, an in-game currency that is acquired by ranking up, selling in-game skins, or spending real money. &lt;br /&gt;
&lt;br /&gt;
Every gun in the game can be modified in the loadout menu to add (or remove) various parts, which are unlocked on a per-weapon basis by accumulating kills or spending credits. Most weapons can use one &amp;quot;optic&amp;quot; attachment (includes iron sights, holographic sights, and scopes), one &amp;quot;barrel&amp;quot; attachment (suppressors, muzzle devices, changing barrel length, shotgun chokes), one &amp;quot;underbarrel&amp;quot; attachment (grips, flashlights, lasers), one &amp;quot;other&amp;quot; attachment (side-mounted lasers and flashlights, alternate/remove stocks, extended magazines, canted sights), and one &amp;quot;ammo&amp;quot; attachment (hollow point, armor piercing, overpressure, slugs, flechette, conversions). Although many attachments are available to all weapons (with some exceptions), many guns feature modifications that are unique to that weapon or weapon class. Some unique modifications change the weapon in such a way that it becomes another firearm entirely; for example, the [[Kel-Tec KSG]] has access to the unique &amp;quot;KSG-25 barrel&amp;quot; modification, which transforms the shotgun into the KSG-25 both functionally, by extending its barrel and magazine tubes, and literally, by changing the weapon's name to &amp;quot;KSG-25&amp;quot; in the loadout menu and killfeed. This will be taken into account when considering if a weapon appears in ''Phantom Forces''.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
Pistols in ''Phantom Forces'' are split between automatic pistols (and some single-shot pistols) and machine pistols. They can be equipped in the secondary slot and are available to all classes.&lt;br /&gt;
&lt;br /&gt;
==AMT Automag III==&lt;br /&gt;
The [[AMT Automag III]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 109. Chambered in .30 Carbine, it has a very high base damage (68 at point blank) and good torso/headshot multiplier at the cost of a low magazine capacity (8+1) and very high recoil. The Automag III features two unique modifications, those being a .45 Winchester Magnum conversion and .50 Action Express conversion, which convert the pistol into the Automag IV and Automag V respectively.&lt;br /&gt;
[[Image:AMTAutoMagIII.jpg|thumb|none|450px|AMT Automag III - .30 Carbine.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII menu.jpg|600px|thumb|none| ''An American hand cannon brought to you by AMT. Loading the .30 Carbine cartridge and featuring impressive damage potential, despite this it kicks incredibly high.'']]&lt;br /&gt;
[[File:PhantomForces AutomagIII hip.jpg|600px|thumb|none|The player character holds the Automag III at their hip in one of the dimly-lit tunnels of Ravod 911.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII ads1.jpg|600px|thumb|none|The view down the Automag III's sights.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII ads alt.jpg|600px|thumb|none|The Automag III's alternate ADS view, which would be much more useful if the handgun in question was equipped with a laser attachment.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII inspect1.jpg|600px|thumb|none|The player inspects the left side of the Automag III, something the player is capable of doing to each of the game's guns.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII inspect2.jpg|600px|thumb|none|The second part of the inspect animation, featuring the right side of the gun. Looking good is half the battle.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII tacreload1.jpg|600px|thumb|none|The Automag III's tactical reload animation, in which the magazine is unceremoniously &amp;quot;Wick-flicked&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII tacreload2.jpg|600px|thumb|none|The second half of the reload, in which a fresh magazine is rammed home.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII dryreload.jpg|600px|thumb|none|When reloaded from an empty magazine, the player character pulls back on the Automag III's slide to chamber a round.]]&lt;br /&gt;
===AMT Automag IV===&lt;br /&gt;
Equipping the &amp;quot;.45 WinMag&amp;quot; ammo conversion mod for the Automag III transforms it into the [[AMT Automag IV]]. This allows the pistol to fire much faster and increases the maximum total ammo the player can carry, but reduces its damage and headshot multiplier.&lt;br /&gt;
[[File:AMTAutoMagIV.jpg|350px|thumb|none|AMT Automag IV - .45 Win Mag.]]&lt;br /&gt;
[[File:PhantomForces AMagIV.jpg|600px|thumb|none| ''Load your Automag with .45 Winchester Magnum. This makes your Automag III into the .45 caliber Automag IV. A more traditionally performing handgun cartridge with a lot of power still by comparison.'']]&lt;br /&gt;
===AMT Automag V===&lt;br /&gt;
Equipping the &amp;quot;.50 AE&amp;quot; ammo conversion mod for the Automag III transforms it into the [[AMT Automag V]]. This vastly increases its damage, allowing for a one-shot kill to the body at close range. The Automag V's immense firepower is offset by its reduced magazine capacity of just 5 rounds, however, and its heavy recoil makes quick follow-up shots very difficult (not that one is needed, if you're using it correctly).&lt;br /&gt;
[[File:AMTAutoMagV.jpg|350px|thumb|none|AMT Automag V - .50 AE.]]&lt;br /&gt;
[[File:PhantomForces AMagV.jpg|600px|thumb|none|''Load your Automag with .50 Action Express. This makes your Automag III into the .50 caliber Automag V. There were only 3000 of these models produced using a 5-round magazine. Featuring stopping power similar to other .50 caliber handguns.'']]&lt;br /&gt;
&lt;br /&gt;
==AMT Javelina Longslide==&lt;br /&gt;
The AMT Javelina Longslide, a variant of the 1911-pattern [[AMT Hardballer]] chambered in 10mm Auto and with an extended barrel, was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 84. The pistol is known as the &amp;quot;Hardballer&amp;quot; in-game and is capable of dealing above-average damage per shot, with its main strength being its ability to three-shot an enemy player to any part of the body at any range. This long-ranged power is counterbalanced by a low magazine size of only 8+1 rounds, mediocre close-range performance, and somewhat high vertical recoil. The Javelina Longslide has access to the &amp;quot;Short Barrel&amp;quot; mod, which shortens the handgun's barrel and slide to that of a standard 1911, and a US Marine Corps. folding shoulder stock. The Javelina is also unique in that it is the only firearm in the game to lack a kill requirement for the fictional &amp;quot;AMT Terminator&amp;quot; optic, which, along with the weapon's in-game description, is an obvious reference to 1984's ''[[The Terminator]]''.&lt;br /&gt;
[[File:AMTJavelinaLongslide.jpg|350px|thumb|none|AMT Javelina Longslide - 10mm Auto]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide model.jpg|600px|thumb|none|''Strong ranged performance at the cost of somewhat high recoil - It may not be a phased plasma rifle in the 40-watt range, but this pistol still packs quite a lot of punch with every shot.'']]&lt;br /&gt;
[[File:M1911 Marines stock.jpg|350px|thumb|none|M1911A1 with experimental US Marine Corps. folding stock - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide modelmods.jpg|600px|thumb|none| The Javelina Longslide with a shortened barrel, US Marine Corps. folding shoulder stock, and &amp;quot;AMT Terminator&amp;quot; laser sight.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide hip.jpg|600px|thumb|none|Holding the Javelina Longslide.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide inspect1.jpg|600px|thumb|none|Inspecting the Javelina Longslide.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide inspect2.jpg|600px|thumb|none|Ditto.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide ADS1.jpg|600px|thumb|none|Looking down the Javelina's iron sights.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide ADS2.jpg|600px|thumb|none|Alternate ADS view.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide firing.jpg|600px|thumb|none|Firing the pistol.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide reload1.jpg|600px|thumb|none|Removing an empty magazine by jerking the handgun downwards...]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide reload2.jpg|600px|thumb|none|...and inserting a fresh one. The player then presses the slide release to finish the process.]]&lt;br /&gt;
&lt;br /&gt;
==Arsenal Firearms AF2011-A1==&lt;br /&gt;
The [[Arsenal Firearms AF2011-A1]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 201. Holding the (dubious) honor of being the secondary weapon with the highest unlock rank in the game, the AF2011-A1 was the first double-barreled non-shotgun firearm added to ''Phantom Forces.'' It features very high damage at close range (due to it firing two .45 ACP rounds per trigger-pull), high recoil, a low magazine size, and a long reload. Unique modifications for the AF2011-A1 include a Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock and a &amp;quot;.45 Super&amp;quot; ammo conversion which significantly improves penetration and muzzle velocity at the expense of long-range damage and recoil.&lt;br /&gt;
[[File:AF2011.jpg|thumb|none|350px|Arsenal Firearms AF2011-A1 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 model.jpg|600px|thumb|none|''A double barrel design based off the M1911. Features two of... well, everything! Features great damage in close range as you are firing two rounds at once but suffers range performance due to recoil and a slow reload.'']]&lt;br /&gt;
[[File:1911 MultiShotKit.jpg|350px|thumb|none|M1911A1 with Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 modelmods.jpg|600px|thumb|none|The AF2011-A1 with the Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock attached.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 hiphold.jpg|600px|thumb|none|Wide load coming through! Holding the AF2011-A1.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 leftside.jpg|600px|thumb|none|Inspecting the left side of the pistol.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 ADS1.jpg|600px|thumb|none|Aiming down the AF2011-A1's sights.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 ADS2.jpg|600px|thumb|none|Gangsta-&amp;quot;aiming&amp;quot; the wide-bodied pistol.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 firing.jpg|600px|thumb|none|Firing the pistol. Although the game correctly models a pair of spent casings, they should be flung from opposite sides of the weapon, not both from the same side.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 reload1.jpg|600px|thumb|none|Reloading the big-boned pistol by flicking away the empty... magazine... magazines?]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 reload2.jpg|600px|thumb|none|Inserting a... feed device. Sure, that works.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 reload3.jpg|600px|thumb|none|Pulling back and releasing the slides.]]&lt;br /&gt;
&lt;br /&gt;
==AWS 1911==&lt;br /&gt;
The [[AWS 1911]] was added on Christmas 2018 as part of update 4.0.0 (2018 Winter Update 1) as the &amp;quot;MP1911&amp;quot; and is unlocked at rank 106. The version depicted in-game is select-fire and feeds from double-stack magazines, meaning that it is based on the later &amp;quot;AWS Model-2&amp;quot; prototypes. It comes pre-equipped with the shoulder stock from the Colt 1911 machine pistol prototype. The AWS 1911 is classified as a machine pistol and fires .45 ACP at an astounding 1000 RPM in full-auto, offering a potent close-range self-defense tool for a player in a pinch, featuring high damage and controllable recoil due to its foregrip and stock. Its 15-round magazine, however, is one of the smallest in its class. It can be modified to remove its pre-fitted stock and shorten the barrel, which increases the weapon's responsiveness in CQC at the expense of worse recoil and range. The AWS 1911 also features a 9x19mm conversion which increases its magazine size (20 &amp;gt; 15 rounds) and firerate (1300 &amp;gt; 1000 RPM) while decreasing its damage.&lt;br /&gt;
[[Image:aws191138super.jpg|thumb|none|350px|AWS 1911 - .38 Super]]&lt;br /&gt;
[[File:M1911 .38 Machine Pistol.jpg|350px|thumb|none|Colt M1911A1 machine pistol conversion - .38 Super. The stock of the &amp;quot;MP1911&amp;quot; appears to be modeled after this machine pistol's stock.]]&lt;br /&gt;
[[File:PhantomForces MP1911 model.jpg|600px|thumb|none|''A custom 1911 prototype from the Philippines. Features a custom foregrip and muzzle device for very stable firing characteristics, but has a bulky magazine resulting in slow reloads.'']]&lt;br /&gt;
[[File:PhantomForces MP1911 modelmods.jpg|600px|thumb|none|The AWS 1911 made extra-short with the &amp;quot;Remove Stock&amp;quot; and &amp;quot;Short Barrel&amp;quot; attachments and converted to fire 9x19mm.]]&lt;br /&gt;
[[File:PhantomForces MP1911 hiphold.jpg|600px|thumb|none|Holding the unusual fully-automatic 1911 at the hip.]]&lt;br /&gt;
[[File:PhantomForces MP1911 leftside.jpg|600px|thumb|none|The left side of the AWS 1911.]]&lt;br /&gt;
[[File:PhantomForces MP1911 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces MP1911 ADS1.jpg|600px|thumb|none|Aiming down the AWS 1911's fancy-schmancy blue and white glow sights.]]&lt;br /&gt;
[[File:PhantomForces MP1911 ADS2.jpg|600px|thumb|none|The &amp;quot;MP1911's&amp;quot; alternate aim view, which is essentially a zoomed-in hipfire view.]]&lt;br /&gt;
[[File:PhantomForces MP1911 firing.jpg|600px|thumb|none|Letting loose with a fully-automatic burst of .45 ACP. A big thanks to the Philippines!]]&lt;br /&gt;
[[File:PhantomForces MP1911 reload1.jpg|600px|thumb|none|Performing an AWS 1911 fan's favorite task: reloading.]]&lt;br /&gt;
[[File:PhantomForces MP1911 reload2.jpg|600px|thumb|none|Inserting a fresh magazine containing 15 .45 ACP rounds; note that this machine pistol has been fitted with a magical auto-closing slide!]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
A [[Beretta 93R]] with wood grips was added during the game's Alpha and is unlocked at rank 26. It feeds from a 20 round magazine, is classified as a machine pistol, and is the only secondary weapon in the game to feature a burst-fire. The 93R is capable of killing a full-health player with one three-round burst at close range, but its high vertical recoil can make the weapon hard to use effectively beyond close range. The machine pistol can also be fired sem-automatically, which can also be useful when single, more accurate shots are desired. The Beretta 93R's only unique modification is a recoil-decreasing shoulder stock known as the &amp;quot;Raffica Stock&amp;quot;.&lt;br /&gt;
[[Image:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces 93R model.jpg|600px|thumb|none|''An Italian machine pistol that fires rapid 3-round bursts. Strong vertical recoil with high close-in damage.'']]&lt;br /&gt;
[[File:Beretta 93R with unfolded stock.jpg|thumb|none|350px|Beretta 93R with optional unfolded shoulder stock - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces 93R modelmods.jpg|600px|thumb|none|The Beretta 93R equipped with the &amp;quot;Raffica Stock&amp;quot; mod.]]&lt;br /&gt;
[[File:PhantomForces 93R hiphold.jpg|600px|thumb|none|First-person view with the 93R equipped.]]&lt;br /&gt;
[[File:PhantomForces 93R leftside.jpg|600px|thumb|none|Inspecting the pistol, which features a small folding foregrip. Ironically, this provides no stability improvement over the standard Beretta M9 also featured in-game.]]&lt;br /&gt;
[[File:PhantomForces 93R rightside.jpg|600px|thumb|none|The right side of the 93R.]]&lt;br /&gt;
[[File:PhantomForces 93R ADS1.jpg|600px|thumb|none|Aiming down the 93R's simplistic three-dot iron sights.]]&lt;br /&gt;
[[File:PhantomForces 93R ADS2.jpg|600px|thumb|none|The alternate ADS mode, which offers a much clearer viewmodel at the expense of a clear aiming point (without equipping a laser, at least).]]&lt;br /&gt;
[[File:PhantomForces 93R firing.jpg|600px|thumb|none|Unleashing a three-round burst; note the high vertical recoil.]]&lt;br /&gt;
[[File:PhantomForces 93R reload1.jpg|600px|thumb|none|What sick freak made a three-round burst pistol with a magazine size not divisible by 3???]]&lt;br /&gt;
[[File:PhantomForces 93R reload2.jpg|600px|thumb|none|The world is truly an unfair place.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M9==&lt;br /&gt;
A [[Beretta M9]] with brown StyLiS-branded grips was added during the game's Alpha and is one of the two sidearms unlocked by default. The M9 is a &amp;quot;jack-of-all-trades&amp;quot; pistol that is exceptionally average in almost every characteristic. It can be fitted with an extended 20-round magazine, an extended barrel/slide, and the 93R's &amp;quot;Raffica Stock&amp;quot; in addition to the standard suite of weapon attachments. The Beretta M9 features a unique texture, name, and viewmodel when the &amp;quot;Osprey Suppressor&amp;quot; is equipped, which is a reference to the &amp;quot;Luison&amp;quot; pistol from ''[[Rainbow Six Siege]]''.&lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces M9 model.jpg|600px|thumb|none|''A 9mm Italian pistol. One of the first 'wonder nines'. High capacity with deep reserves, light recoil, and high velocity.'']]&lt;br /&gt;
[[File:PhantomForces M9 modelmods.jpg|600px|thumb|none|The M9 equipped with an extended magazine and a long slide.]]&lt;br /&gt;
[[File:PhantomForces M9 hiphold.jpg|600px|thumb|none|The first-person viewmodel of the ubiquitous M9.]]&lt;br /&gt;
[[File:PhantomForces M9 leftside.jpg|600px|thumb|none|The left side of the pistol.]]&lt;br /&gt;
[[File:PhantomForces M9 rightside.jpg|600px|thumb|none|The right side. Nothing much to say here, really.]]&lt;br /&gt;
[[File:PhantomForces M9 ADS1.jpg|600px|thumb|none|Yep, just your average Beretta M9.]]&lt;br /&gt;
[[File:PhantomForces M9 ADS2.jpg|600px|thumb|none|Aiming the M9 as any US serviceman would, of course.]]&lt;br /&gt;
[[File:PhantomForces M9 reload1.jpg|600px|thumb|none|Removing an empty magazine...]]&lt;br /&gt;
[[File:PhantomForces M9 reload2.jpg|600px|thumb|none|...and inserting a fresh one, followed by pressing the magazine release. These animations are shared by many of the game's pistols.]]&lt;br /&gt;
[[File:PhantomForces M9Luison model.jpg|600px|thumb|none|The M9 with the &amp;quot;Osprey&amp;quot; suppressor equipped. [[:File:R6S-luison.jpg|Hey, I've seen this one before...]]]]&lt;br /&gt;
[[File:PhantomForces M9Luison viewmodel.jpg|600px|thumb|none|The handgun's unique first-person viewmodel. This Beretta is definitely not loaded with less-lethal rounds, however.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
A two-toned [[Colt M1911A1]] was added during the game's Alpha and is unlocked at rank 8. The pistol is seemingly a custom model as it has an 8-round magazine, wooden grips embossed with a golden StyLiS logo, full-length guide rod, a M1911-style main spring housing, and an oversized hammer. The M1911A1 is accurate, quick to reload, and has impressive stopping power, making it a deadly sidearm at any range. At the same time, the classic handgun's jumpy recoil, low muzzle velocity, and low magazine size heavily discourage firing too quickly. The M1911A1 can be equipped with a folding shoulder stock to aid in recoil management and has access to a unique cosmetic &amp;quot;Engravings&amp;quot; attachment.&lt;br /&gt;
[[Image:NickelPlatedM1911A1.jpg|thumb|350px|none|Nickel-plated M1911A1 with brown plastic grips - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M1911A1 model.jpg|600px|thumb|none|''A classic American pistol brought into the modern age. Very high damage up close, with poor velocity and small magazine size.'']]&lt;br /&gt;
[[File:PhantomForces M1911A1 modelengravings.jpg|600px|thumb|none|''It's a nice gun, I'll give you that. But the engraving gives you no tactical advantage whatsoever.'']]&lt;br /&gt;
[[File:M1911 Marines stock.jpg|350px|thumb|none|Colt M1911A1 with experimental US Marine Corps. folding stock - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M1911A1 modelstock.jpg|600px|thumb|none|The M1911A1 with a folding shoulder stock attached.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 hiphold.jpg|600px|thumb|none|Holding the custom M1911A1 at the hip.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 leftside.jpg|600px|thumb|none|The left side of the pistol.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 ADS1.jpg|600px|thumb|none|The view down the M1911A1's custom red-and-green glow sights.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 ADS2.jpg|600px|thumb|none|Alternate ADS view.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 reload.jpg|600px|thumb|none|Removing an empty magazine. The remainder of the reload is identical to other automatic pistols.]]&lt;br /&gt;
===M1911 .22 LR===&lt;br /&gt;
Equipping the M1911A1 with the &amp;quot;Ratshot&amp;quot; ammo conversion transforms it into the &amp;quot;M1911 .22LR&amp;quot;. This turns the weapon into a pseudo-shotgun, allowing it to fire four extremely weak pellets up to 10 times before reloading. A joke attachment first and foremost, Ratshot has some dubious utility in point-blank engagements as it is technically capable of a one-hit kill if all four pellets score a headshot (4 pellets x 9 damage x 3.0 headshot multiplier = 108 damage), but the shotgun-pistol's somewhat wide spread, low pellet count, and miserable damage to the body add up to a weapon that is a straight downgrade in almost any situation compared to the .45 ACP M1911A1.&lt;br /&gt;
[[File:Colt1911A1 22.jpg|350px|thumb|none|M1911A1 produced by Walther Arms - .22 LR]]&lt;br /&gt;
[[File:PhantomForces M1911A1 22 model.jpg|600px|thumb|none|''Change the ammunition fired from your M1911 into .22 Rat Shot. Why would you do this to yourself? You basically have a mini shotgun...'']]&lt;br /&gt;
[[File:PhantomForces M1911A1 22 firing.jpg|600px|thumb|none|The M1911 .22's shot pattern. Note the black tracers.]]&lt;br /&gt;
===OSS &amp;quot;Bigot&amp;quot; M1911A1===&lt;br /&gt;
Equipping the &amp;quot;Dart&amp;quot; ammo conversion transforms the weapon into the experimental clandestine [[OSS &amp;quot;Bigot&amp;quot; M1911]]. A high-risk, high-reward weapon, the &amp;quot;Bigot&amp;quot; launches a large, slow dart projectile that deals heavy damage to the body and kills instantly to the head at any range. It is incapable of scoring a one-shot against a full-health opponent without a headshot, however, so the &amp;quot;Bigot&amp;quot; is best used as an instant, silent eliminator of distracted/stationary enemies (provided one becomes familiar with its arcing trajectory) or as a finisher against opponents that are already injured.&lt;br /&gt;
[[File:Bigot_1911_pistol.jpg|thumb|none|350px|OSS &amp;quot;Bigot&amp;quot; M1911A1]]&lt;br /&gt;
[[File:PhantomForces M1911A1dart model.jpg|600px|thumb|none|''Change the ammunition fired from your M1911 to a single dart. Deals more damage, but with worse recoil, low bullet velocity and less ammunition carried.'']]&lt;br /&gt;
[[File:PhantomForces M1911A1dart hiphold.jpg|600px|thumb|none|The first-person viewmodel of the M1911 &amp;quot;Bigot&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces M1911A1dart firing.jpg|600px|thumb|none|Firing a pink-tracered dart. Note that the dart protruding from the muzzle of the weapon doesn't actually disappear until several frames after the weapon is fired.]]&lt;br /&gt;
[[File:PhantomForces M1911A1dart reloading.jpg|600px|thumb|none|Loading in a new dart.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1==&lt;br /&gt;
The [[Colt M45A1 CQBP]] was added in January 2018 as part of update 3.5.1 and is unlocked at rank 34. Before update 5.7.0, the weapon lacked the distinctive grip panels, tan finish, and ambidextrous grip safety of the M45A1, which made it a [[Colt Rail Gun]]. It has a threaded barrel, feeds from a 10-round extended magazine in its default configuration, and is otherwise similar performance-wise to the M1911A1. The M45A1 features a few unique mods, including a 15-round extended magazine, a generic polymer shoulder stock, and the same &amp;quot;Dart&amp;quot; conversion as the M1911A1.&lt;br /&gt;
[[File:M45A1.jpg|thumb|none|350px|Colt M45A1 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M45A1 model.jpg|600px|thumb|none|''A modern American pistol with many custom parts. High damage, medium capacity, strong recoil.'']]&lt;br /&gt;
[[File:PhantomForces M45A1 modelmods.jpg|600px|thumb|none|The M45A1 with an extended magazine and shoulder stock.]]&lt;br /&gt;
[[File:PhantomForces M45A1 hiphold.jpg|600px|thumb|none|First-person view of the aggressively beige M45A1.]]&lt;br /&gt;
[[File:PhantomForces M45A1 leftside.jpg|600px|thumb|none|The first part of the inspect animation, in which the magazine is shown to the player.]]&lt;br /&gt;
[[File:PhantomForces M45A1 rightside .jpg|600px|thumb|none|Performing a brass check in the second part of the inspect animation.]]&lt;br /&gt;
[[File:PhantomForces M45A1 ADS1.jpg|600px|thumb|none|Aiming down the M45A1's green glow sights. The wing-like ambidextrous thumb safeties are clearly visible.]]&lt;br /&gt;
[[File:PhantomForces M45A1 ADS2.jpg|600px|thumb|none|A decidedly less professional way of aiming the M45A1.]]&lt;br /&gt;
[[File:PhantomForces M45A1 reload1.jpg|600px|thumb|none|The M45A1's reload begins with disposing of the empty magazine.]]&lt;br /&gt;
[[File:PhantomForces M45A1 reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PhantomForces M45A1 reload3.jpg|600px|thumb|none|Pulling back (and releasing) the slide to finish the reloading process off.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
An [[FN Five-seveN]] Mk2 with a flat dark earth (FDE) frame was added in May 2019 as part of update 4.4.0 and is unlocked at rank 57 (go figure). The Five-seveN has a lot of positive qualities, including incredibly good long-range performance, low recoil, very high penetration, and the highest magazine size in-class (20 rounds). Unfortunately, the Five-seveN deals relatively low damage per shot and has a mediocre headshot multiplier, meaning that anywhere from 3 to 5 shots are required to eliminate a full-health opponent, which can be a death sentence in a hectic CQC battle. Its only unique modification is an extended 30-round magazine, which further increases the pistol's already impressive ammunition capacity at the expense of total rounds carried and reload speed.&lt;br /&gt;
[[File:FN Five-seveN Mark 2 FDE.jpg|thumb|none|350px|FN Five-seveN Mark 2 FDE - 5.7x28mm]]&lt;br /&gt;
[[File:PhantomForces FiveSeven model.jpg|600px|thumb|none|''A modern Belgian pistol firing a unique caliber. Poor close-in performance, with great ranged performance, high velocity, large magazine, wall penetration and deep reserves.'']]&lt;br /&gt;
[[File:PhantomForces FiveSeven modelmods.jpg|600px|thumb|none|The Five-seveN equipped with an extended 30-round magazine.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven hiphold.jpg|600px|thumb|none|First-person view of the unique pistol.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven leftside.jpg|600px|thumb|none|Inspecting the pistol, part 1.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven rightside.jpg|600px|thumb|none|Inspecting the pistol, part 2; this time, it's personal.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven ADS1.jpg|600px|thumb|none|Aiming down the Five-seveN's unobtrusive Glow sightS.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven ADS2.jpg|600px|thumb|none|Canting the pistol at a jolly angle in the general direction of the opps.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven firing.jpg|600px|thumb|none|Firing a round of 5.7x28mm. Note the unusually skinny cartridge case - many of the calibers in ''Phantom Forces'' have their own unique spent casing model.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven reload1.jpg|600px|thumb|none|Removing an Empty magazinE.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven reload2.jpg|600px|thumb|none|Inserting a new one and releasing the slide.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
A 3rd Generation [[Glock 17]] with a tan frame was added during the game's Alpha and is one of the two sidearms unlocked by default. Compared to the M9, the Glock 17 has a larger magazine size (17 rounds) and is more controllable but has worse ranged performance. The Glock 17 can equip a FAB Defense GLR-440 stock, 33-round extended magazine, and &amp;quot;Long Barrel&amp;quot; (which transforms the pistol into the Glock 17L).&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|350px|3rd Generation Glock 17 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock17 model.jpg|600px|thumb|none|''A 9mm Austrian pistol renowned for its simplicity and ruggedness. Compared to the M9, it has a higher capacity, but less muzzle velocity.'']]&lt;br /&gt;
[[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock17 modelmods.jpg|600px|thumb|none|The Glock 17 fitted with a shoulder stock, extended magazine, and long barrel/slide.]]&lt;br /&gt;
[[File:PhantomForces Glock17 hiphold.jpg|600px|thumb|none|First-person view of the Glock 17.]]&lt;br /&gt;
[[File:PhantomForces Glock17 leftside.jpg|600px|thumb|none|Inspecting the Glock 17. Many (if not all) of the Glocks reuse the same set of animations.]]&lt;br /&gt;
[[File:PhantomForces Glock17 rightside.jpg|600px|thumb|none|Ditto, followed by a brass check.]]&lt;br /&gt;
[[File:PhantomForces Glock17 ADS1.jpg|600px|thumb|none|Aiming down the Glock's ubiquitous sights. Although accurate Glock logos are present on other parts of the weapon, the one on the slide backplate has been replaced by the StyLiS symbol.]]&lt;br /&gt;
[[File:PhantomForces Glock17 ADS2.jpg|600px|thumb|none|Not aiming down the Glock 17's sights.]]&lt;br /&gt;
[[File:PhantomForces Glock17 firing.jpg|600px|thumb|none|Firing the Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock17 reload1.jpg|600px|thumb|none|Removing an empty magazine.]]&lt;br /&gt;
[[File:PhantomForces Glock17 reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PhantomForces Glock17 reload3.jpg|600px|thumb|none|Pressing the slide release.]]&lt;br /&gt;
===Glock 17L=== &lt;br /&gt;
Equipping the &amp;quot;Long Barrel&amp;quot; attachment on the Glock 17 transforms it into the Glock 17L. This improves the pistol's ranged performance and muzzle velocity while increasing the time required to aim down sights.&lt;br /&gt;
[[File:G17L Gen3.jpg|350px|thumb|none|Glock 17L (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces Glock17L model.jpg|600px|thumb|none|The Glock 17L as it appears in-game.]]&lt;br /&gt;
[[File:PhantomForces Glock17L hiphold.jpg|600px|thumb|none|First-person view of the long Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock17L inspect.jpg|600px|thumb|none|Inspecting the Glock 17L, which showcases the compensated barrel. The recoil remains unchanged compared to the standard Glock 17, however.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
A 4th Generation [[Glock 18C]] was added during the game's Alpha and is unlocked at rank 17. It has low vertical recoil (for a machine pistol) and a very high rate of fire, which allows the Glock 18C to be used to great effect in close-quarters. It has some of the worst damage falloff in the game, however, so the 18C is best used only at an arm's length. The Glock 18C can be modified to add a 33-round extended magazine, extended slide/barrel, and an FAB Defense Cobra folding stock, which can be used either unfolded or folded (as an ersatz foregrip). Prior to update 5.7.0, it lacked a fire selector, which made it a Glock 17C.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|350px|3rd Generation Glock 18C - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock18C modelview.jpg|600px|thumb|none|''A 9mm Austrian machine pistol. Fast fire rate with relatively stable handling characteristics.'']]&lt;br /&gt;
[[File:Glock Cobra stock.jpg|350px|thumb|none|5th Generation Glock 19 with FAB Defense Cobra folding stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock18C modelmods.jpg|600px|thumb|none|The Glock 18C with a FAB Defense Cobra folding stock, 33-round extended magazine, and fictional long slide and barrel.]]&lt;br /&gt;
[[File:PhantomForces Glock18C modelstockfolded.jpg|600px|thumb|none|The Glock 18C with its FAB Defense Cobra stock folded, which the player uses an impromptu foregrip.]]&lt;br /&gt;
[[File:PhantomForces Glock18C hiphold.jpg|600px|thumb|none|Holding the select-fire Glock at the hip.]]&lt;br /&gt;
[[File:PhantomForces Glock18C leftside.jpg|600px|thumb|none|Inspecting the left side of the pistol, which provides a clearer view of the fire selector.]]&lt;br /&gt;
[[File:PhantomForces Glock18C rightside.jpg|600px|thumb|none|Checking the top of the Glock 18C.]]&lt;br /&gt;
[[File:PhantomForces Glock18C brasscheck.jpg|600px|thumb|none|Performing a brass check on the handgun. The cuts in the top of the barrel can be clearly seen.]]&lt;br /&gt;
[[File:PhantomForces Glock18C ADS.jpg|600px|thumb|none|Aiming down the Glock 18C's iron sights.]]&lt;br /&gt;
[[File:PhantomForces Glock18C ADS2.jpg|600px|thumb|none|Although gangsta-aiming a pistol is never a good idea, doing so with this handgun is especially stupid. Please, don't do this!]]&lt;br /&gt;
[[File:PhantomForces Glock18C firing.jpg|600px|thumb|none|''Why, yes, I do enjoy wasting ammunition. Why do you ask?'']]&lt;br /&gt;
[[File:PhantomForces Glock18C reload.jpg|600px|thumb|none|Inserting a fresh magazine. The 18C uses the same animations as the rest of the Glock-series pistols, so the entire reload won't be shown here.]]&lt;br /&gt;
[[File:PhantomForces Glock18C changefiremode.jpg|600px|thumb|none|Switching firemodes. The actual fire selector doesn't move, despite the fact that an audible click accompanies the animation.]]&lt;br /&gt;
===&amp;quot;G18L&amp;quot;===&lt;br /&gt;
Equipping the Glock 18C with the &amp;quot;Long Barrel&amp;quot; attachment transforms it into the fictional &amp;quot;G18L&amp;quot;. A longslide version of the Glock 18C, the cuts in the top of the slide have been extended and the handgun appears similar to other (real) longslide Glocks, such as the Glock 40, albeit with a fire selector.&lt;br /&gt;
[[File:Glock 40.jpg|350px|thumb|none|Glock 40, for comparison - 10x25mm Auto]]&lt;br /&gt;
[[File:PhantomForces Glock18L.jpg|600px|thumb|none|The fictional &amp;quot;Glock 18L&amp;quot; as it appears in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21==&lt;br /&gt;
A [[Glock 21]] was added in April 2022 as part of update 5.7.0 and is unlocked at rank 21. It features an OD green frame and a threaded barrel. The Glock 21, alongside the many other Glock-series pistols featured in ''Phantom Forces,'' was once available only through an ammunition conversion for the Glock 17. With 2022's &amp;quot;Return to Spring&amp;quot; update, however, the great Glock split transformed these conversions into their own unique pistols. Firing .45 ACP, the Glock 21 deals high close-range damage and features an impressive 13-round magazine. It deals less damage than other .45 handguns, however, and is not very effective at range. It can be modified to add a 26-round extended magazine and a FAB Defense GLR-440 Tactical Stock.&lt;br /&gt;
[[File:Glock21.jpg|thumb|none|350px|3rd Generation Glock 21 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces Glock21 model.jpg|600px|thumb|none|''A G-Series pistol which chambers .45 ACP. This pistol features great close range damage and snappy recoil, however your performance will dwindle in range compared to other pistols'']]&lt;br /&gt;
[[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock21 modelmods.jpg|600px|thumb|none|The Glock 21 with a shoulder stock and extended magazine.]]&lt;br /&gt;
[[File:PhantomForces Glock21 hiphold.jpg|600px|thumb|none|Holding the Glock 21.]]&lt;br /&gt;
[[File:PhantomForces Glock21 leftside.jpg|600px|thumb|none|The left side of the .45 ACP Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock21 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Glock21 ADS1.jpg|600px|thumb|none|Aiming down the Glock 21's iron sights.]]&lt;br /&gt;
[[File:PhantomForces Glock21 ADS2.jpg|600px|thumb|none|The gangsta-Glock has arrived.]]&lt;br /&gt;
[[File:PhantomForces Glock21 reload.jpg|600px|thumb|none|Reloading the Glock 21.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;G21L&amp;quot;===&lt;br /&gt;
Equipping the Glock 21 with the &amp;quot;Long Barrel&amp;quot; attachment transforms it into the fictional &amp;quot;G21L&amp;quot;. The pistol's closest real counterpart is the Glock 41, which is also a longslide (albeit not as long as the 21L) Glock chambered in .45 ACP.&lt;br /&gt;
[[File:Glock41.jpg|350px|thumb|none|Glock 41 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces Glock21L model.jpg|600px|thumb|none|The &amp;quot;G21L&amp;quot; as it appears in-game.]]&lt;br /&gt;
[[File:PhantomForces Glock21L hiphold.jpg|600px|thumb|none|Holding the strange longslide Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock21L inspect.jpg|600px|thumb|none|Inspecting the pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21 (with .50 GI conversion)==&lt;br /&gt;
A [[Glock 21]] with an aftermarket .50 GI conversion kit was added in April 2022 as part of update 5.7.0 and is unlocked at rank 50. Designated as the &amp;quot;G50&amp;quot; in-game, this pistol has the lowest capacity of the Glock series (8+1 rounds) but the highest damage per shot and a very healthy x2.0 headshot multiplier. Although unable to score a one shot kill (1SK) against a full health player, the G50 maintains a 2SK to the body or head at close range, making it the perfect sidearm for a player with a traditionally long-range primary weapon such as a sniper rifle or DMR.&lt;br /&gt;
&lt;br /&gt;
It can be modified to add an FAB Defense Cobra folding stock and an extended &amp;quot;Heavy Barrel&amp;quot;, which changes the pistol's name to &amp;quot;G50L&amp;quot;, a fictional designation. The &amp;quot;G50&amp;quot; is also the only Glock-series pistol that can be fitted with the &amp;quot;G-switch&amp;quot; attachment (a callback to how the Glock 18C was able to equip a &amp;quot;.50 GI Conversion&amp;quot; attachment in earlier versions of the game), converting the pistol to fire exclusively in full-auto.&lt;br /&gt;
[[File:Glock50 GI conversion.jpg|350px|thumb|none|Glock 21 with Guncrafter Industries conversion kit - .50 GI]]&lt;br /&gt;
[[File:PhantomForces Glock50 model.jpg|600px|thumb|none|''An American modification to an Austrian Classic. Reduced magazine capacity compared to the others, but has more stopping power. Has more than enough power to go through fruits, vegetables, water jugs, and whatever else you have at your range.'']]&lt;br /&gt;
[[File:Glock Cobra stock.jpg|350px|thumb|none|5th Generation Glock 19 with FAB Defense Cobra folding stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock50 modelmods.jpg|600px|thumb|none|The &amp;quot;G50&amp;quot; with the extended &amp;quot;Heavy Barrel&amp;quot; and folding stock.]]&lt;br /&gt;
[[File:PhantomForces Glock50 hiphold.jpg|600px|thumb|none|First-person view of the high-caliber Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock50 leftside.jpg|600px|thumb|none|Inspecting the handgun. Note that the slide reads &amp;quot;STYLIS STUDIOS&amp;quot; as opposed to &amp;quot;GUNCRAFTER INDUSTRIES&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces Glock50 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Glock50 ADS1.jpg|600px|thumb|none|Custom slide, factory sights.]]&lt;br /&gt;
[[File:PhantomForces Glock50 ADS2.jpg|600px|thumb|none|One-handing the &amp;quot;G50&amp;quot;. While never a great idea, this is not ''as'' disasterous of an idea as it seems, especially because .50 GI (supposedly) only has about as much felt recoil as .45 ACP.]]&lt;br /&gt;
[[File:PhantomForces Glock50 firing.jpg|600px|thumb|none|Firing a round.]]&lt;br /&gt;
[[File:PhantomForces Glock50 reload.jpg|600px|thumb|none|Reloading.]]&lt;br /&gt;
[[File:Glock 17 with GLK18 Full Auto Conversion Device C.jpg|thumb|none|350px|Glock 17 with select-fire conversion device - 9x19mm Parabellum. &amp;quot;Glock switches&amp;quot; come in many models and forms, and are regulated as NFA firearms.]]&lt;br /&gt;
[[File:PhantomForces Glock50switch firing.jpg|600px|thumb|none|Firing a G50 equipped with the &amp;quot;G-switch&amp;quot; mod. The switch itself can be seen on the back of the pistol's slide and the river of casings flying from the gun hint at its very high rate of fire. Don't try this at home.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 23==&lt;br /&gt;
A [[Glock 23]] with an FDE frame and threaded barrel was added April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 23. Chambered in .40 S&amp;amp;W, the Glock 23 is a servicable all-rounder sidearm. It can deal decent damage at range or up close, and its 13-round magazine somewhat compensates for missed shots. A &amp;quot;jack-of-all-trades, master of none&amp;quot; pistol, the Glock 23 can do well in any situation but loses out to more specialized secondaries in specific areas. It can be fitted with a 22-round extended magazine, FAB Defense GLR-440 Tactical Stock, and aftermarket extended barrel (which inexplicably changes the weapon's name to &amp;quot;G23L&amp;quot;).&lt;br /&gt;
[[File:Glock23.jpg|thumb|none|350px|3rd Generation Glock 23 - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:PhantomForces Glock23 model.jpg|600px|thumb|none|''A .40 S&amp;amp;W G-Series pistol. Featuring characteristics similar to its original 9mm variant, with a swift reload alongside it.'']]&lt;br /&gt;
[[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock23 modelmods.jpg|600px|thumb|none|The Glock 23 with various mods, including an extended magazine/barrel and shoulder stock.]]&lt;br /&gt;
[[File:PhantomForces Glock23 hiphold.jpg|600px|thumb|none|Holding the Glock 23.]]&lt;br /&gt;
[[File:PhantomForces Glock23 leftside.jpg|600px|thumb|none|Inspecting the handgun.]]&lt;br /&gt;
[[File:PhantomForces Glock23 rightside.jpg|600px|thumb|none|Ditto, followed by a brass check.]]&lt;br /&gt;
[[File:PhantomForces Glock23 ADS1.jpg|600px|thumb|none|Surprise! More Glock sights! Bet you didn't see this one coming.]]&lt;br /&gt;
[[File:PhantomForces Glock23 ADS2.jpg|600px|thumb|none|Isn't this schtick getting a little old? ''You ain't seen nothing yet...'']]&lt;br /&gt;
[[File:PhantomForces Glock23 reload.jpg|600px|thumb|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 40==&lt;br /&gt;
A [[Glock 40]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 40. It is much more long-range focused than the other Glock pistols, with a high headshot multiplier, punchy cartridge, and very high muzzle velocity. Although it can dish out large amounts of damage in close-quarters, the Glock 40's somewhat high recoil and below-average firerate make it slightly harder to manage compared to other handguns. The Glock 40 can be modified to add a FAB Defense GLR-440 Tactical Stock and a 30-round extended magazine. It also has access to the &amp;quot;Short Barrel&amp;quot; attachment, which transforms the pistol into the [[Glock 20]].&lt;br /&gt;
[[File:Glock_40.jpg|thumb|none|350px|4th Generation Glock 40 - 10x25mm Auto]]&lt;br /&gt;
[[File:PhantomForces Glock40 model.jpg|600px|thumb|none|''A G-series pistol chambered in the 10mm Auto round. Compared to other G-series guns, it trades a bit of accuracy and close range performance for more power at longer ranges.'']]&lt;br /&gt;
[[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock40 modelmods.jpg|600px|thumb|none|The Glock 40 with an extended magazine, shoulder stock, and &amp;quot;Short Barrel&amp;quot;. I suppose it isn't much of a Glock 40 anymore...]]&lt;br /&gt;
[[File:PhantomForces Glock40 hiphold.jpg|600px|thumb|none|Holding the Glock 40.]]&lt;br /&gt;
[[File:PhantomForces Glock40 leftside .jpg|600px|thumb|none|The left side of the Glock 40.]]&lt;br /&gt;
[[File:PhantomForces Glock40 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Glock40 ADS1.jpg|600px|thumb|none|Does the Tetris effect apply to Glock sights?]]&lt;br /&gt;
[[File:PhantomForces Glock40 ADS2.jpg|600px|thumb|none|No more Glocks... please.]]&lt;br /&gt;
[[File:PhantomForces Glock40 reload.jpg|600px|thumb|none|ReGlocking the Glock 40.]]&lt;br /&gt;
===Glock 20===&lt;br /&gt;
A [[Glock 20]] can be created by equipping the &amp;quot;Short Barrel&amp;quot; attachment on the Glock 40. It has a dark grey frame. The Glock 20 is notable for having one of the fastest walkspeeds in the game, allowing a player wielding the sidearm to move very quickly. This is most likely an oversight caused by the weight reduction given by the &amp;quot;Short Barrel&amp;quot; attachment (which is typically only available for long-barreled primary weapons, where the weight reduction is less radical).&lt;br /&gt;
[[File:Glock20.jpg|350px|thumb|none|Glock 20 (3rd Generation) - 10x25mm Auto]]&lt;br /&gt;
[[File:PhantomForces Glock20 model.jpg|600px|thumb|none|The Glock 20 as it appears in-game.]]&lt;br /&gt;
[[File:PhantomForces Glock20 hiphold.jpg|600px|thumb|none|Equipping the Glock 20.]]&lt;br /&gt;
[[File:PhantomForces Glock20 inspect.jpg|600px|thumb|none|Inspecting the handgun.]]&lt;br /&gt;
&lt;br /&gt;
==Guncrafter Industries Model 1==&lt;br /&gt;
The [[Guncrafter Industries Model 1]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 73. As one could expect from this souped-up 1911 derivative, the &amp;quot;GI M1&amp;quot; (as it is known in-game) hits extremely hard in close quarters but has high vertical recoil and poor ranged performance. Unique modifications for the Model 1 include a longslide conversion (which improves the handgun's poor ranged performance) and a recoil-reducing Sarco. Inc lightweight stock.&lt;br /&gt;
[[File:GIM1.jpg|thumb|none|350px|Guncrafter Industries Model 1 - .50 GI]]&lt;br /&gt;
[[File:PhantomForces GI M1 model.jpg|600px|thumb|none|''A M1911 modified to chamber .50GI - a powerful ammunition that packs a lot of punch up close, but also comes with reduced accuracy and performance at range.'']]&lt;br /&gt;
[[File:M1911 Sarco Lightweight Stock.jpg|350px|thumb|none|M1911 with Sarco Inc. lightweight stock - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces GI M1 modelmods.jpg|600px|thumb|none|The Model 1 with the &amp;quot;Heavy Barrel&amp;quot; longslide conversion and Sarco Inc. lightweight stock mods.]]&lt;br /&gt;
[[File:PhantomForces GI M1 hip.jpg|600px|thumb|none|Holding the &amp;quot;GI M1&amp;quot; at the hip.]]&lt;br /&gt;
[[File:PhantomForces GI M1 leftside.jpg|600px|thumb|none|Inspecting the Model 1, which first shows the player checking the left side of the handgun...]]&lt;br /&gt;
[[File:PhantomForces GI M1 rightside.jpg|600px|thumb|none|...followed by the right side. Nothing too crazy here.]]&lt;br /&gt;
[[File:PhantomForces GI M1 ADS.jpg|600px|thumb|none|Aiming down the Model 1's red (and rather harsh) three-dot iron sights.]]&lt;br /&gt;
[[File:PhantomForces GI M1 ADS2.jpg|600px|thumb|none|Gangsta-aiming the handgun like a true OG. Which, of course, stands for Original Guncrafter.]]&lt;br /&gt;
[[File:PhantomForces GI M1 firing.jpg|600px|thumb|none|Firing the beefy 1911 derivative.]]&lt;br /&gt;
[[File:PhantomForces GI M1 reload.jpg|600px|thumb|none|Inserting a fresh magazine. The GI M1 uses the same set of 1911-pattern animations several other pistols in-game.]]&lt;br /&gt;
&lt;br /&gt;
==IMI/Magnum Research Desert Eagle L5==&lt;br /&gt;
A [[Desert Eagle L5]] chambered in .44 Magnum was added during the game's Alpha and is unlocked at rank 18. The L5 is a powerful magnum pistol and one of the earliest available sidearms that can kill a player with a single headshot at close range. Its in-game role can be compared to that of revolvers, with the Desert Eagle having a superior capacity (8+1 rounds) and firerate (400 RPM) than most. The L5 has very high recoil and is much less effective than most revolvers at range, however, with it becoming unable to 1-shot-kill to the head at 50 'studs' (approx. 46 ft). The Desert Eagle L5 can equip a unique &amp;quot;Extended Barrel&amp;quot; mod, which increases its damage at range at the expense of the time required to aim-down-sights. It can also equip either a .44 Special or .357 Magnum conversion, the former decreasing recoil while lowering the damage dealt at range, and the latter increasing the handgun's controllability, reload speed, and magazine size while decreasing overall damage. Some of its reload sound effects are borrowed from ''[[Call of Duty 4: Modern Warfare]]''.&lt;br /&gt;
[[File:Desert Eagle L5.jpg|thumb|none|350px|Magnum Research Desert Eagle L5 - .50 AE]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 model.jpg|600px|thumb|none|''A modern version of the iconic Israeli-American pistol. This specific model has been lightened as well as upgraded with dual Picatinny rails and a much-needed muzzle brake. Very high damage with the capacity to instantly kill to the head up close, with rough recoil.'']]&lt;br /&gt;
[[File:Desert Eagle 10 inch.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with 10&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 model longbarrel.jpg|600px|thumb|none|The Desert Eagle L5 as it appears in-game with the &amp;quot;Extended Barrel&amp;quot; mod.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 hip.jpg|600px|thumb|none|Holding the mighty Desert Eagle L5.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 inspect1.jpg|600px|thumb|none|The L5's inspect animation begins with a look at the left side of the handcannon...]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 inspect2.jpg|600px|thumb|none|...continues with a cursory check of the magazine...]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 inspect3.jpg|600px|thumb|none|...and concludes with a brass check.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 ADS1.jpg|600px|thumb|none|Aiming down the sights.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 ADS2.jpg|600px|thumb|none|The L5's alternate aim mode, which mimics 'looking through' the eye not aligned with the sights.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 firing.jpg|600px|thumb|none|Firing the Deagle.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 reload1.jpg|600px|thumb|none|Reloading the Desert Eagle begins with a hearty fling of the offending magazine.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==IMI/Magnum Research Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] chambered in .50 AE was added in December 2019 as a part of update 4.11.0 (Israeli Weapons) and is unlocked at rank 102. Although the version depicted in-game is an older production model with a chromed finish and lacking rails on the barrel, it features the throwback &amp;quot;teardrop&amp;quot; safety design of the newer production models. The weapon's grips have been stamped with the StyLiS Studios logo. The Desert Eagle Mark XIX is, not unexpectedly, a weapon of extremes. It can score a one-shot kill to the body at an impressive range, but its low capacity (7+1), dismal reserve ammunition (21 rounds), lethargic firerate (200 RPM), horrible muzzle velocity, and monstrous recoil leave a lot to be desired. Overall, the one and only Desert Eagle Mark XIX is best suited as a &amp;quot;second primary&amp;quot; of sorts rather than a more traditional all-rounder backup pistol. The Mark XIX can be modified to add a 10&amp;quot; extended barrel and converted to fire (exceedingly rare) .440 Cor-Bon ammunition.&lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|350px|none|Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX model.jpg|600px|thumb|none|''Finally, a gun that lets you make a statement. This semi-automatic hand cannon is chambered in .50 Action Express. It'll probably pulverize your wrists with its recoil, but hey, you can't argue with the stopping power. [[Death_Sentence#Magnum_Research_Inc._Desert_Eagle_Mark_VII|And you've got the king of mayhem...]]'']]&lt;br /&gt;
[[File:Desert Eagle 10 inch.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with 10&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX modelxtendbarrel.jpg|600px|thumb|none|The Desert Eagle Mark XIX with the &amp;quot;Extended Barrel&amp;quot; mod equipped.]]&lt;br /&gt;
[[File:440cbdeserteagleIWI.jpg|350px|thumb|none|Desert Eagle Mark XIX - .440 Cor-Bon]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX CorBon.jpg|600px|thumb|none|The Desert Eagle Mark XIX with the .440 Cor-Bon conversion, which replaced the XIX's otherwise uninteresting .357 Magnum conversion, equipped. More ammunition, better long-range damage, worse close-range damage.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX hiphold.jpg|600px|thumb|none|Grasping their Desert Eagle and looking into the approaching dusk, the player feels like a true action hero.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect1.jpg|600px|thumb|none|Inspecting the Mark XIX is a rather exciting process. It begins, as usual, with a cursory glance at the left side of the handcannon.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect2.jpg|600px|thumb|none|Following this, the loaded magazine is pulled out (as with the Desert Eagle L5), but the player lets it drop.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect3.jpg|600px|thumb|none|A new magazine is then inserted...]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect4.jpg|600px|thumb|none|...and a brass check is performed. Although the handgun is ostensibly &amp;quot;reloaded&amp;quot;, no ammunition is added to the weapon or removed from the player's reserve pool at any point during the inspect animation.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX ADS.jpg|600px|thumb|none|Aiming down the Desert Eagle Mark XIX's sights.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX ADS2.jpg|600px|thumb|none|The alternate, most certainly not one-handed aim mode.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX firing.jpg|600px|thumb|none|Keeping the property values low. The Mark XIX is (as of writing) one of the few weapons to feature an experimental dual recoil scheme, in which the game applies both &amp;quot;body&amp;quot; recoil (which moves the point of aim) and &amp;quot;head&amp;quot; recoil (which simply shakes the player's camera around, leaving the point of aim unaffected) when firing. The player's crazily tilted view in this screenshot is caused by a hefty portion of the latter.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX reload.jpg|600px|thumb|none|Seven wrist-agonizing shots later and the pistol's ready to be reloaded. The Mark XIX shares reloading animations with the L5.]]&lt;br /&gt;
&lt;br /&gt;
===Desert Eagle Police Carbine===&lt;br /&gt;
Equipping the Desert Eagle Mark XIX with the &amp;quot;Police Barrel&amp;quot; and &amp;quot;Police Stock&amp;quot; mods transforms the magnum handgun into the rare Desert Eagle Police Carbine. The real Police Carbine was only available in the Mark I model of the Desert Eagle, making its appearance here in .50 AE a strictly &amp;quot;what-if&amp;quot; affair.&lt;br /&gt;
[[File:DesertEaglePoliceCarbine.jpg|thumb|none|450px|Desert Eagle Mark I Police Carbine - .357 Magnum]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX PoliceCarbine.jpg|600px|thumb|none|The Desert Eagle Mark XIX Police Carbine as it appears in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-DC9==&lt;br /&gt;
The [[Intratec TEC-DC9]] appears both as the fully-automatic &amp;quot;TEC-9&amp;quot;, which was added during the game's Alpha, and as the semi-auto only &amp;quot;KG-99&amp;quot;, which was added in July 2021 as part of update 5.6.0 (Independence Update 2021). Both weapons are unlocked at rank 50. They can be distinguished from the actual TEC-9 and KG-99 due to their lack of sling mounts on the side of the barrel shroud and receiver.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;TEC-9&amp;quot; holds the honor of having the highest sustained firerate in the game, spitting an astounding 1500 rounds per minute in full-auto only. This offsets its low base damage, allowing the machine pistol to rack up kills very quickly in close-quarters. Unsurprisingly, the &amp;quot;TEC-9&amp;quot; has very high recoil, with the weapon's point of aim &amp;quot;walking&amp;quot; uncontrollably when firing. It can be fitted with an extended barrel/barrel shroud or the short barrel of the TEC-9 Mini, a 32-round extended magazine, and the wire stock from the [[Interdynamic KG-9]].&lt;br /&gt;
[[File:Tec-DC9.jpg|350px|thumb|none|Intratec TEC-DC9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces TEC9 modelview.jpg|600px|thumb|none|''A Swedish pistol with an incredibly high automatic rate of fire stemming from an illegal modification. Lacks of stopping power and has highly unstable handling. Brother to the KG-99.'']]&lt;br /&gt;
[[File:Interdynamic MP-9.jpg|350px|thumb|none|Interdynamic MP-9 with foregrip and telescoping stock - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces TEC9 modelmods.jpg|600px|thumb|none|The TEC-DC9 (as the &amp;quot;TEC-9&amp;quot;) fitted with a very long extended barrel, the MP-9's telescoping stock, and a 32-round extended magazine.]]&lt;br /&gt;
[[File:PhantomForces TEC9 hipfire.jpg|600px|thumb|none|Brandishing the highly illegal machine pistol, the player stands atop an industrial building on the Ravod 911 map.]]&lt;br /&gt;
[[File:PhantomForces TEC9 leftside.jpg|600px|thumb|none|Inspecting the left side of the DC9. Its submachine gun legacy is apparent, despite Intratec's numerous attempts to alter the weapon for the civilian market.]]&lt;br /&gt;
[[File:PhantomForces TEC9 rightside.jpg|600px|thumb|none|The right side of the weapon. Note also that the pattern of holes in the barrel shroud is slightly different than the real thing, with the in-game shroud having oval-shaped holes as opposed to the actual DC9's circular holes.]]&lt;br /&gt;
[[File:PhantomForces TEC9 ADS.jpg|600px|thumb|none|Aiming down the DC9's simple iron sights.]]&lt;br /&gt;
[[File:PhantomForces TEC9 ADS2.jpg|600px|thumb|none|The alternate aim mode of the &amp;quot;TEC-9&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces TEC9 firing.jpg|600px|thumb|none|Firing the fully-automatic machine pistol. As one could expect, the recoil is intense.]]&lt;br /&gt;
===Intratec TEC-9 Mini===&lt;br /&gt;
The TEC-9 can be turned into an [[Intratec TEC-9 Mini]] via the &amp;quot;Short Barrel&amp;quot; attachment. &lt;br /&gt;
[[File:TEC-9Mini.jpg|350px|thumb|none|Intratec TEC-9 Mini - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces TEC9 mini.jpg|600px|thumb|none|The &amp;quot;TEC-9&amp;quot; with the &amp;quot;Short Barrel&amp;quot; attachment, which resembles the TEC-9 Mini.]]&lt;br /&gt;
===&amp;quot;KG-99&amp;quot;===&lt;br /&gt;
The &amp;quot;KG-99&amp;quot; is a semi-automatic version of the &amp;quot;TEC-9&amp;quot;. Although considered a separate weapon from the TEC-9, the model is identical, except for using a different texture and the TEC-9 Mini &amp;quot;Short Barrel&amp;quot; being default. It deals more damage than its full-auto brother to balance the fact that it is semi-automatic only. The &amp;quot;KG-99&amp;quot; is accurate, fast-firing, and high-capacity, although it is held back by its abnormally low headshot multiplier. Like the &amp;quot;TEC-9&amp;quot;, it can be fitted with a &amp;quot;Long Barrel&amp;quot; mod (which reattaches the regular-length DC9 barrel), a 32-round extended magazine, and the KG-9's stock.&lt;br /&gt;
[[File:PhantomForces KG99 model.jpg|600px|thumb|none|''A Swedish semi-automatic pistol with an incredibly generous rate of fire, large magazine, and good accuracy. Lacks stopping the stopping power especially at range when compared to other pistols. Sister to the TEC-9.'']]&lt;br /&gt;
[[File:PhantomForces KG99 modelmods.jpg|600px|thumb|none|The &amp;quot;KG-99&amp;quot; as it appears in-game with the standard-length barrel, 32-round extended magazine, and KG-9 stock.]]&lt;br /&gt;
[[File:PhantomForces KG99 hipfire.jpg|600px|thumb|none|Holding the &amp;quot;KG-99&amp;quot; at the hip.]]&lt;br /&gt;
[[File:PhantomForces KG99 leftside.jpg|600px|thumb|none|Inspecting the left side of the handgun.]]&lt;br /&gt;
[[File:PhantomForces KG99 rightside.jpg|600px|thumb|none|The other side.]]&lt;br /&gt;
[[File:PhantomForces KG99 ADS2.jpg|600px|thumb|none|The KG-99 in its natural habitat.]]&lt;br /&gt;
[[File:PhantomForces KG99 reload1.jpg|600px|thumb|none|Removing an empty magazine from the KG-99.]]&lt;br /&gt;
[[File:PhantomForces KG99 reload2.jpg|600px|thumb|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:PhantomForces KG99 reload3.jpg|600px|thumb|none|Releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==LAR Grizzly Mark V==&lt;br /&gt;
The [[LAR Grizzly Pistol|LAR Grizzly Mark V Pistol]] in .50 AE was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 144. Known as the &amp;quot;Grizzly&amp;quot;, this oversized 1911-pattern handcannon is similar to the Desert Eagle Mark XIX in both form and function, with the former possessing more reserve ammunition (28 vs. 21 rounds) and a higher firerate (350 RPM vs. 200 RPM) at the cost of worse mid-range damage. The Grizzly's three-hexagon &amp;quot;LAR&amp;quot; slide marking has been replaced by a three-tiled StyLiS Studios marking, presumably for copyright reasons. The LAR Grizzly Mark V's only unique modification is a so-called heavy barrel, which attaches the barrel of the Grizzly Mark I Long Slide to the weapon; this would not work in real life, as one could not simply fit the barrel and slide of the .45 Winchester Magnum Grizzly Mark I to the frame of a .50 Action Express Mark V without... serious repercussions.&lt;br /&gt;
[[File:Grizzly_MkV.jpg|thumb|none|350px|LAR Grizzly Mark V - .50 AE]]&lt;br /&gt;
[[File:PhantomForces Grizzly model.jpg|600px|thumb|none|''A high-caliber pistol chambered in the .50 Action Express cartridge. While the recoil leaves something to be desired, the extremely powerful damage profile of the gun will have you saying 'haha, bear gun go boom.''']]&lt;br /&gt;
[[File:LARGrizzly Mk1ls.jpg|350px|thumb|none|LAR Grizzly Mark I Long Slide - .45 Win Mag]]&lt;br /&gt;
[[File:PhantomForces Grizzly modelmods.jpg|600px|thumb|none|The Grizzly Mark V with the Mark I's extended slide and barrel.]]&lt;br /&gt;
[[File:PhantomForces Grizzly hiphold.jpg|600px|thumb|none|Holding the Grizzly at the hip and looking out towards the horizon.]]&lt;br /&gt;
[[File:PhantomForces Grizzly leftside.jpg|600px|thumb|none|Inspecting the left side of the handgun.]]&lt;br /&gt;
[[File:PhantomForces Grizzly rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Grizzly ADS.jpg|600px|thumb|none|Aiming down the Grizzly's unique yellow luminous sights.]]&lt;br /&gt;
[[File:PhantomForces Grizzly ADS2.jpg|600px|thumb|none|The alternate ADS view.]]&lt;br /&gt;
[[File:PhantomForces Grizzly firing.jpg|600px|thumb|none|Firing the Grizzly. As with the game's other magnum handguns, the recoil is significant.]]&lt;br /&gt;
[[File:PhantomForces Grizzly reload1.jpg|600px|thumb|none|Removing an empty magazine.]]&lt;br /&gt;
[[File:PhantomForces Grizzly reload2.jpg|600px|thumb|none|Inserting a fresh 7-round magazine.]]&lt;br /&gt;
[[File:PhantomForces Grizzly reload3.jpg|600px|thumb|none|Pulling back (and releasing) the slide.]]&lt;br /&gt;
&lt;br /&gt;
==Laugo Alien==&lt;br /&gt;
The [[Laugo Alien]] was added in May 2022 as part of update 5.7.3 (May Update) and is unlocked at rank 179. As with most other weapons (except the Glock-series pistols, for some reason), the handgun's markings have been genericized, with &amp;quot;RIPLEY&amp;quot; supplanting the &amp;quot;ALIEN&amp;quot; writing on the left side of the slide. This, alongside the weapon's unlock rank, are a clear reference to 1979's ''[[Alien]]''. As with other competition or target-shooting weapons in ''Phantom Forces'', the Alien rewards well-aimed shots with a very high headshot multiplier, great ballistics, and strong close-range performance. It lags behind other sidearms, however, with its sharp damage drop-off and low minimum damage. It features a unique &amp;quot;Olympic Target Sight&amp;quot; low-magnification optic as a free modification.&lt;br /&gt;
[[File:Laugo_Alien_Pistol.jpg|thumb|none|350px|Laugo Alien - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Alien model.jpg|600px|thumb|none|''A unique and innovative Czech pistol. Unlike other pistols, the Alien is a competition pistol that has been designed to have reduced muzzle flip and does not follow typical pistol design with sights not reciprocating with the slide.'']]&lt;br /&gt;
[[File:PhantomForces Alien modelmods.jpg|600px|thumb|none|The Laugo Alien with the unique &amp;quot;Olympian Target Sight&amp;quot; mod.]]&lt;br /&gt;
[[File:PhantomForces Alien hiphold.jpg|600px|thumb|none|Holding the Laugo Alien.]]&lt;br /&gt;
[[File:PhantomForces Alien leftside.jpg|600px|thumb|none|The left side of the strange Czech handgun.]]&lt;br /&gt;
[[File:PhantomForces Alien rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Alien ADS.jpg|600px|thumb|none|Aiming down the Alien's sights.]]&lt;br /&gt;
[[File:PhantomForces Alien ADS2.jpg|600px|thumb|none|Not aiming down the sights.]]&lt;br /&gt;
[[File:PhantomForces Alien firing.jpg|600px|thumb|none|Firing the Alien. The reciprocating slide and stationary top strap can be seen.]]&lt;br /&gt;
[[File:PhantomForces Alien reload1.jpg|600px|thumb|none|Removing an empty 17-round magazine from the Alien.]]&lt;br /&gt;
[[File:PhantomForces Alien reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PhantomForces Alien reload3.jpg|600px|thumb|none|Releasing the slide.]]&lt;br /&gt;
[[File:PhantomForces Alien hipholdmods.jpg|600px|thumb|none|First-person view of the Laugo Alien with its bespoke &amp;quot;Olympic Target Sight&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces Alien ADSscope.jpg|600px|thumb|none|Looking through the sight.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PB==&lt;br /&gt;
The [[Makarov PB]] was added in July 2021 as part of update 5.6.0 (Independence Update 2021) and is unlocked at rank 91. The PB (or &amp;quot;Izhevsk PB&amp;quot;, as it is known in-game) is the first and, at the time of writing, only integrally-suppressed pistol in ''Phantom Forces''. The PB's safety is always in the &amp;quot;safe&amp;quot; position, which should prevent the weapon from firing; however, this is not the case. It feeds from an 8-round magazine, but 12-round extended and 84-round drum magazines (underloaded to 80 rounds) are also available. The PB is somewhat unique as it deals very high damage (to the point that it kills a full-health enemy with a single headshot) up to 20 studs (~18 feet) but has very sharp damage drop-off, with the pistol dealing only 40% of its base damage after 50 studs (~46 feet). This makes it a very effective backup weapon in close-quarters.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the PB, although being integrally suppressed, has a higher muzzle velocity compared to its unsuppressed counterpart (1800 studs/s vs 1700 studs/s). This actually (sort of) makes sense, since in real life, some suppressors act like longer barrels if the bullet doesn’t come into contact with the suppressor, while suppressors that make contact with a bullet do reduce bullet speed.&lt;br /&gt;
[[Image:Pb-1.jpg|thumb|none|350px|Makarov PB with secondary suppressor - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces PB model.jpg|600px|thumb|none|''A small Soviet-era integrally suppressed variant of the Makarov PM made by the Izhevsk mechanical plant. Doesn't fire too fast, but can instantly kill with a headshot in short ranges.'']]&lt;br /&gt;
[[File:PhantomForces PB model12round.jpg|600px|thumb|none|The PB with a 12-round extended magazine. For performance reasons, the magazine is modeled as empty.]]&lt;br /&gt;
[[File:PhantomForces PB drum.jpg|600px|thumb|none|The PB with an 84-round drum magazine, which only holds 80 rounds in-game.]]&lt;br /&gt;
[[File:PhantomForces PB hiphold.jpg|600px|thumb|none|Irresponsibly standing on top of a shipping crate, the player holds the PB.]]&lt;br /&gt;
[[File:PhantomForces PB leftside.jpg|600px|thumb|none|The left side of the PB, which shows that the safety is engaged. When disengaged, the oval-shaped selector pivots down and to the left.]]&lt;br /&gt;
[[File:PhantomForces PB rightside.jpg|600px|thumb|none|The other side.]]&lt;br /&gt;
[[File:PhantomForces PB ADS.jpg|600px|thumb|none|Aiming down the PB's iron sights, which feature a luminous front post for dark environments.]]&lt;br /&gt;
[[File:PhantomForces PB ADS2.jpg|600px|thumb|none|The PB's alternate aim mode, which is markedly different from the sideways one-handed gangster approach seen on most other pistols. This change in aiming style is most likely to prevent the PB's very long suppressor from obscuring much of the screen.]]&lt;br /&gt;
[[File:PhantomForces PB firing.jpg|600px|thumb|none|Firing the whisper-quiet pistol.]]&lt;br /&gt;
[[File:PhantomForces PB reload1.jpg|600px|thumb|none|Tossing away an empty 8-round magazine after removing it from the pistol. The PB's low magazine size is compensated for with a very fast reload.]]&lt;br /&gt;
[[File:PhantomForces PB reload2.jpg|600px|thumb|none|Inserting a fresh (seemingly empty) magazine.]]&lt;br /&gt;
[[File:PhantomForces PB reload3.jpg|600px|thumb|none|Pressing the slide release to cap off the reloading process.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] was added in July 2021 as part of update 5.6.0 (Independence Update 2021) and is unlocked at rank 92. The in-game weapon has a slightly longer barrel than standard military-issue Makarov pistols, a feature seen on Canadian import models of the PM and PMM. Like the its suppressed brother, the PM feeds from an 8-round magazine and can use either aftermarket 12-round extended or 84-round (underfilled to 80 rounds in-game) drum magazines. The PM also features an obnoxiously long &amp;quot;Extended Barrel&amp;quot; modification, which roughly doubles the pistol's barrel length. In-game, the Makarov is a very agile pistol with an emphasis on CQC, featuring very little recoil, a fast aim-down-sights time, and a quick reload. Its largest weakness is its low magazine size, however, and it deals subpar damage at range.&lt;br /&gt;
[[File:Baikal-442.jpg|thumb|none|350px|Baikal-442 (Canadian import version) - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces PM model.jpg|600px|thumb|none|''A small Soviet-era pistol with an iconic design that still sees service even in the modern age. Two alternate aim modes. Both allow you to fire faster than regular but at the cost of accuracy.'']]&lt;br /&gt;
[[File:PhantomForces PM model12round.jpg|600px|thumb|none|The Makarov PM with an aftermarket 12-round magazine and extremely long barrel.]]&lt;br /&gt;
[[File:Makarovdrum.jpg|350px|thumb|none|Makarov PM with 84-round drum magazine - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces PM modeldrum.jpg|600px|thumb|none|The Makarov PM with the 84-round drum magazine. It only holds 80 rounds in-game, however.]]&lt;br /&gt;
[[File:PhantomForces PM hiphold.jpg|600px|thumb|none|First-person view of the PM at the player's hip.]]&lt;br /&gt;
[[File:PhantomForces PM leftside.jpg|600px|thumb|none|Taking a look at the left side of the ubiquitous Soviet handgun. As with the PB, the PM's safety is always (erroneously) in the &amp;quot;safe&amp;quot; position.]]&lt;br /&gt;
[[File:PhantomForces PM rightside.jpg|600px|thumb|none|The other side.]]&lt;br /&gt;
[[File:PhantomForces PM ADS.jpg|600px|thumb|none|Aiming down the PM's iron sights.]]&lt;br /&gt;
[[File:PhantomForces PM ADS2.jpg|600px|thumb|none|Aiming the pistol sideways, the player channels their inner Russian gangster.]]&lt;br /&gt;
[[File:PhantomForces PM firing.jpg|600px|thumb|none|Firing the Makarov.]]&lt;br /&gt;
[[File:PhantomForces PM reload1.jpg|600px|thumb|none|Inserting a fresh Makarov magazine after tossing away the old one.]]&lt;br /&gt;
[[File:PhantomForces PM reload2.jpg|600px|thumb|none|Releasing the slide.]]&lt;br /&gt;
&lt;br /&gt;
==MBA Gyrojet Pistol Mark I==&lt;br /&gt;
The [[MBA Gyrojet]] Mark I rocket pistol was added in July 2023 as part of update 8.0.4 (Independence Day update) and is unlocked at rank 122. Although its projectiles do not gain speed as they fly, puttering along at a constant, apathetic 1000 studs/sec (919 ft/sec), they do gain damage, dealing only 30 damage at 10 studs (9 ft) before eventually reaching a respectable 48 damage at 175 studs (161 ft). The Gyrojet pistol has a high base torso and headshot multiplier as well, scoring a one-shot headshot at any range and a one-shot bodyshot towards the end of its damage curve. It can be frustrating to use the Gyrojet in its intended long-range role, however, as the rockets deviate slightly from where the player is aiming. The Gyrojet Mark I features a number of unique modifications, which is somewhat unsurprising considering the weapon's unique nature. These include both a snubnose and extended barrel as well as a fictional full-auto modification.&lt;br /&gt;
[[File:Gyrojetpistol.jpg|thumb|none|350px|Gyrojet Pistol Mark 1 Model B - 13mm]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol model.jpg|600px|thumb|none|''A failed 'pistol' from the 1960s produced by MBA. Due to how the rockets in this weapon function, the damage model is reversed, doing more damage across longer ranges. The system, quite literally, failed for being light years ahead of its time.'']]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol modellong.jpg|600px|thumb|none|The Gyrojet Mark I with the &amp;quot;long barrel&amp;quot; modification installed, which improves accuracy and ranged performance.]]&lt;br /&gt;
[[File:Gyrojet Snub Nosed.jpg|350px|thumb|none|Gyrojet Pistol Mark 1 Model B snub nosed variant - 13mm]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol modelshort.jpg|600px|thumb|none|The Gyrojet Mark I with the &amp;quot;short barrel&amp;quot; modification.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol hiphold.jpg|600px|thumb|none|Holding the curious rocket-firing pistol at the hip.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol leftside.jpg|600px|thumb|none|The left side of the Gyrojet pistol.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol ADS.jpg|600px|thumb|none|Aiming down the pistol's rather barebones iron sights.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol ADS2.jpg|600px|thumb|none|The Gyrojet's alternate aim mode is more or less a zoomed-in hipfire view, providing an accuracy boost while limiting speed and removing the player's crosshair.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol firing.jpg|600px|thumb|none|Firing the pistol.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol reload1.jpg|600px|thumb|none|Reloading the Gyrojet begins by pulling the top of the weapon.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol reload2.jpg|600px|thumb|none|Inserting new rockets into the gun, one at a time.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol reload3.jpg|600px|thumb|none|Pushing the weapon's slide closed completes the reloading process.]]&lt;br /&gt;
&lt;br /&gt;
===MBA Gyrojet Pistol Mark II===&lt;br /&gt;
Equipping the Gyrojet Mark I pistol with the &amp;quot;12mm Rockets&amp;quot; attachment transforms it into the Gyrojet Mark II, whose smaller-diameter rockets (as the Mark I's rockets are approximately 13mm, or .51 caliber) were designed to skirt American laws regarding handguns larger than .50 caliber. They are more accurate and fly faster than the Mark I's 13mm rockets, but deal less damage.&lt;br /&gt;
[[File:MBAGyrojetMarkII.jpg|350px|thumb|none|Gyrojet Pistol Mark II - 12mm]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol markII.jpg|600px|thumb|none|The MBA Gyrojet Pistol Mark II as it appears in-game (and converted to fire in full-auto).]]&lt;br /&gt;
&lt;br /&gt;
==RARAN 1130==&lt;br /&gt;
The one-off [[RARAN 1130]] was added in July 2021 as part of update 5.6.0 (Independence Update 2021) and is unlocked at rank 126. The curious machine pistol, which the loadout menu classifies as a PDW, is designated in-game as the &amp;quot;RAMA 1130&amp;quot;, a misnomer derived from a mistranslation of the Russian academy where the weapon was designed. The RARAN 1130 feeds from 84-round drum magazines (underloaded to 80 rounds in-game) and incorrectly has a slightly longer barrel than the real weapon, a feature seen on Canadian import Makarov PMs. Despite the fact that it fires 9x18mm Makarov at 950 RPM from a rather short barrel, the RARAN has low recoil and decent damage range but low overall damage per shot. Unique modifications for the RARAN include an impossibly long barrel (a modification it shares with the Makarov PM) and a .380 ACP conversion, which increases the pistol's damage but reduces the magazine capacity to a paltry 12 rounds.&lt;br /&gt;
[[File:Makarov1130.jpg|thumb|none|350px|RARAN 1130 - 9x18mm Makarov]]&lt;br /&gt;
[[File:Makarovdrum.jpg|thumb|none|350px|Makarov PM with 84 round drum magazine - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces RARAN model.jpg|600px|thumb|none|''A modified version of the Makarov to serve as a prototype machine pistol. Fires at a blisteringly high RPM, but has very low damage. The recoil is low but slowly climbs the longer you fire the weapon.'']]&lt;br /&gt;
[[File:PhantomForces RARAN modelmods.jpg|600px|thumb|none|The RARAN 1130 with a ''very'' long extended barrel and converted to fire .380 ACP.]]&lt;br /&gt;
[[File:PhantomForces RARAN hiphold.jpg|600px|thumb|none|Holding the RARAN 1130 on Ravod 911.]]&lt;br /&gt;
[[File:PhantomForces RARAN leftside.jpg|600px|thumb|none|Inspecting the left side of the brick-shaped Makarov.]]&lt;br /&gt;
[[File:PhantomForces RARAN rightside.jpg|600px|thumb|none|The right side of the weapon. Some of the machine pistol's parts, such as the recoil spring, bolt, and the upper part of the weapon's frame, can be seen through its obnoxiously large ejection port.]]&lt;br /&gt;
[[File:PhantomForces RARAN ADS.jpg|600px|thumb|none|Aiming down the RARAN's iron sights, which are simple yet functional.]]&lt;br /&gt;
[[File:PhantomForces RARAN ADS2.jpg|600px|thumb|none|One-handing the one-off prototype.]]&lt;br /&gt;
[[File:PhantomForces RARAN firing.jpg|600px|thumb|none|Firing a spray of 9x18mm Makarov.]]&lt;br /&gt;
[[File:PhantomForces RARAN reload1.jpg|600px|thumb|none|Removing an empty drum magazine.]]&lt;br /&gt;
[[File:PhantomForces RARAN reload2.jpg|600px|thumb|none|Inserting a fresh drum.]]&lt;br /&gt;
[[File:PhantomForces RARAN reload3.jpg|600px|thumb|none|Pressing an imaginary slide release, an unfortunate side effect of the RARAN 1130 reusing animations from the standard PM.]]&lt;br /&gt;
&lt;br /&gt;
==Serbu GB-22==&lt;br /&gt;
The [[Serbu GB-22]] was added in January 2021 as part of update 5.5.0 (New Years Update 2021) and is unlocked at rank 99. The GB-22 depicted in-game is slightly larger than the real weapon, fires from an open bolt and, true to its nature as a homemade weapon, features a crude wire-wrapped grip and custom extended barrel. The GB-22, although nowhere near as infamous as the game's ''other'' .22-caliber pistol, is mostly a joke weapon, as it deals very low damage and has nigh-unusable iron sights. Despite this, it instantly kills to the head at any range and possesses above average ballistics, making the single-shot pistol an extremely risky yet powerful weapon.&lt;br /&gt;
&lt;br /&gt;
The GB-22's unique modifications include a &amp;quot;Cut-down Barrel&amp;quot; and lengthened &amp;quot;Sporting Barrel&amp;quot; as well as three ammunition conversions. The first, 10mm Auto, substantially increases the pistol's muzzle velocity and torso damage while lowering the rate of fire, while the second, .50 AE, puts the &amp;quot;blaster&amp;quot; in &amp;quot;ghetto blaster&amp;quot; by turning the GB-22 into a potent single-shot handcannon. The final conversion is 12 gauge &amp;quot;minishells&amp;quot;, which turns the pistol into a powerful breech-loading shotgun capable of launching 9 pellets of buckshot per trigger pull. None of these conversions, however, change the physical model of the cartridge loaded into the weapon.&lt;br /&gt;
[[File:Serbugb22.jpg|thumb|none|350px|Serbu GB-22 with red dot sight and grips - .22 LR]]&lt;br /&gt;
[[File:PhantomForces GB-22 model.jpg|600px|thumb|none|''A homemade pistol whose original design derives from Serbu. This version is larger than the original, and can accept multiple different calibers. Always kills to the head.'']]&lt;br /&gt;
[[File:PhantomForces GB-22 modelcutdown.jpg|600px|thumb|none|The GB-22 with a shortened barrel, which is the pistol's most common real-life configuration.]]&lt;br /&gt;
[[File:PhantomForces GB-22 modellongbarrel.jpg|600px|thumb|none|The GB-22 with the extremely long &amp;quot;Sporting Barrel&amp;quot;. Needless to say, a homemade gun is the exact opposite of a sporting weapon.]]&lt;br /&gt;
[[File:PhantomForces GB-22 hiphold.jpg|600px|thumb|none|Holding the handmade gun at the hip.]]&lt;br /&gt;
[[File:PhantomForces GB-22 leftside.jpg|600px|thumb|none|Inspecting the left side of the GB-22.]]&lt;br /&gt;
[[File:PhantomForces GB-22 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces GB-22 ADS.jpg|600px|thumb|none|Aiming the GB-22. Although pretty much every iron sight in ''Phantom Forces'' has a default magnification, these, owing to their crude nature, do not. This further complicates using the weapon at range, although it does increase the player's field of view.]]&lt;br /&gt;
[[File:PhantomForces GB-22 ADS2.jpg|600px|thumb|none|The GB-22's alternate aim mode, which, unlike most other pistols, involves the player keeping both hands firmly on the gun.]]&lt;br /&gt;
[[File:PhantomForces GB-22 firing.jpg|600px|thumb|none|Firing the GB-22.]]&lt;br /&gt;
[[File:PhantomForces GB-22 reload1.jpg|600px|thumb|none|Reloading the pistol starts with removing the empty casing, which gladly leaps free from the gun when the player pulls back on the slide. In real life, much like revolvers, the casing can expand in the chamber and become stuck. Unlike a revolver, however, the GB-22 lacks a manual ejector, requiring the user to pry the shell casing free with their fingernails (or other instrument).]]&lt;br /&gt;
[[File:PhantomForces GB-22 reload2.jpg|600px|thumb|none|Inserting a fresh round into the pistol. Despite the GB-22's cumbersome reloading procedure, the player is able to keep the gun running at an impressive 50 RPM.]]&lt;br /&gt;
[[File:PhantomForces GB-10.jpg|600px|thumb|none|The GB-22 with the 10mm Auto conversion, which the game takes to calling the &amp;quot;GB-10&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces GB-50.jpg|600px|thumb|none|The GB-22 converted to fire .50 Action Express. For obvious reasons, the game designates it as the fictional &amp;quot;GB-50&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces GB-12 .jpg|600px|thumb|none|The GB-22 is also somehow capable of firing 12 gauge shotgun shells. The &amp;quot;GB-12&amp;quot; is as powerful as it is unrealistic.]]&lt;br /&gt;
[[File:PhantomForces GB-12.jpg|600px|thumb|none|Firing the &amp;quot;GB-12&amp;quot;, which is the only ammo conversion to change the color or behavior of the bullets and their tracers.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer M17 MHS==&lt;br /&gt;
A [[SIG-Sauer M17 MHS]] (or just &amp;quot;M17&amp;quot;) was added in July 2023 as part of update 8.0.4 (Independence Day update) and is unlocked at rank 13. As with other military-issue pistols, the M17 is an all-rounder.  It has good accuracy, low recoil, and moderate damage, allowing it to function well in close-quarters or at range. It has a 17-round magazine by default, but an extended 21-round magazine is available as a unique attachment.&lt;br /&gt;
[[File:P320-M17.jpg|350px|thumb|none|SIG-Sauer P320-M17 with 21-round magazine - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces M17 model.jpg|600px|thumb|none|''A modern Swiss-American Handgun. A service pistol fit for the modern age of American foreign interests. Built with focus on ergonomics and modularity, this variant of the P320 sports lightweight construction, stable recoil and a generous magazine capacity. [[Call of Duty: Modern Warfare (2019)|We get dirty, and the world stays clean. That's the mission.]]'']]&lt;br /&gt;
[[File:PhantomForces M17 modelmods.jpg|600px|thumb|none|The M17 with the 21-round extended magazine equipped.]]&lt;br /&gt;
[[File:PhantomForces M17 hiphold.jpg|600px|thumb|none|Holding the M17 at the hip.]]&lt;br /&gt;
[[File:PhantomForces M17 leftside.jpg|600px|thumb|none|Inspecting the M17, beginning with the left side...]]&lt;br /&gt;
[[File:PhantomForces M17 rightside.jpg|600px|thumb|none|...and continuing with the top...]]&lt;br /&gt;
[[File:PhantomForces M17 brasscheck.jpg|600px|thumb|none|...and finishing with a brass check. Same standard set of animations as many other pistols, nothing to write home about.]]&lt;br /&gt;
[[File:PhantomForces M17 ADS1.jpg|600px|thumb|none|Looking down the M17's iron sights, which are very reminiscent of the M9's.]]&lt;br /&gt;
[[File:PhantomForces M17 ADS2.jpg|600px|thumb|none|And you'd ''bet'' we have to one-hand it!]]&lt;br /&gt;
[[File:PhantomForces M17 reload.jpg|600px|thumb|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1911-A2 SASS==&lt;br /&gt;
The [[Springfield Armory M1911-A2 SASS]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 132. Classified as an &amp;quot;Other&amp;quot; secondary weapon and known as the &amp;quot;SASS 308&amp;quot; in-game, it is chambered in .308 Winchester and is fitted with a 14.9&amp;quot; barrel by default. Unique modifications for the single-shot pistol include a .358 Winchester conversion and a shortened 10.75&amp;quot; barrel. The M1911-A2 SASS is a powerful &amp;quot;pocket sniper&amp;quot;, with great ballistics and high damage. Of course, this comes at the cost of frequent, lengthy reloads.&lt;br /&gt;
[[File:Springfieldsass.jpg|thumb|none|350px|Springfield Armory M1911-A2 SASS - .308 Winchester]]&lt;br /&gt;
[[File:PhantomForces SASS model.jpg|600px|thumb|none|''A single-shot pistol based on the M1911 developed in the 1980s. Chambered in the .308 Winchester cartridge, among many other offerings.'']]&lt;br /&gt;
[[File:LEON-M1911A1SCREENUSED.jpg|thumb|none|350px|Screen-used Springfield Armory M1911-A2 SASS as seen in the film ''[[Léon: The Professional]]'']]&lt;br /&gt;
[[File:PhantomForces SASS modelmods.jpg|600px|thumb|none|The M1911-A2 SASS with the 10.75&amp;quot; &amp;quot;Light Barrel&amp;quot; mod equipped.]]&lt;br /&gt;
[[File:PhantomForces SASS hiphold.jpg|600px|thumb|none|Holding the Springfield Armory Single-Shot at the hip atop an abandoned industrial building.]]&lt;br /&gt;
[[File:PhantomForces SASS leftside.jpg|600px|thumb|none|Inspecting the weapon. The left side of the frame is adorned with a white StyLiS Studios logo.]]&lt;br /&gt;
[[File:PhantomForces SASS rightside.jpg|600px|thumb|none|The right side. The weapon bears a prominent &amp;quot;Stylis Armory USA&amp;quot; marking.]]&lt;br /&gt;
[[File:PhantomForces SASS ADS.jpg|600px|thumb|none|Aiming down the single-shot handgun's target sights.]]&lt;br /&gt;
[[File:PhantomForces SASS ADS2.jpg|600px|thumb|none|Foregoing the SASS' accurate irons in favor of a more relaxed &amp;quot;point towards enemy&amp;quot; approach. What could go wrong?]]&lt;br /&gt;
[[File:PhantomForces SASS reload1.jpg|600px|thumb|none|Ejecting an empty casing from the handgun after firing a shot. The player seems to break the weapon open using pure force of will alone, as the lever to open the barrel (seen protruding from the magazine well) remains untouched during the animation.]]&lt;br /&gt;
[[File:PhantomForces SASS reload2.jpg|600px|thumb|none|Inserting a fresh round of .308 Winchester.]]&lt;br /&gt;
[[File:PhantomForces SASS reload3.jpg|600px|thumb|none|Snapping the gun closed.]]&lt;br /&gt;
&lt;br /&gt;
==STI DVC Tactical 2011==&lt;br /&gt;
The [[STI 1911 Series|STI DVC Tactical 2011]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) is unlocked at rank 150. It is known as the &amp;quot;M2011&amp;quot; in-game and features a garish color scheme and many custom parts, including what appears to be a titanium nitride-coated barrel and a blue-finished slide-mounted charging handle handle. Firing 9x19mm, the 2011 is a versatile handgun that can perform well at both long range, thanks to its above-average headshot multiplier, and when up close, due to its spam-friendly 20-round magazine. However, it deals below average damage to the torso and limbs and has somewhat rapid damage falloff, which both can limit its effectiveness when poorly-aimed. The DVC Tactical 2011 can be modified to add an extended barrel and a Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock, which can also be fitted to the AF2011-A1.&lt;br /&gt;
[[File:DVC-Tactical-2.jpg|thumb|none|350px|STI DVC Tactical 2011 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M2011 model.jpg|600px|thumb|none|''A colourful race gun chambered in 9x19mm with a large double-stack magazine. While the damage up front is poor compared to other pistols, it packs a very high headshot multiplier and the accuracy to make use of it.'']]&lt;br /&gt;
[[File:1911 MultiShotKit.jpg|350px|thumb|none|M1911A1 with Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M2011 modelmods.jpg|600px|thumb|none|The STI DVC Tactical 2011 with an extended barrel and Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock.]]&lt;br /&gt;
[[File:PhantomForces M2011 hiphold.jpg|600px|thumb|none|Holding the colorful 1911-derived pistol at the hip.]]&lt;br /&gt;
[[File:PhantomForces M2011 rightside.jpg|600px|thumb|none|Inspecting the handgun, starting with the right side.]]&lt;br /&gt;
[[File:PhantomForces M2011 leftside.jpg|600px|thumb|none|Taking a look at the left side (and the magazine).]]&lt;br /&gt;
[[File:PhantomForces M2011 brasscheck.jpg|600px|thumb|none|Performing a brass check on the 2011 while making use of the aftermarket slide handle.]]&lt;br /&gt;
[[File:PhantomForces M2011 ADS.jpg|600px|thumb|none|Aiming down the 2011's brightly-colored iron sights.]]&lt;br /&gt;
[[File:PhantomForces M2011 ADS2.jpg|600px|thumb|none|Roleplaying (poorly) as an Olympic target shooter.]]&lt;br /&gt;
[[File:PhantomForces M2011 firing.jpg|600px|thumb|none|Firing the 2011. The change in time of day is a total coincidence and not at all the product of forgetting to snap a screenshot of the pistol firing, nope.]]&lt;br /&gt;
[[File:PhantomForces M2011 reload1.jpg|600px|thumb|none|The first step in reloading the pistol is the removal of the empty magazine, which the player does with a hearty flick of the wrist.]]&lt;br /&gt;
[[File:PhantomForces M2011 reload2.jpg|600px|thumb|none|Inserting a fresh magazine is the next step, surprisingly.]]&lt;br /&gt;
[[File:PhantomForces M2011 reload3.jpg|600px|thumb|none|''Hey, if I paid for the handle, I'm using the handle! No exceptions.'']]&lt;br /&gt;
&lt;br /&gt;
==USFA ZiP .22==&lt;br /&gt;
The [[USFA ZiP .22]] was added in October 2017 as part of update 3.1.0 (Halloween 2017 Update) and is unlocked at rank 61. Designated as the &amp;quot;ZIP 22&amp;quot;, it is a joke weapon, dealing extremely poor damage and feeding from a tiny 10-round Ruger 10/22 box magazine. The BattleZiP Survival SBR stock is automatically fitted to the pistol whenever an optic is attached, but it provides no stability benefits (as it exists only to provide a believable mounting point for attachments). In addition, the ZiP .22 can use 50-round ProMag Ruger 10/22 drum magazines (referred to as &amp;quot;Pro Mags&amp;quot; in-game), which provide a welcome increase in magazine size, and &amp;quot;.22 Ratshot&amp;quot; ammunition, which transforms the pistol into a compact &amp;quot;shotgun&amp;quot; of questionable utility.&lt;br /&gt;
[[File:USFA Zip Gun No Magazine.jpg|thumb|350px|none|USFA ZiP .22 with magazine removed - .22 LR]]&lt;br /&gt;
[[File:PhantomForces ZiP22 modelview.jpg|600px|thumb|none|''A modern American 'pistol' with questionable quality. Abysmal damage, but with deep reserves and a high headshot multiplier. A weapon so bad it killed a million dollar company.'']]&lt;br /&gt;
[[File:USFA ZiP22 Stock.jpg|350px|thumb|none|USFA ZiP .22 with BattleZiP Survival SBR stock - .22 LR]]&lt;br /&gt;
[[File:PhantomForces ZiP22 stock.jpg|600px|thumb|none|The ZiP .22 with the BattleZiP Survival SBR stock, seen here with the generic &amp;quot;Full Ring Sight&amp;quot; iron sights equipped.]]&lt;br /&gt;
[[File:PhantomForces ZiP22 drummag.jpg|600px|thumb|none|The ZiP .22 with the 50-round ProMag Ruger 10/22 drum magazine equipped.]]&lt;br /&gt;
[[File:PhantomForces ZiP22 hiphold.jpg|600px|thumb|none|Holding the ZiP .22 at the hip. The weapon's infamously poor ergonomics pose little issue when your hands are cuboids, apparently.]]&lt;br /&gt;
[[File:PhantomForces ZiP22 leftside.jpg|600px|thumb|none|Inspecting the left side of the boxy pistol.]]&lt;br /&gt;
[[File:PhantomForces ZiP22 rightside.jpg|600px|thumb|none|The right side, which gives a good view of the weapon's ejection port.]]&lt;br /&gt;
[[File:PhantomForces ZiP22 ADS.jpg|600px|thumb|none|Aiming down the ZiP .22's iron sights.]]&lt;br /&gt;
[[File:PhantomForces ZiP22 ADS2.jpg|600px|thumb|none|One-handing the pistol.]]&lt;br /&gt;
[[File:PhantomForces ZiP22 firing .jpg|600px|thumb|none|Firing the ZiP .22.]]&lt;br /&gt;
[[File:PhantomForces ZiP22 reload1.jpg|600px|thumb|none|Removing an (untextured) empty magazine from the ZiP .22.]]&lt;br /&gt;
[[File:PhantomForces ZiP22 reload2.jpg|600px|thumb|none|Inserting a new 10-round box.]]&lt;br /&gt;
[[File:PhantomForces ZiP22 reload3.jpg|600px|thumb|none|Charging the weapon. This is done, as in real life, by sticking one's fingers in front of the barrel of the loaded firearm to pull a plunger. Safety!]]&lt;br /&gt;
[[File:PhantomForces ZiP22 ratshot.jpg|600px|thumb|none|Firing the ZiP .22 with the &amp;quot;Ratshot&amp;quot; mod equipped. Note the black tracers.]]&lt;br /&gt;
&lt;br /&gt;
==Walther GSP Expert==&lt;br /&gt;
The [[Walther GSP Expert]] was added in June 2021 as part of update 5.6.3 (Pacific Cold Front Update Part 1) and is unlocked at rank 131. Despite being chambered in .22 LR, it incorrectly has the larger charging handle of the .32 S&amp;amp;W Long version of the GSP (also sometimes known as the GSP-C, for 'centerfire'). The GSP performs similarly to a magazine-fed version of the Serbu GB-22, providing a one-shot kill on headshot at the cost of very poor bodyshot damage. The GSP's 5-round magazine offers much more flexibility against multiple targets (or when one misses a shot or two) than the GB-22, but the GSP can only score a 1SK to the head up to 65 studs (60 feet) while the GB-22 can do it at any range. A number of unique modifications are available for the GSP Expert, including a barrel weight, which decreases felt recoil at the expense of walkspeed, a .32 Smith &amp;amp; Wesson Long conversion, and a .22 Ratshot conversion.&lt;br /&gt;
[[File:Walther_gsp_expert_32sw.jpg|thumb|none|350px|Walther GSP Expert - .32 S&amp;amp;W]]&lt;br /&gt;
[[File:PhantomForces GSP model.jpg|600px|thumb|none|''A single-action, precision targetshooting pistol made in Germany. It was introduced on the world market in 1968 and was chambered for .22 Long Rifle.'']]&lt;br /&gt;
[[File:PhantomForces GSP barrelweightmod.jpg|600px|thumb|none|The Walther GSP Expert with the &amp;quot;Barrel Weight&amp;quot; mod equipped.]]&lt;br /&gt;
[[File:PhantomForces GSPC.jpg|600px|thumb|none|The GSP converted to fire .32 S&amp;amp;W Long, complete with a 10-round magazine.]]&lt;br /&gt;
[[File:PhantomForces GSP hiphold.jpg|600px|thumb|none|The player holds the Walther GSP at the hip.]]&lt;br /&gt;
[[File:PhantomForces GSP leftside.jpg|600px|thumb|none|The left side of the target pistol.]]&lt;br /&gt;
[[File:PhantomForces GSP rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces GSP ADS.jpg|600px|thumb|none|Aiming down the GSP's iron sights.]]&lt;br /&gt;
[[File:PhantomForces GSP ADS2.jpg|600px|thumb|none|The GSP's alternate aim mode, which is (refreshingly) ''not'' a gangsta-hold!]]&lt;br /&gt;
[[File:PhantomForces GSP reload1.jpg|600px|thumb|none|Swapping magazines. Unlike almost every other weapon in the game, the GSP's empty magazine is retained by the player.]]&lt;br /&gt;
[[File:PhantomForces GSP reload2.jpg|600px|thumb|none|Chambering a round. Note the ejected cartridge case, as the GSP (for whatever reason) does not appear to automatically eject the final bullet in the magazine.]]&lt;br /&gt;
[[File:PhantomForces GSP ratshot1.jpg|600px|thumb|none|Firing a round from the GSP with the &amp;quot;GSP Ratshot&amp;quot; mod equipped.]]&lt;br /&gt;
[[File:PhantomForces GSP ratshot2.jpg|600px|thumb|none|Ratshot's low chamber pressure turns the GSP into the world's most unwieldy bolt-action shotgun. Hooray?]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
Revolvers make up their own category of secondary weapons in ''Phantom Forces'' and are available to all classes. Most revolvers have access to a &amp;quot;speedloader&amp;quot; modification, which speeds up reload times when reloading from an empty cylinder at the cost of slowing down partial reloads.&lt;br /&gt;
&lt;br /&gt;
==Mateba Model 6 Unica==&lt;br /&gt;
The [[Mateba Model 6 Unica]] was added in September 2018 (update 3.13.0) and is unlocked at rank 29. Appearing as the &amp;quot;Mateba 6&amp;quot;, it is chambered in .44 Magnum and equipped with a 5&amp;quot; barrel. The Model 6 Unica has the joint highest firerate (600 RPM) but shortest effective range in-class, which allows for very quick follow-up shots, especially in close-quarters. Unique modifications for this revolver include a 3&amp;quot; &amp;quot;snubnose&amp;quot; barrel, an 8&amp;quot; &amp;quot;cowboy&amp;quot; barrel, and .44 Special ammunition.&lt;br /&gt;
[[File:matebamodel6_5inch.jpg|thumb|none|350px|Mateba Model 6 Unica, 5&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:Mateba PhantomForces loadout.jpg|601px|thumb|none|''An Italian semi-automatic revolver. High close-in damage with better ranged performance, fast drop-off, fast rate of fire and unusual recoil.&lt;br /&gt;
'']]&lt;br /&gt;
[[File:PhantomForces Mateba 3in.jpg|601px|thumb|none|The Model 6 Unica with the &amp;quot;Snubnose&amp;quot; attachment equipped, which gives the revolver a puny 3&amp;quot; barrel. More agile, but less effective at range.]]&lt;br /&gt;
[[File:PhantomForces Mateba 8in.jpg|600px|thumb|none|The Model 6 Unica with the 8&amp;quot; &amp;quot;Cowboy Barrel&amp;quot; modification attached. More damage at range, worse handling.]]&lt;br /&gt;
[[File:Mateba PhantomForces hip.jpg|601px|thumb|none|Holding the &amp;quot;Mateba 6&amp;quot; on the vertigo-inducing Elevation map.]] &lt;br /&gt;
[[File:Mateba PhantomForces inspect1.jpg|601px|thumb|none|Inspecting the left side of the Italian semi-automatic revolver.]]&lt;br /&gt;
[[File:Mateba PhantomForces inspect2.jpg|601px|thumb|none|No, that wasn't a typo. The Model 6 Unica's upper frame actually recoils slightly after firing, cocking the hammer and indexing the cylinder. The result? Semi-automatic fire!]]&lt;br /&gt;
[[File:Mateba PhantomForces ADS.jpg|601px|thumb|none|Aiming down the Unica's simple glow sights.]]&lt;br /&gt;
[[File:PhantomForces Mateba firing.jpg|600px|thumb|none|Firing the revolver. Note that the muzzle flash appears near the bottom of the weapon's frame, which is actually not an error; to reduce muzzle climb, the Mateba Model 6 fires from the bottom chamber in the cylinder as opposed to the top cylinder like most other revolvers.]]&lt;br /&gt;
[[File:Mateba PhantomForces reload1.jpg|601px|thumb|none|Grabbing the cylinder of the revolver to swing it out for reloading.]]&lt;br /&gt;
[[File:Mateba PhantomForces reload2.jpg|601px|thumb|none|Smacking the Model 6's ejector.]]&lt;br /&gt;
[[File:PhantomForces Mateba reload3.jpg|600px|thumb|none|Inserting an invisible speedloader worth of .44 Magnum.]]&lt;br /&gt;
[[File:PhantomForces Mateba reload3alt.jpg|600px|thumb|none|Equipping the &amp;quot;Speedloader&amp;quot; attachment causes the player to actually use a speedloader when reloading the Mateba, although the animation is otherwise unchanged.]]&lt;br /&gt;
[[File:PhantomForces Mateba reload4.jpg|600px|thumb|none|Closing the cylinder with a snap of the wrist. Considering the rarity (and price) of Mateba revolvers, this is a dubious decision at best.]]&lt;br /&gt;
&lt;br /&gt;
==MP-412 REX==&lt;br /&gt;
The [[MP-412 REX]] was added during the game's Alpha and is unlocked at rank 4. The REX features a 6&amp;quot; barrel in its default configuration, which is most likely a reference to the revolver's depiction in ''[[Battlefield: Bad Company 2]]'', and it incorrectly has the ability to mount a flash hider attachment, which not work in real life due to the cylinder gap. The MP-412 REX performs similarly to the Unica, serving as a &amp;quot;jack-of-all-trades&amp;quot; revolver with a high firerate and low minimum range. The REX has a few unique modifications, including &amp;quot;Snubnose&amp;quot; and &amp;quot;Cowboy&amp;quot; barrels and .38 Special ammunition.&lt;br /&gt;
[[Image:Mp-412-1.jpg|thumb|none|350px|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[File:PhantomForces REX model.jpg|600px|thumb|none|''A break-open revolver prototype from Russia intended for export. High close-in damage and headshot multiplier with low ranged damage and a fast rate of fire.'']]&lt;br /&gt;
[[File:PhantomForces REX modelshort.jpg|600px|thumb|none|The REX with the 4&amp;quot; &amp;quot;Snubnose&amp;quot; barrel attachment, which emulates the revolver's real-life appearance.]]&lt;br /&gt;
[[File:PhantomForces REX modellong.jpg|600px|thumb|none|The MP-412's long barrel made ''even longer'' with the 8&amp;quot; &amp;quot;Cowboy Barrel&amp;quot; attachment.]]&lt;br /&gt;
[[File:PhantomForces REX hiphold.jpg|600px|thumb|none|Brandishing the REX while looking out towards the horizon.]]&lt;br /&gt;
[[File:PhantomForces REX leftside.jpg|600px|thumb|none|The left side of the Russian revolver.]]&lt;br /&gt;
[[File:PhantomForces REX rightside.jpg|600px|thumb|none|The right side. The weapon's long barrel is made very apparent.]]&lt;br /&gt;
[[File:PhantomForces REX ADS.jpg|600px|thumb|none|Aiming down the REX's iron sights, which have been made luminous with the addition of some red paint.]]&lt;br /&gt;
[[File:PhantomForces REX firing.jpg|600px|thumb|none|Firing the revolver. Although it has high recoil, its recovery is actually pretty good (as long as you don't fire it too fast).]]&lt;br /&gt;
[[File:PhantomForces REX reload1.jpg|600px|thumb|none|Breaking open the REX for reloading. All 6 rounds always appear unfired, and the automatic ejector does not appear to move when the gun is opened.]]&lt;br /&gt;
[[File:PhantomForces REX reload2.jpg|600px|thumb|none|Inserting an imaginary speedloader of .357 Magnum.]]&lt;br /&gt;
[[File:PhantomForces REX reload2alt.jpg|600px|thumb|none|When the &amp;quot;Speedloader&amp;quot; attachment is equipped, the player will utilize speedloaders, which (despite leaving the actual animation unchanged) drastically speed up reloading when all six rounds in the cylinder have been fired.]]&lt;br /&gt;
[[File:PhantomForces REX reload3.jpg|600px|thumb|none|Closing the gun with the offhand, a departure from the action-movie wrist flick sometimes seen in other pieces of media.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 1858 New Army==&lt;br /&gt;
The [[Remington 1858 New Army]] was added in January 2018 (update 3.4.0) and is unlocked at rank 58. It has a brass frame and is reloaded by swapping cylinders, giving the New Army a surprisingly fast reload (for a revolver). The 1858 New Army can neutralize an enemy with a single headshot out to a surprisingly long range and has rather controllable recoil, but it also has lots of drawbacks. These include a slow firerate, low muzzle velocity, and hard-to-use iron sights. The 1858 New Army can be modified to use either an extremely short 3&amp;quot; barrel or an extended 12&amp;quot; barrel. It also features a &amp;quot;.36 Caliber&amp;quot; conversion, which transforms the pistol into the Remington 1858 Navy, and &amp;quot;Snakeshot&amp;quot; ammunition, which allows the 1858 to function as a compact scattergun.&lt;br /&gt;
[[File:Remington1858brassframe.jpeg|thumb|none|350px|Remington 1858 New Army with brass frame - .44 ball]]&lt;br /&gt;
[[File:PhantomForces 1858 model.jpg|600px|thumb|none|''A vintage American ball-and-cap revolver with black powder rounds, fires in single-action with a slow rate of fire, excellent ranged performance, and the ability to fan-fire at high speed.'']]&lt;br /&gt;
[[File:1858 3 inch.jpg|350px|thumb|none|Remington 1858 New Army with 3&amp;quot; barrel - .44 ball]]&lt;br /&gt;
[[File:PhantomForces 1858 3inch.jpg|600px|thumb|none|The 1858 New Army with an almost comically short 3&amp;quot; barrel. Much faster to draw and aim but harder to use at range.]]&lt;br /&gt;
[[File:1858 12 inch.jpg|350px|thumb|none|Remington 1858 New Army with 12&amp;quot; barrel - .44 ball]]&lt;br /&gt;
[[File:PhantomForces 1858 12inch.jpg|600px|thumb|none|The 1858 New Army with an extremely long 12&amp;quot; barrel. Better damage at range and improved muzzle velocity but worse handling.]]&lt;br /&gt;
[[File:PhantomForces 1858 hip.jpg|600px|thumb|none|Holding the vintage revolver at the hip. The New Army is technically the oldest gun in-game, although the in-game weapon appears to be a modern reproduction.]]&lt;br /&gt;
[[File:PhantomForces 1858 leftside.jpg|600px|thumb|none|Taking a look at the left side of the black powder revolver.]]&lt;br /&gt;
[[File:PhantomForces 1858 rightside.jpg|600px|thumb|none|The other side.]]&lt;br /&gt;
[[File:PhantomForces 1858 ADS.jpg|600px|thumb|none|One-handing the 1858 while aiming down its iron sights. This was, after all, the style of the time.]]&lt;br /&gt;
[[File:PhantomForces 1858 ADS2.jpg|600px|thumb|none|The 1858's alternate aim mode is, of course, a fan-fire. This increases its firerate from an OK 190 RPM to an impressive 350 RPM.]]&lt;br /&gt;
[[File:PhantomForces 1858 cockhammer.jpg|600px|thumb|none|Pulling back on the New Army's hammer after firing a shot. It is done, in an incredible feat of dexterity, with one hand, although it's hard to judge seeing as the player lacks thumbs.]]&lt;br /&gt;
[[File:PhantomForces 1858 reload1.jpg|600px|thumb|none|Reloading the 1858 New Army is a multi-step process, although it is nowhere near as complex as inserting individual powder charges, projectiles, and percussion caps. To begin, the player cranks down on the reloading lever.]]&lt;br /&gt;
[[File:PhantomForces 1858 reload2.jpg|600px|thumb|none|This allows them to flick away the empty cylinder.]]&lt;br /&gt;
[[File:PhantomForces 1858 reload3.jpg|600px|thumb|none|A new (full) cylinder is then inserted...]]&lt;br /&gt;
[[File:PhantomForces 1858 reload4.jpg|600px|thumb|none|...and the reloading lever is returned to its rightful home. This is followed by a quick pull of the hammer. Notably absent is any interaction with the cylinder axis pin; on the real revolver, this has to be pulled forward to allow removal of the cylinder (and pushed back in to lock a new one in place).]]&lt;br /&gt;
===Remington 1858 Navy===&lt;br /&gt;
Equipping the 1858 New Army with the &amp;quot;.36 Caliber&amp;quot; ammunition conversion transforms it into the Remington 1858 Navy. This improves its firerate and muzzle velocity but reduces its damage.&lt;br /&gt;
[[File:1858 Navy.jpg|350px|thumb|none|Remington 1858 Navy - .36 ball]]&lt;br /&gt;
[[File:PhantomForces 1858 Navy.jpg|600px|thumb|none|The Remington 1858 Navy as it appears in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Redhawk==&lt;br /&gt;
The [[Ruger Redhawk]] was added in June 2019 (update 4.5b) and is unlocked at rank 83. Firing .44 Magnum, the Redhawk deals high damage per shot (especially on headshot) but has high recoil, incentivizing single, accurate shots. The Redhawk has several unique modifications. Two of these modify the revolver's barrel, those being a 2.7&amp;quot; &amp;quot;snubnose&amp;quot; barrel and a very long &amp;quot;cowboy barrel&amp;quot; modeled after the [[Smith &amp;amp; Wesson Model 629 Stealth Hunter]]'s barrel. The Redhawk also has access to the so-called KAC shoulder stock, which is taken from the game's [[Knight's Armament Revolver Rifle]] model (which is itself based on an airsoft reimagining of the revolver carbine with custom wooden furniture), and a .45 Long Colt conversion, which vastly increases the revolver's damage at the cost of restricting it to single-action only.&lt;br /&gt;
[[Image:Redhawkhunter7.5.jpg|thumb|none|350px|Ruger Redhawk Hunter with scope ring cuts and a 7.5&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:PhantomForces Redhawk model.jpg|600px|thumb|none|''A traditional American revolver. Very high damage overall with a slow rate of fire and strong muzzle flip.'']]&lt;br /&gt;
[[File:Redhawksnub.jpg|350px|thumb|none|Ruger Redhawk with stainless steel finish, unfluted 8-shot cylinder and snub-nose 2.7&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:PhantomForces Redhawk modelsnub.jpg|600px|thumb|none|The snubnosed Redhawk as it appears in-game.]]&lt;br /&gt;
[[File:S&amp;amp;W M629 Stealth Hunter.jpg|350px|thumb|none|Smith &amp;amp; Wesson Model 629 Stealth Hunter, for comparison - .44 Magnum‎]]&lt;br /&gt;
[[File:PhantomForces Redhawk longbarrel.jpg|600px|thumb|none|The Redhawk fitted with the 629 Stealth Hunter-inspired &amp;quot;cowboy barrel&amp;quot;.]]&lt;br /&gt;
[[File:KACSRR Airsoft.jpg|450px|thumb|none|Knight's Armament Revolver Rifle Airsoft replica with custom wooden foreend and stock]]&lt;br /&gt;
[[File:PhantomForces Redhawk stock.jpg|600px|thumb|none|The Redhawk with the &amp;quot;KAC Stock&amp;quot; and aforementioned long barrel equipped.]]&lt;br /&gt;
[[File:PhantomForces Redhawk hip.jpg|600px|thumb|none|First-person view of a player using the Redhawk.]]&lt;br /&gt;
[[File:PhantomForces Redhawk leftside.jpg|600px|thumb|none|Taking a look at the left side of the magnum revolver... ]&lt;br /&gt;
[[File:PhantomForces Redhawk rightside.jpg|600px|thumb|none|...and the right side. ''Powerful enough to blow your head clean off...'']]&lt;br /&gt;
[[File:PhantomForces Redhawk ADS.jpg|600px|thumb|none|Aiming down the Redhawk's iron sights, which are rather clear.]]&lt;br /&gt;
[[File:PhantomForces Redhawk firing.jpg|600px|thumb|none|Putting a .44 caliber hole in the concrete across the way with the Redhawk.]]&lt;br /&gt;
[[File:PhantomForces Redhawk reload1.jpg|600px|thumb|none|After firing six shots (or was it five?) the Redhawk has to be reloaded, no surprises there. This begins with the player grabbing the cylinder to swing it out. The animation does not appear to show the player operating the cylinder release, meaning that this is done with pure brute strength (and most likely breaks the revolver).]]&lt;br /&gt;
[[File:PhantomForces Redhawk reload2.jpg|600px|thumb|none|Smacking the ejector to free the spent casings.]]&lt;br /&gt;
[[File:PhantomForces Redhawk reload3.jpg|600px|thumb|none|Inserting a not-speedloader of fresh rounds.]]&lt;br /&gt;
[[File:PhantomForces Redhawk speedloader.jpg|600px|thumb|none|The speedloader reappears, courtesy of the &amp;quot;Speedloader&amp;quot; modification.]]&lt;br /&gt;
[[File:PhantomForces Redhawk reload4.jpg|600px|thumb|none|Flicking the cylinder closed.]]&lt;br /&gt;
[[File:PhantomForces Redhawk 45lc.jpg|600px|thumb|none|With the .45 Long Colt conversion equipped, the Redhawk must be manually re-cocked after every shot. As with the 1858 New Army, the animation is somewhat scuffed, although this can be excused by the player's lack of thumbs.]]&lt;br /&gt;
===&amp;quot;Toy Gun&amp;quot;===&lt;br /&gt;
The Redhawk model is also the basis for the &amp;quot;Toy Gun&amp;quot;, a melee weapon that can be obtained by rolling a Legendary on a case. Although a melee weapon, it can fire darts, which are fired after swinging the weapon to attack, inspecting it, or spotting enemies with it; these do not interact with the world, passing through walls, dealing no damage to players, and are deleted shortly after leaving the barrel. The weapon can fire an infinite number of darts. Aside from the texture, the only difference the Toy Gun has from the regular Redhawk is the barrel. The design of the Toy Gun is more akin to a cap gun than a dart blaster, as it has no room for an air compressor or spring-loaded priming mechanism, and its barrel is completely solid; this is most likely the result of it being made out of the model for a real revolver.&lt;br /&gt;
[[File:PhantomForces ToyGun.jpg|350px|thumb|none|Official render of the Toy Gun as it appears in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Judge==&lt;br /&gt;
The [[Taurus Judge]] is unlocked at rank 113 and is chambered in .410 bore. It fires half the regular amount of pellets for buckshot in-game, 4 instead of 8. Like all shotguns, it can be modified to use flechette, birdshot or slug ammunition.&lt;br /&gt;
[[Image:TaurusJudge.jpg|thumb|none|350px|Taurus Judge - .45 Long Colt/.410 Bore]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Raging Judge==&lt;br /&gt;
The [[Taurus Raging Judge]] is unlocked at rank 137 and is called the &amp;quot;Executioner&amp;quot;. It has access to a longer barrel and a stock.&lt;br /&gt;
[[File:Taurus Raging Judge.jpg|thumb|none|350px|Taurus Raging Judge - .454 Casull]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==ASMI==&lt;br /&gt;
The [[ASMI]] is unlocked at rank 97.&lt;br /&gt;
[[File:Asmi.jpg|thumb|none|450px|ASMI - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Coharie Arms MP-10==&lt;br /&gt;
The [[Special Weapons MP-10 and SP-10|Coharie Arms MP-10]] is unlocked at rank 66. It has an integral flashlight, making it the brightest weapon in the game as it can attach 3 other flashlights (1 in the &amp;quot;Other&amp;quot; category, 1 in the underbarrel category and a Maglite flashlight in the optics category). The &amp;quot;Flashlight Off&amp;quot; attachment disables the flashlight, but it counts as an attachment in the &amp;quot;Other&amp;quot; category, so turning it off means you cannot equip anything else in the &amp;quot;Other&amp;quot; category.&lt;br /&gt;
[[File:Coharie MP-10light.jpg|thumb|none|450px|Coharie MP-10 with UMP stock and weaponlight - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 633==&lt;br /&gt;
The [[Colt 9mm Submachine Gun|Colt Model 633]] appears as the &amp;quot;Colt SMG 633&amp;quot;. Before the June 4th 2020 update, it was incorrectly called the &amp;quot;Colt SMG 635&amp;quot;. It is unlocked at rank 49.&lt;br /&gt;
[[File:Model 633 SMG DOE.jpg|thumb|none|450px|Colt Model 633 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 635===&lt;br /&gt;
The [[Colt 9mm Submachine Gun|Colt Model 635]] can be made by equipping the Long Barrel attachment to the &amp;quot;Colt SMG 633&amp;quot;.&lt;br /&gt;
[[Image:Colt-9mm--SMG.jpg‎|thumb|450px|none|Colt Model 635 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K7==&lt;br /&gt;
The [[Daewoo K7]] is unlocked at rank 84. It (correctly) fires very fast, at 1100 RPM, and can unusually accept muzzle attachments, unlike other integrally suppressed weapons in-game. The ability to mount a muzzle brake or compensator has real life precedence, as the [[Barrett M107]] has a proprietary suppressor that allows other muzzle attachments to be used in tandem with the suppressor. However, the use on the 9mm K7 is questionable, as not enough gas would make it through the suppressor in order for the muzzle attachments to function properly, and the 9mm cartridge has very little recoil.&lt;br /&gt;
[[File:DAEWOO K7.jpg|thumb|none|450px|Daewoo K7 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is unlocked at rank 24. Its firing sound is taken from ''[[Call of Duty 4: Modern Warfare]]'', and its reload sounds are from ''COD4'' and ''[[Counter-Strike: Global Offensive]]''.&lt;br /&gt;
[[Image:FN P90 Triple Rail (TR).jpg|thumb|450px|none|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:Pfp90-1.jpg|thumb|none|600px|The P90 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A2]] is unlocked at rank 40 and is simply called &amp;quot;MP5&amp;quot;. Weirdly, the weapon has a higher bullet velocity than the MP7, despite it being the other way round in real life. The ironsights are removed when attaching optics. When reloading, the character does not lock the bolt back, which in real life would make inserting the new magazine very difficult.&lt;br /&gt;
[[Image:H&amp;amp;KMP5A2WideForearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] is unlocked by default. It has the ability to attach muzzle attachments, meaning the weapon is likely modified with a SP5K barrel, which can accept muzzle attachments. The weapon has a stock attachment and a 10mm Auto conversion. Underbarrel grips replace the default foregrip, which provides no statistical benefit. Like the other MP5s, the character does not lock the bolt back, which in real life would make inserting the new magazine very difficult.&lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Pfmp5k-1.jpg|thumb|none|600px|The MP5K in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5SD]] is unlocked at rank 60, simply called &amp;quot;MP5SD&amp;quot;. It has a long barrel attachment, which is its only barrel/muzzle attachment due to the nature of an integrally suppressed weapon. The suppressor cannot be removed, unlike other integrally suppressed weapons in-game.&lt;br /&gt;
[[File:HK-MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5/10==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5/10]] is unlocked at rank 74. The magazine is slightly longer than it should be.&lt;br /&gt;
[[File:MP5-10-retractable.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5/10 with 3-round burst trigger group and retractable stock - 10x25mm Auto]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is unlocked at rank 9, simply called &amp;quot;MP7&amp;quot;. Despite having a 40 round magazine, it only holds 30. The extended magazine attachment increases it to 40 rounds. With the joke &amp;quot;Loudener&amp;quot; attachment, the sound is similar to the ''[[Half-Life 2]]'' MP7.&lt;br /&gt;
[[File:MP7 40rdmag.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight - 4.6x30mm]]&lt;br /&gt;
[[File:Pfmp7-1.jpg|thumb|none|600px|The MP7 in the loadout menu. The grip is slightly too straight compared to the real weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is unlocked at rank 5, making it the second &amp;quot;PDW&amp;quot; players unlock. The weapon has a sole underbarrel RIS rail, instead of the tri-rail setup seen in the picture below. Its reload sounds are from ''[[Call of Duty: Modern Warfare 2]]'' and ''[[Counter-Strike: Global Offensive]]''.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with RIS rail - .45 ACP]]&lt;br /&gt;
[[File:Pfump-1.jpg|thumb|none|600px|The UMP in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch UMP40===&lt;br /&gt;
The .40 S&amp;amp;W conversion turns the gun into the [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch UMP40]].&lt;br /&gt;
[[File:UMP40.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP40 with RIS rail - .40 S&amp;amp;W]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi==&lt;br /&gt;
The [[IMI Micro Uzi]] is classed as a machine pistol and is unlocked at rank 68. When using a optic, the charging handle is replaced by a vaguely Uzi Pro looking charging handle, which extends out to the left. By default, it has no stock, but it can be put on with the &amp;quot;Extended Stock&amp;quot; attachment. Some of its reload sounds are taken from ''[[Call of Duty 4: Modern Warfare]]'''s Mini Uzi.&lt;br /&gt;
[[File:MicroUzi-2.jpg|thumb|none|350px|IMI Micro Uzi - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] is unlocked at rank 77, with 25 round magazines. There are a few unusual things with this weapon - the bolt is not closed after the last shot and the rear iron sight is cut down. There are a few ammunition conversions, namely .22 LR and .45 ACP, the latter of which uses the same magazine model as the [[M3A1 &amp;quot;Grease Gun&amp;quot;]]. The M3 magazine is compatible with the Uzi in real life by using a conversion kit by Vector Arms. It uses the same reload sounds as the Micro Uzi.&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|450px|IMI Uzi - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95==&lt;br /&gt;
The [[IWI X95]] is called the &amp;quot;X95 SMG&amp;quot; and is unlocked at rank 115. Interestingly, the X95 uses 32 round Uzi magazines, but the Uzi in-game only has 25 round magazines, despite a model existing for 32 rounders.&lt;br /&gt;
[[File:IWI X95 9mm.jpg|thumb|none|450px|IWI X95 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I [[KRISS Vector]] is unlocked at rank 100. It has Diamondhead backup iron sights, a 2 round burst mode and a light grey frame and stock. Incorrectly, the charging handle slides completely backward when being cocked. In real life, it pivots to the side at a 90-degree angle and only slightly slides backward.&lt;br /&gt;
[[File:KRISS Vector.jpg|thumb|none|450px|KRISS USA Gen I Vector - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==M1928 Thompson==&lt;br /&gt;
An [[M1928 Thompson]] is unlocked at rank 121, referred to as &amp;quot;Tommy Gun&amp;quot;, with a 20 round magazine by default, the rear sight is that of the M1 Thompson and there is no Cutts compensator. The weapon has 5 unique attachments - the Lyman sights of the M1921, the M1928A1 handguard (which changes the name to &amp;quot;Thompson&amp;quot;), the 30 round magazine and the 50 round drum. The final attachment is a conversion to the &amp;quot;Annihilator&amp;quot; prototype, which makes the weapon fire at 1500 RPM. This conversion is called the &amp;quot;M1919 Conversion&amp;quot;, which is incorrect, as the M1919 did not fire this quickly. The &amp;quot;Typewriter&amp;quot; admin-only M1928 has the 100 round drum.&lt;br /&gt;
[[File:M1928.jpg|thumb|none|450px|M1928 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[Image:Colt 1921A Thompson.jpg|thumb|none|450px|Colt M1921A Thompson with 20-round magazine and no Cutts compensator - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==M3A1 &amp;quot;Grease Gun&amp;quot;==&lt;br /&gt;
A black [[M3A1 &amp;quot;Grease Gun&amp;quot;]] is unlocked at rank 71. While in the Test Place, it was grey, like the real weapon.&lt;br /&gt;
[[Image:Grease3 2.jpg|thumb|none|450px|M3A1 &amp;quot;Grease Gun&amp;quot; - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
The [[MAC-10]] is unlocked at rank 23, chambered in .45 ACP with 30 round M3A1 magazines. There is a 9x19mm conversion option, an extended stock and the Sionics Suppressor, as well as the [[TEC-9]] extended barrel, which makes the weapon appear as if it has come from ''[[Talk:Call_of_Duty:_Black_Ops_Cold_War#TEC-9_barrel_.26_shroud|BOCW]]''. Due to the small size, the player holds it like a pistol, with both hands on the grip. The alternate aim mode has the gun held sideways, &amp;quot;gangster&amp;quot; style. This is shared with every pistol except the Desert Eagles. When using optics, they are mounted on a raised rail, so as not to obstruct the bolt, and the angled grip attachment clips into the trigger.&lt;br /&gt;
&lt;br /&gt;
The reload sounds are the same as the Uzis above, which were partially taken from ''[[Call of Duty 4: Modern Warfare]]''.&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|350px|none|Ingram MAC-10 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Pfmac10-1.jpg|thumb|none|600px|The MAC-10 in the loadout menu.]]&lt;br /&gt;
[[Image:Ingram-mac10_new.jpg|thumb|350px|none|MAC-10 with Sionics two-stage suppressor - .45 ACP]]&lt;br /&gt;
[[Image:Ingram MAC 10.jpg|thumb|none|350px|MAC-10 with detachable barrel extension - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] is unlocked at rank 108.&lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|450px|MP40 with brown bakelite lower receiver - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] chambered in 9x19mm is unlocked at rank 105. It has the smooth magazine of the Bizon-1, and a correct 53 round capacity. The weapon has a 64 round 9x18mm conversion.&lt;br /&gt;
&lt;br /&gt;
The in-game description contains the quote &amp;quot;Kept ya waiting, huh?&amp;quot; which references a trademark line of the character Snake from the video game series ''[[Metal Gear]]''. It is also a nod to the long wait players had before this weapon was finally added to the game.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov. Image used to show the smooth magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-2000==&lt;br /&gt;
The [[PP-2000]] is unlocked at rank 42.&lt;br /&gt;
[[File:Pp-2000_1.jpg|thumb|none|450px|PP-2000 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] with the 71 round drum is unlocked at rank 92. Due to the barrel shroud, grips are mounted on the side of the drum magazine, which is plainly ridiculous. The 35 round magazine is unlockable as an attachment. Like the UMP-45, it reuses the reloading sounds from the ''MW2'' and ''CS:GO'' UMP-45, with the charging handle sound of the AK-12.&lt;br /&gt;
[[File:PPSH-01-SMG.jpg‎|thumb|none|450px|PPSh-41 with 71-round drum- 7.62x25mm Tokarev]]&lt;br /&gt;
&lt;br /&gt;
==Sa vz. 61 Skorpion==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] is unlocked at rank 87, classed as a machine pistol. Like the Micro Uzi, the extended stock attachment is unlocked by default. The stock also extends when using an attachment in the &amp;quot;Other&amp;quot; category, but it provides no statistical advantage. Ironsights from other weapons cannot be attached, and any optics are mounted on the barrel due to the upwards ejection of the Skorpion. It has a snake/ratshot conversion, which renames the weapon to &amp;quot;vz.61-E&amp;quot;. Weirdly, there is also a 50 round rubber pellets conversion.&lt;br /&gt;
[[File:CZ_Vz.61.jpg|thumb|none|350px|Sa vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
&lt;br /&gt;
===Sa vz. 82 Skorpion===&lt;br /&gt;
The 9x18mm Makarov conversion turns the weapon into the [[Sa. Vz. 82 Skorpion]], but it still has the wood pistol grip.&lt;br /&gt;
[[Image:Scorpion SA Vz 82.jpg|350px|thumb|none|Sa vz. 82 Skorpion - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==Sterling L2A3==&lt;br /&gt;
The [[Sterling L2A3]] is unlocked at rank 53, with a 34 round magazine. It incorrectly tracks a round in the chamber, despite not being a closed bolt gun in reality. The player uses the magazine as a grip, which could result in malfunctions and breakages in real life. When attaching the EOTech XPS2 sight, it is not mounted on a rail, instead it is attached via knockoff Spongebob-themed tape.&lt;br /&gt;
[[Image:Sterling-Mk-4.jpg|thumb|none|450px|Sterling L2A3 (Mk.4) - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] is unlocked at rank 80 and is called the &amp;quot;AUG A3 Para&amp;quot;. It has a Coyote Brown frame. It originally had a 25 round magazine, with a 32 round magazine attachment, but now the default magazine is the 32 rounder.&lt;br /&gt;
[[Image:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
All shotguns have access to alternate ammo types. 8-pellet buckshot is the default, while 8-dart flechette ammo, 6-pellet rubber pellet ammo, 16-pellet &amp;quot;birdshot&amp;quot; (16-pellet shotgun shells would actually be considered buckshot in reality) and slug rounds are all available as attachments. The pellet counts are the same as the ones stated here, unless specifically mentioned otherwise.&lt;br /&gt;
&lt;br /&gt;
==AA-12 CQB==&lt;br /&gt;
The [[AA-12|AA-12 CQB]] is unlocked at rank 112. It has access to a 20 round drum, but alternate ammo types cannot be used while using the drum. The model has brown patches on the trigger and handguard, and it lacks a trigger. It can be converted to semi-auto fire and a long rail mount is used when sights are equipped. However, the Generation 1 charging handle is used instead of the Gen 2 when certain optics are equipped. Due to this game's fairly realistic shotgun ranges (i.e. more than 3 feet), the 20 round full-auto AA-12 is one of the most overpowered weapons in the game. For whatever reason, you can nerf it yourself by making it semi-auto only with the correct attachment.&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|450px|none|MPS AA-12 CQB - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===AA-12===&lt;br /&gt;
The &amp;quot;Long Barrel&amp;quot; attachment turns the CQB into a regular-length [[AA-12]].&lt;br /&gt;
[[Image:AA12FullAutoShotGun.jpg|thumb|450px|none|MPS AA-12 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Beretta DT11==&lt;br /&gt;
The [[Over/Under Shotgun|Beretta DT11]] is unlocked at rank 133. As a competition shotgun focused almost exclusively on long-range engagements, the Beretta DT11 is one of the more unique shotguns available in-game due to its extremely tight choke and abnormally low damage per pellet. The player has access to a variety of modifications for the DT11, including sawn-off barrels of multiple lengths (which increase damage and spread while decreasing reload time), multiple types of stock to help manage recoil, and a few unique 12 gauge ammunition types available only to the DT11, including #000 Buckshot, which drastically increases damage and recoil while decreasing pellet count, a 3 1/2&amp;quot; shell, which significantly increases pellet velocity, and a bolo round, which has unique &amp;quot;damage rampup&amp;quot;, causing it to deal more damage the further it travels. Despite these advantages, the DT11, as a double-barreled shotgun, only has access to two rounds before it must be reloaded, which, coupled with its tight spread, demands precision from the player.&lt;br /&gt;
[[File:DT-11.jpg|thumb|none|450px|Beretta DT11 - 12 gauge]]&lt;br /&gt;
[[File:DT11 PhantomForces loadout.jpg|600px|thumb|none|The DT11 as it appears in Phantom Forces. Hey, this doesn't look like an Olympic target shooting match...]]&lt;br /&gt;
[[File:DT11 PhantomForces loadout shorty.jpg|600px|thumb|none|Ditto, with the weapon having been horrifically shortened. It's not like this is a $10,000 shotgun or anything.]]&lt;br /&gt;
[[File:DT11 PhantomForces hip.jpg|600px|thumb|none|The Beretta DT11, as seen from a first-person view. Who's ready to take down some clays?]]&lt;br /&gt;
[[File:DT11 PhantomForces ads1.jpg|600px|thumb|none|The DT11's iron sights, which are as expected from a competition shotgun; sleek and simple.]]&lt;br /&gt;
[[File:DT11 PhantomForces ads2.jpg|600px|thumb|none|The DT11's first alternate ADS mode, which it shares with other shotguns.]]&lt;br /&gt;
[[File:DT11 PhantomForces adsalt2.jpg|600px|thumb|none|The DT11's second alternate ADS mode. Wrong kind of double-barrel for that kind of work, buster, but you're on the right track.]]&lt;br /&gt;
[[File:DT11 PhantomForces inspect.jpg|600px|thumb|none|Inspecting the DT11 in-game.]]&lt;br /&gt;
[[File:DT11 PhantomForces reload1.jpg|600px|thumb|none|Ejecting a spent shell from the DT11, a process made simple by the weapon's automatic ejectors. Eat your heart out, Stevens.]]&lt;br /&gt;
[[File:DT11 PhantomForces reload2.jpg|600px|thumb|none|Replacing said shell with a fresh one, a process that the cube-handed player character performs with surprising dexterity.]]&lt;br /&gt;
[[File:DT11 PhantomForces sportingstock.jpg|600px|thumb|none|The DT11, when equipped with the &amp;quot;sporting stock&amp;quot; mod, becomes the DT11 ACS (All-Competition Shotgun).]]&lt;br /&gt;
[[File:DT11 PhantomForces olympianstock.jpg|600px|thumb|none|What was once a boring old Beretta DT11 becomes the flashy DT11 PRO when equipped with a recoil-absorbing &amp;quot;Olympian stock&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo USAS-12==&lt;br /&gt;
The [[Daewoo USAS-12]] is unlocked at rank 189.&lt;br /&gt;
[[File:USAS12.jpg|thumb|none|450px|Daewoo USAS-12 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;DBV12&amp;quot;==&lt;br /&gt;
The &amp;quot;DBV12&amp;quot; (DBV stands for &amp;quot;drobovik&amp;quot;, &amp;quot;shotgun&amp;quot; in Russian) is based on the prototype AK-12/76, a 12 gauge version of the prototype [[AK-12]] and is unlocked at rank 24. The &amp;quot;DBV12&amp;quot; in game is specifically based on the ''[[Battlefield 4]]'' weapon of the same name. Like the ''BF4'' weapon, the in-game weapon uses the standard AK-12 magwell, though actual AK-12/76 concept art from Izhmash showed it with an extended magazine well, which is reflected in the photoshopped mock-up below. The mock-up image also has a longer barrel than the &amp;quot;DBV12&amp;quot; in-game.&lt;br /&gt;
&lt;br /&gt;
Aside from the same 4 ammo types all shotguns have access to, the &amp;quot;DBV12&amp;quot; can be converted to fire .30-06 rounds, which makes the weapon full auto, and .410 bore shells, which make the weapon a 3 round burst. It has a 10 round magazine.&lt;br /&gt;
[[File:AK-12 shotgun.jpg|thumb|none|450px|Photoshopped mock-up of an AK-12/76 - 12 gauge]]&lt;br /&gt;
[[File:Pfdbv12-1.jpg|thumb|none|600px|The &amp;quot;DBV12&amp;quot; in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
The &amp;quot;Stevens DB&amp;quot; is unlocked at rank 81 and is based on the Stevens Model 355/330 hammerless [[double barreled shotgun]]s and fires 10 gauge shells. It has the ability to fire each barrel seperately, or both at the same time, just like the &amp;quot;Sawed Off&amp;quot;, and the player always fires the right barrel/back trigger first. Unlike the M79, the opening latch is not used when reloading before the barrels are broken open. All muzzle attachments require double the number of kills usually required to unlock them, due to the weapon having two barrels. No suppressors are available except for a homemade &amp;quot;Muffler&amp;quot; attachment. Additionally, all muzzle attachments except the compensator clip through each other.&lt;br /&gt;
&lt;br /&gt;
The stock has the word &amp;quot;BOOM&amp;quot; engraved into it in the same font as the ''[[Doom (VG)|DOOM]]'' logo, and the description states &amp;quot;It spells doom for whatever's in front of it&amp;quot;. These are both references to the Super Shotgun from ''DOOM II'', which was a sawed-off double barrel shotgun.&lt;br /&gt;
[[Image:Savage-Stevens-311-Shotgun.jpg|thumb|none|450px|Savage/Stevens 311A - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] is unlocked at rank 120 and it only fires in semi automatic mode unless you equip the &amp;quot;Pump-action&amp;quot; attachment. Like the vz. 61 Skorpion, the stock unfolds when using optics, but it provides no actual advantage unless the &amp;quot;Extended Stock&amp;quot; attachment is equipped. The &amp;quot;Full Stock&amp;quot; attachment gives it a solid, fixed stock. The reload animation incorrectly does not show the character using the carrier latch button, which must be depressed to load new shells. Like most videogames, the stock has a hole in it in order to use the sights when folded.&lt;br /&gt;
[[Image:Franchi-SPAS12.jpg|thumb|450px|none|Franchi SPAS-12 with stock folded - 12 gauge]]&lt;br /&gt;
[[Image:Spas12_fixed.jpg|thumb|none|450px|Franchi SPAS-12 with fixed stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
A green [[Kel-Tec KSG]] is unlocked at rank 1, called &amp;quot;KSG-12&amp;quot;. Like most videogames, the tube selector is not used when reloading, so the game treats the dual magazines as one magazine tube.&lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:Pfksg-1.jpg|thumb|none|600px|The KSG in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec KSG-25===&lt;br /&gt;
The KSG can be converted to the KSG-25 with the &amp;quot;KSG-25 Conversion&amp;quot;, giving the weapon a 24+1 capacity and a longer barrel.&lt;br /&gt;
[[File:KSG25.jpg|thumb|none|450px|Kel-Tec KSG-25 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==KS-23M==&lt;br /&gt;
The [[KS-23M]] is unlocked at rank 56. Firing massive 23x75mmR shotgun shells and featuring a tight choke with high damage at range, the KS-23M can vanquish enemies further out than most other shotguns at the cost of a low magazine size (3+1) and slow handling in close-quarters. In typical ''Phantom Forces'' fashion, the shotgun's wire stock can be removed and a longer barrel can be fitted. The KS-23M also features an abnormally large assortment of unique ammunition modifications, including &lt;br /&gt;
*Shrapnel-25 shells, which increase pellet velocity and decrease both spread and individual pellet damage &lt;br /&gt;
*Volna-R, which fires a single large rubber slug that instantly kills at close range but has high drop-off &lt;br /&gt;
*Barrikada, a dense metal slug with high velocity and penetration&lt;br /&gt;
*A single-shot harpoon conversion, which offers a one-hit kill at any range at the cost of a long reload after each shot &lt;br /&gt;
*A 4 gauge conversion, which vastly increases the weapon's damage but slows its reload time (and changes the weapon's name to TOZ-123) &lt;br /&gt;
The pumping sound used in-game is the same as ''[[Black Mesa]]'''s SPAS-12.&lt;br /&gt;
[[File:KS23.JPG|thumb|none|450px|KS-23M - 23x75mmR]]&lt;br /&gt;
[[File:KS23M PhantomForces loadout.jpg|600px|thumb|none|The KS-23M as it appears in the game's loadout menu.]]&lt;br /&gt;
[[File:KS23M PhantomForces hip.jpg|600px|thumb|none|The KS-23M held at the player's hip. When holding a shotgun this large, the whole world seems to hold its breath.]]&lt;br /&gt;
[[File:KS23M PhantomForces ads1.jpg|600px|thumb|none|The simple, if unobtrusive, iron sights of the KS-23M.]]&lt;br /&gt;
[[File:KS23M PhantomForces ads2.jpg|600px|thumb|none|The first alternate ADS view for the KS-23M.]]&lt;br /&gt;
[[File:KS23M PhantomForces ads3.jpg|600px|thumb|none|The second alternate ADS view for the KS-23M, with a side of DOOM. If only reloading this beast was as simple as racking the fore repeatedly.]]&lt;br /&gt;
[[File:KS23M PhantomForces inspect1.jpg|600px|thumb|none|Inspecting the KS-23M in-game.]]&lt;br /&gt;
[[File:KS23M PhantomForces inspect2.jpg|600px|thumb|none|Ditto, followed by a celebratory pump of the fore.]]&lt;br /&gt;
[[File:KS23M PhantomForces reload.jpg|600px|thumb|none|The player feeds a massive 23x75mmR shell into the KS-23M.]]&lt;br /&gt;
[[File:KS23M PhantomForces firing.jpg|600px|thumb|none|After firing the KS-23M, the player racks the pump to chamber the next round. Surprising, I'm sure.]]&lt;br /&gt;
&lt;br /&gt;
===KS-23===&lt;br /&gt;
The &amp;quot;Full Stock&amp;quot; attachment turns the weapon into a [[KS-23]].&lt;br /&gt;
[[File:Ks23-1.jpg|thumb|none|450px|KS-23 - 23x75mmR]]&lt;br /&gt;
[[File:KS23 PhantomForces loadout.jpg|600px|thumb|none|Equipping the KS-23M with the full stock attachment and so-called sporting barrel transforms it into the full-length KS-23.]]&lt;br /&gt;
[[File:KS23 PhantomForces hip.jpg|600px|thumb|none|The KS-23 with its extra-long sporting barrel, as seen from a first-person perspective. Clay pigeons everywhere are quaking in their boots.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Express Tactical Magpul==&lt;br /&gt;
The [[Remington 870]] is unlocked at rank 11, fitted with Magpul furniture, ring ironsights and a 6 round tube. The furniture is white, but it was previously green and in the beta it was grey.&lt;br /&gt;
[[File:870 Express Magpul.jpg|thumb|none|450px|Remington 870 Express Tactical Magpul - 12 gauge]]&lt;br /&gt;
[[File:Pf870-1.jpg|thumb|none|600px|The 870 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga-12K==&lt;br /&gt;
The [[Saiga-12K]], simply called Saiga-12, is unlocked at rank 63. It is modelled with a 5 round magazine, despite holding 8+1 in-game. It can be converted to fire in full-auto. It also has numerous ammunition conversions:&lt;br /&gt;
*Saiga-223 (.223 Remington), fires in full-auto,&lt;br /&gt;
*Saiga-308 (.308 Winchester/7.62x51mm NATO), fires in full-auto,&lt;br /&gt;
*Saiga-762 (7.62x39mm), fires in full-auto,&lt;br /&gt;
*Saiga-96 (9.6x53mm Lancaster), fires in semi-auto at 70 RPM,&lt;br /&gt;
*Saiga-9 (9x19mm Parabellum), fires in full-auto.&lt;br /&gt;
[[File:Saiga 12K.jpg|thumb|none|450px|Saiga-12K - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Saiga-12U&amp;quot;===&lt;br /&gt;
The &amp;quot;Saiga-12U&amp;quot; is a custom secondary shotgun in the &amp;quot;Other&amp;quot; category and unlocked at rank 95. It has a 2+1 round capacity, which can be extended to 5+1. It can also be modified to fire in full-auto, just like the regular Saiga-12.&lt;br /&gt;
&lt;br /&gt;
The Saiga-12U greatly resembles the modified Saiga-12K seen in ''[[Gamer]]'', ''[[The Expendables]]'', and ''[[Drive Angry]]'', though with a 2-round box magazine instead of a 20-round drum for obvious reasons.&lt;br /&gt;
&lt;br /&gt;
==Sawed-Off Double Barrel Shotgun==&lt;br /&gt;
Unlocked at rank 90 is the &amp;quot;Sawed Off&amp;quot;, a traditional side-by-side [[Sawed-Off Double Barrel Shotgun]]. It uses the same model as the Stevens Double Barrel seen above, but with the barrels cut down. It is in the &amp;quot;Other&amp;quot; secondary class. It has the ability to fire each barrel seperately, or both at the same time, just like the Stevens, and the player always fires the right barrel/back trigger first. All muzzle attachments require double the number of kills usually required to unlock the,, due to the weapon having two barrels. No suppressors are available except for a homemade &amp;quot;Muffler&amp;quot; attachment. Additionally, all muzzle attachments except the compensator clip through each other.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Boom Stock&amp;quot; attachment gives the weapon a stock, which, like the Stevens, has the word &amp;quot;BOOM&amp;quot; written in the same from as the ''DOOM'' logo. This is another reference to the Super Shotgun from ''DOOM II''.&lt;br /&gt;
[[Image:SS311A sawed-off-2.jpg|thumb|none|450px|'''Photoshopped''' Sawed-off Savage/Stevens 311A - 12 gauge]]&lt;br /&gt;
[[File:Sawed-off Stevens 1960s SBS.jpg|thumb|none|450px|Stevens SBS shotgun with sawn-off barrels - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Serbu Super Shorty==&lt;br /&gt;
The [[Serbu Super Shorty]] is unlocked at rank 36 as the first &amp;quot;Other&amp;quot; category sidearm, referred to as the &amp;quot;Super Shorty&amp;quot;; however, it was originally referred to as the &amp;quot;Serbu Shotgun&amp;quot;. It is a shortened Remington 870, which the description correctly states. It has a vertical grip, but no access to underbarrel attachments. It also has a 2+1 capacity and has no rear sight, just a front bead sight.&lt;br /&gt;
[[Image:Super Shorty (870).jpg|thumb|none|450px|Serbu Super Shorty Shotgun made from a Remington 870 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==AK-12==&lt;br /&gt;
The 2012 prototype [[AK-12]] is unlocked by default. Like virtually every AK rifle variant in the game, it is shorter than the M16A3/4 rifles, despite being longer than it in real life.&lt;br /&gt;
[[File:Ak-12.jpg|thumb|none|450px|AK-12, 2012 prototype - 5.45x39mm]]&lt;br /&gt;
[[File:Pfak12-1.jpg|thumb|none|600px|The AK-12 in the loadout menu. Note the selector pointed as safe; this doesn't change when the fire mode is switched.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74N==&lt;br /&gt;
The [[AK-74]]N is unlocked at rank 74. It has the smooth top cover of the later AK-74M version.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Collapsible Stock&amp;quot; attachment gives it the stock of the East German [[MPi-KM-72]].&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] is unlocked at rank 103. It has the 3-round-burst mode of the AK-103-2 and the railed dust cover of the AK-103M.&lt;br /&gt;
[[Image:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-101===&lt;br /&gt;
The 5.56 Conversion converts the weapon and changes its name to the [[AK-101]].&lt;br /&gt;
[[File:AK101.jpg|thumb|none|450px|AK-101 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-109===&lt;br /&gt;
The &amp;quot;BARS Barrel&amp;quot; converts the weapon and changes its name to the [[AK-109]].&lt;br /&gt;
[[File:AK-109.jpg|thumb|none|450px|AK-109 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-108===&lt;br /&gt;
The combination of the &amp;quot;BARS Barrel&amp;quot; and the 5.56 Conversion converts the weapon and changes its name to the [[AK-108]].&lt;br /&gt;
[[File:AK-108.jpg|thumb|none|450px|AK-108 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] is unlocked at rank 94. The &amp;quot;Collapsible Stock&amp;quot; uses the same stock as the East German [[MPi-KM-72]].&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;AK47&amp;quot;===&lt;br /&gt;
The &amp;quot;AK47&amp;quot; is unlocked at rank 47. It is not an actual [[AK-47]], as it has the AKM's stamped receiver, with its only AK-47-like characteristics being the handguard, pistol grip, dust cover, and the lack of a muzzle brake. Additionally, it has the [[AK-74]]N's dovetail mount, as opposed to the earlier style used with the AKN.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:TypeIII AK47.jpg|thumb|450px|none|Type 3 AK-47 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
====AKMS====&lt;br /&gt;
Equipping the &amp;quot;Collapsible Stock&amp;quot; attachment on the &amp;quot;AK47&amp;quot; turns it into an [[AKMS]], although still retaining the various AK-47 elements.&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:DeactivatedAKS(1954-59).jpg|thumb|none|450px|Type 3 AKS-47 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===VPO-209===&lt;br /&gt;
Using the .366 TKM conversion changes the weapon to the VPO-209, which also changes the name correctly in-game too. This is available on both the AKM and &amp;quot;AK47&amp;quot;. This allows usage of slugs and birdshot ammo types.&lt;br /&gt;
[[File:Vpo-209.jpg|thumb|450px|none|VPO-209 - .366 TKM]]&lt;br /&gt;
&lt;br /&gt;
==AN-94==&lt;br /&gt;
The [[AN-94]] is unlocked at rank 10. The barrel correctly reciprocates backwards when firing, but equipping any barrel attachments stops this animation from occurring. Like most guns in the game, it has the correct firerate - 1,800 RPM in hyperburst mode and 600 RPM in full-auto; the first two shots on full-auto are also fired at the same rate as the burst.&lt;br /&gt;
[[file:An94-1.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:Pfan94-1.jpg|thumb|none|600px|The AN-94 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] is unlocked at rank 15. It used to (incorrectly) be classed as a PDW, but update 0.9.0 moved it to the Assault Rifles category.&lt;br /&gt;
&lt;br /&gt;
The weapon has a 20 round magazine by default, but a 30 rounder is available, as well as the &amp;quot;Suppressor.. ?&amp;quot; attachment, which is the only barrel attachment. In-game, it doesn't do anything apart from pitch up the noise of your shots, and it is nonsensically attached to the end of the integral suppressor. It is modelled after the PBS-1.&lt;br /&gt;
[[Image:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:Pfasval-1.jpg|thumb|none|600px|The AS Val in the menu.]]&lt;br /&gt;
[[File:Pfasval-2.jpg|thumb|none|600px|The rifle in first-person.]]&lt;br /&gt;
[[File:Pfasval-3.jpg|thumb|none|600px|Inspecting the left side...]]&lt;br /&gt;
[[File:Pfasval-4.jpg|thumb|none|600px|...and the right.]]&lt;br /&gt;
[[File:Pfasval-5.jpg|thumb|none|600px|Aiming using the glow sights.]]&lt;br /&gt;
[[File:Pfasval-6.jpg|thumb|none|600px|Changing the fire mode; the player character appears to incorrectly use the AK-style safety switch to do this, whereas the fire selector is actually located inside the trigger guard.]]&lt;br /&gt;
[[File:Pfasval-7.jpg|thumb|none|600px|Firing.]]&lt;br /&gt;
[[File:Pfasval-8.jpg|thumb|none|600px|Knocking out the empty magazine with another empty magazine...]]&lt;br /&gt;
[[File:Pfasval-9.jpg|thumb|none|600px|...loading it in...]]&lt;br /&gt;
[[File:Pfasval-10.jpg|thumb|none|600px|...and chambering a round.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K2==&lt;br /&gt;
The [[Daewoo K2]] is unlocked at rank 42.&lt;br /&gt;
[[Image:Daewoo-K2.jpg|thumb|none|450px|Daewoo K2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:PF-K2-menu.jpg|thumb|none|600px|The K2 in the menu.]]&lt;br /&gt;
[[Image:PF-K2-folded-menu.jpg|thumb|none|600px|Previewing a K2 with the stock folded.]]&lt;br /&gt;
&lt;br /&gt;
==Diemaco/Colt Canada C7A2==&lt;br /&gt;
The [[Diemaco/Colt Canada C7A2]] is unlocked at rank 128, with an ambi charging handle, which comes as standard on the real weapon. It was originally in the Alpha, but was removed and added into the full game much later. The description reflects this (&amp;quot;This gun reminds you of a simpler time&amp;quot;), but it also incorrectly states that the C7A2 has an integrated optic, referring to the C79. It is not integrated, and can be removed, which it is in-game, the rifle using its back-up iron sights instead.&lt;br /&gt;
&lt;br /&gt;
Two ammo conversions are available, the &amp;quot;CNC .45 Conversion&amp;quot; and the &amp;quot;AR 7.62x39mm Conversion&amp;quot;, the latter of which reduces ammo capacity to 20+1.&lt;br /&gt;
&lt;br /&gt;
When using the &amp;quot;Long Barrel&amp;quot; attachment, it uses the handguard and barrel from the [[Diemaco/Colt Canada C7/C7A1 LSW]], though it does not have the built-in grip. When this barrel is equipped, the whizz and crack sounds play for enemies you are firing at, which is usually a trait reserved for a few machine guns and sniper rifles.&lt;br /&gt;
[[File:C7a2.jpg|thumb|none|450px|Colt Canada C7A2 with ELCAN scope and backup iron sight - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS G1==&lt;br /&gt;
The [[FAMAS G1]] is unlocked at rank 45, incorrectly called the F1. The previous model used a STANAG magazine and was called the G2, but this was still incorrect as it had the F1-style magazine well. This rifle has the correct 25 round magazine of the F1 and G1.&lt;br /&gt;
&lt;br /&gt;
The bipod is functionally useless, however it deploys when the &amp;quot;Long Barrel (AR)&amp;quot; attachment is used.&lt;br /&gt;
[[File:FAMAS G1.jpg|thumb|none|450px|FAMAS G1 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS G2===&lt;br /&gt;
The weapon can be turned into a [[FAMAS G2]] with the &amp;quot;G2 Conversion&amp;quot;, which gives the rifle the ability to use STANAG magazines.&lt;br /&gt;
[[File:Famas g2.jpg|thumb|none|450px|FAMAS G2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS Valorisé===&lt;br /&gt;
Attaching any scope turns the model into a [[FAMAS Valorisé]], apart from the trigger guard of the G-series rifles.&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|450px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PF-Famas-optic.jpg|thumb|none|600px|The Valorisé as seen in the menus with an EOTech XPS2.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] is unlocked at rank 16. It features a 9mm conversion, which uses a 32 round Uzi magazine.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[Image:FN SCAR-L (Standard).jpg|thumb|450px|none|Third Generation FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:PF-Scarl-menu.jpg|thumb|600px|none|The SCAR-L in the menu.]]&lt;br /&gt;
[[Image:PF-Scarl-att-menu.jpg|thumb|600px|none|Previewing a long-barrelled SCAR-L with no stock, a PM II scope and the 9mm Uzi magazine conversion, stated to be done by Big Woods MFG.]]&lt;br /&gt;
[[Image:PF-Scarl-short-menu.jpg|thumb|600px|none|Previewing a short-barrelled SCAR-L with a folded stock.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G11 K2==&lt;br /&gt;
The German wonder weapon, the [[Heckler &amp;amp; Koch G11]], is unlocked at rank 211, which reflects the name of the weapon, combining and rearranging the 2 from K2 and the 11 from G11. The weapon is the only caseless weapon in-game and appropriately does not eject spent casings when firing. It has back-up ironsights instead of the integral scope by default, although the scope is an attachment option. The irons are AAC flip up ironsights that are also used on the [[AAC Honey Badger]]. It correctly fires at 2,100 RPM in burst, and 460 RPM in auto.&lt;br /&gt;
&lt;br /&gt;
The description (&amp;quot;Wait a minute, this is the future. Where are all the phaser guns?&amp;quot;) references the movie ''[[Demolition Man]]''.&lt;br /&gt;
&lt;br /&gt;
The weapon uses the same reload sounds as the [[P90]] above. It also has two magazines as part of the model either side of the magazine that is currently being used, but these are just part of the model and are unusable. The magazine does not reciprocate when firing, which is incorrect.&lt;br /&gt;
[[File:G11K2 left.jpg|thumb|none|450px|Heckler &amp;amp; Koch G11 K2 - 4.73x33mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36]] is unlocked at rank 25. It has the export version of the rail top carry handle, rather then the G36C version, which is more common in videogames. The &amp;quot;Hendsoldt 3x Optic&amp;quot; adds back the ZF 3x4° sight, although it is missing the top 1x reflex. As long as some sort of optic is present on the weapon, the 3x will appear, and you can use it by pressing the alternate aim button.&lt;br /&gt;
[[File:HKG36.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36 with ZF 3x4° dual optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:G36C with STANAG mag adaptor.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C with a STANAG mag adaptor - 5.56x45mm NATO. Image used to show export variant of the rail top carry handle.]]&lt;br /&gt;
[[File:Pfg36-1.jpg|thumb|none|600px|The G36 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;MG36&amp;quot;===&lt;br /&gt;
The G36 makes another appearance, masquerading as the [[Heckler &amp;amp; Koch MG36]]. The weapon has the Beta-C drums and bipod of the MG36, but the bipod is unusable, like other weapons with a bipod by default. Like all G36 variants in the game, it has the export variant of the rail top carry handle. The weapon is unlocked at rank 33.&lt;br /&gt;
&lt;br /&gt;
As a LSW, it is in the LMG section.&lt;br /&gt;
[[File:G36 CMag.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36 with bipod handguard and C-Mag, visually identical to the real MG36 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:G36C with STANAG mag adaptor.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C with a STANAG mag adaptor - 5.56x45mm. Image used to show export variant of the rail top carry handle]]&lt;br /&gt;
[[File:Pfmg36-1.jpg|thumb|none|600px|The faux MG36 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36K]] is unlocked at rank 6 and is incorrectly classed as a carbine - while it does have a shorter barrel than the standard G36, it is not short enough to be considered a carbine. Like all G36 variants in the game, it has the export variant of the rail top carry handle.&lt;br /&gt;
&lt;br /&gt;
It has access to a .300 Blackout conversion, which is fictional.&lt;br /&gt;
[[File:G36K-Export.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with export optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:G36C with STANAG mag adaptor.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C with a STANAG mag adaptor - 5.56x45mm NATO. Image used to show export variant of the rail top carry handle]]&lt;br /&gt;
[[File:Pfg36k-1.jpg|thumb|none|600px|The G36K in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416A5]] is unlocked at rank 62 and is known simply as the HK416. It has a different reload compared to the rest of the AR-15 family, with the magazine knocked out by flicking the rifle to the right.&lt;br /&gt;
&lt;br /&gt;
It has access to a .300 Blackout conversion, along with a &amp;quot;Full Stock&amp;quot; and &amp;quot;Long Barrel (AR)&amp;quot; attachment.&lt;br /&gt;
[[Image:HK416 A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416A5 with 14.5&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Howa Type 20==&lt;br /&gt;
The [[Howa Type 20]] is unlocked at rank 37.&lt;br /&gt;
[[File:Type 20 with riflescope and grippod.jpg|thumb|none|450px|Howa Type 20 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==L85A2==&lt;br /&gt;
The [[L85A2]] is unlocked at rank 55. It has access to the [[L123A2 grenade launcher]], which is a unique trait of this rifle.&lt;br /&gt;
[[File:L85A2Iron.jpg|thumb|none|450px|L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:L85A1 with L123 GL.jpg|thumb|450px|none|L85A1 with SUSAT scope and L123 grenade launcher - 5.56x45mm NATO &amp;amp; 40x46mm grenade]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
The [[M16A4]] is unlocked at rank 22, depicted with a KAC handguard without rail covers. Its bolt does not lock back when empty and the selector is set to safe. It also has the inaccurate ability to fire the remaining bullets in a burst when the player is not pulling on the trigger - the cam mechanism of the M16A4 requires the trigger to be depressed to fire. If the trigger is lifted mid-burst, the remaining rounds are fired in the next burst e.g. two bullets are fired before the trigger is released, the next trigger pull would only fire one bullet because the mechanism has not reset.&lt;br /&gt;
&lt;br /&gt;
A 7.62x39mm conversion is available, along with various barrel and stock attachments.&lt;br /&gt;
[[File:M16A4Standard.jpg|thumb|none|450px|M16A4 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A4 Grippod.jpg|thumb|none|450px|M16A4 MWS with ACOG and grippod - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PF-M16a2-menu.jpg|thumb|none|600px|The M16A4 in the menu. Note the selector pointed towards safe; this happens on most AR variants in the game.]]&lt;br /&gt;
[[File:PF-M16a2-att-menu.jpg|thumb|none|600px|Previewing a modified M16A4 with C7-style ironsights, a 2nd Gen collapsible stock and a short barrel. Note the top rail cover is now missing.]]&lt;br /&gt;
[[File:PF-M16a2-762-menu.jpg|thumb|none|600px|Previewing an M16A4 with the 7.62x39mm conversion, stated to use Grendel magazines, though in practise they are black recolours of the default STANAG magazines. This weapon also has the buttstock removed.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;M16A3&amp;quot;===&lt;br /&gt;
The &amp;quot;M16A3&amp;quot; is unlocked at rank 33, using the exact same model as the A4 (hence why it is listed as a variant of the A4). In gameplay however, it is a separate weapon, firing in full-auto instead of 3 round bursts. The &amp;quot;M16A3&amp;quot; uses all the same attachments and modelling errors as the A4.&lt;br /&gt;
[[File:PF-M16a3-menu.jpg|thumb|none|600px|The M16A3 in the menu.]]&lt;br /&gt;
[[Image:PF-M16a3-att-menu.jpg|thumb|600px|none|Previewing an M16A3 with an A2 pistol grip mounted on a swivelling mount as a makeshift folding foregrip, along with a 2nd Gen collapsing stock in the collapsed position.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1==&lt;br /&gt;
The [[Steyr AUG A1]] is unlocked at rank 20, with the lowest firerate of all AUG rifles. It has the Swarvoski scope by default, which is also an attachment option, meaning two Swarvoski scopes can be used at once on the AUG A1. Toggling the aim type changes from the Swarvoski optic and either the back-up iron sights atop the optic, or the optical attachment mounted on top of the default optic. When optics are used, they are placed above the scope on a Picatinny rail (which resembles the [https://www.clawgear.com/en/AUG-Modular-Scope-Mount-Black-20114en1555 Clawgear AUG Modular Scope Mount]). Underbarrel grips replace the folding grip with a tri-rail setup.&lt;br /&gt;
[[Image:Steyr-AUG.jpg|thumb|450px|none|Steyr AUG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfauga1-1.jpg|thumb|none|600px|The AUG A1 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG Para===&lt;br /&gt;
Equipping the 9mm conversion renames the weapon to &amp;quot;AUG A1 Para&amp;quot; and makes it resemble [[Steyr AUG Para|the weapon of the same name]], minus the shorter barrel, which can be approximated in appearance with the &amp;quot;Short Barrel&amp;quot; attachment.&lt;br /&gt;
[[Image:AUG 9mm 03.jpg|thumb|none|450px|Steyr AUG Para - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] is unlocked at rank 39, with the rail of the Special Receiver version. Despite all AUG variants being the same in real life, the A2 in in-game is in-between the firerate of the A1 and A3.&lt;br /&gt;
[[Image:AUG A2 16.jpg|thumb|none|450px|Steyr AUG A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:SteyrAUGSR.jpg|thumb|none|450px|Steyr AUG Special Receiver - 5.56x45mm NATO. Image used to show the Picatinny rail.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]], with a Coyote Brown finish, is unlocked at rank 52. It has the highest firerate of the AUG rifles. It is missing the bolt release on the model.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[StG-44]] is unlocked at rank 144. The floorplate of the magazine is missing, and optics will wobble when attached. The weapon has an odd 5.56x45mm conversion.&lt;br /&gt;
[[Image:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
&lt;br /&gt;
==Tavor TAR-21==&lt;br /&gt;
The [[TAR-21]] is unlocked at rank 111. It can be modified to fire &amp;quot;Duplex&amp;quot; rounds, which shoot two bullets in one casing.&lt;br /&gt;
[[File:TAR21 Flattop.jpg|thumb|none|450px|IWI Tavor TAR-21 Flat Top - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===Tavor CTAR-21===&lt;br /&gt;
The &amp;quot;CTAR Barrel&amp;quot; attachment renames the weapon to the [[CTAR-21]].&lt;br /&gt;
[[File:CTAR Flattop.jpg|thumb|none|450px|IWI Tavor CTAR-21 Flat Top - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Type 88-2==&lt;br /&gt;
The super-rare North Korean [[Type 88-2]] is unlocked at rank 122. The default configuration of the rifle has it equipped with its infamous helical magazine, but they only hold 75 rounds instead of the reported 150, likely for gameplay balance, although nobody really knows how many rounds it holds, or if it is even a functional magazine. It is correctly depicted with the ribbed dust cover and proprietary overfolding stock, needed because standard AK side- or under-folding stocks would not work with the bulky helical magazine. The helical magazine can be swapped out for a 30-round magazine with the &amp;quot;Regular Mag&amp;quot; attachment.&lt;br /&gt;
[[File:Type_98-2.jpg|thumb|none|450px|Type 88-2 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===Type 88===&lt;br /&gt;
The combination of the &amp;quot;Regular Mag&amp;quot; and &amp;quot;Full Stock&amp;quot; attachment turns the weapon into the [[Type 88 assault rifle|Type 88]].&lt;br /&gt;
[[File:Type_88.jpg|thumb|none|450px|Type 88 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===Type 58===&lt;br /&gt;
Equipping the 7.62x39mm conversion turns the weapon into the [[AK-47|Type 58]].&lt;br /&gt;
[[File:Type58AK.jpg|thumb|450px|none|Type 58 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
==AG-3F2==&lt;br /&gt;
The [[G3|AG-3F2]], a modernised version of Norway's AG-3 rifle, is unlocked at rank 76. It incorrectly uses the AG-3 name.&lt;br /&gt;
[[File:AG-3F2.jpg|thumb|none|450px|AG-3F2 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AK12BR&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;AK12BR&amp;quot; is unlocked at rank 44. It's an odd weapon, chambered in 7.62x54mmR and utilising the same Balanced Recoil system from the [[AEK-971]] and other weapons, which is what the &amp;quot;BR&amp;quot; in the name stands for (not &amp;quot;Battle Rifle&amp;quot; as you might assume). The Balanced Recoil system is housed in a fictional housing that matches the colour and material of the main receiver, and it also comes with a Picatinny rail on top. It has a 20 round curved magazine, although before an update it used a 30 round 5.45x39mm magazine like the regular [[AK-12]], which somehow held 7.62x39mm. This made the weapon technically an assault rifle, but following feedback the developers changed the weapon to the bigger cartridge and smaller magazine. The developers state they included it as a battle rifle despite being an assault rifle in its original form because there were not enough battle rifles in the game.&lt;br /&gt;
[[File:Ak-12 7.62x51mm.jpg|thumb|none|450px|AK-12 - 7.62x51mm NATO (photoshopped)]]&lt;br /&gt;
[[Image:Ak107-2.jpg|thumb|none|450px|AK-107 with experimental 60-round magazine - 5.45x39mm. Image used to show the Balanced Recoil system]]&lt;br /&gt;
&lt;br /&gt;
==Alexander Arms .50 Beowulf EBR==&lt;br /&gt;
The [[Alexander Arms .50 Beowulf]] Entry Complete Rifle (abbreviated as &amp;quot;Beowulf ECR&amp;quot;) is a battle rifle unlocked at rank 21. It features a flat-top receiver, a 16.5&amp;quot; (42cm) barrel, and a standard Picatinny railed gas block. The rifle is sold standard with black furniture. Additionally, the weapon in-game is modified with Mangonel Flip-Up Sights. It can be modified to fire in three round bursts, which means it fires 3 bursts of 3, then a burst of either 1 or 2, depending if there is a round in the chamber or not, due to its 10 round magazine.&lt;br /&gt;
[[Image:AA Beowulf.jpg|thumb|none|450px|Alexander Arms .50 Beowulf - .50 Beowulf]]&lt;br /&gt;
[[File:Pfecr-1.jpg|thumb|none|600px|The ECR in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Alexander Arms .50 Beowulf TCR==&lt;br /&gt;
The [[Alexander Arms .50 Beowulf]] Tactical Complete Rifle (abbreviated to &amp;quot;Beowulf TCR&amp;quot; in-game) is listed as a designated marksman rifle in-game, unlocked at rank 70. This variant of Alexander Arms' Beowulf rifles features a flat-top receiver, 16.5&amp;quot; (42 cm) barrel, a low-profile gas block, Manticore Arms Transformer Rail handguard, B5 Systems SOPMOD BRAVO Collapsible Stock, and an upgraded trigger. The rifle in-game is shown with other upgrades purchasable for the TCR, such as an FDE Cerakote finish, FRAG grip panels and KeyMod panels, and the Tank Muzzle Brake. This muzzle brake is never removed and any muzzle attachment is mounted inside of it, like similar weapons with default muzzle brakes, like the [[Serbu BFG-50]]. It also has the same Diamondhead sights as a few other weapons in the game, notably the KRISS Vector. Finally, a 5.56x45mm conversion is available, which makes the rifle weaker but triples ammo capacity from 10 to 30 and fires twice as fast, 800 RPM instead of 400.&lt;br /&gt;
[[File:AA Beowulf Tactical.jpg|thumb|none|450px|Alexander Arms .50 Beowulf Tactical - .50 Beowulf]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 SPR==&lt;br /&gt;
A heavily customised FAL rifle most closely resembling the [[DSA SA58 Special Purpose Rifle|SA58 SPR]] is unlocked at rank 78. It features a full sized, 21-inch barrel FAL with a blue handguard without the top rail, an M16 pistol grip,  a different customised stock and standard FAL iron sights compared to the real SA58 SPR. It also has standard FAL 20 round magazines instead of the 10 round magazines seen on the reference photo below. It is classed as a DMR in-game.&lt;br /&gt;
[[Image:DSA SA58 SPR.jpg|thumb|none|450px|DSA SA58 Special Purpose Rifle - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL 50.00==&lt;br /&gt;
The [[FN FAL 50.00]] is unlocked at rank 107, as a select-fire battle rifle with a 20 round magazine. It can be converted to fire .45 ACP for some odd reason, which uses a 50 round drum.&lt;br /&gt;
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FAL Para Shorty&amp;quot;===&lt;br /&gt;
A custom short FAL rifle called the &amp;quot;FAL Para Shorty&amp;quot; is unlocked at rank 98, classed as a PDW/SMG. It is an odd weapon, with a folded FAL paratrooper stock, an [[MP5K]] grip and handguard and an extremely short barrel. The MP5K grip is a different colour to the rest of the weapon, implying it was taken from an MP5K and attached to the weapon. The end result bears a resemblance to the compact FAL from the movie ''[[The Wild Geese]]'', which might have been the inspiration for this weapon. It is select-fire in-game.&lt;br /&gt;
&lt;br /&gt;
The sprinting animation uses the same animations as the pistols and the MAC-10. During its time in the Test Place, it was classed as a carbine instead of a PDW/SMG.&lt;br /&gt;
[[File:L1A1 Wild Geese custom.jpg|thumb|none|450px|'''Photoshopped''' Custom shortened L1A1 SLR (Self Loading Rifle) as used in ''[[The Wild Geese]]'' - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:MP5KA3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5K with Navy trigger group - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
A grey [[SCAR-H]] is unlocked at rank 30. It has a 30 round 7.62x39mm conversion and the same firing sounds as the lower caliber SCAR-L.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfscarh-1.jpg|thumb|none|600px|The SCAR-H in the loadout ment.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3==&lt;br /&gt;
The [[G3A3]] is unlocked at rank 59, simply called the &amp;quot;G3&amp;quot;.&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417==&lt;br /&gt;
The [[HK417]] is unlocked at rank 78, correctly depicted as select-fire and classed as a battle rifle.&lt;br /&gt;
[[Image:HK417 16.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK417 with 16&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==IMBEL M964 A1 ParaFAL==&lt;br /&gt;
The [[IMBEL M964 A1 ParaFAL]] is unlocked at rank 89, incorrectly referred to as the &amp;quot;FAL 50.63 Para&amp;quot;; it has neither the correct barrel length, charging handle, or stock of that version. It is incorrectly classed as a carbine, although it was correctly classed as a battle rifle before an update; it also used to be correctly called the &amp;quot;PARA FAL&amp;quot;. It features the same 50 round .45 ACP conversion, as well as a 5.56x45mm conversion, which makes the weapon resemble the [[FN FNC]], albeit with a standard FAL handguard.&lt;br /&gt;
[[File:7.62 M964 A1 PARAFAL.jpg|thumb|none|450px|IMBEL M964 A1 MD-1 ParaFAL - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] is unlocked at rank 2, depicted (rarely, for a video-game) as select-fire, boasting a firerate of 750 RPM. The weapon features a 6.5mm Creedmoor conversion, which increases the magazine size from 20 to 30.&lt;br /&gt;
[[Image:M14Rifle.jpg|thumb|none|450px|M14 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfm14-1.jpg|thumb|none|600px|The M14 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==MC51SD==&lt;br /&gt;
An integrally suppressed version of the HK51, the [[MC51SD]] is unlocked at rank 86 and is incorrectly classed as a carbine instead of a battle rifle. It has a longer barrel than the real MC51SD, akin to the [[Heckler &amp;amp; Koch G3KA4]]. The stock can be used with the &amp;quot;Retractable Stock&amp;quot; attachment, which, confusingly, extends the stock.&lt;br /&gt;
[[File:MC51SD.jpg|thumb|450px|none|MC51SD - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Ohio Ordnance HCAR==&lt;br /&gt;
The [[Ohio Ordnance HCAR]] was added in October 2023 as part of update 9.0.3 and is unlocked at rank 181.&lt;br /&gt;
[[File:HCAR.jpg|350px|thumb|none|Ohio Ordnance HCAR - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
The [[Springfield Armory M1A]] is unlocked at rank 68 and is incorrectly referred to as the &amp;quot;[[M21]]&amp;quot;; it is not a real M21 as it lacks the fire selector.&lt;br /&gt;
[[File:SFA_M1A.jpg|thumb|none|450px|Springfield Armory M1A - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
==AAC Honey Badger==&lt;br /&gt;
The [[AAC Honey Badger]] is unlocked at rank 62 and is classified as a carbine. Oddly, muzzle attachments can be used at the same time as the integral suppressor, which is obviously impossible in real life, but does have a basis in reality, as the [[Barrett M107]] has a proprietary suppressor that allows other muzzle attachments to be used in tandem with the suppressor. The suppressor is also removable, which does not have as much of an impact on the ballistics as you might think, given the weapon only has a 6&amp;quot; barrel.&lt;br /&gt;
[[File:AAC honey badger.jpg|thumb|none|450px|AAC Honey Badger - .300 AAC Blackout]]&lt;br /&gt;
&lt;br /&gt;
==AK-12 Carbine==&lt;br /&gt;
The AK-12 Carbine, an originally planned variant of the 2012 prototype of the [[AK-12]], appears as the &amp;quot;AK-12C&amp;quot;, and is chambered in 7.62x39mm. In reality, this prototype carbine only existed in early photoshopped images and didn't enter development stage, though the post-2016 production version of the AK-12 series eventually included a 7.62x39mm carbine variant called the [[AK-15|AK-15K]] (which has various differences from the planned prototype).&lt;br /&gt;
[[File:AK-12 Carbine 7.62x39.jpg|thumb|none|450px|AK-12 Carbine - 7.62x39mm (photoshopped)]]&lt;br /&gt;
&lt;br /&gt;
===AK-12 (7.62x39mm)===&lt;br /&gt;
The Long Barrel attachment converts the weapon into a full-sized AK-12 prototype in 7.62x39mm.&lt;br /&gt;
[[File:Ak-12 7.62x39mm.jpg|thumb|none|450px|Prototype AK-12 - 7.62x39mm (photoshopped)]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
The [[AK-105]] carbine is unlocked at rank 105. It has the railed dust cover of the AK-103M.&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-102===&lt;br /&gt;
The 5.56 Conversion converts the weapon and changes its name to the [[AK-102]].&lt;br /&gt;
[[Image:AK102.jpg|thumb|none|450px|AK-102 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-107===&lt;br /&gt;
The &amp;quot;BARS Barrel&amp;quot; converts the weapon into the [[AK-107]].&lt;br /&gt;
[[Image:Ak107-2.jpg|thumb|none|450px|AK-107 with experimental 60-round magazine - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-108===&lt;br /&gt;
The combination of the &amp;quot;BARS Barrel&amp;quot; and the 5.56 Conversion converts the weapon and changes its name to the [[AK-108]]. The AK-103 can also be made into the 108 (although the name does not change for the 105), so this weapon appears in the game twice.&lt;br /&gt;
[[File:AK-108.jpg|thumb|none|450px|AK-108 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-101===&lt;br /&gt;
The 5.56 Conversion and the Long Barrel make the weapon the [[AK-101]]. The AK-103 can also be made into the 101 (although the name does not change for the 105), so this weapon appears in the game twice.&lt;br /&gt;
[[File:AK101.jpg|thumb|none|450px|AK-101 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
The Long Barrel attachment converts the weapon into the [[AK-74M]].&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is unlocked at rank 88, and is incorrectly classed as a PDW/SMG instead of a carbine and is called the &amp;quot;Krinkov&amp;quot;. It has a 9x19mm conversion, along with the other conversions listed below.&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74UB===&lt;br /&gt;
Equpping the PBS-4 Suppressor effectively makes the weapon an [[AKS-74UB]].&lt;br /&gt;
[[File:AKS-74UB with PBS-4 suppressor.jpg|thumb|none|450px|AKS-74UB - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AKMSU===&lt;br /&gt;
The 7.62x39mm ammo conversion turns the weapon into the [[AKMSU]].&lt;br /&gt;
[[Image:AK-Krinkov.jpg|thumb|none|450px|AKMSU (converted AKM pistol) - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AK-12U==&lt;br /&gt;
The AK-12U, a planned (but not developed) sub-carbine version of the 2012 prototype [[AK-12]], appears under the misnomer &amp;quot;AKU12&amp;quot;. It is unlocked at rank 35.&lt;br /&gt;
[[File:AK-12U.jpg|thumb|none|450px|Photoshopped mock-up of the AK-12U - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;PPK-12&amp;quot;===&lt;br /&gt;
The 9mm Conversion converts the weapon into the &amp;quot;PPK-12&amp;quot; (which is the name of an early submachine gun concept of the AK-12 prototype), complete with name change and the addition of a 100 RPM 3 round burst mode. The PPK-12 was originally added as a PDW, then removed and replaced with the conversion for the &amp;quot;AKU-12&amp;quot;. The original PPK-12 is now a developer-only weapon. The old model is able to be seen in the main menu. There was also a stockless version categorised as an &amp;quot;Other&amp;quot; sidearm.&lt;br /&gt;
&lt;br /&gt;
Visually the weapon resembled the [[PP-19-01 Vityaz]] SMG, but with 2012 prototype [[AK-12]] externals.&lt;br /&gt;
[[file:Pp19 2.jpg|thumb|450px|none|PP-19-01 &amp;quot;Vityaz&amp;quot; SB-20 - 9x19mm]]&lt;br /&gt;
[[File:Ak-12.jpg|thumb|none|450px|Prototype AK-12 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K1A==&lt;br /&gt;
The [[Daewoo K1A]] is unlocked at rank 63.&lt;br /&gt;
[[File:K1A stock extended.jpg|thumb|none|450px|Daewoo K1A with stock extended and 30-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Diemaco/Colt Canada C8A3==&lt;br /&gt;
A [[Colt Canada C8A3]] with the barrel of a C8A2 is unlocked at rank 128.&lt;br /&gt;
[[File:Colt_Canada_C8_carbine.JPG|thumb|none|450px|Colt Canada C8A3 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR PDW==&lt;br /&gt;
The [[FN SCAR PDW]] is unlocked at rank 32.&lt;br /&gt;
[[File:FN SCAR PDW (old).jpg|thumb|none|450px|FN SCAR PDW (old version) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfscarpdw-1.jpg|thumb|none|600px|The SCAR PDW in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Gwinn/Bushmaster Arm Pistol==&lt;br /&gt;
The [[Bushmaster Arm Pistol|Gwinn/Bushmaster Arm Pistol]], which is actually a subcompact bullpup carbine legally defined as a pistol under certain US states' laws, is unlocked at rank 110 as the &amp;quot;Arm Pistol&amp;quot;. It comes with a 20 round STANAG magazine and a illegal conversion to full-auto fire at 800 RPM, which places it into the machine pistol category. The extended magazine attachment gives it a standard 30 round STANAG magazine. Due to the 5.56mm ammo used, it deals the same sort of damage as 5.56mm assault rifles, but due to the compact size, it also shares the same recoil values from the [[M231 Firing Port Weapon|M231]] listed below.&lt;br /&gt;
&lt;br /&gt;
The weapon is modelled after the earlier Gwinn version of the Arm Pistol, and it has the trigger group permanently at a 38 degree tilt. Weirdly, when the &amp;quot;Ballistics Tracker&amp;quot; attachment is used, two appear instead of one. This is the first appearance of the weapon in a videogame.&lt;br /&gt;
[[File:BushmasterArmpistol1.jpg|thumb|450px|none|Gwinn/Bushmaster Firearms Arm Pistol - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is unlocked at rank 7.&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfg36c-1.jpg|thumb|none|600px|The G36C in the loadout menu. Note that even though the iron sights are of the standard G36C type, the carry handle lacks the triangular protrusions on the inside like on an export variant.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8-1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SL8-1]] is unlocked at rank 34. It incorrectly uses a double-stack 30-round G36 magazine.&lt;br /&gt;
[[File:HK-SL8.jpg|thumb|none|450px|Heckler &amp;amp; Koch SL8-1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfsl8-1.jpg|thumb|none|600px|The SL8 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Henry 45-70 All-Weather Lever Action==&lt;br /&gt;
The [[Henry Rifle Series|Henry 45-70 All-Weather]] is a modern (2016) reproduction of the original [[Henry 1860]] lever-action rifle. As the name suggests, it fires .45-70 Government instead of .44 Henry. While being a modern weapon, it retains the loading system of the 1860, modified slightly to allow for a handguard to be fitted to the rifle. A magazine tube is removed from the weapon and individual rounds are loaded into it, then it is pushed back into the tube under the barrel. This reloading procedure is replicated in-game, and the magazine tube only holds 5 rounds. The model in-game has a marginally longer barrel than the image below.&lt;br /&gt;
&lt;br /&gt;
The Henry is classed as a battle rifle, although it functions more like a low-velocity sniper rifle, with a faster firerate than all snipers, but still much slower than the semi-auto battle rifles. This problem can be circumvented with Plus P ammunition, which makes the weapon fire rounds much faster, and also gives the weapon higher penetration. .410 shotshells can also be used, which changes the name to &amp;quot;Henry 410&amp;quot; and makes the weapon fire 4 pellets instead of one bullet. Oddly, these pellets are almost directly over each other, with strong vertical spread instead of horizontal, as one might have expected. A 30-30 conversion is also available, as well as the &amp;quot;Malcolm 3x Scope&amp;quot;. It can also use the same scope as the [[PGM Hecate II]] sniper rifle, the &amp;quot;Sidewinder ED&amp;quot;, which makes it the only non-sniper rifle to have access to this scope.&lt;br /&gt;
[[File:Henry4570.jpg|thumb|none|450px|Henry 45-70 All-Weather Lever Action - .45-70 Government]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95R==&lt;br /&gt;
The [[IWI X95|IWI X95R]] is unlocked at rank 130.&lt;br /&gt;
[[File:IWI X95 5.45x39.jpg|thumb|none|450px|IWI X95R with 13-inch barrel and tan body - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Company Revolver Rifle==&lt;br /&gt;
A slightly visually altered [[Knight's Armament Revolver Rifle]] appears as the &amp;quot;KAC SRR&amp;quot; (Silenced Revolver Rifle), is classed as a carbine and is unlocked at rank 125.&lt;br /&gt;
[[Image:RevolverRifle-1.jpg|thumb|none|450px|Knight's Armament Revolver Rifle - .30 caliber. The weapon in-game features ironsights instead of the scope seen in this reference image.]]&lt;br /&gt;
&lt;br /&gt;
==L22 Hybrid==&lt;br /&gt;
A hybrid between the [[L22A2]] and the SA80 AFV prototype (referred to as just the &amp;quot;L22&amp;quot; in-game) is unlocked at rank 28. It is mostly based off the AFV prototype, but it has the receiver of the L22A2.&lt;br /&gt;
[[Image:Sa80-l22a1.jpg|thumb|none|450px|SA80 AFV prototype - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sa80A2-l22a2.jpg|thumb|none|450px|L22A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfl22-1.jpg|thumb|none|600px|The L22 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M4==&lt;br /&gt;
The [[M4 carbine]] is unlocked at rank 14.&lt;br /&gt;
[[File:ColtM4 FirstVersion.jpg|thumb|none|450px|M4 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfm4-1.jpg|thumb|none|600px|The M4 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] is unlocked by default, making it the first carbine players have access to.&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfm4a1-1.jpg|thumb|none|600px|The M4A1 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M231 Firing Port Weapon==&lt;br /&gt;
The [[M231 Firing Port Weapon]] is unlocked at rank 123 and is classed as an assault rifle in-game. Being a weapon only designed to fire from an M2 Bradley, it is not the easiest thing to use in combat. It fires at 1225 RPM, has extreme vertical and horizontal recoil and has no iron sights at all. Correctly depicted as open bolt, it also has the wire stock available as an attachment, though the model is borrowed from the M3A1 &amp;quot;Grease Gun&amp;quot; and is not the correct stock for the M231.&lt;br /&gt;
&lt;br /&gt;
In real life, it is only meant to be used inside the M2 Bradley, removing it is inadvisable in a combat scenario outside of extreme emergencies. The game reflects this with the description stating &amp;quot;the M231 Firing Port Weapon is only intended to be used inside the Bradley AFV in a special mount. Hits hard, but good luck hitting anything...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The weapon's description (&amp;quot;... You're going to use it anyways, Boss?&amp;quot;) has a reference to ''[[Metal Gear Solid 3]]'', where &amp;quot;The Boss&amp;quot; uses a heavily modified short-barrel AR-15 platform rifle with a Beta C-Mag magazine called the Patriot. The same sort of weapon can be created by equipping the &amp;quot;Short Barrel&amp;quot; attachment and the &amp;quot;M855 Specialty Conversion&amp;quot;, the latter replaces the 30 round magazine with a C-Mag.&lt;br /&gt;
[[File:381portg.jpg|thumb|none|450px|M231 Firing Port Weapon - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MBA Gyrojet Carbine==&lt;br /&gt;
The carbine variant of the [[Gyrojet]] is unlocked at rank 127. Like the pistol, it has reverse damage, which increases with range. It also has the fictional full-auto upgrade, like the pistol.&lt;br /&gt;
[[File:Gyrojetcarbine.jpg|thumb|none|450px|Gyrojet Mark 1 Model B Military Carbine - 13mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-126==&lt;br /&gt;
The OTs-126, a semi-auto carbine variant of the [[PP-2000]], is unlocked at rank 48. It is depicted as select-fire in-game.&lt;br /&gt;
[[File:OTs-126.jpg|thumb|none|450px|OTs-126 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-1A-01 Groza==&lt;br /&gt;
The [[OTs-14-1A-01 Groza]] appears as the &amp;quot;Groza-1&amp;quot;, unlocked at rank 42.&lt;br /&gt;
[[file:OTs-14-1A-01.jpg|thumb|none|450px|OTs-14-1A-01 Groza - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A-03 Groza==&lt;br /&gt;
The [[OTs-14-4A-03 Groza]] is unlocked at rank 79, referred to as the &amp;quot;Groza-4&amp;quot;.&lt;br /&gt;
[[Image:OTs-14-4A-03.jpg|thumb|none|450px|OTs-14-4A-03 Groza - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Remington 1858 &amp;quot;Cattleman's Carbine&amp;quot;==&lt;br /&gt;
The [[Remington 1858 &amp;quot;Cattleman's Carbine&amp;quot;]] is unlocked at rank 93.&lt;br /&gt;
[[Image:RemCattlemansCarbine58.jpg|thumb|none|450px|Remington 1858 &amp;quot;Cattleman's Carbine&amp;quot; - .44]]&lt;br /&gt;
&lt;br /&gt;
==Rossi Circuit Judge==&lt;br /&gt;
The [[Rossi Circuit Judge]] is unlocked at rank 114 and is referred to as the &amp;quot;Jury&amp;quot;.&lt;br /&gt;
[[file:Rossi Circuit Judge 1.jpg|thumb|450px|none|Rossi Circuit Judge - .410 bore/.45 Long Colt]]&lt;br /&gt;
&lt;br /&gt;
==SKS==&lt;br /&gt;
The [[SKS]] in a Tapco Intrafuse stock is unlocked at rank 13.&lt;br /&gt;
[[File:Tapco Intrafuse SKS Rifle Stock Bayonet-DE.jpg|thumb|none|450px|SKS with Tapco Intrafuse stock - 7.62x39mm]]&lt;br /&gt;
[[File:Pfsks-1.jpg|thumb|none|600px|The SKS in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==SR-3M==&lt;br /&gt;
The [[SR-3M]] is unlocked at rank 69.&lt;br /&gt;
[[Image:SR-3M-vichr-30-mag.jpg|thumb|none|450px|SR-3M with 30 round magazine - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International Arctic Warfare Suppressed==&lt;br /&gt;
The [[Accuracy International Arctic Warfare Suppressed]] is unlocked at rank 41 and is known as the &amp;quot;AWS&amp;quot;. It has a 10 round magazine and is stated to be firing .308 Winchester. It is the only integrally-suppressed sniper rifle in the game, which gives it the lowest muzzle velocity in its class. The PM II scope it uses is a unique variant with an illuminated reticle.&lt;br /&gt;
[[File:AWS 1800.jpg|thumb|450px|none|Accuracy International AWS - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International Arctic Warfare Magnum==&lt;br /&gt;
The [[Accuracy International Arctic Warfare Magnum]] is unlocked at rank 82 and is known as the &amp;quot;AWM&amp;quot;. Prior to update 4.7.0, it had a white chassis and was known as the L115A3, which the model did not accurately represent. The new AWM has a much more accurate model. It was also available in the Alpha of the game.&lt;br /&gt;
&lt;br /&gt;
The AWM comes with ironsights by default, the same as the KRISS Vector and Beowulf TCR. They are modelled after the Diamondhead flip-up sights, but the AWM has a unique front sight compared to the two other weapons that use Diamondhead sights.&lt;br /&gt;
[[File:AWSM fixed.jpg|thumb|none|450px|Accuracy International AWSM without scope - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:Accuracy International AWM.jpg|thumb|none|450px|Accuracy International AWM-F - .300 Winchester Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107A1==&lt;br /&gt;
The [[Barrett M107A1]] is unlocked at rank 170, with a tan frame and a five round magazine, for balancing reasons. It previously appeared in the Alpha build of the game, where it was an M82A1 model.&lt;br /&gt;
&lt;br /&gt;
Two interesting things to note about this weapon: attaching a suppressor allows the player to hear the action cycling as well as the spring pushing the bolt back into battery, despite the M107 being one of the loudest guns in the whole game. Secondly (and strangely), the bolt does not cycle at the end of the last shot; the player instead ejects the last round during the reload animation.&lt;br /&gt;
&lt;br /&gt;
Like the game's other .50 BMG weapons, it has access to .416 Barrett and &amp;quot;Dust Shot&amp;quot; conversions, the former increasing penetration and velocity while sacrificing range and damage, and the latter making absolutely no sense at all, turning an anti-materiel rifle into the world's most unwieldy semi-automatic shotgun.&lt;br /&gt;
[[File:Barrett-M107A1_29_inch.jpg|thumb|none|450px|Barrett M107A1 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Cheyenne Tactical M200 Intervention==&lt;br /&gt;
The [[Cheyenne Tactical M200 Intervention]] is the default sniper rifle, unlocked at rank 0. Foregrips are mounted in front of the upside-down carry handle; before update 4.0.0, the carry handle was removed when grips were used.&lt;br /&gt;
&lt;br /&gt;
It has access to a straight-pull bolt and a .375 Cheytac conversion. The stock can also be removed.&lt;br /&gt;
[[Image:M200.jpg|thumb|none|450px|Cheyenne Tactical M200 Intervention - .408 CheyTac]]&lt;br /&gt;
[[File:Pfm200-1.jpg|thumb|none|600px|The Intervention in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K14==&lt;br /&gt;
The [[Daewoo K14]] is unlocked at rank 138, making its first appearance in any media. It has an exclusive scope, the KOM 10x42, which cannot be unlocked for use on other sniper rifles.&lt;br /&gt;
[[File:Daewook14.jpeg‎|thumb|none|450px|Daewoo K14 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Denel NTW-20==&lt;br /&gt;
The [[Denel NTW-20]] is unlocked at rank 220. It features both 14.5x114mm and 20x110mm conversions, the latter of which turns the weapon into a single-shot breech loader. The weapon is incredibly heavy, denying the player the ability to walk while aiming or aim at all unless they are crouched, prone or near waist-high cover, as the weapon features a usable bipod system.&lt;br /&gt;
&lt;br /&gt;
The description incorrectly states that the weapon was designed to take down tanks.&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|450px|Denel NTW-20 - 20x82mm MG151]]&lt;br /&gt;
&lt;br /&gt;
==Dragunov SVDS==&lt;br /&gt;
The [[SVDS Dragunov]] is unlocked at rank 104. The bolt does not lock back when empty and the ironsights more closely resemble a [[Gewehr 43]] rather than the [[Mosin Nagant]]-style sights of the SVDS in reality.&lt;br /&gt;
&lt;br /&gt;
Prior to Update 4.0.0, the weapon had a 5 round capacity in a 10 round magazine model. It also used to be classed as a DMR, but it has now been changed to a sniper rifle and a 10 round capacity.&lt;br /&gt;
[[File:SVD-S-Rifle.jpg‎|thumb|none|450px|SVDS - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
===Dragunov SVD===&lt;br /&gt;
Equipping the &amp;quot;Full Stock&amp;quot; converts the weapon into a [[Dragunov SVD]], with a wood stock and handguard instead of the SVDS' polymer. The name also changes to reflect the conversion.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
==Dragunov SVU==&lt;br /&gt;
A green [[SVU Dragunov]] is unlocked at rank 38. It has a PSO-1 which has much more magnification than a real PSO-1 - 7.5x compared to the real scope's 4.0x. The SVU also has access to iron sights. The bolt does not lock back when empty.&lt;br /&gt;
&lt;br /&gt;
Before Update 4.0.0, the SVU was classed as a DMR, had 5 rounds in a 10 round magazine and had an integral suppressor, due to the unique, cylindrical appearance of the muzzle brake on the SVU. After this update, the developers realised the error, re-classed it as a sniper rifle and removed the suppressor effect from the built-in muzzle brake, although it is non-functional like other guns with muzzle brakes by default. The magazine capacity has also been increased to 10.&lt;br /&gt;
[[Image:Svu-a 2.jpg|thumb|none|450px|SVU modernized with black furniture and a bipod - 7.62x54mmR]]&lt;br /&gt;
[[Image:SVU-A.jpg|thumb|none|450px|SVU-A - 7.62x54mmR. Image used to show back-up iron sights.]]&lt;br /&gt;
&lt;br /&gt;
==FN SSR==&lt;br /&gt;
The [[FN SSR]], called the &amp;quot;SCAR SSR&amp;quot;, is unlocked at rank 85. It is classed as a DMR in-game. Despite having one fire mode, semi-auto, it has an animation to switch fire modes. It has a 20 round [[SCAR-H]] magazine loaded with 10 rounds and a 6.5mm Creedmoor conversion.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[Image:SSR Mk.20 Mod.0.jpg|thumb|none|450px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Grünig &amp;amp; Elmiger FT300==&lt;br /&gt;
The Grünig &amp;amp; Elmiger FT300 is a Swiss sniper rifle, unlocked at rank 160 and chambered in .243 Winchester by default. It features a lot of customisation, with caliber conversions to .22 LR, .308 Winchester, 7.5x55mm and 6XC Norma, a modified .250 Savage round designed for competition shooting. Other options include a &amp;quot;Marksman Kit&amp;quot;, adding a 10 round detachable magazine and a straight-pull bolt (not compatible with the .22 LR conversion), an integral suppressor, the &amp;quot;Olympian Target Sight&amp;quot; and &amp;quot;Olympian Grip&amp;quot; and finally, the Wood Furniture modification, which has very little stat changes. &lt;br /&gt;
&lt;br /&gt;
The G&amp;amp;E logo is replaced with the Stylis Studios logo.&lt;br /&gt;
[[File:G%26eft300.jpg|thumb|none|450px|Grünig &amp;amp; Elmiger FT300 - 6mm BR]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MSG90==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MSG90]] is unlocked at rank 59. Despite having one fire mode, semi-auto, it has an animation to switch fire modes. It has a 5 round magazine implausibly loaded with 10 rounds.&lt;br /&gt;
[[Image:HKMSG90.jpg|thumb|none|450px|Heckler &amp;amp; Koch MSG90 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25==&lt;br /&gt;
The [[Knight's Armament SR-25]] is unlocked at rank 3, under its SOCOM designation of Mk 11. It has the back up irons of the real weapon as the default ironsights. It is classed as a DMR. Despite having one fire mode, semi-auto, it has an animation to switch fire modes. Weirdly, the animations for reloading include both pressing the bolt release and pulling the charging handle.&lt;br /&gt;
&lt;br /&gt;
It has a conversion to .500 Phantom rounds.&lt;br /&gt;
[[File:Knights-Armament-SR-25-Mk11-Mod-0Unsuppressed.jpg|thumb|none|450px|Knight's Armament SR-25 with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfsr25-1.jpg|thumb|none|600px|The SR-25 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M1903 Springfield==&lt;br /&gt;
The [[M1903 Springfield]] is unlocked at rank 136. It can be converted to the rare Air Service version, or have a Pedersen Device installed.&lt;br /&gt;
[[File:M1903Mark1.jpg|thumb|none|450px|M1903 Springfield - .30-06 Springfield]]&lt;br /&gt;
[[File:M1903AirService.jpg|thumb|none|450px|M1903 Springfield Air Service - .30-06 Springfield]]&lt;br /&gt;
[[File:Pederson_Device.jpg|thumb|none|450px|M1903 Springfield with Pedersen Device - .30-18 Auto]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M1891/30==&lt;br /&gt;
The [[Mosin Nagant M1891/30]], known simply as the &amp;quot;Mosin Nagant&amp;quot;, is unlocked at rank 91, a nod to the original rifle's designation of M1891. The description states it is from the 1800s, which is incorrect for the specific model of rifle in the game, which was produced from 1930 onwards. However, the original rifle was made in 1891.&lt;br /&gt;
&lt;br /&gt;
The reload animations are always wrong unless reloading from an empty magazine - the player character will always push a full stripper clip into the rifle, regardless of remaining rounds. The bolt has to be opened to reload, which would cause a round to be lost, but no such mechanism is present in-game. Additionally, the top round is not pulled upward to avoid rims locking together, which could cause misfeeds, and the &amp;quot;clip&amp;quot; part of the stripper clip is removed incorrectly.&lt;br /&gt;
&lt;br /&gt;
The rifle always has the bent bolt regardless of attachments, and can attach a PU-1 scope. Additionally, it has access to an &amp;quot;8mm&amp;quot; conversion, which increases body damage at close range and decreases headshot damage at long range; this is presumably either meant to represent one of the interwar Polish conversions to 8x57mm Mauser, or one of the WWI-era Austro-Hungarian conversions to 8x50mmR Mannlicher. The ironsights have a higher zoom than almost every ironsight in the game, including ones on other sniper rifles like the AWM, which has irons by default. Interestingly, it has access to an extended magazine attachment; this is modeled off of the Howling Raven 10-round extended magazine, and is (like the real deal) detachable.&lt;br /&gt;
[[File:M9130.jpg|thumb|none|450px|Mosin Nagant M91/30 - 7.62x54mmR]]&lt;br /&gt;
[[File:MosinNagantM9130Sniper.jpg|thumb|none|450px|Mosin Nagant M91/30 with PU scope - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
===Mosin Nagant &amp;quot;Obrez&amp;quot;===&lt;br /&gt;
The [[Mosin Nagant &amp;quot;Obrez&amp;quot;]] version, a sawn-off Mosin, is available in the &amp;quot;Other&amp;quot; secondary category and is unlocked at rank 117. It shares all the reload inaccuracies from the M1891/30 listed above. The Obrez, as you would expect, has a lot of recoil, spread and bulet drop, but it can be effectively used as a pocket sniper.&lt;br /&gt;
&lt;br /&gt;
By default, it lacks a front sight, making aiming rather difficult. However, a barrel attachment called &amp;quot;Front Post&amp;quot; remedies the issue, extending the barrel just far enough in order to attach a front sight onto the barrel. The &amp;quot;Obrez Stock&amp;quot; and &amp;quot;Long Barrel&amp;quot; make the weapon approximate the M1891/30 listed above, in appearance, barrel length and performance, though it will still have more bullet spread than the proper rifle. Additionally, the extended barrel has no wood - it is just bare metal all the way.&lt;br /&gt;
&lt;br /&gt;
The weapon also has access to the 8mm conversion and the extended magazine, like the full-length rifle.&lt;br /&gt;
&lt;br /&gt;
As a bit of trivia, the appearance of the Obrez in ''Phantom Forces'' predates the appearance of the Obrez in ''[[Battlefield 1]]'' by a few months, making ''Phantom Forces'' the first game to feature one as a standalone weapon (though one could be created in ''[[DayZ]]'' by sawing down a full-length Mosin prior to this).&lt;br /&gt;
[[File:Mosin-Nagan-obrez.jpg|thumb|none|450px|Mosin Nagant M91/30 &amp;quot;Obrez&amp;quot;  - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
==PGM Hecate II==&lt;br /&gt;
The [[PGM Hecate II]] is unlocked at rank 150, with a Scrome LTE J10 F1 scope. Despite the Hecate's recoil compensation measures in real life such as the muzzle brake and its weight, which is supposed to reduce recoil to a level comparable to that of a .308 Winchester, the in-game depiction of the gun has very high recoil, most likely due to balancing purposes.&lt;br /&gt;
[[File:PGMHecateII.jpg|450px|thumb|none|PGM Hecate II - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 700 Magpul==&lt;br /&gt;
The [[Remington Model 700]], fitted with a Magpul chassis, is unlocked at rank 14 and is known as the &amp;quot;Remington 700&amp;quot;. It has a 6 round magazine, which does not exist, meaning a 7 round magazine has been loaded with 6 rounds. However, the model is that of a 5 round magazine. It has access to an extended magazine and a straight-pull bolt.&lt;br /&gt;
[[File:Remington M700 Hunter 700L stock.jpg|thumb|none|450px|Remington Model 700 with Magpul Hunter 700L Stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfr700-1.jpg|thumb|none|600px|The Remington 700 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Sako TRG-42==&lt;br /&gt;
The [[Sako TRG-42]] is unlocked at rank 84. It has a white chassis and MBUS back up ironsights, despite the rifle already having built-in irons. In-game, it is chambered in .338 Lapua Magnum.&lt;br /&gt;
[[Image:Sako trg42.jpg|thumb|none|450px|Sako TRG-42 - .300 Winchester Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Serbu BFG-50==&lt;br /&gt;
The [[Serbu BFG-50]] makes its inaugural appearance in a form of media, identified as &amp;quot;BFG 50&amp;quot;, being the most powerful sniper rifle in the game until the addition of the Hecate II and M107. It is well-known by the community due to its insane one-shot-kill potential and the fact that many low-level players would unlock it with credits before they reached rank 65. It is a single-shot, breech-loading .50 BMG rifle.&lt;br /&gt;
&lt;br /&gt;
The rifle has a few unique attachments - .17 Wildcat rounds are super-bottlenecked .50 BMG rounds which increase the bullet velocity of the BFG 50. It can also use .416 Barrett ammo and M903 SLAP rounds. It is equipped with the NXS 8-32 scope by default.&lt;br /&gt;
&lt;br /&gt;
All muzzle attachments are mounted inside the default muzzle brake, which is just part of the model and provides no statistical advantage.&lt;br /&gt;
[[File:serbu bfg50.jpg|thumb|none|450px|Serbu BFG-50 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SFG 50&amp;quot;===&lt;br /&gt;
A fictional ''super'' short-barrelled version of the [[Serbu BFG-50]], known as the &amp;quot;SFG 50&amp;quot;, is unlocked at rank 75 and it is part of the &amp;quot;Other&amp;quot; secondary weapon category. As you would expect from a short-barrelled .50 BMG rifle, it has insane recoil and low accuracy at range. The default muzzle brake is just part of the model and provides no statistical advantage.&lt;br /&gt;
&lt;br /&gt;
Like the BFG-50, it has access to .17 Wildcat, M903 SLAP and .416 Barrett ammo, along with the NXS 8-32 scope. It also has access to &amp;quot;Dust Shot&amp;quot;, which turns the weapon into a bolt-action, single-shot shotgun.&lt;br /&gt;
&lt;br /&gt;
The name &amp;quot;SFG 50&amp;quot; is never explained, nor was the name BFG for the BFG 50. As Serbu never gave any explanation for the name, many people have interpreted the acronym as &amp;quot;Big Fucking Gun&amp;quot;, along the same line as the [[Talk:Doom_(VG)#BFG_9000|BFG 9000 from the ''DOOM'' franchise]]. This would make SFG stand for &amp;quot;Small Fucking Gun&amp;quot;, which was reflected by the weapon's name in the killfeed being in lower-case until the Crimson Update.&lt;br /&gt;
[[File:PF-Sfg50-menu.jpg|thumb|none|600px|The &amp;quot;SFG 50&amp;quot; in the menu.]]&lt;br /&gt;
[[File:PF-Sfg50-attachments-menu.jpg|thumb|none|600px|The &amp;quot;SFG 50&amp;quot; with the default suppressor (with a unique model) and the &amp;quot;Ballistics Tracker&amp;quot; attachment (which is just an iPhone with a Stylis Studios logo).]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Scout==&lt;br /&gt;
An early-model [[Steyr Scout]] is unlocked at rank 195, equipped with a Leupold M8-6x scope. It is chambered in .376 Steyr and has an 8 round magazine. The straight-pull bolt is an attachment option for this weapon. It was previously chambered in 7.62x51mm NATO, with an underloaded 9 round magazine (should be 10), but it was changed in an unknown update. Instead of a Steyr logo on the stock, there is a Stylis Studios logo.&lt;br /&gt;
[[File:Scout Gray.jpg|thumb|none|450px|Steyr Scout (early model) with gray stock and long-eye-relief scope - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==VSS Vintorez==&lt;br /&gt;
The [[VSS Vintorez]] is unlocked at rank 46. By default, it has no scope and a 10 round magazine, but a PSO-1 scope can be attached to the weapon. It is classed as a Designated Marksman Rifle in-game and it is the only select-fire DMR in-game.&lt;br /&gt;
&lt;br /&gt;
Like the [[AS Val]], the Vintorez has access to the &amp;quot;Suppressor.. ?&amp;quot; attachment, which is the only barrel attachment. In-game, it doesn't do anything apart from pitch up the noise of your shots, and it is nonsensically attached to the end of the integral suppressor. It is modelled after the PBS-1.&lt;br /&gt;
&lt;br /&gt;
The AS Val can also be made into a VSS with the &amp;quot;Full Stock&amp;quot; attachment.&lt;br /&gt;
[[Image:Vss1.jpg|thumb|none|450px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
The [[Walther WA 2000]] is unlocked at rank 200. It correctly has a 6 round capacity. The scope model seems to be the same as the one on the Scout, the Leupold M8-6x, however the reticle is different. Oddly, a red laser attachment emits a pink beam instead. The top-mounted bipod is deployed when the &amp;quot;Long Barrel&amp;quot; attachment is used, like the FAMAS. Also like the FAMAS, the bipod is functionally useless.&lt;br /&gt;
&lt;br /&gt;
The description of the rifle states &amp;quot;Section 26, paragraph 5 - need to know. I'm sure you understand&amp;quot;, which is a reference to ''[[The Living Daylights]]'', a Bond film in which [[Timothy Dalton]] uses the WA2000.&lt;br /&gt;
[[Image:Walther-WA2000.jpg|thumb|none|450px|Walther WA 2000 - .300 Winchester Magnum]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Browning Automatic Rifle M1918A2==&lt;br /&gt;
The [[Browning Automatic Rifle M1918A2]] was added in October 2023 as part of update 9.0.3.&lt;br /&gt;
[[File:BAR.jpg|350px|thumb|none|M1918A2 Browning Automatic Rifle without carry handle - .30-06]]&lt;br /&gt;
&lt;br /&gt;
==Diemaco C7 LSW/Colt Model 750 LMG==&lt;br /&gt;
The [[Diemaco/Colt Canada C7 LSW]] appears as the first LMG players unlock, under the name &amp;quot;Colt LMG&amp;quot;. It does not have the built-in foregrip and it uses a 60 round quad-stack magazine. Despite the fact that it has a fixed carry handle (being based on the [[M16A2]]), the carry handle is removed when used with optics.&lt;br /&gt;
[[File:M16A2_CAR.jpg|thumb|none|350px|Diemaco C7 LSW/Colt Model 750 with Beta-C drum magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfm750-1.jpg|thumb|none|600px|The C7 LSW/M750 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==FN HAMR IAR==&lt;br /&gt;
The [[FN HAMR IAR]] is unlocked at rank 72, loaded with a 50 round X-Products drum. It does not feature the closed/open-bolt switching mechanism, being permanently stuck in closed-bolt. It is called the &amp;quot;SCAR HAMR&amp;quot; in-game. It has a fictional 9mm conversion, which uses a 100-round Beta-C drum magazine. Weirdly, the &amp;quot;Short Barrel&amp;quot; increases the effective range of the weapon.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[File:FN HAMR.jpg|thumb|none|450px|FN HAMR IAR - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21E]] is unlocked at rank 67. Like the [[Vollmer HK51-B]], it has a unique belt box that only G3 LMG variants use.&lt;br /&gt;
[[File:HK21E.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==L86A2==&lt;br /&gt;
The [[L86A2]] LSW is unlocked at rank 43, under the name &amp;quot;L86 LSW&amp;quot;.&lt;br /&gt;
[[File:L86A2.jpg|thumb|none|450px|L86A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M60E6==&lt;br /&gt;
The [[M60 machine gun|M60E6]], under the generic &amp;quot;M60&amp;quot; name, is unlocked at rank 19. It is fitted with a clubfoot stock and has the top rail from the [[Mk 43 Mod 1]].&lt;br /&gt;
[[File:M60E6.jpg|thumb|none|450px|M60E6 with ELCAN scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfm60-1.jpg|thumb|none|600px|The M60 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==MG3KWS==&lt;br /&gt;
The [[MG3|MG3KWS]] is the improved version of the MG3, unlocked at rank 101. It can be modified with the &amp;quot;Light Bolt&amp;quot; and &amp;quot;Heavy Bolt&amp;quot; attachments, which in/decrease ROF. The MG3 has heavy bolt versions so it can be more easily fired from the shoulder.&lt;br /&gt;
[[File:MG3KWS.jpeg|thumb|none|450px|MG3KWS with Steiner 1-5x24 scope - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The [[MG42]] is unlocked at rank 142. It can be modified with the &amp;quot;Light Bolt&amp;quot; and &amp;quot;Heavy Bolt&amp;quot; attachments, which in/decrease ROF. Despite not being for MG42s, this has a basis in reality - the [[MG3]] has heavy bolt versions so it can be more easily fired from the shoulder.&lt;br /&gt;
[[Image:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] with a 40-round magazine is unlocked at rank 54.&lt;br /&gt;
[[File:RPK lmg.jpg|thumb|none|450px|RPK with 40 round magazine - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==RPK-12==&lt;br /&gt;
The RPK-12, an early LMG concept of the [[AK-12]] prototype, appears in the game. It is unlocked at rank 37, and has a 45 round magazine. It is based on the gun of the same name in ''[[Battlefield 4]]''.&lt;br /&gt;
[[File:RPK-12.jpg|thumb|none|450px|Photoshopped mock-up of the RPK-12 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==RPK-74==&lt;br /&gt;
The [[RPK-74]] is unlocked at rank 88. It uses the same rear sight as the AK74, when it should have a rear sight with windage adjustment.&lt;br /&gt;
[[File:Soviet RPK-74.jpg|thumb|none|450px|RPK-74 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR==&lt;br /&gt;
The [[Steyr AUG HBAR]] is unlocked at rank 27. It has the same rail system as the AUG A2 and A3, as well as a 42 round magazine, which incorrectly visually resembles a brown 30 round STANAG magazine. It used to be closed-bolt, but an update changed it so that the weapon was open-bolt, however the charging handle still moves as if it were closed-bolt.&lt;br /&gt;
[[Image:Aug-hbar.jpg|thumb|none|450px|Steyr AUG HBAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:SteyrAUGSR.jpg|thumb|none|450px|Steyr AUG Special Receiver - 5.56x45mm NATO. Image used to show the Picatinny rail.]]&lt;br /&gt;
[[File:Pfaughbar-1.jpg|thumb|none|600px|The AUG HBAR in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Vollmer HK51-B==&lt;br /&gt;
The super-rare [[Vollmer HK51-B]], a short-barrelled [[HK21]] conversion, is unlocked at rank 160. It is an unofficial belt-fed short-barrelled G3 rifle, adapted to use the M13 link designed for the [[M60]]. Despite this, it has a unique belt box model that all G3 LMG variants use. The reload animation is the same as the HK21. The weapon has the 3 round burst mode from the [[MP5A5]].&lt;br /&gt;
&lt;br /&gt;
Oddly, it is classed as a carbine, despite being a machine gun. This means it is the only belt-fed carbine in the game.&lt;br /&gt;
[[file:HK51-b.jpg|thumb|none|450px|Vollmer HK51-B without ammunition belt - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M79==&lt;br /&gt;
The [[M79]] appears as the &amp;quot;M79 Thumper&amp;quot;, one of the grenade launcher's nicknames from the Vietnam War. It is classified as an &amp;quot;Other&amp;quot; secondary, alongside the Obrez, the &amp;quot;SFG 50&amp;quot;, the &amp;quot;Saiga-12U&amp;quot;, the sawed-off shotgun and the Serbu Super Shorty, and is unlocked at rank 79. The sights are permanently folded down, and are removed and replaced by a Picatinny rail when using optics. The stock is removeable, replaced by a sawed-off pistol grip, and the barrel can be shortened. Nonsensically, the weapon can also be fitted with a muzzle brake or a compensator, which would never be able to be attached to the M79 in real life. It also has access to the joke &amp;quot;Loudener&amp;quot; muzzle attachment, which makes the weapon louder when firing. When reloading, the opening latch is correctly used before the barrel can be opened, which is nice attention to detail.&lt;br /&gt;
&lt;br /&gt;
The weapon does not fire HE 40x46mm grenades, as one might expect - instead, it fires 10 .22 LR bullets using the 40x46mm grenade casing, meaning it functions more like a single barrelled shotgun than a grenade launcher. This is not possible in real life - while there were experimental, shotgun like, ammunition for this weapons in real life, the chamber of the M79 cannot hold enough pressure to push small projectiles up to a lethal velocity. The barrel is rifled, therefore the small projectiles spread widely and is less lethal than a handgun or conventional shotgun at further range.&lt;br /&gt;
&lt;br /&gt;
The M79 has a few ammo conversions. It can use Hollow Point and Armour Piercing, unlike other shotguns, owing to it using .22 LR, not regular shotgun shells. The 40mm Sponge ammunition is unlocked by default, a riot-control ammo type intended to be non-lethal; instead of killing, it stuns and shocks the target. It has a similar function to a slug round used in the other shotguns, but with more pronounced drop and a muzzle velocity of 60m/s. It can kill with a hit anywhere on the body, and it has a different model to the normal ammunition - the 40mm grenade now has a grey base and a blue tip. The M79 can also fire Flechette ammunition, which has 16 projectiles, more than standard 8 darts used by every other shotgun with the flechette ammunition equipped. Flechette pierces cover better, but deals less damage, less muzzle velocity and has more spread. &amp;quot;.410 Beehive&amp;quot; converts the M79 to fire .410 shells, with 12 pellets that travel faster and further than the .22 LR, but have less power and more spread, meaning it functions similarly to the birdshot ammunition. Buckshot makes it fire the standard 8 pellet shells used in other shotguns via an adaptor, dealing more damage and with more muzzle velocity than the standard .22 LR, but with more spread and less pellets, it is not very useful. Finally, slugs function similarly to the 40mm Sponge, but with longer range, more spread and less drop, turning the M79 into an inaccurate version of the &amp;quot;SFG 50&amp;quot;.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==X Products Can Cannon==&lt;br /&gt;
The [[X Products Can Cannon]] is rather bizarrely the last firearm unlocked, at rank 222.&lt;br /&gt;
[[File:CanCannonAR15.jpg|thumb|none|450px|X Products Can Cannon - 12 oz. can]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
For gameplay purposes, all grenades glow green or red when thrown, depending on if the team that threw the grenade is friendly or not.&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] is unlocked at rank 26.&lt;br /&gt;
[[File:M26_Grenade.jpg|thumb|none|250px|M26 hand grenade]]&lt;br /&gt;
[[File:Pfm26-1.jpg|thumb|none|600px|The M26 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M560 Mini Grenade==&lt;br /&gt;
The M560 mini grenade is unlocked at rank 56.&lt;br /&gt;
[[File:ONSV2998__02.jpg|thumb|none|250px|M560 mini grenade]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] is the default grenade in ''Phantom Forces''.&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|250px|M67 hand grenade]]&lt;br /&gt;
[[File:Pfm67-2.jpg|thumb|none|600px|The M67 in the loadout menu.]]&lt;br /&gt;
[[File:Pfm67-1.jpg|thumb|none|600px|The pre-5.7.0 model for the grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Mk. 2 Hand Grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is unlocked at rank 2.&lt;br /&gt;
[[File:MkII_post-WWII_grenade.JPG|thumb|none|250px|Mk. 2 hand grenade]]&lt;br /&gt;
[[File:Pfmk2-1.jpg|thumb|none|600px|The Mk. 2 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
Three versions of the [[Model 24 Stielhandgranate]] appear in-game. The first is the basic &amp;quot;M24 Stick&amp;quot;, which is unlocked at rank 24. The second is the ''Geballte Ladung'' variant, unlocked at rank 168 (which is 7 times 24). The third is actually a melee weapon, and can only be unlocked by getting a Legendary on a case.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate]]&lt;br /&gt;
[[File:Pfm24-1.jpg|thumb|none|600px|The Stielhandgranate in the menu. The marking on the grenade's head reads &amp;quot;Kartoffel&amp;quot; (potato in German), in reference to its &amp;quot;potato masher&amp;quot; nickname.]]&lt;br /&gt;
[[File:M24_geballte_ladung.jpg|thumb|none|300px|Model 24 Stielhandgranate ''Geballte Ladung'']]&lt;br /&gt;
&lt;br /&gt;
==RGD-5 Hand Grenade==&lt;br /&gt;
The [[RGD-5 hand grenade]] is unlocked at rank 54.&lt;br /&gt;
[[File:RGD5.jpg|thumb|none|250px|RGD-5 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==RGN Hand Grenade==&lt;br /&gt;
The [[RGN]] is unlocked at rank 113.&lt;br /&gt;
[[File:RGN.jpg|thumb|none|250px|RGN hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==RGO Hand Grenade==&lt;br /&gt;
The [[RGO]] hand grenade is unlocked at rank 114.&lt;br /&gt;
[[File:RGO.jpg|thumb|none|250px|RGO hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==T13 Beano Grenade==&lt;br /&gt;
The [[T13 Beano]] grenade is unlocked at rank 80.&lt;br /&gt;
[[File:T13_Impact_Grenade.jpg|thumb|none|250px|T13 Beano grenade]]&lt;br /&gt;
&lt;br /&gt;
==V40 Mini Grenade==&lt;br /&gt;
The [[V40 Mini Grenade]] is unlocked at rank 140.&lt;br /&gt;
[[File:V40.jpg|thumb|none|250px|V40 Mini Grenade]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==e-Shotgun==&lt;br /&gt;
The &amp;quot;E Gun&amp;quot; is the world's first commercial coilgun, called the e-Shotgun in real life and unlocked at rank 87. The weapon fires small discs, which the game affectionately calls &amp;quot;Angry Pancakes&amp;quot;. A caliber conversion is available to the equally silly-sounding &amp;quot;Pennies&amp;quot; ammo type. Using the &amp;quot;Pennies&amp;quot; doubles the size of capacity up to 100 rounds. It features the real weapon's automatic and &amp;quot;shotgun&amp;quot; (actually a very fast 5-round burst) modes, and a semi-auto mode, with the burst firing at 2,800 RPM, 400 higher than the real weapon. Automatic fire is also faster, firing at 850 RPM instead of 600. The weapon also features a unique sight, the Kousaku OLED, unlocked by default.&lt;br /&gt;
[[File:PD90 coilgun.jpg|500px|thumb|none|e-Shotgun PD90]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Coilgun&amp;quot;===&lt;br /&gt;
The &amp;quot;Coilgun&amp;quot; is a fictional secondary version of the e-Shotgun, also unlocked at rank 87, painted white instead of black. As a shotgun secondary, it is classed as an &amp;quot;Other&amp;quot; secondary. It features the same unique sight as the primary, and has only minor changes compared to the primary version.&lt;br /&gt;
&lt;br /&gt;
==Nerf Boxy Buster==&lt;br /&gt;
The &amp;quot;Boxy Buster&amp;quot; is a pistol based on the [[USFA ZiP .22]], added as part of a tie-in with Nerf, as Hasbro partnered with Roblox to make toy blasters based on various popular ''Roblox'' games. The ZiP .22 was selected due to its simplicity and popularity within the community as a joke weapon. The Boxy Buster is a real toy, which is functionally similar to the &amp;quot;Jolt&amp;quot; blasters. The in-game weapon is unlocked by redeeming a code that comes with the real blaster.&lt;br /&gt;
&lt;br /&gt;
The weapon has incredibly unrealistic performance for a foam dart toy blaster. It has a muzzle velocity of 500m/s, which is the lowest in the game but still far higher than the real toy. The foam dart cannot penetrate walls and makes no noise when firing, so players using this blaster do not show up on the minimap. The darts have a preposterous range compared to the real blaster, able to hit enemies across the map and even result in a kill if a headshot is achieved, due to the low damage of 25 being boosted with a 3x torso multiplier and a 50x headshot multiplier, meaning the weapon does 1,250 damage to the head, the joint highest in the game with the 1911 pistol's dart conversion. The darts are green, like the ones that come with the real-life Boxy Buster.&lt;br /&gt;
&lt;br /&gt;
The reload is incorrect, as the player never pulls the plunger underneath the grip, which is needed for the blaster to fire.&lt;br /&gt;
[[File:PF_Boxy_Buster.jpg|thumb|350px|none|Nerf Boxy Buster toy pistol]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Heckler &amp;amp; Koch XM29 OICW==&lt;br /&gt;
The 1999 prototype of the [[Heckler &amp;amp; Koch XM29 OICW]] is featured on a poster in the map &amp;quot;Metro&amp;quot;.&lt;br /&gt;
[[File:H%26K_XM29_OICW.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM29 OICW (1999 prototype) - 5.56x45mm NATO &amp;amp; 20x28mm grenade]]&lt;br /&gt;
[[File:Pfoicw-1.jpg|thumb|none|600px|If only it was usable...]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Ruger_Redhawk_/_Super_Redhawk&amp;diff=1638262</id>
		<title>Ruger Redhawk / Super Redhawk</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Ruger_Redhawk_/_Super_Redhawk&amp;diff=1638262"/>
		<updated>2023-12-27T00:53:12Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: /* Video Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:RugerRedhawk.jpg|thumb|right|400px|Ruger Redhawk with stainless steel finish and 5.5&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[Image:Red.jpg|thumb|right|400px|Ruger Redhawk with blued finish and 5.5&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:Redhawkhunter7.5.jpg|thumb|right|400px|Ruger Redhawk Hunter with scope ring cuts and a 7.5&amp;quot; barrel, the longest factory option for the classic Redhawk - .44 Magnum]]&lt;br /&gt;
&lt;br /&gt;
The '''Ruger Redhawk''' is a large frame double action revolver, based on Ruger's [[Ruger Security Six|Security Six]] line. Available in both blued and stainless steel finish, the Redhawk is distinguishable from other revolvers due to its intentionally manufactured reinforcements in the frame, chamber and cylinder, making it capable of taking very '''hot''' custom hand loads. This design feature was done to cater to the custom loaders, ever searching for more powerful handgun cartridges. At the time of its introduction, 1979, it was the most powerful handgun in the world, being that it could take the .44 Magnum cartridge, custom loaded to maximize velocity. Such 'hot' loads were usually reserved for rifles and not recommended for any of the other .44 Magnum handguns at the time, including the venerable [[Smith &amp;amp; Wesson Model 29]]/[[Smith &amp;amp; Wesson Model 629|629]]. Since then other larger calibers and handguns have been introduced.&lt;br /&gt;
&lt;br /&gt;
In the mid-1980s, some Redhawks had barrels fall off during shooting. Ruger developed an improved version of the Redhawk, dubbed the '''Super Redhawk''', based on the [[Ruger GP100 |GP-100]] revolver. The Super Redhawk uses a modular grip frame and the frame extends out an additional 2 1/2&amp;quot; to allow for the mounting of a scope and newer, more powerful cartridges. After an investigation, Ruger realized that the issue with the barrels on the classic Redhawk existed only in a single batch that was using incorrect lubricant on the barrel threads. Rather than discontinuing the Redhawk, Ruger decided to continue building both designs and still produces the venerable Redhawk to this day. Since its introduction, Ruger has introduced newer calibers as well, like .45 ACP, .45 Long Colt and .357 Magnum to the classic Redhawk line, as well as re-introducing the older .41 Magnum Redhawk as a Davidson's Distributor exclusive. The Super Redhawk line now includes other powerful chamberings such as .454 Casull, .480 Ruger and 10mm Auto.&lt;br /&gt;
&lt;br /&gt;
=Ruger Redhawk=&lt;br /&gt;
== Specifications ==&lt;br /&gt;
&lt;br /&gt;
''(1979 - present)''&lt;br /&gt;
&lt;br /&gt;
'''Type:''' Revolver&lt;br /&gt;
&lt;br /&gt;
'''Barrel Lengths:''' 2.75 inch, 4.2 inch, 5.5 inch and 7.5 inch&lt;br /&gt;
&lt;br /&gt;
'''Caliber:''' 	.357 Magnum, .41 Magnum, .44 Magnum, .45 Long Colt/.45 ACP&lt;br /&gt;
&lt;br /&gt;
'''Capacity:''' 6-round cylinder&lt;br /&gt;
&lt;br /&gt;
'''Fire Modes:''' Double-Action/Single-Action revolver&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{Gun Title|Ruger Redhawk}}&lt;br /&gt;
&lt;br /&gt;
===Film===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Actor'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;450&amp;quot;|'''Note / Episode'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Air Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Streets of Fire]]'' || [[Michael Paré]] || Tom Cody || Stainless, no sights, 4.2&amp;quot; barrel || 1984&lt;br /&gt;
|-&lt;br /&gt;
|''[[Near Dark]]''||[[Bill Paxton]]||Severen|| Stainless, 5.5&amp;quot; barrel ||1987&lt;br /&gt;
|-&lt;br /&gt;
|''[[I'm Gonna Git You Sucka]]''||[[Isaac Hayes]]||Hammer|| Stainless, 5.5&amp;quot; barrel, black rubber grips ||1988&lt;br /&gt;
|-&lt;br /&gt;
|''[[Tremors (1990)|Tremors]]''|| [[Michael Gross]] || Burt Gummer|| Stainless, 5.5&amp;quot; barrel, Pachmayr grips ||1990&lt;br /&gt;
|-&lt;br /&gt;
|''[[Tremors (1990)|Tremors]]''|| [[Robert Jayne]] || Melvin|| Stainless, 5.5&amp;quot; barrel, Pachmayr grips ||1990&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Tremors (1990)|Tremors]] || [[Reba McEntire]] || Heather Gummer ||  || 1990&lt;br /&gt;
|-&lt;br /&gt;
|''[[If Looks Could Kill]]'' ||[[Michael Siberry]]||Derek Richardson|| Stainless, 5.5&amp;quot; barrel ||1991&lt;br /&gt;
|-&lt;br /&gt;
|''[[ Harley Davidson and the Marlboro Man]]''||[[Daniel Baldwin]]||Alexander|| Stainless, 5.5&amp;quot; barrel ||1991&lt;br /&gt;
|-&lt;br /&gt;
|''[[Aces: Iron Eagle III]]''||||Bigman's henchmen|| Blued, 5.5&amp;quot; barrel ||1992&lt;br /&gt;
|-&lt;br /&gt;
|''[[Snake Eater III: His Law]]''||[[Minor Mustain]]||Cowboy|| Hunter variant, stainless, 7.5&amp;quot; barrel ||1992&lt;br /&gt;
|-&lt;br /&gt;
|''[[A Low Down Dirty Shame]]''||[[Keenen Ivory Wayans]]||Andre Shame|| 4.2&amp;quot; barrel, no sights, stainless, Pachmayr grips ||1994&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Point Blank (1998)|Point Blank]]'' || [[Danny Trejo]] || Wallace || Stainless, 7.5&amp;quot; barrel || 1998&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Point Blank (1998)|Point Blank]]'' || Werner Schreyer || Billy || Stainless, 7.5&amp;quot; barrel || 1998&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Falling in the Paradise (Pad u Raj)]]''||[[Lazar Ristovski]]||Ljubisa Kundacina|| Stainless, 7.5&amp;quot; barrel ||2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Postal]]''||[[Zack Ward]]||The Postal Dude|| Stainless, 7.5&amp;quot; barrel ||2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[X-Men Origins: Wolverine]]''||[[Danny Huston]]||Col. William Stryker|| Stainless, 7.5&amp;quot; barrel, Goncalo Alves target grips ||2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[2 Guns]]''||[[Denzel Washington]]|| Bobby || Stainless, 7.5&amp;quot; barrel, custom Texas flag grips ||2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Beyond the Reach]]''||Hanna Mangan-Lawrence|| Laina || Blued, 5.5&amp;quot; barrel ||2014&lt;br /&gt;
|-&lt;br /&gt;
|''[[Beyond the Reach]]''||[[Jeremy Irvine]]||Ben||||2014&lt;br /&gt;
|-&lt;br /&gt;
|''[[Copshop]]''||[[Alexis Louder]]||Officer Valerie Young||||2021&lt;br /&gt;
|-&lt;br /&gt;
|''[[Copshop]]''||[[Jose Pablo Cantillo]]||Officer Pena||||2021&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Television ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Show Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;150&amp;quot;|'''Actor'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;450&amp;quot;|'''Note / Episode'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;80&amp;quot;|'''Air Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[Hunter - Season 1|Hunter]]''|| [[Wings Hauser]] || Jimmy Joe Walker || Stainless steel, 5.5&amp;quot; and 7.5&amp;quot;, &amp;quot;Dead or Alive&amp;quot; (S01E08)  ||1984-1985&lt;br /&gt;
|-&lt;br /&gt;
|''[[Hunter - Season 1|Hunter]]''||  [[Michael Baseleon]] ||   Elton Gavin || Stainless steel, 5.5&amp;quot; and 7.5&amp;quot;, High Bleacher Man&amp;quot; (S01E09) ||1984-1985&lt;br /&gt;
|-&lt;br /&gt;
|''[[The A-Team - Season 4|The A-Team]]''|| || Styles's henchman || Stainless steel, 5.5&amp;quot; barrel, &amp;quot;The Trouble with Harry&amp;quot; ||1985-1986&lt;br /&gt;
|-&lt;br /&gt;
|''[[The Equalizer - Season 2|The Equalizer]]''|| [[Giancarlo Esposito]] || Jumpin' Jack || &amp;quot;The Line&amp;quot; (S2E08) ||1986-1987&lt;br /&gt;
|-&lt;br /&gt;
|''[[Hunter - Season 4|Hunter]]''|| [[Virgil Frye]] || Deputy Sheriff Cassell || &amp;quot;Girl on the Beach&amp;quot; (S04E16) ||1987-1988&lt;br /&gt;
|-&lt;br /&gt;
|''[[Law &amp;amp; Order - Season 1|Law &amp;amp; Order]]''|| || Various || &amp;quot;Poison Ivy&amp;quot; (S01E08) ||1990-1991&lt;br /&gt;
|-&lt;br /&gt;
|''[[Law &amp;amp; Order - Season 2|Law &amp;amp; Order]]''|| || Shooting range patron || &amp;quot;Trust&amp;quot; (S02E15) ||1992&lt;br /&gt;
|-&lt;br /&gt;
|''[[Stand, The (1994 miniseries)|The Stand]]''||[[Adam Storke]]||Larry Underwood|| Blued, 5.5&amp;quot; barrel ||1994&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Firefly]]'' ||  [[Joel Steingold]] || Head Cop || &amp;quot;Safe&amp;quot; (S01E05) || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Falling Skies - Season 3]]'' || [[Colin Cunningham]] || John Pope || &amp;quot;Be Silent and Come Out&amp;quot; (S03E06) || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[APB]]''||[[Maurice Compte]]||Marcos Cruz|| Blued, 5.5&amp;quot; barrel, &amp;quot;Above and Beyond&amp;quot; ||2017&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Video Game===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#ffffff; font-size: 95%&amp;quot;&lt;br /&gt;
!width=&amp;quot;300&amp;quot;|Game Title&lt;br /&gt;
!width=&amp;quot;150&amp;quot;|Appears as&lt;br /&gt;
!width=&amp;quot;250&amp;quot;|Mods&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Notation&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Release Date&lt;br /&gt;
|- &lt;br /&gt;
|''[[Jurassic Park: Trespasser]]''|| || ||  ||1998&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Phantom Forces]] || &amp;quot;Redhawk 44&amp;quot; || 2.7&amp;quot; snubnose and S&amp;amp;W 629 Stealth Hunter barrels, custom stock, .45 Long Colt conversion ||7.5&amp;quot; barrel in .44 Magnum, added in June 2019 (update 4.5b) || 2015&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Ruger Super Redhawk=&lt;br /&gt;
[[Image:RugerSuperRedhawk.44.jpg|thumb|right|400px|Ruger Super Redhawk with 7 1/2&amp;quot; inch barrel and stainless steel finish - .44 Magnum]]&lt;br /&gt;
[[Image:RugerSuperRedhawk.jpg|thumb|right|400px|Ruger Super Redhawk with 9 1/2&amp;quot; barrel and smooth parkerized &amp;quot;target grey&amp;quot; finish - .454 Casull]]&lt;br /&gt;
&lt;br /&gt;
== Specifications ==&lt;br /&gt;
&lt;br /&gt;
''(1987 - present)''&lt;br /&gt;
&lt;br /&gt;
'''Type:''' Revolver&lt;br /&gt;
&lt;br /&gt;
'''Barrel Lengths:''' 2.5 inch, 5 inch, 6.5 inch, 7.5 inch and 9.5 inch&lt;br /&gt;
&lt;br /&gt;
'''Caliber:''' 	.44 Magnum, .41 Magnum, .454 Casull, .480 Ruger, 10mm Auto&lt;br /&gt;
&lt;br /&gt;
'''Capacity:''' 6-round cylinder&lt;br /&gt;
&lt;br /&gt;
'''Fire Modes:''' SA/DA revolver&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{Gun Title|Ruger Super Redhawk}}&lt;br /&gt;
&lt;br /&gt;
===Film===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Actor'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hard Boiled]]''||[[Anthony Wong]]||Johnny Wong||||1992&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Another Stakeout]]''||[[Miguel Ferrer]] ||  Tony Castellano || Mocked up to resemble the [[Knight's Armament Revolver Rifle]] silent revolver rifle || 1993&lt;br /&gt;
|-&lt;br /&gt;
|''[[Police Academy 7]]''||[[David Graf]]||Eugene Tackleberry||||1994&lt;br /&gt;
|-&lt;br /&gt;
|''[[Men in Black]]''||[[Peter Linari]]||The tow truck driver|| Stainless, 6&amp;quot; barrel||1997&lt;br /&gt;
|-&lt;br /&gt;
|''[[Men in Black]]''||[[Vincent D'Onofrio]]||Edgar/The Bug||||1997&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2|''[[K-911]]'' || [[James Belushi]] || Det. Michael Dooley || rowspan=2| || rowspan=2|1999&lt;br /&gt;
|-&lt;br /&gt;
| [[James Handy]] || Captain Byers&lt;br /&gt;
|-&lt;br /&gt;
|''[[Transporter, The|The Transporter]]''||[[Jason Statham]]|| Frank || Cut-down barrel ||2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Blood Brothers (2007)|Blood Brothers]]'' || [[Chen Chang]] || Mark || Continuity error || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Blood Brothers (2007)|Blood Brothers]]'' || [[Daniel Wu]] || Ah Feng || Anachronism || 2007&lt;br /&gt;
|-&lt;br /&gt;
|''[[Ca$h (2008)|Ca$h]]'' || [[Valeria Golino]] || Julia || Cut-down barrel ||2008&lt;br /&gt;
|-&lt;br /&gt;
|''[[Ca$h (2008)|Ca$h]]'' || [[Caroline Proust]] || Léa || Cut-down barrel ||2008&lt;br /&gt;
|-&lt;br /&gt;
|''[[Ca$h (2008)|Ca$h]]'' || [[François Berléand]] || François || Cut-down barrel ||2008&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Television ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Show Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;175&amp;quot;|'''Actor'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Note  / Episode'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Air Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[The X-Files]]'' || Various || FBI Sharpshooters || Mocked up with other components to resemble [[Knight's Armament Revolver Rifle]] / &amp;quot;Lazarus&amp;quot; (S1E14), &amp;quot;End Game&amp;quot; (S2E17) || 1994, 1995&lt;br /&gt;
|-&lt;br /&gt;
|''[[The X-Files - Season 4]]'' || [[William B. Davis]] || 'Cigarette-Smoking Man' || Mocked up with other components to resemble [[Knight's Armament Revolver Rifle]] / &amp;quot;Musings of a Cigarette-Smoking Man&amp;quot; (S4E07) || 1996&lt;br /&gt;
|-&lt;br /&gt;
|''[[The X-Files - Season 5]]'' || Willy Ross || 'Quiet Willy' || Mocked up with other components to resemble [[Knight's Armament Revolver Rifle|KAC Revolver Rifle]] / &amp;quot;Redux II&amp;quot; (S5E02) || 1997&lt;br /&gt;
|-&lt;br /&gt;
|''[[Monk - Season 2]]'' || [[Lolita Davidovich]] || Natasia Lovara || &amp;quot;Mr. Monk Goes to the Circus&amp;quot; ||2002-2009&lt;br /&gt;
|-&lt;br /&gt;
|''[[Banshee - Season 2]]|| [[Ricky Russert]] ||Tommy Littlestone  || S2E04 ||2014&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Video Games ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Game Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;175&amp;quot;|'''Appears As'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Mods'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Notes'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Release Date'''&lt;br /&gt;
|-&lt;br /&gt;
| [[The Hunter (VG)]] || .44 Revolver (Silver) || 2x20mm Optical Scope|| || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[World of Guns: Gun Disassembly]]'' || Ruger Super Redhawk ||optic scope  || || 2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[TheHunter: Call of the Wild]]'' || &amp;quot;.44 Panther Magnum&amp;quot; || || || 2017&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Anime=== &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;275&amp;quot;|'''Show Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;275&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;300&amp;quot;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Zombie-Loan]]'' ||Shito Tachibana|| || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Expelled From Paradise]]'' ||Dingo|| || 2014&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Ruger Super Redhawk Alaskan=&lt;br /&gt;
[[Image:RugerAlaskan 44Mag.jpg|300px|thumb|right|Ruger Super Redhawk Alaskan - .44 Magnum]]&lt;br /&gt;
&lt;br /&gt;
===Film===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Actor'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[Faster]]''||[[Dwayne Johnson|Dwayne &amp;quot;The Rock&amp;quot; Johnson]]||&amp;quot;Driver&amp;quot; || ||2010&lt;br /&gt;
|-&lt;br /&gt;
|''[[Abduction]]''||[[Taylor Lautner]]|| Nathan Price || ||2011&lt;br /&gt;
|-&lt;br /&gt;
|''[[Abduction]]''||[[Michael Nyqvist]]|| Kozlov|| ||2011&lt;br /&gt;
|-&lt;br /&gt;
|''[[In Time]]''|| || Gang Member|| ||2011&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
* [[Ruger]] - A list of all firearms manufactured by Ruger.&lt;br /&gt;
[[Category:Gun]] &lt;br /&gt;
[[Category:Revolver]]&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Ruger_Redhawk_/_Super_Redhawk&amp;diff=1638261</id>
		<title>Ruger Redhawk / Super Redhawk</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Ruger_Redhawk_/_Super_Redhawk&amp;diff=1638261"/>
		<updated>2023-12-27T00:50:02Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: /* Video Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:RugerRedhawk.jpg|thumb|right|400px|Ruger Redhawk with stainless steel finish and 5.5&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[Image:Red.jpg|thumb|right|400px|Ruger Redhawk with blued finish and 5.5&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:Redhawkhunter7.5.jpg|thumb|right|400px|Ruger Redhawk Hunter with scope ring cuts and a 7.5&amp;quot; barrel, the longest factory option for the classic Redhawk - .44 Magnum]]&lt;br /&gt;
&lt;br /&gt;
The '''Ruger Redhawk''' is a large frame double action revolver, based on Ruger's [[Ruger Security Six|Security Six]] line. Available in both blued and stainless steel finish, the Redhawk is distinguishable from other revolvers due to its intentionally manufactured reinforcements in the frame, chamber and cylinder, making it capable of taking very '''hot''' custom hand loads. This design feature was done to cater to the custom loaders, ever searching for more powerful handgun cartridges. At the time of its introduction, 1979, it was the most powerful handgun in the world, being that it could take the .44 Magnum cartridge, custom loaded to maximize velocity. Such 'hot' loads were usually reserved for rifles and not recommended for any of the other .44 Magnum handguns at the time, including the venerable [[Smith &amp;amp; Wesson Model 29]]/[[Smith &amp;amp; Wesson Model 629|629]]. Since then other larger calibers and handguns have been introduced.&lt;br /&gt;
&lt;br /&gt;
In the mid-1980s, some Redhawks had barrels fall off during shooting. Ruger developed an improved version of the Redhawk, dubbed the '''Super Redhawk''', based on the [[Ruger GP100 |GP-100]] revolver. The Super Redhawk uses a modular grip frame and the frame extends out an additional 2 1/2&amp;quot; to allow for the mounting of a scope and newer, more powerful cartridges. After an investigation, Ruger realized that the issue with the barrels on the classic Redhawk existed only in a single batch that was using incorrect lubricant on the barrel threads. Rather than discontinuing the Redhawk, Ruger decided to continue building both designs and still produces the venerable Redhawk to this day. Since its introduction, Ruger has introduced newer calibers as well, like .45 ACP, .45 Long Colt and .357 Magnum to the classic Redhawk line, as well as re-introducing the older .41 Magnum Redhawk as a Davidson's Distributor exclusive. The Super Redhawk line now includes other powerful chamberings such as .454 Casull, .480 Ruger and 10mm Auto.&lt;br /&gt;
&lt;br /&gt;
=Ruger Redhawk=&lt;br /&gt;
== Specifications ==&lt;br /&gt;
&lt;br /&gt;
''(1979 - present)''&lt;br /&gt;
&lt;br /&gt;
'''Type:''' Revolver&lt;br /&gt;
&lt;br /&gt;
'''Barrel Lengths:''' 2.75 inch, 4.2 inch, 5.5 inch and 7.5 inch&lt;br /&gt;
&lt;br /&gt;
'''Caliber:''' 	.357 Magnum, .41 Magnum, .44 Magnum, .45 Long Colt/.45 ACP&lt;br /&gt;
&lt;br /&gt;
'''Capacity:''' 6-round cylinder&lt;br /&gt;
&lt;br /&gt;
'''Fire Modes:''' Double-Action/Single-Action revolver&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{Gun Title|Ruger Redhawk}}&lt;br /&gt;
&lt;br /&gt;
===Film===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Actor'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;450&amp;quot;|'''Note / Episode'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Air Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Streets of Fire]]'' || [[Michael Paré]] || Tom Cody || Stainless, no sights, 4.2&amp;quot; barrel || 1984&lt;br /&gt;
|-&lt;br /&gt;
|''[[Near Dark]]''||[[Bill Paxton]]||Severen|| Stainless, 5.5&amp;quot; barrel ||1987&lt;br /&gt;
|-&lt;br /&gt;
|''[[I'm Gonna Git You Sucka]]''||[[Isaac Hayes]]||Hammer|| Stainless, 5.5&amp;quot; barrel, black rubber grips ||1988&lt;br /&gt;
|-&lt;br /&gt;
|''[[Tremors (1990)|Tremors]]''|| [[Michael Gross]] || Burt Gummer|| Stainless, 5.5&amp;quot; barrel, Pachmayr grips ||1990&lt;br /&gt;
|-&lt;br /&gt;
|''[[Tremors (1990)|Tremors]]''|| [[Robert Jayne]] || Melvin|| Stainless, 5.5&amp;quot; barrel, Pachmayr grips ||1990&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Tremors (1990)|Tremors]] || [[Reba McEntire]] || Heather Gummer ||  || 1990&lt;br /&gt;
|-&lt;br /&gt;
|''[[If Looks Could Kill]]'' ||[[Michael Siberry]]||Derek Richardson|| Stainless, 5.5&amp;quot; barrel ||1991&lt;br /&gt;
|-&lt;br /&gt;
|''[[ Harley Davidson and the Marlboro Man]]''||[[Daniel Baldwin]]||Alexander|| Stainless, 5.5&amp;quot; barrel ||1991&lt;br /&gt;
|-&lt;br /&gt;
|''[[Aces: Iron Eagle III]]''||||Bigman's henchmen|| Blued, 5.5&amp;quot; barrel ||1992&lt;br /&gt;
|-&lt;br /&gt;
|''[[Snake Eater III: His Law]]''||[[Minor Mustain]]||Cowboy|| Hunter variant, stainless, 7.5&amp;quot; barrel ||1992&lt;br /&gt;
|-&lt;br /&gt;
|''[[A Low Down Dirty Shame]]''||[[Keenen Ivory Wayans]]||Andre Shame|| 4.2&amp;quot; barrel, no sights, stainless, Pachmayr grips ||1994&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Point Blank (1998)|Point Blank]]'' || [[Danny Trejo]] || Wallace || Stainless, 7.5&amp;quot; barrel || 1998&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Point Blank (1998)|Point Blank]]'' || Werner Schreyer || Billy || Stainless, 7.5&amp;quot; barrel || 1998&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Falling in the Paradise (Pad u Raj)]]''||[[Lazar Ristovski]]||Ljubisa Kundacina|| Stainless, 7.5&amp;quot; barrel ||2004&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Postal]]''||[[Zack Ward]]||The Postal Dude|| Stainless, 7.5&amp;quot; barrel ||2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[X-Men Origins: Wolverine]]''||[[Danny Huston]]||Col. William Stryker|| Stainless, 7.5&amp;quot; barrel, Goncalo Alves target grips ||2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[2 Guns]]''||[[Denzel Washington]]|| Bobby || Stainless, 7.5&amp;quot; barrel, custom Texas flag grips ||2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Beyond the Reach]]''||Hanna Mangan-Lawrence|| Laina || Blued, 5.5&amp;quot; barrel ||2014&lt;br /&gt;
|-&lt;br /&gt;
|''[[Beyond the Reach]]''||[[Jeremy Irvine]]||Ben||||2014&lt;br /&gt;
|-&lt;br /&gt;
|''[[Copshop]]''||[[Alexis Louder]]||Officer Valerie Young||||2021&lt;br /&gt;
|-&lt;br /&gt;
|''[[Copshop]]''||[[Jose Pablo Cantillo]]||Officer Pena||||2021&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Television ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Show Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;150&amp;quot;|'''Actor'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;450&amp;quot;|'''Note / Episode'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;80&amp;quot;|'''Air Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[Hunter - Season 1|Hunter]]''|| [[Wings Hauser]] || Jimmy Joe Walker || Stainless steel, 5.5&amp;quot; and 7.5&amp;quot;, &amp;quot;Dead or Alive&amp;quot; (S01E08)  ||1984-1985&lt;br /&gt;
|-&lt;br /&gt;
|''[[Hunter - Season 1|Hunter]]''||  [[Michael Baseleon]] ||   Elton Gavin || Stainless steel, 5.5&amp;quot; and 7.5&amp;quot;, High Bleacher Man&amp;quot; (S01E09) ||1984-1985&lt;br /&gt;
|-&lt;br /&gt;
|''[[The A-Team - Season 4|The A-Team]]''|| || Styles's henchman || Stainless steel, 5.5&amp;quot; barrel, &amp;quot;The Trouble with Harry&amp;quot; ||1985-1986&lt;br /&gt;
|-&lt;br /&gt;
|''[[The Equalizer - Season 2|The Equalizer]]''|| [[Giancarlo Esposito]] || Jumpin' Jack || &amp;quot;The Line&amp;quot; (S2E08) ||1986-1987&lt;br /&gt;
|-&lt;br /&gt;
|''[[Hunter - Season 4|Hunter]]''|| [[Virgil Frye]] || Deputy Sheriff Cassell || &amp;quot;Girl on the Beach&amp;quot; (S04E16) ||1987-1988&lt;br /&gt;
|-&lt;br /&gt;
|''[[Law &amp;amp; Order - Season 1|Law &amp;amp; Order]]''|| || Various || &amp;quot;Poison Ivy&amp;quot; (S01E08) ||1990-1991&lt;br /&gt;
|-&lt;br /&gt;
|''[[Law &amp;amp; Order - Season 2|Law &amp;amp; Order]]''|| || Shooting range patron || &amp;quot;Trust&amp;quot; (S02E15) ||1992&lt;br /&gt;
|-&lt;br /&gt;
|''[[Stand, The (1994 miniseries)|The Stand]]''||[[Adam Storke]]||Larry Underwood|| Blued, 5.5&amp;quot; barrel ||1994&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Firefly]]'' ||  [[Joel Steingold]] || Head Cop || &amp;quot;Safe&amp;quot; (S01E05) || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Falling Skies - Season 3]]'' || [[Colin Cunningham]] || John Pope || &amp;quot;Be Silent and Come Out&amp;quot; (S03E06) || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[APB]]''||[[Maurice Compte]]||Marcos Cruz|| Blued, 5.5&amp;quot; barrel, &amp;quot;Above and Beyond&amp;quot; ||2017&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Video Game===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#ffffff; font-size: 95%&amp;quot;&lt;br /&gt;
!width=&amp;quot;300&amp;quot;|Game Title&lt;br /&gt;
!width=&amp;quot;150&amp;quot;|Appears as&lt;br /&gt;
!width=&amp;quot;250&amp;quot;|Mods&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Notation&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Release Date&lt;br /&gt;
|- &lt;br /&gt;
|''[[Jurassic Park: Trespasser]]''|| || ||  ||1998&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Phantom Forces]] || &amp;quot;Redhawk 44&amp;quot; || 2.7&amp;quot; snubnose and S&amp;amp;W 629 Stealth Hunter barrels, custom stock, .45 Long Colt conversion ||7.5&amp;quot; barrel, added in June 2019 (update 4.5b) || 2015&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Ruger Super Redhawk=&lt;br /&gt;
[[Image:RugerSuperRedhawk.44.jpg|thumb|right|400px|Ruger Super Redhawk with 7 1/2&amp;quot; inch barrel and stainless steel finish - .44 Magnum]]&lt;br /&gt;
[[Image:RugerSuperRedhawk.jpg|thumb|right|400px|Ruger Super Redhawk with 9 1/2&amp;quot; barrel and smooth parkerized &amp;quot;target grey&amp;quot; finish - .454 Casull]]&lt;br /&gt;
&lt;br /&gt;
== Specifications ==&lt;br /&gt;
&lt;br /&gt;
''(1987 - present)''&lt;br /&gt;
&lt;br /&gt;
'''Type:''' Revolver&lt;br /&gt;
&lt;br /&gt;
'''Barrel Lengths:''' 2.5 inch, 5 inch, 6.5 inch, 7.5 inch and 9.5 inch&lt;br /&gt;
&lt;br /&gt;
'''Caliber:''' 	.44 Magnum, .41 Magnum, .454 Casull, .480 Ruger, 10mm Auto&lt;br /&gt;
&lt;br /&gt;
'''Capacity:''' 6-round cylinder&lt;br /&gt;
&lt;br /&gt;
'''Fire Modes:''' SA/DA revolver&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{Gun Title|Ruger Super Redhawk}}&lt;br /&gt;
&lt;br /&gt;
===Film===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Actor'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hard Boiled]]''||[[Anthony Wong]]||Johnny Wong||||1992&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Another Stakeout]]''||[[Miguel Ferrer]] ||  Tony Castellano || Mocked up to resemble the [[Knight's Armament Revolver Rifle]] silent revolver rifle || 1993&lt;br /&gt;
|-&lt;br /&gt;
|''[[Police Academy 7]]''||[[David Graf]]||Eugene Tackleberry||||1994&lt;br /&gt;
|-&lt;br /&gt;
|''[[Men in Black]]''||[[Peter Linari]]||The tow truck driver|| Stainless, 6&amp;quot; barrel||1997&lt;br /&gt;
|-&lt;br /&gt;
|''[[Men in Black]]''||[[Vincent D'Onofrio]]||Edgar/The Bug||||1997&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2|''[[K-911]]'' || [[James Belushi]] || Det. Michael Dooley || rowspan=2| || rowspan=2|1999&lt;br /&gt;
|-&lt;br /&gt;
| [[James Handy]] || Captain Byers&lt;br /&gt;
|-&lt;br /&gt;
|''[[Transporter, The|The Transporter]]''||[[Jason Statham]]|| Frank || Cut-down barrel ||2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Blood Brothers (2007)|Blood Brothers]]'' || [[Chen Chang]] || Mark || Continuity error || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Blood Brothers (2007)|Blood Brothers]]'' || [[Daniel Wu]] || Ah Feng || Anachronism || 2007&lt;br /&gt;
|-&lt;br /&gt;
|''[[Ca$h (2008)|Ca$h]]'' || [[Valeria Golino]] || Julia || Cut-down barrel ||2008&lt;br /&gt;
|-&lt;br /&gt;
|''[[Ca$h (2008)|Ca$h]]'' || [[Caroline Proust]] || Léa || Cut-down barrel ||2008&lt;br /&gt;
|-&lt;br /&gt;
|''[[Ca$h (2008)|Ca$h]]'' || [[François Berléand]] || François || Cut-down barrel ||2008&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Television ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Show Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;175&amp;quot;|'''Actor'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Note  / Episode'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Air Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[The X-Files]]'' || Various || FBI Sharpshooters || Mocked up with other components to resemble [[Knight's Armament Revolver Rifle]] / &amp;quot;Lazarus&amp;quot; (S1E14), &amp;quot;End Game&amp;quot; (S2E17) || 1994, 1995&lt;br /&gt;
|-&lt;br /&gt;
|''[[The X-Files - Season 4]]'' || [[William B. Davis]] || 'Cigarette-Smoking Man' || Mocked up with other components to resemble [[Knight's Armament Revolver Rifle]] / &amp;quot;Musings of a Cigarette-Smoking Man&amp;quot; (S4E07) || 1996&lt;br /&gt;
|-&lt;br /&gt;
|''[[The X-Files - Season 5]]'' || Willy Ross || 'Quiet Willy' || Mocked up with other components to resemble [[Knight's Armament Revolver Rifle|KAC Revolver Rifle]] / &amp;quot;Redux II&amp;quot; (S5E02) || 1997&lt;br /&gt;
|-&lt;br /&gt;
|''[[Monk - Season 2]]'' || [[Lolita Davidovich]] || Natasia Lovara || &amp;quot;Mr. Monk Goes to the Circus&amp;quot; ||2002-2009&lt;br /&gt;
|-&lt;br /&gt;
|''[[Banshee - Season 2]]|| [[Ricky Russert]] ||Tommy Littlestone  || S2E04 ||2014&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Video Games ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Game Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;175&amp;quot;|'''Appears As'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Mods'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Notes'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Release Date'''&lt;br /&gt;
|-&lt;br /&gt;
| [[The Hunter (VG)]] || .44 Revolver (Silver) || 2x20mm Optical Scope|| || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[World of Guns: Gun Disassembly]]'' || Ruger Super Redhawk ||optic scope  || || 2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[TheHunter: Call of the Wild]]'' || &amp;quot;.44 Panther Magnum&amp;quot; || || || 2017&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Anime=== &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;275&amp;quot;|'''Show Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;275&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;300&amp;quot;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Zombie-Loan]]'' ||Shito Tachibana|| || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Expelled From Paradise]]'' ||Dingo|| || 2014&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Ruger Super Redhawk Alaskan=&lt;br /&gt;
[[Image:RugerAlaskan 44Mag.jpg|300px|thumb|right|Ruger Super Redhawk Alaskan - .44 Magnum]]&lt;br /&gt;
&lt;br /&gt;
===Film===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Actor'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[Faster]]''||[[Dwayne Johnson|Dwayne &amp;quot;The Rock&amp;quot; Johnson]]||&amp;quot;Driver&amp;quot; || ||2010&lt;br /&gt;
|-&lt;br /&gt;
|''[[Abduction]]''||[[Taylor Lautner]]|| Nathan Price || ||2011&lt;br /&gt;
|-&lt;br /&gt;
|''[[Abduction]]''||[[Michael Nyqvist]]|| Kozlov|| ||2011&lt;br /&gt;
|-&lt;br /&gt;
|''[[In Time]]''|| || Gang Member|| ||2011&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
* [[Ruger]] - A list of all firearms manufactured by Ruger.&lt;br /&gt;
[[Category:Gun]] &lt;br /&gt;
[[Category:Revolver]]&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Phantom_Forces&amp;diff=1638260</id>
		<title>Phantom Forces</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Phantom_Forces&amp;diff=1638260"/>
		<updated>2023-12-27T00:48:57Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: /* Ruger Redhawk */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Phantom Forces&lt;br /&gt;
|picture = PhantomForces title.jpg&lt;br /&gt;
|caption =  ''Loading screen art''&lt;br /&gt;
|date= June 2, 2015&lt;br /&gt;
|developer=StyLiS Studios&lt;br /&gt;
|platforms=	&lt;br /&gt;
Microsoft Windows&amp;lt;br&amp;gt;&lt;br /&gt;
MacOS&amp;lt;br&amp;gt;&lt;br /&gt;
Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
PlayStation 4&amp;lt;br&amp;gt;&lt;br /&gt;
PlayStation 5&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Roblox&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''Phantom Forces''''' is a multiplayer first-person shooter developed by StyLiS Studios. The game, which is available on the Roblox platform, was first made available on June 2nd, 2015 for consoles and  August 31st, 2015 for PC. It is a modern shooter heavily inspired by the ''[[Battlefield]]'' franchise, specifically ''[[Battlefield 3|3]]'' and ''[[Battlefield 4|4]]'', with some of the maps and weapons of ''4'' and the heads-up display of ''3'' making a near-identical appearance in ''Phantom Forces''. The 4-class system of the ''Battlefield'' games is also present, but without the unique gadgets and abilities of those classes.&lt;br /&gt;
&lt;br /&gt;
''Phantom Forces'' sets itself apart with an extremely diverse selection of over 180 firearms ranging from late-19th century lever-action rifles to the most modern military small arms. Each and every weapon may also be extensively modified to suit a player's needs, with available attachments including optical sights, suppressors, foregrips, extended magazines, caliber conversions, alternate ammunition, and lengthened/shortened barrels. &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
There are 4 classes in ''Phantom Forces'', which, due to the lack of ''Battlefield''-inspired gadgets, differ only by the types of primary weapons that they have access to. The first class, Assault, can equip Assault Rifles, Carbines, Battle Rifles, and Shotguns. Support, the second class, has similar weapon offerings, except they use Light Machine Guns instead of Assault Rifles. The Scout class has access to Personal Defense Weapons, Carbines, Shotguns and Designated Marksman Rifles. The final class, Recon, has access to Sniper Rifles, DMRs, Battle Rifles, and Carbines.&lt;br /&gt;
&lt;br /&gt;
Each class can equip one primary weapon, one secondary weapon, one grenade, and one melee weapon. Primary weapons are split into several categories, which are Assault Rifles, Battle Rifles, Carbines, DMRs (intermediate and full-power semi-automatic rifles), LMGs (and GPMGs), PDWs (submachine guns and a few carbines), Shotguns, and Sniper Rifles. Secondary weapons, which are shared across all classes, are categorized into Pistols, Revolvers, Machine Pistols, and a catch-all &amp;quot;Other&amp;quot; category. Grenades are divided among three categories, those being Fragmentation, High Explosive, and Impact. Weapons can be unlocked by increasing one's personal &amp;quot;rank&amp;quot;, which is done by gathering XP awarded by eliminating other players or completing objectives, or pre-bought with Credits, an in-game currency that is acquired by ranking up, selling in-game skins, or spending real money. &lt;br /&gt;
&lt;br /&gt;
Every gun in the game can be modified in the loadout menu to add (or remove) various parts, which are unlocked on a per-weapon basis by accumulating kills or spending credits. Most weapons can use one &amp;quot;optic&amp;quot; attachment (includes iron sights, holographic sights, and scopes), one &amp;quot;barrel&amp;quot; attachment (suppressors, muzzle devices, changing barrel length, shotgun chokes), one &amp;quot;underbarrel&amp;quot; attachment (grips, flashlights, lasers), one &amp;quot;other&amp;quot; attachment (side-mounted lasers and flashlights, alternate/remove stocks, extended magazines, canted sights), and one &amp;quot;ammo&amp;quot; attachment (hollow point, armor piercing, overpressure, slugs, flechette, conversions). Although many attachments are available to all weapons (with some exceptions), many guns feature modifications that are unique to that weapon or weapon class. Some unique modifications change the weapon in such a way that it becomes another firearm entirely; for example, the [[Kel-Tec KSG]] has access to the unique &amp;quot;KSG-25 barrel&amp;quot; modification, which transforms the shotgun into the KSG-25 both functionally, by extending its barrel and magazine tubes, and literally, by changing the weapon's name to &amp;quot;KSG-25&amp;quot; in the loadout menu and killfeed. This will be taken into account when considering if a weapon appears in ''Phantom Forces''.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
Pistols in ''Phantom Forces'' are split between automatic pistols (and some single-shot pistols) and machine pistols. They can be equipped in the secondary slot and are available to all classes. &lt;br /&gt;
&lt;br /&gt;
==AMT Automag III==&lt;br /&gt;
The [[AMT Automag III]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 109. Chambered in .30 Carbine, it has a very high base damage (68 at point blank) and good torso/headshot multiplier at the cost of a low magazine capacity (8+1) and very high recoil. The Automag III features two unique modifications, those being a .45 Winchester Magnum conversion and .50 Action Express conversion, which convert the pistol into the Automag IV and Automag V respectively.&lt;br /&gt;
[[Image:AMTAutoMagIII.jpg|thumb|none|450px|AMT Automag III - .30 Carbine.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII menu.jpg|600px|thumb|none| ''An American hand cannon brought to you by AMT. Loading the .30 Carbine cartridge and featuring impressive damage potential, despite this it kicks incredibly high.'']]&lt;br /&gt;
[[File:PhantomForces AutomagIII hip.jpg|600px|thumb|none|The player character holds the Automag III at their hip in one of the dimly-lit tunnels of Ravod 911.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII ads1.jpg|600px|thumb|none|The view down the Automag III's sights.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII ads alt.jpg|600px|thumb|none|The Automag III's alternate ADS view, which would be much more useful if the handgun in question was equipped with a laser attachment.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII inspect1.jpg|600px|thumb|none|The player inspects the left side of the Automag III, something the player is capable of doing to each of the game's guns.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII inspect2.jpg|600px|thumb|none|The second part of the inspect animation, featuring the right side of the gun. Looking good is half the battle.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII tacreload1.jpg|600px|thumb|none|The Automag III's tactical reload animation, in which the magazine is unceremoniously &amp;quot;Wick-flicked&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII tacreload2.jpg|600px|thumb|none|The second half of the reload, in which a fresh magazine is rammed home.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII dryreload.jpg|600px|thumb|none|When reloaded from an empty magazine, the player character pulls back on the Automag III's slide to chamber a round.]]&lt;br /&gt;
===AMT Automag IV===&lt;br /&gt;
Equipping the &amp;quot;.45 WinMag&amp;quot; ammo conversion mod for the Automag III transforms it into the [[AMT Automag IV]]. This allows the pistol to fire much faster and increases the maximum total ammo the player can carry, but reduces its damage and headshot multiplier. &lt;br /&gt;
[[File:AMTAutoMagIV.jpg|350px|thumb|none|AMT Automag IV - .45 Win Mag.]]&lt;br /&gt;
[[File:PhantomForces AMagIV.jpg|600px|thumb|none| ''Load your Automag with .45 Winchester Magnum. This makes your Automag III into the .45 caliber Automag IV. A more traditionally performing handgun cartridge with a lot of power still by comparison.'']]&lt;br /&gt;
&lt;br /&gt;
===AMT Automag V===&lt;br /&gt;
Equipping the &amp;quot;.50 AE&amp;quot; ammo conversion mod for the Automag III transforms it into the [[AMT Automag V]]. This vastly increases its damage, allowing for a one-shot kill to the body at close range. The Automag V's immense firepower is offset by its reduced magazine capacity of just 5 rounds, however, and its heavy recoil makes quick follow-up shots very difficult (not that one is needed, if you're using it correctly). &lt;br /&gt;
[[File:AMTAutoMagV.jpg|350px|thumb|none|AMT Automag V - .50 AE.]]&lt;br /&gt;
[[File:PhantomForces AMagV.jpg|600px|thumb|none|''Load your Automag with .50 Action Express. This makes your Automag III into the .50 caliber Automag V. There were only 3000 of these models produced using a 5-round magazine. Featuring stopping power similar to other .50 caliber handguns.'']]&lt;br /&gt;
&lt;br /&gt;
==AMT Javelina Longslide==&lt;br /&gt;
The AMT Javelina Longslide, a variant of the 1911-pattern [[AMT Hardballer]] chambered in 10mm Auto and with an extended barrel, was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 84. The pistol is known as the &amp;quot;Hardballer&amp;quot; in-game and is capable of dealing above-average damage per shot, with its main strength being its ability to three-shot an enemy player to any part of the body at any range. This long-ranged power is counterbalanced by a low magazine size of only 8+1 rounds, mediocre close-range performance, and somewhat high vertical recoil. The Javelina Longslide has access to the &amp;quot;Short Barrel&amp;quot; mod, which shortens the handgun's barrel and slide to that of a standard 1911, and a US Marine Corps. folding shoulder stock. The Javelina is also unique in that it is the only firearm in the game to lack a kill requirement for the fictional &amp;quot;AMT Terminator&amp;quot; optic, which, along with the weapon's in-game description, is an obvious reference to 1984's ''[[The Terminator]]''. &lt;br /&gt;
[[File:AMTJavelinaLongslide.jpg|350px|thumb|none|AMT Javelina Longslide - 10mm Auto]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide model.jpg|600px|thumb|none|''Strong ranged performance at the cost of somewhat high recoil - It may not be a phased plasma rifle in the 40-watt range, but this pistol still packs quite a lot of punch with every shot.'']]&lt;br /&gt;
[[File:M1911 Marines stock.jpg|350px|thumb|none|M1911A1 with experimental US Marine Corps. folding stock - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide modelmods.jpg|600px|thumb|none| The Javelina Longslide with a shortened barrel, US Marine Corps. folding shoulder stock, and &amp;quot;AMT Terminator&amp;quot; laser sight.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide hip.jpg|600px|thumb|none|Holding the Javelina Longslide.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide inspect1.jpg|600px|thumb|none|Inspecting the Javelina Longslide.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide inspect2.jpg|600px|thumb|none|Ditto.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide ADS1.jpg|600px|thumb|none|Looking down the Javelina's iron sights.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide ADS2.jpg|600px|thumb|none|Alternate ADS view.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide firing.jpg|600px|thumb|none|Firing the pistol.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide reload1.jpg|600px|thumb|none|Removing an empty magazine by jerking the handgun downwards...]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide reload2.jpg|600px|thumb|none|...and inserting a fresh one. The player then presses the slide release to finish the process.]]&lt;br /&gt;
&lt;br /&gt;
==Arsenal Firearms AF2011-A1==&lt;br /&gt;
The [[Arsenal Firearms AF2011-A1]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 201. Holding the (dubious) honor of being the secondary weapon with the highest unlock rank in the game, the AF2011-A1 was the first double-barreled non-shotgun firearm added to ''Phantom Forces.'' It features very high damage at close range (due to it firing two .45 ACP rounds per trigger-pull), high recoil, a low magazine size, and a long reload. Unique modifications for the AF2011-A1 include a Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock and a &amp;quot;.45 Super&amp;quot; ammo conversion which significantly improves penetration and muzzle velocity at the expense of long-range damage and recoil. &lt;br /&gt;
[[File:AF2011.jpg|thumb|none|350px|Arsenal Firearms AF2011-A1 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 model.jpg|600px|thumb|none|''A double barrel design based off the M1911. Features two of... well, everything! Features great damage in close range as you are firing two rounds at once but suffers range performance due to recoil and a slow reload.'']]&lt;br /&gt;
[[File:1911 MultiShotKit.jpg|350px|thumb|none|M1911A1 with Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 modelmods.jpg|600px|thumb|none|The AF2011-A1 with the Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock attached.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 hiphold.jpg|600px|thumb|none|Wide load coming through! Holding the AF2011-A1.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 leftside.jpg|600px|thumb|none|Inspecting the left side of the pistol.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 ADS1.jpg|600px|thumb|none|Aiming down the AF2011-A1's sights.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 ADS2.jpg|600px|thumb|none|Gangsta-&amp;quot;aiming&amp;quot; the wide-bodied pistol.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 firing.jpg|600px|thumb|none|Firing the pistol. Although the game correctly models a pair of spent casings, they should be flung from opposite sides of the weapon, not both from the same side.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 reload1.jpg|600px|thumb|none|Reloading the big-boned pistol by flicking away the empty... magazine... magazines?]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 reload2.jpg|600px|thumb|none|Inserting a... feed device. Sure, that works.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 reload3.jpg|600px|thumb|none|Pulling back and releasing the slides.]]&lt;br /&gt;
&lt;br /&gt;
==AWS 1911==&lt;br /&gt;
The [[AWS 1911]] was added on Christmas 2018 as part of update 4.0.0 (2018 Winter Update 1) as the &amp;quot;MP1911&amp;quot; and is unlocked at rank 106. The version depicted in-game is select-fire and feeds from double-stack magazines, meaning that it is based on the later &amp;quot;AWS Model-2&amp;quot; prototypes. It comes pre-equipped with the shoulder stock from the Colt 1911 machine pistol prototype. The AWS 1911 is classified as a machine pistol and fires .45 ACP at an astounding 1000 RPM in full-auto, offering a potent close-range self-defense tool for a player in a pinch, featuring high damage and controllable recoil due to its foregrip and stock. Its 15-round magazine, however, is one of the smallest in its class. It can be modified to remove its pre-fitted stock and shorten the barrel, which increases the weapon's responsiveness in CQC at the expense of worse recoil and range. The AWS 1911 also features a 9x19mm conversion which increases its magazine size (20 &amp;gt; 15 rounds) and firerate (1300 &amp;gt; 1000 RPM) while decreasing its damage. &lt;br /&gt;
[[Image:aws191138super.jpg|thumb|none|350px|AWS 1911 - .38 Super]]&lt;br /&gt;
[[File:M1911 .38 Machine Pistol.jpg|350px|thumb|none|Colt M1911A1 machine pistol conversion - .38 Super. The stock of the &amp;quot;MP1911&amp;quot; appears to be modeled after this machine pistol's stock.]]&lt;br /&gt;
[[File:PhantomForces MP1911 model.jpg|600px|thumb|none|''A custom 1911 prototype from the Philippines. Features a custom foregrip and muzzle device for very stable firing characteristics, but has a bulky magazine resulting in slow reloads.'']]&lt;br /&gt;
[[File:PhantomForces MP1911 modelmods.jpg|600px|thumb|none|The AWS 1911 made extra-short with the &amp;quot;Remove Stock&amp;quot; and &amp;quot;Short Barrel&amp;quot; attachments and converted to fire 9x19mm.]]&lt;br /&gt;
[[File:PhantomForces MP1911 hiphold.jpg|600px|thumb|none|Holding the unusual fully-automatic 1911 at the hip.]]&lt;br /&gt;
[[File:PhantomForces MP1911 leftside.jpg|600px|thumb|none|The left side of the AWS 1911.]]&lt;br /&gt;
[[File:PhantomForces MP1911 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces MP1911 ADS1.jpg|600px|thumb|none|Aiming down the AWS 1911's fancy-schmancy blue and white glow sights.]]&lt;br /&gt;
[[File:PhantomForces MP1911 ADS2.jpg|600px|thumb|none|The &amp;quot;MP1911's&amp;quot; alternate aim view, which is essentially a zoomed-in hipfire view.]]&lt;br /&gt;
[[File:PhantomForces MP1911 firing.jpg|600px|thumb|none|Letting loose with a fully-automatic burst of .45 ACP. A big thanks to the Philippines!]]&lt;br /&gt;
[[File:PhantomForces MP1911 reload1.jpg|600px|thumb|none|Performing an AWS 1911 fan's favorite task: reloading.]]&lt;br /&gt;
[[File:PhantomForces MP1911 reload2.jpg|600px|thumb|none|Inserting a fresh magazine containing 15 .45 ACP rounds; note that this machine pistol has been fitted with a magical auto-closing slide!]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
A [[Beretta 93R]] with wood grips was added during the game's Alpha and is unlocked at rank 26. It feeds from a 20 round magazine, is classified as a machine pistol, and is the only secondary weapon in the game to feature a burst-fire. The 93R is capable of killing a full-health player with one three-round burst at close range, but its high vertical recoil can make the weapon hard to use effectively beyond close range. The machine pistol can also be fired sem-automatically, which can also be useful when single, more accurate shots are desired. The Beretta 93R's only unique modification is a recoil-decreasing shoulder stock known as the &amp;quot;Raffica Stock&amp;quot;. &lt;br /&gt;
[[Image:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces 93R model.jpg|600px|thumb|none|''An Italian machine pistol that fires rapid 3-round bursts. Strong vertical recoil with high close-in damage.'']]&lt;br /&gt;
[[File:Beretta 93R with unfolded stock.jpg|thumb|none|350px|Beretta 93R with optional unfolded shoulder stock - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces 93R modelmods.jpg|600px|thumb|none|The Beretta 93R equipped with the &amp;quot;Raffica Stock&amp;quot; mod.]]&lt;br /&gt;
[[File:PhantomForces 93R hiphold.jpg|600px|thumb|none|First-person view with the 93R equipped.]]&lt;br /&gt;
[[File:PhantomForces 93R leftside.jpg|600px|thumb|none|Inspecting the pistol, which features a small folding foregrip. Ironically, this provides no stability improvement over the standard Beretta M9 also featured in-game.]]&lt;br /&gt;
[[File:PhantomForces 93R rightside.jpg|600px|thumb|none|The right side of the 93R.]]&lt;br /&gt;
[[File:PhantomForces 93R ADS1.jpg|600px|thumb|none|Aiming down the 93R's simplistic three-dot iron sights.]]&lt;br /&gt;
[[File:PhantomForces 93R ADS2.jpg|600px|thumb|none|The alternate ADS mode, which offers a much clearer viewmodel at the expense of a clear aiming point (without equipping a laser, at least).]]&lt;br /&gt;
[[File:PhantomForces 93R firing.jpg|600px|thumb|none|Unleashing a three-round burst; note the high vertical recoil.]]&lt;br /&gt;
[[File:PhantomForces 93R reload1.jpg|600px|thumb|none|What sick freak made a three-round burst pistol with a magazine size not divisible by 3???]]&lt;br /&gt;
[[File:PhantomForces 93R reload2.jpg|600px|thumb|none|The world is truly an unfair place.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M9==&lt;br /&gt;
A [[Beretta M9]] with brown StyLiS-branded grips was added during the game's Alpha and is one of the two sidearms unlocked by default. The M9 is a &amp;quot;jack-of-all-trades&amp;quot; pistol that is exceptionally average in almost every characteristic. It can be fitted with an extended 20-round magazine, an extended barrel/slide, and the 93R's &amp;quot;Raffica Stock&amp;quot; in addition to the standard suite of weapon attachments. The Beretta M9 features a unique texture, name, and viewmodel when the &amp;quot;Osprey Suppressor&amp;quot; is equipped, which is a reference to the &amp;quot;Luison&amp;quot; pistol from ''[[Rainbow Six Siege]]''. &lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces M9 model.jpg|600px|thumb|none|''A 9mm Italian pistol. One of the first 'wonder nines'. High capacity with deep reserves, light recoil, and high velocity.'']]&lt;br /&gt;
[[File:PhantomForces M9 modelmods.jpg|600px|thumb|none|The M9 equipped with an extended magazine and a long slide.]]&lt;br /&gt;
[[File:PhantomForces M9 hiphold.jpg|600px|thumb|none|The first-person viewmodel of the ubiquitous M9.]]&lt;br /&gt;
[[File:PhantomForces M9 leftside.jpg|600px|thumb|none|The left side of the pistol.]]&lt;br /&gt;
[[File:PhantomForces M9 rightside.jpg|600px|thumb|none|The right side. Nothing much to say here, really.]]&lt;br /&gt;
[[File:PhantomForces M9 ADS1.jpg|600px|thumb|none|Yep, just your average Beretta M9.]]&lt;br /&gt;
[[File:PhantomForces M9 ADS2.jpg|600px|thumb|none|Aiming the M9 as any US serviceman would, of course.]]&lt;br /&gt;
[[File:PhantomForces M9 reload1.jpg|600px|thumb|none|Removing an empty magazine...]]&lt;br /&gt;
[[File:PhantomForces M9 reload2.jpg|600px|thumb|none|...and inserting a fresh one, followed by pressing the magazine release. These animations are shared by many of the game's pistols.]]&lt;br /&gt;
[[File:R6S-luison.jpg|600px|thumb|none|The [[Rainbow Six Siege#Beretta 92|&amp;quot;Luison&amp;quot; pistol]] as it appears in ''Rainbow Six Siege''. ]]&lt;br /&gt;
[[File:PhantomForces M9Luison model.jpg|600px|thumb|none|The M9 with the &amp;quot;Osprey&amp;quot; suppressor equipped. Hey, I've seen this one before...]]&lt;br /&gt;
[[File:PhantomForces M9Luison viewmodel.jpg|600px|thumb|none|The handgun's unique first-person viewmodel. This Beretta is definitely not loaded with less-lethal rounds, however. ]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
A two-toned [[Colt M1911A1]] was added during the game's Alpha and is unlocked at rank 8. The pistol is seemingly a custom model as it has an 8-round magazine, wooden grips embossed with a golden StyLiS logo, full-length guide rod, a M1911-style main spring housing, and an oversized hammer. The M1911A1 is accurate, quick to reload, and has impressive stopping power, making it a deadly sidearm at any range. At the same time, the classic handgun's jumpy recoil, low muzzle velocity, and low magazine size heavily discourage firing too quickly. The M1911A1 can be equipped with a folding shoulder stock to aid in recoil management and has access to a unique cosmetic &amp;quot;Engravings&amp;quot; attachment.  &lt;br /&gt;
[[Image:NickelPlatedM1911A1.jpg|thumb|350px|none|Nickel-plated M1911A1 with brown plastic grips - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M1911A1 model.jpg|600px|thumb|none|''A classic American pistol brought into the modern age. Very high damage up close, with poor velocity and small magazine size.'']]&lt;br /&gt;
[[File:PhantomForces M1911A1 modelengravings.jpg|600px|thumb|none|''It's a nice gun, I'll give you that. But the engraving gives you no tactical advantage whatsoever.'']]&lt;br /&gt;
[[File:M1911 Marines stock.jpg|350px|thumb|none|Colt M1911A1 with experimental US Marine Corps. folding stock - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M1911A1 modelstock.jpg|600px|thumb|none|The M1911A1 with a folding shoulder stock attached.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 hiphold.jpg|600px|thumb|none|Holding the custom M1911A1 at the hip.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 leftside.jpg|600px|thumb|none|The left side of the pistol.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 ADS1.jpg|600px|thumb|none|The view down the M1911A1's custom red-and-green glow sights.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 ADS2.jpg|600px|thumb|none|Alternate ADS view.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 reload.jpg|600px|thumb|none|Removing an empty magazine. The remainder of the reload is identical to other automatic pistols.]]&lt;br /&gt;
&lt;br /&gt;
===M1911 .22 LR===&lt;br /&gt;
Equipping the M1911A1 with the &amp;quot;Ratshot&amp;quot; ammo conversion transforms it into the &amp;quot;M1911 .22LR&amp;quot;. This turns the weapon into a pseudo-shotgun, allowing it to fire four extremely weak pellets up to 10 times before reloading. A joke attachment first and foremost, Ratshot has some dubious utility in point-blank engagements as it is technically capable of a one-hit kill if all four pellets score a headshot (4 pellets x 9 damage x 3.0 headshot multiplier = 108 damage), but the shotgun-pistol's somewhat wide spread, low pellet count, and miserable damage to the body add up to a weapon that is a straight downgrade in almost any situation compared to the .45 ACP M1911A1. &lt;br /&gt;
[[File:Colt1911A1 22.jpg|350px|thumb|none|M1911A1 produced by Walther Arms - .22 LR]]&lt;br /&gt;
[[File:PhantomForces M1911A1 22 model.jpg|600px|thumb|none|''Change the ammunition fired from your M1911 into .22 Rat Shot. Why would you do this to yourself? You basically have a mini shotgun...'']]&lt;br /&gt;
[[File:PhantomForces M1911A1 22 firing.jpg|600px|thumb|none|The M1911 .22's shot pattern. Note the black tracers.]]&lt;br /&gt;
&lt;br /&gt;
===OSS &amp;quot;Bigot&amp;quot; M1911A1===&lt;br /&gt;
Equipping the &amp;quot;Dart&amp;quot; ammo conversion transforms the weapon into the experimental clandestine [[OSS &amp;quot;Bigot&amp;quot; M1911]]. A high-risk, high-reward weapon, the &amp;quot;Bigot&amp;quot; launches a large, slow dart projectile that deals heavy damage to the body and kills instantly to the head at any range. It is incapable of scoring a one-shot against a full-health opponent without a headshot, however, so the &amp;quot;Bigot&amp;quot; is best used as an instant, silent eliminator of distracted/stationary enemies (provided one becomes familiar with its arcing trajectory) or as a finisher against opponents that are already injured. &lt;br /&gt;
[[File:Bigot_1911_pistol.jpg|thumb|none|350px|OSS &amp;quot;Bigot&amp;quot; M1911A1]]&lt;br /&gt;
[[File:PhantomForces M1911A1dart model.jpg|600px|thumb|none|''Change the ammunition fired from your M1911 to a single dart. Deals more damage, but with worse recoil, low bullet velocity and less ammunition carried.'']]&lt;br /&gt;
[[File:PhantomForces M1911A1dart hiphold.jpg|600px|thumb|none|The first-person viewmodel of the M1911 &amp;quot;Bigot&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces M1911A1dart firing.jpg|600px|thumb|none|Firing a pink-tracered dart. Note that the dart protruding from the muzzle of the weapon doesn't actually disappear until several frames after the weapon is fired.]]&lt;br /&gt;
[[File:PhantomForces M1911A1dart reloading.jpg|600px|thumb|none|Loading in a new dart.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1==&lt;br /&gt;
The [[Colt M45A1 CQBP]] was added in January 2018 as part of update 3.5.1 and is unlocked at rank 34. Before update 5.7.0, the weapon lacked the distinctive grip panels, tan finish, and ambidextrous grip safety of the M45A1, which made it a [[Colt Rail Gun]]. It has a threaded barrel, feeds from a 10-round extended magazine in its default configuration, and is otherwise similar performance-wise to the M1911A1. The M45A1 features a few unique mods, including a 15-round extended magazine, a generic polymer shoulder stock, and the same &amp;quot;Dart&amp;quot; conversion as the M1911A1. &lt;br /&gt;
[[File:M45A1.jpg|thumb|none|350px|Colt M45A1 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M45A1 model.jpg|600px|thumb|none|''A modern American pistol with many custom parts. High damage, medium capacity, strong recoil.'']]&lt;br /&gt;
[[File:PhantomForces M45A1 modelmods.jpg|600px|thumb|none|The M45A1 with an extended magazine and shoulder stock.]]&lt;br /&gt;
[[File:PhantomForces M45A1 hiphold.jpg|600px|thumb|none|First-person view of the aggressively beige M45A1.]]&lt;br /&gt;
[[File:PhantomForces M45A1 leftside.jpg|600px|thumb|none|The first part of the inspect animation, in which the magazine is shown to the player.]]&lt;br /&gt;
[[File:PhantomForces M45A1 rightside .jpg|600px|thumb|none|Performing a brass check in the second part of the inspect animation.]]&lt;br /&gt;
[[File:PhantomForces M45A1 ADS1.jpg|600px|thumb|none|Aiming down the M45A1's green glow sights. The wing-like ambidextrous thumb safeties are clearly visible.]]&lt;br /&gt;
[[File:PhantomForces M45A1 ADS2.jpg|600px|thumb|none|A decidedly less professional way of aiming the M45A1.]]&lt;br /&gt;
[[File:PhantomForces M45A1 reload1.jpg|600px|thumb|none|The M45A1's reload begins with disposing of the empty magazine.]]&lt;br /&gt;
[[File:PhantomForces M45A1 reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PhantomForces M45A1 reload3.jpg|600px|thumb|none|Pulling back (and releasing) the slide to finish the reloading process off.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
An [[FN Five-seveN]] Mk2 with a flat dark earth (FDE) frame was added in May 2019 as part of update 4.4.0 and is unlocked at rank 57 (go figure). The Five-seveN has a lot of positive qualities, including incredibly good long-range performance, low recoil, very high penetration, and the highest magazine size in-class (20 rounds). Unfortunately, the Five-seveN deals relatively low damage per shot and has a mediocre headshot multiplier, meaning that anywhere from 3 to 5 shots are required to eliminate a full-health opponent, which can be a death sentence in a hectic CQC battle. Its only unique modification is an extended 30-round magazine, which further increases the pistol's already impressive ammunition capacity at the expense of total rounds carried and reload speed. &lt;br /&gt;
[[File:FN Five-seveN Mark 2 FDE.jpg|thumb|none|350px|FN Five-seveN Mark 2 FDE - 5.7x28mm]]&lt;br /&gt;
[[File:PhantomForces FiveSeven model.jpg|600px|thumb|none|''A modern Belgian pistol firing a unique caliber. Poor close-in performance, with great ranged performance, high velocity, large magazine, wall penetration and deep reserves.'']]&lt;br /&gt;
[[File:PhantomForces FiveSeven modelmods.jpg|600px|thumb|none|The Five-seveN equipped with an extended 30-round magazine.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven hiphold.jpg|600px|thumb|none|First-person view of the unique pistol.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven leftside.jpg|600px|thumb|none|Inspecting the pistol, part 1.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven rightside.jpg|600px|thumb|none|Inspecting the pistol, part 2; this time, it's personal.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven ADS1.jpg|600px|thumb|none|Aiming down the Five-seveN's unobtrusive Glow sightS.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven ADS2.jpg|600px|thumb|none|Canting the pistol at a jolly angle in the general direction of the opps.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven firing.jpg|600px|thumb|none|Firing a round of 5.7x28mm. Note the unusually skinny cartridge case - many of the calibers in ''Phantom Forces'' have their own unique spent casing model.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven reload1.jpg|600px|thumb|none|Removing an Empty magazinE.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven reload2.jpg|600px|thumb|none|Inserting a new one and releasing the slide.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
A 3rd Generation [[Glock 17]] with a tan frame was added during the game's Alpha and is one of the two sidearms unlocked by default. Compared to the M9, the Glock 17 has a larger magazine size (17 rounds) and is more controllable but has worse ranged performance. The Glock 17 can equip a FAB Defense GLR-440 stock, 33-round extended magazine, and &amp;quot;Long Barrel&amp;quot; (which transforms the pistol into the Glock 17L).  &lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|350px|3rd Generation Glock 17 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock17 model.jpg|600px|thumb|none|''A 9mm Austrian pistol renowned for its simplicity and ruggedness. Compared to the M9, it has a higher capacity, but less muzzle velocity.'']]&lt;br /&gt;
[[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock17 modelmods.jpg|600px|thumb|none|The Glock 17 fitted with a shoulder stock, extended magazine, and long barrel/slide.]]&lt;br /&gt;
[[File:PhantomForces Glock17 hiphold.jpg|600px|thumb|none|First-person view of the Glock 17.]]&lt;br /&gt;
[[File:PhantomForces Glock17 leftside.jpg|600px|thumb|none|Inspecting the Glock 17. Many (if not all) of the Glocks reuse the same set of animations.]]&lt;br /&gt;
[[File:PhantomForces Glock17 rightside.jpg|600px|thumb|none|Ditto, followed by a brass check.]]&lt;br /&gt;
[[File:PhantomForces Glock17 ADS1.jpg|600px|thumb|none|Aiming down the Glock's ubiquitous sights. Although accurate Glock logos are present on other parts of the weapon, the one on the slide backplate has been replaced by the StyLiS symbol.]]&lt;br /&gt;
[[File:PhantomForces Glock17 ADS2.jpg|600px|thumb|none|Not aiming down the Glock 17's sights.]]&lt;br /&gt;
[[File:PhantomForces Glock17 firing.jpg|600px|thumb|none|Firing the Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock17 reload1.jpg|600px|thumb|none|Removing an empty magazine.]]&lt;br /&gt;
[[File:PhantomForces Glock17 reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PhantomForces Glock17 reload3.jpg|600px|thumb|none|Pressing the slide release.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 17L=== &lt;br /&gt;
Equipping the &amp;quot;Long Barrel&amp;quot; attachment on the Glock 17 transforms it into the Glock 17L. This improves the pistol's ranged performance and muzzle velocity while increasing the time required to aim down sights. &lt;br /&gt;
[[File:G17L Gen3.jpg|350px|thumb|none|Glock 17L (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces Glock17L model.jpg|600px|thumb|none|The Glock 17L as it appears in-game.]]&lt;br /&gt;
[[File:PhantomForces Glock17L hiphold.jpg|600px|thumb|none|First-person view of the long Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock17L inspect.jpg|600px|thumb|none|Inspecting the Glock 17L, which showcases the compensated barrel. The recoil remains unchanged compared to the standard Glock 17, however.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
A 4th Generation [[Glock 18C]] was added during the game's Alpha and is unlocked at rank 17. It has low vertical recoil (for a machine pistol) and a very high rate of fire, which allows the Glock 18C to be used to great effect in close-quarters. It has some of the worst damage falloff in the game, however, so the 18C is best used only at an arm's length. The Glock 18C can be modified to add a 33-round extended magazine, extended slide/barrel, and an FAB Defense Cobra folding stock, which can be used either unfolded or folded (as an ersatz foregrip). Prior to update 5.7.0, it lacked a fire selector, which made it a Glock 17C.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|350px|3rd Generation Glock 18C - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock18C modelview.jpg|600px|thumb|none|''A 9mm Austrian machine pistol. Fast fire rate with relatively stable handling characteristics.'']]&lt;br /&gt;
[[File:Glock Cobra stock.jpg|350px|thumb|none|5th Generation Glock 19 with FAB Defense Cobra folding stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock18C modelmods.jpg|600px|thumb|none|The Glock 18C with a FAB Defense Cobra folding stock, 33-round extended magazine, and fictional long slide and barrel.]]&lt;br /&gt;
[[File:PhantomForces Glock18C modelstockfolded.jpg|600px|thumb|none|The Glock 18C with its FAB Defense Cobra stock folded, which the player uses an impromptu foregrip. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C hiphold.jpg|600px|thumb|none|Holding the select-fire Glock at the hip.]]&lt;br /&gt;
[[File:PhantomForces Glock18C leftside.jpg|600px|thumb|none|Inspecting the left side of the pistol, which provides a clearer view of the fire selector. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C rightside.jpg|600px|thumb|none|Checking the top of the Glock 18C. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C brasscheck.jpg|600px|thumb|none|Performing a brass check on the handgun. The cuts in the top of the barrel can be clearly seen. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C ADS.jpg|600px|thumb|none|Aiming down the Glock 18C's iron sights. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C ADS2.jpg|600px|thumb|none|Although gangsta-aiming a pistol is never a good idea, doing so with this handgun is especially stupid. Please, don't do this! ]]&lt;br /&gt;
[[File:PhantomForces Glock18C firing.jpg|600px|thumb|none|''Why, yes, I do enjoy wasting ammunition. Why do you ask?'' ]]&lt;br /&gt;
[[File:PhantomForces Glock18C reload.jpg|600px|thumb|none|Inserting a fresh magazine. The 18C uses the same animations as the rest of the Glock-series pistols, so the entire reload won't be shown here. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C changefiremode.jpg|600px|thumb|none|Switching firemodes. The actual fire selector doesn't move, despite the fact that an audible click accompanies the animation. ]]&lt;br /&gt;
===&amp;quot;Glock 18L&amp;quot;===&lt;br /&gt;
Equipping the Glock 18C with the &amp;quot;Long Barrel&amp;quot; attachment transforms it into the fictional &amp;quot;Glock 18L&amp;quot;. A longslide version of the Glock 18C, the cuts in the top of the slide have been extended and the handgun appears similar to other (real) longslide Glocks, such as the Glock 40, albeit with a fire selector. &lt;br /&gt;
[[File:Glock 40.jpg|350px|thumb|none|Glock 40, for comparison - 10x25mm Auto ]]&lt;br /&gt;
[[File:PhantomForces Glock18L.jpg|600px|thumb|none|The fictional &amp;quot;Glock 18L&amp;quot; as it appears in-game. ]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21==&lt;br /&gt;
A [[Glock 21]] was added in April 2022 as part of update 5.7.0 and is unlocked at rank 21. It features an OD green frame and a threaded barrel. The Glock 21, alongside the many other Glock-series pistols featured in ''Phantom Forces,'' was once available only through an ammunition conversion for the Glock 17. With 2022's &amp;quot;Return to Spring&amp;quot; update, however, the great Glock split transformed these conversions into their own unique pistols. Firing .45 ACP, the Glock 21 deals high close-range damage and features an impressive 13-round magazine. It deals less damage than other .45 handguns, however, and is not very effective at range. It can be modified to add a 26-round extended magazine and a FAB Defense GLR-440 Tactical Stock.   &lt;br /&gt;
[[File:Glock21.jpg|thumb|none|350px|3rd Generation Glock 21 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces Glock21 model.jpg|600px|thumb|none|''A G-Series pistol which chambers .45 ACP. This pistol features great close range damage and snappy recoil, however your performance will dwindle in range compared to other pistols'']]&lt;br /&gt;
[[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock21 modelmods.jpg|600px|thumb|none|The Glock 21 with a shoulder stock and extended magazine.]]&lt;br /&gt;
[[File:PhantomForces Glock21 hiphold.jpg|600px|thumb|none|Holding the Glock 21.]]&lt;br /&gt;
[[File:PhantomForces Glock21 leftside.jpg|600px|thumb|none|The left side of the .45 ACP Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock21 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Glock21 ADS1.jpg|600px|thumb|none|Aiming down the Glock 21's iron sights.]]&lt;br /&gt;
[[File:PhantomForces Glock21 ADS2.jpg|600px|thumb|none|The gangsta-Glock has arrived.]]&lt;br /&gt;
[[File:PhantomForces Glock21 reload.jpg|600px|thumb|none|Reloading the Glock 21.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Glock 21L&amp;quot;===&lt;br /&gt;
Equipping the Glock 21 with the &amp;quot;Long Barrel&amp;quot; attachment transforms it into the fictional &amp;quot;Glock 21L&amp;quot;. The pistol's closest real counterpart is the Glock 41, which is also a longslide (albeit not as long as the 21L) Glock chambered in .45 ACP.  &lt;br /&gt;
[[File:Glock41.jpg|350px|thumb|none|Glock 41 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces Glock21L model.jpg|600px|thumb|none|The &amp;quot;G21L&amp;quot; as it appears in-game.]]&lt;br /&gt;
[[File:PhantomForces Glock21L hiphold.jpg|600px|thumb|none|Holding the strange longslide Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock21L inspect.jpg|600px|thumb|none|Inspecting the pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21 (with .50 GI conversion)==&lt;br /&gt;
A [[Glock 21]] with an aftermarket .50 GI conversion kit was added in April 2022 as part of update 5.7.0 and is unlocked at rank 50. Designated as the &amp;quot;G50&amp;quot; in-game, this pistol has the lowest capacity of the Glock series (8+1 rounds) but the highest damage per shot and a very healthy x2.0 headshot multiplier. Although unable to score a one shot kill (1SK) against a full health player, the G50 maintains a 2SK to the body or head at close range, making it the perfect sidearm for a player with a traditionally long-range primary weapon such as a sniper rifle or DMR. &lt;br /&gt;
&lt;br /&gt;
It can be modified to add an FAB Defense Cobra folding stock and an extended &amp;quot;Heavy Barrel&amp;quot;, which changes the pistol's name to &amp;quot;G50L&amp;quot;, a fictional designation. The &amp;quot;G50&amp;quot; is also the only Glock-series pistol that can be fitted with the &amp;quot;G-switch&amp;quot; attachment (a callback to how the Glock 18C was able to equip a &amp;quot;.50 GI Conversion&amp;quot; attachment in earlier versions of the game), converting the pistol to fire exclusively in full-auto. &lt;br /&gt;
[[File:Glock50 GI conversion.jpg|350px|thumb|none|Glock 21 with Guncrafter Industries conversion kit - .50 GI]]&lt;br /&gt;
[[File:PhantomForces Glock50 model.jpg|600px|thumb|none|''An American modification to an Austrian Classic. Reduced magazine capacity compared to the others, but has more stopping power. Has more than enough power to go through fruits, vegetables, water jugs, and whatever else you have at your range.'']]&lt;br /&gt;
[[File:Glock Cobra stock.jpg|350px|thumb|none|5th Generation Glock 19 with FAB Defense Cobra folding stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock50 modelmods.jpg|600px|thumb|none|The &amp;quot;G50&amp;quot; with the extended &amp;quot;Heavy Barrel&amp;quot; and folding stock.]]&lt;br /&gt;
[[File:PhantomForces Glock50 hiphold.jpg|600px|thumb|none|First-person view of the high-caliber Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock50 leftside.jpg|600px|thumb|none|Inspecting the handgun. Note that the slide reads &amp;quot;STYLIS STUDIOS&amp;quot; as opposed to &amp;quot;GUNCRAFTER INDUSTRIES&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces Glock50 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Glock50 ADS1.jpg|600px|thumb|none|Custom slide, factory sights.]]&lt;br /&gt;
[[File:PhantomForces Glock50 ADS2.jpg|600px|thumb|none|One-handing the &amp;quot;G50&amp;quot;. While never a great idea, this is not ''as'' disasterous of an idea as it seems, especially because .50 GI (supposedly) only has about as much felt recoil as .45 ACP.]]&lt;br /&gt;
[[File:PhantomForces Glock50 firing.jpg|600px|thumb|none|Firing a round.]]&lt;br /&gt;
[[File:PhantomForces Glock50 reload.jpg|600px|thumb|none|Reloading.]]&lt;br /&gt;
[[File:Glock 17 with GLK18 Full Auto Conversion Device C.jpg|thumb|none|350px|Glock 17 with select-fire conversion device - 9x19mm Parabellum. &amp;quot;Glock switches&amp;quot; come in many models and forms, and are regulated as NFA firearms.]]&lt;br /&gt;
[[File:PhantomForces Glock50switch firing.jpg|600px|thumb|none|Firing a G50 equipped with the &amp;quot;G-switch&amp;quot; mod. The switch itself can be seen on the back of the pistol's slide and the river of casings flying from the gun hint at its very high rate of fire. Don't try this at home.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 23==&lt;br /&gt;
A [[Glock 23]] with an FDE frame and threaded barrel was added April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 23. Chambered in .40 S&amp;amp;W, the Glock 23 is a servicable all-rounder sidearm. It can deal decent damage at range or up close, and its 13-round magazine somewhat compensates for missed shots. A &amp;quot;jack-of-all-trades, master of none&amp;quot; pistol, the Glock 23 can do well in any situation but loses out to more specialized secondaries in specific areas. It can be fitted with a 22-round extended magazine, FAB Defense GLR-440 Tactical Stock, and aftermarket extended barrel (which inexplicably changes the weapon's name to &amp;quot;Glock 23L&amp;quot;). &lt;br /&gt;
[[File:Glock23.jpg|thumb|none|350px|3rd Generation Glock 23 - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:PhantomForces Glock23 model.jpg|600px|thumb|none|''A .40 S&amp;amp;W G-Series pistol. Featuring characteristics similar to its original 9mm variant, with a swift reload alongside it.'']]&lt;br /&gt;
[[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock23 modelmods.jpg|600px|thumb|none|The Glock 23 with various mods, including an extended magazine/barrel and shoulder stock.]]&lt;br /&gt;
[[File:PhantomForces Glock23 hiphold.jpg|600px|thumb|none|Holding the Glock 23.]]&lt;br /&gt;
[[File:PhantomForces Glock23 leftside.jpg|600px|thumb|none|Inspecting the handgun.]]&lt;br /&gt;
[[File:PhantomForces Glock23 rightside.jpg|600px|thumb|none|Ditto, followed by a brass check.]]&lt;br /&gt;
[[File:PhantomForces Glock23 ADS1.jpg|600px|thumb|none|Surprise! More Glock sights! Bet you didn't see this one coming.]]&lt;br /&gt;
[[File:PhantomForces Glock23 ADS2.jpg|600px|thumb|none|Isn't this schtick getting a little old? ''You ain't seen nothing yet...'']]&lt;br /&gt;
[[File:PhantomForces Glock23 reload.jpg|600px|thumb|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 40==&lt;br /&gt;
A [[Glock 40]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 40. It is much more long-range focused than the other Glock pistols, with a high headshot multiplier, punchy cartridge, and very high muzzle velocity. Although it can dish out large amounts of damage in close-quarters, the Glock 40's somewhat high recoil and below-average firerate make it slightly harder to manage compared to other handguns. The Glock 40 can be modified to add a FAB Defense GLR-440 Tactical Stock and a 30-round extended magazine. It also has access to the &amp;quot;Short Barrel&amp;quot; attachment, which transforms the pistol into the [[Glock 20]]. &lt;br /&gt;
[[File:Glock_40.jpg|thumb|none|350px|4th Generation Glock 40 - 10x25mm Auto]]&lt;br /&gt;
[[File:PhantomForces Glock40 model.jpg|600px|thumb|none|''A G-series pistol chambered in the 10mm Auto round. Compared to other G-series guns, it trades a bit of accuracy and close range performance for more power at longer ranges.'']]&lt;br /&gt;
[[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock40 modelmods.jpg|600px|thumb|none|The Glock 40 with an extended magazine, shoulder stock, and &amp;quot;Short Barrel&amp;quot;. I suppose it isn't much of a Glock 40 anymore...]]&lt;br /&gt;
[[File:PhantomForces Glock40 hiphold.jpg|600px|thumb|none|Holding the Glock 40.]]&lt;br /&gt;
[[File:PhantomForces Glock40 leftside .jpg|600px|thumb|none|The left side of the Glock 40.]]&lt;br /&gt;
[[File:PhantomForces Glock40 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Glock40 ADS1.jpg|600px|thumb|none|Does the Tetris effect apply to Glock sights?]]&lt;br /&gt;
[[File:PhantomForces Glock40 ADS2.jpg|600px|thumb|none|No more Glocks... please.]]&lt;br /&gt;
[[File:PhantomForces Glock40 reload.jpg|600px|thumb|none|ReGlocking the Glock 40.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 20===&lt;br /&gt;
A [[Glock 20]] can be created by equipping the &amp;quot;Short Barrel&amp;quot; attachment on the Glock 40. It has a dark grey frame. The Glock 20 is notable for having one of the fastest walkspeeds in the game, allowing a player wielding the sidearm to move very quickly. This is most likely an oversight caused by the weight reduction given by the &amp;quot;Short Barrel&amp;quot; attachment (which is typically only available for long-barreled primary weapons, where the weight reduction is less radical). &lt;br /&gt;
[[File:Glock20.jpg|350px|thumb|none|Glock 20 (3rd Generation) - 10x25mm Auto]]&lt;br /&gt;
[[File:PhantomForces Glock20 model.jpg|600px|thumb|none|The Glock 20 as it appears in-game.]]&lt;br /&gt;
[[File:PhantomForces Glock20 hiphold.jpg|600px|thumb|none|Equipping the Glock 20.]]&lt;br /&gt;
[[File:PhantomForces Glock20 inspect.jpg|600px|thumb|none|Inspecting the handgun.]]&lt;br /&gt;
&lt;br /&gt;
==Guncrafter Industries Model 1==&lt;br /&gt;
The [[Guncrafter Industries Model 1]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 73. As one could expect from this souped-up 1911 derivative, the &amp;quot;GI M1&amp;quot; (as it is known in-game) hits extremely hard in close quarters but has high vertical recoil and poor ranged performance. Unique modifications for the Model 1 include a longslide conversion (which improves the handgun's poor ranged performance) and a recoil-reducing Sarco. Inc lightweight stock. &lt;br /&gt;
[[File:GIM1.jpg|thumb|none|350px|Guncrafter Industries Model 1 - .50 GI]]&lt;br /&gt;
[[File:PhantomForces GI M1 model.jpg|600px|thumb|none|''A M1911 modified to chamber .50GI - a powerful ammunition that packs a lot of punch up close, but also comes with reduced accuracy and performance at range.'']]&lt;br /&gt;
[[File:M1911 Sarco Lightweight Stock.jpg|350px|thumb|none|M1911 with Sarco Inc. lightweight stock - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces GI M1 modelmods.jpg|600px|thumb|none|The Model 1 with the &amp;quot;Heavy Barrel&amp;quot; longslide conversion and Sarco Inc. lightweight stock mods.]]&lt;br /&gt;
[[File:PhantomForces GI M1 hip.jpg|600px|thumb|none|Holding the &amp;quot;GI M1&amp;quot; at the hip.]]&lt;br /&gt;
[[File:PhantomForces GI M1 leftside.jpg|600px|thumb|none|Inspecting the Model 1, which first shows the player checking the left side of the handgun...]]&lt;br /&gt;
[[File:PhantomForces GI M1 rightside.jpg|600px|thumb|none|...followed by the right side. Nothing too crazy here.]]&lt;br /&gt;
[[File:PhantomForces GI M1 ADS.jpg|600px|thumb|none|Aiming down the Model 1's red (and rather harsh) three-dot iron sights.]]&lt;br /&gt;
[[File:PhantomForces GI M1 ADS2.jpg|600px|thumb|none|Gangsta-aiming the handgun like a true OG. Which, of course, stands for Original Guncrafter.]]&lt;br /&gt;
[[File:PhantomForces GI M1 firing.jpg|600px|thumb|none|Firing the beefy 1911 derivative.]]&lt;br /&gt;
[[File:PhantomForces GI M1 reload.jpg|600px|thumb|none|Inserting a fresh magazine. The GI M1 uses the same set of 1911-pattern animations several other pistols in-game.]]&lt;br /&gt;
&lt;br /&gt;
==IMI/Magnum Research Desert Eagle L5==&lt;br /&gt;
A [[Desert Eagle L5]] chambered in .44 Magnum was added during the game's Alpha and is unlocked at rank 18. The L5 is a powerful magnum pistol and one of the earliest available sidearms that can kill a player with a single headshot at close range. Its in-game role can be compared to that of revolvers, with the Desert Eagle having a superior capacity (8+1 rounds) and firerate (400 RPM) than most. The L5 has very high recoil and is much less effective than most revolvers at range, however, with it becoming unable to 1-shot-kill to the head at 50 'studs' (approx. 46 ft). The Desert Eagle L5 can equip a unique &amp;quot;Extended Barrel&amp;quot; mod, which increases its damage at range at the expense of the time required to aim-down-sights. It can also equip either a .44 Special or .357 Magnum conversion, the former decreasing recoil while lowering the damage dealt at range, and the latter increasing the handgun's controllability, reload speed, and magazine size while decreasing overall damage. Some of its reload sound effects are borrowed from ''[[Call of Duty 4: Modern Warfare]]''.&lt;br /&gt;
[[File:Desert Eagle L5.jpg|thumb|none|350px|Magnum Research Desert Eagle L5 - .50 AE]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 model.jpg|600px|thumb|none|''A modern version of the iconic Israeli-American pistol. This specific model has been lightened as well as upgraded with dual Picatinny rails and a much-needed muzzle brake. Very high damage with the capacity to instantly kill to the head up close, with rough recoil.'']]&lt;br /&gt;
[[File:Desert Eagle 10 inch.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with 10&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 model longbarrel.jpg|600px|thumb|none|The Desert Eagle L5 as it appears in-game with the &amp;quot;Extended Barrel&amp;quot; mod.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 hip.jpg|600px|thumb|none|Holding the mighty Desert Eagle L5.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 inspect1.jpg|600px|thumb|none|The L5's inspect animation begins with a look at the left side of the handcannon...]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 inspect2.jpg|600px|thumb|none|...continues with a cursory check of the magazine...]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 inspect3.jpg|600px|thumb|none|...and concludes with a brass check.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 ADS1.jpg|600px|thumb|none|Aiming down the sights.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 ADS2.jpg|600px|thumb|none|The L5's alternate aim mode, which mimics 'looking through' the eye not aligned with the sights.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 firing.jpg|600px|thumb|none|Firing the Deagle.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 reload1.jpg|600px|thumb|none|Reloading the Desert Eagle begins with a hearty fling of the offending magazine.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==IMI/Magnum Research Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] chambered in .50 AE was added in December 2019 as a part of update 4.11.0 (Israeli Weapons) and is unlocked at rank 102. Although the version depicted in-game is an older production model with a chromed finish and lacking rails on the barrel, it features the throwback &amp;quot;teardrop&amp;quot; safety design of the newer production models. The weapon's grips have been stamped with the StyLiS Studios logo. The Desert Eagle Mark XIX is, not unexpectedly, a weapon of extremes. It can score a one-shot kill to the body at an impressive range, but its low capacity (7+1), dismal reserve ammunition (21 rounds), lethargic firerate (200 RPM), horrible muzzle velocity, and monstrous recoil leave a lot to be desired. Overall, the one and only Desert Eagle Mark XIX is best suited as a &amp;quot;second primary&amp;quot; of sorts rather than a more traditional all-rounder backup pistol. The Mark XIX can be modified to add a 10&amp;quot; extended barrel and converted to fire (exceedingly rare) .440 Cor-Bon ammunition. &lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|350px|none|Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX model.jpg|600px|thumb|none|''Finally, a gun that lets you make a statement. This semi-automatic hand cannon is chambered in .50 Action Express. It'll probably pulverize your wrists with its recoil, but hey, you can't argue with the stopping power. [[Death_Sentence#Magnum_Research_Inc._Desert_Eagle_Mark_VII|And you've got the king of mayhem...]]'']]&lt;br /&gt;
[[File:Desert Eagle 10 inch.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with 10&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX modelxtendbarrel.jpg|600px|thumb|none|The Desert Eagle Mark XIX with the &amp;quot;Extended Barrel&amp;quot; mod equipped.]]&lt;br /&gt;
[[File:440cbdeserteagleIWI.jpg|350px|thumb|none|Desert Eagle Mark XIX - .440 Cor-Bon]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX CorBon.jpg|600px|thumb|none|The Desert Eagle Mark XIX with the .440 Cor-Bon conversion, which replaced the XIX's otherwise uninteresting .357 Magnum conversion, equipped. More ammunition, better long-range damage, worse close-range damage. ]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX hiphold.jpg|600px|thumb|none|Grasping their Desert Eagle and looking into the approaching dusk, the player feels like a true action hero.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect1.jpg|600px|thumb|none|Inspecting the Mark XIX is a rather exciting process. It begins, as usual, with a cursory glance at the left side of the handcannon.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect2.jpg|600px|thumb|none|Following this, the loaded magazine is pulled out (as with the Desert Eagle L5), but the player lets it drop.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect3.jpg|600px|thumb|none|A new magazine is then inserted...]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect4.jpg|600px|thumb|none|...and a brass check is performed. Although the handgun is ostensibly &amp;quot;reloaded&amp;quot;, no ammunition is added to the weapon or removed from the player's reserve pool at any point during the inspect animation.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX ADS.jpg|600px|thumb|none|Aiming down the Desert Eagle Mark XIX's sights.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX ADS2.jpg|600px|thumb|none|The alternate, most certainly not one-handed aim mode.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX firing.jpg|600px|thumb|none|Keeping the property values low. The Mark XIX is (as of writing) one of the few weapons to feature an experimental dual recoil scheme, in which the game applies both &amp;quot;body&amp;quot; recoil (which moves the point of aim) and &amp;quot;head&amp;quot; recoil (which simply shakes the player's camera around, leaving the point of aim unaffected) when firing. The player's crazily tilted view in this screenshot is caused by a hefty portion of the latter.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX reload.jpg|600px|thumb|none|Seven wrist-agonizing shots later and the pistol's ready to be reloaded. The Mark XIX shares reloading animations with the L5.]]&lt;br /&gt;
&lt;br /&gt;
===Desert Eagle Police Carbine===&lt;br /&gt;
Equipping the Desert Eagle Mark XIX with the &amp;quot;Police Barrel&amp;quot; and &amp;quot;Police Stock&amp;quot; mods transforms the magnum handgun into the rare Desert Eagle Police Carbine. The real Police Carbine was only available in the Mark I model of the Desert Eagle, making its appearance here in .50 AE a strictly &amp;quot;what-if&amp;quot; affair.&lt;br /&gt;
[[File:DesertEaglePoliceCarbine.jpg|thumb|none|450px|Desert Eagle Mark I Police Carbine - .357 Magnum]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX PoliceCarbine.jpg|600px|thumb|none|The Desert Eagle Mark XIX Police Carbine as it appears in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-DC9==&lt;br /&gt;
The [[Intratec TEC-DC9]] appears both as the fully-automatic &amp;quot;TEC-9&amp;quot;, which was added during the game's Alpha, and as the semi-auto only &amp;quot;KG-99&amp;quot;, which was added in July 2021 as part of update 5.6.0 (Independence Update 2021). Both weapons are unlocked at rank 50. They can be distinguished from the actual TEC-9 and KG-99 due to their lack of sling mounts on the side of the barrel shroud and receiver. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;TEC-9&amp;quot; holds the honor of having the highest sustained firerate in the game, spitting an astounding 1500 rounds per minute in full-auto only. This offsets its low base damage, allowing the machine pistol to rack up kills very quickly in close-quarters. Unsurprisingly, the &amp;quot;TEC-9&amp;quot; has very high recoil, with the weapon's point of aim &amp;quot;walking&amp;quot; uncontrollably when firing. It can be fitted with an extended barrel/barrel shroud or the short barrel of the TEC-9 Mini, a 32-round extended magazine, and the wire stock from the [[Interdynamic KG-9]]. &lt;br /&gt;
[[File:Tec-DC9.jpg|350px|thumb|none|Intratec TEC-DC9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces TEC9 modelview.jpg|600px|thumb|none|''A Swedish pistol with an incredibly high automatic rate of fire stemming from an illegal modification. Lacks of stopping power and has highly unstable handling. Brother to the KG-99.'']]&lt;br /&gt;
[[File:Interdynamic MP-9.jpg|350px|thumb|none|Interdynamic MP-9 with foregrip and telescoping stock - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces TEC9 modelmods.jpg|600px|thumb|none|The TEC-DC9 (as the &amp;quot;TEC-9&amp;quot;) fitted with a very long extended barrel, the MP-9's telescoping stock, and a 32-round extended magazine. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 hipfire.jpg|600px|thumb|none|Brandishing the highly illegal machine pistol, the player stands atop an industrial building on the Ravod 911 map. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 leftside.jpg|600px|thumb|none|Inspecting the left side of the DC9. Its submachine gun legacy is apparent, despite Intratec's numerous attempts to alter the weapon for the civilian market. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 rightside.jpg|600px|thumb|none|The right side of the weapon. Note also that the pattern of holes in the barrel shroud is slightly different than the real thing, with the in-game shroud having oval-shaped holes as opposed to the actual DC9's circular holes. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 ADS.jpg|600px|thumb|none|Aiming down the DC9's simple iron sights. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 ADS2.jpg|600px|thumb|none|The alternate aim mode of the &amp;quot;TEC-9&amp;quot;. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 firing.jpg|600px|thumb|none|Firing the fully-automatic machine pistol. As one could expect, the recoil is intense. ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The semi-automatic &amp;quot;KG-99&amp;quot;, despite sharing a model with the aforementioned &amp;quot;TEC-9&amp;quot;, is functionally a very different weapon. It resembles a TEC-9 Mini and deals more damage than its full-auto brother to balance the fact that it is semi-automatic only. The &amp;quot;KG-99&amp;quot; is accurate, fast-firing, and high-capacity, although it is held back by its abnormally low headshot multiplier. Like the &amp;quot;TEC-9&amp;quot;, it can be fitted with a &amp;quot;Long Barrel&amp;quot; mod (which reattaches the regular-length DC9 barrel), a 32-round extended magazine, and the KG-9's stock.&lt;br /&gt;
[[File:PhantomForces KG99 modelmods.jpg|600px|thumb|none|The &amp;quot;KG-99&amp;quot; as it appears in-game with the standard-length barrel, 32-round extended magazine, and KG-9 stock. Aside from an all-black color scheme, the &amp;quot;KG-99&amp;quot; uses the same model as the &amp;quot;TEC-9&amp;quot;.]]&lt;br /&gt;
===Intratec TEC-9 Mini===&lt;br /&gt;
The semi-automatic &amp;quot;KG-99&amp;quot; resembles the [[Intratec TEC-9 Mini]] in its default configuration. In addition, the TEC-9 Mini's barrel can be fitted to the fully-automatic &amp;quot;TEC-9&amp;quot; via the &amp;quot;Short Barrel&amp;quot; attachment. &lt;br /&gt;
[[File:TEC-9Mini.jpg|350px|thumb|none|Intratec TEC-9 Mini - 9x19mm Parabellum ]]&lt;br /&gt;
[[File:PhantomForces TEC9 mini.jpg|600px|thumb|none|The &amp;quot;TEC-9&amp;quot; with the &amp;quot;Short Barrel&amp;quot; attachment, which resembles the TEC-9 Mini. ]]&lt;br /&gt;
[[File:PhantomForces KG99 model.jpg|600px|thumb|none|''A Swedish semi-automatic pistol with an incredibly generous rate of fire, large magazine, and good accuracy. Lacks stopping the stopping power especially at range when compared to other pistols. Sister to the TEC-9.'']]&lt;br /&gt;
[[File:PhantomForces KG99 hipfire.jpg|600px|thumb|none|Holding the TEC-9 Mini at the hip. ]]&lt;br /&gt;
[[File:PhantomForces KG99 leftside.jpg|600px|thumb|none|Inspecting the left side of the handgun. ]]&lt;br /&gt;
[[File:PhantomForces KG99 rightside.jpg|600px|thumb|none|The other side. ]]&lt;br /&gt;
[[File:PhantomForces KG99 ADS2.jpg|600px|thumb|none|The TEC-9 Mini in its natural habitat. ]]&lt;br /&gt;
[[File:PhantomForces KG99 reload1.jpg|600px|thumb|none|Removing an empty magazine from the TEC-9 Mini. ]]&lt;br /&gt;
[[File:PhantomForces KG99 reload2.jpg|600px|thumb|none|Inserting a new magazine. ]]&lt;br /&gt;
[[File:PhantomForces KG99 reload3.jpg|600px|thumb|none|Releasing the bolt. ]]&lt;br /&gt;
&lt;br /&gt;
==LAR Grizzly Mark V==&lt;br /&gt;
The [[LAR Grizzly Pistol|LAR Grizzly Mark V Pistol]] in .50 AE was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 144. Known as the &amp;quot;Grizzly&amp;quot;, this oversized 1911-pattern handcannon is similar to the Desert Eagle Mark XIX in both form and function, with the former possessing more reserve ammunition (28 vs. 21 rounds) and a higher firerate (350 RPM vs. 200 RPM) at the cost of worse mid-range damage. The Grizzly's three-hexagon &amp;quot;LAR&amp;quot; slide marking has been replaced by a three-tiled StyLiS Studios marking, presumably for copyright reasons. The LAR Grizzly Mark V's only unique modification is a so-called heavy barrel, which attaches the barrel of the Grizzly Mark I Long Slide to the weapon; this would not work in real life, as one could not simply fit the barrel and slide of the .45 Winchester Magnum Grizzly Mark I to the frame of a .50 Action Express Mark V without... serious repercussions.  &lt;br /&gt;
[[File:Grizzly_MkV.jpg|thumb|none|350px|LAR Grizzly Mark V - .50 AE]]&lt;br /&gt;
[[File:PhantomForces Grizzly model.jpg|600px|thumb|none|''A high-caliber pistol chambered in the .50 Action Express cartridge. While the recoil leaves something to be desired, the extremely powerful damage profile of the gun will have you saying 'haha, bear gun go boom.''']]&lt;br /&gt;
[[File:LARGrizzly Mk1ls.jpg|350px|thumb|none|LAR Grizzly Mark I Long Slide - .45 Win Mag]]&lt;br /&gt;
[[File:PhantomForces Grizzly modelmods.jpg|600px|thumb|none|The Grizzly Mark V with the Mark I's extended slide and barrel.]]&lt;br /&gt;
[[File:PhantomForces Grizzly hiphold.jpg|600px|thumb|none|Holding the Grizzly at the hip and looking out towards the horizon.]]&lt;br /&gt;
[[File:PhantomForces Grizzly leftside.jpg|600px|thumb|none|Inspecting the left side of the handgun.]]&lt;br /&gt;
[[File:PhantomForces Grizzly rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Grizzly ADS.jpg|600px|thumb|none|Aiming down the Grizzly's unique yellow luminous sights.]]&lt;br /&gt;
[[File:PhantomForces Grizzly ADS2.jpg|600px|thumb|none|The alternate ADS view.]]&lt;br /&gt;
[[File:PhantomForces Grizzly firing.jpg|600px|thumb|none|Firing the Grizzly. As with the game's other magnum handguns, the recoil is significant.]]&lt;br /&gt;
[[File:PhantomForces Grizzly reload1.jpg|600px|thumb|none|Removing an empty magazine.]]&lt;br /&gt;
[[File:PhantomForces Grizzly reload2.jpg|600px|thumb|none|Inserting a fresh 7-round magazine.]]&lt;br /&gt;
[[File:PhantomForces Grizzly reload3.jpg|600px|thumb|none|Pulling back (and releasing) the slide.]]&lt;br /&gt;
&lt;br /&gt;
==Laugo Alien==&lt;br /&gt;
The [[Laugo Alien]] was added in May 2022 as part of update 5.7.3 (May Update) and is unlocked at rank 179. As with most other weapons (except the Glock-series pistols, for some reason), the handgun's markings have been genericized, with &amp;quot;RIPLEY&amp;quot; supplanting the &amp;quot;ALIEN&amp;quot; writing on the left side of the slide. This, alongside the weapon's unlock rank, are a clear reference to 1979's ''[[Alien]]''. As with other competition or target-shooting weapons in ''Phantom Forces'', the Alien rewards well-aimed shots with a very high headshot multiplier, great ballistics, and strong close-range performance. It lags behind other sidearms, however, with its sharp damage drop-off and low minimum damage. It features a unique &amp;quot;Olympic Target Sight&amp;quot; low-magnification optic as a free modification. &lt;br /&gt;
[[File:Laugo_Alien_Pistol.jpg|thumb|none|350px|Laugo Alien - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Alien model.jpg|600px|thumb|none|''A unique and innovative Czech pistol. Unlike other pistols, the Alien is a competition pistol that has been designed to have reduced muzzle flip and does not follow typical pistol design with sights not reciprocating with the slide.'']]&lt;br /&gt;
[[File:PhantomForces Alien modelmods.jpg|600px|thumb|none|The Laugo Alien with the unique &amp;quot;Olympian Target Sight&amp;quot; mod.]]&lt;br /&gt;
[[File:PhantomForces Alien hiphold.jpg|600px|thumb|none|Holding the Laugo Alien.]]&lt;br /&gt;
[[File:PhantomForces Alien leftside.jpg|600px|thumb|none|The left side of the strange Czech handgun.]]&lt;br /&gt;
[[File:PhantomForces Alien rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Alien ADS.jpg|600px|thumb|none|Aiming down the Alien's sights.]]&lt;br /&gt;
[[File:PhantomForces Alien ADS2.jpg|600px|thumb|none|Not aiming down the sights.]]&lt;br /&gt;
[[File:PhantomForces Alien firing.jpg|600px|thumb|none|Firing the Alien. The reciprocating slide and stationary top strap can be seen.]]&lt;br /&gt;
[[File:PhantomForces Alien reload1.jpg|600px|thumb|none|Removing an empty 17-round magazine from the Alien.]]&lt;br /&gt;
[[File:PhantomForces Alien reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PhantomForces Alien reload3.jpg|600px|thumb|none|Releasing the slide.]]&lt;br /&gt;
[[File:PhantomForces Alien hipholdmods.jpg|600px|thumb|none|First-person view of the Laugo Alien with its bespoke &amp;quot;Olympic Target Sight&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces Alien ADSscope.jpg|600px|thumb|none|Looking through the sight.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PB==&lt;br /&gt;
The [[Makarov PB]] was added in July 2021 as part of update 5.6.0 (Independence Update 2021) and is unlocked at rank 91. The PB (or &amp;quot;Izhevsk PB&amp;quot;, as it is known in-game) is the first and, at the time of writing, only integrally-suppressed pistol in ''Phantom Forces''. The PB's safety is always in the &amp;quot;safe&amp;quot; position, which should prevent the weapon from firing; however, this is not the case. It feeds from an 8-round magazine, but 12-round extended and 84-round drum magazines (underloaded to 80 rounds) are also available. The PB is somewhat unique as it deals very high damage (to the point that it kills a full-health enemy with a single headshot) up to 20 studs (~18 feet) but has very sharp damage drop-off, with the pistol dealing only 40% of its base damage after 50 studs (~46 feet). This makes it a very effective backup weapon in close-quarters. &lt;br /&gt;
&lt;br /&gt;
Interestingly, the PB, although being integrally suppressed, has a higher muzzle velocity compared to its unsuppressed counterpart (1800 studs/s vs 1700 studs/s). This actually (sort of) makes sense, since in real life, some suppressors act like longer barrels if the bullet doesn’t come into contact with the suppressor, while suppressors that make contact with a bullet do reduce bullet speed.&lt;br /&gt;
[[Image:Pb-1.jpg|thumb|none|350px|Makarov PB with secondary suppressor - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces PB model.jpg|600px|thumb|none|''A small Soviet-era integrally suppressed variant of the Makarov PM made by the Izhevsk mechanical plant. Doesn't fire too fast, but can instantly kill with a headshot in short ranges.'']]&lt;br /&gt;
[[File:PhantomForces PB model12round.jpg|600px|thumb|none|The PB with a 12-round extended magazine. For performance reasons, the magazine is modeled as empty.]]&lt;br /&gt;
[[File:PhantomForces PB drum.jpg|600px|thumb|none|The PB with an 84-round drum magazine, which only holds 80 rounds in-game.]]&lt;br /&gt;
[[File:PhantomForces PB hiphold.jpg|600px|thumb|none|Irresponsibly standing on top of a shipping crate, the player holds the PB.]]&lt;br /&gt;
[[File:PhantomForces PB leftside.jpg|600px|thumb|none|The left side of the PB, which shows that the safety is engaged. When disengaged, the oval-shaped selector pivots down and to the left.]]&lt;br /&gt;
[[File:PhantomForces PB rightside.jpg|600px|thumb|none|The other side.]]&lt;br /&gt;
[[File:PhantomForces PB ADS.jpg|600px|thumb|none|Aiming down the PB's iron sights, which feature a luminous front post for dark environments.]]&lt;br /&gt;
[[File:PhantomForces PB ADS2.jpg|600px|thumb|none|The PB's alternate aim mode, which is markedly different from the sideways one-handed gangster approach seen on most other pistols. This change in aiming style is most likely to prevent the PB's very long suppressor from obscuring much of the screen.]]&lt;br /&gt;
[[File:PhantomForces PB firing.jpg|600px|thumb|none|Firing the whisper-quiet pistol.]]&lt;br /&gt;
[[File:PhantomForces PB reload1.jpg|600px|thumb|none|Tossing away an empty 8-round magazine after removing it from the pistol. The PB's low magazine size is compensated for with a very fast reload.]]&lt;br /&gt;
[[File:PhantomForces PB reload2.jpg|600px|thumb|none|Inserting a fresh (seemingly empty) magazine.]]&lt;br /&gt;
[[File:PhantomForces PB reload3.jpg|600px|thumb|none|Pressing the slide release to cap off the reloading process.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] was added in July 2021 as part of update 5.6.0 (Independence Update 2021) and is unlocked at rank 92. The in-game weapon has a slightly longer barrel than standard military-issue Makarov pistols, a feature seen on Canadian import models of the PM and PMM. Like the its suppressed brother, the PM feeds from an 8-round magazine and can use either aftermarket 12-round extended or 84-round (underfilled to 80 rounds in-game) drum magazines. The PM also features an obnoxiously long &amp;quot;Extended Barrel&amp;quot; modification, which roughly doubles the pistol's barrel length. In-game, the Makarov is a very agile pistol with an emphasis on CQC, featuring very little recoil, a fast aim-down-sights time, and a quick reload. Its largest weakness is its low magazine size, however, and it deals subpar damage at range. &lt;br /&gt;
[[File:Baikal-442.jpg|thumb|none|350px|Baikal-442 (Canadian import version) - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces PM model.jpg|600px|thumb|none|''A small Soviet-era pistol with an iconic design that still sees service even in the modern age. Two alternate aim modes. Both allow you to fire faster than regular but at the cost of accuracy.'']]&lt;br /&gt;
[[File:PhantomForces PM model12round.jpg|600px|thumb|none|The Makarov PM with an aftermarket 12-round magazine and extremely long barrel.]]&lt;br /&gt;
[[File:Makarovdrum.jpg|350px|thumb|none|Makarov PM with 84-round drum magazine - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces PM modeldrum.jpg|600px|thumb|none|The Makarov PM with the 84-round drum magazine. It only holds 80 rounds in-game, however.]]&lt;br /&gt;
[[File:PhantomForces PM hiphold.jpg|600px|thumb|none|First-person view of the PM at the player's hip.]]&lt;br /&gt;
[[File:PhantomForces PM leftside.jpg|600px|thumb|none|Taking a look at the left side of the ubiquitous Soviet handgun. As with the PB, the PM's safety is always (erroneously) in the &amp;quot;safe&amp;quot; position.]]&lt;br /&gt;
[[File:PhantomForces PM rightside.jpg|600px|thumb|none|The other side.]]&lt;br /&gt;
[[File:PhantomForces PM ADS.jpg|600px|thumb|none|Aiming down the PM's iron sights.]]&lt;br /&gt;
[[File:PhantomForces PM ADS2.jpg|600px|thumb|none|Aiming the pistol sideways, the player channels their inner Russian gangster.]]&lt;br /&gt;
[[File:PhantomForces PM firing.jpg|600px|thumb|none|Firing the Makarov.]]&lt;br /&gt;
[[File:PhantomForces PM reload1.jpg|600px|thumb|none|Inserting a fresh Makarov magazine after tossing away the old one.]]&lt;br /&gt;
[[File:PhantomForces PM reload2.jpg|600px|thumb|none|Releasing the slide.]]&lt;br /&gt;
&lt;br /&gt;
==MBA Gyrojet Pistol Mark I==&lt;br /&gt;
The [[MBA Gyrojet]] Mark I rocket pistol was added in July 2023 as part of update 8.0.4 (Independence Day update) and is unlocked at rank 122. Although its projectiles do not gain speed as they fly, puttering along at a constant, apathetic 1000 studs/sec (919 ft/sec), they do gain damage, dealing only 30 damage at 10 studs (9 ft) before eventually reaching a respectable 48 damage at 175 studs (161 ft). The Gyrojet pistol has a high base torso and headshot multiplier as well, scoring a one-shot headshot at any range and a one-shot bodyshot towards the end of its damage curve. It can be frustrating to use the Gyrojet in its intended long-range role, however, as the rockets deviate slightly from where the player is aiming. The Gyrojet Mark I features a number of unique modifications, which is somewhat unsurprising considering the weapon's unique nature. These include both a snubnose and extended barrel as well as a fictional full-auto modification.&lt;br /&gt;
[[File:Gyrojetpistol.jpg|thumb|none|350px|Gyrojet Pistol Mark 1 Model B - 13mm]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol model.jpg|600px|thumb|none|''A failed 'pistol' from the 1960s produced by MBA. Due to how the rockets in this weapon function, the damage model is reversed, doing more damage across longer ranges. The system, quite literally, failed for being light years ahead of its time.'']]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol modellong.jpg|600px|thumb|none|The Gyrojet Mark I with the &amp;quot;long barrel&amp;quot; modification installed, which improves accuracy and ranged performance.]]&lt;br /&gt;
[[File:Gyrojet Snub Nosed.jpg|350px|thumb|none|Gyrojet Pistol Mark 1 Model B snub nosed variant - 13mm]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol modelshort.jpg|600px|thumb|none|The Gyrojet Mark I with the &amp;quot;short barrel&amp;quot; modification.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol hiphold.jpg|600px|thumb|none|Holding the curious rocket-firing pistol at the hip.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol leftside.jpg|600px|thumb|none|The left side of the Gyrojet pistol.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol ADS.jpg|600px|thumb|none|Aiming down the pistol's rather barebones iron sights.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol ADS2.jpg|600px|thumb|none|The Gyrojet's alternate aim mode is more or less a zoomed-in hipfire view, providing an accuracy boost while limiting speed and removing the player's crosshair.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol firing.jpg|600px|thumb|none|Firing the pistol.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol reload1.jpg|600px|thumb|none|Reloading the Gyrojet begins by pulling the top of the weapon.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol reload2.jpg|600px|thumb|none|Inserting new rockets into the gun, one at a time.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol reload3.jpg|600px|thumb|none|Pushing the weapon's slide closed completes the reloading process.]]&lt;br /&gt;
&lt;br /&gt;
===MBA Gyrojet Pistol Mark II===&lt;br /&gt;
Equipping the Gyrojet Mark I pistol with the &amp;quot;12mm Rockets&amp;quot; attachment transforms it into the Gyrojet Mark II, whose smaller-diameter rockets (as the Mark I's rockets are approximately 13mm, or .51 caliber) were designed to skirt American laws regarding handguns larger than .50 caliber. They are more accurate and fly faster than the Mark I's 13mm rockets, but deal less damage. &lt;br /&gt;
[[File:MBAGyrojetMarkII.jpg|350px|thumb|none|Gyrojet Pistol Mark II - 12mm]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol markII.jpg|600px|thumb|none|The MBA Gyrojet Pistol Mark II as it appears in-game (and converted to fire in full-auto).]]&lt;br /&gt;
&lt;br /&gt;
==RARAN 1130==&lt;br /&gt;
The one-off [[RARAN 1130]] was added in July 2021 as part of update 5.6.0 (Independence Update 2021) and is unlocked at rank 126. The curious machine pistol, which the loadout menu classifies as a PDW, is designated in-game as the &amp;quot;RAMA 1130&amp;quot;, a misnomer derived from a mistranslation of the Russian academy where the weapon was designed. The RARAN 1130 feeds from 84-round drum magazines (underloaded to 80 rounds in-game) and incorrectly has a slightly longer barrel than the real weapon, a feature seen on Canadian import Makarov PMs. Despite the fact that it fires 9x18mm Makarov at 950 RPM from a rather short barrel, the RARAN has low recoil and decent damage range but low overall damage per shot. Unique modifications for the RARAN include an impossibly long barrel (a modification it shares with the Makarov PM) and a .380 ACP conversion, which increases the pistol's damage but reduces the magazine capacity to a paltry 12 rounds. &lt;br /&gt;
[[File:Makarov1130.jpg|thumb|none|350px|RARAN 1130 - 9x18mm Makarov]]&lt;br /&gt;
[[File:Makarovdrum.jpg|thumb|none|350px|Makarov PM with 84 round drum magazine - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces RARAN model.jpg|600px|thumb|none|''A modified version of the Makarov to serve as a prototype machine pistol. Fires at a blisteringly high RPM, but has very low damage. The recoil is low but slowly climbs the longer you fire the weapon.'']]&lt;br /&gt;
[[File:PhantomForces RARAN modelmods.jpg|600px|thumb|none|The RARAN 1130 with a ''very'' long extended barrel and converted to fire .380 ACP. ]]&lt;br /&gt;
[[File:PhantomForces RARAN hiphold.jpg|600px|thumb|none|Holding the RARAN 1130 on Ravod 911. ]]&lt;br /&gt;
[[File:PhantomForces RARAN leftside.jpg|600px|thumb|none|Inspecting the left side of the brick-shaped Makarov. ]]&lt;br /&gt;
[[File:PhantomForces RARAN rightside.jpg|600px|thumb|none|The right side of the weapon. Some of the machine pistol's parts, such as the recoil spring, bolt, and the upper part of the weapon's frame, can be seen through its obnoxiously large ejection port.]]&lt;br /&gt;
[[File:PhantomForces RARAN ADS.jpg|600px|thumb|none|Aiming down the RARAN's iron sights, which are simple yet functional. ]]&lt;br /&gt;
[[File:PhantomForces RARAN ADS2.jpg|600px|thumb|none|One-handing the one-off prototype.]]&lt;br /&gt;
[[File:PhantomForces RARAN firing.jpg|600px|thumb|none|Firing a spray of 9x18mm Makarov. ]]&lt;br /&gt;
[[File:PhantomForces RARAN reload1.jpg|600px|thumb|none|Removing an empty drum magazine. ]]&lt;br /&gt;
[[File:PhantomForces RARAN reload2.jpg|600px|thumb|none|Inserting a fresh drum. ]]&lt;br /&gt;
[[File:PhantomForces RARAN reload3.jpg|600px|thumb|none|Pressing an imaginary slide release, an unfortunate side effect of the RARAN 1130 reusing animations from the standard PM. ]]&lt;br /&gt;
&lt;br /&gt;
==Serbu GB-22==&lt;br /&gt;
The [[Serbu GB-22]] was added in January 2021 as part of update 5.5.0 (New Years Update 2021) and is unlocked at rank 99. The GB-22 depicted in-game is slightly larger than the real weapon, fires from an open bolt and, true to its nature as a homemade weapon, features a crude wire-wrapped grip and custom extended barrel. The GB-22, although nowhere near as infamous as the game's ''other'' .22-caliber pistol, is mostly a joke weapon, as it deals very low damage and has nigh-unusable iron sights. Despite this, it instantly kills to the head at any range and possesses above average ballistics, making the single-shot pistol an extremely risky yet powerful weapon.  &lt;br /&gt;
&lt;br /&gt;
The GB-22's unique modifications include a &amp;quot;Cut-down Barrel&amp;quot; and lengthened &amp;quot;Sporting Barrel&amp;quot; as well as three ammunition conversions. The first, 10mm Auto, substantially increases the pistol's muzzle velocity and torso damage while lowering the rate of fire, while the second, .50 AE, puts the &amp;quot;blaster&amp;quot; in &amp;quot;ghetto blaster&amp;quot; by turning the GB-22 into a potent single-shot handcannon. The final conversion is 12 gauge &amp;quot;minishells&amp;quot;, which turns the pistol into a powerful breech-loading shotgun capable of launching 9 pellets of buckshot per trigger pull. None of these conversions, however, change the physical model of the cartridge loaded into the weapon. &lt;br /&gt;
[[File:Serbugb22.jpg|thumb|none|350px|Serbu GB-22 with red dot sight and grips - .22 LR]]&lt;br /&gt;
[[File:PhantomForces GB-22 model.jpg|600px|thumb|none|''A homemade pistol whose original design derives from Serbu. This version is larger than the original, and can accept multiple different calibers. Always kills to the head.'']]&lt;br /&gt;
[[File:PhantomForces GB-22 modelcutdown.jpg|600px|thumb|none|The GB-22 with a shortened barrel, which is the pistol's most common real-life configuration.]]&lt;br /&gt;
[[File:PhantomForces GB-22 modellongbarrel.jpg|600px|thumb|none|The GB-22 with the extremely long &amp;quot;Sporting Barrel&amp;quot;. Needless to say, a homemade gun is the exact opposite of a sporting weapon.]]&lt;br /&gt;
[[File:PhantomForces GB-22 hiphold.jpg|600px|thumb|none|Holding the handmade gun at the hip.]]&lt;br /&gt;
[[File:PhantomForces GB-22 leftside.jpg|600px|thumb|none|Inspecting the left side of the GB-22.]]&lt;br /&gt;
[[File:PhantomForces GB-22 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces GB-22 ADS.jpg|600px|thumb|none|Aiming the GB-22. Although pretty much every iron sight in ''Phantom Forces'' has a default magnification, these, owing to their crude nature, do not. This further complicates using the weapon at range, although it does increase the player's field of view.]]&lt;br /&gt;
[[File:PhantomForces GB-22 ADS2.jpg|600px|thumb|none|The GB-22's alternate aim mode, which, unlike most other pistols, involves the player keeping both hands firmly on the gun.]]&lt;br /&gt;
[[File:PhantomForces GB-22 firing.jpg|600px|thumb|none|Firing the GB-22.]]&lt;br /&gt;
[[File:PhantomForces GB-22 reload1.jpg|600px|thumb|none|Reloading the pistol starts with removing the empty casing, which gladly leaps free from the gun when the player pulls back on the slide. In real life, much like revolvers, the casing can expand in the chamber and become stuck. Unlike a revolver, however, the GB-22 lacks a manual ejector, requiring the user to pry the shell casing free with their fingernails (or other instrument).]]&lt;br /&gt;
[[File:PhantomForces GB-22 reload2.jpg|600px|thumb|none|Inserting a fresh round into the pistol. Despite the GB-22's cumbersome reloading procedure, the player is able to keep the gun running at an impressive 50 RPM.]]&lt;br /&gt;
[[File:PhantomForces GB-10.jpg|600px|thumb|none|The GB-22 with the 10mm Auto conversion, which the game takes to calling the &amp;quot;GB-10&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces GB-50.jpg|600px|thumb|none|The GB-22 converted to fire .50 Action Express. For obvious reasons, the game designates it as the fictional &amp;quot;GB-50&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces GB-12 .jpg|600px|thumb|none|The GB-22 is also somehow capable of firing 12 gauge shotgun shells. The &amp;quot;GB-12&amp;quot; is as powerful as it is unrealistic.]]&lt;br /&gt;
[[File:PhantomForces GB-12.jpg|600px|thumb|none|Firing the &amp;quot;GB-12&amp;quot;, which is the only ammo conversion to change the color or behavior of the bullets and their tracers.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer M17 MHS==&lt;br /&gt;
A [[SIG-Sauer M17 MHS]] (or just &amp;quot;M17&amp;quot;) was added in July 2023 as part of update 8.0.4 (Independence Day update) and is unlocked at rank 13. As with other military-issue pistols, the M17 is an all-rounder.  It has good accuracy, low recoil, and moderate damage, allowing it to function well in close-quarters or at range. It has a 17-round magazine by default, but an extended 21-round magazine is available as a unique attachment.  &lt;br /&gt;
[[File:P320-M17.jpg|350px|thumb|none|SIG-Sauer P320-M17 with 21-round magazine - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces M17 model.jpg|600px|thumb|none|''A modern Swiss-American Handgun. A service pistol fit for the modern age of American foreign interests. Built with focus on ergonomics and modularity, this variant of the P320 sports lightweight construction, stable recoil and a generous magazine capacity. [[Call of Duty: Modern Warfare (2019)|We get dirty, and the world stays clean. That's the mission.]]'']]&lt;br /&gt;
[[File:PhantomForces M17 modelmods.jpg|600px|thumb|none|The M17 with the 21-round extended magazine equipped.]]&lt;br /&gt;
[[File:PhantomForces M17 hiphold.jpg|600px|thumb|none|Holding the M17 at the hip.]]&lt;br /&gt;
[[File:PhantomForces M17 leftside.jpg|600px|thumb|none|Inspecting the M17, beginning with the left side...]]&lt;br /&gt;
[[File:PhantomForces M17 rightside.jpg|600px|thumb|none|...and continuing with the top...]]&lt;br /&gt;
[[File:PhantomForces M17 brasscheck.jpg|600px|thumb|none|...and finishing with a brass check. Same standard set of animations as many other pistols, nothing to write home about.]]&lt;br /&gt;
[[File:PhantomForces M17 ADS1.jpg|600px|thumb|none|Looking down the M17's iron sights, which are very reminiscent of the M9's.]]&lt;br /&gt;
[[File:PhantomForces M17 ADS2.jpg|600px|thumb|none|And you'd ''bet'' we have to one-hand it!]]&lt;br /&gt;
[[File:PhantomForces M17 reload.jpg|600px|thumb|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1911-A2 SASS==&lt;br /&gt;
The [[Springfield Armory M1911-A2 SASS]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 132. Classified as an &amp;quot;Other&amp;quot; secondary weapon and known as the &amp;quot;SASS 308&amp;quot; in-game, it is chambered in .308 Winchester and is fitted with a 14.9&amp;quot; barrel by default. Unique modifications for the single-shot pistol include a .358 Winchester conversion and a shortened 10.75&amp;quot; barrel. The M1911-A2 SASS is a powerful &amp;quot;pocket sniper&amp;quot;, with great ballistics and high damage. Of course, this comes at the cost of frequent, lengthy reloads. &lt;br /&gt;
[[File:Springfieldsass.jpg|thumb|none|350px|Springfield Armory M1911-A2 SASS - .308 Winchester]]&lt;br /&gt;
[[File:PhantomForces SASS model.jpg|600px|thumb|none|''A single-shot pistol based on the M1911 developed in the 1980s. Chambered in the .308 Winchester cartridge, among many other offerings.'']]&lt;br /&gt;
[[File:LEON-M1911A1SCREENUSED.jpg|thumb|none|350px|Screen-used Springfield Armory M1911-A2 SASS as seen in the film ''[[Léon: The Professional]]'']]&lt;br /&gt;
[[File:PhantomForces SASS modelmods.jpg|600px|thumb|none|The M1911-A2 SASS with the 10.75&amp;quot; &amp;quot;Light Barrel&amp;quot; mod equipped. ]]&lt;br /&gt;
[[File:PhantomForces SASS hiphold.jpg|600px|thumb|none|Holding the Springfield Armory Single-Shot at the hip atop an abandoned industrial building. ]]&lt;br /&gt;
[[File:PhantomForces SASS leftside.jpg|600px|thumb|none|Inspecting the weapon. The left side of the frame is adorned with a white StyLiS Studios logo. ]]&lt;br /&gt;
[[File:PhantomForces SASS rightside.jpg|600px|thumb|none|The right side. The weapon bears a prominent &amp;quot;Stylis Armory USA&amp;quot; marking. ]]&lt;br /&gt;
[[File:PhantomForces SASS ADS.jpg|600px|thumb|none|Aiming down the single-shot handgun's target sights. ]]&lt;br /&gt;
[[File:PhantomForces SASS ADS2.jpg|600px|thumb|none|Foregoing the SASS' accurate irons in favor of a more relaxed &amp;quot;point towards enemy&amp;quot; approach. What could go wrong? ]]&lt;br /&gt;
[[File:PhantomForces SASS reload1.jpg|600px|thumb|none|Ejecting an empty casing from the handgun after firing a shot. The player seems to break the weapon open using pure force of will alone, as the lever to open the barrel (seen protruding from the magazine well) remains untouched during the animation.]]&lt;br /&gt;
[[File:PhantomForces SASS reload2.jpg|600px|thumb|none|Inserting a fresh round of .308 Winchester. ]]&lt;br /&gt;
[[File:PhantomForces SASS reload3.jpg|600px|thumb|none|Snapping the gun closed. ]]&lt;br /&gt;
&lt;br /&gt;
==STI DVC Tactical 2011==&lt;br /&gt;
The [[STI 1911 Series|STI DVC Tactical 2011]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) is unlocked at rank 150. It is known as the &amp;quot;M2011&amp;quot; in-game and features a garish color scheme and many custom parts, including what appears to be a titanium nitride-coated barrel and a blue-finished slide-mounted charging handle handle. Firing 9x19mm, the 2011 is a versatile handgun that can perform well at both long range, thanks to its above-average headshot multiplier, and when up close, due to its spam-friendly 20-round magazine. However, it deals below average damage to the torso and limbs and has somewhat rapid damage falloff, which both can limit its effectiveness when poorly-aimed. The DVC Tactical 2011 can be modified to add an extended barrel and a Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock, which can also be fitted to the AF2011-A1.  &lt;br /&gt;
[[File:DVC-Tactical-2.jpg|thumb|none|350px|STI DVC Tactical 2011 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M2011 model.jpg|600px|thumb|none|''A colourful race gun chambered in 9x19mm with a large double-stack magazine. While the damage up front is poor compared to other pistols, it packs a very high headshot multiplier and the accuracy to make use of it.'']]&lt;br /&gt;
[[File:1911 MultiShotKit.jpg|350px|thumb|none|M1911A1 with Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M2011 modelmods.jpg|600px|thumb|none|The STI DVC Tactical 2011 with an extended barrel and Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock.]]&lt;br /&gt;
[[File:PhantomForces M2011 hiphold.jpg|600px|thumb|none|Holding the colorful 1911-derived pistol at the hip.]]&lt;br /&gt;
[[File:PhantomForces M2011 rightside.jpg|600px|thumb|none|Inspecting the handgun, starting with the right side.]]&lt;br /&gt;
[[File:PhantomForces M2011 leftside.jpg|600px|thumb|none|Taking a look at the left side (and the magazine).]]&lt;br /&gt;
[[File:PhantomForces M2011 brasscheck.jpg|600px|thumb|none|Performing a brass check on the 2011 while making use of the aftermarket slide handle.]]&lt;br /&gt;
[[File:PhantomForces M2011 ADS.jpg|600px|thumb|none|Aiming down the 2011's brightly-colored iron sights.]]&lt;br /&gt;
[[File:PhantomForces M2011 ADS2.jpg|600px|thumb|none|Roleplaying (poorly) as an Olympic target shooter.]]&lt;br /&gt;
[[File:PhantomForces M2011 firing.jpg|600px|thumb|none|Firing the 2011. The change in time of day is a total coincidence and not at all the product of forgetting to snap a screenshot of the pistol firing, nope.]]&lt;br /&gt;
[[File:PhantomForces M2011 reload1.jpg|600px|thumb|none|The first step in reloading the pistol is the removal of the empty magazine, which the player does with a hearty flick of the wrist.]]&lt;br /&gt;
[[File:PhantomForces M2011 reload2.jpg|600px|thumb|none|Inserting a fresh magazine is the next step, surprisingly.]]&lt;br /&gt;
[[File:PhantomForces M2011 reload3.jpg|600px|thumb|none|''Hey, if I paid for the handle, I'm using the handle! No exceptions.'']]&lt;br /&gt;
&lt;br /&gt;
==USFA ZiP .22==&lt;br /&gt;
The [[USFA ZiP .22]] was added in October 2017 as part of update 3.1.0 (Halloween 2017 Update) and is unlocked at rank 61. Designated as the &amp;quot;ZIP 22&amp;quot;, it is a joke weapon, dealing extremely poor damage and feeding from a tiny 10-round Ruger 10/22 box magazine. The BattleZiP Survival SBR stock is automatically fitted to the pistol whenever an optic is attached, but it provides no stability benefits (as it exists only to provide a believable mounting point for attachments). In addition, the ZiP .22 can use 50-round ProMag Ruger 10/22 drum magazines (referred to as &amp;quot;Pro Mags&amp;quot; in-game), which provide a welcome increase in magazine size, and &amp;quot;.22 Ratshot&amp;quot; ammunition, which transforms the pistol into a compact &amp;quot;shotgun&amp;quot; of questionable utility. &lt;br /&gt;
[[File:USFA Zip Gun No Magazine.jpg|thumb|350px|none|USFA ZiP .22 with magazine removed - .22 LR]]&lt;br /&gt;
[[File:PhantomForces ZiP22 modelview.jpg|600px|thumb|none|''A modern American 'pistol' with questionable quality. Abysmal damage, but with deep reserves and a high headshot multiplier. A weapon so bad it killed a million dollar company.'']]&lt;br /&gt;
[[File:USFA ZiP22 Stock.jpg|350px|thumb|none|USFA ZiP .22 with BattleZiP Survival SBR stock - .22 LR]]&lt;br /&gt;
[[File:PhantomForces ZiP22 stock.jpg|600px|thumb|none|The ZiP .22 with the BattleZiP Survival SBR stock, seen here with the generic &amp;quot;Full Ring Sight&amp;quot; iron sights equipped.]]&lt;br /&gt;
[[File:PhantomForces ZiP22 drummag.jpg|600px|thumb|none|The ZiP .22 with the 50-round ProMag Ruger 10/22 drum magazine equipped. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 hiphold.jpg|600px|thumb|none|Holding the ZiP .22 at the hip. The weapon's infamously poor ergonomics pose little issue when your hands are cuboids, apparently. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 leftside.jpg|600px|thumb|none|Inspecting the left side of the boxy pistol. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 rightside.jpg|600px|thumb|none|The right side, which gives a good view of the weapon's ejection port. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 ADS.jpg|600px|thumb|none|Aiming down the ZiP .22's iron sights. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 ADS2.jpg|600px|thumb|none|One-handing the pistol. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 firing .jpg|600px|thumb|none|Firing the ZiP .22. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 reload1.jpg|600px|thumb|none|Removing an (untextured) empty magazine from the ZiP .22. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 reload2.jpg|600px|thumb|none|Inserting a new 10-round box. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 reload3.jpg|600px|thumb|none|Charging the weapon. This is done, as in real life, by sticking one's fingers in front of the barrel of the loaded firearm to pull a plunger. Safety! ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 ratshot.jpg|600px|thumb|none|Firing the ZiP .22 with the &amp;quot;Ratshot&amp;quot; mod equipped. Note the black tracers. ]]&lt;br /&gt;
&lt;br /&gt;
==Walther GSP Expert==&lt;br /&gt;
The [[Walther GSP Expert]] was added in June 2021 as part of update 5.6.3 (Pacific Cold Front Update Part 1) and is unlocked at rank 131. Despite being chambered in .22 LR, it incorrectly has the larger charging handle of the .32 S&amp;amp;W Long version of the GSP (also sometimes known as the GSP-C, for 'centerfire'). The GSP performs similarly to a magazine-fed version of the Serbu GB-22, providing a one-shot kill on headshot at the cost of very poor bodyshot damage. The GSP's 5-round magazine offers much more flexibility against multiple targets (or when one misses a shot or two) than the GB-22, but the GSP can only score a 1SK to the head up to 65 studs (60 feet) while the GB-22 can do it at any range. A number of unique modifications are available for the GSP Expert, including a barrel weight, which decreases felt recoil at the expense of walkspeed, a .32 Smith &amp;amp; Wesson Long conversion, and a .22 Ratshot conversion. &lt;br /&gt;
[[File:Walther_gsp_expert.jpg|thumb|none|350px|Walther GSP Expert - .22 LR. This image appears to be the reference photo for the in-game model.]]&lt;br /&gt;
[[File:PhantomForces GSP model.jpg|600px|thumb|none|''A single-action, precision targetshooting pistol made in Germany. It was introduced on the world market in 1968 and was chambered for .22 Long Rifle.'']]&lt;br /&gt;
[[File:PhantomForces GSP barrelweightmod.jpg|600px|thumb|none|The Walther GSP Expert with the &amp;quot;Barrel Weight&amp;quot; mod equipped. ]]&lt;br /&gt;
[[File:PhantomForces GSPC.jpg|600px|thumb|none|The GSP converted to fire .32 S&amp;amp;W Long, complete with a 10-round magazine. ]]&lt;br /&gt;
[[File:PhantomForces GSP hiphold.jpg|600px|thumb|none|The player holds the Walther GSP at the hip. ]]&lt;br /&gt;
[[File:PhantomForces GSP leftside.jpg|600px|thumb|none|The left side of the target pistol. ]]&lt;br /&gt;
[[File:PhantomForces GSP rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:PhantomForces GSP ADS.jpg|600px|thumb|none|Aiming down the GSP's iron sights. ]]&lt;br /&gt;
[[File:PhantomForces GSP ADS2.jpg|600px|thumb|none|The GSP's alternate aim mode, which is (refreshingly) ''not'' a gangsta-hold! ]]&lt;br /&gt;
[[File:PhantomForces GSP reload1.jpg|600px|thumb|none|Swapping magazines. Unlike almost every other weapon in the game, the GSP's empty magazine is retained by the player. ]]&lt;br /&gt;
[[File:PhantomForces GSP reload2.jpg|600px|thumb|none|Chambering a round. Note the ejected cartridge case, as the GSP (for whatever reason) does not appear to automatically eject the final bullet in the magazine. ]]&lt;br /&gt;
[[File:PhantomForces GSP ratshot1.jpg|600px|thumb|none|Firing a round from the GSP with the &amp;quot;GSP Ratshot&amp;quot; mod equipped. ]]&lt;br /&gt;
[[File:PhantomForces GSP ratshot2.jpg|600px|thumb|none|Ratshot's low chamber pressure turns the GSP into the world's most unwieldy bolt-action shotgun. Hooray? ]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
Revolvers make up their own category of secondary weapons in ''Phantom Forces'' and are available to all classes. Most revolvers have access to a &amp;quot;speedloader&amp;quot; modification, which speeds up reload times when reloading from an empty cylinder at the cost of slowing down partial reloads. &lt;br /&gt;
&lt;br /&gt;
==Mateba Model 6 Unica==&lt;br /&gt;
The [[Mateba Model 6 Unica]] was added in September 2018 (update 3.13.0) and is unlocked at rank 29. Appearing as the &amp;quot;Mateba 6&amp;quot;, it is chambered in .44 Magnum and equipped with a 5&amp;quot; barrel. The Model 6 Unica has the joint highest firerate (600 RPM) but shortest effective range in-class, which allows for very quick follow-up shots, especially in close-quarters. Unique modifications for this revolver include a 3&amp;quot; &amp;quot;snubnose&amp;quot; barrel, an 8&amp;quot; &amp;quot;cowboy&amp;quot; barrel, and .44 Special ammunition. &lt;br /&gt;
&lt;br /&gt;
[[File:matebamodel6_5inch.jpg|thumb|none|350px|Mateba Model 6 Unica, 5&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:Mateba PhantomForces loadout.jpg|601px|thumb|none|''An Italian semi-automatic revolver. High close-in damage with better ranged performance, fast drop-off, fast rate of fire and unusual recoil.&lt;br /&gt;
'']]&lt;br /&gt;
[[File:PhantomForces Mateba 3in.jpg|601px|thumb|none|The Model 6 Unica with the &amp;quot;Snubnose&amp;quot; attachment equipped, which gives the revolver a puny 3&amp;quot; barrel. More agile, but less effective at range. ]]&lt;br /&gt;
[[File:PhantomForces Mateba 8in.jpg|600px|thumb|none|The Model 6 Unica with the 8&amp;quot; &amp;quot;Cowboy Barrel&amp;quot; modification attached. More damage at range, worse handling. ]]&lt;br /&gt;
[[File:Mateba PhantomForces hip.jpg|601px|thumb|none|Holding the &amp;quot;Mateba 6&amp;quot; on the vertigo-inducing Elevation map.]] &lt;br /&gt;
[[File:Mateba PhantomForces inspect1.jpg|601px|thumb|none|Inspecting the left side of the Italian semi-automatic revolver.]]&lt;br /&gt;
[[File:Mateba PhantomForces inspect2.jpg|601px|thumb|none|No, that wasn't a typo. The Model 6 Unica's upper frame actually recoils slightly after firing, cocking the hammer and indexing the cylinder. The result? Semi-automatic fire! ]]&lt;br /&gt;
[[File:Mateba PhantomForces ADS.jpg|601px|thumb|none|Aiming down the Unica's simple glow sights. ]]&lt;br /&gt;
[[File:PhantomForces Mateba firing.jpg|600px|thumb|none|Firing the revolver. Note that the muzzle flash appears near the bottom of the weapon's frame, which is actually not an error; to reduce muzzle climb, the Mateba Model 6 fires from the bottom chamber in the cylinder as opposed to the top cylinder like most other revolvers. ]]&lt;br /&gt;
[[File:Mateba PhantomForces reload1.jpg|601px|thumb|none|Grabbing the cylinder of the revolver to swing it out for reloading.]]&lt;br /&gt;
[[File:Mateba PhantomForces reload2.jpg|601px|thumb|none|Smacking the Model 6's ejector.]]&lt;br /&gt;
[[File:PhantomForces Mateba reload3.jpg|600px|thumb|none|Inserting an invisible speedloader worth of .44 Magnum. ]]&lt;br /&gt;
[[File:PhantomForces Mateba reload3alt.jpg|600px|thumb|none|Equipping the &amp;quot;Speedloader&amp;quot; attachment causes the player to actually use a speedloader when reloading the Mateba, although the animation is otherwise unchanged. ]]&lt;br /&gt;
[[File:PhantomForces Mateba reload4.jpg|600px|thumb|none|Closing the cylinder with a snap of the wrist. Considering the rarity (and price) of Mateba revolvers, this is a dubious decision at best. ]]&lt;br /&gt;
&lt;br /&gt;
==MP-412 REX==&lt;br /&gt;
The [[MP-412 REX]] was added during the game's Alpha and is unlocked at rank 4. The REX features a 6&amp;quot; barrel in its default configuration, which is most likely a reference to the revolver's depiction in ''[[Battlefield: Bad Company 2]]'', and it incorrectly has the ability to mount a flash hider attachment, which not work in real life due to the cylinder gap. The MP-412 REX performs similarly to the Unica, serving as a &amp;quot;jack-of-all-trades&amp;quot; revolver with a high firerate and low minimum range. The REX has a few unique modifications, including &amp;quot;Snubnose&amp;quot; and &amp;quot;Cowboy&amp;quot; barrels and .38 Special ammunition. &lt;br /&gt;
[[Image:Mp-412-1.jpg|thumb|none|350px|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[File:PhantomForces REX model.jpg|600px|thumb|none|''A break-open revolver prototype from Russia intended for export. High close-in damage and headshot multiplier with low ranged damage and a fast rate of fire.'']]&lt;br /&gt;
[[File:PhantomForces REX modelshort.jpg|600px|thumb|none|The REX with the 4&amp;quot; &amp;quot;Snubnose&amp;quot; barrel attachment, which emulates the revolver's real-life appearance. ]]&lt;br /&gt;
[[File:PhantomForces REX modellong.jpg|600px|thumb|none|The MP-412's long barrel made ''even longer'' with the 8&amp;quot; &amp;quot;Cowboy Barrel&amp;quot; attachment. ]]&lt;br /&gt;
[[File:PhantomForces REX hiphold.jpg|600px|thumb|none|Brandishing the REX while looking out towards the horizon. ]]&lt;br /&gt;
[[File:PhantomForces REX leftside.jpg|600px|thumb|none|The left side of the Russian revolver. ]]&lt;br /&gt;
[[File:PhantomForces REX rightside.jpg|600px|thumb|none|The right side. The weapon's long barrel is made very apparent. ]]&lt;br /&gt;
[[File:PhantomForces REX ADS.jpg|600px|thumb|none|Aiming down the REX's iron sights, which have been made luminous with the addition of some red paint. ]]&lt;br /&gt;
[[File:PhantomForces REX firing.jpg|600px|thumb|none|Firing the revolver. Although it has high recoil, its recovery is actually pretty good (as long as you don't fire it too fast). ]]&lt;br /&gt;
[[File:PhantomForces REX reload1.jpg|600px|thumb|none|Breaking open the REX for reloading. All 6 rounds always appear unfired, and the automatic ejector does not appear to move when the gun is opened. ]]&lt;br /&gt;
[[File:PhantomForces REX reload2.jpg|600px|thumb|none|Inserting an imaginary speedloader of .357 Magnum. ]]&lt;br /&gt;
[[File:PhantomForces REX reload2alt.jpg|600px|thumb|none|When the &amp;quot;Speedloader&amp;quot; attachment is equipped, the player will utilize speedloaders, which (despite leaving the actual animation unchanged) drastically speed up reloading when all six rounds in the cylinder have been fired.]]&lt;br /&gt;
[[File:PhantomForces REX reload3.jpg|600px|thumb|none|Closing the gun with the offhand, a departure from the action-movie wrist flick sometimes seen in other pieces of media. ]]&lt;br /&gt;
&lt;br /&gt;
==Remington 1858 New Army==&lt;br /&gt;
The [[Remington 1858 New Army]] was added in January 2018 (update 3.4.0) and is unlocked at rank 58. It has a brass frame and is reloaded by swapping cylinders, giving the New Army a surprisingly fast reload (for a revolver). The 1858 New Army can neutralize an enemy with a single headshot out to a surprisingly long range and has rather controllable recoil, but it also has lots of drawbacks. These include a slow firerate, low muzzle velocity, and hard-to-use iron sights. The 1858 New Army can be modified to use either an extremely short 3&amp;quot; barrel or an extended 12&amp;quot; barrel. It also features a &amp;quot;.36 Caliber&amp;quot; conversion, which transforms the pistol into the Remington 1858 Navy, and &amp;quot;Snakeshot&amp;quot; ammunition, which allows the 1858 to function as a compact scattergun. &lt;br /&gt;
[[File:Remington1858brassframe.jpeg|thumb|none|350px|Remington 1858 New Army with brass frame - .44 ball]]&lt;br /&gt;
[[File:PhantomForces 1858 model.jpg|600px|thumb|none|''A vintage American ball-and-cap revolver with black powder rounds, fires in single-action with a slow rate of fire, excellent ranged performance, and the ability to fan-fire at high speed.'']]&lt;br /&gt;
[[File:1858 3 inch.jpg|350px|thumb|none|Remington 1858 New Army with 3&amp;quot; barrel - .44 ball]]&lt;br /&gt;
[[File:PhantomForces 1858 3inch.jpg|600px|thumb|none|The 1858 New Army with an almost comically short 3&amp;quot; barrel. Much faster to draw and aim but harder to use at range.]]&lt;br /&gt;
[[File:1858 12 inch.jpg|350px|thumb|none|Remington 1858 New Army with 12&amp;quot; barrel - .44 ball]]&lt;br /&gt;
[[File:PhantomForces 1858 12inch.jpg|600px|thumb|none|The 1858 New Army with an extremely long 12&amp;quot; barrel. Better damage at range and improved muzzle velocity but worse handling.]]&lt;br /&gt;
[[File:PhantomForces 1858 hip.jpg|600px|thumb|none|Holding the vintage revolver at the hip. The New Army is technically the oldest gun in-game, although the in-game weapon appears to be a modern reproduction.]]&lt;br /&gt;
[[File:PhantomForces 1858 leftside.jpg|600px|thumb|none|Taking a look at the left side of the black powder revolver.]]&lt;br /&gt;
[[File:PhantomForces 1858 rightside.jpg|600px|thumb|none|The other side.]]&lt;br /&gt;
[[File:PhantomForces 1858 ADS.jpg|600px|thumb|none|One-handing the 1858 while aiming down its iron sights. This was, after all, the style of the time. ]]&lt;br /&gt;
[[File:PhantomForces 1858 ADS2.jpg|600px|thumb|none|The 1858's alternate aim mode is, of course, a fan-fire. This increases its firerate from an OK 190 RPM to an impressive 350 RPM.]]&lt;br /&gt;
[[File:PhantomForces 1858 cockhammer.jpg|600px|thumb|none|Pulling back on the New Army's hammer after firing a shot. It is done, in an incredible feat of dexterity, with one hand, although it's hard to judge seeing as the player lacks thumbs.]]&lt;br /&gt;
[[File:PhantomForces 1858 reload1.jpg|600px|thumb|none|Reloading the 1858 New Army is a multi-step process, although it is nowhere near as complex as inserting individual powder charges, projectiles, and percussion caps. To begin, the player cranks down on the reloading lever.]]&lt;br /&gt;
[[File:PhantomForces 1858 reload2.jpg|600px|thumb|none|This allows them to flick away the empty cylinder.]]&lt;br /&gt;
[[File:PhantomForces 1858 reload3.jpg|600px|thumb|none|A new (full) cylinder is then inserted...]]&lt;br /&gt;
[[File:PhantomForces 1858 reload4.jpg|600px|thumb|none|...and the reloading lever is returned to its rightful home. This is followed by a quick pull of the hammer. Notably absent is any interaction with the cylinder axis pin; on the real revolver, this has to be pulled forward to allow removal of the cylinder (and pushed back in to lock a new one in place).]]&lt;br /&gt;
===Remington 1858 Navy===&lt;br /&gt;
Equipping the 1858 New Army with the &amp;quot;.36 Caliber&amp;quot; ammunition conversion transforms it into the Remington 1858 Navy. This improves its firerate and muzzle velocity but reduces its damage. &lt;br /&gt;
[[File:1858 Navy.jpg|350px|thumb|none|Remington 1858 Navy - .36 ball]]&lt;br /&gt;
[[File:PhantomForces 1858 Navy.jpg|600px|thumb|none|The Remington 1858 Navy as it appears in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Redhawk==&lt;br /&gt;
The [[Ruger Redhawk]] was added in June 2019 (update 4.5b) and is unlocked at rank 83. Firing .44 Magnum, the Redhawk deals high damage per shot (especially on headshot) but has high recoil, incentivizing single, accurate shots. The Redhawk has several unique modifications. Two of these modify the revolver's barrel, those being a 2.7&amp;quot; &amp;quot;snubnose&amp;quot; barrel and a very long &amp;quot;cowboy barrel&amp;quot; modeled after the [[Smith &amp;amp; Wesson Model 629 Stealth Hunter]]'s barrel. The Redhawk also has access to the so-called KAC shoulder stock, which is taken from the game's [[Knight's Armament Revolver Rifle]] model (which is itself based on an airsoft reimagining of the revolver carbine with custom wooden furniture), and a .45 Long Colt conversion, which vastly increases the revolver's damage at the cost of restricting it to single-action only. &lt;br /&gt;
[[Image:Redhawkhunter7.5.jpg|thumb|none|350px|Ruger Redhawk Hunter with scope ring cuts and a 7.5&amp;quot; barrel - .44 Magnum&lt;br /&gt;
]]&lt;br /&gt;
[[File:PhantomForces Redhawk model.jpg|600px|thumb|none|''A traditional American revolver. Very high damage overall with a slow rate of fire and strong muzzle flip.'']]&lt;br /&gt;
[[File:Redhawksnub.jpg|350px|thumb|none|Ruger Redhawk with stainless steel finish, unfluted 8-shot cylinder and snub-nose 2.7&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:PhantomForces Redhawk modelsnub.jpg|600px|thumb|none|The snubnosed Redhawk as it appears in-game. ]]&lt;br /&gt;
[[File:S&amp;amp;W M629 Stealth Hunter.jpg|350px|thumb|none|Smith &amp;amp; Wesson Model 629 Stealth Hunter, for comparison - .44 Magnum‎]]&lt;br /&gt;
[[File:PhantomForces Redhawk longbarrel.jpg|600px|thumb|none|The Redhawk fitted with the 629 Stealth Hunter-inspired &amp;quot;cowboy barrel&amp;quot;. ]]&lt;br /&gt;
[[File:KACSRR Airsoft.jpg|350px|thumb|none|Knight's Armament Revolver Rifle Airsoft replica with custom wooden foreend and stock]]&lt;br /&gt;
[[File:PhantomForces Redhawk stock.jpg|600px|thumb|none|The Redhawk with the &amp;quot;KAC Stock&amp;quot; and aforementioned long barrel equipped. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk hip.jpg|600px|thumb|none|First-person view of a player using the Redhawk. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk leftside.jpg|600px|thumb|none|Taking a look at the left side of the magnum revolver... ]]&lt;br /&gt;
[[File:PhantomForces Redhawk rightside.jpg|600px|thumb|none|...and the right side. ''Powerful enough to blow your head clean off...'' ]]&lt;br /&gt;
[[File:PhantomForces Redhawk ADS.jpg|600px|thumb|none|Aiming down the Redhawk's iron sights, which are rather clear. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk firing.jpg|600px|thumb|none|Putting a .44 caliber hole in the concrete across the way with the Redhawk. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk reload1.jpg|600px|thumb|none|After firing six shots (or was it five?) the Redhawk has to be reloaded, no surprises there. This begins with the player grabbing the cylinder to swing it out. The animation does not appear to show the player operating the cylinder release, meaning that this is done with pure brute strength (and most likely breaks the revolver). ]]&lt;br /&gt;
[[File:PhantomForces Redhawk reload2.jpg|600px|thumb|none|Smacking the ejector to free the spent casings. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk reload3.jpg|600px|thumb|none|Inserting a not-speedloader of fresh rounds. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk speedloader.jpg|600px|thumb|none|The speedloader reappears, courtesy of the &amp;quot;Speedloader&amp;quot; modification. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk reload4.jpg|600px|thumb|none|Flicking the cylinder closed. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk 45lc.jpg|600px|thumb|none|With the .45 Long Colt conversion equipped, the Redhawk must be manually re-cocked after every shot. As with the 1858 New Army, the animation is somewhat scuffed, although this can be excused by the player's lack of thumbs.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Toy Gun&amp;quot;===&lt;br /&gt;
The Redhawk model is also the basis for the &amp;quot;Toy Gun&amp;quot;, a melee weapon that can be obtained by rolling a Legendary on a case. Although a melee weapon, it can fire darts, which are fired after swinging the weapon to attack, inspecting it, or spotting enemies with it; these do not interact with the world, passing through walls, dealing no damage to players, and are deleted shortly after leaving the barrel. The weapon can fire an infinite number of darts. Aside from the texture, the only difference the Toy Gun has from the regular Redhawk is the barrel. The design of the Toy Gun is more akin to a cap gun than a dart blaster, as it has no room for an air compressor or spring-loaded priming mechanism, and its barrel is completely solid; this is most likely the result of it being made out of the model for a real revolver.&lt;br /&gt;
[[File:PhantomForces ToyGun.jpg|350px|thumb|none|Official render of the Toy Gun as it appears in-game. ]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Judge==&lt;br /&gt;
The [[Taurus Judge]] is unlocked at rank 113 and is chambered in .410 bore. It fires half the regular amount of pellets for buckshot in-game, 4 instead of 8. Like all shotguns, it can be modified to use flechette, birdshot or slug ammunition. &lt;br /&gt;
[[Image:TaurusJudge.jpg|thumb|none|350px|Taurus Judge - .45 Long Colt/.410 Bore]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Raging Judge==&lt;br /&gt;
The [[Taurus Raging Judge]] is unlocked at rank 137 and is called the &amp;quot;Executioner&amp;quot;. It has access to a longer barrel and a stock.&lt;br /&gt;
[[File:Taurus Raging Judge.jpg|thumb|none|350px|Taurus Raging Judge - .454 Casull]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==ASMI==&lt;br /&gt;
The [[ASMI]] is unlocked at rank 97.&lt;br /&gt;
[[File:Asmi.jpg|thumb|none|450px|ASMI - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Coharie Arms MP-10==&lt;br /&gt;
The [[Special Weapons MP-10 and SP-10|Coharie Arms MP-10]] is unlocked at rank 66. It has an integral flashlight, making it the brightest weapon in the game as it can attach 3 other flashlights (1 in the &amp;quot;Other&amp;quot; category, 1 in the underbarrel category and a Maglite flashlight in the optics category). The &amp;quot;Flashlight Off&amp;quot; attachment disables the flashlight, but it counts as an attachment in the &amp;quot;Other&amp;quot; category, so turning it off means you cannot equip anything else in the &amp;quot;Other&amp;quot; category.&lt;br /&gt;
[[File:Coharie MP-10light.jpg|thumb|none|450px|Coharie MP-10 with UMP stock and weaponlight - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 633==&lt;br /&gt;
The [[Colt 9mm Submachine Gun|Colt Model 633]] appears as the &amp;quot;Colt SMG 633&amp;quot;. Before the June 4th 2020 update, it was incorrectly called the &amp;quot;Colt SMG 635&amp;quot;. It is unlocked at rank 49.&lt;br /&gt;
[[File:Model 633 SMG DOE.jpg|thumb|none|450px|Colt Model 633 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 635===&lt;br /&gt;
The [[Colt 9mm Submachine Gun|Colt Model 635]] can be made by equipping the Long Barrel attachment to the &amp;quot;Colt SMG 633&amp;quot;.&lt;br /&gt;
[[Image:Colt-9mm--SMG.jpg‎|thumb|450px|none|Colt Model 635 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K7==&lt;br /&gt;
The [[Daewoo K7]] is unlocked at rank 84. It (correctly) fires very fast, at 1100 RPM, and can unusually accept muzzle attachments, unlike other integrally suppressed weapons in-game. The ability to mount a muzzle brake or compensator has real life precedence, as the [[Barrett M107]] has a proprietary suppressor that allows other muzzle attachments to be used in tandem with the suppressor. However, the use on the 9mm K7 is questionable, as not enough gas would make it through the suppressor in order for the muzzle attachments to function properly, and the 9mm cartridge has very little recoil.&lt;br /&gt;
[[File:DAEWOO K7.jpg|thumb|none|450px|Daewoo K7 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is unlocked at rank 24. Its firing sound is taken from ''[[Call of Duty 4: Modern Warfare]]'', and its reload sounds are from ''COD4'' and ''[[Counter-Strike: Global Offensive]]''.&lt;br /&gt;
[[Image:FN P90 Triple Rail (TR).jpg|thumb|450px|none|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:Pfp90-1.jpg|thumb|none|600px|The P90 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A2]] is unlocked at rank 40 and is simply called &amp;quot;MP5&amp;quot;. Weirdly, the weapon has a higher bullet velocity than the MP7, despite it being the other way round in real life. The ironsights are removed when attaching optics. When reloading, the character does not lock the bolt back, which in real life would make inserting the new magazine very difficult.&lt;br /&gt;
[[Image:H&amp;amp;KMP5A2WideForearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] is unlocked by default. It has the ability to attach muzzle attachments, meaning the weapon is likely modified with a SP5K barrel, which can accept muzzle attachments. The weapon has a stock attachment and a 10mm Auto conversion. Underbarrel grips replace the default foregrip, which provides no statistical benefit. Like the other MP5s, the character does not lock the bolt back, which in real life would make inserting the new magazine very difficult. &lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Pfmp5k-1.jpg|thumb|none|600px|The MP5K in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5SD]] is unlocked at rank 60, simply called &amp;quot;MP5SD&amp;quot;. It has a long barrel attachment, which is its only barrel/muzzle attachment due to the nature of an integrally suppressed weapon. The suppressor cannot be removed, unlike other integrally suppressed weapons in-game.&lt;br /&gt;
[[File:HK-MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5/10==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5/10]] is unlocked at rank 74. The magazine is slightly longer than it should be.&lt;br /&gt;
[[File:MP5-10-retractable.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5/10 with 3-round burst trigger group and retractable stock - 10x25mm Auto]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is unlocked at rank 9, simply called &amp;quot;MP7&amp;quot;. Despite having a 40 round magazine, it only holds 30. The extended magazine attachment increases it to 40 rounds. With the joke &amp;quot;Loudener&amp;quot; attachment, the sound is similar to the ''[[Half-Life 2]]'' MP7.&lt;br /&gt;
[[File:MP7 40rdmag.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight - 4.6x30mm]]&lt;br /&gt;
[[File:Pfmp7-1.jpg|thumb|none|600px|The MP7 in the loadout menu. The grip is slightly too straight compared to the real weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is unlocked at rank 5, making it the second &amp;quot;PDW&amp;quot; players unlock. The weapon has a sole underbarrel RIS rail, instead of the tri-rail setup seen in the picture below. Its reload sounds are from ''[[Call of Duty: Modern Warfare 2]]'' and ''[[Counter-Strike: Global Offensive]]''.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with RIS rail - .45 ACP]]&lt;br /&gt;
[[File:Pfump-1.jpg|thumb|none|600px|The UMP in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch UMP40===&lt;br /&gt;
The .40 S&amp;amp;W conversion turns the gun into the [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch UMP40]].&lt;br /&gt;
[[File:UMP40.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP40 with RIS rail - .40 S&amp;amp;W]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi==&lt;br /&gt;
The [[IMI Micro Uzi]] is classed as a machine pistol and is unlocked at rank 68. When using a optic, the charging handle is replaced by a vaguely Uzi Pro looking charging handle, which extends out to the left. By default, it has no stock, but it can be put on with the &amp;quot;Extended Stock&amp;quot; attachment. Some of its reload sounds are taken from ''[[Call of Duty 4: Modern Warfare]]'''s Mini Uzi.&lt;br /&gt;
[[File:MicroUzi-2.jpg|thumb|none|350px|IMI Micro Uzi - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] is unlocked at rank 77, with 25 round magazines. There are a few unusual things with this weapon - the bolt is not closed after the last shot and the rear iron sight is cut down. There are a few ammunition conversions, namely .22 LR and .45 ACP, the latter of which uses the same magazine model as the [[M3A1 &amp;quot;Grease Gun&amp;quot;]]. The M3 magazine is compatible with the Uzi in real life by using a conversion kit by Vector Arms. It uses the same reload sounds as the Micro Uzi.&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|450px|IMI Uzi - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95==&lt;br /&gt;
The [[IWI X95]] is called the &amp;quot;X95 SMG&amp;quot; and is unlocked at rank 115. Interestingly, the X95 uses 32 round Uzi magazines, but the Uzi in-game only has 25 round magazines, despite a model existing for 32 rounders.&lt;br /&gt;
[[File:IWI X95 9mm.jpg|thumb|none|450px|IWI X95 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I [[KRISS Vector]] is unlocked at rank 100. It has Diamondhead backup iron sights, a 2 round burst mode and a light grey frame and stock. Incorrectly, the charging handle slides completely backward when being cocked. In real life, it pivots to the side at a 90-degree angle and only slightly slides backward.&lt;br /&gt;
[[File:KRISS Vector.jpg|thumb|none|450px|KRISS USA Gen I Vector - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==M1928 Thompson==&lt;br /&gt;
An [[M1928 Thompson]] is unlocked at rank 121, referred to as &amp;quot;Tommy Gun&amp;quot;, with a 20 round magazine by default, the rear sight is that of the M1 Thompson and there is no Cutts compensator. The weapon has 5 unique attachments - the Lyman sights of the M1921, the M1928A1 handguard (which changes the name to &amp;quot;Thompson&amp;quot;), the 30 round magazine and the 50 round drum. The final attachment is a conversion to the &amp;quot;Annihilator&amp;quot; prototype, which makes the weapon fire at 1500 RPM. This conversion is called the &amp;quot;M1919 Conversion&amp;quot;, which is incorrect, as the M1919 did not fire this quickly. The &amp;quot;Typewriter&amp;quot; admin-only M1928 has the 100 round drum.&lt;br /&gt;
[[File:M1928.jpg|thumb|none|450px|M1928 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[Image:Colt 1921A Thompson.jpg|thumb|none|450px|Colt M1921A Thompson with 20-round magazine and no Cutts compensator - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==M3A1 &amp;quot;Grease Gun&amp;quot;==&lt;br /&gt;
A black [[M3A1 &amp;quot;Grease Gun&amp;quot;]] is unlocked at rank 71. While in the Test Place, it was grey, like the real weapon.&lt;br /&gt;
[[Image:Grease3 2.jpg|thumb|none|450px|M3A1 &amp;quot;Grease Gun&amp;quot; - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
The [[MAC-10]] is unlocked at rank 23, chambered in .45 ACP with 30 round M3A1 magazines. There is a 9x19mm conversion option, an extended stock and the Sionics Suppressor, as well as the [[TEC-9]] extended barrel, which makes the weapon appear as if it has come from ''[[Talk:Call_of_Duty:_Black_Ops_Cold_War#TEC-9_barrel_.26_shroud|BOCW]]''. Due to the small size, the player holds it like a pistol, with both hands on the grip. The alternate aim mode has the gun held sideways, &amp;quot;gangster&amp;quot; style. This is shared with every pistol except the Desert Eagles. When using optics, they are mounted on a raised rail, so as not to obstruct the bolt, and the angled grip attachment clips into the trigger. &lt;br /&gt;
&lt;br /&gt;
The reload sounds are the same as the Uzis above, which were partially taken from ''[[Call of Duty 4: Modern Warfare]]''.&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|350px|none|Ingram MAC-10 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Pfmac10-1.jpg|thumb|none|600px|The MAC-10 in the loadout menu.]]&lt;br /&gt;
[[Image:Ingram-mac10_new.jpg|thumb|350px|none|MAC-10 with Sionics two-stage suppressor - .45 ACP]]&lt;br /&gt;
[[Image:Ingram MAC 10.jpg|thumb|none|350px|MAC-10 with detachable barrel extension - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] is unlocked at rank 108. &lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|450px|MP40 with brown bakelite lower receiver - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] chambered in 9x19mm is unlocked at rank 105. It has the smooth magazine of the Bizon-1, and a correct 53 round capacity. The weapon has a 64 round 9x18mm conversion.&lt;br /&gt;
&lt;br /&gt;
The in-game description contains the quote &amp;quot;Kept ya waiting, huh?&amp;quot; which references a trademark line of the character Snake from the video game series ''[[Metal Gear]]''. It is also a nod to the long wait players had before this weapon was finally added to the game.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov. Image used to show the smooth magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-2000==&lt;br /&gt;
The [[PP-2000]] is unlocked at rank 42.&lt;br /&gt;
[[File:Pp-2000_1.jpg|thumb|none|450px|PP-2000 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] with the 71 round drum is unlocked at rank 92. Due to the barrel shroud, grips are mounted on the side of the drum magazine, which is plainly ridiculous. The 35 round magazine is unlockable as an attachment. Like the UMP-45, it reuses the reloading sounds from the ''MW2'' and ''CS:GO'' UMP-45, with the charging handle sound of the AK-12.&lt;br /&gt;
[[File:PPSH-01-SMG.jpg‎|thumb|none|450px|PPSh-41 with 71-round drum- 7.62x25mm Tokarev]]&lt;br /&gt;
&lt;br /&gt;
==Sa vz. 61 Skorpion==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] is unlocked at rank 87, classed as a machine pistol. Like the Micro Uzi, the extended stock attachment is unlocked by default. The stock also extends when using an attachment in the &amp;quot;Other&amp;quot; category, but it provides no statistical advantage. Ironsights from other weapons cannot be attached, and any optics are mounted on the barrel due to the upwards ejection of the Skorpion. It has a snake/ratshot conversion, which renames the weapon to &amp;quot;vz.61-E&amp;quot;. Weirdly, there is also a 50 round rubber pellets conversion.&lt;br /&gt;
[[File:CZ_Vz.61.jpg|thumb|none|350px|Sa vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
&lt;br /&gt;
===Sa vz. 82 Skorpion===&lt;br /&gt;
The 9x18mm Makarov conversion turns the weapon into the [[Sa. Vz. 82 Skorpion]], but it still has the wood pistol grip.&lt;br /&gt;
[[Image:Scorpion SA Vz 82.jpg|350px|thumb|none|Sa vz. 82 Skorpion - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==Sterling L2A3==&lt;br /&gt;
The [[Sterling L2A3]] is unlocked at rank 53, with a 34 round magazine. It incorrectly tracks a round in the chamber, despite not being a closed bolt gun in reality. The player uses the magazine as a grip, which could result in malfunctions and breakages in real life. When attaching the EOTech XPS2 sight, it is not mounted on a rail, instead it is attached via knockoff Spongebob-themed tape.&lt;br /&gt;
[[Image:Sterling-Mk-4.jpg|thumb|none|450px|Sterling L2A3 (Mk.4) - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] is unlocked at rank 80 and is called the &amp;quot;AUG A3 Para&amp;quot;. It has a Coyote Brown frame. It originally had a 25 round magazine, with a 32 round magazine attachment, but now the default magazine is the 32 rounder. &lt;br /&gt;
[[Image:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
All shotguns have access to alternate ammo types. 8-pellet buckshot is the default, while 8-dart flechette ammo, 6-pellet rubber pellet ammo, 16-pellet &amp;quot;birdshot&amp;quot; (16-pellet shotgun shells would actually be considered buckshot in reality) and slug rounds are all available as attachments. The pellet counts are the same as the ones stated here, unless specifically mentioned otherwise.&lt;br /&gt;
&lt;br /&gt;
==AA-12 CQB==&lt;br /&gt;
The [[AA-12|AA-12 CQB]] is unlocked at rank 112. It has access to a 20 round drum, but alternate ammo types cannot be used while using the drum. The model has brown patches on the trigger and handguard, and it lacks a trigger. It can be converted to semi-auto fire and a long rail mount is used when sights are equipped. However, the Generation 1 charging handle is used instead of the Gen 2 when certain optics are equipped. Due to this game's fairly realistic shotgun ranges (i.e. more than 3 feet), the 20 round full-auto AA-12 is one of the most overpowered weapons in the game. For whatever reason, you can nerf it yourself by making it semi-auto only with the correct attachment.&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|450px|none|MPS AA-12 CQB - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===AA-12===&lt;br /&gt;
The &amp;quot;Long Barrel&amp;quot; attachment turns the CQB into a regular-length [[AA-12]].&lt;br /&gt;
[[Image:AA12FullAutoShotGun.jpg|thumb|450px|none|MPS AA-12 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Beretta DT11==&lt;br /&gt;
The [[Over/Under Shotgun|Beretta DT11]] is unlocked at rank 133. As a competition shotgun focused almost exclusively on long-range engagements, the Beretta DT11 is one of the more unique shotguns available in-game due to its extremely tight choke and abnormally low damage per pellet. The player has access to a variety of modifications for the DT11, including sawn-off barrels of multiple lengths (which increase damage and spread while decreasing reload time), multiple types of stock to help manage recoil, and a few unique 12 gauge ammunition types available only to the DT11, including #000 Buckshot, which drastically increases damage and recoil while decreasing pellet count, a 3 1/2&amp;quot; shell, which significantly increases pellet velocity, and a bolo round, which has unique &amp;quot;damage rampup&amp;quot;, causing it to deal more damage the further it travels. Despite these advantages, the DT11, as a double-barreled shotgun, only has access to two rounds before it must be reloaded, which, coupled with its tight spread, demands precision from the player. &lt;br /&gt;
[[File:DT-11.jpg|thumb|none|450px|Beretta DT11 - 12 gauge]]&lt;br /&gt;
[[File:DT11 PhantomForces loadout.jpg|600px|thumb|none|The DT11 as it appears in Phantom Forces. Hey, this doesn't look like an Olympic target shooting match...]]&lt;br /&gt;
[[File:DT11 PhantomForces loadout shorty.jpg|600px|thumb|none|Ditto, with the weapon having been horrifically shortened. It's not like this is a $10,000 shotgun or anything.]]&lt;br /&gt;
[[File:DT11 PhantomForces hip.jpg|600px|thumb|none|The Beretta DT11, as seen from a first-person view. Who's ready to take down some clays?]]&lt;br /&gt;
[[File:DT11 PhantomForces ads1.jpg|600px|thumb|none|The DT11's iron sights, which are as expected from a competition shotgun; sleek and simple.]]&lt;br /&gt;
[[File:DT11 PhantomForces ads2.jpg|600px|thumb|none|The DT11's first alternate ADS mode, which it shares with other shotguns.]]&lt;br /&gt;
[[File:DT11 PhantomForces adsalt2.jpg|600px|thumb|none|The DT11's second alternate ADS mode. Wrong kind of double-barrel for that kind of work, buster, but you're on the right track.]]&lt;br /&gt;
[[File:DT11 PhantomForces inspect.jpg|600px|thumb|none|Inspecting the DT11 in-game.]]&lt;br /&gt;
[[File:DT11 PhantomForces reload1.jpg|600px|thumb|none|Ejecting a spent shell from the DT11, a process made simple by the weapon's automatic ejectors. Eat your heart out, Stevens.]]&lt;br /&gt;
[[File:DT11 PhantomForces reload2.jpg|600px|thumb|none|Replacing said shell with a fresh one, a process that the cube-handed player character performs with surprising dexterity.]]&lt;br /&gt;
[[File:DT11 PhantomForces sportingstock.jpg|600px|thumb|none|The DT11, when equipped with the &amp;quot;sporting stock&amp;quot; mod, becomes the DT11 ACS (All-Competition Shotgun).]]&lt;br /&gt;
[[File:DT11 PhantomForces olympianstock.jpg|600px|thumb|none|What was once a boring old Beretta DT11 becomes the flashy DT11 PRO when equipped with a recoil-absorbing &amp;quot;Olympian stock&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo USAS-12==&lt;br /&gt;
The [[Daewoo USAS-12]] is unlocked at rank 189.&lt;br /&gt;
[[File:USAS12.jpg|thumb|none|450px|Daewoo USAS-12 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;DBV12&amp;quot;==&lt;br /&gt;
The &amp;quot;DBV12&amp;quot; (DBV stands for &amp;quot;drobovik&amp;quot;, &amp;quot;shotgun&amp;quot; in Russian) is based on the prototype AK-12/76, a 12 gauge version of the prototype [[AK-12]] and is unlocked at rank 24. The &amp;quot;DBV12&amp;quot; in game is specifically based on the ''[[Battlefield 4]]'' weapon of the same name. Like the ''BF4'' weapon, the in-game weapon uses the standard AK-12 magwell, though actual AK-12/76 concept art from Izhmash showed it with an extended magazine well, which is reflected in the photoshopped mock-up below. The mock-up image also has a longer barrel than the &amp;quot;DBV12&amp;quot; in-game. &lt;br /&gt;
&lt;br /&gt;
Aside from the same 4 ammo types all shotguns have access to, the &amp;quot;DBV12&amp;quot; can be converted to fire .30-06 rounds, which makes the weapon full auto, and .410 bore shells, which make the weapon a 3 round burst. It has a 10 round magazine.&lt;br /&gt;
[[File:AK-12 shotgun.jpg|thumb|none|450px|Photoshopped mock-up of an AK-12/76 - 12 gauge]]&lt;br /&gt;
[[File:Pfdbv12-1.jpg|thumb|none|600px|The &amp;quot;DBV12&amp;quot; in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
The &amp;quot;Stevens DB&amp;quot; is unlocked at rank 81 and is based on the Stevens Model 355/330 hammerless [[double barreled shotgun]]s and fires 10 gauge shells. It has the ability to fire each barrel seperately, or both at the same time, just like the &amp;quot;Sawed Off&amp;quot;, and the player always fires the right barrel/back trigger first. Unlike the M79, the opening latch is not used when reloading before the barrels are broken open. All muzzle attachments require double the number of kills usually required to unlock them, due to the weapon having two barrels. No suppressors are available except for a homemade &amp;quot;Muffler&amp;quot; attachment. Additionally, all muzzle attachments except the compensator clip through each other.&lt;br /&gt;
&lt;br /&gt;
The stock has the word &amp;quot;BOOM&amp;quot; engraved into it in the same font as the ''[[Doom (VG)|DOOM]]'' logo, and the description states &amp;quot;It spells doom for whatever's in front of it&amp;quot;. These are both references to the Super Shotgun from ''DOOM II'', which was a sawed-off double barrel shotgun.&lt;br /&gt;
[[Image:Savage-Stevens-311-Shotgun.jpg|thumb|none|450px|Savage/Stevens 311A - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] is unlocked at rank 120 and it only fires in semi automatic mode unless you equip the &amp;quot;Pump-action&amp;quot; attachment. Like the vz. 61 Skorpion, the stock unfolds when using optics, but it provides no actual advantage unless the &amp;quot;Extended Stock&amp;quot; attachment is equipped. The &amp;quot;Full Stock&amp;quot; attachment gives it a solid, fixed stock. The reload animation incorrectly does not show the character using the carrier latch button, which must be depressed to load new shells. Like most videogames, the stock has a hole in it in order to use the sights when folded.&lt;br /&gt;
[[Image:Franchi-SPAS12.jpg|thumb|450px|none|Franchi SPAS-12 with stock folded - 12 gauge]]&lt;br /&gt;
[[Image:Spas12_fixed.jpg|thumb|none|450px|Franchi SPAS-12 with fixed stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
A green [[Kel-Tec KSG]] is unlocked at rank 1, called &amp;quot;KSG-12&amp;quot;. Like most videogames, the tube selector is not used when reloading, so the game treats the dual magazines as one magazine tube. &lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:Pfksg-1.jpg|thumb|none|600px|The KSG in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec KSG-25===&lt;br /&gt;
The KSG can be converted to the KSG-25 with the &amp;quot;KSG-25 Conversion&amp;quot;, giving the weapon a 24+1 capacity and a longer barrel.&lt;br /&gt;
[[File:KSG25.jpg|thumb|none|450px|Kel-Tec KSG-25 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==KS-23M==&lt;br /&gt;
The [[KS-23M]] is unlocked at rank 56. Firing massive 23x75mmR shotgun shells and featuring a tight choke with high damage at range, the KS-23M can vanquish enemies further out than most other shotguns at the cost of a low magazine size (3+1) and slow handling in close-quarters. In typical ''Phantom Forces'' fashion, the shotgun's wire stock can be removed and a longer barrel can be fitted. The KS-23M also features an abnormally large assortment of unique ammunition modifications, including &lt;br /&gt;
*Shrapnel-25 shells, which increase pellet velocity and decrease both spread and individual pellet damage &lt;br /&gt;
*Volna-R, which fires a single large rubber slug that instantly kills at close range but has high drop-off &lt;br /&gt;
*Barrikada, a dense metal slug with high velocity and penetration&lt;br /&gt;
*A single-shot harpoon conversion, which offers a one-hit kill at any range at the cost of a long reload after each shot &lt;br /&gt;
*A 4 gauge conversion, which vastly increases the weapon's damage but slows its reload time (and changes the weapon's name to TOZ-123) &lt;br /&gt;
The pumping sound used in-game is the same as ''[[Black Mesa]]'''s SPAS-12.&lt;br /&gt;
[[File:KS23.JPG|thumb|none|450px|KS-23M - 23x75mmR]]&lt;br /&gt;
[[File:KS23M PhantomForces loadout.jpg|600px|thumb|none|The KS-23M as it appears in the game's loadout menu.]]&lt;br /&gt;
[[File:KS23M PhantomForces hip.jpg|600px|thumb|none|The KS-23M held at the player's hip. When holding a shotgun this large, the whole world seems to hold its breath.]]&lt;br /&gt;
[[File:KS23M PhantomForces ads1.jpg|600px|thumb|none|The simple, if unobtrusive, iron sights of the KS-23M.]]&lt;br /&gt;
[[File:KS23M PhantomForces ads2.jpg|600px|thumb|none|The first alternate ADS view for the KS-23M.]]&lt;br /&gt;
[[File:KS23M PhantomForces ads3.jpg|600px|thumb|none|The second alternate ADS view for the KS-23M, with a side of DOOM. If only reloading this beast was as simple as racking the fore repeatedly.]]&lt;br /&gt;
[[File:KS23M PhantomForces inspect1.jpg|600px|thumb|none|Inspecting the KS-23M in-game.]]&lt;br /&gt;
[[File:KS23M PhantomForces inspect2.jpg|600px|thumb|none|Ditto, followed by a celebratory pump of the fore.]]&lt;br /&gt;
[[File:KS23M PhantomForces reload.jpg|600px|thumb|none|The player feeds a massive 23x75mmR shell into the KS-23M.]]&lt;br /&gt;
[[File:KS23M PhantomForces firing.jpg|600px|thumb|none|After firing the KS-23M, the player racks the pump to chamber the next round. Surprising, I'm sure.]]&lt;br /&gt;
&lt;br /&gt;
===KS-23===&lt;br /&gt;
The &amp;quot;Full Stock&amp;quot; attachment turns the weapon into a [[KS-23]].&lt;br /&gt;
[[File:Ks23-1.jpg|thumb|none|450px|KS-23 - 23x75mmR]]&lt;br /&gt;
[[File:KS23 PhantomForces loadout.jpg|600px|thumb|none|Equipping the KS-23M with the full stock attachment and so-called sporting barrel transforms it into the full-length KS-23.]]&lt;br /&gt;
[[File:KS23 PhantomForces hip.jpg|600px|thumb|none|The KS-23 with its extra-long sporting barrel, as seen from a first-person perspective. Clay pigeons everywhere are quaking in their boots.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Express Tactical Magpul==&lt;br /&gt;
The [[Remington 870]] is unlocked at rank 11, fitted with Magpul furniture, ring ironsights and a 6 round tube. The furniture is white, but it was previously green and in the beta it was grey.&lt;br /&gt;
[[File:870 Express Magpul.jpg|thumb|none|450px|Remington 870 Express Tactical Magpul - 12 gauge]]&lt;br /&gt;
[[File:Pf870-1.jpg|thumb|none|600px|The 870 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga-12K==&lt;br /&gt;
The [[Saiga-12K]], simply called Saiga-12, is unlocked at rank 63. It is modelled with a 5 round magazine, despite holding 8+1 in-game. It can be converted to fire in full-auto. It also has numerous ammunition conversions:&lt;br /&gt;
*Saiga-223 (.223 Remington), fires in full-auto,&lt;br /&gt;
*Saiga-308 (.308 Winchester/7.62x51mm NATO), fires in full-auto,&lt;br /&gt;
*Saiga-762 (7.62x39mm), fires in full-auto,&lt;br /&gt;
*Saiga-96 (9.6x53mm Lancaster), fires in semi-auto at 70 RPM,&lt;br /&gt;
*Saiga-9 (9x19mm Parabellum), fires in full-auto.&lt;br /&gt;
[[File:Saiga 12K.jpg|thumb|none|450px|Saiga-12K - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Saiga-12U&amp;quot;===&lt;br /&gt;
The &amp;quot;Saiga-12U&amp;quot; is a custom secondary shotgun in the &amp;quot;Other&amp;quot; category and unlocked at rank 95. It has a 2+1 round capacity, which can be extended to 5+1. It can also be modified to fire in full-auto, just like the regular Saiga-12.&lt;br /&gt;
&lt;br /&gt;
The Saiga-12U greatly resembles the modified Saiga-12K seen in ''[[Gamer]]'', ''[[The Expendables]]'', and ''[[Drive Angry]]'', though with a 2-round box magazine instead of a 20-round drum for obvious reasons.&lt;br /&gt;
&lt;br /&gt;
==Sawed-Off Double Barrel Shotgun==&lt;br /&gt;
Unlocked at rank 90 is the &amp;quot;Sawed Off&amp;quot;, a traditional side-by-side [[Sawed-Off Double Barrel Shotgun]]. It uses the same model as the Stevens Double Barrel seen above, but with the barrels cut down. It is in the &amp;quot;Other&amp;quot; secondary class. It has the ability to fire each barrel seperately, or both at the same time, just like the Stevens, and the player always fires the right barrel/back trigger first.  All muzzle attachments require double the number of kills usually required to unlock the,, due to the weapon having two barrels. No suppressors are available except for a homemade &amp;quot;Muffler&amp;quot; attachment. Additionally, all muzzle attachments except the compensator clip through each other.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Boom Stock&amp;quot; attachment gives the weapon a stock, which, like the Stevens, has the word &amp;quot;BOOM&amp;quot; written in the same from as the ''DOOM'' logo. This is another reference to the Super Shotgun from ''DOOM II''.&lt;br /&gt;
[[Image:SS311A sawed-off-2.jpg|thumb|none|450px|'''Photoshopped''' Sawed-off Savage/Stevens 311A - 12 gauge]]&lt;br /&gt;
[[File:Sawed-off Stevens 1960s SBS.jpg|thumb|none|450px|Stevens SBS shotgun with sawn-off barrels - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Serbu Super Shorty==&lt;br /&gt;
The [[Serbu Super Shorty]] is unlocked at rank 36 as the first &amp;quot;Other&amp;quot; category sidearm, referred to as the &amp;quot;Super Shorty&amp;quot;; however, it was originally referred to as the &amp;quot;Serbu Shotgun&amp;quot;. It is a shortened Remington 870, which the description correctly states. It has a vertical grip, but no access to underbarrel attachments. It also has a 2+1 capacity and has no rear sight, just a front bead sight.&lt;br /&gt;
[[Image:Super Shorty (870).jpg|thumb|none|450px|Serbu Super Shorty Shotgun made from a Remington 870 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==AK-12==&lt;br /&gt;
The 2012 prototype [[AK-12]] is unlocked by default. Like virtually every AK rifle variant in the game, it is shorter than the M16A3/4 rifles, despite being longer than it in real life.&lt;br /&gt;
[[File:Ak-12.jpg|thumb|none|450px|AK-12, 2012 prototype - 5.45x39mm]]&lt;br /&gt;
[[File:Pfak12-1.jpg|thumb|none|600px|The AK-12 in the loadout menu. Note the selector pointed as safe; this doesn't change when the fire mode is switched.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74N==&lt;br /&gt;
The [[AK-74]]N is unlocked at rank 74. It has the smooth top cover of the later AK-74M version.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Collapsible Stock&amp;quot; attachment gives it the stock of the East German [[MPi-KM-72]]. &lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] is unlocked at rank 103. It has the 3-round-burst mode of the AK-103-2 and the railed dust cover of the AK-103M. &lt;br /&gt;
[[Image:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-101===&lt;br /&gt;
The 5.56 Conversion converts the weapon and changes its name to the [[AK-101]].&lt;br /&gt;
[[File:AK101.jpg|thumb|none|450px|AK-101 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-109===&lt;br /&gt;
The &amp;quot;BARS Barrel&amp;quot; converts the weapon and changes its name to the [[AK-109]].&lt;br /&gt;
[[File:AK-109.jpg|thumb|none|450px|AK-109 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-108===&lt;br /&gt;
The combination of the &amp;quot;BARS Barrel&amp;quot; and the 5.56 Conversion converts the weapon and changes its name to the [[AK-108]].&lt;br /&gt;
[[File:AK-108.jpg|thumb|none|450px|AK-108 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] is unlocked at rank 94. The &amp;quot;Collapsible Stock&amp;quot; uses the same stock as the East German [[MPi-KM-72]]. &lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;AK47&amp;quot;===&lt;br /&gt;
The &amp;quot;AK47&amp;quot; is unlocked at rank 47. It is not an actual [[AK-47]], as it has the AKM's stamped receiver, with its only AK-47-like characteristics being the handguard, pistol grip, dust cover, and the lack of a muzzle brake. Additionally, it has the [[AK-74]]N's dovetail mount, as opposed to the earlier style used with the AKN.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:TypeIII AK47.jpg|thumb|450px|none|Type 3 AK-47 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
====AKMS====&lt;br /&gt;
Equipping the &amp;quot;Collapsible Stock&amp;quot; attachment on the &amp;quot;AK47&amp;quot; turns it into an [[AKMS]], although still retaining the various AK-47 elements.&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:DeactivatedAKS(1954-59).jpg|thumb|none|450px|Type 3 AKS-47 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===VPO-209===&lt;br /&gt;
Using the .366 TKM conversion changes the weapon to the VPO-209, which also changes the name correctly in-game too. This is available on both the AKM and &amp;quot;AK47&amp;quot;. This allows usage of slugs and birdshot ammo types.&lt;br /&gt;
[[File:Vpo-209.jpg|thumb|450px|none|VPO-209 - .366 TKM]]&lt;br /&gt;
&lt;br /&gt;
==AN-94==&lt;br /&gt;
The [[AN-94]] is unlocked at rank 10. The barrel correctly reciprocates backwards when firing, but equipping any barrel attachments stops this animation from occurring. Like most guns in the game, it has the correct firerate - 1,800 RPM in hyperburst mode and 600 RPM in full-auto; the first two shots on full-auto are also fired at the same rate as the burst.&lt;br /&gt;
[[file:An94-1.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:Pfan94-1.jpg|thumb|none|600px|The AN-94 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] is unlocked at rank 15. It used to (incorrectly) be classed as a PDW, but update 0.9.0 moved it to the Assault Rifles category.&lt;br /&gt;
&lt;br /&gt;
The weapon has a 20 round magazine by default, but a 30 rounder is available, as well as the &amp;quot;Suppressor.. ?&amp;quot; attachment, which is the only barrel attachment. In-game, it doesn't do anything apart from pitch up the noise of your shots, and it is nonsensically attached to the end of the integral suppressor. It is modelled after the PBS-1.&lt;br /&gt;
[[Image:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:Pfasval-1.jpg|thumb|none|600px|The AS Val in the menu.]]&lt;br /&gt;
[[File:Pfasval-2.jpg|thumb|none|600px|The rifle in first-person.]]&lt;br /&gt;
[[File:Pfasval-3.jpg|thumb|none|600px|Inspecting the left side...]]&lt;br /&gt;
[[File:Pfasval-4.jpg|thumb|none|600px|...and the right.]]&lt;br /&gt;
[[File:Pfasval-5.jpg|thumb|none|600px|Aiming using the glow sights.]]&lt;br /&gt;
[[File:Pfasval-6.jpg|thumb|none|600px|Changing the fire mode; the player character appears to incorrectly use the AK-style safety switch to do this, whereas the fire selector is actually located inside the trigger guard.]]&lt;br /&gt;
[[File:Pfasval-7.jpg|thumb|none|600px|Firing.]]&lt;br /&gt;
[[File:Pfasval-8.jpg|thumb|none|600px|Knocking out the empty magazine with another empty magazine...]]&lt;br /&gt;
[[File:Pfasval-9.jpg|thumb|none|600px|...loading it in...]]&lt;br /&gt;
[[File:Pfasval-10.jpg|thumb|none|600px|...and chambering a round.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K2==&lt;br /&gt;
The [[Daewoo K2]] is unlocked at rank 42.&lt;br /&gt;
[[Image:Daewoo-K2.jpg|thumb|none|450px|Daewoo K2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:PF-K2-menu.jpg|thumb|none|600px|The K2 in the menu.]]&lt;br /&gt;
[[Image:PF-K2-folded-menu.jpg|thumb|none|600px|Previewing a K2 with the stock folded.]]&lt;br /&gt;
&lt;br /&gt;
==Diemaco/Colt Canada C7A2==&lt;br /&gt;
The [[Diemaco/Colt Canada C7A2]] is unlocked at rank 128, with an ambi charging handle, which comes as standard on the real weapon. It was originally in the Alpha, but was removed and added into the full game much later. The description reflects this (&amp;quot;This gun reminds you of a simpler time&amp;quot;), but it also incorrectly states that the C7A2 has an integrated optic, referring to the C79. It is not integrated, and can be removed, which it is in-game, the rifle using its back-up iron sights instead.&lt;br /&gt;
&lt;br /&gt;
Two ammo conversions are available, the &amp;quot;CNC .45 Conversion&amp;quot; and the &amp;quot;AR 7.62x39mm Conversion&amp;quot;, the latter of which reduces ammo capacity to 20+1.&lt;br /&gt;
&lt;br /&gt;
When using the &amp;quot;Long Barrel&amp;quot; attachment, it uses the handguard and barrel from the [[Diemaco/Colt Canada C7/C7A1 LSW]], though it does not have the built-in grip. When this barrel is equipped, the whizz and crack sounds play for enemies you are firing at, which is usually a trait reserved for a few machine guns and sniper rifles.&lt;br /&gt;
[[File:C7a2.jpg|thumb|none|450px|Colt Canada C7A2 with ELCAN scope and backup iron sight - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS G1==&lt;br /&gt;
The [[FAMAS G1]] is unlocked at rank 45, incorrectly called the F1. The previous model used a STANAG magazine and was called the G2, but this was still incorrect as it had the F1-style magazine well. This rifle has the correct 25 round magazine of the F1 and G1.&lt;br /&gt;
&lt;br /&gt;
The bipod is functionally useless, however it deploys when the &amp;quot;Long Barrel (AR)&amp;quot; attachment is used.&lt;br /&gt;
[[File:FAMAS G1.jpg|thumb|none|450px|FAMAS G1 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS G2===&lt;br /&gt;
The weapon can be turned into a [[FAMAS G2]] with the &amp;quot;G2 Conversion&amp;quot;, which gives the rifle the ability to use STANAG magazines.&lt;br /&gt;
[[File:Famas g2.jpg|thumb|none|450px|FAMAS G2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS Valorisé===&lt;br /&gt;
Attaching any scope turns the model into a [[FAMAS Valorisé]], apart from the trigger guard of the G-series rifles.&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|450px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PF-Famas-optic.jpg|thumb|none|600px|The Valorisé as seen in the menus with an EOTech XPS2.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] is unlocked at rank 16. It features a 9mm conversion, which uses a 32 round Uzi magazine.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[Image:FN SCAR-L (Standard).jpg|thumb|450px|none|Third Generation FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:PF-Scarl-menu.jpg|thumb|600px|none|The SCAR-L in the menu.]]&lt;br /&gt;
[[Image:PF-Scarl-att-menu.jpg|thumb|600px|none|Previewing a long-barrelled SCAR-L with no stock, a PM II scope and the 9mm Uzi magazine conversion, stated to be done by Big Woods MFG.]]&lt;br /&gt;
[[Image:PF-Scarl-short-menu.jpg|thumb|600px|none|Previewing a short-barrelled SCAR-L with a folded stock.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G11 K2==&lt;br /&gt;
The German wonder weapon, the [[Heckler &amp;amp; Koch G11]], is unlocked at rank 211, which reflects the name of the weapon, combining and rearranging the 2 from K2 and the 11 from G11. The weapon is the only caseless weapon in-game and appropriately does not eject spent casings when firing. It has back-up ironsights instead of the integral scope by default, although the scope is an attachment option. The irons are AAC flip up ironsights that are also used on the [[AAC Honey Badger]]. It correctly fires at 2,100 RPM in burst, and 460 RPM in auto.&lt;br /&gt;
&lt;br /&gt;
The description (&amp;quot;Wait a minute, this is the future. Where are all the phaser guns?&amp;quot;) references the movie ''[[Demolition Man]]''.&lt;br /&gt;
&lt;br /&gt;
The weapon uses the same reload sounds as the [[P90]] above. It also has two magazines as part of the model either side of the magazine that is currently being used, but these are just part of the model and are unusable. The magazine does not reciprocate when firing, which is incorrect.&lt;br /&gt;
[[File:G11K2 left.jpg|thumb|none|450px|Heckler &amp;amp; Koch G11 K2 - 4.73x33mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36]] is unlocked at rank 25. It has the export version of the rail top carry handle, rather then the G36C version, which is more common in videogames. The &amp;quot;Hendsoldt 3x Optic&amp;quot; adds back the ZF 3x4° sight, although it is missing the top 1x reflex. As long as some sort of optic is present on the weapon, the 3x will appear, and you can use it by pressing the alternate aim button.&lt;br /&gt;
[[File:HKG36.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36 with ZF 3x4° dual optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:G36C with STANAG mag adaptor.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C with a STANAG mag adaptor - 5.56x45mm NATO. Image used to show export variant of the rail top carry handle.]]&lt;br /&gt;
[[File:Pfg36-1.jpg|thumb|none|600px|The G36 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;MG36&amp;quot;===&lt;br /&gt;
The G36 makes another appearance, masquerading as the [[Heckler &amp;amp; Koch MG36]]. The weapon has the Beta-C drums and bipod of the MG36, but the bipod is unusable, like other weapons with a bipod by default. Like all G36 variants in the game, it has the export variant of the rail top carry handle. The weapon is unlocked at rank 33.&lt;br /&gt;
&lt;br /&gt;
As a LSW, it is in the LMG section. &lt;br /&gt;
[[File:G36 CMag.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36 with bipod handguard and C-Mag, visually identical to the real MG36 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:G36C with STANAG mag adaptor.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C with a STANAG mag adaptor - 5.56x45mm. Image used to show export variant of the rail top carry handle]]&lt;br /&gt;
[[File:Pfmg36-1.jpg|thumb|none|600px|The faux MG36 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36K]] is unlocked at rank 6 and is incorrectly classed as a carbine - while it does have a shorter barrel than the standard G36, it is not short enough to be considered a carbine. Like all G36 variants in the game, it has the export variant of the rail top carry handle.&lt;br /&gt;
&lt;br /&gt;
It has access to a .300 Blackout conversion, which is fictional.&lt;br /&gt;
[[File:G36K-Export.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with export optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:G36C with STANAG mag adaptor.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C with a STANAG mag adaptor - 5.56x45mm NATO. Image used to show export variant of the rail top carry handle]]&lt;br /&gt;
[[File:Pfg36k-1.jpg|thumb|none|600px|The G36K in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416A5]] is unlocked at rank 62 and is known simply as the HK416. It has a different reload compared to the rest of the AR-15 family, with the magazine knocked out by flicking the rifle to the right. &lt;br /&gt;
&lt;br /&gt;
It has access to a .300 Blackout conversion, along with a &amp;quot;Full Stock&amp;quot; and &amp;quot;Long Barrel (AR)&amp;quot; attachment.&lt;br /&gt;
[[Image:HK416 A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416A5 with 14.5&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Howa Type 20==&lt;br /&gt;
The [[Howa Type 20]] is unlocked at rank 37.&lt;br /&gt;
[[File:Type 20 with riflescope and grippod.jpg|thumb|none|450px|Howa Type 20 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==L85A2==&lt;br /&gt;
The [[L85A2]] is unlocked at rank 55. It has access to the [[L123A2 grenade launcher]], which is a unique trait of this rifle.&lt;br /&gt;
[[File:L85A2Iron.jpg|thumb|none|450px|L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:L85A1 with L123 GL.jpg|thumb|450px|none|L85A1 with SUSAT scope and L123 grenade launcher - 5.56x45mm NATO &amp;amp; 40x46mm grenade]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
The [[M16A4]] is unlocked at rank 22, depicted with a KAC handguard without rail covers. Its bolt does not lock back when empty and the selector is set to safe. It also has the inaccurate ability to fire the remaining bullets in a burst when the player is not pulling on the trigger - the cam mechanism of the M16A4 requires the trigger to be depressed to fire. If the trigger is lifted mid-burst, the remaining rounds are fired in the next burst e.g. two bullets are fired before the trigger is released, the next trigger pull would only fire one bullet because the mechanism has not reset.&lt;br /&gt;
&lt;br /&gt;
A 7.62x39mm conversion is available, along with various barrel and stock attachments. &lt;br /&gt;
[[File:M16A4Standard.jpg|thumb|none|450px|M16A4 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A4 Grippod.jpg|thumb|none|450px|M16A4 MWS with ACOG and grippod - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PF-M16a2-menu.jpg|thumb|none|600px|The M16A4 in the menu. Note the selector pointed towards safe; this happens on most AR variants in the game.]]&lt;br /&gt;
[[File:PF-M16a2-att-menu.jpg|thumb|none|600px|Previewing a modified M16A4 with C7-style ironsights, a 2nd Gen collapsible stock and a short barrel. Note the top rail cover is now missing.]]&lt;br /&gt;
[[File:PF-M16a2-762-menu.jpg|thumb|none|600px|Previewing an M16A4 with the 7.62x39mm conversion, stated to use Grendel magazines, though in practise they are black recolours of the default STANAG magazines. This weapon also has the buttstock removed.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;M16A3&amp;quot;===&lt;br /&gt;
The &amp;quot;M16A3&amp;quot; is unlocked at rank 33, using the exact same model as the A4 (hence why it is listed as a variant of the A4). In gameplay however, it is a separate weapon, firing in full-auto instead of 3 round bursts. The &amp;quot;M16A3&amp;quot; uses all the same attachments and modelling errors as the A4.&lt;br /&gt;
[[File:PF-M16a3-menu.jpg|thumb|none|600px|The M16A3 in the menu.]]&lt;br /&gt;
[[Image:PF-M16a3-att-menu.jpg|thumb|600px|none|Previewing an M16A3 with an A2 pistol grip mounted on a swivelling mount as a makeshift folding foregrip, along with a 2nd Gen collapsing stock in the collapsed position.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1==&lt;br /&gt;
The [[Steyr AUG A1]] is unlocked at rank 20, with the lowest firerate of all AUG rifles. It has the Swarvoski scope by default, which is also an attachment option, meaning two Swarvoski scopes can be used at once on the AUG A1. Toggling the aim type changes from the Swarvoski optic and either the back-up iron sights atop the optic, or the optical attachment mounted on top of the default optic. When optics are used, they are placed above the scope on a Picatinny rail (which resembles the [https://www.clawgear.com/en/AUG-Modular-Scope-Mount-Black-20114en1555 Clawgear AUG Modular Scope Mount]). Underbarrel grips replace the folding grip with a tri-rail setup.&lt;br /&gt;
[[Image:Steyr-AUG.jpg|thumb|450px|none|Steyr AUG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfauga1-1.jpg|thumb|none|600px|The AUG A1 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG Para===&lt;br /&gt;
Equipping the 9mm conversion renames the weapon to &amp;quot;AUG A1 Para&amp;quot; and makes it resemble [[Steyr AUG Para|the weapon of the same name]], minus the shorter barrel, which can be approximated in appearance with the &amp;quot;Short Barrel&amp;quot; attachment.&lt;br /&gt;
[[Image:AUG 9mm 03.jpg|thumb|none|450px|Steyr AUG Para - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] is unlocked at rank 39, with the rail of the Special Receiver version. Despite all AUG variants being the same in real life, the A2 in in-game is in-between the firerate of the A1 and A3.&lt;br /&gt;
[[Image:AUG A2 16.jpg|thumb|none|450px|Steyr AUG A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:SteyrAUGSR.jpg|thumb|none|450px|Steyr AUG Special Receiver - 5.56x45mm NATO. Image used to show the Picatinny rail.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]], with a Coyote Brown finish, is unlocked at rank 52. It has the highest firerate of the AUG rifles. It is missing the bolt release on the model.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[StG-44]] is unlocked at rank 144. The floorplate of the magazine is missing, and optics will wobble when attached.&lt;br /&gt;
&lt;br /&gt;
The weapon has an odd 5.56x45mm conversion.&lt;br /&gt;
[[Image:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
&lt;br /&gt;
==Tavor TAR-21==&lt;br /&gt;
The [[TAR-21]] is unlocked at rank 111. It can be modified to fire &amp;quot;Duplex&amp;quot; rounds, which shoot two bullets in one casing.&lt;br /&gt;
[[File:TAR21 Flattop.jpg|thumb|none|450px|IWI Tavor TAR-21 Flat Top - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===Tavor CTAR-21===&lt;br /&gt;
The &amp;quot;CTAR Barrel&amp;quot; attachment renames the weapon to the [[CTAR-21]].&lt;br /&gt;
[[File:CTAR Flattop.jpg|thumb|none|450px|IWI Tavor CTAR-21 Flat Top - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Type 88-2==&lt;br /&gt;
The super-rare North Korean [[Type 88-2]] is unlocked at rank 122. The default configuration of the rifle has it equipped with its infamous helical magazine, but they only hold 75 rounds instead of the reported 150, likely for gameplay balance, although nobody really knows how many rounds it holds, or if it is even a functional magazine. It is correctly depicted with the ribbed dust cover and proprietary overfolding stock, needed because standard AK side- or under-folding stocks would not work with the bulky helical magazine. The helical magazine can be swapped out for a 30-round magazine with the &amp;quot;Regular Mag&amp;quot; attachment.&lt;br /&gt;
[[File:Type_98-2.jpg|thumb|none|450px|Type 88-2 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===Type 88===&lt;br /&gt;
The combination of the &amp;quot;Regular Mag&amp;quot; and &amp;quot;Full Stock&amp;quot; attachment turns the weapon into the [[Type 88 assault rifle|Type 88]].&lt;br /&gt;
[[File:Type_88.jpg|thumb|none|450px|Type 88 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===Type 58===&lt;br /&gt;
Equipping the 7.62x39mm conversion turns the weapon into the [[AK-47|Type 58]].&lt;br /&gt;
[[File:Type58AK.jpg|thumb|450px|none|Type 58 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
==AG-3F2==&lt;br /&gt;
The [[G3|AG-3F2]], a modernised version of Norway's AG-3 rifle, is unlocked at rank 76. It incorrectly uses the AG-3 name.&lt;br /&gt;
[[File:AG-3F2.jpg|thumb|none|450px|AG-3F2 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AK12BR&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;AK12BR&amp;quot; is unlocked at rank 44. It's an odd weapon, chambered in 7.62x54mmR and utilising the same Balanced Recoil system from the [[AEK-971]] and other weapons, which is what the &amp;quot;BR&amp;quot; in the name stands for (not &amp;quot;Battle Rifle&amp;quot; as you might assume). The Balanced Recoil system is housed in a fictional housing that matches the colour and material of the main receiver, and it also comes with a Picatinny rail on top. It has a 20 round curved magazine, although before an update it used a 30 round 5.45x39mm magazine like the regular [[AK-12]], which somehow held 7.62x39mm. This made the weapon technically an assault rifle, but following feedback the developers changed the weapon to the bigger cartridge and smaller magazine. The developers state they included it as a battle rifle despite being an assault rifle in its original form because there were not enough battle rifles in the game.&lt;br /&gt;
[[File:Ak-12 7.62x51mm.jpg|thumb|none|450px|AK-12 - 7.62x51mm NATO (photoshopped)]]&lt;br /&gt;
[[Image:Ak107-2.jpg|thumb|none|450px|AK-107 with experimental 60-round magazine - 5.45x39mm. Image used to show the Balanced Recoil system]]&lt;br /&gt;
&lt;br /&gt;
==Alexander Arms .50 Beowulf EBR==&lt;br /&gt;
The [[Alexander Arms .50 Beowulf]] Entry Complete Rifle (abbreviated as &amp;quot;Beowulf ECR&amp;quot;) is a battle rifle unlocked at rank 21. It features a flat-top receiver, a 16.5&amp;quot; (42cm) barrel, and a standard Picatinny railed gas block. The rifle is sold standard with black furniture. Additionally, the weapon in-game is modified with Mangonel Flip-Up Sights. It can be modified to fire in three round bursts, which means it fires 3 bursts of 3, then a burst of either 1 or 2, depending if there is a round in the chamber or not, due to its 10 round magazine.&lt;br /&gt;
[[Image:AA Beowulf.jpg|thumb|none|450px|Alexander Arms .50 Beowulf - .50 Beowulf]]&lt;br /&gt;
[[File:Pfecr-1.jpg|thumb|none|600px|The ECR in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Alexander Arms .50 Beowulf TCR==&lt;br /&gt;
The [[Alexander Arms .50 Beowulf]] Tactical Complete Rifle (abbreviated to &amp;quot;Beowulf TCR&amp;quot; in-game) is listed as a designated marksman rifle in-game, unlocked at rank 70. This variant of Alexander Arms' Beowulf rifles features a flat-top receiver, 16.5&amp;quot; (42 cm) barrel, a low-profile gas block, Manticore Arms Transformer Rail handguard, B5 Systems SOPMOD BRAVO Collapsible Stock, and an upgraded trigger. The rifle in-game is shown with other upgrades purchasable for the TCR, such as an FDE Cerakote finish, FRAG grip panels and KeyMod panels, and the Tank Muzzle Brake. This muzzle brake is never removed and any muzzle attachment is mounted inside of it, like similar weapons with default muzzle brakes, like the [[Serbu BFG-50]]. It also has the same Diamondhead sights as a few other weapons in the game, notably the KRISS Vector. Finally, a 5.56x45mm conversion is available, which makes the rifle weaker but triples ammo capacity from 10 to 30 and fires twice as fast, 800 RPM instead of 400.&lt;br /&gt;
[[File:AA Beowulf Tactical.jpg|thumb|none|450px|Alexander Arms .50 Beowulf Tactical - .50 Beowulf]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 SPR==&lt;br /&gt;
A heavily customised FAL rifle most closely resembling the [[DSA SA58 Special Purpose Rifle|SA58 SPR]] is unlocked at rank 78. It features a full sized, 21-inch barrel FAL with a blue handguard without the top rail, an M16 pistol grip,  a different customised stock and standard FAL iron sights compared to the real SA58 SPR. It also has standard FAL 20 round magazines instead of the 10 round magazines seen on the reference photo below. It is classed as a DMR in-game.&lt;br /&gt;
[[Image:DSA SA58 SPR.jpg|thumb|none|450px|DSA SA58 Special Purpose Rifle - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL 50.00==&lt;br /&gt;
The [[FN FAL 50.00]] is unlocked at rank 107, as a select-fire battle rifle with a 20 round magazine. It can be converted to fire .45 ACP for some odd reason, which uses a 50 round drum.&lt;br /&gt;
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FAL Para Shorty&amp;quot;===&lt;br /&gt;
A custom short FAL rifle called the &amp;quot;FAL Para Shorty&amp;quot; is unlocked at rank 98, classed as a PDW/SMG. It is an odd weapon, with a folded FAL paratrooper stock, an [[MP5K]] grip and handguard and an extremely short barrel. The MP5K grip is a different colour to the rest of the weapon, implying it was taken from an MP5K and attached to the weapon. The end result bears a resemblance to the compact FAL from the movie ''[[The Wild Geese]]'', which might have been the inspiration for this weapon. It is select-fire in-game.&lt;br /&gt;
&lt;br /&gt;
The sprinting animation uses the same animations as the pistols and the MAC-10. During its time in the Test Place, it was classed as a carbine instead of a PDW/SMG.&lt;br /&gt;
[[File:L1A1 Wild Geese custom.jpg|thumb|none|450px|'''Photoshopped''' Custom shortened L1A1 SLR (Self Loading Rifle) as used in ''[[The Wild Geese]]'' - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:MP5KA3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5K with Navy trigger group - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
A grey [[SCAR-H]] is unlocked at rank 30. It has a 30 round 7.62x39mm conversion and the same firing sounds as the lower caliber SCAR-L.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfscarh-1.jpg|thumb|none|600px|The SCAR-H in the loadout ment.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3==&lt;br /&gt;
The [[G3A3]] is unlocked at rank 59, simply called the &amp;quot;G3&amp;quot;.&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417==&lt;br /&gt;
The [[HK417]] is unlocked at rank 78, correctly depicted as select-fire and classed as a battle rifle.&lt;br /&gt;
[[Image:HK417 16.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK417 with 16&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==IMBEL M964 A1 ParaFAL==&lt;br /&gt;
The [[IMBEL M964 A1 ParaFAL]] is unlocked at rank 89, incorrectly referred to as the &amp;quot;FAL 50.63 Para&amp;quot;; it has neither the correct barrel length, charging handle, or stock of that version. It is incorrectly classed as a carbine, although it was correctly classed as a battle rifle before an update; it also used to be correctly called the &amp;quot;PARA FAL&amp;quot;. It features the same 50 round .45 ACP conversion, as well as a 5.56x45mm conversion, which makes the weapon resemble the [[FN FNC]], albeit with a standard FAL handguard.&lt;br /&gt;
[[File:7.62 M964 A1 PARAFAL.jpg|thumb|none|450px|IMBEL M964 A1 MD-1 ParaFAL - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] is unlocked at rank 2, depicted (rarely, for a video-game) as select-fire, boasting a firerate of 750 RPM. The weapon features a 6.5mm Creedmoor conversion, which increases the magazine size from 20 to 30.&lt;br /&gt;
[[Image:M14Rifle.jpg|thumb|none|450px|M14 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfm14-1.jpg|thumb|none|600px|The M14 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==MC51SD==&lt;br /&gt;
An integrally suppressed version of the HK51, the [[MC51SD]] is unlocked at rank 86 and is incorrectly classed as a carbine instead of a battle rifle. It has a longer barrel than the real MC51SD, akin to the [[Heckler &amp;amp; Koch G3KA4]]. The stock can be used with the &amp;quot;Retractable Stock&amp;quot; attachment, which, confusingly, extends the stock.&lt;br /&gt;
[[File:MC51SD.jpg|thumb|450px|none|MC51SD - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Ohio Ordnance HCAR==&lt;br /&gt;
The [[Ohio Ordnance HCAR]] was added in October 2023 as part of update 9.0.3 and is unlocked at rank 181. &lt;br /&gt;
[[File:HCAR.jpg|350px|thumb|none|Ohio Ordnance HCAR - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
The [[Springfield Armory M1A]] is unlocked at rank 68 and is incorrectly referred to as the &amp;quot;[[M21]]&amp;quot;; it is not a real M21 as it lacks the fire selector.&lt;br /&gt;
[[File:SFA_M1A.jpg|thumb|none|450px|Springfield Armory M1A - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
==AAC Honey Badger==&lt;br /&gt;
The [[AAC Honey Badger]] is unlocked at rank 62 and is classified as a carbine. Oddly, muzzle attachments can be used at the same time as the integral suppressor, which is obviously impossible in real life, but does have a basis in reality, as the [[Barrett M107]] has a proprietary suppressor that allows other muzzle attachments to be used in tandem with the suppressor. The suppressor is also removable, which does not have as much of an impact on the ballistics as you might think, given the weapon only has a 6&amp;quot; barrel.&lt;br /&gt;
[[File:AAC honey badger.jpg|thumb|none|450px|AAC Honey Badger - .300 AAC Blackout]]&lt;br /&gt;
&lt;br /&gt;
==AK-12 Carbine==&lt;br /&gt;
The AK-12 Carbine, an originally planned variant of the 2012 prototype of the [[AK-12]], appears as the &amp;quot;AK-12C&amp;quot;, and is chambered in 7.62x39mm. In reality, this prototype carbine only existed in early photoshopped images and didn't enter development stage, though the post-2016 production version of the AK-12 series eventually included a 7.62x39mm carbine variant called the [[AK-15|AK-15K]] (which has various differences from the planned prototype).&lt;br /&gt;
[[File:AK-12 Carbine 7.62x39.jpg|thumb|none|450px|AK-12 Carbine - 7.62x39mm (photoshopped)]]&lt;br /&gt;
&lt;br /&gt;
===AK-12 (7.62x39mm)===&lt;br /&gt;
The Long Barrel attachment converts the weapon into a full-sized AK-12 prototype in 7.62x39mm.&lt;br /&gt;
[[File:Ak-12 7.62x39mm.jpg|thumb|none|450px|Prototype AK-12 - 7.62x39mm (photoshopped)]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
The [[AK-105]] carbine is unlocked at rank 105. It has the railed dust cover of the AK-103M.&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-102===&lt;br /&gt;
The 5.56 Conversion converts the weapon and changes its name to the [[AK-102]].&lt;br /&gt;
[[Image:AK102.jpg|thumb|none|450px|AK-102 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-107===&lt;br /&gt;
The &amp;quot;BARS Barrel&amp;quot; converts the weapon into the [[AK-107]].&lt;br /&gt;
[[Image:Ak107-2.jpg|thumb|none|450px|AK-107 with experimental 60-round magazine - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-108===&lt;br /&gt;
The combination of the &amp;quot;BARS Barrel&amp;quot; and the 5.56 Conversion converts the weapon and changes its name to the [[AK-108]]. The AK-103 can also be made into the 108 (although the name does not change for the 105), so this weapon appears in the game twice.&lt;br /&gt;
[[File:AK-108.jpg|thumb|none|450px|AK-108 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-101===&lt;br /&gt;
The 5.56 Conversion and the Long Barrel make the weapon the [[AK-101]]. The AK-103 can also be made into the 101 (although the name does not change for the 105), so this weapon appears in the game twice.&lt;br /&gt;
[[File:AK101.jpg|thumb|none|450px|AK-101 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
The Long Barrel attachment converts the weapon into the [[AK-74M]].&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is unlocked at rank 88, and is incorrectly classed as a PDW/SMG instead of a carbine and is called the &amp;quot;Krinkov&amp;quot;. It has a 9x19mm conversion, along with the other conversions listed below.&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74UB===&lt;br /&gt;
Equpping the PBS-4 Suppressor effectively makes the weapon an [[AKS-74UB]].&lt;br /&gt;
[[File:AKS-74UB with PBS-4 suppressor.jpg|thumb|none|450px|AKS-74UB - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AKMSU===&lt;br /&gt;
The 7.62x39mm ammo conversion turns the weapon into the [[AKMSU]].&lt;br /&gt;
[[Image:AK-Krinkov.jpg|thumb|none|450px|AKMSU (converted AKM pistol) - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AK-12U==&lt;br /&gt;
The AK-12U, a planned (but not developed) sub-carbine version of the 2012 prototype [[AK-12]], appears under the misnomer &amp;quot;AKU12&amp;quot;. It is unlocked at rank 35.&lt;br /&gt;
[[File:AK-12U.jpg|thumb|none|450px|Photoshopped mock-up of the AK-12U - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;PPK-12&amp;quot;===&lt;br /&gt;
The 9mm Conversion converts the weapon into the &amp;quot;PPK-12&amp;quot; (which is the name of an early submachine gun concept of the AK-12 prototype), complete with name change and the addition of a 100 RPM 3 round burst mode. The PPK-12 was originally added as a PDW, then removed and replaced with the conversion for the &amp;quot;AKU-12&amp;quot;. The original PPK-12 is now a developer-only weapon. The old model is able to be seen in the main menu. There was also a stockless version categorised as an &amp;quot;Other&amp;quot; sidearm.&lt;br /&gt;
&lt;br /&gt;
Visually the weapon resembled the [[PP-19-01 Vityaz]] SMG, but with 2012 prototype [[AK-12]] externals.&lt;br /&gt;
[[file:Pp19 2.jpg|thumb|450px|none|PP-19-01 &amp;quot;Vityaz&amp;quot; SB-20 - 9x19mm]]&lt;br /&gt;
[[File:Ak-12.jpg|thumb|none|450px|Prototype AK-12 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K1A==&lt;br /&gt;
The [[Daewoo K1A]] is unlocked at rank 63.&lt;br /&gt;
[[File:K1A stock extended.jpg|thumb|none|450px|Daewoo K1A with stock extended and 30-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Diemaco/Colt Canada C8A3==&lt;br /&gt;
A [[Colt Canada C8A3]] with the barrel of a C8A2 is unlocked at rank 128.&lt;br /&gt;
[[File:Colt_Canada_C8_carbine.JPG|thumb|none|450px|Colt Canada C8A3 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR PDW==&lt;br /&gt;
The [[FN SCAR PDW]] is unlocked at rank 32.&lt;br /&gt;
[[File:FN SCAR PDW (old).jpg|thumb|none|450px|FN SCAR PDW (old version) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfscarpdw-1.jpg|thumb|none|600px|The SCAR PDW in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Gwinn/Bushmaster Arm Pistol==&lt;br /&gt;
The [[Bushmaster Arm Pistol|Gwinn/Bushmaster Arm Pistol]], which is actually a subcompact bullpup carbine legally defined as a pistol under certain US states' laws, is unlocked at rank 110 as the &amp;quot;Arm Pistol&amp;quot;. It comes with a 20 round STANAG magazine and a illegal conversion to full-auto fire at 800 RPM, which places it into the machine pistol category. The extended magazine attachment gives it a standard 30 round STANAG magazine. Due to the 5.56mm ammo used, it deals the same sort of damage as 5.56mm assault rifles, but due to the compact size, it also shares the same recoil values from the [[M231 Firing Port Weapon|M231]] listed below.&lt;br /&gt;
&lt;br /&gt;
The weapon is modelled after the earlier Gwinn version of the Arm Pistol, and it has the trigger group permanently at a 38 degree tilt. Weirdly, when the &amp;quot;Ballistics Tracker&amp;quot; attachment is used, two appear instead of one. This is the first appearance of the weapon in a videogame.&lt;br /&gt;
[[File:BushmasterArmpistol1.jpg|thumb|450px|none|Gwinn/Bushmaster Firearms Arm Pistol - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is unlocked at rank 7.&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfg36c-1.jpg|thumb|none|600px|The G36C in the loadout menu. Note that even though the iron sights are of the standard G36C type, the carry handle lacks the triangular protrusions on the inside like on an export variant.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8-1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SL8-1]] is unlocked at rank 34. It incorrectly uses a double-stack 30-round G36 magazine.&lt;br /&gt;
[[File:HK-SL8.jpg|thumb|none|450px|Heckler &amp;amp; Koch SL8-1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfsl8-1.jpg|thumb|none|600px|The SL8 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Henry 45-70 All-Weather Lever Action==&lt;br /&gt;
The [[Henry Rifle Series|Henry 45-70 All-Weather]] is a modern (2016) reproduction of the original [[Henry 1860]] lever-action rifle. As the name suggests, it fires .45-70 Government instead of .44 Henry. While being a modern weapon, it retains the loading system of the 1860, modified slightly to allow for a handguard to be fitted to the rifle. A magazine tube is removed from the weapon and individual rounds are loaded into it, then it is pushed back into the tube under the barrel. This reloading procedure is replicated in-game, and the magazine tube only holds 5 rounds. The model in-game has a marginally longer barrel than the image below.&lt;br /&gt;
&lt;br /&gt;
The Henry is classed as a battle rifle, although it functions more like a low-velocity sniper rifle, with a faster firerate than all snipers, but still much slower than the semi-auto battle rifles. This problem can be circumvented with Plus P ammunition, which makes the weapon fire rounds much faster, and also gives the weapon higher penetration. .410 shotshells can also be used, which changes the name to &amp;quot;Henry 410&amp;quot; and makes the weapon fire 4 pellets instead of one bullet. Oddly, these pellets are almost directly over each other, with strong vertical spread instead of horizontal, as one might have expected. A 30-30 conversion is also available, as well as the &amp;quot;Malcolm 3x Scope&amp;quot;. It can also use the same scope as the [[PGM Hecate II]] sniper rifle, the &amp;quot;Sidewinder ED&amp;quot;, which makes it the only non-sniper rifle to have access to this scope.&lt;br /&gt;
[[File:Henry4570.jpg|thumb|none|450px|Henry 45-70 All-Weather Lever Action - .45-70 Government]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95R==&lt;br /&gt;
The [[IWI X95|IWI X95R]] is unlocked at rank 130.&lt;br /&gt;
[[File:IWI X95 5.45x39.jpg|thumb|none|450px|IWI X95R with 13-inch barrel and tan body - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Company Revolver Rifle==&lt;br /&gt;
A slightly visually altered [[Knight's Armament Revolver Rifle]] appears as the &amp;quot;KAC SRR&amp;quot; (Silenced Revolver Rifle), is classed as a carbine and is unlocked at rank 125.&lt;br /&gt;
[[Image:RevolverRifle-1.jpg|thumb|none|450px|Knight's Armament Revolver Rifle - .30 caliber. The weapon in-game features ironsights instead of the scope seen in this reference image.]]&lt;br /&gt;
&lt;br /&gt;
==L22 Hybrid==&lt;br /&gt;
A hybrid between the [[L22A2]] and the SA80 AFV prototype (referred to as just the &amp;quot;L22&amp;quot; in-game) is unlocked at rank 28. It is mostly based off the AFV prototype, but it has the receiver of the L22A2.&lt;br /&gt;
[[Image:Sa80-l22a1.jpg|thumb|none|450px|SA80 AFV prototype - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sa80A2-l22a2.jpg|thumb|none|450px|L22A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfl22-1.jpg|thumb|none|600px|The L22 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M4==&lt;br /&gt;
The [[M4 carbine]] is unlocked at rank 14.&lt;br /&gt;
[[File:ColtM4 FirstVersion.jpg|thumb|none|450px|M4 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfm4-1.jpg|thumb|none|600px|The M4 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] is unlocked by default, making it the first carbine players have access to.&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfm4a1-1.jpg|thumb|none|600px|The M4A1 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M231 Firing Port Weapon==&lt;br /&gt;
The [[M231 Firing Port Weapon]] is unlocked at rank 123 and is classed as an assault rifle in-game. Being a weapon only designed to fire from an M2 Bradley, it is not the easiest thing to use in combat. It fires at 1225 RPM, has extreme vertical and horizontal recoil and has no iron sights at all. Correctly depicted as open bolt, it also has the wire stock available as an attachment, though the model is borrowed from the M3A1 &amp;quot;Grease Gun&amp;quot; and is not the correct stock for the M231.&lt;br /&gt;
&lt;br /&gt;
In real life, it is only meant to be used inside the M2 Bradley, removing it is inadvisable in a combat scenario outside of extreme emergencies. The game reflects this with the description stating &amp;quot;the M231 Firing Port Weapon is only intended to be used inside the Bradley AFV in a special mount. Hits hard, but good luck hitting anything...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The weapon's description (&amp;quot;... You're going to use it anyways, Boss?&amp;quot;) has a reference to ''[[Metal Gear Solid 3]]'', where &amp;quot;The Boss&amp;quot; uses a heavily modified short-barrel AR-15 platform rifle with a Beta C-Mag magazine called the Patriot. The same sort of weapon can be created by equipping the &amp;quot;Short Barrel&amp;quot; attachment and the &amp;quot;M855 Specialty Conversion&amp;quot;, the latter replaces the 30 round magazine with a C-Mag.&lt;br /&gt;
[[File:381portg.jpg|thumb|none|450px|M231 Firing Port Weapon - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MBA Gyrojet Carbine==&lt;br /&gt;
The carbine variant of the [[Gyrojet]] is unlocked at rank 127. Like the pistol, it has reverse damage, which increases with range. It also has the fictional full-auto upgrade, like the pistol.&lt;br /&gt;
[[File:Gyrojetcarbine.jpg|thumb|none|450px|Gyrojet Mark 1 Model B Military Carbine - 13mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-126==&lt;br /&gt;
The OTs-126, a semi-auto carbine variant of the [[PP-2000]], is unlocked at rank 48. It is depicted as select-fire in-game.&lt;br /&gt;
[[File:OTs-126.jpg|thumb|none|450px|OTs-126 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-1A-01 Groza==&lt;br /&gt;
The [[OTs-14-1A-01 Groza]] appears as the &amp;quot;Groza-1&amp;quot;, unlocked at rank 42.&lt;br /&gt;
[[file:OTs-14-1A-01.jpg|thumb|none|450px|OTs-14-1A-01 Groza - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A-03 Groza==&lt;br /&gt;
The [[OTs-14-4A-03 Groza]] is unlocked at rank 79, referred to as the &amp;quot;Groza-4&amp;quot;.&lt;br /&gt;
[[Image:OTs-14-4A-03.jpg|thumb|none|450px|OTs-14-4A-03 Groza - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Remington 1858 &amp;quot;Cattleman's Carbine&amp;quot;==&lt;br /&gt;
The [[Remington 1858 &amp;quot;Cattleman's Carbine&amp;quot;]] is unlocked at rank 93.&lt;br /&gt;
[[Image:RemCattlemansCarbine58.jpg|thumb|none|450px|Remington 1858 &amp;quot;Cattleman's Carbine&amp;quot; - .44]]&lt;br /&gt;
&lt;br /&gt;
==Rossi Circuit Judge==&lt;br /&gt;
The [[Rossi Circuit Judge]] is unlocked at rank 114 and is referred to as the &amp;quot;Jury&amp;quot;.&lt;br /&gt;
[[file:Rossi Circuit Judge 1.jpg|thumb|450px|none|Rossi Circuit Judge - .410 bore/.45 Long Colt]]&lt;br /&gt;
&lt;br /&gt;
==SKS==&lt;br /&gt;
The [[SKS]] in a Tapco Intrafuse stock is unlocked at rank 13.&lt;br /&gt;
[[File:Tapco Intrafuse SKS Rifle Stock Bayonet-DE.jpg|thumb|none|450px|SKS with Tapco Intrafuse stock - 7.62x39mm]]&lt;br /&gt;
[[File:Pfsks-1.jpg|thumb|none|600px|The SKS in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==SR-3M==&lt;br /&gt;
The [[SR-3M]] is unlocked at rank 69.&lt;br /&gt;
[[Image:SR-3M-vichr-30-mag.jpg|thumb|none|450px|SR-3M with 30 round magazine - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International Arctic Warfare Suppressed==&lt;br /&gt;
The [[Accuracy International Arctic Warfare Suppressed]] is unlocked at rank 41 and is known as the &amp;quot;AWS&amp;quot;. It has a 10 round magazine and is stated to be firing .308 Winchester. It is the only integrally-suppressed sniper rifle in the game, which gives it the lowest muzzle velocity in its class. The PM II scope it uses is a unique variant with an illuminated reticle.&lt;br /&gt;
[[File:AWS 1800.jpg|thumb|450px|none|Accuracy International AWS - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International Arctic Warfare Magnum==&lt;br /&gt;
The [[Accuracy International Arctic Warfare Magnum]] is unlocked at rank 82 and is known as the &amp;quot;AWM&amp;quot;. Prior to update 4.7.0, it had a white chassis and was known as the L115A3, which the model did not accurately represent. The new AWM has a much more accurate model. It was also available in the Alpha of the game.&lt;br /&gt;
&lt;br /&gt;
The AWM comes with ironsights by default, the same as the KRISS Vector and Beowulf TCR. They are modelled after the Diamondhead flip-up sights, but the AWM has a unique front sight compared to the two other weapons that use Diamondhead sights.&lt;br /&gt;
[[File:AWSM fixed.jpg|thumb|none|450px|Accuracy International AWSM without scope - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:Accuracy International AWM.jpg|thumb|none|450px|Accuracy International AWM-F - .300 Winchester Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107A1==&lt;br /&gt;
The [[Barrett M107A1]] is unlocked at rank 170, with a tan frame and a five round magazine, for balancing reasons. It previously appeared in the Alpha build of the game, where it was an M82A1 model.&lt;br /&gt;
&lt;br /&gt;
Two interesting things to note about this weapon: attaching a suppressor allows the player to hear the action cycling as well as the spring pushing the bolt back into battery, despite the M107 being one of the loudest guns in the whole game. Secondly (and strangely), the bolt does not cycle at the end of the last shot; the player instead ejects the last round during the reload animation.&lt;br /&gt;
&lt;br /&gt;
Like the game's other .50 BMG weapons, it has access to .416 Barrett and &amp;quot;Dust Shot&amp;quot; conversions, the former increasing penetration and velocity while sacrificing range and damage, and the latter making absolutely no sense at all, turning an anti-materiel rifle into the world's most unwieldy semi-automatic shotgun.&lt;br /&gt;
[[File:Barrett-M107A1_29_inch.jpg|thumb|none|450px|Barrett M107A1 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Cheyenne Tactical M200 Intervention==&lt;br /&gt;
The [[Cheyenne Tactical M200 Intervention]] is the default sniper rifle, unlocked at rank 0. Foregrips are mounted in front of the upside-down carry handle; before update 4.0.0, the carry handle was removed when grips were used.&lt;br /&gt;
&lt;br /&gt;
It has access to a straight-pull bolt and a .375 Cheytac conversion. The stock can also be removed.&lt;br /&gt;
[[Image:M200.jpg|thumb|none|450px|Cheyenne Tactical M200 Intervention - .408 CheyTac]]&lt;br /&gt;
[[File:Pfm200-1.jpg|thumb|none|600px|The Intervention in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K14==&lt;br /&gt;
The [[Daewoo K14]] is unlocked at rank 138, making its first appearance in any media. It has an exclusive scope, the KOM 10x42, which cannot be unlocked for use on other sniper rifles.&lt;br /&gt;
[[File:Daewook14.jpeg‎|thumb|none|450px|Daewoo K14 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Denel NTW-20==&lt;br /&gt;
The [[Denel NTW-20]] is unlocked at rank 220. It features both 14.5x114mm and 20x110mm conversions, the latter of which turns the weapon into a single-shot breech loader. The weapon is incredibly heavy, denying the player the ability to walk while aiming or aim at all unless they are crouched, prone or near waist-high cover, as the weapon features a usable bipod system.&lt;br /&gt;
&lt;br /&gt;
The description incorrectly states that the weapon was designed to take down tanks.&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|450px|Denel NTW-20 - 20x82mm MG151]]&lt;br /&gt;
&lt;br /&gt;
==Dragunov SVDS==&lt;br /&gt;
The [[SVDS Dragunov]] is unlocked at rank 104. The bolt does not lock back when empty and the ironsights more closely resemble a [[Gewehr 43]] rather than the [[Mosin Nagant]]-style sights of the SVDS in reality.&lt;br /&gt;
&lt;br /&gt;
Prior to Update 4.0.0, the weapon had a 5 round capacity in a 10 round magazine model. It also used to be classed as a DMR, but it has now been changed to a sniper rifle and a 10 round capacity.&lt;br /&gt;
[[File:SVD-S-Rifle.jpg‎|thumb|none|450px|SVDS - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
===Dragunov SVD===&lt;br /&gt;
Equipping the &amp;quot;Full Stock&amp;quot; converts the weapon into a [[Dragunov SVD]], with a wood stock and handguard instead of the SVDS' polymer. The name also changes to reflect the conversion.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
==Dragunov SVU==&lt;br /&gt;
A green [[SVU Dragunov]] is unlocked at rank 38. It has a PSO-1 which has much more magnification than a real PSO-1 - 7.5x compared to the real scope's 4.0x. The SVU also has access to iron sights. The bolt does not lock back when empty.&lt;br /&gt;
&lt;br /&gt;
Before Update 4.0.0, the SVU was classed as a DMR, had 5 rounds in a 10 round magazine and had an integral suppressor, due to the unique, cylindrical appearance of the muzzle brake on the SVU. After this update, the developers realised the error, re-classed it as a sniper rifle and removed the suppressor effect from the built-in muzzle brake, although it is non-functional like other guns with muzzle brakes by default. The magazine capacity has also been increased to 10.&lt;br /&gt;
[[Image:Svu-a 2.jpg|thumb|none|450px|SVU modernized with black furniture and a bipod - 7.62x54mmR]]&lt;br /&gt;
[[Image:SVU-A.jpg|thumb|none|450px|SVU-A - 7.62x54mmR. Image used to show back-up iron sights.]]&lt;br /&gt;
&lt;br /&gt;
==FN SSR==&lt;br /&gt;
The [[FN SSR]], called the &amp;quot;SCAR SSR&amp;quot;, is unlocked at rank 85. It is classed as a DMR in-game. Despite having one fire mode, semi-auto, it has an animation to switch fire modes. It has a 20 round [[SCAR-H]] magazine loaded with 10 rounds and a 6.5mm Creedmoor conversion.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[Image:SSR Mk.20 Mod.0.jpg|thumb|none|450px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Grünig &amp;amp; Elmiger FT300==&lt;br /&gt;
The Grünig &amp;amp; Elmiger FT300 is a Swiss sniper rifle, unlocked at rank 160 and chambered in .243 Winchester by default. It features a lot of customisation, with caliber conversions to .22 LR, .308 Winchester, 7.5x55mm and 6XC Norma, a modified .250 Savage round designed for competition shooting. Other options include a &amp;quot;Marksman Kit&amp;quot;, adding a 10 round detachable magazine and a straight-pull bolt (not compatible with the .22 LR conversion), an integral suppressor, the &amp;quot;Olympian Target Sight&amp;quot; and &amp;quot;Olympian Grip&amp;quot; and finally, the Wood Furniture modification, which has very little stat changes. &lt;br /&gt;
&lt;br /&gt;
The G&amp;amp;E logo is replaced with the Stylis Studios logo.&lt;br /&gt;
[[File:G%26eft300.jpg|thumb|none|450px|Grünig &amp;amp; Elmiger FT300 - 6mm BR]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MSG90==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MSG90]] is unlocked at rank 59. Despite having one fire mode, semi-auto, it has an animation to switch fire modes. It has a 5 round magazine implausibly loaded with 10 rounds.&lt;br /&gt;
[[Image:HKMSG90.jpg|thumb|none|450px|Heckler &amp;amp; Koch MSG90 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25==&lt;br /&gt;
The [[Knight's Armament SR-25]] is unlocked at rank 3, under its SOCOM designation of Mk 11. It has the back up irons of the real weapon as the default ironsights. It is classed as a DMR. Despite having one fire mode, semi-auto, it has an animation to switch fire modes. Weirdly, the animations for reloading include both pressing the bolt release and pulling the charging handle.&lt;br /&gt;
&lt;br /&gt;
It has a conversion to .500 Phantom rounds.&lt;br /&gt;
[[File:Knights-Armament-SR-25-Mk11-Mod-0Unsuppressed.jpg|thumb|none|450px|Knight's Armament SR-25 with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfsr25-1.jpg|thumb|none|600px|The SR-25 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M1903 Springfield==&lt;br /&gt;
The [[M1903 Springfield]] is unlocked at rank 136. It can be converted to the rare Air Service version, or have a Pedersen Device installed.&lt;br /&gt;
[[File:M1903Mark1.jpg|thumb|none|450px|M1903 Springfield - .30-06 Springfield]]&lt;br /&gt;
[[File:M1903AirService.jpg|thumb|none|450px|M1903 Springfield Air Service - .30-06 Springfield]]&lt;br /&gt;
[[File:Pederson_Device.jpg|thumb|none|450px|M1903 Springfield with Pedersen Device - .30-18 Auto]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M1891/30==&lt;br /&gt;
The [[Mosin Nagant M1891/30]], known simply as the &amp;quot;Mosin Nagant&amp;quot;, is unlocked at rank 91, a nod to the original rifle's designation of M1891. The description states it is from the 1800s, which is incorrect for the specific model of rifle in the game, which was produced from 1930 onwards. However, the original rifle was made in 1891.&lt;br /&gt;
&lt;br /&gt;
The reload animations are always wrong unless reloading from an empty magazine - the player character will always push a full stripper clip into the rifle, regardless of remaining rounds. The bolt has to be opened to reload, which would cause a round to be lost, but no such mechanism is present in-game. Additionally, the top round is not pulled upward to avoid rims locking together, which could cause misfeeds, and the &amp;quot;clip&amp;quot; part of the stripper clip is removed incorrectly.&lt;br /&gt;
&lt;br /&gt;
The rifle always has the bent bolt regardless of attachments, and can attach a PU-1 scope. Additionally, it has access to an &amp;quot;8mm&amp;quot; conversion, which increases body damage at close range and decreases headshot damage at long range; this is presumably either meant to represent one of the interwar Polish conversions to 8x57mm Mauser, or one of the WWI-era Austro-Hungarian conversions to 8x50mmR Mannlicher. The ironsights have a higher zoom than almost every ironsight in the game, including ones on other sniper rifles like the AWM, which has irons by default. Interestingly, it has access to an extended magazine attachment; this is modeled off of the Howling Raven 10-round extended magazine, and is (like the real deal) detachable.&lt;br /&gt;
[[File:M9130.jpg|thumb|none|450px|Mosin Nagant M91/30 - 7.62x54mmR]]&lt;br /&gt;
[[File:MosinNagantM9130Sniper.jpg|thumb|none|450px|Mosin Nagant M91/30 with PU scope - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
===Mosin Nagant &amp;quot;Obrez&amp;quot;===&lt;br /&gt;
The [[Mosin Nagant &amp;quot;Obrez&amp;quot;]] version, a sawn-off Mosin, is available in the &amp;quot;Other&amp;quot; secondary category and is unlocked at rank 117. It shares all the reload inaccuracies from the M1891/30 listed above. The Obrez, as you would expect, has a lot of recoil, spread and bulet drop, but it can be effectively used as a pocket sniper.&lt;br /&gt;
&lt;br /&gt;
By default, it lacks a front sight, making aiming rather difficult. However, a barrel attachment called &amp;quot;Front Post&amp;quot; remedies the issue, extending the barrel just far enough in order to attach a front sight onto the barrel. The &amp;quot;Obrez Stock&amp;quot; and &amp;quot;Long Barrel&amp;quot; make the weapon approximate the M1891/30 listed above, in appearance, barrel length and performance, though it will still have more bullet spread than the proper rifle. Additionally, the extended barrel has no wood - it is just bare metal all the way. &lt;br /&gt;
&lt;br /&gt;
The weapon also has access to the 8mm conversion and the extended magazine, like the full-length rifle.&lt;br /&gt;
&lt;br /&gt;
As a bit of trivia, the appearance of the Obrez in ''Phantom Forces'' predates the appearance of the Obrez in ''[[Battlefield 1]]'' by a few months, making ''Phantom Forces'' the first game to feature one as a standalone weapon (though one could be created in ''[[DayZ]]'' by sawing down a full-length Mosin prior to this).&lt;br /&gt;
[[File:Mosin-Nagan-obrez.jpg|thumb|none|450px|Mosin Nagant M91/30 &amp;quot;Obrez&amp;quot;  - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
==PGM Hecate II==&lt;br /&gt;
The [[PGM Hecate II]] is unlocked at rank 150, with a Scrome LTE J10 F1 scope. Despite the Hecate's recoil compensation measures in real life such as the muzzle brake and its weight, which is supposed to reduce recoil to a level comparable to that of a .308 Winchester, the in-game depiction of the gun has very high recoil, most likely due to balancing purposes.&lt;br /&gt;
[[File:PGMHecateII.jpg|450px|thumb|none|PGM Hecate II - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 700 Magpul==&lt;br /&gt;
The [[Remington Model 700]], fitted with a Magpul chassis, is unlocked at rank 14 and is known as the &amp;quot;Remington 700&amp;quot;. It has a 6 round magazine, which does not exist, meaning a 7 round magazine has been loaded with 6 rounds. However, the model is that of a 5 round magazine. It has access to an extended magazine and a straight-pull bolt.&lt;br /&gt;
[[File:Remington M700 Hunter 700L stock.jpg|thumb|none|450px|Remington Model 700 with Magpul Hunter 700L Stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfr700-1.jpg|thumb|none|600px|The Remington 700 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Sako TRG-42==&lt;br /&gt;
The [[Sako TRG-42]] is unlocked at rank 84. It has a white chassis and MBUS back up ironsights, despite the rifle already having built-in irons. In-game, it is chambered in .338 Lapua Magnum.&lt;br /&gt;
[[Image:Sako trg42.jpg|thumb|none|450px|Sako TRG-42 - .300 Winchester Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Serbu BFG-50==&lt;br /&gt;
The [[Serbu BFG-50]] makes its inaugural appearance in a form of media, identified as &amp;quot;BFG 50&amp;quot;, being the most powerful sniper rifle in the game until the addition of the Hecate II and M107. It is well-known by the community due to its insane one-shot-kill potential and the fact that many low-level players would unlock it with credits before they reached rank 65. It is a single-shot, breech-loading .50 BMG rifle.&lt;br /&gt;
&lt;br /&gt;
The rifle has a few unique attachments - .17 Wildcat rounds are super-bottlenecked .50 BMG rounds which increase the bullet velocity of the BFG 50. It can also use .416 Barrett ammo and M903 SLAP rounds. It is equipped with the NXS 8-32 scope by default.&lt;br /&gt;
&lt;br /&gt;
All muzzle attachments are mounted inside the default muzzle brake, which is just part of the model and provides no statistical advantage.&lt;br /&gt;
[[File:serbu bfg50.jpg|thumb|none|450px|Serbu BFG-50 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SFG 50&amp;quot;===&lt;br /&gt;
A fictional ''super'' short-barrelled version of the [[Serbu BFG-50]], known as the &amp;quot;SFG 50&amp;quot;, is unlocked at rank 75 and it is part of the &amp;quot;Other&amp;quot; secondary weapon category. As you would expect from a short-barrelled .50 BMG rifle, it has insane recoil and low accuracy at range. The default muzzle brake is just part of the model and provides no statistical advantage.&lt;br /&gt;
&lt;br /&gt;
Like the BFG-50, it has access to .17 Wildcat, M903 SLAP and .416 Barrett ammo, along with the NXS 8-32 scope. It also has access to &amp;quot;Dust Shot&amp;quot;, which turns the weapon into a bolt-action, single-shot shotgun.&lt;br /&gt;
&lt;br /&gt;
The name &amp;quot;SFG 50&amp;quot; is never explained, nor was the name BFG for the BFG 50. As Serbu never gave any explanation for the name, many people have interpreted the acronym as &amp;quot;Big Fucking Gun&amp;quot;, along the same line as the [[Talk:Doom_(VG)#BFG_9000|BFG 9000 from the ''DOOM'' franchise]]. This would make SFG stand for &amp;quot;Small Fucking Gun&amp;quot;, which was reflected by the weapon's name in the killfeed being in lower-case until the Crimson Update.&lt;br /&gt;
[[File:PF-Sfg50-menu.jpg|thumb|none|600px|The &amp;quot;SFG 50&amp;quot; in the menu.]]&lt;br /&gt;
[[File:PF-Sfg50-attachments-menu.jpg|thumb|none|600px|The &amp;quot;SFG 50&amp;quot; with the default suppressor (with a unique model) and the &amp;quot;Ballistics Tracker&amp;quot; attachment (which is just an iPhone with a Stylis Studios logo).]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Scout==&lt;br /&gt;
An early-model [[Steyr Scout]] is unlocked at rank 195, equipped with a Leupold M8-6x scope. It is chambered in .376 Steyr and has an 8 round magazine. The straight-pull bolt is an attachment option for this weapon. It was previously chambered in 7.62x51mm NATO, with an underloaded 9 round magazine (should be 10), but it was changed in an unknown update. Instead of a Steyr logo on the stock, there is a Stylis Studios logo.&lt;br /&gt;
[[File:Scout Gray.jpg|thumb|none|450px|Steyr Scout (early model) with gray stock and long-eye-relief scope - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==VSS Vintorez==&lt;br /&gt;
The [[VSS Vintorez]] is unlocked at rank 46. By default, it has no scope and a 10 round magazine, but a PSO-1 scope can be attached to the weapon. It is classed as a Designated Marksman Rifle in-game and it is the only select-fire DMR in-game.&lt;br /&gt;
&lt;br /&gt;
Like the [[AS Val]], the Vintorez has access to the &amp;quot;Suppressor.. ?&amp;quot; attachment, which is the only barrel attachment. In-game, it doesn't do anything apart from pitch up the noise of your shots, and it is nonsensically attached to the end of the integral suppressor. It is modelled after the PBS-1.&lt;br /&gt;
&lt;br /&gt;
The AS Val can also be made into a VSS with the &amp;quot;Full Stock&amp;quot; attachment.&lt;br /&gt;
[[Image:Vss1.jpg|thumb|none|450px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
The [[Walther WA 2000]] is unlocked at rank 200. It correctly has a 6 round capacity. The scope model seems to be the same as the one on the Scout, the Leupold M8-6x, however the reticle is different. Oddly, a red laser attachment emits a pink beam instead. The top-mounted bipod is deployed when the &amp;quot;Long Barrel&amp;quot; attachment is used, like the FAMAS. Also like the FAMAS, the bipod is functionally useless.&lt;br /&gt;
&lt;br /&gt;
The description of the rifle states &amp;quot;Section 26, paragraph 5 - need to know. I'm sure you understand&amp;quot;, which is a reference to ''[[The Living Daylights]]'', a Bond film in which [[Timothy Dalton]] uses the WA2000.&lt;br /&gt;
[[Image:Walther-WA2000.jpg|thumb|none|450px|Walther WA 2000 - .300 Winchester Magnum]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Browning Automatic Rifle M1918A2==&lt;br /&gt;
The [[Browning Automatic Rifle M1918A2]] was added in October 2023 as part of update 9.0.3. &lt;br /&gt;
[[File:BAR.jpg|350px|thumb|none|M1918A2 Browning Automatic Rifle without carry handle - .30-06]]&lt;br /&gt;
&lt;br /&gt;
==Diemaco C7 LSW/Colt Model 750 LMG==&lt;br /&gt;
The [[Diemaco/Colt Canada C7 LSW]] appears as the first LMG players unlock, under the name &amp;quot;Colt LMG&amp;quot;. It does not have the built-in foregrip and it uses a 60 round quad-stack magazine. Despite the fact that it has a fixed carry handle (being based on the [[M16A2]]), the carry handle is removed when used with optics.&lt;br /&gt;
[[File:M16A2_CAR.jpg|thumb|none|350px|Diemaco C7 LSW/Colt Model 750 with Beta-C drum magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfm750-1.jpg|thumb|none|600px|The C7 LSW/M750 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==FN HAMR IAR==&lt;br /&gt;
The [[FN HAMR IAR]] is unlocked at rank 72, loaded with a 50 round X-Products drum. It does not feature the closed/open-bolt switching mechanism, being permanently stuck in closed-bolt. It is called the &amp;quot;SCAR HAMR&amp;quot; in-game. It has a fictional 9mm conversion, which uses a 100-round Beta-C drum magazine. Weirdly, the &amp;quot;Short Barrel&amp;quot; increases the effective range of the weapon.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[File:FN HAMR.jpg|thumb|none|450px|FN HAMR IAR - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21E]] is unlocked at rank 67. Like the [[Vollmer HK51-B]], it has a unique belt box that only G3 LMG variants use.&lt;br /&gt;
[[File:HK21E.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==L86A2==&lt;br /&gt;
The [[L86A2]] LSW is unlocked at rank 43, under the name &amp;quot;L86 LSW&amp;quot;.&lt;br /&gt;
[[File:L86A2.jpg|thumb|none|450px|L86A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M60E6==&lt;br /&gt;
The [[M60 machine gun|M60E6]], under the generic &amp;quot;M60&amp;quot; name, is unlocked at rank 19. It is fitted with a clubfoot stock and has the top rail from the [[Mk 43 Mod 1]]. &lt;br /&gt;
[[File:M60E6.jpg|thumb|none|450px|M60E6 with ELCAN scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfm60-1.jpg|thumb|none|600px|The M60 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==MG3KWS==&lt;br /&gt;
The [[MG3|MG3KWS]] is the improved version of the MG3, unlocked at rank 101. It can be modified with the &amp;quot;Light Bolt&amp;quot; and &amp;quot;Heavy Bolt&amp;quot; attachments, which in/decrease ROF. The MG3 has heavy bolt versions so it can be more easily fired from the shoulder.&lt;br /&gt;
[[File:MG3KWS.jpeg|thumb|none|450px|MG3KWS with Steiner 1-5x24 scope - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The [[MG42]] is unlocked at rank 142. It can be modified with the &amp;quot;Light Bolt&amp;quot; and &amp;quot;Heavy Bolt&amp;quot; attachments, which in/decrease ROF. Despite not being for MG42s, this has a basis in reality - the [[MG3]] has heavy bolt versions so it can be more easily fired from the shoulder.&lt;br /&gt;
[[Image:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] with a 40-round magazine is unlocked at rank 54.&lt;br /&gt;
[[File:RPK lmg.jpg|thumb|none|450px|RPK with 40 round magazine - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==RPK-12==&lt;br /&gt;
The RPK-12, an early LMG concept of the [[AK-12]] prototype, appears in the game. It is unlocked at rank 37, and has a 45 round magazine. It is based on the gun of the same name in ''[[Battlefield 4]]''.&lt;br /&gt;
[[File:RPK-12.jpg|thumb|none|450px|Photoshopped mock-up of the RPK-12 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==RPK-74==&lt;br /&gt;
The [[RPK-74]] is unlocked at rank 88. It uses the same rear sight as the AK74, when it should have a rear sight with windage adjustment.&lt;br /&gt;
[[File:Soviet RPK-74.jpg|thumb|none|450px|RPK-74 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR==&lt;br /&gt;
The [[Steyr AUG HBAR]] is unlocked at rank 27. It has the same rail system as the AUG A2 and A3, as well as a 42 round magazine, which incorrectly visually resembles a brown 30 round STANAG magazine. It used to be closed-bolt, but an update changed it so that the weapon was open-bolt, however the charging handle still moves as if it were closed-bolt.&lt;br /&gt;
[[Image:Aug-hbar.jpg|thumb|none|450px|Steyr AUG HBAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:SteyrAUGSR.jpg|thumb|none|450px|Steyr AUG Special Receiver - 5.56x45mm NATO. Image used to show the Picatinny rail.]]&lt;br /&gt;
[[File:Pfaughbar-1.jpg|thumb|none|600px|The AUG HBAR in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Vollmer HK51-B==&lt;br /&gt;
The super-rare [[Vollmer HK51-B]], a short-barrelled [[HK21]] conversion, is unlocked at rank 160. It is an unofficial belt-fed short-barrelled G3 rifle, adapted to use the M13 link designed for the [[M60]]. Despite this, it has a unique belt box model that all G3 LMG variants use. The reload animation is the same as the HK21. The weapon has the 3 round burst mode from the [[MP5A5]].&lt;br /&gt;
&lt;br /&gt;
Oddly, it is classed as a carbine, despite being a machine gun. This means it is the only belt-fed carbine in the game.&lt;br /&gt;
[[file:HK51-b.jpg|thumb|none|450px|Vollmer HK51-B without ammunition belt - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M79==&lt;br /&gt;
The [[M79]] appears as the &amp;quot;M79 Thumper&amp;quot;, one of the grenade launcher's nicknames from the Vietnam War. It is classified as an &amp;quot;Other&amp;quot; secondary, alongside the Obrez, the &amp;quot;SFG 50&amp;quot;, the &amp;quot;Saiga-12U&amp;quot;, the sawed-off shotgun and the Serbu Super Shorty, and is unlocked at rank 79. The sights are permanently folded down, and are removed and replaced by a Picatinny rail when using optics. The stock is removeable, replaced by a sawed-off pistol grip, and the barrel can be shortened. Nonsensically, the weapon can also be fitted with a muzzle brake or a compensator, which would never be able to be attached to the M79 in real life. It also has access to the joke &amp;quot;Loudener&amp;quot; muzzle attachment, which makes the weapon louder when firing. When reloading, the opening latch is correctly used before the barrel can be opened, which is nice attention to detail.&lt;br /&gt;
&lt;br /&gt;
The weapon does not fire HE 40x46mm grenades, as one might expect - instead, it fires 10 .22 LR bullets using the 40x46mm grenade casing, meaning it functions more like a single barrelled shotgun than a grenade launcher. This is not possible in real life - while there were experimental, shotgun like, ammunition for this weapons in real life, the chamber of the M79 cannot hold enough pressure to push small projectiles up to a lethal velocity. The barrel is rifled, therefore the small projectiles spread widely and is less lethal than a handgun or conventional shotgun at further range.&lt;br /&gt;
&lt;br /&gt;
The M79 has a few ammo conversions. It can use Hollow Point and Armour Piercing, unlike other shotguns, owing to it using .22 LR, not regular shotgun shells. The 40mm Sponge ammunition is unlocked by default, a riot-control ammo type intended to be non-lethal; instead of killing, it stuns and shocks the target. It has a similar function to a slug round used in the other shotguns, but with more pronounced drop and a muzzle velocity of 60m/s. It can kill with a hit anywhere on the body, and it has a different model to the normal ammunition - the 40mm grenade now has a grey base and a blue tip. The M79 can also fire Flechette ammunition, which has 16 projectiles, more than standard 8 darts used by every other shotgun with the flechette ammunition equipped. Flechette pierces cover better, but deals less damage, less muzzle velocity and has more spread. &amp;quot;.410 Beehive&amp;quot; converts the M79 to fire .410 shells, with 12 pellets that travel faster and further than the .22 LR, but have less power and more spread, meaning it functions similarly to the birdshot ammunition. Buckshot makes it fire the standard 8 pellet shells used in other shotguns via an adaptor, dealing more damage and with more muzzle velocity than the standard .22 LR, but with more spread and less pellets, it is not very useful. Finally, slugs function similarly to the 40mm Sponge, but with longer range, more spread and less drop, turning the M79 into an inaccurate version of the &amp;quot;SFG 50&amp;quot;.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==X Products Can Cannon==&lt;br /&gt;
The [[X Products Can Cannon]] is rather bizarrely the last firearm unlocked, at rank 222.&lt;br /&gt;
[[File:CanCannonAR15.jpg|thumb|none|450px|X Products Can Cannon - 12 oz. can]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
For gameplay purposes, all grenades glow green or red when thrown, depending on if the team that threw the grenade is friendly or not.&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] is unlocked at rank 26.&lt;br /&gt;
[[File:M26_Grenade.jpg|thumb|none|250px|M26 hand grenade]]&lt;br /&gt;
[[File:Pfm26-1.jpg|thumb|none|600px|The M26 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M560 Mini Grenade==&lt;br /&gt;
The M560 mini grenade is unlocked at rank 56.&lt;br /&gt;
[[File:ONSV2998__02.jpg|thumb|none|250px|M560 mini grenade]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] is the default grenade in ''Phantom Forces''.&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|250px|M67 hand grenade]]&lt;br /&gt;
[[File:Pfm67-2.jpg|thumb|none|600px|The M67 in the loadout menu.]]&lt;br /&gt;
[[File:Pfm67-1.jpg|thumb|none|600px|The pre-5.7.0 model for the grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Mk. 2 Hand Grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is unlocked at rank 2.&lt;br /&gt;
[[File:MkII_post-WWII_grenade.JPG|thumb|none|250px|Mk. 2 hand grenade]]&lt;br /&gt;
[[File:Pfmk2-1.jpg|thumb|none|600px|The Mk. 2 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
Three versions of the [[Model 24 Stielhandgranate]] appear in-game. The first is the basic &amp;quot;M24 Stick&amp;quot;, which is unlocked at rank 24. The second is the ''Geballte Ladung'' variant, unlocked at rank 168 (which is 7 times 24). The third is actually a melee weapon, and can only be unlocked by getting a Legendary on a case.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate]]&lt;br /&gt;
[[File:Pfm24-1.jpg|thumb|none|600px|The Stielhandgranate in the menu. The marking on the grenade's head reads &amp;quot;Kartoffel&amp;quot; (potato in German), in reference to its &amp;quot;potato masher&amp;quot; nickname.]]&lt;br /&gt;
[[File:M24_geballte_ladung.jpg|thumb|none|300px|Model 24 Stielhandgranate ''Geballte Ladung'']]&lt;br /&gt;
&lt;br /&gt;
==RGD-5 Hand Grenade==&lt;br /&gt;
The [[RGD-5 hand grenade]] is unlocked at rank 54.&lt;br /&gt;
[[File:RGD5.jpg|thumb|none|250px|RGD-5 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==RGN Hand Grenade==&lt;br /&gt;
The [[RGN]] is unlocked at rank 113.&lt;br /&gt;
[[File:RGN.jpg|thumb|none|250px|RGN hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==RGO Hand Grenade==&lt;br /&gt;
The [[RGO]] hand grenade is unlocked at rank 114.&lt;br /&gt;
[[File:RGO.jpg|thumb|none|250px|RGO hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==T13 Beano Grenade==&lt;br /&gt;
The [[T13 Beano]] grenade is unlocked at rank 80.&lt;br /&gt;
[[File:T13_Impact_Grenade.jpg|thumb|none|250px|T13 Beano grenade]]&lt;br /&gt;
&lt;br /&gt;
==V40 Mini Grenade==&lt;br /&gt;
The [[V40 Mini Grenade]] is unlocked at rank 140.&lt;br /&gt;
[[File:V40.jpg|thumb|none|250px|V40 Mini Grenade]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==e-Shotgun==&lt;br /&gt;
The &amp;quot;E Gun&amp;quot; is the world's first commercial coilgun, called the e-Shotgun in real life and unlocked at rank 87. The weapon fires small discs, which the game affectionately calls &amp;quot;Angry Pancakes&amp;quot;. A caliber conversion is available to the equally silly-sounding &amp;quot;Pennies&amp;quot; ammo type. Using the &amp;quot;Pennies&amp;quot; doubles the size of capacity up to 100 rounds. It features the real weapon's automatic and &amp;quot;shotgun&amp;quot; (actually a very fast 5-round burst) modes, and a semi-auto mode, with the burst firing at 2,800 RPM, 400 higher than the real weapon. Automatic fire is also faster, firing at 850 RPM instead of 600. The weapon also features a unique sight, the Kousaku OLED, unlocked by default.&lt;br /&gt;
[[File:PD90 coilgun.jpg|500px|thumb|none|e-Shotgun PD90]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Coilgun&amp;quot;===&lt;br /&gt;
The &amp;quot;Coilgun&amp;quot; is a fictional secondary version of the e-Shotgun, also unlocked at rank 87, painted white instead of black. As a shotgun secondary, it is classed as an &amp;quot;Other&amp;quot; secondary. It features the same unique sight as the primary, and has only minor changes compared to the primary version.&lt;br /&gt;
&lt;br /&gt;
==Nerf Boxy Buster==&lt;br /&gt;
The &amp;quot;Boxy Buster&amp;quot; is a pistol based on the [[USFA ZiP .22]], added as part of a tie-in with Nerf, as Hasbro partnered with Roblox to make toy blasters based on various popular ''Roblox'' games. The ZiP .22 was selected due to its simplicity and popularity within the community as a joke weapon. The Boxy Buster is a real toy, which is functionally similar to the &amp;quot;Jolt&amp;quot; blasters. The in-game weapon is unlocked by redeeming a code that comes with the real blaster.&lt;br /&gt;
&lt;br /&gt;
The weapon has incredibly unrealistic performance for a foam dart toy blaster. It has a muzzle velocity of 500m/s, which is the lowest in the game but still far higher than the real toy. The foam dart cannot penetrate walls and makes no noise when firing, so players using this blaster do not show up on the minimap. The darts have a preposterous range compared to the real blaster, able to hit enemies across the map and even result in a kill if a headshot is achieved, due to the low damage of 25 being boosted with a 3x torso multiplier and a 50x headshot multiplier, meaning the weapon does 1,250 damage to the head, the joint highest in the game with the 1911 pistol's dart conversion. The darts are green, like the ones that come with the real-life Boxy Buster.&lt;br /&gt;
&lt;br /&gt;
The reload is incorrect, as the player never pulls the plunger underneath the grip, which is needed for the blaster to fire.&lt;br /&gt;
[[File:PF_Boxy_Buster.jpg|thumb|350px|none|Nerf Boxy Buster toy pistol]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Heckler &amp;amp; Koch XM29 OICW==&lt;br /&gt;
The 1999 prototype of the [[Heckler &amp;amp; Koch XM29 OICW]] is featured on a poster in the map &amp;quot;Metro&amp;quot;.&lt;br /&gt;
[[File:H%26K_XM29_OICW.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM29 OICW (1999 prototype) - 5.56x45mm NATO &amp;amp; 20x28mm grenade]]&lt;br /&gt;
[[File:Pfoicw-1.jpg|thumb|none|600px|If only it was usable...]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Phantom_Forces&amp;diff=1638226</id>
		<title>Phantom Forces</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Phantom_Forces&amp;diff=1638226"/>
		<updated>2023-12-26T21:39:11Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: /* Remington 1858 New Army */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Phantom Forces&lt;br /&gt;
|picture = PhantomForces title.jpg&lt;br /&gt;
|caption =  ''Loading screen art''&lt;br /&gt;
|date= June 2, 2015&lt;br /&gt;
|developer=StyLiS Studios&lt;br /&gt;
|platforms=	&lt;br /&gt;
Microsoft Windows&amp;lt;br&amp;gt;&lt;br /&gt;
MacOS&amp;lt;br&amp;gt;&lt;br /&gt;
Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
PlayStation 4&amp;lt;br&amp;gt;&lt;br /&gt;
PlayStation 5&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Roblox&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''Phantom Forces''''' is a multiplayer first-person shooter developed by StyLiS Studios. The game, which is available on the Roblox platform, was first made available on June 2nd, 2015 for consoles and  August 31st, 2015 for PC. It is a modern shooter heavily inspired by the ''[[Battlefield]]'' franchise, specifically ''[[Battlefield 3|3]]'' and ''[[Battlefield 4|4]]'', with some of the maps and weapons of ''4'' and the heads-up display of ''3'' making a near-identical appearance in ''Phantom Forces''. The 4-class system of the ''Battlefield'' games is also present, but without the unique gadgets and abilities of those classes.&lt;br /&gt;
&lt;br /&gt;
''Phantom Forces'' sets itself apart with an extremely diverse selection of over 180 firearms ranging from late-19th century lever-action rifles to the most modern military small arms. Each and every weapon may also be extensively modified to suit a player's needs, with available attachments including optical sights, suppressors, foregrips, extended magazines, caliber conversions, alternate ammunition, and lengthened/shortened barrels. &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
There are 4 classes in ''Phantom Forces'', which, due to the lack of ''Battlefield''-inspired gadgets, differ only by the types of primary weapons that they have access to. The first class, Assault, can equip Assault Rifles, Carbines, Battle Rifles, and Shotguns. Support, the second class, has similar weapon offerings, except they use Light Machine Guns instead of Assault Rifles. The Scout class has access to Personal Defense Weapons, Carbines, Shotguns and Designated Marksman Rifles. The final class, Recon, has access to Sniper Rifles, DMRs, Battle Rifles, and Carbines.&lt;br /&gt;
&lt;br /&gt;
Each class can equip one primary weapon, one secondary weapon, one grenade, and one melee weapon. Primary weapons are split into several categories, which are Assault Rifles, Battle Rifles, Carbines, DMRs (intermediate and full-power semi-automatic rifles), LMGs (and GPMGs), PDWs (submachine guns and a few carbines), Shotguns, and Sniper Rifles. Secondary weapons, which are shared across all classes, are categorized into Pistols, Revolvers, Machine Pistols, and a catch-all &amp;quot;Other&amp;quot; category. Grenades are divided among three categories, those being Fragmentation, High Explosive, and Impact. Weapons can be unlocked by increasing one's personal &amp;quot;rank&amp;quot;, which is done by gathering XP awarded by eliminating other players or completing objectives, or pre-bought with Credits, an in-game currency that is acquired by ranking up, selling in-game skins, or spending real money. &lt;br /&gt;
&lt;br /&gt;
Every gun in the game can be modified in the loadout menu to add (or remove) various parts, which are unlocked on a per-weapon basis by accumulating kills or spending credits. Most weapons can use one &amp;quot;optic&amp;quot; attachment (includes iron sights, holographic sights, and scopes), one &amp;quot;barrel&amp;quot; attachment (suppressors, muzzle devices, changing barrel length, shotgun chokes), one &amp;quot;underbarrel&amp;quot; attachment (grips, flashlights, lasers), one &amp;quot;other&amp;quot; attachment (side-mounted lasers and flashlights, alternate/remove stocks, extended magazines, canted sights), and one &amp;quot;ammo&amp;quot; attachment (hollow point, armor piercing, overpressure, slugs, flechette, conversions). Although many attachments are available to all weapons (with some exceptions), many guns feature modifications that are unique to that weapon or weapon class. Some unique modifications change the weapon in such a way that it becomes another firearm entirely; for example, the [[Kel-Tec KSG]] has access to the unique &amp;quot;KSG-25 barrel&amp;quot; modification, which transforms the shotgun into the KSG-25 both functionally, by extending its barrel and magazine tubes, and literally, by changing the weapon's name to &amp;quot;KSG-25&amp;quot; in the loadout menu and killfeed. This will be taken into account when considering if a weapon appears in ''Phantom Forces''.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
Pistols in ''Phantom Forces'' are split between automatic pistols (and some single-shot pistols) and machine pistols. They can be equipped in the secondary slot and are available to all classes. &lt;br /&gt;
&lt;br /&gt;
==AMT Automag III==&lt;br /&gt;
The [[AMT Automag III]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 109. Chambered in .30 Carbine, it has a very high base damage (68 at point blank) and good torso/headshot multiplier at the cost of a low magazine capacity (8+1) and very high recoil. The Automag III features two unique modifications, those being a .45 Winchester Magnum conversion and .50 Action Express conversion, which convert the pistol into the Automag IV and Automag V respectively.&lt;br /&gt;
[[Image:AMTAutoMagIII.jpg|thumb|none|450px|AMT Automag III - .30 Carbine.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII menu.jpg|600px|thumb|none| ''An American hand cannon brought to you by AMT. Loading the .30 Carbine cartridge and featuring impressive damage potential, despite this it kicks incredibly high.'']]&lt;br /&gt;
[[File:PhantomForces AutomagIII hip.jpg|600px|thumb|none|The player character holds the Automag III at their hip in one of the dimly-lit tunnels of Ravod 911.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII ads1.jpg|600px|thumb|none|The view down the Automag III's sights.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII ads alt.jpg|600px|thumb|none|The Automag III's alternate ADS view, which would be much more useful if the handgun in question was equipped with a laser attachment.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII inspect1.jpg|600px|thumb|none|The player inspects the left side of the Automag III, something the player is capable of doing to each of the game's guns.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII inspect2.jpg|600px|thumb|none|The second part of the inspect animation, featuring the right side of the gun. Looking good is half the battle.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII tacreload1.jpg|600px|thumb|none|The Automag III's tactical reload animation, in which the magazine is unceremoniously &amp;quot;Wick-flicked&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII tacreload2.jpg|600px|thumb|none|The second half of the reload, in which a fresh magazine is rammed home.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII dryreload.jpg|600px|thumb|none|When reloaded from an empty magazine, the player character pulls back on the Automag III's slide to chamber a round.]]&lt;br /&gt;
===AMT Automag IV===&lt;br /&gt;
Equipping the &amp;quot;.45 WinMag&amp;quot; ammo conversion mod for the Automag III transforms it into the [[AMT Automag IV]]. This allows the pistol to fire much faster and increases the maximum total ammo the player can carry, but reduces its damage and headshot multiplier. &lt;br /&gt;
[[File:AMTAutoMagIV.jpg|350px|thumb|none|AMT Automag IV - .45 Win Mag.]]&lt;br /&gt;
[[File:PhantomForces AMagIV.jpg|600px|thumb|none| ''Load your Automag with .45 Winchester Magnum. This makes your Automag III into the .45 caliber Automag IV. A more traditionally performing handgun cartridge with a lot of power still by comparison.'']]&lt;br /&gt;
&lt;br /&gt;
===AMT Automag V===&lt;br /&gt;
Equipping the &amp;quot;.50 AE&amp;quot; ammo conversion mod for the Automag III transforms it into the [[AMT Automag V]]. This vastly increases its damage, allowing for a one-shot kill to the body at close range. The Automag V's immense firepower is offset by its reduced magazine capacity of just 5 rounds, however, and its heavy recoil makes quick follow-up shots very difficult (not that one is needed, if you're using it correctly). &lt;br /&gt;
[[File:AMTAutoMagV.jpg|350px|thumb|none|AMT Automag V - .50 AE.]]&lt;br /&gt;
[[File:PhantomForces AMagV.jpg|600px|thumb|none|''Load your Automag with .50 Action Express. This makes your Automag III into the .50 caliber Automag V. There were only 3000 of these models produced using a 5-round magazine. Featuring stopping power similar to other .50 caliber handguns.'']]&lt;br /&gt;
&lt;br /&gt;
==AMT Javelina Longslide==&lt;br /&gt;
The AMT Javelina Longslide, a variant of the 1911-pattern [[AMT Hardballer]] chambered in 10mm Auto and with an extended barrel, was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 84. The pistol is known as the &amp;quot;Hardballer&amp;quot; in-game and is capable of dealing above-average damage per shot, with its main strength being its ability to three-shot an enemy player to any part of the body at any range. This long-ranged power is counterbalanced by a low magazine size of only 8+1 rounds, mediocre close-range performance, and somewhat high vertical recoil. The Javelina Longslide has access to the &amp;quot;Short Barrel&amp;quot; mod, which shortens the handgun's barrel and slide to that of a standard 1911, and a US Marine Corps. folding shoulder stock. The Javelina is also unique in that it is the only firearm in the game to lack a kill requirement for the fictional &amp;quot;AMT Terminator&amp;quot; optic, which, along with the weapon's in-game description, is an obvious reference to 1984's ''[[The Terminator]]''. &lt;br /&gt;
[[File:AMTJavelinaLongslide.jpg|350px|thumb|none|AMT Javelina Longslide - 10mm Auto]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide model.jpg|600px|thumb|none|''Strong ranged performance at the cost of somewhat high recoil - It may not be a phased plasma rifle in the 40-watt range, but this pistol still packs quite a lot of punch with every shot.'']]&lt;br /&gt;
[[File:M1911 Marines stock.jpg|350px|thumb|none|M1911A1 with experimental US Marine Corps. folding stock - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide modelmods.jpg|600px|thumb|none| The Javelina Longslide with a shortened barrel, US Marine Corps. folding shoulder stock, and &amp;quot;AMT Terminator&amp;quot; laser sight.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide hip.jpg|600px|thumb|none|Holding the Javelina Longslide.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide inspect1.jpg|600px|thumb|none|Inspecting the Javelina Longslide.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide inspect2.jpg|600px|thumb|none|Ditto.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide ADS1.jpg|600px|thumb|none|Looking down the Javelina's iron sights.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide ADS2.jpg|600px|thumb|none|Alternate ADS view.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide firing.jpg|600px|thumb|none|Firing the pistol.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide reload1.jpg|600px|thumb|none|Removing an empty magazine by jerking the handgun downwards...]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide reload2.jpg|600px|thumb|none|...and inserting a fresh one. The player then presses the slide release to finish the process.]]&lt;br /&gt;
&lt;br /&gt;
==Arsenal Firearms AF2011-A1==&lt;br /&gt;
The [[Arsenal Firearms AF2011-A1]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 201. Holding the (dubious) honor of being the secondary weapon with the highest unlock rank in the game, the AF2011-A1 was the first double-barreled non-shotgun firearm added to ''Phantom Forces.'' It features very high damage at close range (due to it firing two .45 ACP rounds per trigger-pull), high recoil, a low magazine size, and a long reload. Unique modifications for the AF2011-A1 include a Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock and a &amp;quot;.45 Super&amp;quot; ammo conversion which significantly improves penetration and muzzle velocity at the expense of long-range damage and recoil. &lt;br /&gt;
[[File:AF2011.jpg|thumb|none|350px|Arsenal Firearms AF2011-A1 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 model.jpg|600px|thumb|none|''A double barrel design based off the M1911. Features two of... well, everything! Features great damage in close range as you are firing two rounds at once but suffers range performance due to recoil and a slow reload.'']]&lt;br /&gt;
[[File:1911 MultiShotKit.jpg|350px|thumb|none|M1911A1 with Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 modelmods.jpg|600px|thumb|none|The AF2011-A1 with the Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock attached.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 hiphold.jpg|600px|thumb|none|Wide load coming through! Holding the AF2011-A1.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 leftside.jpg|600px|thumb|none|Inspecting the left side of the pistol.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 ADS1.jpg|600px|thumb|none|Aiming down the AF2011-A1's sights.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 ADS2.jpg|600px|thumb|none|Gangsta-&amp;quot;aiming&amp;quot; the wide-bodied pistol.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 firing.jpg|600px|thumb|none|Firing the pistol. Although the game correctly models a pair of spent casings, they should be flung from opposite sides of the weapon, not both from the same side.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 reload1.jpg|600px|thumb|none|Reloading the big-boned pistol by flicking away the empty... magazine... magazines?]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 reload2.jpg|600px|thumb|none|Inserting a... feed device. Sure, that works.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 reload3.jpg|600px|thumb|none|Pulling back and releasing the slides.]]&lt;br /&gt;
&lt;br /&gt;
==AWS 1911==&lt;br /&gt;
The [[AWS 1911]] was added on Christmas 2018 as part of update 4.0.0 (2018 Winter Update 1) as the &amp;quot;MP1911&amp;quot; and is unlocked at rank 106. The version depicted in-game is select-fire and feeds from double-stack magazines, meaning that it is based on the later &amp;quot;AWS Model-2&amp;quot; prototypes. It comes pre-equipped with the shoulder stock from the Colt 1911 machine pistol prototype. The AWS 1911 is classified as a machine pistol and fires .45 ACP at an astounding 1000 RPM in full-auto, offering a potent close-range self-defense tool for a player in a pinch, featuring high damage and controllable recoil due to its foregrip and stock. Its 15-round magazine, however, is one of the smallest in its class. It can be modified to remove its pre-fitted stock and shorten the barrel, which increases the weapon's responsiveness in CQC at the expense of worse recoil and range. The AWS 1911 also features a 9x19mm conversion which increases its magazine size (20 &amp;gt; 15 rounds) and firerate (1300 &amp;gt; 1000 RPM) while decreasing its damage. &lt;br /&gt;
[[Image:aws191138super.jpg|thumb|none|350px|AWS 1911 - .38 Super]]&lt;br /&gt;
[[File:M1911 .38 Machine Pistol.jpg|350px|thumb|none|Colt M1911A1 machine pistol conversion - .38 Super. The stock of the &amp;quot;MP1911&amp;quot; appears to be modeled after this machine pistol's stock.]]&lt;br /&gt;
[[File:PhantomForces MP1911 model.jpg|600px|thumb|none|''A custom 1911 prototype from the Philippines. Features a custom foregrip and muzzle device for very stable firing characteristics, but has a bulky magazine resulting in slow reloads.'']]&lt;br /&gt;
[[File:PhantomForces MP1911 modelmods.jpg|600px|thumb|none|The AWS 1911 made extra-short with the &amp;quot;Remove Stock&amp;quot; and &amp;quot;Short Barrel&amp;quot; attachments and converted to fire 9x19mm.]]&lt;br /&gt;
[[File:PhantomForces MP1911 hiphold.jpg|600px|thumb|none|Holding the unusual fully-automatic 1911 at the hip.]]&lt;br /&gt;
[[File:PhantomForces MP1911 leftside.jpg|600px|thumb|none|The left side of the AWS 1911.]]&lt;br /&gt;
[[File:PhantomForces MP1911 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces MP1911 ADS1.jpg|600px|thumb|none|Aiming down the AWS 1911's fancy-schmancy blue and white glow sights.]]&lt;br /&gt;
[[File:PhantomForces MP1911 ADS2.jpg|600px|thumb|none|The &amp;quot;MP1911's&amp;quot; alternate aim view, which is essentially a zoomed-in hipfire view.]]&lt;br /&gt;
[[File:PhantomForces MP1911 firing.jpg|600px|thumb|none|Letting loose with a fully-automatic burst of .45 ACP. A big thanks to the Philippines!]]&lt;br /&gt;
[[File:PhantomForces MP1911 reload1.jpg|600px|thumb|none|Performing an AWS 1911 fan's favorite task: reloading.]]&lt;br /&gt;
[[File:PhantomForces MP1911 reload2.jpg|600px|thumb|none|Inserting a fresh magazine containing 15 .45 ACP rounds; note that this machine pistol has been fitted with a magical auto-closing slide!]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
A [[Beretta 93R]] with wood grips was added during the game's Alpha and is unlocked at rank 26. It feeds from a 20 round magazine, is classified as a machine pistol, and is the only secondary weapon in the game to feature a burst-fire. The 93R is capable of killing a full-health player with one three-round burst at close range, but its high vertical recoil can make the weapon hard to use effectively beyond close range. The machine pistol can also be fired sem-automatically, which can also be useful when single, more accurate shots are desired. The Beretta 93R's only unique modification is a recoil-decreasing shoulder stock known as the &amp;quot;Raffica Stock&amp;quot;. &lt;br /&gt;
[[Image:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces 93R model.jpg|600px|thumb|none|''An Italian machine pistol that fires rapid 3-round bursts. Strong vertical recoil with high close-in damage.'']]&lt;br /&gt;
[[File:Beretta 93R with unfolded stock.jpg|thumb|none|350px|Beretta 93R with optional unfolded shoulder stock - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces 93R modelmods.jpg|600px|thumb|none|The Beretta 93R equipped with the &amp;quot;Raffica Stock&amp;quot; mod.]]&lt;br /&gt;
[[File:PhantomForces 93R hiphold.jpg|600px|thumb|none|First-person view with the 93R equipped.]]&lt;br /&gt;
[[File:PhantomForces 93R leftside.jpg|600px|thumb|none|Inspecting the pistol, which features a small folding foregrip. Ironically, this provides no stability improvement over the standard Beretta M9 also featured in-game.]]&lt;br /&gt;
[[File:PhantomForces 93R rightside.jpg|600px|thumb|none|The right side of the 93R.]]&lt;br /&gt;
[[File:PhantomForces 93R ADS1.jpg|600px|thumb|none|Aiming down the 93R's simplistic three-dot iron sights.]]&lt;br /&gt;
[[File:PhantomForces 93R ADS2.jpg|600px|thumb|none|The alternate ADS mode, which offers a much clearer viewmodel at the expense of a clear aiming point (without equipping a laser, at least).]]&lt;br /&gt;
[[File:PhantomForces 93R firing.jpg|600px|thumb|none|Unleashing a three-round burst; note the high vertical recoil.]]&lt;br /&gt;
[[File:PhantomForces 93R reload1.jpg|600px|thumb|none|What sick freak made a three-round burst pistol with a magazine size not divisible by 3???]]&lt;br /&gt;
[[File:PhantomForces 93R reload2.jpg|600px|thumb|none|The world is truly an unfair place.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M9==&lt;br /&gt;
A [[Beretta M9]] with brown StyLiS-branded grips was added during the game's Alpha and is one of the two sidearms unlocked by default. The M9 is a &amp;quot;jack-of-all-trades&amp;quot; pistol that is exceptionally average in almost every characteristic. It can be fitted with an extended 20-round magazine, an extended barrel/slide, and the 93R's &amp;quot;Raffica Stock&amp;quot; in addition to the standard suite of weapon attachments. The Beretta M9 features a unique texture, name, and viewmodel when the &amp;quot;Osprey Suppressor&amp;quot; is equipped, which is a reference to the &amp;quot;Luison&amp;quot; pistol from ''[[Rainbow Six Siege]]''. &lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces M9 model.jpg|600px|thumb|none|''A 9mm Italian pistol. One of the first 'wonder nines'. High capacity with deep reserves, light recoil, and high velocity.'']]&lt;br /&gt;
[[File:PhantomForces M9 modelmods.jpg|600px|thumb|none|The M9 equipped with an extended magazine and a long slide.]]&lt;br /&gt;
[[File:PhantomForces M9 hiphold.jpg|600px|thumb|none|The first-person viewmodel of the ubiquitous M9.]]&lt;br /&gt;
[[File:PhantomForces M9 leftside.jpg|600px|thumb|none|The left side of the pistol.]]&lt;br /&gt;
[[File:PhantomForces M9 rightside.jpg|600px|thumb|none|The right side. Nothing much to say here, really.]]&lt;br /&gt;
[[File:PhantomForces M9 ADS1.jpg|600px|thumb|none|Yep, just your average Beretta M9.]]&lt;br /&gt;
[[File:PhantomForces M9 ADS2.jpg|600px|thumb|none|Aiming the M9 as any US serviceman would, of course.]]&lt;br /&gt;
[[File:PhantomForces M9 reload1.jpg|600px|thumb|none|Removing an empty magazine...]]&lt;br /&gt;
[[File:PhantomForces M9 reload2.jpg|600px|thumb|none|...and inserting a fresh one, followed by pressing the magazine release. These animations are shared by many of the game's pistols.]]&lt;br /&gt;
[[File:R6S-luison.jpg|600px|thumb|none|The [[Rainbow Six Siege#Beretta 92|&amp;quot;Luison&amp;quot; pistol]] as it appears in ''Rainbow Six Siege''. ]]&lt;br /&gt;
[[File:PhantomForces M9Luison model.jpg|600px|thumb|none|The M9 with the &amp;quot;Osprey&amp;quot; suppressor equipped. Hey, I've seen this one before...]]&lt;br /&gt;
[[File:PhantomForces M9Luison viewmodel.jpg|600px|thumb|none|The handgun's unique first-person viewmodel. This Beretta is definitely not loaded with less-lethal rounds, however. ]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
A two-toned [[Colt M1911A1]] was added during the game's Alpha and is unlocked at rank 8. The pistol is seemingly a custom model as it has an 8-round magazine, wooden grips embossed with a golden StyLiS logo, full-length guide rod, a M1911-style main spring housing, and an oversized hammer. The M1911A1 is accurate, quick to reload, and has impressive stopping power, making it a deadly sidearm at any range. At the same time, the classic handgun's jumpy recoil, low muzzle velocity, and low magazine size heavily discourage firing too quickly. The M1911A1 can be equipped with a folding shoulder stock to aid in recoil management and has access to a unique cosmetic &amp;quot;Engravings&amp;quot; attachment.  &lt;br /&gt;
[[Image:NickelPlatedM1911A1.jpg|thumb|350px|none|Nickel-plated M1911A1 with brown plastic grips - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M1911A1 model.jpg|600px|thumb|none|''A classic American pistol brought into the modern age. Very high damage up close, with poor velocity and small magazine size.'']]&lt;br /&gt;
[[File:PhantomForces M1911A1 modelengravings.jpg|600px|thumb|none|''It's a nice gun, I'll give you that. But the engraving gives you no tactical advantage whatsoever.'']]&lt;br /&gt;
[[File:M1911 Marines stock.jpg|350px|thumb|none|Colt M1911A1 with experimental US Marine Corps. folding stock - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M1911A1 modelstock.jpg|600px|thumb|none|The M1911A1 with a folding shoulder stock attached.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 hiphold.jpg|600px|thumb|none|Holding the custom M1911A1 at the hip.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 leftside.jpg|600px|thumb|none|The left side of the pistol.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 ADS1.jpg|600px|thumb|none|The view down the M1911A1's custom red-and-green glow sights.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 ADS2.jpg|600px|thumb|none|Alternate ADS view.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 reload.jpg|600px|thumb|none|Removing an empty magazine. The remainder of the reload is identical to other automatic pistols.]]&lt;br /&gt;
&lt;br /&gt;
===M1911 .22 LR===&lt;br /&gt;
Equipping the M1911A1 with the &amp;quot;Ratshot&amp;quot; ammo conversion transforms it into the &amp;quot;M1911 .22LR&amp;quot;. This turns the weapon into a pseudo-shotgun, allowing it to fire four extremely weak pellets up to 10 times before reloading. A joke attachment first and foremost, Ratshot has some dubious utility in point-blank engagements as it is technically capable of a one-hit kill if all four pellets score a headshot (4 pellets x 9 damage x 3.0 headshot multiplier = 108 damage), but the shotgun-pistol's somewhat wide spread, low pellet count, and miserable damage to the body add up to a weapon that is a straight downgrade in almost any situation compared to the .45 ACP M1911A1. &lt;br /&gt;
[[File:Colt1911A1 22.jpg|350px|thumb|none|M1911A1 produced by Walther Arms - .22 LR]]&lt;br /&gt;
[[File:PhantomForces M1911A1 22 model.jpg|600px|thumb|none|''Change the ammunition fired from your M1911 into .22 Rat Shot. Why would you do this to yourself? You basically have a mini shotgun...'']]&lt;br /&gt;
[[File:PhantomForces M1911A1 22 firing.jpg|600px|thumb|none|The M1911 .22's shot pattern. Note the black tracers.]]&lt;br /&gt;
&lt;br /&gt;
===OSS &amp;quot;Bigot&amp;quot; M1911A1===&lt;br /&gt;
Equipping the &amp;quot;Dart&amp;quot; ammo conversion transforms the weapon into the experimental clandestine [[OSS &amp;quot;Bigot&amp;quot; M1911]]. A high-risk, high-reward weapon, the &amp;quot;Bigot&amp;quot; launches a large, slow dart projectile that deals heavy damage to the body and kills instantly to the head at any range. It is incapable of scoring a one-shot against a full-health opponent without a headshot, however, so the &amp;quot;Bigot&amp;quot; is best used as an instant, silent eliminator of distracted/stationary enemies (provided one becomes familiar with its arcing trajectory) or as a finisher against opponents that are already injured. &lt;br /&gt;
[[File:Bigot_1911_pistol.jpg|thumb|none|350px|OSS &amp;quot;Bigot&amp;quot; M1911A1]]&lt;br /&gt;
[[File:PhantomForces M1911A1dart model.jpg|600px|thumb|none|''Change the ammunition fired from your M1911 to a single dart. Deals more damage, but with worse recoil, low bullet velocity and less ammunition carried.'']]&lt;br /&gt;
[[File:PhantomForces M1911A1dart hiphold.jpg|600px|thumb|none|The first-person viewmodel of the M1911 &amp;quot;Bigot&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces M1911A1dart firing.jpg|600px|thumb|none|Firing a pink-tracered dart. Note that the dart protruding from the muzzle of the weapon doesn't actually disappear until several frames after the weapon is fired.]]&lt;br /&gt;
[[File:PhantomForces M1911A1dart reloading.jpg|600px|thumb|none|Loading in a new dart.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1==&lt;br /&gt;
The [[Colt M45A1 CQBP]] was added in January 2018 as part of update 3.5.1 and is unlocked at rank 34. Before update 5.7.0, the weapon lacked the distinctive grip panels, tan finish, and ambidextrous grip safety of the M45A1, which made it a [[Colt Rail Gun]]. It has a threaded barrel, feeds from a 10-round extended magazine in its default configuration, and is otherwise similar performance-wise to the M1911A1. The M45A1 features a few unique mods, including a 15-round extended magazine, a generic polymer shoulder stock, and the same &amp;quot;Dart&amp;quot; conversion as the M1911A1. &lt;br /&gt;
[[File:M45A1.jpg|thumb|none|350px|Colt M45A1 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M45A1 model.jpg|600px|thumb|none|''A modern American pistol with many custom parts. High damage, medium capacity, strong recoil.'']]&lt;br /&gt;
[[File:PhantomForces M45A1 modelmods.jpg|600px|thumb|none|The M45A1 with an extended magazine and shoulder stock.]]&lt;br /&gt;
[[File:PhantomForces M45A1 hiphold.jpg|600px|thumb|none|First-person view of the aggressively beige M45A1.]]&lt;br /&gt;
[[File:PhantomForces M45A1 leftside.jpg|600px|thumb|none|The first part of the inspect animation, in which the magazine is shown to the player.]]&lt;br /&gt;
[[File:PhantomForces M45A1 rightside .jpg|600px|thumb|none|Performing a brass check in the second part of the inspect animation.]]&lt;br /&gt;
[[File:PhantomForces M45A1 ADS1.jpg|600px|thumb|none|Aiming down the M45A1's green glow sights. The wing-like ambidextrous thumb safeties are clearly visible.]]&lt;br /&gt;
[[File:PhantomForces M45A1 ADS2.jpg|600px|thumb|none|A decidedly less professional way of aiming the M45A1.]]&lt;br /&gt;
[[File:PhantomForces M45A1 reload1.jpg|600px|thumb|none|The M45A1's reload begins with disposing of the empty magazine.]]&lt;br /&gt;
[[File:PhantomForces M45A1 reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PhantomForces M45A1 reload3.jpg|600px|thumb|none|Pulling back (and releasing) the slide to finish the reloading process off.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
An [[FN Five-seveN]] Mk2 with a flat dark earth (FDE) frame was added in May 2019 as part of update 4.4.0 and is unlocked at rank 57 (go figure). The Five-seveN has a lot of positive qualities, including incredibly good long-range performance, low recoil, very high penetration, and the highest magazine size in-class (20 rounds). Unfortunately, the Five-seveN deals relatively low damage per shot and has a mediocre headshot multiplier, meaning that anywhere from 3 to 5 shots are required to eliminate a full-health opponent, which can be a death sentence in a hectic CQC battle. Its only unique modification is an extended 30-round magazine, which further increases the pistol's already impressive ammunition capacity at the expense of total rounds carried and reload speed. &lt;br /&gt;
[[File:FN Five-seveN Mark 2 FDE.jpg|thumb|none|350px|FN Five-seveN Mark 2 FDE - 5.7x28mm]]&lt;br /&gt;
[[File:PhantomForces FiveSeven model.jpg|600px|thumb|none|''A modern Belgian pistol firing a unique caliber. Poor close-in performance, with great ranged performance, high velocity, large magazine, wall penetration and deep reserves.'']]&lt;br /&gt;
[[File:PhantomForces FiveSeven modelmods.jpg|600px|thumb|none|The Five-seveN equipped with an extended 30-round magazine.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven hiphold.jpg|600px|thumb|none|First-person view of the unique pistol.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven leftside.jpg|600px|thumb|none|Inspecting the pistol, part 1.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven rightside.jpg|600px|thumb|none|Inspecting the pistol, part 2; this time, it's personal.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven ADS1.jpg|600px|thumb|none|Aiming down the Five-seveN's unobtrusive Glow sightS.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven ADS2.jpg|600px|thumb|none|Canting the pistol at a jolly angle in the general direction of the opps.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven firing.jpg|600px|thumb|none|Firing a round of 5.7x28mm. Note the unusually skinny cartridge case - many of the calibers in ''Phantom Forces'' have their own unique spent casing model.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven reload1.jpg|600px|thumb|none|Removing an Empty magazinE.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven reload2.jpg|600px|thumb|none|Inserting a new one and releasing the slide.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
A 3rd Generation [[Glock 17]] with a tan frame was added during the game's Alpha and is one of the two sidearms unlocked by default. Compared to the M9, the Glock 17 has a larger magazine size (17 rounds) and is more controllable but has worse ranged performance. The Glock 17 can equip a FAB Defense GLR-440 stock, 33-round extended magazine, and &amp;quot;Long Barrel&amp;quot; (which transforms the pistol into the Glock 17L).  &lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|350px|3rd Generation Glock 17 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock17 model.jpg|600px|thumb|none|''A 9mm Austrian pistol renowned for its simplicity and ruggedness. Compared to the M9, it has a higher capacity, but less muzzle velocity.'']]&lt;br /&gt;
[[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock17 modelmods.jpg|600px|thumb|none|The Glock 17 fitted with a shoulder stock, extended magazine, and long barrel/slide.]]&lt;br /&gt;
[[File:PhantomForces Glock17 hiphold.jpg|600px|thumb|none|First-person view of the Glock 17.]]&lt;br /&gt;
[[File:PhantomForces Glock17 leftside.jpg|600px|thumb|none|Inspecting the Glock 17. Many (if not all) of the Glocks reuse the same set of animations.]]&lt;br /&gt;
[[File:PhantomForces Glock17 rightside.jpg|600px|thumb|none|Ditto, followed by a brass check.]]&lt;br /&gt;
[[File:PhantomForces Glock17 ADS1.jpg|600px|thumb|none|Aiming down the Glock's ubiquitous sights. Although accurate Glock logos are present on other parts of the weapon, the one on the slide backplate has been replaced by the StyLiS symbol.]]&lt;br /&gt;
[[File:PhantomForces Glock17 ADS2.jpg|600px|thumb|none|Not aiming down the Glock 17's sights.]]&lt;br /&gt;
[[File:PhantomForces Glock17 firing.jpg|600px|thumb|none|Firing the Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock17 reload1.jpg|600px|thumb|none|Removing an empty magazine.]]&lt;br /&gt;
[[File:PhantomForces Glock17 reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PhantomForces Glock17 reload3.jpg|600px|thumb|none|Pressing the slide release.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 17L=== &lt;br /&gt;
Equipping the &amp;quot;Long Barrel&amp;quot; attachment on the Glock 17 transforms it into the Glock 17L. This improves the pistol's ranged performance and muzzle velocity while increasing the time required to aim down sights. &lt;br /&gt;
[[File:G17L Gen3.jpg|350px|thumb|none|Glock 17L (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces Glock17L model.jpg|600px|thumb|none|The Glock 17L as it appears in-game.]]&lt;br /&gt;
[[File:PhantomForces Glock17L hiphold.jpg|600px|thumb|none|First-person view of the long Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock17L inspect.jpg|600px|thumb|none|Inspecting the Glock 17L, which showcases the compensated barrel. The recoil remains unchanged compared to the standard Glock 17, however.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
A 4th Generation [[Glock 18C]] was added during the game's Alpha and is unlocked at rank 17. It has low vertical recoil (for a machine pistol) and a very high rate of fire, which allows the Glock 18C to be used to great effect in close-quarters. It has some of the worst damage falloff in the game, however, so the 18C is best used only at an arm's length. The Glock 18C can be modified to add a 33-round extended magazine, extended slide/barrel, and an FAB Defense Cobra folding stock, which can be used either unfolded or folded (as an ersatz foregrip). Prior to update 5.7.0, it lacked a fire selector, which made it a Glock 17C.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|350px|3rd Generation Glock 18C - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock18C modelview.jpg|600px|thumb|none|''A 9mm Austrian machine pistol. Fast fire rate with relatively stable handling characteristics.'']]&lt;br /&gt;
[[File:Glock Cobra stock.jpg|350px|thumb|none|5th Generation Glock 19 with FAB Defense Cobra folding stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock18C modelmods.jpg|600px|thumb|none|The Glock 18C with a FAB Defense Cobra folding stock, 33-round extended magazine, and fictional long slide and barrel.]]&lt;br /&gt;
[[File:PhantomForces Glock18C modelstockfolded.jpg|600px|thumb|none|The Glock 18C with its FAB Defense Cobra stock folded, which the player uses an impromptu foregrip. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C hiphold.jpg|600px|thumb|none|Holding the select-fire Glock at the hip.]]&lt;br /&gt;
[[File:PhantomForces Glock18C leftside.jpg|600px|thumb|none|Inspecting the left side of the pistol, which provides a clearer view of the fire selector. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C rightside.jpg|600px|thumb|none|Checking the top of the Glock 18C. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C brasscheck.jpg|600px|thumb|none|Performing a brass check on the handgun. The cuts in the top of the barrel can be clearly seen. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C ADS.jpg|600px|thumb|none|Aiming down the Glock 18C's iron sights. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C ADS2.jpg|600px|thumb|none|Although gangsta-aiming a pistol is never a good idea, doing so with this handgun is especially stupid. Please, don't do this! ]]&lt;br /&gt;
[[File:PhantomForces Glock18C firing.jpg|600px|thumb|none|''Why, yes, I do enjoy wasting ammunition. Why do you ask?'' ]]&lt;br /&gt;
[[File:PhantomForces Glock18C reload.jpg|600px|thumb|none|Inserting a fresh magazine. The 18C uses the same animations as the rest of the Glock-series pistols, so the entire reload won't be shown here. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C changefiremode.jpg|600px|thumb|none|Switching firemodes. The actual fire selector doesn't move, despite the fact that an audible click accompanies the animation. ]]&lt;br /&gt;
===&amp;quot;Glock 18L&amp;quot;===&lt;br /&gt;
Equipping the Glock 18C with the &amp;quot;Long Barrel&amp;quot; attachment transforms it into the fictional &amp;quot;Glock 18L&amp;quot;. A longslide version of the Glock 18C, the cuts in the top of the slide have been extended and the handgun appears similar to other (real) longslide Glocks, such as the Glock 40, albeit with a fire selector. &lt;br /&gt;
[[File:Glock 40.jpg|350px|thumb|none|Glock 40, for comparison - 10x25mm Auto ]]&lt;br /&gt;
[[File:PhantomForces Glock18L.jpg|600px|thumb|none|The fictional &amp;quot;Glock 18L&amp;quot; as it appears in-game. ]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21==&lt;br /&gt;
A [[Glock 21]] was added in April 2022 as part of update 5.7.0 and is unlocked at rank 21. It features an OD green frame and a threaded barrel. The Glock 21, alongside the many other Glock-series pistols featured in ''Phantom Forces,'' was once available only through an ammunition conversion for the Glock 17. With 2022's &amp;quot;Return to Spring&amp;quot; update, however, the great Glock split transformed these conversions into their own unique pistols. Firing .45 ACP, the Glock 21 deals high close-range damage and features an impressive 13-round magazine. It deals less damage than other .45 handguns, however, and is not very effective at range. It can be modified to add a 26-round extended magazine and a FAB Defense GLR-440 Tactical Stock.   &lt;br /&gt;
[[File:Glock21.jpg|thumb|none|350px|3rd Generation Glock 21 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces Glock21 model.jpg|600px|thumb|none|''A G-Series pistol which chambers .45 ACP. This pistol features great close range damage and snappy recoil, however your performance will dwindle in range compared to other pistols'']]&lt;br /&gt;
[[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock21 modelmods.jpg|600px|thumb|none|The Glock 21 with a shoulder stock and extended magazine.]]&lt;br /&gt;
[[File:PhantomForces Glock21 hiphold.jpg|600px|thumb|none|Holding the Glock 21.]]&lt;br /&gt;
[[File:PhantomForces Glock21 leftside.jpg|600px|thumb|none|The left side of the .45 ACP Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock21 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Glock21 ADS1.jpg|600px|thumb|none|Aiming down the Glock 21's iron sights.]]&lt;br /&gt;
[[File:PhantomForces Glock21 ADS2.jpg|600px|thumb|none|The gangsta-Glock has arrived.]]&lt;br /&gt;
[[File:PhantomForces Glock21 reload.jpg|600px|thumb|none|Reloading the Glock 21.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Glock 21L&amp;quot;===&lt;br /&gt;
Equipping the Glock 21 with the &amp;quot;Long Barrel&amp;quot; attachment transforms it into the fictional &amp;quot;Glock 21L&amp;quot;. The pistol's closest real counterpart is the Glock 41, which is also a longslide (albeit not as long as the 21L) Glock chambered in .45 ACP.  &lt;br /&gt;
[[File:Glock41.jpg|350px|thumb|none|Glock 41 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces Glock21L model.jpg|600px|thumb|none|The &amp;quot;G21L&amp;quot; as it appears in-game.]]&lt;br /&gt;
[[File:PhantomForces Glock21L hiphold.jpg|600px|thumb|none|Holding the strange longslide Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock21L inspect.jpg|600px|thumb|none|Inspecting the pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21 (with .50 GI conversion)==&lt;br /&gt;
A [[Glock 21]] with an aftermarket .50 GI conversion kit was added in April 2022 as part of update 5.7.0 and is unlocked at rank 50. Designated as the &amp;quot;G50&amp;quot; in-game, this pistol has the lowest capacity of the Glock series (8+1 rounds) but the highest damage per shot and a very healthy x2.0 headshot multiplier. Although unable to score a one shot kill (1SK) against a full health player, the G50 maintains a 2SK to the body or head at close range, making it the perfect sidearm for a player with a traditionally long-range primary weapon such as a sniper rifle or DMR. &lt;br /&gt;
&lt;br /&gt;
It can be modified to add an FAB Defense Cobra folding stock and an extended &amp;quot;Heavy Barrel&amp;quot;, which changes the pistol's name to &amp;quot;G50L&amp;quot;, a fictional designation. The &amp;quot;G50&amp;quot; is also the only Glock-series pistol that can be fitted with the &amp;quot;G-switch&amp;quot; attachment (a callback to how the Glock 18C was able to equip a &amp;quot;.50 GI Conversion&amp;quot; attachment in earlier versions of the game), converting the pistol to fire exclusively in full-auto. &lt;br /&gt;
[[File:Glock50 GI conversion.jpg|350px|thumb|none|Glock 21 with Guncrafter Industries conversion kit - .50 GI]]&lt;br /&gt;
[[File:PhantomForces Glock50 model.jpg|600px|thumb|none|''An American modification to an Austrian Classic. Reduced magazine capacity compared to the others, but has more stopping power. Has more than enough power to go through fruits, vegetables, water jugs, and whatever else you have at your range.'']]&lt;br /&gt;
[[File:Glock Cobra stock.jpg|350px|thumb|none|5th Generation Glock 19 with FAB Defense Cobra folding stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock50 modelmods.jpg|600px|thumb|none|The &amp;quot;G50&amp;quot; with the extended &amp;quot;Heavy Barrel&amp;quot; and folding stock.]]&lt;br /&gt;
[[File:PhantomForces Glock50 hiphold.jpg|600px|thumb|none|First-person view of the high-caliber Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock50 leftside.jpg|600px|thumb|none|Inspecting the handgun. Note that the slide reads &amp;quot;STYLIS STUDIOS&amp;quot; as opposed to &amp;quot;GUNCRAFTER INDUSTRIES&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces Glock50 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Glock50 ADS1.jpg|600px|thumb|none|Custom slide, factory sights.]]&lt;br /&gt;
[[File:PhantomForces Glock50 ADS2.jpg|600px|thumb|none|One-handing the &amp;quot;G50&amp;quot;. While never a great idea, this is not ''as'' disasterous of an idea as it seems, especially because .50 GI (supposedly) only has about as much felt recoil as .45 ACP.]]&lt;br /&gt;
[[File:PhantomForces Glock50 firing.jpg|600px|thumb|none|Firing a round.]]&lt;br /&gt;
[[File:PhantomForces Glock50 reload.jpg|600px|thumb|none|Reloading.]]&lt;br /&gt;
[[File:Glock 17 with GLK18 Full Auto Conversion Device C.jpg|thumb|none|350px|Glock 17 with select-fire conversion device - 9x19mm Parabellum. &amp;quot;Glock switches&amp;quot; come in many models and forms, and are regulated as NFA firearms.]]&lt;br /&gt;
[[File:PhantomForces Glock50switch firing.jpg|600px|thumb|none|Firing a G50 equipped with the &amp;quot;G-switch&amp;quot; mod. The switch itself can be seen on the back of the pistol's slide and the river of casings flying from the gun hint at its very high rate of fire. Don't try this at home.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 23==&lt;br /&gt;
A [[Glock 23]] with an FDE frame and threaded barrel was added April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 23. Chambered in .40 S&amp;amp;W, the Glock 23 is a servicable all-rounder sidearm. It can deal decent damage at range or up close, and its 13-round magazine somewhat compensates for missed shots. A &amp;quot;jack-of-all-trades, master of none&amp;quot; pistol, the Glock 23 can do well in any situation but loses out to more specialized secondaries in specific areas. It can be fitted with a 22-round extended magazine, FAB Defense GLR-440 Tactical Stock, and aftermarket extended barrel (which inexplicably changes the weapon's name to &amp;quot;Glock 23L&amp;quot;). &lt;br /&gt;
[[File:Glock23.jpg|thumb|none|350px|3rd Generation Glock 23 - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:PhantomForces Glock23 model.jpg|600px|thumb|none|''A .40 S&amp;amp;W G-Series pistol. Featuring characteristics similar to its original 9mm variant, with a swift reload alongside it.'']]&lt;br /&gt;
[[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock23 modelmods.jpg|600px|thumb|none|The Glock 23 with various mods, including an extended magazine/barrel and shoulder stock.]]&lt;br /&gt;
[[File:PhantomForces Glock23 hiphold.jpg|600px|thumb|none|Holding the Glock 23.]]&lt;br /&gt;
[[File:PhantomForces Glock23 leftside.jpg|600px|thumb|none|Inspecting the handgun.]]&lt;br /&gt;
[[File:PhantomForces Glock23 rightside.jpg|600px|thumb|none|Ditto, followed by a brass check.]]&lt;br /&gt;
[[File:PhantomForces Glock23 ADS1.jpg|600px|thumb|none|Surprise! More Glock sights! Bet you didn't see this one coming.]]&lt;br /&gt;
[[File:PhantomForces Glock23 ADS2.jpg|600px|thumb|none|Isn't this schtick getting a little old? ''You ain't seen nothing yet...'']]&lt;br /&gt;
[[File:PhantomForces Glock23 reload.jpg|600px|thumb|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 40==&lt;br /&gt;
A [[Glock 40]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 40. It is much more long-range focused than the other Glock pistols, with a high headshot multiplier, punchy cartridge, and very high muzzle velocity. Although it can dish out large amounts of damage in close-quarters, the Glock 40's somewhat high recoil and below-average firerate make it slightly harder to manage compared to other handguns. The Glock 40 can be modified to add a FAB Defense GLR-440 Tactical Stock and a 30-round extended magazine. It also has access to the &amp;quot;Short Barrel&amp;quot; attachment, which transforms the pistol into the [[Glock 20]]. &lt;br /&gt;
[[File:Glock_40.jpg|thumb|none|350px|4th Generation Glock 40 - 10x25mm Auto]]&lt;br /&gt;
[[File:PhantomForces Glock40 model.jpg|600px|thumb|none|''A G-series pistol chambered in the 10mm Auto round. Compared to other G-series guns, it trades a bit of accuracy and close range performance for more power at longer ranges.'']]&lt;br /&gt;
[[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock40 modelmods.jpg|600px|thumb|none|The Glock 40 with an extended magazine, shoulder stock, and &amp;quot;Short Barrel&amp;quot;. I suppose it isn't much of a Glock 40 anymore...]]&lt;br /&gt;
[[File:PhantomForces Glock40 hiphold.jpg|600px|thumb|none|Holding the Glock 40.]]&lt;br /&gt;
[[File:PhantomForces Glock40 leftside .jpg|600px|thumb|none|The left side of the Glock 40.]]&lt;br /&gt;
[[File:PhantomForces Glock40 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Glock40 ADS1.jpg|600px|thumb|none|Does the Tetris effect apply to Glock sights?]]&lt;br /&gt;
[[File:PhantomForces Glock40 ADS2.jpg|600px|thumb|none|No more Glocks... please.]]&lt;br /&gt;
[[File:PhantomForces Glock40 reload.jpg|600px|thumb|none|ReGlocking the Glock 40.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 20===&lt;br /&gt;
A [[Glock 20]] can be created by equipping the &amp;quot;Short Barrel&amp;quot; attachment on the Glock 40. It has a dark grey frame. The Glock 20 is notable for having one of the fastest walkspeeds in the game, allowing a player wielding the sidearm to move very quickly. This is most likely an oversight caused by the weight reduction given by the &amp;quot;Short Barrel&amp;quot; attachment (which is typically only available for long-barreled primary weapons, where the weight reduction is less radical). &lt;br /&gt;
[[File:Glock20.jpg|350px|thumb|none|Glock 20 (3rd Generation) - 10x25mm Auto]]&lt;br /&gt;
[[File:PhantomForces Glock20 model.jpg|600px|thumb|none|The Glock 20 as it appears in-game.]]&lt;br /&gt;
[[File:PhantomForces Glock20 hiphold.jpg|600px|thumb|none|Equipping the Glock 20.]]&lt;br /&gt;
[[File:PhantomForces Glock20 inspect.jpg|600px|thumb|none|Inspecting the handgun.]]&lt;br /&gt;
&lt;br /&gt;
==Guncrafter Industries Model 1==&lt;br /&gt;
The [[Guncrafter Industries Model 1]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 73. As one could expect from this souped-up 1911 derivative, the &amp;quot;GI M1&amp;quot; (as it is known in-game) hits extremely hard in close quarters but has high vertical recoil and poor ranged performance. Unique modifications for the Model 1 include a longslide conversion (which improves the handgun's poor ranged performance) and a recoil-reducing Sarco. Inc lightweight stock. &lt;br /&gt;
[[File:GIM1.jpg|thumb|none|350px|Guncrafter Industries Model 1 - .50 GI]]&lt;br /&gt;
[[File:PhantomForces GI M1 model.jpg|600px|thumb|none|''A M1911 modified to chamber .50GI - a powerful ammunition that packs a lot of punch up close, but also comes with reduced accuracy and performance at range.'']]&lt;br /&gt;
[[File:M1911 Sarco Lightweight Stock.jpg|350px|thumb|none|M1911 with Sarco Inc. lightweight stock - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces GI M1 modelmods.jpg|600px|thumb|none|The Model 1 with the &amp;quot;Heavy Barrel&amp;quot; longslide conversion and Sarco Inc. lightweight stock mods.]]&lt;br /&gt;
[[File:PhantomForces GI M1 hip.jpg|600px|thumb|none|Holding the &amp;quot;GI M1&amp;quot; at the hip.]]&lt;br /&gt;
[[File:PhantomForces GI M1 leftside.jpg|600px|thumb|none|Inspecting the Model 1, which first shows the player checking the left side of the handgun...]]&lt;br /&gt;
[[File:PhantomForces GI M1 rightside.jpg|600px|thumb|none|...followed by the right side. Nothing too crazy here.]]&lt;br /&gt;
[[File:PhantomForces GI M1 ADS.jpg|600px|thumb|none|Aiming down the Model 1's red (and rather harsh) three-dot iron sights.]]&lt;br /&gt;
[[File:PhantomForces GI M1 ADS2.jpg|600px|thumb|none|Gangsta-aiming the handgun like a true OG. Which, of course, stands for Original Guncrafter.]]&lt;br /&gt;
[[File:PhantomForces GI M1 firing.jpg|600px|thumb|none|Firing the beefy 1911 derivative.]]&lt;br /&gt;
[[File:PhantomForces GI M1 reload.jpg|600px|thumb|none|Inserting a fresh magazine. The GI M1 uses the same set of 1911-pattern animations several other pistols in-game.]]&lt;br /&gt;
&lt;br /&gt;
==IMI/Magnum Research Desert Eagle L5==&lt;br /&gt;
A [[Desert Eagle L5]] chambered in .44 Magnum was added during the game's Alpha and is unlocked at rank 18. The L5 is a powerful magnum pistol and one of the earliest available sidearms that can kill a player with a single headshot at close range. Its in-game role can be compared to that of revolvers, with the Desert Eagle having a superior capacity (8+1 rounds) and firerate (400 RPM) than most. The L5 has very high recoil and is much less effective than most revolvers at range, however, with it becoming unable to 1-shot-kill to the head at 50 'studs' (approx. 46 ft). The Desert Eagle L5 can equip a unique &amp;quot;Extended Barrel&amp;quot; mod, which increases its damage at range at the expense of the time required to aim-down-sights. It can also equip either a .44 Special or .357 Magnum conversion, the former decreasing recoil while lowering the damage dealt at range, and the latter increasing the handgun's controllability, reload speed, and magazine size while decreasing overall damage. Some of its reload sound effects are borrowed from ''[[Call of Duty 4: Modern Warfare]]''.&lt;br /&gt;
[[File:Desert Eagle L5.jpg|thumb|none|350px|Magnum Research Desert Eagle L5 - .50 AE]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 model.jpg|600px|thumb|none|''A modern version of the iconic Israeli-American pistol. This specific model has been lightened as well as upgraded with dual Picatinny rails and a much-needed muzzle brake. Very high damage with the capacity to instantly kill to the head up close, with rough recoil.'']]&lt;br /&gt;
[[File:Desert Eagle 10 inch.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with 10&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 model longbarrel.jpg|600px|thumb|none|The Desert Eagle L5 as it appears in-game with the &amp;quot;Extended Barrel&amp;quot; mod.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 hip.jpg|600px|thumb|none|Holding the mighty Desert Eagle L5.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 inspect1.jpg|600px|thumb|none|The L5's inspect animation begins with a look at the left side of the handcannon...]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 inspect2.jpg|600px|thumb|none|...continues with a cursory check of the magazine...]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 inspect3.jpg|600px|thumb|none|...and concludes with a brass check.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 ADS1.jpg|600px|thumb|none|Aiming down the sights.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 ADS2.jpg|600px|thumb|none|The L5's alternate aim mode, which mimics 'looking through' the eye not aligned with the sights.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 firing.jpg|600px|thumb|none|Firing the Deagle.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 reload1.jpg|600px|thumb|none|Reloading the Desert Eagle begins with a hearty fling of the offending magazine.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==IMI/Magnum Research Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] chambered in .50 AE was added in December 2019 as a part of update 4.11.0 (Israeli Weapons) and is unlocked at rank 102. Although the version depicted in-game is an older production model with a chromed finish and lacking rails on the barrel, it features the throwback &amp;quot;teardrop&amp;quot; safety design of the newer production models. The weapon's grips have been stamped with the StyLiS Studios logo. The Desert Eagle Mark XIX is, not unexpectedly, a weapon of extremes. It can score a one-shot kill to the body at an impressive range, but its low capacity (7+1), dismal reserve ammunition (21 rounds), lethargic firerate (200 RPM), horrible muzzle velocity, and monstrous recoil leave a lot to be desired. Overall, the one and only Desert Eagle Mark XIX is best suited as a &amp;quot;second primary&amp;quot; of sorts rather than a more traditional all-rounder backup pistol. The Mark XIX can be modified to add a 10&amp;quot; extended barrel and converted to fire (exceedingly rare) .440 Cor-Bon ammunition. &lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|350px|none|Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX model.jpg|600px|thumb|none|''Finally, a gun that lets you make a statement. This semi-automatic hand cannon is chambered in .50 Action Express. It'll probably pulverize your wrists with its recoil, but hey, you can't argue with the stopping power. [[Death_Sentence#Magnum_Research_Inc._Desert_Eagle_Mark_VII|And you've got the king of mayhem...]]'']]&lt;br /&gt;
[[File:Desert Eagle 10 inch.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with 10&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX modelxtendbarrel.jpg|600px|thumb|none|The Desert Eagle Mark XIX with the &amp;quot;Extended Barrel&amp;quot; mod equipped.]]&lt;br /&gt;
[[File:440cbdeserteagleIWI.jpg|350px|thumb|none|Desert Eagle Mark XIX - .440 Cor-Bon]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX CorBon.jpg|600px|thumb|none|The Desert Eagle Mark XIX with the .440 Cor-Bon conversion, which replaced the XIX's otherwise uninteresting .357 Magnum conversion, equipped. More ammunition, better long-range damage, worse close-range damage. ]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX hiphold.jpg|600px|thumb|none|Grasping their Desert Eagle and looking into the approaching dusk, the player feels like a true action hero.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect1.jpg|600px|thumb|none|Inspecting the Mark XIX is a rather exciting process. It begins, as usual, with a cursory glance at the left side of the handcannon.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect2.jpg|600px|thumb|none|Following this, the loaded magazine is pulled out (as with the Desert Eagle L5), but the player lets it drop.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect3.jpg|600px|thumb|none|A new magazine is then inserted...]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect4.jpg|600px|thumb|none|...and a brass check is performed. Although the handgun is ostensibly &amp;quot;reloaded&amp;quot;, no ammunition is added to the weapon or removed from the player's reserve pool at any point during the inspect animation.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX ADS.jpg|600px|thumb|none|Aiming down the Desert Eagle Mark XIX's sights.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX ADS2.jpg|600px|thumb|none|The alternate, most certainly not one-handed aim mode.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX firing.jpg|600px|thumb|none|Keeping the property values low. The Mark XIX is (as of writing) one of the few weapons to feature an experimental dual recoil scheme, in which the game applies both &amp;quot;body&amp;quot; recoil (which moves the point of aim) and &amp;quot;head&amp;quot; recoil (which simply shakes the player's camera around, leaving the point of aim unaffected) when firing. The player's crazily tilted view in this screenshot is caused by a hefty portion of the latter.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX reload.jpg|600px|thumb|none|Seven wrist-agonizing shots later and the pistol's ready to be reloaded. The Mark XIX shares reloading animations with the L5.]]&lt;br /&gt;
&lt;br /&gt;
===Desert Eagle Police Carbine===&lt;br /&gt;
Equipping the Desert Eagle Mark XIX with the &amp;quot;Police Barrel&amp;quot; and &amp;quot;Police Stock&amp;quot; mods transforms the magnum handgun into the rare Desert Eagle Police Carbine. The real Police Carbine was only available in the Mark I model of the Desert Eagle, making its appearance here in .50 AE a strictly &amp;quot;what-if&amp;quot; affair.&lt;br /&gt;
[[File:DesertEaglePoliceCarbine.jpg|thumb|none|450px|Desert Eagle Mark I Police Carbine - .357 Magnum]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX PoliceCarbine.jpg|600px|thumb|none|The Desert Eagle Mark XIX Police Carbine as it appears in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-DC9==&lt;br /&gt;
The [[Intratec TEC-DC9]] appears both as the fully-automatic &amp;quot;TEC-9&amp;quot;, which was added during the game's Alpha, and as the semi-auto only &amp;quot;KG-99&amp;quot;, which was added in July 2021 as part of update 5.6.0 (Independence Update 2021). Both weapons are unlocked at rank 50. They can be distinguished from the actual TEC-9 and KG-99 due to their lack of sling mounts on the side of the barrel shroud and receiver. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;TEC-9&amp;quot; holds the honor of having the highest sustained firerate in the game, spitting an astounding 1500 rounds per minute in full-auto only. This offsets its low base damage, allowing the machine pistol to rack up kills very quickly in close-quarters. Unsurprisingly, the &amp;quot;TEC-9&amp;quot; has very high recoil, with the weapon's point of aim &amp;quot;walking&amp;quot; uncontrollably when firing. It can be fitted with an extended barrel/barrel shroud or the short barrel of the TEC-9 Mini, a 32-round extended magazine, and the wire stock from the [[Interdynamic KG-9]]. &lt;br /&gt;
[[File:Tec-DC9.jpg|350px|thumb|none|Intratec TEC-DC9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces TEC9 modelview.jpg|600px|thumb|none|''A Swedish pistol with an incredibly high automatic rate of fire stemming from an illegal modification. Lacks of stopping power and has highly unstable handling. Brother to the KG-99.'']]&lt;br /&gt;
[[File:Interdynamic MP-9.jpg|350px|thumb|none|Interdynamic MP-9 with foregrip and telescoping stock - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces TEC9 modelmods.jpg|600px|thumb|none|The TEC-DC9 (as the &amp;quot;TEC-9&amp;quot;) fitted with a very long extended barrel, the MP-9's telescoping stock, and a 32-round extended magazine. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 hipfire.jpg|600px|thumb|none|Brandishing the highly illegal machine pistol, the player stands atop an industrial building on the Ravod 911 map. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 leftside.jpg|600px|thumb|none|Inspecting the left side of the DC9. Its submachine gun legacy is apparent, despite Intratec's numerous attempts to alter the weapon for the civilian market. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 rightside.jpg|600px|thumb|none|The right side of the weapon. Note also that the pattern of holes in the barrel shroud is slightly different than the real thing, with the in-game shroud having oval-shaped holes as opposed to the actual DC9's circular holes. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 ADS.jpg|600px|thumb|none|Aiming down the DC9's simple iron sights. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 ADS2.jpg|600px|thumb|none|The alternate aim mode of the &amp;quot;TEC-9&amp;quot;. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 firing.jpg|600px|thumb|none|Firing the fully-automatic machine pistol. As one could expect, the recoil is intense. ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The semi-automatic &amp;quot;KG-99&amp;quot;, despite sharing a model with the aforementioned &amp;quot;TEC-9&amp;quot;, is functionally a very different weapon. It resembles a TEC-9 Mini and deals more damage than its full-auto brother to balance the fact that it is semi-automatic only. The &amp;quot;KG-99&amp;quot; is accurate, fast-firing, and high-capacity, although it is held back by its abnormally low headshot multiplier. Like the &amp;quot;TEC-9&amp;quot;, it can be fitted with a &amp;quot;Long Barrel&amp;quot; mod (which reattaches the regular-length DC9 barrel), a 32-round extended magazine, and the KG-9's stock.&lt;br /&gt;
[[File:PhantomForces KG99 modelmods.jpg|600px|thumb|none|The &amp;quot;KG-99&amp;quot; as it appears in-game with the standard-length barrel, 32-round extended magazine, and KG-9 stock. Aside from an all-black color scheme, the &amp;quot;KG-99&amp;quot; uses the same model as the &amp;quot;TEC-9&amp;quot;.]]&lt;br /&gt;
===Intratec TEC-9 Mini===&lt;br /&gt;
The semi-automatic &amp;quot;KG-99&amp;quot; resembles the [[Intratec TEC-9 Mini]] in its default configuration. In addition, the TEC-9 Mini's barrel can be fitted to the fully-automatic &amp;quot;TEC-9&amp;quot; via the &amp;quot;Short Barrel&amp;quot; attachment. &lt;br /&gt;
[[File:TEC-9Mini.jpg|350px|thumb|none|Intratec TEC-9 Mini - 9x19mm Parabellum ]]&lt;br /&gt;
[[File:PhantomForces TEC9 mini.jpg|600px|thumb|none|The &amp;quot;TEC-9&amp;quot; with the &amp;quot;Short Barrel&amp;quot; attachment, which resembles the TEC-9 Mini. ]]&lt;br /&gt;
[[File:PhantomForces KG99 model.jpg|600px|thumb|none|''A Swedish semi-automatic pistol with an incredibly generous rate of fire, large magazine, and good accuracy. Lacks stopping the stopping power especially at range when compared to other pistols. Sister to the TEC-9.'']]&lt;br /&gt;
[[File:PhantomForces KG99 hipfire.jpg|600px|thumb|none|Holding the TEC-9 Mini at the hip. ]]&lt;br /&gt;
[[File:PhantomForces KG99 leftside.jpg|600px|thumb|none|Inspecting the left side of the handgun. ]]&lt;br /&gt;
[[File:PhantomForces KG99 rightside.jpg|600px|thumb|none|The other side. ]]&lt;br /&gt;
[[File:PhantomForces KG99 ADS2.jpg|600px|thumb|none|The TEC-9 Mini in its natural habitat. ]]&lt;br /&gt;
[[File:PhantomForces KG99 reload1.jpg|600px|thumb|none|Removing an empty magazine from the TEC-9 Mini. ]]&lt;br /&gt;
[[File:PhantomForces KG99 reload2.jpg|600px|thumb|none|Inserting a new magazine. ]]&lt;br /&gt;
[[File:PhantomForces KG99 reload3.jpg|600px|thumb|none|Releasing the bolt. ]]&lt;br /&gt;
&lt;br /&gt;
==LAR Grizzly Mark V==&lt;br /&gt;
The [[LAR Grizzly Pistol|LAR Grizzly Mark V Pistol]] in .50 AE was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 144. Known as the &amp;quot;Grizzly&amp;quot;, this oversized 1911-pattern handcannon is similar to the Desert Eagle Mark XIX in both form and function, with the former possessing more reserve ammunition (28 vs. 21 rounds) and a higher firerate (350 RPM vs. 200 RPM) at the cost of worse mid-range damage. The Grizzly's three-hexagon &amp;quot;LAR&amp;quot; slide marking has been replaced by a three-tiled StyLiS Studios marking, presumably for copyright reasons. The LAR Grizzly Mark V's only unique modification is a so-called heavy barrel, which attaches the barrel of the Grizzly Mark I Long Slide to the weapon; this would not work in real life, as one could not simply fit the barrel and slide of the .45 Winchester Magnum Grizzly Mark I to the frame of a .50 Action Express Mark V without... serious repercussions.  &lt;br /&gt;
[[File:Grizzly_MkV.jpg|thumb|none|350px|LAR Grizzly Mark V - .50 AE]]&lt;br /&gt;
[[File:PhantomForces Grizzly model.jpg|600px|thumb|none|''A high-caliber pistol chambered in the .50 Action Express cartridge. While the recoil leaves something to be desired, the extremely powerful damage profile of the gun will have you saying 'haha, bear gun go boom.''']]&lt;br /&gt;
[[File:LARGrizzly Mk1ls.jpg|350px|thumb|none|LAR Grizzly Mark I Long Slide - .45 Win Mag]]&lt;br /&gt;
[[File:PhantomForces Grizzly modelmods.jpg|600px|thumb|none|The Grizzly Mark V with the Mark I's extended slide and barrel.]]&lt;br /&gt;
[[File:PhantomForces Grizzly hiphold.jpg|600px|thumb|none|Holding the Grizzly at the hip and looking out towards the horizon.]]&lt;br /&gt;
[[File:PhantomForces Grizzly leftside.jpg|600px|thumb|none|Inspecting the left side of the handgun.]]&lt;br /&gt;
[[File:PhantomForces Grizzly rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Grizzly ADS.jpg|600px|thumb|none|Aiming down the Grizzly's unique yellow luminous sights.]]&lt;br /&gt;
[[File:PhantomForces Grizzly ADS2.jpg|600px|thumb|none|The alternate ADS view.]]&lt;br /&gt;
[[File:PhantomForces Grizzly firing.jpg|600px|thumb|none|Firing the Grizzly. As with the game's other magnum handguns, the recoil is significant.]]&lt;br /&gt;
[[File:PhantomForces Grizzly reload1.jpg|600px|thumb|none|Removing an empty magazine.]]&lt;br /&gt;
[[File:PhantomForces Grizzly reload2.jpg|600px|thumb|none|Inserting a fresh 7-round magazine.]]&lt;br /&gt;
[[File:PhantomForces Grizzly reload3.jpg|600px|thumb|none|Pulling back (and releasing) the slide.]]&lt;br /&gt;
&lt;br /&gt;
==Laugo Alien==&lt;br /&gt;
The [[Laugo Alien]] was added in May 2022 as part of update 5.7.3 (May Update) and is unlocked at rank 179. As with most other weapons (except the Glock-series pistols, for some reason), the handgun's markings have been genericized, with &amp;quot;RIPLEY&amp;quot; supplanting the &amp;quot;ALIEN&amp;quot; writing on the left side of the slide. This, alongside the weapon's unlock rank, are a clear reference to 1979's ''[[Alien]]''. As with other competition or target-shooting weapons in ''Phantom Forces'', the Alien rewards well-aimed shots with a very high headshot multiplier, great ballistics, and strong close-range performance. It lags behind other sidearms, however, with its sharp damage drop-off and low minimum damage. It features a unique &amp;quot;Olympic Target Sight&amp;quot; low-magnification optic as a free modification. &lt;br /&gt;
[[File:Laugo_Alien_Pistol.jpg|thumb|none|350px|Laugo Alien - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Alien model.jpg|600px|thumb|none|''A unique and innovative Czech pistol. Unlike other pistols, the Alien is a competition pistol that has been designed to have reduced muzzle flip and does not follow typical pistol design with sights not reciprocating with the slide.'']]&lt;br /&gt;
[[File:PhantomForces Alien modelmods.jpg|600px|thumb|none|The Laugo Alien with the unique &amp;quot;Olympian Target Sight&amp;quot; mod.]]&lt;br /&gt;
[[File:PhantomForces Alien hiphold.jpg|600px|thumb|none|Holding the Laugo Alien.]]&lt;br /&gt;
[[File:PhantomForces Alien leftside.jpg|600px|thumb|none|The left side of the strange Czech handgun.]]&lt;br /&gt;
[[File:PhantomForces Alien rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Alien ADS.jpg|600px|thumb|none|Aiming down the Alien's sights.]]&lt;br /&gt;
[[File:PhantomForces Alien ADS2.jpg|600px|thumb|none|Not aiming down the sights.]]&lt;br /&gt;
[[File:PhantomForces Alien firing.jpg|600px|thumb|none|Firing the Alien. The reciprocating slide and stationary top strap can be seen.]]&lt;br /&gt;
[[File:PhantomForces Alien reload1.jpg|600px|thumb|none|Removing an empty 17-round magazine from the Alien.]]&lt;br /&gt;
[[File:PhantomForces Alien reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PhantomForces Alien reload3.jpg|600px|thumb|none|Releasing the slide.]]&lt;br /&gt;
[[File:PhantomForces Alien hipholdmods.jpg|600px|thumb|none|First-person view of the Laugo Alien with its bespoke &amp;quot;Olympic Target Sight&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces Alien ADSscope.jpg|600px|thumb|none|Looking through the sight.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PB==&lt;br /&gt;
The [[Makarov PB]] was added in July 2021 as part of update 5.6.0 (Independence Update 2021) and is unlocked at rank 91. The PB (or &amp;quot;Izhevsk PB&amp;quot;, as it is known in-game) is the first and, at the time of writing, only integrally-suppressed pistol in ''Phantom Forces''. The PB's safety is always in the &amp;quot;safe&amp;quot; position, which should prevent the weapon from firing; however, this is not the case. It feeds from an 8-round magazine, but 12-round extended and 84-round drum magazines (underloaded to 80 rounds) are also available. The PB is somewhat unique as it deals very high damage (to the point that it kills a full-health enemy with a single headshot) up to 20 studs (~18 feet) but has very sharp damage drop-off, with the pistol dealing only 40% of its base damage after 50 studs (~46 feet). This makes it a very effective backup weapon in close-quarters. &lt;br /&gt;
&lt;br /&gt;
Interestingly, the PB, although being integrally suppressed, has a higher muzzle velocity compared to its unsuppressed counterpart (1800 studs/s vs 1700 studs/s). This actually (sort of) makes sense, since in real life, some suppressors act like longer barrels if the bullet doesn’t come into contact with the suppressor, while suppressors that make contact with a bullet do reduce bullet speed.&lt;br /&gt;
[[Image:Pb-1.jpg|thumb|none|350px|Makarov PB with secondary suppressor - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces PB model.jpg|600px|thumb|none|''A small Soviet-era integrally suppressed variant of the Makarov PM made by the Izhevsk mechanical plant. Doesn't fire too fast, but can instantly kill with a headshot in short ranges.'']]&lt;br /&gt;
[[File:PhantomForces PB model12round.jpg|600px|thumb|none|The PB with a 12-round extended magazine. For performance reasons, the magazine is modeled as empty.]]&lt;br /&gt;
[[File:PhantomForces PB drum.jpg|600px|thumb|none|The PB with an 84-round drum magazine, which only holds 80 rounds in-game.]]&lt;br /&gt;
[[File:PhantomForces PB hiphold.jpg|600px|thumb|none|Irresponsibly standing on top of a shipping crate, the player holds the PB.]]&lt;br /&gt;
[[File:PhantomForces PB leftside.jpg|600px|thumb|none|The left side of the PB, which shows that the safety is engaged. When disengaged, the oval-shaped selector pivots down and to the left.]]&lt;br /&gt;
[[File:PhantomForces PB rightside.jpg|600px|thumb|none|The other side.]]&lt;br /&gt;
[[File:PhantomForces PB ADS.jpg|600px|thumb|none|Aiming down the PB's iron sights, which feature a luminous front post for dark environments.]]&lt;br /&gt;
[[File:PhantomForces PB ADS2.jpg|600px|thumb|none|The PB's alternate aim mode, which is markedly different from the sideways one-handed gangster approach seen on most other pistols. This change in aiming style is most likely to prevent the PB's very long suppressor from obscuring much of the screen.]]&lt;br /&gt;
[[File:PhantomForces PB firing.jpg|600px|thumb|none|Firing the whisper-quiet pistol.]]&lt;br /&gt;
[[File:PhantomForces PB reload1.jpg|600px|thumb|none|Tossing away an empty 8-round magazine after removing it from the pistol. The PB's low magazine size is compensated for with a very fast reload.]]&lt;br /&gt;
[[File:PhantomForces PB reload2.jpg|600px|thumb|none|Inserting a fresh (seemingly empty) magazine.]]&lt;br /&gt;
[[File:PhantomForces PB reload3.jpg|600px|thumb|none|Pressing the slide release to cap off the reloading process.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] was added in July 2021 as part of update 5.6.0 (Independence Update 2021) and is unlocked at rank 92. The in-game weapon has a slightly longer barrel than standard military-issue Makarov pistols, a feature seen on Canadian import models of the PM and PMM. Like the its suppressed brother, the PM feeds from an 8-round magazine and can use either aftermarket 12-round extended or 84-round (underfilled to 80 rounds in-game) drum magazines. The PM also features an obnoxiously long &amp;quot;Extended Barrel&amp;quot; modification, which roughly doubles the pistol's barrel length. In-game, the Makarov is a very agile pistol with an emphasis on CQC, featuring very little recoil, a fast aim-down-sights time, and a quick reload. Its largest weakness is its low magazine size, however, and it deals subpar damage at range. &lt;br /&gt;
[[File:Baikal-442.jpg|thumb|none|350px|Baikal-442 (Canadian import version) - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces PM model.jpg|600px|thumb|none|''A small Soviet-era pistol with an iconic design that still sees service even in the modern age. Two alternate aim modes. Both allow you to fire faster than regular but at the cost of accuracy.'']]&lt;br /&gt;
[[File:PhantomForces PM model12round.jpg|600px|thumb|none|The Makarov PM with an aftermarket 12-round magazine and extremely long barrel.]]&lt;br /&gt;
[[File:Makarovdrum.jpg|350px|thumb|none|Makarov PM with 84-round drum magazine - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces PM modeldrum.jpg|600px|thumb|none|The Makarov PM with the 84-round drum magazine. It only holds 80 rounds in-game, however.]]&lt;br /&gt;
[[File:PhantomForces PM hiphold.jpg|600px|thumb|none|First-person view of the PM at the player's hip.]]&lt;br /&gt;
[[File:PhantomForces PM leftside.jpg|600px|thumb|none|Taking a look at the left side of the ubiquitous Soviet handgun. As with the PB, the PM's safety is always (erroneously) in the &amp;quot;safe&amp;quot; position.]]&lt;br /&gt;
[[File:PhantomForces PM rightside.jpg|600px|thumb|none|The other side.]]&lt;br /&gt;
[[File:PhantomForces PM ADS.jpg|600px|thumb|none|Aiming down the PM's iron sights.]]&lt;br /&gt;
[[File:PhantomForces PM ADS2.jpg|600px|thumb|none|Aiming the pistol sideways, the player channels their inner Russian gangster.]]&lt;br /&gt;
[[File:PhantomForces PM firing.jpg|600px|thumb|none|Firing the Makarov.]]&lt;br /&gt;
[[File:PhantomForces PM reload1.jpg|600px|thumb|none|Inserting a fresh Makarov magazine after tossing away the old one.]]&lt;br /&gt;
[[File:PhantomForces PM reload2.jpg|600px|thumb|none|Releasing the slide.]]&lt;br /&gt;
&lt;br /&gt;
==MBA Gyrojet Pistol Mark I==&lt;br /&gt;
The [[MBA Gyrojet]] Mark I rocket pistol was added in July 2023 as part of update 8.0.4 (Independence Day update) and is unlocked at rank 122. Although its projectiles do not gain speed as they fly, puttering along at a constant, apathetic 1000 studs/sec (919 ft/sec), they do gain damage, dealing only 30 damage at 10 studs (9 ft) before eventually reaching a respectable 48 damage at 175 studs (161 ft). The Gyrojet pistol has a high base torso and headshot multiplier as well, scoring a one-shot headshot at any range and a one-shot bodyshot towards the end of its damage curve. It can be frustrating to use the Gyrojet in its intended long-range role, however, as the rockets deviate slightly from where the player is aiming. The Gyrojet Mark I features a number of unique modifications, which is somewhat unsurprising considering the weapon's unique nature. These include both a snubnose and extended barrel as well as a fictional full-auto modification.&lt;br /&gt;
[[File:Gyrojetpistol.jpg|thumb|none|350px|Gyrojet Pistol Mark 1 Model B - 13mm]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol model.jpg|600px|thumb|none|''A failed 'pistol' from the 1960s produced by MBA. Due to how the rockets in this weapon function, the damage model is reversed, doing more damage across longer ranges. The system, quite literally, failed for being light years ahead of its time.'']]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol modellong.jpg|600px|thumb|none|The Gyrojet Mark I with the &amp;quot;long barrel&amp;quot; modification installed, which improves accuracy and ranged performance.]]&lt;br /&gt;
[[File:Gyrojet Snub Nosed.jpg|350px|thumb|none|Gyrojet Pistol Mark 1 Model B snub nosed variant - 13mm]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol modelshort.jpg|600px|thumb|none|The Gyrojet Mark I with the &amp;quot;short barrel&amp;quot; modification.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol hiphold.jpg|600px|thumb|none|Holding the curious rocket-firing pistol at the hip.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol leftside.jpg|600px|thumb|none|The left side of the Gyrojet pistol.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol ADS.jpg|600px|thumb|none|Aiming down the pistol's rather barebones iron sights.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol ADS2.jpg|600px|thumb|none|The Gyrojet's alternate aim mode is more or less a zoomed-in hipfire view, providing an accuracy boost while limiting speed and removing the player's crosshair.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol firing.jpg|600px|thumb|none|Firing the pistol.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol reload1.jpg|600px|thumb|none|Reloading the Gyrojet begins by pulling the top of the weapon.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol reload2.jpg|600px|thumb|none|Inserting new rockets into the gun, one at a time.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol reload3.jpg|600px|thumb|none|Pushing the weapon's slide closed completes the reloading process.]]&lt;br /&gt;
&lt;br /&gt;
===MBA Gyrojet Pistol Mark II===&lt;br /&gt;
Equipping the Gyrojet Mark I pistol with the &amp;quot;12mm Rockets&amp;quot; attachment transforms it into the Gyrojet Mark II, whose smaller-diameter rockets (as the Mark I's rockets are approximately 13mm, or .51 caliber) were designed to skirt American laws regarding handguns larger than .50 caliber. They are more accurate and fly faster than the Mark I's 13mm rockets, but deal less damage. &lt;br /&gt;
[[File:MBAGyrojetMarkII.jpg|350px|thumb|none|Gyrojet Pistol Mark II - 12mm]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol markII.jpg|600px|thumb|none|The MBA Gyrojet Pistol Mark II as it appears in-game (and converted to fire in full-auto).]]&lt;br /&gt;
&lt;br /&gt;
==RARAN 1130==&lt;br /&gt;
The one-off [[RARAN 1130]] was added in July 2021 as part of update 5.6.0 (Independence Update 2021) and is unlocked at rank 126. The curious machine pistol, which the loadout menu classifies as a PDW, is designated in-game as the &amp;quot;RAMA 1130&amp;quot;, a misnomer derived from a mistranslation of the Russian academy where the weapon was designed. The RARAN 1130 feeds from 84-round drum magazines (underloaded to 80 rounds in-game) and incorrectly has a slightly longer barrel than the real weapon, a feature seen on Canadian import Makarov PMs. Despite the fact that it fires 9x18mm Makarov at 950 RPM from a rather short barrel, the RARAN has low recoil and decent damage range but low overall damage per shot. Unique modifications for the RARAN include an impossibly long barrel (a modification it shares with the Makarov PM) and a .380 ACP conversion, which increases the pistol's damage but reduces the magazine capacity to a paltry 12 rounds. &lt;br /&gt;
[[File:Makarov1130.jpg|thumb|none|350px|RARAN 1130 - 9x18mm Makarov]]&lt;br /&gt;
[[File:Makarovdrum.jpg|thumb|none|350px|Makarov PM with 84 round drum magazine - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces RARAN model.jpg|600px|thumb|none|''A modified version of the Makarov to serve as a prototype machine pistol. Fires at a blisteringly high RPM, but has very low damage. The recoil is low but slowly climbs the longer you fire the weapon.'']]&lt;br /&gt;
[[File:PhantomForces RARAN modelmods.jpg|600px|thumb|none|The RARAN 1130 with a ''very'' long extended barrel and converted to fire .380 ACP. ]]&lt;br /&gt;
[[File:PhantomForces RARAN hiphold.jpg|600px|thumb|none|Holding the RARAN 1130 on Ravod 911. ]]&lt;br /&gt;
[[File:PhantomForces RARAN leftside.jpg|600px|thumb|none|Inspecting the left side of the brick-shaped Makarov. ]]&lt;br /&gt;
[[File:PhantomForces RARAN rightside.jpg|600px|thumb|none|The right side of the weapon. Some of the machine pistol's parts, such as the recoil spring, bolt, and the upper part of the weapon's frame, can be seen through its obnoxiously large ejection port.]]&lt;br /&gt;
[[File:PhantomForces RARAN ADS.jpg|600px|thumb|none|Aiming down the RARAN's iron sights, which are simple yet functional. ]]&lt;br /&gt;
[[File:PhantomForces RARAN ADS2.jpg|600px|thumb|none|One-handing the one-off prototype.]]&lt;br /&gt;
[[File:PhantomForces RARAN firing.jpg|600px|thumb|none|Firing a spray of 9x18mm Makarov. ]]&lt;br /&gt;
[[File:PhantomForces RARAN reload1.jpg|600px|thumb|none|Removing an empty drum magazine. ]]&lt;br /&gt;
[[File:PhantomForces RARAN reload2.jpg|600px|thumb|none|Inserting a fresh drum. ]]&lt;br /&gt;
[[File:PhantomForces RARAN reload3.jpg|600px|thumb|none|Pressing an imaginary slide release, an unfortunate side effect of the RARAN 1130 reusing animations from the standard PM. ]]&lt;br /&gt;
&lt;br /&gt;
==Serbu GB-22==&lt;br /&gt;
The [[Serbu GB-22]] was added in January 2021 as part of update 5.5.0 (New Years Update 2021) and is unlocked at rank 99. The GB-22 depicted in-game is slightly larger than the real weapon, fires from an open bolt and, true to its nature as a homemade weapon, features a crude wire-wrapped grip and custom extended barrel. The GB-22, although nowhere near as infamous as the game's ''other'' .22-caliber pistol, is mostly a joke weapon, as it deals very low damage and has nigh-unusable iron sights. Despite this, it instantly kills to the head at any range and possesses above average ballistics, making the single-shot pistol an extremely risky yet powerful weapon.  &lt;br /&gt;
&lt;br /&gt;
The GB-22's unique modifications include a &amp;quot;Cut-down Barrel&amp;quot; and lengthened &amp;quot;Sporting Barrel&amp;quot; as well as three ammunition conversions. The first, 10mm Auto, substantially increases the pistol's muzzle velocity and torso damage while lowering the rate of fire, while the second, .50 AE, puts the &amp;quot;blaster&amp;quot; in &amp;quot;ghetto blaster&amp;quot; by turning the GB-22 into a potent single-shot handcannon. The final conversion is 12 gauge &amp;quot;minishells&amp;quot;, which turns the pistol into a powerful breech-loading shotgun capable of launching 9 pellets of buckshot per trigger pull. None of these conversions, however, change the physical model of the cartridge loaded into the weapon. &lt;br /&gt;
[[File:Serbugb22.jpg|thumb|none|350px|Serbu GB-22 with red dot sight and grips - .22 LR]]&lt;br /&gt;
[[File:PhantomForces GB-22 model.jpg|600px|thumb|none|''A homemade pistol whose original design derives from Serbu. This version is larger than the original, and can accept multiple different calibers. Always kills to the head.'']]&lt;br /&gt;
[[File:PhantomForces GB-22 modelcutdown.jpg|600px|thumb|none|The GB-22 with a shortened barrel, which is the pistol's most common real-life configuration.]]&lt;br /&gt;
[[File:PhantomForces GB-22 modellongbarrel.jpg|600px|thumb|none|The GB-22 with the extremely long &amp;quot;Sporting Barrel&amp;quot;. Needless to say, a homemade gun is the exact opposite of a sporting weapon.]]&lt;br /&gt;
[[File:PhantomForces GB-22 hiphold.jpg|600px|thumb|none|Holding the handmade gun at the hip.]]&lt;br /&gt;
[[File:PhantomForces GB-22 leftside.jpg|600px|thumb|none|Inspecting the left side of the GB-22.]]&lt;br /&gt;
[[File:PhantomForces GB-22 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces GB-22 ADS.jpg|600px|thumb|none|Aiming the GB-22. Although pretty much every iron sight in ''Phantom Forces'' has a default magnification, these, owing to their crude nature, do not. This further complicates using the weapon at range, although it does increase the player's field of view.]]&lt;br /&gt;
[[File:PhantomForces GB-22 ADS2.jpg|600px|thumb|none|The GB-22's alternate aim mode, which, unlike most other pistols, involves the player keeping both hands firmly on the gun.]]&lt;br /&gt;
[[File:PhantomForces GB-22 firing.jpg|600px|thumb|none|Firing the GB-22.]]&lt;br /&gt;
[[File:PhantomForces GB-22 reload1.jpg|600px|thumb|none|Reloading the pistol starts with removing the empty casing, which gladly leaps free from the gun when the player pulls back on the slide. In real life, much like revolvers, the casing can expand in the chamber and become stuck. Unlike a revolver, however, the GB-22 lacks a manual ejector, requiring the user to pry the shell casing free with their fingernails (or other instrument).]]&lt;br /&gt;
[[File:PhantomForces GB-22 reload2.jpg|600px|thumb|none|Inserting a fresh round into the pistol. Despite the GB-22's cumbersome reloading procedure, the player is able to keep the gun running at an impressive 50 RPM.]]&lt;br /&gt;
[[File:PhantomForces GB-10.jpg|600px|thumb|none|The GB-22 with the 10mm Auto conversion, which the game takes to calling the &amp;quot;GB-10&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces GB-50.jpg|600px|thumb|none|The GB-22 converted to fire .50 Action Express. For obvious reasons, the game designates it as the fictional &amp;quot;GB-50&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces GB-12 .jpg|600px|thumb|none|The GB-22 is also somehow capable of firing 12 gauge shotgun shells. The &amp;quot;GB-12&amp;quot; is as powerful as it is unrealistic.]]&lt;br /&gt;
[[File:PhantomForces GB-12.jpg|600px|thumb|none|Firing the &amp;quot;GB-12&amp;quot;, which is the only ammo conversion to change the color or behavior of the bullets and their tracers.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer M17 MHS==&lt;br /&gt;
A [[SIG-Sauer M17 MHS]] (or just &amp;quot;M17&amp;quot;) was added in July 2023 as part of update 8.0.4 (Independence Day update) and is unlocked at rank 13. As with other military-issue pistols, the M17 is an all-rounder.  It has good accuracy, low recoil, and moderate damage, allowing it to function well in close-quarters or at range. It has a 17-round magazine by default, but an extended 21-round magazine is available as a unique attachment.  &lt;br /&gt;
[[File:P320-M17.jpg|350px|thumb|none|SIG-Sauer P320-M17 with 21-round magazine - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces M17 model.jpg|600px|thumb|none|''A modern Swiss-American Handgun. A service pistol fit for the modern age of American foreign interests. Built with focus on ergonomics and modularity, this variant of the P320 sports lightweight construction, stable recoil and a generous magazine capacity. [[Call of Duty: Modern Warfare (2019)|We get dirty, and the world stays clean. That's the mission.]]'']]&lt;br /&gt;
[[File:PhantomForces M17 modelmods.jpg|600px|thumb|none|The M17 with the 21-round extended magazine equipped.]]&lt;br /&gt;
[[File:PhantomForces M17 hiphold.jpg|600px|thumb|none|Holding the M17 at the hip.]]&lt;br /&gt;
[[File:PhantomForces M17 leftside.jpg|600px|thumb|none|Inspecting the M17, beginning with the left side...]]&lt;br /&gt;
[[File:PhantomForces M17 rightside.jpg|600px|thumb|none|...and continuing with the top...]]&lt;br /&gt;
[[File:PhantomForces M17 brasscheck.jpg|600px|thumb|none|...and finishing with a brass check. Same standard set of animations as many other pistols, nothing to write home about.]]&lt;br /&gt;
[[File:PhantomForces M17 ADS1.jpg|600px|thumb|none|Looking down the M17's iron sights, which are very reminiscent of the M9's.]]&lt;br /&gt;
[[File:PhantomForces M17 ADS2.jpg|600px|thumb|none|And you'd ''bet'' we have to one-hand it!]]&lt;br /&gt;
[[File:PhantomForces M17 reload.jpg|600px|thumb|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1911-A2 SASS==&lt;br /&gt;
The [[Springfield Armory M1911-A2 SASS]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 132. Classified as an &amp;quot;Other&amp;quot; secondary weapon and known as the &amp;quot;SASS 308&amp;quot; in-game, it is chambered in .308 Winchester and is fitted with a 14.9&amp;quot; barrel by default. Unique modifications for the single-shot pistol include a .358 Winchester conversion and a shortened 10.75&amp;quot; barrel. The M1911-A2 SASS is a powerful &amp;quot;pocket sniper&amp;quot;, with great ballistics and high damage. Of course, this comes at the cost of frequent, lengthy reloads. &lt;br /&gt;
[[File:Springfieldsass.jpg|thumb|none|350px|Springfield Armory M1911-A2 SASS - .308 Winchester]]&lt;br /&gt;
[[File:PhantomForces SASS model.jpg|600px|thumb|none|''A single-shot pistol based on the M1911 developed in the 1980s. Chambered in the .308 Winchester cartridge, among many other offerings.'']]&lt;br /&gt;
[[File:LEON-M1911A1SCREENUSED.jpg|thumb|none|350px|Screen-used Springfield Armory M1911-A2 SASS as seen in the film ''[[Léon: The Professional]]'']]&lt;br /&gt;
[[File:PhantomForces SASS modelmods.jpg|600px|thumb|none|The M1911-A2 SASS with the 10.75&amp;quot; &amp;quot;Light Barrel&amp;quot; mod equipped. ]]&lt;br /&gt;
[[File:PhantomForces SASS hiphold.jpg|600px|thumb|none|Holding the Springfield Armory Single-Shot at the hip atop an abandoned industrial building. ]]&lt;br /&gt;
[[File:PhantomForces SASS leftside.jpg|600px|thumb|none|Inspecting the weapon. The left side of the frame is adorned with a white StyLiS Studios logo. ]]&lt;br /&gt;
[[File:PhantomForces SASS rightside.jpg|600px|thumb|none|The right side. The weapon bears a prominent &amp;quot;Stylis Armory USA&amp;quot; marking. ]]&lt;br /&gt;
[[File:PhantomForces SASS ADS.jpg|600px|thumb|none|Aiming down the single-shot handgun's target sights. ]]&lt;br /&gt;
[[File:PhantomForces SASS ADS2.jpg|600px|thumb|none|Foregoing the SASS' accurate irons in favor of a more relaxed &amp;quot;point towards enemy&amp;quot; approach. What could go wrong? ]]&lt;br /&gt;
[[File:PhantomForces SASS reload1.jpg|600px|thumb|none|Ejecting an empty casing from the handgun after firing a shot. The player seems to break the weapon open using pure force of will alone, as the lever to open the barrel (seen protruding from the magazine well) remains untouched during the animation.]]&lt;br /&gt;
[[File:PhantomForces SASS reload2.jpg|600px|thumb|none|Inserting a fresh round of .308 Winchester. ]]&lt;br /&gt;
[[File:PhantomForces SASS reload3.jpg|600px|thumb|none|Snapping the gun closed. ]]&lt;br /&gt;
&lt;br /&gt;
==STI DVC Tactical 2011==&lt;br /&gt;
The [[STI 1911 Series|STI DVC Tactical 2011]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) is unlocked at rank 150. It is known as the &amp;quot;M2011&amp;quot; in-game and features a garish color scheme and many custom parts, including what appears to be a titanium nitride-coated barrel and a blue-finished slide-mounted charging handle handle. Firing 9x19mm, the 2011 is a versatile handgun that can perform well at both long range, thanks to its above-average headshot multiplier, and when up close, due to its spam-friendly 20-round magazine. However, it deals below average damage to the torso and limbs and has somewhat rapid damage falloff, which both can limit its effectiveness when poorly-aimed. The DVC Tactical 2011 can be modified to add an extended barrel and a Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock, which can also be fitted to the AF2011-A1.  &lt;br /&gt;
[[File:DVC-Tactical-2.jpg|thumb|none|350px|STI DVC Tactical 2011 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M2011 model.jpg|600px|thumb|none|''A colourful race gun chambered in 9x19mm with a large double-stack magazine. While the damage up front is poor compared to other pistols, it packs a very high headshot multiplier and the accuracy to make use of it.'']]&lt;br /&gt;
[[File:1911 MultiShotKit.jpg|350px|thumb|none|M1911A1 with Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M2011 modelmods.jpg|600px|thumb|none|The STI DVC Tactical 2011 with an extended barrel and Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock.]]&lt;br /&gt;
[[File:PhantomForces M2011 hiphold.jpg|600px|thumb|none|Holding the colorful 1911-derived pistol at the hip.]]&lt;br /&gt;
[[File:PhantomForces M2011 rightside.jpg|600px|thumb|none|Inspecting the handgun, starting with the right side.]]&lt;br /&gt;
[[File:PhantomForces M2011 leftside.jpg|600px|thumb|none|Taking a look at the left side (and the magazine).]]&lt;br /&gt;
[[File:PhantomForces M2011 brasscheck.jpg|600px|thumb|none|Performing a brass check on the 2011 while making use of the aftermarket slide handle.]]&lt;br /&gt;
[[File:PhantomForces M2011 ADS.jpg|600px|thumb|none|Aiming down the 2011's brightly-colored iron sights.]]&lt;br /&gt;
[[File:PhantomForces M2011 ADS2.jpg|600px|thumb|none|Roleplaying (poorly) as an Olympic target shooter.]]&lt;br /&gt;
[[File:PhantomForces M2011 firing.jpg|600px|thumb|none|Firing the 2011. The change in time of day is a total coincidence and not at all the product of forgetting to snap a screenshot of the pistol firing, nope.]]&lt;br /&gt;
[[File:PhantomForces M2011 reload1.jpg|600px|thumb|none|The first step in reloading the pistol is the removal of the empty magazine, which the player does with a hearty flick of the wrist.]]&lt;br /&gt;
[[File:PhantomForces M2011 reload2.jpg|600px|thumb|none|Inserting a fresh magazine is the next step, surprisingly.]]&lt;br /&gt;
[[File:PhantomForces M2011 reload3.jpg|600px|thumb|none|''Hey, if I paid for the handle, I'm using the handle! No exceptions.'']]&lt;br /&gt;
&lt;br /&gt;
==USFA ZiP .22==&lt;br /&gt;
The [[USFA ZiP .22]] was added in October 2017 as part of update 3.1.0 (Halloween 2017 Update) and is unlocked at rank 61. Designated as the &amp;quot;ZIP 22&amp;quot;, it is a joke weapon, dealing extremely poor damage and feeding from a tiny 10-round Ruger 10/22 box magazine. The BattleZiP Survival SBR stock is automatically fitted to the pistol whenever an optic is attached, but it provides no stability benefits (as it exists only to provide a believable mounting point for attachments). In addition, the ZiP .22 can use 50-round ProMag Ruger 10/22 drum magazines (referred to as &amp;quot;Pro Mags&amp;quot; in-game), which provide a welcome increase in magazine size, and &amp;quot;.22 Ratshot&amp;quot; ammunition, which transforms the pistol into a compact &amp;quot;shotgun&amp;quot; of questionable utility. &lt;br /&gt;
[[File:USFA Zip Gun No Magazine.jpg|thumb|350px|none|USFA ZiP .22 with magazine removed - .22 LR]]&lt;br /&gt;
[[File:PhantomForces ZiP22 modelview.jpg|600px|thumb|none|''A modern American 'pistol' with questionable quality. Abysmal damage, but with deep reserves and a high headshot multiplier. A weapon so bad it killed a million dollar company.'']]&lt;br /&gt;
[[File:USFA ZiP22 Stock.jpg|350px|thumb|none|USFA ZiP .22 with BattleZiP Survival SBR stock - .22 LR]]&lt;br /&gt;
[[File:PhantomForces ZiP22 stock.jpg|600px|thumb|none|The ZiP .22 with the BattleZiP Survival SBR stock, seen here with the generic &amp;quot;Full Ring Sight&amp;quot; iron sights equipped.]]&lt;br /&gt;
[[File:PhantomForces ZiP22 drummag.jpg|600px|thumb|none|The ZiP .22 with the 50-round ProMag Ruger 10/22 drum magazine equipped. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 hiphold.jpg|600px|thumb|none|Holding the ZiP .22 at the hip. The weapon's infamously poor ergonomics pose little issue when your hands are cuboids, apparently. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 leftside.jpg|600px|thumb|none|Inspecting the left side of the boxy pistol. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 rightside.jpg|600px|thumb|none|The right side, which gives a good view of the weapon's ejection port. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 ADS.jpg|600px|thumb|none|Aiming down the ZiP .22's iron sights. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 ADS2.jpg|600px|thumb|none|One-handing the pistol. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 firing .jpg|600px|thumb|none|Firing the ZiP .22. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 reload1.jpg|600px|thumb|none|Removing an (untextured) empty magazine from the ZiP .22. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 reload2.jpg|600px|thumb|none|Inserting a new 10-round box. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 reload3.jpg|600px|thumb|none|Charging the weapon. This is done, as in real life, by sticking one's fingers in front of the barrel of the loaded firearm to pull a plunger. Safety! ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 ratshot.jpg|600px|thumb|none|Firing the ZiP .22 with the &amp;quot;Ratshot&amp;quot; mod equipped. Note the black tracers. ]]&lt;br /&gt;
&lt;br /&gt;
==Walther GSP Expert==&lt;br /&gt;
The [[Walther GSP Expert]] was added in June 2021 as part of update 5.6.3 (Pacific Cold Front Update Part 1) and is unlocked at rank 131. Despite being chambered in .22 LR, it incorrectly has the larger charging handle of the .32 S&amp;amp;W Long version of the GSP (also sometimes known as the GSP-C, for 'centerfire'). The GSP performs similarly to a magazine-fed version of the Serbu GB-22, providing a one-shot kill on headshot at the cost of very poor bodyshot damage. The GSP's 5-round magazine offers much more flexibility against multiple targets (or when one misses a shot or two) than the GB-22, but the GSP can only score a 1SK to the head up to 65 studs (60 feet) while the GB-22 can do it at any range. A number of unique modifications are available for the GSP Expert, including a barrel weight, which decreases felt recoil at the expense of walkspeed, a .32 Smith &amp;amp; Wesson Long conversion, and a .22 Ratshot conversion. &lt;br /&gt;
[[File:Walther_gsp_expert.jpg|thumb|none|350px|Walther GSP Expert - .22 LR. This image appears to be the reference photo for the in-game model.]]&lt;br /&gt;
[[File:PhantomForces GSP model.jpg|600px|thumb|none|''A single-action, precision targetshooting pistol made in Germany. It was introduced on the world market in 1968 and was chambered for .22 Long Rifle.'']]&lt;br /&gt;
[[File:PhantomForces GSP barrelweightmod.jpg|600px|thumb|none|The Walther GSP Expert with the &amp;quot;Barrel Weight&amp;quot; mod equipped. ]]&lt;br /&gt;
[[File:PhantomForces GSPC.jpg|600px|thumb|none|The GSP converted to fire .32 S&amp;amp;W Long, complete with a 10-round magazine. ]]&lt;br /&gt;
[[File:PhantomForces GSP hiphold.jpg|600px|thumb|none|The player holds the Walther GSP at the hip. ]]&lt;br /&gt;
[[File:PhantomForces GSP leftside.jpg|600px|thumb|none|The left side of the target pistol. ]]&lt;br /&gt;
[[File:PhantomForces GSP rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:PhantomForces GSP ADS.jpg|600px|thumb|none|Aiming down the GSP's iron sights. ]]&lt;br /&gt;
[[File:PhantomForces GSP ADS2.jpg|600px|thumb|none|The GSP's alternate aim mode, which is (refreshingly) ''not'' a gangsta-hold! ]]&lt;br /&gt;
[[File:PhantomForces GSP reload1.jpg|600px|thumb|none|Swapping magazines. Unlike almost every other weapon in the game, the GSP's empty magazine is retained by the player. ]]&lt;br /&gt;
[[File:PhantomForces GSP reload2.jpg|600px|thumb|none|Chambering a round. Note the ejected cartridge case, as the GSP (for whatever reason) does not appear to automatically eject the final bullet in the magazine. ]]&lt;br /&gt;
[[File:PhantomForces GSP ratshot1.jpg|600px|thumb|none|Firing a round from the GSP with the &amp;quot;GSP Ratshot&amp;quot; mod equipped. ]]&lt;br /&gt;
[[File:PhantomForces GSP ratshot2.jpg|600px|thumb|none|Ratshot's low chamber pressure turns the GSP into the world's most unwieldy bolt-action shotgun. Hooray? ]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
Revolvers make up their own category of secondary weapons in ''Phantom Forces'' and are available to all classes. Most revolvers have access to a &amp;quot;speedloader&amp;quot; modification, which speeds up reload times when reloading from an empty cylinder at the cost of slowing down partial reloads. &lt;br /&gt;
&lt;br /&gt;
==Mateba Model 6 Unica==&lt;br /&gt;
The [[Mateba Model 6 Unica]] was added in September 2018 (update 3.13.0) and is unlocked at rank 29. Appearing as the &amp;quot;Mateba 6&amp;quot;, it is chambered in .44 Magnum and equipped with a 5&amp;quot; barrel. The Model 6 Unica has the joint highest firerate (600 RPM) but shortest effective range in-class, which allows for very quick follow-up shots, especially in close-quarters. Unique modifications for this revolver include a 3&amp;quot; &amp;quot;snubnose&amp;quot; barrel, an 8&amp;quot; &amp;quot;cowboy&amp;quot; barrel, and .44 Special ammunition. &lt;br /&gt;
&lt;br /&gt;
[[File:matebamodel6_5inch.jpg|thumb|none|350px|Mateba Model 6 Unica, 5&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:Mateba PhantomForces loadout.jpg|601px|thumb|none|''An Italian semi-automatic revolver. High close-in damage with better ranged performance, fast drop-off, fast rate of fire and unusual recoil.&lt;br /&gt;
'']]&lt;br /&gt;
[[File:PhantomForces Mateba 3in.jpg|601px|thumb|none|The Model 6 Unica with the &amp;quot;Snubnose&amp;quot; attachment equipped, which gives the revolver a puny 3&amp;quot; barrel. More agile, but less effective at range. ]]&lt;br /&gt;
[[File:PhantomForces Mateba 8in.jpg|600px|thumb|none|The Model 6 Unica with the 8&amp;quot; &amp;quot;Cowboy Barrel&amp;quot; modification attached. More damage at range, worse handling. ]]&lt;br /&gt;
[[File:Mateba PhantomForces hip.jpg|601px|thumb|none|Holding the &amp;quot;Mateba 6&amp;quot; on the vertigo-inducing Elevation map.]] &lt;br /&gt;
[[File:Mateba PhantomForces inspect1.jpg|601px|thumb|none|Inspecting the left side of the Italian semi-automatic revolver.]]&lt;br /&gt;
[[File:Mateba PhantomForces inspect2.jpg|601px|thumb|none|No, that wasn't a typo. The Model 6 Unica's upper frame actually recoils slightly after firing, cocking the hammer and indexing the cylinder. The result? Semi-automatic fire! ]]&lt;br /&gt;
[[File:Mateba PhantomForces ADS.jpg|601px|thumb|none|Aiming down the Unica's simple glow sights. ]]&lt;br /&gt;
[[File:PhantomForces Mateba firing.jpg|600px|thumb|none|Firing the revolver. Note that the muzzle flash appears near the bottom of the weapon's frame, which is actually not an error; to reduce muzzle climb, the Mateba Model 6 fires from the bottom chamber in the cylinder as opposed to the top cylinder like most other revolvers. ]]&lt;br /&gt;
[[File:Mateba PhantomForces reload1.jpg|601px|thumb|none|Grabbing the cylinder of the revolver to swing it out for reloading.]]&lt;br /&gt;
[[File:Mateba PhantomForces reload2.jpg|601px|thumb|none|Smacking the Model 6's ejector.]]&lt;br /&gt;
[[File:PhantomForces Mateba reload3.jpg|600px|thumb|none|Inserting an invisible speedloader worth of .44 Magnum. ]]&lt;br /&gt;
[[File:PhantomForces Mateba reload3alt.jpg|600px|thumb|none|Equipping the &amp;quot;Speedloader&amp;quot; attachment causes the player to actually use a speedloader when reloading the Mateba, although the animation is otherwise unchanged. ]]&lt;br /&gt;
[[File:PhantomForces Mateba reload4.jpg|600px|thumb|none|Closing the cylinder with a snap of the wrist. Considering the rarity (and price) of Mateba revolvers, this is a dubious decision at best. ]]&lt;br /&gt;
&lt;br /&gt;
==MP-412 REX==&lt;br /&gt;
The [[MP-412 REX]] was added during the game's Alpha and is unlocked at rank 4. The REX features a 6&amp;quot; barrel in its default configuration, which is most likely a reference to the revolver's depiction in ''[[Battlefield: Bad Company 2]]'', and it incorrectly has the ability to mount a flash hider attachment, which not work in real life due to the cylinder gap. The MP-412 REX performs similarly to the Unica, serving as a &amp;quot;jack-of-all-trades&amp;quot; revolver with a high firerate and low minimum range. The REX has a few unique modifications, including &amp;quot;Snubnose&amp;quot; and &amp;quot;Cowboy&amp;quot; barrels and .38 Special ammunition. &lt;br /&gt;
[[Image:Mp-412-1.jpg|thumb|none|350px|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[File:PhantomForces REX model.jpg|600px|thumb|none|''A break-open revolver prototype from Russia intended for export. High close-in damage and headshot multiplier with low ranged damage and a fast rate of fire.'']]&lt;br /&gt;
[[File:PhantomForces REX modelshort.jpg|600px|thumb|none|The REX with the 4&amp;quot; &amp;quot;Snubnose&amp;quot; barrel attachment, which emulates the revolver's real-life appearance. ]]&lt;br /&gt;
[[File:PhantomForces REX modellong.jpg|600px|thumb|none|The MP-412's long barrel made ''even longer'' with the 8&amp;quot; &amp;quot;Cowboy Barrel&amp;quot; attachment. ]]&lt;br /&gt;
[[File:PhantomForces REX hiphold.jpg|600px|thumb|none|Brandishing the REX while looking out towards the horizon. ]]&lt;br /&gt;
[[File:PhantomForces REX leftside.jpg|600px|thumb|none|The left side of the Russian revolver. ]]&lt;br /&gt;
[[File:PhantomForces REX rightside.jpg|600px|thumb|none|The right side. The weapon's long barrel is made very apparent. ]]&lt;br /&gt;
[[File:PhantomForces REX ADS.jpg|600px|thumb|none|Aiming down the REX's iron sights, which have been made luminous with the addition of some red paint. ]]&lt;br /&gt;
[[File:PhantomForces REX firing.jpg|600px|thumb|none|Firing the revolver. Although it has high recoil, its recovery is actually pretty good (as long as you don't fire it too fast). ]]&lt;br /&gt;
[[File:PhantomForces REX reload1.jpg|600px|thumb|none|Breaking open the REX for reloading. All 6 rounds always appear unfired, and the automatic ejector does not appear to move when the gun is opened. ]]&lt;br /&gt;
[[File:PhantomForces REX reload2.jpg|600px|thumb|none|Inserting an imaginary speedloader of .357 Magnum. ]]&lt;br /&gt;
[[File:PhantomForces REX reload2alt.jpg|600px|thumb|none|When the &amp;quot;Speedloader&amp;quot; attachment is equipped, the player will utilize speedloaders, which (despite leaving the actual animation unchanged) drastically speed up reloading when all six rounds in the cylinder have been fired.]]&lt;br /&gt;
[[File:PhantomForces REX reload3.jpg|600px|thumb|none|Closing the gun with the offhand, a departure from the action-movie wrist flick sometimes seen in other pieces of media. ]]&lt;br /&gt;
&lt;br /&gt;
==Remington 1858 New Army==&lt;br /&gt;
The [[Remington 1858 New Army]] was added in January 2018 (update 3.4.0) and is unlocked at rank 58. It has a brass frame and is reloaded by swapping cylinders, giving the New Army a surprisingly fast reload (for a revolver). The 1858 New Army can neutralize an enemy with a single headshot out to a surprisingly long range and has rather controllable recoil, but it also has lots of drawbacks. These include a slow firerate, low muzzle velocity, and hard-to-use iron sights. The 1858 New Army can be modified to use either an extremely short 3&amp;quot; barrel or an extended 12&amp;quot; barrel. It also features a &amp;quot;.36 Caliber&amp;quot; conversion, which transforms the pistol into the Remington 1858 Navy, and &amp;quot;Snakeshot&amp;quot; ammunition, which allows the 1858 to function as a compact scattergun. &lt;br /&gt;
[[File:Remington1858brassframe.jpeg|thumb|none|350px|Remington 1858 New Army with brass frame - .44 ball]]&lt;br /&gt;
[[File:PhantomForces 1858 model.jpg|600px|thumb|none|''A vintage American ball-and-cap revolver with black powder rounds, fires in single-action with a slow rate of fire, excellent ranged performance, and the ability to fan-fire at high speed.'']]&lt;br /&gt;
[[File:1858 3 inch.jpg|350px|thumb|none|Remington 1858 New Army with 3&amp;quot; barrel - .44 ball]]&lt;br /&gt;
[[File:PhantomForces 1858 3inch.jpg|600px|thumb|none|The 1858 New Army with an almost comically short 3&amp;quot; barrel. Much faster to draw and aim but harder to use at range.]]&lt;br /&gt;
[[File:1858 12 inch.jpg|350px|thumb|none|Remington 1858 New Army with 12&amp;quot; barrel - .44 ball]]&lt;br /&gt;
[[File:PhantomForces 1858 12inch.jpg|600px|thumb|none|The 1858 New Army with an extremely long 12&amp;quot; barrel. Better damage at range and improved muzzle velocity but worse handling.]]&lt;br /&gt;
[[File:PhantomForces 1858 hip.jpg|600px|thumb|none|Holding the vintage revolver at the hip. The New Army is technically the oldest gun in-game, although the in-game weapon appears to be a modern reproduction.]]&lt;br /&gt;
[[File:PhantomForces 1858 leftside.jpg|600px|thumb|none|Taking a look at the left side of the black powder revolver.]]&lt;br /&gt;
[[File:PhantomForces 1858 rightside.jpg|600px|thumb|none|The other side.]]&lt;br /&gt;
[[File:PhantomForces 1858 ADS.jpg|600px|thumb|none|One-handing the 1858 while aiming down its iron sights. This was, after all, the style of the time. ]]&lt;br /&gt;
[[File:PhantomForces 1858 ADS2.jpg|600px|thumb|none|The 1858's alternate aim mode is, of course, a fan-fire. This increases its firerate from an OK 190 RPM to an impressive 350 RPM.]]&lt;br /&gt;
[[File:PhantomForces 1858 cockhammer.jpg|600px|thumb|none|Pulling back on the New Army's hammer after firing a shot. It is done, in an incredible feat of dexterity, with one hand, although it's hard to judge seeing as the player lacks thumbs.]]&lt;br /&gt;
[[File:PhantomForces 1858 reload1.jpg|600px|thumb|none|Reloading the 1858 New Army is a multi-step process, although it is nowhere near as complex as inserting individual powder charges, projectiles, and percussion caps. To begin, the player cranks down on the reloading lever.]]&lt;br /&gt;
[[File:PhantomForces 1858 reload2.jpg|600px|thumb|none|This allows them to flick away the empty cylinder.]]&lt;br /&gt;
[[File:PhantomForces 1858 reload3.jpg|600px|thumb|none|A new (full) cylinder is then inserted...]]&lt;br /&gt;
[[File:PhantomForces 1858 reload4.jpg|600px|thumb|none|...and the reloading lever is returned to its rightful home. This is followed by a quick pull of the hammer. Notably absent is any interaction with the cylinder axis pin; on the real revolver, this has to be pulled forward to allow removal of the cylinder (and pushed back in to lock a new one in place).]]&lt;br /&gt;
===Remington 1858 Navy===&lt;br /&gt;
Equipping the 1858 New Army with the &amp;quot;.36 Caliber&amp;quot; ammunition conversion transforms it into the Remington 1858 Navy. This improves its firerate and muzzle velocity but reduces its damage. &lt;br /&gt;
[[File:1858 Navy.jpg|350px|thumb|none|Remington 1858 Navy - .36 ball]]&lt;br /&gt;
[[File:PhantomForces 1858 Navy.jpg|600px|thumb|none|The Remington 1858 Navy as it appears in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Redhawk==&lt;br /&gt;
The [[Ruger Redhawk]] was added in June 2019 (update 4.5b) and is unlocked at rank 83. Firing .44 Magnum, the Redhawk deals high damage per shot (especially on headshot) but has high recoil, incentivizing single, accurate shots. The Redhawk has several unique modifications. Two of these modify the revolver's barrel, those being a 2.7&amp;quot; &amp;quot;snubnose&amp;quot; barrel and a very long &amp;quot;cowboy barrel&amp;quot; modeled after the [[Smith &amp;amp; Wesson Model 629 Stealth Hunter]]'s barrel. The Redhawk also has access to the so-called KAC shoulder stock, which is taken from the game's [[Knight's Armament Revolver Rifle]] model (which is itself based on an airsoft reimagining of the revolver carbine with custom wooden furniture), and a .45 Long Colt conversion, which vastly increases the revolver's damage at the cost of restricting it to single-action only. &lt;br /&gt;
[[Image:RugerRedhawk.jpg|thumb|none|350px|Ruger Redhawk with stainless steel finish and 5.5&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:PhantomForces Redhawk model.jpg|600px|thumb|none|''A traditional American revolver. Very high damage overall with a slow rate of fire and strong muzzle flip.'']]&lt;br /&gt;
[[File:Redhawksnub.jpg|350px|thumb|none|Ruger Redhawk with stainless steel finish, unfluted 8-shot cylinder and snub-nose 2.7&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:PhantomForces Redhawk modelsnub.jpg|600px|thumb|none|The snubnosed Redhawk as it appears in-game. ]]&lt;br /&gt;
[[File:S&amp;amp;W M629 Stealth Hunter.jpg|350px|thumb|none|Smith &amp;amp; Wesson Model 629 Stealth Hunter, for comparison - .44 Magnum‎]]&lt;br /&gt;
[[File:PhantomForces Redhawk longbarrel.jpg|600px|thumb|none|The Redhawk fitted with the 629 Stealth Hunter-inspired &amp;quot;cowboy barrel&amp;quot;. ]]&lt;br /&gt;
[[File:KACSRR Airsoft.jpg|350px|thumb|none|Knight's Armament Revolver Rifle Airsoft replica with custom wooden foreend and stock]]&lt;br /&gt;
[[File:PhantomForces Redhawk stock.jpg|600px|thumb|none|The Redhawk with the &amp;quot;KAC Stock&amp;quot; and aforementioned long barrel equipped. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk hip.jpg|600px|thumb|none|First-person view of a player using the Redhawk. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk leftside.jpg|600px|thumb|none|Taking a look at the left side of the magnum revolver... ]]&lt;br /&gt;
[[File:PhantomForces Redhawk rightside.jpg|600px|thumb|none|...and the right side. ''Powerful enough to blow your head clean off...'' ]]&lt;br /&gt;
[[File:PhantomForces Redhawk ADS.jpg|600px|thumb|none|Aiming down the Redhawk's iron sights, which are rather clear. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk firing.jpg|600px|thumb|none|Putting a .44 caliber hole in the concrete across the way with the Redhawk. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk reload1.jpg|600px|thumb|none|After firing six shots (or was it five?) the Redhawk has to be reloaded, no surprises there. This begins with the player grabbing the cylinder to swing it out. The animation does not appear to show the player operating the cylinder release, meaning that this is done with pure brute strength (and most likely breaks the revolver). ]]&lt;br /&gt;
[[File:PhantomForces Redhawk reload2.jpg|600px|thumb|none|Smacking the ejector to free the spent casings. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk reload3.jpg|600px|thumb|none|Inserting a not-speedloader of fresh rounds. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk speedloader.jpg|600px|thumb|none|The speedloader reappears, courtesy of the &amp;quot;Speedloader&amp;quot; modification. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk reload4.jpg|600px|thumb|none|Flicking the cylinder closed. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk 45lc.jpg|600px|thumb|none|With the .45 Long Colt conversion equipped, the Redhawk must be manually re-cocked after every shot. As with the 1858 New Army, the animation is somewhat scuffed, although this can be excused by the player's lack of thumbs.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Toy Gun&amp;quot;===&lt;br /&gt;
The Redhawk model is also the basis for the &amp;quot;Toy Gun&amp;quot;, a melee weapon that can be obtained by rolling a Legendary on a case. Although a melee weapon, it can fire darts, which are fired after swinging the weapon to attack, inspecting it, or spotting enemies with it; these do not interact with the world, passing through walls, dealing no damage to players, and are deleted shortly after leaving the barrel. The weapon can fire an infinite number of darts. Aside from the texture, the only difference the Toy Gun has from the regular Redhawk is the barrel. The design of the Toy Gun is more akin to a cap gun than a dart blaster, as it has no room for an air compressor or spring-loaded priming mechanism, and its barrel is completely solid; this is most likely the result of it being made out of the model for a real revolver.&lt;br /&gt;
[[File:PhantomForces ToyGun.jpg|350px|thumb|none|Official render of the Toy Gun as it appears in-game. ]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Judge==&lt;br /&gt;
The [[Taurus Judge]] is unlocked at rank 113 and is chambered in .410 bore. It fires half the regular amount of pellets for buckshot in-game, 4 instead of 8. Like all shotguns, it can be modified to use flechette, birdshot or slug ammunition. &lt;br /&gt;
[[Image:TaurusJudge.jpg|thumb|none|350px|Taurus Judge - .45 Long Colt/.410 Bore]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Raging Judge==&lt;br /&gt;
The [[Taurus Raging Judge]] is unlocked at rank 137 and is called the &amp;quot;Executioner&amp;quot;. It has access to a longer barrel and a stock.&lt;br /&gt;
[[File:Taurus Raging Judge.jpg|thumb|none|350px|Taurus Raging Judge - .454 Casull]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==ASMI==&lt;br /&gt;
The [[ASMI]] is unlocked at rank 97.&lt;br /&gt;
[[File:Asmi.jpg|thumb|none|450px|ASMI - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Coharie Arms MP-10==&lt;br /&gt;
The [[Special Weapons MP-10 and SP-10|Coharie Arms MP-10]] is unlocked at rank 66. It has an integral flashlight, making it the brightest weapon in the game as it can attach 3 other flashlights (1 in the &amp;quot;Other&amp;quot; category, 1 in the underbarrel category and a Maglite flashlight in the optics category). The &amp;quot;Flashlight Off&amp;quot; attachment disables the flashlight, but it counts as an attachment in the &amp;quot;Other&amp;quot; category, so turning it off means you cannot equip anything else in the &amp;quot;Other&amp;quot; category.&lt;br /&gt;
[[File:Coharie MP-10light.jpg|thumb|none|450px|Coharie MP-10 with UMP stock and weaponlight - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 633==&lt;br /&gt;
The [[Colt 9mm Submachine Gun|Colt Model 633]] appears as the &amp;quot;Colt SMG 633&amp;quot;. Before the June 4th 2020 update, it was incorrectly called the &amp;quot;Colt SMG 635&amp;quot;. It is unlocked at rank 49.&lt;br /&gt;
[[File:Model 633 SMG DOE.jpg|thumb|none|450px|Colt Model 633 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 635===&lt;br /&gt;
The [[Colt 9mm Submachine Gun|Colt Model 635]] can be made by equipping the Long Barrel attachment to the &amp;quot;Colt SMG 633&amp;quot;.&lt;br /&gt;
[[Image:Colt-9mm--SMG.jpg‎|thumb|450px|none|Colt Model 635 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K7==&lt;br /&gt;
The [[Daewoo K7]] is unlocked at rank 84. It (correctly) fires very fast, at 1100 RPM, and can unusually accept muzzle attachments, unlike other integrally suppressed weapons in-game. The ability to mount a muzzle brake or compensator has real life precedence, as the [[Barrett M107]] has a proprietary suppressor that allows other muzzle attachments to be used in tandem with the suppressor. However, the use on the 9mm K7 is questionable, as not enough gas would make it through the suppressor in order for the muzzle attachments to function properly, and the 9mm cartridge has very little recoil.&lt;br /&gt;
[[File:DAEWOO K7.jpg|thumb|none|450px|Daewoo K7 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is unlocked at rank 24. Its firing sound is taken from ''[[Call of Duty 4: Modern Warfare]]'', and its reload sounds are from ''COD4'' and ''[[Counter-Strike: Global Offensive]]''.&lt;br /&gt;
[[Image:FN P90 Triple Rail (TR).jpg|thumb|450px|none|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:Pfp90-1.jpg|thumb|none|600px|The P90 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A2]] is unlocked at rank 40 and is simply called &amp;quot;MP5&amp;quot;. Weirdly, the weapon has a higher bullet velocity than the MP7, despite it being the other way round in real life. The ironsights are removed when attaching optics. When reloading, the character does not lock the bolt back, which in real life would make inserting the new magazine very difficult.&lt;br /&gt;
[[Image:H&amp;amp;KMP5A2WideForearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] is unlocked by default. It has the ability to attach muzzle attachments, meaning the weapon is likely modified with a SP5K barrel, which can accept muzzle attachments. The weapon has a stock attachment and a 10mm Auto conversion. Underbarrel grips replace the default foregrip, which provides no statistical benefit. Like the other MP5s, the character does not lock the bolt back, which in real life would make inserting the new magazine very difficult. &lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Pfmp5k-1.jpg|thumb|none|600px|The MP5K in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5SD]] is unlocked at rank 60, simply called &amp;quot;MP5SD&amp;quot;. It has a long barrel attachment, which is its only barrel/muzzle attachment due to the nature of an integrally suppressed weapon. The suppressor cannot be removed, unlike other integrally suppressed weapons in-game.&lt;br /&gt;
[[File:HK-MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5/10==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5/10]] is unlocked at rank 74. The magazine is slightly longer than it should be.&lt;br /&gt;
[[File:MP5-10-retractable.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5/10 with 3-round burst trigger group and retractable stock - 10x25mm Auto]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is unlocked at rank 9, simply called &amp;quot;MP7&amp;quot;. Despite having a 40 round magazine, it only holds 30. The extended magazine attachment increases it to 40 rounds. With the joke &amp;quot;Loudener&amp;quot; attachment, the sound is similar to the ''[[Half-Life 2]]'' MP7.&lt;br /&gt;
[[File:MP7 40rdmag.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight - 4.6x30mm]]&lt;br /&gt;
[[File:Pfmp7-1.jpg|thumb|none|600px|The MP7 in the loadout menu. The grip is slightly too straight compared to the real weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is unlocked at rank 5, making it the second &amp;quot;PDW&amp;quot; players unlock. The weapon has a sole underbarrel RIS rail, instead of the tri-rail setup seen in the picture below. Its reload sounds are from ''[[Call of Duty: Modern Warfare 2]]'' and ''[[Counter-Strike: Global Offensive]]''.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with RIS rail - .45 ACP]]&lt;br /&gt;
[[File:Pfump-1.jpg|thumb|none|600px|The UMP in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch UMP40===&lt;br /&gt;
The .40 S&amp;amp;W conversion turns the gun into the [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch UMP40]].&lt;br /&gt;
[[File:UMP40.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP40 with RIS rail - .40 S&amp;amp;W]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi==&lt;br /&gt;
The [[IMI Micro Uzi]] is classed as a machine pistol and is unlocked at rank 68. When using a optic, the charging handle is replaced by a vaguely Uzi Pro looking charging handle, which extends out to the left. By default, it has no stock, but it can be put on with the &amp;quot;Extended Stock&amp;quot; attachment. Some of its reload sounds are taken from ''[[Call of Duty 4: Modern Warfare]]'''s Mini Uzi.&lt;br /&gt;
[[File:MicroUzi-2.jpg|thumb|none|350px|IMI Micro Uzi - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] is unlocked at rank 77, with 25 round magazines. There are a few unusual things with this weapon - the bolt is not closed after the last shot and the rear iron sight is cut down. There are a few ammunition conversions, namely .22 LR and .45 ACP, the latter of which uses the same magazine model as the [[M3A1 &amp;quot;Grease Gun&amp;quot;]]. The M3 magazine is compatible with the Uzi in real life by using a conversion kit by Vector Arms. It uses the same reload sounds as the Micro Uzi.&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|450px|IMI Uzi - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95==&lt;br /&gt;
The [[IWI X95]] is called the &amp;quot;X95 SMG&amp;quot; and is unlocked at rank 115. Interestingly, the X95 uses 32 round Uzi magazines, but the Uzi in-game only has 25 round magazines, despite a model existing for 32 rounders.&lt;br /&gt;
[[File:IWI X95 9mm.jpg|thumb|none|450px|IWI X95 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I [[KRISS Vector]] is unlocked at rank 100. It has Diamondhead backup iron sights, a 2 round burst mode and a light grey frame and stock. Incorrectly, the charging handle slides completely backward when being cocked. In real life, it pivots to the side at a 90-degree angle and only slightly slides backward.&lt;br /&gt;
[[File:KRISS Vector.jpg|thumb|none|450px|KRISS USA Gen I Vector - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==M1928 Thompson==&lt;br /&gt;
An [[M1928 Thompson]] is unlocked at rank 121, referred to as &amp;quot;Tommy Gun&amp;quot;, with a 20 round magazine by default, the rear sight is that of the M1 Thompson and there is no Cutts compensator. The weapon has 5 unique attachments - the Lyman sights of the M1921, the M1928A1 handguard (which changes the name to &amp;quot;Thompson&amp;quot;), the 30 round magazine and the 50 round drum. The final attachment is a conversion to the &amp;quot;Annihilator&amp;quot; prototype, which makes the weapon fire at 1500 RPM. This conversion is called the &amp;quot;M1919 Conversion&amp;quot;, which is incorrect, as the M1919 did not fire this quickly. The &amp;quot;Typewriter&amp;quot; admin-only M1928 has the 100 round drum.&lt;br /&gt;
[[File:M1928.jpg|thumb|none|450px|M1928 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[Image:Colt 1921A Thompson.jpg|thumb|none|450px|Colt M1921A Thompson with 20-round magazine and no Cutts compensator - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==M3A1 &amp;quot;Grease Gun&amp;quot;==&lt;br /&gt;
A black [[M3A1 &amp;quot;Grease Gun&amp;quot;]] is unlocked at rank 71. While in the Test Place, it was grey, like the real weapon.&lt;br /&gt;
[[Image:Grease3 2.jpg|thumb|none|450px|M3A1 &amp;quot;Grease Gun&amp;quot; - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
The [[MAC-10]] is unlocked at rank 23, chambered in .45 ACP with 30 round M3A1 magazines. There is a 9x19mm conversion option, an extended stock and the Sionics Suppressor, as well as the [[TEC-9]] extended barrel, which makes the weapon appear as if it has come from ''[[Talk:Call_of_Duty:_Black_Ops_Cold_War#TEC-9_barrel_.26_shroud|BOCW]]''. Due to the small size, the player holds it like a pistol, with both hands on the grip. The alternate aim mode has the gun held sideways, &amp;quot;gangster&amp;quot; style. This is shared with every pistol except the Desert Eagles. When using optics, they are mounted on a raised rail, so as not to obstruct the bolt, and the angled grip attachment clips into the trigger. &lt;br /&gt;
&lt;br /&gt;
The reload sounds are the same as the Uzis above, which were partially taken from ''[[Call of Duty 4: Modern Warfare]]''.&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|350px|none|Ingram MAC-10 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Pfmac10-1.jpg|thumb|none|600px|The MAC-10 in the loadout menu.]]&lt;br /&gt;
[[Image:Ingram-mac10_new.jpg|thumb|350px|none|MAC-10 with Sionics two-stage suppressor - .45 ACP]]&lt;br /&gt;
[[Image:Ingram MAC 10.jpg|thumb|none|350px|MAC-10 with detachable barrel extension - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] is unlocked at rank 108. &lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|450px|MP40 with brown bakelite lower receiver - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] chambered in 9x19mm is unlocked at rank 105. It has the smooth magazine of the Bizon-1, and a correct 53 round capacity. The weapon has a 64 round 9x18mm conversion.&lt;br /&gt;
&lt;br /&gt;
The in-game description contains the quote &amp;quot;Kept ya waiting, huh?&amp;quot; which references a trademark line of the character Snake from the video game series ''[[Metal Gear]]''. It is also a nod to the long wait players had before this weapon was finally added to the game.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov. Image used to show the smooth magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-2000==&lt;br /&gt;
The [[PP-2000]] is unlocked at rank 42.&lt;br /&gt;
[[File:Pp-2000_1.jpg|thumb|none|450px|PP-2000 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] with the 71 round drum is unlocked at rank 92. Due to the barrel shroud, grips are mounted on the side of the drum magazine, which is plainly ridiculous. The 35 round magazine is unlockable as an attachment. Like the UMP-45, it reuses the reloading sounds from the ''MW2'' and ''CS:GO'' UMP-45, with the charging handle sound of the AK-12.&lt;br /&gt;
[[File:PPSH-01-SMG.jpg‎|thumb|none|450px|PPSh-41 with 71-round drum- 7.62x25mm Tokarev]]&lt;br /&gt;
&lt;br /&gt;
==Sa vz. 61 Skorpion==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] is unlocked at rank 87, classed as a machine pistol. Like the Micro Uzi, the extended stock attachment is unlocked by default. The stock also extends when using an attachment in the &amp;quot;Other&amp;quot; category, but it provides no statistical advantage. Ironsights from other weapons cannot be attached, and any optics are mounted on the barrel due to the upwards ejection of the Skorpion. It has a snake/ratshot conversion, which renames the weapon to &amp;quot;vz.61-E&amp;quot;. Weirdly, there is also a 50 round rubber pellets conversion.&lt;br /&gt;
[[File:CZ_Vz.61.jpg|thumb|none|350px|Sa vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
&lt;br /&gt;
===Sa vz. 82 Skorpion===&lt;br /&gt;
The 9x18mm Makarov conversion turns the weapon into the [[Sa. Vz. 82 Skorpion]], but it still has the wood pistol grip.&lt;br /&gt;
[[Image:Scorpion SA Vz 82.jpg|350px|thumb|none|Sa vz. 82 Skorpion - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==Sterling L2A3==&lt;br /&gt;
The [[Sterling L2A3]] is unlocked at rank 53, with a 34 round magazine. It incorrectly tracks a round in the chamber, despite not being a closed bolt gun in reality. The player uses the magazine as a grip, which could result in malfunctions and breakages in real life. When attaching the EOTech XPS2 sight, it is not mounted on a rail, instead it is attached via knockoff Spongebob-themed tape.&lt;br /&gt;
[[Image:Sterling-Mk-4.jpg|thumb|none|450px|Sterling L2A3 (Mk.4) - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] is unlocked at rank 80 and is called the &amp;quot;AUG A3 Para&amp;quot;. It has a Coyote Brown frame. It originally had a 25 round magazine, with a 32 round magazine attachment, but now the default magazine is the 32 rounder. &lt;br /&gt;
[[Image:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
All shotguns have access to alternate ammo types. 8-pellet buckshot is the default, while 8-dart flechette ammo, 6-pellet rubber pellet ammo, 16-pellet &amp;quot;birdshot&amp;quot; (16-pellet shotgun shells would actually be considered buckshot in reality) and slug rounds are all available as attachments. The pellet counts are the same as the ones stated here, unless specifically mentioned otherwise.&lt;br /&gt;
&lt;br /&gt;
==AA-12 CQB==&lt;br /&gt;
The [[AA-12|AA-12 CQB]] is unlocked at rank 112. It has access to a 20 round drum, but alternate ammo types cannot be used while using the drum. The model has brown patches on the trigger and handguard, and it lacks a trigger. It can be converted to semi-auto fire and a long rail mount is used when sights are equipped. However, the Generation 1 charging handle is used instead of the Gen 2 when certain optics are equipped. Due to this game's fairly realistic shotgun ranges (i.e. more than 3 feet), the 20 round full-auto AA-12 is one of the most overpowered weapons in the game. For whatever reason, you can nerf it yourself by making it semi-auto only with the correct attachment.&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|450px|none|MPS AA-12 CQB - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===AA-12===&lt;br /&gt;
The &amp;quot;Long Barrel&amp;quot; attachment turns the CQB into a regular-length [[AA-12]].&lt;br /&gt;
[[Image:AA12FullAutoShotGun.jpg|thumb|450px|none|MPS AA-12 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Beretta DT11==&lt;br /&gt;
The [[Over/Under Shotgun|Beretta DT11]] is unlocked at rank 133. As a competition shotgun focused almost exclusively on long-range engagements, the Beretta DT11 is one of the more unique shotguns available in-game due to its extremely tight choke and abnormally low damage per pellet. The player has access to a variety of modifications for the DT11, including sawn-off barrels of multiple lengths (which increase damage and spread while decreasing reload time), multiple types of stock to help manage recoil, and a few unique 12 gauge ammunition types available only to the DT11, including #000 Buckshot, which drastically increases damage and recoil while decreasing pellet count, a 3 1/2&amp;quot; shell, which significantly increases pellet velocity, and a bolo round, which has unique &amp;quot;damage rampup&amp;quot;, causing it to deal more damage the further it travels. Despite these advantages, the DT11, as a double-barreled shotgun, only has access to two rounds before it must be reloaded, which, coupled with its tight spread, demands precision from the player. &lt;br /&gt;
[[File:DT-11.jpg|thumb|none|450px|Beretta DT11 - 12 gauge]]&lt;br /&gt;
[[File:DT11 PhantomForces loadout.jpg|600px|thumb|none|The DT11 as it appears in Phantom Forces. Hey, this doesn't look like an Olympic target shooting match...]]&lt;br /&gt;
[[File:DT11 PhantomForces loadout shorty.jpg|600px|thumb|none|Ditto, with the weapon having been horrifically shortened. It's not like this is a $10,000 shotgun or anything.]]&lt;br /&gt;
[[File:DT11 PhantomForces hip.jpg|600px|thumb|none|The Beretta DT11, as seen from a first-person view. Who's ready to take down some clays?]]&lt;br /&gt;
[[File:DT11 PhantomForces ads1.jpg|600px|thumb|none|The DT11's iron sights, which are as expected from a competition shotgun; sleek and simple.]]&lt;br /&gt;
[[File:DT11 PhantomForces ads2.jpg|600px|thumb|none|The DT11's first alternate ADS mode, which it shares with other shotguns.]]&lt;br /&gt;
[[File:DT11 PhantomForces adsalt2.jpg|600px|thumb|none|The DT11's second alternate ADS mode. Wrong kind of double-barrel for that kind of work, buster, but you're on the right track.]]&lt;br /&gt;
[[File:DT11 PhantomForces inspect.jpg|600px|thumb|none|Inspecting the DT11 in-game.]]&lt;br /&gt;
[[File:DT11 PhantomForces reload1.jpg|600px|thumb|none|Ejecting a spent shell from the DT11, a process made simple by the weapon's automatic ejectors. Eat your heart out, Stevens.]]&lt;br /&gt;
[[File:DT11 PhantomForces reload2.jpg|600px|thumb|none|Replacing said shell with a fresh one, a process that the cube-handed player character performs with surprising dexterity.]]&lt;br /&gt;
[[File:DT11 PhantomForces sportingstock.jpg|600px|thumb|none|The DT11, when equipped with the &amp;quot;sporting stock&amp;quot; mod, becomes the DT11 ACS (All-Competition Shotgun).]]&lt;br /&gt;
[[File:DT11 PhantomForces olympianstock.jpg|600px|thumb|none|What was once a boring old Beretta DT11 becomes the flashy DT11 PRO when equipped with a recoil-absorbing &amp;quot;Olympian stock&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo USAS-12==&lt;br /&gt;
The [[Daewoo USAS-12]] is unlocked at rank 189.&lt;br /&gt;
[[File:USAS12.jpg|thumb|none|450px|Daewoo USAS-12 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;DBV12&amp;quot;==&lt;br /&gt;
The &amp;quot;DBV12&amp;quot; (DBV stands for &amp;quot;drobovik&amp;quot;, &amp;quot;shotgun&amp;quot; in Russian) is based on the prototype AK-12/76, a 12 gauge version of the prototype [[AK-12]] and is unlocked at rank 24. The &amp;quot;DBV12&amp;quot; in game is specifically based on the ''[[Battlefield 4]]'' weapon of the same name. Like the ''BF4'' weapon, the in-game weapon uses the standard AK-12 magwell, though actual AK-12/76 concept art from Izhmash showed it with an extended magazine well, which is reflected in the photoshopped mock-up below. The mock-up image also has a longer barrel than the &amp;quot;DBV12&amp;quot; in-game. &lt;br /&gt;
&lt;br /&gt;
Aside from the same 4 ammo types all shotguns have access to, the &amp;quot;DBV12&amp;quot; can be converted to fire .30-06 rounds, which makes the weapon full auto, and .410 bore shells, which make the weapon a 3 round burst. It has a 10 round magazine.&lt;br /&gt;
[[File:AK-12 shotgun.jpg|thumb|none|450px|Photoshopped mock-up of an AK-12/76 - 12 gauge]]&lt;br /&gt;
[[File:Pfdbv12-1.jpg|thumb|none|600px|The &amp;quot;DBV12&amp;quot; in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
The &amp;quot;Stevens DB&amp;quot; is unlocked at rank 81 and is based on the Stevens Model 355/330 hammerless [[double barreled shotgun]]s and fires 10 gauge shells. It has the ability to fire each barrel seperately, or both at the same time, just like the &amp;quot;Sawed Off&amp;quot;, and the player always fires the right barrel/back trigger first. Unlike the M79, the opening latch is not used when reloading before the barrels are broken open. All muzzle attachments require double the number of kills usually required to unlock them, due to the weapon having two barrels. No suppressors are available except for a homemade &amp;quot;Muffler&amp;quot; attachment. Additionally, all muzzle attachments except the compensator clip through each other.&lt;br /&gt;
&lt;br /&gt;
The stock has the word &amp;quot;BOOM&amp;quot; engraved into it in the same font as the ''[[Doom (VG)|DOOM]]'' logo, and the description states &amp;quot;It spells doom for whatever's in front of it&amp;quot;. These are both references to the Super Shotgun from ''DOOM II'', which was a sawed-off double barrel shotgun.&lt;br /&gt;
[[Image:Savage-Stevens-311-Shotgun.jpg|thumb|none|450px|Savage/Stevens 311A - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] is unlocked at rank 120 and it only fires in semi automatic mode unless you equip the &amp;quot;Pump-action&amp;quot; attachment. Like the vz. 61 Skorpion, the stock unfolds when using optics, but it provides no actual advantage unless the &amp;quot;Extended Stock&amp;quot; attachment is equipped. The &amp;quot;Full Stock&amp;quot; attachment gives it a solid, fixed stock. The reload animation incorrectly does not show the character using the carrier latch button, which must be depressed to load new shells. Like most videogames, the stock has a hole in it in order to use the sights when folded.&lt;br /&gt;
[[Image:Franchi-SPAS12.jpg|thumb|450px|none|Franchi SPAS-12 with stock folded - 12 gauge]]&lt;br /&gt;
[[Image:Spas12_fixed.jpg|thumb|none|450px|Franchi SPAS-12 with fixed stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
A green [[Kel-Tec KSG]] is unlocked at rank 1, called &amp;quot;KSG-12&amp;quot;. Like most videogames, the tube selector is not used when reloading, so the game treats the dual magazines as one magazine tube. &lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:Pfksg-1.jpg|thumb|none|600px|The KSG in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec KSG-25===&lt;br /&gt;
The KSG can be converted to the KSG-25 with the &amp;quot;KSG-25 Conversion&amp;quot;, giving the weapon a 24+1 capacity and a longer barrel.&lt;br /&gt;
[[File:KSG25.jpg|thumb|none|450px|Kel-Tec KSG-25 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==KS-23M==&lt;br /&gt;
The [[KS-23M]] is unlocked at rank 56. Firing massive 23x75mmR shotgun shells and featuring a tight choke with high damage at range, the KS-23M can vanquish enemies further out than most other shotguns at the cost of a low magazine size (3+1) and slow handling in close-quarters. In typical ''Phantom Forces'' fashion, the shotgun's wire stock can be removed and a longer barrel can be fitted. The KS-23M also features an abnormally large assortment of unique ammunition modifications, including &lt;br /&gt;
*Shrapnel-25 shells, which increase pellet velocity and decrease both spread and individual pellet damage &lt;br /&gt;
*Volna-R, which fires a single large rubber slug that instantly kills at close range but has high drop-off &lt;br /&gt;
*Barrikada, a dense metal slug with high velocity and penetration&lt;br /&gt;
*A single-shot harpoon conversion, which offers a one-hit kill at any range at the cost of a long reload after each shot &lt;br /&gt;
*A 4 gauge conversion, which vastly increases the weapon's damage but slows its reload time (and changes the weapon's name to TOZ-123) &lt;br /&gt;
The pumping sound used in-game is the same as ''[[Black Mesa]]'''s SPAS-12.&lt;br /&gt;
[[File:KS23.JPG|thumb|none|450px|KS-23M - 23x75mmR]]&lt;br /&gt;
[[File:KS23M PhantomForces loadout.jpg|600px|thumb|none|The KS-23M as it appears in the game's loadout menu.]]&lt;br /&gt;
[[File:KS23M PhantomForces hip.jpg|600px|thumb|none|The KS-23M held at the player's hip. When holding a shotgun this large, the whole world seems to hold its breath.]]&lt;br /&gt;
[[File:KS23M PhantomForces ads1.jpg|600px|thumb|none|The simple, if unobtrusive, iron sights of the KS-23M.]]&lt;br /&gt;
[[File:KS23M PhantomForces ads2.jpg|600px|thumb|none|The first alternate ADS view for the KS-23M.]]&lt;br /&gt;
[[File:KS23M PhantomForces ads3.jpg|600px|thumb|none|The second alternate ADS view for the KS-23M, with a side of DOOM. If only reloading this beast was as simple as racking the fore repeatedly.]]&lt;br /&gt;
[[File:KS23M PhantomForces inspect1.jpg|600px|thumb|none|Inspecting the KS-23M in-game.]]&lt;br /&gt;
[[File:KS23M PhantomForces inspect2.jpg|600px|thumb|none|Ditto, followed by a celebratory pump of the fore.]]&lt;br /&gt;
[[File:KS23M PhantomForces reload.jpg|600px|thumb|none|The player feeds a massive 23x75mmR shell into the KS-23M.]]&lt;br /&gt;
[[File:KS23M PhantomForces firing.jpg|600px|thumb|none|After firing the KS-23M, the player racks the pump to chamber the next round. Surprising, I'm sure.]]&lt;br /&gt;
&lt;br /&gt;
===KS-23===&lt;br /&gt;
The &amp;quot;Full Stock&amp;quot; attachment turns the weapon into a [[KS-23]].&lt;br /&gt;
[[File:Ks23-1.jpg|thumb|none|450px|KS-23 - 23x75mmR]]&lt;br /&gt;
[[File:KS23 PhantomForces loadout.jpg|600px|thumb|none|Equipping the KS-23M with the full stock attachment and so-called sporting barrel transforms it into the full-length KS-23.]]&lt;br /&gt;
[[File:KS23 PhantomForces hip.jpg|600px|thumb|none|The KS-23 with its extra-long sporting barrel, as seen from a first-person perspective. Clay pigeons everywhere are quaking in their boots.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Express Tactical Magpul==&lt;br /&gt;
The [[Remington 870]] is unlocked at rank 11, fitted with Magpul furniture, ring ironsights and a 6 round tube. The furniture is white, but it was previously green and in the beta it was grey.&lt;br /&gt;
[[File:870 Express Magpul.jpg|thumb|none|450px|Remington 870 Express Tactical Magpul - 12 gauge]]&lt;br /&gt;
[[File:Pf870-1.jpg|thumb|none|600px|The 870 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga-12K==&lt;br /&gt;
The [[Saiga-12K]], simply called Saiga-12, is unlocked at rank 63. It is modelled with a 5 round magazine, despite holding 8+1 in-game. It can be converted to fire in full-auto. It also has numerous ammunition conversions:&lt;br /&gt;
*Saiga-223 (.223 Remington), fires in full-auto,&lt;br /&gt;
*Saiga-308 (.308 Winchester/7.62x51mm NATO), fires in full-auto,&lt;br /&gt;
*Saiga-762 (7.62x39mm), fires in full-auto,&lt;br /&gt;
*Saiga-96 (9.6x53mm Lancaster), fires in semi-auto at 70 RPM,&lt;br /&gt;
*Saiga-9 (9x19mm Parabellum), fires in full-auto.&lt;br /&gt;
[[File:Saiga 12K.jpg|thumb|none|450px|Saiga-12K - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Saiga-12U&amp;quot;===&lt;br /&gt;
The &amp;quot;Saiga-12U&amp;quot; is a custom secondary shotgun in the &amp;quot;Other&amp;quot; category and unlocked at rank 95. It has a 2+1 round capacity, which can be extended to 5+1. It can also be modified to fire in full-auto, just like the regular Saiga-12.&lt;br /&gt;
&lt;br /&gt;
The Saiga-12U greatly resembles the modified Saiga-12K seen in ''[[Gamer]]'', ''[[The Expendables]]'', and ''[[Drive Angry]]'', though with a 2-round box magazine instead of a 20-round drum for obvious reasons.&lt;br /&gt;
&lt;br /&gt;
==Sawed-Off Double Barrel Shotgun==&lt;br /&gt;
Unlocked at rank 90 is the &amp;quot;Sawed Off&amp;quot;, a traditional side-by-side [[Sawed-Off Double Barrel Shotgun]]. It uses the same model as the Stevens Double Barrel seen above, but with the barrels cut down. It is in the &amp;quot;Other&amp;quot; secondary class. It has the ability to fire each barrel seperately, or both at the same time, just like the Stevens, and the player always fires the right barrel/back trigger first.  All muzzle attachments require double the number of kills usually required to unlock the,, due to the weapon having two barrels. No suppressors are available except for a homemade &amp;quot;Muffler&amp;quot; attachment. Additionally, all muzzle attachments except the compensator clip through each other.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Boom Stock&amp;quot; attachment gives the weapon a stock, which, like the Stevens, has the word &amp;quot;BOOM&amp;quot; written in the same from as the ''DOOM'' logo. This is another reference to the Super Shotgun from ''DOOM II''.&lt;br /&gt;
[[Image:SS311A sawed-off-2.jpg|thumb|none|450px|'''Photoshopped''' Sawed-off Savage/Stevens 311A - 12 gauge]]&lt;br /&gt;
[[File:Sawed-off Stevens 1960s SBS.jpg|thumb|none|450px|Stevens SBS shotgun with sawn-off barrels - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Serbu Super Shorty==&lt;br /&gt;
The [[Serbu Super Shorty]] is unlocked at rank 36 as the first &amp;quot;Other&amp;quot; category sidearm, referred to as the &amp;quot;Super Shorty&amp;quot;; however, it was originally referred to as the &amp;quot;Serbu Shotgun&amp;quot;. It is a shortened Remington 870, which the description correctly states. It has a vertical grip, but no access to underbarrel attachments. It also has a 2+1 capacity and has no rear sight, just a front bead sight.&lt;br /&gt;
[[Image:Super Shorty (870).jpg|thumb|none|450px|Serbu Super Shorty Shotgun made from a Remington 870 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==AK-12==&lt;br /&gt;
The 2012 prototype [[AK-12]] is unlocked by default. Like virtually every AK rifle variant in the game, it is shorter than the M16A3/4 rifles, despite being longer than it in real life.&lt;br /&gt;
[[File:Ak-12.jpg|thumb|none|450px|AK-12, 2012 prototype - 5.45x39mm]]&lt;br /&gt;
[[File:Pfak12-1.jpg|thumb|none|600px|The AK-12 in the loadout menu. Note the selector pointed as safe; this doesn't change when the fire mode is switched.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74N==&lt;br /&gt;
The [[AK-74]]N is unlocked at rank 74. It has the smooth top cover of the later AK-74M version.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Collapsible Stock&amp;quot; attachment gives it the stock of the East German [[MPi-KM-72]]. &lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] is unlocked at rank 103. It has the 3-round-burst mode of the AK-103-2 and the railed dust cover of the AK-103M. &lt;br /&gt;
[[Image:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-101===&lt;br /&gt;
The 5.56 Conversion converts the weapon and changes its name to the [[AK-101]].&lt;br /&gt;
[[File:AK101.jpg|thumb|none|450px|AK-101 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-109===&lt;br /&gt;
The &amp;quot;BARS Barrel&amp;quot; converts the weapon and changes its name to the [[AK-109]].&lt;br /&gt;
[[File:AK-109.jpg|thumb|none|450px|AK-109 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-108===&lt;br /&gt;
The combination of the &amp;quot;BARS Barrel&amp;quot; and the 5.56 Conversion converts the weapon and changes its name to the [[AK-108]].&lt;br /&gt;
[[File:AK-108.jpg|thumb|none|450px|AK-108 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] is unlocked at rank 94. The &amp;quot;Collapsible Stock&amp;quot; uses the same stock as the East German [[MPi-KM-72]]. &lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;AK47&amp;quot;===&lt;br /&gt;
The &amp;quot;AK47&amp;quot; is unlocked at rank 47. It is not an actual [[AK-47]], as it has the AKM's stamped receiver, with its only AK-47-like characteristics being the handguard, pistol grip, dust cover, and the lack of a muzzle brake. Additionally, it has the [[AK-74]]N's dovetail mount, as opposed to the earlier style used with the AKN.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:TypeIII AK47.jpg|thumb|450px|none|Type 3 AK-47 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
====AKMS====&lt;br /&gt;
Equipping the &amp;quot;Collapsible Stock&amp;quot; attachment on the &amp;quot;AK47&amp;quot; turns it into an [[AKMS]], although still retaining the various AK-47 elements.&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:DeactivatedAKS(1954-59).jpg|thumb|none|450px|Type 3 AKS-47 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===VPO-209===&lt;br /&gt;
Using the .366 TKM conversion changes the weapon to the VPO-209, which also changes the name correctly in-game too. This is available on both the AKM and &amp;quot;AK47&amp;quot;. This allows usage of slugs and birdshot ammo types.&lt;br /&gt;
[[File:Vpo-209.jpg|thumb|450px|none|VPO-209 - .366 TKM]]&lt;br /&gt;
&lt;br /&gt;
==AN-94==&lt;br /&gt;
The [[AN-94]] is unlocked at rank 10. The barrel correctly reciprocates backwards when firing, but equipping any barrel attachments stops this animation from occurring. Like most guns in the game, it has the correct firerate - 1,800 RPM in hyperburst mode and 600 RPM in full-auto; the first two shots on full-auto are also fired at the same rate as the burst.&lt;br /&gt;
[[file:An94-1.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:Pfan94-1.jpg|thumb|none|600px|The AN-94 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] is unlocked at rank 15. It used to (incorrectly) be classed as a PDW, but update 0.9.0 moved it to the Assault Rifles category.&lt;br /&gt;
&lt;br /&gt;
The weapon has a 20 round magazine by default, but a 30 rounder is available, as well as the &amp;quot;Suppressor.. ?&amp;quot; attachment, which is the only barrel attachment. In-game, it doesn't do anything apart from pitch up the noise of your shots, and it is nonsensically attached to the end of the integral suppressor. It is modelled after the PBS-1.&lt;br /&gt;
[[Image:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:Pfasval-1.jpg|thumb|none|600px|The AS Val in the menu.]]&lt;br /&gt;
[[File:Pfasval-2.jpg|thumb|none|600px|The rifle in first-person.]]&lt;br /&gt;
[[File:Pfasval-3.jpg|thumb|none|600px|Inspecting the left side...]]&lt;br /&gt;
[[File:Pfasval-4.jpg|thumb|none|600px|...and the right.]]&lt;br /&gt;
[[File:Pfasval-5.jpg|thumb|none|600px|Aiming using the glow sights.]]&lt;br /&gt;
[[File:Pfasval-6.jpg|thumb|none|600px|Changing the fire mode; the player character appears to incorrectly use the AK-style safety switch to do this, whereas the fire selector is actually located inside the trigger guard.]]&lt;br /&gt;
[[File:Pfasval-7.jpg|thumb|none|600px|Firing.]]&lt;br /&gt;
[[File:Pfasval-8.jpg|thumb|none|600px|Knocking out the empty magazine with another empty magazine...]]&lt;br /&gt;
[[File:Pfasval-9.jpg|thumb|none|600px|...loading it in...]]&lt;br /&gt;
[[File:Pfasval-10.jpg|thumb|none|600px|...and chambering a round.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K2==&lt;br /&gt;
The [[Daewoo K2]] is unlocked at rank 42.&lt;br /&gt;
[[Image:Daewoo-K2.jpg|thumb|none|450px|Daewoo K2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:PF-K2-menu.jpg|thumb|none|600px|The K2 in the menu.]]&lt;br /&gt;
[[Image:PF-K2-folded-menu.jpg|thumb|none|600px|Previewing a K2 with the stock folded.]]&lt;br /&gt;
&lt;br /&gt;
==Diemaco/Colt Canada C7A2==&lt;br /&gt;
The [[Diemaco/Colt Canada C7A2]] is unlocked at rank 128, with an ambi charging handle, which comes as standard on the real weapon. It was originally in the Alpha, but was removed and added into the full game much later. The description reflects this (&amp;quot;This gun reminds you of a simpler time&amp;quot;), but it also incorrectly states that the C7A2 has an integrated optic, referring to the C79. It is not integrated, and can be removed, which it is in-game, the rifle using its back-up iron sights instead.&lt;br /&gt;
&lt;br /&gt;
Two ammo conversions are available, the &amp;quot;CNC .45 Conversion&amp;quot; and the &amp;quot;AR 7.62x39mm Conversion&amp;quot;, the latter of which reduces ammo capacity to 20+1.&lt;br /&gt;
&lt;br /&gt;
When using the &amp;quot;Long Barrel&amp;quot; attachment, it uses the handguard and barrel from the [[Diemaco/Colt Canada C7/C7A1 LSW]], though it does not have the built-in grip. When this barrel is equipped, the whizz and crack sounds play for enemies you are firing at, which is usually a trait reserved for a few machine guns and sniper rifles.&lt;br /&gt;
[[File:C7a2.jpg|thumb|none|450px|Colt Canada C7A2 with ELCAN scope and backup iron sight - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS G1==&lt;br /&gt;
The [[FAMAS G1]] is unlocked at rank 45, incorrectly called the F1. The previous model used a STANAG magazine and was called the G2, but this was still incorrect as it had the F1-style magazine well. This rifle has the correct 25 round magazine of the F1 and G1.&lt;br /&gt;
&lt;br /&gt;
The bipod is functionally useless, however it deploys when the &amp;quot;Long Barrel (AR)&amp;quot; attachment is used.&lt;br /&gt;
[[File:FAMAS G1.jpg|thumb|none|450px|FAMAS G1 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS G2===&lt;br /&gt;
The weapon can be turned into a [[FAMAS G2]] with the &amp;quot;G2 Conversion&amp;quot;, which gives the rifle the ability to use STANAG magazines.&lt;br /&gt;
[[File:Famas g2.jpg|thumb|none|450px|FAMAS G2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS Valorisé===&lt;br /&gt;
Attaching any scope turns the model into a [[FAMAS Valorisé]], apart from the trigger guard of the G-series rifles.&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|450px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PF-Famas-optic.jpg|thumb|none|600px|The Valorisé as seen in the menus with an EOTech XPS2.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] is unlocked at rank 16. It features a 9mm conversion, which uses a 32 round Uzi magazine.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[Image:FN SCAR-L (Standard).jpg|thumb|450px|none|Third Generation FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:PF-Scarl-menu.jpg|thumb|600px|none|The SCAR-L in the menu.]]&lt;br /&gt;
[[Image:PF-Scarl-att-menu.jpg|thumb|600px|none|Previewing a long-barrelled SCAR-L with no stock, a PM II scope and the 9mm Uzi magazine conversion, stated to be done by Big Woods MFG.]]&lt;br /&gt;
[[Image:PF-Scarl-short-menu.jpg|thumb|600px|none|Previewing a short-barrelled SCAR-L with a folded stock.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G11 K2==&lt;br /&gt;
The German wonder weapon, the [[Heckler &amp;amp; Koch G11]], is unlocked at rank 211, which reflects the name of the weapon, combining and rearranging the 2 from K2 and the 11 from G11. The weapon is the only caseless weapon in-game and appropriately does not eject spent casings when firing. It has back-up ironsights instead of the integral scope by default, although the scope is an attachment option. The irons are AAC flip up ironsights that are also used on the [[AAC Honey Badger]]. It correctly fires at 2,100 RPM in burst, and 460 RPM in auto.&lt;br /&gt;
&lt;br /&gt;
The description (&amp;quot;Wait a minute, this is the future. Where are all the phaser guns?&amp;quot;) references the movie ''[[Demolition Man]]''.&lt;br /&gt;
&lt;br /&gt;
The weapon uses the same reload sounds as the [[P90]] above. It also has two magazines as part of the model either side of the magazine that is currently being used, but these are just part of the model and are unusable. The magazine does not reciprocate when firing, which is incorrect.&lt;br /&gt;
[[File:G11K2 left.jpg|thumb|none|450px|Heckler &amp;amp; Koch G11 K2 - 4.73x33mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36]] is unlocked at rank 25. It has the export version of the rail top carry handle, rather then the G36C version, which is more common in videogames. The &amp;quot;Hendsoldt 3x Optic&amp;quot; adds back the ZF 3x4° sight, although it is missing the top 1x reflex. As long as some sort of optic is present on the weapon, the 3x will appear, and you can use it by pressing the alternate aim button.&lt;br /&gt;
[[File:HKG36.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36 with ZF 3x4° dual optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:G36C with STANAG mag adaptor.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C with a STANAG mag adaptor - 5.56x45mm NATO. Image used to show export variant of the rail top carry handle.]]&lt;br /&gt;
[[File:Pfg36-1.jpg|thumb|none|600px|The G36 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;MG36&amp;quot;===&lt;br /&gt;
The G36 makes another appearance, masquerading as the [[Heckler &amp;amp; Koch MG36]]. The weapon has the Beta-C drums and bipod of the MG36, but the bipod is unusable, like other weapons with a bipod by default. Like all G36 variants in the game, it has the export variant of the rail top carry handle. The weapon is unlocked at rank 33.&lt;br /&gt;
&lt;br /&gt;
As a LSW, it is in the LMG section. &lt;br /&gt;
[[File:G36 CMag.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36 with bipod handguard and C-Mag, visually identical to the real MG36 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:G36C with STANAG mag adaptor.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C with a STANAG mag adaptor - 5.56x45mm. Image used to show export variant of the rail top carry handle]]&lt;br /&gt;
[[File:Pfmg36-1.jpg|thumb|none|600px|The faux MG36 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36K]] is unlocked at rank 6 and is incorrectly classed as a carbine - while it does have a shorter barrel than the standard G36, it is not short enough to be considered a carbine. Like all G36 variants in the game, it has the export variant of the rail top carry handle.&lt;br /&gt;
&lt;br /&gt;
It has access to a .300 Blackout conversion, which is fictional.&lt;br /&gt;
[[File:G36K-Export.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with export optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:G36C with STANAG mag adaptor.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C with a STANAG mag adaptor - 5.56x45mm NATO. Image used to show export variant of the rail top carry handle]]&lt;br /&gt;
[[File:Pfg36k-1.jpg|thumb|none|600px|The G36K in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416A5]] is unlocked at rank 62 and is known simply as the HK416. It has a different reload compared to the rest of the AR-15 family, with the magazine knocked out by flicking the rifle to the right. &lt;br /&gt;
&lt;br /&gt;
It has access to a .300 Blackout conversion, along with a &amp;quot;Full Stock&amp;quot; and &amp;quot;Long Barrel (AR)&amp;quot; attachment.&lt;br /&gt;
[[Image:HK416 A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416A5 with 14.5&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Howa Type 20==&lt;br /&gt;
The [[Howa Type 20]] is unlocked at rank 37.&lt;br /&gt;
[[File:Type 20 with riflescope and grippod.jpg|thumb|none|450px|Howa Type 20 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==L85A2==&lt;br /&gt;
The [[L85A2]] is unlocked at rank 55. It has access to the [[L123A2 grenade launcher]], which is a unique trait of this rifle.&lt;br /&gt;
[[File:L85A2Iron.jpg|thumb|none|450px|L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:L85A1 with L123 GL.jpg|thumb|450px|none|L85A1 with SUSAT scope and L123 grenade launcher - 5.56x45mm NATO &amp;amp; 40x46mm grenade]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
The [[M16A4]] is unlocked at rank 22, depicted with a KAC handguard without rail covers. Its bolt does not lock back when empty and the selector is set to safe. It also has the inaccurate ability to fire the remaining bullets in a burst when the player is not pulling on the trigger - the cam mechanism of the M16A4 requires the trigger to be depressed to fire. If the trigger is lifted mid-burst, the remaining rounds are fired in the next burst e.g. two bullets are fired before the trigger is released, the next trigger pull would only fire one bullet because the mechanism has not reset.&lt;br /&gt;
&lt;br /&gt;
A 7.62x39mm conversion is available, along with various barrel and stock attachments. &lt;br /&gt;
[[File:M16A4Standard.jpg|thumb|none|450px|M16A4 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A4 Grippod.jpg|thumb|none|450px|M16A4 MWS with ACOG and grippod - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PF-M16a2-menu.jpg|thumb|none|600px|The M16A4 in the menu. Note the selector pointed towards safe; this happens on most AR variants in the game.]]&lt;br /&gt;
[[File:PF-M16a2-att-menu.jpg|thumb|none|600px|Previewing a modified M16A4 with C7-style ironsights, a 2nd Gen collapsible stock and a short barrel. Note the top rail cover is now missing.]]&lt;br /&gt;
[[File:PF-M16a2-762-menu.jpg|thumb|none|600px|Previewing an M16A4 with the 7.62x39mm conversion, stated to use Grendel magazines, though in practise they are black recolours of the default STANAG magazines. This weapon also has the buttstock removed.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;M16A3&amp;quot;===&lt;br /&gt;
The &amp;quot;M16A3&amp;quot; is unlocked at rank 33, using the exact same model as the A4 (hence why it is listed as a variant of the A4). In gameplay however, it is a separate weapon, firing in full-auto instead of 3 round bursts. The &amp;quot;M16A3&amp;quot; uses all the same attachments and modelling errors as the A4.&lt;br /&gt;
[[File:PF-M16a3-menu.jpg|thumb|none|600px|The M16A3 in the menu.]]&lt;br /&gt;
[[Image:PF-M16a3-att-menu.jpg|thumb|600px|none|Previewing an M16A3 with an A2 pistol grip mounted on a swivelling mount as a makeshift folding foregrip, along with a 2nd Gen collapsing stock in the collapsed position.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1==&lt;br /&gt;
The [[Steyr AUG A1]] is unlocked at rank 20, with the lowest firerate of all AUG rifles. It has the Swarvoski scope by default, which is also an attachment option, meaning two Swarvoski scopes can be used at once on the AUG A1. Toggling the aim type changes from the Swarvoski optic and either the back-up iron sights atop the optic, or the optical attachment mounted on top of the default optic. When optics are used, they are placed above the scope on a Picatinny rail (which resembles the [https://www.clawgear.com/en/AUG-Modular-Scope-Mount-Black-20114en1555 Clawgear AUG Modular Scope Mount]). Underbarrel grips replace the folding grip with a tri-rail setup.&lt;br /&gt;
[[Image:Steyr-AUG.jpg|thumb|450px|none|Steyr AUG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfauga1-1.jpg|thumb|none|600px|The AUG A1 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG Para===&lt;br /&gt;
Equipping the 9mm conversion renames the weapon to &amp;quot;AUG A1 Para&amp;quot; and makes it resemble [[Steyr AUG Para|the weapon of the same name]], minus the shorter barrel, which can be approximated in appearance with the &amp;quot;Short Barrel&amp;quot; attachment.&lt;br /&gt;
[[Image:AUG 9mm 03.jpg|thumb|none|450px|Steyr AUG Para - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] is unlocked at rank 39, with the rail of the Special Receiver version. Despite all AUG variants being the same in real life, the A2 in in-game is in-between the firerate of the A1 and A3.&lt;br /&gt;
[[Image:AUG A2 16.jpg|thumb|none|450px|Steyr AUG A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:SteyrAUGSR.jpg|thumb|none|450px|Steyr AUG Special Receiver - 5.56x45mm NATO. Image used to show the Picatinny rail.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]], with a Coyote Brown finish, is unlocked at rank 52. It has the highest firerate of the AUG rifles. It is missing the bolt release on the model.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[StG-44]] is unlocked at rank 144. The floorplate of the magazine is missing, and optics will wobble when attached.&lt;br /&gt;
&lt;br /&gt;
The weapon has an odd 5.56x45mm conversion.&lt;br /&gt;
[[Image:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
&lt;br /&gt;
==Tavor TAR-21==&lt;br /&gt;
The [[TAR-21]] is unlocked at rank 111. It can be modified to fire &amp;quot;Duplex&amp;quot; rounds, which shoot two bullets in one casing.&lt;br /&gt;
[[File:TAR21 Flattop.jpg|thumb|none|450px|IWI Tavor TAR-21 Flat Top - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===Tavor CTAR-21===&lt;br /&gt;
The &amp;quot;CTAR Barrel&amp;quot; attachment renames the weapon to the [[CTAR-21]].&lt;br /&gt;
[[File:CTAR Flattop.jpg|thumb|none|450px|IWI Tavor CTAR-21 Flat Top - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Type 88-2==&lt;br /&gt;
The super-rare North Korean [[Type 88-2]] is unlocked at rank 122. The default configuration of the rifle has it equipped with its infamous helical magazine, but they only hold 75 rounds instead of the reported 150, likely for gameplay balance, although nobody really knows how many rounds it holds, or if it is even a functional magazine. It is correctly depicted with the ribbed dust cover and proprietary overfolding stock, needed because standard AK side- or under-folding stocks would not work with the bulky helical magazine. The helical magazine can be swapped out for a 30-round magazine with the &amp;quot;Regular Mag&amp;quot; attachment.&lt;br /&gt;
[[File:Type_98-2.jpg|thumb|none|450px|Type 88-2 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===Type 88===&lt;br /&gt;
The combination of the &amp;quot;Regular Mag&amp;quot; and &amp;quot;Full Stock&amp;quot; attachment turns the weapon into the [[Type 88 assault rifle|Type 88]].&lt;br /&gt;
[[File:Type_88.jpg|thumb|none|450px|Type 88 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===Type 58===&lt;br /&gt;
Equipping the 7.62x39mm conversion turns the weapon into the [[AK-47|Type 58]].&lt;br /&gt;
[[File:Type58AK.jpg|thumb|450px|none|Type 58 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
==AG-3F2==&lt;br /&gt;
The [[G3|AG-3F2]], a modernised version of Norway's AG-3 rifle, is unlocked at rank 76. It incorrectly uses the AG-3 name.&lt;br /&gt;
[[File:AG-3F2.jpg|thumb|none|450px|AG-3F2 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AK12BR&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;AK12BR&amp;quot; is unlocked at rank 44. It's an odd weapon, chambered in 7.62x54mmR and utilising the same Balanced Recoil system from the [[AEK-971]] and other weapons, which is what the &amp;quot;BR&amp;quot; in the name stands for (not &amp;quot;Battle Rifle&amp;quot; as you might assume). The Balanced Recoil system is housed in a fictional housing that matches the colour and material of the main receiver, and it also comes with a Picatinny rail on top. It has a 20 round curved magazine, although before an update it used a 30 round 5.45x39mm magazine like the regular [[AK-12]], which somehow held 7.62x39mm. This made the weapon technically an assault rifle, but following feedback the developers changed the weapon to the bigger cartridge and smaller magazine. The developers state they included it as a battle rifle despite being an assault rifle in its original form because there were not enough battle rifles in the game.&lt;br /&gt;
[[File:Ak-12 7.62x51mm.jpg|thumb|none|450px|AK-12 - 7.62x51mm NATO (photoshopped)]]&lt;br /&gt;
[[Image:Ak107-2.jpg|thumb|none|450px|AK-107 with experimental 60-round magazine - 5.45x39mm. Image used to show the Balanced Recoil system]]&lt;br /&gt;
&lt;br /&gt;
==Alexander Arms .50 Beowulf EBR==&lt;br /&gt;
The [[Alexander Arms .50 Beowulf]] Entry Complete Rifle (abbreviated as &amp;quot;Beowulf ECR&amp;quot;) is a battle rifle unlocked at rank 21. It features a flat-top receiver, a 16.5&amp;quot; (42cm) barrel, and a standard Picatinny railed gas block. The rifle is sold standard with black furniture. Additionally, the weapon in-game is modified with Mangonel Flip-Up Sights. It can be modified to fire in three round bursts, which means it fires 3 bursts of 3, then a burst of either 1 or 2, depending if there is a round in the chamber or not, due to its 10 round magazine.&lt;br /&gt;
[[Image:AA Beowulf.jpg|thumb|none|450px|Alexander Arms .50 Beowulf - .50 Beowulf]]&lt;br /&gt;
[[File:Pfecr-1.jpg|thumb|none|600px|The ECR in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Alexander Arms .50 Beowulf TCR==&lt;br /&gt;
The [[Alexander Arms .50 Beowulf]] Tactical Complete Rifle (abbreviated to &amp;quot;Beowulf TCR&amp;quot; in-game) is listed as a designated marksman rifle in-game, unlocked at rank 70. This variant of Alexander Arms' Beowulf rifles features a flat-top receiver, 16.5&amp;quot; (42 cm) barrel, a low-profile gas block, Manticore Arms Transformer Rail handguard, B5 Systems SOPMOD BRAVO Collapsible Stock, and an upgraded trigger. The rifle in-game is shown with other upgrades purchasable for the TCR, such as an FDE Cerakote finish, FRAG grip panels and KeyMod panels, and the Tank Muzzle Brake. This muzzle brake is never removed and any muzzle attachment is mounted inside of it, like similar weapons with default muzzle brakes, like the [[Serbu BFG-50]]. It also has the same Diamondhead sights as a few other weapons in the game, notably the KRISS Vector. Finally, a 5.56x45mm conversion is available, which makes the rifle weaker but triples ammo capacity from 10 to 30 and fires twice as fast, 800 RPM instead of 400.&lt;br /&gt;
[[File:AA Beowulf Tactical.jpg|thumb|none|450px|Alexander Arms .50 Beowulf Tactical - .50 Beowulf]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 SPR==&lt;br /&gt;
A heavily customised FAL rifle most closely resembling the [[DSA SA58 Special Purpose Rifle|SA58 SPR]] is unlocked at rank 78. It features a full sized, 21-inch barrel FAL with a blue handguard without the top rail, an M16 pistol grip,  a different customised stock and standard FAL iron sights compared to the real SA58 SPR. It also has standard FAL 20 round magazines instead of the 10 round magazines seen on the reference photo below. It is classed as a DMR in-game.&lt;br /&gt;
[[Image:DSA SA58 SPR.jpg|thumb|none|450px|DSA SA58 Special Purpose Rifle - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL 50.00==&lt;br /&gt;
The [[FN FAL 50.00]] is unlocked at rank 107, as a select-fire battle rifle with a 20 round magazine. It can be converted to fire .45 ACP for some odd reason, which uses a 50 round drum.&lt;br /&gt;
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FAL Para Shorty&amp;quot;===&lt;br /&gt;
A custom short FAL rifle called the &amp;quot;FAL Para Shorty&amp;quot; is unlocked at rank 98, classed as a PDW/SMG. It is an odd weapon, with a folded FAL paratrooper stock, an [[MP5K]] grip and handguard and an extremely short barrel. The MP5K grip is a different colour to the rest of the weapon, implying it was taken from an MP5K and attached to the weapon. The end result bears a resemblance to the compact FAL from the movie ''[[The Wild Geese]]'', which might have been the inspiration for this weapon. It is select-fire in-game.&lt;br /&gt;
&lt;br /&gt;
The sprinting animation uses the same animations as the pistols and the MAC-10. During its time in the Test Place, it was classed as a carbine instead of a PDW/SMG.&lt;br /&gt;
[[File:L1A1 Wild Geese custom.jpg|thumb|none|450px|'''Photoshopped''' Custom shortened L1A1 SLR (Self Loading Rifle) as used in ''[[The Wild Geese]]'' - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:MP5KA3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5K with Navy trigger group - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
A grey [[SCAR-H]] is unlocked at rank 30. It has a 30 round 7.62x39mm conversion and the same firing sounds as the lower caliber SCAR-L.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfscarh-1.jpg|thumb|none|600px|The SCAR-H in the loadout ment.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3==&lt;br /&gt;
The [[G3A3]] is unlocked at rank 59, simply called the &amp;quot;G3&amp;quot;.&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417==&lt;br /&gt;
The [[HK417]] is unlocked at rank 78, correctly depicted as select-fire and classed as a battle rifle.&lt;br /&gt;
[[Image:HK417 16.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK417 with 16&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==IMBEL M964 A1 ParaFAL==&lt;br /&gt;
The [[IMBEL M964 A1 ParaFAL]] is unlocked at rank 89, incorrectly referred to as the &amp;quot;FAL 50.63 Para&amp;quot;; it has neither the correct barrel length, charging handle, or stock of that version. It is incorrectly classed as a carbine, although it was correctly classed as a battle rifle before an update; it also used to be correctly called the &amp;quot;PARA FAL&amp;quot;. It features the same 50 round .45 ACP conversion, as well as a 5.56x45mm conversion, which makes the weapon resemble the [[FN FNC]], albeit with a standard FAL handguard.&lt;br /&gt;
[[File:7.62 M964 A1 PARAFAL.jpg|thumb|none|450px|IMBEL M964 A1 MD-1 ParaFAL - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] is unlocked at rank 2, depicted (rarely, for a video-game) as select-fire, boasting a firerate of 750 RPM. The weapon features a 6.5mm Creedmoor conversion, which increases the magazine size from 20 to 30.&lt;br /&gt;
[[Image:M14Rifle.jpg|thumb|none|450px|M14 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfm14-1.jpg|thumb|none|600px|The M14 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==MC51SD==&lt;br /&gt;
An integrally suppressed version of the HK51, the [[MC51SD]] is unlocked at rank 86 and is incorrectly classed as a carbine instead of a battle rifle. It has a longer barrel than the real MC51SD, akin to the [[Heckler &amp;amp; Koch G3KA4]]. The stock can be used with the &amp;quot;Retractable Stock&amp;quot; attachment, which, confusingly, extends the stock.&lt;br /&gt;
[[File:MC51SD.jpg|thumb|450px|none|MC51SD - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Ohio Ordnance HCAR==&lt;br /&gt;
The [[Ohio Ordnance HCAR]] was added in October 2023 as part of update 9.0.3 and is unlocked at rank 181. &lt;br /&gt;
[[File:HCAR.jpg|350px|thumb|none|Ohio Ordnance HCAR - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
The [[Springfield Armory M1A]] is unlocked at rank 68 and is incorrectly referred to as the &amp;quot;[[M21]]&amp;quot;; it is not a real M21 as it lacks the fire selector.&lt;br /&gt;
[[File:SFA_M1A.jpg|thumb|none|450px|Springfield Armory M1A - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
==AAC Honey Badger==&lt;br /&gt;
The [[AAC Honey Badger]] is unlocked at rank 62 and is classified as a carbine. Oddly, muzzle attachments can be used at the same time as the integral suppressor, which is obviously impossible in real life, but does have a basis in reality, as the [[Barrett M107]] has a proprietary suppressor that allows other muzzle attachments to be used in tandem with the suppressor. The suppressor is also removable, which does not have as much of an impact on the ballistics as you might think, given the weapon only has a 6&amp;quot; barrel.&lt;br /&gt;
[[File:AAC honey badger.jpg|thumb|none|450px|AAC Honey Badger - .300 AAC Blackout]]&lt;br /&gt;
&lt;br /&gt;
==AK-12 Carbine==&lt;br /&gt;
The AK-12 Carbine, an originally planned variant of the 2012 prototype of the [[AK-12]], appears as the &amp;quot;AK-12C&amp;quot;, and is chambered in 7.62x39mm. In reality, this prototype carbine only existed in early photoshopped images and didn't enter development stage, though the post-2016 production version of the AK-12 series eventually included a 7.62x39mm carbine variant called the [[AK-15|AK-15K]] (which has various differences from the planned prototype).&lt;br /&gt;
[[File:AK-12 Carbine 7.62x39.jpg|thumb|none|450px|AK-12 Carbine - 7.62x39mm (photoshopped)]]&lt;br /&gt;
&lt;br /&gt;
===AK-12 (7.62x39mm)===&lt;br /&gt;
The Long Barrel attachment converts the weapon into a full-sized AK-12 prototype in 7.62x39mm.&lt;br /&gt;
[[File:Ak-12 7.62x39mm.jpg|thumb|none|450px|Prototype AK-12 - 7.62x39mm (photoshopped)]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
The [[AK-105]] carbine is unlocked at rank 105. It has the railed dust cover of the AK-103M.&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-102===&lt;br /&gt;
The 5.56 Conversion converts the weapon and changes its name to the [[AK-102]].&lt;br /&gt;
[[Image:AK102.jpg|thumb|none|450px|AK-102 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-107===&lt;br /&gt;
The &amp;quot;BARS Barrel&amp;quot; converts the weapon into the [[AK-107]].&lt;br /&gt;
[[Image:Ak107-2.jpg|thumb|none|450px|AK-107 with experimental 60-round magazine - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-108===&lt;br /&gt;
The combination of the &amp;quot;BARS Barrel&amp;quot; and the 5.56 Conversion converts the weapon and changes its name to the [[AK-108]]. The AK-103 can also be made into the 108 (although the name does not change for the 105), so this weapon appears in the game twice.&lt;br /&gt;
[[File:AK-108.jpg|thumb|none|450px|AK-108 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-101===&lt;br /&gt;
The 5.56 Conversion and the Long Barrel make the weapon the [[AK-101]]. The AK-103 can also be made into the 101 (although the name does not change for the 105), so this weapon appears in the game twice.&lt;br /&gt;
[[File:AK101.jpg|thumb|none|450px|AK-101 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
The Long Barrel attachment converts the weapon into the [[AK-74M]].&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is unlocked at rank 88, and is incorrectly classed as a PDW/SMG instead of a carbine and is called the &amp;quot;Krinkov&amp;quot;. It has a 9x19mm conversion, along with the other conversions listed below.&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74UB===&lt;br /&gt;
Equpping the PBS-4 Suppressor effectively makes the weapon an [[AKS-74UB]].&lt;br /&gt;
[[File:AKS-74UB with PBS-4 suppressor.jpg|thumb|none|450px|AKS-74UB - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AKMSU===&lt;br /&gt;
The 7.62x39mm ammo conversion turns the weapon into the [[AKMSU]].&lt;br /&gt;
[[Image:AK-Krinkov.jpg|thumb|none|450px|AKMSU (converted AKM pistol) - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AK-12U==&lt;br /&gt;
The AK-12U, a planned (but not developed) sub-carbine version of the 2012 prototype [[AK-12]], appears under the misnomer &amp;quot;AKU12&amp;quot;. It is unlocked at rank 35.&lt;br /&gt;
[[File:AK-12U.jpg|thumb|none|450px|Photoshopped mock-up of the AK-12U - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;PPK-12&amp;quot;===&lt;br /&gt;
The 9mm Conversion converts the weapon into the &amp;quot;PPK-12&amp;quot; (which is the name of an early submachine gun concept of the AK-12 prototype), complete with name change and the addition of a 100 RPM 3 round burst mode. The PPK-12 was originally added as a PDW, then removed and replaced with the conversion for the &amp;quot;AKU-12&amp;quot;. The original PPK-12 is now a developer-only weapon. The old model is able to be seen in the main menu. There was also a stockless version categorised as an &amp;quot;Other&amp;quot; sidearm.&lt;br /&gt;
&lt;br /&gt;
Visually the weapon resembled the [[PP-19-01 Vityaz]] SMG, but with 2012 prototype [[AK-12]] externals.&lt;br /&gt;
[[file:Pp19 2.jpg|thumb|450px|none|PP-19-01 &amp;quot;Vityaz&amp;quot; SB-20 - 9x19mm]]&lt;br /&gt;
[[File:Ak-12.jpg|thumb|none|450px|Prototype AK-12 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K1A==&lt;br /&gt;
The [[Daewoo K1A]] is unlocked at rank 63.&lt;br /&gt;
[[File:K1A stock extended.jpg|thumb|none|450px|Daewoo K1A with stock extended and 30-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Diemaco/Colt Canada C8A3==&lt;br /&gt;
A [[Colt Canada C8A3]] with the barrel of a C8A2 is unlocked at rank 128.&lt;br /&gt;
[[File:Colt_Canada_C8_carbine.JPG|thumb|none|450px|Colt Canada C8A3 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR PDW==&lt;br /&gt;
The [[FN SCAR PDW]] is unlocked at rank 32.&lt;br /&gt;
[[File:FN SCAR PDW (old).jpg|thumb|none|450px|FN SCAR PDW (old version) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfscarpdw-1.jpg|thumb|none|600px|The SCAR PDW in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Gwinn/Bushmaster Arm Pistol==&lt;br /&gt;
The [[Bushmaster Arm Pistol|Gwinn/Bushmaster Arm Pistol]], which is actually a subcompact bullpup carbine legally defined as a pistol under certain US states' laws, is unlocked at rank 110 as the &amp;quot;Arm Pistol&amp;quot;. It comes with a 20 round STANAG magazine and a illegal conversion to full-auto fire at 800 RPM, which places it into the machine pistol category. The extended magazine attachment gives it a standard 30 round STANAG magazine. Due to the 5.56mm ammo used, it deals the same sort of damage as 5.56mm assault rifles, but due to the compact size, it also shares the same recoil values from the [[M231 Firing Port Weapon|M231]] listed below.&lt;br /&gt;
&lt;br /&gt;
The weapon is modelled after the earlier Gwinn version of the Arm Pistol, and it has the trigger group permanently at a 38 degree tilt. Weirdly, when the &amp;quot;Ballistics Tracker&amp;quot; attachment is used, two appear instead of one. This is the first appearance of the weapon in a videogame.&lt;br /&gt;
[[File:BushmasterArmpistol1.jpg|thumb|450px|none|Gwinn/Bushmaster Firearms Arm Pistol - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is unlocked at rank 7.&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfg36c-1.jpg|thumb|none|600px|The G36C in the loadout menu. Note that even though the iron sights are of the standard G36C type, the carry handle lacks the triangular protrusions on the inside like on an export variant.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8-1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SL8-1]] is unlocked at rank 34. It incorrectly uses a double-stack 30-round G36 magazine.&lt;br /&gt;
[[File:HK-SL8.jpg|thumb|none|450px|Heckler &amp;amp; Koch SL8-1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfsl8-1.jpg|thumb|none|600px|The SL8 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Henry 45-70 All-Weather Lever Action==&lt;br /&gt;
The [[Henry Rifle Series|Henry 45-70 All-Weather]] is a modern (2016) reproduction of the original [[Henry 1860]] lever-action rifle. As the name suggests, it fires .45-70 Government instead of .44 Henry. While being a modern weapon, it retains the loading system of the 1860, modified slightly to allow for a handguard to be fitted to the rifle. A magazine tube is removed from the weapon and individual rounds are loaded into it, then it is pushed back into the tube under the barrel. This reloading procedure is replicated in-game, and the magazine tube only holds 5 rounds. The model in-game has a marginally longer barrel than the image below.&lt;br /&gt;
&lt;br /&gt;
The Henry is classed as a battle rifle, although it functions more like a low-velocity sniper rifle, with a faster firerate than all snipers, but still much slower than the semi-auto battle rifles. This problem can be circumvented with Plus P ammunition, which makes the weapon fire rounds much faster, and also gives the weapon higher penetration. .410 shotshells can also be used, which changes the name to &amp;quot;Henry 410&amp;quot; and makes the weapon fire 4 pellets instead of one bullet. Oddly, these pellets are almost directly over each other, with strong vertical spread instead of horizontal, as one might have expected. A 30-30 conversion is also available, as well as the &amp;quot;Malcolm 3x Scope&amp;quot;. It can also use the same scope as the [[PGM Hecate II]] sniper rifle, the &amp;quot;Sidewinder ED&amp;quot;, which makes it the only non-sniper rifle to have access to this scope.&lt;br /&gt;
[[File:Henry4570.jpg|thumb|none|450px|Henry 45-70 All-Weather Lever Action - .45-70 Government]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95R==&lt;br /&gt;
The [[IWI X95|IWI X95R]] is unlocked at rank 130.&lt;br /&gt;
[[File:IWI X95 5.45x39.jpg|thumb|none|450px|IWI X95R with 13-inch barrel and tan body - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Company Revolver Rifle==&lt;br /&gt;
A slightly visually altered [[Knight's Armament Revolver Rifle]] appears as the &amp;quot;KAC SRR&amp;quot; (Silenced Revolver Rifle), is classed as a carbine and is unlocked at rank 125.&lt;br /&gt;
[[Image:RevolverRifle-1.jpg|thumb|none|450px|Knight's Armament Revolver Rifle - .30 caliber. The weapon in-game features ironsights instead of the scope seen in this reference image.]]&lt;br /&gt;
&lt;br /&gt;
==L22 Hybrid==&lt;br /&gt;
A hybrid between the [[L22A2]] and the SA80 AFV prototype (referred to as just the &amp;quot;L22&amp;quot; in-game) is unlocked at rank 28. It is mostly based off the AFV prototype, but it has the receiver of the L22A2.&lt;br /&gt;
[[Image:Sa80-l22a1.jpg|thumb|none|450px|SA80 AFV prototype - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sa80A2-l22a2.jpg|thumb|none|450px|L22A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfl22-1.jpg|thumb|none|600px|The L22 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M4==&lt;br /&gt;
The [[M4 carbine]] is unlocked at rank 14.&lt;br /&gt;
[[File:ColtM4 FirstVersion.jpg|thumb|none|450px|M4 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfm4-1.jpg|thumb|none|600px|The M4 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] is unlocked by default, making it the first carbine players have access to.&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfm4a1-1.jpg|thumb|none|600px|The M4A1 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M231 Firing Port Weapon==&lt;br /&gt;
The [[M231 Firing Port Weapon]] is unlocked at rank 123 and is classed as an assault rifle in-game. Being a weapon only designed to fire from an M2 Bradley, it is not the easiest thing to use in combat. It fires at 1225 RPM, has extreme vertical and horizontal recoil and has no iron sights at all. Correctly depicted as open bolt, it also has the wire stock available as an attachment, though the model is borrowed from the M3A1 &amp;quot;Grease Gun&amp;quot; and is not the correct stock for the M231.&lt;br /&gt;
&lt;br /&gt;
In real life, it is only meant to be used inside the M2 Bradley, removing it is inadvisable in a combat scenario outside of extreme emergencies. The game reflects this with the description stating &amp;quot;the M231 Firing Port Weapon is only intended to be used inside the Bradley AFV in a special mount. Hits hard, but good luck hitting anything...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The weapon's description (&amp;quot;... You're going to use it anyways, Boss?&amp;quot;) has a reference to ''[[Metal Gear Solid 3]]'', where &amp;quot;The Boss&amp;quot; uses a heavily modified short-barrel AR-15 platform rifle with a Beta C-Mag magazine called the Patriot. The same sort of weapon can be created by equipping the &amp;quot;Short Barrel&amp;quot; attachment and the &amp;quot;M855 Specialty Conversion&amp;quot;, the latter replaces the 30 round magazine with a C-Mag.&lt;br /&gt;
[[File:381portg.jpg|thumb|none|450px|M231 Firing Port Weapon - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MBA Gyrojet Carbine==&lt;br /&gt;
The carbine variant of the [[Gyrojet]] is unlocked at rank 127. Like the pistol, it has reverse damage, which increases with range. It also has the fictional full-auto upgrade, like the pistol.&lt;br /&gt;
[[File:Gyrojetcarbine.jpg|thumb|none|450px|Gyrojet Mark 1 Model B Military Carbine - 13mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-126==&lt;br /&gt;
The OTs-126, a semi-auto carbine variant of the [[PP-2000]], is unlocked at rank 48. It is depicted as select-fire in-game.&lt;br /&gt;
[[File:OTs-126.jpg|thumb|none|450px|OTs-126 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-1A-01 Groza==&lt;br /&gt;
The [[OTs-14-1A-01 Groza]] appears as the &amp;quot;Groza-1&amp;quot;, unlocked at rank 42.&lt;br /&gt;
[[file:OTs-14-1A-01.jpg|thumb|none|450px|OTs-14-1A-01 Groza - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A-03 Groza==&lt;br /&gt;
The [[OTs-14-4A-03 Groza]] is unlocked at rank 79, referred to as the &amp;quot;Groza-4&amp;quot;.&lt;br /&gt;
[[Image:OTs-14-4A-03.jpg|thumb|none|450px|OTs-14-4A-03 Groza - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Remington 1858 &amp;quot;Cattleman's Carbine&amp;quot;==&lt;br /&gt;
The [[Remington 1858 &amp;quot;Cattleman's Carbine&amp;quot;]] is unlocked at rank 93.&lt;br /&gt;
[[Image:RemCattlemansCarbine58.jpg|thumb|none|450px|Remington 1858 &amp;quot;Cattleman's Carbine&amp;quot; - .44]]&lt;br /&gt;
&lt;br /&gt;
==Rossi Circuit Judge==&lt;br /&gt;
The [[Rossi Circuit Judge]] is unlocked at rank 114 and is referred to as the &amp;quot;Jury&amp;quot;.&lt;br /&gt;
[[file:Rossi Circuit Judge 1.jpg|thumb|450px|none|Rossi Circuit Judge - .410 bore/.45 Long Colt]]&lt;br /&gt;
&lt;br /&gt;
==SKS==&lt;br /&gt;
The [[SKS]] in a Tapco Intrafuse stock is unlocked at rank 13.&lt;br /&gt;
[[File:Tapco Intrafuse SKS Rifle Stock Bayonet-DE.jpg|thumb|none|450px|SKS with Tapco Intrafuse stock - 7.62x39mm]]&lt;br /&gt;
[[File:Pfsks-1.jpg|thumb|none|600px|The SKS in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==SR-3M==&lt;br /&gt;
The [[SR-3M]] is unlocked at rank 69.&lt;br /&gt;
[[Image:SR-3M-vichr-30-mag.jpg|thumb|none|450px|SR-3M with 30 round magazine - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International Arctic Warfare Suppressed==&lt;br /&gt;
The [[Accuracy International Arctic Warfare Suppressed]] is unlocked at rank 41 and is known as the &amp;quot;AWS&amp;quot;. It has a 10 round magazine and is stated to be firing .308 Winchester. It is the only integrally-suppressed sniper rifle in the game, which gives it the lowest muzzle velocity in its class. The PM II scope it uses is a unique variant with an illuminated reticle.&lt;br /&gt;
[[File:AWS 1800.jpg|thumb|450px|none|Accuracy International AWS - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International Arctic Warfare Magnum==&lt;br /&gt;
The [[Accuracy International Arctic Warfare Magnum]] is unlocked at rank 82 and is known as the &amp;quot;AWM&amp;quot;. Prior to update 4.7.0, it had a white chassis and was known as the L115A3, which the model did not accurately represent. The new AWM has a much more accurate model. It was also available in the Alpha of the game.&lt;br /&gt;
&lt;br /&gt;
The AWM comes with ironsights by default, the same as the KRISS Vector and Beowulf TCR. They are modelled after the Diamondhead flip-up sights, but the AWM has a unique front sight compared to the two other weapons that use Diamondhead sights.&lt;br /&gt;
[[File:AWSM fixed.jpg|thumb|none|450px|Accuracy International AWSM without scope - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:Accuracy International AWM.jpg|thumb|none|450px|Accuracy International AWM-F - .300 Winchester Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107A1==&lt;br /&gt;
The [[Barrett M107A1]] is unlocked at rank 170, with a tan frame and a five round magazine, for balancing reasons. It previously appeared in the Alpha build of the game, where it was an M82A1 model.&lt;br /&gt;
&lt;br /&gt;
Two interesting things to note about this weapon: attaching a suppressor allows the player to hear the action cycling as well as the spring pushing the bolt back into battery, despite the M107 being one of the loudest guns in the whole game. Secondly (and strangely), the bolt does not cycle at the end of the last shot; the player instead ejects the last round during the reload animation.&lt;br /&gt;
&lt;br /&gt;
Like the game's other .50 BMG weapons, it has access to .416 Barrett and &amp;quot;Dust Shot&amp;quot; conversions, the former increasing penetration and velocity while sacrificing range and damage, and the latter making absolutely no sense at all, turning an anti-materiel rifle into the world's most unwieldy semi-automatic shotgun.&lt;br /&gt;
[[File:Barrett-M107A1_29_inch.jpg|thumb|none|450px|Barrett M107A1 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Cheyenne Tactical M200 Intervention==&lt;br /&gt;
The [[Cheyenne Tactical M200 Intervention]] is the default sniper rifle, unlocked at rank 0. Foregrips are mounted in front of the upside-down carry handle; before update 4.0.0, the carry handle was removed when grips were used.&lt;br /&gt;
&lt;br /&gt;
It has access to a straight-pull bolt and a .375 Cheytac conversion. The stock can also be removed.&lt;br /&gt;
[[Image:M200.jpg|thumb|none|450px|Cheyenne Tactical M200 Intervention - .408 CheyTac]]&lt;br /&gt;
[[File:Pfm200-1.jpg|thumb|none|600px|The Intervention in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K14==&lt;br /&gt;
The [[Daewoo K14]] is unlocked at rank 138, making its first appearance in any media. It has an exclusive scope, the KOM 10x42, which cannot be unlocked for use on other sniper rifles.&lt;br /&gt;
[[File:Daewook14.jpeg‎|thumb|none|450px|Daewoo K14 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Denel NTW-20==&lt;br /&gt;
The [[Denel NTW-20]] is unlocked at rank 220. It features both 14.5x114mm and 20x110mm conversions, the latter of which turns the weapon into a single-shot breech loader. The weapon is incredibly heavy, denying the player the ability to walk while aiming or aim at all unless they are crouched, prone or near waist-high cover, as the weapon features a usable bipod system.&lt;br /&gt;
&lt;br /&gt;
The description incorrectly states that the weapon was designed to take down tanks.&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|450px|Denel NTW-20 - 20x82mm MG151]]&lt;br /&gt;
&lt;br /&gt;
==Dragunov SVDS==&lt;br /&gt;
The [[SVDS Dragunov]] is unlocked at rank 104. The bolt does not lock back when empty and the ironsights more closely resemble a [[Gewehr 43]] rather than the [[Mosin Nagant]]-style sights of the SVDS in reality.&lt;br /&gt;
&lt;br /&gt;
Prior to Update 4.0.0, the weapon had a 5 round capacity in a 10 round magazine model. It also used to be classed as a DMR, but it has now been changed to a sniper rifle and a 10 round capacity.&lt;br /&gt;
[[File:SVD-S-Rifle.jpg‎|thumb|none|450px|SVDS - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
===Dragunov SVD===&lt;br /&gt;
Equipping the &amp;quot;Full Stock&amp;quot; converts the weapon into a [[Dragunov SVD]], with a wood stock and handguard instead of the SVDS' polymer. The name also changes to reflect the conversion.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
==Dragunov SVU==&lt;br /&gt;
A green [[SVU Dragunov]] is unlocked at rank 38. It has a PSO-1 which has much more magnification than a real PSO-1 - 7.5x compared to the real scope's 4.0x. The SVU also has access to iron sights. The bolt does not lock back when empty.&lt;br /&gt;
&lt;br /&gt;
Before Update 4.0.0, the SVU was classed as a DMR, had 5 rounds in a 10 round magazine and had an integral suppressor, due to the unique, cylindrical appearance of the muzzle brake on the SVU. After this update, the developers realised the error, re-classed it as a sniper rifle and removed the suppressor effect from the built-in muzzle brake, although it is non-functional like other guns with muzzle brakes by default. The magazine capacity has also been increased to 10.&lt;br /&gt;
[[Image:Svu-a 2.jpg|thumb|none|450px|SVU modernized with black furniture and a bipod - 7.62x54mmR]]&lt;br /&gt;
[[Image:SVU-A.jpg|thumb|none|450px|SVU-A - 7.62x54mmR. Image used to show back-up iron sights.]]&lt;br /&gt;
&lt;br /&gt;
==FN SSR==&lt;br /&gt;
The [[FN SSR]], called the &amp;quot;SCAR SSR&amp;quot;, is unlocked at rank 85. It is classed as a DMR in-game. Despite having one fire mode, semi-auto, it has an animation to switch fire modes. It has a 20 round [[SCAR-H]] magazine loaded with 10 rounds and a 6.5mm Creedmoor conversion.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[Image:SSR Mk.20 Mod.0.jpg|thumb|none|450px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Grünig &amp;amp; Elmiger FT300==&lt;br /&gt;
The Grünig &amp;amp; Elmiger FT300 is a Swiss sniper rifle, unlocked at rank 160 and chambered in .243 Winchester by default. It features a lot of customisation, with caliber conversions to .22 LR, .308 Winchester, 7.5x55mm and 6XC Norma, a modified .250 Savage round designed for competition shooting. Other options include a &amp;quot;Marksman Kit&amp;quot;, adding a 10 round detachable magazine and a straight-pull bolt (not compatible with the .22 LR conversion), an integral suppressor, the &amp;quot;Olympian Target Sight&amp;quot; and &amp;quot;Olympian Grip&amp;quot; and finally, the Wood Furniture modification, which has very little stat changes. &lt;br /&gt;
&lt;br /&gt;
The G&amp;amp;E logo is replaced with the Stylis Studios logo.&lt;br /&gt;
[[File:G%26eft300.jpg|thumb|none|450px|Grünig &amp;amp; Elmiger FT300 - 6mm BR]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MSG90==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MSG90]] is unlocked at rank 59. Despite having one fire mode, semi-auto, it has an animation to switch fire modes. It has a 5 round magazine implausibly loaded with 10 rounds.&lt;br /&gt;
[[Image:HKMSG90.jpg|thumb|none|450px|Heckler &amp;amp; Koch MSG90 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25==&lt;br /&gt;
The [[Knight's Armament SR-25]] is unlocked at rank 3, under its SOCOM designation of Mk 11. It has the back up irons of the real weapon as the default ironsights. It is classed as a DMR. Despite having one fire mode, semi-auto, it has an animation to switch fire modes. Weirdly, the animations for reloading include both pressing the bolt release and pulling the charging handle.&lt;br /&gt;
&lt;br /&gt;
It has a conversion to .500 Phantom rounds.&lt;br /&gt;
[[File:Knights-Armament-SR-25-Mk11-Mod-0Unsuppressed.jpg|thumb|none|450px|Knight's Armament SR-25 with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfsr25-1.jpg|thumb|none|600px|The SR-25 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M1903 Springfield==&lt;br /&gt;
The [[M1903 Springfield]] is unlocked at rank 136. It can be converted to the rare Air Service version, or have a Pedersen Device installed.&lt;br /&gt;
[[File:M1903Mark1.jpg|thumb|none|450px|M1903 Springfield - .30-06 Springfield]]&lt;br /&gt;
[[File:M1903AirService.jpg|thumb|none|450px|M1903 Springfield Air Service - .30-06 Springfield]]&lt;br /&gt;
[[File:Pederson_Device.jpg|thumb|none|450px|M1903 Springfield with Pedersen Device - .30-18 Auto]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M1891/30==&lt;br /&gt;
The [[Mosin Nagant M1891/30]], known simply as the &amp;quot;Mosin Nagant&amp;quot;, is unlocked at rank 91, a nod to the original rifle's designation of M1891. The description states it is from the 1800s, which is incorrect for the specific model of rifle in the game, which was produced from 1930 onwards. However, the original rifle was made in 1891.&lt;br /&gt;
&lt;br /&gt;
The reload animations are always wrong unless reloading from an empty magazine - the player character will always push a full stripper clip into the rifle, regardless of remaining rounds. The bolt has to be opened to reload, which would cause a round to be lost, but no such mechanism is present in-game. Additionally, the top round is not pulled upward to avoid rims locking together, which could cause misfeeds, and the &amp;quot;clip&amp;quot; part of the stripper clip is removed incorrectly.&lt;br /&gt;
&lt;br /&gt;
The rifle always has the bent bolt regardless of attachments, and can attach a PU-1 scope. Additionally, it has access to an &amp;quot;8mm&amp;quot; conversion, which increases body damage at close range and decreases headshot damage at long range; this is presumably either meant to represent one of the interwar Polish conversions to 8x57mm Mauser, or one of the WWI-era Austro-Hungarian conversions to 8x50mmR Mannlicher. The ironsights have a higher zoom than almost every ironsight in the game, including ones on other sniper rifles like the AWM, which has irons by default. Interestingly, it has access to an extended magazine attachment; this is modeled off of the Howling Raven 10-round extended magazine, and is (like the real deal) detachable.&lt;br /&gt;
[[File:M9130.jpg|thumb|none|450px|Mosin Nagant M91/30 - 7.62x54mmR]]&lt;br /&gt;
[[File:MosinNagantM9130Sniper.jpg|thumb|none|450px|Mosin Nagant M91/30 with PU scope - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
===Mosin Nagant &amp;quot;Obrez&amp;quot;===&lt;br /&gt;
The [[Mosin Nagant &amp;quot;Obrez&amp;quot;]] version, a sawn-off Mosin, is available in the &amp;quot;Other&amp;quot; secondary category and is unlocked at rank 117. It shares all the reload inaccuracies from the M1891/30 listed above. The Obrez, as you would expect, has a lot of recoil, spread and bulet drop, but it can be effectively used as a pocket sniper.&lt;br /&gt;
&lt;br /&gt;
By default, it lacks a front sight, making aiming rather difficult. However, a barrel attachment called &amp;quot;Front Post&amp;quot; remedies the issue, extending the barrel just far enough in order to attach a front sight onto the barrel. The &amp;quot;Obrez Stock&amp;quot; and &amp;quot;Long Barrel&amp;quot; make the weapon approximate the M1891/30 listed above, in appearance, barrel length and performance, though it will still have more bullet spread than the proper rifle. Additionally, the extended barrel has no wood - it is just bare metal all the way. &lt;br /&gt;
&lt;br /&gt;
The weapon also has access to the 8mm conversion and the extended magazine, like the full-length rifle.&lt;br /&gt;
&lt;br /&gt;
As a bit of trivia, the appearance of the Obrez in ''Phantom Forces'' predates the appearance of the Obrez in ''[[Battlefield 1]]'' by a few months, making ''Phantom Forces'' the first game to feature one as a standalone weapon (though one could be created in ''[[DayZ]]'' by sawing down a full-length Mosin prior to this).&lt;br /&gt;
[[File:Mosin-Nagan-obrez.jpg|thumb|none|450px|Mosin Nagant M91/30 &amp;quot;Obrez&amp;quot;  - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
==PGM Hecate II==&lt;br /&gt;
The [[PGM Hecate II]] is unlocked at rank 150, with a Scrome LTE J10 F1 scope. Despite the Hecate's recoil compensation measures in real life such as the muzzle brake and its weight, which is supposed to reduce recoil to a level comparable to that of a .308 Winchester, the in-game depiction of the gun has very high recoil, most likely due to balancing purposes.&lt;br /&gt;
[[File:PGMHecateII.jpg|450px|thumb|none|PGM Hecate II - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 700 Magpul==&lt;br /&gt;
The [[Remington Model 700]], fitted with a Magpul chassis, is unlocked at rank 14 and is known as the &amp;quot;Remington 700&amp;quot;. It has a 6 round magazine, which does not exist, meaning a 7 round magazine has been loaded with 6 rounds. However, the model is that of a 5 round magazine. It has access to an extended magazine and a straight-pull bolt.&lt;br /&gt;
[[File:Remington M700 Hunter 700L stock.jpg|thumb|none|450px|Remington Model 700 with Magpul Hunter 700L Stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfr700-1.jpg|thumb|none|600px|The Remington 700 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Sako TRG-42==&lt;br /&gt;
The [[Sako TRG-42]] is unlocked at rank 84. It has a white chassis and MBUS back up ironsights, despite the rifle already having built-in irons. In-game, it is chambered in .338 Lapua Magnum.&lt;br /&gt;
[[Image:Sako trg42.jpg|thumb|none|450px|Sako TRG-42 - .300 Winchester Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Serbu BFG-50==&lt;br /&gt;
The [[Serbu BFG-50]] makes its inaugural appearance in a form of media, identified as &amp;quot;BFG 50&amp;quot;, being the most powerful sniper rifle in the game until the addition of the Hecate II and M107. It is well-known by the community due to its insane one-shot-kill potential and the fact that many low-level players would unlock it with credits before they reached rank 65. It is a single-shot, breech-loading .50 BMG rifle.&lt;br /&gt;
&lt;br /&gt;
The rifle has a few unique attachments - .17 Wildcat rounds are super-bottlenecked .50 BMG rounds which increase the bullet velocity of the BFG 50. It can also use .416 Barrett ammo and M903 SLAP rounds. It is equipped with the NXS 8-32 scope by default.&lt;br /&gt;
&lt;br /&gt;
All muzzle attachments are mounted inside the default muzzle brake, which is just part of the model and provides no statistical advantage.&lt;br /&gt;
[[File:serbu bfg50.jpg|thumb|none|450px|Serbu BFG-50 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SFG 50&amp;quot;===&lt;br /&gt;
A fictional ''super'' short-barrelled version of the [[Serbu BFG-50]], known as the &amp;quot;SFG 50&amp;quot;, is unlocked at rank 75 and it is part of the &amp;quot;Other&amp;quot; secondary weapon category. As you would expect from a short-barrelled .50 BMG rifle, it has insane recoil and low accuracy at range. The default muzzle brake is just part of the model and provides no statistical advantage.&lt;br /&gt;
&lt;br /&gt;
Like the BFG-50, it has access to .17 Wildcat, M903 SLAP and .416 Barrett ammo, along with the NXS 8-32 scope. It also has access to &amp;quot;Dust Shot&amp;quot;, which turns the weapon into a bolt-action, single-shot shotgun.&lt;br /&gt;
&lt;br /&gt;
The name &amp;quot;SFG 50&amp;quot; is never explained, nor was the name BFG for the BFG 50. As Serbu never gave any explanation for the name, many people have interpreted the acronym as &amp;quot;Big Fucking Gun&amp;quot;, along the same line as the [[Talk:Doom_(VG)#BFG_9000|BFG 9000 from the ''DOOM'' franchise]]. This would make SFG stand for &amp;quot;Small Fucking Gun&amp;quot;, which was reflected by the weapon's name in the killfeed being in lower-case until the Crimson Update.&lt;br /&gt;
[[File:PF-Sfg50-menu.jpg|thumb|none|600px|The &amp;quot;SFG 50&amp;quot; in the menu.]]&lt;br /&gt;
[[File:PF-Sfg50-attachments-menu.jpg|thumb|none|600px|The &amp;quot;SFG 50&amp;quot; with the default suppressor (with a unique model) and the &amp;quot;Ballistics Tracker&amp;quot; attachment (which is just an iPhone with a Stylis Studios logo).]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Scout==&lt;br /&gt;
An early-model [[Steyr Scout]] is unlocked at rank 195, equipped with a Leupold M8-6x scope. It is chambered in .376 Steyr and has an 8 round magazine. The straight-pull bolt is an attachment option for this weapon. It was previously chambered in 7.62x51mm NATO, with an underloaded 9 round magazine (should be 10), but it was changed in an unknown update. Instead of a Steyr logo on the stock, there is a Stylis Studios logo.&lt;br /&gt;
[[File:Scout Gray.jpg|thumb|none|450px|Steyr Scout (early model) with gray stock and long-eye-relief scope - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==VSS Vintorez==&lt;br /&gt;
The [[VSS Vintorez]] is unlocked at rank 46. By default, it has no scope and a 10 round magazine, but a PSO-1 scope can be attached to the weapon. It is classed as a Designated Marksman Rifle in-game and it is the only select-fire DMR in-game.&lt;br /&gt;
&lt;br /&gt;
Like the [[AS Val]], the Vintorez has access to the &amp;quot;Suppressor.. ?&amp;quot; attachment, which is the only barrel attachment. In-game, it doesn't do anything apart from pitch up the noise of your shots, and it is nonsensically attached to the end of the integral suppressor. It is modelled after the PBS-1.&lt;br /&gt;
&lt;br /&gt;
The AS Val can also be made into a VSS with the &amp;quot;Full Stock&amp;quot; attachment.&lt;br /&gt;
[[Image:Vss1.jpg|thumb|none|450px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
The [[Walther WA 2000]] is unlocked at rank 200. It correctly has a 6 round capacity. The scope model seems to be the same as the one on the Scout, the Leupold M8-6x, however the reticle is different. Oddly, a red laser attachment emits a pink beam instead. The top-mounted bipod is deployed when the &amp;quot;Long Barrel&amp;quot; attachment is used, like the FAMAS. Also like the FAMAS, the bipod is functionally useless.&lt;br /&gt;
&lt;br /&gt;
The description of the rifle states &amp;quot;Section 26, paragraph 5 - need to know. I'm sure you understand&amp;quot;, which is a reference to ''[[The Living Daylights]]'', a Bond film in which [[Timothy Dalton]] uses the WA2000.&lt;br /&gt;
[[Image:Walther-WA2000.jpg|thumb|none|450px|Walther WA 2000 - .300 Winchester Magnum]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Browning Automatic Rifle M1918A2==&lt;br /&gt;
The [[Browning Automatic Rifle M1918A2]] was added in October 2023 as part of update 9.0.3. &lt;br /&gt;
[[File:BAR.jpg|350px|thumb|none|M1918A2 Browning Automatic Rifle without carry handle - .30-06]]&lt;br /&gt;
&lt;br /&gt;
==Diemaco C7 LSW/Colt Model 750 LMG==&lt;br /&gt;
The [[Diemaco/Colt Canada C7 LSW]] appears as the first LMG players unlock, under the name &amp;quot;Colt LMG&amp;quot;. It does not have the built-in foregrip and it uses a 60 round quad-stack magazine. Despite the fact that it has a fixed carry handle (being based on the [[M16A2]]), the carry handle is removed when used with optics.&lt;br /&gt;
[[File:M16A2_CAR.jpg|thumb|none|350px|Diemaco C7 LSW/Colt Model 750 with Beta-C drum magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfm750-1.jpg|thumb|none|600px|The C7 LSW/M750 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==FN HAMR IAR==&lt;br /&gt;
The [[FN HAMR IAR]] is unlocked at rank 72, loaded with a 50 round X-Products drum. It does not feature the closed/open-bolt switching mechanism, being permanently stuck in closed-bolt. It is called the &amp;quot;SCAR HAMR&amp;quot; in-game. It has a fictional 9mm conversion, which uses a 100-round Beta-C drum magazine. Weirdly, the &amp;quot;Short Barrel&amp;quot; increases the effective range of the weapon.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[File:FN HAMR.jpg|thumb|none|450px|FN HAMR IAR - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21E]] is unlocked at rank 67. Like the [[Vollmer HK51-B]], it has a unique belt box that only G3 LMG variants use.&lt;br /&gt;
[[File:HK21E.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==L86A2==&lt;br /&gt;
The [[L86A2]] LSW is unlocked at rank 43, under the name &amp;quot;L86 LSW&amp;quot;.&lt;br /&gt;
[[File:L86A2.jpg|thumb|none|450px|L86A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M60E6==&lt;br /&gt;
The [[M60 machine gun|M60E6]], under the generic &amp;quot;M60&amp;quot; name, is unlocked at rank 19. It is fitted with a clubfoot stock and has the top rail from the [[Mk 43 Mod 1]]. &lt;br /&gt;
[[File:M60E6.jpg|thumb|none|450px|M60E6 with ELCAN scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfm60-1.jpg|thumb|none|600px|The M60 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==MG3KWS==&lt;br /&gt;
The [[MG3|MG3KWS]] is the improved version of the MG3, unlocked at rank 101. It can be modified with the &amp;quot;Light Bolt&amp;quot; and &amp;quot;Heavy Bolt&amp;quot; attachments, which in/decrease ROF. The MG3 has heavy bolt versions so it can be more easily fired from the shoulder.&lt;br /&gt;
[[File:MG3KWS.jpeg|thumb|none|450px|MG3KWS with Steiner 1-5x24 scope - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The [[MG42]] is unlocked at rank 142. It can be modified with the &amp;quot;Light Bolt&amp;quot; and &amp;quot;Heavy Bolt&amp;quot; attachments, which in/decrease ROF. Despite not being for MG42s, this has a basis in reality - the [[MG3]] has heavy bolt versions so it can be more easily fired from the shoulder.&lt;br /&gt;
[[Image:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] with a 40-round magazine is unlocked at rank 54.&lt;br /&gt;
[[File:RPK lmg.jpg|thumb|none|450px|RPK with 40 round magazine - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==RPK-12==&lt;br /&gt;
The RPK-12, an early LMG concept of the [[AK-12]] prototype, appears in the game. It is unlocked at rank 37, and has a 45 round magazine. It is based on the gun of the same name in ''[[Battlefield 4]]''.&lt;br /&gt;
[[File:RPK-12.jpg|thumb|none|450px|Photoshopped mock-up of the RPK-12 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==RPK-74==&lt;br /&gt;
The [[RPK-74]] is unlocked at rank 88. It uses the same rear sight as the AK74, when it should have a rear sight with windage adjustment.&lt;br /&gt;
[[File:Soviet RPK-74.jpg|thumb|none|450px|RPK-74 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR==&lt;br /&gt;
The [[Steyr AUG HBAR]] is unlocked at rank 27. It has the same rail system as the AUG A2 and A3, as well as a 42 round magazine, which incorrectly visually resembles a brown 30 round STANAG magazine. It used to be closed-bolt, but an update changed it so that the weapon was open-bolt, however the charging handle still moves as if it were closed-bolt.&lt;br /&gt;
[[Image:Aug-hbar.jpg|thumb|none|450px|Steyr AUG HBAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:SteyrAUGSR.jpg|thumb|none|450px|Steyr AUG Special Receiver - 5.56x45mm NATO. Image used to show the Picatinny rail.]]&lt;br /&gt;
[[File:Pfaughbar-1.jpg|thumb|none|600px|The AUG HBAR in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Vollmer HK51-B==&lt;br /&gt;
The super-rare [[Vollmer HK51-B]], a short-barrelled [[HK21]] conversion, is unlocked at rank 160. It is an unofficial belt-fed short-barrelled G3 rifle, adapted to use the M13 link designed for the [[M60]]. Despite this, it has a unique belt box model that all G3 LMG variants use. The reload animation is the same as the HK21. The weapon has the 3 round burst mode from the [[MP5A5]].&lt;br /&gt;
&lt;br /&gt;
Oddly, it is classed as a carbine, despite being a machine gun. This means it is the only belt-fed carbine in the game.&lt;br /&gt;
[[file:HK51-b.jpg|thumb|none|450px|Vollmer HK51-B without ammunition belt - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M79==&lt;br /&gt;
The [[M79]] appears as the &amp;quot;M79 Thumper&amp;quot;, one of the grenade launcher's nicknames from the Vietnam War. It is classified as an &amp;quot;Other&amp;quot; secondary, alongside the Obrez, the &amp;quot;SFG 50&amp;quot;, the &amp;quot;Saiga-12U&amp;quot;, the sawed-off shotgun and the Serbu Super Shorty, and is unlocked at rank 79. The sights are permanently folded down, and are removed and replaced by a Picatinny rail when using optics. The stock is removeable, replaced by a sawed-off pistol grip, and the barrel can be shortened. Nonsensically, the weapon can also be fitted with a muzzle brake or a compensator, which would never be able to be attached to the M79 in real life. It also has access to the joke &amp;quot;Loudener&amp;quot; muzzle attachment, which makes the weapon louder when firing. When reloading, the opening latch is correctly used before the barrel can be opened, which is nice attention to detail.&lt;br /&gt;
&lt;br /&gt;
The weapon does not fire HE 40x46mm grenades, as one might expect - instead, it fires 10 .22 LR bullets using the 40x46mm grenade casing, meaning it functions more like a single barrelled shotgun than a grenade launcher. This is not possible in real life - while there were experimental, shotgun like, ammunition for this weapons in real life, the chamber of the M79 cannot hold enough pressure to push small projectiles up to a lethal velocity. The barrel is rifled, therefore the small projectiles spread widely and is less lethal than a handgun or conventional shotgun at further range.&lt;br /&gt;
&lt;br /&gt;
The M79 has a few ammo conversions. It can use Hollow Point and Armour Piercing, unlike other shotguns, owing to it using .22 LR, not regular shotgun shells. The 40mm Sponge ammunition is unlocked by default, a riot-control ammo type intended to be non-lethal; instead of killing, it stuns and shocks the target. It has a similar function to a slug round used in the other shotguns, but with more pronounced drop and a muzzle velocity of 60m/s. It can kill with a hit anywhere on the body, and it has a different model to the normal ammunition - the 40mm grenade now has a grey base and a blue tip. The M79 can also fire Flechette ammunition, which has 16 projectiles, more than standard 8 darts used by every other shotgun with the flechette ammunition equipped. Flechette pierces cover better, but deals less damage, less muzzle velocity and has more spread. &amp;quot;.410 Beehive&amp;quot; converts the M79 to fire .410 shells, with 12 pellets that travel faster and further than the .22 LR, but have less power and more spread, meaning it functions similarly to the birdshot ammunition. Buckshot makes it fire the standard 8 pellet shells used in other shotguns via an adaptor, dealing more damage and with more muzzle velocity than the standard .22 LR, but with more spread and less pellets, it is not very useful. Finally, slugs function similarly to the 40mm Sponge, but with longer range, more spread and less drop, turning the M79 into an inaccurate version of the &amp;quot;SFG 50&amp;quot;.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==X Products Can Cannon==&lt;br /&gt;
The [[X Products Can Cannon]] is rather bizarrely the last firearm unlocked, at rank 222.&lt;br /&gt;
[[File:CanCannonAR15.jpg|thumb|none|450px|X Products Can Cannon - 12 oz. can]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
For gameplay purposes, all grenades glow green or red when thrown, depending on if the team that threw the grenade is friendly or not.&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] is unlocked at rank 26.&lt;br /&gt;
[[File:M26_Grenade.jpg|thumb|none|250px|M26 hand grenade]]&lt;br /&gt;
[[File:Pfm26-1.jpg|thumb|none|600px|The M26 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M560 Mini Grenade==&lt;br /&gt;
The M560 mini grenade is unlocked at rank 56.&lt;br /&gt;
[[File:ONSV2998__02.jpg|thumb|none|250px|M560 mini grenade]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] is the default grenade in ''Phantom Forces''.&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|250px|M67 hand grenade]]&lt;br /&gt;
[[File:Pfm67-2.jpg|thumb|none|600px|The M67 in the loadout menu.]]&lt;br /&gt;
[[File:Pfm67-1.jpg|thumb|none|600px|The pre-5.7.0 model for the grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Mk. 2 Hand Grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is unlocked at rank 2.&lt;br /&gt;
[[File:MkII_post-WWII_grenade.JPG|thumb|none|250px|Mk. 2 hand grenade]]&lt;br /&gt;
[[File:Pfmk2-1.jpg|thumb|none|600px|The Mk. 2 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
Three versions of the [[Model 24 Stielhandgranate]] appear in-game. The first is the basic &amp;quot;M24 Stick&amp;quot;, which is unlocked at rank 24. The second is the ''Geballte Ladung'' variant, unlocked at rank 168 (which is 7 times 24). The third is actually a melee weapon, and can only be unlocked by getting a Legendary on a case.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate]]&lt;br /&gt;
[[File:Pfm24-1.jpg|thumb|none|600px|The Stielhandgranate in the menu. The marking on the grenade's head reads &amp;quot;Kartoffel&amp;quot; (potato in German), in reference to its &amp;quot;potato masher&amp;quot; nickname.]]&lt;br /&gt;
[[File:M24_geballte_ladung.jpg|thumb|none|300px|Model 24 Stielhandgranate ''Geballte Ladung'']]&lt;br /&gt;
&lt;br /&gt;
==RGD-5 Hand Grenade==&lt;br /&gt;
The [[RGD-5 hand grenade]] is unlocked at rank 54.&lt;br /&gt;
[[File:RGD5.jpg|thumb|none|250px|RGD-5 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==RGN Hand Grenade==&lt;br /&gt;
The [[RGN]] is unlocked at rank 113.&lt;br /&gt;
[[File:RGN.jpg|thumb|none|250px|RGN hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==RGO Hand Grenade==&lt;br /&gt;
The [[RGO]] hand grenade is unlocked at rank 114.&lt;br /&gt;
[[File:RGO.jpg|thumb|none|250px|RGO hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==T13 Beano Grenade==&lt;br /&gt;
The [[T13 Beano]] grenade is unlocked at rank 80.&lt;br /&gt;
[[File:T13_Impact_Grenade.jpg|thumb|none|250px|T13 Beano grenade]]&lt;br /&gt;
&lt;br /&gt;
==V40 Mini Grenade==&lt;br /&gt;
The [[V40 Mini Grenade]] is unlocked at rank 140.&lt;br /&gt;
[[File:V40.jpg|thumb|none|250px|V40 Mini Grenade]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==e-Shotgun==&lt;br /&gt;
The &amp;quot;E Gun&amp;quot; is the world's first commercial coilgun, called the e-Shotgun in real life and unlocked at rank 87. The weapon fires small discs, which the game affectionately calls &amp;quot;Angry Pancakes&amp;quot;. A caliber conversion is available to the equally silly-sounding &amp;quot;Pennies&amp;quot; ammo type. Using the &amp;quot;Pennies&amp;quot; doubles the size of capacity up to 100 rounds. It features the real weapon's automatic and &amp;quot;shotgun&amp;quot; (actually a very fast 5-round burst) modes, and a semi-auto mode, with the burst firing at 2,800 RPM, 400 higher than the real weapon. Automatic fire is also faster, firing at 850 RPM instead of 600. The weapon also features a unique sight, the Kousaku OLED, unlocked by default.&lt;br /&gt;
[[File:PD90 coilgun.jpg|500px|thumb|none|e-Shotgun PD90]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Coilgun&amp;quot;===&lt;br /&gt;
The &amp;quot;Coilgun&amp;quot; is a fictional secondary version of the e-Shotgun, also unlocked at rank 87, painted white instead of black. As a shotgun secondary, it is classed as an &amp;quot;Other&amp;quot; secondary. It features the same unique sight as the primary, and has only minor changes compared to the primary version.&lt;br /&gt;
&lt;br /&gt;
==Nerf Boxy Buster==&lt;br /&gt;
The &amp;quot;Boxy Buster&amp;quot; is a pistol based on the [[USFA ZiP .22]], added as part of a tie-in with Nerf, as Hasbro partnered with Roblox to make toy blasters based on various popular ''Roblox'' games. The ZiP .22 was selected due to its simplicity and popularity within the community as a joke weapon. The Boxy Buster is a real toy, which is functionally similar to the &amp;quot;Jolt&amp;quot; blasters. The in-game weapon is unlocked by redeeming a code that comes with the real blaster.&lt;br /&gt;
&lt;br /&gt;
The weapon has incredibly unrealistic performance for a foam dart toy blaster. It has a muzzle velocity of 500m/s, which is the lowest in the game but still far higher than the real toy. The foam dart cannot penetrate walls and makes no noise when firing, so players using this blaster do not show up on the minimap. The darts have a preposterous range compared to the real blaster, able to hit enemies across the map and even result in a kill if a headshot is achieved, due to the low damage of 25 being boosted with a 3x torso multiplier and a 50x headshot multiplier, meaning the weapon does 1,250 damage to the head, the joint highest in the game with the 1911 pistol's dart conversion. The darts are green, like the ones that come with the real-life Boxy Buster.&lt;br /&gt;
&lt;br /&gt;
The reload is incorrect, as the player never pulls the plunger underneath the grip, which is needed for the blaster to fire.&lt;br /&gt;
[[File:PF_Boxy_Buster.jpg|thumb|350px|none|Nerf Boxy Buster toy pistol]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Heckler &amp;amp; Koch XM29 OICW==&lt;br /&gt;
The 1999 prototype of the [[Heckler &amp;amp; Koch XM29 OICW]] is featured on a poster in the map &amp;quot;Metro&amp;quot;.&lt;br /&gt;
[[File:H%26K_XM29_OICW.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM29 OICW (1999 prototype) - 5.56x45mm NATO &amp;amp; 20x28mm grenade]]&lt;br /&gt;
[[File:Pfoicw-1.jpg|thumb|none|600px|If only it was usable...]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Phantom_Forces&amp;diff=1638225</id>
		<title>Phantom Forces</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Phantom_Forces&amp;diff=1638225"/>
		<updated>2023-12-26T21:38:43Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: /* Remington 1858 Navy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Phantom Forces&lt;br /&gt;
|picture = PhantomForces title.jpg&lt;br /&gt;
|caption =  ''Loading screen art''&lt;br /&gt;
|date= June 2, 2015&lt;br /&gt;
|developer=StyLiS Studios&lt;br /&gt;
|platforms=	&lt;br /&gt;
Microsoft Windows&amp;lt;br&amp;gt;&lt;br /&gt;
MacOS&amp;lt;br&amp;gt;&lt;br /&gt;
Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
PlayStation 4&amp;lt;br&amp;gt;&lt;br /&gt;
PlayStation 5&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Roblox&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''Phantom Forces''''' is a multiplayer first-person shooter developed by StyLiS Studios. The game, which is available on the Roblox platform, was first made available on June 2nd, 2015 for consoles and  August 31st, 2015 for PC. It is a modern shooter heavily inspired by the ''[[Battlefield]]'' franchise, specifically ''[[Battlefield 3|3]]'' and ''[[Battlefield 4|4]]'', with some of the maps and weapons of ''4'' and the heads-up display of ''3'' making a near-identical appearance in ''Phantom Forces''. The 4-class system of the ''Battlefield'' games is also present, but without the unique gadgets and abilities of those classes.&lt;br /&gt;
&lt;br /&gt;
''Phantom Forces'' sets itself apart with an extremely diverse selection of over 180 firearms ranging from late-19th century lever-action rifles to the most modern military small arms. Each and every weapon may also be extensively modified to suit a player's needs, with available attachments including optical sights, suppressors, foregrips, extended magazines, caliber conversions, alternate ammunition, and lengthened/shortened barrels. &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
There are 4 classes in ''Phantom Forces'', which, due to the lack of ''Battlefield''-inspired gadgets, differ only by the types of primary weapons that they have access to. The first class, Assault, can equip Assault Rifles, Carbines, Battle Rifles, and Shotguns. Support, the second class, has similar weapon offerings, except they use Light Machine Guns instead of Assault Rifles. The Scout class has access to Personal Defense Weapons, Carbines, Shotguns and Designated Marksman Rifles. The final class, Recon, has access to Sniper Rifles, DMRs, Battle Rifles, and Carbines.&lt;br /&gt;
&lt;br /&gt;
Each class can equip one primary weapon, one secondary weapon, one grenade, and one melee weapon. Primary weapons are split into several categories, which are Assault Rifles, Battle Rifles, Carbines, DMRs (intermediate and full-power semi-automatic rifles), LMGs (and GPMGs), PDWs (submachine guns and a few carbines), Shotguns, and Sniper Rifles. Secondary weapons, which are shared across all classes, are categorized into Pistols, Revolvers, Machine Pistols, and a catch-all &amp;quot;Other&amp;quot; category. Grenades are divided among three categories, those being Fragmentation, High Explosive, and Impact. Weapons can be unlocked by increasing one's personal &amp;quot;rank&amp;quot;, which is done by gathering XP awarded by eliminating other players or completing objectives, or pre-bought with Credits, an in-game currency that is acquired by ranking up, selling in-game skins, or spending real money. &lt;br /&gt;
&lt;br /&gt;
Every gun in the game can be modified in the loadout menu to add (or remove) various parts, which are unlocked on a per-weapon basis by accumulating kills or spending credits. Most weapons can use one &amp;quot;optic&amp;quot; attachment (includes iron sights, holographic sights, and scopes), one &amp;quot;barrel&amp;quot; attachment (suppressors, muzzle devices, changing barrel length, shotgun chokes), one &amp;quot;underbarrel&amp;quot; attachment (grips, flashlights, lasers), one &amp;quot;other&amp;quot; attachment (side-mounted lasers and flashlights, alternate/remove stocks, extended magazines, canted sights), and one &amp;quot;ammo&amp;quot; attachment (hollow point, armor piercing, overpressure, slugs, flechette, conversions). Although many attachments are available to all weapons (with some exceptions), many guns feature modifications that are unique to that weapon or weapon class. Some unique modifications change the weapon in such a way that it becomes another firearm entirely; for example, the [[Kel-Tec KSG]] has access to the unique &amp;quot;KSG-25 barrel&amp;quot; modification, which transforms the shotgun into the KSG-25 both functionally, by extending its barrel and magazine tubes, and literally, by changing the weapon's name to &amp;quot;KSG-25&amp;quot; in the loadout menu and killfeed. This will be taken into account when considering if a weapon appears in ''Phantom Forces''.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
Pistols in ''Phantom Forces'' are split between automatic pistols (and some single-shot pistols) and machine pistols. They can be equipped in the secondary slot and are available to all classes. &lt;br /&gt;
&lt;br /&gt;
==AMT Automag III==&lt;br /&gt;
The [[AMT Automag III]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 109. Chambered in .30 Carbine, it has a very high base damage (68 at point blank) and good torso/headshot multiplier at the cost of a low magazine capacity (8+1) and very high recoil. The Automag III features two unique modifications, those being a .45 Winchester Magnum conversion and .50 Action Express conversion, which convert the pistol into the Automag IV and Automag V respectively.&lt;br /&gt;
[[Image:AMTAutoMagIII.jpg|thumb|none|450px|AMT Automag III - .30 Carbine.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII menu.jpg|600px|thumb|none| ''An American hand cannon brought to you by AMT. Loading the .30 Carbine cartridge and featuring impressive damage potential, despite this it kicks incredibly high.'']]&lt;br /&gt;
[[File:PhantomForces AutomagIII hip.jpg|600px|thumb|none|The player character holds the Automag III at their hip in one of the dimly-lit tunnels of Ravod 911.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII ads1.jpg|600px|thumb|none|The view down the Automag III's sights.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII ads alt.jpg|600px|thumb|none|The Automag III's alternate ADS view, which would be much more useful if the handgun in question was equipped with a laser attachment.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII inspect1.jpg|600px|thumb|none|The player inspects the left side of the Automag III, something the player is capable of doing to each of the game's guns.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII inspect2.jpg|600px|thumb|none|The second part of the inspect animation, featuring the right side of the gun. Looking good is half the battle.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII tacreload1.jpg|600px|thumb|none|The Automag III's tactical reload animation, in which the magazine is unceremoniously &amp;quot;Wick-flicked&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII tacreload2.jpg|600px|thumb|none|The second half of the reload, in which a fresh magazine is rammed home.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII dryreload.jpg|600px|thumb|none|When reloaded from an empty magazine, the player character pulls back on the Automag III's slide to chamber a round.]]&lt;br /&gt;
===AMT Automag IV===&lt;br /&gt;
Equipping the &amp;quot;.45 WinMag&amp;quot; ammo conversion mod for the Automag III transforms it into the [[AMT Automag IV]]. This allows the pistol to fire much faster and increases the maximum total ammo the player can carry, but reduces its damage and headshot multiplier. &lt;br /&gt;
[[File:AMTAutoMagIV.jpg|350px|thumb|none|AMT Automag IV - .45 Win Mag.]]&lt;br /&gt;
[[File:PhantomForces AMagIV.jpg|600px|thumb|none| ''Load your Automag with .45 Winchester Magnum. This makes your Automag III into the .45 caliber Automag IV. A more traditionally performing handgun cartridge with a lot of power still by comparison.'']]&lt;br /&gt;
&lt;br /&gt;
===AMT Automag V===&lt;br /&gt;
Equipping the &amp;quot;.50 AE&amp;quot; ammo conversion mod for the Automag III transforms it into the [[AMT Automag V]]. This vastly increases its damage, allowing for a one-shot kill to the body at close range. The Automag V's immense firepower is offset by its reduced magazine capacity of just 5 rounds, however, and its heavy recoil makes quick follow-up shots very difficult (not that one is needed, if you're using it correctly). &lt;br /&gt;
[[File:AMTAutoMagV.jpg|350px|thumb|none|AMT Automag V - .50 AE.]]&lt;br /&gt;
[[File:PhantomForces AMagV.jpg|600px|thumb|none|''Load your Automag with .50 Action Express. This makes your Automag III into the .50 caliber Automag V. There were only 3000 of these models produced using a 5-round magazine. Featuring stopping power similar to other .50 caliber handguns.'']]&lt;br /&gt;
&lt;br /&gt;
==AMT Javelina Longslide==&lt;br /&gt;
The AMT Javelina Longslide, a variant of the 1911-pattern [[AMT Hardballer]] chambered in 10mm Auto and with an extended barrel, was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 84. The pistol is known as the &amp;quot;Hardballer&amp;quot; in-game and is capable of dealing above-average damage per shot, with its main strength being its ability to three-shot an enemy player to any part of the body at any range. This long-ranged power is counterbalanced by a low magazine size of only 8+1 rounds, mediocre close-range performance, and somewhat high vertical recoil. The Javelina Longslide has access to the &amp;quot;Short Barrel&amp;quot; mod, which shortens the handgun's barrel and slide to that of a standard 1911, and a US Marine Corps. folding shoulder stock. The Javelina is also unique in that it is the only firearm in the game to lack a kill requirement for the fictional &amp;quot;AMT Terminator&amp;quot; optic, which, along with the weapon's in-game description, is an obvious reference to 1984's ''[[The Terminator]]''. &lt;br /&gt;
[[File:AMTJavelinaLongslide.jpg|350px|thumb|none|AMT Javelina Longslide - 10mm Auto]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide model.jpg|600px|thumb|none|''Strong ranged performance at the cost of somewhat high recoil - It may not be a phased plasma rifle in the 40-watt range, but this pistol still packs quite a lot of punch with every shot.'']]&lt;br /&gt;
[[File:M1911 Marines stock.jpg|350px|thumb|none|M1911A1 with experimental US Marine Corps. folding stock - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide modelmods.jpg|600px|thumb|none| The Javelina Longslide with a shortened barrel, US Marine Corps. folding shoulder stock, and &amp;quot;AMT Terminator&amp;quot; laser sight.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide hip.jpg|600px|thumb|none|Holding the Javelina Longslide.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide inspect1.jpg|600px|thumb|none|Inspecting the Javelina Longslide.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide inspect2.jpg|600px|thumb|none|Ditto.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide ADS1.jpg|600px|thumb|none|Looking down the Javelina's iron sights.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide ADS2.jpg|600px|thumb|none|Alternate ADS view.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide firing.jpg|600px|thumb|none|Firing the pistol.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide reload1.jpg|600px|thumb|none|Removing an empty magazine by jerking the handgun downwards...]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide reload2.jpg|600px|thumb|none|...and inserting a fresh one. The player then presses the slide release to finish the process.]]&lt;br /&gt;
&lt;br /&gt;
==Arsenal Firearms AF2011-A1==&lt;br /&gt;
The [[Arsenal Firearms AF2011-A1]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 201. Holding the (dubious) honor of being the secondary weapon with the highest unlock rank in the game, the AF2011-A1 was the first double-barreled non-shotgun firearm added to ''Phantom Forces.'' It features very high damage at close range (due to it firing two .45 ACP rounds per trigger-pull), high recoil, a low magazine size, and a long reload. Unique modifications for the AF2011-A1 include a Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock and a &amp;quot;.45 Super&amp;quot; ammo conversion which significantly improves penetration and muzzle velocity at the expense of long-range damage and recoil. &lt;br /&gt;
[[File:AF2011.jpg|thumb|none|350px|Arsenal Firearms AF2011-A1 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 model.jpg|600px|thumb|none|''A double barrel design based off the M1911. Features two of... well, everything! Features great damage in close range as you are firing two rounds at once but suffers range performance due to recoil and a slow reload.'']]&lt;br /&gt;
[[File:1911 MultiShotKit.jpg|350px|thumb|none|M1911A1 with Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 modelmods.jpg|600px|thumb|none|The AF2011-A1 with the Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock attached.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 hiphold.jpg|600px|thumb|none|Wide load coming through! Holding the AF2011-A1.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 leftside.jpg|600px|thumb|none|Inspecting the left side of the pistol.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 ADS1.jpg|600px|thumb|none|Aiming down the AF2011-A1's sights.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 ADS2.jpg|600px|thumb|none|Gangsta-&amp;quot;aiming&amp;quot; the wide-bodied pistol.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 firing.jpg|600px|thumb|none|Firing the pistol. Although the game correctly models a pair of spent casings, they should be flung from opposite sides of the weapon, not both from the same side.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 reload1.jpg|600px|thumb|none|Reloading the big-boned pistol by flicking away the empty... magazine... magazines?]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 reload2.jpg|600px|thumb|none|Inserting a... feed device. Sure, that works.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 reload3.jpg|600px|thumb|none|Pulling back and releasing the slides.]]&lt;br /&gt;
&lt;br /&gt;
==AWS 1911==&lt;br /&gt;
The [[AWS 1911]] was added on Christmas 2018 as part of update 4.0.0 (2018 Winter Update 1) as the &amp;quot;MP1911&amp;quot; and is unlocked at rank 106. The version depicted in-game is select-fire and feeds from double-stack magazines, meaning that it is based on the later &amp;quot;AWS Model-2&amp;quot; prototypes. It comes pre-equipped with the shoulder stock from the Colt 1911 machine pistol prototype. The AWS 1911 is classified as a machine pistol and fires .45 ACP at an astounding 1000 RPM in full-auto, offering a potent close-range self-defense tool for a player in a pinch, featuring high damage and controllable recoil due to its foregrip and stock. Its 15-round magazine, however, is one of the smallest in its class. It can be modified to remove its pre-fitted stock and shorten the barrel, which increases the weapon's responsiveness in CQC at the expense of worse recoil and range. The AWS 1911 also features a 9x19mm conversion which increases its magazine size (20 &amp;gt; 15 rounds) and firerate (1300 &amp;gt; 1000 RPM) while decreasing its damage. &lt;br /&gt;
[[Image:aws191138super.jpg|thumb|none|350px|AWS 1911 - .38 Super]]&lt;br /&gt;
[[File:M1911 .38 Machine Pistol.jpg|350px|thumb|none|Colt M1911A1 machine pistol conversion - .38 Super. The stock of the &amp;quot;MP1911&amp;quot; appears to be modeled after this machine pistol's stock.]]&lt;br /&gt;
[[File:PhantomForces MP1911 model.jpg|600px|thumb|none|''A custom 1911 prototype from the Philippines. Features a custom foregrip and muzzle device for very stable firing characteristics, but has a bulky magazine resulting in slow reloads.'']]&lt;br /&gt;
[[File:PhantomForces MP1911 modelmods.jpg|600px|thumb|none|The AWS 1911 made extra-short with the &amp;quot;Remove Stock&amp;quot; and &amp;quot;Short Barrel&amp;quot; attachments and converted to fire 9x19mm.]]&lt;br /&gt;
[[File:PhantomForces MP1911 hiphold.jpg|600px|thumb|none|Holding the unusual fully-automatic 1911 at the hip.]]&lt;br /&gt;
[[File:PhantomForces MP1911 leftside.jpg|600px|thumb|none|The left side of the AWS 1911.]]&lt;br /&gt;
[[File:PhantomForces MP1911 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces MP1911 ADS1.jpg|600px|thumb|none|Aiming down the AWS 1911's fancy-schmancy blue and white glow sights.]]&lt;br /&gt;
[[File:PhantomForces MP1911 ADS2.jpg|600px|thumb|none|The &amp;quot;MP1911's&amp;quot; alternate aim view, which is essentially a zoomed-in hipfire view.]]&lt;br /&gt;
[[File:PhantomForces MP1911 firing.jpg|600px|thumb|none|Letting loose with a fully-automatic burst of .45 ACP. A big thanks to the Philippines!]]&lt;br /&gt;
[[File:PhantomForces MP1911 reload1.jpg|600px|thumb|none|Performing an AWS 1911 fan's favorite task: reloading.]]&lt;br /&gt;
[[File:PhantomForces MP1911 reload2.jpg|600px|thumb|none|Inserting a fresh magazine containing 15 .45 ACP rounds; note that this machine pistol has been fitted with a magical auto-closing slide!]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
A [[Beretta 93R]] with wood grips was added during the game's Alpha and is unlocked at rank 26. It feeds from a 20 round magazine, is classified as a machine pistol, and is the only secondary weapon in the game to feature a burst-fire. The 93R is capable of killing a full-health player with one three-round burst at close range, but its high vertical recoil can make the weapon hard to use effectively beyond close range. The machine pistol can also be fired sem-automatically, which can also be useful when single, more accurate shots are desired. The Beretta 93R's only unique modification is a recoil-decreasing shoulder stock known as the &amp;quot;Raffica Stock&amp;quot;. &lt;br /&gt;
[[Image:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces 93R model.jpg|600px|thumb|none|''An Italian machine pistol that fires rapid 3-round bursts. Strong vertical recoil with high close-in damage.'']]&lt;br /&gt;
[[File:Beretta 93R with unfolded stock.jpg|thumb|none|350px|Beretta 93R with optional unfolded shoulder stock - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces 93R modelmods.jpg|600px|thumb|none|The Beretta 93R equipped with the &amp;quot;Raffica Stock&amp;quot; mod.]]&lt;br /&gt;
[[File:PhantomForces 93R hiphold.jpg|600px|thumb|none|First-person view with the 93R equipped.]]&lt;br /&gt;
[[File:PhantomForces 93R leftside.jpg|600px|thumb|none|Inspecting the pistol, which features a small folding foregrip. Ironically, this provides no stability improvement over the standard Beretta M9 also featured in-game.]]&lt;br /&gt;
[[File:PhantomForces 93R rightside.jpg|600px|thumb|none|The right side of the 93R.]]&lt;br /&gt;
[[File:PhantomForces 93R ADS1.jpg|600px|thumb|none|Aiming down the 93R's simplistic three-dot iron sights.]]&lt;br /&gt;
[[File:PhantomForces 93R ADS2.jpg|600px|thumb|none|The alternate ADS mode, which offers a much clearer viewmodel at the expense of a clear aiming point (without equipping a laser, at least).]]&lt;br /&gt;
[[File:PhantomForces 93R firing.jpg|600px|thumb|none|Unleashing a three-round burst; note the high vertical recoil.]]&lt;br /&gt;
[[File:PhantomForces 93R reload1.jpg|600px|thumb|none|What sick freak made a three-round burst pistol with a magazine size not divisible by 3???]]&lt;br /&gt;
[[File:PhantomForces 93R reload2.jpg|600px|thumb|none|The world is truly an unfair place.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M9==&lt;br /&gt;
A [[Beretta M9]] with brown StyLiS-branded grips was added during the game's Alpha and is one of the two sidearms unlocked by default. The M9 is a &amp;quot;jack-of-all-trades&amp;quot; pistol that is exceptionally average in almost every characteristic. It can be fitted with an extended 20-round magazine, an extended barrel/slide, and the 93R's &amp;quot;Raffica Stock&amp;quot; in addition to the standard suite of weapon attachments. The Beretta M9 features a unique texture, name, and viewmodel when the &amp;quot;Osprey Suppressor&amp;quot; is equipped, which is a reference to the &amp;quot;Luison&amp;quot; pistol from ''[[Rainbow Six Siege]]''. &lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces M9 model.jpg|600px|thumb|none|''A 9mm Italian pistol. One of the first 'wonder nines'. High capacity with deep reserves, light recoil, and high velocity.'']]&lt;br /&gt;
[[File:PhantomForces M9 modelmods.jpg|600px|thumb|none|The M9 equipped with an extended magazine and a long slide.]]&lt;br /&gt;
[[File:PhantomForces M9 hiphold.jpg|600px|thumb|none|The first-person viewmodel of the ubiquitous M9.]]&lt;br /&gt;
[[File:PhantomForces M9 leftside.jpg|600px|thumb|none|The left side of the pistol.]]&lt;br /&gt;
[[File:PhantomForces M9 rightside.jpg|600px|thumb|none|The right side. Nothing much to say here, really.]]&lt;br /&gt;
[[File:PhantomForces M9 ADS1.jpg|600px|thumb|none|Yep, just your average Beretta M9.]]&lt;br /&gt;
[[File:PhantomForces M9 ADS2.jpg|600px|thumb|none|Aiming the M9 as any US serviceman would, of course.]]&lt;br /&gt;
[[File:PhantomForces M9 reload1.jpg|600px|thumb|none|Removing an empty magazine...]]&lt;br /&gt;
[[File:PhantomForces M9 reload2.jpg|600px|thumb|none|...and inserting a fresh one, followed by pressing the magazine release. These animations are shared by many of the game's pistols.]]&lt;br /&gt;
[[File:R6S-luison.jpg|600px|thumb|none|The [[Rainbow Six Siege#Beretta 92|&amp;quot;Luison&amp;quot; pistol]] as it appears in ''Rainbow Six Siege''. ]]&lt;br /&gt;
[[File:PhantomForces M9Luison model.jpg|600px|thumb|none|The M9 with the &amp;quot;Osprey&amp;quot; suppressor equipped. Hey, I've seen this one before...]]&lt;br /&gt;
[[File:PhantomForces M9Luison viewmodel.jpg|600px|thumb|none|The handgun's unique first-person viewmodel. This Beretta is definitely not loaded with less-lethal rounds, however. ]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
A two-toned [[Colt M1911A1]] was added during the game's Alpha and is unlocked at rank 8. The pistol is seemingly a custom model as it has an 8-round magazine, wooden grips embossed with a golden StyLiS logo, full-length guide rod, a M1911-style main spring housing, and an oversized hammer. The M1911A1 is accurate, quick to reload, and has impressive stopping power, making it a deadly sidearm at any range. At the same time, the classic handgun's jumpy recoil, low muzzle velocity, and low magazine size heavily discourage firing too quickly. The M1911A1 can be equipped with a folding shoulder stock to aid in recoil management and has access to a unique cosmetic &amp;quot;Engravings&amp;quot; attachment.  &lt;br /&gt;
[[Image:NickelPlatedM1911A1.jpg|thumb|350px|none|Nickel-plated M1911A1 with brown plastic grips - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M1911A1 model.jpg|600px|thumb|none|''A classic American pistol brought into the modern age. Very high damage up close, with poor velocity and small magazine size.'']]&lt;br /&gt;
[[File:PhantomForces M1911A1 modelengravings.jpg|600px|thumb|none|''It's a nice gun, I'll give you that. But the engraving gives you no tactical advantage whatsoever.'']]&lt;br /&gt;
[[File:M1911 Marines stock.jpg|350px|thumb|none|Colt M1911A1 with experimental US Marine Corps. folding stock - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M1911A1 modelstock.jpg|600px|thumb|none|The M1911A1 with a folding shoulder stock attached.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 hiphold.jpg|600px|thumb|none|Holding the custom M1911A1 at the hip.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 leftside.jpg|600px|thumb|none|The left side of the pistol.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 ADS1.jpg|600px|thumb|none|The view down the M1911A1's custom red-and-green glow sights.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 ADS2.jpg|600px|thumb|none|Alternate ADS view.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 reload.jpg|600px|thumb|none|Removing an empty magazine. The remainder of the reload is identical to other automatic pistols.]]&lt;br /&gt;
&lt;br /&gt;
===M1911 .22 LR===&lt;br /&gt;
Equipping the M1911A1 with the &amp;quot;Ratshot&amp;quot; ammo conversion transforms it into the &amp;quot;M1911 .22LR&amp;quot;. This turns the weapon into a pseudo-shotgun, allowing it to fire four extremely weak pellets up to 10 times before reloading. A joke attachment first and foremost, Ratshot has some dubious utility in point-blank engagements as it is technically capable of a one-hit kill if all four pellets score a headshot (4 pellets x 9 damage x 3.0 headshot multiplier = 108 damage), but the shotgun-pistol's somewhat wide spread, low pellet count, and miserable damage to the body add up to a weapon that is a straight downgrade in almost any situation compared to the .45 ACP M1911A1. &lt;br /&gt;
[[File:Colt1911A1 22.jpg|350px|thumb|none|M1911A1 produced by Walther Arms - .22 LR]]&lt;br /&gt;
[[File:PhantomForces M1911A1 22 model.jpg|600px|thumb|none|''Change the ammunition fired from your M1911 into .22 Rat Shot. Why would you do this to yourself? You basically have a mini shotgun...'']]&lt;br /&gt;
[[File:PhantomForces M1911A1 22 firing.jpg|600px|thumb|none|The M1911 .22's shot pattern. Note the black tracers.]]&lt;br /&gt;
&lt;br /&gt;
===OSS &amp;quot;Bigot&amp;quot; M1911A1===&lt;br /&gt;
Equipping the &amp;quot;Dart&amp;quot; ammo conversion transforms the weapon into the experimental clandestine [[OSS &amp;quot;Bigot&amp;quot; M1911]]. A high-risk, high-reward weapon, the &amp;quot;Bigot&amp;quot; launches a large, slow dart projectile that deals heavy damage to the body and kills instantly to the head at any range. It is incapable of scoring a one-shot against a full-health opponent without a headshot, however, so the &amp;quot;Bigot&amp;quot; is best used as an instant, silent eliminator of distracted/stationary enemies (provided one becomes familiar with its arcing trajectory) or as a finisher against opponents that are already injured. &lt;br /&gt;
[[File:Bigot_1911_pistol.jpg|thumb|none|350px|OSS &amp;quot;Bigot&amp;quot; M1911A1]]&lt;br /&gt;
[[File:PhantomForces M1911A1dart model.jpg|600px|thumb|none|''Change the ammunition fired from your M1911 to a single dart. Deals more damage, but with worse recoil, low bullet velocity and less ammunition carried.'']]&lt;br /&gt;
[[File:PhantomForces M1911A1dart hiphold.jpg|600px|thumb|none|The first-person viewmodel of the M1911 &amp;quot;Bigot&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces M1911A1dart firing.jpg|600px|thumb|none|Firing a pink-tracered dart. Note that the dart protruding from the muzzle of the weapon doesn't actually disappear until several frames after the weapon is fired.]]&lt;br /&gt;
[[File:PhantomForces M1911A1dart reloading.jpg|600px|thumb|none|Loading in a new dart.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1==&lt;br /&gt;
The [[Colt M45A1 CQBP]] was added in January 2018 as part of update 3.5.1 and is unlocked at rank 34. Before update 5.7.0, the weapon lacked the distinctive grip panels, tan finish, and ambidextrous grip safety of the M45A1, which made it a [[Colt Rail Gun]]. It has a threaded barrel, feeds from a 10-round extended magazine in its default configuration, and is otherwise similar performance-wise to the M1911A1. The M45A1 features a few unique mods, including a 15-round extended magazine, a generic polymer shoulder stock, and the same &amp;quot;Dart&amp;quot; conversion as the M1911A1. &lt;br /&gt;
[[File:M45A1.jpg|thumb|none|350px|Colt M45A1 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M45A1 model.jpg|600px|thumb|none|''A modern American pistol with many custom parts. High damage, medium capacity, strong recoil.'']]&lt;br /&gt;
[[File:PhantomForces M45A1 modelmods.jpg|600px|thumb|none|The M45A1 with an extended magazine and shoulder stock.]]&lt;br /&gt;
[[File:PhantomForces M45A1 hiphold.jpg|600px|thumb|none|First-person view of the aggressively beige M45A1.]]&lt;br /&gt;
[[File:PhantomForces M45A1 leftside.jpg|600px|thumb|none|The first part of the inspect animation, in which the magazine is shown to the player.]]&lt;br /&gt;
[[File:PhantomForces M45A1 rightside .jpg|600px|thumb|none|Performing a brass check in the second part of the inspect animation.]]&lt;br /&gt;
[[File:PhantomForces M45A1 ADS1.jpg|600px|thumb|none|Aiming down the M45A1's green glow sights. The wing-like ambidextrous thumb safeties are clearly visible.]]&lt;br /&gt;
[[File:PhantomForces M45A1 ADS2.jpg|600px|thumb|none|A decidedly less professional way of aiming the M45A1.]]&lt;br /&gt;
[[File:PhantomForces M45A1 reload1.jpg|600px|thumb|none|The M45A1's reload begins with disposing of the empty magazine.]]&lt;br /&gt;
[[File:PhantomForces M45A1 reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PhantomForces M45A1 reload3.jpg|600px|thumb|none|Pulling back (and releasing) the slide to finish the reloading process off.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
An [[FN Five-seveN]] Mk2 with a flat dark earth (FDE) frame was added in May 2019 as part of update 4.4.0 and is unlocked at rank 57 (go figure). The Five-seveN has a lot of positive qualities, including incredibly good long-range performance, low recoil, very high penetration, and the highest magazine size in-class (20 rounds). Unfortunately, the Five-seveN deals relatively low damage per shot and has a mediocre headshot multiplier, meaning that anywhere from 3 to 5 shots are required to eliminate a full-health opponent, which can be a death sentence in a hectic CQC battle. Its only unique modification is an extended 30-round magazine, which further increases the pistol's already impressive ammunition capacity at the expense of total rounds carried and reload speed. &lt;br /&gt;
[[File:FN Five-seveN Mark 2 FDE.jpg|thumb|none|350px|FN Five-seveN Mark 2 FDE - 5.7x28mm]]&lt;br /&gt;
[[File:PhantomForces FiveSeven model.jpg|600px|thumb|none|''A modern Belgian pistol firing a unique caliber. Poor close-in performance, with great ranged performance, high velocity, large magazine, wall penetration and deep reserves.'']]&lt;br /&gt;
[[File:PhantomForces FiveSeven modelmods.jpg|600px|thumb|none|The Five-seveN equipped with an extended 30-round magazine.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven hiphold.jpg|600px|thumb|none|First-person view of the unique pistol.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven leftside.jpg|600px|thumb|none|Inspecting the pistol, part 1.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven rightside.jpg|600px|thumb|none|Inspecting the pistol, part 2; this time, it's personal.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven ADS1.jpg|600px|thumb|none|Aiming down the Five-seveN's unobtrusive Glow sightS.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven ADS2.jpg|600px|thumb|none|Canting the pistol at a jolly angle in the general direction of the opps.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven firing.jpg|600px|thumb|none|Firing a round of 5.7x28mm. Note the unusually skinny cartridge case - many of the calibers in ''Phantom Forces'' have their own unique spent casing model.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven reload1.jpg|600px|thumb|none|Removing an Empty magazinE.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven reload2.jpg|600px|thumb|none|Inserting a new one and releasing the slide.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
A 3rd Generation [[Glock 17]] with a tan frame was added during the game's Alpha and is one of the two sidearms unlocked by default. Compared to the M9, the Glock 17 has a larger magazine size (17 rounds) and is more controllable but has worse ranged performance. The Glock 17 can equip a FAB Defense GLR-440 stock, 33-round extended magazine, and &amp;quot;Long Barrel&amp;quot; (which transforms the pistol into the Glock 17L).  &lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|350px|3rd Generation Glock 17 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock17 model.jpg|600px|thumb|none|''A 9mm Austrian pistol renowned for its simplicity and ruggedness. Compared to the M9, it has a higher capacity, but less muzzle velocity.'']]&lt;br /&gt;
[[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock17 modelmods.jpg|600px|thumb|none|The Glock 17 fitted with a shoulder stock, extended magazine, and long barrel/slide.]]&lt;br /&gt;
[[File:PhantomForces Glock17 hiphold.jpg|600px|thumb|none|First-person view of the Glock 17.]]&lt;br /&gt;
[[File:PhantomForces Glock17 leftside.jpg|600px|thumb|none|Inspecting the Glock 17. Many (if not all) of the Glocks reuse the same set of animations.]]&lt;br /&gt;
[[File:PhantomForces Glock17 rightside.jpg|600px|thumb|none|Ditto, followed by a brass check.]]&lt;br /&gt;
[[File:PhantomForces Glock17 ADS1.jpg|600px|thumb|none|Aiming down the Glock's ubiquitous sights. Although accurate Glock logos are present on other parts of the weapon, the one on the slide backplate has been replaced by the StyLiS symbol.]]&lt;br /&gt;
[[File:PhantomForces Glock17 ADS2.jpg|600px|thumb|none|Not aiming down the Glock 17's sights.]]&lt;br /&gt;
[[File:PhantomForces Glock17 firing.jpg|600px|thumb|none|Firing the Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock17 reload1.jpg|600px|thumb|none|Removing an empty magazine.]]&lt;br /&gt;
[[File:PhantomForces Glock17 reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PhantomForces Glock17 reload3.jpg|600px|thumb|none|Pressing the slide release.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 17L=== &lt;br /&gt;
Equipping the &amp;quot;Long Barrel&amp;quot; attachment on the Glock 17 transforms it into the Glock 17L. This improves the pistol's ranged performance and muzzle velocity while increasing the time required to aim down sights. &lt;br /&gt;
[[File:G17L Gen3.jpg|350px|thumb|none|Glock 17L (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces Glock17L model.jpg|600px|thumb|none|The Glock 17L as it appears in-game.]]&lt;br /&gt;
[[File:PhantomForces Glock17L hiphold.jpg|600px|thumb|none|First-person view of the long Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock17L inspect.jpg|600px|thumb|none|Inspecting the Glock 17L, which showcases the compensated barrel. The recoil remains unchanged compared to the standard Glock 17, however.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
A 4th Generation [[Glock 18C]] was added during the game's Alpha and is unlocked at rank 17. It has low vertical recoil (for a machine pistol) and a very high rate of fire, which allows the Glock 18C to be used to great effect in close-quarters. It has some of the worst damage falloff in the game, however, so the 18C is best used only at an arm's length. The Glock 18C can be modified to add a 33-round extended magazine, extended slide/barrel, and an FAB Defense Cobra folding stock, which can be used either unfolded or folded (as an ersatz foregrip). Prior to update 5.7.0, it lacked a fire selector, which made it a Glock 17C.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|350px|3rd Generation Glock 18C - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock18C modelview.jpg|600px|thumb|none|''A 9mm Austrian machine pistol. Fast fire rate with relatively stable handling characteristics.'']]&lt;br /&gt;
[[File:Glock Cobra stock.jpg|350px|thumb|none|5th Generation Glock 19 with FAB Defense Cobra folding stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock18C modelmods.jpg|600px|thumb|none|The Glock 18C with a FAB Defense Cobra folding stock, 33-round extended magazine, and fictional long slide and barrel.]]&lt;br /&gt;
[[File:PhantomForces Glock18C modelstockfolded.jpg|600px|thumb|none|The Glock 18C with its FAB Defense Cobra stock folded, which the player uses an impromptu foregrip. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C hiphold.jpg|600px|thumb|none|Holding the select-fire Glock at the hip.]]&lt;br /&gt;
[[File:PhantomForces Glock18C leftside.jpg|600px|thumb|none|Inspecting the left side of the pistol, which provides a clearer view of the fire selector. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C rightside.jpg|600px|thumb|none|Checking the top of the Glock 18C. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C brasscheck.jpg|600px|thumb|none|Performing a brass check on the handgun. The cuts in the top of the barrel can be clearly seen. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C ADS.jpg|600px|thumb|none|Aiming down the Glock 18C's iron sights. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C ADS2.jpg|600px|thumb|none|Although gangsta-aiming a pistol is never a good idea, doing so with this handgun is especially stupid. Please, don't do this! ]]&lt;br /&gt;
[[File:PhantomForces Glock18C firing.jpg|600px|thumb|none|''Why, yes, I do enjoy wasting ammunition. Why do you ask?'' ]]&lt;br /&gt;
[[File:PhantomForces Glock18C reload.jpg|600px|thumb|none|Inserting a fresh magazine. The 18C uses the same animations as the rest of the Glock-series pistols, so the entire reload won't be shown here. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C changefiremode.jpg|600px|thumb|none|Switching firemodes. The actual fire selector doesn't move, despite the fact that an audible click accompanies the animation. ]]&lt;br /&gt;
===&amp;quot;Glock 18L&amp;quot;===&lt;br /&gt;
Equipping the Glock 18C with the &amp;quot;Long Barrel&amp;quot; attachment transforms it into the fictional &amp;quot;Glock 18L&amp;quot;. A longslide version of the Glock 18C, the cuts in the top of the slide have been extended and the handgun appears similar to other (real) longslide Glocks, such as the Glock 40, albeit with a fire selector. &lt;br /&gt;
[[File:Glock 40.jpg|350px|thumb|none|Glock 40, for comparison - 10x25mm Auto ]]&lt;br /&gt;
[[File:PhantomForces Glock18L.jpg|600px|thumb|none|The fictional &amp;quot;Glock 18L&amp;quot; as it appears in-game. ]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21==&lt;br /&gt;
A [[Glock 21]] was added in April 2022 as part of update 5.7.0 and is unlocked at rank 21. It features an OD green frame and a threaded barrel. The Glock 21, alongside the many other Glock-series pistols featured in ''Phantom Forces,'' was once available only through an ammunition conversion for the Glock 17. With 2022's &amp;quot;Return to Spring&amp;quot; update, however, the great Glock split transformed these conversions into their own unique pistols. Firing .45 ACP, the Glock 21 deals high close-range damage and features an impressive 13-round magazine. It deals less damage than other .45 handguns, however, and is not very effective at range. It can be modified to add a 26-round extended magazine and a FAB Defense GLR-440 Tactical Stock.   &lt;br /&gt;
[[File:Glock21.jpg|thumb|none|350px|3rd Generation Glock 21 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces Glock21 model.jpg|600px|thumb|none|''A G-Series pistol which chambers .45 ACP. This pistol features great close range damage and snappy recoil, however your performance will dwindle in range compared to other pistols'']]&lt;br /&gt;
[[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock21 modelmods.jpg|600px|thumb|none|The Glock 21 with a shoulder stock and extended magazine.]]&lt;br /&gt;
[[File:PhantomForces Glock21 hiphold.jpg|600px|thumb|none|Holding the Glock 21.]]&lt;br /&gt;
[[File:PhantomForces Glock21 leftside.jpg|600px|thumb|none|The left side of the .45 ACP Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock21 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Glock21 ADS1.jpg|600px|thumb|none|Aiming down the Glock 21's iron sights.]]&lt;br /&gt;
[[File:PhantomForces Glock21 ADS2.jpg|600px|thumb|none|The gangsta-Glock has arrived.]]&lt;br /&gt;
[[File:PhantomForces Glock21 reload.jpg|600px|thumb|none|Reloading the Glock 21.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Glock 21L&amp;quot;===&lt;br /&gt;
Equipping the Glock 21 with the &amp;quot;Long Barrel&amp;quot; attachment transforms it into the fictional &amp;quot;Glock 21L&amp;quot;. The pistol's closest real counterpart is the Glock 41, which is also a longslide (albeit not as long as the 21L) Glock chambered in .45 ACP.  &lt;br /&gt;
[[File:Glock41.jpg|350px|thumb|none|Glock 41 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces Glock21L model.jpg|600px|thumb|none|The &amp;quot;G21L&amp;quot; as it appears in-game.]]&lt;br /&gt;
[[File:PhantomForces Glock21L hiphold.jpg|600px|thumb|none|Holding the strange longslide Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock21L inspect.jpg|600px|thumb|none|Inspecting the pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21 (with .50 GI conversion)==&lt;br /&gt;
A [[Glock 21]] with an aftermarket .50 GI conversion kit was added in April 2022 as part of update 5.7.0 and is unlocked at rank 50. Designated as the &amp;quot;G50&amp;quot; in-game, this pistol has the lowest capacity of the Glock series (8+1 rounds) but the highest damage per shot and a very healthy x2.0 headshot multiplier. Although unable to score a one shot kill (1SK) against a full health player, the G50 maintains a 2SK to the body or head at close range, making it the perfect sidearm for a player with a traditionally long-range primary weapon such as a sniper rifle or DMR. &lt;br /&gt;
&lt;br /&gt;
It can be modified to add an FAB Defense Cobra folding stock and an extended &amp;quot;Heavy Barrel&amp;quot;, which changes the pistol's name to &amp;quot;G50L&amp;quot;, a fictional designation. The &amp;quot;G50&amp;quot; is also the only Glock-series pistol that can be fitted with the &amp;quot;G-switch&amp;quot; attachment (a callback to how the Glock 18C was able to equip a &amp;quot;.50 GI Conversion&amp;quot; attachment in earlier versions of the game), converting the pistol to fire exclusively in full-auto. &lt;br /&gt;
[[File:Glock50 GI conversion.jpg|350px|thumb|none|Glock 21 with Guncrafter Industries conversion kit - .50 GI]]&lt;br /&gt;
[[File:PhantomForces Glock50 model.jpg|600px|thumb|none|''An American modification to an Austrian Classic. Reduced magazine capacity compared to the others, but has more stopping power. Has more than enough power to go through fruits, vegetables, water jugs, and whatever else you have at your range.'']]&lt;br /&gt;
[[File:Glock Cobra stock.jpg|350px|thumb|none|5th Generation Glock 19 with FAB Defense Cobra folding stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock50 modelmods.jpg|600px|thumb|none|The &amp;quot;G50&amp;quot; with the extended &amp;quot;Heavy Barrel&amp;quot; and folding stock.]]&lt;br /&gt;
[[File:PhantomForces Glock50 hiphold.jpg|600px|thumb|none|First-person view of the high-caliber Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock50 leftside.jpg|600px|thumb|none|Inspecting the handgun. Note that the slide reads &amp;quot;STYLIS STUDIOS&amp;quot; as opposed to &amp;quot;GUNCRAFTER INDUSTRIES&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces Glock50 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Glock50 ADS1.jpg|600px|thumb|none|Custom slide, factory sights.]]&lt;br /&gt;
[[File:PhantomForces Glock50 ADS2.jpg|600px|thumb|none|One-handing the &amp;quot;G50&amp;quot;. While never a great idea, this is not ''as'' disasterous of an idea as it seems, especially because .50 GI (supposedly) only has about as much felt recoil as .45 ACP.]]&lt;br /&gt;
[[File:PhantomForces Glock50 firing.jpg|600px|thumb|none|Firing a round.]]&lt;br /&gt;
[[File:PhantomForces Glock50 reload.jpg|600px|thumb|none|Reloading.]]&lt;br /&gt;
[[File:Glock 17 with GLK18 Full Auto Conversion Device C.jpg|thumb|none|350px|Glock 17 with select-fire conversion device - 9x19mm Parabellum. &amp;quot;Glock switches&amp;quot; come in many models and forms, and are regulated as NFA firearms.]]&lt;br /&gt;
[[File:PhantomForces Glock50switch firing.jpg|600px|thumb|none|Firing a G50 equipped with the &amp;quot;G-switch&amp;quot; mod. The switch itself can be seen on the back of the pistol's slide and the river of casings flying from the gun hint at its very high rate of fire. Don't try this at home.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 23==&lt;br /&gt;
A [[Glock 23]] with an FDE frame and threaded barrel was added April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 23. Chambered in .40 S&amp;amp;W, the Glock 23 is a servicable all-rounder sidearm. It can deal decent damage at range or up close, and its 13-round magazine somewhat compensates for missed shots. A &amp;quot;jack-of-all-trades, master of none&amp;quot; pistol, the Glock 23 can do well in any situation but loses out to more specialized secondaries in specific areas. It can be fitted with a 22-round extended magazine, FAB Defense GLR-440 Tactical Stock, and aftermarket extended barrel (which inexplicably changes the weapon's name to &amp;quot;Glock 23L&amp;quot;). &lt;br /&gt;
[[File:Glock23.jpg|thumb|none|350px|3rd Generation Glock 23 - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:PhantomForces Glock23 model.jpg|600px|thumb|none|''A .40 S&amp;amp;W G-Series pistol. Featuring characteristics similar to its original 9mm variant, with a swift reload alongside it.'']]&lt;br /&gt;
[[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock23 modelmods.jpg|600px|thumb|none|The Glock 23 with various mods, including an extended magazine/barrel and shoulder stock.]]&lt;br /&gt;
[[File:PhantomForces Glock23 hiphold.jpg|600px|thumb|none|Holding the Glock 23.]]&lt;br /&gt;
[[File:PhantomForces Glock23 leftside.jpg|600px|thumb|none|Inspecting the handgun.]]&lt;br /&gt;
[[File:PhantomForces Glock23 rightside.jpg|600px|thumb|none|Ditto, followed by a brass check.]]&lt;br /&gt;
[[File:PhantomForces Glock23 ADS1.jpg|600px|thumb|none|Surprise! More Glock sights! Bet you didn't see this one coming.]]&lt;br /&gt;
[[File:PhantomForces Glock23 ADS2.jpg|600px|thumb|none|Isn't this schtick getting a little old? ''You ain't seen nothing yet...'']]&lt;br /&gt;
[[File:PhantomForces Glock23 reload.jpg|600px|thumb|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 40==&lt;br /&gt;
A [[Glock 40]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 40. It is much more long-range focused than the other Glock pistols, with a high headshot multiplier, punchy cartridge, and very high muzzle velocity. Although it can dish out large amounts of damage in close-quarters, the Glock 40's somewhat high recoil and below-average firerate make it slightly harder to manage compared to other handguns. The Glock 40 can be modified to add a FAB Defense GLR-440 Tactical Stock and a 30-round extended magazine. It also has access to the &amp;quot;Short Barrel&amp;quot; attachment, which transforms the pistol into the [[Glock 20]]. &lt;br /&gt;
[[File:Glock_40.jpg|thumb|none|350px|4th Generation Glock 40 - 10x25mm Auto]]&lt;br /&gt;
[[File:PhantomForces Glock40 model.jpg|600px|thumb|none|''A G-series pistol chambered in the 10mm Auto round. Compared to other G-series guns, it trades a bit of accuracy and close range performance for more power at longer ranges.'']]&lt;br /&gt;
[[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock40 modelmods.jpg|600px|thumb|none|The Glock 40 with an extended magazine, shoulder stock, and &amp;quot;Short Barrel&amp;quot;. I suppose it isn't much of a Glock 40 anymore...]]&lt;br /&gt;
[[File:PhantomForces Glock40 hiphold.jpg|600px|thumb|none|Holding the Glock 40.]]&lt;br /&gt;
[[File:PhantomForces Glock40 leftside .jpg|600px|thumb|none|The left side of the Glock 40.]]&lt;br /&gt;
[[File:PhantomForces Glock40 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Glock40 ADS1.jpg|600px|thumb|none|Does the Tetris effect apply to Glock sights?]]&lt;br /&gt;
[[File:PhantomForces Glock40 ADS2.jpg|600px|thumb|none|No more Glocks... please.]]&lt;br /&gt;
[[File:PhantomForces Glock40 reload.jpg|600px|thumb|none|ReGlocking the Glock 40.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 20===&lt;br /&gt;
A [[Glock 20]] can be created by equipping the &amp;quot;Short Barrel&amp;quot; attachment on the Glock 40. It has a dark grey frame. The Glock 20 is notable for having one of the fastest walkspeeds in the game, allowing a player wielding the sidearm to move very quickly. This is most likely an oversight caused by the weight reduction given by the &amp;quot;Short Barrel&amp;quot; attachment (which is typically only available for long-barreled primary weapons, where the weight reduction is less radical). &lt;br /&gt;
[[File:Glock20.jpg|350px|thumb|none|Glock 20 (3rd Generation) - 10x25mm Auto]]&lt;br /&gt;
[[File:PhantomForces Glock20 model.jpg|600px|thumb|none|The Glock 20 as it appears in-game.]]&lt;br /&gt;
[[File:PhantomForces Glock20 hiphold.jpg|600px|thumb|none|Equipping the Glock 20.]]&lt;br /&gt;
[[File:PhantomForces Glock20 inspect.jpg|600px|thumb|none|Inspecting the handgun.]]&lt;br /&gt;
&lt;br /&gt;
==Guncrafter Industries Model 1==&lt;br /&gt;
The [[Guncrafter Industries Model 1]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 73. As one could expect from this souped-up 1911 derivative, the &amp;quot;GI M1&amp;quot; (as it is known in-game) hits extremely hard in close quarters but has high vertical recoil and poor ranged performance. Unique modifications for the Model 1 include a longslide conversion (which improves the handgun's poor ranged performance) and a recoil-reducing Sarco. Inc lightweight stock. &lt;br /&gt;
[[File:GIM1.jpg|thumb|none|350px|Guncrafter Industries Model 1 - .50 GI]]&lt;br /&gt;
[[File:PhantomForces GI M1 model.jpg|600px|thumb|none|''A M1911 modified to chamber .50GI - a powerful ammunition that packs a lot of punch up close, but also comes with reduced accuracy and performance at range.'']]&lt;br /&gt;
[[File:M1911 Sarco Lightweight Stock.jpg|350px|thumb|none|M1911 with Sarco Inc. lightweight stock - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces GI M1 modelmods.jpg|600px|thumb|none|The Model 1 with the &amp;quot;Heavy Barrel&amp;quot; longslide conversion and Sarco Inc. lightweight stock mods.]]&lt;br /&gt;
[[File:PhantomForces GI M1 hip.jpg|600px|thumb|none|Holding the &amp;quot;GI M1&amp;quot; at the hip.]]&lt;br /&gt;
[[File:PhantomForces GI M1 leftside.jpg|600px|thumb|none|Inspecting the Model 1, which first shows the player checking the left side of the handgun...]]&lt;br /&gt;
[[File:PhantomForces GI M1 rightside.jpg|600px|thumb|none|...followed by the right side. Nothing too crazy here.]]&lt;br /&gt;
[[File:PhantomForces GI M1 ADS.jpg|600px|thumb|none|Aiming down the Model 1's red (and rather harsh) three-dot iron sights.]]&lt;br /&gt;
[[File:PhantomForces GI M1 ADS2.jpg|600px|thumb|none|Gangsta-aiming the handgun like a true OG. Which, of course, stands for Original Guncrafter.]]&lt;br /&gt;
[[File:PhantomForces GI M1 firing.jpg|600px|thumb|none|Firing the beefy 1911 derivative.]]&lt;br /&gt;
[[File:PhantomForces GI M1 reload.jpg|600px|thumb|none|Inserting a fresh magazine. The GI M1 uses the same set of 1911-pattern animations several other pistols in-game.]]&lt;br /&gt;
&lt;br /&gt;
==IMI/Magnum Research Desert Eagle L5==&lt;br /&gt;
A [[Desert Eagle L5]] chambered in .44 Magnum was added during the game's Alpha and is unlocked at rank 18. The L5 is a powerful magnum pistol and one of the earliest available sidearms that can kill a player with a single headshot at close range. Its in-game role can be compared to that of revolvers, with the Desert Eagle having a superior capacity (8+1 rounds) and firerate (400 RPM) than most. The L5 has very high recoil and is much less effective than most revolvers at range, however, with it becoming unable to 1-shot-kill to the head at 50 'studs' (approx. 46 ft). The Desert Eagle L5 can equip a unique &amp;quot;Extended Barrel&amp;quot; mod, which increases its damage at range at the expense of the time required to aim-down-sights. It can also equip either a .44 Special or .357 Magnum conversion, the former decreasing recoil while lowering the damage dealt at range, and the latter increasing the handgun's controllability, reload speed, and magazine size while decreasing overall damage. Some of its reload sound effects are borrowed from ''[[Call of Duty 4: Modern Warfare]]''.&lt;br /&gt;
[[File:Desert Eagle L5.jpg|thumb|none|350px|Magnum Research Desert Eagle L5 - .50 AE]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 model.jpg|600px|thumb|none|''A modern version of the iconic Israeli-American pistol. This specific model has been lightened as well as upgraded with dual Picatinny rails and a much-needed muzzle brake. Very high damage with the capacity to instantly kill to the head up close, with rough recoil.'']]&lt;br /&gt;
[[File:Desert Eagle 10 inch.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with 10&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 model longbarrel.jpg|600px|thumb|none|The Desert Eagle L5 as it appears in-game with the &amp;quot;Extended Barrel&amp;quot; mod.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 hip.jpg|600px|thumb|none|Holding the mighty Desert Eagle L5.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 inspect1.jpg|600px|thumb|none|The L5's inspect animation begins with a look at the left side of the handcannon...]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 inspect2.jpg|600px|thumb|none|...continues with a cursory check of the magazine...]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 inspect3.jpg|600px|thumb|none|...and concludes with a brass check.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 ADS1.jpg|600px|thumb|none|Aiming down the sights.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 ADS2.jpg|600px|thumb|none|The L5's alternate aim mode, which mimics 'looking through' the eye not aligned with the sights.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 firing.jpg|600px|thumb|none|Firing the Deagle.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 reload1.jpg|600px|thumb|none|Reloading the Desert Eagle begins with a hearty fling of the offending magazine.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==IMI/Magnum Research Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] chambered in .50 AE was added in December 2019 as a part of update 4.11.0 (Israeli Weapons) and is unlocked at rank 102. Although the version depicted in-game is an older production model with a chromed finish and lacking rails on the barrel, it features the throwback &amp;quot;teardrop&amp;quot; safety design of the newer production models. The weapon's grips have been stamped with the StyLiS Studios logo. The Desert Eagle Mark XIX is, not unexpectedly, a weapon of extremes. It can score a one-shot kill to the body at an impressive range, but its low capacity (7+1), dismal reserve ammunition (21 rounds), lethargic firerate (200 RPM), horrible muzzle velocity, and monstrous recoil leave a lot to be desired. Overall, the one and only Desert Eagle Mark XIX is best suited as a &amp;quot;second primary&amp;quot; of sorts rather than a more traditional all-rounder backup pistol. The Mark XIX can be modified to add a 10&amp;quot; extended barrel and converted to fire (exceedingly rare) .440 Cor-Bon ammunition. &lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|350px|none|Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX model.jpg|600px|thumb|none|''Finally, a gun that lets you make a statement. This semi-automatic hand cannon is chambered in .50 Action Express. It'll probably pulverize your wrists with its recoil, but hey, you can't argue with the stopping power. [[Death_Sentence#Magnum_Research_Inc._Desert_Eagle_Mark_VII|And you've got the king of mayhem...]]'']]&lt;br /&gt;
[[File:Desert Eagle 10 inch.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with 10&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX modelxtendbarrel.jpg|600px|thumb|none|The Desert Eagle Mark XIX with the &amp;quot;Extended Barrel&amp;quot; mod equipped.]]&lt;br /&gt;
[[File:440cbdeserteagleIWI.jpg|350px|thumb|none|Desert Eagle Mark XIX - .440 Cor-Bon]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX CorBon.jpg|600px|thumb|none|The Desert Eagle Mark XIX with the .440 Cor-Bon conversion, which replaced the XIX's otherwise uninteresting .357 Magnum conversion, equipped. More ammunition, better long-range damage, worse close-range damage. ]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX hiphold.jpg|600px|thumb|none|Grasping their Desert Eagle and looking into the approaching dusk, the player feels like a true action hero.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect1.jpg|600px|thumb|none|Inspecting the Mark XIX is a rather exciting process. It begins, as usual, with a cursory glance at the left side of the handcannon.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect2.jpg|600px|thumb|none|Following this, the loaded magazine is pulled out (as with the Desert Eagle L5), but the player lets it drop.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect3.jpg|600px|thumb|none|A new magazine is then inserted...]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect4.jpg|600px|thumb|none|...and a brass check is performed. Although the handgun is ostensibly &amp;quot;reloaded&amp;quot;, no ammunition is added to the weapon or removed from the player's reserve pool at any point during the inspect animation.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX ADS.jpg|600px|thumb|none|Aiming down the Desert Eagle Mark XIX's sights.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX ADS2.jpg|600px|thumb|none|The alternate, most certainly not one-handed aim mode.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX firing.jpg|600px|thumb|none|Keeping the property values low. The Mark XIX is (as of writing) one of the few weapons to feature an experimental dual recoil scheme, in which the game applies both &amp;quot;body&amp;quot; recoil (which moves the point of aim) and &amp;quot;head&amp;quot; recoil (which simply shakes the player's camera around, leaving the point of aim unaffected) when firing. The player's crazily tilted view in this screenshot is caused by a hefty portion of the latter.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX reload.jpg|600px|thumb|none|Seven wrist-agonizing shots later and the pistol's ready to be reloaded. The Mark XIX shares reloading animations with the L5.]]&lt;br /&gt;
&lt;br /&gt;
===Desert Eagle Police Carbine===&lt;br /&gt;
Equipping the Desert Eagle Mark XIX with the &amp;quot;Police Barrel&amp;quot; and &amp;quot;Police Stock&amp;quot; mods transforms the magnum handgun into the rare Desert Eagle Police Carbine. The real Police Carbine was only available in the Mark I model of the Desert Eagle, making its appearance here in .50 AE a strictly &amp;quot;what-if&amp;quot; affair.&lt;br /&gt;
[[File:DesertEaglePoliceCarbine.jpg|thumb|none|450px|Desert Eagle Mark I Police Carbine - .357 Magnum]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX PoliceCarbine.jpg|600px|thumb|none|The Desert Eagle Mark XIX Police Carbine as it appears in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-DC9==&lt;br /&gt;
The [[Intratec TEC-DC9]] appears both as the fully-automatic &amp;quot;TEC-9&amp;quot;, which was added during the game's Alpha, and as the semi-auto only &amp;quot;KG-99&amp;quot;, which was added in July 2021 as part of update 5.6.0 (Independence Update 2021). Both weapons are unlocked at rank 50. They can be distinguished from the actual TEC-9 and KG-99 due to their lack of sling mounts on the side of the barrel shroud and receiver. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;TEC-9&amp;quot; holds the honor of having the highest sustained firerate in the game, spitting an astounding 1500 rounds per minute in full-auto only. This offsets its low base damage, allowing the machine pistol to rack up kills very quickly in close-quarters. Unsurprisingly, the &amp;quot;TEC-9&amp;quot; has very high recoil, with the weapon's point of aim &amp;quot;walking&amp;quot; uncontrollably when firing. It can be fitted with an extended barrel/barrel shroud or the short barrel of the TEC-9 Mini, a 32-round extended magazine, and the wire stock from the [[Interdynamic KG-9]]. &lt;br /&gt;
[[File:Tec-DC9.jpg|350px|thumb|none|Intratec TEC-DC9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces TEC9 modelview.jpg|600px|thumb|none|''A Swedish pistol with an incredibly high automatic rate of fire stemming from an illegal modification. Lacks of stopping power and has highly unstable handling. Brother to the KG-99.'']]&lt;br /&gt;
[[File:Interdynamic MP-9.jpg|350px|thumb|none|Interdynamic MP-9 with foregrip and telescoping stock - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces TEC9 modelmods.jpg|600px|thumb|none|The TEC-DC9 (as the &amp;quot;TEC-9&amp;quot;) fitted with a very long extended barrel, the MP-9's telescoping stock, and a 32-round extended magazine. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 hipfire.jpg|600px|thumb|none|Brandishing the highly illegal machine pistol, the player stands atop an industrial building on the Ravod 911 map. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 leftside.jpg|600px|thumb|none|Inspecting the left side of the DC9. Its submachine gun legacy is apparent, despite Intratec's numerous attempts to alter the weapon for the civilian market. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 rightside.jpg|600px|thumb|none|The right side of the weapon. Note also that the pattern of holes in the barrel shroud is slightly different than the real thing, with the in-game shroud having oval-shaped holes as opposed to the actual DC9's circular holes. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 ADS.jpg|600px|thumb|none|Aiming down the DC9's simple iron sights. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 ADS2.jpg|600px|thumb|none|The alternate aim mode of the &amp;quot;TEC-9&amp;quot;. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 firing.jpg|600px|thumb|none|Firing the fully-automatic machine pistol. As one could expect, the recoil is intense. ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The semi-automatic &amp;quot;KG-99&amp;quot;, despite sharing a model with the aforementioned &amp;quot;TEC-9&amp;quot;, is functionally a very different weapon. It resembles a TEC-9 Mini and deals more damage than its full-auto brother to balance the fact that it is semi-automatic only. The &amp;quot;KG-99&amp;quot; is accurate, fast-firing, and high-capacity, although it is held back by its abnormally low headshot multiplier. Like the &amp;quot;TEC-9&amp;quot;, it can be fitted with a &amp;quot;Long Barrel&amp;quot; mod (which reattaches the regular-length DC9 barrel), a 32-round extended magazine, and the KG-9's stock.&lt;br /&gt;
[[File:PhantomForces KG99 modelmods.jpg|600px|thumb|none|The &amp;quot;KG-99&amp;quot; as it appears in-game with the standard-length barrel, 32-round extended magazine, and KG-9 stock. Aside from an all-black color scheme, the &amp;quot;KG-99&amp;quot; uses the same model as the &amp;quot;TEC-9&amp;quot;.]]&lt;br /&gt;
===Intratec TEC-9 Mini===&lt;br /&gt;
The semi-automatic &amp;quot;KG-99&amp;quot; resembles the [[Intratec TEC-9 Mini]] in its default configuration. In addition, the TEC-9 Mini's barrel can be fitted to the fully-automatic &amp;quot;TEC-9&amp;quot; via the &amp;quot;Short Barrel&amp;quot; attachment. &lt;br /&gt;
[[File:TEC-9Mini.jpg|350px|thumb|none|Intratec TEC-9 Mini - 9x19mm Parabellum ]]&lt;br /&gt;
[[File:PhantomForces TEC9 mini.jpg|600px|thumb|none|The &amp;quot;TEC-9&amp;quot; with the &amp;quot;Short Barrel&amp;quot; attachment, which resembles the TEC-9 Mini. ]]&lt;br /&gt;
[[File:PhantomForces KG99 model.jpg|600px|thumb|none|''A Swedish semi-automatic pistol with an incredibly generous rate of fire, large magazine, and good accuracy. Lacks stopping the stopping power especially at range when compared to other pistols. Sister to the TEC-9.'']]&lt;br /&gt;
[[File:PhantomForces KG99 hipfire.jpg|600px|thumb|none|Holding the TEC-9 Mini at the hip. ]]&lt;br /&gt;
[[File:PhantomForces KG99 leftside.jpg|600px|thumb|none|Inspecting the left side of the handgun. ]]&lt;br /&gt;
[[File:PhantomForces KG99 rightside.jpg|600px|thumb|none|The other side. ]]&lt;br /&gt;
[[File:PhantomForces KG99 ADS2.jpg|600px|thumb|none|The TEC-9 Mini in its natural habitat. ]]&lt;br /&gt;
[[File:PhantomForces KG99 reload1.jpg|600px|thumb|none|Removing an empty magazine from the TEC-9 Mini. ]]&lt;br /&gt;
[[File:PhantomForces KG99 reload2.jpg|600px|thumb|none|Inserting a new magazine. ]]&lt;br /&gt;
[[File:PhantomForces KG99 reload3.jpg|600px|thumb|none|Releasing the bolt. ]]&lt;br /&gt;
&lt;br /&gt;
==LAR Grizzly Mark V==&lt;br /&gt;
The [[LAR Grizzly Pistol|LAR Grizzly Mark V Pistol]] in .50 AE was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 144. Known as the &amp;quot;Grizzly&amp;quot;, this oversized 1911-pattern handcannon is similar to the Desert Eagle Mark XIX in both form and function, with the former possessing more reserve ammunition (28 vs. 21 rounds) and a higher firerate (350 RPM vs. 200 RPM) at the cost of worse mid-range damage. The Grizzly's three-hexagon &amp;quot;LAR&amp;quot; slide marking has been replaced by a three-tiled StyLiS Studios marking, presumably for copyright reasons. The LAR Grizzly Mark V's only unique modification is a so-called heavy barrel, which attaches the barrel of the Grizzly Mark I Long Slide to the weapon; this would not work in real life, as one could not simply fit the barrel and slide of the .45 Winchester Magnum Grizzly Mark I to the frame of a .50 Action Express Mark V without... serious repercussions.  &lt;br /&gt;
[[File:Grizzly_MkV.jpg|thumb|none|350px|LAR Grizzly Mark V - .50 AE]]&lt;br /&gt;
[[File:PhantomForces Grizzly model.jpg|600px|thumb|none|''A high-caliber pistol chambered in the .50 Action Express cartridge. While the recoil leaves something to be desired, the extremely powerful damage profile of the gun will have you saying 'haha, bear gun go boom.''']]&lt;br /&gt;
[[File:LARGrizzly Mk1ls.jpg|350px|thumb|none|LAR Grizzly Mark I Long Slide - .45 Win Mag]]&lt;br /&gt;
[[File:PhantomForces Grizzly modelmods.jpg|600px|thumb|none|The Grizzly Mark V with the Mark I's extended slide and barrel.]]&lt;br /&gt;
[[File:PhantomForces Grizzly hiphold.jpg|600px|thumb|none|Holding the Grizzly at the hip and looking out towards the horizon.]]&lt;br /&gt;
[[File:PhantomForces Grizzly leftside.jpg|600px|thumb|none|Inspecting the left side of the handgun.]]&lt;br /&gt;
[[File:PhantomForces Grizzly rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Grizzly ADS.jpg|600px|thumb|none|Aiming down the Grizzly's unique yellow luminous sights.]]&lt;br /&gt;
[[File:PhantomForces Grizzly ADS2.jpg|600px|thumb|none|The alternate ADS view.]]&lt;br /&gt;
[[File:PhantomForces Grizzly firing.jpg|600px|thumb|none|Firing the Grizzly. As with the game's other magnum handguns, the recoil is significant.]]&lt;br /&gt;
[[File:PhantomForces Grizzly reload1.jpg|600px|thumb|none|Removing an empty magazine.]]&lt;br /&gt;
[[File:PhantomForces Grizzly reload2.jpg|600px|thumb|none|Inserting a fresh 7-round magazine.]]&lt;br /&gt;
[[File:PhantomForces Grizzly reload3.jpg|600px|thumb|none|Pulling back (and releasing) the slide.]]&lt;br /&gt;
&lt;br /&gt;
==Laugo Alien==&lt;br /&gt;
The [[Laugo Alien]] was added in May 2022 as part of update 5.7.3 (May Update) and is unlocked at rank 179. As with most other weapons (except the Glock-series pistols, for some reason), the handgun's markings have been genericized, with &amp;quot;RIPLEY&amp;quot; supplanting the &amp;quot;ALIEN&amp;quot; writing on the left side of the slide. This, alongside the weapon's unlock rank, are a clear reference to 1979's ''[[Alien]]''. As with other competition or target-shooting weapons in ''Phantom Forces'', the Alien rewards well-aimed shots with a very high headshot multiplier, great ballistics, and strong close-range performance. It lags behind other sidearms, however, with its sharp damage drop-off and low minimum damage. It features a unique &amp;quot;Olympic Target Sight&amp;quot; low-magnification optic as a free modification. &lt;br /&gt;
[[File:Laugo_Alien_Pistol.jpg|thumb|none|350px|Laugo Alien - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Alien model.jpg|600px|thumb|none|''A unique and innovative Czech pistol. Unlike other pistols, the Alien is a competition pistol that has been designed to have reduced muzzle flip and does not follow typical pistol design with sights not reciprocating with the slide.'']]&lt;br /&gt;
[[File:PhantomForces Alien modelmods.jpg|600px|thumb|none|The Laugo Alien with the unique &amp;quot;Olympian Target Sight&amp;quot; mod.]]&lt;br /&gt;
[[File:PhantomForces Alien hiphold.jpg|600px|thumb|none|Holding the Laugo Alien.]]&lt;br /&gt;
[[File:PhantomForces Alien leftside.jpg|600px|thumb|none|The left side of the strange Czech handgun.]]&lt;br /&gt;
[[File:PhantomForces Alien rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Alien ADS.jpg|600px|thumb|none|Aiming down the Alien's sights.]]&lt;br /&gt;
[[File:PhantomForces Alien ADS2.jpg|600px|thumb|none|Not aiming down the sights.]]&lt;br /&gt;
[[File:PhantomForces Alien firing.jpg|600px|thumb|none|Firing the Alien. The reciprocating slide and stationary top strap can be seen.]]&lt;br /&gt;
[[File:PhantomForces Alien reload1.jpg|600px|thumb|none|Removing an empty 17-round magazine from the Alien.]]&lt;br /&gt;
[[File:PhantomForces Alien reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PhantomForces Alien reload3.jpg|600px|thumb|none|Releasing the slide.]]&lt;br /&gt;
[[File:PhantomForces Alien hipholdmods.jpg|600px|thumb|none|First-person view of the Laugo Alien with its bespoke &amp;quot;Olympic Target Sight&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces Alien ADSscope.jpg|600px|thumb|none|Looking through the sight.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PB==&lt;br /&gt;
The [[Makarov PB]] was added in July 2021 as part of update 5.6.0 (Independence Update 2021) and is unlocked at rank 91. The PB (or &amp;quot;Izhevsk PB&amp;quot;, as it is known in-game) is the first and, at the time of writing, only integrally-suppressed pistol in ''Phantom Forces''. The PB's safety is always in the &amp;quot;safe&amp;quot; position, which should prevent the weapon from firing; however, this is not the case. It feeds from an 8-round magazine, but 12-round extended and 84-round drum magazines (underloaded to 80 rounds) are also available. The PB is somewhat unique as it deals very high damage (to the point that it kills a full-health enemy with a single headshot) up to 20 studs (~18 feet) but has very sharp damage drop-off, with the pistol dealing only 40% of its base damage after 50 studs (~46 feet). This makes it a very effective backup weapon in close-quarters. &lt;br /&gt;
&lt;br /&gt;
Interestingly, the PB, although being integrally suppressed, has a higher muzzle velocity compared to its unsuppressed counterpart (1800 studs/s vs 1700 studs/s). This actually (sort of) makes sense, since in real life, some suppressors act like longer barrels if the bullet doesn’t come into contact with the suppressor, while suppressors that make contact with a bullet do reduce bullet speed.&lt;br /&gt;
[[Image:Pb-1.jpg|thumb|none|350px|Makarov PB with secondary suppressor - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces PB model.jpg|600px|thumb|none|''A small Soviet-era integrally suppressed variant of the Makarov PM made by the Izhevsk mechanical plant. Doesn't fire too fast, but can instantly kill with a headshot in short ranges.'']]&lt;br /&gt;
[[File:PhantomForces PB model12round.jpg|600px|thumb|none|The PB with a 12-round extended magazine. For performance reasons, the magazine is modeled as empty.]]&lt;br /&gt;
[[File:PhantomForces PB drum.jpg|600px|thumb|none|The PB with an 84-round drum magazine, which only holds 80 rounds in-game.]]&lt;br /&gt;
[[File:PhantomForces PB hiphold.jpg|600px|thumb|none|Irresponsibly standing on top of a shipping crate, the player holds the PB.]]&lt;br /&gt;
[[File:PhantomForces PB leftside.jpg|600px|thumb|none|The left side of the PB, which shows that the safety is engaged. When disengaged, the oval-shaped selector pivots down and to the left.]]&lt;br /&gt;
[[File:PhantomForces PB rightside.jpg|600px|thumb|none|The other side.]]&lt;br /&gt;
[[File:PhantomForces PB ADS.jpg|600px|thumb|none|Aiming down the PB's iron sights, which feature a luminous front post for dark environments.]]&lt;br /&gt;
[[File:PhantomForces PB ADS2.jpg|600px|thumb|none|The PB's alternate aim mode, which is markedly different from the sideways one-handed gangster approach seen on most other pistols. This change in aiming style is most likely to prevent the PB's very long suppressor from obscuring much of the screen.]]&lt;br /&gt;
[[File:PhantomForces PB firing.jpg|600px|thumb|none|Firing the whisper-quiet pistol.]]&lt;br /&gt;
[[File:PhantomForces PB reload1.jpg|600px|thumb|none|Tossing away an empty 8-round magazine after removing it from the pistol. The PB's low magazine size is compensated for with a very fast reload.]]&lt;br /&gt;
[[File:PhantomForces PB reload2.jpg|600px|thumb|none|Inserting a fresh (seemingly empty) magazine.]]&lt;br /&gt;
[[File:PhantomForces PB reload3.jpg|600px|thumb|none|Pressing the slide release to cap off the reloading process.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] was added in July 2021 as part of update 5.6.0 (Independence Update 2021) and is unlocked at rank 92. The in-game weapon has a slightly longer barrel than standard military-issue Makarov pistols, a feature seen on Canadian import models of the PM and PMM. Like the its suppressed brother, the PM feeds from an 8-round magazine and can use either aftermarket 12-round extended or 84-round (underfilled to 80 rounds in-game) drum magazines. The PM also features an obnoxiously long &amp;quot;Extended Barrel&amp;quot; modification, which roughly doubles the pistol's barrel length. In-game, the Makarov is a very agile pistol with an emphasis on CQC, featuring very little recoil, a fast aim-down-sights time, and a quick reload. Its largest weakness is its low magazine size, however, and it deals subpar damage at range. &lt;br /&gt;
[[File:Baikal-442.jpg|thumb|none|350px|Baikal-442 (Canadian import version) - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces PM model.jpg|600px|thumb|none|''A small Soviet-era pistol with an iconic design that still sees service even in the modern age. Two alternate aim modes. Both allow you to fire faster than regular but at the cost of accuracy.'']]&lt;br /&gt;
[[File:PhantomForces PM model12round.jpg|600px|thumb|none|The Makarov PM with an aftermarket 12-round magazine and extremely long barrel.]]&lt;br /&gt;
[[File:Makarovdrum.jpg|350px|thumb|none|Makarov PM with 84-round drum magazine - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces PM modeldrum.jpg|600px|thumb|none|The Makarov PM with the 84-round drum magazine. It only holds 80 rounds in-game, however.]]&lt;br /&gt;
[[File:PhantomForces PM hiphold.jpg|600px|thumb|none|First-person view of the PM at the player's hip.]]&lt;br /&gt;
[[File:PhantomForces PM leftside.jpg|600px|thumb|none|Taking a look at the left side of the ubiquitous Soviet handgun. As with the PB, the PM's safety is always (erroneously) in the &amp;quot;safe&amp;quot; position.]]&lt;br /&gt;
[[File:PhantomForces PM rightside.jpg|600px|thumb|none|The other side.]]&lt;br /&gt;
[[File:PhantomForces PM ADS.jpg|600px|thumb|none|Aiming down the PM's iron sights.]]&lt;br /&gt;
[[File:PhantomForces PM ADS2.jpg|600px|thumb|none|Aiming the pistol sideways, the player channels their inner Russian gangster.]]&lt;br /&gt;
[[File:PhantomForces PM firing.jpg|600px|thumb|none|Firing the Makarov.]]&lt;br /&gt;
[[File:PhantomForces PM reload1.jpg|600px|thumb|none|Inserting a fresh Makarov magazine after tossing away the old one.]]&lt;br /&gt;
[[File:PhantomForces PM reload2.jpg|600px|thumb|none|Releasing the slide.]]&lt;br /&gt;
&lt;br /&gt;
==MBA Gyrojet Pistol Mark I==&lt;br /&gt;
The [[MBA Gyrojet]] Mark I rocket pistol was added in July 2023 as part of update 8.0.4 (Independence Day update) and is unlocked at rank 122. Although its projectiles do not gain speed as they fly, puttering along at a constant, apathetic 1000 studs/sec (919 ft/sec), they do gain damage, dealing only 30 damage at 10 studs (9 ft) before eventually reaching a respectable 48 damage at 175 studs (161 ft). The Gyrojet pistol has a high base torso and headshot multiplier as well, scoring a one-shot headshot at any range and a one-shot bodyshot towards the end of its damage curve. It can be frustrating to use the Gyrojet in its intended long-range role, however, as the rockets deviate slightly from where the player is aiming. The Gyrojet Mark I features a number of unique modifications, which is somewhat unsurprising considering the weapon's unique nature. These include both a snubnose and extended barrel as well as a fictional full-auto modification.&lt;br /&gt;
[[File:Gyrojetpistol.jpg|thumb|none|350px|Gyrojet Pistol Mark 1 Model B - 13mm]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol model.jpg|600px|thumb|none|''A failed 'pistol' from the 1960s produced by MBA. Due to how the rockets in this weapon function, the damage model is reversed, doing more damage across longer ranges. The system, quite literally, failed for being light years ahead of its time.'']]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol modellong.jpg|600px|thumb|none|The Gyrojet Mark I with the &amp;quot;long barrel&amp;quot; modification installed, which improves accuracy and ranged performance.]]&lt;br /&gt;
[[File:Gyrojet Snub Nosed.jpg|350px|thumb|none|Gyrojet Pistol Mark 1 Model B snub nosed variant - 13mm]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol modelshort.jpg|600px|thumb|none|The Gyrojet Mark I with the &amp;quot;short barrel&amp;quot; modification.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol hiphold.jpg|600px|thumb|none|Holding the curious rocket-firing pistol at the hip.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol leftside.jpg|600px|thumb|none|The left side of the Gyrojet pistol.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol ADS.jpg|600px|thumb|none|Aiming down the pistol's rather barebones iron sights.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol ADS2.jpg|600px|thumb|none|The Gyrojet's alternate aim mode is more or less a zoomed-in hipfire view, providing an accuracy boost while limiting speed and removing the player's crosshair.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol firing.jpg|600px|thumb|none|Firing the pistol.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol reload1.jpg|600px|thumb|none|Reloading the Gyrojet begins by pulling the top of the weapon.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol reload2.jpg|600px|thumb|none|Inserting new rockets into the gun, one at a time.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol reload3.jpg|600px|thumb|none|Pushing the weapon's slide closed completes the reloading process.]]&lt;br /&gt;
&lt;br /&gt;
===MBA Gyrojet Pistol Mark II===&lt;br /&gt;
Equipping the Gyrojet Mark I pistol with the &amp;quot;12mm Rockets&amp;quot; attachment transforms it into the Gyrojet Mark II, whose smaller-diameter rockets (as the Mark I's rockets are approximately 13mm, or .51 caliber) were designed to skirt American laws regarding handguns larger than .50 caliber. They are more accurate and fly faster than the Mark I's 13mm rockets, but deal less damage. &lt;br /&gt;
[[File:MBAGyrojetMarkII.jpg|350px|thumb|none|Gyrojet Pistol Mark II - 12mm]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol markII.jpg|600px|thumb|none|The MBA Gyrojet Pistol Mark II as it appears in-game (and converted to fire in full-auto).]]&lt;br /&gt;
&lt;br /&gt;
==RARAN 1130==&lt;br /&gt;
The one-off [[RARAN 1130]] was added in July 2021 as part of update 5.6.0 (Independence Update 2021) and is unlocked at rank 126. The curious machine pistol, which the loadout menu classifies as a PDW, is designated in-game as the &amp;quot;RAMA 1130&amp;quot;, a misnomer derived from a mistranslation of the Russian academy where the weapon was designed. The RARAN 1130 feeds from 84-round drum magazines (underloaded to 80 rounds in-game) and incorrectly has a slightly longer barrel than the real weapon, a feature seen on Canadian import Makarov PMs. Despite the fact that it fires 9x18mm Makarov at 950 RPM from a rather short barrel, the RARAN has low recoil and decent damage range but low overall damage per shot. Unique modifications for the RARAN include an impossibly long barrel (a modification it shares with the Makarov PM) and a .380 ACP conversion, which increases the pistol's damage but reduces the magazine capacity to a paltry 12 rounds. &lt;br /&gt;
[[File:Makarov1130.jpg|thumb|none|350px|RARAN 1130 - 9x18mm Makarov]]&lt;br /&gt;
[[File:Makarovdrum.jpg|thumb|none|350px|Makarov PM with 84 round drum magazine - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces RARAN model.jpg|600px|thumb|none|''A modified version of the Makarov to serve as a prototype machine pistol. Fires at a blisteringly high RPM, but has very low damage. The recoil is low but slowly climbs the longer you fire the weapon.'']]&lt;br /&gt;
[[File:PhantomForces RARAN modelmods.jpg|600px|thumb|none|The RARAN 1130 with a ''very'' long extended barrel and converted to fire .380 ACP. ]]&lt;br /&gt;
[[File:PhantomForces RARAN hiphold.jpg|600px|thumb|none|Holding the RARAN 1130 on Ravod 911. ]]&lt;br /&gt;
[[File:PhantomForces RARAN leftside.jpg|600px|thumb|none|Inspecting the left side of the brick-shaped Makarov. ]]&lt;br /&gt;
[[File:PhantomForces RARAN rightside.jpg|600px|thumb|none|The right side of the weapon. Some of the machine pistol's parts, such as the recoil spring, bolt, and the upper part of the weapon's frame, can be seen through its obnoxiously large ejection port.]]&lt;br /&gt;
[[File:PhantomForces RARAN ADS.jpg|600px|thumb|none|Aiming down the RARAN's iron sights, which are simple yet functional. ]]&lt;br /&gt;
[[File:PhantomForces RARAN ADS2.jpg|600px|thumb|none|One-handing the one-off prototype.]]&lt;br /&gt;
[[File:PhantomForces RARAN firing.jpg|600px|thumb|none|Firing a spray of 9x18mm Makarov. ]]&lt;br /&gt;
[[File:PhantomForces RARAN reload1.jpg|600px|thumb|none|Removing an empty drum magazine. ]]&lt;br /&gt;
[[File:PhantomForces RARAN reload2.jpg|600px|thumb|none|Inserting a fresh drum. ]]&lt;br /&gt;
[[File:PhantomForces RARAN reload3.jpg|600px|thumb|none|Pressing an imaginary slide release, an unfortunate side effect of the RARAN 1130 reusing animations from the standard PM. ]]&lt;br /&gt;
&lt;br /&gt;
==Serbu GB-22==&lt;br /&gt;
The [[Serbu GB-22]] was added in January 2021 as part of update 5.5.0 (New Years Update 2021) and is unlocked at rank 99. The GB-22 depicted in-game is slightly larger than the real weapon, fires from an open bolt and, true to its nature as a homemade weapon, features a crude wire-wrapped grip and custom extended barrel. The GB-22, although nowhere near as infamous as the game's ''other'' .22-caliber pistol, is mostly a joke weapon, as it deals very low damage and has nigh-unusable iron sights. Despite this, it instantly kills to the head at any range and possesses above average ballistics, making the single-shot pistol an extremely risky yet powerful weapon.  &lt;br /&gt;
&lt;br /&gt;
The GB-22's unique modifications include a &amp;quot;Cut-down Barrel&amp;quot; and lengthened &amp;quot;Sporting Barrel&amp;quot; as well as three ammunition conversions. The first, 10mm Auto, substantially increases the pistol's muzzle velocity and torso damage while lowering the rate of fire, while the second, .50 AE, puts the &amp;quot;blaster&amp;quot; in &amp;quot;ghetto blaster&amp;quot; by turning the GB-22 into a potent single-shot handcannon. The final conversion is 12 gauge &amp;quot;minishells&amp;quot;, which turns the pistol into a powerful breech-loading shotgun capable of launching 9 pellets of buckshot per trigger pull. None of these conversions, however, change the physical model of the cartridge loaded into the weapon. &lt;br /&gt;
[[File:Serbugb22.jpg|thumb|none|350px|Serbu GB-22 with red dot sight and grips - .22 LR]]&lt;br /&gt;
[[File:PhantomForces GB-22 model.jpg|600px|thumb|none|''A homemade pistol whose original design derives from Serbu. This version is larger than the original, and can accept multiple different calibers. Always kills to the head.'']]&lt;br /&gt;
[[File:PhantomForces GB-22 modelcutdown.jpg|600px|thumb|none|The GB-22 with a shortened barrel, which is the pistol's most common real-life configuration.]]&lt;br /&gt;
[[File:PhantomForces GB-22 modellongbarrel.jpg|600px|thumb|none|The GB-22 with the extremely long &amp;quot;Sporting Barrel&amp;quot;. Needless to say, a homemade gun is the exact opposite of a sporting weapon.]]&lt;br /&gt;
[[File:PhantomForces GB-22 hiphold.jpg|600px|thumb|none|Holding the handmade gun at the hip.]]&lt;br /&gt;
[[File:PhantomForces GB-22 leftside.jpg|600px|thumb|none|Inspecting the left side of the GB-22.]]&lt;br /&gt;
[[File:PhantomForces GB-22 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces GB-22 ADS.jpg|600px|thumb|none|Aiming the GB-22. Although pretty much every iron sight in ''Phantom Forces'' has a default magnification, these, owing to their crude nature, do not. This further complicates using the weapon at range, although it does increase the player's field of view.]]&lt;br /&gt;
[[File:PhantomForces GB-22 ADS2.jpg|600px|thumb|none|The GB-22's alternate aim mode, which, unlike most other pistols, involves the player keeping both hands firmly on the gun.]]&lt;br /&gt;
[[File:PhantomForces GB-22 firing.jpg|600px|thumb|none|Firing the GB-22.]]&lt;br /&gt;
[[File:PhantomForces GB-22 reload1.jpg|600px|thumb|none|Reloading the pistol starts with removing the empty casing, which gladly leaps free from the gun when the player pulls back on the slide. In real life, much like revolvers, the casing can expand in the chamber and become stuck. Unlike a revolver, however, the GB-22 lacks a manual ejector, requiring the user to pry the shell casing free with their fingernails (or other instrument).]]&lt;br /&gt;
[[File:PhantomForces GB-22 reload2.jpg|600px|thumb|none|Inserting a fresh round into the pistol. Despite the GB-22's cumbersome reloading procedure, the player is able to keep the gun running at an impressive 50 RPM.]]&lt;br /&gt;
[[File:PhantomForces GB-10.jpg|600px|thumb|none|The GB-22 with the 10mm Auto conversion, which the game takes to calling the &amp;quot;GB-10&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces GB-50.jpg|600px|thumb|none|The GB-22 converted to fire .50 Action Express. For obvious reasons, the game designates it as the fictional &amp;quot;GB-50&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces GB-12 .jpg|600px|thumb|none|The GB-22 is also somehow capable of firing 12 gauge shotgun shells. The &amp;quot;GB-12&amp;quot; is as powerful as it is unrealistic.]]&lt;br /&gt;
[[File:PhantomForces GB-12.jpg|600px|thumb|none|Firing the &amp;quot;GB-12&amp;quot;, which is the only ammo conversion to change the color or behavior of the bullets and their tracers.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer M17 MHS==&lt;br /&gt;
A [[SIG-Sauer M17 MHS]] (or just &amp;quot;M17&amp;quot;) was added in July 2023 as part of update 8.0.4 (Independence Day update) and is unlocked at rank 13. As with other military-issue pistols, the M17 is an all-rounder.  It has good accuracy, low recoil, and moderate damage, allowing it to function well in close-quarters or at range. It has a 17-round magazine by default, but an extended 21-round magazine is available as a unique attachment.  &lt;br /&gt;
[[File:P320-M17.jpg|350px|thumb|none|SIG-Sauer P320-M17 with 21-round magazine - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces M17 model.jpg|600px|thumb|none|''A modern Swiss-American Handgun. A service pistol fit for the modern age of American foreign interests. Built with focus on ergonomics and modularity, this variant of the P320 sports lightweight construction, stable recoil and a generous magazine capacity. [[Call of Duty: Modern Warfare (2019)|We get dirty, and the world stays clean. That's the mission.]]'']]&lt;br /&gt;
[[File:PhantomForces M17 modelmods.jpg|600px|thumb|none|The M17 with the 21-round extended magazine equipped.]]&lt;br /&gt;
[[File:PhantomForces M17 hiphold.jpg|600px|thumb|none|Holding the M17 at the hip.]]&lt;br /&gt;
[[File:PhantomForces M17 leftside.jpg|600px|thumb|none|Inspecting the M17, beginning with the left side...]]&lt;br /&gt;
[[File:PhantomForces M17 rightside.jpg|600px|thumb|none|...and continuing with the top...]]&lt;br /&gt;
[[File:PhantomForces M17 brasscheck.jpg|600px|thumb|none|...and finishing with a brass check. Same standard set of animations as many other pistols, nothing to write home about.]]&lt;br /&gt;
[[File:PhantomForces M17 ADS1.jpg|600px|thumb|none|Looking down the M17's iron sights, which are very reminiscent of the M9's.]]&lt;br /&gt;
[[File:PhantomForces M17 ADS2.jpg|600px|thumb|none|And you'd ''bet'' we have to one-hand it!]]&lt;br /&gt;
[[File:PhantomForces M17 reload.jpg|600px|thumb|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1911-A2 SASS==&lt;br /&gt;
The [[Springfield Armory M1911-A2 SASS]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 132. Classified as an &amp;quot;Other&amp;quot; secondary weapon and known as the &amp;quot;SASS 308&amp;quot; in-game, it is chambered in .308 Winchester and is fitted with a 14.9&amp;quot; barrel by default. Unique modifications for the single-shot pistol include a .358 Winchester conversion and a shortened 10.75&amp;quot; barrel. The M1911-A2 SASS is a powerful &amp;quot;pocket sniper&amp;quot;, with great ballistics and high damage. Of course, this comes at the cost of frequent, lengthy reloads. &lt;br /&gt;
[[File:Springfieldsass.jpg|thumb|none|350px|Springfield Armory M1911-A2 SASS - .308 Winchester]]&lt;br /&gt;
[[File:PhantomForces SASS model.jpg|600px|thumb|none|''A single-shot pistol based on the M1911 developed in the 1980s. Chambered in the .308 Winchester cartridge, among many other offerings.'']]&lt;br /&gt;
[[File:LEON-M1911A1SCREENUSED.jpg|thumb|none|350px|Screen-used Springfield Armory M1911-A2 SASS as seen in the film ''[[Léon: The Professional]]'']]&lt;br /&gt;
[[File:PhantomForces SASS modelmods.jpg|600px|thumb|none|The M1911-A2 SASS with the 10.75&amp;quot; &amp;quot;Light Barrel&amp;quot; mod equipped. ]]&lt;br /&gt;
[[File:PhantomForces SASS hiphold.jpg|600px|thumb|none|Holding the Springfield Armory Single-Shot at the hip atop an abandoned industrial building. ]]&lt;br /&gt;
[[File:PhantomForces SASS leftside.jpg|600px|thumb|none|Inspecting the weapon. The left side of the frame is adorned with a white StyLiS Studios logo. ]]&lt;br /&gt;
[[File:PhantomForces SASS rightside.jpg|600px|thumb|none|The right side. The weapon bears a prominent &amp;quot;Stylis Armory USA&amp;quot; marking. ]]&lt;br /&gt;
[[File:PhantomForces SASS ADS.jpg|600px|thumb|none|Aiming down the single-shot handgun's target sights. ]]&lt;br /&gt;
[[File:PhantomForces SASS ADS2.jpg|600px|thumb|none|Foregoing the SASS' accurate irons in favor of a more relaxed &amp;quot;point towards enemy&amp;quot; approach. What could go wrong? ]]&lt;br /&gt;
[[File:PhantomForces SASS reload1.jpg|600px|thumb|none|Ejecting an empty casing from the handgun after firing a shot. The player seems to break the weapon open using pure force of will alone, as the lever to open the barrel (seen protruding from the magazine well) remains untouched during the animation.]]&lt;br /&gt;
[[File:PhantomForces SASS reload2.jpg|600px|thumb|none|Inserting a fresh round of .308 Winchester. ]]&lt;br /&gt;
[[File:PhantomForces SASS reload3.jpg|600px|thumb|none|Snapping the gun closed. ]]&lt;br /&gt;
&lt;br /&gt;
==STI DVC Tactical 2011==&lt;br /&gt;
The [[STI 1911 Series|STI DVC Tactical 2011]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) is unlocked at rank 150. It is known as the &amp;quot;M2011&amp;quot; in-game and features a garish color scheme and many custom parts, including what appears to be a titanium nitride-coated barrel and a blue-finished slide-mounted charging handle handle. Firing 9x19mm, the 2011 is a versatile handgun that can perform well at both long range, thanks to its above-average headshot multiplier, and when up close, due to its spam-friendly 20-round magazine. However, it deals below average damage to the torso and limbs and has somewhat rapid damage falloff, which both can limit its effectiveness when poorly-aimed. The DVC Tactical 2011 can be modified to add an extended barrel and a Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock, which can also be fitted to the AF2011-A1.  &lt;br /&gt;
[[File:DVC-Tactical-2.jpg|thumb|none|350px|STI DVC Tactical 2011 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M2011 model.jpg|600px|thumb|none|''A colourful race gun chambered in 9x19mm with a large double-stack magazine. While the damage up front is poor compared to other pistols, it packs a very high headshot multiplier and the accuracy to make use of it.'']]&lt;br /&gt;
[[File:1911 MultiShotKit.jpg|350px|thumb|none|M1911A1 with Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M2011 modelmods.jpg|600px|thumb|none|The STI DVC Tactical 2011 with an extended barrel and Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock.]]&lt;br /&gt;
[[File:PhantomForces M2011 hiphold.jpg|600px|thumb|none|Holding the colorful 1911-derived pistol at the hip.]]&lt;br /&gt;
[[File:PhantomForces M2011 rightside.jpg|600px|thumb|none|Inspecting the handgun, starting with the right side.]]&lt;br /&gt;
[[File:PhantomForces M2011 leftside.jpg|600px|thumb|none|Taking a look at the left side (and the magazine).]]&lt;br /&gt;
[[File:PhantomForces M2011 brasscheck.jpg|600px|thumb|none|Performing a brass check on the 2011 while making use of the aftermarket slide handle.]]&lt;br /&gt;
[[File:PhantomForces M2011 ADS.jpg|600px|thumb|none|Aiming down the 2011's brightly-colored iron sights.]]&lt;br /&gt;
[[File:PhantomForces M2011 ADS2.jpg|600px|thumb|none|Roleplaying (poorly) as an Olympic target shooter.]]&lt;br /&gt;
[[File:PhantomForces M2011 firing.jpg|600px|thumb|none|Firing the 2011. The change in time of day is a total coincidence and not at all the product of forgetting to snap a screenshot of the pistol firing, nope.]]&lt;br /&gt;
[[File:PhantomForces M2011 reload1.jpg|600px|thumb|none|The first step in reloading the pistol is the removal of the empty magazine, which the player does with a hearty flick of the wrist.]]&lt;br /&gt;
[[File:PhantomForces M2011 reload2.jpg|600px|thumb|none|Inserting a fresh magazine is the next step, surprisingly.]]&lt;br /&gt;
[[File:PhantomForces M2011 reload3.jpg|600px|thumb|none|''Hey, if I paid for the handle, I'm using the handle! No exceptions.'']]&lt;br /&gt;
&lt;br /&gt;
==USFA ZiP .22==&lt;br /&gt;
The [[USFA ZiP .22]] was added in October 2017 as part of update 3.1.0 (Halloween 2017 Update) and is unlocked at rank 61. Designated as the &amp;quot;ZIP 22&amp;quot;, it is a joke weapon, dealing extremely poor damage and feeding from a tiny 10-round Ruger 10/22 box magazine. The BattleZiP Survival SBR stock is automatically fitted to the pistol whenever an optic is attached, but it provides no stability benefits (as it exists only to provide a believable mounting point for attachments). In addition, the ZiP .22 can use 50-round ProMag Ruger 10/22 drum magazines (referred to as &amp;quot;Pro Mags&amp;quot; in-game), which provide a welcome increase in magazine size, and &amp;quot;.22 Ratshot&amp;quot; ammunition, which transforms the pistol into a compact &amp;quot;shotgun&amp;quot; of questionable utility. &lt;br /&gt;
[[File:USFA Zip Gun No Magazine.jpg|thumb|350px|none|USFA ZiP .22 with magazine removed - .22 LR]]&lt;br /&gt;
[[File:PhantomForces ZiP22 modelview.jpg|600px|thumb|none|''A modern American 'pistol' with questionable quality. Abysmal damage, but with deep reserves and a high headshot multiplier. A weapon so bad it killed a million dollar company.'']]&lt;br /&gt;
[[File:USFA ZiP22 Stock.jpg|350px|thumb|none|USFA ZiP .22 with BattleZiP Survival SBR stock - .22 LR]]&lt;br /&gt;
[[File:PhantomForces ZiP22 stock.jpg|600px|thumb|none|The ZiP .22 with the BattleZiP Survival SBR stock, seen here with the generic &amp;quot;Full Ring Sight&amp;quot; iron sights equipped.]]&lt;br /&gt;
[[File:PhantomForces ZiP22 drummag.jpg|600px|thumb|none|The ZiP .22 with the 50-round ProMag Ruger 10/22 drum magazine equipped. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 hiphold.jpg|600px|thumb|none|Holding the ZiP .22 at the hip. The weapon's infamously poor ergonomics pose little issue when your hands are cuboids, apparently. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 leftside.jpg|600px|thumb|none|Inspecting the left side of the boxy pistol. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 rightside.jpg|600px|thumb|none|The right side, which gives a good view of the weapon's ejection port. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 ADS.jpg|600px|thumb|none|Aiming down the ZiP .22's iron sights. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 ADS2.jpg|600px|thumb|none|One-handing the pistol. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 firing .jpg|600px|thumb|none|Firing the ZiP .22. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 reload1.jpg|600px|thumb|none|Removing an (untextured) empty magazine from the ZiP .22. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 reload2.jpg|600px|thumb|none|Inserting a new 10-round box. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 reload3.jpg|600px|thumb|none|Charging the weapon. This is done, as in real life, by sticking one's fingers in front of the barrel of the loaded firearm to pull a plunger. Safety! ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 ratshot.jpg|600px|thumb|none|Firing the ZiP .22 with the &amp;quot;Ratshot&amp;quot; mod equipped. Note the black tracers. ]]&lt;br /&gt;
&lt;br /&gt;
==Walther GSP Expert==&lt;br /&gt;
The [[Walther GSP Expert]] was added in June 2021 as part of update 5.6.3 (Pacific Cold Front Update Part 1) and is unlocked at rank 131. Despite being chambered in .22 LR, it incorrectly has the larger charging handle of the .32 S&amp;amp;W Long version of the GSP (also sometimes known as the GSP-C, for 'centerfire'). The GSP performs similarly to a magazine-fed version of the Serbu GB-22, providing a one-shot kill on headshot at the cost of very poor bodyshot damage. The GSP's 5-round magazine offers much more flexibility against multiple targets (or when one misses a shot or two) than the GB-22, but the GSP can only score a 1SK to the head up to 65 studs (60 feet) while the GB-22 can do it at any range. A number of unique modifications are available for the GSP Expert, including a barrel weight, which decreases felt recoil at the expense of walkspeed, a .32 Smith &amp;amp; Wesson Long conversion, and a .22 Ratshot conversion. &lt;br /&gt;
[[File:Walther_gsp_expert.jpg|thumb|none|350px|Walther GSP Expert - .22 LR. This image appears to be the reference photo for the in-game model.]]&lt;br /&gt;
[[File:PhantomForces GSP model.jpg|600px|thumb|none|''A single-action, precision targetshooting pistol made in Germany. It was introduced on the world market in 1968 and was chambered for .22 Long Rifle.'']]&lt;br /&gt;
[[File:PhantomForces GSP barrelweightmod.jpg|600px|thumb|none|The Walther GSP Expert with the &amp;quot;Barrel Weight&amp;quot; mod equipped. ]]&lt;br /&gt;
[[File:PhantomForces GSPC.jpg|600px|thumb|none|The GSP converted to fire .32 S&amp;amp;W Long, complete with a 10-round magazine. ]]&lt;br /&gt;
[[File:PhantomForces GSP hiphold.jpg|600px|thumb|none|The player holds the Walther GSP at the hip. ]]&lt;br /&gt;
[[File:PhantomForces GSP leftside.jpg|600px|thumb|none|The left side of the target pistol. ]]&lt;br /&gt;
[[File:PhantomForces GSP rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:PhantomForces GSP ADS.jpg|600px|thumb|none|Aiming down the GSP's iron sights. ]]&lt;br /&gt;
[[File:PhantomForces GSP ADS2.jpg|600px|thumb|none|The GSP's alternate aim mode, which is (refreshingly) ''not'' a gangsta-hold! ]]&lt;br /&gt;
[[File:PhantomForces GSP reload1.jpg|600px|thumb|none|Swapping magazines. Unlike almost every other weapon in the game, the GSP's empty magazine is retained by the player. ]]&lt;br /&gt;
[[File:PhantomForces GSP reload2.jpg|600px|thumb|none|Chambering a round. Note the ejected cartridge case, as the GSP (for whatever reason) does not appear to automatically eject the final bullet in the magazine. ]]&lt;br /&gt;
[[File:PhantomForces GSP ratshot1.jpg|600px|thumb|none|Firing a round from the GSP with the &amp;quot;GSP Ratshot&amp;quot; mod equipped. ]]&lt;br /&gt;
[[File:PhantomForces GSP ratshot2.jpg|600px|thumb|none|Ratshot's low chamber pressure turns the GSP into the world's most unwieldy bolt-action shotgun. Hooray? ]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
Revolvers make up their own category of secondary weapons in ''Phantom Forces'' and are available to all classes. Most revolvers have access to a &amp;quot;speedloader&amp;quot; modification, which speeds up reload times when reloading from an empty cylinder at the cost of slowing down partial reloads. &lt;br /&gt;
&lt;br /&gt;
==Mateba Model 6 Unica==&lt;br /&gt;
The [[Mateba Model 6 Unica]] was added in September 2018 (update 3.13.0) and is unlocked at rank 29. Appearing as the &amp;quot;Mateba 6&amp;quot;, it is chambered in .44 Magnum and equipped with a 5&amp;quot; barrel. The Model 6 Unica has the joint highest firerate (600 RPM) but shortest effective range in-class, which allows for very quick follow-up shots, especially in close-quarters. Unique modifications for this revolver include a 3&amp;quot; &amp;quot;snubnose&amp;quot; barrel, an 8&amp;quot; &amp;quot;cowboy&amp;quot; barrel, and .44 Special ammunition. &lt;br /&gt;
&lt;br /&gt;
[[File:matebamodel6_5inch.jpg|thumb|none|350px|Mateba Model 6 Unica, 5&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:Mateba PhantomForces loadout.jpg|601px|thumb|none|''An Italian semi-automatic revolver. High close-in damage with better ranged performance, fast drop-off, fast rate of fire and unusual recoil.&lt;br /&gt;
'']]&lt;br /&gt;
[[File:PhantomForces Mateba 3in.jpg|601px|thumb|none|The Model 6 Unica with the &amp;quot;Snubnose&amp;quot; attachment equipped, which gives the revolver a puny 3&amp;quot; barrel. More agile, but less effective at range. ]]&lt;br /&gt;
[[File:PhantomForces Mateba 8in.jpg|600px|thumb|none|The Model 6 Unica with the 8&amp;quot; &amp;quot;Cowboy Barrel&amp;quot; modification attached. More damage at range, worse handling. ]]&lt;br /&gt;
[[File:Mateba PhantomForces hip.jpg|601px|thumb|none|Holding the &amp;quot;Mateba 6&amp;quot; on the vertigo-inducing Elevation map.]] &lt;br /&gt;
[[File:Mateba PhantomForces inspect1.jpg|601px|thumb|none|Inspecting the left side of the Italian semi-automatic revolver.]]&lt;br /&gt;
[[File:Mateba PhantomForces inspect2.jpg|601px|thumb|none|No, that wasn't a typo. The Model 6 Unica's upper frame actually recoils slightly after firing, cocking the hammer and indexing the cylinder. The result? Semi-automatic fire! ]]&lt;br /&gt;
[[File:Mateba PhantomForces ADS.jpg|601px|thumb|none|Aiming down the Unica's simple glow sights. ]]&lt;br /&gt;
[[File:PhantomForces Mateba firing.jpg|600px|thumb|none|Firing the revolver. Note that the muzzle flash appears near the bottom of the weapon's frame, which is actually not an error; to reduce muzzle climb, the Mateba Model 6 fires from the bottom chamber in the cylinder as opposed to the top cylinder like most other revolvers. ]]&lt;br /&gt;
[[File:Mateba PhantomForces reload1.jpg|601px|thumb|none|Grabbing the cylinder of the revolver to swing it out for reloading.]]&lt;br /&gt;
[[File:Mateba PhantomForces reload2.jpg|601px|thumb|none|Smacking the Model 6's ejector.]]&lt;br /&gt;
[[File:PhantomForces Mateba reload3.jpg|600px|thumb|none|Inserting an invisible speedloader worth of .44 Magnum. ]]&lt;br /&gt;
[[File:PhantomForces Mateba reload3alt.jpg|600px|thumb|none|Equipping the &amp;quot;Speedloader&amp;quot; attachment causes the player to actually use a speedloader when reloading the Mateba, although the animation is otherwise unchanged. ]]&lt;br /&gt;
[[File:PhantomForces Mateba reload4.jpg|600px|thumb|none|Closing the cylinder with a snap of the wrist. Considering the rarity (and price) of Mateba revolvers, this is a dubious decision at best. ]]&lt;br /&gt;
&lt;br /&gt;
==MP-412 REX==&lt;br /&gt;
The [[MP-412 REX]] was added during the game's Alpha and is unlocked at rank 4. The REX features a 6&amp;quot; barrel in its default configuration, which is most likely a reference to the revolver's depiction in ''[[Battlefield: Bad Company 2]]'', and it incorrectly has the ability to mount a flash hider attachment, which not work in real life due to the cylinder gap. The MP-412 REX performs similarly to the Unica, serving as a &amp;quot;jack-of-all-trades&amp;quot; revolver with a high firerate and low minimum range. The REX has a few unique modifications, including &amp;quot;Snubnose&amp;quot; and &amp;quot;Cowboy&amp;quot; barrels and .38 Special ammunition. &lt;br /&gt;
[[Image:Mp-412-1.jpg|thumb|none|350px|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[File:PhantomForces REX model.jpg|600px|thumb|none|''A break-open revolver prototype from Russia intended for export. High close-in damage and headshot multiplier with low ranged damage and a fast rate of fire.'']]&lt;br /&gt;
[[File:PhantomForces REX modelshort.jpg|600px|thumb|none|The REX with the 4&amp;quot; &amp;quot;Snubnose&amp;quot; barrel attachment, which emulates the revolver's real-life appearance. ]]&lt;br /&gt;
[[File:PhantomForces REX modellong.jpg|600px|thumb|none|The MP-412's long barrel made ''even longer'' with the 8&amp;quot; &amp;quot;Cowboy Barrel&amp;quot; attachment. ]]&lt;br /&gt;
[[File:PhantomForces REX hiphold.jpg|600px|thumb|none|Brandishing the REX while looking out towards the horizon. ]]&lt;br /&gt;
[[File:PhantomForces REX leftside.jpg|600px|thumb|none|The left side of the Russian revolver. ]]&lt;br /&gt;
[[File:PhantomForces REX rightside.jpg|600px|thumb|none|The right side. The weapon's long barrel is made very apparent. ]]&lt;br /&gt;
[[File:PhantomForces REX ADS.jpg|600px|thumb|none|Aiming down the REX's iron sights, which have been made luminous with the addition of some red paint. ]]&lt;br /&gt;
[[File:PhantomForces REX firing.jpg|600px|thumb|none|Firing the revolver. Although it has high recoil, its recovery is actually pretty good (as long as you don't fire it too fast). ]]&lt;br /&gt;
[[File:PhantomForces REX reload1.jpg|600px|thumb|none|Breaking open the REX for reloading. All 6 rounds always appear unfired, and the automatic ejector does not appear to move when the gun is opened. ]]&lt;br /&gt;
[[File:PhantomForces REX reload2.jpg|600px|thumb|none|Inserting an imaginary speedloader of .357 Magnum. ]]&lt;br /&gt;
[[File:PhantomForces REX reload2alt.jpg|600px|thumb|none|When the &amp;quot;Speedloader&amp;quot; attachment is equipped, the player will utilize speedloaders, which (despite leaving the actual animation unchanged) drastically speed up reloading when all six rounds in the cylinder have been fired.]]&lt;br /&gt;
[[File:PhantomForces REX reload3.jpg|600px|thumb|none|Closing the gun with the offhand, a departure from the action-movie wrist flick sometimes seen in other pieces of media. ]]&lt;br /&gt;
&lt;br /&gt;
==Remington 1858 New Army==&lt;br /&gt;
The [[Remington 1858 New Army]] was added in January 2018 (update 3.4.0) and is unlocked at rank 58. It has a brass frame and is reloaded by swapping cylinders, giving the New Army a surprisingly fast reload (for a revolver). The 1858 New Army can neutralize an enemy with a single headshot out to a surprisingly long range and has rather controllable recoil, but it also has lots of drawbacks. These include a slow firerate, low muzzle velocity, and hard-to-use iron sights. The 1858 New Army can be modified to use either an extremely short 3&amp;quot; barrel or an extended 12&amp;quot; barrel. It also features a &amp;quot;.36 Caliber&amp;quot; conversion, which transforms the pistol into the Remington 1858 Navy, and &amp;quot;Snakeshot&amp;quot; ammunition, which allows the 1858 to function as a compact scattergun. &lt;br /&gt;
[[File:Remington1858brassframe.jpeg|thumb|none|350px|Remington 1858 New Army with brass frame - .44]]&lt;br /&gt;
[[File:PhantomForces 1858 model.jpg|600px|thumb|none|''A vintage American ball-and-cap revolver with black powder rounds, fires in single-action with a slow rate of fire, excellent ranged performance, and the ability to fan-fire at high speed.'']]&lt;br /&gt;
[[File:1858 3 inch.jpg|350px|thumb|none|Remington 1858 New Army with 3&amp;quot; barrel - .44]]&lt;br /&gt;
[[File:PhantomForces 1858 3inch.jpg|600px|thumb|none|The 1858 New Army with an almost comically short 3&amp;quot; barrel. Much faster to draw and aim but harder to use at range.]]&lt;br /&gt;
[[File:1858 12 inch.jpg|350px|thumb|none|Remington 1858 New Army with 12&amp;quot; barrel - .44]]&lt;br /&gt;
[[File:PhantomForces 1858 12inch.jpg|600px|thumb|none|The 1858 New Army with an extremely long 12&amp;quot; barrel. Better damage at range and improved muzzle velocity but worse handling.]]&lt;br /&gt;
[[File:PhantomForces 1858 hip.jpg|600px|thumb|none|Holding the vintage revolver at the hip. The New Army is technically the oldest gun in-game, although the in-game weapon appears to be a modern reproduction.]]&lt;br /&gt;
[[File:PhantomForces 1858 leftside.jpg|600px|thumb|none|Taking a look at the left side of the black powder revolver.]]&lt;br /&gt;
[[File:PhantomForces 1858 rightside.jpg|600px|thumb|none|The other side.]]&lt;br /&gt;
[[File:PhantomForces 1858 ADS.jpg|600px|thumb|none|One-handing the 1858 while aiming down its iron sights. This was, after all, the style of the time. ]]&lt;br /&gt;
[[File:PhantomForces 1858 ADS2.jpg|600px|thumb|none|The 1858's alternate aim mode is, of course, a fan-fire. This increases its firerate from an OK 190 RPM to an impressive 350 RPM.]]&lt;br /&gt;
[[File:PhantomForces 1858 cockhammer.jpg|600px|thumb|none|Pulling back on the New Army's hammer after firing a shot. It is done, in an incredible feat of dexterity, with one hand, although it's hard to judge seeing as the player lacks thumbs.]]&lt;br /&gt;
[[File:PhantomForces 1858 reload1.jpg|600px|thumb|none|Reloading the 1858 New Army is a multi-step process, although it is nowhere near as complex as inserting individual powder charges, projectiles, and percussion caps. To begin, the player cranks down on the reloading lever.]]&lt;br /&gt;
[[File:PhantomForces 1858 reload2.jpg|600px|thumb|none|This allows them to flick away the empty cylinder.]]&lt;br /&gt;
[[File:PhantomForces 1858 reload3.jpg|600px|thumb|none|A new (full) cylinder is then inserted...]]&lt;br /&gt;
[[File:PhantomForces 1858 reload4.jpg|600px|thumb|none|...and the reloading lever is returned to its rightful home. This is followed by a quick pull of the hammer. Notably absent is any interaction with the cylinder axis pin; on the real revolver, this has to be pulled forward to allow removal of the cylinder (and pushed back in to lock a new one in place).]]&lt;br /&gt;
===Remington 1858 Navy===&lt;br /&gt;
Equipping the 1858 New Army with the &amp;quot;.36 Caliber&amp;quot; ammunition conversion transforms it into the Remington 1858 Navy. This improves its firerate and muzzle velocity but reduces its damage. &lt;br /&gt;
[[File:1858 Navy.jpg|350px|thumb|none|Remington 1858 Navy - .36 ball]]&lt;br /&gt;
[[File:PhantomForces 1858 Navy.jpg|600px|thumb|none|The Remington 1858 Navy as it appears in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Redhawk==&lt;br /&gt;
The [[Ruger Redhawk]] was added in June 2019 (update 4.5b) and is unlocked at rank 83. Firing .44 Magnum, the Redhawk deals high damage per shot (especially on headshot) but has high recoil, incentivizing single, accurate shots. The Redhawk has several unique modifications. Two of these modify the revolver's barrel, those being a 2.7&amp;quot; &amp;quot;snubnose&amp;quot; barrel and a very long &amp;quot;cowboy barrel&amp;quot; modeled after the [[Smith &amp;amp; Wesson Model 629 Stealth Hunter]]'s barrel. The Redhawk also has access to the so-called KAC shoulder stock, which is taken from the game's [[Knight's Armament Revolver Rifle]] model (which is itself based on an airsoft reimagining of the revolver carbine with custom wooden furniture), and a .45 Long Colt conversion, which vastly increases the revolver's damage at the cost of restricting it to single-action only. &lt;br /&gt;
[[Image:RugerRedhawk.jpg|thumb|none|350px|Ruger Redhawk with stainless steel finish and 5.5&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:PhantomForces Redhawk model.jpg|600px|thumb|none|''A traditional American revolver. Very high damage overall with a slow rate of fire and strong muzzle flip.'']]&lt;br /&gt;
[[File:Redhawksnub.jpg|350px|thumb|none|Ruger Redhawk with stainless steel finish, unfluted 8-shot cylinder and snub-nose 2.7&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:PhantomForces Redhawk modelsnub.jpg|600px|thumb|none|The snubnosed Redhawk as it appears in-game. ]]&lt;br /&gt;
[[File:S&amp;amp;W M629 Stealth Hunter.jpg|350px|thumb|none|Smith &amp;amp; Wesson Model 629 Stealth Hunter, for comparison - .44 Magnum‎]]&lt;br /&gt;
[[File:PhantomForces Redhawk longbarrel.jpg|600px|thumb|none|The Redhawk fitted with the 629 Stealth Hunter-inspired &amp;quot;cowboy barrel&amp;quot;. ]]&lt;br /&gt;
[[File:KACSRR Airsoft.jpg|350px|thumb|none|Knight's Armament Revolver Rifle Airsoft replica with custom wooden foreend and stock]]&lt;br /&gt;
[[File:PhantomForces Redhawk stock.jpg|600px|thumb|none|The Redhawk with the &amp;quot;KAC Stock&amp;quot; and aforementioned long barrel equipped. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk hip.jpg|600px|thumb|none|First-person view of a player using the Redhawk. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk leftside.jpg|600px|thumb|none|Taking a look at the left side of the magnum revolver... ]]&lt;br /&gt;
[[File:PhantomForces Redhawk rightside.jpg|600px|thumb|none|...and the right side. ''Powerful enough to blow your head clean off...'' ]]&lt;br /&gt;
[[File:PhantomForces Redhawk ADS.jpg|600px|thumb|none|Aiming down the Redhawk's iron sights, which are rather clear. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk firing.jpg|600px|thumb|none|Putting a .44 caliber hole in the concrete across the way with the Redhawk. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk reload1.jpg|600px|thumb|none|After firing six shots (or was it five?) the Redhawk has to be reloaded, no surprises there. This begins with the player grabbing the cylinder to swing it out. The animation does not appear to show the player operating the cylinder release, meaning that this is done with pure brute strength (and most likely breaks the revolver). ]]&lt;br /&gt;
[[File:PhantomForces Redhawk reload2.jpg|600px|thumb|none|Smacking the ejector to free the spent casings. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk reload3.jpg|600px|thumb|none|Inserting a not-speedloader of fresh rounds. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk speedloader.jpg|600px|thumb|none|The speedloader reappears, courtesy of the &amp;quot;Speedloader&amp;quot; modification. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk reload4.jpg|600px|thumb|none|Flicking the cylinder closed. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk 45lc.jpg|600px|thumb|none|With the .45 Long Colt conversion equipped, the Redhawk must be manually re-cocked after every shot. As with the 1858 New Army, the animation is somewhat scuffed, although this can be excused by the player's lack of thumbs.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Toy Gun&amp;quot;===&lt;br /&gt;
The Redhawk model is also the basis for the &amp;quot;Toy Gun&amp;quot;, a melee weapon that can be obtained by rolling a Legendary on a case. Although a melee weapon, it can fire darts, which are fired after swinging the weapon to attack, inspecting it, or spotting enemies with it; these do not interact with the world, passing through walls, dealing no damage to players, and are deleted shortly after leaving the barrel. The weapon can fire an infinite number of darts. Aside from the texture, the only difference the Toy Gun has from the regular Redhawk is the barrel. The design of the Toy Gun is more akin to a cap gun than a dart blaster, as it has no room for an air compressor or spring-loaded priming mechanism, and its barrel is completely solid; this is most likely the result of it being made out of the model for a real revolver.&lt;br /&gt;
[[File:PhantomForces ToyGun.jpg|350px|thumb|none|Official render of the Toy Gun as it appears in-game. ]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Judge==&lt;br /&gt;
The [[Taurus Judge]] is unlocked at rank 113 and is chambered in .410 bore. It fires half the regular amount of pellets for buckshot in-game, 4 instead of 8. Like all shotguns, it can be modified to use flechette, birdshot or slug ammunition. &lt;br /&gt;
[[Image:TaurusJudge.jpg|thumb|none|350px|Taurus Judge - .45 Long Colt/.410 Bore]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Raging Judge==&lt;br /&gt;
The [[Taurus Raging Judge]] is unlocked at rank 137 and is called the &amp;quot;Executioner&amp;quot;. It has access to a longer barrel and a stock.&lt;br /&gt;
[[File:Taurus Raging Judge.jpg|thumb|none|350px|Taurus Raging Judge - .454 Casull]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==ASMI==&lt;br /&gt;
The [[ASMI]] is unlocked at rank 97.&lt;br /&gt;
[[File:Asmi.jpg|thumb|none|450px|ASMI - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Coharie Arms MP-10==&lt;br /&gt;
The [[Special Weapons MP-10 and SP-10|Coharie Arms MP-10]] is unlocked at rank 66. It has an integral flashlight, making it the brightest weapon in the game as it can attach 3 other flashlights (1 in the &amp;quot;Other&amp;quot; category, 1 in the underbarrel category and a Maglite flashlight in the optics category). The &amp;quot;Flashlight Off&amp;quot; attachment disables the flashlight, but it counts as an attachment in the &amp;quot;Other&amp;quot; category, so turning it off means you cannot equip anything else in the &amp;quot;Other&amp;quot; category.&lt;br /&gt;
[[File:Coharie MP-10light.jpg|thumb|none|450px|Coharie MP-10 with UMP stock and weaponlight - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 633==&lt;br /&gt;
The [[Colt 9mm Submachine Gun|Colt Model 633]] appears as the &amp;quot;Colt SMG 633&amp;quot;. Before the June 4th 2020 update, it was incorrectly called the &amp;quot;Colt SMG 635&amp;quot;. It is unlocked at rank 49.&lt;br /&gt;
[[File:Model 633 SMG DOE.jpg|thumb|none|450px|Colt Model 633 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 635===&lt;br /&gt;
The [[Colt 9mm Submachine Gun|Colt Model 635]] can be made by equipping the Long Barrel attachment to the &amp;quot;Colt SMG 633&amp;quot;.&lt;br /&gt;
[[Image:Colt-9mm--SMG.jpg‎|thumb|450px|none|Colt Model 635 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K7==&lt;br /&gt;
The [[Daewoo K7]] is unlocked at rank 84. It (correctly) fires very fast, at 1100 RPM, and can unusually accept muzzle attachments, unlike other integrally suppressed weapons in-game. The ability to mount a muzzle brake or compensator has real life precedence, as the [[Barrett M107]] has a proprietary suppressor that allows other muzzle attachments to be used in tandem with the suppressor. However, the use on the 9mm K7 is questionable, as not enough gas would make it through the suppressor in order for the muzzle attachments to function properly, and the 9mm cartridge has very little recoil.&lt;br /&gt;
[[File:DAEWOO K7.jpg|thumb|none|450px|Daewoo K7 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is unlocked at rank 24. Its firing sound is taken from ''[[Call of Duty 4: Modern Warfare]]'', and its reload sounds are from ''COD4'' and ''[[Counter-Strike: Global Offensive]]''.&lt;br /&gt;
[[Image:FN P90 Triple Rail (TR).jpg|thumb|450px|none|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:Pfp90-1.jpg|thumb|none|600px|The P90 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A2]] is unlocked at rank 40 and is simply called &amp;quot;MP5&amp;quot;. Weirdly, the weapon has a higher bullet velocity than the MP7, despite it being the other way round in real life. The ironsights are removed when attaching optics. When reloading, the character does not lock the bolt back, which in real life would make inserting the new magazine very difficult.&lt;br /&gt;
[[Image:H&amp;amp;KMP5A2WideForearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] is unlocked by default. It has the ability to attach muzzle attachments, meaning the weapon is likely modified with a SP5K barrel, which can accept muzzle attachments. The weapon has a stock attachment and a 10mm Auto conversion. Underbarrel grips replace the default foregrip, which provides no statistical benefit. Like the other MP5s, the character does not lock the bolt back, which in real life would make inserting the new magazine very difficult. &lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Pfmp5k-1.jpg|thumb|none|600px|The MP5K in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5SD]] is unlocked at rank 60, simply called &amp;quot;MP5SD&amp;quot;. It has a long barrel attachment, which is its only barrel/muzzle attachment due to the nature of an integrally suppressed weapon. The suppressor cannot be removed, unlike other integrally suppressed weapons in-game.&lt;br /&gt;
[[File:HK-MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5/10==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5/10]] is unlocked at rank 74. The magazine is slightly longer than it should be.&lt;br /&gt;
[[File:MP5-10-retractable.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5/10 with 3-round burst trigger group and retractable stock - 10x25mm Auto]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is unlocked at rank 9, simply called &amp;quot;MP7&amp;quot;. Despite having a 40 round magazine, it only holds 30. The extended magazine attachment increases it to 40 rounds. With the joke &amp;quot;Loudener&amp;quot; attachment, the sound is similar to the ''[[Half-Life 2]]'' MP7.&lt;br /&gt;
[[File:MP7 40rdmag.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight - 4.6x30mm]]&lt;br /&gt;
[[File:Pfmp7-1.jpg|thumb|none|600px|The MP7 in the loadout menu. The grip is slightly too straight compared to the real weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is unlocked at rank 5, making it the second &amp;quot;PDW&amp;quot; players unlock. The weapon has a sole underbarrel RIS rail, instead of the tri-rail setup seen in the picture below. Its reload sounds are from ''[[Call of Duty: Modern Warfare 2]]'' and ''[[Counter-Strike: Global Offensive]]''.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with RIS rail - .45 ACP]]&lt;br /&gt;
[[File:Pfump-1.jpg|thumb|none|600px|The UMP in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch UMP40===&lt;br /&gt;
The .40 S&amp;amp;W conversion turns the gun into the [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch UMP40]].&lt;br /&gt;
[[File:UMP40.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP40 with RIS rail - .40 S&amp;amp;W]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi==&lt;br /&gt;
The [[IMI Micro Uzi]] is classed as a machine pistol and is unlocked at rank 68. When using a optic, the charging handle is replaced by a vaguely Uzi Pro looking charging handle, which extends out to the left. By default, it has no stock, but it can be put on with the &amp;quot;Extended Stock&amp;quot; attachment. Some of its reload sounds are taken from ''[[Call of Duty 4: Modern Warfare]]'''s Mini Uzi.&lt;br /&gt;
[[File:MicroUzi-2.jpg|thumb|none|350px|IMI Micro Uzi - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] is unlocked at rank 77, with 25 round magazines. There are a few unusual things with this weapon - the bolt is not closed after the last shot and the rear iron sight is cut down. There are a few ammunition conversions, namely .22 LR and .45 ACP, the latter of which uses the same magazine model as the [[M3A1 &amp;quot;Grease Gun&amp;quot;]]. The M3 magazine is compatible with the Uzi in real life by using a conversion kit by Vector Arms. It uses the same reload sounds as the Micro Uzi.&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|450px|IMI Uzi - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95==&lt;br /&gt;
The [[IWI X95]] is called the &amp;quot;X95 SMG&amp;quot; and is unlocked at rank 115. Interestingly, the X95 uses 32 round Uzi magazines, but the Uzi in-game only has 25 round magazines, despite a model existing for 32 rounders.&lt;br /&gt;
[[File:IWI X95 9mm.jpg|thumb|none|450px|IWI X95 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I [[KRISS Vector]] is unlocked at rank 100. It has Diamondhead backup iron sights, a 2 round burst mode and a light grey frame and stock. Incorrectly, the charging handle slides completely backward when being cocked. In real life, it pivots to the side at a 90-degree angle and only slightly slides backward.&lt;br /&gt;
[[File:KRISS Vector.jpg|thumb|none|450px|KRISS USA Gen I Vector - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==M1928 Thompson==&lt;br /&gt;
An [[M1928 Thompson]] is unlocked at rank 121, referred to as &amp;quot;Tommy Gun&amp;quot;, with a 20 round magazine by default, the rear sight is that of the M1 Thompson and there is no Cutts compensator. The weapon has 5 unique attachments - the Lyman sights of the M1921, the M1928A1 handguard (which changes the name to &amp;quot;Thompson&amp;quot;), the 30 round magazine and the 50 round drum. The final attachment is a conversion to the &amp;quot;Annihilator&amp;quot; prototype, which makes the weapon fire at 1500 RPM. This conversion is called the &amp;quot;M1919 Conversion&amp;quot;, which is incorrect, as the M1919 did not fire this quickly. The &amp;quot;Typewriter&amp;quot; admin-only M1928 has the 100 round drum.&lt;br /&gt;
[[File:M1928.jpg|thumb|none|450px|M1928 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[Image:Colt 1921A Thompson.jpg|thumb|none|450px|Colt M1921A Thompson with 20-round magazine and no Cutts compensator - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==M3A1 &amp;quot;Grease Gun&amp;quot;==&lt;br /&gt;
A black [[M3A1 &amp;quot;Grease Gun&amp;quot;]] is unlocked at rank 71. While in the Test Place, it was grey, like the real weapon.&lt;br /&gt;
[[Image:Grease3 2.jpg|thumb|none|450px|M3A1 &amp;quot;Grease Gun&amp;quot; - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
The [[MAC-10]] is unlocked at rank 23, chambered in .45 ACP with 30 round M3A1 magazines. There is a 9x19mm conversion option, an extended stock and the Sionics Suppressor, as well as the [[TEC-9]] extended barrel, which makes the weapon appear as if it has come from ''[[Talk:Call_of_Duty:_Black_Ops_Cold_War#TEC-9_barrel_.26_shroud|BOCW]]''. Due to the small size, the player holds it like a pistol, with both hands on the grip. The alternate aim mode has the gun held sideways, &amp;quot;gangster&amp;quot; style. This is shared with every pistol except the Desert Eagles. When using optics, they are mounted on a raised rail, so as not to obstruct the bolt, and the angled grip attachment clips into the trigger. &lt;br /&gt;
&lt;br /&gt;
The reload sounds are the same as the Uzis above, which were partially taken from ''[[Call of Duty 4: Modern Warfare]]''.&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|350px|none|Ingram MAC-10 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Pfmac10-1.jpg|thumb|none|600px|The MAC-10 in the loadout menu.]]&lt;br /&gt;
[[Image:Ingram-mac10_new.jpg|thumb|350px|none|MAC-10 with Sionics two-stage suppressor - .45 ACP]]&lt;br /&gt;
[[Image:Ingram MAC 10.jpg|thumb|none|350px|MAC-10 with detachable barrel extension - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] is unlocked at rank 108. &lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|450px|MP40 with brown bakelite lower receiver - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] chambered in 9x19mm is unlocked at rank 105. It has the smooth magazine of the Bizon-1, and a correct 53 round capacity. The weapon has a 64 round 9x18mm conversion.&lt;br /&gt;
&lt;br /&gt;
The in-game description contains the quote &amp;quot;Kept ya waiting, huh?&amp;quot; which references a trademark line of the character Snake from the video game series ''[[Metal Gear]]''. It is also a nod to the long wait players had before this weapon was finally added to the game.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov. Image used to show the smooth magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-2000==&lt;br /&gt;
The [[PP-2000]] is unlocked at rank 42.&lt;br /&gt;
[[File:Pp-2000_1.jpg|thumb|none|450px|PP-2000 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] with the 71 round drum is unlocked at rank 92. Due to the barrel shroud, grips are mounted on the side of the drum magazine, which is plainly ridiculous. The 35 round magazine is unlockable as an attachment. Like the UMP-45, it reuses the reloading sounds from the ''MW2'' and ''CS:GO'' UMP-45, with the charging handle sound of the AK-12.&lt;br /&gt;
[[File:PPSH-01-SMG.jpg‎|thumb|none|450px|PPSh-41 with 71-round drum- 7.62x25mm Tokarev]]&lt;br /&gt;
&lt;br /&gt;
==Sa vz. 61 Skorpion==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] is unlocked at rank 87, classed as a machine pistol. Like the Micro Uzi, the extended stock attachment is unlocked by default. The stock also extends when using an attachment in the &amp;quot;Other&amp;quot; category, but it provides no statistical advantage. Ironsights from other weapons cannot be attached, and any optics are mounted on the barrel due to the upwards ejection of the Skorpion. It has a snake/ratshot conversion, which renames the weapon to &amp;quot;vz.61-E&amp;quot;. Weirdly, there is also a 50 round rubber pellets conversion.&lt;br /&gt;
[[File:CZ_Vz.61.jpg|thumb|none|350px|Sa vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
&lt;br /&gt;
===Sa vz. 82 Skorpion===&lt;br /&gt;
The 9x18mm Makarov conversion turns the weapon into the [[Sa. Vz. 82 Skorpion]], but it still has the wood pistol grip.&lt;br /&gt;
[[Image:Scorpion SA Vz 82.jpg|350px|thumb|none|Sa vz. 82 Skorpion - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==Sterling L2A3==&lt;br /&gt;
The [[Sterling L2A3]] is unlocked at rank 53, with a 34 round magazine. It incorrectly tracks a round in the chamber, despite not being a closed bolt gun in reality. The player uses the magazine as a grip, which could result in malfunctions and breakages in real life. When attaching the EOTech XPS2 sight, it is not mounted on a rail, instead it is attached via knockoff Spongebob-themed tape.&lt;br /&gt;
[[Image:Sterling-Mk-4.jpg|thumb|none|450px|Sterling L2A3 (Mk.4) - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] is unlocked at rank 80 and is called the &amp;quot;AUG A3 Para&amp;quot;. It has a Coyote Brown frame. It originally had a 25 round magazine, with a 32 round magazine attachment, but now the default magazine is the 32 rounder. &lt;br /&gt;
[[Image:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
All shotguns have access to alternate ammo types. 8-pellet buckshot is the default, while 8-dart flechette ammo, 6-pellet rubber pellet ammo, 16-pellet &amp;quot;birdshot&amp;quot; (16-pellet shotgun shells would actually be considered buckshot in reality) and slug rounds are all available as attachments. The pellet counts are the same as the ones stated here, unless specifically mentioned otherwise.&lt;br /&gt;
&lt;br /&gt;
==AA-12 CQB==&lt;br /&gt;
The [[AA-12|AA-12 CQB]] is unlocked at rank 112. It has access to a 20 round drum, but alternate ammo types cannot be used while using the drum. The model has brown patches on the trigger and handguard, and it lacks a trigger. It can be converted to semi-auto fire and a long rail mount is used when sights are equipped. However, the Generation 1 charging handle is used instead of the Gen 2 when certain optics are equipped. Due to this game's fairly realistic shotgun ranges (i.e. more than 3 feet), the 20 round full-auto AA-12 is one of the most overpowered weapons in the game. For whatever reason, you can nerf it yourself by making it semi-auto only with the correct attachment.&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|450px|none|MPS AA-12 CQB - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===AA-12===&lt;br /&gt;
The &amp;quot;Long Barrel&amp;quot; attachment turns the CQB into a regular-length [[AA-12]].&lt;br /&gt;
[[Image:AA12FullAutoShotGun.jpg|thumb|450px|none|MPS AA-12 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Beretta DT11==&lt;br /&gt;
The [[Over/Under Shotgun|Beretta DT11]] is unlocked at rank 133. As a competition shotgun focused almost exclusively on long-range engagements, the Beretta DT11 is one of the more unique shotguns available in-game due to its extremely tight choke and abnormally low damage per pellet. The player has access to a variety of modifications for the DT11, including sawn-off barrels of multiple lengths (which increase damage and spread while decreasing reload time), multiple types of stock to help manage recoil, and a few unique 12 gauge ammunition types available only to the DT11, including #000 Buckshot, which drastically increases damage and recoil while decreasing pellet count, a 3 1/2&amp;quot; shell, which significantly increases pellet velocity, and a bolo round, which has unique &amp;quot;damage rampup&amp;quot;, causing it to deal more damage the further it travels. Despite these advantages, the DT11, as a double-barreled shotgun, only has access to two rounds before it must be reloaded, which, coupled with its tight spread, demands precision from the player. &lt;br /&gt;
[[File:DT-11.jpg|thumb|none|450px|Beretta DT11 - 12 gauge]]&lt;br /&gt;
[[File:DT11 PhantomForces loadout.jpg|600px|thumb|none|The DT11 as it appears in Phantom Forces. Hey, this doesn't look like an Olympic target shooting match...]]&lt;br /&gt;
[[File:DT11 PhantomForces loadout shorty.jpg|600px|thumb|none|Ditto, with the weapon having been horrifically shortened. It's not like this is a $10,000 shotgun or anything.]]&lt;br /&gt;
[[File:DT11 PhantomForces hip.jpg|600px|thumb|none|The Beretta DT11, as seen from a first-person view. Who's ready to take down some clays?]]&lt;br /&gt;
[[File:DT11 PhantomForces ads1.jpg|600px|thumb|none|The DT11's iron sights, which are as expected from a competition shotgun; sleek and simple.]]&lt;br /&gt;
[[File:DT11 PhantomForces ads2.jpg|600px|thumb|none|The DT11's first alternate ADS mode, which it shares with other shotguns.]]&lt;br /&gt;
[[File:DT11 PhantomForces adsalt2.jpg|600px|thumb|none|The DT11's second alternate ADS mode. Wrong kind of double-barrel for that kind of work, buster, but you're on the right track.]]&lt;br /&gt;
[[File:DT11 PhantomForces inspect.jpg|600px|thumb|none|Inspecting the DT11 in-game.]]&lt;br /&gt;
[[File:DT11 PhantomForces reload1.jpg|600px|thumb|none|Ejecting a spent shell from the DT11, a process made simple by the weapon's automatic ejectors. Eat your heart out, Stevens.]]&lt;br /&gt;
[[File:DT11 PhantomForces reload2.jpg|600px|thumb|none|Replacing said shell with a fresh one, a process that the cube-handed player character performs with surprising dexterity.]]&lt;br /&gt;
[[File:DT11 PhantomForces sportingstock.jpg|600px|thumb|none|The DT11, when equipped with the &amp;quot;sporting stock&amp;quot; mod, becomes the DT11 ACS (All-Competition Shotgun).]]&lt;br /&gt;
[[File:DT11 PhantomForces olympianstock.jpg|600px|thumb|none|What was once a boring old Beretta DT11 becomes the flashy DT11 PRO when equipped with a recoil-absorbing &amp;quot;Olympian stock&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo USAS-12==&lt;br /&gt;
The [[Daewoo USAS-12]] is unlocked at rank 189.&lt;br /&gt;
[[File:USAS12.jpg|thumb|none|450px|Daewoo USAS-12 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;DBV12&amp;quot;==&lt;br /&gt;
The &amp;quot;DBV12&amp;quot; (DBV stands for &amp;quot;drobovik&amp;quot;, &amp;quot;shotgun&amp;quot; in Russian) is based on the prototype AK-12/76, a 12 gauge version of the prototype [[AK-12]] and is unlocked at rank 24. The &amp;quot;DBV12&amp;quot; in game is specifically based on the ''[[Battlefield 4]]'' weapon of the same name. Like the ''BF4'' weapon, the in-game weapon uses the standard AK-12 magwell, though actual AK-12/76 concept art from Izhmash showed it with an extended magazine well, which is reflected in the photoshopped mock-up below. The mock-up image also has a longer barrel than the &amp;quot;DBV12&amp;quot; in-game. &lt;br /&gt;
&lt;br /&gt;
Aside from the same 4 ammo types all shotguns have access to, the &amp;quot;DBV12&amp;quot; can be converted to fire .30-06 rounds, which makes the weapon full auto, and .410 bore shells, which make the weapon a 3 round burst. It has a 10 round magazine.&lt;br /&gt;
[[File:AK-12 shotgun.jpg|thumb|none|450px|Photoshopped mock-up of an AK-12/76 - 12 gauge]]&lt;br /&gt;
[[File:Pfdbv12-1.jpg|thumb|none|600px|The &amp;quot;DBV12&amp;quot; in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
The &amp;quot;Stevens DB&amp;quot; is unlocked at rank 81 and is based on the Stevens Model 355/330 hammerless [[double barreled shotgun]]s and fires 10 gauge shells. It has the ability to fire each barrel seperately, or both at the same time, just like the &amp;quot;Sawed Off&amp;quot;, and the player always fires the right barrel/back trigger first. Unlike the M79, the opening latch is not used when reloading before the barrels are broken open. All muzzle attachments require double the number of kills usually required to unlock them, due to the weapon having two barrels. No suppressors are available except for a homemade &amp;quot;Muffler&amp;quot; attachment. Additionally, all muzzle attachments except the compensator clip through each other.&lt;br /&gt;
&lt;br /&gt;
The stock has the word &amp;quot;BOOM&amp;quot; engraved into it in the same font as the ''[[Doom (VG)|DOOM]]'' logo, and the description states &amp;quot;It spells doom for whatever's in front of it&amp;quot;. These are both references to the Super Shotgun from ''DOOM II'', which was a sawed-off double barrel shotgun.&lt;br /&gt;
[[Image:Savage-Stevens-311-Shotgun.jpg|thumb|none|450px|Savage/Stevens 311A - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] is unlocked at rank 120 and it only fires in semi automatic mode unless you equip the &amp;quot;Pump-action&amp;quot; attachment. Like the vz. 61 Skorpion, the stock unfolds when using optics, but it provides no actual advantage unless the &amp;quot;Extended Stock&amp;quot; attachment is equipped. The &amp;quot;Full Stock&amp;quot; attachment gives it a solid, fixed stock. The reload animation incorrectly does not show the character using the carrier latch button, which must be depressed to load new shells. Like most videogames, the stock has a hole in it in order to use the sights when folded.&lt;br /&gt;
[[Image:Franchi-SPAS12.jpg|thumb|450px|none|Franchi SPAS-12 with stock folded - 12 gauge]]&lt;br /&gt;
[[Image:Spas12_fixed.jpg|thumb|none|450px|Franchi SPAS-12 with fixed stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
A green [[Kel-Tec KSG]] is unlocked at rank 1, called &amp;quot;KSG-12&amp;quot;. Like most videogames, the tube selector is not used when reloading, so the game treats the dual magazines as one magazine tube. &lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:Pfksg-1.jpg|thumb|none|600px|The KSG in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec KSG-25===&lt;br /&gt;
The KSG can be converted to the KSG-25 with the &amp;quot;KSG-25 Conversion&amp;quot;, giving the weapon a 24+1 capacity and a longer barrel.&lt;br /&gt;
[[File:KSG25.jpg|thumb|none|450px|Kel-Tec KSG-25 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==KS-23M==&lt;br /&gt;
The [[KS-23M]] is unlocked at rank 56. Firing massive 23x75mmR shotgun shells and featuring a tight choke with high damage at range, the KS-23M can vanquish enemies further out than most other shotguns at the cost of a low magazine size (3+1) and slow handling in close-quarters. In typical ''Phantom Forces'' fashion, the shotgun's wire stock can be removed and a longer barrel can be fitted. The KS-23M also features an abnormally large assortment of unique ammunition modifications, including &lt;br /&gt;
*Shrapnel-25 shells, which increase pellet velocity and decrease both spread and individual pellet damage &lt;br /&gt;
*Volna-R, which fires a single large rubber slug that instantly kills at close range but has high drop-off &lt;br /&gt;
*Barrikada, a dense metal slug with high velocity and penetration&lt;br /&gt;
*A single-shot harpoon conversion, which offers a one-hit kill at any range at the cost of a long reload after each shot &lt;br /&gt;
*A 4 gauge conversion, which vastly increases the weapon's damage but slows its reload time (and changes the weapon's name to TOZ-123) &lt;br /&gt;
The pumping sound used in-game is the same as ''[[Black Mesa]]'''s SPAS-12.&lt;br /&gt;
[[File:KS23.JPG|thumb|none|450px|KS-23M - 23x75mmR]]&lt;br /&gt;
[[File:KS23M PhantomForces loadout.jpg|600px|thumb|none|The KS-23M as it appears in the game's loadout menu.]]&lt;br /&gt;
[[File:KS23M PhantomForces hip.jpg|600px|thumb|none|The KS-23M held at the player's hip. When holding a shotgun this large, the whole world seems to hold its breath.]]&lt;br /&gt;
[[File:KS23M PhantomForces ads1.jpg|600px|thumb|none|The simple, if unobtrusive, iron sights of the KS-23M.]]&lt;br /&gt;
[[File:KS23M PhantomForces ads2.jpg|600px|thumb|none|The first alternate ADS view for the KS-23M.]]&lt;br /&gt;
[[File:KS23M PhantomForces ads3.jpg|600px|thumb|none|The second alternate ADS view for the KS-23M, with a side of DOOM. If only reloading this beast was as simple as racking the fore repeatedly.]]&lt;br /&gt;
[[File:KS23M PhantomForces inspect1.jpg|600px|thumb|none|Inspecting the KS-23M in-game.]]&lt;br /&gt;
[[File:KS23M PhantomForces inspect2.jpg|600px|thumb|none|Ditto, followed by a celebratory pump of the fore.]]&lt;br /&gt;
[[File:KS23M PhantomForces reload.jpg|600px|thumb|none|The player feeds a massive 23x75mmR shell into the KS-23M.]]&lt;br /&gt;
[[File:KS23M PhantomForces firing.jpg|600px|thumb|none|After firing the KS-23M, the player racks the pump to chamber the next round. Surprising, I'm sure.]]&lt;br /&gt;
&lt;br /&gt;
===KS-23===&lt;br /&gt;
The &amp;quot;Full Stock&amp;quot; attachment turns the weapon into a [[KS-23]].&lt;br /&gt;
[[File:Ks23-1.jpg|thumb|none|450px|KS-23 - 23x75mmR]]&lt;br /&gt;
[[File:KS23 PhantomForces loadout.jpg|600px|thumb|none|Equipping the KS-23M with the full stock attachment and so-called sporting barrel transforms it into the full-length KS-23.]]&lt;br /&gt;
[[File:KS23 PhantomForces hip.jpg|600px|thumb|none|The KS-23 with its extra-long sporting barrel, as seen from a first-person perspective. Clay pigeons everywhere are quaking in their boots.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Express Tactical Magpul==&lt;br /&gt;
The [[Remington 870]] is unlocked at rank 11, fitted with Magpul furniture, ring ironsights and a 6 round tube. The furniture is white, but it was previously green and in the beta it was grey.&lt;br /&gt;
[[File:870 Express Magpul.jpg|thumb|none|450px|Remington 870 Express Tactical Magpul - 12 gauge]]&lt;br /&gt;
[[File:Pf870-1.jpg|thumb|none|600px|The 870 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga-12K==&lt;br /&gt;
The [[Saiga-12K]], simply called Saiga-12, is unlocked at rank 63. It is modelled with a 5 round magazine, despite holding 8+1 in-game. It can be converted to fire in full-auto. It also has numerous ammunition conversions:&lt;br /&gt;
*Saiga-223 (.223 Remington), fires in full-auto,&lt;br /&gt;
*Saiga-308 (.308 Winchester/7.62x51mm NATO), fires in full-auto,&lt;br /&gt;
*Saiga-762 (7.62x39mm), fires in full-auto,&lt;br /&gt;
*Saiga-96 (9.6x53mm Lancaster), fires in semi-auto at 70 RPM,&lt;br /&gt;
*Saiga-9 (9x19mm Parabellum), fires in full-auto.&lt;br /&gt;
[[File:Saiga 12K.jpg|thumb|none|450px|Saiga-12K - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Saiga-12U&amp;quot;===&lt;br /&gt;
The &amp;quot;Saiga-12U&amp;quot; is a custom secondary shotgun in the &amp;quot;Other&amp;quot; category and unlocked at rank 95. It has a 2+1 round capacity, which can be extended to 5+1. It can also be modified to fire in full-auto, just like the regular Saiga-12.&lt;br /&gt;
&lt;br /&gt;
The Saiga-12U greatly resembles the modified Saiga-12K seen in ''[[Gamer]]'', ''[[The Expendables]]'', and ''[[Drive Angry]]'', though with a 2-round box magazine instead of a 20-round drum for obvious reasons.&lt;br /&gt;
&lt;br /&gt;
==Sawed-Off Double Barrel Shotgun==&lt;br /&gt;
Unlocked at rank 90 is the &amp;quot;Sawed Off&amp;quot;, a traditional side-by-side [[Sawed-Off Double Barrel Shotgun]]. It uses the same model as the Stevens Double Barrel seen above, but with the barrels cut down. It is in the &amp;quot;Other&amp;quot; secondary class. It has the ability to fire each barrel seperately, or both at the same time, just like the Stevens, and the player always fires the right barrel/back trigger first.  All muzzle attachments require double the number of kills usually required to unlock the,, due to the weapon having two barrels. No suppressors are available except for a homemade &amp;quot;Muffler&amp;quot; attachment. Additionally, all muzzle attachments except the compensator clip through each other.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Boom Stock&amp;quot; attachment gives the weapon a stock, which, like the Stevens, has the word &amp;quot;BOOM&amp;quot; written in the same from as the ''DOOM'' logo. This is another reference to the Super Shotgun from ''DOOM II''.&lt;br /&gt;
[[Image:SS311A sawed-off-2.jpg|thumb|none|450px|'''Photoshopped''' Sawed-off Savage/Stevens 311A - 12 gauge]]&lt;br /&gt;
[[File:Sawed-off Stevens 1960s SBS.jpg|thumb|none|450px|Stevens SBS shotgun with sawn-off barrels - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Serbu Super Shorty==&lt;br /&gt;
The [[Serbu Super Shorty]] is unlocked at rank 36 as the first &amp;quot;Other&amp;quot; category sidearm, referred to as the &amp;quot;Super Shorty&amp;quot;; however, it was originally referred to as the &amp;quot;Serbu Shotgun&amp;quot;. It is a shortened Remington 870, which the description correctly states. It has a vertical grip, but no access to underbarrel attachments. It also has a 2+1 capacity and has no rear sight, just a front bead sight.&lt;br /&gt;
[[Image:Super Shorty (870).jpg|thumb|none|450px|Serbu Super Shorty Shotgun made from a Remington 870 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==AK-12==&lt;br /&gt;
The 2012 prototype [[AK-12]] is unlocked by default. Like virtually every AK rifle variant in the game, it is shorter than the M16A3/4 rifles, despite being longer than it in real life.&lt;br /&gt;
[[File:Ak-12.jpg|thumb|none|450px|AK-12, 2012 prototype - 5.45x39mm]]&lt;br /&gt;
[[File:Pfak12-1.jpg|thumb|none|600px|The AK-12 in the loadout menu. Note the selector pointed as safe; this doesn't change when the fire mode is switched.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74N==&lt;br /&gt;
The [[AK-74]]N is unlocked at rank 74. It has the smooth top cover of the later AK-74M version.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Collapsible Stock&amp;quot; attachment gives it the stock of the East German [[MPi-KM-72]]. &lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] is unlocked at rank 103. It has the 3-round-burst mode of the AK-103-2 and the railed dust cover of the AK-103M. &lt;br /&gt;
[[Image:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-101===&lt;br /&gt;
The 5.56 Conversion converts the weapon and changes its name to the [[AK-101]].&lt;br /&gt;
[[File:AK101.jpg|thumb|none|450px|AK-101 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-109===&lt;br /&gt;
The &amp;quot;BARS Barrel&amp;quot; converts the weapon and changes its name to the [[AK-109]].&lt;br /&gt;
[[File:AK-109.jpg|thumb|none|450px|AK-109 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-108===&lt;br /&gt;
The combination of the &amp;quot;BARS Barrel&amp;quot; and the 5.56 Conversion converts the weapon and changes its name to the [[AK-108]].&lt;br /&gt;
[[File:AK-108.jpg|thumb|none|450px|AK-108 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] is unlocked at rank 94. The &amp;quot;Collapsible Stock&amp;quot; uses the same stock as the East German [[MPi-KM-72]]. &lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;AK47&amp;quot;===&lt;br /&gt;
The &amp;quot;AK47&amp;quot; is unlocked at rank 47. It is not an actual [[AK-47]], as it has the AKM's stamped receiver, with its only AK-47-like characteristics being the handguard, pistol grip, dust cover, and the lack of a muzzle brake. Additionally, it has the [[AK-74]]N's dovetail mount, as opposed to the earlier style used with the AKN.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:TypeIII AK47.jpg|thumb|450px|none|Type 3 AK-47 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
====AKMS====&lt;br /&gt;
Equipping the &amp;quot;Collapsible Stock&amp;quot; attachment on the &amp;quot;AK47&amp;quot; turns it into an [[AKMS]], although still retaining the various AK-47 elements.&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:DeactivatedAKS(1954-59).jpg|thumb|none|450px|Type 3 AKS-47 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===VPO-209===&lt;br /&gt;
Using the .366 TKM conversion changes the weapon to the VPO-209, which also changes the name correctly in-game too. This is available on both the AKM and &amp;quot;AK47&amp;quot;. This allows usage of slugs and birdshot ammo types.&lt;br /&gt;
[[File:Vpo-209.jpg|thumb|450px|none|VPO-209 - .366 TKM]]&lt;br /&gt;
&lt;br /&gt;
==AN-94==&lt;br /&gt;
The [[AN-94]] is unlocked at rank 10. The barrel correctly reciprocates backwards when firing, but equipping any barrel attachments stops this animation from occurring. Like most guns in the game, it has the correct firerate - 1,800 RPM in hyperburst mode and 600 RPM in full-auto; the first two shots on full-auto are also fired at the same rate as the burst.&lt;br /&gt;
[[file:An94-1.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:Pfan94-1.jpg|thumb|none|600px|The AN-94 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] is unlocked at rank 15. It used to (incorrectly) be classed as a PDW, but update 0.9.0 moved it to the Assault Rifles category.&lt;br /&gt;
&lt;br /&gt;
The weapon has a 20 round magazine by default, but a 30 rounder is available, as well as the &amp;quot;Suppressor.. ?&amp;quot; attachment, which is the only barrel attachment. In-game, it doesn't do anything apart from pitch up the noise of your shots, and it is nonsensically attached to the end of the integral suppressor. It is modelled after the PBS-1.&lt;br /&gt;
[[Image:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:Pfasval-1.jpg|thumb|none|600px|The AS Val in the menu.]]&lt;br /&gt;
[[File:Pfasval-2.jpg|thumb|none|600px|The rifle in first-person.]]&lt;br /&gt;
[[File:Pfasval-3.jpg|thumb|none|600px|Inspecting the left side...]]&lt;br /&gt;
[[File:Pfasval-4.jpg|thumb|none|600px|...and the right.]]&lt;br /&gt;
[[File:Pfasval-5.jpg|thumb|none|600px|Aiming using the glow sights.]]&lt;br /&gt;
[[File:Pfasval-6.jpg|thumb|none|600px|Changing the fire mode; the player character appears to incorrectly use the AK-style safety switch to do this, whereas the fire selector is actually located inside the trigger guard.]]&lt;br /&gt;
[[File:Pfasval-7.jpg|thumb|none|600px|Firing.]]&lt;br /&gt;
[[File:Pfasval-8.jpg|thumb|none|600px|Knocking out the empty magazine with another empty magazine...]]&lt;br /&gt;
[[File:Pfasval-9.jpg|thumb|none|600px|...loading it in...]]&lt;br /&gt;
[[File:Pfasval-10.jpg|thumb|none|600px|...and chambering a round.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K2==&lt;br /&gt;
The [[Daewoo K2]] is unlocked at rank 42.&lt;br /&gt;
[[Image:Daewoo-K2.jpg|thumb|none|450px|Daewoo K2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:PF-K2-menu.jpg|thumb|none|600px|The K2 in the menu.]]&lt;br /&gt;
[[Image:PF-K2-folded-menu.jpg|thumb|none|600px|Previewing a K2 with the stock folded.]]&lt;br /&gt;
&lt;br /&gt;
==Diemaco/Colt Canada C7A2==&lt;br /&gt;
The [[Diemaco/Colt Canada C7A2]] is unlocked at rank 128, with an ambi charging handle, which comes as standard on the real weapon. It was originally in the Alpha, but was removed and added into the full game much later. The description reflects this (&amp;quot;This gun reminds you of a simpler time&amp;quot;), but it also incorrectly states that the C7A2 has an integrated optic, referring to the C79. It is not integrated, and can be removed, which it is in-game, the rifle using its back-up iron sights instead.&lt;br /&gt;
&lt;br /&gt;
Two ammo conversions are available, the &amp;quot;CNC .45 Conversion&amp;quot; and the &amp;quot;AR 7.62x39mm Conversion&amp;quot;, the latter of which reduces ammo capacity to 20+1.&lt;br /&gt;
&lt;br /&gt;
When using the &amp;quot;Long Barrel&amp;quot; attachment, it uses the handguard and barrel from the [[Diemaco/Colt Canada C7/C7A1 LSW]], though it does not have the built-in grip. When this barrel is equipped, the whizz and crack sounds play for enemies you are firing at, which is usually a trait reserved for a few machine guns and sniper rifles.&lt;br /&gt;
[[File:C7a2.jpg|thumb|none|450px|Colt Canada C7A2 with ELCAN scope and backup iron sight - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS G1==&lt;br /&gt;
The [[FAMAS G1]] is unlocked at rank 45, incorrectly called the F1. The previous model used a STANAG magazine and was called the G2, but this was still incorrect as it had the F1-style magazine well. This rifle has the correct 25 round magazine of the F1 and G1.&lt;br /&gt;
&lt;br /&gt;
The bipod is functionally useless, however it deploys when the &amp;quot;Long Barrel (AR)&amp;quot; attachment is used.&lt;br /&gt;
[[File:FAMAS G1.jpg|thumb|none|450px|FAMAS G1 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS G2===&lt;br /&gt;
The weapon can be turned into a [[FAMAS G2]] with the &amp;quot;G2 Conversion&amp;quot;, which gives the rifle the ability to use STANAG magazines.&lt;br /&gt;
[[File:Famas g2.jpg|thumb|none|450px|FAMAS G2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS Valorisé===&lt;br /&gt;
Attaching any scope turns the model into a [[FAMAS Valorisé]], apart from the trigger guard of the G-series rifles.&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|450px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PF-Famas-optic.jpg|thumb|none|600px|The Valorisé as seen in the menus with an EOTech XPS2.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] is unlocked at rank 16. It features a 9mm conversion, which uses a 32 round Uzi magazine.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[Image:FN SCAR-L (Standard).jpg|thumb|450px|none|Third Generation FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:PF-Scarl-menu.jpg|thumb|600px|none|The SCAR-L in the menu.]]&lt;br /&gt;
[[Image:PF-Scarl-att-menu.jpg|thumb|600px|none|Previewing a long-barrelled SCAR-L with no stock, a PM II scope and the 9mm Uzi magazine conversion, stated to be done by Big Woods MFG.]]&lt;br /&gt;
[[Image:PF-Scarl-short-menu.jpg|thumb|600px|none|Previewing a short-barrelled SCAR-L with a folded stock.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G11 K2==&lt;br /&gt;
The German wonder weapon, the [[Heckler &amp;amp; Koch G11]], is unlocked at rank 211, which reflects the name of the weapon, combining and rearranging the 2 from K2 and the 11 from G11. The weapon is the only caseless weapon in-game and appropriately does not eject spent casings when firing. It has back-up ironsights instead of the integral scope by default, although the scope is an attachment option. The irons are AAC flip up ironsights that are also used on the [[AAC Honey Badger]]. It correctly fires at 2,100 RPM in burst, and 460 RPM in auto.&lt;br /&gt;
&lt;br /&gt;
The description (&amp;quot;Wait a minute, this is the future. Where are all the phaser guns?&amp;quot;) references the movie ''[[Demolition Man]]''.&lt;br /&gt;
&lt;br /&gt;
The weapon uses the same reload sounds as the [[P90]] above. It also has two magazines as part of the model either side of the magazine that is currently being used, but these are just part of the model and are unusable. The magazine does not reciprocate when firing, which is incorrect.&lt;br /&gt;
[[File:G11K2 left.jpg|thumb|none|450px|Heckler &amp;amp; Koch G11 K2 - 4.73x33mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36]] is unlocked at rank 25. It has the export version of the rail top carry handle, rather then the G36C version, which is more common in videogames. The &amp;quot;Hendsoldt 3x Optic&amp;quot; adds back the ZF 3x4° sight, although it is missing the top 1x reflex. As long as some sort of optic is present on the weapon, the 3x will appear, and you can use it by pressing the alternate aim button.&lt;br /&gt;
[[File:HKG36.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36 with ZF 3x4° dual optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:G36C with STANAG mag adaptor.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C with a STANAG mag adaptor - 5.56x45mm NATO. Image used to show export variant of the rail top carry handle.]]&lt;br /&gt;
[[File:Pfg36-1.jpg|thumb|none|600px|The G36 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;MG36&amp;quot;===&lt;br /&gt;
The G36 makes another appearance, masquerading as the [[Heckler &amp;amp; Koch MG36]]. The weapon has the Beta-C drums and bipod of the MG36, but the bipod is unusable, like other weapons with a bipod by default. Like all G36 variants in the game, it has the export variant of the rail top carry handle. The weapon is unlocked at rank 33.&lt;br /&gt;
&lt;br /&gt;
As a LSW, it is in the LMG section. &lt;br /&gt;
[[File:G36 CMag.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36 with bipod handguard and C-Mag, visually identical to the real MG36 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:G36C with STANAG mag adaptor.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C with a STANAG mag adaptor - 5.56x45mm. Image used to show export variant of the rail top carry handle]]&lt;br /&gt;
[[File:Pfmg36-1.jpg|thumb|none|600px|The faux MG36 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36K]] is unlocked at rank 6 and is incorrectly classed as a carbine - while it does have a shorter barrel than the standard G36, it is not short enough to be considered a carbine. Like all G36 variants in the game, it has the export variant of the rail top carry handle.&lt;br /&gt;
&lt;br /&gt;
It has access to a .300 Blackout conversion, which is fictional.&lt;br /&gt;
[[File:G36K-Export.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with export optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:G36C with STANAG mag adaptor.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C with a STANAG mag adaptor - 5.56x45mm NATO. Image used to show export variant of the rail top carry handle]]&lt;br /&gt;
[[File:Pfg36k-1.jpg|thumb|none|600px|The G36K in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416A5]] is unlocked at rank 62 and is known simply as the HK416. It has a different reload compared to the rest of the AR-15 family, with the magazine knocked out by flicking the rifle to the right. &lt;br /&gt;
&lt;br /&gt;
It has access to a .300 Blackout conversion, along with a &amp;quot;Full Stock&amp;quot; and &amp;quot;Long Barrel (AR)&amp;quot; attachment.&lt;br /&gt;
[[Image:HK416 A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416A5 with 14.5&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Howa Type 20==&lt;br /&gt;
The [[Howa Type 20]] is unlocked at rank 37.&lt;br /&gt;
[[File:Type 20 with riflescope and grippod.jpg|thumb|none|450px|Howa Type 20 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==L85A2==&lt;br /&gt;
The [[L85A2]] is unlocked at rank 55. It has access to the [[L123A2 grenade launcher]], which is a unique trait of this rifle.&lt;br /&gt;
[[File:L85A2Iron.jpg|thumb|none|450px|L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:L85A1 with L123 GL.jpg|thumb|450px|none|L85A1 with SUSAT scope and L123 grenade launcher - 5.56x45mm NATO &amp;amp; 40x46mm grenade]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
The [[M16A4]] is unlocked at rank 22, depicted with a KAC handguard without rail covers. Its bolt does not lock back when empty and the selector is set to safe. It also has the inaccurate ability to fire the remaining bullets in a burst when the player is not pulling on the trigger - the cam mechanism of the M16A4 requires the trigger to be depressed to fire. If the trigger is lifted mid-burst, the remaining rounds are fired in the next burst e.g. two bullets are fired before the trigger is released, the next trigger pull would only fire one bullet because the mechanism has not reset.&lt;br /&gt;
&lt;br /&gt;
A 7.62x39mm conversion is available, along with various barrel and stock attachments. &lt;br /&gt;
[[File:M16A4Standard.jpg|thumb|none|450px|M16A4 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A4 Grippod.jpg|thumb|none|450px|M16A4 MWS with ACOG and grippod - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PF-M16a2-menu.jpg|thumb|none|600px|The M16A4 in the menu. Note the selector pointed towards safe; this happens on most AR variants in the game.]]&lt;br /&gt;
[[File:PF-M16a2-att-menu.jpg|thumb|none|600px|Previewing a modified M16A4 with C7-style ironsights, a 2nd Gen collapsible stock and a short barrel. Note the top rail cover is now missing.]]&lt;br /&gt;
[[File:PF-M16a2-762-menu.jpg|thumb|none|600px|Previewing an M16A4 with the 7.62x39mm conversion, stated to use Grendel magazines, though in practise they are black recolours of the default STANAG magazines. This weapon also has the buttstock removed.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;M16A3&amp;quot;===&lt;br /&gt;
The &amp;quot;M16A3&amp;quot; is unlocked at rank 33, using the exact same model as the A4 (hence why it is listed as a variant of the A4). In gameplay however, it is a separate weapon, firing in full-auto instead of 3 round bursts. The &amp;quot;M16A3&amp;quot; uses all the same attachments and modelling errors as the A4.&lt;br /&gt;
[[File:PF-M16a3-menu.jpg|thumb|none|600px|The M16A3 in the menu.]]&lt;br /&gt;
[[Image:PF-M16a3-att-menu.jpg|thumb|600px|none|Previewing an M16A3 with an A2 pistol grip mounted on a swivelling mount as a makeshift folding foregrip, along with a 2nd Gen collapsing stock in the collapsed position.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1==&lt;br /&gt;
The [[Steyr AUG A1]] is unlocked at rank 20, with the lowest firerate of all AUG rifles. It has the Swarvoski scope by default, which is also an attachment option, meaning two Swarvoski scopes can be used at once on the AUG A1. Toggling the aim type changes from the Swarvoski optic and either the back-up iron sights atop the optic, or the optical attachment mounted on top of the default optic. When optics are used, they are placed above the scope on a Picatinny rail (which resembles the [https://www.clawgear.com/en/AUG-Modular-Scope-Mount-Black-20114en1555 Clawgear AUG Modular Scope Mount]). Underbarrel grips replace the folding grip with a tri-rail setup.&lt;br /&gt;
[[Image:Steyr-AUG.jpg|thumb|450px|none|Steyr AUG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfauga1-1.jpg|thumb|none|600px|The AUG A1 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG Para===&lt;br /&gt;
Equipping the 9mm conversion renames the weapon to &amp;quot;AUG A1 Para&amp;quot; and makes it resemble [[Steyr AUG Para|the weapon of the same name]], minus the shorter barrel, which can be approximated in appearance with the &amp;quot;Short Barrel&amp;quot; attachment.&lt;br /&gt;
[[Image:AUG 9mm 03.jpg|thumb|none|450px|Steyr AUG Para - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] is unlocked at rank 39, with the rail of the Special Receiver version. Despite all AUG variants being the same in real life, the A2 in in-game is in-between the firerate of the A1 and A3.&lt;br /&gt;
[[Image:AUG A2 16.jpg|thumb|none|450px|Steyr AUG A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:SteyrAUGSR.jpg|thumb|none|450px|Steyr AUG Special Receiver - 5.56x45mm NATO. Image used to show the Picatinny rail.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]], with a Coyote Brown finish, is unlocked at rank 52. It has the highest firerate of the AUG rifles. It is missing the bolt release on the model.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[StG-44]] is unlocked at rank 144. The floorplate of the magazine is missing, and optics will wobble when attached.&lt;br /&gt;
&lt;br /&gt;
The weapon has an odd 5.56x45mm conversion.&lt;br /&gt;
[[Image:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
&lt;br /&gt;
==Tavor TAR-21==&lt;br /&gt;
The [[TAR-21]] is unlocked at rank 111. It can be modified to fire &amp;quot;Duplex&amp;quot; rounds, which shoot two bullets in one casing.&lt;br /&gt;
[[File:TAR21 Flattop.jpg|thumb|none|450px|IWI Tavor TAR-21 Flat Top - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===Tavor CTAR-21===&lt;br /&gt;
The &amp;quot;CTAR Barrel&amp;quot; attachment renames the weapon to the [[CTAR-21]].&lt;br /&gt;
[[File:CTAR Flattop.jpg|thumb|none|450px|IWI Tavor CTAR-21 Flat Top - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Type 88-2==&lt;br /&gt;
The super-rare North Korean [[Type 88-2]] is unlocked at rank 122. The default configuration of the rifle has it equipped with its infamous helical magazine, but they only hold 75 rounds instead of the reported 150, likely for gameplay balance, although nobody really knows how many rounds it holds, or if it is even a functional magazine. It is correctly depicted with the ribbed dust cover and proprietary overfolding stock, needed because standard AK side- or under-folding stocks would not work with the bulky helical magazine. The helical magazine can be swapped out for a 30-round magazine with the &amp;quot;Regular Mag&amp;quot; attachment.&lt;br /&gt;
[[File:Type_98-2.jpg|thumb|none|450px|Type 88-2 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===Type 88===&lt;br /&gt;
The combination of the &amp;quot;Regular Mag&amp;quot; and &amp;quot;Full Stock&amp;quot; attachment turns the weapon into the [[Type 88 assault rifle|Type 88]].&lt;br /&gt;
[[File:Type_88.jpg|thumb|none|450px|Type 88 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===Type 58===&lt;br /&gt;
Equipping the 7.62x39mm conversion turns the weapon into the [[AK-47|Type 58]].&lt;br /&gt;
[[File:Type58AK.jpg|thumb|450px|none|Type 58 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
==AG-3F2==&lt;br /&gt;
The [[G3|AG-3F2]], a modernised version of Norway's AG-3 rifle, is unlocked at rank 76. It incorrectly uses the AG-3 name.&lt;br /&gt;
[[File:AG-3F2.jpg|thumb|none|450px|AG-3F2 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AK12BR&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;AK12BR&amp;quot; is unlocked at rank 44. It's an odd weapon, chambered in 7.62x54mmR and utilising the same Balanced Recoil system from the [[AEK-971]] and other weapons, which is what the &amp;quot;BR&amp;quot; in the name stands for (not &amp;quot;Battle Rifle&amp;quot; as you might assume). The Balanced Recoil system is housed in a fictional housing that matches the colour and material of the main receiver, and it also comes with a Picatinny rail on top. It has a 20 round curved magazine, although before an update it used a 30 round 5.45x39mm magazine like the regular [[AK-12]], which somehow held 7.62x39mm. This made the weapon technically an assault rifle, but following feedback the developers changed the weapon to the bigger cartridge and smaller magazine. The developers state they included it as a battle rifle despite being an assault rifle in its original form because there were not enough battle rifles in the game.&lt;br /&gt;
[[File:Ak-12 7.62x51mm.jpg|thumb|none|450px|AK-12 - 7.62x51mm NATO (photoshopped)]]&lt;br /&gt;
[[Image:Ak107-2.jpg|thumb|none|450px|AK-107 with experimental 60-round magazine - 5.45x39mm. Image used to show the Balanced Recoil system]]&lt;br /&gt;
&lt;br /&gt;
==Alexander Arms .50 Beowulf EBR==&lt;br /&gt;
The [[Alexander Arms .50 Beowulf]] Entry Complete Rifle (abbreviated as &amp;quot;Beowulf ECR&amp;quot;) is a battle rifle unlocked at rank 21. It features a flat-top receiver, a 16.5&amp;quot; (42cm) barrel, and a standard Picatinny railed gas block. The rifle is sold standard with black furniture. Additionally, the weapon in-game is modified with Mangonel Flip-Up Sights. It can be modified to fire in three round bursts, which means it fires 3 bursts of 3, then a burst of either 1 or 2, depending if there is a round in the chamber or not, due to its 10 round magazine.&lt;br /&gt;
[[Image:AA Beowulf.jpg|thumb|none|450px|Alexander Arms .50 Beowulf - .50 Beowulf]]&lt;br /&gt;
[[File:Pfecr-1.jpg|thumb|none|600px|The ECR in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Alexander Arms .50 Beowulf TCR==&lt;br /&gt;
The [[Alexander Arms .50 Beowulf]] Tactical Complete Rifle (abbreviated to &amp;quot;Beowulf TCR&amp;quot; in-game) is listed as a designated marksman rifle in-game, unlocked at rank 70. This variant of Alexander Arms' Beowulf rifles features a flat-top receiver, 16.5&amp;quot; (42 cm) barrel, a low-profile gas block, Manticore Arms Transformer Rail handguard, B5 Systems SOPMOD BRAVO Collapsible Stock, and an upgraded trigger. The rifle in-game is shown with other upgrades purchasable for the TCR, such as an FDE Cerakote finish, FRAG grip panels and KeyMod panels, and the Tank Muzzle Brake. This muzzle brake is never removed and any muzzle attachment is mounted inside of it, like similar weapons with default muzzle brakes, like the [[Serbu BFG-50]]. It also has the same Diamondhead sights as a few other weapons in the game, notably the KRISS Vector. Finally, a 5.56x45mm conversion is available, which makes the rifle weaker but triples ammo capacity from 10 to 30 and fires twice as fast, 800 RPM instead of 400.&lt;br /&gt;
[[File:AA Beowulf Tactical.jpg|thumb|none|450px|Alexander Arms .50 Beowulf Tactical - .50 Beowulf]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 SPR==&lt;br /&gt;
A heavily customised FAL rifle most closely resembling the [[DSA SA58 Special Purpose Rifle|SA58 SPR]] is unlocked at rank 78. It features a full sized, 21-inch barrel FAL with a blue handguard without the top rail, an M16 pistol grip,  a different customised stock and standard FAL iron sights compared to the real SA58 SPR. It also has standard FAL 20 round magazines instead of the 10 round magazines seen on the reference photo below. It is classed as a DMR in-game.&lt;br /&gt;
[[Image:DSA SA58 SPR.jpg|thumb|none|450px|DSA SA58 Special Purpose Rifle - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL 50.00==&lt;br /&gt;
The [[FN FAL 50.00]] is unlocked at rank 107, as a select-fire battle rifle with a 20 round magazine. It can be converted to fire .45 ACP for some odd reason, which uses a 50 round drum.&lt;br /&gt;
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FAL Para Shorty&amp;quot;===&lt;br /&gt;
A custom short FAL rifle called the &amp;quot;FAL Para Shorty&amp;quot; is unlocked at rank 98, classed as a PDW/SMG. It is an odd weapon, with a folded FAL paratrooper stock, an [[MP5K]] grip and handguard and an extremely short barrel. The MP5K grip is a different colour to the rest of the weapon, implying it was taken from an MP5K and attached to the weapon. The end result bears a resemblance to the compact FAL from the movie ''[[The Wild Geese]]'', which might have been the inspiration for this weapon. It is select-fire in-game.&lt;br /&gt;
&lt;br /&gt;
The sprinting animation uses the same animations as the pistols and the MAC-10. During its time in the Test Place, it was classed as a carbine instead of a PDW/SMG.&lt;br /&gt;
[[File:L1A1 Wild Geese custom.jpg|thumb|none|450px|'''Photoshopped''' Custom shortened L1A1 SLR (Self Loading Rifle) as used in ''[[The Wild Geese]]'' - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:MP5KA3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5K with Navy trigger group - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
A grey [[SCAR-H]] is unlocked at rank 30. It has a 30 round 7.62x39mm conversion and the same firing sounds as the lower caliber SCAR-L.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfscarh-1.jpg|thumb|none|600px|The SCAR-H in the loadout ment.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3==&lt;br /&gt;
The [[G3A3]] is unlocked at rank 59, simply called the &amp;quot;G3&amp;quot;.&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417==&lt;br /&gt;
The [[HK417]] is unlocked at rank 78, correctly depicted as select-fire and classed as a battle rifle.&lt;br /&gt;
[[Image:HK417 16.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK417 with 16&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==IMBEL M964 A1 ParaFAL==&lt;br /&gt;
The [[IMBEL M964 A1 ParaFAL]] is unlocked at rank 89, incorrectly referred to as the &amp;quot;FAL 50.63 Para&amp;quot;; it has neither the correct barrel length, charging handle, or stock of that version. It is incorrectly classed as a carbine, although it was correctly classed as a battle rifle before an update; it also used to be correctly called the &amp;quot;PARA FAL&amp;quot;. It features the same 50 round .45 ACP conversion, as well as a 5.56x45mm conversion, which makes the weapon resemble the [[FN FNC]], albeit with a standard FAL handguard.&lt;br /&gt;
[[File:7.62 M964 A1 PARAFAL.jpg|thumb|none|450px|IMBEL M964 A1 MD-1 ParaFAL - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] is unlocked at rank 2, depicted (rarely, for a video-game) as select-fire, boasting a firerate of 750 RPM. The weapon features a 6.5mm Creedmoor conversion, which increases the magazine size from 20 to 30.&lt;br /&gt;
[[Image:M14Rifle.jpg|thumb|none|450px|M14 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfm14-1.jpg|thumb|none|600px|The M14 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==MC51SD==&lt;br /&gt;
An integrally suppressed version of the HK51, the [[MC51SD]] is unlocked at rank 86 and is incorrectly classed as a carbine instead of a battle rifle. It has a longer barrel than the real MC51SD, akin to the [[Heckler &amp;amp; Koch G3KA4]]. The stock can be used with the &amp;quot;Retractable Stock&amp;quot; attachment, which, confusingly, extends the stock.&lt;br /&gt;
[[File:MC51SD.jpg|thumb|450px|none|MC51SD - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Ohio Ordnance HCAR==&lt;br /&gt;
The [[Ohio Ordnance HCAR]] was added in October 2023 as part of update 9.0.3 and is unlocked at rank 181. &lt;br /&gt;
[[File:HCAR.jpg|350px|thumb|none|Ohio Ordnance HCAR - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
The [[Springfield Armory M1A]] is unlocked at rank 68 and is incorrectly referred to as the &amp;quot;[[M21]]&amp;quot;; it is not a real M21 as it lacks the fire selector.&lt;br /&gt;
[[File:SFA_M1A.jpg|thumb|none|450px|Springfield Armory M1A - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
==AAC Honey Badger==&lt;br /&gt;
The [[AAC Honey Badger]] is unlocked at rank 62 and is classified as a carbine. Oddly, muzzle attachments can be used at the same time as the integral suppressor, which is obviously impossible in real life, but does have a basis in reality, as the [[Barrett M107]] has a proprietary suppressor that allows other muzzle attachments to be used in tandem with the suppressor. The suppressor is also removable, which does not have as much of an impact on the ballistics as you might think, given the weapon only has a 6&amp;quot; barrel.&lt;br /&gt;
[[File:AAC honey badger.jpg|thumb|none|450px|AAC Honey Badger - .300 AAC Blackout]]&lt;br /&gt;
&lt;br /&gt;
==AK-12 Carbine==&lt;br /&gt;
The AK-12 Carbine, an originally planned variant of the 2012 prototype of the [[AK-12]], appears as the &amp;quot;AK-12C&amp;quot;, and is chambered in 7.62x39mm. In reality, this prototype carbine only existed in early photoshopped images and didn't enter development stage, though the post-2016 production version of the AK-12 series eventually included a 7.62x39mm carbine variant called the [[AK-15|AK-15K]] (which has various differences from the planned prototype).&lt;br /&gt;
[[File:AK-12 Carbine 7.62x39.jpg|thumb|none|450px|AK-12 Carbine - 7.62x39mm (photoshopped)]]&lt;br /&gt;
&lt;br /&gt;
===AK-12 (7.62x39mm)===&lt;br /&gt;
The Long Barrel attachment converts the weapon into a full-sized AK-12 prototype in 7.62x39mm.&lt;br /&gt;
[[File:Ak-12 7.62x39mm.jpg|thumb|none|450px|Prototype AK-12 - 7.62x39mm (photoshopped)]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
The [[AK-105]] carbine is unlocked at rank 105. It has the railed dust cover of the AK-103M.&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-102===&lt;br /&gt;
The 5.56 Conversion converts the weapon and changes its name to the [[AK-102]].&lt;br /&gt;
[[Image:AK102.jpg|thumb|none|450px|AK-102 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-107===&lt;br /&gt;
The &amp;quot;BARS Barrel&amp;quot; converts the weapon into the [[AK-107]].&lt;br /&gt;
[[Image:Ak107-2.jpg|thumb|none|450px|AK-107 with experimental 60-round magazine - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-108===&lt;br /&gt;
The combination of the &amp;quot;BARS Barrel&amp;quot; and the 5.56 Conversion converts the weapon and changes its name to the [[AK-108]]. The AK-103 can also be made into the 108 (although the name does not change for the 105), so this weapon appears in the game twice.&lt;br /&gt;
[[File:AK-108.jpg|thumb|none|450px|AK-108 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-101===&lt;br /&gt;
The 5.56 Conversion and the Long Barrel make the weapon the [[AK-101]]. The AK-103 can also be made into the 101 (although the name does not change for the 105), so this weapon appears in the game twice.&lt;br /&gt;
[[File:AK101.jpg|thumb|none|450px|AK-101 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
The Long Barrel attachment converts the weapon into the [[AK-74M]].&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is unlocked at rank 88, and is incorrectly classed as a PDW/SMG instead of a carbine and is called the &amp;quot;Krinkov&amp;quot;. It has a 9x19mm conversion, along with the other conversions listed below.&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74UB===&lt;br /&gt;
Equpping the PBS-4 Suppressor effectively makes the weapon an [[AKS-74UB]].&lt;br /&gt;
[[File:AKS-74UB with PBS-4 suppressor.jpg|thumb|none|450px|AKS-74UB - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AKMSU===&lt;br /&gt;
The 7.62x39mm ammo conversion turns the weapon into the [[AKMSU]].&lt;br /&gt;
[[Image:AK-Krinkov.jpg|thumb|none|450px|AKMSU (converted AKM pistol) - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AK-12U==&lt;br /&gt;
The AK-12U, a planned (but not developed) sub-carbine version of the 2012 prototype [[AK-12]], appears under the misnomer &amp;quot;AKU12&amp;quot;. It is unlocked at rank 35.&lt;br /&gt;
[[File:AK-12U.jpg|thumb|none|450px|Photoshopped mock-up of the AK-12U - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;PPK-12&amp;quot;===&lt;br /&gt;
The 9mm Conversion converts the weapon into the &amp;quot;PPK-12&amp;quot; (which is the name of an early submachine gun concept of the AK-12 prototype), complete with name change and the addition of a 100 RPM 3 round burst mode. The PPK-12 was originally added as a PDW, then removed and replaced with the conversion for the &amp;quot;AKU-12&amp;quot;. The original PPK-12 is now a developer-only weapon. The old model is able to be seen in the main menu. There was also a stockless version categorised as an &amp;quot;Other&amp;quot; sidearm.&lt;br /&gt;
&lt;br /&gt;
Visually the weapon resembled the [[PP-19-01 Vityaz]] SMG, but with 2012 prototype [[AK-12]] externals.&lt;br /&gt;
[[file:Pp19 2.jpg|thumb|450px|none|PP-19-01 &amp;quot;Vityaz&amp;quot; SB-20 - 9x19mm]]&lt;br /&gt;
[[File:Ak-12.jpg|thumb|none|450px|Prototype AK-12 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K1A==&lt;br /&gt;
The [[Daewoo K1A]] is unlocked at rank 63.&lt;br /&gt;
[[File:K1A stock extended.jpg|thumb|none|450px|Daewoo K1A with stock extended and 30-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Diemaco/Colt Canada C8A3==&lt;br /&gt;
A [[Colt Canada C8A3]] with the barrel of a C8A2 is unlocked at rank 128.&lt;br /&gt;
[[File:Colt_Canada_C8_carbine.JPG|thumb|none|450px|Colt Canada C8A3 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR PDW==&lt;br /&gt;
The [[FN SCAR PDW]] is unlocked at rank 32.&lt;br /&gt;
[[File:FN SCAR PDW (old).jpg|thumb|none|450px|FN SCAR PDW (old version) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfscarpdw-1.jpg|thumb|none|600px|The SCAR PDW in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Gwinn/Bushmaster Arm Pistol==&lt;br /&gt;
The [[Bushmaster Arm Pistol|Gwinn/Bushmaster Arm Pistol]], which is actually a subcompact bullpup carbine legally defined as a pistol under certain US states' laws, is unlocked at rank 110 as the &amp;quot;Arm Pistol&amp;quot;. It comes with a 20 round STANAG magazine and a illegal conversion to full-auto fire at 800 RPM, which places it into the machine pistol category. The extended magazine attachment gives it a standard 30 round STANAG magazine. Due to the 5.56mm ammo used, it deals the same sort of damage as 5.56mm assault rifles, but due to the compact size, it also shares the same recoil values from the [[M231 Firing Port Weapon|M231]] listed below.&lt;br /&gt;
&lt;br /&gt;
The weapon is modelled after the earlier Gwinn version of the Arm Pistol, and it has the trigger group permanently at a 38 degree tilt. Weirdly, when the &amp;quot;Ballistics Tracker&amp;quot; attachment is used, two appear instead of one. This is the first appearance of the weapon in a videogame.&lt;br /&gt;
[[File:BushmasterArmpistol1.jpg|thumb|450px|none|Gwinn/Bushmaster Firearms Arm Pistol - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is unlocked at rank 7.&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfg36c-1.jpg|thumb|none|600px|The G36C in the loadout menu. Note that even though the iron sights are of the standard G36C type, the carry handle lacks the triangular protrusions on the inside like on an export variant.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8-1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SL8-1]] is unlocked at rank 34. It incorrectly uses a double-stack 30-round G36 magazine.&lt;br /&gt;
[[File:HK-SL8.jpg|thumb|none|450px|Heckler &amp;amp; Koch SL8-1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfsl8-1.jpg|thumb|none|600px|The SL8 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Henry 45-70 All-Weather Lever Action==&lt;br /&gt;
The [[Henry Rifle Series|Henry 45-70 All-Weather]] is a modern (2016) reproduction of the original [[Henry 1860]] lever-action rifle. As the name suggests, it fires .45-70 Government instead of .44 Henry. While being a modern weapon, it retains the loading system of the 1860, modified slightly to allow for a handguard to be fitted to the rifle. A magazine tube is removed from the weapon and individual rounds are loaded into it, then it is pushed back into the tube under the barrel. This reloading procedure is replicated in-game, and the magazine tube only holds 5 rounds. The model in-game has a marginally longer barrel than the image below.&lt;br /&gt;
&lt;br /&gt;
The Henry is classed as a battle rifle, although it functions more like a low-velocity sniper rifle, with a faster firerate than all snipers, but still much slower than the semi-auto battle rifles. This problem can be circumvented with Plus P ammunition, which makes the weapon fire rounds much faster, and also gives the weapon higher penetration. .410 shotshells can also be used, which changes the name to &amp;quot;Henry 410&amp;quot; and makes the weapon fire 4 pellets instead of one bullet. Oddly, these pellets are almost directly over each other, with strong vertical spread instead of horizontal, as one might have expected. A 30-30 conversion is also available, as well as the &amp;quot;Malcolm 3x Scope&amp;quot;. It can also use the same scope as the [[PGM Hecate II]] sniper rifle, the &amp;quot;Sidewinder ED&amp;quot;, which makes it the only non-sniper rifle to have access to this scope.&lt;br /&gt;
[[File:Henry4570.jpg|thumb|none|450px|Henry 45-70 All-Weather Lever Action - .45-70 Government]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95R==&lt;br /&gt;
The [[IWI X95|IWI X95R]] is unlocked at rank 130.&lt;br /&gt;
[[File:IWI X95 5.45x39.jpg|thumb|none|450px|IWI X95R with 13-inch barrel and tan body - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Company Revolver Rifle==&lt;br /&gt;
A slightly visually altered [[Knight's Armament Revolver Rifle]] appears as the &amp;quot;KAC SRR&amp;quot; (Silenced Revolver Rifle), is classed as a carbine and is unlocked at rank 125.&lt;br /&gt;
[[Image:RevolverRifle-1.jpg|thumb|none|450px|Knight's Armament Revolver Rifle - .30 caliber. The weapon in-game features ironsights instead of the scope seen in this reference image.]]&lt;br /&gt;
&lt;br /&gt;
==L22 Hybrid==&lt;br /&gt;
A hybrid between the [[L22A2]] and the SA80 AFV prototype (referred to as just the &amp;quot;L22&amp;quot; in-game) is unlocked at rank 28. It is mostly based off the AFV prototype, but it has the receiver of the L22A2.&lt;br /&gt;
[[Image:Sa80-l22a1.jpg|thumb|none|450px|SA80 AFV prototype - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sa80A2-l22a2.jpg|thumb|none|450px|L22A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfl22-1.jpg|thumb|none|600px|The L22 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M4==&lt;br /&gt;
The [[M4 carbine]] is unlocked at rank 14.&lt;br /&gt;
[[File:ColtM4 FirstVersion.jpg|thumb|none|450px|M4 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfm4-1.jpg|thumb|none|600px|The M4 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] is unlocked by default, making it the first carbine players have access to.&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfm4a1-1.jpg|thumb|none|600px|The M4A1 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M231 Firing Port Weapon==&lt;br /&gt;
The [[M231 Firing Port Weapon]] is unlocked at rank 123 and is classed as an assault rifle in-game. Being a weapon only designed to fire from an M2 Bradley, it is not the easiest thing to use in combat. It fires at 1225 RPM, has extreme vertical and horizontal recoil and has no iron sights at all. Correctly depicted as open bolt, it also has the wire stock available as an attachment, though the model is borrowed from the M3A1 &amp;quot;Grease Gun&amp;quot; and is not the correct stock for the M231.&lt;br /&gt;
&lt;br /&gt;
In real life, it is only meant to be used inside the M2 Bradley, removing it is inadvisable in a combat scenario outside of extreme emergencies. The game reflects this with the description stating &amp;quot;the M231 Firing Port Weapon is only intended to be used inside the Bradley AFV in a special mount. Hits hard, but good luck hitting anything...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The weapon's description (&amp;quot;... You're going to use it anyways, Boss?&amp;quot;) has a reference to ''[[Metal Gear Solid 3]]'', where &amp;quot;The Boss&amp;quot; uses a heavily modified short-barrel AR-15 platform rifle with a Beta C-Mag magazine called the Patriot. The same sort of weapon can be created by equipping the &amp;quot;Short Barrel&amp;quot; attachment and the &amp;quot;M855 Specialty Conversion&amp;quot;, the latter replaces the 30 round magazine with a C-Mag.&lt;br /&gt;
[[File:381portg.jpg|thumb|none|450px|M231 Firing Port Weapon - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MBA Gyrojet Carbine==&lt;br /&gt;
The carbine variant of the [[Gyrojet]] is unlocked at rank 127. Like the pistol, it has reverse damage, which increases with range. It also has the fictional full-auto upgrade, like the pistol.&lt;br /&gt;
[[File:Gyrojetcarbine.jpg|thumb|none|450px|Gyrojet Mark 1 Model B Military Carbine - 13mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-126==&lt;br /&gt;
The OTs-126, a semi-auto carbine variant of the [[PP-2000]], is unlocked at rank 48. It is depicted as select-fire in-game.&lt;br /&gt;
[[File:OTs-126.jpg|thumb|none|450px|OTs-126 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-1A-01 Groza==&lt;br /&gt;
The [[OTs-14-1A-01 Groza]] appears as the &amp;quot;Groza-1&amp;quot;, unlocked at rank 42.&lt;br /&gt;
[[file:OTs-14-1A-01.jpg|thumb|none|450px|OTs-14-1A-01 Groza - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A-03 Groza==&lt;br /&gt;
The [[OTs-14-4A-03 Groza]] is unlocked at rank 79, referred to as the &amp;quot;Groza-4&amp;quot;.&lt;br /&gt;
[[Image:OTs-14-4A-03.jpg|thumb|none|450px|OTs-14-4A-03 Groza - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Remington 1858 &amp;quot;Cattleman's Carbine&amp;quot;==&lt;br /&gt;
The [[Remington 1858 &amp;quot;Cattleman's Carbine&amp;quot;]] is unlocked at rank 93.&lt;br /&gt;
[[Image:RemCattlemansCarbine58.jpg|thumb|none|450px|Remington 1858 &amp;quot;Cattleman's Carbine&amp;quot; - .44]]&lt;br /&gt;
&lt;br /&gt;
==Rossi Circuit Judge==&lt;br /&gt;
The [[Rossi Circuit Judge]] is unlocked at rank 114 and is referred to as the &amp;quot;Jury&amp;quot;.&lt;br /&gt;
[[file:Rossi Circuit Judge 1.jpg|thumb|450px|none|Rossi Circuit Judge - .410 bore/.45 Long Colt]]&lt;br /&gt;
&lt;br /&gt;
==SKS==&lt;br /&gt;
The [[SKS]] in a Tapco Intrafuse stock is unlocked at rank 13.&lt;br /&gt;
[[File:Tapco Intrafuse SKS Rifle Stock Bayonet-DE.jpg|thumb|none|450px|SKS with Tapco Intrafuse stock - 7.62x39mm]]&lt;br /&gt;
[[File:Pfsks-1.jpg|thumb|none|600px|The SKS in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==SR-3M==&lt;br /&gt;
The [[SR-3M]] is unlocked at rank 69.&lt;br /&gt;
[[Image:SR-3M-vichr-30-mag.jpg|thumb|none|450px|SR-3M with 30 round magazine - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International Arctic Warfare Suppressed==&lt;br /&gt;
The [[Accuracy International Arctic Warfare Suppressed]] is unlocked at rank 41 and is known as the &amp;quot;AWS&amp;quot;. It has a 10 round magazine and is stated to be firing .308 Winchester. It is the only integrally-suppressed sniper rifle in the game, which gives it the lowest muzzle velocity in its class. The PM II scope it uses is a unique variant with an illuminated reticle.&lt;br /&gt;
[[File:AWS 1800.jpg|thumb|450px|none|Accuracy International AWS - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International Arctic Warfare Magnum==&lt;br /&gt;
The [[Accuracy International Arctic Warfare Magnum]] is unlocked at rank 82 and is known as the &amp;quot;AWM&amp;quot;. Prior to update 4.7.0, it had a white chassis and was known as the L115A3, which the model did not accurately represent. The new AWM has a much more accurate model. It was also available in the Alpha of the game.&lt;br /&gt;
&lt;br /&gt;
The AWM comes with ironsights by default, the same as the KRISS Vector and Beowulf TCR. They are modelled after the Diamondhead flip-up sights, but the AWM has a unique front sight compared to the two other weapons that use Diamondhead sights.&lt;br /&gt;
[[File:AWSM fixed.jpg|thumb|none|450px|Accuracy International AWSM without scope - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:Accuracy International AWM.jpg|thumb|none|450px|Accuracy International AWM-F - .300 Winchester Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107A1==&lt;br /&gt;
The [[Barrett M107A1]] is unlocked at rank 170, with a tan frame and a five round magazine, for balancing reasons. It previously appeared in the Alpha build of the game, where it was an M82A1 model.&lt;br /&gt;
&lt;br /&gt;
Two interesting things to note about this weapon: attaching a suppressor allows the player to hear the action cycling as well as the spring pushing the bolt back into battery, despite the M107 being one of the loudest guns in the whole game. Secondly (and strangely), the bolt does not cycle at the end of the last shot; the player instead ejects the last round during the reload animation.&lt;br /&gt;
&lt;br /&gt;
Like the game's other .50 BMG weapons, it has access to .416 Barrett and &amp;quot;Dust Shot&amp;quot; conversions, the former increasing penetration and velocity while sacrificing range and damage, and the latter making absolutely no sense at all, turning an anti-materiel rifle into the world's most unwieldy semi-automatic shotgun.&lt;br /&gt;
[[File:Barrett-M107A1_29_inch.jpg|thumb|none|450px|Barrett M107A1 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Cheyenne Tactical M200 Intervention==&lt;br /&gt;
The [[Cheyenne Tactical M200 Intervention]] is the default sniper rifle, unlocked at rank 0. Foregrips are mounted in front of the upside-down carry handle; before update 4.0.0, the carry handle was removed when grips were used.&lt;br /&gt;
&lt;br /&gt;
It has access to a straight-pull bolt and a .375 Cheytac conversion. The stock can also be removed.&lt;br /&gt;
[[Image:M200.jpg|thumb|none|450px|Cheyenne Tactical M200 Intervention - .408 CheyTac]]&lt;br /&gt;
[[File:Pfm200-1.jpg|thumb|none|600px|The Intervention in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K14==&lt;br /&gt;
The [[Daewoo K14]] is unlocked at rank 138, making its first appearance in any media. It has an exclusive scope, the KOM 10x42, which cannot be unlocked for use on other sniper rifles.&lt;br /&gt;
[[File:Daewook14.jpeg‎|thumb|none|450px|Daewoo K14 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Denel NTW-20==&lt;br /&gt;
The [[Denel NTW-20]] is unlocked at rank 220. It features both 14.5x114mm and 20x110mm conversions, the latter of which turns the weapon into a single-shot breech loader. The weapon is incredibly heavy, denying the player the ability to walk while aiming or aim at all unless they are crouched, prone or near waist-high cover, as the weapon features a usable bipod system.&lt;br /&gt;
&lt;br /&gt;
The description incorrectly states that the weapon was designed to take down tanks.&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|450px|Denel NTW-20 - 20x82mm MG151]]&lt;br /&gt;
&lt;br /&gt;
==Dragunov SVDS==&lt;br /&gt;
The [[SVDS Dragunov]] is unlocked at rank 104. The bolt does not lock back when empty and the ironsights more closely resemble a [[Gewehr 43]] rather than the [[Mosin Nagant]]-style sights of the SVDS in reality.&lt;br /&gt;
&lt;br /&gt;
Prior to Update 4.0.0, the weapon had a 5 round capacity in a 10 round magazine model. It also used to be classed as a DMR, but it has now been changed to a sniper rifle and a 10 round capacity.&lt;br /&gt;
[[File:SVD-S-Rifle.jpg‎|thumb|none|450px|SVDS - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
===Dragunov SVD===&lt;br /&gt;
Equipping the &amp;quot;Full Stock&amp;quot; converts the weapon into a [[Dragunov SVD]], with a wood stock and handguard instead of the SVDS' polymer. The name also changes to reflect the conversion.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
==Dragunov SVU==&lt;br /&gt;
A green [[SVU Dragunov]] is unlocked at rank 38. It has a PSO-1 which has much more magnification than a real PSO-1 - 7.5x compared to the real scope's 4.0x. The SVU also has access to iron sights. The bolt does not lock back when empty.&lt;br /&gt;
&lt;br /&gt;
Before Update 4.0.0, the SVU was classed as a DMR, had 5 rounds in a 10 round magazine and had an integral suppressor, due to the unique, cylindrical appearance of the muzzle brake on the SVU. After this update, the developers realised the error, re-classed it as a sniper rifle and removed the suppressor effect from the built-in muzzle brake, although it is non-functional like other guns with muzzle brakes by default. The magazine capacity has also been increased to 10.&lt;br /&gt;
[[Image:Svu-a 2.jpg|thumb|none|450px|SVU modernized with black furniture and a bipod - 7.62x54mmR]]&lt;br /&gt;
[[Image:SVU-A.jpg|thumb|none|450px|SVU-A - 7.62x54mmR. Image used to show back-up iron sights.]]&lt;br /&gt;
&lt;br /&gt;
==FN SSR==&lt;br /&gt;
The [[FN SSR]], called the &amp;quot;SCAR SSR&amp;quot;, is unlocked at rank 85. It is classed as a DMR in-game. Despite having one fire mode, semi-auto, it has an animation to switch fire modes. It has a 20 round [[SCAR-H]] magazine loaded with 10 rounds and a 6.5mm Creedmoor conversion.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[Image:SSR Mk.20 Mod.0.jpg|thumb|none|450px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Grünig &amp;amp; Elmiger FT300==&lt;br /&gt;
The Grünig &amp;amp; Elmiger FT300 is a Swiss sniper rifle, unlocked at rank 160 and chambered in .243 Winchester by default. It features a lot of customisation, with caliber conversions to .22 LR, .308 Winchester, 7.5x55mm and 6XC Norma, a modified .250 Savage round designed for competition shooting. Other options include a &amp;quot;Marksman Kit&amp;quot;, adding a 10 round detachable magazine and a straight-pull bolt (not compatible with the .22 LR conversion), an integral suppressor, the &amp;quot;Olympian Target Sight&amp;quot; and &amp;quot;Olympian Grip&amp;quot; and finally, the Wood Furniture modification, which has very little stat changes. &lt;br /&gt;
&lt;br /&gt;
The G&amp;amp;E logo is replaced with the Stylis Studios logo.&lt;br /&gt;
[[File:G%26eft300.jpg|thumb|none|450px|Grünig &amp;amp; Elmiger FT300 - 6mm BR]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MSG90==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MSG90]] is unlocked at rank 59. Despite having one fire mode, semi-auto, it has an animation to switch fire modes. It has a 5 round magazine implausibly loaded with 10 rounds.&lt;br /&gt;
[[Image:HKMSG90.jpg|thumb|none|450px|Heckler &amp;amp; Koch MSG90 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25==&lt;br /&gt;
The [[Knight's Armament SR-25]] is unlocked at rank 3, under its SOCOM designation of Mk 11. It has the back up irons of the real weapon as the default ironsights. It is classed as a DMR. Despite having one fire mode, semi-auto, it has an animation to switch fire modes. Weirdly, the animations for reloading include both pressing the bolt release and pulling the charging handle.&lt;br /&gt;
&lt;br /&gt;
It has a conversion to .500 Phantom rounds.&lt;br /&gt;
[[File:Knights-Armament-SR-25-Mk11-Mod-0Unsuppressed.jpg|thumb|none|450px|Knight's Armament SR-25 with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfsr25-1.jpg|thumb|none|600px|The SR-25 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M1903 Springfield==&lt;br /&gt;
The [[M1903 Springfield]] is unlocked at rank 136. It can be converted to the rare Air Service version, or have a Pedersen Device installed.&lt;br /&gt;
[[File:M1903Mark1.jpg|thumb|none|450px|M1903 Springfield - .30-06 Springfield]]&lt;br /&gt;
[[File:M1903AirService.jpg|thumb|none|450px|M1903 Springfield Air Service - .30-06 Springfield]]&lt;br /&gt;
[[File:Pederson_Device.jpg|thumb|none|450px|M1903 Springfield with Pedersen Device - .30-18 Auto]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M1891/30==&lt;br /&gt;
The [[Mosin Nagant M1891/30]], known simply as the &amp;quot;Mosin Nagant&amp;quot;, is unlocked at rank 91, a nod to the original rifle's designation of M1891. The description states it is from the 1800s, which is incorrect for the specific model of rifle in the game, which was produced from 1930 onwards. However, the original rifle was made in 1891.&lt;br /&gt;
&lt;br /&gt;
The reload animations are always wrong unless reloading from an empty magazine - the player character will always push a full stripper clip into the rifle, regardless of remaining rounds. The bolt has to be opened to reload, which would cause a round to be lost, but no such mechanism is present in-game. Additionally, the top round is not pulled upward to avoid rims locking together, which could cause misfeeds, and the &amp;quot;clip&amp;quot; part of the stripper clip is removed incorrectly.&lt;br /&gt;
&lt;br /&gt;
The rifle always has the bent bolt regardless of attachments, and can attach a PU-1 scope. Additionally, it has access to an &amp;quot;8mm&amp;quot; conversion, which increases body damage at close range and decreases headshot damage at long range; this is presumably either meant to represent one of the interwar Polish conversions to 8x57mm Mauser, or one of the WWI-era Austro-Hungarian conversions to 8x50mmR Mannlicher. The ironsights have a higher zoom than almost every ironsight in the game, including ones on other sniper rifles like the AWM, which has irons by default. Interestingly, it has access to an extended magazine attachment; this is modeled off of the Howling Raven 10-round extended magazine, and is (like the real deal) detachable.&lt;br /&gt;
[[File:M9130.jpg|thumb|none|450px|Mosin Nagant M91/30 - 7.62x54mmR]]&lt;br /&gt;
[[File:MosinNagantM9130Sniper.jpg|thumb|none|450px|Mosin Nagant M91/30 with PU scope - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
===Mosin Nagant &amp;quot;Obrez&amp;quot;===&lt;br /&gt;
The [[Mosin Nagant &amp;quot;Obrez&amp;quot;]] version, a sawn-off Mosin, is available in the &amp;quot;Other&amp;quot; secondary category and is unlocked at rank 117. It shares all the reload inaccuracies from the M1891/30 listed above. The Obrez, as you would expect, has a lot of recoil, spread and bulet drop, but it can be effectively used as a pocket sniper.&lt;br /&gt;
&lt;br /&gt;
By default, it lacks a front sight, making aiming rather difficult. However, a barrel attachment called &amp;quot;Front Post&amp;quot; remedies the issue, extending the barrel just far enough in order to attach a front sight onto the barrel. The &amp;quot;Obrez Stock&amp;quot; and &amp;quot;Long Barrel&amp;quot; make the weapon approximate the M1891/30 listed above, in appearance, barrel length and performance, though it will still have more bullet spread than the proper rifle. Additionally, the extended barrel has no wood - it is just bare metal all the way. &lt;br /&gt;
&lt;br /&gt;
The weapon also has access to the 8mm conversion and the extended magazine, like the full-length rifle.&lt;br /&gt;
&lt;br /&gt;
As a bit of trivia, the appearance of the Obrez in ''Phantom Forces'' predates the appearance of the Obrez in ''[[Battlefield 1]]'' by a few months, making ''Phantom Forces'' the first game to feature one as a standalone weapon (though one could be created in ''[[DayZ]]'' by sawing down a full-length Mosin prior to this).&lt;br /&gt;
[[File:Mosin-Nagan-obrez.jpg|thumb|none|450px|Mosin Nagant M91/30 &amp;quot;Obrez&amp;quot;  - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
==PGM Hecate II==&lt;br /&gt;
The [[PGM Hecate II]] is unlocked at rank 150, with a Scrome LTE J10 F1 scope. Despite the Hecate's recoil compensation measures in real life such as the muzzle brake and its weight, which is supposed to reduce recoil to a level comparable to that of a .308 Winchester, the in-game depiction of the gun has very high recoil, most likely due to balancing purposes.&lt;br /&gt;
[[File:PGMHecateII.jpg|450px|thumb|none|PGM Hecate II - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 700 Magpul==&lt;br /&gt;
The [[Remington Model 700]], fitted with a Magpul chassis, is unlocked at rank 14 and is known as the &amp;quot;Remington 700&amp;quot;. It has a 6 round magazine, which does not exist, meaning a 7 round magazine has been loaded with 6 rounds. However, the model is that of a 5 round magazine. It has access to an extended magazine and a straight-pull bolt.&lt;br /&gt;
[[File:Remington M700 Hunter 700L stock.jpg|thumb|none|450px|Remington Model 700 with Magpul Hunter 700L Stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfr700-1.jpg|thumb|none|600px|The Remington 700 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Sako TRG-42==&lt;br /&gt;
The [[Sako TRG-42]] is unlocked at rank 84. It has a white chassis and MBUS back up ironsights, despite the rifle already having built-in irons. In-game, it is chambered in .338 Lapua Magnum.&lt;br /&gt;
[[Image:Sako trg42.jpg|thumb|none|450px|Sako TRG-42 - .300 Winchester Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Serbu BFG-50==&lt;br /&gt;
The [[Serbu BFG-50]] makes its inaugural appearance in a form of media, identified as &amp;quot;BFG 50&amp;quot;, being the most powerful sniper rifle in the game until the addition of the Hecate II and M107. It is well-known by the community due to its insane one-shot-kill potential and the fact that many low-level players would unlock it with credits before they reached rank 65. It is a single-shot, breech-loading .50 BMG rifle.&lt;br /&gt;
&lt;br /&gt;
The rifle has a few unique attachments - .17 Wildcat rounds are super-bottlenecked .50 BMG rounds which increase the bullet velocity of the BFG 50. It can also use .416 Barrett ammo and M903 SLAP rounds. It is equipped with the NXS 8-32 scope by default.&lt;br /&gt;
&lt;br /&gt;
All muzzle attachments are mounted inside the default muzzle brake, which is just part of the model and provides no statistical advantage.&lt;br /&gt;
[[File:serbu bfg50.jpg|thumb|none|450px|Serbu BFG-50 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SFG 50&amp;quot;===&lt;br /&gt;
A fictional ''super'' short-barrelled version of the [[Serbu BFG-50]], known as the &amp;quot;SFG 50&amp;quot;, is unlocked at rank 75 and it is part of the &amp;quot;Other&amp;quot; secondary weapon category. As you would expect from a short-barrelled .50 BMG rifle, it has insane recoil and low accuracy at range. The default muzzle brake is just part of the model and provides no statistical advantage.&lt;br /&gt;
&lt;br /&gt;
Like the BFG-50, it has access to .17 Wildcat, M903 SLAP and .416 Barrett ammo, along with the NXS 8-32 scope. It also has access to &amp;quot;Dust Shot&amp;quot;, which turns the weapon into a bolt-action, single-shot shotgun.&lt;br /&gt;
&lt;br /&gt;
The name &amp;quot;SFG 50&amp;quot; is never explained, nor was the name BFG for the BFG 50. As Serbu never gave any explanation for the name, many people have interpreted the acronym as &amp;quot;Big Fucking Gun&amp;quot;, along the same line as the [[Talk:Doom_(VG)#BFG_9000|BFG 9000 from the ''DOOM'' franchise]]. This would make SFG stand for &amp;quot;Small Fucking Gun&amp;quot;, which was reflected by the weapon's name in the killfeed being in lower-case until the Crimson Update.&lt;br /&gt;
[[File:PF-Sfg50-menu.jpg|thumb|none|600px|The &amp;quot;SFG 50&amp;quot; in the menu.]]&lt;br /&gt;
[[File:PF-Sfg50-attachments-menu.jpg|thumb|none|600px|The &amp;quot;SFG 50&amp;quot; with the default suppressor (with a unique model) and the &amp;quot;Ballistics Tracker&amp;quot; attachment (which is just an iPhone with a Stylis Studios logo).]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Scout==&lt;br /&gt;
An early-model [[Steyr Scout]] is unlocked at rank 195, equipped with a Leupold M8-6x scope. It is chambered in .376 Steyr and has an 8 round magazine. The straight-pull bolt is an attachment option for this weapon. It was previously chambered in 7.62x51mm NATO, with an underloaded 9 round magazine (should be 10), but it was changed in an unknown update. Instead of a Steyr logo on the stock, there is a Stylis Studios logo.&lt;br /&gt;
[[File:Scout Gray.jpg|thumb|none|450px|Steyr Scout (early model) with gray stock and long-eye-relief scope - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==VSS Vintorez==&lt;br /&gt;
The [[VSS Vintorez]] is unlocked at rank 46. By default, it has no scope and a 10 round magazine, but a PSO-1 scope can be attached to the weapon. It is classed as a Designated Marksman Rifle in-game and it is the only select-fire DMR in-game.&lt;br /&gt;
&lt;br /&gt;
Like the [[AS Val]], the Vintorez has access to the &amp;quot;Suppressor.. ?&amp;quot; attachment, which is the only barrel attachment. In-game, it doesn't do anything apart from pitch up the noise of your shots, and it is nonsensically attached to the end of the integral suppressor. It is modelled after the PBS-1.&lt;br /&gt;
&lt;br /&gt;
The AS Val can also be made into a VSS with the &amp;quot;Full Stock&amp;quot; attachment.&lt;br /&gt;
[[Image:Vss1.jpg|thumb|none|450px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
The [[Walther WA 2000]] is unlocked at rank 200. It correctly has a 6 round capacity. The scope model seems to be the same as the one on the Scout, the Leupold M8-6x, however the reticle is different. Oddly, a red laser attachment emits a pink beam instead. The top-mounted bipod is deployed when the &amp;quot;Long Barrel&amp;quot; attachment is used, like the FAMAS. Also like the FAMAS, the bipod is functionally useless.&lt;br /&gt;
&lt;br /&gt;
The description of the rifle states &amp;quot;Section 26, paragraph 5 - need to know. I'm sure you understand&amp;quot;, which is a reference to ''[[The Living Daylights]]'', a Bond film in which [[Timothy Dalton]] uses the WA2000.&lt;br /&gt;
[[Image:Walther-WA2000.jpg|thumb|none|450px|Walther WA 2000 - .300 Winchester Magnum]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Browning Automatic Rifle M1918A2==&lt;br /&gt;
The [[Browning Automatic Rifle M1918A2]] was added in October 2023 as part of update 9.0.3. &lt;br /&gt;
[[File:BAR.jpg|350px|thumb|none|M1918A2 Browning Automatic Rifle without carry handle - .30-06]]&lt;br /&gt;
&lt;br /&gt;
==Diemaco C7 LSW/Colt Model 750 LMG==&lt;br /&gt;
The [[Diemaco/Colt Canada C7 LSW]] appears as the first LMG players unlock, under the name &amp;quot;Colt LMG&amp;quot;. It does not have the built-in foregrip and it uses a 60 round quad-stack magazine. Despite the fact that it has a fixed carry handle (being based on the [[M16A2]]), the carry handle is removed when used with optics.&lt;br /&gt;
[[File:M16A2_CAR.jpg|thumb|none|350px|Diemaco C7 LSW/Colt Model 750 with Beta-C drum magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfm750-1.jpg|thumb|none|600px|The C7 LSW/M750 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==FN HAMR IAR==&lt;br /&gt;
The [[FN HAMR IAR]] is unlocked at rank 72, loaded with a 50 round X-Products drum. It does not feature the closed/open-bolt switching mechanism, being permanently stuck in closed-bolt. It is called the &amp;quot;SCAR HAMR&amp;quot; in-game. It has a fictional 9mm conversion, which uses a 100-round Beta-C drum magazine. Weirdly, the &amp;quot;Short Barrel&amp;quot; increases the effective range of the weapon.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[File:FN HAMR.jpg|thumb|none|450px|FN HAMR IAR - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21E]] is unlocked at rank 67. Like the [[Vollmer HK51-B]], it has a unique belt box that only G3 LMG variants use.&lt;br /&gt;
[[File:HK21E.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==L86A2==&lt;br /&gt;
The [[L86A2]] LSW is unlocked at rank 43, under the name &amp;quot;L86 LSW&amp;quot;.&lt;br /&gt;
[[File:L86A2.jpg|thumb|none|450px|L86A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M60E6==&lt;br /&gt;
The [[M60 machine gun|M60E6]], under the generic &amp;quot;M60&amp;quot; name, is unlocked at rank 19. It is fitted with a clubfoot stock and has the top rail from the [[Mk 43 Mod 1]]. &lt;br /&gt;
[[File:M60E6.jpg|thumb|none|450px|M60E6 with ELCAN scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfm60-1.jpg|thumb|none|600px|The M60 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==MG3KWS==&lt;br /&gt;
The [[MG3|MG3KWS]] is the improved version of the MG3, unlocked at rank 101. It can be modified with the &amp;quot;Light Bolt&amp;quot; and &amp;quot;Heavy Bolt&amp;quot; attachments, which in/decrease ROF. The MG3 has heavy bolt versions so it can be more easily fired from the shoulder.&lt;br /&gt;
[[File:MG3KWS.jpeg|thumb|none|450px|MG3KWS with Steiner 1-5x24 scope - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The [[MG42]] is unlocked at rank 142. It can be modified with the &amp;quot;Light Bolt&amp;quot; and &amp;quot;Heavy Bolt&amp;quot; attachments, which in/decrease ROF. Despite not being for MG42s, this has a basis in reality - the [[MG3]] has heavy bolt versions so it can be more easily fired from the shoulder.&lt;br /&gt;
[[Image:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] with a 40-round magazine is unlocked at rank 54.&lt;br /&gt;
[[File:RPK lmg.jpg|thumb|none|450px|RPK with 40 round magazine - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==RPK-12==&lt;br /&gt;
The RPK-12, an early LMG concept of the [[AK-12]] prototype, appears in the game. It is unlocked at rank 37, and has a 45 round magazine. It is based on the gun of the same name in ''[[Battlefield 4]]''.&lt;br /&gt;
[[File:RPK-12.jpg|thumb|none|450px|Photoshopped mock-up of the RPK-12 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==RPK-74==&lt;br /&gt;
The [[RPK-74]] is unlocked at rank 88. It uses the same rear sight as the AK74, when it should have a rear sight with windage adjustment.&lt;br /&gt;
[[File:Soviet RPK-74.jpg|thumb|none|450px|RPK-74 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR==&lt;br /&gt;
The [[Steyr AUG HBAR]] is unlocked at rank 27. It has the same rail system as the AUG A2 and A3, as well as a 42 round magazine, which incorrectly visually resembles a brown 30 round STANAG magazine. It used to be closed-bolt, but an update changed it so that the weapon was open-bolt, however the charging handle still moves as if it were closed-bolt.&lt;br /&gt;
[[Image:Aug-hbar.jpg|thumb|none|450px|Steyr AUG HBAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:SteyrAUGSR.jpg|thumb|none|450px|Steyr AUG Special Receiver - 5.56x45mm NATO. Image used to show the Picatinny rail.]]&lt;br /&gt;
[[File:Pfaughbar-1.jpg|thumb|none|600px|The AUG HBAR in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Vollmer HK51-B==&lt;br /&gt;
The super-rare [[Vollmer HK51-B]], a short-barrelled [[HK21]] conversion, is unlocked at rank 160. It is an unofficial belt-fed short-barrelled G3 rifle, adapted to use the M13 link designed for the [[M60]]. Despite this, it has a unique belt box model that all G3 LMG variants use. The reload animation is the same as the HK21. The weapon has the 3 round burst mode from the [[MP5A5]].&lt;br /&gt;
&lt;br /&gt;
Oddly, it is classed as a carbine, despite being a machine gun. This means it is the only belt-fed carbine in the game.&lt;br /&gt;
[[file:HK51-b.jpg|thumb|none|450px|Vollmer HK51-B without ammunition belt - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M79==&lt;br /&gt;
The [[M79]] appears as the &amp;quot;M79 Thumper&amp;quot;, one of the grenade launcher's nicknames from the Vietnam War. It is classified as an &amp;quot;Other&amp;quot; secondary, alongside the Obrez, the &amp;quot;SFG 50&amp;quot;, the &amp;quot;Saiga-12U&amp;quot;, the sawed-off shotgun and the Serbu Super Shorty, and is unlocked at rank 79. The sights are permanently folded down, and are removed and replaced by a Picatinny rail when using optics. The stock is removeable, replaced by a sawed-off pistol grip, and the barrel can be shortened. Nonsensically, the weapon can also be fitted with a muzzle brake or a compensator, which would never be able to be attached to the M79 in real life. It also has access to the joke &amp;quot;Loudener&amp;quot; muzzle attachment, which makes the weapon louder when firing. When reloading, the opening latch is correctly used before the barrel can be opened, which is nice attention to detail.&lt;br /&gt;
&lt;br /&gt;
The weapon does not fire HE 40x46mm grenades, as one might expect - instead, it fires 10 .22 LR bullets using the 40x46mm grenade casing, meaning it functions more like a single barrelled shotgun than a grenade launcher. This is not possible in real life - while there were experimental, shotgun like, ammunition for this weapons in real life, the chamber of the M79 cannot hold enough pressure to push small projectiles up to a lethal velocity. The barrel is rifled, therefore the small projectiles spread widely and is less lethal than a handgun or conventional shotgun at further range.&lt;br /&gt;
&lt;br /&gt;
The M79 has a few ammo conversions. It can use Hollow Point and Armour Piercing, unlike other shotguns, owing to it using .22 LR, not regular shotgun shells. The 40mm Sponge ammunition is unlocked by default, a riot-control ammo type intended to be non-lethal; instead of killing, it stuns and shocks the target. It has a similar function to a slug round used in the other shotguns, but with more pronounced drop and a muzzle velocity of 60m/s. It can kill with a hit anywhere on the body, and it has a different model to the normal ammunition - the 40mm grenade now has a grey base and a blue tip. The M79 can also fire Flechette ammunition, which has 16 projectiles, more than standard 8 darts used by every other shotgun with the flechette ammunition equipped. Flechette pierces cover better, but deals less damage, less muzzle velocity and has more spread. &amp;quot;.410 Beehive&amp;quot; converts the M79 to fire .410 shells, with 12 pellets that travel faster and further than the .22 LR, but have less power and more spread, meaning it functions similarly to the birdshot ammunition. Buckshot makes it fire the standard 8 pellet shells used in other shotguns via an adaptor, dealing more damage and with more muzzle velocity than the standard .22 LR, but with more spread and less pellets, it is not very useful. Finally, slugs function similarly to the 40mm Sponge, but with longer range, more spread and less drop, turning the M79 into an inaccurate version of the &amp;quot;SFG 50&amp;quot;.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==X Products Can Cannon==&lt;br /&gt;
The [[X Products Can Cannon]] is rather bizarrely the last firearm unlocked, at rank 222.&lt;br /&gt;
[[File:CanCannonAR15.jpg|thumb|none|450px|X Products Can Cannon - 12 oz. can]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
For gameplay purposes, all grenades glow green or red when thrown, depending on if the team that threw the grenade is friendly or not.&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] is unlocked at rank 26.&lt;br /&gt;
[[File:M26_Grenade.jpg|thumb|none|250px|M26 hand grenade]]&lt;br /&gt;
[[File:Pfm26-1.jpg|thumb|none|600px|The M26 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M560 Mini Grenade==&lt;br /&gt;
The M560 mini grenade is unlocked at rank 56.&lt;br /&gt;
[[File:ONSV2998__02.jpg|thumb|none|250px|M560 mini grenade]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] is the default grenade in ''Phantom Forces''.&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|250px|M67 hand grenade]]&lt;br /&gt;
[[File:Pfm67-2.jpg|thumb|none|600px|The M67 in the loadout menu.]]&lt;br /&gt;
[[File:Pfm67-1.jpg|thumb|none|600px|The pre-5.7.0 model for the grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Mk. 2 Hand Grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is unlocked at rank 2.&lt;br /&gt;
[[File:MkII_post-WWII_grenade.JPG|thumb|none|250px|Mk. 2 hand grenade]]&lt;br /&gt;
[[File:Pfmk2-1.jpg|thumb|none|600px|The Mk. 2 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
Three versions of the [[Model 24 Stielhandgranate]] appear in-game. The first is the basic &amp;quot;M24 Stick&amp;quot;, which is unlocked at rank 24. The second is the ''Geballte Ladung'' variant, unlocked at rank 168 (which is 7 times 24). The third is actually a melee weapon, and can only be unlocked by getting a Legendary on a case.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate]]&lt;br /&gt;
[[File:Pfm24-1.jpg|thumb|none|600px|The Stielhandgranate in the menu. The marking on the grenade's head reads &amp;quot;Kartoffel&amp;quot; (potato in German), in reference to its &amp;quot;potato masher&amp;quot; nickname.]]&lt;br /&gt;
[[File:M24_geballte_ladung.jpg|thumb|none|300px|Model 24 Stielhandgranate ''Geballte Ladung'']]&lt;br /&gt;
&lt;br /&gt;
==RGD-5 Hand Grenade==&lt;br /&gt;
The [[RGD-5 hand grenade]] is unlocked at rank 54.&lt;br /&gt;
[[File:RGD5.jpg|thumb|none|250px|RGD-5 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==RGN Hand Grenade==&lt;br /&gt;
The [[RGN]] is unlocked at rank 113.&lt;br /&gt;
[[File:RGN.jpg|thumb|none|250px|RGN hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==RGO Hand Grenade==&lt;br /&gt;
The [[RGO]] hand grenade is unlocked at rank 114.&lt;br /&gt;
[[File:RGO.jpg|thumb|none|250px|RGO hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==T13 Beano Grenade==&lt;br /&gt;
The [[T13 Beano]] grenade is unlocked at rank 80.&lt;br /&gt;
[[File:T13_Impact_Grenade.jpg|thumb|none|250px|T13 Beano grenade]]&lt;br /&gt;
&lt;br /&gt;
==V40 Mini Grenade==&lt;br /&gt;
The [[V40 Mini Grenade]] is unlocked at rank 140.&lt;br /&gt;
[[File:V40.jpg|thumb|none|250px|V40 Mini Grenade]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==e-Shotgun==&lt;br /&gt;
The &amp;quot;E Gun&amp;quot; is the world's first commercial coilgun, called the e-Shotgun in real life and unlocked at rank 87. The weapon fires small discs, which the game affectionately calls &amp;quot;Angry Pancakes&amp;quot;. A caliber conversion is available to the equally silly-sounding &amp;quot;Pennies&amp;quot; ammo type. Using the &amp;quot;Pennies&amp;quot; doubles the size of capacity up to 100 rounds. It features the real weapon's automatic and &amp;quot;shotgun&amp;quot; (actually a very fast 5-round burst) modes, and a semi-auto mode, with the burst firing at 2,800 RPM, 400 higher than the real weapon. Automatic fire is also faster, firing at 850 RPM instead of 600. The weapon also features a unique sight, the Kousaku OLED, unlocked by default.&lt;br /&gt;
[[File:PD90 coilgun.jpg|500px|thumb|none|e-Shotgun PD90]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Coilgun&amp;quot;===&lt;br /&gt;
The &amp;quot;Coilgun&amp;quot; is a fictional secondary version of the e-Shotgun, also unlocked at rank 87, painted white instead of black. As a shotgun secondary, it is classed as an &amp;quot;Other&amp;quot; secondary. It features the same unique sight as the primary, and has only minor changes compared to the primary version.&lt;br /&gt;
&lt;br /&gt;
==Nerf Boxy Buster==&lt;br /&gt;
The &amp;quot;Boxy Buster&amp;quot; is a pistol based on the [[USFA ZiP .22]], added as part of a tie-in with Nerf, as Hasbro partnered with Roblox to make toy blasters based on various popular ''Roblox'' games. The ZiP .22 was selected due to its simplicity and popularity within the community as a joke weapon. The Boxy Buster is a real toy, which is functionally similar to the &amp;quot;Jolt&amp;quot; blasters. The in-game weapon is unlocked by redeeming a code that comes with the real blaster.&lt;br /&gt;
&lt;br /&gt;
The weapon has incredibly unrealistic performance for a foam dart toy blaster. It has a muzzle velocity of 500m/s, which is the lowest in the game but still far higher than the real toy. The foam dart cannot penetrate walls and makes no noise when firing, so players using this blaster do not show up on the minimap. The darts have a preposterous range compared to the real blaster, able to hit enemies across the map and even result in a kill if a headshot is achieved, due to the low damage of 25 being boosted with a 3x torso multiplier and a 50x headshot multiplier, meaning the weapon does 1,250 damage to the head, the joint highest in the game with the 1911 pistol's dart conversion. The darts are green, like the ones that come with the real-life Boxy Buster.&lt;br /&gt;
&lt;br /&gt;
The reload is incorrect, as the player never pulls the plunger underneath the grip, which is needed for the blaster to fire.&lt;br /&gt;
[[File:PF_Boxy_Buster.jpg|thumb|350px|none|Nerf Boxy Buster toy pistol]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Heckler &amp;amp; Koch XM29 OICW==&lt;br /&gt;
The 1999 prototype of the [[Heckler &amp;amp; Koch XM29 OICW]] is featured on a poster in the map &amp;quot;Metro&amp;quot;.&lt;br /&gt;
[[File:H%26K_XM29_OICW.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM29 OICW (1999 prototype) - 5.56x45mm NATO &amp;amp; 20x28mm grenade]]&lt;br /&gt;
[[File:Pfoicw-1.jpg|thumb|none|600px|If only it was usable...]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Phantom_Forces&amp;diff=1638224</id>
		<title>Phantom Forces</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Phantom_Forces&amp;diff=1638224"/>
		<updated>2023-12-26T21:37:38Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: /* Ruger Redhawk */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Phantom Forces&lt;br /&gt;
|picture = PhantomForces title.jpg&lt;br /&gt;
|caption =  ''Loading screen art''&lt;br /&gt;
|date= June 2, 2015&lt;br /&gt;
|developer=StyLiS Studios&lt;br /&gt;
|platforms=	&lt;br /&gt;
Microsoft Windows&amp;lt;br&amp;gt;&lt;br /&gt;
MacOS&amp;lt;br&amp;gt;&lt;br /&gt;
Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
PlayStation 4&amp;lt;br&amp;gt;&lt;br /&gt;
PlayStation 5&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Roblox&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''Phantom Forces''''' is a multiplayer first-person shooter developed by StyLiS Studios. The game, which is available on the Roblox platform, was first made available on June 2nd, 2015 for consoles and  August 31st, 2015 for PC. It is a modern shooter heavily inspired by the ''[[Battlefield]]'' franchise, specifically ''[[Battlefield 3|3]]'' and ''[[Battlefield 4|4]]'', with some of the maps and weapons of ''4'' and the heads-up display of ''3'' making a near-identical appearance in ''Phantom Forces''. The 4-class system of the ''Battlefield'' games is also present, but without the unique gadgets and abilities of those classes.&lt;br /&gt;
&lt;br /&gt;
''Phantom Forces'' sets itself apart with an extremely diverse selection of over 180 firearms ranging from late-19th century lever-action rifles to the most modern military small arms. Each and every weapon may also be extensively modified to suit a player's needs, with available attachments including optical sights, suppressors, foregrips, extended magazines, caliber conversions, alternate ammunition, and lengthened/shortened barrels. &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
There are 4 classes in ''Phantom Forces'', which, due to the lack of ''Battlefield''-inspired gadgets, differ only by the types of primary weapons that they have access to. The first class, Assault, can equip Assault Rifles, Carbines, Battle Rifles, and Shotguns. Support, the second class, has similar weapon offerings, except they use Light Machine Guns instead of Assault Rifles. The Scout class has access to Personal Defense Weapons, Carbines, Shotguns and Designated Marksman Rifles. The final class, Recon, has access to Sniper Rifles, DMRs, Battle Rifles, and Carbines.&lt;br /&gt;
&lt;br /&gt;
Each class can equip one primary weapon, one secondary weapon, one grenade, and one melee weapon. Primary weapons are split into several categories, which are Assault Rifles, Battle Rifles, Carbines, DMRs (intermediate and full-power semi-automatic rifles), LMGs (and GPMGs), PDWs (submachine guns and a few carbines), Shotguns, and Sniper Rifles. Secondary weapons, which are shared across all classes, are categorized into Pistols, Revolvers, Machine Pistols, and a catch-all &amp;quot;Other&amp;quot; category. Grenades are divided among three categories, those being Fragmentation, High Explosive, and Impact. Weapons can be unlocked by increasing one's personal &amp;quot;rank&amp;quot;, which is done by gathering XP awarded by eliminating other players or completing objectives, or pre-bought with Credits, an in-game currency that is acquired by ranking up, selling in-game skins, or spending real money. &lt;br /&gt;
&lt;br /&gt;
Every gun in the game can be modified in the loadout menu to add (or remove) various parts, which are unlocked on a per-weapon basis by accumulating kills or spending credits. Most weapons can use one &amp;quot;optic&amp;quot; attachment (includes iron sights, holographic sights, and scopes), one &amp;quot;barrel&amp;quot; attachment (suppressors, muzzle devices, changing barrel length, shotgun chokes), one &amp;quot;underbarrel&amp;quot; attachment (grips, flashlights, lasers), one &amp;quot;other&amp;quot; attachment (side-mounted lasers and flashlights, alternate/remove stocks, extended magazines, canted sights), and one &amp;quot;ammo&amp;quot; attachment (hollow point, armor piercing, overpressure, slugs, flechette, conversions). Although many attachments are available to all weapons (with some exceptions), many guns feature modifications that are unique to that weapon or weapon class. Some unique modifications change the weapon in such a way that it becomes another firearm entirely; for example, the [[Kel-Tec KSG]] has access to the unique &amp;quot;KSG-25 barrel&amp;quot; modification, which transforms the shotgun into the KSG-25 both functionally, by extending its barrel and magazine tubes, and literally, by changing the weapon's name to &amp;quot;KSG-25&amp;quot; in the loadout menu and killfeed. This will be taken into account when considering if a weapon appears in ''Phantom Forces''.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
Pistols in ''Phantom Forces'' are split between automatic pistols (and some single-shot pistols) and machine pistols. They can be equipped in the secondary slot and are available to all classes. &lt;br /&gt;
&lt;br /&gt;
==AMT Automag III==&lt;br /&gt;
The [[AMT Automag III]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 109. Chambered in .30 Carbine, it has a very high base damage (68 at point blank) and good torso/headshot multiplier at the cost of a low magazine capacity (8+1) and very high recoil. The Automag III features two unique modifications, those being a .45 Winchester Magnum conversion and .50 Action Express conversion, which convert the pistol into the Automag IV and Automag V respectively.&lt;br /&gt;
[[Image:AMTAutoMagIII.jpg|thumb|none|450px|AMT Automag III - .30 Carbine.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII menu.jpg|600px|thumb|none| ''An American hand cannon brought to you by AMT. Loading the .30 Carbine cartridge and featuring impressive damage potential, despite this it kicks incredibly high.'']]&lt;br /&gt;
[[File:PhantomForces AutomagIII hip.jpg|600px|thumb|none|The player character holds the Automag III at their hip in one of the dimly-lit tunnels of Ravod 911.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII ads1.jpg|600px|thumb|none|The view down the Automag III's sights.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII ads alt.jpg|600px|thumb|none|The Automag III's alternate ADS view, which would be much more useful if the handgun in question was equipped with a laser attachment.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII inspect1.jpg|600px|thumb|none|The player inspects the left side of the Automag III, something the player is capable of doing to each of the game's guns.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII inspect2.jpg|600px|thumb|none|The second part of the inspect animation, featuring the right side of the gun. Looking good is half the battle.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII tacreload1.jpg|600px|thumb|none|The Automag III's tactical reload animation, in which the magazine is unceremoniously &amp;quot;Wick-flicked&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII tacreload2.jpg|600px|thumb|none|The second half of the reload, in which a fresh magazine is rammed home.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII dryreload.jpg|600px|thumb|none|When reloaded from an empty magazine, the player character pulls back on the Automag III's slide to chamber a round.]]&lt;br /&gt;
===AMT Automag IV===&lt;br /&gt;
Equipping the &amp;quot;.45 WinMag&amp;quot; ammo conversion mod for the Automag III transforms it into the [[AMT Automag IV]]. This allows the pistol to fire much faster and increases the maximum total ammo the player can carry, but reduces its damage and headshot multiplier. &lt;br /&gt;
[[File:AMTAutoMagIV.jpg|350px|thumb|none|AMT Automag IV - .45 Win Mag.]]&lt;br /&gt;
[[File:PhantomForces AMagIV.jpg|600px|thumb|none| ''Load your Automag with .45 Winchester Magnum. This makes your Automag III into the .45 caliber Automag IV. A more traditionally performing handgun cartridge with a lot of power still by comparison.'']]&lt;br /&gt;
&lt;br /&gt;
===AMT Automag V===&lt;br /&gt;
Equipping the &amp;quot;.50 AE&amp;quot; ammo conversion mod for the Automag III transforms it into the [[AMT Automag V]]. This vastly increases its damage, allowing for a one-shot kill to the body at close range. The Automag V's immense firepower is offset by its reduced magazine capacity of just 5 rounds, however, and its heavy recoil makes quick follow-up shots very difficult (not that one is needed, if you're using it correctly). &lt;br /&gt;
[[File:AMTAutoMagV.jpg|350px|thumb|none|AMT Automag V - .50 AE.]]&lt;br /&gt;
[[File:PhantomForces AMagV.jpg|600px|thumb|none|''Load your Automag with .50 Action Express. This makes your Automag III into the .50 caliber Automag V. There were only 3000 of these models produced using a 5-round magazine. Featuring stopping power similar to other .50 caliber handguns.'']]&lt;br /&gt;
&lt;br /&gt;
==AMT Javelina Longslide==&lt;br /&gt;
The AMT Javelina Longslide, a variant of the 1911-pattern [[AMT Hardballer]] chambered in 10mm Auto and with an extended barrel, was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 84. The pistol is known as the &amp;quot;Hardballer&amp;quot; in-game and is capable of dealing above-average damage per shot, with its main strength being its ability to three-shot an enemy player to any part of the body at any range. This long-ranged power is counterbalanced by a low magazine size of only 8+1 rounds, mediocre close-range performance, and somewhat high vertical recoil. The Javelina Longslide has access to the &amp;quot;Short Barrel&amp;quot; mod, which shortens the handgun's barrel and slide to that of a standard 1911, and a US Marine Corps. folding shoulder stock. The Javelina is also unique in that it is the only firearm in the game to lack a kill requirement for the fictional &amp;quot;AMT Terminator&amp;quot; optic, which, along with the weapon's in-game description, is an obvious reference to 1984's ''[[The Terminator]]''. &lt;br /&gt;
[[File:AMTJavelinaLongslide.jpg|350px|thumb|none|AMT Javelina Longslide - 10mm Auto]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide model.jpg|600px|thumb|none|''Strong ranged performance at the cost of somewhat high recoil - It may not be a phased plasma rifle in the 40-watt range, but this pistol still packs quite a lot of punch with every shot.'']]&lt;br /&gt;
[[File:M1911 Marines stock.jpg|350px|thumb|none|M1911A1 with experimental US Marine Corps. folding stock - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide modelmods.jpg|600px|thumb|none| The Javelina Longslide with a shortened barrel, US Marine Corps. folding shoulder stock, and &amp;quot;AMT Terminator&amp;quot; laser sight.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide hip.jpg|600px|thumb|none|Holding the Javelina Longslide.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide inspect1.jpg|600px|thumb|none|Inspecting the Javelina Longslide.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide inspect2.jpg|600px|thumb|none|Ditto.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide ADS1.jpg|600px|thumb|none|Looking down the Javelina's iron sights.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide ADS2.jpg|600px|thumb|none|Alternate ADS view.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide firing.jpg|600px|thumb|none|Firing the pistol.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide reload1.jpg|600px|thumb|none|Removing an empty magazine by jerking the handgun downwards...]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide reload2.jpg|600px|thumb|none|...and inserting a fresh one. The player then presses the slide release to finish the process.]]&lt;br /&gt;
&lt;br /&gt;
==Arsenal Firearms AF2011-A1==&lt;br /&gt;
The [[Arsenal Firearms AF2011-A1]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 201. Holding the (dubious) honor of being the secondary weapon with the highest unlock rank in the game, the AF2011-A1 was the first double-barreled non-shotgun firearm added to ''Phantom Forces.'' It features very high damage at close range (due to it firing two .45 ACP rounds per trigger-pull), high recoil, a low magazine size, and a long reload. Unique modifications for the AF2011-A1 include a Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock and a &amp;quot;.45 Super&amp;quot; ammo conversion which significantly improves penetration and muzzle velocity at the expense of long-range damage and recoil. &lt;br /&gt;
[[File:AF2011.jpg|thumb|none|350px|Arsenal Firearms AF2011-A1 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 model.jpg|600px|thumb|none|''A double barrel design based off the M1911. Features two of... well, everything! Features great damage in close range as you are firing two rounds at once but suffers range performance due to recoil and a slow reload.'']]&lt;br /&gt;
[[File:1911 MultiShotKit.jpg|350px|thumb|none|M1911A1 with Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 modelmods.jpg|600px|thumb|none|The AF2011-A1 with the Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock attached.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 hiphold.jpg|600px|thumb|none|Wide load coming through! Holding the AF2011-A1.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 leftside.jpg|600px|thumb|none|Inspecting the left side of the pistol.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 ADS1.jpg|600px|thumb|none|Aiming down the AF2011-A1's sights.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 ADS2.jpg|600px|thumb|none|Gangsta-&amp;quot;aiming&amp;quot; the wide-bodied pistol.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 firing.jpg|600px|thumb|none|Firing the pistol. Although the game correctly models a pair of spent casings, they should be flung from opposite sides of the weapon, not both from the same side.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 reload1.jpg|600px|thumb|none|Reloading the big-boned pistol by flicking away the empty... magazine... magazines?]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 reload2.jpg|600px|thumb|none|Inserting a... feed device. Sure, that works.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 reload3.jpg|600px|thumb|none|Pulling back and releasing the slides.]]&lt;br /&gt;
&lt;br /&gt;
==AWS 1911==&lt;br /&gt;
The [[AWS 1911]] was added on Christmas 2018 as part of update 4.0.0 (2018 Winter Update 1) as the &amp;quot;MP1911&amp;quot; and is unlocked at rank 106. The version depicted in-game is select-fire and feeds from double-stack magazines, meaning that it is based on the later &amp;quot;AWS Model-2&amp;quot; prototypes. It comes pre-equipped with the shoulder stock from the Colt 1911 machine pistol prototype. The AWS 1911 is classified as a machine pistol and fires .45 ACP at an astounding 1000 RPM in full-auto, offering a potent close-range self-defense tool for a player in a pinch, featuring high damage and controllable recoil due to its foregrip and stock. Its 15-round magazine, however, is one of the smallest in its class. It can be modified to remove its pre-fitted stock and shorten the barrel, which increases the weapon's responsiveness in CQC at the expense of worse recoil and range. The AWS 1911 also features a 9x19mm conversion which increases its magazine size (20 &amp;gt; 15 rounds) and firerate (1300 &amp;gt; 1000 RPM) while decreasing its damage. &lt;br /&gt;
[[Image:aws191138super.jpg|thumb|none|350px|AWS 1911 - .38 Super]]&lt;br /&gt;
[[File:M1911 .38 Machine Pistol.jpg|350px|thumb|none|Colt M1911A1 machine pistol conversion - .38 Super. The stock of the &amp;quot;MP1911&amp;quot; appears to be modeled after this machine pistol's stock.]]&lt;br /&gt;
[[File:PhantomForces MP1911 model.jpg|600px|thumb|none|''A custom 1911 prototype from the Philippines. Features a custom foregrip and muzzle device for very stable firing characteristics, but has a bulky magazine resulting in slow reloads.'']]&lt;br /&gt;
[[File:PhantomForces MP1911 modelmods.jpg|600px|thumb|none|The AWS 1911 made extra-short with the &amp;quot;Remove Stock&amp;quot; and &amp;quot;Short Barrel&amp;quot; attachments and converted to fire 9x19mm.]]&lt;br /&gt;
[[File:PhantomForces MP1911 hiphold.jpg|600px|thumb|none|Holding the unusual fully-automatic 1911 at the hip.]]&lt;br /&gt;
[[File:PhantomForces MP1911 leftside.jpg|600px|thumb|none|The left side of the AWS 1911.]]&lt;br /&gt;
[[File:PhantomForces MP1911 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces MP1911 ADS1.jpg|600px|thumb|none|Aiming down the AWS 1911's fancy-schmancy blue and white glow sights.]]&lt;br /&gt;
[[File:PhantomForces MP1911 ADS2.jpg|600px|thumb|none|The &amp;quot;MP1911's&amp;quot; alternate aim view, which is essentially a zoomed-in hipfire view.]]&lt;br /&gt;
[[File:PhantomForces MP1911 firing.jpg|600px|thumb|none|Letting loose with a fully-automatic burst of .45 ACP. A big thanks to the Philippines!]]&lt;br /&gt;
[[File:PhantomForces MP1911 reload1.jpg|600px|thumb|none|Performing an AWS 1911 fan's favorite task: reloading.]]&lt;br /&gt;
[[File:PhantomForces MP1911 reload2.jpg|600px|thumb|none|Inserting a fresh magazine containing 15 .45 ACP rounds; note that this machine pistol has been fitted with a magical auto-closing slide!]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
A [[Beretta 93R]] with wood grips was added during the game's Alpha and is unlocked at rank 26. It feeds from a 20 round magazine, is classified as a machine pistol, and is the only secondary weapon in the game to feature a burst-fire. The 93R is capable of killing a full-health player with one three-round burst at close range, but its high vertical recoil can make the weapon hard to use effectively beyond close range. The machine pistol can also be fired sem-automatically, which can also be useful when single, more accurate shots are desired. The Beretta 93R's only unique modification is a recoil-decreasing shoulder stock known as the &amp;quot;Raffica Stock&amp;quot;. &lt;br /&gt;
[[Image:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces 93R model.jpg|600px|thumb|none|''An Italian machine pistol that fires rapid 3-round bursts. Strong vertical recoil with high close-in damage.'']]&lt;br /&gt;
[[File:Beretta 93R with unfolded stock.jpg|thumb|none|350px|Beretta 93R with optional unfolded shoulder stock - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces 93R modelmods.jpg|600px|thumb|none|The Beretta 93R equipped with the &amp;quot;Raffica Stock&amp;quot; mod.]]&lt;br /&gt;
[[File:PhantomForces 93R hiphold.jpg|600px|thumb|none|First-person view with the 93R equipped.]]&lt;br /&gt;
[[File:PhantomForces 93R leftside.jpg|600px|thumb|none|Inspecting the pistol, which features a small folding foregrip. Ironically, this provides no stability improvement over the standard Beretta M9 also featured in-game.]]&lt;br /&gt;
[[File:PhantomForces 93R rightside.jpg|600px|thumb|none|The right side of the 93R.]]&lt;br /&gt;
[[File:PhantomForces 93R ADS1.jpg|600px|thumb|none|Aiming down the 93R's simplistic three-dot iron sights.]]&lt;br /&gt;
[[File:PhantomForces 93R ADS2.jpg|600px|thumb|none|The alternate ADS mode, which offers a much clearer viewmodel at the expense of a clear aiming point (without equipping a laser, at least).]]&lt;br /&gt;
[[File:PhantomForces 93R firing.jpg|600px|thumb|none|Unleashing a three-round burst; note the high vertical recoil.]]&lt;br /&gt;
[[File:PhantomForces 93R reload1.jpg|600px|thumb|none|What sick freak made a three-round burst pistol with a magazine size not divisible by 3???]]&lt;br /&gt;
[[File:PhantomForces 93R reload2.jpg|600px|thumb|none|The world is truly an unfair place.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M9==&lt;br /&gt;
A [[Beretta M9]] with brown StyLiS-branded grips was added during the game's Alpha and is one of the two sidearms unlocked by default. The M9 is a &amp;quot;jack-of-all-trades&amp;quot; pistol that is exceptionally average in almost every characteristic. It can be fitted with an extended 20-round magazine, an extended barrel/slide, and the 93R's &amp;quot;Raffica Stock&amp;quot; in addition to the standard suite of weapon attachments. The Beretta M9 features a unique texture, name, and viewmodel when the &amp;quot;Osprey Suppressor&amp;quot; is equipped, which is a reference to the &amp;quot;Luison&amp;quot; pistol from ''[[Rainbow Six Siege]]''. &lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces M9 model.jpg|600px|thumb|none|''A 9mm Italian pistol. One of the first 'wonder nines'. High capacity with deep reserves, light recoil, and high velocity.'']]&lt;br /&gt;
[[File:PhantomForces M9 modelmods.jpg|600px|thumb|none|The M9 equipped with an extended magazine and a long slide.]]&lt;br /&gt;
[[File:PhantomForces M9 hiphold.jpg|600px|thumb|none|The first-person viewmodel of the ubiquitous M9.]]&lt;br /&gt;
[[File:PhantomForces M9 leftside.jpg|600px|thumb|none|The left side of the pistol.]]&lt;br /&gt;
[[File:PhantomForces M9 rightside.jpg|600px|thumb|none|The right side. Nothing much to say here, really.]]&lt;br /&gt;
[[File:PhantomForces M9 ADS1.jpg|600px|thumb|none|Yep, just your average Beretta M9.]]&lt;br /&gt;
[[File:PhantomForces M9 ADS2.jpg|600px|thumb|none|Aiming the M9 as any US serviceman would, of course.]]&lt;br /&gt;
[[File:PhantomForces M9 reload1.jpg|600px|thumb|none|Removing an empty magazine...]]&lt;br /&gt;
[[File:PhantomForces M9 reload2.jpg|600px|thumb|none|...and inserting a fresh one, followed by pressing the magazine release. These animations are shared by many of the game's pistols.]]&lt;br /&gt;
[[File:R6S-luison.jpg|600px|thumb|none|The [[Rainbow Six Siege#Beretta 92|&amp;quot;Luison&amp;quot; pistol]] as it appears in ''Rainbow Six Siege''. ]]&lt;br /&gt;
[[File:PhantomForces M9Luison model.jpg|600px|thumb|none|The M9 with the &amp;quot;Osprey&amp;quot; suppressor equipped. Hey, I've seen this one before...]]&lt;br /&gt;
[[File:PhantomForces M9Luison viewmodel.jpg|600px|thumb|none|The handgun's unique first-person viewmodel. This Beretta is definitely not loaded with less-lethal rounds, however. ]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
A two-toned [[Colt M1911A1]] was added during the game's Alpha and is unlocked at rank 8. The pistol is seemingly a custom model as it has an 8-round magazine, wooden grips embossed with a golden StyLiS logo, full-length guide rod, a M1911-style main spring housing, and an oversized hammer. The M1911A1 is accurate, quick to reload, and has impressive stopping power, making it a deadly sidearm at any range. At the same time, the classic handgun's jumpy recoil, low muzzle velocity, and low magazine size heavily discourage firing too quickly. The M1911A1 can be equipped with a folding shoulder stock to aid in recoil management and has access to a unique cosmetic &amp;quot;Engravings&amp;quot; attachment.  &lt;br /&gt;
[[Image:NickelPlatedM1911A1.jpg|thumb|350px|none|Nickel-plated M1911A1 with brown plastic grips - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M1911A1 model.jpg|600px|thumb|none|''A classic American pistol brought into the modern age. Very high damage up close, with poor velocity and small magazine size.'']]&lt;br /&gt;
[[File:PhantomForces M1911A1 modelengravings.jpg|600px|thumb|none|''It's a nice gun, I'll give you that. But the engraving gives you no tactical advantage whatsoever.'']]&lt;br /&gt;
[[File:M1911 Marines stock.jpg|350px|thumb|none|Colt M1911A1 with experimental US Marine Corps. folding stock - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M1911A1 modelstock.jpg|600px|thumb|none|The M1911A1 with a folding shoulder stock attached.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 hiphold.jpg|600px|thumb|none|Holding the custom M1911A1 at the hip.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 leftside.jpg|600px|thumb|none|The left side of the pistol.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 ADS1.jpg|600px|thumb|none|The view down the M1911A1's custom red-and-green glow sights.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 ADS2.jpg|600px|thumb|none|Alternate ADS view.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 reload.jpg|600px|thumb|none|Removing an empty magazine. The remainder of the reload is identical to other automatic pistols.]]&lt;br /&gt;
&lt;br /&gt;
===M1911 .22 LR===&lt;br /&gt;
Equipping the M1911A1 with the &amp;quot;Ratshot&amp;quot; ammo conversion transforms it into the &amp;quot;M1911 .22LR&amp;quot;. This turns the weapon into a pseudo-shotgun, allowing it to fire four extremely weak pellets up to 10 times before reloading. A joke attachment first and foremost, Ratshot has some dubious utility in point-blank engagements as it is technically capable of a one-hit kill if all four pellets score a headshot (4 pellets x 9 damage x 3.0 headshot multiplier = 108 damage), but the shotgun-pistol's somewhat wide spread, low pellet count, and miserable damage to the body add up to a weapon that is a straight downgrade in almost any situation compared to the .45 ACP M1911A1. &lt;br /&gt;
[[File:Colt1911A1 22.jpg|350px|thumb|none|M1911A1 produced by Walther Arms - .22 LR]]&lt;br /&gt;
[[File:PhantomForces M1911A1 22 model.jpg|600px|thumb|none|''Change the ammunition fired from your M1911 into .22 Rat Shot. Why would you do this to yourself? You basically have a mini shotgun...'']]&lt;br /&gt;
[[File:PhantomForces M1911A1 22 firing.jpg|600px|thumb|none|The M1911 .22's shot pattern. Note the black tracers.]]&lt;br /&gt;
&lt;br /&gt;
===OSS &amp;quot;Bigot&amp;quot; M1911A1===&lt;br /&gt;
Equipping the &amp;quot;Dart&amp;quot; ammo conversion transforms the weapon into the experimental clandestine [[OSS &amp;quot;Bigot&amp;quot; M1911]]. A high-risk, high-reward weapon, the &amp;quot;Bigot&amp;quot; launches a large, slow dart projectile that deals heavy damage to the body and kills instantly to the head at any range. It is incapable of scoring a one-shot against a full-health opponent without a headshot, however, so the &amp;quot;Bigot&amp;quot; is best used as an instant, silent eliminator of distracted/stationary enemies (provided one becomes familiar with its arcing trajectory) or as a finisher against opponents that are already injured. &lt;br /&gt;
[[File:Bigot_1911_pistol.jpg|thumb|none|350px|OSS &amp;quot;Bigot&amp;quot; M1911A1]]&lt;br /&gt;
[[File:PhantomForces M1911A1dart model.jpg|600px|thumb|none|''Change the ammunition fired from your M1911 to a single dart. Deals more damage, but with worse recoil, low bullet velocity and less ammunition carried.'']]&lt;br /&gt;
[[File:PhantomForces M1911A1dart hiphold.jpg|600px|thumb|none|The first-person viewmodel of the M1911 &amp;quot;Bigot&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces M1911A1dart firing.jpg|600px|thumb|none|Firing a pink-tracered dart. Note that the dart protruding from the muzzle of the weapon doesn't actually disappear until several frames after the weapon is fired.]]&lt;br /&gt;
[[File:PhantomForces M1911A1dart reloading.jpg|600px|thumb|none|Loading in a new dart.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1==&lt;br /&gt;
The [[Colt M45A1 CQBP]] was added in January 2018 as part of update 3.5.1 and is unlocked at rank 34. Before update 5.7.0, the weapon lacked the distinctive grip panels, tan finish, and ambidextrous grip safety of the M45A1, which made it a [[Colt Rail Gun]]. It has a threaded barrel, feeds from a 10-round extended magazine in its default configuration, and is otherwise similar performance-wise to the M1911A1. The M45A1 features a few unique mods, including a 15-round extended magazine, a generic polymer shoulder stock, and the same &amp;quot;Dart&amp;quot; conversion as the M1911A1. &lt;br /&gt;
[[File:M45A1.jpg|thumb|none|350px|Colt M45A1 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M45A1 model.jpg|600px|thumb|none|''A modern American pistol with many custom parts. High damage, medium capacity, strong recoil.'']]&lt;br /&gt;
[[File:PhantomForces M45A1 modelmods.jpg|600px|thumb|none|The M45A1 with an extended magazine and shoulder stock.]]&lt;br /&gt;
[[File:PhantomForces M45A1 hiphold.jpg|600px|thumb|none|First-person view of the aggressively beige M45A1.]]&lt;br /&gt;
[[File:PhantomForces M45A1 leftside.jpg|600px|thumb|none|The first part of the inspect animation, in which the magazine is shown to the player.]]&lt;br /&gt;
[[File:PhantomForces M45A1 rightside .jpg|600px|thumb|none|Performing a brass check in the second part of the inspect animation.]]&lt;br /&gt;
[[File:PhantomForces M45A1 ADS1.jpg|600px|thumb|none|Aiming down the M45A1's green glow sights. The wing-like ambidextrous thumb safeties are clearly visible.]]&lt;br /&gt;
[[File:PhantomForces M45A1 ADS2.jpg|600px|thumb|none|A decidedly less professional way of aiming the M45A1.]]&lt;br /&gt;
[[File:PhantomForces M45A1 reload1.jpg|600px|thumb|none|The M45A1's reload begins with disposing of the empty magazine.]]&lt;br /&gt;
[[File:PhantomForces M45A1 reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PhantomForces M45A1 reload3.jpg|600px|thumb|none|Pulling back (and releasing) the slide to finish the reloading process off.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
An [[FN Five-seveN]] Mk2 with a flat dark earth (FDE) frame was added in May 2019 as part of update 4.4.0 and is unlocked at rank 57 (go figure). The Five-seveN has a lot of positive qualities, including incredibly good long-range performance, low recoil, very high penetration, and the highest magazine size in-class (20 rounds). Unfortunately, the Five-seveN deals relatively low damage per shot and has a mediocre headshot multiplier, meaning that anywhere from 3 to 5 shots are required to eliminate a full-health opponent, which can be a death sentence in a hectic CQC battle. Its only unique modification is an extended 30-round magazine, which further increases the pistol's already impressive ammunition capacity at the expense of total rounds carried and reload speed. &lt;br /&gt;
[[File:FN Five-seveN Mark 2 FDE.jpg|thumb|none|350px|FN Five-seveN Mark 2 FDE - 5.7x28mm]]&lt;br /&gt;
[[File:PhantomForces FiveSeven model.jpg|600px|thumb|none|''A modern Belgian pistol firing a unique caliber. Poor close-in performance, with great ranged performance, high velocity, large magazine, wall penetration and deep reserves.'']]&lt;br /&gt;
[[File:PhantomForces FiveSeven modelmods.jpg|600px|thumb|none|The Five-seveN equipped with an extended 30-round magazine.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven hiphold.jpg|600px|thumb|none|First-person view of the unique pistol.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven leftside.jpg|600px|thumb|none|Inspecting the pistol, part 1.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven rightside.jpg|600px|thumb|none|Inspecting the pistol, part 2; this time, it's personal.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven ADS1.jpg|600px|thumb|none|Aiming down the Five-seveN's unobtrusive Glow sightS.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven ADS2.jpg|600px|thumb|none|Canting the pistol at a jolly angle in the general direction of the opps.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven firing.jpg|600px|thumb|none|Firing a round of 5.7x28mm. Note the unusually skinny cartridge case - many of the calibers in ''Phantom Forces'' have their own unique spent casing model.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven reload1.jpg|600px|thumb|none|Removing an Empty magazinE.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven reload2.jpg|600px|thumb|none|Inserting a new one and releasing the slide.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
A 3rd Generation [[Glock 17]] with a tan frame was added during the game's Alpha and is one of the two sidearms unlocked by default. Compared to the M9, the Glock 17 has a larger magazine size (17 rounds) and is more controllable but has worse ranged performance. The Glock 17 can equip a FAB Defense GLR-440 stock, 33-round extended magazine, and &amp;quot;Long Barrel&amp;quot; (which transforms the pistol into the Glock 17L).  &lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|350px|3rd Generation Glock 17 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock17 model.jpg|600px|thumb|none|''A 9mm Austrian pistol renowned for its simplicity and ruggedness. Compared to the M9, it has a higher capacity, but less muzzle velocity.'']]&lt;br /&gt;
[[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock17 modelmods.jpg|600px|thumb|none|The Glock 17 fitted with a shoulder stock, extended magazine, and long barrel/slide.]]&lt;br /&gt;
[[File:PhantomForces Glock17 hiphold.jpg|600px|thumb|none|First-person view of the Glock 17.]]&lt;br /&gt;
[[File:PhantomForces Glock17 leftside.jpg|600px|thumb|none|Inspecting the Glock 17. Many (if not all) of the Glocks reuse the same set of animations.]]&lt;br /&gt;
[[File:PhantomForces Glock17 rightside.jpg|600px|thumb|none|Ditto, followed by a brass check.]]&lt;br /&gt;
[[File:PhantomForces Glock17 ADS1.jpg|600px|thumb|none|Aiming down the Glock's ubiquitous sights. Although accurate Glock logos are present on other parts of the weapon, the one on the slide backplate has been replaced by the StyLiS symbol.]]&lt;br /&gt;
[[File:PhantomForces Glock17 ADS2.jpg|600px|thumb|none|Not aiming down the Glock 17's sights.]]&lt;br /&gt;
[[File:PhantomForces Glock17 firing.jpg|600px|thumb|none|Firing the Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock17 reload1.jpg|600px|thumb|none|Removing an empty magazine.]]&lt;br /&gt;
[[File:PhantomForces Glock17 reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PhantomForces Glock17 reload3.jpg|600px|thumb|none|Pressing the slide release.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 17L=== &lt;br /&gt;
Equipping the &amp;quot;Long Barrel&amp;quot; attachment on the Glock 17 transforms it into the Glock 17L. This improves the pistol's ranged performance and muzzle velocity while increasing the time required to aim down sights. &lt;br /&gt;
[[File:G17L Gen3.jpg|350px|thumb|none|Glock 17L (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces Glock17L model.jpg|600px|thumb|none|The Glock 17L as it appears in-game.]]&lt;br /&gt;
[[File:PhantomForces Glock17L hiphold.jpg|600px|thumb|none|First-person view of the long Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock17L inspect.jpg|600px|thumb|none|Inspecting the Glock 17L, which showcases the compensated barrel. The recoil remains unchanged compared to the standard Glock 17, however.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
A 4th Generation [[Glock 18C]] was added during the game's Alpha and is unlocked at rank 17. It has low vertical recoil (for a machine pistol) and a very high rate of fire, which allows the Glock 18C to be used to great effect in close-quarters. It has some of the worst damage falloff in the game, however, so the 18C is best used only at an arm's length. The Glock 18C can be modified to add a 33-round extended magazine, extended slide/barrel, and an FAB Defense Cobra folding stock, which can be used either unfolded or folded (as an ersatz foregrip). Prior to update 5.7.0, it lacked a fire selector, which made it a Glock 17C.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|350px|3rd Generation Glock 18C - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock18C modelview.jpg|600px|thumb|none|''A 9mm Austrian machine pistol. Fast fire rate with relatively stable handling characteristics.'']]&lt;br /&gt;
[[File:Glock Cobra stock.jpg|350px|thumb|none|5th Generation Glock 19 with FAB Defense Cobra folding stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock18C modelmods.jpg|600px|thumb|none|The Glock 18C with a FAB Defense Cobra folding stock, 33-round extended magazine, and fictional long slide and barrel.]]&lt;br /&gt;
[[File:PhantomForces Glock18C modelstockfolded.jpg|600px|thumb|none|The Glock 18C with its FAB Defense Cobra stock folded, which the player uses an impromptu foregrip. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C hiphold.jpg|600px|thumb|none|Holding the select-fire Glock at the hip.]]&lt;br /&gt;
[[File:PhantomForces Glock18C leftside.jpg|600px|thumb|none|Inspecting the left side of the pistol, which provides a clearer view of the fire selector. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C rightside.jpg|600px|thumb|none|Checking the top of the Glock 18C. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C brasscheck.jpg|600px|thumb|none|Performing a brass check on the handgun. The cuts in the top of the barrel can be clearly seen. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C ADS.jpg|600px|thumb|none|Aiming down the Glock 18C's iron sights. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C ADS2.jpg|600px|thumb|none|Although gangsta-aiming a pistol is never a good idea, doing so with this handgun is especially stupid. Please, don't do this! ]]&lt;br /&gt;
[[File:PhantomForces Glock18C firing.jpg|600px|thumb|none|''Why, yes, I do enjoy wasting ammunition. Why do you ask?'' ]]&lt;br /&gt;
[[File:PhantomForces Glock18C reload.jpg|600px|thumb|none|Inserting a fresh magazine. The 18C uses the same animations as the rest of the Glock-series pistols, so the entire reload won't be shown here. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C changefiremode.jpg|600px|thumb|none|Switching firemodes. The actual fire selector doesn't move, despite the fact that an audible click accompanies the animation. ]]&lt;br /&gt;
===&amp;quot;Glock 18L&amp;quot;===&lt;br /&gt;
Equipping the Glock 18C with the &amp;quot;Long Barrel&amp;quot; attachment transforms it into the fictional &amp;quot;Glock 18L&amp;quot;. A longslide version of the Glock 18C, the cuts in the top of the slide have been extended and the handgun appears similar to other (real) longslide Glocks, such as the Glock 40, albeit with a fire selector. &lt;br /&gt;
[[File:Glock 40.jpg|350px|thumb|none|Glock 40, for comparison - 10x25mm Auto ]]&lt;br /&gt;
[[File:PhantomForces Glock18L.jpg|600px|thumb|none|The fictional &amp;quot;Glock 18L&amp;quot; as it appears in-game. ]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21==&lt;br /&gt;
A [[Glock 21]] was added in April 2022 as part of update 5.7.0 and is unlocked at rank 21. It features an OD green frame and a threaded barrel. The Glock 21, alongside the many other Glock-series pistols featured in ''Phantom Forces,'' was once available only through an ammunition conversion for the Glock 17. With 2022's &amp;quot;Return to Spring&amp;quot; update, however, the great Glock split transformed these conversions into their own unique pistols. Firing .45 ACP, the Glock 21 deals high close-range damage and features an impressive 13-round magazine. It deals less damage than other .45 handguns, however, and is not very effective at range. It can be modified to add a 26-round extended magazine and a FAB Defense GLR-440 Tactical Stock.   &lt;br /&gt;
[[File:Glock21.jpg|thumb|none|350px|3rd Generation Glock 21 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces Glock21 model.jpg|600px|thumb|none|''A G-Series pistol which chambers .45 ACP. This pistol features great close range damage and snappy recoil, however your performance will dwindle in range compared to other pistols'']]&lt;br /&gt;
[[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock21 modelmods.jpg|600px|thumb|none|The Glock 21 with a shoulder stock and extended magazine.]]&lt;br /&gt;
[[File:PhantomForces Glock21 hiphold.jpg|600px|thumb|none|Holding the Glock 21.]]&lt;br /&gt;
[[File:PhantomForces Glock21 leftside.jpg|600px|thumb|none|The left side of the .45 ACP Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock21 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Glock21 ADS1.jpg|600px|thumb|none|Aiming down the Glock 21's iron sights.]]&lt;br /&gt;
[[File:PhantomForces Glock21 ADS2.jpg|600px|thumb|none|The gangsta-Glock has arrived.]]&lt;br /&gt;
[[File:PhantomForces Glock21 reload.jpg|600px|thumb|none|Reloading the Glock 21.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Glock 21L&amp;quot;===&lt;br /&gt;
Equipping the Glock 21 with the &amp;quot;Long Barrel&amp;quot; attachment transforms it into the fictional &amp;quot;Glock 21L&amp;quot;. The pistol's closest real counterpart is the Glock 41, which is also a longslide (albeit not as long as the 21L) Glock chambered in .45 ACP.  &lt;br /&gt;
[[File:Glock41.jpg|350px|thumb|none|Glock 41 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces Glock21L model.jpg|600px|thumb|none|The &amp;quot;G21L&amp;quot; as it appears in-game.]]&lt;br /&gt;
[[File:PhantomForces Glock21L hiphold.jpg|600px|thumb|none|Holding the strange longslide Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock21L inspect.jpg|600px|thumb|none|Inspecting the pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21 (with .50 GI conversion)==&lt;br /&gt;
A [[Glock 21]] with an aftermarket .50 GI conversion kit was added in April 2022 as part of update 5.7.0 and is unlocked at rank 50. Designated as the &amp;quot;G50&amp;quot; in-game, this pistol has the lowest capacity of the Glock series (8+1 rounds) but the highest damage per shot and a very healthy x2.0 headshot multiplier. Although unable to score a one shot kill (1SK) against a full health player, the G50 maintains a 2SK to the body or head at close range, making it the perfect sidearm for a player with a traditionally long-range primary weapon such as a sniper rifle or DMR. &lt;br /&gt;
&lt;br /&gt;
It can be modified to add an FAB Defense Cobra folding stock and an extended &amp;quot;Heavy Barrel&amp;quot;, which changes the pistol's name to &amp;quot;G50L&amp;quot;, a fictional designation. The &amp;quot;G50&amp;quot; is also the only Glock-series pistol that can be fitted with the &amp;quot;G-switch&amp;quot; attachment (a callback to how the Glock 18C was able to equip a &amp;quot;.50 GI Conversion&amp;quot; attachment in earlier versions of the game), converting the pistol to fire exclusively in full-auto. &lt;br /&gt;
[[File:Glock50 GI conversion.jpg|350px|thumb|none|Glock 21 with Guncrafter Industries conversion kit - .50 GI]]&lt;br /&gt;
[[File:PhantomForces Glock50 model.jpg|600px|thumb|none|''An American modification to an Austrian Classic. Reduced magazine capacity compared to the others, but has more stopping power. Has more than enough power to go through fruits, vegetables, water jugs, and whatever else you have at your range.'']]&lt;br /&gt;
[[File:Glock Cobra stock.jpg|350px|thumb|none|5th Generation Glock 19 with FAB Defense Cobra folding stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock50 modelmods.jpg|600px|thumb|none|The &amp;quot;G50&amp;quot; with the extended &amp;quot;Heavy Barrel&amp;quot; and folding stock.]]&lt;br /&gt;
[[File:PhantomForces Glock50 hiphold.jpg|600px|thumb|none|First-person view of the high-caliber Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock50 leftside.jpg|600px|thumb|none|Inspecting the handgun. Note that the slide reads &amp;quot;STYLIS STUDIOS&amp;quot; as opposed to &amp;quot;GUNCRAFTER INDUSTRIES&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces Glock50 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Glock50 ADS1.jpg|600px|thumb|none|Custom slide, factory sights.]]&lt;br /&gt;
[[File:PhantomForces Glock50 ADS2.jpg|600px|thumb|none|One-handing the &amp;quot;G50&amp;quot;. While never a great idea, this is not ''as'' disasterous of an idea as it seems, especially because .50 GI (supposedly) only has about as much felt recoil as .45 ACP.]]&lt;br /&gt;
[[File:PhantomForces Glock50 firing.jpg|600px|thumb|none|Firing a round.]]&lt;br /&gt;
[[File:PhantomForces Glock50 reload.jpg|600px|thumb|none|Reloading.]]&lt;br /&gt;
[[File:Glock 17 with GLK18 Full Auto Conversion Device C.jpg|thumb|none|350px|Glock 17 with select-fire conversion device - 9x19mm Parabellum. &amp;quot;Glock switches&amp;quot; come in many models and forms, and are regulated as NFA firearms.]]&lt;br /&gt;
[[File:PhantomForces Glock50switch firing.jpg|600px|thumb|none|Firing a G50 equipped with the &amp;quot;G-switch&amp;quot; mod. The switch itself can be seen on the back of the pistol's slide and the river of casings flying from the gun hint at its very high rate of fire. Don't try this at home.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 23==&lt;br /&gt;
A [[Glock 23]] with an FDE frame and threaded barrel was added April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 23. Chambered in .40 S&amp;amp;W, the Glock 23 is a servicable all-rounder sidearm. It can deal decent damage at range or up close, and its 13-round magazine somewhat compensates for missed shots. A &amp;quot;jack-of-all-trades, master of none&amp;quot; pistol, the Glock 23 can do well in any situation but loses out to more specialized secondaries in specific areas. It can be fitted with a 22-round extended magazine, FAB Defense GLR-440 Tactical Stock, and aftermarket extended barrel (which inexplicably changes the weapon's name to &amp;quot;Glock 23L&amp;quot;). &lt;br /&gt;
[[File:Glock23.jpg|thumb|none|350px|3rd Generation Glock 23 - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:PhantomForces Glock23 model.jpg|600px|thumb|none|''A .40 S&amp;amp;W G-Series pistol. Featuring characteristics similar to its original 9mm variant, with a swift reload alongside it.'']]&lt;br /&gt;
[[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock23 modelmods.jpg|600px|thumb|none|The Glock 23 with various mods, including an extended magazine/barrel and shoulder stock.]]&lt;br /&gt;
[[File:PhantomForces Glock23 hiphold.jpg|600px|thumb|none|Holding the Glock 23.]]&lt;br /&gt;
[[File:PhantomForces Glock23 leftside.jpg|600px|thumb|none|Inspecting the handgun.]]&lt;br /&gt;
[[File:PhantomForces Glock23 rightside.jpg|600px|thumb|none|Ditto, followed by a brass check.]]&lt;br /&gt;
[[File:PhantomForces Glock23 ADS1.jpg|600px|thumb|none|Surprise! More Glock sights! Bet you didn't see this one coming.]]&lt;br /&gt;
[[File:PhantomForces Glock23 ADS2.jpg|600px|thumb|none|Isn't this schtick getting a little old? ''You ain't seen nothing yet...'']]&lt;br /&gt;
[[File:PhantomForces Glock23 reload.jpg|600px|thumb|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 40==&lt;br /&gt;
A [[Glock 40]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 40. It is much more long-range focused than the other Glock pistols, with a high headshot multiplier, punchy cartridge, and very high muzzle velocity. Although it can dish out large amounts of damage in close-quarters, the Glock 40's somewhat high recoil and below-average firerate make it slightly harder to manage compared to other handguns. The Glock 40 can be modified to add a FAB Defense GLR-440 Tactical Stock and a 30-round extended magazine. It also has access to the &amp;quot;Short Barrel&amp;quot; attachment, which transforms the pistol into the [[Glock 20]]. &lt;br /&gt;
[[File:Glock_40.jpg|thumb|none|350px|4th Generation Glock 40 - 10x25mm Auto]]&lt;br /&gt;
[[File:PhantomForces Glock40 model.jpg|600px|thumb|none|''A G-series pistol chambered in the 10mm Auto round. Compared to other G-series guns, it trades a bit of accuracy and close range performance for more power at longer ranges.'']]&lt;br /&gt;
[[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock40 modelmods.jpg|600px|thumb|none|The Glock 40 with an extended magazine, shoulder stock, and &amp;quot;Short Barrel&amp;quot;. I suppose it isn't much of a Glock 40 anymore...]]&lt;br /&gt;
[[File:PhantomForces Glock40 hiphold.jpg|600px|thumb|none|Holding the Glock 40.]]&lt;br /&gt;
[[File:PhantomForces Glock40 leftside .jpg|600px|thumb|none|The left side of the Glock 40.]]&lt;br /&gt;
[[File:PhantomForces Glock40 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Glock40 ADS1.jpg|600px|thumb|none|Does the Tetris effect apply to Glock sights?]]&lt;br /&gt;
[[File:PhantomForces Glock40 ADS2.jpg|600px|thumb|none|No more Glocks... please.]]&lt;br /&gt;
[[File:PhantomForces Glock40 reload.jpg|600px|thumb|none|ReGlocking the Glock 40.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 20===&lt;br /&gt;
A [[Glock 20]] can be created by equipping the &amp;quot;Short Barrel&amp;quot; attachment on the Glock 40. It has a dark grey frame. The Glock 20 is notable for having one of the fastest walkspeeds in the game, allowing a player wielding the sidearm to move very quickly. This is most likely an oversight caused by the weight reduction given by the &amp;quot;Short Barrel&amp;quot; attachment (which is typically only available for long-barreled primary weapons, where the weight reduction is less radical). &lt;br /&gt;
[[File:Glock20.jpg|350px|thumb|none|Glock 20 (3rd Generation) - 10x25mm Auto]]&lt;br /&gt;
[[File:PhantomForces Glock20 model.jpg|600px|thumb|none|The Glock 20 as it appears in-game.]]&lt;br /&gt;
[[File:PhantomForces Glock20 hiphold.jpg|600px|thumb|none|Equipping the Glock 20.]]&lt;br /&gt;
[[File:PhantomForces Glock20 inspect.jpg|600px|thumb|none|Inspecting the handgun.]]&lt;br /&gt;
&lt;br /&gt;
==Guncrafter Industries Model 1==&lt;br /&gt;
The [[Guncrafter Industries Model 1]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 73. As one could expect from this souped-up 1911 derivative, the &amp;quot;GI M1&amp;quot; (as it is known in-game) hits extremely hard in close quarters but has high vertical recoil and poor ranged performance. Unique modifications for the Model 1 include a longslide conversion (which improves the handgun's poor ranged performance) and a recoil-reducing Sarco. Inc lightweight stock. &lt;br /&gt;
[[File:GIM1.jpg|thumb|none|350px|Guncrafter Industries Model 1 - .50 GI]]&lt;br /&gt;
[[File:PhantomForces GI M1 model.jpg|600px|thumb|none|''A M1911 modified to chamber .50GI - a powerful ammunition that packs a lot of punch up close, but also comes with reduced accuracy and performance at range.'']]&lt;br /&gt;
[[File:M1911 Sarco Lightweight Stock.jpg|350px|thumb|none|M1911 with Sarco Inc. lightweight stock - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces GI M1 modelmods.jpg|600px|thumb|none|The Model 1 with the &amp;quot;Heavy Barrel&amp;quot; longslide conversion and Sarco Inc. lightweight stock mods.]]&lt;br /&gt;
[[File:PhantomForces GI M1 hip.jpg|600px|thumb|none|Holding the &amp;quot;GI M1&amp;quot; at the hip.]]&lt;br /&gt;
[[File:PhantomForces GI M1 leftside.jpg|600px|thumb|none|Inspecting the Model 1, which first shows the player checking the left side of the handgun...]]&lt;br /&gt;
[[File:PhantomForces GI M1 rightside.jpg|600px|thumb|none|...followed by the right side. Nothing too crazy here.]]&lt;br /&gt;
[[File:PhantomForces GI M1 ADS.jpg|600px|thumb|none|Aiming down the Model 1's red (and rather harsh) three-dot iron sights.]]&lt;br /&gt;
[[File:PhantomForces GI M1 ADS2.jpg|600px|thumb|none|Gangsta-aiming the handgun like a true OG. Which, of course, stands for Original Guncrafter.]]&lt;br /&gt;
[[File:PhantomForces GI M1 firing.jpg|600px|thumb|none|Firing the beefy 1911 derivative.]]&lt;br /&gt;
[[File:PhantomForces GI M1 reload.jpg|600px|thumb|none|Inserting a fresh magazine. The GI M1 uses the same set of 1911-pattern animations several other pistols in-game.]]&lt;br /&gt;
&lt;br /&gt;
==IMI/Magnum Research Desert Eagle L5==&lt;br /&gt;
A [[Desert Eagle L5]] chambered in .44 Magnum was added during the game's Alpha and is unlocked at rank 18. The L5 is a powerful magnum pistol and one of the earliest available sidearms that can kill a player with a single headshot at close range. Its in-game role can be compared to that of revolvers, with the Desert Eagle having a superior capacity (8+1 rounds) and firerate (400 RPM) than most. The L5 has very high recoil and is much less effective than most revolvers at range, however, with it becoming unable to 1-shot-kill to the head at 50 'studs' (approx. 46 ft). The Desert Eagle L5 can equip a unique &amp;quot;Extended Barrel&amp;quot; mod, which increases its damage at range at the expense of the time required to aim-down-sights. It can also equip either a .44 Special or .357 Magnum conversion, the former decreasing recoil while lowering the damage dealt at range, and the latter increasing the handgun's controllability, reload speed, and magazine size while decreasing overall damage. Some of its reload sound effects are borrowed from ''[[Call of Duty 4: Modern Warfare]]''.&lt;br /&gt;
[[File:Desert Eagle L5.jpg|thumb|none|350px|Magnum Research Desert Eagle L5 - .50 AE]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 model.jpg|600px|thumb|none|''A modern version of the iconic Israeli-American pistol. This specific model has been lightened as well as upgraded with dual Picatinny rails and a much-needed muzzle brake. Very high damage with the capacity to instantly kill to the head up close, with rough recoil.'']]&lt;br /&gt;
[[File:Desert Eagle 10 inch.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with 10&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 model longbarrel.jpg|600px|thumb|none|The Desert Eagle L5 as it appears in-game with the &amp;quot;Extended Barrel&amp;quot; mod.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 hip.jpg|600px|thumb|none|Holding the mighty Desert Eagle L5.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 inspect1.jpg|600px|thumb|none|The L5's inspect animation begins with a look at the left side of the handcannon...]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 inspect2.jpg|600px|thumb|none|...continues with a cursory check of the magazine...]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 inspect3.jpg|600px|thumb|none|...and concludes with a brass check.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 ADS1.jpg|600px|thumb|none|Aiming down the sights.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 ADS2.jpg|600px|thumb|none|The L5's alternate aim mode, which mimics 'looking through' the eye not aligned with the sights.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 firing.jpg|600px|thumb|none|Firing the Deagle.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 reload1.jpg|600px|thumb|none|Reloading the Desert Eagle begins with a hearty fling of the offending magazine.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==IMI/Magnum Research Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] chambered in .50 AE was added in December 2019 as a part of update 4.11.0 (Israeli Weapons) and is unlocked at rank 102. Although the version depicted in-game is an older production model with a chromed finish and lacking rails on the barrel, it features the throwback &amp;quot;teardrop&amp;quot; safety design of the newer production models. The weapon's grips have been stamped with the StyLiS Studios logo. The Desert Eagle Mark XIX is, not unexpectedly, a weapon of extremes. It can score a one-shot kill to the body at an impressive range, but its low capacity (7+1), dismal reserve ammunition (21 rounds), lethargic firerate (200 RPM), horrible muzzle velocity, and monstrous recoil leave a lot to be desired. Overall, the one and only Desert Eagle Mark XIX is best suited as a &amp;quot;second primary&amp;quot; of sorts rather than a more traditional all-rounder backup pistol. The Mark XIX can be modified to add a 10&amp;quot; extended barrel and converted to fire (exceedingly rare) .440 Cor-Bon ammunition. &lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|350px|none|Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX model.jpg|600px|thumb|none|''Finally, a gun that lets you make a statement. This semi-automatic hand cannon is chambered in .50 Action Express. It'll probably pulverize your wrists with its recoil, but hey, you can't argue with the stopping power. [[Death_Sentence#Magnum_Research_Inc._Desert_Eagle_Mark_VII|And you've got the king of mayhem...]]'']]&lt;br /&gt;
[[File:Desert Eagle 10 inch.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with 10&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX modelxtendbarrel.jpg|600px|thumb|none|The Desert Eagle Mark XIX with the &amp;quot;Extended Barrel&amp;quot; mod equipped.]]&lt;br /&gt;
[[File:440cbdeserteagleIWI.jpg|350px|thumb|none|Desert Eagle Mark XIX - .440 Cor-Bon]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX CorBon.jpg|600px|thumb|none|The Desert Eagle Mark XIX with the .440 Cor-Bon conversion, which replaced the XIX's otherwise uninteresting .357 Magnum conversion, equipped. More ammunition, better long-range damage, worse close-range damage. ]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX hiphold.jpg|600px|thumb|none|Grasping their Desert Eagle and looking into the approaching dusk, the player feels like a true action hero.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect1.jpg|600px|thumb|none|Inspecting the Mark XIX is a rather exciting process. It begins, as usual, with a cursory glance at the left side of the handcannon.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect2.jpg|600px|thumb|none|Following this, the loaded magazine is pulled out (as with the Desert Eagle L5), but the player lets it drop.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect3.jpg|600px|thumb|none|A new magazine is then inserted...]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect4.jpg|600px|thumb|none|...and a brass check is performed. Although the handgun is ostensibly &amp;quot;reloaded&amp;quot;, no ammunition is added to the weapon or removed from the player's reserve pool at any point during the inspect animation.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX ADS.jpg|600px|thumb|none|Aiming down the Desert Eagle Mark XIX's sights.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX ADS2.jpg|600px|thumb|none|The alternate, most certainly not one-handed aim mode.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX firing.jpg|600px|thumb|none|Keeping the property values low. The Mark XIX is (as of writing) one of the few weapons to feature an experimental dual recoil scheme, in which the game applies both &amp;quot;body&amp;quot; recoil (which moves the point of aim) and &amp;quot;head&amp;quot; recoil (which simply shakes the player's camera around, leaving the point of aim unaffected) when firing. The player's crazily tilted view in this screenshot is caused by a hefty portion of the latter.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX reload.jpg|600px|thumb|none|Seven wrist-agonizing shots later and the pistol's ready to be reloaded. The Mark XIX shares reloading animations with the L5.]]&lt;br /&gt;
&lt;br /&gt;
===Desert Eagle Police Carbine===&lt;br /&gt;
Equipping the Desert Eagle Mark XIX with the &amp;quot;Police Barrel&amp;quot; and &amp;quot;Police Stock&amp;quot; mods transforms the magnum handgun into the rare Desert Eagle Police Carbine. The real Police Carbine was only available in the Mark I model of the Desert Eagle, making its appearance here in .50 AE a strictly &amp;quot;what-if&amp;quot; affair.&lt;br /&gt;
[[File:DesertEaglePoliceCarbine.jpg|thumb|none|450px|Desert Eagle Mark I Police Carbine - .357 Magnum]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX PoliceCarbine.jpg|600px|thumb|none|The Desert Eagle Mark XIX Police Carbine as it appears in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-DC9==&lt;br /&gt;
The [[Intratec TEC-DC9]] appears both as the fully-automatic &amp;quot;TEC-9&amp;quot;, which was added during the game's Alpha, and as the semi-auto only &amp;quot;KG-99&amp;quot;, which was added in July 2021 as part of update 5.6.0 (Independence Update 2021). Both weapons are unlocked at rank 50. They can be distinguished from the actual TEC-9 and KG-99 due to their lack of sling mounts on the side of the barrel shroud and receiver. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;TEC-9&amp;quot; holds the honor of having the highest sustained firerate in the game, spitting an astounding 1500 rounds per minute in full-auto only. This offsets its low base damage, allowing the machine pistol to rack up kills very quickly in close-quarters. Unsurprisingly, the &amp;quot;TEC-9&amp;quot; has very high recoil, with the weapon's point of aim &amp;quot;walking&amp;quot; uncontrollably when firing. It can be fitted with an extended barrel/barrel shroud or the short barrel of the TEC-9 Mini, a 32-round extended magazine, and the wire stock from the [[Interdynamic KG-9]]. &lt;br /&gt;
[[File:Tec-DC9.jpg|350px|thumb|none|Intratec TEC-DC9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces TEC9 modelview.jpg|600px|thumb|none|''A Swedish pistol with an incredibly high automatic rate of fire stemming from an illegal modification. Lacks of stopping power and has highly unstable handling. Brother to the KG-99.'']]&lt;br /&gt;
[[File:Interdynamic MP-9.jpg|350px|thumb|none|Interdynamic MP-9 with foregrip and telescoping stock - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces TEC9 modelmods.jpg|600px|thumb|none|The TEC-DC9 (as the &amp;quot;TEC-9&amp;quot;) fitted with a very long extended barrel, the MP-9's telescoping stock, and a 32-round extended magazine. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 hipfire.jpg|600px|thumb|none|Brandishing the highly illegal machine pistol, the player stands atop an industrial building on the Ravod 911 map. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 leftside.jpg|600px|thumb|none|Inspecting the left side of the DC9. Its submachine gun legacy is apparent, despite Intratec's numerous attempts to alter the weapon for the civilian market. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 rightside.jpg|600px|thumb|none|The right side of the weapon. Note also that the pattern of holes in the barrel shroud is slightly different than the real thing, with the in-game shroud having oval-shaped holes as opposed to the actual DC9's circular holes. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 ADS.jpg|600px|thumb|none|Aiming down the DC9's simple iron sights. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 ADS2.jpg|600px|thumb|none|The alternate aim mode of the &amp;quot;TEC-9&amp;quot;. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 firing.jpg|600px|thumb|none|Firing the fully-automatic machine pistol. As one could expect, the recoil is intense. ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The semi-automatic &amp;quot;KG-99&amp;quot;, despite sharing a model with the aforementioned &amp;quot;TEC-9&amp;quot;, is functionally a very different weapon. It resembles a TEC-9 Mini and deals more damage than its full-auto brother to balance the fact that it is semi-automatic only. The &amp;quot;KG-99&amp;quot; is accurate, fast-firing, and high-capacity, although it is held back by its abnormally low headshot multiplier. Like the &amp;quot;TEC-9&amp;quot;, it can be fitted with a &amp;quot;Long Barrel&amp;quot; mod (which reattaches the regular-length DC9 barrel), a 32-round extended magazine, and the KG-9's stock.&lt;br /&gt;
[[File:PhantomForces KG99 modelmods.jpg|600px|thumb|none|The &amp;quot;KG-99&amp;quot; as it appears in-game with the standard-length barrel, 32-round extended magazine, and KG-9 stock. Aside from an all-black color scheme, the &amp;quot;KG-99&amp;quot; uses the same model as the &amp;quot;TEC-9&amp;quot;.]]&lt;br /&gt;
===Intratec TEC-9 Mini===&lt;br /&gt;
The semi-automatic &amp;quot;KG-99&amp;quot; resembles the [[Intratec TEC-9 Mini]] in its default configuration. In addition, the TEC-9 Mini's barrel can be fitted to the fully-automatic &amp;quot;TEC-9&amp;quot; via the &amp;quot;Short Barrel&amp;quot; attachment. &lt;br /&gt;
[[File:TEC-9Mini.jpg|350px|thumb|none|Intratec TEC-9 Mini - 9x19mm Parabellum ]]&lt;br /&gt;
[[File:PhantomForces TEC9 mini.jpg|600px|thumb|none|The &amp;quot;TEC-9&amp;quot; with the &amp;quot;Short Barrel&amp;quot; attachment, which resembles the TEC-9 Mini. ]]&lt;br /&gt;
[[File:PhantomForces KG99 model.jpg|600px|thumb|none|''A Swedish semi-automatic pistol with an incredibly generous rate of fire, large magazine, and good accuracy. Lacks stopping the stopping power especially at range when compared to other pistols. Sister to the TEC-9.'']]&lt;br /&gt;
[[File:PhantomForces KG99 hipfire.jpg|600px|thumb|none|Holding the TEC-9 Mini at the hip. ]]&lt;br /&gt;
[[File:PhantomForces KG99 leftside.jpg|600px|thumb|none|Inspecting the left side of the handgun. ]]&lt;br /&gt;
[[File:PhantomForces KG99 rightside.jpg|600px|thumb|none|The other side. ]]&lt;br /&gt;
[[File:PhantomForces KG99 ADS2.jpg|600px|thumb|none|The TEC-9 Mini in its natural habitat. ]]&lt;br /&gt;
[[File:PhantomForces KG99 reload1.jpg|600px|thumb|none|Removing an empty magazine from the TEC-9 Mini. ]]&lt;br /&gt;
[[File:PhantomForces KG99 reload2.jpg|600px|thumb|none|Inserting a new magazine. ]]&lt;br /&gt;
[[File:PhantomForces KG99 reload3.jpg|600px|thumb|none|Releasing the bolt. ]]&lt;br /&gt;
&lt;br /&gt;
==LAR Grizzly Mark V==&lt;br /&gt;
The [[LAR Grizzly Pistol|LAR Grizzly Mark V Pistol]] in .50 AE was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 144. Known as the &amp;quot;Grizzly&amp;quot;, this oversized 1911-pattern handcannon is similar to the Desert Eagle Mark XIX in both form and function, with the former possessing more reserve ammunition (28 vs. 21 rounds) and a higher firerate (350 RPM vs. 200 RPM) at the cost of worse mid-range damage. The Grizzly's three-hexagon &amp;quot;LAR&amp;quot; slide marking has been replaced by a three-tiled StyLiS Studios marking, presumably for copyright reasons. The LAR Grizzly Mark V's only unique modification is a so-called heavy barrel, which attaches the barrel of the Grizzly Mark I Long Slide to the weapon; this would not work in real life, as one could not simply fit the barrel and slide of the .45 Winchester Magnum Grizzly Mark I to the frame of a .50 Action Express Mark V without... serious repercussions.  &lt;br /&gt;
[[File:Grizzly_MkV.jpg|thumb|none|350px|LAR Grizzly Mark V - .50 AE]]&lt;br /&gt;
[[File:PhantomForces Grizzly model.jpg|600px|thumb|none|''A high-caliber pistol chambered in the .50 Action Express cartridge. While the recoil leaves something to be desired, the extremely powerful damage profile of the gun will have you saying 'haha, bear gun go boom.''']]&lt;br /&gt;
[[File:LARGrizzly Mk1ls.jpg|350px|thumb|none|LAR Grizzly Mark I Long Slide - .45 Win Mag]]&lt;br /&gt;
[[File:PhantomForces Grizzly modelmods.jpg|600px|thumb|none|The Grizzly Mark V with the Mark I's extended slide and barrel.]]&lt;br /&gt;
[[File:PhantomForces Grizzly hiphold.jpg|600px|thumb|none|Holding the Grizzly at the hip and looking out towards the horizon.]]&lt;br /&gt;
[[File:PhantomForces Grizzly leftside.jpg|600px|thumb|none|Inspecting the left side of the handgun.]]&lt;br /&gt;
[[File:PhantomForces Grizzly rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Grizzly ADS.jpg|600px|thumb|none|Aiming down the Grizzly's unique yellow luminous sights.]]&lt;br /&gt;
[[File:PhantomForces Grizzly ADS2.jpg|600px|thumb|none|The alternate ADS view.]]&lt;br /&gt;
[[File:PhantomForces Grizzly firing.jpg|600px|thumb|none|Firing the Grizzly. As with the game's other magnum handguns, the recoil is significant.]]&lt;br /&gt;
[[File:PhantomForces Grizzly reload1.jpg|600px|thumb|none|Removing an empty magazine.]]&lt;br /&gt;
[[File:PhantomForces Grizzly reload2.jpg|600px|thumb|none|Inserting a fresh 7-round magazine.]]&lt;br /&gt;
[[File:PhantomForces Grizzly reload3.jpg|600px|thumb|none|Pulling back (and releasing) the slide.]]&lt;br /&gt;
&lt;br /&gt;
==Laugo Alien==&lt;br /&gt;
The [[Laugo Alien]] was added in May 2022 as part of update 5.7.3 (May Update) and is unlocked at rank 179. As with most other weapons (except the Glock-series pistols, for some reason), the handgun's markings have been genericized, with &amp;quot;RIPLEY&amp;quot; supplanting the &amp;quot;ALIEN&amp;quot; writing on the left side of the slide. This, alongside the weapon's unlock rank, are a clear reference to 1979's ''[[Alien]]''. As with other competition or target-shooting weapons in ''Phantom Forces'', the Alien rewards well-aimed shots with a very high headshot multiplier, great ballistics, and strong close-range performance. It lags behind other sidearms, however, with its sharp damage drop-off and low minimum damage. It features a unique &amp;quot;Olympic Target Sight&amp;quot; low-magnification optic as a free modification. &lt;br /&gt;
[[File:Laugo_Alien_Pistol.jpg|thumb|none|350px|Laugo Alien - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Alien model.jpg|600px|thumb|none|''A unique and innovative Czech pistol. Unlike other pistols, the Alien is a competition pistol that has been designed to have reduced muzzle flip and does not follow typical pistol design with sights not reciprocating with the slide.'']]&lt;br /&gt;
[[File:PhantomForces Alien modelmods.jpg|600px|thumb|none|The Laugo Alien with the unique &amp;quot;Olympian Target Sight&amp;quot; mod.]]&lt;br /&gt;
[[File:PhantomForces Alien hiphold.jpg|600px|thumb|none|Holding the Laugo Alien.]]&lt;br /&gt;
[[File:PhantomForces Alien leftside.jpg|600px|thumb|none|The left side of the strange Czech handgun.]]&lt;br /&gt;
[[File:PhantomForces Alien rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Alien ADS.jpg|600px|thumb|none|Aiming down the Alien's sights.]]&lt;br /&gt;
[[File:PhantomForces Alien ADS2.jpg|600px|thumb|none|Not aiming down the sights.]]&lt;br /&gt;
[[File:PhantomForces Alien firing.jpg|600px|thumb|none|Firing the Alien. The reciprocating slide and stationary top strap can be seen.]]&lt;br /&gt;
[[File:PhantomForces Alien reload1.jpg|600px|thumb|none|Removing an empty 17-round magazine from the Alien.]]&lt;br /&gt;
[[File:PhantomForces Alien reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PhantomForces Alien reload3.jpg|600px|thumb|none|Releasing the slide.]]&lt;br /&gt;
[[File:PhantomForces Alien hipholdmods.jpg|600px|thumb|none|First-person view of the Laugo Alien with its bespoke &amp;quot;Olympic Target Sight&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces Alien ADSscope.jpg|600px|thumb|none|Looking through the sight.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PB==&lt;br /&gt;
The [[Makarov PB]] was added in July 2021 as part of update 5.6.0 (Independence Update 2021) and is unlocked at rank 91. The PB (or &amp;quot;Izhevsk PB&amp;quot;, as it is known in-game) is the first and, at the time of writing, only integrally-suppressed pistol in ''Phantom Forces''. The PB's safety is always in the &amp;quot;safe&amp;quot; position, which should prevent the weapon from firing; however, this is not the case. It feeds from an 8-round magazine, but 12-round extended and 84-round drum magazines (underloaded to 80 rounds) are also available. The PB is somewhat unique as it deals very high damage (to the point that it kills a full-health enemy with a single headshot) up to 20 studs (~18 feet) but has very sharp damage drop-off, with the pistol dealing only 40% of its base damage after 50 studs (~46 feet). This makes it a very effective backup weapon in close-quarters. &lt;br /&gt;
&lt;br /&gt;
Interestingly, the PB, although being integrally suppressed, has a higher muzzle velocity compared to its unsuppressed counterpart (1800 studs/s vs 1700 studs/s). This actually (sort of) makes sense, since in real life, some suppressors act like longer barrels if the bullet doesn’t come into contact with the suppressor, while suppressors that make contact with a bullet do reduce bullet speed.&lt;br /&gt;
[[Image:Pb-1.jpg|thumb|none|350px|Makarov PB with secondary suppressor - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces PB model.jpg|600px|thumb|none|''A small Soviet-era integrally suppressed variant of the Makarov PM made by the Izhevsk mechanical plant. Doesn't fire too fast, but can instantly kill with a headshot in short ranges.'']]&lt;br /&gt;
[[File:PhantomForces PB model12round.jpg|600px|thumb|none|The PB with a 12-round extended magazine. For performance reasons, the magazine is modeled as empty.]]&lt;br /&gt;
[[File:PhantomForces PB drum.jpg|600px|thumb|none|The PB with an 84-round drum magazine, which only holds 80 rounds in-game.]]&lt;br /&gt;
[[File:PhantomForces PB hiphold.jpg|600px|thumb|none|Irresponsibly standing on top of a shipping crate, the player holds the PB.]]&lt;br /&gt;
[[File:PhantomForces PB leftside.jpg|600px|thumb|none|The left side of the PB, which shows that the safety is engaged. When disengaged, the oval-shaped selector pivots down and to the left.]]&lt;br /&gt;
[[File:PhantomForces PB rightside.jpg|600px|thumb|none|The other side.]]&lt;br /&gt;
[[File:PhantomForces PB ADS.jpg|600px|thumb|none|Aiming down the PB's iron sights, which feature a luminous front post for dark environments.]]&lt;br /&gt;
[[File:PhantomForces PB ADS2.jpg|600px|thumb|none|The PB's alternate aim mode, which is markedly different from the sideways one-handed gangster approach seen on most other pistols. This change in aiming style is most likely to prevent the PB's very long suppressor from obscuring much of the screen.]]&lt;br /&gt;
[[File:PhantomForces PB firing.jpg|600px|thumb|none|Firing the whisper-quiet pistol.]]&lt;br /&gt;
[[File:PhantomForces PB reload1.jpg|600px|thumb|none|Tossing away an empty 8-round magazine after removing it from the pistol. The PB's low magazine size is compensated for with a very fast reload.]]&lt;br /&gt;
[[File:PhantomForces PB reload2.jpg|600px|thumb|none|Inserting a fresh (seemingly empty) magazine.]]&lt;br /&gt;
[[File:PhantomForces PB reload3.jpg|600px|thumb|none|Pressing the slide release to cap off the reloading process.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] was added in July 2021 as part of update 5.6.0 (Independence Update 2021) and is unlocked at rank 92. The in-game weapon has a slightly longer barrel than standard military-issue Makarov pistols, a feature seen on Canadian import models of the PM and PMM. Like the its suppressed brother, the PM feeds from an 8-round magazine and can use either aftermarket 12-round extended or 84-round (underfilled to 80 rounds in-game) drum magazines. The PM also features an obnoxiously long &amp;quot;Extended Barrel&amp;quot; modification, which roughly doubles the pistol's barrel length. In-game, the Makarov is a very agile pistol with an emphasis on CQC, featuring very little recoil, a fast aim-down-sights time, and a quick reload. Its largest weakness is its low magazine size, however, and it deals subpar damage at range. &lt;br /&gt;
[[File:Baikal-442.jpg|thumb|none|350px|Baikal-442 (Canadian import version) - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces PM model.jpg|600px|thumb|none|''A small Soviet-era pistol with an iconic design that still sees service even in the modern age. Two alternate aim modes. Both allow you to fire faster than regular but at the cost of accuracy.'']]&lt;br /&gt;
[[File:PhantomForces PM model12round.jpg|600px|thumb|none|The Makarov PM with an aftermarket 12-round magazine and extremely long barrel.]]&lt;br /&gt;
[[File:Makarovdrum.jpg|350px|thumb|none|Makarov PM with 84-round drum magazine - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces PM modeldrum.jpg|600px|thumb|none|The Makarov PM with the 84-round drum magazine. It only holds 80 rounds in-game, however.]]&lt;br /&gt;
[[File:PhantomForces PM hiphold.jpg|600px|thumb|none|First-person view of the PM at the player's hip.]]&lt;br /&gt;
[[File:PhantomForces PM leftside.jpg|600px|thumb|none|Taking a look at the left side of the ubiquitous Soviet handgun. As with the PB, the PM's safety is always (erroneously) in the &amp;quot;safe&amp;quot; position.]]&lt;br /&gt;
[[File:PhantomForces PM rightside.jpg|600px|thumb|none|The other side.]]&lt;br /&gt;
[[File:PhantomForces PM ADS.jpg|600px|thumb|none|Aiming down the PM's iron sights.]]&lt;br /&gt;
[[File:PhantomForces PM ADS2.jpg|600px|thumb|none|Aiming the pistol sideways, the player channels their inner Russian gangster.]]&lt;br /&gt;
[[File:PhantomForces PM firing.jpg|600px|thumb|none|Firing the Makarov.]]&lt;br /&gt;
[[File:PhantomForces PM reload1.jpg|600px|thumb|none|Inserting a fresh Makarov magazine after tossing away the old one.]]&lt;br /&gt;
[[File:PhantomForces PM reload2.jpg|600px|thumb|none|Releasing the slide.]]&lt;br /&gt;
&lt;br /&gt;
==MBA Gyrojet Pistol Mark I==&lt;br /&gt;
The [[MBA Gyrojet]] Mark I rocket pistol was added in July 2023 as part of update 8.0.4 (Independence Day update) and is unlocked at rank 122. Although its projectiles do not gain speed as they fly, puttering along at a constant, apathetic 1000 studs/sec (919 ft/sec), they do gain damage, dealing only 30 damage at 10 studs (9 ft) before eventually reaching a respectable 48 damage at 175 studs (161 ft). The Gyrojet pistol has a high base torso and headshot multiplier as well, scoring a one-shot headshot at any range and a one-shot bodyshot towards the end of its damage curve. It can be frustrating to use the Gyrojet in its intended long-range role, however, as the rockets deviate slightly from where the player is aiming. The Gyrojet Mark I features a number of unique modifications, which is somewhat unsurprising considering the weapon's unique nature. These include both a snubnose and extended barrel as well as a fictional full-auto modification.&lt;br /&gt;
[[File:Gyrojetpistol.jpg|thumb|none|350px|Gyrojet Pistol Mark 1 Model B - 13mm]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol model.jpg|600px|thumb|none|''A failed 'pistol' from the 1960s produced by MBA. Due to how the rockets in this weapon function, the damage model is reversed, doing more damage across longer ranges. The system, quite literally, failed for being light years ahead of its time.'']]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol modellong.jpg|600px|thumb|none|The Gyrojet Mark I with the &amp;quot;long barrel&amp;quot; modification installed, which improves accuracy and ranged performance.]]&lt;br /&gt;
[[File:Gyrojet Snub Nosed.jpg|350px|thumb|none|Gyrojet Pistol Mark 1 Model B snub nosed variant - 13mm]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol modelshort.jpg|600px|thumb|none|The Gyrojet Mark I with the &amp;quot;short barrel&amp;quot; modification.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol hiphold.jpg|600px|thumb|none|Holding the curious rocket-firing pistol at the hip.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol leftside.jpg|600px|thumb|none|The left side of the Gyrojet pistol.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol ADS.jpg|600px|thumb|none|Aiming down the pistol's rather barebones iron sights.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol ADS2.jpg|600px|thumb|none|The Gyrojet's alternate aim mode is more or less a zoomed-in hipfire view, providing an accuracy boost while limiting speed and removing the player's crosshair.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol firing.jpg|600px|thumb|none|Firing the pistol.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol reload1.jpg|600px|thumb|none|Reloading the Gyrojet begins by pulling the top of the weapon.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol reload2.jpg|600px|thumb|none|Inserting new rockets into the gun, one at a time.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol reload3.jpg|600px|thumb|none|Pushing the weapon's slide closed completes the reloading process.]]&lt;br /&gt;
&lt;br /&gt;
===MBA Gyrojet Pistol Mark II===&lt;br /&gt;
Equipping the Gyrojet Mark I pistol with the &amp;quot;12mm Rockets&amp;quot; attachment transforms it into the Gyrojet Mark II, whose smaller-diameter rockets (as the Mark I's rockets are approximately 13mm, or .51 caliber) were designed to skirt American laws regarding handguns larger than .50 caliber. They are more accurate and fly faster than the Mark I's 13mm rockets, but deal less damage. &lt;br /&gt;
[[File:MBAGyrojetMarkII.jpg|350px|thumb|none|Gyrojet Pistol Mark II - 12mm]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol markII.jpg|600px|thumb|none|The MBA Gyrojet Pistol Mark II as it appears in-game (and converted to fire in full-auto).]]&lt;br /&gt;
&lt;br /&gt;
==RARAN 1130==&lt;br /&gt;
The one-off [[RARAN 1130]] was added in July 2021 as part of update 5.6.0 (Independence Update 2021) and is unlocked at rank 126. The curious machine pistol, which the loadout menu classifies as a PDW, is designated in-game as the &amp;quot;RAMA 1130&amp;quot;, a misnomer derived from a mistranslation of the Russian academy where the weapon was designed. The RARAN 1130 feeds from 84-round drum magazines (underloaded to 80 rounds in-game) and incorrectly has a slightly longer barrel than the real weapon, a feature seen on Canadian import Makarov PMs. Despite the fact that it fires 9x18mm Makarov at 950 RPM from a rather short barrel, the RARAN has low recoil and decent damage range but low overall damage per shot. Unique modifications for the RARAN include an impossibly long barrel (a modification it shares with the Makarov PM) and a .380 ACP conversion, which increases the pistol's damage but reduces the magazine capacity to a paltry 12 rounds. &lt;br /&gt;
[[File:Makarov1130.jpg|thumb|none|350px|RARAN 1130 - 9x18mm Makarov]]&lt;br /&gt;
[[File:Makarovdrum.jpg|thumb|none|350px|Makarov PM with 84 round drum magazine - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces RARAN model.jpg|600px|thumb|none|''A modified version of the Makarov to serve as a prototype machine pistol. Fires at a blisteringly high RPM, but has very low damage. The recoil is low but slowly climbs the longer you fire the weapon.'']]&lt;br /&gt;
[[File:PhantomForces RARAN modelmods.jpg|600px|thumb|none|The RARAN 1130 with a ''very'' long extended barrel and converted to fire .380 ACP. ]]&lt;br /&gt;
[[File:PhantomForces RARAN hiphold.jpg|600px|thumb|none|Holding the RARAN 1130 on Ravod 911. ]]&lt;br /&gt;
[[File:PhantomForces RARAN leftside.jpg|600px|thumb|none|Inspecting the left side of the brick-shaped Makarov. ]]&lt;br /&gt;
[[File:PhantomForces RARAN rightside.jpg|600px|thumb|none|The right side of the weapon. Some of the machine pistol's parts, such as the recoil spring, bolt, and the upper part of the weapon's frame, can be seen through its obnoxiously large ejection port.]]&lt;br /&gt;
[[File:PhantomForces RARAN ADS.jpg|600px|thumb|none|Aiming down the RARAN's iron sights, which are simple yet functional. ]]&lt;br /&gt;
[[File:PhantomForces RARAN ADS2.jpg|600px|thumb|none|One-handing the one-off prototype.]]&lt;br /&gt;
[[File:PhantomForces RARAN firing.jpg|600px|thumb|none|Firing a spray of 9x18mm Makarov. ]]&lt;br /&gt;
[[File:PhantomForces RARAN reload1.jpg|600px|thumb|none|Removing an empty drum magazine. ]]&lt;br /&gt;
[[File:PhantomForces RARAN reload2.jpg|600px|thumb|none|Inserting a fresh drum. ]]&lt;br /&gt;
[[File:PhantomForces RARAN reload3.jpg|600px|thumb|none|Pressing an imaginary slide release, an unfortunate side effect of the RARAN 1130 reusing animations from the standard PM. ]]&lt;br /&gt;
&lt;br /&gt;
==Serbu GB-22==&lt;br /&gt;
The [[Serbu GB-22]] was added in January 2021 as part of update 5.5.0 (New Years Update 2021) and is unlocked at rank 99. The GB-22 depicted in-game is slightly larger than the real weapon, fires from an open bolt and, true to its nature as a homemade weapon, features a crude wire-wrapped grip and custom extended barrel. The GB-22, although nowhere near as infamous as the game's ''other'' .22-caliber pistol, is mostly a joke weapon, as it deals very low damage and has nigh-unusable iron sights. Despite this, it instantly kills to the head at any range and possesses above average ballistics, making the single-shot pistol an extremely risky yet powerful weapon.  &lt;br /&gt;
&lt;br /&gt;
The GB-22's unique modifications include a &amp;quot;Cut-down Barrel&amp;quot; and lengthened &amp;quot;Sporting Barrel&amp;quot; as well as three ammunition conversions. The first, 10mm Auto, substantially increases the pistol's muzzle velocity and torso damage while lowering the rate of fire, while the second, .50 AE, puts the &amp;quot;blaster&amp;quot; in &amp;quot;ghetto blaster&amp;quot; by turning the GB-22 into a potent single-shot handcannon. The final conversion is 12 gauge &amp;quot;minishells&amp;quot;, which turns the pistol into a powerful breech-loading shotgun capable of launching 9 pellets of buckshot per trigger pull. None of these conversions, however, change the physical model of the cartridge loaded into the weapon. &lt;br /&gt;
[[File:Serbugb22.jpg|thumb|none|350px|Serbu GB-22 with red dot sight and grips - .22 LR]]&lt;br /&gt;
[[File:PhantomForces GB-22 model.jpg|600px|thumb|none|''A homemade pistol whose original design derives from Serbu. This version is larger than the original, and can accept multiple different calibers. Always kills to the head.'']]&lt;br /&gt;
[[File:PhantomForces GB-22 modelcutdown.jpg|600px|thumb|none|The GB-22 with a shortened barrel, which is the pistol's most common real-life configuration.]]&lt;br /&gt;
[[File:PhantomForces GB-22 modellongbarrel.jpg|600px|thumb|none|The GB-22 with the extremely long &amp;quot;Sporting Barrel&amp;quot;. Needless to say, a homemade gun is the exact opposite of a sporting weapon.]]&lt;br /&gt;
[[File:PhantomForces GB-22 hiphold.jpg|600px|thumb|none|Holding the handmade gun at the hip.]]&lt;br /&gt;
[[File:PhantomForces GB-22 leftside.jpg|600px|thumb|none|Inspecting the left side of the GB-22.]]&lt;br /&gt;
[[File:PhantomForces GB-22 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces GB-22 ADS.jpg|600px|thumb|none|Aiming the GB-22. Although pretty much every iron sight in ''Phantom Forces'' has a default magnification, these, owing to their crude nature, do not. This further complicates using the weapon at range, although it does increase the player's field of view.]]&lt;br /&gt;
[[File:PhantomForces GB-22 ADS2.jpg|600px|thumb|none|The GB-22's alternate aim mode, which, unlike most other pistols, involves the player keeping both hands firmly on the gun.]]&lt;br /&gt;
[[File:PhantomForces GB-22 firing.jpg|600px|thumb|none|Firing the GB-22.]]&lt;br /&gt;
[[File:PhantomForces GB-22 reload1.jpg|600px|thumb|none|Reloading the pistol starts with removing the empty casing, which gladly leaps free from the gun when the player pulls back on the slide. In real life, much like revolvers, the casing can expand in the chamber and become stuck. Unlike a revolver, however, the GB-22 lacks a manual ejector, requiring the user to pry the shell casing free with their fingernails (or other instrument).]]&lt;br /&gt;
[[File:PhantomForces GB-22 reload2.jpg|600px|thumb|none|Inserting a fresh round into the pistol. Despite the GB-22's cumbersome reloading procedure, the player is able to keep the gun running at an impressive 50 RPM.]]&lt;br /&gt;
[[File:PhantomForces GB-10.jpg|600px|thumb|none|The GB-22 with the 10mm Auto conversion, which the game takes to calling the &amp;quot;GB-10&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces GB-50.jpg|600px|thumb|none|The GB-22 converted to fire .50 Action Express. For obvious reasons, the game designates it as the fictional &amp;quot;GB-50&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces GB-12 .jpg|600px|thumb|none|The GB-22 is also somehow capable of firing 12 gauge shotgun shells. The &amp;quot;GB-12&amp;quot; is as powerful as it is unrealistic.]]&lt;br /&gt;
[[File:PhantomForces GB-12.jpg|600px|thumb|none|Firing the &amp;quot;GB-12&amp;quot;, which is the only ammo conversion to change the color or behavior of the bullets and their tracers.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer M17 MHS==&lt;br /&gt;
A [[SIG-Sauer M17 MHS]] (or just &amp;quot;M17&amp;quot;) was added in July 2023 as part of update 8.0.4 (Independence Day update) and is unlocked at rank 13. As with other military-issue pistols, the M17 is an all-rounder.  It has good accuracy, low recoil, and moderate damage, allowing it to function well in close-quarters or at range. It has a 17-round magazine by default, but an extended 21-round magazine is available as a unique attachment.  &lt;br /&gt;
[[File:P320-M17.jpg|350px|thumb|none|SIG-Sauer P320-M17 with 21-round magazine - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces M17 model.jpg|600px|thumb|none|''A modern Swiss-American Handgun. A service pistol fit for the modern age of American foreign interests. Built with focus on ergonomics and modularity, this variant of the P320 sports lightweight construction, stable recoil and a generous magazine capacity. [[Call of Duty: Modern Warfare (2019)|We get dirty, and the world stays clean. That's the mission.]]'']]&lt;br /&gt;
[[File:PhantomForces M17 modelmods.jpg|600px|thumb|none|The M17 with the 21-round extended magazine equipped.]]&lt;br /&gt;
[[File:PhantomForces M17 hiphold.jpg|600px|thumb|none|Holding the M17 at the hip.]]&lt;br /&gt;
[[File:PhantomForces M17 leftside.jpg|600px|thumb|none|Inspecting the M17, beginning with the left side...]]&lt;br /&gt;
[[File:PhantomForces M17 rightside.jpg|600px|thumb|none|...and continuing with the top...]]&lt;br /&gt;
[[File:PhantomForces M17 brasscheck.jpg|600px|thumb|none|...and finishing with a brass check. Same standard set of animations as many other pistols, nothing to write home about.]]&lt;br /&gt;
[[File:PhantomForces M17 ADS1.jpg|600px|thumb|none|Looking down the M17's iron sights, which are very reminiscent of the M9's.]]&lt;br /&gt;
[[File:PhantomForces M17 ADS2.jpg|600px|thumb|none|And you'd ''bet'' we have to one-hand it!]]&lt;br /&gt;
[[File:PhantomForces M17 reload.jpg|600px|thumb|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1911-A2 SASS==&lt;br /&gt;
The [[Springfield Armory M1911-A2 SASS]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 132. Classified as an &amp;quot;Other&amp;quot; secondary weapon and known as the &amp;quot;SASS 308&amp;quot; in-game, it is chambered in .308 Winchester and is fitted with a 14.9&amp;quot; barrel by default. Unique modifications for the single-shot pistol include a .358 Winchester conversion and a shortened 10.75&amp;quot; barrel. The M1911-A2 SASS is a powerful &amp;quot;pocket sniper&amp;quot;, with great ballistics and high damage. Of course, this comes at the cost of frequent, lengthy reloads. &lt;br /&gt;
[[File:Springfieldsass.jpg|thumb|none|350px|Springfield Armory M1911-A2 SASS - .308 Winchester]]&lt;br /&gt;
[[File:PhantomForces SASS model.jpg|600px|thumb|none|''A single-shot pistol based on the M1911 developed in the 1980s. Chambered in the .308 Winchester cartridge, among many other offerings.'']]&lt;br /&gt;
[[File:LEON-M1911A1SCREENUSED.jpg|thumb|none|350px|Screen-used Springfield Armory M1911-A2 SASS as seen in the film ''[[Léon: The Professional]]'']]&lt;br /&gt;
[[File:PhantomForces SASS modelmods.jpg|600px|thumb|none|The M1911-A2 SASS with the 10.75&amp;quot; &amp;quot;Light Barrel&amp;quot; mod equipped. ]]&lt;br /&gt;
[[File:PhantomForces SASS hiphold.jpg|600px|thumb|none|Holding the Springfield Armory Single-Shot at the hip atop an abandoned industrial building. ]]&lt;br /&gt;
[[File:PhantomForces SASS leftside.jpg|600px|thumb|none|Inspecting the weapon. The left side of the frame is adorned with a white StyLiS Studios logo. ]]&lt;br /&gt;
[[File:PhantomForces SASS rightside.jpg|600px|thumb|none|The right side. The weapon bears a prominent &amp;quot;Stylis Armory USA&amp;quot; marking. ]]&lt;br /&gt;
[[File:PhantomForces SASS ADS.jpg|600px|thumb|none|Aiming down the single-shot handgun's target sights. ]]&lt;br /&gt;
[[File:PhantomForces SASS ADS2.jpg|600px|thumb|none|Foregoing the SASS' accurate irons in favor of a more relaxed &amp;quot;point towards enemy&amp;quot; approach. What could go wrong? ]]&lt;br /&gt;
[[File:PhantomForces SASS reload1.jpg|600px|thumb|none|Ejecting an empty casing from the handgun after firing a shot. The player seems to break the weapon open using pure force of will alone, as the lever to open the barrel (seen protruding from the magazine well) remains untouched during the animation.]]&lt;br /&gt;
[[File:PhantomForces SASS reload2.jpg|600px|thumb|none|Inserting a fresh round of .308 Winchester. ]]&lt;br /&gt;
[[File:PhantomForces SASS reload3.jpg|600px|thumb|none|Snapping the gun closed. ]]&lt;br /&gt;
&lt;br /&gt;
==STI DVC Tactical 2011==&lt;br /&gt;
The [[STI 1911 Series|STI DVC Tactical 2011]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) is unlocked at rank 150. It is known as the &amp;quot;M2011&amp;quot; in-game and features a garish color scheme and many custom parts, including what appears to be a titanium nitride-coated barrel and a blue-finished slide-mounted charging handle handle. Firing 9x19mm, the 2011 is a versatile handgun that can perform well at both long range, thanks to its above-average headshot multiplier, and when up close, due to its spam-friendly 20-round magazine. However, it deals below average damage to the torso and limbs and has somewhat rapid damage falloff, which both can limit its effectiveness when poorly-aimed. The DVC Tactical 2011 can be modified to add an extended barrel and a Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock, which can also be fitted to the AF2011-A1.  &lt;br /&gt;
[[File:DVC-Tactical-2.jpg|thumb|none|350px|STI DVC Tactical 2011 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M2011 model.jpg|600px|thumb|none|''A colourful race gun chambered in 9x19mm with a large double-stack magazine. While the damage up front is poor compared to other pistols, it packs a very high headshot multiplier and the accuracy to make use of it.'']]&lt;br /&gt;
[[File:1911 MultiShotKit.jpg|350px|thumb|none|M1911A1 with Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M2011 modelmods.jpg|600px|thumb|none|The STI DVC Tactical 2011 with an extended barrel and Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock.]]&lt;br /&gt;
[[File:PhantomForces M2011 hiphold.jpg|600px|thumb|none|Holding the colorful 1911-derived pistol at the hip.]]&lt;br /&gt;
[[File:PhantomForces M2011 rightside.jpg|600px|thumb|none|Inspecting the handgun, starting with the right side.]]&lt;br /&gt;
[[File:PhantomForces M2011 leftside.jpg|600px|thumb|none|Taking a look at the left side (and the magazine).]]&lt;br /&gt;
[[File:PhantomForces M2011 brasscheck.jpg|600px|thumb|none|Performing a brass check on the 2011 while making use of the aftermarket slide handle.]]&lt;br /&gt;
[[File:PhantomForces M2011 ADS.jpg|600px|thumb|none|Aiming down the 2011's brightly-colored iron sights.]]&lt;br /&gt;
[[File:PhantomForces M2011 ADS2.jpg|600px|thumb|none|Roleplaying (poorly) as an Olympic target shooter.]]&lt;br /&gt;
[[File:PhantomForces M2011 firing.jpg|600px|thumb|none|Firing the 2011. The change in time of day is a total coincidence and not at all the product of forgetting to snap a screenshot of the pistol firing, nope.]]&lt;br /&gt;
[[File:PhantomForces M2011 reload1.jpg|600px|thumb|none|The first step in reloading the pistol is the removal of the empty magazine, which the player does with a hearty flick of the wrist.]]&lt;br /&gt;
[[File:PhantomForces M2011 reload2.jpg|600px|thumb|none|Inserting a fresh magazine is the next step, surprisingly.]]&lt;br /&gt;
[[File:PhantomForces M2011 reload3.jpg|600px|thumb|none|''Hey, if I paid for the handle, I'm using the handle! No exceptions.'']]&lt;br /&gt;
&lt;br /&gt;
==USFA ZiP .22==&lt;br /&gt;
The [[USFA ZiP .22]] was added in October 2017 as part of update 3.1.0 (Halloween 2017 Update) and is unlocked at rank 61. Designated as the &amp;quot;ZIP 22&amp;quot;, it is a joke weapon, dealing extremely poor damage and feeding from a tiny 10-round Ruger 10/22 box magazine. The BattleZiP Survival SBR stock is automatically fitted to the pistol whenever an optic is attached, but it provides no stability benefits (as it exists only to provide a believable mounting point for attachments). In addition, the ZiP .22 can use 50-round ProMag Ruger 10/22 drum magazines (referred to as &amp;quot;Pro Mags&amp;quot; in-game), which provide a welcome increase in magazine size, and &amp;quot;.22 Ratshot&amp;quot; ammunition, which transforms the pistol into a compact &amp;quot;shotgun&amp;quot; of questionable utility. &lt;br /&gt;
[[File:USFA Zip Gun No Magazine.jpg|thumb|350px|none|USFA ZiP .22 with magazine removed - .22 LR]]&lt;br /&gt;
[[File:PhantomForces ZiP22 modelview.jpg|600px|thumb|none|''A modern American 'pistol' with questionable quality. Abysmal damage, but with deep reserves and a high headshot multiplier. A weapon so bad it killed a million dollar company.'']]&lt;br /&gt;
[[File:USFA ZiP22 Stock.jpg|350px|thumb|none|USFA ZiP .22 with BattleZiP Survival SBR stock - .22 LR]]&lt;br /&gt;
[[File:PhantomForces ZiP22 stock.jpg|600px|thumb|none|The ZiP .22 with the BattleZiP Survival SBR stock, seen here with the generic &amp;quot;Full Ring Sight&amp;quot; iron sights equipped.]]&lt;br /&gt;
[[File:PhantomForces ZiP22 drummag.jpg|600px|thumb|none|The ZiP .22 with the 50-round ProMag Ruger 10/22 drum magazine equipped. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 hiphold.jpg|600px|thumb|none|Holding the ZiP .22 at the hip. The weapon's infamously poor ergonomics pose little issue when your hands are cuboids, apparently. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 leftside.jpg|600px|thumb|none|Inspecting the left side of the boxy pistol. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 rightside.jpg|600px|thumb|none|The right side, which gives a good view of the weapon's ejection port. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 ADS.jpg|600px|thumb|none|Aiming down the ZiP .22's iron sights. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 ADS2.jpg|600px|thumb|none|One-handing the pistol. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 firing .jpg|600px|thumb|none|Firing the ZiP .22. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 reload1.jpg|600px|thumb|none|Removing an (untextured) empty magazine from the ZiP .22. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 reload2.jpg|600px|thumb|none|Inserting a new 10-round box. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 reload3.jpg|600px|thumb|none|Charging the weapon. This is done, as in real life, by sticking one's fingers in front of the barrel of the loaded firearm to pull a plunger. Safety! ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 ratshot.jpg|600px|thumb|none|Firing the ZiP .22 with the &amp;quot;Ratshot&amp;quot; mod equipped. Note the black tracers. ]]&lt;br /&gt;
&lt;br /&gt;
==Walther GSP Expert==&lt;br /&gt;
The [[Walther GSP Expert]] was added in June 2021 as part of update 5.6.3 (Pacific Cold Front Update Part 1) and is unlocked at rank 131. Despite being chambered in .22 LR, it incorrectly has the larger charging handle of the .32 S&amp;amp;W Long version of the GSP (also sometimes known as the GSP-C, for 'centerfire'). The GSP performs similarly to a magazine-fed version of the Serbu GB-22, providing a one-shot kill on headshot at the cost of very poor bodyshot damage. The GSP's 5-round magazine offers much more flexibility against multiple targets (or when one misses a shot or two) than the GB-22, but the GSP can only score a 1SK to the head up to 65 studs (60 feet) while the GB-22 can do it at any range. A number of unique modifications are available for the GSP Expert, including a barrel weight, which decreases felt recoil at the expense of walkspeed, a .32 Smith &amp;amp; Wesson Long conversion, and a .22 Ratshot conversion. &lt;br /&gt;
[[File:Walther_gsp_expert.jpg|thumb|none|350px|Walther GSP Expert - .22 LR. This image appears to be the reference photo for the in-game model.]]&lt;br /&gt;
[[File:PhantomForces GSP model.jpg|600px|thumb|none|''A single-action, precision targetshooting pistol made in Germany. It was introduced on the world market in 1968 and was chambered for .22 Long Rifle.'']]&lt;br /&gt;
[[File:PhantomForces GSP barrelweightmod.jpg|600px|thumb|none|The Walther GSP Expert with the &amp;quot;Barrel Weight&amp;quot; mod equipped. ]]&lt;br /&gt;
[[File:PhantomForces GSPC.jpg|600px|thumb|none|The GSP converted to fire .32 S&amp;amp;W Long, complete with a 10-round magazine. ]]&lt;br /&gt;
[[File:PhantomForces GSP hiphold.jpg|600px|thumb|none|The player holds the Walther GSP at the hip. ]]&lt;br /&gt;
[[File:PhantomForces GSP leftside.jpg|600px|thumb|none|The left side of the target pistol. ]]&lt;br /&gt;
[[File:PhantomForces GSP rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:PhantomForces GSP ADS.jpg|600px|thumb|none|Aiming down the GSP's iron sights. ]]&lt;br /&gt;
[[File:PhantomForces GSP ADS2.jpg|600px|thumb|none|The GSP's alternate aim mode, which is (refreshingly) ''not'' a gangsta-hold! ]]&lt;br /&gt;
[[File:PhantomForces GSP reload1.jpg|600px|thumb|none|Swapping magazines. Unlike almost every other weapon in the game, the GSP's empty magazine is retained by the player. ]]&lt;br /&gt;
[[File:PhantomForces GSP reload2.jpg|600px|thumb|none|Chambering a round. Note the ejected cartridge case, as the GSP (for whatever reason) does not appear to automatically eject the final bullet in the magazine. ]]&lt;br /&gt;
[[File:PhantomForces GSP ratshot1.jpg|600px|thumb|none|Firing a round from the GSP with the &amp;quot;GSP Ratshot&amp;quot; mod equipped. ]]&lt;br /&gt;
[[File:PhantomForces GSP ratshot2.jpg|600px|thumb|none|Ratshot's low chamber pressure turns the GSP into the world's most unwieldy bolt-action shotgun. Hooray? ]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
Revolvers make up their own category of secondary weapons in ''Phantom Forces'' and are available to all classes. Most revolvers have access to a &amp;quot;speedloader&amp;quot; modification, which speeds up reload times when reloading from an empty cylinder at the cost of slowing down partial reloads. &lt;br /&gt;
&lt;br /&gt;
==Mateba Model 6 Unica==&lt;br /&gt;
The [[Mateba Model 6 Unica]] was added in September 2018 (update 3.13.0) and is unlocked at rank 29. Appearing as the &amp;quot;Mateba 6&amp;quot;, it is chambered in .44 Magnum and equipped with a 5&amp;quot; barrel. The Model 6 Unica has the joint highest firerate (600 RPM) but shortest effective range in-class, which allows for very quick follow-up shots, especially in close-quarters. Unique modifications for this revolver include a 3&amp;quot; &amp;quot;snubnose&amp;quot; barrel, an 8&amp;quot; &amp;quot;cowboy&amp;quot; barrel, and .44 Special ammunition. &lt;br /&gt;
&lt;br /&gt;
[[File:matebamodel6_5inch.jpg|thumb|none|350px|Mateba Model 6 Unica, 5&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:Mateba PhantomForces loadout.jpg|601px|thumb|none|''An Italian semi-automatic revolver. High close-in damage with better ranged performance, fast drop-off, fast rate of fire and unusual recoil.&lt;br /&gt;
'']]&lt;br /&gt;
[[File:PhantomForces Mateba 3in.jpg|601px|thumb|none|The Model 6 Unica with the &amp;quot;Snubnose&amp;quot; attachment equipped, which gives the revolver a puny 3&amp;quot; barrel. More agile, but less effective at range. ]]&lt;br /&gt;
[[File:PhantomForces Mateba 8in.jpg|600px|thumb|none|The Model 6 Unica with the 8&amp;quot; &amp;quot;Cowboy Barrel&amp;quot; modification attached. More damage at range, worse handling. ]]&lt;br /&gt;
[[File:Mateba PhantomForces hip.jpg|601px|thumb|none|Holding the &amp;quot;Mateba 6&amp;quot; on the vertigo-inducing Elevation map.]] &lt;br /&gt;
[[File:Mateba PhantomForces inspect1.jpg|601px|thumb|none|Inspecting the left side of the Italian semi-automatic revolver.]]&lt;br /&gt;
[[File:Mateba PhantomForces inspect2.jpg|601px|thumb|none|No, that wasn't a typo. The Model 6 Unica's upper frame actually recoils slightly after firing, cocking the hammer and indexing the cylinder. The result? Semi-automatic fire! ]]&lt;br /&gt;
[[File:Mateba PhantomForces ADS.jpg|601px|thumb|none|Aiming down the Unica's simple glow sights. ]]&lt;br /&gt;
[[File:PhantomForces Mateba firing.jpg|600px|thumb|none|Firing the revolver. Note that the muzzle flash appears near the bottom of the weapon's frame, which is actually not an error; to reduce muzzle climb, the Mateba Model 6 fires from the bottom chamber in the cylinder as opposed to the top cylinder like most other revolvers. ]]&lt;br /&gt;
[[File:Mateba PhantomForces reload1.jpg|601px|thumb|none|Grabbing the cylinder of the revolver to swing it out for reloading.]]&lt;br /&gt;
[[File:Mateba PhantomForces reload2.jpg|601px|thumb|none|Smacking the Model 6's ejector.]]&lt;br /&gt;
[[File:PhantomForces Mateba reload3.jpg|600px|thumb|none|Inserting an invisible speedloader worth of .44 Magnum. ]]&lt;br /&gt;
[[File:PhantomForces Mateba reload3alt.jpg|600px|thumb|none|Equipping the &amp;quot;Speedloader&amp;quot; attachment causes the player to actually use a speedloader when reloading the Mateba, although the animation is otherwise unchanged. ]]&lt;br /&gt;
[[File:PhantomForces Mateba reload4.jpg|600px|thumb|none|Closing the cylinder with a snap of the wrist. Considering the rarity (and price) of Mateba revolvers, this is a dubious decision at best. ]]&lt;br /&gt;
&lt;br /&gt;
==MP-412 REX==&lt;br /&gt;
The [[MP-412 REX]] was added during the game's Alpha and is unlocked at rank 4. The REX features a 6&amp;quot; barrel in its default configuration, which is most likely a reference to the revolver's depiction in ''[[Battlefield: Bad Company 2]]'', and it incorrectly has the ability to mount a flash hider attachment, which not work in real life due to the cylinder gap. The MP-412 REX performs similarly to the Unica, serving as a &amp;quot;jack-of-all-trades&amp;quot; revolver with a high firerate and low minimum range. The REX has a few unique modifications, including &amp;quot;Snubnose&amp;quot; and &amp;quot;Cowboy&amp;quot; barrels and .38 Special ammunition. &lt;br /&gt;
[[Image:Mp-412-1.jpg|thumb|none|350px|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[File:PhantomForces REX model.jpg|600px|thumb|none|''A break-open revolver prototype from Russia intended for export. High close-in damage and headshot multiplier with low ranged damage and a fast rate of fire.'']]&lt;br /&gt;
[[File:PhantomForces REX modelshort.jpg|600px|thumb|none|The REX with the 4&amp;quot; &amp;quot;Snubnose&amp;quot; barrel attachment, which emulates the revolver's real-life appearance. ]]&lt;br /&gt;
[[File:PhantomForces REX modellong.jpg|600px|thumb|none|The MP-412's long barrel made ''even longer'' with the 8&amp;quot; &amp;quot;Cowboy Barrel&amp;quot; attachment. ]]&lt;br /&gt;
[[File:PhantomForces REX hiphold.jpg|600px|thumb|none|Brandishing the REX while looking out towards the horizon. ]]&lt;br /&gt;
[[File:PhantomForces REX leftside.jpg|600px|thumb|none|The left side of the Russian revolver. ]]&lt;br /&gt;
[[File:PhantomForces REX rightside.jpg|600px|thumb|none|The right side. The weapon's long barrel is made very apparent. ]]&lt;br /&gt;
[[File:PhantomForces REX ADS.jpg|600px|thumb|none|Aiming down the REX's iron sights, which have been made luminous with the addition of some red paint. ]]&lt;br /&gt;
[[File:PhantomForces REX firing.jpg|600px|thumb|none|Firing the revolver. Although it has high recoil, its recovery is actually pretty good (as long as you don't fire it too fast). ]]&lt;br /&gt;
[[File:PhantomForces REX reload1.jpg|600px|thumb|none|Breaking open the REX for reloading. All 6 rounds always appear unfired, and the automatic ejector does not appear to move when the gun is opened. ]]&lt;br /&gt;
[[File:PhantomForces REX reload2.jpg|600px|thumb|none|Inserting an imaginary speedloader of .357 Magnum. ]]&lt;br /&gt;
[[File:PhantomForces REX reload2alt.jpg|600px|thumb|none|When the &amp;quot;Speedloader&amp;quot; attachment is equipped, the player will utilize speedloaders, which (despite leaving the actual animation unchanged) drastically speed up reloading when all six rounds in the cylinder have been fired.]]&lt;br /&gt;
[[File:PhantomForces REX reload3.jpg|600px|thumb|none|Closing the gun with the offhand, a departure from the action-movie wrist flick sometimes seen in other pieces of media. ]]&lt;br /&gt;
&lt;br /&gt;
==Remington 1858 New Army==&lt;br /&gt;
The [[Remington 1858 New Army]] was added in January 2018 (update 3.4.0) and is unlocked at rank 58. It has a brass frame and is reloaded by swapping cylinders, giving the New Army a surprisingly fast reload (for a revolver). The 1858 New Army can neutralize an enemy with a single headshot out to a surprisingly long range and has rather controllable recoil, but it also has lots of drawbacks. These include a slow firerate, low muzzle velocity, and hard-to-use iron sights. The 1858 New Army can be modified to use either an extremely short 3&amp;quot; barrel or an extended 12&amp;quot; barrel. It also features a &amp;quot;.36 Caliber&amp;quot; conversion, which transforms the pistol into the Remington 1858 Navy, and &amp;quot;Snakeshot&amp;quot; ammunition, which allows the 1858 to function as a compact scattergun. &lt;br /&gt;
[[File:Remington1858brassframe.jpeg|thumb|none|350px|Remington 1858 New Army with brass frame - .44]]&lt;br /&gt;
[[File:PhantomForces 1858 model.jpg|600px|thumb|none|''A vintage American ball-and-cap revolver with black powder rounds, fires in single-action with a slow rate of fire, excellent ranged performance, and the ability to fan-fire at high speed.'']]&lt;br /&gt;
[[File:1858 3 inch.jpg|350px|thumb|none|Remington 1858 New Army with 3&amp;quot; barrel - .44]]&lt;br /&gt;
[[File:PhantomForces 1858 3inch.jpg|600px|thumb|none|The 1858 New Army with an almost comically short 3&amp;quot; barrel. Much faster to draw and aim but harder to use at range.]]&lt;br /&gt;
[[File:1858 12 inch.jpg|350px|thumb|none|Remington 1858 New Army with 12&amp;quot; barrel - .44]]&lt;br /&gt;
[[File:PhantomForces 1858 12inch.jpg|600px|thumb|none|The 1858 New Army with an extremely long 12&amp;quot; barrel. Better damage at range and improved muzzle velocity but worse handling.]]&lt;br /&gt;
[[File:PhantomForces 1858 hip.jpg|600px|thumb|none|Holding the vintage revolver at the hip. The New Army is technically the oldest gun in-game, although the in-game weapon appears to be a modern reproduction.]]&lt;br /&gt;
[[File:PhantomForces 1858 leftside.jpg|600px|thumb|none|Taking a look at the left side of the black powder revolver.]]&lt;br /&gt;
[[File:PhantomForces 1858 rightside.jpg|600px|thumb|none|The other side.]]&lt;br /&gt;
[[File:PhantomForces 1858 ADS.jpg|600px|thumb|none|One-handing the 1858 while aiming down its iron sights. This was, after all, the style of the time. ]]&lt;br /&gt;
[[File:PhantomForces 1858 ADS2.jpg|600px|thumb|none|The 1858's alternate aim mode is, of course, a fan-fire. This increases its firerate from an OK 190 RPM to an impressive 350 RPM.]]&lt;br /&gt;
[[File:PhantomForces 1858 cockhammer.jpg|600px|thumb|none|Pulling back on the New Army's hammer after firing a shot. It is done, in an incredible feat of dexterity, with one hand, although it's hard to judge seeing as the player lacks thumbs.]]&lt;br /&gt;
[[File:PhantomForces 1858 reload1.jpg|600px|thumb|none|Reloading the 1858 New Army is a multi-step process, although it is nowhere near as complex as inserting individual powder charges, projectiles, and percussion caps. To begin, the player cranks down on the reloading lever.]]&lt;br /&gt;
[[File:PhantomForces 1858 reload2.jpg|600px|thumb|none|This allows them to flick away the empty cylinder.]]&lt;br /&gt;
[[File:PhantomForces 1858 reload3.jpg|600px|thumb|none|A new (full) cylinder is then inserted...]]&lt;br /&gt;
[[File:PhantomForces 1858 reload4.jpg|600px|thumb|none|...and the reloading lever is returned to its rightful home. This is followed by a quick pull of the hammer. Notably absent is any interaction with the cylinder axis pin; on the real revolver, this has to be pulled forward to allow removal of the cylinder (and pushed back in to lock a new one in place).]]&lt;br /&gt;
===Remington 1858 Navy===&lt;br /&gt;
Equipping the 1858 New Army with the &amp;quot;.36 Caliber&amp;quot; ammunition conversion transforms it into the Remington 1858 Navy. This improves its firerate and muzzle velocity but reduces its damage. &lt;br /&gt;
[[File:1858 Navy.jpg|350px|thumb|none|Remington 1858 Navy - .36]]&lt;br /&gt;
[[File:PhantomForces 1858 Navy.jpg|600px|thumb|none|The Remington 1858 Navy as it appears in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Redhawk==&lt;br /&gt;
The [[Ruger Redhawk]] was added in June 2019 (update 4.5b) and is unlocked at rank 83. Firing .44 Magnum, the Redhawk deals high damage per shot (especially on headshot) but has high recoil, incentivizing single, accurate shots. The Redhawk has several unique modifications. Two of these modify the revolver's barrel, those being a 2.7&amp;quot; &amp;quot;snubnose&amp;quot; barrel and a very long &amp;quot;cowboy barrel&amp;quot; modeled after the [[Smith &amp;amp; Wesson Model 629 Stealth Hunter]]'s barrel. The Redhawk also has access to the so-called KAC shoulder stock, which is taken from the game's [[Knight's Armament Revolver Rifle]] model (which is itself based on an airsoft reimagining of the revolver carbine with custom wooden furniture), and a .45 Long Colt conversion, which vastly increases the revolver's damage at the cost of restricting it to single-action only. &lt;br /&gt;
[[Image:RugerRedhawk.jpg|thumb|none|350px|Ruger Redhawk with stainless steel finish and 5.5&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:PhantomForces Redhawk model.jpg|600px|thumb|none|''A traditional American revolver. Very high damage overall with a slow rate of fire and strong muzzle flip.'']]&lt;br /&gt;
[[File:Redhawksnub.jpg|350px|thumb|none|Ruger Redhawk with stainless steel finish, unfluted 8-shot cylinder and snub-nose 2.7&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:PhantomForces Redhawk modelsnub.jpg|600px|thumb|none|The snubnosed Redhawk as it appears in-game. ]]&lt;br /&gt;
[[File:S&amp;amp;W M629 Stealth Hunter.jpg|350px|thumb|none|Smith &amp;amp; Wesson Model 629 Stealth Hunter, for comparison - .44 Magnum‎]]&lt;br /&gt;
[[File:PhantomForces Redhawk longbarrel.jpg|600px|thumb|none|The Redhawk fitted with the 629 Stealth Hunter-inspired &amp;quot;cowboy barrel&amp;quot;. ]]&lt;br /&gt;
[[File:KACSRR Airsoft.jpg|350px|thumb|none|Knight's Armament Revolver Rifle Airsoft replica with custom wooden foreend and stock]]&lt;br /&gt;
[[File:PhantomForces Redhawk stock.jpg|600px|thumb|none|The Redhawk with the &amp;quot;KAC Stock&amp;quot; and aforementioned long barrel equipped. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk hip.jpg|600px|thumb|none|First-person view of a player using the Redhawk. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk leftside.jpg|600px|thumb|none|Taking a look at the left side of the magnum revolver... ]]&lt;br /&gt;
[[File:PhantomForces Redhawk rightside.jpg|600px|thumb|none|...and the right side. ''Powerful enough to blow your head clean off...'' ]]&lt;br /&gt;
[[File:PhantomForces Redhawk ADS.jpg|600px|thumb|none|Aiming down the Redhawk's iron sights, which are rather clear. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk firing.jpg|600px|thumb|none|Putting a .44 caliber hole in the concrete across the way with the Redhawk. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk reload1.jpg|600px|thumb|none|After firing six shots (or was it five?) the Redhawk has to be reloaded, no surprises there. This begins with the player grabbing the cylinder to swing it out. The animation does not appear to show the player operating the cylinder release, meaning that this is done with pure brute strength (and most likely breaks the revolver). ]]&lt;br /&gt;
[[File:PhantomForces Redhawk reload2.jpg|600px|thumb|none|Smacking the ejector to free the spent casings. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk reload3.jpg|600px|thumb|none|Inserting a not-speedloader of fresh rounds. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk speedloader.jpg|600px|thumb|none|The speedloader reappears, courtesy of the &amp;quot;Speedloader&amp;quot; modification. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk reload4.jpg|600px|thumb|none|Flicking the cylinder closed. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk 45lc.jpg|600px|thumb|none|With the .45 Long Colt conversion equipped, the Redhawk must be manually re-cocked after every shot. As with the 1858 New Army, the animation is somewhat scuffed, although this can be excused by the player's lack of thumbs.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Toy Gun&amp;quot;===&lt;br /&gt;
The Redhawk model is also the basis for the &amp;quot;Toy Gun&amp;quot;, a melee weapon that can be obtained by rolling a Legendary on a case. Although a melee weapon, it can fire darts, which are fired after swinging the weapon to attack, inspecting it, or spotting enemies with it; these do not interact with the world, passing through walls, dealing no damage to players, and are deleted shortly after leaving the barrel. The weapon can fire an infinite number of darts. Aside from the texture, the only difference the Toy Gun has from the regular Redhawk is the barrel. The design of the Toy Gun is more akin to a cap gun than a dart blaster, as it has no room for an air compressor or spring-loaded priming mechanism, and its barrel is completely solid; this is most likely the result of it being made out of the model for a real revolver.&lt;br /&gt;
[[File:PhantomForces ToyGun.jpg|350px|thumb|none|Official render of the Toy Gun as it appears in-game. ]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Judge==&lt;br /&gt;
The [[Taurus Judge]] is unlocked at rank 113 and is chambered in .410 bore. It fires half the regular amount of pellets for buckshot in-game, 4 instead of 8. Like all shotguns, it can be modified to use flechette, birdshot or slug ammunition. &lt;br /&gt;
[[Image:TaurusJudge.jpg|thumb|none|350px|Taurus Judge - .45 Long Colt/.410 Bore]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Raging Judge==&lt;br /&gt;
The [[Taurus Raging Judge]] is unlocked at rank 137 and is called the &amp;quot;Executioner&amp;quot;. It has access to a longer barrel and a stock.&lt;br /&gt;
[[File:Taurus Raging Judge.jpg|thumb|none|350px|Taurus Raging Judge - .454 Casull]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==ASMI==&lt;br /&gt;
The [[ASMI]] is unlocked at rank 97.&lt;br /&gt;
[[File:Asmi.jpg|thumb|none|450px|ASMI - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Coharie Arms MP-10==&lt;br /&gt;
The [[Special Weapons MP-10 and SP-10|Coharie Arms MP-10]] is unlocked at rank 66. It has an integral flashlight, making it the brightest weapon in the game as it can attach 3 other flashlights (1 in the &amp;quot;Other&amp;quot; category, 1 in the underbarrel category and a Maglite flashlight in the optics category). The &amp;quot;Flashlight Off&amp;quot; attachment disables the flashlight, but it counts as an attachment in the &amp;quot;Other&amp;quot; category, so turning it off means you cannot equip anything else in the &amp;quot;Other&amp;quot; category.&lt;br /&gt;
[[File:Coharie MP-10light.jpg|thumb|none|450px|Coharie MP-10 with UMP stock and weaponlight - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 633==&lt;br /&gt;
The [[Colt 9mm Submachine Gun|Colt Model 633]] appears as the &amp;quot;Colt SMG 633&amp;quot;. Before the June 4th 2020 update, it was incorrectly called the &amp;quot;Colt SMG 635&amp;quot;. It is unlocked at rank 49.&lt;br /&gt;
[[File:Model 633 SMG DOE.jpg|thumb|none|450px|Colt Model 633 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 635===&lt;br /&gt;
The [[Colt 9mm Submachine Gun|Colt Model 635]] can be made by equipping the Long Barrel attachment to the &amp;quot;Colt SMG 633&amp;quot;.&lt;br /&gt;
[[Image:Colt-9mm--SMG.jpg‎|thumb|450px|none|Colt Model 635 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K7==&lt;br /&gt;
The [[Daewoo K7]] is unlocked at rank 84. It (correctly) fires very fast, at 1100 RPM, and can unusually accept muzzle attachments, unlike other integrally suppressed weapons in-game. The ability to mount a muzzle brake or compensator has real life precedence, as the [[Barrett M107]] has a proprietary suppressor that allows other muzzle attachments to be used in tandem with the suppressor. However, the use on the 9mm K7 is questionable, as not enough gas would make it through the suppressor in order for the muzzle attachments to function properly, and the 9mm cartridge has very little recoil.&lt;br /&gt;
[[File:DAEWOO K7.jpg|thumb|none|450px|Daewoo K7 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is unlocked at rank 24. Its firing sound is taken from ''[[Call of Duty 4: Modern Warfare]]'', and its reload sounds are from ''COD4'' and ''[[Counter-Strike: Global Offensive]]''.&lt;br /&gt;
[[Image:FN P90 Triple Rail (TR).jpg|thumb|450px|none|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:Pfp90-1.jpg|thumb|none|600px|The P90 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A2]] is unlocked at rank 40 and is simply called &amp;quot;MP5&amp;quot;. Weirdly, the weapon has a higher bullet velocity than the MP7, despite it being the other way round in real life. The ironsights are removed when attaching optics. When reloading, the character does not lock the bolt back, which in real life would make inserting the new magazine very difficult.&lt;br /&gt;
[[Image:H&amp;amp;KMP5A2WideForearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] is unlocked by default. It has the ability to attach muzzle attachments, meaning the weapon is likely modified with a SP5K barrel, which can accept muzzle attachments. The weapon has a stock attachment and a 10mm Auto conversion. Underbarrel grips replace the default foregrip, which provides no statistical benefit. Like the other MP5s, the character does not lock the bolt back, which in real life would make inserting the new magazine very difficult. &lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Pfmp5k-1.jpg|thumb|none|600px|The MP5K in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5SD]] is unlocked at rank 60, simply called &amp;quot;MP5SD&amp;quot;. It has a long barrel attachment, which is its only barrel/muzzle attachment due to the nature of an integrally suppressed weapon. The suppressor cannot be removed, unlike other integrally suppressed weapons in-game.&lt;br /&gt;
[[File:HK-MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5/10==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5/10]] is unlocked at rank 74. The magazine is slightly longer than it should be.&lt;br /&gt;
[[File:MP5-10-retractable.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5/10 with 3-round burst trigger group and retractable stock - 10x25mm Auto]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is unlocked at rank 9, simply called &amp;quot;MP7&amp;quot;. Despite having a 40 round magazine, it only holds 30. The extended magazine attachment increases it to 40 rounds. With the joke &amp;quot;Loudener&amp;quot; attachment, the sound is similar to the ''[[Half-Life 2]]'' MP7.&lt;br /&gt;
[[File:MP7 40rdmag.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight - 4.6x30mm]]&lt;br /&gt;
[[File:Pfmp7-1.jpg|thumb|none|600px|The MP7 in the loadout menu. The grip is slightly too straight compared to the real weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is unlocked at rank 5, making it the second &amp;quot;PDW&amp;quot; players unlock. The weapon has a sole underbarrel RIS rail, instead of the tri-rail setup seen in the picture below. Its reload sounds are from ''[[Call of Duty: Modern Warfare 2]]'' and ''[[Counter-Strike: Global Offensive]]''.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with RIS rail - .45 ACP]]&lt;br /&gt;
[[File:Pfump-1.jpg|thumb|none|600px|The UMP in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch UMP40===&lt;br /&gt;
The .40 S&amp;amp;W conversion turns the gun into the [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch UMP40]].&lt;br /&gt;
[[File:UMP40.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP40 with RIS rail - .40 S&amp;amp;W]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi==&lt;br /&gt;
The [[IMI Micro Uzi]] is classed as a machine pistol and is unlocked at rank 68. When using a optic, the charging handle is replaced by a vaguely Uzi Pro looking charging handle, which extends out to the left. By default, it has no stock, but it can be put on with the &amp;quot;Extended Stock&amp;quot; attachment. Some of its reload sounds are taken from ''[[Call of Duty 4: Modern Warfare]]'''s Mini Uzi.&lt;br /&gt;
[[File:MicroUzi-2.jpg|thumb|none|350px|IMI Micro Uzi - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] is unlocked at rank 77, with 25 round magazines. There are a few unusual things with this weapon - the bolt is not closed after the last shot and the rear iron sight is cut down. There are a few ammunition conversions, namely .22 LR and .45 ACP, the latter of which uses the same magazine model as the [[M3A1 &amp;quot;Grease Gun&amp;quot;]]. The M3 magazine is compatible with the Uzi in real life by using a conversion kit by Vector Arms. It uses the same reload sounds as the Micro Uzi.&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|450px|IMI Uzi - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95==&lt;br /&gt;
The [[IWI X95]] is called the &amp;quot;X95 SMG&amp;quot; and is unlocked at rank 115. Interestingly, the X95 uses 32 round Uzi magazines, but the Uzi in-game only has 25 round magazines, despite a model existing for 32 rounders.&lt;br /&gt;
[[File:IWI X95 9mm.jpg|thumb|none|450px|IWI X95 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I [[KRISS Vector]] is unlocked at rank 100. It has Diamondhead backup iron sights, a 2 round burst mode and a light grey frame and stock. Incorrectly, the charging handle slides completely backward when being cocked. In real life, it pivots to the side at a 90-degree angle and only slightly slides backward.&lt;br /&gt;
[[File:KRISS Vector.jpg|thumb|none|450px|KRISS USA Gen I Vector - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==M1928 Thompson==&lt;br /&gt;
An [[M1928 Thompson]] is unlocked at rank 121, referred to as &amp;quot;Tommy Gun&amp;quot;, with a 20 round magazine by default, the rear sight is that of the M1 Thompson and there is no Cutts compensator. The weapon has 5 unique attachments - the Lyman sights of the M1921, the M1928A1 handguard (which changes the name to &amp;quot;Thompson&amp;quot;), the 30 round magazine and the 50 round drum. The final attachment is a conversion to the &amp;quot;Annihilator&amp;quot; prototype, which makes the weapon fire at 1500 RPM. This conversion is called the &amp;quot;M1919 Conversion&amp;quot;, which is incorrect, as the M1919 did not fire this quickly. The &amp;quot;Typewriter&amp;quot; admin-only M1928 has the 100 round drum.&lt;br /&gt;
[[File:M1928.jpg|thumb|none|450px|M1928 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[Image:Colt 1921A Thompson.jpg|thumb|none|450px|Colt M1921A Thompson with 20-round magazine and no Cutts compensator - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==M3A1 &amp;quot;Grease Gun&amp;quot;==&lt;br /&gt;
A black [[M3A1 &amp;quot;Grease Gun&amp;quot;]] is unlocked at rank 71. While in the Test Place, it was grey, like the real weapon.&lt;br /&gt;
[[Image:Grease3 2.jpg|thumb|none|450px|M3A1 &amp;quot;Grease Gun&amp;quot; - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
The [[MAC-10]] is unlocked at rank 23, chambered in .45 ACP with 30 round M3A1 magazines. There is a 9x19mm conversion option, an extended stock and the Sionics Suppressor, as well as the [[TEC-9]] extended barrel, which makes the weapon appear as if it has come from ''[[Talk:Call_of_Duty:_Black_Ops_Cold_War#TEC-9_barrel_.26_shroud|BOCW]]''. Due to the small size, the player holds it like a pistol, with both hands on the grip. The alternate aim mode has the gun held sideways, &amp;quot;gangster&amp;quot; style. This is shared with every pistol except the Desert Eagles. When using optics, they are mounted on a raised rail, so as not to obstruct the bolt, and the angled grip attachment clips into the trigger. &lt;br /&gt;
&lt;br /&gt;
The reload sounds are the same as the Uzis above, which were partially taken from ''[[Call of Duty 4: Modern Warfare]]''.&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|350px|none|Ingram MAC-10 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Pfmac10-1.jpg|thumb|none|600px|The MAC-10 in the loadout menu.]]&lt;br /&gt;
[[Image:Ingram-mac10_new.jpg|thumb|350px|none|MAC-10 with Sionics two-stage suppressor - .45 ACP]]&lt;br /&gt;
[[Image:Ingram MAC 10.jpg|thumb|none|350px|MAC-10 with detachable barrel extension - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] is unlocked at rank 108. &lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|450px|MP40 with brown bakelite lower receiver - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] chambered in 9x19mm is unlocked at rank 105. It has the smooth magazine of the Bizon-1, and a correct 53 round capacity. The weapon has a 64 round 9x18mm conversion.&lt;br /&gt;
&lt;br /&gt;
The in-game description contains the quote &amp;quot;Kept ya waiting, huh?&amp;quot; which references a trademark line of the character Snake from the video game series ''[[Metal Gear]]''. It is also a nod to the long wait players had before this weapon was finally added to the game.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov. Image used to show the smooth magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-2000==&lt;br /&gt;
The [[PP-2000]] is unlocked at rank 42.&lt;br /&gt;
[[File:Pp-2000_1.jpg|thumb|none|450px|PP-2000 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] with the 71 round drum is unlocked at rank 92. Due to the barrel shroud, grips are mounted on the side of the drum magazine, which is plainly ridiculous. The 35 round magazine is unlockable as an attachment. Like the UMP-45, it reuses the reloading sounds from the ''MW2'' and ''CS:GO'' UMP-45, with the charging handle sound of the AK-12.&lt;br /&gt;
[[File:PPSH-01-SMG.jpg‎|thumb|none|450px|PPSh-41 with 71-round drum- 7.62x25mm Tokarev]]&lt;br /&gt;
&lt;br /&gt;
==Sa vz. 61 Skorpion==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] is unlocked at rank 87, classed as a machine pistol. Like the Micro Uzi, the extended stock attachment is unlocked by default. The stock also extends when using an attachment in the &amp;quot;Other&amp;quot; category, but it provides no statistical advantage. Ironsights from other weapons cannot be attached, and any optics are mounted on the barrel due to the upwards ejection of the Skorpion. It has a snake/ratshot conversion, which renames the weapon to &amp;quot;vz.61-E&amp;quot;. Weirdly, there is also a 50 round rubber pellets conversion.&lt;br /&gt;
[[File:CZ_Vz.61.jpg|thumb|none|350px|Sa vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
&lt;br /&gt;
===Sa vz. 82 Skorpion===&lt;br /&gt;
The 9x18mm Makarov conversion turns the weapon into the [[Sa. Vz. 82 Skorpion]], but it still has the wood pistol grip.&lt;br /&gt;
[[Image:Scorpion SA Vz 82.jpg|350px|thumb|none|Sa vz. 82 Skorpion - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==Sterling L2A3==&lt;br /&gt;
The [[Sterling L2A3]] is unlocked at rank 53, with a 34 round magazine. It incorrectly tracks a round in the chamber, despite not being a closed bolt gun in reality. The player uses the magazine as a grip, which could result in malfunctions and breakages in real life. When attaching the EOTech XPS2 sight, it is not mounted on a rail, instead it is attached via knockoff Spongebob-themed tape.&lt;br /&gt;
[[Image:Sterling-Mk-4.jpg|thumb|none|450px|Sterling L2A3 (Mk.4) - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] is unlocked at rank 80 and is called the &amp;quot;AUG A3 Para&amp;quot;. It has a Coyote Brown frame. It originally had a 25 round magazine, with a 32 round magazine attachment, but now the default magazine is the 32 rounder. &lt;br /&gt;
[[Image:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
All shotguns have access to alternate ammo types. 8-pellet buckshot is the default, while 8-dart flechette ammo, 6-pellet rubber pellet ammo, 16-pellet &amp;quot;birdshot&amp;quot; (16-pellet shotgun shells would actually be considered buckshot in reality) and slug rounds are all available as attachments. The pellet counts are the same as the ones stated here, unless specifically mentioned otherwise.&lt;br /&gt;
&lt;br /&gt;
==AA-12 CQB==&lt;br /&gt;
The [[AA-12|AA-12 CQB]] is unlocked at rank 112. It has access to a 20 round drum, but alternate ammo types cannot be used while using the drum. The model has brown patches on the trigger and handguard, and it lacks a trigger. It can be converted to semi-auto fire and a long rail mount is used when sights are equipped. However, the Generation 1 charging handle is used instead of the Gen 2 when certain optics are equipped. Due to this game's fairly realistic shotgun ranges (i.e. more than 3 feet), the 20 round full-auto AA-12 is one of the most overpowered weapons in the game. For whatever reason, you can nerf it yourself by making it semi-auto only with the correct attachment.&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|450px|none|MPS AA-12 CQB - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===AA-12===&lt;br /&gt;
The &amp;quot;Long Barrel&amp;quot; attachment turns the CQB into a regular-length [[AA-12]].&lt;br /&gt;
[[Image:AA12FullAutoShotGun.jpg|thumb|450px|none|MPS AA-12 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Beretta DT11==&lt;br /&gt;
The [[Over/Under Shotgun|Beretta DT11]] is unlocked at rank 133. As a competition shotgun focused almost exclusively on long-range engagements, the Beretta DT11 is one of the more unique shotguns available in-game due to its extremely tight choke and abnormally low damage per pellet. The player has access to a variety of modifications for the DT11, including sawn-off barrels of multiple lengths (which increase damage and spread while decreasing reload time), multiple types of stock to help manage recoil, and a few unique 12 gauge ammunition types available only to the DT11, including #000 Buckshot, which drastically increases damage and recoil while decreasing pellet count, a 3 1/2&amp;quot; shell, which significantly increases pellet velocity, and a bolo round, which has unique &amp;quot;damage rampup&amp;quot;, causing it to deal more damage the further it travels. Despite these advantages, the DT11, as a double-barreled shotgun, only has access to two rounds before it must be reloaded, which, coupled with its tight spread, demands precision from the player. &lt;br /&gt;
[[File:DT-11.jpg|thumb|none|450px|Beretta DT11 - 12 gauge]]&lt;br /&gt;
[[File:DT11 PhantomForces loadout.jpg|600px|thumb|none|The DT11 as it appears in Phantom Forces. Hey, this doesn't look like an Olympic target shooting match...]]&lt;br /&gt;
[[File:DT11 PhantomForces loadout shorty.jpg|600px|thumb|none|Ditto, with the weapon having been horrifically shortened. It's not like this is a $10,000 shotgun or anything.]]&lt;br /&gt;
[[File:DT11 PhantomForces hip.jpg|600px|thumb|none|The Beretta DT11, as seen from a first-person view. Who's ready to take down some clays?]]&lt;br /&gt;
[[File:DT11 PhantomForces ads1.jpg|600px|thumb|none|The DT11's iron sights, which are as expected from a competition shotgun; sleek and simple.]]&lt;br /&gt;
[[File:DT11 PhantomForces ads2.jpg|600px|thumb|none|The DT11's first alternate ADS mode, which it shares with other shotguns.]]&lt;br /&gt;
[[File:DT11 PhantomForces adsalt2.jpg|600px|thumb|none|The DT11's second alternate ADS mode. Wrong kind of double-barrel for that kind of work, buster, but you're on the right track.]]&lt;br /&gt;
[[File:DT11 PhantomForces inspect.jpg|600px|thumb|none|Inspecting the DT11 in-game.]]&lt;br /&gt;
[[File:DT11 PhantomForces reload1.jpg|600px|thumb|none|Ejecting a spent shell from the DT11, a process made simple by the weapon's automatic ejectors. Eat your heart out, Stevens.]]&lt;br /&gt;
[[File:DT11 PhantomForces reload2.jpg|600px|thumb|none|Replacing said shell with a fresh one, a process that the cube-handed player character performs with surprising dexterity.]]&lt;br /&gt;
[[File:DT11 PhantomForces sportingstock.jpg|600px|thumb|none|The DT11, when equipped with the &amp;quot;sporting stock&amp;quot; mod, becomes the DT11 ACS (All-Competition Shotgun).]]&lt;br /&gt;
[[File:DT11 PhantomForces olympianstock.jpg|600px|thumb|none|What was once a boring old Beretta DT11 becomes the flashy DT11 PRO when equipped with a recoil-absorbing &amp;quot;Olympian stock&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo USAS-12==&lt;br /&gt;
The [[Daewoo USAS-12]] is unlocked at rank 189.&lt;br /&gt;
[[File:USAS12.jpg|thumb|none|450px|Daewoo USAS-12 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;DBV12&amp;quot;==&lt;br /&gt;
The &amp;quot;DBV12&amp;quot; (DBV stands for &amp;quot;drobovik&amp;quot;, &amp;quot;shotgun&amp;quot; in Russian) is based on the prototype AK-12/76, a 12 gauge version of the prototype [[AK-12]] and is unlocked at rank 24. The &amp;quot;DBV12&amp;quot; in game is specifically based on the ''[[Battlefield 4]]'' weapon of the same name. Like the ''BF4'' weapon, the in-game weapon uses the standard AK-12 magwell, though actual AK-12/76 concept art from Izhmash showed it with an extended magazine well, which is reflected in the photoshopped mock-up below. The mock-up image also has a longer barrel than the &amp;quot;DBV12&amp;quot; in-game. &lt;br /&gt;
&lt;br /&gt;
Aside from the same 4 ammo types all shotguns have access to, the &amp;quot;DBV12&amp;quot; can be converted to fire .30-06 rounds, which makes the weapon full auto, and .410 bore shells, which make the weapon a 3 round burst. It has a 10 round magazine.&lt;br /&gt;
[[File:AK-12 shotgun.jpg|thumb|none|450px|Photoshopped mock-up of an AK-12/76 - 12 gauge]]&lt;br /&gt;
[[File:Pfdbv12-1.jpg|thumb|none|600px|The &amp;quot;DBV12&amp;quot; in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
The &amp;quot;Stevens DB&amp;quot; is unlocked at rank 81 and is based on the Stevens Model 355/330 hammerless [[double barreled shotgun]]s and fires 10 gauge shells. It has the ability to fire each barrel seperately, or both at the same time, just like the &amp;quot;Sawed Off&amp;quot;, and the player always fires the right barrel/back trigger first. Unlike the M79, the opening latch is not used when reloading before the barrels are broken open. All muzzle attachments require double the number of kills usually required to unlock them, due to the weapon having two barrels. No suppressors are available except for a homemade &amp;quot;Muffler&amp;quot; attachment. Additionally, all muzzle attachments except the compensator clip through each other.&lt;br /&gt;
&lt;br /&gt;
The stock has the word &amp;quot;BOOM&amp;quot; engraved into it in the same font as the ''[[Doom (VG)|DOOM]]'' logo, and the description states &amp;quot;It spells doom for whatever's in front of it&amp;quot;. These are both references to the Super Shotgun from ''DOOM II'', which was a sawed-off double barrel shotgun.&lt;br /&gt;
[[Image:Savage-Stevens-311-Shotgun.jpg|thumb|none|450px|Savage/Stevens 311A - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] is unlocked at rank 120 and it only fires in semi automatic mode unless you equip the &amp;quot;Pump-action&amp;quot; attachment. Like the vz. 61 Skorpion, the stock unfolds when using optics, but it provides no actual advantage unless the &amp;quot;Extended Stock&amp;quot; attachment is equipped. The &amp;quot;Full Stock&amp;quot; attachment gives it a solid, fixed stock. The reload animation incorrectly does not show the character using the carrier latch button, which must be depressed to load new shells. Like most videogames, the stock has a hole in it in order to use the sights when folded.&lt;br /&gt;
[[Image:Franchi-SPAS12.jpg|thumb|450px|none|Franchi SPAS-12 with stock folded - 12 gauge]]&lt;br /&gt;
[[Image:Spas12_fixed.jpg|thumb|none|450px|Franchi SPAS-12 with fixed stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
A green [[Kel-Tec KSG]] is unlocked at rank 1, called &amp;quot;KSG-12&amp;quot;. Like most videogames, the tube selector is not used when reloading, so the game treats the dual magazines as one magazine tube. &lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:Pfksg-1.jpg|thumb|none|600px|The KSG in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec KSG-25===&lt;br /&gt;
The KSG can be converted to the KSG-25 with the &amp;quot;KSG-25 Conversion&amp;quot;, giving the weapon a 24+1 capacity and a longer barrel.&lt;br /&gt;
[[File:KSG25.jpg|thumb|none|450px|Kel-Tec KSG-25 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==KS-23M==&lt;br /&gt;
The [[KS-23M]] is unlocked at rank 56. Firing massive 23x75mmR shotgun shells and featuring a tight choke with high damage at range, the KS-23M can vanquish enemies further out than most other shotguns at the cost of a low magazine size (3+1) and slow handling in close-quarters. In typical ''Phantom Forces'' fashion, the shotgun's wire stock can be removed and a longer barrel can be fitted. The KS-23M also features an abnormally large assortment of unique ammunition modifications, including &lt;br /&gt;
*Shrapnel-25 shells, which increase pellet velocity and decrease both spread and individual pellet damage &lt;br /&gt;
*Volna-R, which fires a single large rubber slug that instantly kills at close range but has high drop-off &lt;br /&gt;
*Barrikada, a dense metal slug with high velocity and penetration&lt;br /&gt;
*A single-shot harpoon conversion, which offers a one-hit kill at any range at the cost of a long reload after each shot &lt;br /&gt;
*A 4 gauge conversion, which vastly increases the weapon's damage but slows its reload time (and changes the weapon's name to TOZ-123) &lt;br /&gt;
The pumping sound used in-game is the same as ''[[Black Mesa]]'''s SPAS-12.&lt;br /&gt;
[[File:KS23.JPG|thumb|none|450px|KS-23M - 23x75mmR]]&lt;br /&gt;
[[File:KS23M PhantomForces loadout.jpg|600px|thumb|none|The KS-23M as it appears in the game's loadout menu.]]&lt;br /&gt;
[[File:KS23M PhantomForces hip.jpg|600px|thumb|none|The KS-23M held at the player's hip. When holding a shotgun this large, the whole world seems to hold its breath.]]&lt;br /&gt;
[[File:KS23M PhantomForces ads1.jpg|600px|thumb|none|The simple, if unobtrusive, iron sights of the KS-23M.]]&lt;br /&gt;
[[File:KS23M PhantomForces ads2.jpg|600px|thumb|none|The first alternate ADS view for the KS-23M.]]&lt;br /&gt;
[[File:KS23M PhantomForces ads3.jpg|600px|thumb|none|The second alternate ADS view for the KS-23M, with a side of DOOM. If only reloading this beast was as simple as racking the fore repeatedly.]]&lt;br /&gt;
[[File:KS23M PhantomForces inspect1.jpg|600px|thumb|none|Inspecting the KS-23M in-game.]]&lt;br /&gt;
[[File:KS23M PhantomForces inspect2.jpg|600px|thumb|none|Ditto, followed by a celebratory pump of the fore.]]&lt;br /&gt;
[[File:KS23M PhantomForces reload.jpg|600px|thumb|none|The player feeds a massive 23x75mmR shell into the KS-23M.]]&lt;br /&gt;
[[File:KS23M PhantomForces firing.jpg|600px|thumb|none|After firing the KS-23M, the player racks the pump to chamber the next round. Surprising, I'm sure.]]&lt;br /&gt;
&lt;br /&gt;
===KS-23===&lt;br /&gt;
The &amp;quot;Full Stock&amp;quot; attachment turns the weapon into a [[KS-23]].&lt;br /&gt;
[[File:Ks23-1.jpg|thumb|none|450px|KS-23 - 23x75mmR]]&lt;br /&gt;
[[File:KS23 PhantomForces loadout.jpg|600px|thumb|none|Equipping the KS-23M with the full stock attachment and so-called sporting barrel transforms it into the full-length KS-23.]]&lt;br /&gt;
[[File:KS23 PhantomForces hip.jpg|600px|thumb|none|The KS-23 with its extra-long sporting barrel, as seen from a first-person perspective. Clay pigeons everywhere are quaking in their boots.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Express Tactical Magpul==&lt;br /&gt;
The [[Remington 870]] is unlocked at rank 11, fitted with Magpul furniture, ring ironsights and a 6 round tube. The furniture is white, but it was previously green and in the beta it was grey.&lt;br /&gt;
[[File:870 Express Magpul.jpg|thumb|none|450px|Remington 870 Express Tactical Magpul - 12 gauge]]&lt;br /&gt;
[[File:Pf870-1.jpg|thumb|none|600px|The 870 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga-12K==&lt;br /&gt;
The [[Saiga-12K]], simply called Saiga-12, is unlocked at rank 63. It is modelled with a 5 round magazine, despite holding 8+1 in-game. It can be converted to fire in full-auto. It also has numerous ammunition conversions:&lt;br /&gt;
*Saiga-223 (.223 Remington), fires in full-auto,&lt;br /&gt;
*Saiga-308 (.308 Winchester/7.62x51mm NATO), fires in full-auto,&lt;br /&gt;
*Saiga-762 (7.62x39mm), fires in full-auto,&lt;br /&gt;
*Saiga-96 (9.6x53mm Lancaster), fires in semi-auto at 70 RPM,&lt;br /&gt;
*Saiga-9 (9x19mm Parabellum), fires in full-auto.&lt;br /&gt;
[[File:Saiga 12K.jpg|thumb|none|450px|Saiga-12K - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Saiga-12U&amp;quot;===&lt;br /&gt;
The &amp;quot;Saiga-12U&amp;quot; is a custom secondary shotgun in the &amp;quot;Other&amp;quot; category and unlocked at rank 95. It has a 2+1 round capacity, which can be extended to 5+1. It can also be modified to fire in full-auto, just like the regular Saiga-12.&lt;br /&gt;
&lt;br /&gt;
The Saiga-12U greatly resembles the modified Saiga-12K seen in ''[[Gamer]]'', ''[[The Expendables]]'', and ''[[Drive Angry]]'', though with a 2-round box magazine instead of a 20-round drum for obvious reasons.&lt;br /&gt;
&lt;br /&gt;
==Sawed-Off Double Barrel Shotgun==&lt;br /&gt;
Unlocked at rank 90 is the &amp;quot;Sawed Off&amp;quot;, a traditional side-by-side [[Sawed-Off Double Barrel Shotgun]]. It uses the same model as the Stevens Double Barrel seen above, but with the barrels cut down. It is in the &amp;quot;Other&amp;quot; secondary class. It has the ability to fire each barrel seperately, or both at the same time, just like the Stevens, and the player always fires the right barrel/back trigger first.  All muzzle attachments require double the number of kills usually required to unlock the,, due to the weapon having two barrels. No suppressors are available except for a homemade &amp;quot;Muffler&amp;quot; attachment. Additionally, all muzzle attachments except the compensator clip through each other.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Boom Stock&amp;quot; attachment gives the weapon a stock, which, like the Stevens, has the word &amp;quot;BOOM&amp;quot; written in the same from as the ''DOOM'' logo. This is another reference to the Super Shotgun from ''DOOM II''.&lt;br /&gt;
[[Image:SS311A sawed-off-2.jpg|thumb|none|450px|'''Photoshopped''' Sawed-off Savage/Stevens 311A - 12 gauge]]&lt;br /&gt;
[[File:Sawed-off Stevens 1960s SBS.jpg|thumb|none|450px|Stevens SBS shotgun with sawn-off barrels - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Serbu Super Shorty==&lt;br /&gt;
The [[Serbu Super Shorty]] is unlocked at rank 36 as the first &amp;quot;Other&amp;quot; category sidearm, referred to as the &amp;quot;Super Shorty&amp;quot;; however, it was originally referred to as the &amp;quot;Serbu Shotgun&amp;quot;. It is a shortened Remington 870, which the description correctly states. It has a vertical grip, but no access to underbarrel attachments. It also has a 2+1 capacity and has no rear sight, just a front bead sight.&lt;br /&gt;
[[Image:Super Shorty (870).jpg|thumb|none|450px|Serbu Super Shorty Shotgun made from a Remington 870 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==AK-12==&lt;br /&gt;
The 2012 prototype [[AK-12]] is unlocked by default. Like virtually every AK rifle variant in the game, it is shorter than the M16A3/4 rifles, despite being longer than it in real life.&lt;br /&gt;
[[File:Ak-12.jpg|thumb|none|450px|AK-12, 2012 prototype - 5.45x39mm]]&lt;br /&gt;
[[File:Pfak12-1.jpg|thumb|none|600px|The AK-12 in the loadout menu. Note the selector pointed as safe; this doesn't change when the fire mode is switched.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74N==&lt;br /&gt;
The [[AK-74]]N is unlocked at rank 74. It has the smooth top cover of the later AK-74M version.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Collapsible Stock&amp;quot; attachment gives it the stock of the East German [[MPi-KM-72]]. &lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] is unlocked at rank 103. It has the 3-round-burst mode of the AK-103-2 and the railed dust cover of the AK-103M. &lt;br /&gt;
[[Image:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-101===&lt;br /&gt;
The 5.56 Conversion converts the weapon and changes its name to the [[AK-101]].&lt;br /&gt;
[[File:AK101.jpg|thumb|none|450px|AK-101 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-109===&lt;br /&gt;
The &amp;quot;BARS Barrel&amp;quot; converts the weapon and changes its name to the [[AK-109]].&lt;br /&gt;
[[File:AK-109.jpg|thumb|none|450px|AK-109 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-108===&lt;br /&gt;
The combination of the &amp;quot;BARS Barrel&amp;quot; and the 5.56 Conversion converts the weapon and changes its name to the [[AK-108]].&lt;br /&gt;
[[File:AK-108.jpg|thumb|none|450px|AK-108 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] is unlocked at rank 94. The &amp;quot;Collapsible Stock&amp;quot; uses the same stock as the East German [[MPi-KM-72]]. &lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;AK47&amp;quot;===&lt;br /&gt;
The &amp;quot;AK47&amp;quot; is unlocked at rank 47. It is not an actual [[AK-47]], as it has the AKM's stamped receiver, with its only AK-47-like characteristics being the handguard, pistol grip, dust cover, and the lack of a muzzle brake. Additionally, it has the [[AK-74]]N's dovetail mount, as opposed to the earlier style used with the AKN.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:TypeIII AK47.jpg|thumb|450px|none|Type 3 AK-47 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
====AKMS====&lt;br /&gt;
Equipping the &amp;quot;Collapsible Stock&amp;quot; attachment on the &amp;quot;AK47&amp;quot; turns it into an [[AKMS]], although still retaining the various AK-47 elements.&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:DeactivatedAKS(1954-59).jpg|thumb|none|450px|Type 3 AKS-47 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===VPO-209===&lt;br /&gt;
Using the .366 TKM conversion changes the weapon to the VPO-209, which also changes the name correctly in-game too. This is available on both the AKM and &amp;quot;AK47&amp;quot;. This allows usage of slugs and birdshot ammo types.&lt;br /&gt;
[[File:Vpo-209.jpg|thumb|450px|none|VPO-209 - .366 TKM]]&lt;br /&gt;
&lt;br /&gt;
==AN-94==&lt;br /&gt;
The [[AN-94]] is unlocked at rank 10. The barrel correctly reciprocates backwards when firing, but equipping any barrel attachments stops this animation from occurring. Like most guns in the game, it has the correct firerate - 1,800 RPM in hyperburst mode and 600 RPM in full-auto; the first two shots on full-auto are also fired at the same rate as the burst.&lt;br /&gt;
[[file:An94-1.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:Pfan94-1.jpg|thumb|none|600px|The AN-94 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] is unlocked at rank 15. It used to (incorrectly) be classed as a PDW, but update 0.9.0 moved it to the Assault Rifles category.&lt;br /&gt;
&lt;br /&gt;
The weapon has a 20 round magazine by default, but a 30 rounder is available, as well as the &amp;quot;Suppressor.. ?&amp;quot; attachment, which is the only barrel attachment. In-game, it doesn't do anything apart from pitch up the noise of your shots, and it is nonsensically attached to the end of the integral suppressor. It is modelled after the PBS-1.&lt;br /&gt;
[[Image:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:Pfasval-1.jpg|thumb|none|600px|The AS Val in the menu.]]&lt;br /&gt;
[[File:Pfasval-2.jpg|thumb|none|600px|The rifle in first-person.]]&lt;br /&gt;
[[File:Pfasval-3.jpg|thumb|none|600px|Inspecting the left side...]]&lt;br /&gt;
[[File:Pfasval-4.jpg|thumb|none|600px|...and the right.]]&lt;br /&gt;
[[File:Pfasval-5.jpg|thumb|none|600px|Aiming using the glow sights.]]&lt;br /&gt;
[[File:Pfasval-6.jpg|thumb|none|600px|Changing the fire mode; the player character appears to incorrectly use the AK-style safety switch to do this, whereas the fire selector is actually located inside the trigger guard.]]&lt;br /&gt;
[[File:Pfasval-7.jpg|thumb|none|600px|Firing.]]&lt;br /&gt;
[[File:Pfasval-8.jpg|thumb|none|600px|Knocking out the empty magazine with another empty magazine...]]&lt;br /&gt;
[[File:Pfasval-9.jpg|thumb|none|600px|...loading it in...]]&lt;br /&gt;
[[File:Pfasval-10.jpg|thumb|none|600px|...and chambering a round.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K2==&lt;br /&gt;
The [[Daewoo K2]] is unlocked at rank 42.&lt;br /&gt;
[[Image:Daewoo-K2.jpg|thumb|none|450px|Daewoo K2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:PF-K2-menu.jpg|thumb|none|600px|The K2 in the menu.]]&lt;br /&gt;
[[Image:PF-K2-folded-menu.jpg|thumb|none|600px|Previewing a K2 with the stock folded.]]&lt;br /&gt;
&lt;br /&gt;
==Diemaco/Colt Canada C7A2==&lt;br /&gt;
The [[Diemaco/Colt Canada C7A2]] is unlocked at rank 128, with an ambi charging handle, which comes as standard on the real weapon. It was originally in the Alpha, but was removed and added into the full game much later. The description reflects this (&amp;quot;This gun reminds you of a simpler time&amp;quot;), but it also incorrectly states that the C7A2 has an integrated optic, referring to the C79. It is not integrated, and can be removed, which it is in-game, the rifle using its back-up iron sights instead.&lt;br /&gt;
&lt;br /&gt;
Two ammo conversions are available, the &amp;quot;CNC .45 Conversion&amp;quot; and the &amp;quot;AR 7.62x39mm Conversion&amp;quot;, the latter of which reduces ammo capacity to 20+1.&lt;br /&gt;
&lt;br /&gt;
When using the &amp;quot;Long Barrel&amp;quot; attachment, it uses the handguard and barrel from the [[Diemaco/Colt Canada C7/C7A1 LSW]], though it does not have the built-in grip. When this barrel is equipped, the whizz and crack sounds play for enemies you are firing at, which is usually a trait reserved for a few machine guns and sniper rifles.&lt;br /&gt;
[[File:C7a2.jpg|thumb|none|450px|Colt Canada C7A2 with ELCAN scope and backup iron sight - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS G1==&lt;br /&gt;
The [[FAMAS G1]] is unlocked at rank 45, incorrectly called the F1. The previous model used a STANAG magazine and was called the G2, but this was still incorrect as it had the F1-style magazine well. This rifle has the correct 25 round magazine of the F1 and G1.&lt;br /&gt;
&lt;br /&gt;
The bipod is functionally useless, however it deploys when the &amp;quot;Long Barrel (AR)&amp;quot; attachment is used.&lt;br /&gt;
[[File:FAMAS G1.jpg|thumb|none|450px|FAMAS G1 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS G2===&lt;br /&gt;
The weapon can be turned into a [[FAMAS G2]] with the &amp;quot;G2 Conversion&amp;quot;, which gives the rifle the ability to use STANAG magazines.&lt;br /&gt;
[[File:Famas g2.jpg|thumb|none|450px|FAMAS G2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS Valorisé===&lt;br /&gt;
Attaching any scope turns the model into a [[FAMAS Valorisé]], apart from the trigger guard of the G-series rifles.&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|450px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PF-Famas-optic.jpg|thumb|none|600px|The Valorisé as seen in the menus with an EOTech XPS2.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] is unlocked at rank 16. It features a 9mm conversion, which uses a 32 round Uzi magazine.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[Image:FN SCAR-L (Standard).jpg|thumb|450px|none|Third Generation FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:PF-Scarl-menu.jpg|thumb|600px|none|The SCAR-L in the menu.]]&lt;br /&gt;
[[Image:PF-Scarl-att-menu.jpg|thumb|600px|none|Previewing a long-barrelled SCAR-L with no stock, a PM II scope and the 9mm Uzi magazine conversion, stated to be done by Big Woods MFG.]]&lt;br /&gt;
[[Image:PF-Scarl-short-menu.jpg|thumb|600px|none|Previewing a short-barrelled SCAR-L with a folded stock.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G11 K2==&lt;br /&gt;
The German wonder weapon, the [[Heckler &amp;amp; Koch G11]], is unlocked at rank 211, which reflects the name of the weapon, combining and rearranging the 2 from K2 and the 11 from G11. The weapon is the only caseless weapon in-game and appropriately does not eject spent casings when firing. It has back-up ironsights instead of the integral scope by default, although the scope is an attachment option. The irons are AAC flip up ironsights that are also used on the [[AAC Honey Badger]]. It correctly fires at 2,100 RPM in burst, and 460 RPM in auto.&lt;br /&gt;
&lt;br /&gt;
The description (&amp;quot;Wait a minute, this is the future. Where are all the phaser guns?&amp;quot;) references the movie ''[[Demolition Man]]''.&lt;br /&gt;
&lt;br /&gt;
The weapon uses the same reload sounds as the [[P90]] above. It also has two magazines as part of the model either side of the magazine that is currently being used, but these are just part of the model and are unusable. The magazine does not reciprocate when firing, which is incorrect.&lt;br /&gt;
[[File:G11K2 left.jpg|thumb|none|450px|Heckler &amp;amp; Koch G11 K2 - 4.73x33mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36]] is unlocked at rank 25. It has the export version of the rail top carry handle, rather then the G36C version, which is more common in videogames. The &amp;quot;Hendsoldt 3x Optic&amp;quot; adds back the ZF 3x4° sight, although it is missing the top 1x reflex. As long as some sort of optic is present on the weapon, the 3x will appear, and you can use it by pressing the alternate aim button.&lt;br /&gt;
[[File:HKG36.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36 with ZF 3x4° dual optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:G36C with STANAG mag adaptor.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C with a STANAG mag adaptor - 5.56x45mm NATO. Image used to show export variant of the rail top carry handle.]]&lt;br /&gt;
[[File:Pfg36-1.jpg|thumb|none|600px|The G36 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;MG36&amp;quot;===&lt;br /&gt;
The G36 makes another appearance, masquerading as the [[Heckler &amp;amp; Koch MG36]]. The weapon has the Beta-C drums and bipod of the MG36, but the bipod is unusable, like other weapons with a bipod by default. Like all G36 variants in the game, it has the export variant of the rail top carry handle. The weapon is unlocked at rank 33.&lt;br /&gt;
&lt;br /&gt;
As a LSW, it is in the LMG section. &lt;br /&gt;
[[File:G36 CMag.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36 with bipod handguard and C-Mag, visually identical to the real MG36 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:G36C with STANAG mag adaptor.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C with a STANAG mag adaptor - 5.56x45mm. Image used to show export variant of the rail top carry handle]]&lt;br /&gt;
[[File:Pfmg36-1.jpg|thumb|none|600px|The faux MG36 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36K]] is unlocked at rank 6 and is incorrectly classed as a carbine - while it does have a shorter barrel than the standard G36, it is not short enough to be considered a carbine. Like all G36 variants in the game, it has the export variant of the rail top carry handle.&lt;br /&gt;
&lt;br /&gt;
It has access to a .300 Blackout conversion, which is fictional.&lt;br /&gt;
[[File:G36K-Export.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with export optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:G36C with STANAG mag adaptor.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C with a STANAG mag adaptor - 5.56x45mm NATO. Image used to show export variant of the rail top carry handle]]&lt;br /&gt;
[[File:Pfg36k-1.jpg|thumb|none|600px|The G36K in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416A5]] is unlocked at rank 62 and is known simply as the HK416. It has a different reload compared to the rest of the AR-15 family, with the magazine knocked out by flicking the rifle to the right. &lt;br /&gt;
&lt;br /&gt;
It has access to a .300 Blackout conversion, along with a &amp;quot;Full Stock&amp;quot; and &amp;quot;Long Barrel (AR)&amp;quot; attachment.&lt;br /&gt;
[[Image:HK416 A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416A5 with 14.5&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Howa Type 20==&lt;br /&gt;
The [[Howa Type 20]] is unlocked at rank 37.&lt;br /&gt;
[[File:Type 20 with riflescope and grippod.jpg|thumb|none|450px|Howa Type 20 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==L85A2==&lt;br /&gt;
The [[L85A2]] is unlocked at rank 55. It has access to the [[L123A2 grenade launcher]], which is a unique trait of this rifle.&lt;br /&gt;
[[File:L85A2Iron.jpg|thumb|none|450px|L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:L85A1 with L123 GL.jpg|thumb|450px|none|L85A1 with SUSAT scope and L123 grenade launcher - 5.56x45mm NATO &amp;amp; 40x46mm grenade]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
The [[M16A4]] is unlocked at rank 22, depicted with a KAC handguard without rail covers. Its bolt does not lock back when empty and the selector is set to safe. It also has the inaccurate ability to fire the remaining bullets in a burst when the player is not pulling on the trigger - the cam mechanism of the M16A4 requires the trigger to be depressed to fire. If the trigger is lifted mid-burst, the remaining rounds are fired in the next burst e.g. two bullets are fired before the trigger is released, the next trigger pull would only fire one bullet because the mechanism has not reset.&lt;br /&gt;
&lt;br /&gt;
A 7.62x39mm conversion is available, along with various barrel and stock attachments. &lt;br /&gt;
[[File:M16A4Standard.jpg|thumb|none|450px|M16A4 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A4 Grippod.jpg|thumb|none|450px|M16A4 MWS with ACOG and grippod - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PF-M16a2-menu.jpg|thumb|none|600px|The M16A4 in the menu. Note the selector pointed towards safe; this happens on most AR variants in the game.]]&lt;br /&gt;
[[File:PF-M16a2-att-menu.jpg|thumb|none|600px|Previewing a modified M16A4 with C7-style ironsights, a 2nd Gen collapsible stock and a short barrel. Note the top rail cover is now missing.]]&lt;br /&gt;
[[File:PF-M16a2-762-menu.jpg|thumb|none|600px|Previewing an M16A4 with the 7.62x39mm conversion, stated to use Grendel magazines, though in practise they are black recolours of the default STANAG magazines. This weapon also has the buttstock removed.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;M16A3&amp;quot;===&lt;br /&gt;
The &amp;quot;M16A3&amp;quot; is unlocked at rank 33, using the exact same model as the A4 (hence why it is listed as a variant of the A4). In gameplay however, it is a separate weapon, firing in full-auto instead of 3 round bursts. The &amp;quot;M16A3&amp;quot; uses all the same attachments and modelling errors as the A4.&lt;br /&gt;
[[File:PF-M16a3-menu.jpg|thumb|none|600px|The M16A3 in the menu.]]&lt;br /&gt;
[[Image:PF-M16a3-att-menu.jpg|thumb|600px|none|Previewing an M16A3 with an A2 pistol grip mounted on a swivelling mount as a makeshift folding foregrip, along with a 2nd Gen collapsing stock in the collapsed position.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1==&lt;br /&gt;
The [[Steyr AUG A1]] is unlocked at rank 20, with the lowest firerate of all AUG rifles. It has the Swarvoski scope by default, which is also an attachment option, meaning two Swarvoski scopes can be used at once on the AUG A1. Toggling the aim type changes from the Swarvoski optic and either the back-up iron sights atop the optic, or the optical attachment mounted on top of the default optic. When optics are used, they are placed above the scope on a Picatinny rail (which resembles the [https://www.clawgear.com/en/AUG-Modular-Scope-Mount-Black-20114en1555 Clawgear AUG Modular Scope Mount]). Underbarrel grips replace the folding grip with a tri-rail setup.&lt;br /&gt;
[[Image:Steyr-AUG.jpg|thumb|450px|none|Steyr AUG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfauga1-1.jpg|thumb|none|600px|The AUG A1 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG Para===&lt;br /&gt;
Equipping the 9mm conversion renames the weapon to &amp;quot;AUG A1 Para&amp;quot; and makes it resemble [[Steyr AUG Para|the weapon of the same name]], minus the shorter barrel, which can be approximated in appearance with the &amp;quot;Short Barrel&amp;quot; attachment.&lt;br /&gt;
[[Image:AUG 9mm 03.jpg|thumb|none|450px|Steyr AUG Para - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] is unlocked at rank 39, with the rail of the Special Receiver version. Despite all AUG variants being the same in real life, the A2 in in-game is in-between the firerate of the A1 and A3.&lt;br /&gt;
[[Image:AUG A2 16.jpg|thumb|none|450px|Steyr AUG A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:SteyrAUGSR.jpg|thumb|none|450px|Steyr AUG Special Receiver - 5.56x45mm NATO. Image used to show the Picatinny rail.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]], with a Coyote Brown finish, is unlocked at rank 52. It has the highest firerate of the AUG rifles. It is missing the bolt release on the model.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[StG-44]] is unlocked at rank 144. The floorplate of the magazine is missing, and optics will wobble when attached.&lt;br /&gt;
&lt;br /&gt;
The weapon has an odd 5.56x45mm conversion.&lt;br /&gt;
[[Image:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
&lt;br /&gt;
==Tavor TAR-21==&lt;br /&gt;
The [[TAR-21]] is unlocked at rank 111. It can be modified to fire &amp;quot;Duplex&amp;quot; rounds, which shoot two bullets in one casing.&lt;br /&gt;
[[File:TAR21 Flattop.jpg|thumb|none|450px|IWI Tavor TAR-21 Flat Top - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===Tavor CTAR-21===&lt;br /&gt;
The &amp;quot;CTAR Barrel&amp;quot; attachment renames the weapon to the [[CTAR-21]].&lt;br /&gt;
[[File:CTAR Flattop.jpg|thumb|none|450px|IWI Tavor CTAR-21 Flat Top - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Type 88-2==&lt;br /&gt;
The super-rare North Korean [[Type 88-2]] is unlocked at rank 122. The default configuration of the rifle has it equipped with its infamous helical magazine, but they only hold 75 rounds instead of the reported 150, likely for gameplay balance, although nobody really knows how many rounds it holds, or if it is even a functional magazine. It is correctly depicted with the ribbed dust cover and proprietary overfolding stock, needed because standard AK side- or under-folding stocks would not work with the bulky helical magazine. The helical magazine can be swapped out for a 30-round magazine with the &amp;quot;Regular Mag&amp;quot; attachment.&lt;br /&gt;
[[File:Type_98-2.jpg|thumb|none|450px|Type 88-2 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===Type 88===&lt;br /&gt;
The combination of the &amp;quot;Regular Mag&amp;quot; and &amp;quot;Full Stock&amp;quot; attachment turns the weapon into the [[Type 88 assault rifle|Type 88]].&lt;br /&gt;
[[File:Type_88.jpg|thumb|none|450px|Type 88 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===Type 58===&lt;br /&gt;
Equipping the 7.62x39mm conversion turns the weapon into the [[AK-47|Type 58]].&lt;br /&gt;
[[File:Type58AK.jpg|thumb|450px|none|Type 58 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
==AG-3F2==&lt;br /&gt;
The [[G3|AG-3F2]], a modernised version of Norway's AG-3 rifle, is unlocked at rank 76. It incorrectly uses the AG-3 name.&lt;br /&gt;
[[File:AG-3F2.jpg|thumb|none|450px|AG-3F2 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AK12BR&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;AK12BR&amp;quot; is unlocked at rank 44. It's an odd weapon, chambered in 7.62x54mmR and utilising the same Balanced Recoil system from the [[AEK-971]] and other weapons, which is what the &amp;quot;BR&amp;quot; in the name stands for (not &amp;quot;Battle Rifle&amp;quot; as you might assume). The Balanced Recoil system is housed in a fictional housing that matches the colour and material of the main receiver, and it also comes with a Picatinny rail on top. It has a 20 round curved magazine, although before an update it used a 30 round 5.45x39mm magazine like the regular [[AK-12]], which somehow held 7.62x39mm. This made the weapon technically an assault rifle, but following feedback the developers changed the weapon to the bigger cartridge and smaller magazine. The developers state they included it as a battle rifle despite being an assault rifle in its original form because there were not enough battle rifles in the game.&lt;br /&gt;
[[File:Ak-12 7.62x51mm.jpg|thumb|none|450px|AK-12 - 7.62x51mm NATO (photoshopped)]]&lt;br /&gt;
[[Image:Ak107-2.jpg|thumb|none|450px|AK-107 with experimental 60-round magazine - 5.45x39mm. Image used to show the Balanced Recoil system]]&lt;br /&gt;
&lt;br /&gt;
==Alexander Arms .50 Beowulf EBR==&lt;br /&gt;
The [[Alexander Arms .50 Beowulf]] Entry Complete Rifle (abbreviated as &amp;quot;Beowulf ECR&amp;quot;) is a battle rifle unlocked at rank 21. It features a flat-top receiver, a 16.5&amp;quot; (42cm) barrel, and a standard Picatinny railed gas block. The rifle is sold standard with black furniture. Additionally, the weapon in-game is modified with Mangonel Flip-Up Sights. It can be modified to fire in three round bursts, which means it fires 3 bursts of 3, then a burst of either 1 or 2, depending if there is a round in the chamber or not, due to its 10 round magazine.&lt;br /&gt;
[[Image:AA Beowulf.jpg|thumb|none|450px|Alexander Arms .50 Beowulf - .50 Beowulf]]&lt;br /&gt;
[[File:Pfecr-1.jpg|thumb|none|600px|The ECR in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Alexander Arms .50 Beowulf TCR==&lt;br /&gt;
The [[Alexander Arms .50 Beowulf]] Tactical Complete Rifle (abbreviated to &amp;quot;Beowulf TCR&amp;quot; in-game) is listed as a designated marksman rifle in-game, unlocked at rank 70. This variant of Alexander Arms' Beowulf rifles features a flat-top receiver, 16.5&amp;quot; (42 cm) barrel, a low-profile gas block, Manticore Arms Transformer Rail handguard, B5 Systems SOPMOD BRAVO Collapsible Stock, and an upgraded trigger. The rifle in-game is shown with other upgrades purchasable for the TCR, such as an FDE Cerakote finish, FRAG grip panels and KeyMod panels, and the Tank Muzzle Brake. This muzzle brake is never removed and any muzzle attachment is mounted inside of it, like similar weapons with default muzzle brakes, like the [[Serbu BFG-50]]. It also has the same Diamondhead sights as a few other weapons in the game, notably the KRISS Vector. Finally, a 5.56x45mm conversion is available, which makes the rifle weaker but triples ammo capacity from 10 to 30 and fires twice as fast, 800 RPM instead of 400.&lt;br /&gt;
[[File:AA Beowulf Tactical.jpg|thumb|none|450px|Alexander Arms .50 Beowulf Tactical - .50 Beowulf]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 SPR==&lt;br /&gt;
A heavily customised FAL rifle most closely resembling the [[DSA SA58 Special Purpose Rifle|SA58 SPR]] is unlocked at rank 78. It features a full sized, 21-inch barrel FAL with a blue handguard without the top rail, an M16 pistol grip,  a different customised stock and standard FAL iron sights compared to the real SA58 SPR. It also has standard FAL 20 round magazines instead of the 10 round magazines seen on the reference photo below. It is classed as a DMR in-game.&lt;br /&gt;
[[Image:DSA SA58 SPR.jpg|thumb|none|450px|DSA SA58 Special Purpose Rifle - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL 50.00==&lt;br /&gt;
The [[FN FAL 50.00]] is unlocked at rank 107, as a select-fire battle rifle with a 20 round magazine. It can be converted to fire .45 ACP for some odd reason, which uses a 50 round drum.&lt;br /&gt;
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FAL Para Shorty&amp;quot;===&lt;br /&gt;
A custom short FAL rifle called the &amp;quot;FAL Para Shorty&amp;quot; is unlocked at rank 98, classed as a PDW/SMG. It is an odd weapon, with a folded FAL paratrooper stock, an [[MP5K]] grip and handguard and an extremely short barrel. The MP5K grip is a different colour to the rest of the weapon, implying it was taken from an MP5K and attached to the weapon. The end result bears a resemblance to the compact FAL from the movie ''[[The Wild Geese]]'', which might have been the inspiration for this weapon. It is select-fire in-game.&lt;br /&gt;
&lt;br /&gt;
The sprinting animation uses the same animations as the pistols and the MAC-10. During its time in the Test Place, it was classed as a carbine instead of a PDW/SMG.&lt;br /&gt;
[[File:L1A1 Wild Geese custom.jpg|thumb|none|450px|'''Photoshopped''' Custom shortened L1A1 SLR (Self Loading Rifle) as used in ''[[The Wild Geese]]'' - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:MP5KA3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5K with Navy trigger group - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
A grey [[SCAR-H]] is unlocked at rank 30. It has a 30 round 7.62x39mm conversion and the same firing sounds as the lower caliber SCAR-L.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfscarh-1.jpg|thumb|none|600px|The SCAR-H in the loadout ment.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3==&lt;br /&gt;
The [[G3A3]] is unlocked at rank 59, simply called the &amp;quot;G3&amp;quot;.&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417==&lt;br /&gt;
The [[HK417]] is unlocked at rank 78, correctly depicted as select-fire and classed as a battle rifle.&lt;br /&gt;
[[Image:HK417 16.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK417 with 16&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==IMBEL M964 A1 ParaFAL==&lt;br /&gt;
The [[IMBEL M964 A1 ParaFAL]] is unlocked at rank 89, incorrectly referred to as the &amp;quot;FAL 50.63 Para&amp;quot;; it has neither the correct barrel length, charging handle, or stock of that version. It is incorrectly classed as a carbine, although it was correctly classed as a battle rifle before an update; it also used to be correctly called the &amp;quot;PARA FAL&amp;quot;. It features the same 50 round .45 ACP conversion, as well as a 5.56x45mm conversion, which makes the weapon resemble the [[FN FNC]], albeit with a standard FAL handguard.&lt;br /&gt;
[[File:7.62 M964 A1 PARAFAL.jpg|thumb|none|450px|IMBEL M964 A1 MD-1 ParaFAL - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] is unlocked at rank 2, depicted (rarely, for a video-game) as select-fire, boasting a firerate of 750 RPM. The weapon features a 6.5mm Creedmoor conversion, which increases the magazine size from 20 to 30.&lt;br /&gt;
[[Image:M14Rifle.jpg|thumb|none|450px|M14 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfm14-1.jpg|thumb|none|600px|The M14 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==MC51SD==&lt;br /&gt;
An integrally suppressed version of the HK51, the [[MC51SD]] is unlocked at rank 86 and is incorrectly classed as a carbine instead of a battle rifle. It has a longer barrel than the real MC51SD, akin to the [[Heckler &amp;amp; Koch G3KA4]]. The stock can be used with the &amp;quot;Retractable Stock&amp;quot; attachment, which, confusingly, extends the stock.&lt;br /&gt;
[[File:MC51SD.jpg|thumb|450px|none|MC51SD - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Ohio Ordnance HCAR==&lt;br /&gt;
The [[Ohio Ordnance HCAR]] was added in October 2023 as part of update 9.0.3 and is unlocked at rank 181. &lt;br /&gt;
[[File:HCAR.jpg|350px|thumb|none|Ohio Ordnance HCAR - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
The [[Springfield Armory M1A]] is unlocked at rank 68 and is incorrectly referred to as the &amp;quot;[[M21]]&amp;quot;; it is not a real M21 as it lacks the fire selector.&lt;br /&gt;
[[File:SFA_M1A.jpg|thumb|none|450px|Springfield Armory M1A - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
==AAC Honey Badger==&lt;br /&gt;
The [[AAC Honey Badger]] is unlocked at rank 62 and is classified as a carbine. Oddly, muzzle attachments can be used at the same time as the integral suppressor, which is obviously impossible in real life, but does have a basis in reality, as the [[Barrett M107]] has a proprietary suppressor that allows other muzzle attachments to be used in tandem with the suppressor. The suppressor is also removable, which does not have as much of an impact on the ballistics as you might think, given the weapon only has a 6&amp;quot; barrel.&lt;br /&gt;
[[File:AAC honey badger.jpg|thumb|none|450px|AAC Honey Badger - .300 AAC Blackout]]&lt;br /&gt;
&lt;br /&gt;
==AK-12 Carbine==&lt;br /&gt;
The AK-12 Carbine, an originally planned variant of the 2012 prototype of the [[AK-12]], appears as the &amp;quot;AK-12C&amp;quot;, and is chambered in 7.62x39mm. In reality, this prototype carbine only existed in early photoshopped images and didn't enter development stage, though the post-2016 production version of the AK-12 series eventually included a 7.62x39mm carbine variant called the [[AK-15|AK-15K]] (which has various differences from the planned prototype).&lt;br /&gt;
[[File:AK-12 Carbine 7.62x39.jpg|thumb|none|450px|AK-12 Carbine - 7.62x39mm (photoshopped)]]&lt;br /&gt;
&lt;br /&gt;
===AK-12 (7.62x39mm)===&lt;br /&gt;
The Long Barrel attachment converts the weapon into a full-sized AK-12 prototype in 7.62x39mm.&lt;br /&gt;
[[File:Ak-12 7.62x39mm.jpg|thumb|none|450px|Prototype AK-12 - 7.62x39mm (photoshopped)]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
The [[AK-105]] carbine is unlocked at rank 105. It has the railed dust cover of the AK-103M.&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-102===&lt;br /&gt;
The 5.56 Conversion converts the weapon and changes its name to the [[AK-102]].&lt;br /&gt;
[[Image:AK102.jpg|thumb|none|450px|AK-102 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-107===&lt;br /&gt;
The &amp;quot;BARS Barrel&amp;quot; converts the weapon into the [[AK-107]].&lt;br /&gt;
[[Image:Ak107-2.jpg|thumb|none|450px|AK-107 with experimental 60-round magazine - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-108===&lt;br /&gt;
The combination of the &amp;quot;BARS Barrel&amp;quot; and the 5.56 Conversion converts the weapon and changes its name to the [[AK-108]]. The AK-103 can also be made into the 108 (although the name does not change for the 105), so this weapon appears in the game twice.&lt;br /&gt;
[[File:AK-108.jpg|thumb|none|450px|AK-108 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-101===&lt;br /&gt;
The 5.56 Conversion and the Long Barrel make the weapon the [[AK-101]]. The AK-103 can also be made into the 101 (although the name does not change for the 105), so this weapon appears in the game twice.&lt;br /&gt;
[[File:AK101.jpg|thumb|none|450px|AK-101 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
The Long Barrel attachment converts the weapon into the [[AK-74M]].&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is unlocked at rank 88, and is incorrectly classed as a PDW/SMG instead of a carbine and is called the &amp;quot;Krinkov&amp;quot;. It has a 9x19mm conversion, along with the other conversions listed below.&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74UB===&lt;br /&gt;
Equpping the PBS-4 Suppressor effectively makes the weapon an [[AKS-74UB]].&lt;br /&gt;
[[File:AKS-74UB with PBS-4 suppressor.jpg|thumb|none|450px|AKS-74UB - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AKMSU===&lt;br /&gt;
The 7.62x39mm ammo conversion turns the weapon into the [[AKMSU]].&lt;br /&gt;
[[Image:AK-Krinkov.jpg|thumb|none|450px|AKMSU (converted AKM pistol) - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AK-12U==&lt;br /&gt;
The AK-12U, a planned (but not developed) sub-carbine version of the 2012 prototype [[AK-12]], appears under the misnomer &amp;quot;AKU12&amp;quot;. It is unlocked at rank 35.&lt;br /&gt;
[[File:AK-12U.jpg|thumb|none|450px|Photoshopped mock-up of the AK-12U - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;PPK-12&amp;quot;===&lt;br /&gt;
The 9mm Conversion converts the weapon into the &amp;quot;PPK-12&amp;quot; (which is the name of an early submachine gun concept of the AK-12 prototype), complete with name change and the addition of a 100 RPM 3 round burst mode. The PPK-12 was originally added as a PDW, then removed and replaced with the conversion for the &amp;quot;AKU-12&amp;quot;. The original PPK-12 is now a developer-only weapon. The old model is able to be seen in the main menu. There was also a stockless version categorised as an &amp;quot;Other&amp;quot; sidearm.&lt;br /&gt;
&lt;br /&gt;
Visually the weapon resembled the [[PP-19-01 Vityaz]] SMG, but with 2012 prototype [[AK-12]] externals.&lt;br /&gt;
[[file:Pp19 2.jpg|thumb|450px|none|PP-19-01 &amp;quot;Vityaz&amp;quot; SB-20 - 9x19mm]]&lt;br /&gt;
[[File:Ak-12.jpg|thumb|none|450px|Prototype AK-12 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K1A==&lt;br /&gt;
The [[Daewoo K1A]] is unlocked at rank 63.&lt;br /&gt;
[[File:K1A stock extended.jpg|thumb|none|450px|Daewoo K1A with stock extended and 30-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Diemaco/Colt Canada C8A3==&lt;br /&gt;
A [[Colt Canada C8A3]] with the barrel of a C8A2 is unlocked at rank 128.&lt;br /&gt;
[[File:Colt_Canada_C8_carbine.JPG|thumb|none|450px|Colt Canada C8A3 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR PDW==&lt;br /&gt;
The [[FN SCAR PDW]] is unlocked at rank 32.&lt;br /&gt;
[[File:FN SCAR PDW (old).jpg|thumb|none|450px|FN SCAR PDW (old version) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfscarpdw-1.jpg|thumb|none|600px|The SCAR PDW in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Gwinn/Bushmaster Arm Pistol==&lt;br /&gt;
The [[Bushmaster Arm Pistol|Gwinn/Bushmaster Arm Pistol]], which is actually a subcompact bullpup carbine legally defined as a pistol under certain US states' laws, is unlocked at rank 110 as the &amp;quot;Arm Pistol&amp;quot;. It comes with a 20 round STANAG magazine and a illegal conversion to full-auto fire at 800 RPM, which places it into the machine pistol category. The extended magazine attachment gives it a standard 30 round STANAG magazine. Due to the 5.56mm ammo used, it deals the same sort of damage as 5.56mm assault rifles, but due to the compact size, it also shares the same recoil values from the [[M231 Firing Port Weapon|M231]] listed below.&lt;br /&gt;
&lt;br /&gt;
The weapon is modelled after the earlier Gwinn version of the Arm Pistol, and it has the trigger group permanently at a 38 degree tilt. Weirdly, when the &amp;quot;Ballistics Tracker&amp;quot; attachment is used, two appear instead of one. This is the first appearance of the weapon in a videogame.&lt;br /&gt;
[[File:BushmasterArmpistol1.jpg|thumb|450px|none|Gwinn/Bushmaster Firearms Arm Pistol - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is unlocked at rank 7.&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfg36c-1.jpg|thumb|none|600px|The G36C in the loadout menu. Note that even though the iron sights are of the standard G36C type, the carry handle lacks the triangular protrusions on the inside like on an export variant.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8-1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SL8-1]] is unlocked at rank 34. It incorrectly uses a double-stack 30-round G36 magazine.&lt;br /&gt;
[[File:HK-SL8.jpg|thumb|none|450px|Heckler &amp;amp; Koch SL8-1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfsl8-1.jpg|thumb|none|600px|The SL8 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Henry 45-70 All-Weather Lever Action==&lt;br /&gt;
The [[Henry Rifle Series|Henry 45-70 All-Weather]] is a modern (2016) reproduction of the original [[Henry 1860]] lever-action rifle. As the name suggests, it fires .45-70 Government instead of .44 Henry. While being a modern weapon, it retains the loading system of the 1860, modified slightly to allow for a handguard to be fitted to the rifle. A magazine tube is removed from the weapon and individual rounds are loaded into it, then it is pushed back into the tube under the barrel. This reloading procedure is replicated in-game, and the magazine tube only holds 5 rounds. The model in-game has a marginally longer barrel than the image below.&lt;br /&gt;
&lt;br /&gt;
The Henry is classed as a battle rifle, although it functions more like a low-velocity sniper rifle, with a faster firerate than all snipers, but still much slower than the semi-auto battle rifles. This problem can be circumvented with Plus P ammunition, which makes the weapon fire rounds much faster, and also gives the weapon higher penetration. .410 shotshells can also be used, which changes the name to &amp;quot;Henry 410&amp;quot; and makes the weapon fire 4 pellets instead of one bullet. Oddly, these pellets are almost directly over each other, with strong vertical spread instead of horizontal, as one might have expected. A 30-30 conversion is also available, as well as the &amp;quot;Malcolm 3x Scope&amp;quot;. It can also use the same scope as the [[PGM Hecate II]] sniper rifle, the &amp;quot;Sidewinder ED&amp;quot;, which makes it the only non-sniper rifle to have access to this scope.&lt;br /&gt;
[[File:Henry4570.jpg|thumb|none|450px|Henry 45-70 All-Weather Lever Action - .45-70 Government]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95R==&lt;br /&gt;
The [[IWI X95|IWI X95R]] is unlocked at rank 130.&lt;br /&gt;
[[File:IWI X95 5.45x39.jpg|thumb|none|450px|IWI X95R with 13-inch barrel and tan body - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Company Revolver Rifle==&lt;br /&gt;
A slightly visually altered [[Knight's Armament Revolver Rifle]] appears as the &amp;quot;KAC SRR&amp;quot; (Silenced Revolver Rifle), is classed as a carbine and is unlocked at rank 125.&lt;br /&gt;
[[Image:RevolverRifle-1.jpg|thumb|none|450px|Knight's Armament Revolver Rifle - .30 caliber. The weapon in-game features ironsights instead of the scope seen in this reference image.]]&lt;br /&gt;
&lt;br /&gt;
==L22 Hybrid==&lt;br /&gt;
A hybrid between the [[L22A2]] and the SA80 AFV prototype (referred to as just the &amp;quot;L22&amp;quot; in-game) is unlocked at rank 28. It is mostly based off the AFV prototype, but it has the receiver of the L22A2.&lt;br /&gt;
[[Image:Sa80-l22a1.jpg|thumb|none|450px|SA80 AFV prototype - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sa80A2-l22a2.jpg|thumb|none|450px|L22A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfl22-1.jpg|thumb|none|600px|The L22 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M4==&lt;br /&gt;
The [[M4 carbine]] is unlocked at rank 14.&lt;br /&gt;
[[File:ColtM4 FirstVersion.jpg|thumb|none|450px|M4 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfm4-1.jpg|thumb|none|600px|The M4 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] is unlocked by default, making it the first carbine players have access to.&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfm4a1-1.jpg|thumb|none|600px|The M4A1 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M231 Firing Port Weapon==&lt;br /&gt;
The [[M231 Firing Port Weapon]] is unlocked at rank 123 and is classed as an assault rifle in-game. Being a weapon only designed to fire from an M2 Bradley, it is not the easiest thing to use in combat. It fires at 1225 RPM, has extreme vertical and horizontal recoil and has no iron sights at all. Correctly depicted as open bolt, it also has the wire stock available as an attachment, though the model is borrowed from the M3A1 &amp;quot;Grease Gun&amp;quot; and is not the correct stock for the M231.&lt;br /&gt;
&lt;br /&gt;
In real life, it is only meant to be used inside the M2 Bradley, removing it is inadvisable in a combat scenario outside of extreme emergencies. The game reflects this with the description stating &amp;quot;the M231 Firing Port Weapon is only intended to be used inside the Bradley AFV in a special mount. Hits hard, but good luck hitting anything...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The weapon's description (&amp;quot;... You're going to use it anyways, Boss?&amp;quot;) has a reference to ''[[Metal Gear Solid 3]]'', where &amp;quot;The Boss&amp;quot; uses a heavily modified short-barrel AR-15 platform rifle with a Beta C-Mag magazine called the Patriot. The same sort of weapon can be created by equipping the &amp;quot;Short Barrel&amp;quot; attachment and the &amp;quot;M855 Specialty Conversion&amp;quot;, the latter replaces the 30 round magazine with a C-Mag.&lt;br /&gt;
[[File:381portg.jpg|thumb|none|450px|M231 Firing Port Weapon - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MBA Gyrojet Carbine==&lt;br /&gt;
The carbine variant of the [[Gyrojet]] is unlocked at rank 127. Like the pistol, it has reverse damage, which increases with range. It also has the fictional full-auto upgrade, like the pistol.&lt;br /&gt;
[[File:Gyrojetcarbine.jpg|thumb|none|450px|Gyrojet Mark 1 Model B Military Carbine - 13mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-126==&lt;br /&gt;
The OTs-126, a semi-auto carbine variant of the [[PP-2000]], is unlocked at rank 48. It is depicted as select-fire in-game.&lt;br /&gt;
[[File:OTs-126.jpg|thumb|none|450px|OTs-126 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-1A-01 Groza==&lt;br /&gt;
The [[OTs-14-1A-01 Groza]] appears as the &amp;quot;Groza-1&amp;quot;, unlocked at rank 42.&lt;br /&gt;
[[file:OTs-14-1A-01.jpg|thumb|none|450px|OTs-14-1A-01 Groza - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A-03 Groza==&lt;br /&gt;
The [[OTs-14-4A-03 Groza]] is unlocked at rank 79, referred to as the &amp;quot;Groza-4&amp;quot;.&lt;br /&gt;
[[Image:OTs-14-4A-03.jpg|thumb|none|450px|OTs-14-4A-03 Groza - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Remington 1858 &amp;quot;Cattleman's Carbine&amp;quot;==&lt;br /&gt;
The [[Remington 1858 &amp;quot;Cattleman's Carbine&amp;quot;]] is unlocked at rank 93.&lt;br /&gt;
[[Image:RemCattlemansCarbine58.jpg|thumb|none|450px|Remington 1858 &amp;quot;Cattleman's Carbine&amp;quot; - .44]]&lt;br /&gt;
&lt;br /&gt;
==Rossi Circuit Judge==&lt;br /&gt;
The [[Rossi Circuit Judge]] is unlocked at rank 114 and is referred to as the &amp;quot;Jury&amp;quot;.&lt;br /&gt;
[[file:Rossi Circuit Judge 1.jpg|thumb|450px|none|Rossi Circuit Judge - .410 bore/.45 Long Colt]]&lt;br /&gt;
&lt;br /&gt;
==SKS==&lt;br /&gt;
The [[SKS]] in a Tapco Intrafuse stock is unlocked at rank 13.&lt;br /&gt;
[[File:Tapco Intrafuse SKS Rifle Stock Bayonet-DE.jpg|thumb|none|450px|SKS with Tapco Intrafuse stock - 7.62x39mm]]&lt;br /&gt;
[[File:Pfsks-1.jpg|thumb|none|600px|The SKS in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==SR-3M==&lt;br /&gt;
The [[SR-3M]] is unlocked at rank 69.&lt;br /&gt;
[[Image:SR-3M-vichr-30-mag.jpg|thumb|none|450px|SR-3M with 30 round magazine - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International Arctic Warfare Suppressed==&lt;br /&gt;
The [[Accuracy International Arctic Warfare Suppressed]] is unlocked at rank 41 and is known as the &amp;quot;AWS&amp;quot;. It has a 10 round magazine and is stated to be firing .308 Winchester. It is the only integrally-suppressed sniper rifle in the game, which gives it the lowest muzzle velocity in its class. The PM II scope it uses is a unique variant with an illuminated reticle.&lt;br /&gt;
[[File:AWS 1800.jpg|thumb|450px|none|Accuracy International AWS - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International Arctic Warfare Magnum==&lt;br /&gt;
The [[Accuracy International Arctic Warfare Magnum]] is unlocked at rank 82 and is known as the &amp;quot;AWM&amp;quot;. Prior to update 4.7.0, it had a white chassis and was known as the L115A3, which the model did not accurately represent. The new AWM has a much more accurate model. It was also available in the Alpha of the game.&lt;br /&gt;
&lt;br /&gt;
The AWM comes with ironsights by default, the same as the KRISS Vector and Beowulf TCR. They are modelled after the Diamondhead flip-up sights, but the AWM has a unique front sight compared to the two other weapons that use Diamondhead sights.&lt;br /&gt;
[[File:AWSM fixed.jpg|thumb|none|450px|Accuracy International AWSM without scope - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:Accuracy International AWM.jpg|thumb|none|450px|Accuracy International AWM-F - .300 Winchester Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107A1==&lt;br /&gt;
The [[Barrett M107A1]] is unlocked at rank 170, with a tan frame and a five round magazine, for balancing reasons. It previously appeared in the Alpha build of the game, where it was an M82A1 model.&lt;br /&gt;
&lt;br /&gt;
Two interesting things to note about this weapon: attaching a suppressor allows the player to hear the action cycling as well as the spring pushing the bolt back into battery, despite the M107 being one of the loudest guns in the whole game. Secondly (and strangely), the bolt does not cycle at the end of the last shot; the player instead ejects the last round during the reload animation.&lt;br /&gt;
&lt;br /&gt;
Like the game's other .50 BMG weapons, it has access to .416 Barrett and &amp;quot;Dust Shot&amp;quot; conversions, the former increasing penetration and velocity while sacrificing range and damage, and the latter making absolutely no sense at all, turning an anti-materiel rifle into the world's most unwieldy semi-automatic shotgun.&lt;br /&gt;
[[File:Barrett-M107A1_29_inch.jpg|thumb|none|450px|Barrett M107A1 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Cheyenne Tactical M200 Intervention==&lt;br /&gt;
The [[Cheyenne Tactical M200 Intervention]] is the default sniper rifle, unlocked at rank 0. Foregrips are mounted in front of the upside-down carry handle; before update 4.0.0, the carry handle was removed when grips were used.&lt;br /&gt;
&lt;br /&gt;
It has access to a straight-pull bolt and a .375 Cheytac conversion. The stock can also be removed.&lt;br /&gt;
[[Image:M200.jpg|thumb|none|450px|Cheyenne Tactical M200 Intervention - .408 CheyTac]]&lt;br /&gt;
[[File:Pfm200-1.jpg|thumb|none|600px|The Intervention in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K14==&lt;br /&gt;
The [[Daewoo K14]] is unlocked at rank 138, making its first appearance in any media. It has an exclusive scope, the KOM 10x42, which cannot be unlocked for use on other sniper rifles.&lt;br /&gt;
[[File:Daewook14.jpeg‎|thumb|none|450px|Daewoo K14 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Denel NTW-20==&lt;br /&gt;
The [[Denel NTW-20]] is unlocked at rank 220. It features both 14.5x114mm and 20x110mm conversions, the latter of which turns the weapon into a single-shot breech loader. The weapon is incredibly heavy, denying the player the ability to walk while aiming or aim at all unless they are crouched, prone or near waist-high cover, as the weapon features a usable bipod system.&lt;br /&gt;
&lt;br /&gt;
The description incorrectly states that the weapon was designed to take down tanks.&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|450px|Denel NTW-20 - 20x82mm MG151]]&lt;br /&gt;
&lt;br /&gt;
==Dragunov SVDS==&lt;br /&gt;
The [[SVDS Dragunov]] is unlocked at rank 104. The bolt does not lock back when empty and the ironsights more closely resemble a [[Gewehr 43]] rather than the [[Mosin Nagant]]-style sights of the SVDS in reality.&lt;br /&gt;
&lt;br /&gt;
Prior to Update 4.0.0, the weapon had a 5 round capacity in a 10 round magazine model. It also used to be classed as a DMR, but it has now been changed to a sniper rifle and a 10 round capacity.&lt;br /&gt;
[[File:SVD-S-Rifle.jpg‎|thumb|none|450px|SVDS - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
===Dragunov SVD===&lt;br /&gt;
Equipping the &amp;quot;Full Stock&amp;quot; converts the weapon into a [[Dragunov SVD]], with a wood stock and handguard instead of the SVDS' polymer. The name also changes to reflect the conversion.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
==Dragunov SVU==&lt;br /&gt;
A green [[SVU Dragunov]] is unlocked at rank 38. It has a PSO-1 which has much more magnification than a real PSO-1 - 7.5x compared to the real scope's 4.0x. The SVU also has access to iron sights. The bolt does not lock back when empty.&lt;br /&gt;
&lt;br /&gt;
Before Update 4.0.0, the SVU was classed as a DMR, had 5 rounds in a 10 round magazine and had an integral suppressor, due to the unique, cylindrical appearance of the muzzle brake on the SVU. After this update, the developers realised the error, re-classed it as a sniper rifle and removed the suppressor effect from the built-in muzzle brake, although it is non-functional like other guns with muzzle brakes by default. The magazine capacity has also been increased to 10.&lt;br /&gt;
[[Image:Svu-a 2.jpg|thumb|none|450px|SVU modernized with black furniture and a bipod - 7.62x54mmR]]&lt;br /&gt;
[[Image:SVU-A.jpg|thumb|none|450px|SVU-A - 7.62x54mmR. Image used to show back-up iron sights.]]&lt;br /&gt;
&lt;br /&gt;
==FN SSR==&lt;br /&gt;
The [[FN SSR]], called the &amp;quot;SCAR SSR&amp;quot;, is unlocked at rank 85. It is classed as a DMR in-game. Despite having one fire mode, semi-auto, it has an animation to switch fire modes. It has a 20 round [[SCAR-H]] magazine loaded with 10 rounds and a 6.5mm Creedmoor conversion.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[Image:SSR Mk.20 Mod.0.jpg|thumb|none|450px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Grünig &amp;amp; Elmiger FT300==&lt;br /&gt;
The Grünig &amp;amp; Elmiger FT300 is a Swiss sniper rifle, unlocked at rank 160 and chambered in .243 Winchester by default. It features a lot of customisation, with caliber conversions to .22 LR, .308 Winchester, 7.5x55mm and 6XC Norma, a modified .250 Savage round designed for competition shooting. Other options include a &amp;quot;Marksman Kit&amp;quot;, adding a 10 round detachable magazine and a straight-pull bolt (not compatible with the .22 LR conversion), an integral suppressor, the &amp;quot;Olympian Target Sight&amp;quot; and &amp;quot;Olympian Grip&amp;quot; and finally, the Wood Furniture modification, which has very little stat changes. &lt;br /&gt;
&lt;br /&gt;
The G&amp;amp;E logo is replaced with the Stylis Studios logo.&lt;br /&gt;
[[File:G%26eft300.jpg|thumb|none|450px|Grünig &amp;amp; Elmiger FT300 - 6mm BR]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MSG90==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MSG90]] is unlocked at rank 59. Despite having one fire mode, semi-auto, it has an animation to switch fire modes. It has a 5 round magazine implausibly loaded with 10 rounds.&lt;br /&gt;
[[Image:HKMSG90.jpg|thumb|none|450px|Heckler &amp;amp; Koch MSG90 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25==&lt;br /&gt;
The [[Knight's Armament SR-25]] is unlocked at rank 3, under its SOCOM designation of Mk 11. It has the back up irons of the real weapon as the default ironsights. It is classed as a DMR. Despite having one fire mode, semi-auto, it has an animation to switch fire modes. Weirdly, the animations for reloading include both pressing the bolt release and pulling the charging handle.&lt;br /&gt;
&lt;br /&gt;
It has a conversion to .500 Phantom rounds.&lt;br /&gt;
[[File:Knights-Armament-SR-25-Mk11-Mod-0Unsuppressed.jpg|thumb|none|450px|Knight's Armament SR-25 with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfsr25-1.jpg|thumb|none|600px|The SR-25 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M1903 Springfield==&lt;br /&gt;
The [[M1903 Springfield]] is unlocked at rank 136. It can be converted to the rare Air Service version, or have a Pedersen Device installed.&lt;br /&gt;
[[File:M1903Mark1.jpg|thumb|none|450px|M1903 Springfield - .30-06 Springfield]]&lt;br /&gt;
[[File:M1903AirService.jpg|thumb|none|450px|M1903 Springfield Air Service - .30-06 Springfield]]&lt;br /&gt;
[[File:Pederson_Device.jpg|thumb|none|450px|M1903 Springfield with Pedersen Device - .30-18 Auto]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M1891/30==&lt;br /&gt;
The [[Mosin Nagant M1891/30]], known simply as the &amp;quot;Mosin Nagant&amp;quot;, is unlocked at rank 91, a nod to the original rifle's designation of M1891. The description states it is from the 1800s, which is incorrect for the specific model of rifle in the game, which was produced from 1930 onwards. However, the original rifle was made in 1891.&lt;br /&gt;
&lt;br /&gt;
The reload animations are always wrong unless reloading from an empty magazine - the player character will always push a full stripper clip into the rifle, regardless of remaining rounds. The bolt has to be opened to reload, which would cause a round to be lost, but no such mechanism is present in-game. Additionally, the top round is not pulled upward to avoid rims locking together, which could cause misfeeds, and the &amp;quot;clip&amp;quot; part of the stripper clip is removed incorrectly.&lt;br /&gt;
&lt;br /&gt;
The rifle always has the bent bolt regardless of attachments, and can attach a PU-1 scope. Additionally, it has access to an &amp;quot;8mm&amp;quot; conversion, which increases body damage at close range and decreases headshot damage at long range; this is presumably either meant to represent one of the interwar Polish conversions to 8x57mm Mauser, or one of the WWI-era Austro-Hungarian conversions to 8x50mmR Mannlicher. The ironsights have a higher zoom than almost every ironsight in the game, including ones on other sniper rifles like the AWM, which has irons by default. Interestingly, it has access to an extended magazine attachment; this is modeled off of the Howling Raven 10-round extended magazine, and is (like the real deal) detachable.&lt;br /&gt;
[[File:M9130.jpg|thumb|none|450px|Mosin Nagant M91/30 - 7.62x54mmR]]&lt;br /&gt;
[[File:MosinNagantM9130Sniper.jpg|thumb|none|450px|Mosin Nagant M91/30 with PU scope - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
===Mosin Nagant &amp;quot;Obrez&amp;quot;===&lt;br /&gt;
The [[Mosin Nagant &amp;quot;Obrez&amp;quot;]] version, a sawn-off Mosin, is available in the &amp;quot;Other&amp;quot; secondary category and is unlocked at rank 117. It shares all the reload inaccuracies from the M1891/30 listed above. The Obrez, as you would expect, has a lot of recoil, spread and bulet drop, but it can be effectively used as a pocket sniper.&lt;br /&gt;
&lt;br /&gt;
By default, it lacks a front sight, making aiming rather difficult. However, a barrel attachment called &amp;quot;Front Post&amp;quot; remedies the issue, extending the barrel just far enough in order to attach a front sight onto the barrel. The &amp;quot;Obrez Stock&amp;quot; and &amp;quot;Long Barrel&amp;quot; make the weapon approximate the M1891/30 listed above, in appearance, barrel length and performance, though it will still have more bullet spread than the proper rifle. Additionally, the extended barrel has no wood - it is just bare metal all the way. &lt;br /&gt;
&lt;br /&gt;
The weapon also has access to the 8mm conversion and the extended magazine, like the full-length rifle.&lt;br /&gt;
&lt;br /&gt;
As a bit of trivia, the appearance of the Obrez in ''Phantom Forces'' predates the appearance of the Obrez in ''[[Battlefield 1]]'' by a few months, making ''Phantom Forces'' the first game to feature one as a standalone weapon (though one could be created in ''[[DayZ]]'' by sawing down a full-length Mosin prior to this).&lt;br /&gt;
[[File:Mosin-Nagan-obrez.jpg|thumb|none|450px|Mosin Nagant M91/30 &amp;quot;Obrez&amp;quot;  - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
==PGM Hecate II==&lt;br /&gt;
The [[PGM Hecate II]] is unlocked at rank 150, with a Scrome LTE J10 F1 scope. Despite the Hecate's recoil compensation measures in real life such as the muzzle brake and its weight, which is supposed to reduce recoil to a level comparable to that of a .308 Winchester, the in-game depiction of the gun has very high recoil, most likely due to balancing purposes.&lt;br /&gt;
[[File:PGMHecateII.jpg|450px|thumb|none|PGM Hecate II - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 700 Magpul==&lt;br /&gt;
The [[Remington Model 700]], fitted with a Magpul chassis, is unlocked at rank 14 and is known as the &amp;quot;Remington 700&amp;quot;. It has a 6 round magazine, which does not exist, meaning a 7 round magazine has been loaded with 6 rounds. However, the model is that of a 5 round magazine. It has access to an extended magazine and a straight-pull bolt.&lt;br /&gt;
[[File:Remington M700 Hunter 700L stock.jpg|thumb|none|450px|Remington Model 700 with Magpul Hunter 700L Stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfr700-1.jpg|thumb|none|600px|The Remington 700 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Sako TRG-42==&lt;br /&gt;
The [[Sako TRG-42]] is unlocked at rank 84. It has a white chassis and MBUS back up ironsights, despite the rifle already having built-in irons. In-game, it is chambered in .338 Lapua Magnum.&lt;br /&gt;
[[Image:Sako trg42.jpg|thumb|none|450px|Sako TRG-42 - .300 Winchester Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Serbu BFG-50==&lt;br /&gt;
The [[Serbu BFG-50]] makes its inaugural appearance in a form of media, identified as &amp;quot;BFG 50&amp;quot;, being the most powerful sniper rifle in the game until the addition of the Hecate II and M107. It is well-known by the community due to its insane one-shot-kill potential and the fact that many low-level players would unlock it with credits before they reached rank 65. It is a single-shot, breech-loading .50 BMG rifle.&lt;br /&gt;
&lt;br /&gt;
The rifle has a few unique attachments - .17 Wildcat rounds are super-bottlenecked .50 BMG rounds which increase the bullet velocity of the BFG 50. It can also use .416 Barrett ammo and M903 SLAP rounds. It is equipped with the NXS 8-32 scope by default.&lt;br /&gt;
&lt;br /&gt;
All muzzle attachments are mounted inside the default muzzle brake, which is just part of the model and provides no statistical advantage.&lt;br /&gt;
[[File:serbu bfg50.jpg|thumb|none|450px|Serbu BFG-50 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SFG 50&amp;quot;===&lt;br /&gt;
A fictional ''super'' short-barrelled version of the [[Serbu BFG-50]], known as the &amp;quot;SFG 50&amp;quot;, is unlocked at rank 75 and it is part of the &amp;quot;Other&amp;quot; secondary weapon category. As you would expect from a short-barrelled .50 BMG rifle, it has insane recoil and low accuracy at range. The default muzzle brake is just part of the model and provides no statistical advantage.&lt;br /&gt;
&lt;br /&gt;
Like the BFG-50, it has access to .17 Wildcat, M903 SLAP and .416 Barrett ammo, along with the NXS 8-32 scope. It also has access to &amp;quot;Dust Shot&amp;quot;, which turns the weapon into a bolt-action, single-shot shotgun.&lt;br /&gt;
&lt;br /&gt;
The name &amp;quot;SFG 50&amp;quot; is never explained, nor was the name BFG for the BFG 50. As Serbu never gave any explanation for the name, many people have interpreted the acronym as &amp;quot;Big Fucking Gun&amp;quot;, along the same line as the [[Talk:Doom_(VG)#BFG_9000|BFG 9000 from the ''DOOM'' franchise]]. This would make SFG stand for &amp;quot;Small Fucking Gun&amp;quot;, which was reflected by the weapon's name in the killfeed being in lower-case until the Crimson Update.&lt;br /&gt;
[[File:PF-Sfg50-menu.jpg|thumb|none|600px|The &amp;quot;SFG 50&amp;quot; in the menu.]]&lt;br /&gt;
[[File:PF-Sfg50-attachments-menu.jpg|thumb|none|600px|The &amp;quot;SFG 50&amp;quot; with the default suppressor (with a unique model) and the &amp;quot;Ballistics Tracker&amp;quot; attachment (which is just an iPhone with a Stylis Studios logo).]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Scout==&lt;br /&gt;
An early-model [[Steyr Scout]] is unlocked at rank 195, equipped with a Leupold M8-6x scope. It is chambered in .376 Steyr and has an 8 round magazine. The straight-pull bolt is an attachment option for this weapon. It was previously chambered in 7.62x51mm NATO, with an underloaded 9 round magazine (should be 10), but it was changed in an unknown update. Instead of a Steyr logo on the stock, there is a Stylis Studios logo.&lt;br /&gt;
[[File:Scout Gray.jpg|thumb|none|450px|Steyr Scout (early model) with gray stock and long-eye-relief scope - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==VSS Vintorez==&lt;br /&gt;
The [[VSS Vintorez]] is unlocked at rank 46. By default, it has no scope and a 10 round magazine, but a PSO-1 scope can be attached to the weapon. It is classed as a Designated Marksman Rifle in-game and it is the only select-fire DMR in-game.&lt;br /&gt;
&lt;br /&gt;
Like the [[AS Val]], the Vintorez has access to the &amp;quot;Suppressor.. ?&amp;quot; attachment, which is the only barrel attachment. In-game, it doesn't do anything apart from pitch up the noise of your shots, and it is nonsensically attached to the end of the integral suppressor. It is modelled after the PBS-1.&lt;br /&gt;
&lt;br /&gt;
The AS Val can also be made into a VSS with the &amp;quot;Full Stock&amp;quot; attachment.&lt;br /&gt;
[[Image:Vss1.jpg|thumb|none|450px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
The [[Walther WA 2000]] is unlocked at rank 200. It correctly has a 6 round capacity. The scope model seems to be the same as the one on the Scout, the Leupold M8-6x, however the reticle is different. Oddly, a red laser attachment emits a pink beam instead. The top-mounted bipod is deployed when the &amp;quot;Long Barrel&amp;quot; attachment is used, like the FAMAS. Also like the FAMAS, the bipod is functionally useless.&lt;br /&gt;
&lt;br /&gt;
The description of the rifle states &amp;quot;Section 26, paragraph 5 - need to know. I'm sure you understand&amp;quot;, which is a reference to ''[[The Living Daylights]]'', a Bond film in which [[Timothy Dalton]] uses the WA2000.&lt;br /&gt;
[[Image:Walther-WA2000.jpg|thumb|none|450px|Walther WA 2000 - .300 Winchester Magnum]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Browning Automatic Rifle M1918A2==&lt;br /&gt;
The [[Browning Automatic Rifle M1918A2]] was added in October 2023 as part of update 9.0.3. &lt;br /&gt;
[[File:BAR.jpg|350px|thumb|none|M1918A2 Browning Automatic Rifle without carry handle - .30-06]]&lt;br /&gt;
&lt;br /&gt;
==Diemaco C7 LSW/Colt Model 750 LMG==&lt;br /&gt;
The [[Diemaco/Colt Canada C7 LSW]] appears as the first LMG players unlock, under the name &amp;quot;Colt LMG&amp;quot;. It does not have the built-in foregrip and it uses a 60 round quad-stack magazine. Despite the fact that it has a fixed carry handle (being based on the [[M16A2]]), the carry handle is removed when used with optics.&lt;br /&gt;
[[File:M16A2_CAR.jpg|thumb|none|350px|Diemaco C7 LSW/Colt Model 750 with Beta-C drum magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfm750-1.jpg|thumb|none|600px|The C7 LSW/M750 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==FN HAMR IAR==&lt;br /&gt;
The [[FN HAMR IAR]] is unlocked at rank 72, loaded with a 50 round X-Products drum. It does not feature the closed/open-bolt switching mechanism, being permanently stuck in closed-bolt. It is called the &amp;quot;SCAR HAMR&amp;quot; in-game. It has a fictional 9mm conversion, which uses a 100-round Beta-C drum magazine. Weirdly, the &amp;quot;Short Barrel&amp;quot; increases the effective range of the weapon.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[File:FN HAMR.jpg|thumb|none|450px|FN HAMR IAR - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21E]] is unlocked at rank 67. Like the [[Vollmer HK51-B]], it has a unique belt box that only G3 LMG variants use.&lt;br /&gt;
[[File:HK21E.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==L86A2==&lt;br /&gt;
The [[L86A2]] LSW is unlocked at rank 43, under the name &amp;quot;L86 LSW&amp;quot;.&lt;br /&gt;
[[File:L86A2.jpg|thumb|none|450px|L86A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M60E6==&lt;br /&gt;
The [[M60 machine gun|M60E6]], under the generic &amp;quot;M60&amp;quot; name, is unlocked at rank 19. It is fitted with a clubfoot stock and has the top rail from the [[Mk 43 Mod 1]]. &lt;br /&gt;
[[File:M60E6.jpg|thumb|none|450px|M60E6 with ELCAN scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfm60-1.jpg|thumb|none|600px|The M60 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==MG3KWS==&lt;br /&gt;
The [[MG3|MG3KWS]] is the improved version of the MG3, unlocked at rank 101. It can be modified with the &amp;quot;Light Bolt&amp;quot; and &amp;quot;Heavy Bolt&amp;quot; attachments, which in/decrease ROF. The MG3 has heavy bolt versions so it can be more easily fired from the shoulder.&lt;br /&gt;
[[File:MG3KWS.jpeg|thumb|none|450px|MG3KWS with Steiner 1-5x24 scope - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The [[MG42]] is unlocked at rank 142. It can be modified with the &amp;quot;Light Bolt&amp;quot; and &amp;quot;Heavy Bolt&amp;quot; attachments, which in/decrease ROF. Despite not being for MG42s, this has a basis in reality - the [[MG3]] has heavy bolt versions so it can be more easily fired from the shoulder.&lt;br /&gt;
[[Image:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] with a 40-round magazine is unlocked at rank 54.&lt;br /&gt;
[[File:RPK lmg.jpg|thumb|none|450px|RPK with 40 round magazine - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==RPK-12==&lt;br /&gt;
The RPK-12, an early LMG concept of the [[AK-12]] prototype, appears in the game. It is unlocked at rank 37, and has a 45 round magazine. It is based on the gun of the same name in ''[[Battlefield 4]]''.&lt;br /&gt;
[[File:RPK-12.jpg|thumb|none|450px|Photoshopped mock-up of the RPK-12 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==RPK-74==&lt;br /&gt;
The [[RPK-74]] is unlocked at rank 88. It uses the same rear sight as the AK74, when it should have a rear sight with windage adjustment.&lt;br /&gt;
[[File:Soviet RPK-74.jpg|thumb|none|450px|RPK-74 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR==&lt;br /&gt;
The [[Steyr AUG HBAR]] is unlocked at rank 27. It has the same rail system as the AUG A2 and A3, as well as a 42 round magazine, which incorrectly visually resembles a brown 30 round STANAG magazine. It used to be closed-bolt, but an update changed it so that the weapon was open-bolt, however the charging handle still moves as if it were closed-bolt.&lt;br /&gt;
[[Image:Aug-hbar.jpg|thumb|none|450px|Steyr AUG HBAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:SteyrAUGSR.jpg|thumb|none|450px|Steyr AUG Special Receiver - 5.56x45mm NATO. Image used to show the Picatinny rail.]]&lt;br /&gt;
[[File:Pfaughbar-1.jpg|thumb|none|600px|The AUG HBAR in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Vollmer HK51-B==&lt;br /&gt;
The super-rare [[Vollmer HK51-B]], a short-barrelled [[HK21]] conversion, is unlocked at rank 160. It is an unofficial belt-fed short-barrelled G3 rifle, adapted to use the M13 link designed for the [[M60]]. Despite this, it has a unique belt box model that all G3 LMG variants use. The reload animation is the same as the HK21. The weapon has the 3 round burst mode from the [[MP5A5]].&lt;br /&gt;
&lt;br /&gt;
Oddly, it is classed as a carbine, despite being a machine gun. This means it is the only belt-fed carbine in the game.&lt;br /&gt;
[[file:HK51-b.jpg|thumb|none|450px|Vollmer HK51-B without ammunition belt - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M79==&lt;br /&gt;
The [[M79]] appears as the &amp;quot;M79 Thumper&amp;quot;, one of the grenade launcher's nicknames from the Vietnam War. It is classified as an &amp;quot;Other&amp;quot; secondary, alongside the Obrez, the &amp;quot;SFG 50&amp;quot;, the &amp;quot;Saiga-12U&amp;quot;, the sawed-off shotgun and the Serbu Super Shorty, and is unlocked at rank 79. The sights are permanently folded down, and are removed and replaced by a Picatinny rail when using optics. The stock is removeable, replaced by a sawed-off pistol grip, and the barrel can be shortened. Nonsensically, the weapon can also be fitted with a muzzle brake or a compensator, which would never be able to be attached to the M79 in real life. It also has access to the joke &amp;quot;Loudener&amp;quot; muzzle attachment, which makes the weapon louder when firing. When reloading, the opening latch is correctly used before the barrel can be opened, which is nice attention to detail.&lt;br /&gt;
&lt;br /&gt;
The weapon does not fire HE 40x46mm grenades, as one might expect - instead, it fires 10 .22 LR bullets using the 40x46mm grenade casing, meaning it functions more like a single barrelled shotgun than a grenade launcher. This is not possible in real life - while there were experimental, shotgun like, ammunition for this weapons in real life, the chamber of the M79 cannot hold enough pressure to push small projectiles up to a lethal velocity. The barrel is rifled, therefore the small projectiles spread widely and is less lethal than a handgun or conventional shotgun at further range.&lt;br /&gt;
&lt;br /&gt;
The M79 has a few ammo conversions. It can use Hollow Point and Armour Piercing, unlike other shotguns, owing to it using .22 LR, not regular shotgun shells. The 40mm Sponge ammunition is unlocked by default, a riot-control ammo type intended to be non-lethal; instead of killing, it stuns and shocks the target. It has a similar function to a slug round used in the other shotguns, but with more pronounced drop and a muzzle velocity of 60m/s. It can kill with a hit anywhere on the body, and it has a different model to the normal ammunition - the 40mm grenade now has a grey base and a blue tip. The M79 can also fire Flechette ammunition, which has 16 projectiles, more than standard 8 darts used by every other shotgun with the flechette ammunition equipped. Flechette pierces cover better, but deals less damage, less muzzle velocity and has more spread. &amp;quot;.410 Beehive&amp;quot; converts the M79 to fire .410 shells, with 12 pellets that travel faster and further than the .22 LR, but have less power and more spread, meaning it functions similarly to the birdshot ammunition. Buckshot makes it fire the standard 8 pellet shells used in other shotguns via an adaptor, dealing more damage and with more muzzle velocity than the standard .22 LR, but with more spread and less pellets, it is not very useful. Finally, slugs function similarly to the 40mm Sponge, but with longer range, more spread and less drop, turning the M79 into an inaccurate version of the &amp;quot;SFG 50&amp;quot;.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==X Products Can Cannon==&lt;br /&gt;
The [[X Products Can Cannon]] is rather bizarrely the last firearm unlocked, at rank 222.&lt;br /&gt;
[[File:CanCannonAR15.jpg|thumb|none|450px|X Products Can Cannon - 12 oz. can]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
For gameplay purposes, all grenades glow green or red when thrown, depending on if the team that threw the grenade is friendly or not.&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] is unlocked at rank 26.&lt;br /&gt;
[[File:M26_Grenade.jpg|thumb|none|250px|M26 hand grenade]]&lt;br /&gt;
[[File:Pfm26-1.jpg|thumb|none|600px|The M26 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M560 Mini Grenade==&lt;br /&gt;
The M560 mini grenade is unlocked at rank 56.&lt;br /&gt;
[[File:ONSV2998__02.jpg|thumb|none|250px|M560 mini grenade]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] is the default grenade in ''Phantom Forces''.&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|250px|M67 hand grenade]]&lt;br /&gt;
[[File:Pfm67-2.jpg|thumb|none|600px|The M67 in the loadout menu.]]&lt;br /&gt;
[[File:Pfm67-1.jpg|thumb|none|600px|The pre-5.7.0 model for the grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Mk. 2 Hand Grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is unlocked at rank 2.&lt;br /&gt;
[[File:MkII_post-WWII_grenade.JPG|thumb|none|250px|Mk. 2 hand grenade]]&lt;br /&gt;
[[File:Pfmk2-1.jpg|thumb|none|600px|The Mk. 2 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
Three versions of the [[Model 24 Stielhandgranate]] appear in-game. The first is the basic &amp;quot;M24 Stick&amp;quot;, which is unlocked at rank 24. The second is the ''Geballte Ladung'' variant, unlocked at rank 168 (which is 7 times 24). The third is actually a melee weapon, and can only be unlocked by getting a Legendary on a case.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate]]&lt;br /&gt;
[[File:Pfm24-1.jpg|thumb|none|600px|The Stielhandgranate in the menu. The marking on the grenade's head reads &amp;quot;Kartoffel&amp;quot; (potato in German), in reference to its &amp;quot;potato masher&amp;quot; nickname.]]&lt;br /&gt;
[[File:M24_geballte_ladung.jpg|thumb|none|300px|Model 24 Stielhandgranate ''Geballte Ladung'']]&lt;br /&gt;
&lt;br /&gt;
==RGD-5 Hand Grenade==&lt;br /&gt;
The [[RGD-5 hand grenade]] is unlocked at rank 54.&lt;br /&gt;
[[File:RGD5.jpg|thumb|none|250px|RGD-5 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==RGN Hand Grenade==&lt;br /&gt;
The [[RGN]] is unlocked at rank 113.&lt;br /&gt;
[[File:RGN.jpg|thumb|none|250px|RGN hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==RGO Hand Grenade==&lt;br /&gt;
The [[RGO]] hand grenade is unlocked at rank 114.&lt;br /&gt;
[[File:RGO.jpg|thumb|none|250px|RGO hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==T13 Beano Grenade==&lt;br /&gt;
The [[T13 Beano]] grenade is unlocked at rank 80.&lt;br /&gt;
[[File:T13_Impact_Grenade.jpg|thumb|none|250px|T13 Beano grenade]]&lt;br /&gt;
&lt;br /&gt;
==V40 Mini Grenade==&lt;br /&gt;
The [[V40 Mini Grenade]] is unlocked at rank 140.&lt;br /&gt;
[[File:V40.jpg|thumb|none|250px|V40 Mini Grenade]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==e-Shotgun==&lt;br /&gt;
The &amp;quot;E Gun&amp;quot; is the world's first commercial coilgun, called the e-Shotgun in real life and unlocked at rank 87. The weapon fires small discs, which the game affectionately calls &amp;quot;Angry Pancakes&amp;quot;. A caliber conversion is available to the equally silly-sounding &amp;quot;Pennies&amp;quot; ammo type. Using the &amp;quot;Pennies&amp;quot; doubles the size of capacity up to 100 rounds. It features the real weapon's automatic and &amp;quot;shotgun&amp;quot; (actually a very fast 5-round burst) modes, and a semi-auto mode, with the burst firing at 2,800 RPM, 400 higher than the real weapon. Automatic fire is also faster, firing at 850 RPM instead of 600. The weapon also features a unique sight, the Kousaku OLED, unlocked by default.&lt;br /&gt;
[[File:PD90 coilgun.jpg|500px|thumb|none|e-Shotgun PD90]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Coilgun&amp;quot;===&lt;br /&gt;
The &amp;quot;Coilgun&amp;quot; is a fictional secondary version of the e-Shotgun, also unlocked at rank 87, painted white instead of black. As a shotgun secondary, it is classed as an &amp;quot;Other&amp;quot; secondary. It features the same unique sight as the primary, and has only minor changes compared to the primary version.&lt;br /&gt;
&lt;br /&gt;
==Nerf Boxy Buster==&lt;br /&gt;
The &amp;quot;Boxy Buster&amp;quot; is a pistol based on the [[USFA ZiP .22]], added as part of a tie-in with Nerf, as Hasbro partnered with Roblox to make toy blasters based on various popular ''Roblox'' games. The ZiP .22 was selected due to its simplicity and popularity within the community as a joke weapon. The Boxy Buster is a real toy, which is functionally similar to the &amp;quot;Jolt&amp;quot; blasters. The in-game weapon is unlocked by redeeming a code that comes with the real blaster.&lt;br /&gt;
&lt;br /&gt;
The weapon has incredibly unrealistic performance for a foam dart toy blaster. It has a muzzle velocity of 500m/s, which is the lowest in the game but still far higher than the real toy. The foam dart cannot penetrate walls and makes no noise when firing, so players using this blaster do not show up on the minimap. The darts have a preposterous range compared to the real blaster, able to hit enemies across the map and even result in a kill if a headshot is achieved, due to the low damage of 25 being boosted with a 3x torso multiplier and a 50x headshot multiplier, meaning the weapon does 1,250 damage to the head, the joint highest in the game with the 1911 pistol's dart conversion. The darts are green, like the ones that come with the real-life Boxy Buster.&lt;br /&gt;
&lt;br /&gt;
The reload is incorrect, as the player never pulls the plunger underneath the grip, which is needed for the blaster to fire.&lt;br /&gt;
[[File:PF_Boxy_Buster.jpg|thumb|350px|none|Nerf Boxy Buster toy pistol]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Heckler &amp;amp; Koch XM29 OICW==&lt;br /&gt;
The 1999 prototype of the [[Heckler &amp;amp; Koch XM29 OICW]] is featured on a poster in the map &amp;quot;Metro&amp;quot;.&lt;br /&gt;
[[File:H%26K_XM29_OICW.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM29 OICW (1999 prototype) - 5.56x45mm NATO &amp;amp; 20x28mm grenade]]&lt;br /&gt;
[[File:Pfoicw-1.jpg|thumb|none|600px|If only it was usable...]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Trading_Places&amp;diff=1638223</id>
		<title>Trading Places</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Trading_Places&amp;diff=1638223"/>
		<updated>2023-12-26T21:31:00Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: /* Colt Commander */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:TradingPlacesDVDcover.jpg|thumb|right|300px|''Trading Places (1983)'']]&lt;br /&gt;
{{Film Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 10==&lt;br /&gt;
When Billy Ray Valentine ([[Eddie Murphy]]) is arrested by the police, the officers are seen armed with [[Smith &amp;amp; Wesson Model 10]] revolvers.&lt;br /&gt;
[[Image:S&amp;amp;W-Model-10.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 10 - .38 Special]]&lt;br /&gt;
[[Image:TPS&amp;amp;W10-1.jpg|thumb|none|600px|''&amp;quot;Is there a problem, officers?&amp;quot;''&amp;lt;br&amp;gt;Billy Ray stares down the barrels of multiple Smith &amp;amp; Wesson Model 10s.]]&lt;br /&gt;
[[Image:TPS&amp;amp;W10-2.jpg|thumb|none|600px|An officer checks Billy Ray with his Model 10 to his head.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Commander==&lt;br /&gt;
Louis Winthorpe III ([[Dan Aykroyd]]) sees (and later purchases) a [[Colt Commander]] with pearl grips at a pawn shop. He uses it to threaten Billy Ray Valentine ([[Eddie Murphy]]) and later tries to use it to commit suicide. The handgun misfires in the process, however, only to fire by itself when Winthorpe tosses it away. &lt;br /&gt;
[[Image:ColtCombatCommander.jpg|thumb|none|300px|Colt Combat Commander - .45 ACP]]&lt;br /&gt;
[[Image:TPColtCommander-1.jpg|thumb|none|600px|Winthorpe looks at the Colt Commander in the pawn shop.]]&lt;br /&gt;
[[Image:TPColtCommander-2.jpg|thumb|none|601px|Winthorpe points the Colt Commander at Billy Ray.]]&lt;br /&gt;
[[Image:TPColtCommander-3.jpg|thumb|none|601px|Billy Ray ([[Eddie Murphy]]) is threatened by Winthorpe with the Colt Commander.]]&lt;br /&gt;
[[Image:TPColtCommander-4.jpg|thumb|none|601px|Winthorpe points the Colt Commander at the partygoers when they enter the room.]]&lt;br /&gt;
[[Image:TPColtCommander-5.jpg|thumb|none|600px|Winthorpe attempts to commit suicide with the Colt Commander, only for it to misfire.]]&lt;br /&gt;
&lt;br /&gt;
==Hunting Shotguns==&lt;br /&gt;
When Winthorpe and Billy Ray join together to take down Randolph Duke (Ralph Bellamy) and Mortimer Duke (Don Ameche) for wrecking their lives with a simple bet, Winthorpe takes out several [[12 Gauge Double Barreled Shotgun]]s, planning to shoot the Dukes' knee caps.&lt;br /&gt;
[[Image:StevesSBS1960s.jpg|thumb|none|450px|Stevens Hammerless 60s era shotgun - 12 Gauge.]]&lt;br /&gt;
[[Image:Browning 0-U.jpg|thumb|none|450px|Browning Over and Under (O/U) shotgun - 12 Gauge.]]&lt;br /&gt;
[[Image:TPShotgun-1.jpg|thumb|none|600px|Winthorpe opens up his shotgun.]]&lt;br /&gt;
[[Image:TPShotgun-2.jpg|thumb|none|600px|''&amp;quot;You know, you can't just go and shoot people in the kneecaps with a double-barreled shotgun 'cause you're pissed at them.&amp;quot;''&amp;lt;br&amp;gt;Valentine ([[Eddie Murphy]]) chides Winthorpe as he runs a bore brush down his shotgun.]]&lt;br /&gt;
[[Image:TPShotgun-3.jpg|thumb|none|600px|Coleman ([[Denholm Elliott]]), Winthorpe's butler, carries out another side-by-side and an O/U shotgun.]]&lt;br /&gt;
[[Image:TPShotgun-4.jpg|thumb|none|600px|Winthorpe loads his shotgun.]]&lt;br /&gt;
&lt;br /&gt;
==Astra Constable==&lt;br /&gt;
Clarence Beeks ([[Paul Gleason]]) draws an [[Astra Constable]] on Winthorpe when he realizes he is in disguise and holds it on Ophelia ([[Jamie Lee Curtis]]) before he is knocked unconscious by a caged gorilla and has it taken away by Coleman ([[Denholm Elliott]]).&lt;br /&gt;
[[Image:AstraConstable.jpg|thumb|none|300px|Astra Constable - .22 LR, .32 ACP, .380 ACP]]&lt;br /&gt;
[[Image:TPWaltherPPK-1.jpg|thumb|none|601px|Beeks holds his Astra Constable on Winthorpe, disguised as a Rastafarian.]]&lt;br /&gt;
[[Image:TPWaltherPPK-2.jpg|thumb|none|601px|Clarence Beeks ([[Paul Gleason]]) cocks the hammer on his Astra.]]&lt;br /&gt;
[[Image:TPWaltherPPK-3.jpg|thumb|none|600px|Coleman, disguised as an Irish priest, holds Beeks' Astra on him.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Comedy]]&lt;br /&gt;
[[Category:John Landis]]&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Trading_Places&amp;diff=1638222</id>
		<title>Trading Places</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Trading_Places&amp;diff=1638222"/>
		<updated>2023-12-26T21:26:46Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: /* Smith &amp;amp; Wesson Model 10 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:TradingPlacesDVDcover.jpg|thumb|right|300px|''Trading Places (1983)'']]&lt;br /&gt;
{{Film Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 10==&lt;br /&gt;
When Billy Ray Valentine ([[Eddie Murphy]]) is arrested by the police, the officers are seen armed with [[Smith &amp;amp; Wesson Model 10]] revolvers.&lt;br /&gt;
[[Image:S&amp;amp;W-Model-10.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 10 - .38 Special]]&lt;br /&gt;
[[Image:TPS&amp;amp;W10-1.jpg|thumb|none|600px|''&amp;quot;Is there a problem, officers?&amp;quot;''&amp;lt;br&amp;gt;Billy Ray stares down the barrels of multiple Smith &amp;amp; Wesson Model 10s.]]&lt;br /&gt;
[[Image:TPS&amp;amp;W10-2.jpg|thumb|none|600px|An officer checks Billy Ray with his Model 10 to his head.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Commander==&lt;br /&gt;
Louis Winthorpe III ([[Dan Aykroyd]]) sees a [[Colt Commander]] with pearl grips at a pawn shop, then buys it.  He uses it to threaten Billy Ray Valentine ([[Eddie Murphy]]), then, later, try to commit suicide, only for it to misfire, but fire by itself when he throws it away.&lt;br /&gt;
[[Image:ColtCombatCommander.jpg|thumb|none|300px|Colt Combat Commander - .45 ACP]]&lt;br /&gt;
[[Image:TPColtCommander-1.jpg|thumb|none|600px|Winthorpe looks at the Colt Commander in the pawn shop.]]&lt;br /&gt;
[[Image:TPColtCommander-2.jpg|thumb|none|601px|Winthorpe points the Colt Commander at Billy Ray.]]&lt;br /&gt;
[[Image:TPColtCommander-3.jpg|thumb|none|601px|Billy Ray ([[Eddie Murphy]]) is threatened by Winthorpe with the Colt Commander.]]&lt;br /&gt;
[[Image:TPColtCommander-4.jpg|thumb|none|601px|Winthorpe points the Colt Commander at the partygoers when they enter the room.]]&lt;br /&gt;
[[Image:TPColtCommander-5.jpg|thumb|none|600px|Winthorpe attempts to commit suicide with the Colt Commander, only for it to misfire.]]&lt;br /&gt;
&lt;br /&gt;
==Hunting Shotguns==&lt;br /&gt;
When Winthorpe and Billy Ray join together to take down Randolph Duke (Ralph Bellamy) and Mortimer Duke (Don Ameche) for wrecking their lives with a simple bet, Winthorpe takes out several [[12 Gauge Double Barreled Shotgun]]s, planning to shoot the Dukes' knee caps.&lt;br /&gt;
[[Image:StevesSBS1960s.jpg|thumb|none|450px|Stevens Hammerless 60s era shotgun - 12 Gauge.]]&lt;br /&gt;
[[Image:Browning 0-U.jpg|thumb|none|450px|Browning Over and Under (O/U) shotgun - 12 Gauge.]]&lt;br /&gt;
[[Image:TPShotgun-1.jpg|thumb|none|600px|Winthorpe opens up his shotgun.]]&lt;br /&gt;
[[Image:TPShotgun-2.jpg|thumb|none|600px|''&amp;quot;You know, you can't just go and shoot people in the kneecaps with a double-barreled shotgun 'cause you're pissed at them.&amp;quot;''&amp;lt;br&amp;gt;Valentine ([[Eddie Murphy]]) chides Winthorpe as he runs a bore brush down his shotgun.]]&lt;br /&gt;
[[Image:TPShotgun-3.jpg|thumb|none|600px|Coleman ([[Denholm Elliott]]), Winthorpe's butler, carries out another side-by-side and an O/U shotgun.]]&lt;br /&gt;
[[Image:TPShotgun-4.jpg|thumb|none|600px|Winthorpe loads his shotgun.]]&lt;br /&gt;
&lt;br /&gt;
==Astra Constable==&lt;br /&gt;
Clarence Beeks ([[Paul Gleason]]) draws an [[Astra Constable]] on Winthorpe when he realizes he is in disguise and holds it on Ophelia ([[Jamie Lee Curtis]]) before he is knocked unconscious by a caged gorilla and has it taken away by Coleman ([[Denholm Elliott]]).&lt;br /&gt;
[[Image:AstraConstable.jpg|thumb|none|300px|Astra Constable - .22 LR, .32 ACP, .380 ACP]]&lt;br /&gt;
[[Image:TPWaltherPPK-1.jpg|thumb|none|601px|Beeks holds his Astra Constable on Winthorpe, disguised as a Rastafarian.]]&lt;br /&gt;
[[Image:TPWaltherPPK-2.jpg|thumb|none|601px|Clarence Beeks ([[Paul Gleason]]) cocks the hammer on his Astra.]]&lt;br /&gt;
[[Image:TPWaltherPPK-3.jpg|thumb|none|600px|Coleman, disguised as an Irish priest, holds Beeks' Astra on him.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Comedy]]&lt;br /&gt;
[[Category:John Landis]]&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Phantom_Forces&amp;diff=1638049</id>
		<title>Phantom Forces</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Phantom_Forces&amp;diff=1638049"/>
		<updated>2023-12-26T05:33:03Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: /* Ruger Redhawk */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Phantom Forces&lt;br /&gt;
|picture = PhantomForces title.jpg&lt;br /&gt;
|caption =  ''Loading screen art''&lt;br /&gt;
|date= June 2, 2015&lt;br /&gt;
|developer=StyLiS Studios&lt;br /&gt;
|platforms=	&lt;br /&gt;
Microsoft Windows&amp;lt;br&amp;gt;&lt;br /&gt;
MacOS&amp;lt;br&amp;gt;&lt;br /&gt;
Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
PlayStation 4&amp;lt;br&amp;gt;&lt;br /&gt;
PlayStation 5&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Roblox&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''Phantom Forces''''' is a multiplayer first-person shooter developed by StyLiS Studios. The game, which is available on the Roblox platform, was first made available on June 2nd, 2015 for consoles and  August 31st, 2015 for PC. It is a modern shooter heavily inspired by the ''[[Battlefield]]'' franchise, specifically ''[[Battlefield 3|3]]'' and ''[[Battlefield 4|4]]'', with some of the maps and weapons of ''4'' and the heads-up display of ''3'' making a near-identical appearance in ''Phantom Forces''. The 4-class system of the ''Battlefield'' games is also present, but without the unique gadgets and abilities of those classes.&lt;br /&gt;
&lt;br /&gt;
''Phantom Forces'' sets itself apart with an extremely diverse selection of over 180 firearms ranging from late-19th century lever-action rifles to the most modern military small arms. Each and every weapon may also be extensively modified to suit a player's needs, with available attachments including optical sights, suppressors, foregrips, extended magazines, caliber conversions, alternate ammunition, and lengthened/shortened barrels. &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
There are 4 classes in ''Phantom Forces'', which, due to the lack of ''Battlefield''-inspired gadgets, differ only by the types of primary weapons that they have access to. The first class, Assault, can equip Assault Rifles, Carbines, Battle Rifles, and Shotguns. Support, the second class, has similar weapon offerings, except they use Light Machine Guns instead of Assault Rifles. The Scout class has access to Personal Defense Weapons, Carbines, Shotguns and Designated Marksman Rifles. The final class, Recon, has access to Sniper Rifles, DMRs, Battle Rifles, and Carbines.&lt;br /&gt;
&lt;br /&gt;
Each class can equip one primary weapon, one secondary weapon, one grenade, and one melee weapon. Primary weapons are split into several categories, which are Assault Rifles, Battle Rifles, Carbines, DMRs (intermediate and full-power semi-automatic rifles), LMGs (and GPMGs), PDWs (submachine guns and a few carbines), Shotguns, and Sniper Rifles. Secondary weapons, which are shared across all classes, are categorized into Pistols, Revolvers, Machine Pistols, and a catch-all &amp;quot;Other&amp;quot; category. Grenades are divided among three categories, those being Fragmentation, High Explosive, and Impact. Weapons can be unlocked by increasing one's personal &amp;quot;rank&amp;quot;, which is done by gathering XP awarded by eliminating other players or completing objectives, or pre-bought with Credits, an in-game currency that is acquired by ranking up, selling in-game skins, or spending real money. &lt;br /&gt;
&lt;br /&gt;
Every gun in the game can be modified in the loadout menu to add (or remove) various parts, which are unlocked on a per-weapon basis by accumulating kills or spending credits. Most weapons can use one &amp;quot;optic&amp;quot; attachment (includes iron sights, holographic sights, and scopes), one &amp;quot;barrel&amp;quot; attachment (suppressors, muzzle devices, changing barrel length, shotgun chokes), one &amp;quot;underbarrel&amp;quot; attachment (grips, flashlights, lasers), one &amp;quot;other&amp;quot; attachment (side-mounted lasers and flashlights, alternate/remove stocks, extended magazines, canted sights), and one &amp;quot;ammo&amp;quot; attachment (hollow point, armor piercing, overpressure, slugs, flechette, conversions). Although many attachments are available to all weapons (with some exceptions), many guns feature modifications that are unique to that weapon or weapon class. Some unique modifications change the weapon in such a way that it becomes another firearm entirely; for example, the [[Kel-Tec KSG]] has access to the unique &amp;quot;KSG-25 barrel&amp;quot; modification, which transforms the shotgun into the KSG-25 both functionally, by extending its barrel and magazine tubes, and literally, by changing the weapon's name to &amp;quot;KSG-25&amp;quot; in the loadout menu and killfeed. This will be taken into account when considering if a weapon appears in ''Phantom Forces''.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
Pistols in ''Phantom Forces'' are split between automatic pistols (and some single-shot pistols) and machine pistols. They can be equipped in the secondary slot and are available to all classes. &lt;br /&gt;
&lt;br /&gt;
==AMT Automag III==&lt;br /&gt;
The [[AMT Automag III]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 109. Chambered in .30 Carbine, it has a very high base damage (68 at point blank) and good torso/headshot multiplier at the cost of a low magazine capacity (8+1) and very high recoil. The Automag III features two unique modifications, those being a .45 Winchester Magnum conversion and .50 Action Express conversion, which convert the pistol into the Automag IV and Automag V respectively.&lt;br /&gt;
[[Image:AMTAutoMagIII.jpg|thumb|none|450px|AMT Automag III - .30 Carbine.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII menu.jpg|600px|thumb|none| ''An American hand cannon brought to you by AMT. Loading the .30 Carbine cartridge and featuring impressive damage potential, despite this it kicks incredibly high.'']]&lt;br /&gt;
[[File:PhantomForces AutomagIII hip.jpg|600px|thumb|none|The player character holds the Automag III at their hip in one of the dimly-lit tunnels of Ravod 911.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII ads1.jpg|600px|thumb|none|The view down the Automag III's sights.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII ads alt.jpg|600px|thumb|none|The Automag III's alternate ADS view, which would be much more useful if the handgun in question was equipped with a laser attachment.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII inspect1.jpg|600px|thumb|none|The player inspects the left side of the Automag III, something the player is capable of doing to each of the game's guns.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII inspect2.jpg|600px|thumb|none|The second part of the inspect animation, featuring the right side of the gun. Looking good is half the battle.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII tacreload1.jpg|600px|thumb|none|The Automag III's tactical reload animation, in which the magazine is unceremoniously &amp;quot;Wick-flicked&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII tacreload2.jpg|600px|thumb|none|The second half of the reload, in which a fresh magazine is rammed home.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII dryreload.jpg|600px|thumb|none|When reloaded from an empty magazine, the player character pulls back on the Automag III's slide to chamber a round.]]&lt;br /&gt;
===AMT Automag IV===&lt;br /&gt;
Equipping the &amp;quot;.45 WinMag&amp;quot; ammo conversion mod for the Automag III transforms it into the [[AMT Automag IV]]. This allows the pistol to fire much faster and increases the maximum total ammo the player can carry, but reduces its damage and headshot multiplier. &lt;br /&gt;
[[File:AMTAutoMagIV.jpg|350px|thumb|none|AMT Automag IV - .45 Win Mag.]]&lt;br /&gt;
[[File:PhantomForces AMagIV.jpg|600px|thumb|none| ''Load your Automag with .45 Winchester Magnum. This makes your Automag III into the .45 caliber Automag IV. A more traditionally performing handgun cartridge with a lot of power still by comparison.'']]&lt;br /&gt;
&lt;br /&gt;
===AMT Automag V===&lt;br /&gt;
Equipping the &amp;quot;.50 AE&amp;quot; ammo conversion mod for the Automag III transforms it into the [[AMT Automag V]]. This vastly increases its damage, allowing for a one-shot kill to the body at close range. The Automag V's immense firepower is offset by its reduced magazine capacity of just 5 rounds, however, and its heavy recoil makes quick follow-up shots very difficult (not that one is needed, if you're using it correctly). &lt;br /&gt;
[[File:AMTAutoMagV.jpg|350px|thumb|none|AMT Automag V - .50 AE.]]&lt;br /&gt;
[[File:PhantomForces AMagV.jpg|600px|thumb|none|''Load your Automag with .50 Action Express. This makes your Automag III into the .50 caliber Automag V. There were only 3000 of these models produced using a 5-round magazine. Featuring stopping power similar to other .50 caliber handguns.'']]&lt;br /&gt;
&lt;br /&gt;
==AMT Javelina Longslide==&lt;br /&gt;
The AMT Javelina Longslide, a variant of the 1911-pattern [[AMT Hardballer]] chambered in 10mm Auto and with an extended barrel, was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 84. The pistol is known as the &amp;quot;Hardballer&amp;quot; in-game and is capable of dealing above-average damage per shot, with its main strength being its ability to three-shot an enemy player to any part of the body at any range. This long-ranged power is counterbalanced by a low magazine size of only 8+1 rounds, mediocre close-range performance, and somewhat high vertical recoil. The Javelina Longslide has access to the &amp;quot;Short Barrel&amp;quot; mod, which shortens the handgun's barrel and slide to that of a standard 1911, and a US Marine Corps. folding shoulder stock. The Javelina is also unique in that it is the only firearm in the game to lack a kill requirement for the fictional &amp;quot;AMT Terminator&amp;quot; optic, which, along with the weapon's in-game description, is an obvious reference to 1984's ''[[The Terminator]]''. &lt;br /&gt;
[[File:AMTJavelinaLongslide.jpg|350px|thumb|none|AMT Javelina Longslide - 10mm Auto]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide model.jpg|600px|thumb|none|''Strong ranged performance at the cost of somewhat high recoil - It may not be a phased plasma rifle in the 40-watt range, but this pistol still packs quite a lot of punch with every shot.'']]&lt;br /&gt;
[[File:M1911 Marines stock.jpg|350px|thumb|none|M1911A1 with experimental US Marine Corps. folding stock - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide modelmods.jpg|600px|thumb|none| The Javelina Longslide with a shortened barrel, US Marine Corps. folding shoulder stock, and &amp;quot;AMT Terminator&amp;quot; laser sight.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide hip.jpg|600px|thumb|none|Holding the Javelina Longslide.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide inspect1.jpg|600px|thumb|none|Inspecting the Javelina Longslide.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide inspect2.jpg|600px|thumb|none|Ditto.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide ADS1.jpg|600px|thumb|none|Looking down the Javelina's iron sights.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide ADS2.jpg|600px|thumb|none|Alternate ADS view.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide firing.jpg|600px|thumb|none|Firing the pistol.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide reload1.jpg|600px|thumb|none|Removing an empty magazine by jerking the handgun downwards...]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide reload2.jpg|600px|thumb|none|...and inserting a fresh one. The player then presses the slide release to finish the process.]]&lt;br /&gt;
&lt;br /&gt;
==Arsenal Firearms AF2011-A1==&lt;br /&gt;
The [[Arsenal Firearms AF2011-A1]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 201. Holding the (dubious) honor of being the secondary weapon with the highest unlock rank in the game, the AF2011-A1 was the first double-barreled non-shotgun firearm added to ''Phantom Forces.'' It features very high damage at close range (due to it firing two .45 ACP rounds per trigger-pull), high recoil, a low magazine size, and a long reload. Unique modifications for the AF2011-A1 include a Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock and a &amp;quot;.45 Super&amp;quot; ammo conversion which significantly improves penetration and muzzle velocity at the expense of long-range damage and recoil. &lt;br /&gt;
[[File:AF2011.jpg|thumb|none|350px|Arsenal Firearms AF2011-A1 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 model.jpg|600px|thumb|none|''A double barrel design based off the M1911. Features two of... well, everything! Features great damage in close range as you are firing two rounds at once but suffers range performance due to recoil and a slow reload.'']]&lt;br /&gt;
[[File:1911 MultiShotKit.jpg|350px|thumb|none|M1911A1 with Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 modelmods.jpg|600px|thumb|none|The AF2011-A1 with the Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock attached.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 hiphold.jpg|600px|thumb|none|Wide load coming through! Holding the AF2011-A1.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 leftside.jpg|600px|thumb|none|Inspecting the left side of the pistol.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 ADS1.jpg|600px|thumb|none|Aiming down the AF2011-A1's sights.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 ADS2.jpg|600px|thumb|none|Gangsta-&amp;quot;aiming&amp;quot; the wide-bodied pistol.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 firing.jpg|600px|thumb|none|Firing the pistol. Although the game correctly models a pair of spent casings, they should be flung from opposite sides of the weapon, not both from the same side.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 reload1.jpg|600px|thumb|none|Reloading the big-boned pistol by flicking away the empty... magazine... magazines?]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 reload2.jpg|600px|thumb|none|Inserting a... feed device. Sure, that works.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 reload3.jpg|600px|thumb|none|Pulling back and releasing the slides.]]&lt;br /&gt;
&lt;br /&gt;
==AWS 1911==&lt;br /&gt;
The [[AWS 1911]] was added on Christmas 2018 as part of update 4.0.0 (2018 Winter Update 1) as the &amp;quot;MP1911&amp;quot; and is unlocked at rank 106. The version depicted in-game is select-fire and feeds from double-stack magazines, meaning that it is based on the later &amp;quot;AWS Model-2&amp;quot; prototypes. It comes pre-equipped with the shoulder stock from the Colt 1911 machine pistol prototype. The AWS 1911 is classified as a machine pistol and fires .45 ACP at an astounding 1000 RPM in full-auto, offering a potent close-range self-defense tool for a player in a pinch, featuring high damage and controllable recoil due to its foregrip and stock. Its 15-round magazine, however, is one of the smallest in its class. It can be modified to remove its pre-fitted stock and shorten the barrel, which increases the weapon's responsiveness in CQC at the expense of worse recoil and range. The AWS 1911 also features a 9x19mm conversion which increases its magazine size (20 &amp;gt; 15 rounds) and firerate (1300 &amp;gt; 1000 RPM) while decreasing its damage. &lt;br /&gt;
[[Image:aws191138super.jpg|thumb|none|350px|AWS 1911 - .38 Super]]&lt;br /&gt;
[[File:M1911 .38 Machine Pistol.jpg|350px|thumb|none|Colt M1911A1 machine pistol conversion - .38 Super. The stock of the &amp;quot;MP1911&amp;quot; appears to be modeled after this machine pistol's stock.]]&lt;br /&gt;
[[File:PhantomForces MP1911 model.jpg|600px|thumb|none|''A custom 1911 prototype from the Philippines. Features a custom foregrip and muzzle device for very stable firing characteristics, but has a bulky magazine resulting in slow reloads.'']]&lt;br /&gt;
[[File:PhantomForces MP1911 modelmods.jpg|600px|thumb|none|The AWS 1911 made extra-short with the &amp;quot;Remove Stock&amp;quot; and &amp;quot;Short Barrel&amp;quot; attachments and converted to fire 9x19mm.]]&lt;br /&gt;
[[File:PhantomForces MP1911 hiphold.jpg|600px|thumb|none|Holding the unusual fully-automatic 1911 at the hip.]]&lt;br /&gt;
[[File:PhantomForces MP1911 leftside.jpg|600px|thumb|none|The left side of the AWS 1911.]]&lt;br /&gt;
[[File:PhantomForces MP1911 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces MP1911 ADS1.jpg|600px|thumb|none|Aiming down the AWS 1911's fancy-schmancy blue and white glow sights.]]&lt;br /&gt;
[[File:PhantomForces MP1911 ADS2.jpg|600px|thumb|none|The &amp;quot;MP1911's&amp;quot; alternate aim view, which is essentially a zoomed-in hipfire view.]]&lt;br /&gt;
[[File:PhantomForces MP1911 firing.jpg|600px|thumb|none|Letting loose with a fully-automatic burst of .45 ACP. A big thanks to the Philippines!]]&lt;br /&gt;
[[File:PhantomForces MP1911 reload1.jpg|600px|thumb|none|Performing an AWS 1911 fan's favorite task: reloading.]]&lt;br /&gt;
[[File:PhantomForces MP1911 reload2.jpg|600px|thumb|none|Inserting a fresh magazine containing 15 .45 ACP rounds; note that this machine pistol has been fitted with a magical auto-closing slide!]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
A [[Beretta 93R]] with wood grips was added during the game's Alpha and is unlocked at rank 26. It feeds from a 20 round magazine, is classified as a machine pistol, and is the only secondary weapon in the game to feature a burst-fire. The 93R is capable of killing a full-health player with one three-round burst at close range, but its high vertical recoil can make the weapon hard to use effectively beyond close range. The machine pistol can also be fired sem-automatically, which can also be useful when single, more accurate shots are desired. The Beretta 93R's only unique modification is a recoil-decreasing shoulder stock known as the &amp;quot;Raffica Stock&amp;quot;. &lt;br /&gt;
[[Image:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces 93R model.jpg|600px|thumb|none|''An Italian machine pistol that fires rapid 3-round bursts. Strong vertical recoil with high close-in damage.'']]&lt;br /&gt;
[[File:Beretta 93R with unfolded stock.jpg|thumb|none|350px|Beretta 93R with optional unfolded shoulder stock - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces 93R modelmods.jpg|600px|thumb|none|The Beretta 93R equipped with the &amp;quot;Raffica Stock&amp;quot; mod.]]&lt;br /&gt;
[[File:PhantomForces 93R hiphold.jpg|600px|thumb|none|First-person view with the 93R equipped.]]&lt;br /&gt;
[[File:PhantomForces 93R leftside.jpg|600px|thumb|none|Inspecting the pistol, which features a small folding foregrip. Ironically, this provides no stability improvement over the standard Beretta M9 also featured in-game.]]&lt;br /&gt;
[[File:PhantomForces 93R rightside.jpg|600px|thumb|none|The right side of the 93R.]]&lt;br /&gt;
[[File:PhantomForces 93R ADS1.jpg|600px|thumb|none|Aiming down the 93R's simplistic three-dot iron sights.]]&lt;br /&gt;
[[File:PhantomForces 93R ADS2.jpg|600px|thumb|none|The alternate ADS mode, which offers a much clearer viewmodel at the expense of a clear aiming point (without equipping a laser, at least).]]&lt;br /&gt;
[[File:PhantomForces 93R firing.jpg|600px|thumb|none|Unleashing a three-round burst; note the high vertical recoil.]]&lt;br /&gt;
[[File:PhantomForces 93R reload1.jpg|600px|thumb|none|What sick freak made a three-round burst pistol with a magazine size not divisible by 3???]]&lt;br /&gt;
[[File:PhantomForces 93R reload2.jpg|600px|thumb|none|The world is truly an unfair place.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M9==&lt;br /&gt;
A [[Beretta M9]] with brown StyLiS-branded grips was added during the game's Alpha and is one of the two sidearms unlocked by default. The M9 is a &amp;quot;jack-of-all-trades&amp;quot; pistol that is exceptionally average in almost every characteristic. It can be fitted with an extended 20-round magazine, an extended barrel/slide, and the 93R's &amp;quot;Raffica Stock&amp;quot; in addition to the standard suite of weapon attachments. The Beretta M9 features a unique texture, name, and viewmodel when the &amp;quot;Osprey Suppressor&amp;quot; is equipped, which is a reference to the &amp;quot;Luison&amp;quot; pistol from ''[[Rainbow Six Siege]]''. &lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces M9 model.jpg|600px|thumb|none|''A 9mm Italian pistol. One of the first 'wonder nines'. High capacity with deep reserves, light recoil, and high velocity.'']]&lt;br /&gt;
[[File:PhantomForces M9 modelmods.jpg|600px|thumb|none|The M9 equipped with an extended magazine and a long slide.]]&lt;br /&gt;
[[File:PhantomForces M9 hiphold.jpg|600px|thumb|none|The first-person viewmodel of the ubiquitous M9.]]&lt;br /&gt;
[[File:PhantomForces M9 leftside.jpg|600px|thumb|none|The left side of the pistol.]]&lt;br /&gt;
[[File:PhantomForces M9 rightside.jpg|600px|thumb|none|The right side. Nothing much to say here, really.]]&lt;br /&gt;
[[File:PhantomForces M9 ADS1.jpg|600px|thumb|none|Yep, just your average Beretta M9.]]&lt;br /&gt;
[[File:PhantomForces M9 ADS2.jpg|600px|thumb|none|Aiming the M9 as any US serviceman would, of course.]]&lt;br /&gt;
[[File:PhantomForces M9 reload1.jpg|600px|thumb|none|Removing an empty magazine...]]&lt;br /&gt;
[[File:PhantomForces M9 reload2.jpg|600px|thumb|none|...and inserting a fresh one, followed by pressing the magazine release. These animations are shared by many of the game's pistols.]]&lt;br /&gt;
[[File:R6S-luison.jpg|600px|thumb|none|The [[Rainbow Six Siege#Beretta 92|&amp;quot;Luison&amp;quot; pistol]] as it appears in ''Rainbow Six Siege''. ]]&lt;br /&gt;
[[File:PhantomForces M9Luison model.jpg|600px|thumb|none|The M9 with the &amp;quot;Osprey&amp;quot; suppressor equipped. Hey, I've seen this one before...]]&lt;br /&gt;
[[File:PhantomForces M9Luison viewmodel.jpg|600px|thumb|none|The handgun's unique first-person viewmodel. This Beretta is definitely not loaded with less-lethal rounds, however. ]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
A two-toned [[Colt M1911A1]] was added during the game's Alpha and is unlocked at rank 8. The pistol is seemingly a custom model as it has an 8-round magazine, wooden grips embossed with a golden StyLiS logo, full-length guide rod, a M1911-style main spring housing, and an oversized hammer. The M1911A1 is accurate, quick to reload, and has impressive stopping power, making it a deadly sidearm at any range. At the same time, the classic handgun's jumpy recoil, low muzzle velocity, and low magazine size heavily discourage firing too quickly. The M1911A1 can be equipped with a folding shoulder stock to aid in recoil management and has access to a unique cosmetic &amp;quot;Engravings&amp;quot; attachment.  &lt;br /&gt;
[[Image:NickelPlatedM1911A1.jpg|thumb|350px|none|Nickel-plated M1911A1 with brown plastic grips - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M1911A1 model.jpg|600px|thumb|none|''A classic American pistol brought into the modern age. Very high damage up close, with poor velocity and small magazine size.'']]&lt;br /&gt;
[[File:PhantomForces M1911A1 modelengravings.jpg|600px|thumb|none|''It's a nice gun, I'll give you that. But the engraving gives you no tactical advantage whatsoever.'']]&lt;br /&gt;
[[File:M1911 Marines stock.jpg|350px|thumb|none|Colt M1911A1 with experimental US Marine Corps. folding stock - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M1911A1 modelstock.jpg|600px|thumb|none|The M1911A1 with a folding shoulder stock attached.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 hiphold.jpg|600px|thumb|none|Holding the custom M1911A1 at the hip.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 leftside.jpg|600px|thumb|none|The left side of the pistol.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 ADS1.jpg|600px|thumb|none|The view down the M1911A1's custom red-and-green glow sights.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 ADS2.jpg|600px|thumb|none|Alternate ADS view.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 reload.jpg|600px|thumb|none|Removing an empty magazine. The remainder of the reload is identical to other automatic pistols.]]&lt;br /&gt;
&lt;br /&gt;
===M1911 .22 LR===&lt;br /&gt;
Equipping the M1911A1 with the &amp;quot;Ratshot&amp;quot; ammo conversion transforms it into the &amp;quot;M1911 .22LR&amp;quot;. This turns the weapon into a pseudo-shotgun, allowing it to fire four extremely weak pellets up to 10 times before reloading. A joke attachment first and foremost, Ratshot has some dubious utility in point-blank engagements as it is technically capable of a one-hit kill if all four pellets score a headshot (4 pellets x 9 damage x 3.0 headshot multiplier = 108 damage), but the shotgun-pistol's somewhat wide spread, low pellet count, and miserable damage to the body add up to a weapon that is a straight downgrade in almost any situation compared to the .45 ACP M1911A1. &lt;br /&gt;
[[File:Colt1911A1 22.jpg|350px|thumb|none|M1911A1 produced by Walther Arms - .22 LR]]&lt;br /&gt;
[[File:PhantomForces M1911A1 22 model.jpg|600px|thumb|none|''Change the ammunition fired from your M1911 into .22 Rat Shot. Why would you do this to yourself? You basically have a mini shotgun...'']]&lt;br /&gt;
[[File:PhantomForces M1911A1 22 firing.jpg|600px|thumb|none|The M1911 .22's shot pattern. Note the black tracers.]]&lt;br /&gt;
&lt;br /&gt;
===OSS &amp;quot;Bigot&amp;quot; M1911A1===&lt;br /&gt;
Equipping the &amp;quot;Dart&amp;quot; ammo conversion transforms the weapon into the experimental clandestine [[OSS &amp;quot;Bigot&amp;quot; M1911]]. A high-risk, high-reward weapon, the &amp;quot;Bigot&amp;quot; launches a large, slow dart projectile that deals heavy damage to the body and kills instantly to the head at any range. It is incapable of scoring a one-shot against a full-health opponent without a headshot, however, so the &amp;quot;Bigot&amp;quot; is best used as an instant, silent eliminator of distracted/stationary enemies (provided one becomes familiar with its arcing trajectory) or as a finisher against opponents that are already injured. &lt;br /&gt;
[[File:Bigot_1911_pistol.jpg|thumb|none|350px|OSS &amp;quot;Bigot&amp;quot; M1911A1]]&lt;br /&gt;
[[File:PhantomForces M1911A1dart model.jpg|600px|thumb|none|''Change the ammunition fired from your M1911 to a single dart. Deals more damage, but with worse recoil, low bullet velocity and less ammunition carried.'']]&lt;br /&gt;
[[File:PhantomForces M1911A1dart hiphold.jpg|600px|thumb|none|The first-person viewmodel of the M1911 &amp;quot;Bigot&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces M1911A1dart firing.jpg|600px|thumb|none|Firing a pink-tracered dart. Note that the dart protruding from the muzzle of the weapon doesn't actually disappear until several frames after the weapon is fired.]]&lt;br /&gt;
[[File:PhantomForces M1911A1dart reloading.jpg|600px|thumb|none|Loading in a new dart.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1==&lt;br /&gt;
The [[Colt M45A1 CQBP]] was added in January 2018 as part of update 3.5.1 and is unlocked at rank 34. Before update 5.7.0, the weapon lacked the distinctive grip panels, tan finish, and ambidextrous grip safety of the M45A1, which made it a [[Colt Rail Gun]]. It has a threaded barrel, feeds from a 10-round extended magazine in its default configuration, and is otherwise similar performance-wise to the M1911A1. The M45A1 features a few unique mods, including a 15-round extended magazine, a generic polymer shoulder stock, and the same &amp;quot;Dart&amp;quot; conversion as the M1911A1. &lt;br /&gt;
[[File:M45A1.jpg|thumb|none|350px|Colt M45A1 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M45A1 model.jpg|600px|thumb|none|''A modern American pistol with many custom parts. High damage, medium capacity, strong recoil.'']]&lt;br /&gt;
[[File:PhantomForces M45A1 modelmods.jpg|600px|thumb|none|The M45A1 with an extended magazine and shoulder stock.]]&lt;br /&gt;
[[File:PhantomForces M45A1 hiphold.jpg|600px|thumb|none|First-person view of the aggressively beige M45A1.]]&lt;br /&gt;
[[File:PhantomForces M45A1 leftside.jpg|600px|thumb|none|The first part of the inspect animation, in which the magazine is shown to the player.]]&lt;br /&gt;
[[File:PhantomForces M45A1 rightside .jpg|600px|thumb|none|Performing a brass check in the second part of the inspect animation.]]&lt;br /&gt;
[[File:PhantomForces M45A1 ADS1.jpg|600px|thumb|none|Aiming down the M45A1's green glow sights. The wing-like ambidextrous thumb safeties are clearly visible.]]&lt;br /&gt;
[[File:PhantomForces M45A1 ADS2.jpg|600px|thumb|none|A decidedly less professional way of aiming the M45A1.]]&lt;br /&gt;
[[File:PhantomForces M45A1 reload1.jpg|600px|thumb|none|The M45A1's reload begins with disposing of the empty magazine.]]&lt;br /&gt;
[[File:PhantomForces M45A1 reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PhantomForces M45A1 reload3.jpg|600px|thumb|none|Pulling back (and releasing) the slide to finish the reloading process off.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
An [[FN Five-seveN]] Mk2 with a flat dark earth (FDE) frame was added in May 2019 as part of update 4.4.0 and is unlocked at rank 57 (go figure). The Five-seveN has a lot of positive qualities, including incredibly good long-range performance, low recoil, very high penetration, and the highest magazine size in-class (20 rounds). Unfortunately, the Five-seveN deals relatively low damage per shot and has a mediocre headshot multiplier, meaning that anywhere from 3 to 5 shots are required to eliminate a full-health opponent, which can be a death sentence in a hectic CQC battle. Its only unique modification is an extended 30-round magazine, which further increases the pistol's already impressive ammunition capacity at the expense of total rounds carried and reload speed. &lt;br /&gt;
[[File:FN Five-seveN Mark 2 FDE.jpg|thumb|none|350px|FN Five-seveN Mark 2 FDE - 5.7x28mm]]&lt;br /&gt;
[[File:PhantomForces FiveSeven model.jpg|600px|thumb|none|''A modern Belgian pistol firing a unique caliber. Poor close-in performance, with great ranged performance, high velocity, large magazine, wall penetration and deep reserves.'']]&lt;br /&gt;
[[File:PhantomForces FiveSeven modelmods.jpg|600px|thumb|none|The Five-seveN equipped with an extended 30-round magazine.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven hiphold.jpg|600px|thumb|none|First-person view of the unique pistol.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven leftside.jpg|600px|thumb|none|Inspecting the pistol, part 1.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven rightside.jpg|600px|thumb|none|Inspecting the pistol, part 2; this time, it's personal.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven ADS1.jpg|600px|thumb|none|Aiming down the Five-seveN's unobtrusive Glow sightS.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven ADS2.jpg|600px|thumb|none|Canting the pistol at a jolly angle in the general direction of the opps.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven firing.jpg|600px|thumb|none|Firing a round of 5.7x28mm. Note the unusually skinny cartridge case - many of the calibers in ''Phantom Forces'' have their own unique spent casing model.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven reload1.jpg|600px|thumb|none|Removing an Empty magazinE.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven reload2.jpg|600px|thumb|none|Inserting a new one and releasing the slide.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
A 3rd Generation [[Glock 17]] with a tan frame was added during the game's Alpha and is one of the two sidearms unlocked by default. Compared to the M9, the Glock 17 has a larger magazine size (17 rounds) and is more controllable but has worse ranged performance. The Glock 17 can equip a FAB Defense GLR-440 stock, 33-round extended magazine, and &amp;quot;Long Barrel&amp;quot; (which transforms the pistol into the Glock 17L).  &lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|350px|3rd Generation Glock 17 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock17 model.jpg|600px|thumb|none|''A 9mm Austrian pistol renowned for its simplicity and ruggedness. Compared to the M9, it has a higher capacity, but less muzzle velocity.'']]&lt;br /&gt;
[[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock17 modelmods.jpg|600px|thumb|none|The Glock 17 fitted with a shoulder stock, extended magazine, and long barrel/slide.]]&lt;br /&gt;
[[File:PhantomForces Glock17 hiphold.jpg|600px|thumb|none|First-person view of the Glock 17.]]&lt;br /&gt;
[[File:PhantomForces Glock17 leftside.jpg|600px|thumb|none|Inspecting the Glock 17. Many (if not all) of the Glocks reuse the same set of animations.]]&lt;br /&gt;
[[File:PhantomForces Glock17 rightside.jpg|600px|thumb|none|Ditto, followed by a brass check.]]&lt;br /&gt;
[[File:PhantomForces Glock17 ADS1.jpg|600px|thumb|none|Aiming down the Glock's ubiquitous sights. Although accurate Glock logos are present on other parts of the weapon, the one on the slide backplate has been replaced by the StyLiS symbol.]]&lt;br /&gt;
[[File:PhantomForces Glock17 ADS2.jpg|600px|thumb|none|Not aiming down the Glock 17's sights.]]&lt;br /&gt;
[[File:PhantomForces Glock17 firing.jpg|600px|thumb|none|Firing the Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock17 reload1.jpg|600px|thumb|none|Removing an empty magazine.]]&lt;br /&gt;
[[File:PhantomForces Glock17 reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PhantomForces Glock17 reload3.jpg|600px|thumb|none|Pressing the slide release.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 17L=== &lt;br /&gt;
Equipping the &amp;quot;Long Barrel&amp;quot; attachment on the Glock 17 transforms it into the Glock 17L. This improves the pistol's ranged performance and muzzle velocity while increasing the time required to aim down sights. &lt;br /&gt;
[[File:G17L Gen3.jpg|350px|thumb|none|Glock 17L (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces Glock17L model.jpg|600px|thumb|none|The Glock 17L as it appears in-game.]]&lt;br /&gt;
[[File:PhantomForces Glock17L hiphold.jpg|600px|thumb|none|First-person view of the long Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock17L inspect.jpg|600px|thumb|none|Inspecting the Glock 17L, which showcases the compensated barrel. The recoil remains unchanged compared to the standard Glock 17, however.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
A 4th Generation [[Glock 18C]] was added during the game's Alpha and is unlocked at rank 17. It has low vertical recoil (for a machine pistol) and a very high rate of fire, which allows the Glock 18C to be used to great effect in close-quarters. It has some of the worst damage falloff in the game, however, so the 18C is best used only at an arm's length. The Glock 18C can be modified to add a 33-round extended magazine, extended slide/barrel, and an FAB Defense Cobra folding stock, which can be used either unfolded or folded (as an ersatz foregrip). Prior to update 5.7.0, it lacked a fire selector, which made it a Glock 17C.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|350px|3rd Generation Glock 18C - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock18C modelview.jpg|600px|thumb|none|''A 9mm Austrian machine pistol. Fast fire rate with relatively stable handling characteristics.'']]&lt;br /&gt;
[[File:Glock Cobra stock.jpg|350px|thumb|none|5th Generation Glock 19 with FAB Defense Cobra folding stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock18C modelmods.jpg|600px|thumb|none|The Glock 18C with a FAB Defense Cobra folding stock, 33-round extended magazine, and fictional long slide and barrel.]]&lt;br /&gt;
[[File:PhantomForces Glock18C modelstockfolded.jpg|600px|thumb|none|The Glock 18C with its FAB Defense Cobra stock folded, which the player uses an impromptu foregrip. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C hiphold.jpg|600px|thumb|none|Holding the select-fire Glock at the hip.]]&lt;br /&gt;
[[File:PhantomForces Glock18C leftside.jpg|600px|thumb|none|Inspecting the left side of the pistol, which provides a clearer view of the fire selector. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C rightside.jpg|600px|thumb|none|Checking the top of the Glock 18C. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C brasscheck.jpg|600px|thumb|none|Performing a brass check on the handgun. The cuts in the top of the barrel can be clearly seen. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C ADS.jpg|600px|thumb|none|Aiming down the Glock 18C's iron sights. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C ADS2.jpg|600px|thumb|none|Although gangsta-aiming a pistol is never a good idea, doing so with this handgun is especially stupid. Please, don't do this! ]]&lt;br /&gt;
[[File:PhantomForces Glock18C firing.jpg|600px|thumb|none|''Why, yes, I do enjoy wasting ammunition. Why do you ask?'' ]]&lt;br /&gt;
[[File:PhantomForces Glock18C reload.jpg|600px|thumb|none|Inserting a fresh magazine. The 18C uses the same animations as the rest of the Glock-series pistols, so the entire reload won't be shown here. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C changefiremode.jpg|600px|thumb|none|Switching firemodes. The actual fire selector doesn't move, despite the fact that an audible click accompanies the animation. ]]&lt;br /&gt;
===&amp;quot;Glock 18L&amp;quot;===&lt;br /&gt;
Equipping the Glock 18C with the &amp;quot;Long Barrel&amp;quot; attachment transforms it into the fictional &amp;quot;Glock 18L&amp;quot;. A longslide version of the Glock 18C, the cuts in the top of the slide have been extended and the handgun appears similar to other (real) longslide Glocks, such as the Glock 40, albeit with a fire selector. &lt;br /&gt;
[[File:Glock 40.jpg|350px|thumb|none|Glock 40, for comparison - 10x25mm Auto ]]&lt;br /&gt;
[[File:PhantomForces Glock18L.jpg|600px|thumb|none|The fictional &amp;quot;Glock 18L&amp;quot; as it appears in-game. ]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21==&lt;br /&gt;
A [[Glock 21]] was added in April 2022 as part of update 5.7.0 and is unlocked at rank 21. It features an OD green frame and a threaded barrel. The Glock 21, alongside the many other Glock-series pistols featured in ''Phantom Forces,'' was once available only through an ammunition conversion for the Glock 17. With 2022's &amp;quot;Return to Spring&amp;quot; update, however, the great Glock split transformed these conversions into their own unique pistols. Firing .45 ACP, the Glock 21 deals high close-range damage and features an impressive 13-round magazine. It deals less damage than other .45 handguns, however, and is not very effective at range. It can be modified to add a 26-round extended magazine and a FAB Defense GLR-440 Tactical Stock.   &lt;br /&gt;
[[File:Glock21.jpg|thumb|none|350px|3rd Generation Glock 21 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces Glock21 model.jpg|600px|thumb|none|''A G-Series pistol which chambers .45 ACP. This pistol features great close range damage and snappy recoil, however your performance will dwindle in range compared to other pistols'']]&lt;br /&gt;
[[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock21 modelmods.jpg|600px|thumb|none|The Glock 21 with a shoulder stock and extended magazine.]]&lt;br /&gt;
[[File:PhantomForces Glock21 hiphold.jpg|600px|thumb|none|Holding the Glock 21.]]&lt;br /&gt;
[[File:PhantomForces Glock21 leftside.jpg|600px|thumb|none|The left side of the .45 ACP Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock21 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Glock21 ADS1.jpg|600px|thumb|none|Aiming down the Glock 21's iron sights.]]&lt;br /&gt;
[[File:PhantomForces Glock21 ADS2.jpg|600px|thumb|none|The gangsta-Glock has arrived.]]&lt;br /&gt;
[[File:PhantomForces Glock21 reload.jpg|600px|thumb|none|Reloading the Glock 21.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Glock 21L&amp;quot;===&lt;br /&gt;
Equipping the Glock 21 with the &amp;quot;Long Barrel&amp;quot; attachment transforms it into the fictional &amp;quot;Glock 21L&amp;quot;. The pistol's closest real counterpart is the Glock 41, which is also a longslide (albeit not as long as the 21L) Glock chambered in .45 ACP.  &lt;br /&gt;
[[File:Glock41.jpg|350px|thumb|none|Glock 41 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces Glock21L model.jpg|600px|thumb|none|The &amp;quot;G21L&amp;quot; as it appears in-game.]]&lt;br /&gt;
[[File:PhantomForces Glock21L hiphold.jpg|600px|thumb|none|Holding the strange longslide Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock21L inspect.jpg|600px|thumb|none|Inspecting the pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21 (with .50 GI conversion)==&lt;br /&gt;
A [[Glock 21]] with an aftermarket .50 GI conversion kit was added in April 2022 as part of update 5.7.0 and is unlocked at rank 50. Designated as the &amp;quot;G50&amp;quot; in-game, this pistol has the lowest capacity of the Glock series (8+1 rounds) but the highest damage per shot and a very healthy x2.0 headshot multiplier. Although unable to score a one shot kill (1SK) against a full health player, the G50 maintains a 2SK to the body or head at close range, making it the perfect sidearm for a player with a traditionally long-range primary weapon such as a sniper rifle or DMR. &lt;br /&gt;
&lt;br /&gt;
It can be modified to add an FAB Defense Cobra folding stock and an extended &amp;quot;Heavy Barrel&amp;quot;, which changes the pistol's name to &amp;quot;G50L&amp;quot;, a fictional designation. The &amp;quot;G50&amp;quot; is also the only Glock-series pistol that can be fitted with the &amp;quot;G-switch&amp;quot; attachment (a callback to how the Glock 18C was able to equip a &amp;quot;.50 GI Conversion&amp;quot; attachment in earlier versions of the game), converting the pistol to fire exclusively in full-auto. &lt;br /&gt;
[[File:Glock50 GI conversion.jpg|350px|thumb|none|Glock 21 with Guncrafter Industries conversion kit - .50 GI]]&lt;br /&gt;
[[File:PhantomForces Glock50 model.jpg|600px|thumb|none|''An American modification to an Austrian Classic. Reduced magazine capacity compared to the others, but has more stopping power. Has more than enough power to go through fruits, vegetables, water jugs, and whatever else you have at your range.'']]&lt;br /&gt;
[[File:Glock Cobra stock.jpg|350px|thumb|none|5th Generation Glock 19 with FAB Defense Cobra folding stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock50 modelmods.jpg|600px|thumb|none|The &amp;quot;G50&amp;quot; with the extended &amp;quot;Heavy Barrel&amp;quot; and folding stock.]]&lt;br /&gt;
[[File:PhantomForces Glock50 hiphold.jpg|600px|thumb|none|First-person view of the high-caliber Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock50 leftside.jpg|600px|thumb|none|Inspecting the handgun. Note that the slide reads &amp;quot;STYLIS STUDIOS&amp;quot; as opposed to &amp;quot;GUNCRAFTER INDUSTRIES&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces Glock50 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Glock50 ADS1.jpg|600px|thumb|none|Custom slide, factory sights.]]&lt;br /&gt;
[[File:PhantomForces Glock50 ADS2.jpg|600px|thumb|none|One-handing the &amp;quot;G50&amp;quot;. While never a great idea, this is not ''as'' disasterous of an idea as it seems, especially because .50 GI (supposedly) only has about as much felt recoil as .45 ACP.]]&lt;br /&gt;
[[File:PhantomForces Glock50 firing.jpg|600px|thumb|none|Firing a round.]]&lt;br /&gt;
[[File:PhantomForces Glock50 reload.jpg|600px|thumb|none|Reloading.]]&lt;br /&gt;
[[File:Glock 17 with GLK18 Full Auto Conversion Device C.jpg|thumb|none|350px|Glock 17 with select-fire conversion device - 9x19mm Parabellum. &amp;quot;Glock switches&amp;quot; come in many models and forms, and are regulated as NFA firearms.]]&lt;br /&gt;
[[File:PhantomForces Glock50switch firing.jpg|600px|thumb|none|Firing a G50 equipped with the &amp;quot;G-switch&amp;quot; mod. The switch itself can be seen on the back of the pistol's slide and the river of casings flying from the gun hint at its very high rate of fire. Don't try this at home.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 23==&lt;br /&gt;
A [[Glock 23]] with an FDE frame and threaded barrel was added April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 23. Chambered in .40 S&amp;amp;W, the Glock 23 is a servicable all-rounder sidearm. It can deal decent damage at range or up close, and its 13-round magazine somewhat compensates for missed shots. A &amp;quot;jack-of-all-trades, master of none&amp;quot; pistol, the Glock 23 can do well in any situation but loses out to more specialized secondaries in specific areas. It can be fitted with a 22-round extended magazine, FAB Defense GLR-440 Tactical Stock, and aftermarket extended barrel (which inexplicably changes the weapon's name to &amp;quot;Glock 23L&amp;quot;). &lt;br /&gt;
[[File:Glock23.jpg|thumb|none|350px|3rd Generation Glock 23 - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:PhantomForces Glock23 model.jpg|600px|thumb|none|''A .40 S&amp;amp;W G-Series pistol. Featuring characteristics similar to its original 9mm variant, with a swift reload alongside it.'']]&lt;br /&gt;
[[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock23 modelmods.jpg|600px|thumb|none|The Glock 23 with various mods, including an extended magazine/barrel and shoulder stock.]]&lt;br /&gt;
[[File:PhantomForces Glock23 hiphold.jpg|600px|thumb|none|Holding the Glock 23.]]&lt;br /&gt;
[[File:PhantomForces Glock23 leftside.jpg|600px|thumb|none|Inspecting the handgun.]]&lt;br /&gt;
[[File:PhantomForces Glock23 rightside.jpg|600px|thumb|none|Ditto, followed by a brass check.]]&lt;br /&gt;
[[File:PhantomForces Glock23 ADS1.jpg|600px|thumb|none|Surprise! More Glock sights! Bet you didn't see this one coming.]]&lt;br /&gt;
[[File:PhantomForces Glock23 ADS2.jpg|600px|thumb|none|Isn't this schtick getting a little old? ''You ain't seen nothing yet...'']]&lt;br /&gt;
[[File:PhantomForces Glock23 reload.jpg|600px|thumb|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 40==&lt;br /&gt;
A [[Glock 40]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 40. It is much more long-range focused than the other Glock pistols, with a high headshot multiplier, punchy cartridge, and very high muzzle velocity. Although it can dish out large amounts of damage in close-quarters, the Glock 40's somewhat high recoil and below-average firerate make it slightly harder to manage compared to other handguns. The Glock 40 can be modified to add a FAB Defense GLR-440 Tactical Stock and a 30-round extended magazine. It also has access to the &amp;quot;Short Barrel&amp;quot; attachment, which transforms the pistol into the [[Glock 20]]. &lt;br /&gt;
[[File:Glock_40.jpg|thumb|none|350px|4th Generation Glock 40 - 10x25mm Auto]]&lt;br /&gt;
[[File:PhantomForces Glock40 model.jpg|600px|thumb|none|''A G-series pistol chambered in the 10mm Auto round. Compared to other G-series guns, it trades a bit of accuracy and close range performance for more power at longer ranges.'']]&lt;br /&gt;
[[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock40 modelmods.jpg|600px|thumb|none|The Glock 40 with an extended magazine, shoulder stock, and &amp;quot;Short Barrel&amp;quot;. I suppose it isn't much of a Glock 40 anymore...]]&lt;br /&gt;
[[File:PhantomForces Glock40 hiphold.jpg|600px|thumb|none|Holding the Glock 40.]]&lt;br /&gt;
[[File:PhantomForces Glock40 leftside .jpg|600px|thumb|none|The left side of the Glock 40.]]&lt;br /&gt;
[[File:PhantomForces Glock40 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Glock40 ADS1.jpg|600px|thumb|none|Does the Tetris effect apply to Glock sights?]]&lt;br /&gt;
[[File:PhantomForces Glock40 ADS2.jpg|600px|thumb|none|No more Glocks... please.]]&lt;br /&gt;
[[File:PhantomForces Glock40 reload.jpg|600px|thumb|none|ReGlocking the Glock 40.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 20===&lt;br /&gt;
A [[Glock 20]] can be created by equipping the &amp;quot;Short Barrel&amp;quot; attachment on the Glock 40. It has a dark grey frame. The Glock 20 is notable for having one of the fastest walkspeeds in the game, allowing a player wielding the sidearm to move very quickly. This is most likely an oversight caused by the weight reduction given by the &amp;quot;Short Barrel&amp;quot; attachment (which is typically only available for long-barreled primary weapons, where the weight reduction is less radical). &lt;br /&gt;
[[File:Glock20.jpg|350px|thumb|none|Glock 20 (3rd Generation) - 10x25mm Auto]]&lt;br /&gt;
[[File:PhantomForces Glock20 model.jpg|600px|thumb|none|The Glock 20 as it appears in-game.]]&lt;br /&gt;
[[File:PhantomForces Glock20 hiphold.jpg|600px|thumb|none|Equipping the Glock 20.]]&lt;br /&gt;
[[File:PhantomForces Glock20 inspect.jpg|600px|thumb|none|Inspecting the handgun.]]&lt;br /&gt;
&lt;br /&gt;
==Guncrafter Industries Model 1==&lt;br /&gt;
The [[Guncrafter Industries Model 1]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 73. As one could expect from this souped-up 1911 derivative, the &amp;quot;GI M1&amp;quot; (as it is known in-game) hits extremely hard in close quarters but has high vertical recoil and poor ranged performance. Unique modifications for the Model 1 include a longslide conversion (which improves the handgun's poor ranged performance) and a recoil-reducing Sarco. Inc lightweight stock. &lt;br /&gt;
[[File:GIM1.jpg|thumb|none|350px|Guncrafter Industries Model 1 - .50 GI]]&lt;br /&gt;
[[File:PhantomForces GI M1 model.jpg|600px|thumb|none|''A M1911 modified to chamber .50GI - a powerful ammunition that packs a lot of punch up close, but also comes with reduced accuracy and performance at range.'']]&lt;br /&gt;
[[File:M1911 Sarco Lightweight Stock.jpg|350px|thumb|none|M1911 with Sarco Inc. lightweight stock - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces GI M1 modelmods.jpg|600px|thumb|none|The Model 1 with the &amp;quot;Heavy Barrel&amp;quot; longslide conversion and Sarco Inc. lightweight stock mods.]]&lt;br /&gt;
[[File:PhantomForces GI M1 hip.jpg|600px|thumb|none|Holding the &amp;quot;GI M1&amp;quot; at the hip.]]&lt;br /&gt;
[[File:PhantomForces GI M1 leftside.jpg|600px|thumb|none|Inspecting the Model 1, which first shows the player checking the left side of the handgun...]]&lt;br /&gt;
[[File:PhantomForces GI M1 rightside.jpg|600px|thumb|none|...followed by the right side. Nothing too crazy here.]]&lt;br /&gt;
[[File:PhantomForces GI M1 ADS.jpg|600px|thumb|none|Aiming down the Model 1's red (and rather harsh) three-dot iron sights.]]&lt;br /&gt;
[[File:PhantomForces GI M1 ADS2.jpg|600px|thumb|none|Gangsta-aiming the handgun like a true OG. Which, of course, stands for Original Guncrafter.]]&lt;br /&gt;
[[File:PhantomForces GI M1 firing.jpg|600px|thumb|none|Firing the beefy 1911 derivative.]]&lt;br /&gt;
[[File:PhantomForces GI M1 reload.jpg|600px|thumb|none|Inserting a fresh magazine. The GI M1 uses the same set of 1911-pattern animations several other pistols in-game.]]&lt;br /&gt;
&lt;br /&gt;
==IMI/Magnum Research Desert Eagle L5==&lt;br /&gt;
A [[Desert Eagle L5]] chambered in .44 Magnum was added during the game's Alpha and is unlocked at rank 18. The L5 is a powerful magnum pistol and one of the earliest available sidearms that can kill a player with a single headshot at close range. Its in-game role can be compared to that of revolvers, with the Desert Eagle having a superior capacity (8+1 rounds) and firerate (400 RPM) than most. The L5 has very high recoil and is much less effective than most revolvers at range, however, with it becoming unable to 1-shot-kill to the head at 50 'studs' (approx. 46 ft). The Desert Eagle L5 can equip a unique &amp;quot;Extended Barrel&amp;quot; mod, which increases its damage at range at the expense of the time required to aim-down-sights. It can also equip either a .44 Special or .357 Magnum conversion, the former decreasing recoil while lowering the damage dealt at range, and the latter increasing the handgun's controllability, reload speed, and magazine size while decreasing overall damage. Some of its reload sound effects are borrowed from ''[[Call of Duty 4: Modern Warfare]]''.&lt;br /&gt;
[[File:Desert Eagle L5.jpg|thumb|none|350px|Magnum Research Desert Eagle L5 - .50 AE]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 model.jpg|600px|thumb|none|''A modern version of the iconic Israeli-American pistol. This specific model has been lightened as well as upgraded with dual Picatinny rails and a much-needed muzzle brake. Very high damage with the capacity to instantly kill to the head up close, with rough recoil.'']]&lt;br /&gt;
[[File:Desert Eagle 10 inch.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with 10&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 model longbarrel.jpg|600px|thumb|none|The Desert Eagle L5 as it appears in-game with the &amp;quot;Extended Barrel&amp;quot; mod.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 hip.jpg|600px|thumb|none|Holding the mighty Desert Eagle L5.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 inspect1.jpg|600px|thumb|none|The L5's inspect animation begins with a look at the left side of the handcannon...]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 inspect2.jpg|600px|thumb|none|...continues with a cursory check of the magazine...]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 inspect3.jpg|600px|thumb|none|...and concludes with a brass check.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 ADS1.jpg|600px|thumb|none|Aiming down the sights.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 ADS2.jpg|600px|thumb|none|The L5's alternate aim mode, which mimics 'looking through' the eye not aligned with the sights.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 firing.jpg|600px|thumb|none|Firing the Deagle.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 reload1.jpg|600px|thumb|none|Reloading the Desert Eagle begins with a hearty fling of the offending magazine.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==IMI/Magnum Research Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] chambered in .50 AE was added in December 2019 as a part of update 4.11.0 (Israeli Weapons) and is unlocked at rank 102. Although the version depicted in-game is an older production model with a chromed finish and lacking rails on the barrel, it features the throwback &amp;quot;teardrop&amp;quot; safety design of the newer production models. The weapon's grips have been stamped with the StyLiS Studios logo. The Desert Eagle Mark XIX is, not unexpectedly, a weapon of extremes. It can score a one-shot kill to the body at an impressive range, but its low capacity (7+1), dismal reserve ammunition (21 rounds), lethargic firerate (200 RPM), horrible muzzle velocity, and monstrous recoil leave a lot to be desired. Overall, the one and only Desert Eagle Mark XIX is best suited as a &amp;quot;second primary&amp;quot; of sorts rather than a more traditional all-rounder backup pistol. The Mark XIX can be modified to add a 10&amp;quot; extended barrel and converted to fire (exceedingly rare) .440 Cor-Bon ammunition. &lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|350px|none|Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX model.jpg|600px|thumb|none|''Finally, a gun that lets you make a statement. This semi-automatic hand cannon is chambered in .50 Action Express. It'll probably pulverize your wrists with its recoil, but hey, you can't argue with the stopping power. [[Death_Sentence#Magnum_Research_Inc._Desert_Eagle_Mark_VII|And you've got the king of mayhem...]]'']]&lt;br /&gt;
[[File:Desert Eagle 10 inch.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with 10&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX modelxtendbarrel.jpg|600px|thumb|none|The Desert Eagle Mark XIX with the &amp;quot;Extended Barrel&amp;quot; mod equipped.]]&lt;br /&gt;
[[File:440cbdeserteagleIWI.jpg|350px|thumb|none|Desert Eagle Mark XIX - .440 Cor-Bon]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX CorBon.jpg|600px|thumb|none|The Desert Eagle Mark XIX with the .440 Cor-Bon conversion, which replaced the XIX's otherwise uninteresting .357 Magnum conversion, equipped. More ammunition, better long-range damage, worse close-range damage. ]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX hiphold.jpg|600px|thumb|none|Grasping their Desert Eagle and looking into the approaching dusk, the player feels like a true action hero.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect1.jpg|600px|thumb|none|Inspecting the Mark XIX is a rather exciting process. It begins, as usual, with a cursory glance at the left side of the handcannon.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect2.jpg|600px|thumb|none|Following this, the loaded magazine is pulled out (as with the Desert Eagle L5), but the player lets it drop.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect3.jpg|600px|thumb|none|A new magazine is then inserted...]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect4.jpg|600px|thumb|none|...and a brass check is performed. Although the handgun is ostensibly &amp;quot;reloaded&amp;quot;, no ammunition is added to the weapon or removed from the player's reserve pool at any point during the inspect animation.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX ADS.jpg|600px|thumb|none|Aiming down the Desert Eagle Mark XIX's sights.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX ADS2.jpg|600px|thumb|none|The alternate, most certainly not one-handed aim mode.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX firing.jpg|600px|thumb|none|Keeping the property values low. The Mark XIX is (as of writing) one of the few weapons to feature an experimental dual recoil scheme, in which the game applies both &amp;quot;body&amp;quot; recoil (which moves the point of aim) and &amp;quot;head&amp;quot; recoil (which simply shakes the player's camera around, leaving the point of aim unaffected) when firing. The player's crazily tilted view in this screenshot is caused by a hefty portion of the latter.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX reload.jpg|600px|thumb|none|Seven wrist-agonizing shots later and the pistol's ready to be reloaded. The Mark XIX shares reloading animations with the L5.]]&lt;br /&gt;
&lt;br /&gt;
===Desert Eagle Police Carbine===&lt;br /&gt;
Equipping the Desert Eagle Mark XIX with the &amp;quot;Police Barrel&amp;quot; and &amp;quot;Police Stock&amp;quot; mods transforms the magnum handgun into the rare Desert Eagle Police Carbine. The real Police Carbine was only available in the Mark I model of the Desert Eagle, making its appearance here in .50 AE a strictly &amp;quot;what-if&amp;quot; affair.&lt;br /&gt;
[[File:DesertEaglePoliceCarbine.jpg|thumb|none|450px|Desert Eagle Mark I Police Carbine - .357 Magnum]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX PoliceCarbine.jpg|600px|thumb|none|The Desert Eagle Mark XIX Police Carbine as it appears in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-DC9==&lt;br /&gt;
The [[Intratec TEC-DC9]] appears both as the fully-automatic &amp;quot;TEC-9&amp;quot;, which was added during the game's Alpha, and as the semi-auto only &amp;quot;KG-99&amp;quot;, which was added in July 2021 as part of update 5.6.0 (Independence Update 2021). Both weapons are unlocked at rank 50. They can be distinguished from the actual TEC-9 and KG-99 due to their lack of sling mounts on the side of the barrel shroud and receiver. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;TEC-9&amp;quot; holds the honor of having the highest sustained firerate in the game, spitting an astounding 1500 rounds per minute in full-auto only. This offsets its low base damage, allowing the machine pistol to rack up kills very quickly in close-quarters. Unsurprisingly, the &amp;quot;TEC-9&amp;quot; has very high recoil, with the weapon's point of aim &amp;quot;walking&amp;quot; uncontrollably when firing. It can be fitted with an extended barrel/barrel shroud or the short barrel of the TEC-9 Mini, a 32-round extended magazine, and the wire stock from the [[Interdynamic KG-9]]. &lt;br /&gt;
[[File:Tec-DC9.jpg|350px|thumb|none|Intratec TEC-DC9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces TEC9 modelview.jpg|600px|thumb|none|''A Swedish pistol with an incredibly high automatic rate of fire stemming from an illegal modification. Lacks of stopping power and has highly unstable handling. Brother to the KG-99.'']]&lt;br /&gt;
[[File:Interdynamic MP-9.jpg|350px|thumb|none|Interdynamic MP-9 with foregrip and telescoping stock - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces TEC9 modelmods.jpg|600px|thumb|none|The TEC-DC9 (as the &amp;quot;TEC-9&amp;quot;) fitted with a very long extended barrel, the MP-9's telescoping stock, and a 32-round extended magazine. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 hipfire.jpg|600px|thumb|none|Brandishing the highly illegal machine pistol, the player stands atop an industrial building on the Ravod 911 map. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 leftside.jpg|600px|thumb|none|Inspecting the left side of the DC9. Its submachine gun legacy is apparent, despite Intratec's numerous attempts to alter the weapon for the civilian market. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 rightside.jpg|600px|thumb|none|The right side of the weapon. Note also that the pattern of holes in the barrel shroud is slightly different than the real thing, with the in-game shroud having oval-shaped holes as opposed to the actual DC9's circular holes. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 ADS.jpg|600px|thumb|none|Aiming down the DC9's simple iron sights. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 ADS2.jpg|600px|thumb|none|The alternate aim mode of the &amp;quot;TEC-9&amp;quot;. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 firing.jpg|600px|thumb|none|Firing the fully-automatic machine pistol. As one could expect, the recoil is intense. ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The semi-automatic &amp;quot;KG-99&amp;quot;, despite sharing a model with the aforementioned &amp;quot;TEC-9&amp;quot;, is functionally a very different weapon. It resembles a TEC-9 Mini and deals more damage than its full-auto brother to balance the fact that it is semi-automatic only. The &amp;quot;KG-99&amp;quot; is accurate, fast-firing, and high-capacity, although it is held back by its abnormally low headshot multiplier. Like the &amp;quot;TEC-9&amp;quot;, it can be fitted with a &amp;quot;Long Barrel&amp;quot; mod (which reattaches the regular-length DC9 barrel), a 32-round extended magazine, and the KG-9's stock.&lt;br /&gt;
[[File:PhantomForces KG99 modelmods.jpg|600px|thumb|none|The &amp;quot;KG-99&amp;quot; as it appears in-game with the standard-length barrel, 32-round extended magazine, and KG-9 stock. Aside from an all-black color scheme, the &amp;quot;KG-99&amp;quot; uses the same model as the &amp;quot;TEC-9&amp;quot;.]]&lt;br /&gt;
===Intratec TEC-9 Mini===&lt;br /&gt;
The semi-automatic &amp;quot;KG-99&amp;quot; resembles the [[Intratec TEC-9 Mini]] in its default configuration. In addition, the TEC-9 Mini's barrel can be fitted to the fully-automatic &amp;quot;TEC-9&amp;quot; via the &amp;quot;Short Barrel&amp;quot; attachment. &lt;br /&gt;
[[File:TEC-9Mini.jpg|350px|thumb|none|Intratec TEC-9 Mini - 9x19mm Parabellum ]]&lt;br /&gt;
[[File:PhantomForces TEC9 mini.jpg|600px|thumb|none|The &amp;quot;TEC-9&amp;quot; with the &amp;quot;Short Barrel&amp;quot; attachment, which resembles the TEC-9 Mini. ]]&lt;br /&gt;
[[File:PhantomForces KG99 model.jpg|600px|thumb|none|''A Swedish semi-automatic pistol with an incredibly generous rate of fire, large magazine, and good accuracy. Lacks stopping the stopping power especially at range when compared to other pistols. Sister to the TEC-9.'']]&lt;br /&gt;
[[File:PhantomForces KG99 hipfire.jpg|600px|thumb|none|Holding the TEC-9 Mini at the hip. ]]&lt;br /&gt;
[[File:PhantomForces KG99 leftside.jpg|600px|thumb|none|Inspecting the left side of the handgun. ]]&lt;br /&gt;
[[File:PhantomForces KG99 rightside.jpg|600px|thumb|none|The other side. ]]&lt;br /&gt;
[[File:PhantomForces KG99 ADS2.jpg|600px|thumb|none|The TEC-9 Mini in its natural habitat. ]]&lt;br /&gt;
[[File:PhantomForces KG99 reload1.jpg|600px|thumb|none|Removing an empty magazine from the TEC-9 Mini. ]]&lt;br /&gt;
[[File:PhantomForces KG99 reload2.jpg|600px|thumb|none|Inserting a new magazine. ]]&lt;br /&gt;
[[File:PhantomForces KG99 reload3.jpg|600px|thumb|none|Releasing the bolt. ]]&lt;br /&gt;
&lt;br /&gt;
==LAR Grizzly Mark V==&lt;br /&gt;
The [[LAR Grizzly Pistol|LAR Grizzly Mark V Pistol]] in .50 AE was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 144. Known as the &amp;quot;Grizzly&amp;quot;, this oversized 1911-pattern handcannon is similar to the Desert Eagle Mark XIX in both form and function, with the former possessing more reserve ammunition (28 vs. 21 rounds) and a higher firerate (350 RPM vs. 200 RPM) at the cost of worse mid-range damage. The Grizzly's three-hexagon &amp;quot;LAR&amp;quot; slide marking has been replaced by a three-tiled StyLiS Studios marking, presumably for copyright reasons. The LAR Grizzly Mark V's only unique modification is a so-called heavy barrel, which attaches the barrel of the Grizzly Mark I Long Slide to the weapon; this would not work in real life, as one could not simply fit the barrel and slide of the .45 Winchester Magnum Grizzly Mark I to the frame of a .50 Action Express Mark V without... serious repercussions.  &lt;br /&gt;
[[File:Grizzly_MkV.jpg|thumb|none|350px|LAR Grizzly Mark V - .50 AE]]&lt;br /&gt;
[[File:PhantomForces Grizzly model.jpg|600px|thumb|none|''A high-caliber pistol chambered in the .50 Action Express cartridge. While the recoil leaves something to be desired, the extremely powerful damage profile of the gun will have you saying 'haha, bear gun go boom.''']]&lt;br /&gt;
[[File:LARGrizzly Mk1ls.jpg|350px|thumb|none|LAR Grizzly Mark I Long Slide - .45 Win Mag]]&lt;br /&gt;
[[File:PhantomForces Grizzly modelmods.jpg|600px|thumb|none|The Grizzly Mark V with the Mark I's extended slide and barrel.]]&lt;br /&gt;
[[File:PhantomForces Grizzly hiphold.jpg|600px|thumb|none|Holding the Grizzly at the hip and looking out towards the horizon.]]&lt;br /&gt;
[[File:PhantomForces Grizzly leftside.jpg|600px|thumb|none|Inspecting the left side of the handgun.]]&lt;br /&gt;
[[File:PhantomForces Grizzly rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Grizzly ADS.jpg|600px|thumb|none|Aiming down the Grizzly's unique yellow luminous sights.]]&lt;br /&gt;
[[File:PhantomForces Grizzly ADS2.jpg|600px|thumb|none|The alternate ADS view.]]&lt;br /&gt;
[[File:PhantomForces Grizzly firing.jpg|600px|thumb|none|Firing the Grizzly. As with the game's other magnum handguns, the recoil is significant.]]&lt;br /&gt;
[[File:PhantomForces Grizzly reload1.jpg|600px|thumb|none|Removing an empty magazine.]]&lt;br /&gt;
[[File:PhantomForces Grizzly reload2.jpg|600px|thumb|none|Inserting a fresh 7-round magazine.]]&lt;br /&gt;
[[File:PhantomForces Grizzly reload3.jpg|600px|thumb|none|Pulling back (and releasing) the slide.]]&lt;br /&gt;
&lt;br /&gt;
==Laugo Alien==&lt;br /&gt;
The [[Laugo Alien]] was added in May 2022 as part of update 5.7.3 (May Update) and is unlocked at rank 179. As with most other weapons (except the Glock-series pistols, for some reason), the handgun's markings have been genericized, with &amp;quot;RIPLEY&amp;quot; supplanting the &amp;quot;ALIEN&amp;quot; writing on the left side of the slide. This, alongside the weapon's unlock rank, are a clear reference to 1979's ''[[Alien]]''. As with other competition or target-shooting weapons in ''Phantom Forces'', the Alien rewards well-aimed shots with a very high headshot multiplier, great ballistics, and strong close-range performance. It lags behind other sidearms, however, with its sharp damage drop-off and low minimum damage. It features a unique &amp;quot;Olympic Target Sight&amp;quot; low-magnification optic as a free modification. &lt;br /&gt;
[[File:Laugo_Alien_Pistol.jpg|thumb|none|350px|Laugo Alien - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Alien model.jpg|600px|thumb|none|''A unique and innovative Czech pistol. Unlike other pistols, the Alien is a competition pistol that has been designed to have reduced muzzle flip and does not follow typical pistol design with sights not reciprocating with the slide.'']]&lt;br /&gt;
[[File:PhantomForces Alien modelmods.jpg|600px|thumb|none|The Laugo Alien with the unique &amp;quot;Olympian Target Sight&amp;quot; mod.]]&lt;br /&gt;
[[File:PhantomForces Alien hiphold.jpg|600px|thumb|none|Holding the Laugo Alien.]]&lt;br /&gt;
[[File:PhantomForces Alien leftside.jpg|600px|thumb|none|The left side of the strange Czech handgun.]]&lt;br /&gt;
[[File:PhantomForces Alien rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Alien ADS.jpg|600px|thumb|none|Aiming down the Alien's sights.]]&lt;br /&gt;
[[File:PhantomForces Alien ADS2.jpg|600px|thumb|none|Not aiming down the sights.]]&lt;br /&gt;
[[File:PhantomForces Alien firing.jpg|600px|thumb|none|Firing the Alien. The reciprocating slide and stationary top strap can be seen.]]&lt;br /&gt;
[[File:PhantomForces Alien reload1.jpg|600px|thumb|none|Removing an empty 17-round magazine from the Alien.]]&lt;br /&gt;
[[File:PhantomForces Alien reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PhantomForces Alien reload3.jpg|600px|thumb|none|Releasing the slide.]]&lt;br /&gt;
[[File:PhantomForces Alien hipholdmods.jpg|600px|thumb|none|First-person view of the Laugo Alien with its bespoke &amp;quot;Olympic Target Sight&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces Alien ADSscope.jpg|600px|thumb|none|Looking through the sight.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PB==&lt;br /&gt;
The [[Makarov PB]] was added in July 2021 as part of update 5.6.0 (Independence Update 2021) and is unlocked at rank 91. The PB (or &amp;quot;Izhevsk PB&amp;quot;, as it is known in-game) is the first and, at the time of writing, only integrally-suppressed pistol in ''Phantom Forces''. The PB's safety is always in the &amp;quot;safe&amp;quot; position, which should prevent the weapon from firing; however, this is not the case. It feeds from an 8-round magazine, but 12-round extended and 84-round drum magazines (underloaded to 80 rounds) are also available. The PB is somewhat unique as it deals very high damage (to the point that it kills a full-health enemy with a single headshot) up to 20 studs (~18 feet) but has very sharp damage drop-off, with the pistol dealing only 40% of its base damage after 50 studs (~46 feet). This makes it a very effective backup weapon in close-quarters. &lt;br /&gt;
&lt;br /&gt;
Interestingly, the PB, although being integrally suppressed, has a higher muzzle velocity compared to its unsuppressed counterpart (1800 studs/s vs 1700 studs/s). This actually (sort of) makes sense, since in real life, some suppressors act like longer barrels if the bullet doesn’t come into contact with the suppressor, while suppressors that make contact with a bullet do reduce bullet speed.&lt;br /&gt;
[[Image:Pb-1.jpg|thumb|none|350px|Makarov PB with secondary suppressor - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces PB model.jpg|600px|thumb|none|''A small Soviet-era integrally suppressed variant of the Makarov PM made by the Izhevsk mechanical plant. Doesn't fire too fast, but can instantly kill with a headshot in short ranges.'']]&lt;br /&gt;
[[File:PhantomForces PB model12round.jpg|600px|thumb|none|The PB with a 12-round extended magazine. For performance reasons, the magazine is modeled as empty.]]&lt;br /&gt;
[[File:PhantomForces PB drum.jpg|600px|thumb|none|The PB with an 84-round drum magazine, which only holds 80 rounds in-game.]]&lt;br /&gt;
[[File:PhantomForces PB hiphold.jpg|600px|thumb|none|Irresponsibly standing on top of a shipping crate, the player holds the PB.]]&lt;br /&gt;
[[File:PhantomForces PB leftside.jpg|600px|thumb|none|The left side of the PB, which shows that the safety is engaged. When disengaged, the oval-shaped selector pivots down and to the left.]]&lt;br /&gt;
[[File:PhantomForces PB rightside.jpg|600px|thumb|none|The other side.]]&lt;br /&gt;
[[File:PhantomForces PB ADS.jpg|600px|thumb|none|Aiming down the PB's iron sights, which feature a luminous front post for dark environments.]]&lt;br /&gt;
[[File:PhantomForces PB ADS2.jpg|600px|thumb|none|The PB's alternate aim mode, which is markedly different from the sideways one-handed gangster approach seen on most other pistols. This change in aiming style is most likely to prevent the PB's very long suppressor from obscuring much of the screen.]]&lt;br /&gt;
[[File:PhantomForces PB firing.jpg|600px|thumb|none|Firing the whisper-quiet pistol.]]&lt;br /&gt;
[[File:PhantomForces PB reload1.jpg|600px|thumb|none|Tossing away an empty 8-round magazine after removing it from the pistol. The PB's low magazine size is compensated for with a very fast reload.]]&lt;br /&gt;
[[File:PhantomForces PB reload2.jpg|600px|thumb|none|Inserting a fresh (seemingly empty) magazine.]]&lt;br /&gt;
[[File:PhantomForces PB reload3.jpg|600px|thumb|none|Pressing the slide release to cap off the reloading process.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] was added in July 2021 as part of update 5.6.0 (Independence Update 2021) and is unlocked at rank 92. The in-game weapon has a slightly longer barrel than standard military-issue Makarov pistols, a feature seen on Canadian import models of the PM and PMM. Like the its suppressed brother, the PM feeds from an 8-round magazine and can use either aftermarket 12-round extended or 84-round (underfilled to 80 rounds in-game) drum magazines. The PM also features an obnoxiously long &amp;quot;Extended Barrel&amp;quot; modification, which roughly doubles the pistol's barrel length. In-game, the Makarov is a very agile pistol with an emphasis on CQC, featuring very little recoil, a fast aim-down-sights time, and a quick reload. Its largest weakness is its low magazine size, however, and it deals subpar damage at range. &lt;br /&gt;
[[File:Baikal-442.jpg|thumb|none|350px|Baikal-442 (Canadian import version) - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces PM model.jpg|600px|thumb|none|''A small Soviet-era pistol with an iconic design that still sees service even in the modern age. Two alternate aim modes. Both allow you to fire faster than regular but at the cost of accuracy.'']]&lt;br /&gt;
[[File:PhantomForces PM model12round.jpg|600px|thumb|none|The Makarov PM with an aftermarket 12-round magazine and extremely long barrel.]]&lt;br /&gt;
[[File:Makarovdrum.jpg|350px|thumb|none|Makarov PM with 84-round drum magazine - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces PM modeldrum.jpg|600px|thumb|none|The Makarov PM with the 84-round drum magazine. It only holds 80 rounds in-game, however.]]&lt;br /&gt;
[[File:PhantomForces PM hiphold.jpg|600px|thumb|none|First-person view of the PM at the player's hip.]]&lt;br /&gt;
[[File:PhantomForces PM leftside.jpg|600px|thumb|none|Taking a look at the left side of the ubiquitous Soviet handgun. As with the PB, the PM's safety is always (erroneously) in the &amp;quot;safe&amp;quot; position.]]&lt;br /&gt;
[[File:PhantomForces PM rightside.jpg|600px|thumb|none|The other side.]]&lt;br /&gt;
[[File:PhantomForces PM ADS.jpg|600px|thumb|none|Aiming down the PM's iron sights.]]&lt;br /&gt;
[[File:PhantomForces PM ADS2.jpg|600px|thumb|none|Aiming the pistol sideways, the player channels their inner Russian gangster.]]&lt;br /&gt;
[[File:PhantomForces PM firing.jpg|600px|thumb|none|Firing the Makarov.]]&lt;br /&gt;
[[File:PhantomForces PM reload1.jpg|600px|thumb|none|Inserting a fresh Makarov magazine after tossing away the old one.]]&lt;br /&gt;
[[File:PhantomForces PM reload2.jpg|600px|thumb|none|Releasing the slide.]]&lt;br /&gt;
&lt;br /&gt;
==MBA Gyrojet Pistol Mark I==&lt;br /&gt;
The [[MBA Gyrojet]] Mark I rocket pistol was added in July 2023 as part of update 8.0.4 (Independence Day update) and is unlocked at rank 122. Although its projectiles do not gain speed as they fly, puttering along at a constant, apathetic 1000 studs/sec (919 ft/sec), they do gain damage, dealing only 30 damage at 10 studs (9 ft) before eventually reaching a respectable 48 damage at 175 studs (161 ft). The Gyrojet pistol has a high base torso and headshot multiplier as well, scoring a one-shot headshot at any range and a one-shot bodyshot towards the end of its damage curve. It can be frustrating to use the Gyrojet in its intended long-range role, however, as the rockets deviate slightly from where the player is aiming. The Gyrojet Mark I features a number of unique modifications, which is somewhat unsurprising considering the weapon's unique nature. These include both a snubnose and extended barrel as well as a fictional full-auto modification.&lt;br /&gt;
[[File:Gyrojetpistol.jpg|thumb|none|350px|Gyrojet Pistol Mark 1 Model B - 13mm]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol model.jpg|600px|thumb|none|''A failed 'pistol' from the 1960s produced by MBA. Due to how the rockets in this weapon function, the damage model is reversed, doing more damage across longer ranges. The system, quite literally, failed for being light years ahead of its time.'']]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol modellong.jpg|600px|thumb|none|The Gyrojet Mark I with the &amp;quot;long barrel&amp;quot; modification installed, which improves accuracy and ranged performance.]]&lt;br /&gt;
[[File:Gyrojet Snub Nosed.jpg|350px|thumb|none|Gyrojet Pistol Mark 1 Model B snub nosed variant - 13mm]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol modelshort.jpg|600px|thumb|none|The Gyrojet Mark I with the &amp;quot;short barrel&amp;quot; modification.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol hiphold.jpg|600px|thumb|none|Holding the curious rocket-firing pistol at the hip.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol leftside.jpg|600px|thumb|none|The left side of the Gyrojet pistol.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol ADS.jpg|600px|thumb|none|Aiming down the pistol's rather barebones iron sights.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol ADS2.jpg|600px|thumb|none|The Gyrojet's alternate aim mode is more or less a zoomed-in hipfire view, providing an accuracy boost while limiting speed and removing the player's crosshair.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol firing.jpg|600px|thumb|none|Firing the pistol.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol reload1.jpg|600px|thumb|none|Reloading the Gyrojet begins by pulling the top of the weapon.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol reload2.jpg|600px|thumb|none|Inserting new rockets into the gun, one at a time.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol reload3.jpg|600px|thumb|none|Pushing the weapon's slide closed completes the reloading process.]]&lt;br /&gt;
&lt;br /&gt;
===MBA Gyrojet Pistol Mark II===&lt;br /&gt;
Equipping the Gyrojet Mark I pistol with the &amp;quot;12mm Rockets&amp;quot; attachment transforms it into the Gyrojet Mark II, whose smaller-diameter rockets (as the Mark I's rockets are approximately 13mm, or .51 caliber) were designed to skirt American laws regarding handguns larger than .50 caliber. They are more accurate and fly faster than the Mark I's 13mm rockets, but deal less damage. &lt;br /&gt;
[[File:MBAGyrojetMarkII.jpg|350px|thumb|none|Gyrojet Pistol Mark II - 12mm]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol markII.jpg|600px|thumb|none|The MBA Gyrojet Pistol Mark II as it appears in-game (and converted to fire in full-auto).]]&lt;br /&gt;
&lt;br /&gt;
==RARAN 1130==&lt;br /&gt;
The one-off [[RARAN 1130]] was added in July 2021 as part of update 5.6.0 (Independence Update 2021) and is unlocked at rank 126. The curious machine pistol, which the loadout menu classifies as a PDW, is designated in-game as the &amp;quot;RAMA 1130&amp;quot;, a misnomer derived from a mistranslation of the Russian academy where the weapon was designed. The RARAN 1130 feeds from 84-round drum magazines (underloaded to 80 rounds in-game) and incorrectly has a slightly longer barrel than the real weapon, a feature seen on Canadian import Makarov PMs. Despite the fact that it fires 9x18mm Makarov at 950 RPM from a rather short barrel, the RARAN has low recoil and decent damage range but low overall damage per shot. Unique modifications for the RARAN include an impossibly long barrel (a modification it shares with the Makarov PM) and a .380 ACP conversion, which increases the pistol's damage but reduces the magazine capacity to a paltry 12 rounds. &lt;br /&gt;
[[File:Makarov1130.jpg|thumb|none|350px|RARAN 1130 - 9x18mm Makarov]]&lt;br /&gt;
[[File:Makarovdrum.jpg|thumb|none|350px|Makarov PM with 84 round drum magazine - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces RARAN model.jpg|600px|thumb|none|''A modified version of the Makarov to serve as a prototype machine pistol. Fires at a blisteringly high RPM, but has very low damage. The recoil is low but slowly climbs the longer you fire the weapon.'']]&lt;br /&gt;
[[File:PhantomForces RARAN modelmods.jpg|600px|thumb|none|The RARAN 1130 with a ''very'' long extended barrel and converted to fire .380 ACP. ]]&lt;br /&gt;
[[File:PhantomForces RARAN hiphold.jpg|600px|thumb|none|Holding the RARAN 1130 on Ravod 911. ]]&lt;br /&gt;
[[File:PhantomForces RARAN leftside.jpg|600px|thumb|none|Inspecting the left side of the brick-shaped Makarov. ]]&lt;br /&gt;
[[File:PhantomForces RARAN rightside.jpg|600px|thumb|none|The right side of the weapon. Some of the machine pistol's parts, such as the recoil spring, bolt, and the upper part of the weapon's frame, can be seen through its obnoxiously large ejection port.]]&lt;br /&gt;
[[File:PhantomForces RARAN ADS.jpg|600px|thumb|none|Aiming down the RARAN's iron sights, which are simple yet functional. ]]&lt;br /&gt;
[[File:PhantomForces RARAN ADS2.jpg|600px|thumb|none|One-handing the one-off prototype.]]&lt;br /&gt;
[[File:PhantomForces RARAN firing.jpg|600px|thumb|none|Firing a spray of 9x18mm Makarov. ]]&lt;br /&gt;
[[File:PhantomForces RARAN reload1.jpg|600px|thumb|none|Removing an empty drum magazine. ]]&lt;br /&gt;
[[File:PhantomForces RARAN reload2.jpg|600px|thumb|none|Inserting a fresh drum. ]]&lt;br /&gt;
[[File:PhantomForces RARAN reload3.jpg|600px|thumb|none|Pressing an imaginary slide release, an unfortunate side effect of the RARAN 1130 reusing animations from the standard PM. ]]&lt;br /&gt;
&lt;br /&gt;
==Serbu GB-22==&lt;br /&gt;
The [[Serbu GB-22]] was added in January 2021 as part of update 5.5.0 (New Years Update 2021) and is unlocked at rank 99. The GB-22 depicted in-game is slightly larger than the real weapon, fires from an open bolt and, true to its nature as a homemade weapon, features a crude wire-wrapped grip and custom extended barrel. The GB-22, although nowhere near as infamous as the game's ''other'' .22-caliber pistol, is mostly a joke weapon, as it deals very low damage and has nigh-unusable iron sights. Despite this, it instantly kills to the head at any range and possesses above average ballistics, making the single-shot pistol an extremely risky yet powerful weapon.  &lt;br /&gt;
&lt;br /&gt;
The GB-22's unique modifications include a &amp;quot;Cut-down Barrel&amp;quot; and lengthened &amp;quot;Sporting Barrel&amp;quot; as well as three ammunition conversions. The first, 10mm Auto, substantially increases the pistol's muzzle velocity and torso damage while lowering the rate of fire, while the second, .50 AE, puts the &amp;quot;blaster&amp;quot; in &amp;quot;ghetto blaster&amp;quot; by turning the GB-22 into a potent single-shot handcannon. The final conversion is 12 gauge &amp;quot;minishells&amp;quot;, which turns the pistol into a powerful breech-loading shotgun capable of launching 9 pellets of buckshot per trigger pull. None of these conversions, however, change the physical model of the cartridge loaded into the weapon. &lt;br /&gt;
[[File:Serbugb22.jpg|thumb|none|350px|Serbu GB-22 with red dot sight and grips - .22 LR]]&lt;br /&gt;
[[File:PhantomForces GB-22 model.jpg|600px|thumb|none|''A homemade pistol whose original design derives from Serbu. This version is larger than the original, and can accept multiple different calibers. Always kills to the head.'']]&lt;br /&gt;
[[File:PhantomForces GB-22 modelcutdown.jpg|600px|thumb|none|The GB-22 with a shortened barrel, which is the pistol's most common real-life configuration.]]&lt;br /&gt;
[[File:PhantomForces GB-22 modellongbarrel.jpg|600px|thumb|none|The GB-22 with the extremely long &amp;quot;Sporting Barrel&amp;quot;. Needless to say, a homemade gun is the exact opposite of a sporting weapon.]]&lt;br /&gt;
[[File:PhantomForces GB-22 hiphold.jpg|600px|thumb|none|Holding the handmade gun at the hip.]]&lt;br /&gt;
[[File:PhantomForces GB-22 leftside.jpg|600px|thumb|none|Inspecting the left side of the GB-22.]]&lt;br /&gt;
[[File:PhantomForces GB-22 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces GB-22 ADS.jpg|600px|thumb|none|Aiming the GB-22. Although pretty much every iron sight in ''Phantom Forces'' has a default magnification, these, owing to their crude nature, do not. This further complicates using the weapon at range, although it does increase the player's field of view.]]&lt;br /&gt;
[[File:PhantomForces GB-22 ADS2.jpg|600px|thumb|none|The GB-22's alternate aim mode, which, unlike most other pistols, involves the player keeping both hands firmly on the gun.]]&lt;br /&gt;
[[File:PhantomForces GB-22 firing.jpg|600px|thumb|none|Firing the GB-22.]]&lt;br /&gt;
[[File:PhantomForces GB-22 reload1.jpg|600px|thumb|none|Reloading the pistol starts with removing the empty casing, which gladly leaps free from the gun when the player pulls back on the slide. In real life, much like revolvers, the casing can expand in the chamber and become stuck. Unlike a revolver, however, the GB-22 lacks a manual ejector, requiring the user to pry the shell casing free with their fingernails (or other instrument).]]&lt;br /&gt;
[[File:PhantomForces GB-22 reload2.jpg|600px|thumb|none|Inserting a fresh round into the pistol. Despite the GB-22's cumbersome reloading procedure, the player is able to keep the gun running at an impressive 50 RPM.]]&lt;br /&gt;
[[File:PhantomForces GB-10.jpg|600px|thumb|none|The GB-22 with the 10mm Auto conversion, which the game takes to calling the &amp;quot;GB-10&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces GB-50.jpg|600px|thumb|none|The GB-22 converted to fire .50 Action Express. For obvious reasons, the game designates it as the fictional &amp;quot;GB-50&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces GB-12 .jpg|600px|thumb|none|The GB-22 is also somehow capable of firing 12 gauge shotgun shells. The &amp;quot;GB-12&amp;quot; is as powerful as it is unrealistic.]]&lt;br /&gt;
[[File:PhantomForces GB-12.jpg|600px|thumb|none|Firing the &amp;quot;GB-12&amp;quot;, which is the only ammo conversion to change the color or behavior of the bullets and their tracers.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer M17 MHS==&lt;br /&gt;
A [[SIG-Sauer M17 MHS]] (or just &amp;quot;M17&amp;quot;) was added in July 2023 as part of update 8.0.4 (Independence Day update) and is unlocked at rank 13. As with other military-issue pistols, the M17 is an all-rounder.  It has good accuracy, low recoil, and moderate damage, allowing it to function well in close-quarters or at range. It has a 17-round magazine by default, but an extended 21-round magazine is available as a unique attachment.  &lt;br /&gt;
[[File:P320-M17.jpg|350px|thumb|none|SIG-Sauer P320-M17 with 21-round magazine - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces M17 model.jpg|600px|thumb|none|''A modern Swiss-American Handgun. A service pistol fit for the modern age of American foreign interests. Built with focus on ergonomics and modularity, this variant of the P320 sports lightweight construction, stable recoil and a generous magazine capacity. [[Call of Duty: Modern Warfare (2019)|We get dirty, and the world stays clean. That's the mission.]]'']]&lt;br /&gt;
[[File:PhantomForces M17 modelmods.jpg|600px|thumb|none|The M17 with the 21-round extended magazine equipped.]]&lt;br /&gt;
[[File:PhantomForces M17 hiphold.jpg|600px|thumb|none|Holding the M17 at the hip.]]&lt;br /&gt;
[[File:PhantomForces M17 leftside.jpg|600px|thumb|none|Inspecting the M17, beginning with the left side...]]&lt;br /&gt;
[[File:PhantomForces M17 rightside.jpg|600px|thumb|none|...and continuing with the top...]]&lt;br /&gt;
[[File:PhantomForces M17 brasscheck.jpg|600px|thumb|none|...and finishing with a brass check. Same standard set of animations as many other pistols, nothing to write home about.]]&lt;br /&gt;
[[File:PhantomForces M17 ADS1.jpg|600px|thumb|none|Looking down the M17's iron sights, which are very reminiscent of the M9's.]]&lt;br /&gt;
[[File:PhantomForces M17 ADS2.jpg|600px|thumb|none|And you'd ''bet'' we have to one-hand it!]]&lt;br /&gt;
[[File:PhantomForces M17 reload.jpg|600px|thumb|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1911-A2 SASS==&lt;br /&gt;
The [[Springfield Armory M1911-A2 SASS]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 132. Classified as an &amp;quot;Other&amp;quot; secondary weapon and known as the &amp;quot;SASS 308&amp;quot; in-game, it is chambered in .308 Winchester and is fitted with a 14.9&amp;quot; barrel by default. Unique modifications for the single-shot pistol include a .358 Winchester conversion and a shortened 10.75&amp;quot; barrel. The M1911-A2 SASS is a powerful &amp;quot;pocket sniper&amp;quot;, with great ballistics and high damage. Of course, this comes at the cost of frequent, lengthy reloads. &lt;br /&gt;
[[File:Springfieldsass.jpg|thumb|none|350px|Springfield Armory M1911-A2 SASS - .308 Winchester]]&lt;br /&gt;
[[File:PhantomForces SASS model.jpg|600px|thumb|none|''A single-shot pistol based on the M1911 developed in the 1980s. Chambered in the .308 Winchester cartridge, among many other offerings.'']]&lt;br /&gt;
[[File:LEON-M1911A1SCREENUSED.jpg|thumb|none|350px|Screen-used Springfield Armory M1911-A2 SASS as seen in the film ''[[Léon: The Professional]]'']]&lt;br /&gt;
[[File:PhantomForces SASS modelmods.jpg|600px|thumb|none|The M1911-A2 SASS with the 10.75&amp;quot; &amp;quot;Light Barrel&amp;quot; mod equipped. ]]&lt;br /&gt;
[[File:PhantomForces SASS hiphold.jpg|600px|thumb|none|Holding the Springfield Armory Single-Shot at the hip atop an abandoned industrial building. ]]&lt;br /&gt;
[[File:PhantomForces SASS leftside.jpg|600px|thumb|none|Inspecting the weapon. The left side of the frame is adorned with a white StyLiS Studios logo. ]]&lt;br /&gt;
[[File:PhantomForces SASS rightside.jpg|600px|thumb|none|The right side. The weapon bears a prominent &amp;quot;Stylis Armory USA&amp;quot; marking. ]]&lt;br /&gt;
[[File:PhantomForces SASS ADS.jpg|600px|thumb|none|Aiming down the single-shot handgun's target sights. ]]&lt;br /&gt;
[[File:PhantomForces SASS ADS2.jpg|600px|thumb|none|Foregoing the SASS' accurate irons in favor of a more relaxed &amp;quot;point towards enemy&amp;quot; approach. What could go wrong? ]]&lt;br /&gt;
[[File:PhantomForces SASS reload1.jpg|600px|thumb|none|Ejecting an empty casing from the handgun after firing a shot. The player seems to break the weapon open using pure force of will alone, as the lever to open the barrel (seen protruding from the magazine well) remains untouched during the animation.]]&lt;br /&gt;
[[File:PhantomForces SASS reload2.jpg|600px|thumb|none|Inserting a fresh round of .308 Winchester. ]]&lt;br /&gt;
[[File:PhantomForces SASS reload3.jpg|600px|thumb|none|Snapping the gun closed. ]]&lt;br /&gt;
&lt;br /&gt;
==STI DVC Tactical 2011==&lt;br /&gt;
The [[STI 1911 Series|STI DVC Tactical 2011]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) is unlocked at rank 150. It is known as the &amp;quot;M2011&amp;quot; in-game and features a garish color scheme and many custom parts, including what appears to be a titanium nitride-coated barrel and a blue-finished slide-mounted charging handle handle. Firing 9x19mm, the 2011 is a versatile handgun that can perform well at both long range, thanks to its above-average headshot multiplier, and when up close, due to its spam-friendly 20-round magazine. However, it deals below average damage to the torso and limbs and has somewhat rapid damage falloff, which both can limit its effectiveness when poorly-aimed. The DVC Tactical 2011 can be modified to add an extended barrel and a Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock, which can also be fitted to the AF2011-A1.  &lt;br /&gt;
[[File:DVC-Tactical-2.jpg|thumb|none|350px|STI DVC Tactical 2011 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M2011 model.jpg|600px|thumb|none|''A colourful race gun chambered in 9x19mm with a large double-stack magazine. While the damage up front is poor compared to other pistols, it packs a very high headshot multiplier and the accuracy to make use of it.'']]&lt;br /&gt;
[[File:1911 MultiShotKit.jpg|350px|thumb|none|M1911A1 with Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M2011 modelmods.jpg|600px|thumb|none|The STI DVC Tactical 2011 with an extended barrel and Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock.]]&lt;br /&gt;
[[File:PhantomForces M2011 hiphold.jpg|600px|thumb|none|Holding the colorful 1911-derived pistol at the hip.]]&lt;br /&gt;
[[File:PhantomForces M2011 rightside.jpg|600px|thumb|none|Inspecting the handgun, starting with the right side.]]&lt;br /&gt;
[[File:PhantomForces M2011 leftside.jpg|600px|thumb|none|Taking a look at the left side (and the magazine).]]&lt;br /&gt;
[[File:PhantomForces M2011 brasscheck.jpg|600px|thumb|none|Performing a brass check on the 2011 while making use of the aftermarket slide handle.]]&lt;br /&gt;
[[File:PhantomForces M2011 ADS.jpg|600px|thumb|none|Aiming down the 2011's brightly-colored iron sights.]]&lt;br /&gt;
[[File:PhantomForces M2011 ADS2.jpg|600px|thumb|none|Roleplaying (poorly) as an Olympic target shooter.]]&lt;br /&gt;
[[File:PhantomForces M2011 firing.jpg|600px|thumb|none|Firing the 2011. The change in time of day is a total coincidence and not at all the product of forgetting to snap a screenshot of the pistol firing, nope.]]&lt;br /&gt;
[[File:PhantomForces M2011 reload1.jpg|600px|thumb|none|The first step in reloading the pistol is the removal of the empty magazine, which the player does with a hearty flick of the wrist.]]&lt;br /&gt;
[[File:PhantomForces M2011 reload2.jpg|600px|thumb|none|Inserting a fresh magazine is the next step, surprisingly.]]&lt;br /&gt;
[[File:PhantomForces M2011 reload3.jpg|600px|thumb|none|''Hey, if I paid for the handle, I'm using the handle! No exceptions.'']]&lt;br /&gt;
&lt;br /&gt;
==USFA ZiP .22==&lt;br /&gt;
The [[USFA ZiP .22]] was added in October 2017 as part of update 3.1.0 (Halloween 2017 Update) and is unlocked at rank 61. Designated as the &amp;quot;ZIP 22&amp;quot;, it is a joke weapon, dealing extremely poor damage and feeding from a tiny 10-round Ruger 10/22 box magazine. The BattleZiP Survival SBR stock is automatically fitted to the pistol whenever an optic is attached, but it provides no stability benefits (as it exists only to provide a believable mounting point for attachments). In addition, the ZiP .22 can use 50-round ProMag Ruger 10/22 drum magazines (referred to as &amp;quot;Pro Mags&amp;quot; in-game), which provide a welcome increase in magazine size, and &amp;quot;.22 Ratshot&amp;quot; ammunition, which transforms the pistol into a compact &amp;quot;shotgun&amp;quot; of questionable utility. &lt;br /&gt;
[[File:USFA Zip Gun No Magazine.jpg|thumb|350px|none|USFA ZiP .22 with magazine removed - .22 LR]]&lt;br /&gt;
[[File:PhantomForces ZiP22 modelview.jpg|600px|thumb|none|''A modern American 'pistol' with questionable quality. Abysmal damage, but with deep reserves and a high headshot multiplier. A weapon so bad it killed a million dollar company.'']]&lt;br /&gt;
[[File:USFA ZiP22 Stock.jpg|350px|thumb|none|USFA ZiP .22 with BattleZiP Survival SBR stock - .22 LR]]&lt;br /&gt;
[[File:PhantomForces ZiP22 stock.jpg|600px|thumb|none|The ZiP .22 with the BattleZiP Survival SBR stock, seen here with the generic &amp;quot;Full Ring Sight&amp;quot; iron sights equipped.]]&lt;br /&gt;
[[File:PhantomForces ZiP22 drummag.jpg|600px|thumb|none|The ZiP .22 with the 50-round ProMag Ruger 10/22 drum magazine equipped. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 hiphold.jpg|600px|thumb|none|Holding the ZiP .22 at the hip. The weapon's infamously poor ergonomics pose little issue when your hands are cuboids, apparently. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 leftside.jpg|600px|thumb|none|Inspecting the left side of the boxy pistol. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 rightside.jpg|600px|thumb|none|The right side, which gives a good view of the weapon's ejection port. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 ADS.jpg|600px|thumb|none|Aiming down the ZiP .22's iron sights. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 ADS2.jpg|600px|thumb|none|One-handing the pistol. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 firing .jpg|600px|thumb|none|Firing the ZiP .22. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 reload1.jpg|600px|thumb|none|Removing an (untextured) empty magazine from the ZiP .22. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 reload2.jpg|600px|thumb|none|Inserting a new 10-round box. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 reload3.jpg|600px|thumb|none|Charging the weapon. This is done, as in real life, by sticking one's fingers in front of the barrel of the loaded firearm to pull a plunger. Safety! ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 ratshot.jpg|600px|thumb|none|Firing the ZiP .22 with the &amp;quot;Ratshot&amp;quot; mod equipped. Note the black tracers. ]]&lt;br /&gt;
&lt;br /&gt;
==Walther GSP Expert==&lt;br /&gt;
The [[Walther GSP Expert]] was added in June 2021 as part of update 5.6.3 (Pacific Cold Front Update Part 1) and is unlocked at rank 131. Despite being chambered in .22 LR, it incorrectly has the larger charging handle of the .32 S&amp;amp;W Long version of the GSP (also sometimes known as the GSP-C, for 'centerfire'). The GSP performs similarly to a magazine-fed version of the Serbu GB-22, providing a one-shot kill on headshot at the cost of very poor bodyshot damage. The GSP's 5-round magazine offers much more flexibility against multiple targets (or when one misses a shot or two) than the GB-22, but the GSP can only score a 1SK to the head up to 65 studs (60 feet) while the GB-22 can do it at any range. A number of unique modifications are available for the GSP Expert, including a barrel weight, which decreases felt recoil at the expense of walkspeed, a .32 Smith &amp;amp; Wesson Long conversion, and a .22 Ratshot conversion. &lt;br /&gt;
[[File:Walther_gsp_expert.jpg|thumb|none|350px|Walther GSP Expert - .22 LR. This image appears to be the reference photo for the in-game model.]]&lt;br /&gt;
[[File:PhantomForces GSP model.jpg|600px|thumb|none|''A single-action, precision targetshooting pistol made in Germany. It was introduced on the world market in 1968 and was chambered for .22 Long Rifle.'']]&lt;br /&gt;
[[File:PhantomForces GSP barrelweightmod.jpg|600px|thumb|none|The Walther GSP Expert with the &amp;quot;Barrel Weight&amp;quot; mod equipped. ]]&lt;br /&gt;
[[File:PhantomForces GSPC.jpg|600px|thumb|none|The GSP converted to fire .32 S&amp;amp;W Long, complete with a 10-round magazine. ]]&lt;br /&gt;
[[File:PhantomForces GSP hiphold.jpg|600px|thumb|none|The player holds the Walther GSP at the hip. ]]&lt;br /&gt;
[[File:PhantomForces GSP leftside.jpg|600px|thumb|none|The left side of the target pistol. ]]&lt;br /&gt;
[[File:PhantomForces GSP rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:PhantomForces GSP ADS.jpg|600px|thumb|none|Aiming down the GSP's iron sights. ]]&lt;br /&gt;
[[File:PhantomForces GSP ADS2.jpg|600px|thumb|none|The GSP's alternate aim mode, which is (refreshingly) ''not'' a gangsta-hold! ]]&lt;br /&gt;
[[File:PhantomForces GSP reload1.jpg|600px|thumb|none|Swapping magazines. Unlike almost every other weapon in the game, the GSP's empty magazine is retained by the player. ]]&lt;br /&gt;
[[File:PhantomForces GSP reload2.jpg|600px|thumb|none|Chambering a round. Note the ejected cartridge case, as the GSP (for whatever reason) does not appear to automatically eject the final bullet in the magazine. ]]&lt;br /&gt;
[[File:PhantomForces GSP ratshot1.jpg|600px|thumb|none|Firing a round from the GSP with the &amp;quot;GSP Ratshot&amp;quot; mod equipped. ]]&lt;br /&gt;
[[File:PhantomForces GSP ratshot2.jpg|600px|thumb|none|Ratshot's low chamber pressure turns the GSP into the world's most unwieldy bolt-action shotgun. Hooray? ]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
Revolvers make up their own category of secondary weapons in ''Phantom Forces'' and are available to all classes. Most revolvers have access to a &amp;quot;speedloader&amp;quot; modification, which speeds up reload times when reloading from an empty cylinder at the cost of slowing down partial reloads. &lt;br /&gt;
&lt;br /&gt;
==Mateba Model 6 Unica==&lt;br /&gt;
The [[Mateba Model 6 Unica]] was added in September 2018 (update 3.13.0) and is unlocked at rank 29. Appearing as the &amp;quot;Mateba 6&amp;quot;, it is chambered in .44 Magnum and equipped with a 5&amp;quot; barrel. The Model 6 Unica has the joint highest firerate (600 RPM) but shortest effective range in-class, which allows for very quick follow-up shots, especially in close-quarters. Unique modifications for this revolver include a 3&amp;quot; &amp;quot;snubnose&amp;quot; barrel, an 8&amp;quot; &amp;quot;cowboy&amp;quot; barrel, and .44 Special ammunition. &lt;br /&gt;
&lt;br /&gt;
[[File:matebamodel6_5inch.jpg|thumb|none|350px|Mateba Model 6 Unica, 5&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:Mateba PhantomForces loadout.jpg|601px|thumb|none|''An Italian semi-automatic revolver. High close-in damage with better ranged performance, fast drop-off, fast rate of fire and unusual recoil.&lt;br /&gt;
'']]&lt;br /&gt;
[[File:PhantomForces Mateba 3in.jpg|601px|thumb|none|The Model 6 Unica with the &amp;quot;Snubnose&amp;quot; attachment equipped, which gives the revolver a puny 3&amp;quot; barrel. More agile, but less effective at range. ]]&lt;br /&gt;
[[File:PhantomForces Mateba 8in.jpg|600px|thumb|none|The Model 6 Unica with the 8&amp;quot; &amp;quot;Cowboy Barrel&amp;quot; modification attached. More damage at range, worse handling. ]]&lt;br /&gt;
[[File:Mateba PhantomForces hip.jpg|601px|thumb|none|Holding the &amp;quot;Mateba 6&amp;quot; on the vertigo-inducing Elevation map.]] &lt;br /&gt;
[[File:Mateba PhantomForces inspect1.jpg|601px|thumb|none|Inspecting the left side of the Italian semi-automatic revolver.]]&lt;br /&gt;
[[File:Mateba PhantomForces inspect2.jpg|601px|thumb|none|No, that wasn't a typo. The Model 6 Unica's upper frame actually recoils slightly after firing, cocking the hammer and indexing the cylinder. The result? Semi-automatic fire! ]]&lt;br /&gt;
[[File:Mateba PhantomForces ADS.jpg|601px|thumb|none|Aiming down the Unica's simple glow sights. ]]&lt;br /&gt;
[[File:PhantomForces Mateba firing.jpg|600px|thumb|none|Firing the revolver. Note that the muzzle flash appears near the bottom of the weapon's frame, which is actually not an error; to reduce muzzle climb, the Mateba Model 6 fires from the bottom chamber in the cylinder as opposed to the top cylinder like most other revolvers. ]]&lt;br /&gt;
[[File:Mateba PhantomForces reload1.jpg|601px|thumb|none|Grabbing the cylinder of the revolver to swing it out for reloading.]]&lt;br /&gt;
[[File:Mateba PhantomForces reload2.jpg|601px|thumb|none|Smacking the Model 6's ejector.]]&lt;br /&gt;
[[File:PhantomForces Mateba reload3.jpg|600px|thumb|none|Inserting an invisible speedloader worth of .44 Magnum. ]]&lt;br /&gt;
[[File:PhantomForces Mateba reload3alt.jpg|600px|thumb|none|Equipping the &amp;quot;Speedloader&amp;quot; attachment causes the player to actually use a speedloader when reloading the Mateba, although the animation is otherwise unchanged. ]]&lt;br /&gt;
[[File:PhantomForces Mateba reload4.jpg|600px|thumb|none|Closing the cylinder with a snap of the wrist. Considering the rarity (and price) of Mateba revolvers, this is a dubious decision at best. ]]&lt;br /&gt;
&lt;br /&gt;
==MP-412 REX==&lt;br /&gt;
The [[MP-412 REX]] was added during the game's Alpha and is unlocked at rank 4. The REX features a 6&amp;quot; barrel in its default configuration, which is most likely a reference to the revolver's depiction in ''[[Battlefield: Bad Company 2]]'', and it incorrectly has the ability to mount a flash hider attachment, which not work in real life due to the cylinder gap. The MP-412 REX performs similarly to the Unica, serving as a &amp;quot;jack-of-all-trades&amp;quot; revolver with a high firerate and low minimum range. The REX has a few unique modifications, including &amp;quot;Snubnose&amp;quot; and &amp;quot;Cowboy&amp;quot; barrels and .38 Special ammunition. &lt;br /&gt;
[[Image:Mp-412-1.jpg|thumb|none|350px|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[File:PhantomForces REX model.jpg|600px|thumb|none|''A break-open revolver prototype from Russia intended for export. High close-in damage and headshot multiplier with low ranged damage and a fast rate of fire.'']]&lt;br /&gt;
[[File:PhantomForces REX modelshort.jpg|600px|thumb|none|The REX with the 4&amp;quot; &amp;quot;Snubnose&amp;quot; barrel attachment, which emulates the revolver's real-life appearance. ]]&lt;br /&gt;
[[File:PhantomForces REX modellong.jpg|600px|thumb|none|The MP-412's long barrel made ''even longer'' with the 8&amp;quot; &amp;quot;Cowboy Barrel&amp;quot; attachment. ]]&lt;br /&gt;
[[File:PhantomForces REX hiphold.jpg|600px|thumb|none|Brandishing the REX while looking out towards the horizon. ]]&lt;br /&gt;
[[File:PhantomForces REX leftside.jpg|600px|thumb|none|The left side of the Russian revolver. ]]&lt;br /&gt;
[[File:PhantomForces REX rightside.jpg|600px|thumb|none|The right side. The weapon's long barrel is made very apparent. ]]&lt;br /&gt;
[[File:PhantomForces REX ADS.jpg|600px|thumb|none|Aiming down the REX's iron sights, which have been made luminous with the addition of some red paint. ]]&lt;br /&gt;
[[File:PhantomForces REX firing.jpg|600px|thumb|none|Firing the revolver. Although it has high recoil, its recovery is actually pretty good (as long as you don't fire it too fast). ]]&lt;br /&gt;
[[File:PhantomForces REX reload1.jpg|600px|thumb|none|Breaking open the REX for reloading. All 6 rounds always appear unfired, and the automatic ejector does not appear to move when the gun is opened. ]]&lt;br /&gt;
[[File:PhantomForces REX reload2.jpg|600px|thumb|none|Inserting an imaginary speedloader of .357 Magnum. ]]&lt;br /&gt;
[[File:PhantomForces REX reload2alt.jpg|600px|thumb|none|When the &amp;quot;Speedloader&amp;quot; attachment is equipped, the player will utilize speedloaders, which (despite leaving the actual animation unchanged) drastically speed up reloading when all six rounds in the cylinder have been fired.]]&lt;br /&gt;
[[File:PhantomForces REX reload3.jpg|600px|thumb|none|Closing the gun with the offhand, a departure from the action-movie wrist flick sometimes seen in other pieces of media. ]]&lt;br /&gt;
&lt;br /&gt;
==Remington 1858 New Army==&lt;br /&gt;
The [[Remington 1858 New Army]] was added in January 2018 (update 3.4.0) and is unlocked at rank 58. It has a brass frame and is reloaded by swapping cylinders, giving the New Army a surprisingly fast reload (for a revolver). The 1858 New Army can neutralize an enemy with a single headshot out to a surprisingly long range and has rather controllable recoil, but it also has lots of drawbacks. These include a slow firerate, low muzzle velocity, and hard-to-use iron sights. The 1858 New Army can be modified to use either an extremely short 3&amp;quot; barrel or an extended 12&amp;quot; barrel. It also features a &amp;quot;.36 Caliber&amp;quot; conversion, which transforms the pistol into the Remington 1858 Navy, and &amp;quot;Snakeshot&amp;quot; ammunition, which allows the 1858 to function as a compact scattergun. &lt;br /&gt;
[[File:Remington1858brassframe.jpeg|thumb|none|350px|Remington 1858 New Army with brass frame - .44]]&lt;br /&gt;
[[File:PhantomForces 1858 model.jpg|600px|thumb|none|''A vintage American ball-and-cap revolver with black powder rounds, fires in single-action with a slow rate of fire, excellent ranged performance, and the ability to fan-fire at high speed.'']]&lt;br /&gt;
[[File:1858 3 inch.jpg|350px|thumb|none|Remington 1858 New Army with 3&amp;quot; barrel - .44]]&lt;br /&gt;
[[File:PhantomForces 1858 3inch.jpg|600px|thumb|none|The 1858 New Army with an almost comically short 3&amp;quot; barrel. Much faster to draw and aim but harder to use at range.]]&lt;br /&gt;
[[File:1858 12 inch.jpg|350px|thumb|none|Remington 1858 New Army with 12&amp;quot; barrel - .44]]&lt;br /&gt;
[[File:PhantomForces 1858 12inch.jpg|600px|thumb|none|The 1858 New Army with an extremely long 12&amp;quot; barrel. Better damage at range and improved muzzle velocity but worse handling.]]&lt;br /&gt;
[[File:PhantomForces 1858 hip.jpg|600px|thumb|none|Holding the vintage revolver at the hip. The New Army is technically the oldest gun in-game, although the in-game weapon appears to be a modern reproduction.]]&lt;br /&gt;
[[File:PhantomForces 1858 leftside.jpg|600px|thumb|none|Taking a look at the left side of the black powder revolver.]]&lt;br /&gt;
[[File:PhantomForces 1858 rightside.jpg|600px|thumb|none|The other side.]]&lt;br /&gt;
[[File:PhantomForces 1858 ADS.jpg|600px|thumb|none|One-handing the 1858 while aiming down its iron sights. This was, after all, the style of the time. ]]&lt;br /&gt;
[[File:PhantomForces 1858 ADS2.jpg|600px|thumb|none|The 1858's alternate aim mode is, of course, a fan-fire. This increases its firerate from an OK 190 RPM to an impressive 350 RPM.]]&lt;br /&gt;
[[File:PhantomForces 1858 cockhammer.jpg|600px|thumb|none|Pulling back on the New Army's hammer after firing a shot. It is done, in an incredible feat of dexterity, with one hand, although it's hard to judge seeing as the player lacks thumbs.]]&lt;br /&gt;
[[File:PhantomForces 1858 reload1.jpg|600px|thumb|none|Reloading the 1858 New Army is a multi-step process, although it is nowhere near as complex as inserting individual powder charges, projectiles, and percussion caps. To begin, the player cranks down on the reloading lever.]]&lt;br /&gt;
[[File:PhantomForces 1858 reload2.jpg|600px|thumb|none|This allows them to flick away the empty cylinder.]]&lt;br /&gt;
[[File:PhantomForces 1858 reload3.jpg|600px|thumb|none|A new (full) cylinder is then inserted...]]&lt;br /&gt;
[[File:PhantomForces 1858 reload4.jpg|600px|thumb|none|...and the reloading lever is returned to its rightful home. This is followed by a quick pull of the hammer. Notably absent is any interaction with the cylinder axis pin; on the real revolver, this has to be pulled forward to allow removal of the cylinder (and pushed back in to lock a new one in place).]]&lt;br /&gt;
===Remington 1858 Navy===&lt;br /&gt;
Equipping the 1858 New Army with the &amp;quot;.36 Caliber&amp;quot; ammunition conversion transforms it into the Remington 1858 Navy. This improves its firerate and muzzle velocity but reduces its damage. &lt;br /&gt;
[[File:1858 Navy.jpg|350px|thumb|none|Remington 1858 Navy - .36]]&lt;br /&gt;
[[File:PhantomForces 1858 Navy.jpg|600px|thumb|none|The Remington 1858 Navy as it appears in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Redhawk==&lt;br /&gt;
The [[Ruger Redhawk]] was added in June 2019 (update 4.5b) and is unlocked at rank 83. Firing .44 Magnum, the Redhawk deals high damage per shot (especially on headshot) but has high recoil, incentivizing single, accurate shots. The Redhawk has several unique modifications. Two of these modify the revolver's barrel, those being a 2.7&amp;quot; &amp;quot;snubnose&amp;quot; barrel and a very long &amp;quot;cowboy barrel&amp;quot; modeled after the [[Smith &amp;amp; Wesson Model 629 Stealth Hunter]]'s barrel. The Redhawk also has access to the so-called KAC shoulder stock, which is taken from the game's [[Knight's Armament Revolver Rifle]] model (which is itself based on an airsoft reimagining of the revolver carbine with custom wooden furniture), and a .45 Long Colt conversion, which vastly increases the revolver's damage at the cost of restricting it to single-action only. &lt;br /&gt;
[[Image:RugerRedhawk.jpg|thumb|none|350px|Ruger Redhawk with stainless steel finish and 5.5&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:PhantomForces Redhawk model.jpg|600px|thumb|none|''A traditional American revolver. Very high damage overall with a slow rate of fire and strong muzzle flip.'']]&lt;br /&gt;
[[File:Redhawksnub.jpg|350px|thumb|none|Ruger Redhawk with stainless steel finish, unfluted 8-shot cylinder and snub-nose 2.7&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:PhantomForces Redhawk modelsnub.jpg|600px|thumb|none|The snubnosed Redhawk as it appears in-game. ]]&lt;br /&gt;
[[File:S&amp;amp;W M629 Stealth Hunter.jpg|350px|thumb|none|Smith &amp;amp; Wesson Model 629 Stealth Hunter, for comparison - .44 Magnum‎]]&lt;br /&gt;
[[File:PhantomForces Redhawk longbarrel.jpg|600px|thumb|none|The Redhawk fitted with the 629 Stealth Hunter-inspired &amp;quot;cowboy barrel&amp;quot;. ]]&lt;br /&gt;
[[File:KACSRR Airsoft.jpg|350px|thumb|none|Knight's Armament Revolver Rifle Airsoft replica with custom wooden foreend and stock]]&lt;br /&gt;
[[File:PhantomForces Redhawk stock.jpg|600px|thumb|none|The Redhawk with the &amp;quot;KAC Stock&amp;quot; and aforementioned long barrel equipped. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk hip.jpg|600px|thumb|none|First-person view of a player using the Redhawk. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk leftside.jpg|600px|thumb|none|Taking a look at the left side of the magnum revolver... ]]&lt;br /&gt;
[[File:PhantomForces Redhawk rightside.jpg|600px|thumb|none|...and the right side. ''Powerful enough to blow your head clean off...'' ]]&lt;br /&gt;
[[File:PhantomForces Redhawk ADS.jpg|600px|thumb|none|Aiming down the Redhawk's iron sights, which are rather clear. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk firing.jpg|600px|thumb|none|Putting a .44 caliber hole in the concrete across the way with the Redhawk. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk reload1.jpg|600px|thumb|none|After firing six shots (or was it five?) the Redhawk has to be reloaded, no surprises there. This begins with the player grabbing the cylinder to swing it out. The animation does not appear to show the player operating the cylinder release, meaning that this is done with pure brute strength (and most likely breaks the revolver). ]]&lt;br /&gt;
[[File:PhantomForces Redhawk reload2.jpg|600px|thumb|none|Smacking the ejector to free the spent casings. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk reload3.jpg|600px|thumb|none|Inserting a not-speedloader of fresh rounds. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk speedloader.jpg|600px|thumb|none|The speedloader reappears, courtesy of the &amp;quot;Speedloader&amp;quot; modification. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk reload4.jpg|600px|thumb|none|Flicking the cylinder closed. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk 45lc.jpg|600px|thumb|none|With the .45 Long Colt conversion equipped, the Redhawk must be manually re-cocked after every shot. As with the 1858 New Army, the animation is somewhat scuffed, although this can be explained by the player character's lack of thumbs.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Toy Gun&amp;quot;===&lt;br /&gt;
The Redhawk model is also the basis for the &amp;quot;Toy Gun&amp;quot;, a melee weapon that can be obtained by rolling a Legendary on a case. Although a melee weapon, it can fire darts, which are fired after swinging the weapon to attack, inspecting it, or spotting enemies with it; these do not interact with the world, passing through walls, dealing no damage to players, and are deleted shortly after leaving the barrel. The weapon can fire an infinite number of darts. Aside from the texture, the only difference the Toy Gun has from the regular Redhawk is the barrel. The design of the Toy Gun is more akin to a cap gun than a dart blaster, as it has no room for an air compressor or spring-loaded priming mechanism, and its barrel is completely solid; this is most likely the result of it being made out of the model for a real revolver.&lt;br /&gt;
[[File:PhantomForces ToyGun.jpg|350px|thumb|none|Official render of the Toy Gun as it appears in-game. ]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Judge==&lt;br /&gt;
The [[Taurus Judge]] is unlocked at rank 113 and is chambered in .410 bore. It fires half the regular amount of pellets for buckshot in-game, 4 instead of 8. Like all shotguns, it can be modified to use flechette, birdshot or slug ammunition. &lt;br /&gt;
[[Image:TaurusJudge.jpg|thumb|none|350px|Taurus Judge - .45 Long Colt/.410 Bore]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Raging Judge==&lt;br /&gt;
The [[Taurus Raging Judge]] is unlocked at rank 137 and is called the &amp;quot;Executioner&amp;quot;. It has access to a longer barrel and a stock.&lt;br /&gt;
[[File:Taurus Raging Judge.jpg|thumb|none|350px|Taurus Raging Judge - .454 Casull]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==ASMI==&lt;br /&gt;
The [[ASMI]] is unlocked at rank 97.&lt;br /&gt;
[[File:Asmi.jpg|thumb|none|450px|ASMI - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Coharie Arms MP-10==&lt;br /&gt;
The [[Special Weapons MP-10 and SP-10|Coharie Arms MP-10]] is unlocked at rank 66. It has an integral flashlight, making it the brightest weapon in the game as it can attach 3 other flashlights (1 in the &amp;quot;Other&amp;quot; category, 1 in the underbarrel category and a Maglite flashlight in the optics category). The &amp;quot;Flashlight Off&amp;quot; attachment disables the flashlight, but it counts as an attachment in the &amp;quot;Other&amp;quot; category, so turning it off means you cannot equip anything else in the &amp;quot;Other&amp;quot; category.&lt;br /&gt;
[[File:Coharie MP-10light.jpg|thumb|none|450px|Coharie MP-10 with UMP stock and weaponlight - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 633==&lt;br /&gt;
The [[Colt 9mm Submachine Gun|Colt Model 633]] appears as the &amp;quot;Colt SMG 633&amp;quot;. Before the June 4th 2020 update, it was incorrectly called the &amp;quot;Colt SMG 635&amp;quot;. It is unlocked at rank 49.&lt;br /&gt;
[[File:Model 633 SMG DOE.jpg|thumb|none|450px|Colt Model 633 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 635===&lt;br /&gt;
The [[Colt 9mm Submachine Gun|Colt Model 635]] can be made by equipping the Long Barrel attachment to the &amp;quot;Colt SMG 633&amp;quot;.&lt;br /&gt;
[[Image:Colt-9mm--SMG.jpg‎|thumb|450px|none|Colt Model 635 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K7==&lt;br /&gt;
The [[Daewoo K7]] is unlocked at rank 84. It (correctly) fires very fast, at 1100 RPM, and can unusually accept muzzle attachments, unlike other integrally suppressed weapons in-game. The ability to mount a muzzle brake or compensator has real life precedence, as the [[Barrett M107]] has a proprietary suppressor that allows other muzzle attachments to be used in tandem with the suppressor. However, the use on the 9mm K7 is questionable, as not enough gas would make it through the suppressor in order for the muzzle attachments to function properly, and the 9mm cartridge has very little recoil.&lt;br /&gt;
[[File:DAEWOO K7.jpg|thumb|none|450px|Daewoo K7 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is unlocked at rank 24. Its firing sound is taken from ''[[Call of Duty 4: Modern Warfare]]'', and its reload sounds are from ''COD4'' and ''[[Counter-Strike: Global Offensive]]''.&lt;br /&gt;
[[Image:FN P90 Triple Rail (TR).jpg|thumb|450px|none|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:Pfp90-1.jpg|thumb|none|600px|The P90 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A2]] is unlocked at rank 40 and is simply called &amp;quot;MP5&amp;quot;. Weirdly, the weapon has a higher bullet velocity than the MP7, despite it being the other way round in real life. The ironsights are removed when attaching optics. When reloading, the character does not lock the bolt back, which in real life would make inserting the new magazine very difficult.&lt;br /&gt;
[[Image:H&amp;amp;KMP5A2WideForearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] is unlocked by default. It has the ability to attach muzzle attachments, meaning the weapon is likely modified with a SP5K barrel, which can accept muzzle attachments. The weapon has a stock attachment and a 10mm Auto conversion. Underbarrel grips replace the default foregrip, which provides no statistical benefit. Like the other MP5s, the character does not lock the bolt back, which in real life would make inserting the new magazine very difficult. &lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Pfmp5k-1.jpg|thumb|none|600px|The MP5K in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5SD]] is unlocked at rank 60, simply called &amp;quot;MP5SD&amp;quot;. It has a long barrel attachment, which is its only barrel/muzzle attachment due to the nature of an integrally suppressed weapon. The suppressor cannot be removed, unlike other integrally suppressed weapons in-game.&lt;br /&gt;
[[File:HK-MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5/10==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5/10]] is unlocked at rank 74. The magazine is slightly longer than it should be.&lt;br /&gt;
[[File:MP5-10-retractable.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5/10 with 3-round burst trigger group and retractable stock - 10x25mm Auto]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is unlocked at rank 9, simply called &amp;quot;MP7&amp;quot;. Despite having a 40 round magazine, it only holds 30. The extended magazine attachment increases it to 40 rounds. With the joke &amp;quot;Loudener&amp;quot; attachment, the sound is similar to the ''[[Half-Life 2]]'' MP7.&lt;br /&gt;
[[File:MP7 40rdmag.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight - 4.6x30mm]]&lt;br /&gt;
[[File:Pfmp7-1.jpg|thumb|none|600px|The MP7 in the loadout menu. The grip is slightly too straight compared to the real weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is unlocked at rank 5, making it the second &amp;quot;PDW&amp;quot; players unlock. The weapon has a sole underbarrel RIS rail, instead of the tri-rail setup seen in the picture below. Its reload sounds are from ''[[Call of Duty: Modern Warfare 2]]'' and ''[[Counter-Strike: Global Offensive]]''.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with RIS rail - .45 ACP]]&lt;br /&gt;
[[File:Pfump-1.jpg|thumb|none|600px|The UMP in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch UMP40===&lt;br /&gt;
The .40 S&amp;amp;W conversion turns the gun into the [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch UMP40]].&lt;br /&gt;
[[File:UMP40.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP40 with RIS rail - .40 S&amp;amp;W]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi==&lt;br /&gt;
The [[IMI Micro Uzi]] is classed as a machine pistol and is unlocked at rank 68. When using a optic, the charging handle is replaced by a vaguely Uzi Pro looking charging handle, which extends out to the left. By default, it has no stock, but it can be put on with the &amp;quot;Extended Stock&amp;quot; attachment. Some of its reload sounds are taken from ''[[Call of Duty 4: Modern Warfare]]'''s Mini Uzi.&lt;br /&gt;
[[File:MicroUzi-2.jpg|thumb|none|350px|IMI Micro Uzi - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] is unlocked at rank 77, with 25 round magazines. There are a few unusual things with this weapon - the bolt is not closed after the last shot and the rear iron sight is cut down. There are a few ammunition conversions, namely .22 LR and .45 ACP, the latter of which uses the same magazine model as the [[M3A1 &amp;quot;Grease Gun&amp;quot;]]. The M3 magazine is compatible with the Uzi in real life by using a conversion kit by Vector Arms. It uses the same reload sounds as the Micro Uzi.&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|450px|IMI Uzi - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95==&lt;br /&gt;
The [[IWI X95]] is called the &amp;quot;X95 SMG&amp;quot; and is unlocked at rank 115. Interestingly, the X95 uses 32 round Uzi magazines, but the Uzi in-game only has 25 round magazines, despite a model existing for 32 rounders.&lt;br /&gt;
[[File:IWI X95 9mm.jpg|thumb|none|450px|IWI X95 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I [[KRISS Vector]] is unlocked at rank 100. It has Diamondhead backup iron sights, a 2 round burst mode and a light grey frame and stock. Incorrectly, the charging handle slides completely backward when being cocked. In real life, it pivots to the side at a 90-degree angle and only slightly slides backward.&lt;br /&gt;
[[File:KRISS Vector.jpg|thumb|none|450px|KRISS USA Gen I Vector - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==M1928 Thompson==&lt;br /&gt;
An [[M1928 Thompson]] is unlocked at rank 121, referred to as &amp;quot;Tommy Gun&amp;quot;, with a 20 round magazine by default, the rear sight is that of the M1 Thompson and there is no Cutts compensator. The weapon has 5 unique attachments - the Lyman sights of the M1921, the M1928A1 handguard (which changes the name to &amp;quot;Thompson&amp;quot;), the 30 round magazine and the 50 round drum. The final attachment is a conversion to the &amp;quot;Annihilator&amp;quot; prototype, which makes the weapon fire at 1500 RPM. This conversion is called the &amp;quot;M1919 Conversion&amp;quot;, which is incorrect, as the M1919 did not fire this quickly. The &amp;quot;Typewriter&amp;quot; admin-only M1928 has the 100 round drum.&lt;br /&gt;
[[File:M1928.jpg|thumb|none|450px|M1928 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[Image:Colt 1921A Thompson.jpg|thumb|none|450px|Colt M1921A Thompson with 20-round magazine and no Cutts compensator - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==M3A1 &amp;quot;Grease Gun&amp;quot;==&lt;br /&gt;
A black [[M3A1 &amp;quot;Grease Gun&amp;quot;]] is unlocked at rank 71. While in the Test Place, it was grey, like the real weapon.&lt;br /&gt;
[[Image:Grease3 2.jpg|thumb|none|450px|M3A1 &amp;quot;Grease Gun&amp;quot; - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
The [[MAC-10]] is unlocked at rank 23, chambered in .45 ACP with 30 round M3A1 magazines. There is a 9x19mm conversion option, an extended stock and the Sionics Suppressor, as well as the [[TEC-9]] extended barrel, which makes the weapon appear as if it has come from ''[[Talk:Call_of_Duty:_Black_Ops_Cold_War#TEC-9_barrel_.26_shroud|BOCW]]''. Due to the small size, the player holds it like a pistol, with both hands on the grip. The alternate aim mode has the gun held sideways, &amp;quot;gangster&amp;quot; style. This is shared with every pistol except the Desert Eagles. When using optics, they are mounted on a raised rail, so as not to obstruct the bolt, and the angled grip attachment clips into the trigger. &lt;br /&gt;
&lt;br /&gt;
The reload sounds are the same as the Uzis above, which were partially taken from ''[[Call of Duty 4: Modern Warfare]]''.&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|350px|none|Ingram MAC-10 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Pfmac10-1.jpg|thumb|none|600px|The MAC-10 in the loadout menu.]]&lt;br /&gt;
[[Image:Ingram-mac10_new.jpg|thumb|350px|none|MAC-10 with Sionics two-stage suppressor - .45 ACP]]&lt;br /&gt;
[[Image:Ingram MAC 10.jpg|thumb|none|350px|MAC-10 with detachable barrel extension - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] is unlocked at rank 108. &lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|450px|MP40 with brown bakelite lower receiver - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] chambered in 9x19mm is unlocked at rank 105. It has the smooth magazine of the Bizon-1, and a correct 53 round capacity. The weapon has a 64 round 9x18mm conversion.&lt;br /&gt;
&lt;br /&gt;
The in-game description contains the quote &amp;quot;Kept ya waiting, huh?&amp;quot; which references a trademark line of the character Snake from the video game series ''[[Metal Gear]]''. It is also a nod to the long wait players had before this weapon was finally added to the game.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov. Image used to show the smooth magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-2000==&lt;br /&gt;
The [[PP-2000]] is unlocked at rank 42.&lt;br /&gt;
[[File:Pp-2000_1.jpg|thumb|none|450px|PP-2000 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] with the 71 round drum is unlocked at rank 92. Due to the barrel shroud, grips are mounted on the side of the drum magazine, which is plainly ridiculous. The 35 round magazine is unlockable as an attachment. Like the UMP-45, it reuses the reloading sounds from the ''MW2'' and ''CS:GO'' UMP-45, with the charging handle sound of the AK-12.&lt;br /&gt;
[[File:PPSH-01-SMG.jpg‎|thumb|none|450px|PPSh-41 with 71-round drum- 7.62x25mm Tokarev]]&lt;br /&gt;
&lt;br /&gt;
==Sa vz. 61 Skorpion==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] is unlocked at rank 87, classed as a machine pistol. Like the Micro Uzi, the extended stock attachment is unlocked by default. The stock also extends when using an attachment in the &amp;quot;Other&amp;quot; category, but it provides no statistical advantage. Ironsights from other weapons cannot be attached, and any optics are mounted on the barrel due to the upwards ejection of the Skorpion. It has a snake/ratshot conversion, which renames the weapon to &amp;quot;vz.61-E&amp;quot;. Weirdly, there is also a 50 round rubber pellets conversion.&lt;br /&gt;
[[File:CZ_Vz.61.jpg|thumb|none|350px|Sa vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
&lt;br /&gt;
===Sa vz. 82 Skorpion===&lt;br /&gt;
The 9x18mm Makarov conversion turns the weapon into the [[Sa. Vz. 82 Skorpion]], but it still has the wood pistol grip.&lt;br /&gt;
[[Image:Scorpion SA Vz 82.jpg|350px|thumb|none|Sa vz. 82 Skorpion - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==Sterling L2A3==&lt;br /&gt;
The [[Sterling L2A3]] is unlocked at rank 53, with a 34 round magazine. It incorrectly tracks a round in the chamber, despite not being a closed bolt gun in reality. The player uses the magazine as a grip, which could result in malfunctions and breakages in real life. When attaching the EOTech XPS2 sight, it is not mounted on a rail, instead it is attached via knockoff Spongebob-themed tape.&lt;br /&gt;
[[Image:Sterling-Mk-4.jpg|thumb|none|450px|Sterling L2A3 (Mk.4) - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] is unlocked at rank 80 and is called the &amp;quot;AUG A3 Para&amp;quot;. It has a Coyote Brown frame. It originally had a 25 round magazine, with a 32 round magazine attachment, but now the default magazine is the 32 rounder. &lt;br /&gt;
[[Image:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
All shotguns have access to alternate ammo types. 8-pellet buckshot is the default, while 8-dart flechette ammo, 6-pellet rubber pellet ammo, 16-pellet &amp;quot;birdshot&amp;quot; (16-pellet shotgun shells would actually be considered buckshot in reality) and slug rounds are all available as attachments. The pellet counts are the same as the ones stated here, unless specifically mentioned otherwise.&lt;br /&gt;
&lt;br /&gt;
==AA-12 CQB==&lt;br /&gt;
The [[AA-12|AA-12 CQB]] is unlocked at rank 112. It has access to a 20 round drum, but alternate ammo types cannot be used while using the drum. The model has brown patches on the trigger and handguard, and it lacks a trigger. It can be converted to semi-auto fire and a long rail mount is used when sights are equipped. However, the Generation 1 charging handle is used instead of the Gen 2 when certain optics are equipped. Due to this game's fairly realistic shotgun ranges (i.e. more than 3 feet), the 20 round full-auto AA-12 is one of the most overpowered weapons in the game. For whatever reason, you can nerf it yourself by making it semi-auto only with the correct attachment.&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|450px|none|MPS AA-12 CQB - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===AA-12===&lt;br /&gt;
The &amp;quot;Long Barrel&amp;quot; attachment turns the CQB into a regular-length [[AA-12]].&lt;br /&gt;
[[Image:AA12FullAutoShotGun.jpg|thumb|450px|none|MPS AA-12 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Beretta DT11==&lt;br /&gt;
The [[Over/Under Shotgun|Beretta DT11]] is unlocked at rank 133. As a competition shotgun focused almost exclusively on long-range engagements, the Beretta DT11 is one of the more unique shotguns available in-game due to its extremely tight choke and abnormally low damage per pellet. The player has access to a variety of modifications for the DT11, including sawn-off barrels of multiple lengths (which increase damage and spread while decreasing reload time), multiple types of stock to help manage recoil, and a few unique 12 gauge ammunition types available only to the DT11, including #000 Buckshot, which drastically increases damage and recoil while decreasing pellet count, a 3 1/2&amp;quot; shell, which significantly increases pellet velocity, and a bolo round, which has unique &amp;quot;damage rampup&amp;quot;, causing it to deal more damage the further it travels. Despite these advantages, the DT11, as a double-barreled shotgun, only has access to two rounds before it must be reloaded, which, coupled with its tight spread, demands precision from the player. &lt;br /&gt;
[[File:DT-11.jpg|thumb|none|450px|Beretta DT11 - 12 gauge]]&lt;br /&gt;
[[File:DT11 PhantomForces loadout.jpg|600px|thumb|none|The DT11 as it appears in Phantom Forces. Hey, this doesn't look like an Olympic target shooting match...]]&lt;br /&gt;
[[File:DT11 PhantomForces loadout shorty.jpg|600px|thumb|none|Ditto, with the weapon having been horrifically shortened. It's not like this is a $10,000 shotgun or anything.]]&lt;br /&gt;
[[File:DT11 PhantomForces hip.jpg|600px|thumb|none|The Beretta DT11, as seen from a first-person view. Who's ready to take down some clays?]]&lt;br /&gt;
[[File:DT11 PhantomForces ads1.jpg|600px|thumb|none|The DT11's iron sights, which are as expected from a competition shotgun; sleek and simple.]]&lt;br /&gt;
[[File:DT11 PhantomForces ads2.jpg|600px|thumb|none|The DT11's first alternate ADS mode, which it shares with other shotguns.]]&lt;br /&gt;
[[File:DT11 PhantomForces adsalt2.jpg|600px|thumb|none|The DT11's second alternate ADS mode. Wrong kind of double-barrel for that kind of work, buster, but you're on the right track.]]&lt;br /&gt;
[[File:DT11 PhantomForces inspect.jpg|600px|thumb|none|Inspecting the DT11 in-game.]]&lt;br /&gt;
[[File:DT11 PhantomForces reload1.jpg|600px|thumb|none|Ejecting a spent shell from the DT11, a process made simple by the weapon's automatic ejectors. Eat your heart out, Stevens.]]&lt;br /&gt;
[[File:DT11 PhantomForces reload2.jpg|600px|thumb|none|Replacing said shell with a fresh one, a process that the cube-handed player character performs with surprising dexterity.]]&lt;br /&gt;
[[File:DT11 PhantomForces sportingstock.jpg|600px|thumb|none|The DT11, when equipped with the &amp;quot;sporting stock&amp;quot; mod, becomes the DT11 ACS (All-Competition Shotgun).]]&lt;br /&gt;
[[File:DT11 PhantomForces olympianstock.jpg|600px|thumb|none|What was once a boring old Beretta DT11 becomes the flashy DT11 PRO when equipped with a recoil-absorbing &amp;quot;Olympian stock&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo USAS-12==&lt;br /&gt;
The [[Daewoo USAS-12]] is unlocked at rank 189.&lt;br /&gt;
[[File:USAS12.jpg|thumb|none|450px|Daewoo USAS-12 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;DBV12&amp;quot;==&lt;br /&gt;
The &amp;quot;DBV12&amp;quot; (DBV stands for &amp;quot;drobovik&amp;quot;, &amp;quot;shotgun&amp;quot; in Russian) is based on the prototype AK-12/76, a 12 gauge version of the prototype [[AK-12]] and is unlocked at rank 24. The &amp;quot;DBV12&amp;quot; in game is specifically based on the ''[[Battlefield 4]]'' weapon of the same name. Like the ''BF4'' weapon, the in-game weapon uses the standard AK-12 magwell, though actual AK-12/76 concept art from Izhmash showed it with an extended magazine well, which is reflected in the photoshopped mock-up below. The mock-up image also has a longer barrel than the &amp;quot;DBV12&amp;quot; in-game. &lt;br /&gt;
&lt;br /&gt;
Aside from the same 4 ammo types all shotguns have access to, the &amp;quot;DBV12&amp;quot; can be converted to fire .30-06 rounds, which makes the weapon full auto, and .410 bore shells, which make the weapon a 3 round burst. It has a 10 round magazine.&lt;br /&gt;
[[File:AK-12 shotgun.jpg|thumb|none|450px|Photoshopped mock-up of an AK-12/76 - 12 gauge]]&lt;br /&gt;
[[File:Pfdbv12-1.jpg|thumb|none|600px|The &amp;quot;DBV12&amp;quot; in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
The &amp;quot;Stevens DB&amp;quot; is unlocked at rank 81 and is based on the Stevens Model 355/330 hammerless [[double barreled shotgun]]s and fires 10 gauge shells. It has the ability to fire each barrel seperately, or both at the same time, just like the &amp;quot;Sawed Off&amp;quot;, and the player always fires the right barrel/back trigger first. Unlike the M79, the opening latch is not used when reloading before the barrels are broken open. All muzzle attachments require double the number of kills usually required to unlock them, due to the weapon having two barrels. No suppressors are available except for a homemade &amp;quot;Muffler&amp;quot; attachment. Additionally, all muzzle attachments except the compensator clip through each other.&lt;br /&gt;
&lt;br /&gt;
The stock has the word &amp;quot;BOOM&amp;quot; engraved into it in the same font as the ''[[Doom (VG)|DOOM]]'' logo, and the description states &amp;quot;It spells doom for whatever's in front of it&amp;quot;. These are both references to the Super Shotgun from ''DOOM II'', which was a sawed-off double barrel shotgun.&lt;br /&gt;
[[Image:Savage-Stevens-311-Shotgun.jpg|thumb|none|450px|Savage/Stevens 311A - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] is unlocked at rank 120 and it only fires in semi automatic mode unless you equip the &amp;quot;Pump-action&amp;quot; attachment. Like the vz. 61 Skorpion, the stock unfolds when using optics, but it provides no actual advantage unless the &amp;quot;Extended Stock&amp;quot; attachment is equipped. The &amp;quot;Full Stock&amp;quot; attachment gives it a solid, fixed stock. The reload animation incorrectly does not show the character using the carrier latch button, which must be depressed to load new shells. Like most videogames, the stock has a hole in it in order to use the sights when folded.&lt;br /&gt;
[[Image:Franchi-SPAS12.jpg|thumb|450px|none|Franchi SPAS-12 with stock folded - 12 gauge]]&lt;br /&gt;
[[Image:Spas12_fixed.jpg|thumb|none|450px|Franchi SPAS-12 with fixed stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
A green [[Kel-Tec KSG]] is unlocked at rank 1, called &amp;quot;KSG-12&amp;quot;. Like most videogames, the tube selector is not used when reloading, so the game treats the dual magazines as one magazine tube. &lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:Pfksg-1.jpg|thumb|none|600px|The KSG in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec KSG-25===&lt;br /&gt;
The KSG can be converted to the KSG-25 with the &amp;quot;KSG-25 Conversion&amp;quot;, giving the weapon a 24+1 capacity and a longer barrel.&lt;br /&gt;
[[File:KSG25.jpg|thumb|none|450px|Kel-Tec KSG-25 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==KS-23M==&lt;br /&gt;
The [[KS-23M]] is unlocked at rank 56. Firing massive 23x75mmR shotgun shells and featuring a tight choke with high damage at range, the KS-23M can vanquish enemies further out than most other shotguns at the cost of a low magazine size (3+1) and slow handling in close-quarters. In typical ''Phantom Forces'' fashion, the shotgun's wire stock can be removed and a longer barrel can be fitted. The KS-23M also features an abnormally large assortment of unique ammunition modifications, including &lt;br /&gt;
*Shrapnel-25 shells, which increase pellet velocity and decrease both spread and individual pellet damage &lt;br /&gt;
*Volna-R, which fires a single large rubber slug that instantly kills at close range but has high drop-off &lt;br /&gt;
*Barrikada, a dense metal slug with high velocity and penetration&lt;br /&gt;
*A single-shot harpoon conversion, which offers a one-hit kill at any range at the cost of a long reload after each shot &lt;br /&gt;
*A 4 gauge conversion, which vastly increases the weapon's damage but slows its reload time (and changes the weapon's name to TOZ-123) &lt;br /&gt;
The pumping sound used in-game is the same as ''[[Black Mesa]]'''s SPAS-12.&lt;br /&gt;
[[File:KS23.JPG|thumb|none|450px|KS-23M - 23x75mmR]]&lt;br /&gt;
[[File:KS23M PhantomForces loadout.jpg|600px|thumb|none|The KS-23M as it appears in the game's loadout menu.]]&lt;br /&gt;
[[File:KS23M PhantomForces hip.jpg|600px|thumb|none|The KS-23M held at the player's hip. When holding a shotgun this large, the whole world seems to hold its breath.]]&lt;br /&gt;
[[File:KS23M PhantomForces ads1.jpg|600px|thumb|none|The simple, if unobtrusive, iron sights of the KS-23M.]]&lt;br /&gt;
[[File:KS23M PhantomForces ads2.jpg|600px|thumb|none|The first alternate ADS view for the KS-23M.]]&lt;br /&gt;
[[File:KS23M PhantomForces ads3.jpg|600px|thumb|none|The second alternate ADS view for the KS-23M, with a side of DOOM. If only reloading this beast was as simple as racking the fore repeatedly.]]&lt;br /&gt;
[[File:KS23M PhantomForces inspect1.jpg|600px|thumb|none|Inspecting the KS-23M in-game.]]&lt;br /&gt;
[[File:KS23M PhantomForces inspect2.jpg|600px|thumb|none|Ditto, followed by a celebratory pump of the fore.]]&lt;br /&gt;
[[File:KS23M PhantomForces reload.jpg|600px|thumb|none|The player feeds a massive 23x75mmR shell into the KS-23M.]]&lt;br /&gt;
[[File:KS23M PhantomForces firing.jpg|600px|thumb|none|After firing the KS-23M, the player racks the pump to chamber the next round. Surprising, I'm sure.]]&lt;br /&gt;
&lt;br /&gt;
===KS-23===&lt;br /&gt;
The &amp;quot;Full Stock&amp;quot; attachment turns the weapon into a [[KS-23]].&lt;br /&gt;
[[File:Ks23-1.jpg|thumb|none|450px|KS-23 - 23x75mmR]]&lt;br /&gt;
[[File:KS23 PhantomForces loadout.jpg|600px|thumb|none|Equipping the KS-23M with the full stock attachment and so-called sporting barrel transforms it into the full-length KS-23.]]&lt;br /&gt;
[[File:KS23 PhantomForces hip.jpg|600px|thumb|none|The KS-23 with its extra-long sporting barrel, as seen from a first-person perspective. Clay pigeons everywhere are quaking in their boots.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Express Tactical Magpul==&lt;br /&gt;
The [[Remington 870]] is unlocked at rank 11, fitted with Magpul furniture, ring ironsights and a 6 round tube. The furniture is white, but it was previously green and in the beta it was grey.&lt;br /&gt;
[[File:870 Express Magpul.jpg|thumb|none|450px|Remington 870 Express Tactical Magpul - 12 gauge]]&lt;br /&gt;
[[File:Pf870-1.jpg|thumb|none|600px|The 870 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga-12K==&lt;br /&gt;
The [[Saiga-12K]], simply called Saiga-12, is unlocked at rank 63. It is modelled with a 5 round magazine, despite holding 8+1 in-game. It can be converted to fire in full-auto. It also has numerous ammunition conversions:&lt;br /&gt;
*Saiga-223 (.223 Remington), fires in full-auto,&lt;br /&gt;
*Saiga-308 (.308 Winchester/7.62x51mm NATO), fires in full-auto,&lt;br /&gt;
*Saiga-762 (7.62x39mm), fires in full-auto,&lt;br /&gt;
*Saiga-96 (9.6x53mm Lancaster), fires in semi-auto at 70 RPM,&lt;br /&gt;
*Saiga-9 (9x19mm Parabellum), fires in full-auto.&lt;br /&gt;
[[File:Saiga 12K.jpg|thumb|none|450px|Saiga-12K - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Saiga-12U&amp;quot;===&lt;br /&gt;
The &amp;quot;Saiga-12U&amp;quot; is a custom secondary shotgun in the &amp;quot;Other&amp;quot; category and unlocked at rank 95. It has a 2+1 round capacity, which can be extended to 5+1. It can also be modified to fire in full-auto, just like the regular Saiga-12.&lt;br /&gt;
&lt;br /&gt;
The Saiga-12U greatly resembles the modified Saiga-12K seen in ''[[Gamer]]'', ''[[The Expendables]]'', and ''[[Drive Angry]]'', though with a 2-round box magazine instead of a 20-round drum for obvious reasons.&lt;br /&gt;
&lt;br /&gt;
==Sawed-Off Double Barrel Shotgun==&lt;br /&gt;
Unlocked at rank 90 is the &amp;quot;Sawed Off&amp;quot;, a traditional side-by-side [[Sawed-Off Double Barrel Shotgun]]. It uses the same model as the Stevens Double Barrel seen above, but with the barrels cut down. It is in the &amp;quot;Other&amp;quot; secondary class. It has the ability to fire each barrel seperately, or both at the same time, just like the Stevens, and the player always fires the right barrel/back trigger first.  All muzzle attachments require double the number of kills usually required to unlock the,, due to the weapon having two barrels. No suppressors are available except for a homemade &amp;quot;Muffler&amp;quot; attachment. Additionally, all muzzle attachments except the compensator clip through each other.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Boom Stock&amp;quot; attachment gives the weapon a stock, which, like the Stevens, has the word &amp;quot;BOOM&amp;quot; written in the same from as the ''DOOM'' logo. This is another reference to the Super Shotgun from ''DOOM II''.&lt;br /&gt;
[[Image:SS311A sawed-off-2.jpg|thumb|none|450px|'''Photoshopped''' Sawed-off Savage/Stevens 311A - 12 gauge]]&lt;br /&gt;
[[File:Sawed-off Stevens 1960s SBS.jpg|thumb|none|450px|Stevens SBS shotgun with sawn-off barrels - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Serbu Super Shorty==&lt;br /&gt;
The [[Serbu Super Shorty]] is unlocked at rank 36 as the first &amp;quot;Other&amp;quot; category sidearm, referred to as the &amp;quot;Super Shorty&amp;quot;; however, it was originally referred to as the &amp;quot;Serbu Shotgun&amp;quot;. It is a shortened Remington 870, which the description correctly states. It has a vertical grip, but no access to underbarrel attachments. It also has a 2+1 capacity and has no rear sight, just a front bead sight.&lt;br /&gt;
[[Image:Super Shorty (870).jpg|thumb|none|450px|Serbu Super Shorty Shotgun made from a Remington 870 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==AK-12==&lt;br /&gt;
The 2012 prototype [[AK-12]] is unlocked by default. Like virtually every AK rifle variant in the game, it is shorter than the M16A3/4 rifles, despite being longer than it in real life.&lt;br /&gt;
[[File:Ak-12.jpg|thumb|none|450px|AK-12, 2012 prototype - 5.45x39mm]]&lt;br /&gt;
[[File:Pfak12-1.jpg|thumb|none|600px|The AK-12 in the loadout menu. Note the selector pointed as safe; this doesn't change when the fire mode is switched.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74N==&lt;br /&gt;
The [[AK-74]]N is unlocked at rank 74. It has the smooth top cover of the later AK-74M version.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Collapsible Stock&amp;quot; attachment gives it the stock of the East German [[MPi-KM-72]]. &lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] is unlocked at rank 103. It has the 3-round-burst mode of the AK-103-2 and the railed dust cover of the AK-103M. &lt;br /&gt;
[[Image:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-101===&lt;br /&gt;
The 5.56 Conversion converts the weapon and changes its name to the [[AK-101]].&lt;br /&gt;
[[File:AK101.jpg|thumb|none|450px|AK-101 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-109===&lt;br /&gt;
The &amp;quot;BARS Barrel&amp;quot; converts the weapon and changes its name to the [[AK-109]].&lt;br /&gt;
[[File:AK-109.jpg|thumb|none|450px|AK-109 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-108===&lt;br /&gt;
The combination of the &amp;quot;BARS Barrel&amp;quot; and the 5.56 Conversion converts the weapon and changes its name to the [[AK-108]].&lt;br /&gt;
[[File:AK-108.jpg|thumb|none|450px|AK-108 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] is unlocked at rank 94. The &amp;quot;Collapsible Stock&amp;quot; uses the same stock as the East German [[MPi-KM-72]]. &lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;AK47&amp;quot;===&lt;br /&gt;
The &amp;quot;AK47&amp;quot; is unlocked at rank 47. It is not an actual [[AK-47]], as it has the AKM's stamped receiver, with its only AK-47-like characteristics being the handguard, pistol grip, dust cover, and the lack of a muzzle brake. Additionally, it has the [[AK-74]]N's dovetail mount, as opposed to the earlier style used with the AKN.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:TypeIII AK47.jpg|thumb|450px|none|Type 3 AK-47 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
====AKMS====&lt;br /&gt;
Equipping the &amp;quot;Collapsible Stock&amp;quot; attachment on the &amp;quot;AK47&amp;quot; turns it into an [[AKMS]], although still retaining the various AK-47 elements.&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:DeactivatedAKS(1954-59).jpg|thumb|none|450px|Type 3 AKS-47 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===VPO-209===&lt;br /&gt;
Using the .366 TKM conversion changes the weapon to the VPO-209, which also changes the name correctly in-game too. This is available on both the AKM and &amp;quot;AK47&amp;quot;. This allows usage of slugs and birdshot ammo types.&lt;br /&gt;
[[File:Vpo-209.jpg|thumb|450px|none|VPO-209 - .366 TKM]]&lt;br /&gt;
&lt;br /&gt;
==AN-94==&lt;br /&gt;
The [[AN-94]] is unlocked at rank 10. The barrel correctly reciprocates backwards when firing, but equipping any barrel attachments stops this animation from occurring. Like most guns in the game, it has the correct firerate - 1,800 RPM in hyperburst mode and 600 RPM in full-auto; the first two shots on full-auto are also fired at the same rate as the burst.&lt;br /&gt;
[[file:An94-1.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:Pfan94-1.jpg|thumb|none|600px|The AN-94 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] is unlocked at rank 15. It used to (incorrectly) be classed as a PDW, but update 0.9.0 moved it to the Assault Rifles category.&lt;br /&gt;
&lt;br /&gt;
The weapon has a 20 round magazine by default, but a 30 rounder is available, as well as the &amp;quot;Suppressor.. ?&amp;quot; attachment, which is the only barrel attachment. In-game, it doesn't do anything apart from pitch up the noise of your shots, and it is nonsensically attached to the end of the integral suppressor. It is modelled after the PBS-1.&lt;br /&gt;
[[Image:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:Pfasval-1.jpg|thumb|none|600px|The AS Val in the menu.]]&lt;br /&gt;
[[File:Pfasval-2.jpg|thumb|none|600px|The rifle in first-person.]]&lt;br /&gt;
[[File:Pfasval-3.jpg|thumb|none|600px|Inspecting the left side...]]&lt;br /&gt;
[[File:Pfasval-4.jpg|thumb|none|600px|...and the right.]]&lt;br /&gt;
[[File:Pfasval-5.jpg|thumb|none|600px|Aiming using the glow sights.]]&lt;br /&gt;
[[File:Pfasval-6.jpg|thumb|none|600px|Changing the fire mode; the player character appears to incorrectly use the AK-style safety switch to do this, whereas the fire selector is actually located inside the trigger guard.]]&lt;br /&gt;
[[File:Pfasval-7.jpg|thumb|none|600px|Firing.]]&lt;br /&gt;
[[File:Pfasval-8.jpg|thumb|none|600px|Knocking out the empty magazine with another empty magazine...]]&lt;br /&gt;
[[File:Pfasval-9.jpg|thumb|none|600px|...loading it in...]]&lt;br /&gt;
[[File:Pfasval-10.jpg|thumb|none|600px|...and chambering a round.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K2==&lt;br /&gt;
The [[Daewoo K2]] is unlocked at rank 42.&lt;br /&gt;
[[Image:Daewoo-K2.jpg|thumb|none|450px|Daewoo K2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:PF-K2-menu.jpg|thumb|none|600px|The K2 in the menu.]]&lt;br /&gt;
[[Image:PF-K2-folded-menu.jpg|thumb|none|600px|Previewing a K2 with the stock folded.]]&lt;br /&gt;
&lt;br /&gt;
==Diemaco/Colt Canada C7A2==&lt;br /&gt;
The [[Diemaco/Colt Canada C7A2]] is unlocked at rank 128, with an ambi charging handle, which comes as standard on the real weapon. It was originally in the Alpha, but was removed and added into the full game much later. The description reflects this (&amp;quot;This gun reminds you of a simpler time&amp;quot;), but it also incorrectly states that the C7A2 has an integrated optic, referring to the C79. It is not integrated, and can be removed, which it is in-game, the rifle using its back-up iron sights instead.&lt;br /&gt;
&lt;br /&gt;
Two ammo conversions are available, the &amp;quot;CNC .45 Conversion&amp;quot; and the &amp;quot;AR 7.62x39mm Conversion&amp;quot;, the latter of which reduces ammo capacity to 20+1.&lt;br /&gt;
&lt;br /&gt;
When using the &amp;quot;Long Barrel&amp;quot; attachment, it uses the handguard and barrel from the [[Diemaco/Colt Canada C7/C7A1 LSW]], though it does not have the built-in grip. When this barrel is equipped, the whizz and crack sounds play for enemies you are firing at, which is usually a trait reserved for a few machine guns and sniper rifles.&lt;br /&gt;
[[File:C7a2.jpg|thumb|none|450px|Colt Canada C7A2 with ELCAN scope and backup iron sight - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS G1==&lt;br /&gt;
The [[FAMAS G1]] is unlocked at rank 45, incorrectly called the F1. The previous model used a STANAG magazine and was called the G2, but this was still incorrect as it had the F1-style magazine well. This rifle has the correct 25 round magazine of the F1 and G1.&lt;br /&gt;
&lt;br /&gt;
The bipod is functionally useless, however it deploys when the &amp;quot;Long Barrel (AR)&amp;quot; attachment is used.&lt;br /&gt;
[[File:FAMAS G1.jpg|thumb|none|450px|FAMAS G1 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS G2===&lt;br /&gt;
The weapon can be turned into a [[FAMAS G2]] with the &amp;quot;G2 Conversion&amp;quot;, which gives the rifle the ability to use STANAG magazines.&lt;br /&gt;
[[File:Famas g2.jpg|thumb|none|450px|FAMAS G2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS Valorisé===&lt;br /&gt;
Attaching any scope turns the model into a [[FAMAS Valorisé]], apart from the trigger guard of the G-series rifles.&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|450px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PF-Famas-optic.jpg|thumb|none|600px|The Valorisé as seen in the menus with an EOTech XPS2.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] is unlocked at rank 16. It features a 9mm conversion, which uses a 32 round Uzi magazine.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[Image:FN SCAR-L (Standard).jpg|thumb|450px|none|Third Generation FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:PF-Scarl-menu.jpg|thumb|600px|none|The SCAR-L in the menu.]]&lt;br /&gt;
[[Image:PF-Scarl-att-menu.jpg|thumb|600px|none|Previewing a long-barrelled SCAR-L with no stock, a PM II scope and the 9mm Uzi magazine conversion, stated to be done by Big Woods MFG.]]&lt;br /&gt;
[[Image:PF-Scarl-short-menu.jpg|thumb|600px|none|Previewing a short-barrelled SCAR-L with a folded stock.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G11 K2==&lt;br /&gt;
The German wonder weapon, the [[Heckler &amp;amp; Koch G11]], is unlocked at rank 211, which reflects the name of the weapon, combining and rearranging the 2 from K2 and the 11 from G11. The weapon is the only caseless weapon in-game and appropriately does not eject spent casings when firing. It has back-up ironsights instead of the integral scope by default, although the scope is an attachment option. The irons are AAC flip up ironsights that are also used on the [[AAC Honey Badger]]. It correctly fires at 2,100 RPM in burst, and 460 RPM in auto.&lt;br /&gt;
&lt;br /&gt;
The description (&amp;quot;Wait a minute, this is the future. Where are all the phaser guns?&amp;quot;) references the movie ''[[Demolition Man]]''.&lt;br /&gt;
&lt;br /&gt;
The weapon uses the same reload sounds as the [[P90]] above. It also has two magazines as part of the model either side of the magazine that is currently being used, but these are just part of the model and are unusable. The magazine does not reciprocate when firing, which is incorrect.&lt;br /&gt;
[[File:G11K2 left.jpg|thumb|none|450px|Heckler &amp;amp; Koch G11 K2 - 4.73x33mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36]] is unlocked at rank 25. It has the export version of the rail top carry handle, rather then the G36C version, which is more common in videogames. The &amp;quot;Hendsoldt 3x Optic&amp;quot; adds back the ZF 3x4° sight, although it is missing the top 1x reflex. As long as some sort of optic is present on the weapon, the 3x will appear, and you can use it by pressing the alternate aim button.&lt;br /&gt;
[[File:HKG36.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36 with ZF 3x4° dual optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:G36C with STANAG mag adaptor.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C with a STANAG mag adaptor - 5.56x45mm NATO. Image used to show export variant of the rail top carry handle.]]&lt;br /&gt;
[[File:Pfg36-1.jpg|thumb|none|600px|The G36 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;MG36&amp;quot;===&lt;br /&gt;
The G36 makes another appearance, masquerading as the [[Heckler &amp;amp; Koch MG36]]. The weapon has the Beta-C drums and bipod of the MG36, but the bipod is unusable, like other weapons with a bipod by default. Like all G36 variants in the game, it has the export variant of the rail top carry handle. The weapon is unlocked at rank 33.&lt;br /&gt;
&lt;br /&gt;
As a LSW, it is in the LMG section. &lt;br /&gt;
[[File:G36 CMag.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36 with bipod handguard and C-Mag, visually identical to the real MG36 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:G36C with STANAG mag adaptor.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C with a STANAG mag adaptor - 5.56x45mm. Image used to show export variant of the rail top carry handle]]&lt;br /&gt;
[[File:Pfmg36-1.jpg|thumb|none|600px|The faux MG36 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36K]] is unlocked at rank 6 and is incorrectly classed as a carbine - while it does have a shorter barrel than the standard G36, it is not short enough to be considered a carbine. Like all G36 variants in the game, it has the export variant of the rail top carry handle.&lt;br /&gt;
&lt;br /&gt;
It has access to a .300 Blackout conversion, which is fictional.&lt;br /&gt;
[[File:G36K-Export.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with export optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:G36C with STANAG mag adaptor.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C with a STANAG mag adaptor - 5.56x45mm NATO. Image used to show export variant of the rail top carry handle]]&lt;br /&gt;
[[File:Pfg36k-1.jpg|thumb|none|600px|The G36K in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416A5]] is unlocked at rank 62 and is known simply as the HK416. It has a different reload compared to the rest of the AR-15 family, with the magazine knocked out by flicking the rifle to the right. &lt;br /&gt;
&lt;br /&gt;
It has access to a .300 Blackout conversion, along with a &amp;quot;Full Stock&amp;quot; and &amp;quot;Long Barrel (AR)&amp;quot; attachment.&lt;br /&gt;
[[Image:HK416 A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416A5 with 14.5&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Howa Type 20==&lt;br /&gt;
The [[Howa Type 20]] is unlocked at rank 37.&lt;br /&gt;
[[File:Type 20 with riflescope and grippod.jpg|thumb|none|450px|Howa Type 20 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==L85A2==&lt;br /&gt;
The [[L85A2]] is unlocked at rank 55. It has access to the [[L123A2 grenade launcher]], which is a unique trait of this rifle.&lt;br /&gt;
[[File:L85A2Iron.jpg|thumb|none|450px|L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:L85A1 with L123 GL.jpg|thumb|450px|none|L85A1 with SUSAT scope and L123 grenade launcher - 5.56x45mm NATO &amp;amp; 40x46mm grenade]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
The [[M16A4]] is unlocked at rank 22, depicted with a KAC handguard without rail covers. Its bolt does not lock back when empty and the selector is set to safe. It also has the inaccurate ability to fire the remaining bullets in a burst when the player is not pulling on the trigger - the cam mechanism of the M16A4 requires the trigger to be depressed to fire. If the trigger is lifted mid-burst, the remaining rounds are fired in the next burst e.g. two bullets are fired before the trigger is released, the next trigger pull would only fire one bullet because the mechanism has not reset.&lt;br /&gt;
&lt;br /&gt;
A 7.62x39mm conversion is available, along with various barrel and stock attachments. &lt;br /&gt;
[[File:M16A4Standard.jpg|thumb|none|450px|M16A4 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A4 Grippod.jpg|thumb|none|450px|M16A4 MWS with ACOG and grippod - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PF-M16a2-menu.jpg|thumb|none|600px|The M16A4 in the menu. Note the selector pointed towards safe; this happens on most AR variants in the game.]]&lt;br /&gt;
[[File:PF-M16a2-att-menu.jpg|thumb|none|600px|Previewing a modified M16A4 with C7-style ironsights, a 2nd Gen collapsible stock and a short barrel. Note the top rail cover is now missing.]]&lt;br /&gt;
[[File:PF-M16a2-762-menu.jpg|thumb|none|600px|Previewing an M16A4 with the 7.62x39mm conversion, stated to use Grendel magazines, though in practise they are black recolours of the default STANAG magazines. This weapon also has the buttstock removed.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;M16A3&amp;quot;===&lt;br /&gt;
The &amp;quot;M16A3&amp;quot; is unlocked at rank 33, using the exact same model as the A4 (hence why it is listed as a variant of the A4). In gameplay however, it is a separate weapon, firing in full-auto instead of 3 round bursts. The &amp;quot;M16A3&amp;quot; uses all the same attachments and modelling errors as the A4.&lt;br /&gt;
[[File:PF-M16a3-menu.jpg|thumb|none|600px|The M16A3 in the menu.]]&lt;br /&gt;
[[Image:PF-M16a3-att-menu.jpg|thumb|600px|none|Previewing an M16A3 with an A2 pistol grip mounted on a swivelling mount as a makeshift folding foregrip, along with a 2nd Gen collapsing stock in the collapsed position.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1==&lt;br /&gt;
The [[Steyr AUG A1]] is unlocked at rank 20, with the lowest firerate of all AUG rifles. It has the Swarvoski scope by default, which is also an attachment option, meaning two Swarvoski scopes can be used at once on the AUG A1. Toggling the aim type changes from the Swarvoski optic and either the back-up iron sights atop the optic, or the optical attachment mounted on top of the default optic. When optics are used, they are placed above the scope on a Picatinny rail (which resembles the [https://www.clawgear.com/en/AUG-Modular-Scope-Mount-Black-20114en1555 Clawgear AUG Modular Scope Mount]). Underbarrel grips replace the folding grip with a tri-rail setup.&lt;br /&gt;
[[Image:Steyr-AUG.jpg|thumb|450px|none|Steyr AUG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfauga1-1.jpg|thumb|none|600px|The AUG A1 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG Para===&lt;br /&gt;
Equipping the 9mm conversion renames the weapon to &amp;quot;AUG A1 Para&amp;quot; and makes it resemble [[Steyr AUG Para|the weapon of the same name]], minus the shorter barrel, which can be approximated in appearance with the &amp;quot;Short Barrel&amp;quot; attachment.&lt;br /&gt;
[[Image:AUG 9mm 03.jpg|thumb|none|450px|Steyr AUG Para - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] is unlocked at rank 39, with the rail of the Special Receiver version. Despite all AUG variants being the same in real life, the A2 in in-game is in-between the firerate of the A1 and A3.&lt;br /&gt;
[[Image:AUG A2 16.jpg|thumb|none|450px|Steyr AUG A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:SteyrAUGSR.jpg|thumb|none|450px|Steyr AUG Special Receiver - 5.56x45mm NATO. Image used to show the Picatinny rail.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]], with a Coyote Brown finish, is unlocked at rank 52. It has the highest firerate of the AUG rifles. It is missing the bolt release on the model.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[StG-44]] is unlocked at rank 144. The floorplate of the magazine is missing, and optics will wobble when attached.&lt;br /&gt;
&lt;br /&gt;
The weapon has an odd 5.56x45mm conversion.&lt;br /&gt;
[[Image:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
&lt;br /&gt;
==Tavor TAR-21==&lt;br /&gt;
The [[TAR-21]] is unlocked at rank 111. It can be modified to fire &amp;quot;Duplex&amp;quot; rounds, which shoot two bullets in one casing.&lt;br /&gt;
[[File:TAR21 Flattop.jpg|thumb|none|450px|IWI Tavor TAR-21 Flat Top - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===Tavor CTAR-21===&lt;br /&gt;
The &amp;quot;CTAR Barrel&amp;quot; attachment renames the weapon to the [[CTAR-21]].&lt;br /&gt;
[[File:CTAR Flattop.jpg|thumb|none|450px|IWI Tavor CTAR-21 Flat Top - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Type 88-2==&lt;br /&gt;
The super-rare North Korean [[Type 88-2]] is unlocked at rank 122. The default configuration of the rifle has it equipped with its infamous helical magazine, but they only hold 75 rounds instead of the reported 150, likely for gameplay balance, although nobody really knows how many rounds it holds, or if it is even a functional magazine. It is correctly depicted with the ribbed dust cover and proprietary overfolding stock, needed because standard AK side- or under-folding stocks would not work with the bulky helical magazine. The helical magazine can be swapped out for a 30-round magazine with the &amp;quot;Regular Mag&amp;quot; attachment.&lt;br /&gt;
[[File:Type_98-2.jpg|thumb|none|450px|Type 88-2 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===Type 88===&lt;br /&gt;
The combination of the &amp;quot;Regular Mag&amp;quot; and &amp;quot;Full Stock&amp;quot; attachment turns the weapon into the [[Type 88 assault rifle|Type 88]].&lt;br /&gt;
[[File:Type_88.jpg|thumb|none|450px|Type 88 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===Type 58===&lt;br /&gt;
Equipping the 7.62x39mm conversion turns the weapon into the [[AK-47|Type 58]].&lt;br /&gt;
[[File:Type58AK.jpg|thumb|450px|none|Type 58 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
==AG-3F2==&lt;br /&gt;
The [[G3|AG-3F2]], a modernised version of Norway's AG-3 rifle, is unlocked at rank 76. It incorrectly uses the AG-3 name.&lt;br /&gt;
[[File:AG-3F2.jpg|thumb|none|450px|AG-3F2 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AK12BR&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;AK12BR&amp;quot; is unlocked at rank 44. It's an odd weapon, chambered in 7.62x54mmR and utilising the same Balanced Recoil system from the [[AEK-971]] and other weapons, which is what the &amp;quot;BR&amp;quot; in the name stands for (not &amp;quot;Battle Rifle&amp;quot; as you might assume). The Balanced Recoil system is housed in a fictional housing that matches the colour and material of the main receiver, and it also comes with a Picatinny rail on top. It has a 20 round curved magazine, although before an update it used a 30 round 5.45x39mm magazine like the regular [[AK-12]], which somehow held 7.62x39mm. This made the weapon technically an assault rifle, but following feedback the developers changed the weapon to the bigger cartridge and smaller magazine. The developers state they included it as a battle rifle despite being an assault rifle in its original form because there were not enough battle rifles in the game.&lt;br /&gt;
[[File:Ak-12 7.62x51mm.jpg|thumb|none|450px|AK-12 - 7.62x51mm NATO (photoshopped)]]&lt;br /&gt;
[[Image:Ak107-2.jpg|thumb|none|450px|AK-107 with experimental 60-round magazine - 5.45x39mm. Image used to show the Balanced Recoil system]]&lt;br /&gt;
&lt;br /&gt;
==Alexander Arms .50 Beowulf EBR==&lt;br /&gt;
The [[Alexander Arms .50 Beowulf]] Entry Complete Rifle (abbreviated as &amp;quot;Beowulf ECR&amp;quot;) is a battle rifle unlocked at rank 21. It features a flat-top receiver, a 16.5&amp;quot; (42cm) barrel, and a standard Picatinny railed gas block. The rifle is sold standard with black furniture. Additionally, the weapon in-game is modified with Mangonel Flip-Up Sights. It can be modified to fire in three round bursts, which means it fires 3 bursts of 3, then a burst of either 1 or 2, depending if there is a round in the chamber or not, due to its 10 round magazine.&lt;br /&gt;
[[Image:AA Beowulf.jpg|thumb|none|450px|Alexander Arms .50 Beowulf - .50 Beowulf]]&lt;br /&gt;
[[File:Pfecr-1.jpg|thumb|none|600px|The ECR in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Alexander Arms .50 Beowulf TCR==&lt;br /&gt;
The [[Alexander Arms .50 Beowulf]] Tactical Complete Rifle (abbreviated to &amp;quot;Beowulf TCR&amp;quot; in-game) is listed as a designated marksman rifle in-game, unlocked at rank 70. This variant of Alexander Arms' Beowulf rifles features a flat-top receiver, 16.5&amp;quot; (42 cm) barrel, a low-profile gas block, Manticore Arms Transformer Rail handguard, B5 Systems SOPMOD BRAVO Collapsible Stock, and an upgraded trigger. The rifle in-game is shown with other upgrades purchasable for the TCR, such as an FDE Cerakote finish, FRAG grip panels and KeyMod panels, and the Tank Muzzle Brake. This muzzle brake is never removed and any muzzle attachment is mounted inside of it, like similar weapons with default muzzle brakes, like the [[Serbu BFG-50]]. It also has the same Diamondhead sights as a few other weapons in the game, notably the KRISS Vector. Finally, a 5.56x45mm conversion is available, which makes the rifle weaker but triples ammo capacity from 10 to 30 and fires twice as fast, 800 RPM instead of 400.&lt;br /&gt;
[[File:AA Beowulf Tactical.jpg|thumb|none|450px|Alexander Arms .50 Beowulf Tactical - .50 Beowulf]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 SPR==&lt;br /&gt;
A heavily customised FAL rifle most closely resembling the [[DSA SA58 Special Purpose Rifle|SA58 SPR]] is unlocked at rank 78. It features a full sized, 21-inch barrel FAL with a blue handguard without the top rail, an M16 pistol grip,  a different customised stock and standard FAL iron sights compared to the real SA58 SPR. It also has standard FAL 20 round magazines instead of the 10 round magazines seen on the reference photo below. It is classed as a DMR in-game.&lt;br /&gt;
[[Image:DSA SA58 SPR.jpg|thumb|none|450px|DSA SA58 Special Purpose Rifle - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL 50.00==&lt;br /&gt;
The [[FN FAL 50.00]] is unlocked at rank 107, as a select-fire battle rifle with a 20 round magazine. It can be converted to fire .45 ACP for some odd reason, which uses a 50 round drum.&lt;br /&gt;
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FAL Para Shorty&amp;quot;===&lt;br /&gt;
A custom short FAL rifle called the &amp;quot;FAL Para Shorty&amp;quot; is unlocked at rank 98, classed as a PDW/SMG. It is an odd weapon, with a folded FAL paratrooper stock, an [[MP5K]] grip and handguard and an extremely short barrel. The MP5K grip is a different colour to the rest of the weapon, implying it was taken from an MP5K and attached to the weapon. The end result bears a resemblance to the compact FAL from the movie ''[[The Wild Geese]]'', which might have been the inspiration for this weapon. It is select-fire in-game.&lt;br /&gt;
&lt;br /&gt;
The sprinting animation uses the same animations as the pistols and the MAC-10. During its time in the Test Place, it was classed as a carbine instead of a PDW/SMG.&lt;br /&gt;
[[File:L1A1 Wild Geese custom.jpg|thumb|none|450px|'''Photoshopped''' Custom shortened L1A1 SLR (Self Loading Rifle) as used in ''[[The Wild Geese]]'' - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:MP5KA3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5K with Navy trigger group - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
A grey [[SCAR-H]] is unlocked at rank 30. It has a 30 round 7.62x39mm conversion and the same firing sounds as the lower caliber SCAR-L.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfscarh-1.jpg|thumb|none|600px|The SCAR-H in the loadout ment.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3==&lt;br /&gt;
The [[G3A3]] is unlocked at rank 59, simply called the &amp;quot;G3&amp;quot;.&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417==&lt;br /&gt;
The [[HK417]] is unlocked at rank 78, correctly depicted as select-fire and classed as a battle rifle.&lt;br /&gt;
[[Image:HK417 16.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK417 with 16&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==IMBEL M964 A1 ParaFAL==&lt;br /&gt;
The [[IMBEL M964 A1 ParaFAL]] is unlocked at rank 89, incorrectly referred to as the &amp;quot;FAL 50.63 Para&amp;quot;; it has neither the correct barrel length, charging handle, or stock of that version. It is incorrectly classed as a carbine, although it was correctly classed as a battle rifle before an update; it also used to be correctly called the &amp;quot;PARA FAL&amp;quot;. It features the same 50 round .45 ACP conversion, as well as a 5.56x45mm conversion, which makes the weapon resemble the [[FN FNC]], albeit with a standard FAL handguard.&lt;br /&gt;
[[File:7.62 M964 A1 PARAFAL.jpg|thumb|none|450px|IMBEL M964 A1 MD-1 ParaFAL - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] is unlocked at rank 2, depicted (rarely, for a video-game) as select-fire, boasting a firerate of 750 RPM. The weapon features a 6.5mm Creedmoor conversion, which increases the magazine size from 20 to 30.&lt;br /&gt;
[[Image:M14Rifle.jpg|thumb|none|450px|M14 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfm14-1.jpg|thumb|none|600px|The M14 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==MC51SD==&lt;br /&gt;
An integrally suppressed version of the HK51, the [[MC51SD]] is unlocked at rank 86 and is incorrectly classed as a carbine instead of a battle rifle. It has a longer barrel than the real MC51SD, akin to the [[Heckler &amp;amp; Koch G3KA4]]. The stock can be used with the &amp;quot;Retractable Stock&amp;quot; attachment, which, confusingly, extends the stock.&lt;br /&gt;
[[File:MC51SD.jpg|thumb|450px|none|MC51SD - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Ohio Ordnance HCAR==&lt;br /&gt;
The [[Ohio Ordnance HCAR]] was added in October 2023 as part of update 9.0.3 and is unlocked at rank 181. &lt;br /&gt;
[[File:HCAR.jpg|350px|thumb|none|Ohio Ordnance HCAR - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
The [[Springfield Armory M1A]] is unlocked at rank 68 and is incorrectly referred to as the &amp;quot;[[M21]]&amp;quot;; it is not a real M21 as it lacks the fire selector.&lt;br /&gt;
[[File:SFA_M1A.jpg|thumb|none|450px|Springfield Armory M1A - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
==AAC Honey Badger==&lt;br /&gt;
The [[AAC Honey Badger]] is unlocked at rank 62 and is classified as a carbine. Oddly, muzzle attachments can be used at the same time as the integral suppressor, which is obviously impossible in real life, but does have a basis in reality, as the [[Barrett M107]] has a proprietary suppressor that allows other muzzle attachments to be used in tandem with the suppressor. The suppressor is also removable, which does not have as much of an impact on the ballistics as you might think, given the weapon only has a 6&amp;quot; barrel.&lt;br /&gt;
[[File:AAC honey badger.jpg|thumb|none|450px|AAC Honey Badger - .300 AAC Blackout]]&lt;br /&gt;
&lt;br /&gt;
==AK-12 Carbine==&lt;br /&gt;
The AK-12 Carbine, an originally planned variant of the 2012 prototype of the [[AK-12]], appears as the &amp;quot;AK-12C&amp;quot;, and is chambered in 7.62x39mm. In reality, this prototype carbine only existed in early photoshopped images and didn't enter development stage, though the post-2016 production version of the AK-12 series eventually included a 7.62x39mm carbine variant called the [[AK-15|AK-15K]] (which has various differences from the planned prototype).&lt;br /&gt;
[[File:AK-12 Carbine 7.62x39.jpg|thumb|none|450px|AK-12 Carbine - 7.62x39mm (photoshopped)]]&lt;br /&gt;
&lt;br /&gt;
===AK-12 (7.62x39mm)===&lt;br /&gt;
The Long Barrel attachment converts the weapon into a full-sized AK-12 prototype in 7.62x39mm.&lt;br /&gt;
[[File:Ak-12 7.62x39mm.jpg|thumb|none|450px|Prototype AK-12 - 7.62x39mm (photoshopped)]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
The [[AK-105]] carbine is unlocked at rank 105. It has the railed dust cover of the AK-103M.&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-102===&lt;br /&gt;
The 5.56 Conversion converts the weapon and changes its name to the [[AK-102]].&lt;br /&gt;
[[Image:AK102.jpg|thumb|none|450px|AK-102 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-107===&lt;br /&gt;
The &amp;quot;BARS Barrel&amp;quot; converts the weapon into the [[AK-107]].&lt;br /&gt;
[[Image:Ak107-2.jpg|thumb|none|450px|AK-107 with experimental 60-round magazine - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-108===&lt;br /&gt;
The combination of the &amp;quot;BARS Barrel&amp;quot; and the 5.56 Conversion converts the weapon and changes its name to the [[AK-108]]. The AK-103 can also be made into the 108 (although the name does not change for the 105), so this weapon appears in the game twice.&lt;br /&gt;
[[File:AK-108.jpg|thumb|none|450px|AK-108 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-101===&lt;br /&gt;
The 5.56 Conversion and the Long Barrel make the weapon the [[AK-101]]. The AK-103 can also be made into the 101 (although the name does not change for the 105), so this weapon appears in the game twice.&lt;br /&gt;
[[File:AK101.jpg|thumb|none|450px|AK-101 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
The Long Barrel attachment converts the weapon into the [[AK-74M]].&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is unlocked at rank 88, and is incorrectly classed as a PDW/SMG instead of a carbine and is called the &amp;quot;Krinkov&amp;quot;. It has a 9x19mm conversion, along with the other conversions listed below.&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74UB===&lt;br /&gt;
Equpping the PBS-4 Suppressor effectively makes the weapon an [[AKS-74UB]].&lt;br /&gt;
[[File:AKS-74UB with PBS-4 suppressor.jpg|thumb|none|450px|AKS-74UB - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AKMSU===&lt;br /&gt;
The 7.62x39mm ammo conversion turns the weapon into the [[AKMSU]].&lt;br /&gt;
[[Image:AK-Krinkov.jpg|thumb|none|450px|AKMSU (converted AKM pistol) - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AK-12U==&lt;br /&gt;
The AK-12U, a planned (but not developed) sub-carbine version of the 2012 prototype [[AK-12]], appears under the misnomer &amp;quot;AKU12&amp;quot;. It is unlocked at rank 35.&lt;br /&gt;
[[File:AK-12U.jpg|thumb|none|450px|Photoshopped mock-up of the AK-12U - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;PPK-12&amp;quot;===&lt;br /&gt;
The 9mm Conversion converts the weapon into the &amp;quot;PPK-12&amp;quot; (which is the name of an early submachine gun concept of the AK-12 prototype), complete with name change and the addition of a 100 RPM 3 round burst mode. The PPK-12 was originally added as a PDW, then removed and replaced with the conversion for the &amp;quot;AKU-12&amp;quot;. The original PPK-12 is now a developer-only weapon. The old model is able to be seen in the main menu. There was also a stockless version categorised as an &amp;quot;Other&amp;quot; sidearm.&lt;br /&gt;
&lt;br /&gt;
Visually the weapon resembled the [[PP-19-01 Vityaz]] SMG, but with 2012 prototype [[AK-12]] externals.&lt;br /&gt;
[[file:Pp19 2.jpg|thumb|450px|none|PP-19-01 &amp;quot;Vityaz&amp;quot; SB-20 - 9x19mm]]&lt;br /&gt;
[[File:Ak-12.jpg|thumb|none|450px|Prototype AK-12 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K1A==&lt;br /&gt;
The [[Daewoo K1A]] is unlocked at rank 63.&lt;br /&gt;
[[File:K1A stock extended.jpg|thumb|none|450px|Daewoo K1A with stock extended and 30-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Diemaco/Colt Canada C8A3==&lt;br /&gt;
A [[Colt Canada C8A3]] with the barrel of a C8A2 is unlocked at rank 128.&lt;br /&gt;
[[File:Colt_Canada_C8_carbine.JPG|thumb|none|450px|Colt Canada C8A3 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR PDW==&lt;br /&gt;
The [[FN SCAR PDW]] is unlocked at rank 32.&lt;br /&gt;
[[File:FN SCAR PDW (old).jpg|thumb|none|450px|FN SCAR PDW (old version) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfscarpdw-1.jpg|thumb|none|600px|The SCAR PDW in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Gwinn/Bushmaster Arm Pistol==&lt;br /&gt;
The [[Bushmaster Arm Pistol|Gwinn/Bushmaster Arm Pistol]], which is actually a subcompact bullpup carbine legally defined as a pistol under certain US states' laws, is unlocked at rank 110 as the &amp;quot;Arm Pistol&amp;quot;. It comes with a 20 round STANAG magazine and a illegal conversion to full-auto fire at 800 RPM, which places it into the machine pistol category. The extended magazine attachment gives it a standard 30 round STANAG magazine. Due to the 5.56mm ammo used, it deals the same sort of damage as 5.56mm assault rifles, but due to the compact size, it also shares the same recoil values from the [[M231 Firing Port Weapon|M231]] listed below.&lt;br /&gt;
&lt;br /&gt;
The weapon is modelled after the earlier Gwinn version of the Arm Pistol, and it has the trigger group permanently at a 38 degree tilt. Weirdly, when the &amp;quot;Ballistics Tracker&amp;quot; attachment is used, two appear instead of one. This is the first appearance of the weapon in a videogame.&lt;br /&gt;
[[File:BushmasterArmpistol1.jpg|thumb|450px|none|Gwinn/Bushmaster Firearms Arm Pistol - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is unlocked at rank 7.&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfg36c-1.jpg|thumb|none|600px|The G36C in the loadout menu. Note that even though the iron sights are of the standard G36C type, the carry handle lacks the triangular protrusions on the inside like on an export variant.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8-1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SL8-1]] is unlocked at rank 34. It incorrectly uses a double-stack 30-round G36 magazine.&lt;br /&gt;
[[File:HK-SL8.jpg|thumb|none|450px|Heckler &amp;amp; Koch SL8-1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfsl8-1.jpg|thumb|none|600px|The SL8 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Henry 45-70 All-Weather Lever Action==&lt;br /&gt;
The [[Henry Rifle Series|Henry 45-70 All-Weather]] is a modern (2016) reproduction of the original [[Henry 1860]] lever-action rifle. As the name suggests, it fires .45-70 Government instead of .44 Henry. While being a modern weapon, it retains the loading system of the 1860, modified slightly to allow for a handguard to be fitted to the rifle. A magazine tube is removed from the weapon and individual rounds are loaded into it, then it is pushed back into the tube under the barrel. This reloading procedure is replicated in-game, and the magazine tube only holds 5 rounds. The model in-game has a marginally longer barrel than the image below.&lt;br /&gt;
&lt;br /&gt;
The Henry is classed as a battle rifle, although it functions more like a low-velocity sniper rifle, with a faster firerate than all snipers, but still much slower than the semi-auto battle rifles. This problem can be circumvented with Plus P ammunition, which makes the weapon fire rounds much faster, and also gives the weapon higher penetration. .410 shotshells can also be used, which changes the name to &amp;quot;Henry 410&amp;quot; and makes the weapon fire 4 pellets instead of one bullet. Oddly, these pellets are almost directly over each other, with strong vertical spread instead of horizontal, as one might have expected. A 30-30 conversion is also available, as well as the &amp;quot;Malcolm 3x Scope&amp;quot;. It can also use the same scope as the [[PGM Hecate II]] sniper rifle, the &amp;quot;Sidewinder ED&amp;quot;, which makes it the only non-sniper rifle to have access to this scope.&lt;br /&gt;
[[File:Henry4570.jpg|thumb|none|450px|Henry 45-70 All-Weather Lever Action - .45-70 Government]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95R==&lt;br /&gt;
The [[IWI X95|IWI X95R]] is unlocked at rank 130.&lt;br /&gt;
[[File:IWI X95 5.45x39.jpg|thumb|none|450px|IWI X95R with 13-inch barrel and tan body - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Company Revolver Rifle==&lt;br /&gt;
A slightly visually altered [[Knight's Armament Revolver Rifle]] appears as the &amp;quot;KAC SRR&amp;quot; (Silenced Revolver Rifle), is classed as a carbine and is unlocked at rank 125.&lt;br /&gt;
[[Image:RevolverRifle-1.jpg|thumb|none|450px|Knight's Armament Revolver Rifle - .30 caliber. The weapon in-game features ironsights instead of the scope seen in this reference image.]]&lt;br /&gt;
&lt;br /&gt;
==L22 Hybrid==&lt;br /&gt;
A hybrid between the [[L22A2]] and the SA80 AFV prototype (referred to as just the &amp;quot;L22&amp;quot; in-game) is unlocked at rank 28. It is mostly based off the AFV prototype, but it has the receiver of the L22A2.&lt;br /&gt;
[[Image:Sa80-l22a1.jpg|thumb|none|450px|SA80 AFV prototype - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sa80A2-l22a2.jpg|thumb|none|450px|L22A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfl22-1.jpg|thumb|none|600px|The L22 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M4==&lt;br /&gt;
The [[M4 carbine]] is unlocked at rank 14.&lt;br /&gt;
[[File:ColtM4 FirstVersion.jpg|thumb|none|450px|M4 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfm4-1.jpg|thumb|none|600px|The M4 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] is unlocked by default, making it the first carbine players have access to.&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfm4a1-1.jpg|thumb|none|600px|The M4A1 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M231 Firing Port Weapon==&lt;br /&gt;
The [[M231 Firing Port Weapon]] is unlocked at rank 123 and is classed as an assault rifle in-game. Being a weapon only designed to fire from an M2 Bradley, it is not the easiest thing to use in combat. It fires at 1225 RPM, has extreme vertical and horizontal recoil and has no iron sights at all. Correctly depicted as open bolt, it also has the wire stock available as an attachment, though the model is borrowed from the M3A1 &amp;quot;Grease Gun&amp;quot; and is not the correct stock for the M231.&lt;br /&gt;
&lt;br /&gt;
In real life, it is only meant to be used inside the M2 Bradley, removing it is inadvisable in a combat scenario outside of extreme emergencies. The game reflects this with the description stating &amp;quot;the M231 Firing Port Weapon is only intended to be used inside the Bradley AFV in a special mount. Hits hard, but good luck hitting anything...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The weapon's description (&amp;quot;... You're going to use it anyways, Boss?&amp;quot;) has a reference to ''[[Metal Gear Solid 3]]'', where &amp;quot;The Boss&amp;quot; uses a heavily modified short-barrel AR-15 platform rifle with a Beta C-Mag magazine called the Patriot. The same sort of weapon can be created by equipping the &amp;quot;Short Barrel&amp;quot; attachment and the &amp;quot;M855 Specialty Conversion&amp;quot;, the latter replaces the 30 round magazine with a C-Mag.&lt;br /&gt;
[[File:381portg.jpg|thumb|none|450px|M231 Firing Port Weapon - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MBA Gyrojet Carbine==&lt;br /&gt;
The carbine variant of the [[Gyrojet]] is unlocked at rank 127. Like the pistol, it has reverse damage, which increases with range. It also has the fictional full-auto upgrade, like the pistol.&lt;br /&gt;
[[File:Gyrojetcarbine.jpg|thumb|none|450px|Gyrojet Mark 1 Model B Military Carbine - 13mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-126==&lt;br /&gt;
The OTs-126, a semi-auto carbine variant of the [[PP-2000]], is unlocked at rank 48. It is depicted as select-fire in-game.&lt;br /&gt;
[[File:OTs-126.jpg|thumb|none|450px|OTs-126 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-1A-01 Groza==&lt;br /&gt;
The [[OTs-14-1A-01 Groza]] appears as the &amp;quot;Groza-1&amp;quot;, unlocked at rank 42.&lt;br /&gt;
[[file:OTs-14-1A-01.jpg|thumb|none|450px|OTs-14-1A-01 Groza - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A-03 Groza==&lt;br /&gt;
The [[OTs-14-4A-03 Groza]] is unlocked at rank 79, referred to as the &amp;quot;Groza-4&amp;quot;.&lt;br /&gt;
[[Image:OTs-14-4A-03.jpg|thumb|none|450px|OTs-14-4A-03 Groza - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Remington 1858 &amp;quot;Cattleman's Carbine&amp;quot;==&lt;br /&gt;
The [[Remington 1858 &amp;quot;Cattleman's Carbine&amp;quot;]] is unlocked at rank 93.&lt;br /&gt;
[[Image:RemCattlemansCarbine58.jpg|thumb|none|450px|Remington 1858 &amp;quot;Cattleman's Carbine&amp;quot; - .44]]&lt;br /&gt;
&lt;br /&gt;
==Rossi Circuit Judge==&lt;br /&gt;
The [[Rossi Circuit Judge]] is unlocked at rank 114 and is referred to as the &amp;quot;Jury&amp;quot;.&lt;br /&gt;
[[file:Rossi Circuit Judge 1.jpg|thumb|450px|none|Rossi Circuit Judge - .410 bore/.45 Long Colt]]&lt;br /&gt;
&lt;br /&gt;
==SKS==&lt;br /&gt;
The [[SKS]] in a Tapco Intrafuse stock is unlocked at rank 13.&lt;br /&gt;
[[File:Tapco Intrafuse SKS Rifle Stock Bayonet-DE.jpg|thumb|none|450px|SKS with Tapco Intrafuse stock - 7.62x39mm]]&lt;br /&gt;
[[File:Pfsks-1.jpg|thumb|none|600px|The SKS in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==SR-3M==&lt;br /&gt;
The [[SR-3M]] is unlocked at rank 69.&lt;br /&gt;
[[Image:SR-3M-vichr-30-mag.jpg|thumb|none|450px|SR-3M with 30 round magazine - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International Arctic Warfare Suppressed==&lt;br /&gt;
The [[Accuracy International Arctic Warfare Suppressed]] is unlocked at rank 41 and is known as the &amp;quot;AWS&amp;quot;. It has a 10 round magazine and is stated to be firing .308 Winchester. It is the only integrally-suppressed sniper rifle in the game, which gives it the lowest muzzle velocity in its class. The PM II scope it uses is a unique variant with an illuminated reticle.&lt;br /&gt;
[[File:AWS 1800.jpg|thumb|450px|none|Accuracy International AWS - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International Arctic Warfare Magnum==&lt;br /&gt;
The [[Accuracy International Arctic Warfare Magnum]] is unlocked at rank 82 and is known as the &amp;quot;AWM&amp;quot;. Prior to update 4.7.0, it had a white chassis and was known as the L115A3, which the model did not accurately represent. The new AWM has a much more accurate model. It was also available in the Alpha of the game.&lt;br /&gt;
&lt;br /&gt;
The AWM comes with ironsights by default, the same as the KRISS Vector and Beowulf TCR. They are modelled after the Diamondhead flip-up sights, but the AWM has a unique front sight compared to the two other weapons that use Diamondhead sights.&lt;br /&gt;
[[File:AWSM fixed.jpg|thumb|none|450px|Accuracy International AWSM without scope - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:Accuracy International AWM.jpg|thumb|none|450px|Accuracy International AWM-F - .300 Winchester Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107A1==&lt;br /&gt;
The [[Barrett M107A1]] is unlocked at rank 170, with a tan frame and a five round magazine, for balancing reasons. It previously appeared in the Alpha build of the game, where it was an M82A1 model.&lt;br /&gt;
&lt;br /&gt;
Two interesting things to note about this weapon: attaching a suppressor allows the player to hear the action cycling as well as the spring pushing the bolt back into battery, despite the M107 being one of the loudest guns in the whole game. Secondly (and strangely), the bolt does not cycle at the end of the last shot; the player instead ejects the last round during the reload animation.&lt;br /&gt;
&lt;br /&gt;
Like the game's other .50 BMG weapons, it has access to .416 Barrett and &amp;quot;Dust Shot&amp;quot; conversions, the former increasing penetration and velocity while sacrificing range and damage, and the latter making absolutely no sense at all, turning an anti-materiel rifle into the world's most unwieldy semi-automatic shotgun.&lt;br /&gt;
[[File:Barrett-M107A1_29_inch.jpg|thumb|none|450px|Barrett M107A1 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Cheyenne Tactical M200 Intervention==&lt;br /&gt;
The [[Cheyenne Tactical M200 Intervention]] is the default sniper rifle, unlocked at rank 0. Foregrips are mounted in front of the upside-down carry handle; before update 4.0.0, the carry handle was removed when grips were used.&lt;br /&gt;
&lt;br /&gt;
It has access to a straight-pull bolt and a .375 Cheytac conversion. The stock can also be removed.&lt;br /&gt;
[[Image:M200.jpg|thumb|none|450px|Cheyenne Tactical M200 Intervention - .408 CheyTac]]&lt;br /&gt;
[[File:Pfm200-1.jpg|thumb|none|600px|The Intervention in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K14==&lt;br /&gt;
The [[Daewoo K14]] is unlocked at rank 138, making its first appearance in any media. It has an exclusive scope, the KOM 10x42, which cannot be unlocked for use on other sniper rifles.&lt;br /&gt;
[[File:Daewook14.jpeg‎|thumb|none|450px|Daewoo K14 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Denel NTW-20==&lt;br /&gt;
The [[Denel NTW-20]] is unlocked at rank 220. It features both 14.5x114mm and 20x110mm conversions, the latter of which turns the weapon into a single-shot breech loader. The weapon is incredibly heavy, denying the player the ability to walk while aiming or aim at all unless they are crouched, prone or near waist-high cover, as the weapon features a usable bipod system.&lt;br /&gt;
&lt;br /&gt;
The description incorrectly states that the weapon was designed to take down tanks.&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|450px|Denel NTW-20 - 20x82mm MG151]]&lt;br /&gt;
&lt;br /&gt;
==Dragunov SVDS==&lt;br /&gt;
The [[SVDS Dragunov]] is unlocked at rank 104. The bolt does not lock back when empty and the ironsights more closely resemble a [[Gewehr 43]] rather than the [[Mosin Nagant]]-style sights of the SVDS in reality.&lt;br /&gt;
&lt;br /&gt;
Prior to Update 4.0.0, the weapon had a 5 round capacity in a 10 round magazine model. It also used to be classed as a DMR, but it has now been changed to a sniper rifle and a 10 round capacity.&lt;br /&gt;
[[File:SVD-S-Rifle.jpg‎|thumb|none|450px|SVDS - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
===Dragunov SVD===&lt;br /&gt;
Equipping the &amp;quot;Full Stock&amp;quot; converts the weapon into a [[Dragunov SVD]], with a wood stock and handguard instead of the SVDS' polymer. The name also changes to reflect the conversion.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
==Dragunov SVU==&lt;br /&gt;
A green [[SVU Dragunov]] is unlocked at rank 38. It has a PSO-1 which has much more magnification than a real PSO-1 - 7.5x compared to the real scope's 4.0x. The SVU also has access to iron sights. The bolt does not lock back when empty.&lt;br /&gt;
&lt;br /&gt;
Before Update 4.0.0, the SVU was classed as a DMR, had 5 rounds in a 10 round magazine and had an integral suppressor, due to the unique, cylindrical appearance of the muzzle brake on the SVU. After this update, the developers realised the error, re-classed it as a sniper rifle and removed the suppressor effect from the built-in muzzle brake, although it is non-functional like other guns with muzzle brakes by default. The magazine capacity has also been increased to 10.&lt;br /&gt;
[[Image:Svu-a 2.jpg|thumb|none|450px|SVU modernized with black furniture and a bipod - 7.62x54mmR]]&lt;br /&gt;
[[Image:SVU-A.jpg|thumb|none|450px|SVU-A - 7.62x54mmR. Image used to show back-up iron sights.]]&lt;br /&gt;
&lt;br /&gt;
==FN SSR==&lt;br /&gt;
The [[FN SSR]], called the &amp;quot;SCAR SSR&amp;quot;, is unlocked at rank 85. It is classed as a DMR in-game. Despite having one fire mode, semi-auto, it has an animation to switch fire modes. It has a 20 round [[SCAR-H]] magazine loaded with 10 rounds and a 6.5mm Creedmoor conversion.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[Image:SSR Mk.20 Mod.0.jpg|thumb|none|450px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Grünig &amp;amp; Elmiger FT300==&lt;br /&gt;
The Grünig &amp;amp; Elmiger FT300 is a Swiss sniper rifle, unlocked at rank 160 and chambered in .243 Winchester by default. It features a lot of customisation, with caliber conversions to .22 LR, .308 Winchester, 7.5x55mm and 6XC Norma, a modified .250 Savage round designed for competition shooting. Other options include a &amp;quot;Marksman Kit&amp;quot;, adding a 10 round detachable magazine and a straight-pull bolt (not compatible with the .22 LR conversion), an integral suppressor, the &amp;quot;Olympian Target Sight&amp;quot; and &amp;quot;Olympian Grip&amp;quot; and finally, the Wood Furniture modification, which has very little stat changes. &lt;br /&gt;
&lt;br /&gt;
The G&amp;amp;E logo is replaced with the Stylis Studios logo.&lt;br /&gt;
[[File:G%26eft300.jpg|thumb|none|450px|Grünig &amp;amp; Elmiger FT300 - 6mm BR]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MSG90==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MSG90]] is unlocked at rank 59. Despite having one fire mode, semi-auto, it has an animation to switch fire modes. It has a 5 round magazine implausibly loaded with 10 rounds.&lt;br /&gt;
[[Image:HKMSG90.jpg|thumb|none|450px|Heckler &amp;amp; Koch MSG90 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25==&lt;br /&gt;
The [[Knight's Armament SR-25]] is unlocked at rank 3, under its SOCOM designation of Mk 11. It has the back up irons of the real weapon as the default ironsights. It is classed as a DMR. Despite having one fire mode, semi-auto, it has an animation to switch fire modes. Weirdly, the animations for reloading include both pressing the bolt release and pulling the charging handle.&lt;br /&gt;
&lt;br /&gt;
It has a conversion to .500 Phantom rounds.&lt;br /&gt;
[[File:Knights-Armament-SR-25-Mk11-Mod-0Unsuppressed.jpg|thumb|none|450px|Knight's Armament SR-25 with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfsr25-1.jpg|thumb|none|600px|The SR-25 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M1903 Springfield==&lt;br /&gt;
The [[M1903 Springfield]] is unlocked at rank 136. It can be converted to the rare Air Service version, or have a Pedersen Device installed.&lt;br /&gt;
[[File:M1903Mark1.jpg|thumb|none|450px|M1903 Springfield - .30-06 Springfield]]&lt;br /&gt;
[[File:M1903AirService.jpg|thumb|none|450px|M1903 Springfield Air Service - .30-06 Springfield]]&lt;br /&gt;
[[File:Pederson_Device.jpg|thumb|none|450px|M1903 Springfield with Pedersen Device - .30-18 Auto]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M1891/30==&lt;br /&gt;
The [[Mosin Nagant M1891/30]], known simply as the &amp;quot;Mosin Nagant&amp;quot;, is unlocked at rank 91, a nod to the original rifle's designation of M1891. The description states it is from the 1800s, which is incorrect for the specific model of rifle in the game, which was produced from 1930 onwards. However, the original rifle was made in 1891.&lt;br /&gt;
&lt;br /&gt;
The reload animations are always wrong unless reloading from an empty magazine - the player character will always push a full stripper clip into the rifle, regardless of remaining rounds. The bolt has to be opened to reload, which would cause a round to be lost, but no such mechanism is present in-game. Additionally, the top round is not pulled upward to avoid rims locking together, which could cause misfeeds, and the &amp;quot;clip&amp;quot; part of the stripper clip is removed incorrectly.&lt;br /&gt;
&lt;br /&gt;
The rifle always has the bent bolt regardless of attachments, and can attach a PU-1 scope. Additionally, it has access to an &amp;quot;8mm&amp;quot; conversion, which increases body damage at close range and decreases headshot damage at long range; this is presumably either meant to represent one of the interwar Polish conversions to 8x57mm Mauser, or one of the WWI-era Austro-Hungarian conversions to 8x50mmR Mannlicher. The ironsights have a higher zoom than almost every ironsight in the game, including ones on other sniper rifles like the AWM, which has irons by default. Interestingly, it has access to an extended magazine attachment; this is modeled off of the Howling Raven 10-round extended magazine, and is (like the real deal) detachable.&lt;br /&gt;
[[File:M9130.jpg|thumb|none|450px|Mosin Nagant M91/30 - 7.62x54mmR]]&lt;br /&gt;
[[File:MosinNagantM9130Sniper.jpg|thumb|none|450px|Mosin Nagant M91/30 with PU scope - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
===Mosin Nagant &amp;quot;Obrez&amp;quot;===&lt;br /&gt;
The [[Mosin Nagant &amp;quot;Obrez&amp;quot;]] version, a sawn-off Mosin, is available in the &amp;quot;Other&amp;quot; secondary category and is unlocked at rank 117. It shares all the reload inaccuracies from the M1891/30 listed above. The Obrez, as you would expect, has a lot of recoil, spread and bulet drop, but it can be effectively used as a pocket sniper.&lt;br /&gt;
&lt;br /&gt;
By default, it lacks a front sight, making aiming rather difficult. However, a barrel attachment called &amp;quot;Front Post&amp;quot; remedies the issue, extending the barrel just far enough in order to attach a front sight onto the barrel. The &amp;quot;Obrez Stock&amp;quot; and &amp;quot;Long Barrel&amp;quot; make the weapon approximate the M1891/30 listed above, in appearance, barrel length and performance, though it will still have more bullet spread than the proper rifle. Additionally, the extended barrel has no wood - it is just bare metal all the way. &lt;br /&gt;
&lt;br /&gt;
The weapon also has access to the 8mm conversion and the extended magazine, like the full-length rifle.&lt;br /&gt;
&lt;br /&gt;
As a bit of trivia, the appearance of the Obrez in ''Phantom Forces'' predates the appearance of the Obrez in ''[[Battlefield 1]]'' by a few months, making ''Phantom Forces'' the first game to feature one as a standalone weapon (though one could be created in ''[[DayZ]]'' by sawing down a full-length Mosin prior to this).&lt;br /&gt;
[[File:Mosin-Nagan-obrez.jpg|thumb|none|450px|Mosin Nagant M91/30 &amp;quot;Obrez&amp;quot;  - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
==PGM Hecate II==&lt;br /&gt;
The [[PGM Hecate II]] is unlocked at rank 150, with a Scrome LTE J10 F1 scope. Despite the Hecate's recoil compensation measures in real life such as the muzzle brake and its weight, which is supposed to reduce recoil to a level comparable to that of a .308 Winchester, the in-game depiction of the gun has very high recoil, most likely due to balancing purposes.&lt;br /&gt;
[[File:PGMHecateII.jpg|450px|thumb|none|PGM Hecate II - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 700 Magpul==&lt;br /&gt;
The [[Remington Model 700]], fitted with a Magpul chassis, is unlocked at rank 14 and is known as the &amp;quot;Remington 700&amp;quot;. It has a 6 round magazine, which does not exist, meaning a 7 round magazine has been loaded with 6 rounds. However, the model is that of a 5 round magazine. It has access to an extended magazine and a straight-pull bolt.&lt;br /&gt;
[[File:Remington M700 Hunter 700L stock.jpg|thumb|none|450px|Remington Model 700 with Magpul Hunter 700L Stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfr700-1.jpg|thumb|none|600px|The Remington 700 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Sako TRG-42==&lt;br /&gt;
The [[Sako TRG-42]] is unlocked at rank 84. It has a white chassis and MBUS back up ironsights, despite the rifle already having built-in irons. In-game, it is chambered in .338 Lapua Magnum.&lt;br /&gt;
[[Image:Sako trg42.jpg|thumb|none|450px|Sako TRG-42 - .300 Winchester Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Serbu BFG-50==&lt;br /&gt;
The [[Serbu BFG-50]] makes its inaugural appearance in a form of media, identified as &amp;quot;BFG 50&amp;quot;, being the most powerful sniper rifle in the game until the addition of the Hecate II and M107. It is well-known by the community due to its insane one-shot-kill potential and the fact that many low-level players would unlock it with credits before they reached rank 65. It is a single-shot, breech-loading .50 BMG rifle.&lt;br /&gt;
&lt;br /&gt;
The rifle has a few unique attachments - .17 Wildcat rounds are super-bottlenecked .50 BMG rounds which increase the bullet velocity of the BFG 50. It can also use .416 Barrett ammo and M903 SLAP rounds. It is equipped with the NXS 8-32 scope by default.&lt;br /&gt;
&lt;br /&gt;
All muzzle attachments are mounted inside the default muzzle brake, which is just part of the model and provides no statistical advantage.&lt;br /&gt;
[[File:serbu bfg50.jpg|thumb|none|450px|Serbu BFG-50 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SFG 50&amp;quot;===&lt;br /&gt;
A fictional ''super'' short-barrelled version of the [[Serbu BFG-50]], known as the &amp;quot;SFG 50&amp;quot;, is unlocked at rank 75 and it is part of the &amp;quot;Other&amp;quot; secondary weapon category. As you would expect from a short-barrelled .50 BMG rifle, it has insane recoil and low accuracy at range. The default muzzle brake is just part of the model and provides no statistical advantage.&lt;br /&gt;
&lt;br /&gt;
Like the BFG-50, it has access to .17 Wildcat, M903 SLAP and .416 Barrett ammo, along with the NXS 8-32 scope. It also has access to &amp;quot;Dust Shot&amp;quot;, which turns the weapon into a bolt-action, single-shot shotgun.&lt;br /&gt;
&lt;br /&gt;
The name &amp;quot;SFG 50&amp;quot; is never explained, nor was the name BFG for the BFG 50. As Serbu never gave any explanation for the name, many people have interpreted the acronym as &amp;quot;Big Fucking Gun&amp;quot;, along the same line as the [[Talk:Doom_(VG)#BFG_9000|BFG 9000 from the ''DOOM'' franchise]]. This would make SFG stand for &amp;quot;Small Fucking Gun&amp;quot;, which was reflected by the weapon's name in the killfeed being in lower-case until the Crimson Update.&lt;br /&gt;
[[File:PF-Sfg50-menu.jpg|thumb|none|600px|The &amp;quot;SFG 50&amp;quot; in the menu.]]&lt;br /&gt;
[[File:PF-Sfg50-attachments-menu.jpg|thumb|none|600px|The &amp;quot;SFG 50&amp;quot; with the default suppressor (with a unique model) and the &amp;quot;Ballistics Tracker&amp;quot; attachment (which is just an iPhone with a Stylis Studios logo).]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Scout==&lt;br /&gt;
An early-model [[Steyr Scout]] is unlocked at rank 195, equipped with a Leupold M8-6x scope. It is chambered in .376 Steyr and has an 8 round magazine. The straight-pull bolt is an attachment option for this weapon. It was previously chambered in 7.62x51mm NATO, with an underloaded 9 round magazine (should be 10), but it was changed in an unknown update. Instead of a Steyr logo on the stock, there is a Stylis Studios logo.&lt;br /&gt;
[[File:Scout Gray.jpg|thumb|none|450px|Steyr Scout (early model) with gray stock and long-eye-relief scope - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==VSS Vintorez==&lt;br /&gt;
The [[VSS Vintorez]] is unlocked at rank 46. By default, it has no scope and a 10 round magazine, but a PSO-1 scope can be attached to the weapon. It is classed as a Designated Marksman Rifle in-game and it is the only select-fire DMR in-game.&lt;br /&gt;
&lt;br /&gt;
Like the [[AS Val]], the Vintorez has access to the &amp;quot;Suppressor.. ?&amp;quot; attachment, which is the only barrel attachment. In-game, it doesn't do anything apart from pitch up the noise of your shots, and it is nonsensically attached to the end of the integral suppressor. It is modelled after the PBS-1.&lt;br /&gt;
&lt;br /&gt;
The AS Val can also be made into a VSS with the &amp;quot;Full Stock&amp;quot; attachment.&lt;br /&gt;
[[Image:Vss1.jpg|thumb|none|450px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
The [[Walther WA 2000]] is unlocked at rank 200. It correctly has a 6 round capacity. The scope model seems to be the same as the one on the Scout, the Leupold M8-6x, however the reticle is different. Oddly, a red laser attachment emits a pink beam instead. The top-mounted bipod is deployed when the &amp;quot;Long Barrel&amp;quot; attachment is used, like the FAMAS. Also like the FAMAS, the bipod is functionally useless.&lt;br /&gt;
&lt;br /&gt;
The description of the rifle states &amp;quot;Section 26, paragraph 5 - need to know. I'm sure you understand&amp;quot;, which is a reference to ''[[The Living Daylights]]'', a Bond film in which [[Timothy Dalton]] uses the WA2000.&lt;br /&gt;
[[Image:Walther-WA2000.jpg|thumb|none|450px|Walther WA 2000 - .300 Winchester Magnum]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Browning Automatic Rifle M1918A2==&lt;br /&gt;
The [[Browning Automatic Rifle M1918A2]] was added in October 2023 as part of update 9.0.3. &lt;br /&gt;
[[File:BAR.jpg|350px|thumb|none|M1918A2 Browning Automatic Rifle without carry handle - .30-06]]&lt;br /&gt;
&lt;br /&gt;
==Diemaco C7 LSW/Colt Model 750 LMG==&lt;br /&gt;
The [[Diemaco/Colt Canada C7 LSW]] appears as the first LMG players unlock, under the name &amp;quot;Colt LMG&amp;quot;. It does not have the built-in foregrip and it uses a 60 round quad-stack magazine. Despite the fact that it has a fixed carry handle (being based on the [[M16A2]]), the carry handle is removed when used with optics.&lt;br /&gt;
[[File:M16A2_CAR.jpg|thumb|none|350px|Diemaco C7 LSW/Colt Model 750 with Beta-C drum magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfm750-1.jpg|thumb|none|600px|The C7 LSW/M750 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==FN HAMR IAR==&lt;br /&gt;
The [[FN HAMR IAR]] is unlocked at rank 72, loaded with a 50 round X-Products drum. It does not feature the closed/open-bolt switching mechanism, being permanently stuck in closed-bolt. It is called the &amp;quot;SCAR HAMR&amp;quot; in-game. It has a fictional 9mm conversion, which uses a 100-round Beta-C drum magazine. Weirdly, the &amp;quot;Short Barrel&amp;quot; increases the effective range of the weapon.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[File:FN HAMR.jpg|thumb|none|450px|FN HAMR IAR - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21E]] is unlocked at rank 67. Like the [[Vollmer HK51-B]], it has a unique belt box that only G3 LMG variants use.&lt;br /&gt;
[[File:HK21E.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==L86A2==&lt;br /&gt;
The [[L86A2]] LSW is unlocked at rank 43, under the name &amp;quot;L86 LSW&amp;quot;.&lt;br /&gt;
[[File:L86A2.jpg|thumb|none|450px|L86A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M60E6==&lt;br /&gt;
The [[M60 machine gun|M60E6]], under the generic &amp;quot;M60&amp;quot; name, is unlocked at rank 19. It is fitted with a clubfoot stock and has the top rail from the [[Mk 43 Mod 1]]. &lt;br /&gt;
[[File:M60E6.jpg|thumb|none|450px|M60E6 with ELCAN scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfm60-1.jpg|thumb|none|600px|The M60 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==MG3KWS==&lt;br /&gt;
The [[MG3|MG3KWS]] is the improved version of the MG3, unlocked at rank 101. It can be modified with the &amp;quot;Light Bolt&amp;quot; and &amp;quot;Heavy Bolt&amp;quot; attachments, which in/decrease ROF. The MG3 has heavy bolt versions so it can be more easily fired from the shoulder.&lt;br /&gt;
[[File:MG3KWS.jpeg|thumb|none|450px|MG3KWS with Steiner 1-5x24 scope - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The [[MG42]] is unlocked at rank 142. It can be modified with the &amp;quot;Light Bolt&amp;quot; and &amp;quot;Heavy Bolt&amp;quot; attachments, which in/decrease ROF. Despite not being for MG42s, this has a basis in reality - the [[MG3]] has heavy bolt versions so it can be more easily fired from the shoulder.&lt;br /&gt;
[[Image:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] with a 40-round magazine is unlocked at rank 54.&lt;br /&gt;
[[File:RPK lmg.jpg|thumb|none|450px|RPK with 40 round magazine - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==RPK-12==&lt;br /&gt;
The RPK-12, an early LMG concept of the [[AK-12]] prototype, appears in the game. It is unlocked at rank 37, and has a 45 round magazine. It is based on the gun of the same name in ''[[Battlefield 4]]''.&lt;br /&gt;
[[File:RPK-12.jpg|thumb|none|450px|Photoshopped mock-up of the RPK-12 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==RPK-74==&lt;br /&gt;
The [[RPK-74]] is unlocked at rank 88. It uses the same rear sight as the AK74, when it should have a rear sight with windage adjustment.&lt;br /&gt;
[[File:Soviet RPK-74.jpg|thumb|none|450px|RPK-74 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR==&lt;br /&gt;
The [[Steyr AUG HBAR]] is unlocked at rank 27. It has the same rail system as the AUG A2 and A3, as well as a 42 round magazine, which incorrectly visually resembles a brown 30 round STANAG magazine. It used to be closed-bolt, but an update changed it so that the weapon was open-bolt, however the charging handle still moves as if it were closed-bolt.&lt;br /&gt;
[[Image:Aug-hbar.jpg|thumb|none|450px|Steyr AUG HBAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:SteyrAUGSR.jpg|thumb|none|450px|Steyr AUG Special Receiver - 5.56x45mm NATO. Image used to show the Picatinny rail.]]&lt;br /&gt;
[[File:Pfaughbar-1.jpg|thumb|none|600px|The AUG HBAR in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Vollmer HK51-B==&lt;br /&gt;
The super-rare [[Vollmer HK51-B]], a short-barrelled [[HK21]] conversion, is unlocked at rank 160. It is an unofficial belt-fed short-barrelled G3 rifle, adapted to use the M13 link designed for the [[M60]]. Despite this, it has a unique belt box model that all G3 LMG variants use. The reload animation is the same as the HK21. The weapon has the 3 round burst mode from the [[MP5A5]].&lt;br /&gt;
&lt;br /&gt;
Oddly, it is classed as a carbine, despite being a machine gun. This means it is the only belt-fed carbine in the game.&lt;br /&gt;
[[file:HK51-b.jpg|thumb|none|450px|Vollmer HK51-B without ammunition belt - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M79==&lt;br /&gt;
The [[M79]] appears as the &amp;quot;M79 Thumper&amp;quot;, one of the grenade launcher's nicknames from the Vietnam War. It is classified as an &amp;quot;Other&amp;quot; secondary, alongside the Obrez, the &amp;quot;SFG 50&amp;quot;, the &amp;quot;Saiga-12U&amp;quot;, the sawed-off shotgun and the Serbu Super Shorty, and is unlocked at rank 79. The sights are permanently folded down, and are removed and replaced by a Picatinny rail when using optics. The stock is removeable, replaced by a sawed-off pistol grip, and the barrel can be shortened. Nonsensically, the weapon can also be fitted with a muzzle brake or a compensator, which would never be able to be attached to the M79 in real life. It also has access to the joke &amp;quot;Loudener&amp;quot; muzzle attachment, which makes the weapon louder when firing. When reloading, the opening latch is correctly used before the barrel can be opened, which is nice attention to detail.&lt;br /&gt;
&lt;br /&gt;
The weapon does not fire HE 40x46mm grenades, as one might expect - instead, it fires 10 .22 LR bullets using the 40x46mm grenade casing, meaning it functions more like a single barrelled shotgun than a grenade launcher. This is not possible in real life - while there were experimental, shotgun like, ammunition for this weapons in real life, the chamber of the M79 cannot hold enough pressure to push small projectiles up to a lethal velocity. The barrel is rifled, therefore the small projectiles spread widely and is less lethal than a handgun or conventional shotgun at further range.&lt;br /&gt;
&lt;br /&gt;
The M79 has a few ammo conversions. It can use Hollow Point and Armour Piercing, unlike other shotguns, owing to it using .22 LR, not regular shotgun shells. The 40mm Sponge ammunition is unlocked by default, a riot-control ammo type intended to be non-lethal; instead of killing, it stuns and shocks the target. It has a similar function to a slug round used in the other shotguns, but with more pronounced drop and a muzzle velocity of 60m/s. It can kill with a hit anywhere on the body, and it has a different model to the normal ammunition - the 40mm grenade now has a grey base and a blue tip. The M79 can also fire Flechette ammunition, which has 16 projectiles, more than standard 8 darts used by every other shotgun with the flechette ammunition equipped. Flechette pierces cover better, but deals less damage, less muzzle velocity and has more spread. &amp;quot;.410 Beehive&amp;quot; converts the M79 to fire .410 shells, with 12 pellets that travel faster and further than the .22 LR, but have less power and more spread, meaning it functions similarly to the birdshot ammunition. Buckshot makes it fire the standard 8 pellet shells used in other shotguns via an adaptor, dealing more damage and with more muzzle velocity than the standard .22 LR, but with more spread and less pellets, it is not very useful. Finally, slugs function similarly to the 40mm Sponge, but with longer range, more spread and less drop, turning the M79 into an inaccurate version of the &amp;quot;SFG 50&amp;quot;.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==X Products Can Cannon==&lt;br /&gt;
The [[X Products Can Cannon]] is rather bizarrely the last firearm unlocked, at rank 222.&lt;br /&gt;
[[File:CanCannonAR15.jpg|thumb|none|450px|X Products Can Cannon - 12 oz. can]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
For gameplay purposes, all grenades glow green or red when thrown, depending on if the team that threw the grenade is friendly or not.&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] is unlocked at rank 26.&lt;br /&gt;
[[File:M26_Grenade.jpg|thumb|none|250px|M26 hand grenade]]&lt;br /&gt;
[[File:Pfm26-1.jpg|thumb|none|600px|The M26 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M560 Mini Grenade==&lt;br /&gt;
The M560 mini grenade is unlocked at rank 56.&lt;br /&gt;
[[File:ONSV2998__02.jpg|thumb|none|250px|M560 mini grenade]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] is the default grenade in ''Phantom Forces''.&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|250px|M67 hand grenade]]&lt;br /&gt;
[[File:Pfm67-2.jpg|thumb|none|600px|The M67 in the loadout menu.]]&lt;br /&gt;
[[File:Pfm67-1.jpg|thumb|none|600px|The pre-5.7.0 model for the grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Mk. 2 Hand Grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is unlocked at rank 2.&lt;br /&gt;
[[File:MkII_post-WWII_grenade.JPG|thumb|none|250px|Mk. 2 hand grenade]]&lt;br /&gt;
[[File:Pfmk2-1.jpg|thumb|none|600px|The Mk. 2 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
Three versions of the [[Model 24 Stielhandgranate]] appear in-game. The first is the basic &amp;quot;M24 Stick&amp;quot;, which is unlocked at rank 24. The second is the ''Geballte Ladung'' variant, unlocked at rank 168 (which is 7 times 24). The third is actually a melee weapon, and can only be unlocked by getting a Legendary on a case.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate]]&lt;br /&gt;
[[File:Pfm24-1.jpg|thumb|none|600px|The Stielhandgranate in the menu. The marking on the grenade's head reads &amp;quot;Kartoffel&amp;quot; (potato in German), in reference to its &amp;quot;potato masher&amp;quot; nickname.]]&lt;br /&gt;
[[File:M24_geballte_ladung.jpg|thumb|none|300px|Model 24 Stielhandgranate ''Geballte Ladung'']]&lt;br /&gt;
&lt;br /&gt;
==RGD-5 Hand Grenade==&lt;br /&gt;
The [[RGD-5 hand grenade]] is unlocked at rank 54.&lt;br /&gt;
[[File:RGD5.jpg|thumb|none|250px|RGD-5 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==RGN Hand Grenade==&lt;br /&gt;
The [[RGN]] is unlocked at rank 113.&lt;br /&gt;
[[File:RGN.jpg|thumb|none|250px|RGN hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==RGO Hand Grenade==&lt;br /&gt;
The [[RGO]] hand grenade is unlocked at rank 114.&lt;br /&gt;
[[File:RGO.jpg|thumb|none|250px|RGO hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==T13 Beano Grenade==&lt;br /&gt;
The [[T13 Beano]] grenade is unlocked at rank 80.&lt;br /&gt;
[[File:T13_Impact_Grenade.jpg|thumb|none|250px|T13 Beano grenade]]&lt;br /&gt;
&lt;br /&gt;
==V40 Mini Grenade==&lt;br /&gt;
The [[V40 Mini Grenade]] is unlocked at rank 140.&lt;br /&gt;
[[File:V40.jpg|thumb|none|250px|V40 Mini Grenade]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==e-Shotgun==&lt;br /&gt;
The &amp;quot;E Gun&amp;quot; is the world's first commercial coilgun, called the e-Shotgun in real life and unlocked at rank 87. The weapon fires small discs, which the game affectionately calls &amp;quot;Angry Pancakes&amp;quot;. A caliber conversion is available to the equally silly-sounding &amp;quot;Pennies&amp;quot; ammo type. Using the &amp;quot;Pennies&amp;quot; doubles the size of capacity up to 100 rounds. It features the real weapon's automatic and &amp;quot;shotgun&amp;quot; (actually a very fast 5-round burst) modes, and a semi-auto mode, with the burst firing at 2,800 RPM, 400 higher than the real weapon. Automatic fire is also faster, firing at 850 RPM instead of 600. The weapon also features a unique sight, the Kousaku OLED, unlocked by default.&lt;br /&gt;
[[File:PD90 coilgun.jpg|500px|thumb|none|e-Shotgun PD90]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Coilgun&amp;quot;===&lt;br /&gt;
The &amp;quot;Coilgun&amp;quot; is a fictional secondary version of the e-Shotgun, also unlocked at rank 87, painted white instead of black. As a shotgun secondary, it is classed as an &amp;quot;Other&amp;quot; secondary. It features the same unique sight as the primary, and has only minor changes compared to the primary version.&lt;br /&gt;
&lt;br /&gt;
==Nerf Boxy Buster==&lt;br /&gt;
The &amp;quot;Boxy Buster&amp;quot; is a pistol based on the [[USFA ZiP .22]], added as part of a tie-in with Nerf, as Hasbro partnered with Roblox to make toy blasters based on various popular ''Roblox'' games. The ZiP .22 was selected due to its simplicity and popularity within the community as a joke weapon. The Boxy Buster is a real toy, which is functionally similar to the &amp;quot;Jolt&amp;quot; blasters. The in-game weapon is unlocked by redeeming a code that comes with the real blaster.&lt;br /&gt;
&lt;br /&gt;
The weapon has incredibly unrealistic performance for a foam dart toy blaster. It has a muzzle velocity of 500m/s, which is the lowest in the game but still far higher than the real toy. The foam dart cannot penetrate walls and makes no noise when firing, so players using this blaster do not show up on the minimap. The darts have a preposterous range compared to the real blaster, able to hit enemies across the map and even result in a kill if a headshot is achieved, due to the low damage of 25 being boosted with a 3x torso multiplier and a 50x headshot multiplier, meaning the weapon does 1,250 damage to the head, the joint highest in the game with the 1911 pistol's dart conversion. The darts are green, like the ones that come with the real-life Boxy Buster.&lt;br /&gt;
&lt;br /&gt;
The reload is incorrect, as the player never pulls the plunger underneath the grip, which is needed for the blaster to fire.&lt;br /&gt;
[[File:PF_Boxy_Buster.jpg|thumb|350px|none|Nerf Boxy Buster toy pistol]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Heckler &amp;amp; Koch XM29 OICW==&lt;br /&gt;
The 1999 prototype of the [[Heckler &amp;amp; Koch XM29 OICW]] is featured on a poster in the map &amp;quot;Metro&amp;quot;.&lt;br /&gt;
[[File:H%26K_XM29_OICW.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM29 OICW (1999 prototype) - 5.56x45mm NATO &amp;amp; 20x28mm grenade]]&lt;br /&gt;
[[File:Pfoicw-1.jpg|thumb|none|600px|If only it was usable...]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:PhantomForces_Redhawk_45lc.jpg&amp;diff=1638048</id>
		<title>File:PhantomForces Redhawk 45lc.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:PhantomForces_Redhawk_45lc.jpg&amp;diff=1638048"/>
		<updated>2023-12-26T05:31:34Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ruger Redhawk as featured in Phantom Forces, cocking hammer when .45 Long Colt mod is equipped [[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Phantom_Forces&amp;diff=1638047</id>
		<title>Phantom Forces</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Phantom_Forces&amp;diff=1638047"/>
		<updated>2023-12-26T05:30:22Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: /* Ruger Redhawk */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Phantom Forces&lt;br /&gt;
|picture = PhantomForces title.jpg&lt;br /&gt;
|caption =  ''Loading screen art''&lt;br /&gt;
|date= June 2, 2015&lt;br /&gt;
|developer=StyLiS Studios&lt;br /&gt;
|platforms=	&lt;br /&gt;
Microsoft Windows&amp;lt;br&amp;gt;&lt;br /&gt;
MacOS&amp;lt;br&amp;gt;&lt;br /&gt;
Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
PlayStation 4&amp;lt;br&amp;gt;&lt;br /&gt;
PlayStation 5&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Roblox&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''Phantom Forces''''' is a multiplayer first-person shooter developed by StyLiS Studios. The game, which is available on the Roblox platform, was first made available on June 2nd, 2015 for consoles and  August 31st, 2015 for PC. It is a modern shooter heavily inspired by the ''[[Battlefield]]'' franchise, specifically ''[[Battlefield 3|3]]'' and ''[[Battlefield 4|4]]'', with some of the maps and weapons of ''4'' and the heads-up display of ''3'' making a near-identical appearance in ''Phantom Forces''. The 4-class system of the ''Battlefield'' games is also present, but without the unique gadgets and abilities of those classes.&lt;br /&gt;
&lt;br /&gt;
''Phantom Forces'' sets itself apart with an extremely diverse selection of over 180 firearms ranging from late-19th century lever-action rifles to the most modern military small arms. Each and every weapon may also be extensively modified to suit a player's needs, with available attachments including optical sights, suppressors, foregrips, extended magazines, caliber conversions, alternate ammunition, and lengthened/shortened barrels. &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
There are 4 classes in ''Phantom Forces'', which, due to the lack of ''Battlefield''-inspired gadgets, differ only by the types of primary weapons that they have access to. The first class, Assault, can equip Assault Rifles, Carbines, Battle Rifles, and Shotguns. Support, the second class, has similar weapon offerings, except they use Light Machine Guns instead of Assault Rifles. The Scout class has access to Personal Defense Weapons, Carbines, Shotguns and Designated Marksman Rifles. The final class, Recon, has access to Sniper Rifles, DMRs, Battle Rifles, and Carbines.&lt;br /&gt;
&lt;br /&gt;
Each class can equip one primary weapon, one secondary weapon, one grenade, and one melee weapon. Primary weapons are split into several categories, which are Assault Rifles, Battle Rifles, Carbines, DMRs (intermediate and full-power semi-automatic rifles), LMGs (and GPMGs), PDWs (submachine guns and a few carbines), Shotguns, and Sniper Rifles. Secondary weapons, which are shared across all classes, are categorized into Pistols, Revolvers, Machine Pistols, and a catch-all &amp;quot;Other&amp;quot; category. Grenades are divided among three categories, those being Fragmentation, High Explosive, and Impact. Weapons can be unlocked by increasing one's personal &amp;quot;rank&amp;quot;, which is done by gathering XP awarded by eliminating other players or completing objectives, or pre-bought with Credits, an in-game currency that is acquired by ranking up, selling in-game skins, or spending real money. &lt;br /&gt;
&lt;br /&gt;
Every gun in the game can be modified in the loadout menu to add (or remove) various parts, which are unlocked on a per-weapon basis by accumulating kills or spending credits. Most weapons can use one &amp;quot;optic&amp;quot; attachment (includes iron sights, holographic sights, and scopes), one &amp;quot;barrel&amp;quot; attachment (suppressors, muzzle devices, changing barrel length, shotgun chokes), one &amp;quot;underbarrel&amp;quot; attachment (grips, flashlights, lasers), one &amp;quot;other&amp;quot; attachment (side-mounted lasers and flashlights, alternate/remove stocks, extended magazines, canted sights), and one &amp;quot;ammo&amp;quot; attachment (hollow point, armor piercing, overpressure, slugs, flechette, conversions). Although many attachments are available to all weapons (with some exceptions), many guns feature modifications that are unique to that weapon or weapon class. Some unique modifications change the weapon in such a way that it becomes another firearm entirely; for example, the [[Kel-Tec KSG]] has access to the unique &amp;quot;KSG-25 barrel&amp;quot; modification, which transforms the shotgun into the KSG-25 both functionally, by extending its barrel and magazine tubes, and literally, by changing the weapon's name to &amp;quot;KSG-25&amp;quot; in the loadout menu and killfeed. This will be taken into account when considering if a weapon appears in ''Phantom Forces''.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
Pistols in ''Phantom Forces'' are split between automatic pistols (and some single-shot pistols) and machine pistols. They can be equipped in the secondary slot and are available to all classes. &lt;br /&gt;
&lt;br /&gt;
==AMT Automag III==&lt;br /&gt;
The [[AMT Automag III]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 109. Chambered in .30 Carbine, it has a very high base damage (68 at point blank) and good torso/headshot multiplier at the cost of a low magazine capacity (8+1) and very high recoil. The Automag III features two unique modifications, those being a .45 Winchester Magnum conversion and .50 Action Express conversion, which convert the pistol into the Automag IV and Automag V respectively.&lt;br /&gt;
[[Image:AMTAutoMagIII.jpg|thumb|none|450px|AMT Automag III - .30 Carbine.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII menu.jpg|600px|thumb|none| ''An American hand cannon brought to you by AMT. Loading the .30 Carbine cartridge and featuring impressive damage potential, despite this it kicks incredibly high.'']]&lt;br /&gt;
[[File:PhantomForces AutomagIII hip.jpg|600px|thumb|none|The player character holds the Automag III at their hip in one of the dimly-lit tunnels of Ravod 911.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII ads1.jpg|600px|thumb|none|The view down the Automag III's sights.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII ads alt.jpg|600px|thumb|none|The Automag III's alternate ADS view, which would be much more useful if the handgun in question was equipped with a laser attachment.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII inspect1.jpg|600px|thumb|none|The player inspects the left side of the Automag III, something the player is capable of doing to each of the game's guns.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII inspect2.jpg|600px|thumb|none|The second part of the inspect animation, featuring the right side of the gun. Looking good is half the battle.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII tacreload1.jpg|600px|thumb|none|The Automag III's tactical reload animation, in which the magazine is unceremoniously &amp;quot;Wick-flicked&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII tacreload2.jpg|600px|thumb|none|The second half of the reload, in which a fresh magazine is rammed home.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII dryreload.jpg|600px|thumb|none|When reloaded from an empty magazine, the player character pulls back on the Automag III's slide to chamber a round.]]&lt;br /&gt;
===AMT Automag IV===&lt;br /&gt;
Equipping the &amp;quot;.45 WinMag&amp;quot; ammo conversion mod for the Automag III transforms it into the [[AMT Automag IV]]. This allows the pistol to fire much faster and increases the maximum total ammo the player can carry, but reduces its damage and headshot multiplier. &lt;br /&gt;
[[File:AMTAutoMagIV.jpg|350px|thumb|none|AMT Automag IV - .45 Win Mag.]]&lt;br /&gt;
[[File:PhantomForces AMagIV.jpg|600px|thumb|none| ''Load your Automag with .45 Winchester Magnum. This makes your Automag III into the .45 caliber Automag IV. A more traditionally performing handgun cartridge with a lot of power still by comparison.'']]&lt;br /&gt;
&lt;br /&gt;
===AMT Automag V===&lt;br /&gt;
Equipping the &amp;quot;.50 AE&amp;quot; ammo conversion mod for the Automag III transforms it into the [[AMT Automag V]]. This vastly increases its damage, allowing for a one-shot kill to the body at close range. The Automag V's immense firepower is offset by its reduced magazine capacity of just 5 rounds, however, and its heavy recoil makes quick follow-up shots very difficult (not that one is needed, if you're using it correctly). &lt;br /&gt;
[[File:AMTAutoMagV.jpg|350px|thumb|none|AMT Automag V - .50 AE.]]&lt;br /&gt;
[[File:PhantomForces AMagV.jpg|600px|thumb|none|''Load your Automag with .50 Action Express. This makes your Automag III into the .50 caliber Automag V. There were only 3000 of these models produced using a 5-round magazine. Featuring stopping power similar to other .50 caliber handguns.'']]&lt;br /&gt;
&lt;br /&gt;
==AMT Javelina Longslide==&lt;br /&gt;
The AMT Javelina Longslide, a variant of the 1911-pattern [[AMT Hardballer]] chambered in 10mm Auto and with an extended barrel, was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 84. The pistol is known as the &amp;quot;Hardballer&amp;quot; in-game and is capable of dealing above-average damage per shot, with its main strength being its ability to three-shot an enemy player to any part of the body at any range. This long-ranged power is counterbalanced by a low magazine size of only 8+1 rounds, mediocre close-range performance, and somewhat high vertical recoil. The Javelina Longslide has access to the &amp;quot;Short Barrel&amp;quot; mod, which shortens the handgun's barrel and slide to that of a standard 1911, and a US Marine Corps. folding shoulder stock. The Javelina is also unique in that it is the only firearm in the game to lack a kill requirement for the fictional &amp;quot;AMT Terminator&amp;quot; optic, which, along with the weapon's in-game description, is an obvious reference to 1984's ''[[The Terminator]]''. &lt;br /&gt;
[[File:AMTJavelinaLongslide.jpg|350px|thumb|none|AMT Javelina Longslide - 10mm Auto]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide model.jpg|600px|thumb|none|''Strong ranged performance at the cost of somewhat high recoil - It may not be a phased plasma rifle in the 40-watt range, but this pistol still packs quite a lot of punch with every shot.'']]&lt;br /&gt;
[[File:M1911 Marines stock.jpg|350px|thumb|none|M1911A1 with experimental US Marine Corps. folding stock - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide modelmods.jpg|600px|thumb|none| The Javelina Longslide with a shortened barrel, US Marine Corps. folding shoulder stock, and &amp;quot;AMT Terminator&amp;quot; laser sight.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide hip.jpg|600px|thumb|none|Holding the Javelina Longslide.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide inspect1.jpg|600px|thumb|none|Inspecting the Javelina Longslide.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide inspect2.jpg|600px|thumb|none|Ditto.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide ADS1.jpg|600px|thumb|none|Looking down the Javelina's iron sights.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide ADS2.jpg|600px|thumb|none|Alternate ADS view.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide firing.jpg|600px|thumb|none|Firing the pistol.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide reload1.jpg|600px|thumb|none|Removing an empty magazine by jerking the handgun downwards...]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide reload2.jpg|600px|thumb|none|...and inserting a fresh one. The player then presses the slide release to finish the process.]]&lt;br /&gt;
&lt;br /&gt;
==Arsenal Firearms AF2011-A1==&lt;br /&gt;
The [[Arsenal Firearms AF2011-A1]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 201. Holding the (dubious) honor of being the secondary weapon with the highest unlock rank in the game, the AF2011-A1 was the first double-barreled non-shotgun firearm added to ''Phantom Forces.'' It features very high damage at close range (due to it firing two .45 ACP rounds per trigger-pull), high recoil, a low magazine size, and a long reload. Unique modifications for the AF2011-A1 include a Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock and a &amp;quot;.45 Super&amp;quot; ammo conversion which significantly improves penetration and muzzle velocity at the expense of long-range damage and recoil. &lt;br /&gt;
[[File:AF2011.jpg|thumb|none|350px|Arsenal Firearms AF2011-A1 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 model.jpg|600px|thumb|none|''A double barrel design based off the M1911. Features two of... well, everything! Features great damage in close range as you are firing two rounds at once but suffers range performance due to recoil and a slow reload.'']]&lt;br /&gt;
[[File:1911 MultiShotKit.jpg|350px|thumb|none|M1911A1 with Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 modelmods.jpg|600px|thumb|none|The AF2011-A1 with the Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock attached.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 hiphold.jpg|600px|thumb|none|Wide load coming through! Holding the AF2011-A1.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 leftside.jpg|600px|thumb|none|Inspecting the left side of the pistol.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 ADS1.jpg|600px|thumb|none|Aiming down the AF2011-A1's sights.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 ADS2.jpg|600px|thumb|none|Gangsta-&amp;quot;aiming&amp;quot; the wide-bodied pistol.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 firing.jpg|600px|thumb|none|Firing the pistol. Although the game correctly models a pair of spent casings, they should be flung from opposite sides of the weapon, not both from the same side.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 reload1.jpg|600px|thumb|none|Reloading the big-boned pistol by flicking away the empty... magazine... magazines?]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 reload2.jpg|600px|thumb|none|Inserting a... feed device. Sure, that works.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 reload3.jpg|600px|thumb|none|Pulling back and releasing the slides.]]&lt;br /&gt;
&lt;br /&gt;
==AWS 1911==&lt;br /&gt;
The [[AWS 1911]] was added on Christmas 2018 as part of update 4.0.0 (2018 Winter Update 1) as the &amp;quot;MP1911&amp;quot; and is unlocked at rank 106. The version depicted in-game is select-fire and feeds from double-stack magazines, meaning that it is based on the later &amp;quot;AWS Model-2&amp;quot; prototypes. It comes pre-equipped with the shoulder stock from the Colt 1911 machine pistol prototype. The AWS 1911 is classified as a machine pistol and fires .45 ACP at an astounding 1000 RPM in full-auto, offering a potent close-range self-defense tool for a player in a pinch, featuring high damage and controllable recoil due to its foregrip and stock. Its 15-round magazine, however, is one of the smallest in its class. It can be modified to remove its pre-fitted stock and shorten the barrel, which increases the weapon's responsiveness in CQC at the expense of worse recoil and range. The AWS 1911 also features a 9x19mm conversion which increases its magazine size (20 &amp;gt; 15 rounds) and firerate (1300 &amp;gt; 1000 RPM) while decreasing its damage. &lt;br /&gt;
[[Image:aws191138super.jpg|thumb|none|350px|AWS 1911 - .38 Super]]&lt;br /&gt;
[[File:M1911 .38 Machine Pistol.jpg|350px|thumb|none|Colt M1911A1 machine pistol conversion - .38 Super. The stock of the &amp;quot;MP1911&amp;quot; appears to be modeled after this machine pistol's stock.]]&lt;br /&gt;
[[File:PhantomForces MP1911 model.jpg|600px|thumb|none|''A custom 1911 prototype from the Philippines. Features a custom foregrip and muzzle device for very stable firing characteristics, but has a bulky magazine resulting in slow reloads.'']]&lt;br /&gt;
[[File:PhantomForces MP1911 modelmods.jpg|600px|thumb|none|The AWS 1911 made extra-short with the &amp;quot;Remove Stock&amp;quot; and &amp;quot;Short Barrel&amp;quot; attachments and converted to fire 9x19mm.]]&lt;br /&gt;
[[File:PhantomForces MP1911 hiphold.jpg|600px|thumb|none|Holding the unusual fully-automatic 1911 at the hip.]]&lt;br /&gt;
[[File:PhantomForces MP1911 leftside.jpg|600px|thumb|none|The left side of the AWS 1911.]]&lt;br /&gt;
[[File:PhantomForces MP1911 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces MP1911 ADS1.jpg|600px|thumb|none|Aiming down the AWS 1911's fancy-schmancy blue and white glow sights.]]&lt;br /&gt;
[[File:PhantomForces MP1911 ADS2.jpg|600px|thumb|none|The &amp;quot;MP1911's&amp;quot; alternate aim view, which is essentially a zoomed-in hipfire view.]]&lt;br /&gt;
[[File:PhantomForces MP1911 firing.jpg|600px|thumb|none|Letting loose with a fully-automatic burst of .45 ACP. A big thanks to the Philippines!]]&lt;br /&gt;
[[File:PhantomForces MP1911 reload1.jpg|600px|thumb|none|Performing an AWS 1911 fan's favorite task: reloading.]]&lt;br /&gt;
[[File:PhantomForces MP1911 reload2.jpg|600px|thumb|none|Inserting a fresh magazine containing 15 .45 ACP rounds; note that this machine pistol has been fitted with a magical auto-closing slide!]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
A [[Beretta 93R]] with wood grips was added during the game's Alpha and is unlocked at rank 26. It feeds from a 20 round magazine, is classified as a machine pistol, and is the only secondary weapon in the game to feature a burst-fire. The 93R is capable of killing a full-health player with one three-round burst at close range, but its high vertical recoil can make the weapon hard to use effectively beyond close range. The machine pistol can also be fired sem-automatically, which can also be useful when single, more accurate shots are desired. The Beretta 93R's only unique modification is a recoil-decreasing shoulder stock known as the &amp;quot;Raffica Stock&amp;quot;. &lt;br /&gt;
[[Image:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces 93R model.jpg|600px|thumb|none|''An Italian machine pistol that fires rapid 3-round bursts. Strong vertical recoil with high close-in damage.'']]&lt;br /&gt;
[[File:Beretta 93R with unfolded stock.jpg|thumb|none|350px|Beretta 93R with optional unfolded shoulder stock - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces 93R modelmods.jpg|600px|thumb|none|The Beretta 93R equipped with the &amp;quot;Raffica Stock&amp;quot; mod.]]&lt;br /&gt;
[[File:PhantomForces 93R hiphold.jpg|600px|thumb|none|First-person view with the 93R equipped.]]&lt;br /&gt;
[[File:PhantomForces 93R leftside.jpg|600px|thumb|none|Inspecting the pistol, which features a small folding foregrip. Ironically, this provides no stability improvement over the standard Beretta M9 also featured in-game.]]&lt;br /&gt;
[[File:PhantomForces 93R rightside.jpg|600px|thumb|none|The right side of the 93R.]]&lt;br /&gt;
[[File:PhantomForces 93R ADS1.jpg|600px|thumb|none|Aiming down the 93R's simplistic three-dot iron sights.]]&lt;br /&gt;
[[File:PhantomForces 93R ADS2.jpg|600px|thumb|none|The alternate ADS mode, which offers a much clearer viewmodel at the expense of a clear aiming point (without equipping a laser, at least).]]&lt;br /&gt;
[[File:PhantomForces 93R firing.jpg|600px|thumb|none|Unleashing a three-round burst; note the high vertical recoil.]]&lt;br /&gt;
[[File:PhantomForces 93R reload1.jpg|600px|thumb|none|What sick freak made a three-round burst pistol with a magazine size not divisible by 3???]]&lt;br /&gt;
[[File:PhantomForces 93R reload2.jpg|600px|thumb|none|The world is truly an unfair place.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M9==&lt;br /&gt;
A [[Beretta M9]] with brown StyLiS-branded grips was added during the game's Alpha and is one of the two sidearms unlocked by default. The M9 is a &amp;quot;jack-of-all-trades&amp;quot; pistol that is exceptionally average in almost every characteristic. It can be fitted with an extended 20-round magazine, an extended barrel/slide, and the 93R's &amp;quot;Raffica Stock&amp;quot; in addition to the standard suite of weapon attachments. The Beretta M9 features a unique texture, name, and viewmodel when the &amp;quot;Osprey Suppressor&amp;quot; is equipped, which is a reference to the &amp;quot;Luison&amp;quot; pistol from ''[[Rainbow Six Siege]]''. &lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces M9 model.jpg|600px|thumb|none|''A 9mm Italian pistol. One of the first 'wonder nines'. High capacity with deep reserves, light recoil, and high velocity.'']]&lt;br /&gt;
[[File:PhantomForces M9 modelmods.jpg|600px|thumb|none|The M9 equipped with an extended magazine and a long slide.]]&lt;br /&gt;
[[File:PhantomForces M9 hiphold.jpg|600px|thumb|none|The first-person viewmodel of the ubiquitous M9.]]&lt;br /&gt;
[[File:PhantomForces M9 leftside.jpg|600px|thumb|none|The left side of the pistol.]]&lt;br /&gt;
[[File:PhantomForces M9 rightside.jpg|600px|thumb|none|The right side. Nothing much to say here, really.]]&lt;br /&gt;
[[File:PhantomForces M9 ADS1.jpg|600px|thumb|none|Yep, just your average Beretta M9.]]&lt;br /&gt;
[[File:PhantomForces M9 ADS2.jpg|600px|thumb|none|Aiming the M9 as any US serviceman would, of course.]]&lt;br /&gt;
[[File:PhantomForces M9 reload1.jpg|600px|thumb|none|Removing an empty magazine...]]&lt;br /&gt;
[[File:PhantomForces M9 reload2.jpg|600px|thumb|none|...and inserting a fresh one, followed by pressing the magazine release. These animations are shared by many of the game's pistols.]]&lt;br /&gt;
[[File:R6S-luison.jpg|600px|thumb|none|The [[Rainbow Six Siege#Beretta 92|&amp;quot;Luison&amp;quot; pistol]] as it appears in ''Rainbow Six Siege''. ]]&lt;br /&gt;
[[File:PhantomForces M9Luison model.jpg|600px|thumb|none|The M9 with the &amp;quot;Osprey&amp;quot; suppressor equipped. Hey, I've seen this one before...]]&lt;br /&gt;
[[File:PhantomForces M9Luison viewmodel.jpg|600px|thumb|none|The handgun's unique first-person viewmodel. This Beretta is definitely not loaded with less-lethal rounds, however. ]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
A two-toned [[Colt M1911A1]] was added during the game's Alpha and is unlocked at rank 8. The pistol is seemingly a custom model as it has an 8-round magazine, wooden grips embossed with a golden StyLiS logo, full-length guide rod, a M1911-style main spring housing, and an oversized hammer. The M1911A1 is accurate, quick to reload, and has impressive stopping power, making it a deadly sidearm at any range. At the same time, the classic handgun's jumpy recoil, low muzzle velocity, and low magazine size heavily discourage firing too quickly. The M1911A1 can be equipped with a folding shoulder stock to aid in recoil management and has access to a unique cosmetic &amp;quot;Engravings&amp;quot; attachment.  &lt;br /&gt;
[[Image:NickelPlatedM1911A1.jpg|thumb|350px|none|Nickel-plated M1911A1 with brown plastic grips - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M1911A1 model.jpg|600px|thumb|none|''A classic American pistol brought into the modern age. Very high damage up close, with poor velocity and small magazine size.'']]&lt;br /&gt;
[[File:PhantomForces M1911A1 modelengravings.jpg|600px|thumb|none|''It's a nice gun, I'll give you that. But the engraving gives you no tactical advantage whatsoever.'']]&lt;br /&gt;
[[File:M1911 Marines stock.jpg|350px|thumb|none|Colt M1911A1 with experimental US Marine Corps. folding stock - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M1911A1 modelstock.jpg|600px|thumb|none|The M1911A1 with a folding shoulder stock attached.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 hiphold.jpg|600px|thumb|none|Holding the custom M1911A1 at the hip.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 leftside.jpg|600px|thumb|none|The left side of the pistol.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 ADS1.jpg|600px|thumb|none|The view down the M1911A1's custom red-and-green glow sights.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 ADS2.jpg|600px|thumb|none|Alternate ADS view.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 reload.jpg|600px|thumb|none|Removing an empty magazine. The remainder of the reload is identical to other automatic pistols.]]&lt;br /&gt;
&lt;br /&gt;
===M1911 .22 LR===&lt;br /&gt;
Equipping the M1911A1 with the &amp;quot;Ratshot&amp;quot; ammo conversion transforms it into the &amp;quot;M1911 .22LR&amp;quot;. This turns the weapon into a pseudo-shotgun, allowing it to fire four extremely weak pellets up to 10 times before reloading. A joke attachment first and foremost, Ratshot has some dubious utility in point-blank engagements as it is technically capable of a one-hit kill if all four pellets score a headshot (4 pellets x 9 damage x 3.0 headshot multiplier = 108 damage), but the shotgun-pistol's somewhat wide spread, low pellet count, and miserable damage to the body add up to a weapon that is a straight downgrade in almost any situation compared to the .45 ACP M1911A1. &lt;br /&gt;
[[File:Colt1911A1 22.jpg|350px|thumb|none|M1911A1 produced by Walther Arms - .22 LR]]&lt;br /&gt;
[[File:PhantomForces M1911A1 22 model.jpg|600px|thumb|none|''Change the ammunition fired from your M1911 into .22 Rat Shot. Why would you do this to yourself? You basically have a mini shotgun...'']]&lt;br /&gt;
[[File:PhantomForces M1911A1 22 firing.jpg|600px|thumb|none|The M1911 .22's shot pattern. Note the black tracers.]]&lt;br /&gt;
&lt;br /&gt;
===OSS &amp;quot;Bigot&amp;quot; M1911A1===&lt;br /&gt;
Equipping the &amp;quot;Dart&amp;quot; ammo conversion transforms the weapon into the experimental clandestine [[OSS &amp;quot;Bigot&amp;quot; M1911]]. A high-risk, high-reward weapon, the &amp;quot;Bigot&amp;quot; launches a large, slow dart projectile that deals heavy damage to the body and kills instantly to the head at any range. It is incapable of scoring a one-shot against a full-health opponent without a headshot, however, so the &amp;quot;Bigot&amp;quot; is best used as an instant, silent eliminator of distracted/stationary enemies (provided one becomes familiar with its arcing trajectory) or as a finisher against opponents that are already injured. &lt;br /&gt;
[[File:Bigot_1911_pistol.jpg|thumb|none|350px|OSS &amp;quot;Bigot&amp;quot; M1911A1]]&lt;br /&gt;
[[File:PhantomForces M1911A1dart model.jpg|600px|thumb|none|''Change the ammunition fired from your M1911 to a single dart. Deals more damage, but with worse recoil, low bullet velocity and less ammunition carried.'']]&lt;br /&gt;
[[File:PhantomForces M1911A1dart hiphold.jpg|600px|thumb|none|The first-person viewmodel of the M1911 &amp;quot;Bigot&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces M1911A1dart firing.jpg|600px|thumb|none|Firing a pink-tracered dart. Note that the dart protruding from the muzzle of the weapon doesn't actually disappear until several frames after the weapon is fired.]]&lt;br /&gt;
[[File:PhantomForces M1911A1dart reloading.jpg|600px|thumb|none|Loading in a new dart.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1==&lt;br /&gt;
The [[Colt M45A1 CQBP]] was added in January 2018 as part of update 3.5.1 and is unlocked at rank 34. Before update 5.7.0, the weapon lacked the distinctive grip panels, tan finish, and ambidextrous grip safety of the M45A1, which made it a [[Colt Rail Gun]]. It has a threaded barrel, feeds from a 10-round extended magazine in its default configuration, and is otherwise similar performance-wise to the M1911A1. The M45A1 features a few unique mods, including a 15-round extended magazine, a generic polymer shoulder stock, and the same &amp;quot;Dart&amp;quot; conversion as the M1911A1. &lt;br /&gt;
[[File:M45A1.jpg|thumb|none|350px|Colt M45A1 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M45A1 model.jpg|600px|thumb|none|''A modern American pistol with many custom parts. High damage, medium capacity, strong recoil.'']]&lt;br /&gt;
[[File:PhantomForces M45A1 modelmods.jpg|600px|thumb|none|The M45A1 with an extended magazine and shoulder stock.]]&lt;br /&gt;
[[File:PhantomForces M45A1 hiphold.jpg|600px|thumb|none|First-person view of the aggressively beige M45A1.]]&lt;br /&gt;
[[File:PhantomForces M45A1 leftside.jpg|600px|thumb|none|The first part of the inspect animation, in which the magazine is shown to the player.]]&lt;br /&gt;
[[File:PhantomForces M45A1 rightside .jpg|600px|thumb|none|Performing a brass check in the second part of the inspect animation.]]&lt;br /&gt;
[[File:PhantomForces M45A1 ADS1.jpg|600px|thumb|none|Aiming down the M45A1's green glow sights. The wing-like ambidextrous thumb safeties are clearly visible.]]&lt;br /&gt;
[[File:PhantomForces M45A1 ADS2.jpg|600px|thumb|none|A decidedly less professional way of aiming the M45A1.]]&lt;br /&gt;
[[File:PhantomForces M45A1 reload1.jpg|600px|thumb|none|The M45A1's reload begins with disposing of the empty magazine.]]&lt;br /&gt;
[[File:PhantomForces M45A1 reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PhantomForces M45A1 reload3.jpg|600px|thumb|none|Pulling back (and releasing) the slide to finish the reloading process off.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
An [[FN Five-seveN]] Mk2 with a flat dark earth (FDE) frame was added in May 2019 as part of update 4.4.0 and is unlocked at rank 57 (go figure). The Five-seveN has a lot of positive qualities, including incredibly good long-range performance, low recoil, very high penetration, and the highest magazine size in-class (20 rounds). Unfortunately, the Five-seveN deals relatively low damage per shot and has a mediocre headshot multiplier, meaning that anywhere from 3 to 5 shots are required to eliminate a full-health opponent, which can be a death sentence in a hectic CQC battle. Its only unique modification is an extended 30-round magazine, which further increases the pistol's already impressive ammunition capacity at the expense of total rounds carried and reload speed. &lt;br /&gt;
[[File:FN Five-seveN Mark 2 FDE.jpg|thumb|none|350px|FN Five-seveN Mark 2 FDE - 5.7x28mm]]&lt;br /&gt;
[[File:PhantomForces FiveSeven model.jpg|600px|thumb|none|''A modern Belgian pistol firing a unique caliber. Poor close-in performance, with great ranged performance, high velocity, large magazine, wall penetration and deep reserves.'']]&lt;br /&gt;
[[File:PhantomForces FiveSeven modelmods.jpg|600px|thumb|none|The Five-seveN equipped with an extended 30-round magazine.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven hiphold.jpg|600px|thumb|none|First-person view of the unique pistol.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven leftside.jpg|600px|thumb|none|Inspecting the pistol, part 1.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven rightside.jpg|600px|thumb|none|Inspecting the pistol, part 2; this time, it's personal.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven ADS1.jpg|600px|thumb|none|Aiming down the Five-seveN's unobtrusive Glow sightS.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven ADS2.jpg|600px|thumb|none|Canting the pistol at a jolly angle in the general direction of the opps.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven firing.jpg|600px|thumb|none|Firing a round of 5.7x28mm. Note the unusually skinny cartridge case - many of the calibers in ''Phantom Forces'' have their own unique spent casing model.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven reload1.jpg|600px|thumb|none|Removing an Empty magazinE.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven reload2.jpg|600px|thumb|none|Inserting a new one and releasing the slide.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
A 3rd Generation [[Glock 17]] with a tan frame was added during the game's Alpha and is one of the two sidearms unlocked by default. Compared to the M9, the Glock 17 has a larger magazine size (17 rounds) and is more controllable but has worse ranged performance. The Glock 17 can equip a FAB Defense GLR-440 stock, 33-round extended magazine, and &amp;quot;Long Barrel&amp;quot; (which transforms the pistol into the Glock 17L).  &lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|350px|3rd Generation Glock 17 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock17 model.jpg|600px|thumb|none|''A 9mm Austrian pistol renowned for its simplicity and ruggedness. Compared to the M9, it has a higher capacity, but less muzzle velocity.'']]&lt;br /&gt;
[[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock17 modelmods.jpg|600px|thumb|none|The Glock 17 fitted with a shoulder stock, extended magazine, and long barrel/slide.]]&lt;br /&gt;
[[File:PhantomForces Glock17 hiphold.jpg|600px|thumb|none|First-person view of the Glock 17.]]&lt;br /&gt;
[[File:PhantomForces Glock17 leftside.jpg|600px|thumb|none|Inspecting the Glock 17. Many (if not all) of the Glocks reuse the same set of animations.]]&lt;br /&gt;
[[File:PhantomForces Glock17 rightside.jpg|600px|thumb|none|Ditto, followed by a brass check.]]&lt;br /&gt;
[[File:PhantomForces Glock17 ADS1.jpg|600px|thumb|none|Aiming down the Glock's ubiquitous sights. Although accurate Glock logos are present on other parts of the weapon, the one on the slide backplate has been replaced by the StyLiS symbol.]]&lt;br /&gt;
[[File:PhantomForces Glock17 ADS2.jpg|600px|thumb|none|Not aiming down the Glock 17's sights.]]&lt;br /&gt;
[[File:PhantomForces Glock17 firing.jpg|600px|thumb|none|Firing the Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock17 reload1.jpg|600px|thumb|none|Removing an empty magazine.]]&lt;br /&gt;
[[File:PhantomForces Glock17 reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PhantomForces Glock17 reload3.jpg|600px|thumb|none|Pressing the slide release.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 17L=== &lt;br /&gt;
Equipping the &amp;quot;Long Barrel&amp;quot; attachment on the Glock 17 transforms it into the Glock 17L. This improves the pistol's ranged performance and muzzle velocity while increasing the time required to aim down sights. &lt;br /&gt;
[[File:G17L Gen3.jpg|350px|thumb|none|Glock 17L (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces Glock17L model.jpg|600px|thumb|none|The Glock 17L as it appears in-game.]]&lt;br /&gt;
[[File:PhantomForces Glock17L hiphold.jpg|600px|thumb|none|First-person view of the long Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock17L inspect.jpg|600px|thumb|none|Inspecting the Glock 17L, which showcases the compensated barrel. The recoil remains unchanged compared to the standard Glock 17, however.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
A 4th Generation [[Glock 18C]] was added during the game's Alpha and is unlocked at rank 17. It has low vertical recoil (for a machine pistol) and a very high rate of fire, which allows the Glock 18C to be used to great effect in close-quarters. It has some of the worst damage falloff in the game, however, so the 18C is best used only at an arm's length. The Glock 18C can be modified to add a 33-round extended magazine, extended slide/barrel, and an FAB Defense Cobra folding stock, which can be used either unfolded or folded (as an ersatz foregrip). Prior to update 5.7.0, it lacked a fire selector, which made it a Glock 17C.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|350px|3rd Generation Glock 18C - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock18C modelview.jpg|600px|thumb|none|''A 9mm Austrian machine pistol. Fast fire rate with relatively stable handling characteristics.'']]&lt;br /&gt;
[[File:Glock Cobra stock.jpg|350px|thumb|none|5th Generation Glock 19 with FAB Defense Cobra folding stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock18C modelmods.jpg|600px|thumb|none|The Glock 18C with a FAB Defense Cobra folding stock, 33-round extended magazine, and fictional long slide and barrel.]]&lt;br /&gt;
[[File:PhantomForces Glock18C modelstockfolded.jpg|600px|thumb|none|The Glock 18C with its FAB Defense Cobra stock folded, which the player uses an impromptu foregrip. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C hiphold.jpg|600px|thumb|none|Holding the select-fire Glock at the hip.]]&lt;br /&gt;
[[File:PhantomForces Glock18C leftside.jpg|600px|thumb|none|Inspecting the left side of the pistol, which provides a clearer view of the fire selector. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C rightside.jpg|600px|thumb|none|Checking the top of the Glock 18C. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C brasscheck.jpg|600px|thumb|none|Performing a brass check on the handgun. The cuts in the top of the barrel can be clearly seen. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C ADS.jpg|600px|thumb|none|Aiming down the Glock 18C's iron sights. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C ADS2.jpg|600px|thumb|none|Although gangsta-aiming a pistol is never a good idea, doing so with this handgun is especially stupid. Please, don't do this! ]]&lt;br /&gt;
[[File:PhantomForces Glock18C firing.jpg|600px|thumb|none|''Why, yes, I do enjoy wasting ammunition. Why do you ask?'' ]]&lt;br /&gt;
[[File:PhantomForces Glock18C reload.jpg|600px|thumb|none|Inserting a fresh magazine. The 18C uses the same animations as the rest of the Glock-series pistols, so the entire reload won't be shown here. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C changefiremode.jpg|600px|thumb|none|Switching firemodes. The actual fire selector doesn't move, despite the fact that an audible click accompanies the animation. ]]&lt;br /&gt;
===&amp;quot;Glock 18L&amp;quot;===&lt;br /&gt;
Equipping the Glock 18C with the &amp;quot;Long Barrel&amp;quot; attachment transforms it into the fictional &amp;quot;Glock 18L&amp;quot;. A longslide version of the Glock 18C, the cuts in the top of the slide have been extended and the handgun appears similar to other (real) longslide Glocks, such as the Glock 40, albeit with a fire selector. &lt;br /&gt;
[[File:Glock 40.jpg|350px|thumb|none|Glock 40, for comparison - 10x25mm Auto ]]&lt;br /&gt;
[[File:PhantomForces Glock18L.jpg|600px|thumb|none|The fictional &amp;quot;Glock 18L&amp;quot; as it appears in-game. ]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21==&lt;br /&gt;
A [[Glock 21]] was added in April 2022 as part of update 5.7.0 and is unlocked at rank 21. It features an OD green frame and a threaded barrel. The Glock 21, alongside the many other Glock-series pistols featured in ''Phantom Forces,'' was once available only through an ammunition conversion for the Glock 17. With 2022's &amp;quot;Return to Spring&amp;quot; update, however, the great Glock split transformed these conversions into their own unique pistols. Firing .45 ACP, the Glock 21 deals high close-range damage and features an impressive 13-round magazine. It deals less damage than other .45 handguns, however, and is not very effective at range. It can be modified to add a 26-round extended magazine and a FAB Defense GLR-440 Tactical Stock.   &lt;br /&gt;
[[File:Glock21.jpg|thumb|none|350px|3rd Generation Glock 21 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces Glock21 model.jpg|600px|thumb|none|''A G-Series pistol which chambers .45 ACP. This pistol features great close range damage and snappy recoil, however your performance will dwindle in range compared to other pistols'']]&lt;br /&gt;
[[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock21 modelmods.jpg|600px|thumb|none|The Glock 21 with a shoulder stock and extended magazine.]]&lt;br /&gt;
[[File:PhantomForces Glock21 hiphold.jpg|600px|thumb|none|Holding the Glock 21.]]&lt;br /&gt;
[[File:PhantomForces Glock21 leftside.jpg|600px|thumb|none|The left side of the .45 ACP Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock21 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Glock21 ADS1.jpg|600px|thumb|none|Aiming down the Glock 21's iron sights.]]&lt;br /&gt;
[[File:PhantomForces Glock21 ADS2.jpg|600px|thumb|none|The gangsta-Glock has arrived.]]&lt;br /&gt;
[[File:PhantomForces Glock21 reload.jpg|600px|thumb|none|Reloading the Glock 21.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Glock 21L&amp;quot;===&lt;br /&gt;
Equipping the Glock 21 with the &amp;quot;Long Barrel&amp;quot; attachment transforms it into the fictional &amp;quot;Glock 21L&amp;quot;. The pistol's closest real counterpart is the Glock 41, which is also a longslide (albeit not as long as the 21L) Glock chambered in .45 ACP.  &lt;br /&gt;
[[File:Glock41.jpg|350px|thumb|none|Glock 41 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces Glock21L model.jpg|600px|thumb|none|The &amp;quot;G21L&amp;quot; as it appears in-game.]]&lt;br /&gt;
[[File:PhantomForces Glock21L hiphold.jpg|600px|thumb|none|Holding the strange longslide Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock21L inspect.jpg|600px|thumb|none|Inspecting the pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21 (with .50 GI conversion)==&lt;br /&gt;
A [[Glock 21]] with an aftermarket .50 GI conversion kit was added in April 2022 as part of update 5.7.0 and is unlocked at rank 50. Designated as the &amp;quot;G50&amp;quot; in-game, this pistol has the lowest capacity of the Glock series (8+1 rounds) but the highest damage per shot and a very healthy x2.0 headshot multiplier. Although unable to score a one shot kill (1SK) against a full health player, the G50 maintains a 2SK to the body or head at close range, making it the perfect sidearm for a player with a traditionally long-range primary weapon such as a sniper rifle or DMR. &lt;br /&gt;
&lt;br /&gt;
It can be modified to add an FAB Defense Cobra folding stock and an extended &amp;quot;Heavy Barrel&amp;quot;, which changes the pistol's name to &amp;quot;G50L&amp;quot;, a fictional designation. The &amp;quot;G50&amp;quot; is also the only Glock-series pistol that can be fitted with the &amp;quot;G-switch&amp;quot; attachment (a callback to how the Glock 18C was able to equip a &amp;quot;.50 GI Conversion&amp;quot; attachment in earlier versions of the game), converting the pistol to fire exclusively in full-auto. &lt;br /&gt;
[[File:Glock50 GI conversion.jpg|350px|thumb|none|Glock 21 with Guncrafter Industries conversion kit - .50 GI]]&lt;br /&gt;
[[File:PhantomForces Glock50 model.jpg|600px|thumb|none|''An American modification to an Austrian Classic. Reduced magazine capacity compared to the others, but has more stopping power. Has more than enough power to go through fruits, vegetables, water jugs, and whatever else you have at your range.'']]&lt;br /&gt;
[[File:Glock Cobra stock.jpg|350px|thumb|none|5th Generation Glock 19 with FAB Defense Cobra folding stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock50 modelmods.jpg|600px|thumb|none|The &amp;quot;G50&amp;quot; with the extended &amp;quot;Heavy Barrel&amp;quot; and folding stock.]]&lt;br /&gt;
[[File:PhantomForces Glock50 hiphold.jpg|600px|thumb|none|First-person view of the high-caliber Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock50 leftside.jpg|600px|thumb|none|Inspecting the handgun. Note that the slide reads &amp;quot;STYLIS STUDIOS&amp;quot; as opposed to &amp;quot;GUNCRAFTER INDUSTRIES&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces Glock50 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Glock50 ADS1.jpg|600px|thumb|none|Custom slide, factory sights.]]&lt;br /&gt;
[[File:PhantomForces Glock50 ADS2.jpg|600px|thumb|none|One-handing the &amp;quot;G50&amp;quot;. While never a great idea, this is not ''as'' disasterous of an idea as it seems, especially because .50 GI (supposedly) only has about as much felt recoil as .45 ACP.]]&lt;br /&gt;
[[File:PhantomForces Glock50 firing.jpg|600px|thumb|none|Firing a round.]]&lt;br /&gt;
[[File:PhantomForces Glock50 reload.jpg|600px|thumb|none|Reloading.]]&lt;br /&gt;
[[File:Glock 17 with GLK18 Full Auto Conversion Device C.jpg|thumb|none|350px|Glock 17 with select-fire conversion device - 9x19mm Parabellum. &amp;quot;Glock switches&amp;quot; come in many models and forms, and are regulated as NFA firearms.]]&lt;br /&gt;
[[File:PhantomForces Glock50switch firing.jpg|600px|thumb|none|Firing a G50 equipped with the &amp;quot;G-switch&amp;quot; mod. The switch itself can be seen on the back of the pistol's slide and the river of casings flying from the gun hint at its very high rate of fire. Don't try this at home.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 23==&lt;br /&gt;
A [[Glock 23]] with an FDE frame and threaded barrel was added April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 23. Chambered in .40 S&amp;amp;W, the Glock 23 is a servicable all-rounder sidearm. It can deal decent damage at range or up close, and its 13-round magazine somewhat compensates for missed shots. A &amp;quot;jack-of-all-trades, master of none&amp;quot; pistol, the Glock 23 can do well in any situation but loses out to more specialized secondaries in specific areas. It can be fitted with a 22-round extended magazine, FAB Defense GLR-440 Tactical Stock, and aftermarket extended barrel (which inexplicably changes the weapon's name to &amp;quot;Glock 23L&amp;quot;). &lt;br /&gt;
[[File:Glock23.jpg|thumb|none|350px|3rd Generation Glock 23 - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:PhantomForces Glock23 model.jpg|600px|thumb|none|''A .40 S&amp;amp;W G-Series pistol. Featuring characteristics similar to its original 9mm variant, with a swift reload alongside it.'']]&lt;br /&gt;
[[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock23 modelmods.jpg|600px|thumb|none|The Glock 23 with various mods, including an extended magazine/barrel and shoulder stock.]]&lt;br /&gt;
[[File:PhantomForces Glock23 hiphold.jpg|600px|thumb|none|Holding the Glock 23.]]&lt;br /&gt;
[[File:PhantomForces Glock23 leftside.jpg|600px|thumb|none|Inspecting the handgun.]]&lt;br /&gt;
[[File:PhantomForces Glock23 rightside.jpg|600px|thumb|none|Ditto, followed by a brass check.]]&lt;br /&gt;
[[File:PhantomForces Glock23 ADS1.jpg|600px|thumb|none|Surprise! More Glock sights! Bet you didn't see this one coming.]]&lt;br /&gt;
[[File:PhantomForces Glock23 ADS2.jpg|600px|thumb|none|Isn't this schtick getting a little old? ''You ain't seen nothing yet...'']]&lt;br /&gt;
[[File:PhantomForces Glock23 reload.jpg|600px|thumb|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 40==&lt;br /&gt;
A [[Glock 40]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 40. It is much more long-range focused than the other Glock pistols, with a high headshot multiplier, punchy cartridge, and very high muzzle velocity. Although it can dish out large amounts of damage in close-quarters, the Glock 40's somewhat high recoil and below-average firerate make it slightly harder to manage compared to other handguns. The Glock 40 can be modified to add a FAB Defense GLR-440 Tactical Stock and a 30-round extended magazine. It also has access to the &amp;quot;Short Barrel&amp;quot; attachment, which transforms the pistol into the [[Glock 20]]. &lt;br /&gt;
[[File:Glock_40.jpg|thumb|none|350px|4th Generation Glock 40 - 10x25mm Auto]]&lt;br /&gt;
[[File:PhantomForces Glock40 model.jpg|600px|thumb|none|''A G-series pistol chambered in the 10mm Auto round. Compared to other G-series guns, it trades a bit of accuracy and close range performance for more power at longer ranges.'']]&lt;br /&gt;
[[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock40 modelmods.jpg|600px|thumb|none|The Glock 40 with an extended magazine, shoulder stock, and &amp;quot;Short Barrel&amp;quot;. I suppose it isn't much of a Glock 40 anymore...]]&lt;br /&gt;
[[File:PhantomForces Glock40 hiphold.jpg|600px|thumb|none|Holding the Glock 40.]]&lt;br /&gt;
[[File:PhantomForces Glock40 leftside .jpg|600px|thumb|none|The left side of the Glock 40.]]&lt;br /&gt;
[[File:PhantomForces Glock40 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Glock40 ADS1.jpg|600px|thumb|none|Does the Tetris effect apply to Glock sights?]]&lt;br /&gt;
[[File:PhantomForces Glock40 ADS2.jpg|600px|thumb|none|No more Glocks... please.]]&lt;br /&gt;
[[File:PhantomForces Glock40 reload.jpg|600px|thumb|none|ReGlocking the Glock 40.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 20===&lt;br /&gt;
A [[Glock 20]] can be created by equipping the &amp;quot;Short Barrel&amp;quot; attachment on the Glock 40. It has a dark grey frame. The Glock 20 is notable for having one of the fastest walkspeeds in the game, allowing a player wielding the sidearm to move very quickly. This is most likely an oversight caused by the weight reduction given by the &amp;quot;Short Barrel&amp;quot; attachment (which is typically only available for long-barreled primary weapons, where the weight reduction is less radical). &lt;br /&gt;
[[File:Glock20.jpg|350px|thumb|none|Glock 20 (3rd Generation) - 10x25mm Auto]]&lt;br /&gt;
[[File:PhantomForces Glock20 model.jpg|600px|thumb|none|The Glock 20 as it appears in-game.]]&lt;br /&gt;
[[File:PhantomForces Glock20 hiphold.jpg|600px|thumb|none|Equipping the Glock 20.]]&lt;br /&gt;
[[File:PhantomForces Glock20 inspect.jpg|600px|thumb|none|Inspecting the handgun.]]&lt;br /&gt;
&lt;br /&gt;
==Guncrafter Industries Model 1==&lt;br /&gt;
The [[Guncrafter Industries Model 1]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 73. As one could expect from this souped-up 1911 derivative, the &amp;quot;GI M1&amp;quot; (as it is known in-game) hits extremely hard in close quarters but has high vertical recoil and poor ranged performance. Unique modifications for the Model 1 include a longslide conversion (which improves the handgun's poor ranged performance) and a recoil-reducing Sarco. Inc lightweight stock. &lt;br /&gt;
[[File:GIM1.jpg|thumb|none|350px|Guncrafter Industries Model 1 - .50 GI]]&lt;br /&gt;
[[File:PhantomForces GI M1 model.jpg|600px|thumb|none|''A M1911 modified to chamber .50GI - a powerful ammunition that packs a lot of punch up close, but also comes with reduced accuracy and performance at range.'']]&lt;br /&gt;
[[File:M1911 Sarco Lightweight Stock.jpg|350px|thumb|none|M1911 with Sarco Inc. lightweight stock - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces GI M1 modelmods.jpg|600px|thumb|none|The Model 1 with the &amp;quot;Heavy Barrel&amp;quot; longslide conversion and Sarco Inc. lightweight stock mods.]]&lt;br /&gt;
[[File:PhantomForces GI M1 hip.jpg|600px|thumb|none|Holding the &amp;quot;GI M1&amp;quot; at the hip.]]&lt;br /&gt;
[[File:PhantomForces GI M1 leftside.jpg|600px|thumb|none|Inspecting the Model 1, which first shows the player checking the left side of the handgun...]]&lt;br /&gt;
[[File:PhantomForces GI M1 rightside.jpg|600px|thumb|none|...followed by the right side. Nothing too crazy here.]]&lt;br /&gt;
[[File:PhantomForces GI M1 ADS.jpg|600px|thumb|none|Aiming down the Model 1's red (and rather harsh) three-dot iron sights.]]&lt;br /&gt;
[[File:PhantomForces GI M1 ADS2.jpg|600px|thumb|none|Gangsta-aiming the handgun like a true OG. Which, of course, stands for Original Guncrafter.]]&lt;br /&gt;
[[File:PhantomForces GI M1 firing.jpg|600px|thumb|none|Firing the beefy 1911 derivative.]]&lt;br /&gt;
[[File:PhantomForces GI M1 reload.jpg|600px|thumb|none|Inserting a fresh magazine. The GI M1 uses the same set of 1911-pattern animations several other pistols in-game.]]&lt;br /&gt;
&lt;br /&gt;
==IMI/Magnum Research Desert Eagle L5==&lt;br /&gt;
A [[Desert Eagle L5]] chambered in .44 Magnum was added during the game's Alpha and is unlocked at rank 18. The L5 is a powerful magnum pistol and one of the earliest available sidearms that can kill a player with a single headshot at close range. Its in-game role can be compared to that of revolvers, with the Desert Eagle having a superior capacity (8+1 rounds) and firerate (400 RPM) than most. The L5 has very high recoil and is much less effective than most revolvers at range, however, with it becoming unable to 1-shot-kill to the head at 50 'studs' (approx. 46 ft). The Desert Eagle L5 can equip a unique &amp;quot;Extended Barrel&amp;quot; mod, which increases its damage at range at the expense of the time required to aim-down-sights. It can also equip either a .44 Special or .357 Magnum conversion, the former decreasing recoil while lowering the damage dealt at range, and the latter increasing the handgun's controllability, reload speed, and magazine size while decreasing overall damage. Some of its reload sound effects are borrowed from ''[[Call of Duty 4: Modern Warfare]]''.&lt;br /&gt;
[[File:Desert Eagle L5.jpg|thumb|none|350px|Magnum Research Desert Eagle L5 - .50 AE]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 model.jpg|600px|thumb|none|''A modern version of the iconic Israeli-American pistol. This specific model has been lightened as well as upgraded with dual Picatinny rails and a much-needed muzzle brake. Very high damage with the capacity to instantly kill to the head up close, with rough recoil.'']]&lt;br /&gt;
[[File:Desert Eagle 10 inch.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with 10&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 model longbarrel.jpg|600px|thumb|none|The Desert Eagle L5 as it appears in-game with the &amp;quot;Extended Barrel&amp;quot; mod.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 hip.jpg|600px|thumb|none|Holding the mighty Desert Eagle L5.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 inspect1.jpg|600px|thumb|none|The L5's inspect animation begins with a look at the left side of the handcannon...]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 inspect2.jpg|600px|thumb|none|...continues with a cursory check of the magazine...]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 inspect3.jpg|600px|thumb|none|...and concludes with a brass check.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 ADS1.jpg|600px|thumb|none|Aiming down the sights.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 ADS2.jpg|600px|thumb|none|The L5's alternate aim mode, which mimics 'looking through' the eye not aligned with the sights.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 firing.jpg|600px|thumb|none|Firing the Deagle.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 reload1.jpg|600px|thumb|none|Reloading the Desert Eagle begins with a hearty fling of the offending magazine.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==IMI/Magnum Research Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] chambered in .50 AE was added in December 2019 as a part of update 4.11.0 (Israeli Weapons) and is unlocked at rank 102. Although the version depicted in-game is an older production model with a chromed finish and lacking rails on the barrel, it features the throwback &amp;quot;teardrop&amp;quot; safety design of the newer production models. The weapon's grips have been stamped with the StyLiS Studios logo. The Desert Eagle Mark XIX is, not unexpectedly, a weapon of extremes. It can score a one-shot kill to the body at an impressive range, but its low capacity (7+1), dismal reserve ammunition (21 rounds), lethargic firerate (200 RPM), horrible muzzle velocity, and monstrous recoil leave a lot to be desired. Overall, the one and only Desert Eagle Mark XIX is best suited as a &amp;quot;second primary&amp;quot; of sorts rather than a more traditional all-rounder backup pistol. The Mark XIX can be modified to add a 10&amp;quot; extended barrel and converted to fire (exceedingly rare) .440 Cor-Bon ammunition. &lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|350px|none|Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX model.jpg|600px|thumb|none|''Finally, a gun that lets you make a statement. This semi-automatic hand cannon is chambered in .50 Action Express. It'll probably pulverize your wrists with its recoil, but hey, you can't argue with the stopping power. [[Death_Sentence#Magnum_Research_Inc._Desert_Eagle_Mark_VII|And you've got the king of mayhem...]]'']]&lt;br /&gt;
[[File:Desert Eagle 10 inch.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with 10&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX modelxtendbarrel.jpg|600px|thumb|none|The Desert Eagle Mark XIX with the &amp;quot;Extended Barrel&amp;quot; mod equipped.]]&lt;br /&gt;
[[File:440cbdeserteagleIWI.jpg|350px|thumb|none|Desert Eagle Mark XIX - .440 Cor-Bon]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX CorBon.jpg|600px|thumb|none|The Desert Eagle Mark XIX with the .440 Cor-Bon conversion, which replaced the XIX's otherwise uninteresting .357 Magnum conversion, equipped. More ammunition, better long-range damage, worse close-range damage. ]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX hiphold.jpg|600px|thumb|none|Grasping their Desert Eagle and looking into the approaching dusk, the player feels like a true action hero.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect1.jpg|600px|thumb|none|Inspecting the Mark XIX is a rather exciting process. It begins, as usual, with a cursory glance at the left side of the handcannon.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect2.jpg|600px|thumb|none|Following this, the loaded magazine is pulled out (as with the Desert Eagle L5), but the player lets it drop.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect3.jpg|600px|thumb|none|A new magazine is then inserted...]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect4.jpg|600px|thumb|none|...and a brass check is performed. Although the handgun is ostensibly &amp;quot;reloaded&amp;quot;, no ammunition is added to the weapon or removed from the player's reserve pool at any point during the inspect animation.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX ADS.jpg|600px|thumb|none|Aiming down the Desert Eagle Mark XIX's sights.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX ADS2.jpg|600px|thumb|none|The alternate, most certainly not one-handed aim mode.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX firing.jpg|600px|thumb|none|Keeping the property values low. The Mark XIX is (as of writing) one of the few weapons to feature an experimental dual recoil scheme, in which the game applies both &amp;quot;body&amp;quot; recoil (which moves the point of aim) and &amp;quot;head&amp;quot; recoil (which simply shakes the player's camera around, leaving the point of aim unaffected) when firing. The player's crazily tilted view in this screenshot is caused by a hefty portion of the latter.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX reload.jpg|600px|thumb|none|Seven wrist-agonizing shots later and the pistol's ready to be reloaded. The Mark XIX shares reloading animations with the L5.]]&lt;br /&gt;
&lt;br /&gt;
===Desert Eagle Police Carbine===&lt;br /&gt;
Equipping the Desert Eagle Mark XIX with the &amp;quot;Police Barrel&amp;quot; and &amp;quot;Police Stock&amp;quot; mods transforms the magnum handgun into the rare Desert Eagle Police Carbine. The real Police Carbine was only available in the Mark I model of the Desert Eagle, making its appearance here in .50 AE a strictly &amp;quot;what-if&amp;quot; affair.&lt;br /&gt;
[[File:DesertEaglePoliceCarbine.jpg|thumb|none|450px|Desert Eagle Mark I Police Carbine - .357 Magnum]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX PoliceCarbine.jpg|600px|thumb|none|The Desert Eagle Mark XIX Police Carbine as it appears in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-DC9==&lt;br /&gt;
The [[Intratec TEC-DC9]] appears both as the fully-automatic &amp;quot;TEC-9&amp;quot;, which was added during the game's Alpha, and as the semi-auto only &amp;quot;KG-99&amp;quot;, which was added in July 2021 as part of update 5.6.0 (Independence Update 2021). Both weapons are unlocked at rank 50. They can be distinguished from the actual TEC-9 and KG-99 due to their lack of sling mounts on the side of the barrel shroud and receiver. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;TEC-9&amp;quot; holds the honor of having the highest sustained firerate in the game, spitting an astounding 1500 rounds per minute in full-auto only. This offsets its low base damage, allowing the machine pistol to rack up kills very quickly in close-quarters. Unsurprisingly, the &amp;quot;TEC-9&amp;quot; has very high recoil, with the weapon's point of aim &amp;quot;walking&amp;quot; uncontrollably when firing. It can be fitted with an extended barrel/barrel shroud or the short barrel of the TEC-9 Mini, a 32-round extended magazine, and the wire stock from the [[Interdynamic KG-9]]. &lt;br /&gt;
[[File:Tec-DC9.jpg|350px|thumb|none|Intratec TEC-DC9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces TEC9 modelview.jpg|600px|thumb|none|''A Swedish pistol with an incredibly high automatic rate of fire stemming from an illegal modification. Lacks of stopping power and has highly unstable handling. Brother to the KG-99.'']]&lt;br /&gt;
[[File:Interdynamic MP-9.jpg|350px|thumb|none|Interdynamic MP-9 with foregrip and telescoping stock - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces TEC9 modelmods.jpg|600px|thumb|none|The TEC-DC9 (as the &amp;quot;TEC-9&amp;quot;) fitted with a very long extended barrel, the MP-9's telescoping stock, and a 32-round extended magazine. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 hipfire.jpg|600px|thumb|none|Brandishing the highly illegal machine pistol, the player stands atop an industrial building on the Ravod 911 map. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 leftside.jpg|600px|thumb|none|Inspecting the left side of the DC9. Its submachine gun legacy is apparent, despite Intratec's numerous attempts to alter the weapon for the civilian market. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 rightside.jpg|600px|thumb|none|The right side of the weapon. Note also that the pattern of holes in the barrel shroud is slightly different than the real thing, with the in-game shroud having oval-shaped holes as opposed to the actual DC9's circular holes. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 ADS.jpg|600px|thumb|none|Aiming down the DC9's simple iron sights. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 ADS2.jpg|600px|thumb|none|The alternate aim mode of the &amp;quot;TEC-9&amp;quot;. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 firing.jpg|600px|thumb|none|Firing the fully-automatic machine pistol. As one could expect, the recoil is intense. ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The semi-automatic &amp;quot;KG-99&amp;quot;, despite sharing a model with the aforementioned &amp;quot;TEC-9&amp;quot;, is functionally a very different weapon. It resembles a TEC-9 Mini and deals more damage than its full-auto brother to balance the fact that it is semi-automatic only. The &amp;quot;KG-99&amp;quot; is accurate, fast-firing, and high-capacity, although it is held back by its abnormally low headshot multiplier. Like the &amp;quot;TEC-9&amp;quot;, it can be fitted with a &amp;quot;Long Barrel&amp;quot; mod (which reattaches the regular-length DC9 barrel), a 32-round extended magazine, and the KG-9's stock.&lt;br /&gt;
[[File:PhantomForces KG99 modelmods.jpg|600px|thumb|none|The &amp;quot;KG-99&amp;quot; as it appears in-game with the standard-length barrel, 32-round extended magazine, and KG-9 stock. Aside from an all-black color scheme, the &amp;quot;KG-99&amp;quot; uses the same model as the &amp;quot;TEC-9&amp;quot;.]]&lt;br /&gt;
===Intratec TEC-9 Mini===&lt;br /&gt;
The semi-automatic &amp;quot;KG-99&amp;quot; resembles the [[Intratec TEC-9 Mini]] in its default configuration. In addition, the TEC-9 Mini's barrel can be fitted to the fully-automatic &amp;quot;TEC-9&amp;quot; via the &amp;quot;Short Barrel&amp;quot; attachment. &lt;br /&gt;
[[File:TEC-9Mini.jpg|350px|thumb|none|Intratec TEC-9 Mini - 9x19mm Parabellum ]]&lt;br /&gt;
[[File:PhantomForces TEC9 mini.jpg|600px|thumb|none|The &amp;quot;TEC-9&amp;quot; with the &amp;quot;Short Barrel&amp;quot; attachment, which resembles the TEC-9 Mini. ]]&lt;br /&gt;
[[File:PhantomForces KG99 model.jpg|600px|thumb|none|''A Swedish semi-automatic pistol with an incredibly generous rate of fire, large magazine, and good accuracy. Lacks stopping the stopping power especially at range when compared to other pistols. Sister to the TEC-9.'']]&lt;br /&gt;
[[File:PhantomForces KG99 hipfire.jpg|600px|thumb|none|Holding the TEC-9 Mini at the hip. ]]&lt;br /&gt;
[[File:PhantomForces KG99 leftside.jpg|600px|thumb|none|Inspecting the left side of the handgun. ]]&lt;br /&gt;
[[File:PhantomForces KG99 rightside.jpg|600px|thumb|none|The other side. ]]&lt;br /&gt;
[[File:PhantomForces KG99 ADS2.jpg|600px|thumb|none|The TEC-9 Mini in its natural habitat. ]]&lt;br /&gt;
[[File:PhantomForces KG99 reload1.jpg|600px|thumb|none|Removing an empty magazine from the TEC-9 Mini. ]]&lt;br /&gt;
[[File:PhantomForces KG99 reload2.jpg|600px|thumb|none|Inserting a new magazine. ]]&lt;br /&gt;
[[File:PhantomForces KG99 reload3.jpg|600px|thumb|none|Releasing the bolt. ]]&lt;br /&gt;
&lt;br /&gt;
==LAR Grizzly Mark V==&lt;br /&gt;
The [[LAR Grizzly Pistol|LAR Grizzly Mark V Pistol]] in .50 AE was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 144. Known as the &amp;quot;Grizzly&amp;quot;, this oversized 1911-pattern handcannon is similar to the Desert Eagle Mark XIX in both form and function, with the former possessing more reserve ammunition (28 vs. 21 rounds) and a higher firerate (350 RPM vs. 200 RPM) at the cost of worse mid-range damage. The Grizzly's three-hexagon &amp;quot;LAR&amp;quot; slide marking has been replaced by a three-tiled StyLiS Studios marking, presumably for copyright reasons. The LAR Grizzly Mark V's only unique modification is a so-called heavy barrel, which attaches the barrel of the Grizzly Mark I Long Slide to the weapon; this would not work in real life, as one could not simply fit the barrel and slide of the .45 Winchester Magnum Grizzly Mark I to the frame of a .50 Action Express Mark V without... serious repercussions.  &lt;br /&gt;
[[File:Grizzly_MkV.jpg|thumb|none|350px|LAR Grizzly Mark V - .50 AE]]&lt;br /&gt;
[[File:PhantomForces Grizzly model.jpg|600px|thumb|none|''A high-caliber pistol chambered in the .50 Action Express cartridge. While the recoil leaves something to be desired, the extremely powerful damage profile of the gun will have you saying 'haha, bear gun go boom.''']]&lt;br /&gt;
[[File:LARGrizzly Mk1ls.jpg|350px|thumb|none|LAR Grizzly Mark I Long Slide - .45 Win Mag]]&lt;br /&gt;
[[File:PhantomForces Grizzly modelmods.jpg|600px|thumb|none|The Grizzly Mark V with the Mark I's extended slide and barrel.]]&lt;br /&gt;
[[File:PhantomForces Grizzly hiphold.jpg|600px|thumb|none|Holding the Grizzly at the hip and looking out towards the horizon.]]&lt;br /&gt;
[[File:PhantomForces Grizzly leftside.jpg|600px|thumb|none|Inspecting the left side of the handgun.]]&lt;br /&gt;
[[File:PhantomForces Grizzly rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Grizzly ADS.jpg|600px|thumb|none|Aiming down the Grizzly's unique yellow luminous sights.]]&lt;br /&gt;
[[File:PhantomForces Grizzly ADS2.jpg|600px|thumb|none|The alternate ADS view.]]&lt;br /&gt;
[[File:PhantomForces Grizzly firing.jpg|600px|thumb|none|Firing the Grizzly. As with the game's other magnum handguns, the recoil is significant.]]&lt;br /&gt;
[[File:PhantomForces Grizzly reload1.jpg|600px|thumb|none|Removing an empty magazine.]]&lt;br /&gt;
[[File:PhantomForces Grizzly reload2.jpg|600px|thumb|none|Inserting a fresh 7-round magazine.]]&lt;br /&gt;
[[File:PhantomForces Grizzly reload3.jpg|600px|thumb|none|Pulling back (and releasing) the slide.]]&lt;br /&gt;
&lt;br /&gt;
==Laugo Alien==&lt;br /&gt;
The [[Laugo Alien]] was added in May 2022 as part of update 5.7.3 (May Update) and is unlocked at rank 179. As with most other weapons (except the Glock-series pistols, for some reason), the handgun's markings have been genericized, with &amp;quot;RIPLEY&amp;quot; supplanting the &amp;quot;ALIEN&amp;quot; writing on the left side of the slide. This, alongside the weapon's unlock rank, are a clear reference to 1979's ''[[Alien]]''. As with other competition or target-shooting weapons in ''Phantom Forces'', the Alien rewards well-aimed shots with a very high headshot multiplier, great ballistics, and strong close-range performance. It lags behind other sidearms, however, with its sharp damage drop-off and low minimum damage. It features a unique &amp;quot;Olympic Target Sight&amp;quot; low-magnification optic as a free modification. &lt;br /&gt;
[[File:Laugo_Alien_Pistol.jpg|thumb|none|350px|Laugo Alien - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Alien model.jpg|600px|thumb|none|''A unique and innovative Czech pistol. Unlike other pistols, the Alien is a competition pistol that has been designed to have reduced muzzle flip and does not follow typical pistol design with sights not reciprocating with the slide.'']]&lt;br /&gt;
[[File:PhantomForces Alien modelmods.jpg|600px|thumb|none|The Laugo Alien with the unique &amp;quot;Olympian Target Sight&amp;quot; mod.]]&lt;br /&gt;
[[File:PhantomForces Alien hiphold.jpg|600px|thumb|none|Holding the Laugo Alien.]]&lt;br /&gt;
[[File:PhantomForces Alien leftside.jpg|600px|thumb|none|The left side of the strange Czech handgun.]]&lt;br /&gt;
[[File:PhantomForces Alien rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Alien ADS.jpg|600px|thumb|none|Aiming down the Alien's sights.]]&lt;br /&gt;
[[File:PhantomForces Alien ADS2.jpg|600px|thumb|none|Not aiming down the sights.]]&lt;br /&gt;
[[File:PhantomForces Alien firing.jpg|600px|thumb|none|Firing the Alien. The reciprocating slide and stationary top strap can be seen.]]&lt;br /&gt;
[[File:PhantomForces Alien reload1.jpg|600px|thumb|none|Removing an empty 17-round magazine from the Alien.]]&lt;br /&gt;
[[File:PhantomForces Alien reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PhantomForces Alien reload3.jpg|600px|thumb|none|Releasing the slide.]]&lt;br /&gt;
[[File:PhantomForces Alien hipholdmods.jpg|600px|thumb|none|First-person view of the Laugo Alien with its bespoke &amp;quot;Olympic Target Sight&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces Alien ADSscope.jpg|600px|thumb|none|Looking through the sight.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PB==&lt;br /&gt;
The [[Makarov PB]] was added in July 2021 as part of update 5.6.0 (Independence Update 2021) and is unlocked at rank 91. The PB (or &amp;quot;Izhevsk PB&amp;quot;, as it is known in-game) is the first and, at the time of writing, only integrally-suppressed pistol in ''Phantom Forces''. The PB's safety is always in the &amp;quot;safe&amp;quot; position, which should prevent the weapon from firing; however, this is not the case. It feeds from an 8-round magazine, but 12-round extended and 84-round drum magazines (underloaded to 80 rounds) are also available. The PB is somewhat unique as it deals very high damage (to the point that it kills a full-health enemy with a single headshot) up to 20 studs (~18 feet) but has very sharp damage drop-off, with the pistol dealing only 40% of its base damage after 50 studs (~46 feet). This makes it a very effective backup weapon in close-quarters. &lt;br /&gt;
&lt;br /&gt;
Interestingly, the PB, although being integrally suppressed, has a higher muzzle velocity compared to its unsuppressed counterpart (1800 studs/s vs 1700 studs/s). This actually (sort of) makes sense, since in real life, some suppressors act like longer barrels if the bullet doesn’t come into contact with the suppressor, while suppressors that make contact with a bullet do reduce bullet speed.&lt;br /&gt;
[[Image:Pb-1.jpg|thumb|none|350px|Makarov PB with secondary suppressor - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces PB model.jpg|600px|thumb|none|''A small Soviet-era integrally suppressed variant of the Makarov PM made by the Izhevsk mechanical plant. Doesn't fire too fast, but can instantly kill with a headshot in short ranges.'']]&lt;br /&gt;
[[File:PhantomForces PB model12round.jpg|600px|thumb|none|The PB with a 12-round extended magazine. For performance reasons, the magazine is modeled as empty.]]&lt;br /&gt;
[[File:PhantomForces PB drum.jpg|600px|thumb|none|The PB with an 84-round drum magazine, which only holds 80 rounds in-game.]]&lt;br /&gt;
[[File:PhantomForces PB hiphold.jpg|600px|thumb|none|Irresponsibly standing on top of a shipping crate, the player holds the PB.]]&lt;br /&gt;
[[File:PhantomForces PB leftside.jpg|600px|thumb|none|The left side of the PB, which shows that the safety is engaged. When disengaged, the oval-shaped selector pivots down and to the left.]]&lt;br /&gt;
[[File:PhantomForces PB rightside.jpg|600px|thumb|none|The other side.]]&lt;br /&gt;
[[File:PhantomForces PB ADS.jpg|600px|thumb|none|Aiming down the PB's iron sights, which feature a luminous front post for dark environments.]]&lt;br /&gt;
[[File:PhantomForces PB ADS2.jpg|600px|thumb|none|The PB's alternate aim mode, which is markedly different from the sideways one-handed gangster approach seen on most other pistols. This change in aiming style is most likely to prevent the PB's very long suppressor from obscuring much of the screen.]]&lt;br /&gt;
[[File:PhantomForces PB firing.jpg|600px|thumb|none|Firing the whisper-quiet pistol.]]&lt;br /&gt;
[[File:PhantomForces PB reload1.jpg|600px|thumb|none|Tossing away an empty 8-round magazine after removing it from the pistol. The PB's low magazine size is compensated for with a very fast reload.]]&lt;br /&gt;
[[File:PhantomForces PB reload2.jpg|600px|thumb|none|Inserting a fresh (seemingly empty) magazine.]]&lt;br /&gt;
[[File:PhantomForces PB reload3.jpg|600px|thumb|none|Pressing the slide release to cap off the reloading process.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] was added in July 2021 as part of update 5.6.0 (Independence Update 2021) and is unlocked at rank 92. The in-game weapon has a slightly longer barrel than standard military-issue Makarov pistols, a feature seen on Canadian import models of the PM and PMM. Like the its suppressed brother, the PM feeds from an 8-round magazine and can use either aftermarket 12-round extended or 84-round (underfilled to 80 rounds in-game) drum magazines. The PM also features an obnoxiously long &amp;quot;Extended Barrel&amp;quot; modification, which roughly doubles the pistol's barrel length. In-game, the Makarov is a very agile pistol with an emphasis on CQC, featuring very little recoil, a fast aim-down-sights time, and a quick reload. Its largest weakness is its low magazine size, however, and it deals subpar damage at range. &lt;br /&gt;
[[File:Baikal-442.jpg|thumb|none|350px|Baikal-442 (Canadian import version) - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces PM model.jpg|600px|thumb|none|''A small Soviet-era pistol with an iconic design that still sees service even in the modern age. Two alternate aim modes. Both allow you to fire faster than regular but at the cost of accuracy.'']]&lt;br /&gt;
[[File:PhantomForces PM model12round.jpg|600px|thumb|none|The Makarov PM with an aftermarket 12-round magazine and extremely long barrel.]]&lt;br /&gt;
[[File:Makarovdrum.jpg|350px|thumb|none|Makarov PM with 84-round drum magazine - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces PM modeldrum.jpg|600px|thumb|none|The Makarov PM with the 84-round drum magazine. It only holds 80 rounds in-game, however.]]&lt;br /&gt;
[[File:PhantomForces PM hiphold.jpg|600px|thumb|none|First-person view of the PM at the player's hip.]]&lt;br /&gt;
[[File:PhantomForces PM leftside.jpg|600px|thumb|none|Taking a look at the left side of the ubiquitous Soviet handgun. As with the PB, the PM's safety is always (erroneously) in the &amp;quot;safe&amp;quot; position.]]&lt;br /&gt;
[[File:PhantomForces PM rightside.jpg|600px|thumb|none|The other side.]]&lt;br /&gt;
[[File:PhantomForces PM ADS.jpg|600px|thumb|none|Aiming down the PM's iron sights.]]&lt;br /&gt;
[[File:PhantomForces PM ADS2.jpg|600px|thumb|none|Aiming the pistol sideways, the player channels their inner Russian gangster.]]&lt;br /&gt;
[[File:PhantomForces PM firing.jpg|600px|thumb|none|Firing the Makarov.]]&lt;br /&gt;
[[File:PhantomForces PM reload1.jpg|600px|thumb|none|Inserting a fresh Makarov magazine after tossing away the old one.]]&lt;br /&gt;
[[File:PhantomForces PM reload2.jpg|600px|thumb|none|Releasing the slide.]]&lt;br /&gt;
&lt;br /&gt;
==MBA Gyrojet Pistol Mark I==&lt;br /&gt;
The [[MBA Gyrojet]] Mark I rocket pistol was added in July 2023 as part of update 8.0.4 (Independence Day update) and is unlocked at rank 122. Although its projectiles do not gain speed as they fly, puttering along at a constant, apathetic 1000 studs/sec (919 ft/sec), they do gain damage, dealing only 30 damage at 10 studs (9 ft) before eventually reaching a respectable 48 damage at 175 studs (161 ft). The Gyrojet pistol has a high base torso and headshot multiplier as well, scoring a one-shot headshot at any range and a one-shot bodyshot towards the end of its damage curve. It can be frustrating to use the Gyrojet in its intended long-range role, however, as the rockets deviate slightly from where the player is aiming. The Gyrojet Mark I features a number of unique modifications, which is somewhat unsurprising considering the weapon's unique nature. These include both a snubnose and extended barrel as well as a fictional full-auto modification.&lt;br /&gt;
[[File:Gyrojetpistol.jpg|thumb|none|350px|Gyrojet Pistol Mark 1 Model B - 13mm]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol model.jpg|600px|thumb|none|''A failed 'pistol' from the 1960s produced by MBA. Due to how the rockets in this weapon function, the damage model is reversed, doing more damage across longer ranges. The system, quite literally, failed for being light years ahead of its time.'']]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol modellong.jpg|600px|thumb|none|The Gyrojet Mark I with the &amp;quot;long barrel&amp;quot; modification installed, which improves accuracy and ranged performance.]]&lt;br /&gt;
[[File:Gyrojet Snub Nosed.jpg|350px|thumb|none|Gyrojet Pistol Mark 1 Model B snub nosed variant - 13mm]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol modelshort.jpg|600px|thumb|none|The Gyrojet Mark I with the &amp;quot;short barrel&amp;quot; modification.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol hiphold.jpg|600px|thumb|none|Holding the curious rocket-firing pistol at the hip.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol leftside.jpg|600px|thumb|none|The left side of the Gyrojet pistol.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol ADS.jpg|600px|thumb|none|Aiming down the pistol's rather barebones iron sights.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol ADS2.jpg|600px|thumb|none|The Gyrojet's alternate aim mode is more or less a zoomed-in hipfire view, providing an accuracy boost while limiting speed and removing the player's crosshair.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol firing.jpg|600px|thumb|none|Firing the pistol.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol reload1.jpg|600px|thumb|none|Reloading the Gyrojet begins by pulling the top of the weapon.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol reload2.jpg|600px|thumb|none|Inserting new rockets into the gun, one at a time.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol reload3.jpg|600px|thumb|none|Pushing the weapon's slide closed completes the reloading process.]]&lt;br /&gt;
&lt;br /&gt;
===MBA Gyrojet Pistol Mark II===&lt;br /&gt;
Equipping the Gyrojet Mark I pistol with the &amp;quot;12mm Rockets&amp;quot; attachment transforms it into the Gyrojet Mark II, whose smaller-diameter rockets (as the Mark I's rockets are approximately 13mm, or .51 caliber) were designed to skirt American laws regarding handguns larger than .50 caliber. They are more accurate and fly faster than the Mark I's 13mm rockets, but deal less damage. &lt;br /&gt;
[[File:MBAGyrojetMarkII.jpg|350px|thumb|none|Gyrojet Pistol Mark II - 12mm]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol markII.jpg|600px|thumb|none|The MBA Gyrojet Pistol Mark II as it appears in-game (and converted to fire in full-auto).]]&lt;br /&gt;
&lt;br /&gt;
==RARAN 1130==&lt;br /&gt;
The one-off [[RARAN 1130]] was added in July 2021 as part of update 5.6.0 (Independence Update 2021) and is unlocked at rank 126. The curious machine pistol, which the loadout menu classifies as a PDW, is designated in-game as the &amp;quot;RAMA 1130&amp;quot;, a misnomer derived from a mistranslation of the Russian academy where the weapon was designed. The RARAN 1130 feeds from 84-round drum magazines (underloaded to 80 rounds in-game) and incorrectly has a slightly longer barrel than the real weapon, a feature seen on Canadian import Makarov PMs. Despite the fact that it fires 9x18mm Makarov at 950 RPM from a rather short barrel, the RARAN has low recoil and decent damage range but low overall damage per shot. Unique modifications for the RARAN include an impossibly long barrel (a modification it shares with the Makarov PM) and a .380 ACP conversion, which increases the pistol's damage but reduces the magazine capacity to a paltry 12 rounds. &lt;br /&gt;
[[File:Makarov1130.jpg|thumb|none|350px|RARAN 1130 - 9x18mm Makarov]]&lt;br /&gt;
[[File:Makarovdrum.jpg|thumb|none|350px|Makarov PM with 84 round drum magazine - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces RARAN model.jpg|600px|thumb|none|''A modified version of the Makarov to serve as a prototype machine pistol. Fires at a blisteringly high RPM, but has very low damage. The recoil is low but slowly climbs the longer you fire the weapon.'']]&lt;br /&gt;
[[File:PhantomForces RARAN modelmods.jpg|600px|thumb|none|The RARAN 1130 with a ''very'' long extended barrel and converted to fire .380 ACP. ]]&lt;br /&gt;
[[File:PhantomForces RARAN hiphold.jpg|600px|thumb|none|Holding the RARAN 1130 on Ravod 911. ]]&lt;br /&gt;
[[File:PhantomForces RARAN leftside.jpg|600px|thumb|none|Inspecting the left side of the brick-shaped Makarov. ]]&lt;br /&gt;
[[File:PhantomForces RARAN rightside.jpg|600px|thumb|none|The right side of the weapon. Some of the machine pistol's parts, such as the recoil spring, bolt, and the upper part of the weapon's frame, can be seen through its obnoxiously large ejection port.]]&lt;br /&gt;
[[File:PhantomForces RARAN ADS.jpg|600px|thumb|none|Aiming down the RARAN's iron sights, which are simple yet functional. ]]&lt;br /&gt;
[[File:PhantomForces RARAN ADS2.jpg|600px|thumb|none|One-handing the one-off prototype.]]&lt;br /&gt;
[[File:PhantomForces RARAN firing.jpg|600px|thumb|none|Firing a spray of 9x18mm Makarov. ]]&lt;br /&gt;
[[File:PhantomForces RARAN reload1.jpg|600px|thumb|none|Removing an empty drum magazine. ]]&lt;br /&gt;
[[File:PhantomForces RARAN reload2.jpg|600px|thumb|none|Inserting a fresh drum. ]]&lt;br /&gt;
[[File:PhantomForces RARAN reload3.jpg|600px|thumb|none|Pressing an imaginary slide release, an unfortunate side effect of the RARAN 1130 reusing animations from the standard PM. ]]&lt;br /&gt;
&lt;br /&gt;
==Serbu GB-22==&lt;br /&gt;
The [[Serbu GB-22]] was added in January 2021 as part of update 5.5.0 (New Years Update 2021) and is unlocked at rank 99. The GB-22 depicted in-game is slightly larger than the real weapon, fires from an open bolt and, true to its nature as a homemade weapon, features a crude wire-wrapped grip and custom extended barrel. The GB-22, although nowhere near as infamous as the game's ''other'' .22-caliber pistol, is mostly a joke weapon, as it deals very low damage and has nigh-unusable iron sights. Despite this, it instantly kills to the head at any range and possesses above average ballistics, making the single-shot pistol an extremely risky yet powerful weapon.  &lt;br /&gt;
&lt;br /&gt;
The GB-22's unique modifications include a &amp;quot;Cut-down Barrel&amp;quot; and lengthened &amp;quot;Sporting Barrel&amp;quot; as well as three ammunition conversions. The first, 10mm Auto, substantially increases the pistol's muzzle velocity and torso damage while lowering the rate of fire, while the second, .50 AE, puts the &amp;quot;blaster&amp;quot; in &amp;quot;ghetto blaster&amp;quot; by turning the GB-22 into a potent single-shot handcannon. The final conversion is 12 gauge &amp;quot;minishells&amp;quot;, which turns the pistol into a powerful breech-loading shotgun capable of launching 9 pellets of buckshot per trigger pull. None of these conversions, however, change the physical model of the cartridge loaded into the weapon. &lt;br /&gt;
[[File:Serbugb22.jpg|thumb|none|350px|Serbu GB-22 with red dot sight and grips - .22 LR]]&lt;br /&gt;
[[File:PhantomForces GB-22 model.jpg|600px|thumb|none|''A homemade pistol whose original design derives from Serbu. This version is larger than the original, and can accept multiple different calibers. Always kills to the head.'']]&lt;br /&gt;
[[File:PhantomForces GB-22 modelcutdown.jpg|600px|thumb|none|The GB-22 with a shortened barrel, which is the pistol's most common real-life configuration.]]&lt;br /&gt;
[[File:PhantomForces GB-22 modellongbarrel.jpg|600px|thumb|none|The GB-22 with the extremely long &amp;quot;Sporting Barrel&amp;quot;. Needless to say, a homemade gun is the exact opposite of a sporting weapon.]]&lt;br /&gt;
[[File:PhantomForces GB-22 hiphold.jpg|600px|thumb|none|Holding the handmade gun at the hip.]]&lt;br /&gt;
[[File:PhantomForces GB-22 leftside.jpg|600px|thumb|none|Inspecting the left side of the GB-22.]]&lt;br /&gt;
[[File:PhantomForces GB-22 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces GB-22 ADS.jpg|600px|thumb|none|Aiming the GB-22. Although pretty much every iron sight in ''Phantom Forces'' has a default magnification, these, owing to their crude nature, do not. This further complicates using the weapon at range, although it does increase the player's field of view.]]&lt;br /&gt;
[[File:PhantomForces GB-22 ADS2.jpg|600px|thumb|none|The GB-22's alternate aim mode, which, unlike most other pistols, involves the player keeping both hands firmly on the gun.]]&lt;br /&gt;
[[File:PhantomForces GB-22 firing.jpg|600px|thumb|none|Firing the GB-22.]]&lt;br /&gt;
[[File:PhantomForces GB-22 reload1.jpg|600px|thumb|none|Reloading the pistol starts with removing the empty casing, which gladly leaps free from the gun when the player pulls back on the slide. In real life, much like revolvers, the casing can expand in the chamber and become stuck. Unlike a revolver, however, the GB-22 lacks a manual ejector, requiring the user to pry the shell casing free with their fingernails (or other instrument).]]&lt;br /&gt;
[[File:PhantomForces GB-22 reload2.jpg|600px|thumb|none|Inserting a fresh round into the pistol. Despite the GB-22's cumbersome reloading procedure, the player is able to keep the gun running at an impressive 50 RPM.]]&lt;br /&gt;
[[File:PhantomForces GB-10.jpg|600px|thumb|none|The GB-22 with the 10mm Auto conversion, which the game takes to calling the &amp;quot;GB-10&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces GB-50.jpg|600px|thumb|none|The GB-22 converted to fire .50 Action Express. For obvious reasons, the game designates it as the fictional &amp;quot;GB-50&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces GB-12 .jpg|600px|thumb|none|The GB-22 is also somehow capable of firing 12 gauge shotgun shells. The &amp;quot;GB-12&amp;quot; is as powerful as it is unrealistic.]]&lt;br /&gt;
[[File:PhantomForces GB-12.jpg|600px|thumb|none|Firing the &amp;quot;GB-12&amp;quot;, which is the only ammo conversion to change the color or behavior of the bullets and their tracers.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer M17 MHS==&lt;br /&gt;
A [[SIG-Sauer M17 MHS]] (or just &amp;quot;M17&amp;quot;) was added in July 2023 as part of update 8.0.4 (Independence Day update) and is unlocked at rank 13. As with other military-issue pistols, the M17 is an all-rounder.  It has good accuracy, low recoil, and moderate damage, allowing it to function well in close-quarters or at range. It has a 17-round magazine by default, but an extended 21-round magazine is available as a unique attachment.  &lt;br /&gt;
[[File:P320-M17.jpg|350px|thumb|none|SIG-Sauer P320-M17 with 21-round magazine - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces M17 model.jpg|600px|thumb|none|''A modern Swiss-American Handgun. A service pistol fit for the modern age of American foreign interests. Built with focus on ergonomics and modularity, this variant of the P320 sports lightweight construction, stable recoil and a generous magazine capacity. [[Call of Duty: Modern Warfare (2019)|We get dirty, and the world stays clean. That's the mission.]]'']]&lt;br /&gt;
[[File:PhantomForces M17 modelmods.jpg|600px|thumb|none|The M17 with the 21-round extended magazine equipped.]]&lt;br /&gt;
[[File:PhantomForces M17 hiphold.jpg|600px|thumb|none|Holding the M17 at the hip.]]&lt;br /&gt;
[[File:PhantomForces M17 leftside.jpg|600px|thumb|none|Inspecting the M17, beginning with the left side...]]&lt;br /&gt;
[[File:PhantomForces M17 rightside.jpg|600px|thumb|none|...and continuing with the top...]]&lt;br /&gt;
[[File:PhantomForces M17 brasscheck.jpg|600px|thumb|none|...and finishing with a brass check. Same standard set of animations as many other pistols, nothing to write home about.]]&lt;br /&gt;
[[File:PhantomForces M17 ADS1.jpg|600px|thumb|none|Looking down the M17's iron sights, which are very reminiscent of the M9's.]]&lt;br /&gt;
[[File:PhantomForces M17 ADS2.jpg|600px|thumb|none|And you'd ''bet'' we have to one-hand it!]]&lt;br /&gt;
[[File:PhantomForces M17 reload.jpg|600px|thumb|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1911-A2 SASS==&lt;br /&gt;
The [[Springfield Armory M1911-A2 SASS]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 132. Classified as an &amp;quot;Other&amp;quot; secondary weapon and known as the &amp;quot;SASS 308&amp;quot; in-game, it is chambered in .308 Winchester and is fitted with a 14.9&amp;quot; barrel by default. Unique modifications for the single-shot pistol include a .358 Winchester conversion and a shortened 10.75&amp;quot; barrel. The M1911-A2 SASS is a powerful &amp;quot;pocket sniper&amp;quot;, with great ballistics and high damage. Of course, this comes at the cost of frequent, lengthy reloads. &lt;br /&gt;
[[File:Springfieldsass.jpg|thumb|none|350px|Springfield Armory M1911-A2 SASS - .308 Winchester]]&lt;br /&gt;
[[File:PhantomForces SASS model.jpg|600px|thumb|none|''A single-shot pistol based on the M1911 developed in the 1980s. Chambered in the .308 Winchester cartridge, among many other offerings.'']]&lt;br /&gt;
[[File:LEON-M1911A1SCREENUSED.jpg|thumb|none|350px|Screen-used Springfield Armory M1911-A2 SASS as seen in the film ''[[Léon: The Professional]]'']]&lt;br /&gt;
[[File:PhantomForces SASS modelmods.jpg|600px|thumb|none|The M1911-A2 SASS with the 10.75&amp;quot; &amp;quot;Light Barrel&amp;quot; mod equipped. ]]&lt;br /&gt;
[[File:PhantomForces SASS hiphold.jpg|600px|thumb|none|Holding the Springfield Armory Single-Shot at the hip atop an abandoned industrial building. ]]&lt;br /&gt;
[[File:PhantomForces SASS leftside.jpg|600px|thumb|none|Inspecting the weapon. The left side of the frame is adorned with a white StyLiS Studios logo. ]]&lt;br /&gt;
[[File:PhantomForces SASS rightside.jpg|600px|thumb|none|The right side. The weapon bears a prominent &amp;quot;Stylis Armory USA&amp;quot; marking. ]]&lt;br /&gt;
[[File:PhantomForces SASS ADS.jpg|600px|thumb|none|Aiming down the single-shot handgun's target sights. ]]&lt;br /&gt;
[[File:PhantomForces SASS ADS2.jpg|600px|thumb|none|Foregoing the SASS' accurate irons in favor of a more relaxed &amp;quot;point towards enemy&amp;quot; approach. What could go wrong? ]]&lt;br /&gt;
[[File:PhantomForces SASS reload1.jpg|600px|thumb|none|Ejecting an empty casing from the handgun after firing a shot. The player seems to break the weapon open using pure force of will alone, as the lever to open the barrel (seen protruding from the magazine well) remains untouched during the animation.]]&lt;br /&gt;
[[File:PhantomForces SASS reload2.jpg|600px|thumb|none|Inserting a fresh round of .308 Winchester. ]]&lt;br /&gt;
[[File:PhantomForces SASS reload3.jpg|600px|thumb|none|Snapping the gun closed. ]]&lt;br /&gt;
&lt;br /&gt;
==STI DVC Tactical 2011==&lt;br /&gt;
The [[STI 1911 Series|STI DVC Tactical 2011]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) is unlocked at rank 150. It is known as the &amp;quot;M2011&amp;quot; in-game and features a garish color scheme and many custom parts, including what appears to be a titanium nitride-coated barrel and a blue-finished slide-mounted charging handle handle. Firing 9x19mm, the 2011 is a versatile handgun that can perform well at both long range, thanks to its above-average headshot multiplier, and when up close, due to its spam-friendly 20-round magazine. However, it deals below average damage to the torso and limbs and has somewhat rapid damage falloff, which both can limit its effectiveness when poorly-aimed. The DVC Tactical 2011 can be modified to add an extended barrel and a Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock, which can also be fitted to the AF2011-A1.  &lt;br /&gt;
[[File:DVC-Tactical-2.jpg|thumb|none|350px|STI DVC Tactical 2011 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M2011 model.jpg|600px|thumb|none|''A colourful race gun chambered in 9x19mm with a large double-stack magazine. While the damage up front is poor compared to other pistols, it packs a very high headshot multiplier and the accuracy to make use of it.'']]&lt;br /&gt;
[[File:1911 MultiShotKit.jpg|350px|thumb|none|M1911A1 with Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M2011 modelmods.jpg|600px|thumb|none|The STI DVC Tactical 2011 with an extended barrel and Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock.]]&lt;br /&gt;
[[File:PhantomForces M2011 hiphold.jpg|600px|thumb|none|Holding the colorful 1911-derived pistol at the hip.]]&lt;br /&gt;
[[File:PhantomForces M2011 rightside.jpg|600px|thumb|none|Inspecting the handgun, starting with the right side.]]&lt;br /&gt;
[[File:PhantomForces M2011 leftside.jpg|600px|thumb|none|Taking a look at the left side (and the magazine).]]&lt;br /&gt;
[[File:PhantomForces M2011 brasscheck.jpg|600px|thumb|none|Performing a brass check on the 2011 while making use of the aftermarket slide handle.]]&lt;br /&gt;
[[File:PhantomForces M2011 ADS.jpg|600px|thumb|none|Aiming down the 2011's brightly-colored iron sights.]]&lt;br /&gt;
[[File:PhantomForces M2011 ADS2.jpg|600px|thumb|none|Roleplaying (poorly) as an Olympic target shooter.]]&lt;br /&gt;
[[File:PhantomForces M2011 firing.jpg|600px|thumb|none|Firing the 2011. The change in time of day is a total coincidence and not at all the product of forgetting to snap a screenshot of the pistol firing, nope.]]&lt;br /&gt;
[[File:PhantomForces M2011 reload1.jpg|600px|thumb|none|The first step in reloading the pistol is the removal of the empty magazine, which the player does with a hearty flick of the wrist.]]&lt;br /&gt;
[[File:PhantomForces M2011 reload2.jpg|600px|thumb|none|Inserting a fresh magazine is the next step, surprisingly.]]&lt;br /&gt;
[[File:PhantomForces M2011 reload3.jpg|600px|thumb|none|''Hey, if I paid for the handle, I'm using the handle! No exceptions.'']]&lt;br /&gt;
&lt;br /&gt;
==USFA ZiP .22==&lt;br /&gt;
The [[USFA ZiP .22]] was added in October 2017 as part of update 3.1.0 (Halloween 2017 Update) and is unlocked at rank 61. Designated as the &amp;quot;ZIP 22&amp;quot;, it is a joke weapon, dealing extremely poor damage and feeding from a tiny 10-round Ruger 10/22 box magazine. The BattleZiP Survival SBR stock is automatically fitted to the pistol whenever an optic is attached, but it provides no stability benefits (as it exists only to provide a believable mounting point for attachments). In addition, the ZiP .22 can use 50-round ProMag Ruger 10/22 drum magazines (referred to as &amp;quot;Pro Mags&amp;quot; in-game), which provide a welcome increase in magazine size, and &amp;quot;.22 Ratshot&amp;quot; ammunition, which transforms the pistol into a compact &amp;quot;shotgun&amp;quot; of questionable utility. &lt;br /&gt;
[[File:USFA Zip Gun No Magazine.jpg|thumb|350px|none|USFA ZiP .22 with magazine removed - .22 LR]]&lt;br /&gt;
[[File:PhantomForces ZiP22 modelview.jpg|600px|thumb|none|''A modern American 'pistol' with questionable quality. Abysmal damage, but with deep reserves and a high headshot multiplier. A weapon so bad it killed a million dollar company.'']]&lt;br /&gt;
[[File:USFA ZiP22 Stock.jpg|350px|thumb|none|USFA ZiP .22 with BattleZiP Survival SBR stock - .22 LR]]&lt;br /&gt;
[[File:PhantomForces ZiP22 stock.jpg|600px|thumb|none|The ZiP .22 with the BattleZiP Survival SBR stock, seen here with the generic &amp;quot;Full Ring Sight&amp;quot; iron sights equipped.]]&lt;br /&gt;
[[File:PhantomForces ZiP22 drummag.jpg|600px|thumb|none|The ZiP .22 with the 50-round ProMag Ruger 10/22 drum magazine equipped. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 hiphold.jpg|600px|thumb|none|Holding the ZiP .22 at the hip. The weapon's infamously poor ergonomics pose little issue when your hands are cuboids, apparently. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 leftside.jpg|600px|thumb|none|Inspecting the left side of the boxy pistol. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 rightside.jpg|600px|thumb|none|The right side, which gives a good view of the weapon's ejection port. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 ADS.jpg|600px|thumb|none|Aiming down the ZiP .22's iron sights. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 ADS2.jpg|600px|thumb|none|One-handing the pistol. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 firing .jpg|600px|thumb|none|Firing the ZiP .22. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 reload1.jpg|600px|thumb|none|Removing an (untextured) empty magazine from the ZiP .22. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 reload2.jpg|600px|thumb|none|Inserting a new 10-round box. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 reload3.jpg|600px|thumb|none|Charging the weapon. This is done, as in real life, by sticking one's fingers in front of the barrel of the loaded firearm to pull a plunger. Safety! ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 ratshot.jpg|600px|thumb|none|Firing the ZiP .22 with the &amp;quot;Ratshot&amp;quot; mod equipped. Note the black tracers. ]]&lt;br /&gt;
&lt;br /&gt;
==Walther GSP Expert==&lt;br /&gt;
The [[Walther GSP Expert]] was added in June 2021 as part of update 5.6.3 (Pacific Cold Front Update Part 1) and is unlocked at rank 131. Despite being chambered in .22 LR, it incorrectly has the larger charging handle of the .32 S&amp;amp;W Long version of the GSP (also sometimes known as the GSP-C, for 'centerfire'). The GSP performs similarly to a magazine-fed version of the Serbu GB-22, providing a one-shot kill on headshot at the cost of very poor bodyshot damage. The GSP's 5-round magazine offers much more flexibility against multiple targets (or when one misses a shot or two) than the GB-22, but the GSP can only score a 1SK to the head up to 65 studs (60 feet) while the GB-22 can do it at any range. A number of unique modifications are available for the GSP Expert, including a barrel weight, which decreases felt recoil at the expense of walkspeed, a .32 Smith &amp;amp; Wesson Long conversion, and a .22 Ratshot conversion. &lt;br /&gt;
[[File:Walther_gsp_expert.jpg|thumb|none|350px|Walther GSP Expert - .22 LR. This image appears to be the reference photo for the in-game model.]]&lt;br /&gt;
[[File:PhantomForces GSP model.jpg|600px|thumb|none|''A single-action, precision targetshooting pistol made in Germany. It was introduced on the world market in 1968 and was chambered for .22 Long Rifle.'']]&lt;br /&gt;
[[File:PhantomForces GSP barrelweightmod.jpg|600px|thumb|none|The Walther GSP Expert with the &amp;quot;Barrel Weight&amp;quot; mod equipped. ]]&lt;br /&gt;
[[File:PhantomForces GSPC.jpg|600px|thumb|none|The GSP converted to fire .32 S&amp;amp;W Long, complete with a 10-round magazine. ]]&lt;br /&gt;
[[File:PhantomForces GSP hiphold.jpg|600px|thumb|none|The player holds the Walther GSP at the hip. ]]&lt;br /&gt;
[[File:PhantomForces GSP leftside.jpg|600px|thumb|none|The left side of the target pistol. ]]&lt;br /&gt;
[[File:PhantomForces GSP rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:PhantomForces GSP ADS.jpg|600px|thumb|none|Aiming down the GSP's iron sights. ]]&lt;br /&gt;
[[File:PhantomForces GSP ADS2.jpg|600px|thumb|none|The GSP's alternate aim mode, which is (refreshingly) ''not'' a gangsta-hold! ]]&lt;br /&gt;
[[File:PhantomForces GSP reload1.jpg|600px|thumb|none|Swapping magazines. Unlike almost every other weapon in the game, the GSP's empty magazine is retained by the player. ]]&lt;br /&gt;
[[File:PhantomForces GSP reload2.jpg|600px|thumb|none|Chambering a round. Note the ejected cartridge case, as the GSP (for whatever reason) does not appear to automatically eject the final bullet in the magazine. ]]&lt;br /&gt;
[[File:PhantomForces GSP ratshot1.jpg|600px|thumb|none|Firing a round from the GSP with the &amp;quot;GSP Ratshot&amp;quot; mod equipped. ]]&lt;br /&gt;
[[File:PhantomForces GSP ratshot2.jpg|600px|thumb|none|Ratshot's low chamber pressure turns the GSP into the world's most unwieldy bolt-action shotgun. Hooray? ]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
Revolvers make up their own category of secondary weapons in ''Phantom Forces'' and are available to all classes. Most revolvers have access to a &amp;quot;speedloader&amp;quot; modification, which speeds up reload times when reloading from an empty cylinder at the cost of slowing down partial reloads. &lt;br /&gt;
&lt;br /&gt;
==Mateba Model 6 Unica==&lt;br /&gt;
The [[Mateba Model 6 Unica]] was added in September 2018 (update 3.13.0) and is unlocked at rank 29. Appearing as the &amp;quot;Mateba 6&amp;quot;, it is chambered in .44 Magnum and equipped with a 5&amp;quot; barrel. The Model 6 Unica has the joint highest firerate (600 RPM) but shortest effective range in-class, which allows for very quick follow-up shots, especially in close-quarters. Unique modifications for this revolver include a 3&amp;quot; &amp;quot;snubnose&amp;quot; barrel, an 8&amp;quot; &amp;quot;cowboy&amp;quot; barrel, and .44 Special ammunition. &lt;br /&gt;
&lt;br /&gt;
[[File:matebamodel6_5inch.jpg|thumb|none|350px|Mateba Model 6 Unica, 5&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:Mateba PhantomForces loadout.jpg|601px|thumb|none|''An Italian semi-automatic revolver. High close-in damage with better ranged performance, fast drop-off, fast rate of fire and unusual recoil.&lt;br /&gt;
'']]&lt;br /&gt;
[[File:PhantomForces Mateba 3in.jpg|601px|thumb|none|The Model 6 Unica with the &amp;quot;Snubnose&amp;quot; attachment equipped, which gives the revolver a puny 3&amp;quot; barrel. More agile, but less effective at range. ]]&lt;br /&gt;
[[File:PhantomForces Mateba 8in.jpg|600px|thumb|none|The Model 6 Unica with the 8&amp;quot; &amp;quot;Cowboy Barrel&amp;quot; modification attached. More damage at range, worse handling. ]]&lt;br /&gt;
[[File:Mateba PhantomForces hip.jpg|601px|thumb|none|Holding the &amp;quot;Mateba 6&amp;quot; on the vertigo-inducing Elevation map.]] &lt;br /&gt;
[[File:Mateba PhantomForces inspect1.jpg|601px|thumb|none|Inspecting the left side of the Italian semi-automatic revolver.]]&lt;br /&gt;
[[File:Mateba PhantomForces inspect2.jpg|601px|thumb|none|No, that wasn't a typo. The Model 6 Unica's upper frame actually recoils slightly after firing, cocking the hammer and indexing the cylinder. The result? Semi-automatic fire! ]]&lt;br /&gt;
[[File:Mateba PhantomForces ADS.jpg|601px|thumb|none|Aiming down the Unica's simple glow sights. ]]&lt;br /&gt;
[[File:PhantomForces Mateba firing.jpg|600px|thumb|none|Firing the revolver. Note that the muzzle flash appears near the bottom of the weapon's frame, which is actually not an error; to reduce muzzle climb, the Mateba Model 6 fires from the bottom chamber in the cylinder as opposed to the top cylinder like most other revolvers. ]]&lt;br /&gt;
[[File:Mateba PhantomForces reload1.jpg|601px|thumb|none|Grabbing the cylinder of the revolver to swing it out for reloading.]]&lt;br /&gt;
[[File:Mateba PhantomForces reload2.jpg|601px|thumb|none|Smacking the Model 6's ejector.]]&lt;br /&gt;
[[File:PhantomForces Mateba reload3.jpg|600px|thumb|none|Inserting an invisible speedloader worth of .44 Magnum. ]]&lt;br /&gt;
[[File:PhantomForces Mateba reload3alt.jpg|600px|thumb|none|Equipping the &amp;quot;Speedloader&amp;quot; attachment causes the player to actually use a speedloader when reloading the Mateba, although the animation is otherwise unchanged. ]]&lt;br /&gt;
[[File:PhantomForces Mateba reload4.jpg|600px|thumb|none|Closing the cylinder with a snap of the wrist. Considering the rarity (and price) of Mateba revolvers, this is a dubious decision at best. ]]&lt;br /&gt;
&lt;br /&gt;
==MP-412 REX==&lt;br /&gt;
The [[MP-412 REX]] was added during the game's Alpha and is unlocked at rank 4. The REX features a 6&amp;quot; barrel in its default configuration, which is most likely a reference to the revolver's depiction in ''[[Battlefield: Bad Company 2]]'', and it incorrectly has the ability to mount a flash hider attachment, which not work in real life due to the cylinder gap. The MP-412 REX performs similarly to the Unica, serving as a &amp;quot;jack-of-all-trades&amp;quot; revolver with a high firerate and low minimum range. The REX has a few unique modifications, including &amp;quot;Snubnose&amp;quot; and &amp;quot;Cowboy&amp;quot; barrels and .38 Special ammunition. &lt;br /&gt;
[[Image:Mp-412-1.jpg|thumb|none|350px|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[File:PhantomForces REX model.jpg|600px|thumb|none|''A break-open revolver prototype from Russia intended for export. High close-in damage and headshot multiplier with low ranged damage and a fast rate of fire.'']]&lt;br /&gt;
[[File:PhantomForces REX modelshort.jpg|600px|thumb|none|The REX with the 4&amp;quot; &amp;quot;Snubnose&amp;quot; barrel attachment, which emulates the revolver's real-life appearance. ]]&lt;br /&gt;
[[File:PhantomForces REX modellong.jpg|600px|thumb|none|The MP-412's long barrel made ''even longer'' with the 8&amp;quot; &amp;quot;Cowboy Barrel&amp;quot; attachment. ]]&lt;br /&gt;
[[File:PhantomForces REX hiphold.jpg|600px|thumb|none|Brandishing the REX while looking out towards the horizon. ]]&lt;br /&gt;
[[File:PhantomForces REX leftside.jpg|600px|thumb|none|The left side of the Russian revolver. ]]&lt;br /&gt;
[[File:PhantomForces REX rightside.jpg|600px|thumb|none|The right side. The weapon's long barrel is made very apparent. ]]&lt;br /&gt;
[[File:PhantomForces REX ADS.jpg|600px|thumb|none|Aiming down the REX's iron sights, which have been made luminous with the addition of some red paint. ]]&lt;br /&gt;
[[File:PhantomForces REX firing.jpg|600px|thumb|none|Firing the revolver. Although it has high recoil, its recovery is actually pretty good (as long as you don't fire it too fast). ]]&lt;br /&gt;
[[File:PhantomForces REX reload1.jpg|600px|thumb|none|Breaking open the REX for reloading. All 6 rounds always appear unfired, and the automatic ejector does not appear to move when the gun is opened. ]]&lt;br /&gt;
[[File:PhantomForces REX reload2.jpg|600px|thumb|none|Inserting an imaginary speedloader of .357 Magnum. ]]&lt;br /&gt;
[[File:PhantomForces REX reload2alt.jpg|600px|thumb|none|When the &amp;quot;Speedloader&amp;quot; attachment is equipped, the player will utilize speedloaders, which (despite leaving the actual animation unchanged) drastically speed up reloading when all six rounds in the cylinder have been fired.]]&lt;br /&gt;
[[File:PhantomForces REX reload3.jpg|600px|thumb|none|Closing the gun with the offhand, a departure from the action-movie wrist flick sometimes seen in other pieces of media. ]]&lt;br /&gt;
&lt;br /&gt;
==Remington 1858 New Army==&lt;br /&gt;
The [[Remington 1858 New Army]] was added in January 2018 (update 3.4.0) and is unlocked at rank 58. It has a brass frame and is reloaded by swapping cylinders, giving the New Army a surprisingly fast reload (for a revolver). The 1858 New Army can neutralize an enemy with a single headshot out to a surprisingly long range and has rather controllable recoil, but it also has lots of drawbacks. These include a slow firerate, low muzzle velocity, and hard-to-use iron sights. The 1858 New Army can be modified to use either an extremely short 3&amp;quot; barrel or an extended 12&amp;quot; barrel. It also features a &amp;quot;.36 Caliber&amp;quot; conversion, which transforms the pistol into the Remington 1858 Navy, and &amp;quot;Snakeshot&amp;quot; ammunition, which allows the 1858 to function as a compact scattergun. &lt;br /&gt;
[[File:Remington1858brassframe.jpeg|thumb|none|350px|Remington 1858 New Army with brass frame - .44]]&lt;br /&gt;
[[File:PhantomForces 1858 model.jpg|600px|thumb|none|''A vintage American ball-and-cap revolver with black powder rounds, fires in single-action with a slow rate of fire, excellent ranged performance, and the ability to fan-fire at high speed.'']]&lt;br /&gt;
[[File:1858 3 inch.jpg|350px|thumb|none|Remington 1858 New Army with 3&amp;quot; barrel - .44]]&lt;br /&gt;
[[File:PhantomForces 1858 3inch.jpg|600px|thumb|none|The 1858 New Army with an almost comically short 3&amp;quot; barrel. Much faster to draw and aim but harder to use at range.]]&lt;br /&gt;
[[File:1858 12 inch.jpg|350px|thumb|none|Remington 1858 New Army with 12&amp;quot; barrel - .44]]&lt;br /&gt;
[[File:PhantomForces 1858 12inch.jpg|600px|thumb|none|The 1858 New Army with an extremely long 12&amp;quot; barrel. Better damage at range and improved muzzle velocity but worse handling.]]&lt;br /&gt;
[[File:PhantomForces 1858 hip.jpg|600px|thumb|none|Holding the vintage revolver at the hip. The New Army is technically the oldest gun in-game, although the in-game weapon appears to be a modern reproduction.]]&lt;br /&gt;
[[File:PhantomForces 1858 leftside.jpg|600px|thumb|none|Taking a look at the left side of the black powder revolver.]]&lt;br /&gt;
[[File:PhantomForces 1858 rightside.jpg|600px|thumb|none|The other side.]]&lt;br /&gt;
[[File:PhantomForces 1858 ADS.jpg|600px|thumb|none|One-handing the 1858 while aiming down its iron sights. This was, after all, the style of the time. ]]&lt;br /&gt;
[[File:PhantomForces 1858 ADS2.jpg|600px|thumb|none|The 1858's alternate aim mode is, of course, a fan-fire. This increases its firerate from an OK 190 RPM to an impressive 350 RPM.]]&lt;br /&gt;
[[File:PhantomForces 1858 cockhammer.jpg|600px|thumb|none|Pulling back on the New Army's hammer after firing a shot. It is done, in an incredible feat of dexterity, with one hand, although it's hard to judge seeing as the player lacks thumbs.]]&lt;br /&gt;
[[File:PhantomForces 1858 reload1.jpg|600px|thumb|none|Reloading the 1858 New Army is a multi-step process, although it is nowhere near as complex as inserting individual powder charges, projectiles, and percussion caps. To begin, the player cranks down on the reloading lever.]]&lt;br /&gt;
[[File:PhantomForces 1858 reload2.jpg|600px|thumb|none|This allows them to flick away the empty cylinder.]]&lt;br /&gt;
[[File:PhantomForces 1858 reload3.jpg|600px|thumb|none|A new (full) cylinder is then inserted...]]&lt;br /&gt;
[[File:PhantomForces 1858 reload4.jpg|600px|thumb|none|...and the reloading lever is returned to its rightful home. This is followed by a quick pull of the hammer. Notably absent is any interaction with the cylinder axis pin; on the real revolver, this has to be pulled forward to allow removal of the cylinder (and pushed back in to lock a new one in place).]]&lt;br /&gt;
===Remington 1858 Navy===&lt;br /&gt;
Equipping the 1858 New Army with the &amp;quot;.36 Caliber&amp;quot; ammunition conversion transforms it into the Remington 1858 Navy. This improves its firerate and muzzle velocity but reduces its damage. &lt;br /&gt;
[[File:1858 Navy.jpg|350px|thumb|none|Remington 1858 Navy - .36]]&lt;br /&gt;
[[File:PhantomForces 1858 Navy.jpg|600px|thumb|none|The Remington 1858 Navy as it appears in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Redhawk==&lt;br /&gt;
The [[Ruger Redhawk]] was added in June 2019 (update 4.5b) and is unlocked at rank 83. Firing .44 Magnum, the Redhawk deals high damage per shot (especially on headshot) but has high recoil, incentivizing single, accurate shots. The Redhawk has several unique modifications. Two of these modify the revolver's barrel, those being a 2.7&amp;quot; &amp;quot;snubnose&amp;quot; barrel and a very long &amp;quot;cowboy barrel&amp;quot; modeled after the [[Smith &amp;amp; Wesson Model 629 Stealth Hunter]]'s barrel. The Redhawk also has access to the so-called KAC shoulder stock, which is taken from the game's [[Knight's Armament Revolver Rifle]] model (which is itself based on an airsoft reimagining of the revolver carbine with custom wooden furniture), and a .45 Long Colt conversion, which vastly increases the revolver's damage at the cost of restricting it to single-action only. &lt;br /&gt;
[[Image:RugerRedhawk.jpg|thumb|none|350px|Ruger Redhawk with stainless steel finish and 5.5&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:PhantomForces Redhawk model.jpg|600px|thumb|none|''A traditional American revolver. Very high damage overall with a slow rate of fire and strong muzzle flip.'']]&lt;br /&gt;
[[File:Redhawksnub.jpg|350px|thumb|none|Ruger Redhawk with stainless steel finish, unfluted 8-shot cylinder and snub-nose 2.7&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:PhantomForces Redhawk modelsnub.jpg|600px|thumb|none|The snubnosed Redhawk as it appears in-game. ]]&lt;br /&gt;
[[File:S&amp;amp;W M629 Stealth Hunter.jpg|350px|thumb|none|Smith &amp;amp; Wesson Model 629 Stealth Hunter, for comparison - .44 Magnum‎]]&lt;br /&gt;
[[File:PhantomForces Redhawk longbarrel.jpg|600px|thumb|none|The Redhawk fitted with the 629 Stealth Hunter-inspired &amp;quot;cowboy barrel&amp;quot;. ]]&lt;br /&gt;
[[File:KACSRR Airsoft.jpg|350px|thumb|none|Knight's Armament Revolver Rifle Airsoft replica with custom wooden foreend and stock]]&lt;br /&gt;
[[File:PhantomForces Redhawk stock.jpg|600px|thumb|none|The Redhawk with the &amp;quot;KAC Stock&amp;quot; and aforementioned long barrel equipped. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk hip.jpg|600px|thumb|none|First-person view of a player using the Redhawk. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk leftside.jpg|600px|thumb|none|Taking a look at the left side of the magnum revolver... ]]&lt;br /&gt;
[[File:PhantomForces Redhawk rightside.jpg|600px|thumb|none|...and the right side. ''Powerful enough to blow your head clean off...'' ]]&lt;br /&gt;
[[File:PhantomForces Redhawk ADS.jpg|600px|thumb|none|Aiming down the Redhawk's iron sights, which are rather clear. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk firing.jpg|600px|thumb|none|Putting a .44 caliber hole in the concrete across the way with the Redhawk. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk reload1.jpg|600px|thumb|none|After firing six shots (or was it five?) the Redhawk has to be reloaded, no surprises there. This begins with the player grabbing the cylinder to swing it out. The animation does not appear to show the player operating the cylinder release, meaning that this is done with pure brute strength (and most likely breaks the revolver). ]]&lt;br /&gt;
[[File:PhantomForces Redhawk reload2.jpg|600px|thumb|none|Smacking the ejector to free the spent casings. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk reload3.jpg|600px|thumb|none|Inserting a not-speedloader of fresh rounds. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk speedloader.jpg|600px|thumb|none|The speedloader reappears, courtesy of the &amp;quot;Speedloader&amp;quot; modification. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk reload4.jpg|600px|thumb|none|Flicking the cylinder closed. ]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Toy Gun&amp;quot;===&lt;br /&gt;
The Redhawk model is also the basis for the &amp;quot;Toy Gun&amp;quot;, a melee weapon that can be obtained by rolling a Legendary on a case. Although a melee weapon, it can fire darts, which are fired after swinging the weapon to attack, inspecting it, or spotting enemies with it; these do not interact with the world, passing through walls, dealing no damage to players, and are deleted shortly after leaving the barrel. The weapon can fire an infinite number of darts. Aside from the texture, the only difference the Toy Gun has from the regular Redhawk is the barrel. The design of the Toy Gun is more akin to a cap gun than a dart blaster, as it has no room for an air compressor or spring-loaded priming mechanism, and its barrel is completely solid; this is most likely the result of it being made out of the model for a real revolver.&lt;br /&gt;
[[File:PhantomForces ToyGun.jpg|350px|thumb|none|Official render of the Toy Gun as it appears in-game. ]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Judge==&lt;br /&gt;
The [[Taurus Judge]] is unlocked at rank 113 and is chambered in .410 bore. It fires half the regular amount of pellets for buckshot in-game, 4 instead of 8. Like all shotguns, it can be modified to use flechette, birdshot or slug ammunition. &lt;br /&gt;
[[Image:TaurusJudge.jpg|thumb|none|350px|Taurus Judge - .45 Long Colt/.410 Bore]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Raging Judge==&lt;br /&gt;
The [[Taurus Raging Judge]] is unlocked at rank 137 and is called the &amp;quot;Executioner&amp;quot;. It has access to a longer barrel and a stock.&lt;br /&gt;
[[File:Taurus Raging Judge.jpg|thumb|none|350px|Taurus Raging Judge - .454 Casull]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==ASMI==&lt;br /&gt;
The [[ASMI]] is unlocked at rank 97.&lt;br /&gt;
[[File:Asmi.jpg|thumb|none|450px|ASMI - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Coharie Arms MP-10==&lt;br /&gt;
The [[Special Weapons MP-10 and SP-10|Coharie Arms MP-10]] is unlocked at rank 66. It has an integral flashlight, making it the brightest weapon in the game as it can attach 3 other flashlights (1 in the &amp;quot;Other&amp;quot; category, 1 in the underbarrel category and a Maglite flashlight in the optics category). The &amp;quot;Flashlight Off&amp;quot; attachment disables the flashlight, but it counts as an attachment in the &amp;quot;Other&amp;quot; category, so turning it off means you cannot equip anything else in the &amp;quot;Other&amp;quot; category.&lt;br /&gt;
[[File:Coharie MP-10light.jpg|thumb|none|450px|Coharie MP-10 with UMP stock and weaponlight - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 633==&lt;br /&gt;
The [[Colt 9mm Submachine Gun|Colt Model 633]] appears as the &amp;quot;Colt SMG 633&amp;quot;. Before the June 4th 2020 update, it was incorrectly called the &amp;quot;Colt SMG 635&amp;quot;. It is unlocked at rank 49.&lt;br /&gt;
[[File:Model 633 SMG DOE.jpg|thumb|none|450px|Colt Model 633 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 635===&lt;br /&gt;
The [[Colt 9mm Submachine Gun|Colt Model 635]] can be made by equipping the Long Barrel attachment to the &amp;quot;Colt SMG 633&amp;quot;.&lt;br /&gt;
[[Image:Colt-9mm--SMG.jpg‎|thumb|450px|none|Colt Model 635 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K7==&lt;br /&gt;
The [[Daewoo K7]] is unlocked at rank 84. It (correctly) fires very fast, at 1100 RPM, and can unusually accept muzzle attachments, unlike other integrally suppressed weapons in-game. The ability to mount a muzzle brake or compensator has real life precedence, as the [[Barrett M107]] has a proprietary suppressor that allows other muzzle attachments to be used in tandem with the suppressor. However, the use on the 9mm K7 is questionable, as not enough gas would make it through the suppressor in order for the muzzle attachments to function properly, and the 9mm cartridge has very little recoil.&lt;br /&gt;
[[File:DAEWOO K7.jpg|thumb|none|450px|Daewoo K7 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is unlocked at rank 24. Its firing sound is taken from ''[[Call of Duty 4: Modern Warfare]]'', and its reload sounds are from ''COD4'' and ''[[Counter-Strike: Global Offensive]]''.&lt;br /&gt;
[[Image:FN P90 Triple Rail (TR).jpg|thumb|450px|none|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:Pfp90-1.jpg|thumb|none|600px|The P90 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A2]] is unlocked at rank 40 and is simply called &amp;quot;MP5&amp;quot;. Weirdly, the weapon has a higher bullet velocity than the MP7, despite it being the other way round in real life. The ironsights are removed when attaching optics. When reloading, the character does not lock the bolt back, which in real life would make inserting the new magazine very difficult.&lt;br /&gt;
[[Image:H&amp;amp;KMP5A2WideForearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] is unlocked by default. It has the ability to attach muzzle attachments, meaning the weapon is likely modified with a SP5K barrel, which can accept muzzle attachments. The weapon has a stock attachment and a 10mm Auto conversion. Underbarrel grips replace the default foregrip, which provides no statistical benefit. Like the other MP5s, the character does not lock the bolt back, which in real life would make inserting the new magazine very difficult. &lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Pfmp5k-1.jpg|thumb|none|600px|The MP5K in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5SD]] is unlocked at rank 60, simply called &amp;quot;MP5SD&amp;quot;. It has a long barrel attachment, which is its only barrel/muzzle attachment due to the nature of an integrally suppressed weapon. The suppressor cannot be removed, unlike other integrally suppressed weapons in-game.&lt;br /&gt;
[[File:HK-MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5/10==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5/10]] is unlocked at rank 74. The magazine is slightly longer than it should be.&lt;br /&gt;
[[File:MP5-10-retractable.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5/10 with 3-round burst trigger group and retractable stock - 10x25mm Auto]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is unlocked at rank 9, simply called &amp;quot;MP7&amp;quot;. Despite having a 40 round magazine, it only holds 30. The extended magazine attachment increases it to 40 rounds. With the joke &amp;quot;Loudener&amp;quot; attachment, the sound is similar to the ''[[Half-Life 2]]'' MP7.&lt;br /&gt;
[[File:MP7 40rdmag.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight - 4.6x30mm]]&lt;br /&gt;
[[File:Pfmp7-1.jpg|thumb|none|600px|The MP7 in the loadout menu. The grip is slightly too straight compared to the real weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is unlocked at rank 5, making it the second &amp;quot;PDW&amp;quot; players unlock. The weapon has a sole underbarrel RIS rail, instead of the tri-rail setup seen in the picture below. Its reload sounds are from ''[[Call of Duty: Modern Warfare 2]]'' and ''[[Counter-Strike: Global Offensive]]''.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with RIS rail - .45 ACP]]&lt;br /&gt;
[[File:Pfump-1.jpg|thumb|none|600px|The UMP in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch UMP40===&lt;br /&gt;
The .40 S&amp;amp;W conversion turns the gun into the [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch UMP40]].&lt;br /&gt;
[[File:UMP40.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP40 with RIS rail - .40 S&amp;amp;W]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi==&lt;br /&gt;
The [[IMI Micro Uzi]] is classed as a machine pistol and is unlocked at rank 68. When using a optic, the charging handle is replaced by a vaguely Uzi Pro looking charging handle, which extends out to the left. By default, it has no stock, but it can be put on with the &amp;quot;Extended Stock&amp;quot; attachment. Some of its reload sounds are taken from ''[[Call of Duty 4: Modern Warfare]]'''s Mini Uzi.&lt;br /&gt;
[[File:MicroUzi-2.jpg|thumb|none|350px|IMI Micro Uzi - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] is unlocked at rank 77, with 25 round magazines. There are a few unusual things with this weapon - the bolt is not closed after the last shot and the rear iron sight is cut down. There are a few ammunition conversions, namely .22 LR and .45 ACP, the latter of which uses the same magazine model as the [[M3A1 &amp;quot;Grease Gun&amp;quot;]]. The M3 magazine is compatible with the Uzi in real life by using a conversion kit by Vector Arms. It uses the same reload sounds as the Micro Uzi.&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|450px|IMI Uzi - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95==&lt;br /&gt;
The [[IWI X95]] is called the &amp;quot;X95 SMG&amp;quot; and is unlocked at rank 115. Interestingly, the X95 uses 32 round Uzi magazines, but the Uzi in-game only has 25 round magazines, despite a model existing for 32 rounders.&lt;br /&gt;
[[File:IWI X95 9mm.jpg|thumb|none|450px|IWI X95 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I [[KRISS Vector]] is unlocked at rank 100. It has Diamondhead backup iron sights, a 2 round burst mode and a light grey frame and stock. Incorrectly, the charging handle slides completely backward when being cocked. In real life, it pivots to the side at a 90-degree angle and only slightly slides backward.&lt;br /&gt;
[[File:KRISS Vector.jpg|thumb|none|450px|KRISS USA Gen I Vector - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==M1928 Thompson==&lt;br /&gt;
An [[M1928 Thompson]] is unlocked at rank 121, referred to as &amp;quot;Tommy Gun&amp;quot;, with a 20 round magazine by default, the rear sight is that of the M1 Thompson and there is no Cutts compensator. The weapon has 5 unique attachments - the Lyman sights of the M1921, the M1928A1 handguard (which changes the name to &amp;quot;Thompson&amp;quot;), the 30 round magazine and the 50 round drum. The final attachment is a conversion to the &amp;quot;Annihilator&amp;quot; prototype, which makes the weapon fire at 1500 RPM. This conversion is called the &amp;quot;M1919 Conversion&amp;quot;, which is incorrect, as the M1919 did not fire this quickly. The &amp;quot;Typewriter&amp;quot; admin-only M1928 has the 100 round drum.&lt;br /&gt;
[[File:M1928.jpg|thumb|none|450px|M1928 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[Image:Colt 1921A Thompson.jpg|thumb|none|450px|Colt M1921A Thompson with 20-round magazine and no Cutts compensator - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==M3A1 &amp;quot;Grease Gun&amp;quot;==&lt;br /&gt;
A black [[M3A1 &amp;quot;Grease Gun&amp;quot;]] is unlocked at rank 71. While in the Test Place, it was grey, like the real weapon.&lt;br /&gt;
[[Image:Grease3 2.jpg|thumb|none|450px|M3A1 &amp;quot;Grease Gun&amp;quot; - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
The [[MAC-10]] is unlocked at rank 23, chambered in .45 ACP with 30 round M3A1 magazines. There is a 9x19mm conversion option, an extended stock and the Sionics Suppressor, as well as the [[TEC-9]] extended barrel, which makes the weapon appear as if it has come from ''[[Talk:Call_of_Duty:_Black_Ops_Cold_War#TEC-9_barrel_.26_shroud|BOCW]]''. Due to the small size, the player holds it like a pistol, with both hands on the grip. The alternate aim mode has the gun held sideways, &amp;quot;gangster&amp;quot; style. This is shared with every pistol except the Desert Eagles. When using optics, they are mounted on a raised rail, so as not to obstruct the bolt, and the angled grip attachment clips into the trigger. &lt;br /&gt;
&lt;br /&gt;
The reload sounds are the same as the Uzis above, which were partially taken from ''[[Call of Duty 4: Modern Warfare]]''.&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|350px|none|Ingram MAC-10 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Pfmac10-1.jpg|thumb|none|600px|The MAC-10 in the loadout menu.]]&lt;br /&gt;
[[Image:Ingram-mac10_new.jpg|thumb|350px|none|MAC-10 with Sionics two-stage suppressor - .45 ACP]]&lt;br /&gt;
[[Image:Ingram MAC 10.jpg|thumb|none|350px|MAC-10 with detachable barrel extension - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] is unlocked at rank 108. &lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|450px|MP40 with brown bakelite lower receiver - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] chambered in 9x19mm is unlocked at rank 105. It has the smooth magazine of the Bizon-1, and a correct 53 round capacity. The weapon has a 64 round 9x18mm conversion.&lt;br /&gt;
&lt;br /&gt;
The in-game description contains the quote &amp;quot;Kept ya waiting, huh?&amp;quot; which references a trademark line of the character Snake from the video game series ''[[Metal Gear]]''. It is also a nod to the long wait players had before this weapon was finally added to the game.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov. Image used to show the smooth magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-2000==&lt;br /&gt;
The [[PP-2000]] is unlocked at rank 42.&lt;br /&gt;
[[File:Pp-2000_1.jpg|thumb|none|450px|PP-2000 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] with the 71 round drum is unlocked at rank 92. Due to the barrel shroud, grips are mounted on the side of the drum magazine, which is plainly ridiculous. The 35 round magazine is unlockable as an attachment. Like the UMP-45, it reuses the reloading sounds from the ''MW2'' and ''CS:GO'' UMP-45, with the charging handle sound of the AK-12.&lt;br /&gt;
[[File:PPSH-01-SMG.jpg‎|thumb|none|450px|PPSh-41 with 71-round drum- 7.62x25mm Tokarev]]&lt;br /&gt;
&lt;br /&gt;
==Sa vz. 61 Skorpion==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] is unlocked at rank 87, classed as a machine pistol. Like the Micro Uzi, the extended stock attachment is unlocked by default. The stock also extends when using an attachment in the &amp;quot;Other&amp;quot; category, but it provides no statistical advantage. Ironsights from other weapons cannot be attached, and any optics are mounted on the barrel due to the upwards ejection of the Skorpion. It has a snake/ratshot conversion, which renames the weapon to &amp;quot;vz.61-E&amp;quot;. Weirdly, there is also a 50 round rubber pellets conversion.&lt;br /&gt;
[[File:CZ_Vz.61.jpg|thumb|none|350px|Sa vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
&lt;br /&gt;
===Sa vz. 82 Skorpion===&lt;br /&gt;
The 9x18mm Makarov conversion turns the weapon into the [[Sa. Vz. 82 Skorpion]], but it still has the wood pistol grip.&lt;br /&gt;
[[Image:Scorpion SA Vz 82.jpg|350px|thumb|none|Sa vz. 82 Skorpion - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==Sterling L2A3==&lt;br /&gt;
The [[Sterling L2A3]] is unlocked at rank 53, with a 34 round magazine. It incorrectly tracks a round in the chamber, despite not being a closed bolt gun in reality. The player uses the magazine as a grip, which could result in malfunctions and breakages in real life. When attaching the EOTech XPS2 sight, it is not mounted on a rail, instead it is attached via knockoff Spongebob-themed tape.&lt;br /&gt;
[[Image:Sterling-Mk-4.jpg|thumb|none|450px|Sterling L2A3 (Mk.4) - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] is unlocked at rank 80 and is called the &amp;quot;AUG A3 Para&amp;quot;. It has a Coyote Brown frame. It originally had a 25 round magazine, with a 32 round magazine attachment, but now the default magazine is the 32 rounder. &lt;br /&gt;
[[Image:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
All shotguns have access to alternate ammo types. 8-pellet buckshot is the default, while 8-dart flechette ammo, 6-pellet rubber pellet ammo, 16-pellet &amp;quot;birdshot&amp;quot; (16-pellet shotgun shells would actually be considered buckshot in reality) and slug rounds are all available as attachments. The pellet counts are the same as the ones stated here, unless specifically mentioned otherwise.&lt;br /&gt;
&lt;br /&gt;
==AA-12 CQB==&lt;br /&gt;
The [[AA-12|AA-12 CQB]] is unlocked at rank 112. It has access to a 20 round drum, but alternate ammo types cannot be used while using the drum. The model has brown patches on the trigger and handguard, and it lacks a trigger. It can be converted to semi-auto fire and a long rail mount is used when sights are equipped. However, the Generation 1 charging handle is used instead of the Gen 2 when certain optics are equipped. Due to this game's fairly realistic shotgun ranges (i.e. more than 3 feet), the 20 round full-auto AA-12 is one of the most overpowered weapons in the game. For whatever reason, you can nerf it yourself by making it semi-auto only with the correct attachment.&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|450px|none|MPS AA-12 CQB - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===AA-12===&lt;br /&gt;
The &amp;quot;Long Barrel&amp;quot; attachment turns the CQB into a regular-length [[AA-12]].&lt;br /&gt;
[[Image:AA12FullAutoShotGun.jpg|thumb|450px|none|MPS AA-12 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Beretta DT11==&lt;br /&gt;
The [[Over/Under Shotgun|Beretta DT11]] is unlocked at rank 133. As a competition shotgun focused almost exclusively on long-range engagements, the Beretta DT11 is one of the more unique shotguns available in-game due to its extremely tight choke and abnormally low damage per pellet. The player has access to a variety of modifications for the DT11, including sawn-off barrels of multiple lengths (which increase damage and spread while decreasing reload time), multiple types of stock to help manage recoil, and a few unique 12 gauge ammunition types available only to the DT11, including #000 Buckshot, which drastically increases damage and recoil while decreasing pellet count, a 3 1/2&amp;quot; shell, which significantly increases pellet velocity, and a bolo round, which has unique &amp;quot;damage rampup&amp;quot;, causing it to deal more damage the further it travels. Despite these advantages, the DT11, as a double-barreled shotgun, only has access to two rounds before it must be reloaded, which, coupled with its tight spread, demands precision from the player. &lt;br /&gt;
[[File:DT-11.jpg|thumb|none|450px|Beretta DT11 - 12 gauge]]&lt;br /&gt;
[[File:DT11 PhantomForces loadout.jpg|600px|thumb|none|The DT11 as it appears in Phantom Forces. Hey, this doesn't look like an Olympic target shooting match...]]&lt;br /&gt;
[[File:DT11 PhantomForces loadout shorty.jpg|600px|thumb|none|Ditto, with the weapon having been horrifically shortened. It's not like this is a $10,000 shotgun or anything.]]&lt;br /&gt;
[[File:DT11 PhantomForces hip.jpg|600px|thumb|none|The Beretta DT11, as seen from a first-person view. Who's ready to take down some clays?]]&lt;br /&gt;
[[File:DT11 PhantomForces ads1.jpg|600px|thumb|none|The DT11's iron sights, which are as expected from a competition shotgun; sleek and simple.]]&lt;br /&gt;
[[File:DT11 PhantomForces ads2.jpg|600px|thumb|none|The DT11's first alternate ADS mode, which it shares with other shotguns.]]&lt;br /&gt;
[[File:DT11 PhantomForces adsalt2.jpg|600px|thumb|none|The DT11's second alternate ADS mode. Wrong kind of double-barrel for that kind of work, buster, but you're on the right track.]]&lt;br /&gt;
[[File:DT11 PhantomForces inspect.jpg|600px|thumb|none|Inspecting the DT11 in-game.]]&lt;br /&gt;
[[File:DT11 PhantomForces reload1.jpg|600px|thumb|none|Ejecting a spent shell from the DT11, a process made simple by the weapon's automatic ejectors. Eat your heart out, Stevens.]]&lt;br /&gt;
[[File:DT11 PhantomForces reload2.jpg|600px|thumb|none|Replacing said shell with a fresh one, a process that the cube-handed player character performs with surprising dexterity.]]&lt;br /&gt;
[[File:DT11 PhantomForces sportingstock.jpg|600px|thumb|none|The DT11, when equipped with the &amp;quot;sporting stock&amp;quot; mod, becomes the DT11 ACS (All-Competition Shotgun).]]&lt;br /&gt;
[[File:DT11 PhantomForces olympianstock.jpg|600px|thumb|none|What was once a boring old Beretta DT11 becomes the flashy DT11 PRO when equipped with a recoil-absorbing &amp;quot;Olympian stock&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo USAS-12==&lt;br /&gt;
The [[Daewoo USAS-12]] is unlocked at rank 189.&lt;br /&gt;
[[File:USAS12.jpg|thumb|none|450px|Daewoo USAS-12 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;DBV12&amp;quot;==&lt;br /&gt;
The &amp;quot;DBV12&amp;quot; (DBV stands for &amp;quot;drobovik&amp;quot;, &amp;quot;shotgun&amp;quot; in Russian) is based on the prototype AK-12/76, a 12 gauge version of the prototype [[AK-12]] and is unlocked at rank 24. The &amp;quot;DBV12&amp;quot; in game is specifically based on the ''[[Battlefield 4]]'' weapon of the same name. Like the ''BF4'' weapon, the in-game weapon uses the standard AK-12 magwell, though actual AK-12/76 concept art from Izhmash showed it with an extended magazine well, which is reflected in the photoshopped mock-up below. The mock-up image also has a longer barrel than the &amp;quot;DBV12&amp;quot; in-game. &lt;br /&gt;
&lt;br /&gt;
Aside from the same 4 ammo types all shotguns have access to, the &amp;quot;DBV12&amp;quot; can be converted to fire .30-06 rounds, which makes the weapon full auto, and .410 bore shells, which make the weapon a 3 round burst. It has a 10 round magazine.&lt;br /&gt;
[[File:AK-12 shotgun.jpg|thumb|none|450px|Photoshopped mock-up of an AK-12/76 - 12 gauge]]&lt;br /&gt;
[[File:Pfdbv12-1.jpg|thumb|none|600px|The &amp;quot;DBV12&amp;quot; in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
The &amp;quot;Stevens DB&amp;quot; is unlocked at rank 81 and is based on the Stevens Model 355/330 hammerless [[double barreled shotgun]]s and fires 10 gauge shells. It has the ability to fire each barrel seperately, or both at the same time, just like the &amp;quot;Sawed Off&amp;quot;, and the player always fires the right barrel/back trigger first. Unlike the M79, the opening latch is not used when reloading before the barrels are broken open. All muzzle attachments require double the number of kills usually required to unlock them, due to the weapon having two barrels. No suppressors are available except for a homemade &amp;quot;Muffler&amp;quot; attachment. Additionally, all muzzle attachments except the compensator clip through each other.&lt;br /&gt;
&lt;br /&gt;
The stock has the word &amp;quot;BOOM&amp;quot; engraved into it in the same font as the ''[[Doom (VG)|DOOM]]'' logo, and the description states &amp;quot;It spells doom for whatever's in front of it&amp;quot;. These are both references to the Super Shotgun from ''DOOM II'', which was a sawed-off double barrel shotgun.&lt;br /&gt;
[[Image:Savage-Stevens-311-Shotgun.jpg|thumb|none|450px|Savage/Stevens 311A - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] is unlocked at rank 120 and it only fires in semi automatic mode unless you equip the &amp;quot;Pump-action&amp;quot; attachment. Like the vz. 61 Skorpion, the stock unfolds when using optics, but it provides no actual advantage unless the &amp;quot;Extended Stock&amp;quot; attachment is equipped. The &amp;quot;Full Stock&amp;quot; attachment gives it a solid, fixed stock. The reload animation incorrectly does not show the character using the carrier latch button, which must be depressed to load new shells. Like most videogames, the stock has a hole in it in order to use the sights when folded.&lt;br /&gt;
[[Image:Franchi-SPAS12.jpg|thumb|450px|none|Franchi SPAS-12 with stock folded - 12 gauge]]&lt;br /&gt;
[[Image:Spas12_fixed.jpg|thumb|none|450px|Franchi SPAS-12 with fixed stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
A green [[Kel-Tec KSG]] is unlocked at rank 1, called &amp;quot;KSG-12&amp;quot;. Like most videogames, the tube selector is not used when reloading, so the game treats the dual magazines as one magazine tube. &lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:Pfksg-1.jpg|thumb|none|600px|The KSG in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec KSG-25===&lt;br /&gt;
The KSG can be converted to the KSG-25 with the &amp;quot;KSG-25 Conversion&amp;quot;, giving the weapon a 24+1 capacity and a longer barrel.&lt;br /&gt;
[[File:KSG25.jpg|thumb|none|450px|Kel-Tec KSG-25 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==KS-23M==&lt;br /&gt;
The [[KS-23M]] is unlocked at rank 56. Firing massive 23x75mmR shotgun shells and featuring a tight choke with high damage at range, the KS-23M can vanquish enemies further out than most other shotguns at the cost of a low magazine size (3+1) and slow handling in close-quarters. In typical ''Phantom Forces'' fashion, the shotgun's wire stock can be removed and a longer barrel can be fitted. The KS-23M also features an abnormally large assortment of unique ammunition modifications, including &lt;br /&gt;
*Shrapnel-25 shells, which increase pellet velocity and decrease both spread and individual pellet damage &lt;br /&gt;
*Volna-R, which fires a single large rubber slug that instantly kills at close range but has high drop-off &lt;br /&gt;
*Barrikada, a dense metal slug with high velocity and penetration&lt;br /&gt;
*A single-shot harpoon conversion, which offers a one-hit kill at any range at the cost of a long reload after each shot &lt;br /&gt;
*A 4 gauge conversion, which vastly increases the weapon's damage but slows its reload time (and changes the weapon's name to TOZ-123) &lt;br /&gt;
The pumping sound used in-game is the same as ''[[Black Mesa]]'''s SPAS-12.&lt;br /&gt;
[[File:KS23.JPG|thumb|none|450px|KS-23M - 23x75mmR]]&lt;br /&gt;
[[File:KS23M PhantomForces loadout.jpg|600px|thumb|none|The KS-23M as it appears in the game's loadout menu.]]&lt;br /&gt;
[[File:KS23M PhantomForces hip.jpg|600px|thumb|none|The KS-23M held at the player's hip. When holding a shotgun this large, the whole world seems to hold its breath.]]&lt;br /&gt;
[[File:KS23M PhantomForces ads1.jpg|600px|thumb|none|The simple, if unobtrusive, iron sights of the KS-23M.]]&lt;br /&gt;
[[File:KS23M PhantomForces ads2.jpg|600px|thumb|none|The first alternate ADS view for the KS-23M.]]&lt;br /&gt;
[[File:KS23M PhantomForces ads3.jpg|600px|thumb|none|The second alternate ADS view for the KS-23M, with a side of DOOM. If only reloading this beast was as simple as racking the fore repeatedly.]]&lt;br /&gt;
[[File:KS23M PhantomForces inspect1.jpg|600px|thumb|none|Inspecting the KS-23M in-game.]]&lt;br /&gt;
[[File:KS23M PhantomForces inspect2.jpg|600px|thumb|none|Ditto, followed by a celebratory pump of the fore.]]&lt;br /&gt;
[[File:KS23M PhantomForces reload.jpg|600px|thumb|none|The player feeds a massive 23x75mmR shell into the KS-23M.]]&lt;br /&gt;
[[File:KS23M PhantomForces firing.jpg|600px|thumb|none|After firing the KS-23M, the player racks the pump to chamber the next round. Surprising, I'm sure.]]&lt;br /&gt;
&lt;br /&gt;
===KS-23===&lt;br /&gt;
The &amp;quot;Full Stock&amp;quot; attachment turns the weapon into a [[KS-23]].&lt;br /&gt;
[[File:Ks23-1.jpg|thumb|none|450px|KS-23 - 23x75mmR]]&lt;br /&gt;
[[File:KS23 PhantomForces loadout.jpg|600px|thumb|none|Equipping the KS-23M with the full stock attachment and so-called sporting barrel transforms it into the full-length KS-23.]]&lt;br /&gt;
[[File:KS23 PhantomForces hip.jpg|600px|thumb|none|The KS-23 with its extra-long sporting barrel, as seen from a first-person perspective. Clay pigeons everywhere are quaking in their boots.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Express Tactical Magpul==&lt;br /&gt;
The [[Remington 870]] is unlocked at rank 11, fitted with Magpul furniture, ring ironsights and a 6 round tube. The furniture is white, but it was previously green and in the beta it was grey.&lt;br /&gt;
[[File:870 Express Magpul.jpg|thumb|none|450px|Remington 870 Express Tactical Magpul - 12 gauge]]&lt;br /&gt;
[[File:Pf870-1.jpg|thumb|none|600px|The 870 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga-12K==&lt;br /&gt;
The [[Saiga-12K]], simply called Saiga-12, is unlocked at rank 63. It is modelled with a 5 round magazine, despite holding 8+1 in-game. It can be converted to fire in full-auto. It also has numerous ammunition conversions:&lt;br /&gt;
*Saiga-223 (.223 Remington), fires in full-auto,&lt;br /&gt;
*Saiga-308 (.308 Winchester/7.62x51mm NATO), fires in full-auto,&lt;br /&gt;
*Saiga-762 (7.62x39mm), fires in full-auto,&lt;br /&gt;
*Saiga-96 (9.6x53mm Lancaster), fires in semi-auto at 70 RPM,&lt;br /&gt;
*Saiga-9 (9x19mm Parabellum), fires in full-auto.&lt;br /&gt;
[[File:Saiga 12K.jpg|thumb|none|450px|Saiga-12K - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Saiga-12U&amp;quot;===&lt;br /&gt;
The &amp;quot;Saiga-12U&amp;quot; is a custom secondary shotgun in the &amp;quot;Other&amp;quot; category and unlocked at rank 95. It has a 2+1 round capacity, which can be extended to 5+1. It can also be modified to fire in full-auto, just like the regular Saiga-12.&lt;br /&gt;
&lt;br /&gt;
The Saiga-12U greatly resembles the modified Saiga-12K seen in ''[[Gamer]]'', ''[[The Expendables]]'', and ''[[Drive Angry]]'', though with a 2-round box magazine instead of a 20-round drum for obvious reasons.&lt;br /&gt;
&lt;br /&gt;
==Sawed-Off Double Barrel Shotgun==&lt;br /&gt;
Unlocked at rank 90 is the &amp;quot;Sawed Off&amp;quot;, a traditional side-by-side [[Sawed-Off Double Barrel Shotgun]]. It uses the same model as the Stevens Double Barrel seen above, but with the barrels cut down. It is in the &amp;quot;Other&amp;quot; secondary class. It has the ability to fire each barrel seperately, or both at the same time, just like the Stevens, and the player always fires the right barrel/back trigger first.  All muzzle attachments require double the number of kills usually required to unlock the,, due to the weapon having two barrels. No suppressors are available except for a homemade &amp;quot;Muffler&amp;quot; attachment. Additionally, all muzzle attachments except the compensator clip through each other.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Boom Stock&amp;quot; attachment gives the weapon a stock, which, like the Stevens, has the word &amp;quot;BOOM&amp;quot; written in the same from as the ''DOOM'' logo. This is another reference to the Super Shotgun from ''DOOM II''.&lt;br /&gt;
[[Image:SS311A sawed-off-2.jpg|thumb|none|450px|'''Photoshopped''' Sawed-off Savage/Stevens 311A - 12 gauge]]&lt;br /&gt;
[[File:Sawed-off Stevens 1960s SBS.jpg|thumb|none|450px|Stevens SBS shotgun with sawn-off barrels - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Serbu Super Shorty==&lt;br /&gt;
The [[Serbu Super Shorty]] is unlocked at rank 36 as the first &amp;quot;Other&amp;quot; category sidearm, referred to as the &amp;quot;Super Shorty&amp;quot;; however, it was originally referred to as the &amp;quot;Serbu Shotgun&amp;quot;. It is a shortened Remington 870, which the description correctly states. It has a vertical grip, but no access to underbarrel attachments. It also has a 2+1 capacity and has no rear sight, just a front bead sight.&lt;br /&gt;
[[Image:Super Shorty (870).jpg|thumb|none|450px|Serbu Super Shorty Shotgun made from a Remington 870 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==AK-12==&lt;br /&gt;
The 2012 prototype [[AK-12]] is unlocked by default. Like virtually every AK rifle variant in the game, it is shorter than the M16A3/4 rifles, despite being longer than it in real life.&lt;br /&gt;
[[File:Ak-12.jpg|thumb|none|450px|AK-12, 2012 prototype - 5.45x39mm]]&lt;br /&gt;
[[File:Pfak12-1.jpg|thumb|none|600px|The AK-12 in the loadout menu. Note the selector pointed as safe; this doesn't change when the fire mode is switched.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74N==&lt;br /&gt;
The [[AK-74]]N is unlocked at rank 74. It has the smooth top cover of the later AK-74M version.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Collapsible Stock&amp;quot; attachment gives it the stock of the East German [[MPi-KM-72]]. &lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] is unlocked at rank 103. It has the 3-round-burst mode of the AK-103-2 and the railed dust cover of the AK-103M. &lt;br /&gt;
[[Image:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-101===&lt;br /&gt;
The 5.56 Conversion converts the weapon and changes its name to the [[AK-101]].&lt;br /&gt;
[[File:AK101.jpg|thumb|none|450px|AK-101 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-109===&lt;br /&gt;
The &amp;quot;BARS Barrel&amp;quot; converts the weapon and changes its name to the [[AK-109]].&lt;br /&gt;
[[File:AK-109.jpg|thumb|none|450px|AK-109 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-108===&lt;br /&gt;
The combination of the &amp;quot;BARS Barrel&amp;quot; and the 5.56 Conversion converts the weapon and changes its name to the [[AK-108]].&lt;br /&gt;
[[File:AK-108.jpg|thumb|none|450px|AK-108 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] is unlocked at rank 94. The &amp;quot;Collapsible Stock&amp;quot; uses the same stock as the East German [[MPi-KM-72]]. &lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;AK47&amp;quot;===&lt;br /&gt;
The &amp;quot;AK47&amp;quot; is unlocked at rank 47. It is not an actual [[AK-47]], as it has the AKM's stamped receiver, with its only AK-47-like characteristics being the handguard, pistol grip, dust cover, and the lack of a muzzle brake. Additionally, it has the [[AK-74]]N's dovetail mount, as opposed to the earlier style used with the AKN.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:TypeIII AK47.jpg|thumb|450px|none|Type 3 AK-47 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
====AKMS====&lt;br /&gt;
Equipping the &amp;quot;Collapsible Stock&amp;quot; attachment on the &amp;quot;AK47&amp;quot; turns it into an [[AKMS]], although still retaining the various AK-47 elements.&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:DeactivatedAKS(1954-59).jpg|thumb|none|450px|Type 3 AKS-47 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===VPO-209===&lt;br /&gt;
Using the .366 TKM conversion changes the weapon to the VPO-209, which also changes the name correctly in-game too. This is available on both the AKM and &amp;quot;AK47&amp;quot;. This allows usage of slugs and birdshot ammo types.&lt;br /&gt;
[[File:Vpo-209.jpg|thumb|450px|none|VPO-209 - .366 TKM]]&lt;br /&gt;
&lt;br /&gt;
==AN-94==&lt;br /&gt;
The [[AN-94]] is unlocked at rank 10. The barrel correctly reciprocates backwards when firing, but equipping any barrel attachments stops this animation from occurring. Like most guns in the game, it has the correct firerate - 1,800 RPM in hyperburst mode and 600 RPM in full-auto; the first two shots on full-auto are also fired at the same rate as the burst.&lt;br /&gt;
[[file:An94-1.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:Pfan94-1.jpg|thumb|none|600px|The AN-94 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] is unlocked at rank 15. It used to (incorrectly) be classed as a PDW, but update 0.9.0 moved it to the Assault Rifles category.&lt;br /&gt;
&lt;br /&gt;
The weapon has a 20 round magazine by default, but a 30 rounder is available, as well as the &amp;quot;Suppressor.. ?&amp;quot; attachment, which is the only barrel attachment. In-game, it doesn't do anything apart from pitch up the noise of your shots, and it is nonsensically attached to the end of the integral suppressor. It is modelled after the PBS-1.&lt;br /&gt;
[[Image:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:Pfasval-1.jpg|thumb|none|600px|The AS Val in the menu.]]&lt;br /&gt;
[[File:Pfasval-2.jpg|thumb|none|600px|The rifle in first-person.]]&lt;br /&gt;
[[File:Pfasval-3.jpg|thumb|none|600px|Inspecting the left side...]]&lt;br /&gt;
[[File:Pfasval-4.jpg|thumb|none|600px|...and the right.]]&lt;br /&gt;
[[File:Pfasval-5.jpg|thumb|none|600px|Aiming using the glow sights.]]&lt;br /&gt;
[[File:Pfasval-6.jpg|thumb|none|600px|Changing the fire mode; the player character appears to incorrectly use the AK-style safety switch to do this, whereas the fire selector is actually located inside the trigger guard.]]&lt;br /&gt;
[[File:Pfasval-7.jpg|thumb|none|600px|Firing.]]&lt;br /&gt;
[[File:Pfasval-8.jpg|thumb|none|600px|Knocking out the empty magazine with another empty magazine...]]&lt;br /&gt;
[[File:Pfasval-9.jpg|thumb|none|600px|...loading it in...]]&lt;br /&gt;
[[File:Pfasval-10.jpg|thumb|none|600px|...and chambering a round.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K2==&lt;br /&gt;
The [[Daewoo K2]] is unlocked at rank 42.&lt;br /&gt;
[[Image:Daewoo-K2.jpg|thumb|none|450px|Daewoo K2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:PF-K2-menu.jpg|thumb|none|600px|The K2 in the menu.]]&lt;br /&gt;
[[Image:PF-K2-folded-menu.jpg|thumb|none|600px|Previewing a K2 with the stock folded.]]&lt;br /&gt;
&lt;br /&gt;
==Diemaco/Colt Canada C7A2==&lt;br /&gt;
The [[Diemaco/Colt Canada C7A2]] is unlocked at rank 128, with an ambi charging handle, which comes as standard on the real weapon. It was originally in the Alpha, but was removed and added into the full game much later. The description reflects this (&amp;quot;This gun reminds you of a simpler time&amp;quot;), but it also incorrectly states that the C7A2 has an integrated optic, referring to the C79. It is not integrated, and can be removed, which it is in-game, the rifle using its back-up iron sights instead.&lt;br /&gt;
&lt;br /&gt;
Two ammo conversions are available, the &amp;quot;CNC .45 Conversion&amp;quot; and the &amp;quot;AR 7.62x39mm Conversion&amp;quot;, the latter of which reduces ammo capacity to 20+1.&lt;br /&gt;
&lt;br /&gt;
When using the &amp;quot;Long Barrel&amp;quot; attachment, it uses the handguard and barrel from the [[Diemaco/Colt Canada C7/C7A1 LSW]], though it does not have the built-in grip. When this barrel is equipped, the whizz and crack sounds play for enemies you are firing at, which is usually a trait reserved for a few machine guns and sniper rifles.&lt;br /&gt;
[[File:C7a2.jpg|thumb|none|450px|Colt Canada C7A2 with ELCAN scope and backup iron sight - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS G1==&lt;br /&gt;
The [[FAMAS G1]] is unlocked at rank 45, incorrectly called the F1. The previous model used a STANAG magazine and was called the G2, but this was still incorrect as it had the F1-style magazine well. This rifle has the correct 25 round magazine of the F1 and G1.&lt;br /&gt;
&lt;br /&gt;
The bipod is functionally useless, however it deploys when the &amp;quot;Long Barrel (AR)&amp;quot; attachment is used.&lt;br /&gt;
[[File:FAMAS G1.jpg|thumb|none|450px|FAMAS G1 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS G2===&lt;br /&gt;
The weapon can be turned into a [[FAMAS G2]] with the &amp;quot;G2 Conversion&amp;quot;, which gives the rifle the ability to use STANAG magazines.&lt;br /&gt;
[[File:Famas g2.jpg|thumb|none|450px|FAMAS G2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS Valorisé===&lt;br /&gt;
Attaching any scope turns the model into a [[FAMAS Valorisé]], apart from the trigger guard of the G-series rifles.&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|450px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PF-Famas-optic.jpg|thumb|none|600px|The Valorisé as seen in the menus with an EOTech XPS2.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] is unlocked at rank 16. It features a 9mm conversion, which uses a 32 round Uzi magazine.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[Image:FN SCAR-L (Standard).jpg|thumb|450px|none|Third Generation FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:PF-Scarl-menu.jpg|thumb|600px|none|The SCAR-L in the menu.]]&lt;br /&gt;
[[Image:PF-Scarl-att-menu.jpg|thumb|600px|none|Previewing a long-barrelled SCAR-L with no stock, a PM II scope and the 9mm Uzi magazine conversion, stated to be done by Big Woods MFG.]]&lt;br /&gt;
[[Image:PF-Scarl-short-menu.jpg|thumb|600px|none|Previewing a short-barrelled SCAR-L with a folded stock.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G11 K2==&lt;br /&gt;
The German wonder weapon, the [[Heckler &amp;amp; Koch G11]], is unlocked at rank 211, which reflects the name of the weapon, combining and rearranging the 2 from K2 and the 11 from G11. The weapon is the only caseless weapon in-game and appropriately does not eject spent casings when firing. It has back-up ironsights instead of the integral scope by default, although the scope is an attachment option. The irons are AAC flip up ironsights that are also used on the [[AAC Honey Badger]]. It correctly fires at 2,100 RPM in burst, and 460 RPM in auto.&lt;br /&gt;
&lt;br /&gt;
The description (&amp;quot;Wait a minute, this is the future. Where are all the phaser guns?&amp;quot;) references the movie ''[[Demolition Man]]''.&lt;br /&gt;
&lt;br /&gt;
The weapon uses the same reload sounds as the [[P90]] above. It also has two magazines as part of the model either side of the magazine that is currently being used, but these are just part of the model and are unusable. The magazine does not reciprocate when firing, which is incorrect.&lt;br /&gt;
[[File:G11K2 left.jpg|thumb|none|450px|Heckler &amp;amp; Koch G11 K2 - 4.73x33mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36]] is unlocked at rank 25. It has the export version of the rail top carry handle, rather then the G36C version, which is more common in videogames. The &amp;quot;Hendsoldt 3x Optic&amp;quot; adds back the ZF 3x4° sight, although it is missing the top 1x reflex. As long as some sort of optic is present on the weapon, the 3x will appear, and you can use it by pressing the alternate aim button.&lt;br /&gt;
[[File:HKG36.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36 with ZF 3x4° dual optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:G36C with STANAG mag adaptor.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C with a STANAG mag adaptor - 5.56x45mm NATO. Image used to show export variant of the rail top carry handle.]]&lt;br /&gt;
[[File:Pfg36-1.jpg|thumb|none|600px|The G36 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;MG36&amp;quot;===&lt;br /&gt;
The G36 makes another appearance, masquerading as the [[Heckler &amp;amp; Koch MG36]]. The weapon has the Beta-C drums and bipod of the MG36, but the bipod is unusable, like other weapons with a bipod by default. Like all G36 variants in the game, it has the export variant of the rail top carry handle. The weapon is unlocked at rank 33.&lt;br /&gt;
&lt;br /&gt;
As a LSW, it is in the LMG section. &lt;br /&gt;
[[File:G36 CMag.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36 with bipod handguard and C-Mag, visually identical to the real MG36 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:G36C with STANAG mag adaptor.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C with a STANAG mag adaptor - 5.56x45mm. Image used to show export variant of the rail top carry handle]]&lt;br /&gt;
[[File:Pfmg36-1.jpg|thumb|none|600px|The faux MG36 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36K]] is unlocked at rank 6 and is incorrectly classed as a carbine - while it does have a shorter barrel than the standard G36, it is not short enough to be considered a carbine. Like all G36 variants in the game, it has the export variant of the rail top carry handle.&lt;br /&gt;
&lt;br /&gt;
It has access to a .300 Blackout conversion, which is fictional.&lt;br /&gt;
[[File:G36K-Export.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with export optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:G36C with STANAG mag adaptor.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C with a STANAG mag adaptor - 5.56x45mm NATO. Image used to show export variant of the rail top carry handle]]&lt;br /&gt;
[[File:Pfg36k-1.jpg|thumb|none|600px|The G36K in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416A5]] is unlocked at rank 62 and is known simply as the HK416. It has a different reload compared to the rest of the AR-15 family, with the magazine knocked out by flicking the rifle to the right. &lt;br /&gt;
&lt;br /&gt;
It has access to a .300 Blackout conversion, along with a &amp;quot;Full Stock&amp;quot; and &amp;quot;Long Barrel (AR)&amp;quot; attachment.&lt;br /&gt;
[[Image:HK416 A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416A5 with 14.5&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Howa Type 20==&lt;br /&gt;
The [[Howa Type 20]] is unlocked at rank 37.&lt;br /&gt;
[[File:Type 20 with riflescope and grippod.jpg|thumb|none|450px|Howa Type 20 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==L85A2==&lt;br /&gt;
The [[L85A2]] is unlocked at rank 55. It has access to the [[L123A2 grenade launcher]], which is a unique trait of this rifle.&lt;br /&gt;
[[File:L85A2Iron.jpg|thumb|none|450px|L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:L85A1 with L123 GL.jpg|thumb|450px|none|L85A1 with SUSAT scope and L123 grenade launcher - 5.56x45mm NATO &amp;amp; 40x46mm grenade]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
The [[M16A4]] is unlocked at rank 22, depicted with a KAC handguard without rail covers. Its bolt does not lock back when empty and the selector is set to safe. It also has the inaccurate ability to fire the remaining bullets in a burst when the player is not pulling on the trigger - the cam mechanism of the M16A4 requires the trigger to be depressed to fire. If the trigger is lifted mid-burst, the remaining rounds are fired in the next burst e.g. two bullets are fired before the trigger is released, the next trigger pull would only fire one bullet because the mechanism has not reset.&lt;br /&gt;
&lt;br /&gt;
A 7.62x39mm conversion is available, along with various barrel and stock attachments. &lt;br /&gt;
[[File:M16A4Standard.jpg|thumb|none|450px|M16A4 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A4 Grippod.jpg|thumb|none|450px|M16A4 MWS with ACOG and grippod - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PF-M16a2-menu.jpg|thumb|none|600px|The M16A4 in the menu. Note the selector pointed towards safe; this happens on most AR variants in the game.]]&lt;br /&gt;
[[File:PF-M16a2-att-menu.jpg|thumb|none|600px|Previewing a modified M16A4 with C7-style ironsights, a 2nd Gen collapsible stock and a short barrel. Note the top rail cover is now missing.]]&lt;br /&gt;
[[File:PF-M16a2-762-menu.jpg|thumb|none|600px|Previewing an M16A4 with the 7.62x39mm conversion, stated to use Grendel magazines, though in practise they are black recolours of the default STANAG magazines. This weapon also has the buttstock removed.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;M16A3&amp;quot;===&lt;br /&gt;
The &amp;quot;M16A3&amp;quot; is unlocked at rank 33, using the exact same model as the A4 (hence why it is listed as a variant of the A4). In gameplay however, it is a separate weapon, firing in full-auto instead of 3 round bursts. The &amp;quot;M16A3&amp;quot; uses all the same attachments and modelling errors as the A4.&lt;br /&gt;
[[File:PF-M16a3-menu.jpg|thumb|none|600px|The M16A3 in the menu.]]&lt;br /&gt;
[[Image:PF-M16a3-att-menu.jpg|thumb|600px|none|Previewing an M16A3 with an A2 pistol grip mounted on a swivelling mount as a makeshift folding foregrip, along with a 2nd Gen collapsing stock in the collapsed position.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1==&lt;br /&gt;
The [[Steyr AUG A1]] is unlocked at rank 20, with the lowest firerate of all AUG rifles. It has the Swarvoski scope by default, which is also an attachment option, meaning two Swarvoski scopes can be used at once on the AUG A1. Toggling the aim type changes from the Swarvoski optic and either the back-up iron sights atop the optic, or the optical attachment mounted on top of the default optic. When optics are used, they are placed above the scope on a Picatinny rail (which resembles the [https://www.clawgear.com/en/AUG-Modular-Scope-Mount-Black-20114en1555 Clawgear AUG Modular Scope Mount]). Underbarrel grips replace the folding grip with a tri-rail setup.&lt;br /&gt;
[[Image:Steyr-AUG.jpg|thumb|450px|none|Steyr AUG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfauga1-1.jpg|thumb|none|600px|The AUG A1 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG Para===&lt;br /&gt;
Equipping the 9mm conversion renames the weapon to &amp;quot;AUG A1 Para&amp;quot; and makes it resemble [[Steyr AUG Para|the weapon of the same name]], minus the shorter barrel, which can be approximated in appearance with the &amp;quot;Short Barrel&amp;quot; attachment.&lt;br /&gt;
[[Image:AUG 9mm 03.jpg|thumb|none|450px|Steyr AUG Para - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] is unlocked at rank 39, with the rail of the Special Receiver version. Despite all AUG variants being the same in real life, the A2 in in-game is in-between the firerate of the A1 and A3.&lt;br /&gt;
[[Image:AUG A2 16.jpg|thumb|none|450px|Steyr AUG A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:SteyrAUGSR.jpg|thumb|none|450px|Steyr AUG Special Receiver - 5.56x45mm NATO. Image used to show the Picatinny rail.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]], with a Coyote Brown finish, is unlocked at rank 52. It has the highest firerate of the AUG rifles. It is missing the bolt release on the model.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[StG-44]] is unlocked at rank 144. The floorplate of the magazine is missing, and optics will wobble when attached.&lt;br /&gt;
&lt;br /&gt;
The weapon has an odd 5.56x45mm conversion.&lt;br /&gt;
[[Image:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
&lt;br /&gt;
==Tavor TAR-21==&lt;br /&gt;
The [[TAR-21]] is unlocked at rank 111. It can be modified to fire &amp;quot;Duplex&amp;quot; rounds, which shoot two bullets in one casing.&lt;br /&gt;
[[File:TAR21 Flattop.jpg|thumb|none|450px|IWI Tavor TAR-21 Flat Top - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===Tavor CTAR-21===&lt;br /&gt;
The &amp;quot;CTAR Barrel&amp;quot; attachment renames the weapon to the [[CTAR-21]].&lt;br /&gt;
[[File:CTAR Flattop.jpg|thumb|none|450px|IWI Tavor CTAR-21 Flat Top - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Type 88-2==&lt;br /&gt;
The super-rare North Korean [[Type 88-2]] is unlocked at rank 122. The default configuration of the rifle has it equipped with its infamous helical magazine, but they only hold 75 rounds instead of the reported 150, likely for gameplay balance, although nobody really knows how many rounds it holds, or if it is even a functional magazine. It is correctly depicted with the ribbed dust cover and proprietary overfolding stock, needed because standard AK side- or under-folding stocks would not work with the bulky helical magazine. The helical magazine can be swapped out for a 30-round magazine with the &amp;quot;Regular Mag&amp;quot; attachment.&lt;br /&gt;
[[File:Type_98-2.jpg|thumb|none|450px|Type 88-2 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===Type 88===&lt;br /&gt;
The combination of the &amp;quot;Regular Mag&amp;quot; and &amp;quot;Full Stock&amp;quot; attachment turns the weapon into the [[Type 88 assault rifle|Type 88]].&lt;br /&gt;
[[File:Type_88.jpg|thumb|none|450px|Type 88 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===Type 58===&lt;br /&gt;
Equipping the 7.62x39mm conversion turns the weapon into the [[AK-47|Type 58]].&lt;br /&gt;
[[File:Type58AK.jpg|thumb|450px|none|Type 58 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
==AG-3F2==&lt;br /&gt;
The [[G3|AG-3F2]], a modernised version of Norway's AG-3 rifle, is unlocked at rank 76. It incorrectly uses the AG-3 name.&lt;br /&gt;
[[File:AG-3F2.jpg|thumb|none|450px|AG-3F2 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AK12BR&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;AK12BR&amp;quot; is unlocked at rank 44. It's an odd weapon, chambered in 7.62x54mmR and utilising the same Balanced Recoil system from the [[AEK-971]] and other weapons, which is what the &amp;quot;BR&amp;quot; in the name stands for (not &amp;quot;Battle Rifle&amp;quot; as you might assume). The Balanced Recoil system is housed in a fictional housing that matches the colour and material of the main receiver, and it also comes with a Picatinny rail on top. It has a 20 round curved magazine, although before an update it used a 30 round 5.45x39mm magazine like the regular [[AK-12]], which somehow held 7.62x39mm. This made the weapon technically an assault rifle, but following feedback the developers changed the weapon to the bigger cartridge and smaller magazine. The developers state they included it as a battle rifle despite being an assault rifle in its original form because there were not enough battle rifles in the game.&lt;br /&gt;
[[File:Ak-12 7.62x51mm.jpg|thumb|none|450px|AK-12 - 7.62x51mm NATO (photoshopped)]]&lt;br /&gt;
[[Image:Ak107-2.jpg|thumb|none|450px|AK-107 with experimental 60-round magazine - 5.45x39mm. Image used to show the Balanced Recoil system]]&lt;br /&gt;
&lt;br /&gt;
==Alexander Arms .50 Beowulf EBR==&lt;br /&gt;
The [[Alexander Arms .50 Beowulf]] Entry Complete Rifle (abbreviated as &amp;quot;Beowulf ECR&amp;quot;) is a battle rifle unlocked at rank 21. It features a flat-top receiver, a 16.5&amp;quot; (42cm) barrel, and a standard Picatinny railed gas block. The rifle is sold standard with black furniture. Additionally, the weapon in-game is modified with Mangonel Flip-Up Sights. It can be modified to fire in three round bursts, which means it fires 3 bursts of 3, then a burst of either 1 or 2, depending if there is a round in the chamber or not, due to its 10 round magazine.&lt;br /&gt;
[[Image:AA Beowulf.jpg|thumb|none|450px|Alexander Arms .50 Beowulf - .50 Beowulf]]&lt;br /&gt;
[[File:Pfecr-1.jpg|thumb|none|600px|The ECR in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Alexander Arms .50 Beowulf TCR==&lt;br /&gt;
The [[Alexander Arms .50 Beowulf]] Tactical Complete Rifle (abbreviated to &amp;quot;Beowulf TCR&amp;quot; in-game) is listed as a designated marksman rifle in-game, unlocked at rank 70. This variant of Alexander Arms' Beowulf rifles features a flat-top receiver, 16.5&amp;quot; (42 cm) barrel, a low-profile gas block, Manticore Arms Transformer Rail handguard, B5 Systems SOPMOD BRAVO Collapsible Stock, and an upgraded trigger. The rifle in-game is shown with other upgrades purchasable for the TCR, such as an FDE Cerakote finish, FRAG grip panels and KeyMod panels, and the Tank Muzzle Brake. This muzzle brake is never removed and any muzzle attachment is mounted inside of it, like similar weapons with default muzzle brakes, like the [[Serbu BFG-50]]. It also has the same Diamondhead sights as a few other weapons in the game, notably the KRISS Vector. Finally, a 5.56x45mm conversion is available, which makes the rifle weaker but triples ammo capacity from 10 to 30 and fires twice as fast, 800 RPM instead of 400.&lt;br /&gt;
[[File:AA Beowulf Tactical.jpg|thumb|none|450px|Alexander Arms .50 Beowulf Tactical - .50 Beowulf]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 SPR==&lt;br /&gt;
A heavily customised FAL rifle most closely resembling the [[DSA SA58 Special Purpose Rifle|SA58 SPR]] is unlocked at rank 78. It features a full sized, 21-inch barrel FAL with a blue handguard without the top rail, an M16 pistol grip,  a different customised stock and standard FAL iron sights compared to the real SA58 SPR. It also has standard FAL 20 round magazines instead of the 10 round magazines seen on the reference photo below. It is classed as a DMR in-game.&lt;br /&gt;
[[Image:DSA SA58 SPR.jpg|thumb|none|450px|DSA SA58 Special Purpose Rifle - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL 50.00==&lt;br /&gt;
The [[FN FAL 50.00]] is unlocked at rank 107, as a select-fire battle rifle with a 20 round magazine. It can be converted to fire .45 ACP for some odd reason, which uses a 50 round drum.&lt;br /&gt;
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FAL Para Shorty&amp;quot;===&lt;br /&gt;
A custom short FAL rifle called the &amp;quot;FAL Para Shorty&amp;quot; is unlocked at rank 98, classed as a PDW/SMG. It is an odd weapon, with a folded FAL paratrooper stock, an [[MP5K]] grip and handguard and an extremely short barrel. The MP5K grip is a different colour to the rest of the weapon, implying it was taken from an MP5K and attached to the weapon. The end result bears a resemblance to the compact FAL from the movie ''[[The Wild Geese]]'', which might have been the inspiration for this weapon. It is select-fire in-game.&lt;br /&gt;
&lt;br /&gt;
The sprinting animation uses the same animations as the pistols and the MAC-10. During its time in the Test Place, it was classed as a carbine instead of a PDW/SMG.&lt;br /&gt;
[[File:L1A1 Wild Geese custom.jpg|thumb|none|450px|'''Photoshopped''' Custom shortened L1A1 SLR (Self Loading Rifle) as used in ''[[The Wild Geese]]'' - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:MP5KA3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5K with Navy trigger group - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
A grey [[SCAR-H]] is unlocked at rank 30. It has a 30 round 7.62x39mm conversion and the same firing sounds as the lower caliber SCAR-L.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfscarh-1.jpg|thumb|none|600px|The SCAR-H in the loadout ment.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3==&lt;br /&gt;
The [[G3A3]] is unlocked at rank 59, simply called the &amp;quot;G3&amp;quot;.&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417==&lt;br /&gt;
The [[HK417]] is unlocked at rank 78, correctly depicted as select-fire and classed as a battle rifle.&lt;br /&gt;
[[Image:HK417 16.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK417 with 16&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==IMBEL M964 A1 ParaFAL==&lt;br /&gt;
The [[IMBEL M964 A1 ParaFAL]] is unlocked at rank 89, incorrectly referred to as the &amp;quot;FAL 50.63 Para&amp;quot;; it has neither the correct barrel length, charging handle, or stock of that version. It is incorrectly classed as a carbine, although it was correctly classed as a battle rifle before an update; it also used to be correctly called the &amp;quot;PARA FAL&amp;quot;. It features the same 50 round .45 ACP conversion, as well as a 5.56x45mm conversion, which makes the weapon resemble the [[FN FNC]], albeit with a standard FAL handguard.&lt;br /&gt;
[[File:7.62 M964 A1 PARAFAL.jpg|thumb|none|450px|IMBEL M964 A1 MD-1 ParaFAL - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] is unlocked at rank 2, depicted (rarely, for a video-game) as select-fire, boasting a firerate of 750 RPM. The weapon features a 6.5mm Creedmoor conversion, which increases the magazine size from 20 to 30.&lt;br /&gt;
[[Image:M14Rifle.jpg|thumb|none|450px|M14 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfm14-1.jpg|thumb|none|600px|The M14 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==MC51SD==&lt;br /&gt;
An integrally suppressed version of the HK51, the [[MC51SD]] is unlocked at rank 86 and is incorrectly classed as a carbine instead of a battle rifle. It has a longer barrel than the real MC51SD, akin to the [[Heckler &amp;amp; Koch G3KA4]]. The stock can be used with the &amp;quot;Retractable Stock&amp;quot; attachment, which, confusingly, extends the stock.&lt;br /&gt;
[[File:MC51SD.jpg|thumb|450px|none|MC51SD - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Ohio Ordnance HCAR==&lt;br /&gt;
The [[Ohio Ordnance HCAR]] was added in October 2023 as part of update 9.0.3 and is unlocked at rank 181. &lt;br /&gt;
[[File:HCAR.jpg|350px|thumb|none|Ohio Ordnance HCAR - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
The [[Springfield Armory M1A]] is unlocked at rank 68 and is incorrectly referred to as the &amp;quot;[[M21]]&amp;quot;; it is not a real M21 as it lacks the fire selector.&lt;br /&gt;
[[File:SFA_M1A.jpg|thumb|none|450px|Springfield Armory M1A - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
==AAC Honey Badger==&lt;br /&gt;
The [[AAC Honey Badger]] is unlocked at rank 62 and is classified as a carbine. Oddly, muzzle attachments can be used at the same time as the integral suppressor, which is obviously impossible in real life, but does have a basis in reality, as the [[Barrett M107]] has a proprietary suppressor that allows other muzzle attachments to be used in tandem with the suppressor. The suppressor is also removable, which does not have as much of an impact on the ballistics as you might think, given the weapon only has a 6&amp;quot; barrel.&lt;br /&gt;
[[File:AAC honey badger.jpg|thumb|none|450px|AAC Honey Badger - .300 AAC Blackout]]&lt;br /&gt;
&lt;br /&gt;
==AK-12 Carbine==&lt;br /&gt;
The AK-12 Carbine, an originally planned variant of the 2012 prototype of the [[AK-12]], appears as the &amp;quot;AK-12C&amp;quot;, and is chambered in 7.62x39mm. In reality, this prototype carbine only existed in early photoshopped images and didn't enter development stage, though the post-2016 production version of the AK-12 series eventually included a 7.62x39mm carbine variant called the [[AK-15|AK-15K]] (which has various differences from the planned prototype).&lt;br /&gt;
[[File:AK-12 Carbine 7.62x39.jpg|thumb|none|450px|AK-12 Carbine - 7.62x39mm (photoshopped)]]&lt;br /&gt;
&lt;br /&gt;
===AK-12 (7.62x39mm)===&lt;br /&gt;
The Long Barrel attachment converts the weapon into a full-sized AK-12 prototype in 7.62x39mm.&lt;br /&gt;
[[File:Ak-12 7.62x39mm.jpg|thumb|none|450px|Prototype AK-12 - 7.62x39mm (photoshopped)]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
The [[AK-105]] carbine is unlocked at rank 105. It has the railed dust cover of the AK-103M.&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-102===&lt;br /&gt;
The 5.56 Conversion converts the weapon and changes its name to the [[AK-102]].&lt;br /&gt;
[[Image:AK102.jpg|thumb|none|450px|AK-102 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-107===&lt;br /&gt;
The &amp;quot;BARS Barrel&amp;quot; converts the weapon into the [[AK-107]].&lt;br /&gt;
[[Image:Ak107-2.jpg|thumb|none|450px|AK-107 with experimental 60-round magazine - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-108===&lt;br /&gt;
The combination of the &amp;quot;BARS Barrel&amp;quot; and the 5.56 Conversion converts the weapon and changes its name to the [[AK-108]]. The AK-103 can also be made into the 108 (although the name does not change for the 105), so this weapon appears in the game twice.&lt;br /&gt;
[[File:AK-108.jpg|thumb|none|450px|AK-108 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-101===&lt;br /&gt;
The 5.56 Conversion and the Long Barrel make the weapon the [[AK-101]]. The AK-103 can also be made into the 101 (although the name does not change for the 105), so this weapon appears in the game twice.&lt;br /&gt;
[[File:AK101.jpg|thumb|none|450px|AK-101 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
The Long Barrel attachment converts the weapon into the [[AK-74M]].&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is unlocked at rank 88, and is incorrectly classed as a PDW/SMG instead of a carbine and is called the &amp;quot;Krinkov&amp;quot;. It has a 9x19mm conversion, along with the other conversions listed below.&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74UB===&lt;br /&gt;
Equpping the PBS-4 Suppressor effectively makes the weapon an [[AKS-74UB]].&lt;br /&gt;
[[File:AKS-74UB with PBS-4 suppressor.jpg|thumb|none|450px|AKS-74UB - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AKMSU===&lt;br /&gt;
The 7.62x39mm ammo conversion turns the weapon into the [[AKMSU]].&lt;br /&gt;
[[Image:AK-Krinkov.jpg|thumb|none|450px|AKMSU (converted AKM pistol) - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AK-12U==&lt;br /&gt;
The AK-12U, a planned (but not developed) sub-carbine version of the 2012 prototype [[AK-12]], appears under the misnomer &amp;quot;AKU12&amp;quot;. It is unlocked at rank 35.&lt;br /&gt;
[[File:AK-12U.jpg|thumb|none|450px|Photoshopped mock-up of the AK-12U - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;PPK-12&amp;quot;===&lt;br /&gt;
The 9mm Conversion converts the weapon into the &amp;quot;PPK-12&amp;quot; (which is the name of an early submachine gun concept of the AK-12 prototype), complete with name change and the addition of a 100 RPM 3 round burst mode. The PPK-12 was originally added as a PDW, then removed and replaced with the conversion for the &amp;quot;AKU-12&amp;quot;. The original PPK-12 is now a developer-only weapon. The old model is able to be seen in the main menu. There was also a stockless version categorised as an &amp;quot;Other&amp;quot; sidearm.&lt;br /&gt;
&lt;br /&gt;
Visually the weapon resembled the [[PP-19-01 Vityaz]] SMG, but with 2012 prototype [[AK-12]] externals.&lt;br /&gt;
[[file:Pp19 2.jpg|thumb|450px|none|PP-19-01 &amp;quot;Vityaz&amp;quot; SB-20 - 9x19mm]]&lt;br /&gt;
[[File:Ak-12.jpg|thumb|none|450px|Prototype AK-12 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K1A==&lt;br /&gt;
The [[Daewoo K1A]] is unlocked at rank 63.&lt;br /&gt;
[[File:K1A stock extended.jpg|thumb|none|450px|Daewoo K1A with stock extended and 30-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Diemaco/Colt Canada C8A3==&lt;br /&gt;
A [[Colt Canada C8A3]] with the barrel of a C8A2 is unlocked at rank 128.&lt;br /&gt;
[[File:Colt_Canada_C8_carbine.JPG|thumb|none|450px|Colt Canada C8A3 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR PDW==&lt;br /&gt;
The [[FN SCAR PDW]] is unlocked at rank 32.&lt;br /&gt;
[[File:FN SCAR PDW (old).jpg|thumb|none|450px|FN SCAR PDW (old version) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfscarpdw-1.jpg|thumb|none|600px|The SCAR PDW in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Gwinn/Bushmaster Arm Pistol==&lt;br /&gt;
The [[Bushmaster Arm Pistol|Gwinn/Bushmaster Arm Pistol]], which is actually a subcompact bullpup carbine legally defined as a pistol under certain US states' laws, is unlocked at rank 110 as the &amp;quot;Arm Pistol&amp;quot;. It comes with a 20 round STANAG magazine and a illegal conversion to full-auto fire at 800 RPM, which places it into the machine pistol category. The extended magazine attachment gives it a standard 30 round STANAG magazine. Due to the 5.56mm ammo used, it deals the same sort of damage as 5.56mm assault rifles, but due to the compact size, it also shares the same recoil values from the [[M231 Firing Port Weapon|M231]] listed below.&lt;br /&gt;
&lt;br /&gt;
The weapon is modelled after the earlier Gwinn version of the Arm Pistol, and it has the trigger group permanently at a 38 degree tilt. Weirdly, when the &amp;quot;Ballistics Tracker&amp;quot; attachment is used, two appear instead of one. This is the first appearance of the weapon in a videogame.&lt;br /&gt;
[[File:BushmasterArmpistol1.jpg|thumb|450px|none|Gwinn/Bushmaster Firearms Arm Pistol - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is unlocked at rank 7.&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfg36c-1.jpg|thumb|none|600px|The G36C in the loadout menu. Note that even though the iron sights are of the standard G36C type, the carry handle lacks the triangular protrusions on the inside like on an export variant.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8-1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SL8-1]] is unlocked at rank 34. It incorrectly uses a double-stack 30-round G36 magazine.&lt;br /&gt;
[[File:HK-SL8.jpg|thumb|none|450px|Heckler &amp;amp; Koch SL8-1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfsl8-1.jpg|thumb|none|600px|The SL8 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Henry 45-70 All-Weather Lever Action==&lt;br /&gt;
The [[Henry Rifle Series|Henry 45-70 All-Weather]] is a modern (2016) reproduction of the original [[Henry 1860]] lever-action rifle. As the name suggests, it fires .45-70 Government instead of .44 Henry. While being a modern weapon, it retains the loading system of the 1860, modified slightly to allow for a handguard to be fitted to the rifle. A magazine tube is removed from the weapon and individual rounds are loaded into it, then it is pushed back into the tube under the barrel. This reloading procedure is replicated in-game, and the magazine tube only holds 5 rounds. The model in-game has a marginally longer barrel than the image below.&lt;br /&gt;
&lt;br /&gt;
The Henry is classed as a battle rifle, although it functions more like a low-velocity sniper rifle, with a faster firerate than all snipers, but still much slower than the semi-auto battle rifles. This problem can be circumvented with Plus P ammunition, which makes the weapon fire rounds much faster, and also gives the weapon higher penetration. .410 shotshells can also be used, which changes the name to &amp;quot;Henry 410&amp;quot; and makes the weapon fire 4 pellets instead of one bullet. Oddly, these pellets are almost directly over each other, with strong vertical spread instead of horizontal, as one might have expected. A 30-30 conversion is also available, as well as the &amp;quot;Malcolm 3x Scope&amp;quot;. It can also use the same scope as the [[PGM Hecate II]] sniper rifle, the &amp;quot;Sidewinder ED&amp;quot;, which makes it the only non-sniper rifle to have access to this scope.&lt;br /&gt;
[[File:Henry4570.jpg|thumb|none|450px|Henry 45-70 All-Weather Lever Action - .45-70 Government]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95R==&lt;br /&gt;
The [[IWI X95|IWI X95R]] is unlocked at rank 130.&lt;br /&gt;
[[File:IWI X95 5.45x39.jpg|thumb|none|450px|IWI X95R with 13-inch barrel and tan body - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Company Revolver Rifle==&lt;br /&gt;
A slightly visually altered [[Knight's Armament Revolver Rifle]] appears as the &amp;quot;KAC SRR&amp;quot; (Silenced Revolver Rifle), is classed as a carbine and is unlocked at rank 125.&lt;br /&gt;
[[Image:RevolverRifle-1.jpg|thumb|none|450px|Knight's Armament Revolver Rifle - .30 caliber. The weapon in-game features ironsights instead of the scope seen in this reference image.]]&lt;br /&gt;
&lt;br /&gt;
==L22 Hybrid==&lt;br /&gt;
A hybrid between the [[L22A2]] and the SA80 AFV prototype (referred to as just the &amp;quot;L22&amp;quot; in-game) is unlocked at rank 28. It is mostly based off the AFV prototype, but it has the receiver of the L22A2.&lt;br /&gt;
[[Image:Sa80-l22a1.jpg|thumb|none|450px|SA80 AFV prototype - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sa80A2-l22a2.jpg|thumb|none|450px|L22A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfl22-1.jpg|thumb|none|600px|The L22 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M4==&lt;br /&gt;
The [[M4 carbine]] is unlocked at rank 14.&lt;br /&gt;
[[File:ColtM4 FirstVersion.jpg|thumb|none|450px|M4 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfm4-1.jpg|thumb|none|600px|The M4 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] is unlocked by default, making it the first carbine players have access to.&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfm4a1-1.jpg|thumb|none|600px|The M4A1 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M231 Firing Port Weapon==&lt;br /&gt;
The [[M231 Firing Port Weapon]] is unlocked at rank 123 and is classed as an assault rifle in-game. Being a weapon only designed to fire from an M2 Bradley, it is not the easiest thing to use in combat. It fires at 1225 RPM, has extreme vertical and horizontal recoil and has no iron sights at all. Correctly depicted as open bolt, it also has the wire stock available as an attachment, though the model is borrowed from the M3A1 &amp;quot;Grease Gun&amp;quot; and is not the correct stock for the M231.&lt;br /&gt;
&lt;br /&gt;
In real life, it is only meant to be used inside the M2 Bradley, removing it is inadvisable in a combat scenario outside of extreme emergencies. The game reflects this with the description stating &amp;quot;the M231 Firing Port Weapon is only intended to be used inside the Bradley AFV in a special mount. Hits hard, but good luck hitting anything...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The weapon's description (&amp;quot;... You're going to use it anyways, Boss?&amp;quot;) has a reference to ''[[Metal Gear Solid 3]]'', where &amp;quot;The Boss&amp;quot; uses a heavily modified short-barrel AR-15 platform rifle with a Beta C-Mag magazine called the Patriot. The same sort of weapon can be created by equipping the &amp;quot;Short Barrel&amp;quot; attachment and the &amp;quot;M855 Specialty Conversion&amp;quot;, the latter replaces the 30 round magazine with a C-Mag.&lt;br /&gt;
[[File:381portg.jpg|thumb|none|450px|M231 Firing Port Weapon - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MBA Gyrojet Carbine==&lt;br /&gt;
The carbine variant of the [[Gyrojet]] is unlocked at rank 127. Like the pistol, it has reverse damage, which increases with range. It also has the fictional full-auto upgrade, like the pistol.&lt;br /&gt;
[[File:Gyrojetcarbine.jpg|thumb|none|450px|Gyrojet Mark 1 Model B Military Carbine - 13mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-126==&lt;br /&gt;
The OTs-126, a semi-auto carbine variant of the [[PP-2000]], is unlocked at rank 48. It is depicted as select-fire in-game.&lt;br /&gt;
[[File:OTs-126.jpg|thumb|none|450px|OTs-126 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-1A-01 Groza==&lt;br /&gt;
The [[OTs-14-1A-01 Groza]] appears as the &amp;quot;Groza-1&amp;quot;, unlocked at rank 42.&lt;br /&gt;
[[file:OTs-14-1A-01.jpg|thumb|none|450px|OTs-14-1A-01 Groza - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A-03 Groza==&lt;br /&gt;
The [[OTs-14-4A-03 Groza]] is unlocked at rank 79, referred to as the &amp;quot;Groza-4&amp;quot;.&lt;br /&gt;
[[Image:OTs-14-4A-03.jpg|thumb|none|450px|OTs-14-4A-03 Groza - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Remington 1858 &amp;quot;Cattleman's Carbine&amp;quot;==&lt;br /&gt;
The [[Remington 1858 &amp;quot;Cattleman's Carbine&amp;quot;]] is unlocked at rank 93.&lt;br /&gt;
[[Image:RemCattlemansCarbine58.jpg|thumb|none|450px|Remington 1858 &amp;quot;Cattleman's Carbine&amp;quot; - .44]]&lt;br /&gt;
&lt;br /&gt;
==Rossi Circuit Judge==&lt;br /&gt;
The [[Rossi Circuit Judge]] is unlocked at rank 114 and is referred to as the &amp;quot;Jury&amp;quot;.&lt;br /&gt;
[[file:Rossi Circuit Judge 1.jpg|thumb|450px|none|Rossi Circuit Judge - .410 bore/.45 Long Colt]]&lt;br /&gt;
&lt;br /&gt;
==SKS==&lt;br /&gt;
The [[SKS]] in a Tapco Intrafuse stock is unlocked at rank 13.&lt;br /&gt;
[[File:Tapco Intrafuse SKS Rifle Stock Bayonet-DE.jpg|thumb|none|450px|SKS with Tapco Intrafuse stock - 7.62x39mm]]&lt;br /&gt;
[[File:Pfsks-1.jpg|thumb|none|600px|The SKS in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==SR-3M==&lt;br /&gt;
The [[SR-3M]] is unlocked at rank 69.&lt;br /&gt;
[[Image:SR-3M-vichr-30-mag.jpg|thumb|none|450px|SR-3M with 30 round magazine - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International Arctic Warfare Suppressed==&lt;br /&gt;
The [[Accuracy International Arctic Warfare Suppressed]] is unlocked at rank 41 and is known as the &amp;quot;AWS&amp;quot;. It has a 10 round magazine and is stated to be firing .308 Winchester. It is the only integrally-suppressed sniper rifle in the game, which gives it the lowest muzzle velocity in its class. The PM II scope it uses is a unique variant with an illuminated reticle.&lt;br /&gt;
[[File:AWS 1800.jpg|thumb|450px|none|Accuracy International AWS - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International Arctic Warfare Magnum==&lt;br /&gt;
The [[Accuracy International Arctic Warfare Magnum]] is unlocked at rank 82 and is known as the &amp;quot;AWM&amp;quot;. Prior to update 4.7.0, it had a white chassis and was known as the L115A3, which the model did not accurately represent. The new AWM has a much more accurate model. It was also available in the Alpha of the game.&lt;br /&gt;
&lt;br /&gt;
The AWM comes with ironsights by default, the same as the KRISS Vector and Beowulf TCR. They are modelled after the Diamondhead flip-up sights, but the AWM has a unique front sight compared to the two other weapons that use Diamondhead sights.&lt;br /&gt;
[[File:AWSM fixed.jpg|thumb|none|450px|Accuracy International AWSM without scope - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:Accuracy International AWM.jpg|thumb|none|450px|Accuracy International AWM-F - .300 Winchester Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107A1==&lt;br /&gt;
The [[Barrett M107A1]] is unlocked at rank 170, with a tan frame and a five round magazine, for balancing reasons. It previously appeared in the Alpha build of the game, where it was an M82A1 model.&lt;br /&gt;
&lt;br /&gt;
Two interesting things to note about this weapon: attaching a suppressor allows the player to hear the action cycling as well as the spring pushing the bolt back into battery, despite the M107 being one of the loudest guns in the whole game. Secondly (and strangely), the bolt does not cycle at the end of the last shot; the player instead ejects the last round during the reload animation.&lt;br /&gt;
&lt;br /&gt;
Like the game's other .50 BMG weapons, it has access to .416 Barrett and &amp;quot;Dust Shot&amp;quot; conversions, the former increasing penetration and velocity while sacrificing range and damage, and the latter making absolutely no sense at all, turning an anti-materiel rifle into the world's most unwieldy semi-automatic shotgun.&lt;br /&gt;
[[File:Barrett-M107A1_29_inch.jpg|thumb|none|450px|Barrett M107A1 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Cheyenne Tactical M200 Intervention==&lt;br /&gt;
The [[Cheyenne Tactical M200 Intervention]] is the default sniper rifle, unlocked at rank 0. Foregrips are mounted in front of the upside-down carry handle; before update 4.0.0, the carry handle was removed when grips were used.&lt;br /&gt;
&lt;br /&gt;
It has access to a straight-pull bolt and a .375 Cheytac conversion. The stock can also be removed.&lt;br /&gt;
[[Image:M200.jpg|thumb|none|450px|Cheyenne Tactical M200 Intervention - .408 CheyTac]]&lt;br /&gt;
[[File:Pfm200-1.jpg|thumb|none|600px|The Intervention in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K14==&lt;br /&gt;
The [[Daewoo K14]] is unlocked at rank 138, making its first appearance in any media. It has an exclusive scope, the KOM 10x42, which cannot be unlocked for use on other sniper rifles.&lt;br /&gt;
[[File:Daewook14.jpeg‎|thumb|none|450px|Daewoo K14 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Denel NTW-20==&lt;br /&gt;
The [[Denel NTW-20]] is unlocked at rank 220. It features both 14.5x114mm and 20x110mm conversions, the latter of which turns the weapon into a single-shot breech loader. The weapon is incredibly heavy, denying the player the ability to walk while aiming or aim at all unless they are crouched, prone or near waist-high cover, as the weapon features a usable bipod system.&lt;br /&gt;
&lt;br /&gt;
The description incorrectly states that the weapon was designed to take down tanks.&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|450px|Denel NTW-20 - 20x82mm MG151]]&lt;br /&gt;
&lt;br /&gt;
==Dragunov SVDS==&lt;br /&gt;
The [[SVDS Dragunov]] is unlocked at rank 104. The bolt does not lock back when empty and the ironsights more closely resemble a [[Gewehr 43]] rather than the [[Mosin Nagant]]-style sights of the SVDS in reality.&lt;br /&gt;
&lt;br /&gt;
Prior to Update 4.0.0, the weapon had a 5 round capacity in a 10 round magazine model. It also used to be classed as a DMR, but it has now been changed to a sniper rifle and a 10 round capacity.&lt;br /&gt;
[[File:SVD-S-Rifle.jpg‎|thumb|none|450px|SVDS - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
===Dragunov SVD===&lt;br /&gt;
Equipping the &amp;quot;Full Stock&amp;quot; converts the weapon into a [[Dragunov SVD]], with a wood stock and handguard instead of the SVDS' polymer. The name also changes to reflect the conversion.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
==Dragunov SVU==&lt;br /&gt;
A green [[SVU Dragunov]] is unlocked at rank 38. It has a PSO-1 which has much more magnification than a real PSO-1 - 7.5x compared to the real scope's 4.0x. The SVU also has access to iron sights. The bolt does not lock back when empty.&lt;br /&gt;
&lt;br /&gt;
Before Update 4.0.0, the SVU was classed as a DMR, had 5 rounds in a 10 round magazine and had an integral suppressor, due to the unique, cylindrical appearance of the muzzle brake on the SVU. After this update, the developers realised the error, re-classed it as a sniper rifle and removed the suppressor effect from the built-in muzzle brake, although it is non-functional like other guns with muzzle brakes by default. The magazine capacity has also been increased to 10.&lt;br /&gt;
[[Image:Svu-a 2.jpg|thumb|none|450px|SVU modernized with black furniture and a bipod - 7.62x54mmR]]&lt;br /&gt;
[[Image:SVU-A.jpg|thumb|none|450px|SVU-A - 7.62x54mmR. Image used to show back-up iron sights.]]&lt;br /&gt;
&lt;br /&gt;
==FN SSR==&lt;br /&gt;
The [[FN SSR]], called the &amp;quot;SCAR SSR&amp;quot;, is unlocked at rank 85. It is classed as a DMR in-game. Despite having one fire mode, semi-auto, it has an animation to switch fire modes. It has a 20 round [[SCAR-H]] magazine loaded with 10 rounds and a 6.5mm Creedmoor conversion.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[Image:SSR Mk.20 Mod.0.jpg|thumb|none|450px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Grünig &amp;amp; Elmiger FT300==&lt;br /&gt;
The Grünig &amp;amp; Elmiger FT300 is a Swiss sniper rifle, unlocked at rank 160 and chambered in .243 Winchester by default. It features a lot of customisation, with caliber conversions to .22 LR, .308 Winchester, 7.5x55mm and 6XC Norma, a modified .250 Savage round designed for competition shooting. Other options include a &amp;quot;Marksman Kit&amp;quot;, adding a 10 round detachable magazine and a straight-pull bolt (not compatible with the .22 LR conversion), an integral suppressor, the &amp;quot;Olympian Target Sight&amp;quot; and &amp;quot;Olympian Grip&amp;quot; and finally, the Wood Furniture modification, which has very little stat changes. &lt;br /&gt;
&lt;br /&gt;
The G&amp;amp;E logo is replaced with the Stylis Studios logo.&lt;br /&gt;
[[File:G%26eft300.jpg|thumb|none|450px|Grünig &amp;amp; Elmiger FT300 - 6mm BR]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MSG90==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MSG90]] is unlocked at rank 59. Despite having one fire mode, semi-auto, it has an animation to switch fire modes. It has a 5 round magazine implausibly loaded with 10 rounds.&lt;br /&gt;
[[Image:HKMSG90.jpg|thumb|none|450px|Heckler &amp;amp; Koch MSG90 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25==&lt;br /&gt;
The [[Knight's Armament SR-25]] is unlocked at rank 3, under its SOCOM designation of Mk 11. It has the back up irons of the real weapon as the default ironsights. It is classed as a DMR. Despite having one fire mode, semi-auto, it has an animation to switch fire modes. Weirdly, the animations for reloading include both pressing the bolt release and pulling the charging handle.&lt;br /&gt;
&lt;br /&gt;
It has a conversion to .500 Phantom rounds.&lt;br /&gt;
[[File:Knights-Armament-SR-25-Mk11-Mod-0Unsuppressed.jpg|thumb|none|450px|Knight's Armament SR-25 with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfsr25-1.jpg|thumb|none|600px|The SR-25 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M1903 Springfield==&lt;br /&gt;
The [[M1903 Springfield]] is unlocked at rank 136. It can be converted to the rare Air Service version, or have a Pedersen Device installed.&lt;br /&gt;
[[File:M1903Mark1.jpg|thumb|none|450px|M1903 Springfield - .30-06 Springfield]]&lt;br /&gt;
[[File:M1903AirService.jpg|thumb|none|450px|M1903 Springfield Air Service - .30-06 Springfield]]&lt;br /&gt;
[[File:Pederson_Device.jpg|thumb|none|450px|M1903 Springfield with Pedersen Device - .30-18 Auto]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M1891/30==&lt;br /&gt;
The [[Mosin Nagant M1891/30]], known simply as the &amp;quot;Mosin Nagant&amp;quot;, is unlocked at rank 91, a nod to the original rifle's designation of M1891. The description states it is from the 1800s, which is incorrect for the specific model of rifle in the game, which was produced from 1930 onwards. However, the original rifle was made in 1891.&lt;br /&gt;
&lt;br /&gt;
The reload animations are always wrong unless reloading from an empty magazine - the player character will always push a full stripper clip into the rifle, regardless of remaining rounds. The bolt has to be opened to reload, which would cause a round to be lost, but no such mechanism is present in-game. Additionally, the top round is not pulled upward to avoid rims locking together, which could cause misfeeds, and the &amp;quot;clip&amp;quot; part of the stripper clip is removed incorrectly.&lt;br /&gt;
&lt;br /&gt;
The rifle always has the bent bolt regardless of attachments, and can attach a PU-1 scope. Additionally, it has access to an &amp;quot;8mm&amp;quot; conversion, which increases body damage at close range and decreases headshot damage at long range; this is presumably either meant to represent one of the interwar Polish conversions to 8x57mm Mauser, or one of the WWI-era Austro-Hungarian conversions to 8x50mmR Mannlicher. The ironsights have a higher zoom than almost every ironsight in the game, including ones on other sniper rifles like the AWM, which has irons by default. Interestingly, it has access to an extended magazine attachment; this is modeled off of the Howling Raven 10-round extended magazine, and is (like the real deal) detachable.&lt;br /&gt;
[[File:M9130.jpg|thumb|none|450px|Mosin Nagant M91/30 - 7.62x54mmR]]&lt;br /&gt;
[[File:MosinNagantM9130Sniper.jpg|thumb|none|450px|Mosin Nagant M91/30 with PU scope - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
===Mosin Nagant &amp;quot;Obrez&amp;quot;===&lt;br /&gt;
The [[Mosin Nagant &amp;quot;Obrez&amp;quot;]] version, a sawn-off Mosin, is available in the &amp;quot;Other&amp;quot; secondary category and is unlocked at rank 117. It shares all the reload inaccuracies from the M1891/30 listed above. The Obrez, as you would expect, has a lot of recoil, spread and bulet drop, but it can be effectively used as a pocket sniper.&lt;br /&gt;
&lt;br /&gt;
By default, it lacks a front sight, making aiming rather difficult. However, a barrel attachment called &amp;quot;Front Post&amp;quot; remedies the issue, extending the barrel just far enough in order to attach a front sight onto the barrel. The &amp;quot;Obrez Stock&amp;quot; and &amp;quot;Long Barrel&amp;quot; make the weapon approximate the M1891/30 listed above, in appearance, barrel length and performance, though it will still have more bullet spread than the proper rifle. Additionally, the extended barrel has no wood - it is just bare metal all the way. &lt;br /&gt;
&lt;br /&gt;
The weapon also has access to the 8mm conversion and the extended magazine, like the full-length rifle.&lt;br /&gt;
&lt;br /&gt;
As a bit of trivia, the appearance of the Obrez in ''Phantom Forces'' predates the appearance of the Obrez in ''[[Battlefield 1]]'' by a few months, making ''Phantom Forces'' the first game to feature one as a standalone weapon (though one could be created in ''[[DayZ]]'' by sawing down a full-length Mosin prior to this).&lt;br /&gt;
[[File:Mosin-Nagan-obrez.jpg|thumb|none|450px|Mosin Nagant M91/30 &amp;quot;Obrez&amp;quot;  - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
==PGM Hecate II==&lt;br /&gt;
The [[PGM Hecate II]] is unlocked at rank 150, with a Scrome LTE J10 F1 scope. Despite the Hecate's recoil compensation measures in real life such as the muzzle brake and its weight, which is supposed to reduce recoil to a level comparable to that of a .308 Winchester, the in-game depiction of the gun has very high recoil, most likely due to balancing purposes.&lt;br /&gt;
[[File:PGMHecateII.jpg|450px|thumb|none|PGM Hecate II - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 700 Magpul==&lt;br /&gt;
The [[Remington Model 700]], fitted with a Magpul chassis, is unlocked at rank 14 and is known as the &amp;quot;Remington 700&amp;quot;. It has a 6 round magazine, which does not exist, meaning a 7 round magazine has been loaded with 6 rounds. However, the model is that of a 5 round magazine. It has access to an extended magazine and a straight-pull bolt.&lt;br /&gt;
[[File:Remington M700 Hunter 700L stock.jpg|thumb|none|450px|Remington Model 700 with Magpul Hunter 700L Stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfr700-1.jpg|thumb|none|600px|The Remington 700 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Sako TRG-42==&lt;br /&gt;
The [[Sako TRG-42]] is unlocked at rank 84. It has a white chassis and MBUS back up ironsights, despite the rifle already having built-in irons. In-game, it is chambered in .338 Lapua Magnum.&lt;br /&gt;
[[Image:Sako trg42.jpg|thumb|none|450px|Sako TRG-42 - .300 Winchester Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Serbu BFG-50==&lt;br /&gt;
The [[Serbu BFG-50]] makes its inaugural appearance in a form of media, identified as &amp;quot;BFG 50&amp;quot;, being the most powerful sniper rifle in the game until the addition of the Hecate II and M107. It is well-known by the community due to its insane one-shot-kill potential and the fact that many low-level players would unlock it with credits before they reached rank 65. It is a single-shot, breech-loading .50 BMG rifle.&lt;br /&gt;
&lt;br /&gt;
The rifle has a few unique attachments - .17 Wildcat rounds are super-bottlenecked .50 BMG rounds which increase the bullet velocity of the BFG 50. It can also use .416 Barrett ammo and M903 SLAP rounds. It is equipped with the NXS 8-32 scope by default.&lt;br /&gt;
&lt;br /&gt;
All muzzle attachments are mounted inside the default muzzle brake, which is just part of the model and provides no statistical advantage.&lt;br /&gt;
[[File:serbu bfg50.jpg|thumb|none|450px|Serbu BFG-50 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SFG 50&amp;quot;===&lt;br /&gt;
A fictional ''super'' short-barrelled version of the [[Serbu BFG-50]], known as the &amp;quot;SFG 50&amp;quot;, is unlocked at rank 75 and it is part of the &amp;quot;Other&amp;quot; secondary weapon category. As you would expect from a short-barrelled .50 BMG rifle, it has insane recoil and low accuracy at range. The default muzzle brake is just part of the model and provides no statistical advantage.&lt;br /&gt;
&lt;br /&gt;
Like the BFG-50, it has access to .17 Wildcat, M903 SLAP and .416 Barrett ammo, along with the NXS 8-32 scope. It also has access to &amp;quot;Dust Shot&amp;quot;, which turns the weapon into a bolt-action, single-shot shotgun.&lt;br /&gt;
&lt;br /&gt;
The name &amp;quot;SFG 50&amp;quot; is never explained, nor was the name BFG for the BFG 50. As Serbu never gave any explanation for the name, many people have interpreted the acronym as &amp;quot;Big Fucking Gun&amp;quot;, along the same line as the [[Talk:Doom_(VG)#BFG_9000|BFG 9000 from the ''DOOM'' franchise]]. This would make SFG stand for &amp;quot;Small Fucking Gun&amp;quot;, which was reflected by the weapon's name in the killfeed being in lower-case until the Crimson Update.&lt;br /&gt;
[[File:PF-Sfg50-menu.jpg|thumb|none|600px|The &amp;quot;SFG 50&amp;quot; in the menu.]]&lt;br /&gt;
[[File:PF-Sfg50-attachments-menu.jpg|thumb|none|600px|The &amp;quot;SFG 50&amp;quot; with the default suppressor (with a unique model) and the &amp;quot;Ballistics Tracker&amp;quot; attachment (which is just an iPhone with a Stylis Studios logo).]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Scout==&lt;br /&gt;
An early-model [[Steyr Scout]] is unlocked at rank 195, equipped with a Leupold M8-6x scope. It is chambered in .376 Steyr and has an 8 round magazine. The straight-pull bolt is an attachment option for this weapon. It was previously chambered in 7.62x51mm NATO, with an underloaded 9 round magazine (should be 10), but it was changed in an unknown update. Instead of a Steyr logo on the stock, there is a Stylis Studios logo.&lt;br /&gt;
[[File:Scout Gray.jpg|thumb|none|450px|Steyr Scout (early model) with gray stock and long-eye-relief scope - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==VSS Vintorez==&lt;br /&gt;
The [[VSS Vintorez]] is unlocked at rank 46. By default, it has no scope and a 10 round magazine, but a PSO-1 scope can be attached to the weapon. It is classed as a Designated Marksman Rifle in-game and it is the only select-fire DMR in-game.&lt;br /&gt;
&lt;br /&gt;
Like the [[AS Val]], the Vintorez has access to the &amp;quot;Suppressor.. ?&amp;quot; attachment, which is the only barrel attachment. In-game, it doesn't do anything apart from pitch up the noise of your shots, and it is nonsensically attached to the end of the integral suppressor. It is modelled after the PBS-1.&lt;br /&gt;
&lt;br /&gt;
The AS Val can also be made into a VSS with the &amp;quot;Full Stock&amp;quot; attachment.&lt;br /&gt;
[[Image:Vss1.jpg|thumb|none|450px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
The [[Walther WA 2000]] is unlocked at rank 200. It correctly has a 6 round capacity. The scope model seems to be the same as the one on the Scout, the Leupold M8-6x, however the reticle is different. Oddly, a red laser attachment emits a pink beam instead. The top-mounted bipod is deployed when the &amp;quot;Long Barrel&amp;quot; attachment is used, like the FAMAS. Also like the FAMAS, the bipod is functionally useless.&lt;br /&gt;
&lt;br /&gt;
The description of the rifle states &amp;quot;Section 26, paragraph 5 - need to know. I'm sure you understand&amp;quot;, which is a reference to ''[[The Living Daylights]]'', a Bond film in which [[Timothy Dalton]] uses the WA2000.&lt;br /&gt;
[[Image:Walther-WA2000.jpg|thumb|none|450px|Walther WA 2000 - .300 Winchester Magnum]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Browning Automatic Rifle M1918A2==&lt;br /&gt;
The [[Browning Automatic Rifle M1918A2]] was added in October 2023 as part of update 9.0.3. &lt;br /&gt;
[[File:BAR.jpg|350px|thumb|none|M1918A2 Browning Automatic Rifle without carry handle - .30-06]]&lt;br /&gt;
&lt;br /&gt;
==Diemaco C7 LSW/Colt Model 750 LMG==&lt;br /&gt;
The [[Diemaco/Colt Canada C7 LSW]] appears as the first LMG players unlock, under the name &amp;quot;Colt LMG&amp;quot;. It does not have the built-in foregrip and it uses a 60 round quad-stack magazine. Despite the fact that it has a fixed carry handle (being based on the [[M16A2]]), the carry handle is removed when used with optics.&lt;br /&gt;
[[File:M16A2_CAR.jpg|thumb|none|350px|Diemaco C7 LSW/Colt Model 750 with Beta-C drum magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfm750-1.jpg|thumb|none|600px|The C7 LSW/M750 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==FN HAMR IAR==&lt;br /&gt;
The [[FN HAMR IAR]] is unlocked at rank 72, loaded with a 50 round X-Products drum. It does not feature the closed/open-bolt switching mechanism, being permanently stuck in closed-bolt. It is called the &amp;quot;SCAR HAMR&amp;quot; in-game. It has a fictional 9mm conversion, which uses a 100-round Beta-C drum magazine. Weirdly, the &amp;quot;Short Barrel&amp;quot; increases the effective range of the weapon.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[File:FN HAMR.jpg|thumb|none|450px|FN HAMR IAR - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21E]] is unlocked at rank 67. Like the [[Vollmer HK51-B]], it has a unique belt box that only G3 LMG variants use.&lt;br /&gt;
[[File:HK21E.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==L86A2==&lt;br /&gt;
The [[L86A2]] LSW is unlocked at rank 43, under the name &amp;quot;L86 LSW&amp;quot;.&lt;br /&gt;
[[File:L86A2.jpg|thumb|none|450px|L86A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M60E6==&lt;br /&gt;
The [[M60 machine gun|M60E6]], under the generic &amp;quot;M60&amp;quot; name, is unlocked at rank 19. It is fitted with a clubfoot stock and has the top rail from the [[Mk 43 Mod 1]]. &lt;br /&gt;
[[File:M60E6.jpg|thumb|none|450px|M60E6 with ELCAN scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfm60-1.jpg|thumb|none|600px|The M60 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==MG3KWS==&lt;br /&gt;
The [[MG3|MG3KWS]] is the improved version of the MG3, unlocked at rank 101. It can be modified with the &amp;quot;Light Bolt&amp;quot; and &amp;quot;Heavy Bolt&amp;quot; attachments, which in/decrease ROF. The MG3 has heavy bolt versions so it can be more easily fired from the shoulder.&lt;br /&gt;
[[File:MG3KWS.jpeg|thumb|none|450px|MG3KWS with Steiner 1-5x24 scope - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The [[MG42]] is unlocked at rank 142. It can be modified with the &amp;quot;Light Bolt&amp;quot; and &amp;quot;Heavy Bolt&amp;quot; attachments, which in/decrease ROF. Despite not being for MG42s, this has a basis in reality - the [[MG3]] has heavy bolt versions so it can be more easily fired from the shoulder.&lt;br /&gt;
[[Image:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] with a 40-round magazine is unlocked at rank 54.&lt;br /&gt;
[[File:RPK lmg.jpg|thumb|none|450px|RPK with 40 round magazine - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==RPK-12==&lt;br /&gt;
The RPK-12, an early LMG concept of the [[AK-12]] prototype, appears in the game. It is unlocked at rank 37, and has a 45 round magazine. It is based on the gun of the same name in ''[[Battlefield 4]]''.&lt;br /&gt;
[[File:RPK-12.jpg|thumb|none|450px|Photoshopped mock-up of the RPK-12 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==RPK-74==&lt;br /&gt;
The [[RPK-74]] is unlocked at rank 88. It uses the same rear sight as the AK74, when it should have a rear sight with windage adjustment.&lt;br /&gt;
[[File:Soviet RPK-74.jpg|thumb|none|450px|RPK-74 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR==&lt;br /&gt;
The [[Steyr AUG HBAR]] is unlocked at rank 27. It has the same rail system as the AUG A2 and A3, as well as a 42 round magazine, which incorrectly visually resembles a brown 30 round STANAG magazine. It used to be closed-bolt, but an update changed it so that the weapon was open-bolt, however the charging handle still moves as if it were closed-bolt.&lt;br /&gt;
[[Image:Aug-hbar.jpg|thumb|none|450px|Steyr AUG HBAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:SteyrAUGSR.jpg|thumb|none|450px|Steyr AUG Special Receiver - 5.56x45mm NATO. Image used to show the Picatinny rail.]]&lt;br /&gt;
[[File:Pfaughbar-1.jpg|thumb|none|600px|The AUG HBAR in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Vollmer HK51-B==&lt;br /&gt;
The super-rare [[Vollmer HK51-B]], a short-barrelled [[HK21]] conversion, is unlocked at rank 160. It is an unofficial belt-fed short-barrelled G3 rifle, adapted to use the M13 link designed for the [[M60]]. Despite this, it has a unique belt box model that all G3 LMG variants use. The reload animation is the same as the HK21. The weapon has the 3 round burst mode from the [[MP5A5]].&lt;br /&gt;
&lt;br /&gt;
Oddly, it is classed as a carbine, despite being a machine gun. This means it is the only belt-fed carbine in the game.&lt;br /&gt;
[[file:HK51-b.jpg|thumb|none|450px|Vollmer HK51-B without ammunition belt - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M79==&lt;br /&gt;
The [[M79]] appears as the &amp;quot;M79 Thumper&amp;quot;, one of the grenade launcher's nicknames from the Vietnam War. It is classified as an &amp;quot;Other&amp;quot; secondary, alongside the Obrez, the &amp;quot;SFG 50&amp;quot;, the &amp;quot;Saiga-12U&amp;quot;, the sawed-off shotgun and the Serbu Super Shorty, and is unlocked at rank 79. The sights are permanently folded down, and are removed and replaced by a Picatinny rail when using optics. The stock is removeable, replaced by a sawed-off pistol grip, and the barrel can be shortened. Nonsensically, the weapon can also be fitted with a muzzle brake or a compensator, which would never be able to be attached to the M79 in real life. It also has access to the joke &amp;quot;Loudener&amp;quot; muzzle attachment, which makes the weapon louder when firing. When reloading, the opening latch is correctly used before the barrel can be opened, which is nice attention to detail.&lt;br /&gt;
&lt;br /&gt;
The weapon does not fire HE 40x46mm grenades, as one might expect - instead, it fires 10 .22 LR bullets using the 40x46mm grenade casing, meaning it functions more like a single barrelled shotgun than a grenade launcher. This is not possible in real life - while there were experimental, shotgun like, ammunition for this weapons in real life, the chamber of the M79 cannot hold enough pressure to push small projectiles up to a lethal velocity. The barrel is rifled, therefore the small projectiles spread widely and is less lethal than a handgun or conventional shotgun at further range.&lt;br /&gt;
&lt;br /&gt;
The M79 has a few ammo conversions. It can use Hollow Point and Armour Piercing, unlike other shotguns, owing to it using .22 LR, not regular shotgun shells. The 40mm Sponge ammunition is unlocked by default, a riot-control ammo type intended to be non-lethal; instead of killing, it stuns and shocks the target. It has a similar function to a slug round used in the other shotguns, but with more pronounced drop and a muzzle velocity of 60m/s. It can kill with a hit anywhere on the body, and it has a different model to the normal ammunition - the 40mm grenade now has a grey base and a blue tip. The M79 can also fire Flechette ammunition, which has 16 projectiles, more than standard 8 darts used by every other shotgun with the flechette ammunition equipped. Flechette pierces cover better, but deals less damage, less muzzle velocity and has more spread. &amp;quot;.410 Beehive&amp;quot; converts the M79 to fire .410 shells, with 12 pellets that travel faster and further than the .22 LR, but have less power and more spread, meaning it functions similarly to the birdshot ammunition. Buckshot makes it fire the standard 8 pellet shells used in other shotguns via an adaptor, dealing more damage and with more muzzle velocity than the standard .22 LR, but with more spread and less pellets, it is not very useful. Finally, slugs function similarly to the 40mm Sponge, but with longer range, more spread and less drop, turning the M79 into an inaccurate version of the &amp;quot;SFG 50&amp;quot;.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==X Products Can Cannon==&lt;br /&gt;
The [[X Products Can Cannon]] is rather bizarrely the last firearm unlocked, at rank 222.&lt;br /&gt;
[[File:CanCannonAR15.jpg|thumb|none|450px|X Products Can Cannon - 12 oz. can]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
For gameplay purposes, all grenades glow green or red when thrown, depending on if the team that threw the grenade is friendly or not.&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] is unlocked at rank 26.&lt;br /&gt;
[[File:M26_Grenade.jpg|thumb|none|250px|M26 hand grenade]]&lt;br /&gt;
[[File:Pfm26-1.jpg|thumb|none|600px|The M26 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M560 Mini Grenade==&lt;br /&gt;
The M560 mini grenade is unlocked at rank 56.&lt;br /&gt;
[[File:ONSV2998__02.jpg|thumb|none|250px|M560 mini grenade]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] is the default grenade in ''Phantom Forces''.&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|250px|M67 hand grenade]]&lt;br /&gt;
[[File:Pfm67-2.jpg|thumb|none|600px|The M67 in the loadout menu.]]&lt;br /&gt;
[[File:Pfm67-1.jpg|thumb|none|600px|The pre-5.7.0 model for the grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Mk. 2 Hand Grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is unlocked at rank 2.&lt;br /&gt;
[[File:MkII_post-WWII_grenade.JPG|thumb|none|250px|Mk. 2 hand grenade]]&lt;br /&gt;
[[File:Pfmk2-1.jpg|thumb|none|600px|The Mk. 2 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
Three versions of the [[Model 24 Stielhandgranate]] appear in-game. The first is the basic &amp;quot;M24 Stick&amp;quot;, which is unlocked at rank 24. The second is the ''Geballte Ladung'' variant, unlocked at rank 168 (which is 7 times 24). The third is actually a melee weapon, and can only be unlocked by getting a Legendary on a case.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate]]&lt;br /&gt;
[[File:Pfm24-1.jpg|thumb|none|600px|The Stielhandgranate in the menu. The marking on the grenade's head reads &amp;quot;Kartoffel&amp;quot; (potato in German), in reference to its &amp;quot;potato masher&amp;quot; nickname.]]&lt;br /&gt;
[[File:M24_geballte_ladung.jpg|thumb|none|300px|Model 24 Stielhandgranate ''Geballte Ladung'']]&lt;br /&gt;
&lt;br /&gt;
==RGD-5 Hand Grenade==&lt;br /&gt;
The [[RGD-5 hand grenade]] is unlocked at rank 54.&lt;br /&gt;
[[File:RGD5.jpg|thumb|none|250px|RGD-5 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==RGN Hand Grenade==&lt;br /&gt;
The [[RGN]] is unlocked at rank 113.&lt;br /&gt;
[[File:RGN.jpg|thumb|none|250px|RGN hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==RGO Hand Grenade==&lt;br /&gt;
The [[RGO]] hand grenade is unlocked at rank 114.&lt;br /&gt;
[[File:RGO.jpg|thumb|none|250px|RGO hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==T13 Beano Grenade==&lt;br /&gt;
The [[T13 Beano]] grenade is unlocked at rank 80.&lt;br /&gt;
[[File:T13_Impact_Grenade.jpg|thumb|none|250px|T13 Beano grenade]]&lt;br /&gt;
&lt;br /&gt;
==V40 Mini Grenade==&lt;br /&gt;
The [[V40 Mini Grenade]] is unlocked at rank 140.&lt;br /&gt;
[[File:V40.jpg|thumb|none|250px|V40 Mini Grenade]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==e-Shotgun==&lt;br /&gt;
The &amp;quot;E Gun&amp;quot; is the world's first commercial coilgun, called the e-Shotgun in real life and unlocked at rank 87. The weapon fires small discs, which the game affectionately calls &amp;quot;Angry Pancakes&amp;quot;. A caliber conversion is available to the equally silly-sounding &amp;quot;Pennies&amp;quot; ammo type. Using the &amp;quot;Pennies&amp;quot; doubles the size of capacity up to 100 rounds. It features the real weapon's automatic and &amp;quot;shotgun&amp;quot; (actually a very fast 5-round burst) modes, and a semi-auto mode, with the burst firing at 2,800 RPM, 400 higher than the real weapon. Automatic fire is also faster, firing at 850 RPM instead of 600. The weapon also features a unique sight, the Kousaku OLED, unlocked by default.&lt;br /&gt;
[[File:PD90 coilgun.jpg|500px|thumb|none|e-Shotgun PD90]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Coilgun&amp;quot;===&lt;br /&gt;
The &amp;quot;Coilgun&amp;quot; is a fictional secondary version of the e-Shotgun, also unlocked at rank 87, painted white instead of black. As a shotgun secondary, it is classed as an &amp;quot;Other&amp;quot; secondary. It features the same unique sight as the primary, and has only minor changes compared to the primary version.&lt;br /&gt;
&lt;br /&gt;
==Nerf Boxy Buster==&lt;br /&gt;
The &amp;quot;Boxy Buster&amp;quot; is a pistol based on the [[USFA ZiP .22]], added as part of a tie-in with Nerf, as Hasbro partnered with Roblox to make toy blasters based on various popular ''Roblox'' games. The ZiP .22 was selected due to its simplicity and popularity within the community as a joke weapon. The Boxy Buster is a real toy, which is functionally similar to the &amp;quot;Jolt&amp;quot; blasters. The in-game weapon is unlocked by redeeming a code that comes with the real blaster.&lt;br /&gt;
&lt;br /&gt;
The weapon has incredibly unrealistic performance for a foam dart toy blaster. It has a muzzle velocity of 500m/s, which is the lowest in the game but still far higher than the real toy. The foam dart cannot penetrate walls and makes no noise when firing, so players using this blaster do not show up on the minimap. The darts have a preposterous range compared to the real blaster, able to hit enemies across the map and even result in a kill if a headshot is achieved, due to the low damage of 25 being boosted with a 3x torso multiplier and a 50x headshot multiplier, meaning the weapon does 1,250 damage to the head, the joint highest in the game with the 1911 pistol's dart conversion. The darts are green, like the ones that come with the real-life Boxy Buster.&lt;br /&gt;
&lt;br /&gt;
The reload is incorrect, as the player never pulls the plunger underneath the grip, which is needed for the blaster to fire.&lt;br /&gt;
[[File:PF_Boxy_Buster.jpg|thumb|350px|none|Nerf Boxy Buster toy pistol]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Heckler &amp;amp; Koch XM29 OICW==&lt;br /&gt;
The 1999 prototype of the [[Heckler &amp;amp; Koch XM29 OICW]] is featured on a poster in the map &amp;quot;Metro&amp;quot;.&lt;br /&gt;
[[File:H%26K_XM29_OICW.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM29 OICW (1999 prototype) - 5.56x45mm NATO &amp;amp; 20x28mm grenade]]&lt;br /&gt;
[[File:Pfoicw-1.jpg|thumb|none|600px|If only it was usable...]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Phantom_Forces&amp;diff=1638046</id>
		<title>Phantom Forces</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Phantom_Forces&amp;diff=1638046"/>
		<updated>2023-12-26T05:30:05Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: /* Ruger Redhawk */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Phantom Forces&lt;br /&gt;
|picture = PhantomForces title.jpg&lt;br /&gt;
|caption =  ''Loading screen art''&lt;br /&gt;
|date= June 2, 2015&lt;br /&gt;
|developer=StyLiS Studios&lt;br /&gt;
|platforms=	&lt;br /&gt;
Microsoft Windows&amp;lt;br&amp;gt;&lt;br /&gt;
MacOS&amp;lt;br&amp;gt;&lt;br /&gt;
Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
PlayStation 4&amp;lt;br&amp;gt;&lt;br /&gt;
PlayStation 5&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Roblox&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''Phantom Forces''''' is a multiplayer first-person shooter developed by StyLiS Studios. The game, which is available on the Roblox platform, was first made available on June 2nd, 2015 for consoles and  August 31st, 2015 for PC. It is a modern shooter heavily inspired by the ''[[Battlefield]]'' franchise, specifically ''[[Battlefield 3|3]]'' and ''[[Battlefield 4|4]]'', with some of the maps and weapons of ''4'' and the heads-up display of ''3'' making a near-identical appearance in ''Phantom Forces''. The 4-class system of the ''Battlefield'' games is also present, but without the unique gadgets and abilities of those classes.&lt;br /&gt;
&lt;br /&gt;
''Phantom Forces'' sets itself apart with an extremely diverse selection of over 180 firearms ranging from late-19th century lever-action rifles to the most modern military small arms. Each and every weapon may also be extensively modified to suit a player's needs, with available attachments including optical sights, suppressors, foregrips, extended magazines, caliber conversions, alternate ammunition, and lengthened/shortened barrels. &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
There are 4 classes in ''Phantom Forces'', which, due to the lack of ''Battlefield''-inspired gadgets, differ only by the types of primary weapons that they have access to. The first class, Assault, can equip Assault Rifles, Carbines, Battle Rifles, and Shotguns. Support, the second class, has similar weapon offerings, except they use Light Machine Guns instead of Assault Rifles. The Scout class has access to Personal Defense Weapons, Carbines, Shotguns and Designated Marksman Rifles. The final class, Recon, has access to Sniper Rifles, DMRs, Battle Rifles, and Carbines.&lt;br /&gt;
&lt;br /&gt;
Each class can equip one primary weapon, one secondary weapon, one grenade, and one melee weapon. Primary weapons are split into several categories, which are Assault Rifles, Battle Rifles, Carbines, DMRs (intermediate and full-power semi-automatic rifles), LMGs (and GPMGs), PDWs (submachine guns and a few carbines), Shotguns, and Sniper Rifles. Secondary weapons, which are shared across all classes, are categorized into Pistols, Revolvers, Machine Pistols, and a catch-all &amp;quot;Other&amp;quot; category. Grenades are divided among three categories, those being Fragmentation, High Explosive, and Impact. Weapons can be unlocked by increasing one's personal &amp;quot;rank&amp;quot;, which is done by gathering XP awarded by eliminating other players or completing objectives, or pre-bought with Credits, an in-game currency that is acquired by ranking up, selling in-game skins, or spending real money. &lt;br /&gt;
&lt;br /&gt;
Every gun in the game can be modified in the loadout menu to add (or remove) various parts, which are unlocked on a per-weapon basis by accumulating kills or spending credits. Most weapons can use one &amp;quot;optic&amp;quot; attachment (includes iron sights, holographic sights, and scopes), one &amp;quot;barrel&amp;quot; attachment (suppressors, muzzle devices, changing barrel length, shotgun chokes), one &amp;quot;underbarrel&amp;quot; attachment (grips, flashlights, lasers), one &amp;quot;other&amp;quot; attachment (side-mounted lasers and flashlights, alternate/remove stocks, extended magazines, canted sights), and one &amp;quot;ammo&amp;quot; attachment (hollow point, armor piercing, overpressure, slugs, flechette, conversions). Although many attachments are available to all weapons (with some exceptions), many guns feature modifications that are unique to that weapon or weapon class. Some unique modifications change the weapon in such a way that it becomes another firearm entirely; for example, the [[Kel-Tec KSG]] has access to the unique &amp;quot;KSG-25 barrel&amp;quot; modification, which transforms the shotgun into the KSG-25 both functionally, by extending its barrel and magazine tubes, and literally, by changing the weapon's name to &amp;quot;KSG-25&amp;quot; in the loadout menu and killfeed. This will be taken into account when considering if a weapon appears in ''Phantom Forces''.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
Pistols in ''Phantom Forces'' are split between automatic pistols (and some single-shot pistols) and machine pistols. They can be equipped in the secondary slot and are available to all classes. &lt;br /&gt;
&lt;br /&gt;
==AMT Automag III==&lt;br /&gt;
The [[AMT Automag III]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 109. Chambered in .30 Carbine, it has a very high base damage (68 at point blank) and good torso/headshot multiplier at the cost of a low magazine capacity (8+1) and very high recoil. The Automag III features two unique modifications, those being a .45 Winchester Magnum conversion and .50 Action Express conversion, which convert the pistol into the Automag IV and Automag V respectively.&lt;br /&gt;
[[Image:AMTAutoMagIII.jpg|thumb|none|450px|AMT Automag III - .30 Carbine.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII menu.jpg|600px|thumb|none| ''An American hand cannon brought to you by AMT. Loading the .30 Carbine cartridge and featuring impressive damage potential, despite this it kicks incredibly high.'']]&lt;br /&gt;
[[File:PhantomForces AutomagIII hip.jpg|600px|thumb|none|The player character holds the Automag III at their hip in one of the dimly-lit tunnels of Ravod 911.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII ads1.jpg|600px|thumb|none|The view down the Automag III's sights.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII ads alt.jpg|600px|thumb|none|The Automag III's alternate ADS view, which would be much more useful if the handgun in question was equipped with a laser attachment.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII inspect1.jpg|600px|thumb|none|The player inspects the left side of the Automag III, something the player is capable of doing to each of the game's guns.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII inspect2.jpg|600px|thumb|none|The second part of the inspect animation, featuring the right side of the gun. Looking good is half the battle.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII tacreload1.jpg|600px|thumb|none|The Automag III's tactical reload animation, in which the magazine is unceremoniously &amp;quot;Wick-flicked&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII tacreload2.jpg|600px|thumb|none|The second half of the reload, in which a fresh magazine is rammed home.]]&lt;br /&gt;
[[File:PhantomForces AutomagIII dryreload.jpg|600px|thumb|none|When reloaded from an empty magazine, the player character pulls back on the Automag III's slide to chamber a round.]]&lt;br /&gt;
===AMT Automag IV===&lt;br /&gt;
Equipping the &amp;quot;.45 WinMag&amp;quot; ammo conversion mod for the Automag III transforms it into the [[AMT Automag IV]]. This allows the pistol to fire much faster and increases the maximum total ammo the player can carry, but reduces its damage and headshot multiplier. &lt;br /&gt;
[[File:AMTAutoMagIV.jpg|350px|thumb|none|AMT Automag IV - .45 Win Mag.]]&lt;br /&gt;
[[File:PhantomForces AMagIV.jpg|600px|thumb|none| ''Load your Automag with .45 Winchester Magnum. This makes your Automag III into the .45 caliber Automag IV. A more traditionally performing handgun cartridge with a lot of power still by comparison.'']]&lt;br /&gt;
&lt;br /&gt;
===AMT Automag V===&lt;br /&gt;
Equipping the &amp;quot;.50 AE&amp;quot; ammo conversion mod for the Automag III transforms it into the [[AMT Automag V]]. This vastly increases its damage, allowing for a one-shot kill to the body at close range. The Automag V's immense firepower is offset by its reduced magazine capacity of just 5 rounds, however, and its heavy recoil makes quick follow-up shots very difficult (not that one is needed, if you're using it correctly). &lt;br /&gt;
[[File:AMTAutoMagV.jpg|350px|thumb|none|AMT Automag V - .50 AE.]]&lt;br /&gt;
[[File:PhantomForces AMagV.jpg|600px|thumb|none|''Load your Automag with .50 Action Express. This makes your Automag III into the .50 caliber Automag V. There were only 3000 of these models produced using a 5-round magazine. Featuring stopping power similar to other .50 caliber handguns.'']]&lt;br /&gt;
&lt;br /&gt;
==AMT Javelina Longslide==&lt;br /&gt;
The AMT Javelina Longslide, a variant of the 1911-pattern [[AMT Hardballer]] chambered in 10mm Auto and with an extended barrel, was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 84. The pistol is known as the &amp;quot;Hardballer&amp;quot; in-game and is capable of dealing above-average damage per shot, with its main strength being its ability to three-shot an enemy player to any part of the body at any range. This long-ranged power is counterbalanced by a low magazine size of only 8+1 rounds, mediocre close-range performance, and somewhat high vertical recoil. The Javelina Longslide has access to the &amp;quot;Short Barrel&amp;quot; mod, which shortens the handgun's barrel and slide to that of a standard 1911, and a US Marine Corps. folding shoulder stock. The Javelina is also unique in that it is the only firearm in the game to lack a kill requirement for the fictional &amp;quot;AMT Terminator&amp;quot; optic, which, along with the weapon's in-game description, is an obvious reference to 1984's ''[[The Terminator]]''. &lt;br /&gt;
[[File:AMTJavelinaLongslide.jpg|350px|thumb|none|AMT Javelina Longslide - 10mm Auto]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide model.jpg|600px|thumb|none|''Strong ranged performance at the cost of somewhat high recoil - It may not be a phased plasma rifle in the 40-watt range, but this pistol still packs quite a lot of punch with every shot.'']]&lt;br /&gt;
[[File:M1911 Marines stock.jpg|350px|thumb|none|M1911A1 with experimental US Marine Corps. folding stock - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide modelmods.jpg|600px|thumb|none| The Javelina Longslide with a shortened barrel, US Marine Corps. folding shoulder stock, and &amp;quot;AMT Terminator&amp;quot; laser sight.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide hip.jpg|600px|thumb|none|Holding the Javelina Longslide.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide inspect1.jpg|600px|thumb|none|Inspecting the Javelina Longslide.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide inspect2.jpg|600px|thumb|none|Ditto.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide ADS1.jpg|600px|thumb|none|Looking down the Javelina's iron sights.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide ADS2.jpg|600px|thumb|none|Alternate ADS view.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide firing.jpg|600px|thumb|none|Firing the pistol.]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide reload1.jpg|600px|thumb|none|Removing an empty magazine by jerking the handgun downwards...]]&lt;br /&gt;
[[File:PhantomForces JavelinaLongslide reload2.jpg|600px|thumb|none|...and inserting a fresh one. The player then presses the slide release to finish the process.]]&lt;br /&gt;
&lt;br /&gt;
==Arsenal Firearms AF2011-A1==&lt;br /&gt;
The [[Arsenal Firearms AF2011-A1]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 201. Holding the (dubious) honor of being the secondary weapon with the highest unlock rank in the game, the AF2011-A1 was the first double-barreled non-shotgun firearm added to ''Phantom Forces.'' It features very high damage at close range (due to it firing two .45 ACP rounds per trigger-pull), high recoil, a low magazine size, and a long reload. Unique modifications for the AF2011-A1 include a Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock and a &amp;quot;.45 Super&amp;quot; ammo conversion which significantly improves penetration and muzzle velocity at the expense of long-range damage and recoil. &lt;br /&gt;
[[File:AF2011.jpg|thumb|none|350px|Arsenal Firearms AF2011-A1 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 model.jpg|600px|thumb|none|''A double barrel design based off the M1911. Features two of... well, everything! Features great damage in close range as you are firing two rounds at once but suffers range performance due to recoil and a slow reload.'']]&lt;br /&gt;
[[File:1911 MultiShotKit.jpg|350px|thumb|none|M1911A1 with Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 modelmods.jpg|600px|thumb|none|The AF2011-A1 with the Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock attached.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 hiphold.jpg|600px|thumb|none|Wide load coming through! Holding the AF2011-A1.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 leftside.jpg|600px|thumb|none|Inspecting the left side of the pistol.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 ADS1.jpg|600px|thumb|none|Aiming down the AF2011-A1's sights.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 ADS2.jpg|600px|thumb|none|Gangsta-&amp;quot;aiming&amp;quot; the wide-bodied pistol.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 firing.jpg|600px|thumb|none|Firing the pistol. Although the game correctly models a pair of spent casings, they should be flung from opposite sides of the weapon, not both from the same side.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 reload1.jpg|600px|thumb|none|Reloading the big-boned pistol by flicking away the empty... magazine... magazines?]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 reload2.jpg|600px|thumb|none|Inserting a... feed device. Sure, that works.]]&lt;br /&gt;
[[File:PhantomForces AF2011A1 reload3.jpg|600px|thumb|none|Pulling back and releasing the slides.]]&lt;br /&gt;
&lt;br /&gt;
==AWS 1911==&lt;br /&gt;
The [[AWS 1911]] was added on Christmas 2018 as part of update 4.0.0 (2018 Winter Update 1) as the &amp;quot;MP1911&amp;quot; and is unlocked at rank 106. The version depicted in-game is select-fire and feeds from double-stack magazines, meaning that it is based on the later &amp;quot;AWS Model-2&amp;quot; prototypes. It comes pre-equipped with the shoulder stock from the Colt 1911 machine pistol prototype. The AWS 1911 is classified as a machine pistol and fires .45 ACP at an astounding 1000 RPM in full-auto, offering a potent close-range self-defense tool for a player in a pinch, featuring high damage and controllable recoil due to its foregrip and stock. Its 15-round magazine, however, is one of the smallest in its class. It can be modified to remove its pre-fitted stock and shorten the barrel, which increases the weapon's responsiveness in CQC at the expense of worse recoil and range. The AWS 1911 also features a 9x19mm conversion which increases its magazine size (20 &amp;gt; 15 rounds) and firerate (1300 &amp;gt; 1000 RPM) while decreasing its damage. &lt;br /&gt;
[[Image:aws191138super.jpg|thumb|none|350px|AWS 1911 - .38 Super]]&lt;br /&gt;
[[File:M1911 .38 Machine Pistol.jpg|350px|thumb|none|Colt M1911A1 machine pistol conversion - .38 Super. The stock of the &amp;quot;MP1911&amp;quot; appears to be modeled after this machine pistol's stock.]]&lt;br /&gt;
[[File:PhantomForces MP1911 model.jpg|600px|thumb|none|''A custom 1911 prototype from the Philippines. Features a custom foregrip and muzzle device for very stable firing characteristics, but has a bulky magazine resulting in slow reloads.'']]&lt;br /&gt;
[[File:PhantomForces MP1911 modelmods.jpg|600px|thumb|none|The AWS 1911 made extra-short with the &amp;quot;Remove Stock&amp;quot; and &amp;quot;Short Barrel&amp;quot; attachments and converted to fire 9x19mm.]]&lt;br /&gt;
[[File:PhantomForces MP1911 hiphold.jpg|600px|thumb|none|Holding the unusual fully-automatic 1911 at the hip.]]&lt;br /&gt;
[[File:PhantomForces MP1911 leftside.jpg|600px|thumb|none|The left side of the AWS 1911.]]&lt;br /&gt;
[[File:PhantomForces MP1911 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces MP1911 ADS1.jpg|600px|thumb|none|Aiming down the AWS 1911's fancy-schmancy blue and white glow sights.]]&lt;br /&gt;
[[File:PhantomForces MP1911 ADS2.jpg|600px|thumb|none|The &amp;quot;MP1911's&amp;quot; alternate aim view, which is essentially a zoomed-in hipfire view.]]&lt;br /&gt;
[[File:PhantomForces MP1911 firing.jpg|600px|thumb|none|Letting loose with a fully-automatic burst of .45 ACP. A big thanks to the Philippines!]]&lt;br /&gt;
[[File:PhantomForces MP1911 reload1.jpg|600px|thumb|none|Performing an AWS 1911 fan's favorite task: reloading.]]&lt;br /&gt;
[[File:PhantomForces MP1911 reload2.jpg|600px|thumb|none|Inserting a fresh magazine containing 15 .45 ACP rounds; note that this machine pistol has been fitted with a magical auto-closing slide!]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
A [[Beretta 93R]] with wood grips was added during the game's Alpha and is unlocked at rank 26. It feeds from a 20 round magazine, is classified as a machine pistol, and is the only secondary weapon in the game to feature a burst-fire. The 93R is capable of killing a full-health player with one three-round burst at close range, but its high vertical recoil can make the weapon hard to use effectively beyond close range. The machine pistol can also be fired sem-automatically, which can also be useful when single, more accurate shots are desired. The Beretta 93R's only unique modification is a recoil-decreasing shoulder stock known as the &amp;quot;Raffica Stock&amp;quot;. &lt;br /&gt;
[[Image:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces 93R model.jpg|600px|thumb|none|''An Italian machine pistol that fires rapid 3-round bursts. Strong vertical recoil with high close-in damage.'']]&lt;br /&gt;
[[File:Beretta 93R with unfolded stock.jpg|thumb|none|350px|Beretta 93R with optional unfolded shoulder stock - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces 93R modelmods.jpg|600px|thumb|none|The Beretta 93R equipped with the &amp;quot;Raffica Stock&amp;quot; mod.]]&lt;br /&gt;
[[File:PhantomForces 93R hiphold.jpg|600px|thumb|none|First-person view with the 93R equipped.]]&lt;br /&gt;
[[File:PhantomForces 93R leftside.jpg|600px|thumb|none|Inspecting the pistol, which features a small folding foregrip. Ironically, this provides no stability improvement over the standard Beretta M9 also featured in-game.]]&lt;br /&gt;
[[File:PhantomForces 93R rightside.jpg|600px|thumb|none|The right side of the 93R.]]&lt;br /&gt;
[[File:PhantomForces 93R ADS1.jpg|600px|thumb|none|Aiming down the 93R's simplistic three-dot iron sights.]]&lt;br /&gt;
[[File:PhantomForces 93R ADS2.jpg|600px|thumb|none|The alternate ADS mode, which offers a much clearer viewmodel at the expense of a clear aiming point (without equipping a laser, at least).]]&lt;br /&gt;
[[File:PhantomForces 93R firing.jpg|600px|thumb|none|Unleashing a three-round burst; note the high vertical recoil.]]&lt;br /&gt;
[[File:PhantomForces 93R reload1.jpg|600px|thumb|none|What sick freak made a three-round burst pistol with a magazine size not divisible by 3???]]&lt;br /&gt;
[[File:PhantomForces 93R reload2.jpg|600px|thumb|none|The world is truly an unfair place.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M9==&lt;br /&gt;
A [[Beretta M9]] with brown StyLiS-branded grips was added during the game's Alpha and is one of the two sidearms unlocked by default. The M9 is a &amp;quot;jack-of-all-trades&amp;quot; pistol that is exceptionally average in almost every characteristic. It can be fitted with an extended 20-round magazine, an extended barrel/slide, and the 93R's &amp;quot;Raffica Stock&amp;quot; in addition to the standard suite of weapon attachments. The Beretta M9 features a unique texture, name, and viewmodel when the &amp;quot;Osprey Suppressor&amp;quot; is equipped, which is a reference to the &amp;quot;Luison&amp;quot; pistol from ''[[Rainbow Six Siege]]''. &lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces M9 model.jpg|600px|thumb|none|''A 9mm Italian pistol. One of the first 'wonder nines'. High capacity with deep reserves, light recoil, and high velocity.'']]&lt;br /&gt;
[[File:PhantomForces M9 modelmods.jpg|600px|thumb|none|The M9 equipped with an extended magazine and a long slide.]]&lt;br /&gt;
[[File:PhantomForces M9 hiphold.jpg|600px|thumb|none|The first-person viewmodel of the ubiquitous M9.]]&lt;br /&gt;
[[File:PhantomForces M9 leftside.jpg|600px|thumb|none|The left side of the pistol.]]&lt;br /&gt;
[[File:PhantomForces M9 rightside.jpg|600px|thumb|none|The right side. Nothing much to say here, really.]]&lt;br /&gt;
[[File:PhantomForces M9 ADS1.jpg|600px|thumb|none|Yep, just your average Beretta M9.]]&lt;br /&gt;
[[File:PhantomForces M9 ADS2.jpg|600px|thumb|none|Aiming the M9 as any US serviceman would, of course.]]&lt;br /&gt;
[[File:PhantomForces M9 reload1.jpg|600px|thumb|none|Removing an empty magazine...]]&lt;br /&gt;
[[File:PhantomForces M9 reload2.jpg|600px|thumb|none|...and inserting a fresh one, followed by pressing the magazine release. These animations are shared by many of the game's pistols.]]&lt;br /&gt;
[[File:R6S-luison.jpg|600px|thumb|none|The [[Rainbow Six Siege#Beretta 92|&amp;quot;Luison&amp;quot; pistol]] as it appears in ''Rainbow Six Siege''. ]]&lt;br /&gt;
[[File:PhantomForces M9Luison model.jpg|600px|thumb|none|The M9 with the &amp;quot;Osprey&amp;quot; suppressor equipped. Hey, I've seen this one before...]]&lt;br /&gt;
[[File:PhantomForces M9Luison viewmodel.jpg|600px|thumb|none|The handgun's unique first-person viewmodel. This Beretta is definitely not loaded with less-lethal rounds, however. ]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
A two-toned [[Colt M1911A1]] was added during the game's Alpha and is unlocked at rank 8. The pistol is seemingly a custom model as it has an 8-round magazine, wooden grips embossed with a golden StyLiS logo, full-length guide rod, a M1911-style main spring housing, and an oversized hammer. The M1911A1 is accurate, quick to reload, and has impressive stopping power, making it a deadly sidearm at any range. At the same time, the classic handgun's jumpy recoil, low muzzle velocity, and low magazine size heavily discourage firing too quickly. The M1911A1 can be equipped with a folding shoulder stock to aid in recoil management and has access to a unique cosmetic &amp;quot;Engravings&amp;quot; attachment.  &lt;br /&gt;
[[Image:NickelPlatedM1911A1.jpg|thumb|350px|none|Nickel-plated M1911A1 with brown plastic grips - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M1911A1 model.jpg|600px|thumb|none|''A classic American pistol brought into the modern age. Very high damage up close, with poor velocity and small magazine size.'']]&lt;br /&gt;
[[File:PhantomForces M1911A1 modelengravings.jpg|600px|thumb|none|''It's a nice gun, I'll give you that. But the engraving gives you no tactical advantage whatsoever.'']]&lt;br /&gt;
[[File:M1911 Marines stock.jpg|350px|thumb|none|Colt M1911A1 with experimental US Marine Corps. folding stock - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M1911A1 modelstock.jpg|600px|thumb|none|The M1911A1 with a folding shoulder stock attached.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 hiphold.jpg|600px|thumb|none|Holding the custom M1911A1 at the hip.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 leftside.jpg|600px|thumb|none|The left side of the pistol.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 ADS1.jpg|600px|thumb|none|The view down the M1911A1's custom red-and-green glow sights.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 ADS2.jpg|600px|thumb|none|Alternate ADS view.]]&lt;br /&gt;
[[File:PhantomForces M1911A1 reload.jpg|600px|thumb|none|Removing an empty magazine. The remainder of the reload is identical to other automatic pistols.]]&lt;br /&gt;
&lt;br /&gt;
===M1911 .22 LR===&lt;br /&gt;
Equipping the M1911A1 with the &amp;quot;Ratshot&amp;quot; ammo conversion transforms it into the &amp;quot;M1911 .22LR&amp;quot;. This turns the weapon into a pseudo-shotgun, allowing it to fire four extremely weak pellets up to 10 times before reloading. A joke attachment first and foremost, Ratshot has some dubious utility in point-blank engagements as it is technically capable of a one-hit kill if all four pellets score a headshot (4 pellets x 9 damage x 3.0 headshot multiplier = 108 damage), but the shotgun-pistol's somewhat wide spread, low pellet count, and miserable damage to the body add up to a weapon that is a straight downgrade in almost any situation compared to the .45 ACP M1911A1. &lt;br /&gt;
[[File:Colt1911A1 22.jpg|350px|thumb|none|M1911A1 produced by Walther Arms - .22 LR]]&lt;br /&gt;
[[File:PhantomForces M1911A1 22 model.jpg|600px|thumb|none|''Change the ammunition fired from your M1911 into .22 Rat Shot. Why would you do this to yourself? You basically have a mini shotgun...'']]&lt;br /&gt;
[[File:PhantomForces M1911A1 22 firing.jpg|600px|thumb|none|The M1911 .22's shot pattern. Note the black tracers.]]&lt;br /&gt;
&lt;br /&gt;
===OSS &amp;quot;Bigot&amp;quot; M1911A1===&lt;br /&gt;
Equipping the &amp;quot;Dart&amp;quot; ammo conversion transforms the weapon into the experimental clandestine [[OSS &amp;quot;Bigot&amp;quot; M1911]]. A high-risk, high-reward weapon, the &amp;quot;Bigot&amp;quot; launches a large, slow dart projectile that deals heavy damage to the body and kills instantly to the head at any range. It is incapable of scoring a one-shot against a full-health opponent without a headshot, however, so the &amp;quot;Bigot&amp;quot; is best used as an instant, silent eliminator of distracted/stationary enemies (provided one becomes familiar with its arcing trajectory) or as a finisher against opponents that are already injured. &lt;br /&gt;
[[File:Bigot_1911_pistol.jpg|thumb|none|350px|OSS &amp;quot;Bigot&amp;quot; M1911A1]]&lt;br /&gt;
[[File:PhantomForces M1911A1dart model.jpg|600px|thumb|none|''Change the ammunition fired from your M1911 to a single dart. Deals more damage, but with worse recoil, low bullet velocity and less ammunition carried.'']]&lt;br /&gt;
[[File:PhantomForces M1911A1dart hiphold.jpg|600px|thumb|none|The first-person viewmodel of the M1911 &amp;quot;Bigot&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces M1911A1dart firing.jpg|600px|thumb|none|Firing a pink-tracered dart. Note that the dart protruding from the muzzle of the weapon doesn't actually disappear until several frames after the weapon is fired.]]&lt;br /&gt;
[[File:PhantomForces M1911A1dart reloading.jpg|600px|thumb|none|Loading in a new dart.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1==&lt;br /&gt;
The [[Colt M45A1 CQBP]] was added in January 2018 as part of update 3.5.1 and is unlocked at rank 34. Before update 5.7.0, the weapon lacked the distinctive grip panels, tan finish, and ambidextrous grip safety of the M45A1, which made it a [[Colt Rail Gun]]. It has a threaded barrel, feeds from a 10-round extended magazine in its default configuration, and is otherwise similar performance-wise to the M1911A1. The M45A1 features a few unique mods, including a 15-round extended magazine, a generic polymer shoulder stock, and the same &amp;quot;Dart&amp;quot; conversion as the M1911A1. &lt;br /&gt;
[[File:M45A1.jpg|thumb|none|350px|Colt M45A1 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M45A1 model.jpg|600px|thumb|none|''A modern American pistol with many custom parts. High damage, medium capacity, strong recoil.'']]&lt;br /&gt;
[[File:PhantomForces M45A1 modelmods.jpg|600px|thumb|none|The M45A1 with an extended magazine and shoulder stock.]]&lt;br /&gt;
[[File:PhantomForces M45A1 hiphold.jpg|600px|thumb|none|First-person view of the aggressively beige M45A1.]]&lt;br /&gt;
[[File:PhantomForces M45A1 leftside.jpg|600px|thumb|none|The first part of the inspect animation, in which the magazine is shown to the player.]]&lt;br /&gt;
[[File:PhantomForces M45A1 rightside .jpg|600px|thumb|none|Performing a brass check in the second part of the inspect animation.]]&lt;br /&gt;
[[File:PhantomForces M45A1 ADS1.jpg|600px|thumb|none|Aiming down the M45A1's green glow sights. The wing-like ambidextrous thumb safeties are clearly visible.]]&lt;br /&gt;
[[File:PhantomForces M45A1 ADS2.jpg|600px|thumb|none|A decidedly less professional way of aiming the M45A1.]]&lt;br /&gt;
[[File:PhantomForces M45A1 reload1.jpg|600px|thumb|none|The M45A1's reload begins with disposing of the empty magazine.]]&lt;br /&gt;
[[File:PhantomForces M45A1 reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PhantomForces M45A1 reload3.jpg|600px|thumb|none|Pulling back (and releasing) the slide to finish the reloading process off.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
An [[FN Five-seveN]] Mk2 with a flat dark earth (FDE) frame was added in May 2019 as part of update 4.4.0 and is unlocked at rank 57 (go figure). The Five-seveN has a lot of positive qualities, including incredibly good long-range performance, low recoil, very high penetration, and the highest magazine size in-class (20 rounds). Unfortunately, the Five-seveN deals relatively low damage per shot and has a mediocre headshot multiplier, meaning that anywhere from 3 to 5 shots are required to eliminate a full-health opponent, which can be a death sentence in a hectic CQC battle. Its only unique modification is an extended 30-round magazine, which further increases the pistol's already impressive ammunition capacity at the expense of total rounds carried and reload speed. &lt;br /&gt;
[[File:FN Five-seveN Mark 2 FDE.jpg|thumb|none|350px|FN Five-seveN Mark 2 FDE - 5.7x28mm]]&lt;br /&gt;
[[File:PhantomForces FiveSeven model.jpg|600px|thumb|none|''A modern Belgian pistol firing a unique caliber. Poor close-in performance, with great ranged performance, high velocity, large magazine, wall penetration and deep reserves.'']]&lt;br /&gt;
[[File:PhantomForces FiveSeven modelmods.jpg|600px|thumb|none|The Five-seveN equipped with an extended 30-round magazine.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven hiphold.jpg|600px|thumb|none|First-person view of the unique pistol.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven leftside.jpg|600px|thumb|none|Inspecting the pistol, part 1.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven rightside.jpg|600px|thumb|none|Inspecting the pistol, part 2; this time, it's personal.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven ADS1.jpg|600px|thumb|none|Aiming down the Five-seveN's unobtrusive Glow sightS.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven ADS2.jpg|600px|thumb|none|Canting the pistol at a jolly angle in the general direction of the opps.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven firing.jpg|600px|thumb|none|Firing a round of 5.7x28mm. Note the unusually skinny cartridge case - many of the calibers in ''Phantom Forces'' have their own unique spent casing model.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven reload1.jpg|600px|thumb|none|Removing an Empty magazinE.]]&lt;br /&gt;
[[File:PhantomForces FiveSeven reload2.jpg|600px|thumb|none|Inserting a new one and releasing the slide.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
A 3rd Generation [[Glock 17]] with a tan frame was added during the game's Alpha and is one of the two sidearms unlocked by default. Compared to the M9, the Glock 17 has a larger magazine size (17 rounds) and is more controllable but has worse ranged performance. The Glock 17 can equip a FAB Defense GLR-440 stock, 33-round extended magazine, and &amp;quot;Long Barrel&amp;quot; (which transforms the pistol into the Glock 17L).  &lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|350px|3rd Generation Glock 17 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock17 model.jpg|600px|thumb|none|''A 9mm Austrian pistol renowned for its simplicity and ruggedness. Compared to the M9, it has a higher capacity, but less muzzle velocity.'']]&lt;br /&gt;
[[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock17 modelmods.jpg|600px|thumb|none|The Glock 17 fitted with a shoulder stock, extended magazine, and long barrel/slide.]]&lt;br /&gt;
[[File:PhantomForces Glock17 hiphold.jpg|600px|thumb|none|First-person view of the Glock 17.]]&lt;br /&gt;
[[File:PhantomForces Glock17 leftside.jpg|600px|thumb|none|Inspecting the Glock 17. Many (if not all) of the Glocks reuse the same set of animations.]]&lt;br /&gt;
[[File:PhantomForces Glock17 rightside.jpg|600px|thumb|none|Ditto, followed by a brass check.]]&lt;br /&gt;
[[File:PhantomForces Glock17 ADS1.jpg|600px|thumb|none|Aiming down the Glock's ubiquitous sights. Although accurate Glock logos are present on other parts of the weapon, the one on the slide backplate has been replaced by the StyLiS symbol.]]&lt;br /&gt;
[[File:PhantomForces Glock17 ADS2.jpg|600px|thumb|none|Not aiming down the Glock 17's sights.]]&lt;br /&gt;
[[File:PhantomForces Glock17 firing.jpg|600px|thumb|none|Firing the Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock17 reload1.jpg|600px|thumb|none|Removing an empty magazine.]]&lt;br /&gt;
[[File:PhantomForces Glock17 reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PhantomForces Glock17 reload3.jpg|600px|thumb|none|Pressing the slide release.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 17L=== &lt;br /&gt;
Equipping the &amp;quot;Long Barrel&amp;quot; attachment on the Glock 17 transforms it into the Glock 17L. This improves the pistol's ranged performance and muzzle velocity while increasing the time required to aim down sights. &lt;br /&gt;
[[File:G17L Gen3.jpg|350px|thumb|none|Glock 17L (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces Glock17L model.jpg|600px|thumb|none|The Glock 17L as it appears in-game.]]&lt;br /&gt;
[[File:PhantomForces Glock17L hiphold.jpg|600px|thumb|none|First-person view of the long Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock17L inspect.jpg|600px|thumb|none|Inspecting the Glock 17L, which showcases the compensated barrel. The recoil remains unchanged compared to the standard Glock 17, however.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
A 4th Generation [[Glock 18C]] was added during the game's Alpha and is unlocked at rank 17. It has low vertical recoil (for a machine pistol) and a very high rate of fire, which allows the Glock 18C to be used to great effect in close-quarters. It has some of the worst damage falloff in the game, however, so the 18C is best used only at an arm's length. The Glock 18C can be modified to add a 33-round extended magazine, extended slide/barrel, and an FAB Defense Cobra folding stock, which can be used either unfolded or folded (as an ersatz foregrip). Prior to update 5.7.0, it lacked a fire selector, which made it a Glock 17C.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|350px|3rd Generation Glock 18C - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock18C modelview.jpg|600px|thumb|none|''A 9mm Austrian machine pistol. Fast fire rate with relatively stable handling characteristics.'']]&lt;br /&gt;
[[File:Glock Cobra stock.jpg|350px|thumb|none|5th Generation Glock 19 with FAB Defense Cobra folding stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock18C modelmods.jpg|600px|thumb|none|The Glock 18C with a FAB Defense Cobra folding stock, 33-round extended magazine, and fictional long slide and barrel.]]&lt;br /&gt;
[[File:PhantomForces Glock18C modelstockfolded.jpg|600px|thumb|none|The Glock 18C with its FAB Defense Cobra stock folded, which the player uses an impromptu foregrip. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C hiphold.jpg|600px|thumb|none|Holding the select-fire Glock at the hip.]]&lt;br /&gt;
[[File:PhantomForces Glock18C leftside.jpg|600px|thumb|none|Inspecting the left side of the pistol, which provides a clearer view of the fire selector. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C rightside.jpg|600px|thumb|none|Checking the top of the Glock 18C. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C brasscheck.jpg|600px|thumb|none|Performing a brass check on the handgun. The cuts in the top of the barrel can be clearly seen. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C ADS.jpg|600px|thumb|none|Aiming down the Glock 18C's iron sights. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C ADS2.jpg|600px|thumb|none|Although gangsta-aiming a pistol is never a good idea, doing so with this handgun is especially stupid. Please, don't do this! ]]&lt;br /&gt;
[[File:PhantomForces Glock18C firing.jpg|600px|thumb|none|''Why, yes, I do enjoy wasting ammunition. Why do you ask?'' ]]&lt;br /&gt;
[[File:PhantomForces Glock18C reload.jpg|600px|thumb|none|Inserting a fresh magazine. The 18C uses the same animations as the rest of the Glock-series pistols, so the entire reload won't be shown here. ]]&lt;br /&gt;
[[File:PhantomForces Glock18C changefiremode.jpg|600px|thumb|none|Switching firemodes. The actual fire selector doesn't move, despite the fact that an audible click accompanies the animation. ]]&lt;br /&gt;
===&amp;quot;Glock 18L&amp;quot;===&lt;br /&gt;
Equipping the Glock 18C with the &amp;quot;Long Barrel&amp;quot; attachment transforms it into the fictional &amp;quot;Glock 18L&amp;quot;. A longslide version of the Glock 18C, the cuts in the top of the slide have been extended and the handgun appears similar to other (real) longslide Glocks, such as the Glock 40, albeit with a fire selector. &lt;br /&gt;
[[File:Glock 40.jpg|350px|thumb|none|Glock 40, for comparison - 10x25mm Auto ]]&lt;br /&gt;
[[File:PhantomForces Glock18L.jpg|600px|thumb|none|The fictional &amp;quot;Glock 18L&amp;quot; as it appears in-game. ]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21==&lt;br /&gt;
A [[Glock 21]] was added in April 2022 as part of update 5.7.0 and is unlocked at rank 21. It features an OD green frame and a threaded barrel. The Glock 21, alongside the many other Glock-series pistols featured in ''Phantom Forces,'' was once available only through an ammunition conversion for the Glock 17. With 2022's &amp;quot;Return to Spring&amp;quot; update, however, the great Glock split transformed these conversions into their own unique pistols. Firing .45 ACP, the Glock 21 deals high close-range damage and features an impressive 13-round magazine. It deals less damage than other .45 handguns, however, and is not very effective at range. It can be modified to add a 26-round extended magazine and a FAB Defense GLR-440 Tactical Stock.   &lt;br /&gt;
[[File:Glock21.jpg|thumb|none|350px|3rd Generation Glock 21 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces Glock21 model.jpg|600px|thumb|none|''A G-Series pistol which chambers .45 ACP. This pistol features great close range damage and snappy recoil, however your performance will dwindle in range compared to other pistols'']]&lt;br /&gt;
[[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock21 modelmods.jpg|600px|thumb|none|The Glock 21 with a shoulder stock and extended magazine.]]&lt;br /&gt;
[[File:PhantomForces Glock21 hiphold.jpg|600px|thumb|none|Holding the Glock 21.]]&lt;br /&gt;
[[File:PhantomForces Glock21 leftside.jpg|600px|thumb|none|The left side of the .45 ACP Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock21 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Glock21 ADS1.jpg|600px|thumb|none|Aiming down the Glock 21's iron sights.]]&lt;br /&gt;
[[File:PhantomForces Glock21 ADS2.jpg|600px|thumb|none|The gangsta-Glock has arrived.]]&lt;br /&gt;
[[File:PhantomForces Glock21 reload.jpg|600px|thumb|none|Reloading the Glock 21.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Glock 21L&amp;quot;===&lt;br /&gt;
Equipping the Glock 21 with the &amp;quot;Long Barrel&amp;quot; attachment transforms it into the fictional &amp;quot;Glock 21L&amp;quot;. The pistol's closest real counterpart is the Glock 41, which is also a longslide (albeit not as long as the 21L) Glock chambered in .45 ACP.  &lt;br /&gt;
[[File:Glock41.jpg|350px|thumb|none|Glock 41 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces Glock21L model.jpg|600px|thumb|none|The &amp;quot;G21L&amp;quot; as it appears in-game.]]&lt;br /&gt;
[[File:PhantomForces Glock21L hiphold.jpg|600px|thumb|none|Holding the strange longslide Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock21L inspect.jpg|600px|thumb|none|Inspecting the pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21 (with .50 GI conversion)==&lt;br /&gt;
A [[Glock 21]] with an aftermarket .50 GI conversion kit was added in April 2022 as part of update 5.7.0 and is unlocked at rank 50. Designated as the &amp;quot;G50&amp;quot; in-game, this pistol has the lowest capacity of the Glock series (8+1 rounds) but the highest damage per shot and a very healthy x2.0 headshot multiplier. Although unable to score a one shot kill (1SK) against a full health player, the G50 maintains a 2SK to the body or head at close range, making it the perfect sidearm for a player with a traditionally long-range primary weapon such as a sniper rifle or DMR. &lt;br /&gt;
&lt;br /&gt;
It can be modified to add an FAB Defense Cobra folding stock and an extended &amp;quot;Heavy Barrel&amp;quot;, which changes the pistol's name to &amp;quot;G50L&amp;quot;, a fictional designation. The &amp;quot;G50&amp;quot; is also the only Glock-series pistol that can be fitted with the &amp;quot;G-switch&amp;quot; attachment (a callback to how the Glock 18C was able to equip a &amp;quot;.50 GI Conversion&amp;quot; attachment in earlier versions of the game), converting the pistol to fire exclusively in full-auto. &lt;br /&gt;
[[File:Glock50 GI conversion.jpg|350px|thumb|none|Glock 21 with Guncrafter Industries conversion kit - .50 GI]]&lt;br /&gt;
[[File:PhantomForces Glock50 model.jpg|600px|thumb|none|''An American modification to an Austrian Classic. Reduced magazine capacity compared to the others, but has more stopping power. Has more than enough power to go through fruits, vegetables, water jugs, and whatever else you have at your range.'']]&lt;br /&gt;
[[File:Glock Cobra stock.jpg|350px|thumb|none|5th Generation Glock 19 with FAB Defense Cobra folding stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock50 modelmods.jpg|600px|thumb|none|The &amp;quot;G50&amp;quot; with the extended &amp;quot;Heavy Barrel&amp;quot; and folding stock.]]&lt;br /&gt;
[[File:PhantomForces Glock50 hiphold.jpg|600px|thumb|none|First-person view of the high-caliber Glock.]]&lt;br /&gt;
[[File:PhantomForces Glock50 leftside.jpg|600px|thumb|none|Inspecting the handgun. Note that the slide reads &amp;quot;STYLIS STUDIOS&amp;quot; as opposed to &amp;quot;GUNCRAFTER INDUSTRIES&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces Glock50 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Glock50 ADS1.jpg|600px|thumb|none|Custom slide, factory sights.]]&lt;br /&gt;
[[File:PhantomForces Glock50 ADS2.jpg|600px|thumb|none|One-handing the &amp;quot;G50&amp;quot;. While never a great idea, this is not ''as'' disasterous of an idea as it seems, especially because .50 GI (supposedly) only has about as much felt recoil as .45 ACP.]]&lt;br /&gt;
[[File:PhantomForces Glock50 firing.jpg|600px|thumb|none|Firing a round.]]&lt;br /&gt;
[[File:PhantomForces Glock50 reload.jpg|600px|thumb|none|Reloading.]]&lt;br /&gt;
[[File:Glock 17 with GLK18 Full Auto Conversion Device C.jpg|thumb|none|350px|Glock 17 with select-fire conversion device - 9x19mm Parabellum. &amp;quot;Glock switches&amp;quot; come in many models and forms, and are regulated as NFA firearms.]]&lt;br /&gt;
[[File:PhantomForces Glock50switch firing.jpg|600px|thumb|none|Firing a G50 equipped with the &amp;quot;G-switch&amp;quot; mod. The switch itself can be seen on the back of the pistol's slide and the river of casings flying from the gun hint at its very high rate of fire. Don't try this at home.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 23==&lt;br /&gt;
A [[Glock 23]] with an FDE frame and threaded barrel was added April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 23. Chambered in .40 S&amp;amp;W, the Glock 23 is a servicable all-rounder sidearm. It can deal decent damage at range or up close, and its 13-round magazine somewhat compensates for missed shots. A &amp;quot;jack-of-all-trades, master of none&amp;quot; pistol, the Glock 23 can do well in any situation but loses out to more specialized secondaries in specific areas. It can be fitted with a 22-round extended magazine, FAB Defense GLR-440 Tactical Stock, and aftermarket extended barrel (which inexplicably changes the weapon's name to &amp;quot;Glock 23L&amp;quot;). &lt;br /&gt;
[[File:Glock23.jpg|thumb|none|350px|3rd Generation Glock 23 - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:PhantomForces Glock23 model.jpg|600px|thumb|none|''A .40 S&amp;amp;W G-Series pistol. Featuring characteristics similar to its original 9mm variant, with a swift reload alongside it.'']]&lt;br /&gt;
[[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock23 modelmods.jpg|600px|thumb|none|The Glock 23 with various mods, including an extended magazine/barrel and shoulder stock.]]&lt;br /&gt;
[[File:PhantomForces Glock23 hiphold.jpg|600px|thumb|none|Holding the Glock 23.]]&lt;br /&gt;
[[File:PhantomForces Glock23 leftside.jpg|600px|thumb|none|Inspecting the handgun.]]&lt;br /&gt;
[[File:PhantomForces Glock23 rightside.jpg|600px|thumb|none|Ditto, followed by a brass check.]]&lt;br /&gt;
[[File:PhantomForces Glock23 ADS1.jpg|600px|thumb|none|Surprise! More Glock sights! Bet you didn't see this one coming.]]&lt;br /&gt;
[[File:PhantomForces Glock23 ADS2.jpg|600px|thumb|none|Isn't this schtick getting a little old? ''You ain't seen nothing yet...'']]&lt;br /&gt;
[[File:PhantomForces Glock23 reload.jpg|600px|thumb|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 40==&lt;br /&gt;
A [[Glock 40]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 40. It is much more long-range focused than the other Glock pistols, with a high headshot multiplier, punchy cartridge, and very high muzzle velocity. Although it can dish out large amounts of damage in close-quarters, the Glock 40's somewhat high recoil and below-average firerate make it slightly harder to manage compared to other handguns. The Glock 40 can be modified to add a FAB Defense GLR-440 Tactical Stock and a 30-round extended magazine. It also has access to the &amp;quot;Short Barrel&amp;quot; attachment, which transforms the pistol into the [[Glock 20]]. &lt;br /&gt;
[[File:Glock_40.jpg|thumb|none|350px|4th Generation Glock 40 - 10x25mm Auto]]&lt;br /&gt;
[[File:PhantomForces Glock40 model.jpg|600px|thumb|none|''A G-series pistol chambered in the 10mm Auto round. Compared to other G-series guns, it trades a bit of accuracy and close range performance for more power at longer ranges.'']]&lt;br /&gt;
[[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Glock40 modelmods.jpg|600px|thumb|none|The Glock 40 with an extended magazine, shoulder stock, and &amp;quot;Short Barrel&amp;quot;. I suppose it isn't much of a Glock 40 anymore...]]&lt;br /&gt;
[[File:PhantomForces Glock40 hiphold.jpg|600px|thumb|none|Holding the Glock 40.]]&lt;br /&gt;
[[File:PhantomForces Glock40 leftside .jpg|600px|thumb|none|The left side of the Glock 40.]]&lt;br /&gt;
[[File:PhantomForces Glock40 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Glock40 ADS1.jpg|600px|thumb|none|Does the Tetris effect apply to Glock sights?]]&lt;br /&gt;
[[File:PhantomForces Glock40 ADS2.jpg|600px|thumb|none|No more Glocks... please.]]&lt;br /&gt;
[[File:PhantomForces Glock40 reload.jpg|600px|thumb|none|ReGlocking the Glock 40.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 20===&lt;br /&gt;
A [[Glock 20]] can be created by equipping the &amp;quot;Short Barrel&amp;quot; attachment on the Glock 40. It has a dark grey frame. The Glock 20 is notable for having one of the fastest walkspeeds in the game, allowing a player wielding the sidearm to move very quickly. This is most likely an oversight caused by the weight reduction given by the &amp;quot;Short Barrel&amp;quot; attachment (which is typically only available for long-barreled primary weapons, where the weight reduction is less radical). &lt;br /&gt;
[[File:Glock20.jpg|350px|thumb|none|Glock 20 (3rd Generation) - 10x25mm Auto]]&lt;br /&gt;
[[File:PhantomForces Glock20 model.jpg|600px|thumb|none|The Glock 20 as it appears in-game.]]&lt;br /&gt;
[[File:PhantomForces Glock20 hiphold.jpg|600px|thumb|none|Equipping the Glock 20.]]&lt;br /&gt;
[[File:PhantomForces Glock20 inspect.jpg|600px|thumb|none|Inspecting the handgun.]]&lt;br /&gt;
&lt;br /&gt;
==Guncrafter Industries Model 1==&lt;br /&gt;
The [[Guncrafter Industries Model 1]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 73. As one could expect from this souped-up 1911 derivative, the &amp;quot;GI M1&amp;quot; (as it is known in-game) hits extremely hard in close quarters but has high vertical recoil and poor ranged performance. Unique modifications for the Model 1 include a longslide conversion (which improves the handgun's poor ranged performance) and a recoil-reducing Sarco. Inc lightweight stock. &lt;br /&gt;
[[File:GIM1.jpg|thumb|none|350px|Guncrafter Industries Model 1 - .50 GI]]&lt;br /&gt;
[[File:PhantomForces GI M1 model.jpg|600px|thumb|none|''A M1911 modified to chamber .50GI - a powerful ammunition that packs a lot of punch up close, but also comes with reduced accuracy and performance at range.'']]&lt;br /&gt;
[[File:M1911 Sarco Lightweight Stock.jpg|350px|thumb|none|M1911 with Sarco Inc. lightweight stock - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces GI M1 modelmods.jpg|600px|thumb|none|The Model 1 with the &amp;quot;Heavy Barrel&amp;quot; longslide conversion and Sarco Inc. lightweight stock mods.]]&lt;br /&gt;
[[File:PhantomForces GI M1 hip.jpg|600px|thumb|none|Holding the &amp;quot;GI M1&amp;quot; at the hip.]]&lt;br /&gt;
[[File:PhantomForces GI M1 leftside.jpg|600px|thumb|none|Inspecting the Model 1, which first shows the player checking the left side of the handgun...]]&lt;br /&gt;
[[File:PhantomForces GI M1 rightside.jpg|600px|thumb|none|...followed by the right side. Nothing too crazy here.]]&lt;br /&gt;
[[File:PhantomForces GI M1 ADS.jpg|600px|thumb|none|Aiming down the Model 1's red (and rather harsh) three-dot iron sights.]]&lt;br /&gt;
[[File:PhantomForces GI M1 ADS2.jpg|600px|thumb|none|Gangsta-aiming the handgun like a true OG. Which, of course, stands for Original Guncrafter.]]&lt;br /&gt;
[[File:PhantomForces GI M1 firing.jpg|600px|thumb|none|Firing the beefy 1911 derivative.]]&lt;br /&gt;
[[File:PhantomForces GI M1 reload.jpg|600px|thumb|none|Inserting a fresh magazine. The GI M1 uses the same set of 1911-pattern animations several other pistols in-game.]]&lt;br /&gt;
&lt;br /&gt;
==IMI/Magnum Research Desert Eagle L5==&lt;br /&gt;
A [[Desert Eagle L5]] chambered in .44 Magnum was added during the game's Alpha and is unlocked at rank 18. The L5 is a powerful magnum pistol and one of the earliest available sidearms that can kill a player with a single headshot at close range. Its in-game role can be compared to that of revolvers, with the Desert Eagle having a superior capacity (8+1 rounds) and firerate (400 RPM) than most. The L5 has very high recoil and is much less effective than most revolvers at range, however, with it becoming unable to 1-shot-kill to the head at 50 'studs' (approx. 46 ft). The Desert Eagle L5 can equip a unique &amp;quot;Extended Barrel&amp;quot; mod, which increases its damage at range at the expense of the time required to aim-down-sights. It can also equip either a .44 Special or .357 Magnum conversion, the former decreasing recoil while lowering the damage dealt at range, and the latter increasing the handgun's controllability, reload speed, and magazine size while decreasing overall damage. Some of its reload sound effects are borrowed from ''[[Call of Duty 4: Modern Warfare]]''.&lt;br /&gt;
[[File:Desert Eagle L5.jpg|thumb|none|350px|Magnum Research Desert Eagle L5 - .50 AE]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 model.jpg|600px|thumb|none|''A modern version of the iconic Israeli-American pistol. This specific model has been lightened as well as upgraded with dual Picatinny rails and a much-needed muzzle brake. Very high damage with the capacity to instantly kill to the head up close, with rough recoil.'']]&lt;br /&gt;
[[File:Desert Eagle 10 inch.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with 10&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 model longbarrel.jpg|600px|thumb|none|The Desert Eagle L5 as it appears in-game with the &amp;quot;Extended Barrel&amp;quot; mod.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 hip.jpg|600px|thumb|none|Holding the mighty Desert Eagle L5.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 inspect1.jpg|600px|thumb|none|The L5's inspect animation begins with a look at the left side of the handcannon...]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 inspect2.jpg|600px|thumb|none|...continues with a cursory check of the magazine...]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 inspect3.jpg|600px|thumb|none|...and concludes with a brass check.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 ADS1.jpg|600px|thumb|none|Aiming down the sights.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 ADS2.jpg|600px|thumb|none|The L5's alternate aim mode, which mimics 'looking through' the eye not aligned with the sights.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 firing.jpg|600px|thumb|none|Firing the Deagle.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 reload1.jpg|600px|thumb|none|Reloading the Desert Eagle begins with a hearty fling of the offending magazine.]]&lt;br /&gt;
[[File:PhantomForces DesertEagleL5 reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==IMI/Magnum Research Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] chambered in .50 AE was added in December 2019 as a part of update 4.11.0 (Israeli Weapons) and is unlocked at rank 102. Although the version depicted in-game is an older production model with a chromed finish and lacking rails on the barrel, it features the throwback &amp;quot;teardrop&amp;quot; safety design of the newer production models. The weapon's grips have been stamped with the StyLiS Studios logo. The Desert Eagle Mark XIX is, not unexpectedly, a weapon of extremes. It can score a one-shot kill to the body at an impressive range, but its low capacity (7+1), dismal reserve ammunition (21 rounds), lethargic firerate (200 RPM), horrible muzzle velocity, and monstrous recoil leave a lot to be desired. Overall, the one and only Desert Eagle Mark XIX is best suited as a &amp;quot;second primary&amp;quot; of sorts rather than a more traditional all-rounder backup pistol. The Mark XIX can be modified to add a 10&amp;quot; extended barrel and converted to fire (exceedingly rare) .440 Cor-Bon ammunition. &lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|350px|none|Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX model.jpg|600px|thumb|none|''Finally, a gun that lets you make a statement. This semi-automatic hand cannon is chambered in .50 Action Express. It'll probably pulverize your wrists with its recoil, but hey, you can't argue with the stopping power. [[Death_Sentence#Magnum_Research_Inc._Desert_Eagle_Mark_VII|And you've got the king of mayhem...]]'']]&lt;br /&gt;
[[File:Desert Eagle 10 inch.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with 10&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX modelxtendbarrel.jpg|600px|thumb|none|The Desert Eagle Mark XIX with the &amp;quot;Extended Barrel&amp;quot; mod equipped.]]&lt;br /&gt;
[[File:440cbdeserteagleIWI.jpg|350px|thumb|none|Desert Eagle Mark XIX - .440 Cor-Bon]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX CorBon.jpg|600px|thumb|none|The Desert Eagle Mark XIX with the .440 Cor-Bon conversion, which replaced the XIX's otherwise uninteresting .357 Magnum conversion, equipped. More ammunition, better long-range damage, worse close-range damage. ]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX hiphold.jpg|600px|thumb|none|Grasping their Desert Eagle and looking into the approaching dusk, the player feels like a true action hero.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect1.jpg|600px|thumb|none|Inspecting the Mark XIX is a rather exciting process. It begins, as usual, with a cursory glance at the left side of the handcannon.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect2.jpg|600px|thumb|none|Following this, the loaded magazine is pulled out (as with the Desert Eagle L5), but the player lets it drop.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect3.jpg|600px|thumb|none|A new magazine is then inserted...]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX inspect4.jpg|600px|thumb|none|...and a brass check is performed. Although the handgun is ostensibly &amp;quot;reloaded&amp;quot;, no ammunition is added to the weapon or removed from the player's reserve pool at any point during the inspect animation.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX ADS.jpg|600px|thumb|none|Aiming down the Desert Eagle Mark XIX's sights.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX ADS2.jpg|600px|thumb|none|The alternate, most certainly not one-handed aim mode.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX firing.jpg|600px|thumb|none|Keeping the property values low. The Mark XIX is (as of writing) one of the few weapons to feature an experimental dual recoil scheme, in which the game applies both &amp;quot;body&amp;quot; recoil (which moves the point of aim) and &amp;quot;head&amp;quot; recoil (which simply shakes the player's camera around, leaving the point of aim unaffected) when firing. The player's crazily tilted view in this screenshot is caused by a hefty portion of the latter.]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX reload.jpg|600px|thumb|none|Seven wrist-agonizing shots later and the pistol's ready to be reloaded. The Mark XIX shares reloading animations with the L5.]]&lt;br /&gt;
&lt;br /&gt;
===Desert Eagle Police Carbine===&lt;br /&gt;
Equipping the Desert Eagle Mark XIX with the &amp;quot;Police Barrel&amp;quot; and &amp;quot;Police Stock&amp;quot; mods transforms the magnum handgun into the rare Desert Eagle Police Carbine. The real Police Carbine was only available in the Mark I model of the Desert Eagle, making its appearance here in .50 AE a strictly &amp;quot;what-if&amp;quot; affair.&lt;br /&gt;
[[File:DesertEaglePoliceCarbine.jpg|thumb|none|450px|Desert Eagle Mark I Police Carbine - .357 Magnum]]&lt;br /&gt;
[[File:PhantomForces DEagleXIX PoliceCarbine.jpg|600px|thumb|none|The Desert Eagle Mark XIX Police Carbine as it appears in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-DC9==&lt;br /&gt;
The [[Intratec TEC-DC9]] appears both as the fully-automatic &amp;quot;TEC-9&amp;quot;, which was added during the game's Alpha, and as the semi-auto only &amp;quot;KG-99&amp;quot;, which was added in July 2021 as part of update 5.6.0 (Independence Update 2021). Both weapons are unlocked at rank 50. They can be distinguished from the actual TEC-9 and KG-99 due to their lack of sling mounts on the side of the barrel shroud and receiver. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;TEC-9&amp;quot; holds the honor of having the highest sustained firerate in the game, spitting an astounding 1500 rounds per minute in full-auto only. This offsets its low base damage, allowing the machine pistol to rack up kills very quickly in close-quarters. Unsurprisingly, the &amp;quot;TEC-9&amp;quot; has very high recoil, with the weapon's point of aim &amp;quot;walking&amp;quot; uncontrollably when firing. It can be fitted with an extended barrel/barrel shroud or the short barrel of the TEC-9 Mini, a 32-round extended magazine, and the wire stock from the [[Interdynamic KG-9]]. &lt;br /&gt;
[[File:Tec-DC9.jpg|350px|thumb|none|Intratec TEC-DC9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces TEC9 modelview.jpg|600px|thumb|none|''A Swedish pistol with an incredibly high automatic rate of fire stemming from an illegal modification. Lacks of stopping power and has highly unstable handling. Brother to the KG-99.'']]&lt;br /&gt;
[[File:Interdynamic MP-9.jpg|350px|thumb|none|Interdynamic MP-9 with foregrip and telescoping stock - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces TEC9 modelmods.jpg|600px|thumb|none|The TEC-DC9 (as the &amp;quot;TEC-9&amp;quot;) fitted with a very long extended barrel, the MP-9's telescoping stock, and a 32-round extended magazine. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 hipfire.jpg|600px|thumb|none|Brandishing the highly illegal machine pistol, the player stands atop an industrial building on the Ravod 911 map. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 leftside.jpg|600px|thumb|none|Inspecting the left side of the DC9. Its submachine gun legacy is apparent, despite Intratec's numerous attempts to alter the weapon for the civilian market. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 rightside.jpg|600px|thumb|none|The right side of the weapon. Note also that the pattern of holes in the barrel shroud is slightly different than the real thing, with the in-game shroud having oval-shaped holes as opposed to the actual DC9's circular holes. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 ADS.jpg|600px|thumb|none|Aiming down the DC9's simple iron sights. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 ADS2.jpg|600px|thumb|none|The alternate aim mode of the &amp;quot;TEC-9&amp;quot;. ]]&lt;br /&gt;
[[File:PhantomForces TEC9 firing.jpg|600px|thumb|none|Firing the fully-automatic machine pistol. As one could expect, the recoil is intense. ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The semi-automatic &amp;quot;KG-99&amp;quot;, despite sharing a model with the aforementioned &amp;quot;TEC-9&amp;quot;, is functionally a very different weapon. It resembles a TEC-9 Mini and deals more damage than its full-auto brother to balance the fact that it is semi-automatic only. The &amp;quot;KG-99&amp;quot; is accurate, fast-firing, and high-capacity, although it is held back by its abnormally low headshot multiplier. Like the &amp;quot;TEC-9&amp;quot;, it can be fitted with a &amp;quot;Long Barrel&amp;quot; mod (which reattaches the regular-length DC9 barrel), a 32-round extended magazine, and the KG-9's stock.&lt;br /&gt;
[[File:PhantomForces KG99 modelmods.jpg|600px|thumb|none|The &amp;quot;KG-99&amp;quot; as it appears in-game with the standard-length barrel, 32-round extended magazine, and KG-9 stock. Aside from an all-black color scheme, the &amp;quot;KG-99&amp;quot; uses the same model as the &amp;quot;TEC-9&amp;quot;.]]&lt;br /&gt;
===Intratec TEC-9 Mini===&lt;br /&gt;
The semi-automatic &amp;quot;KG-99&amp;quot; resembles the [[Intratec TEC-9 Mini]] in its default configuration. In addition, the TEC-9 Mini's barrel can be fitted to the fully-automatic &amp;quot;TEC-9&amp;quot; via the &amp;quot;Short Barrel&amp;quot; attachment. &lt;br /&gt;
[[File:TEC-9Mini.jpg|350px|thumb|none|Intratec TEC-9 Mini - 9x19mm Parabellum ]]&lt;br /&gt;
[[File:PhantomForces TEC9 mini.jpg|600px|thumb|none|The &amp;quot;TEC-9&amp;quot; with the &amp;quot;Short Barrel&amp;quot; attachment, which resembles the TEC-9 Mini. ]]&lt;br /&gt;
[[File:PhantomForces KG99 model.jpg|600px|thumb|none|''A Swedish semi-automatic pistol with an incredibly generous rate of fire, large magazine, and good accuracy. Lacks stopping the stopping power especially at range when compared to other pistols. Sister to the TEC-9.'']]&lt;br /&gt;
[[File:PhantomForces KG99 hipfire.jpg|600px|thumb|none|Holding the TEC-9 Mini at the hip. ]]&lt;br /&gt;
[[File:PhantomForces KG99 leftside.jpg|600px|thumb|none|Inspecting the left side of the handgun. ]]&lt;br /&gt;
[[File:PhantomForces KG99 rightside.jpg|600px|thumb|none|The other side. ]]&lt;br /&gt;
[[File:PhantomForces KG99 ADS2.jpg|600px|thumb|none|The TEC-9 Mini in its natural habitat. ]]&lt;br /&gt;
[[File:PhantomForces KG99 reload1.jpg|600px|thumb|none|Removing an empty magazine from the TEC-9 Mini. ]]&lt;br /&gt;
[[File:PhantomForces KG99 reload2.jpg|600px|thumb|none|Inserting a new magazine. ]]&lt;br /&gt;
[[File:PhantomForces KG99 reload3.jpg|600px|thumb|none|Releasing the bolt. ]]&lt;br /&gt;
&lt;br /&gt;
==LAR Grizzly Mark V==&lt;br /&gt;
The [[LAR Grizzly Pistol|LAR Grizzly Mark V Pistol]] in .50 AE was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 144. Known as the &amp;quot;Grizzly&amp;quot;, this oversized 1911-pattern handcannon is similar to the Desert Eagle Mark XIX in both form and function, with the former possessing more reserve ammunition (28 vs. 21 rounds) and a higher firerate (350 RPM vs. 200 RPM) at the cost of worse mid-range damage. The Grizzly's three-hexagon &amp;quot;LAR&amp;quot; slide marking has been replaced by a three-tiled StyLiS Studios marking, presumably for copyright reasons. The LAR Grizzly Mark V's only unique modification is a so-called heavy barrel, which attaches the barrel of the Grizzly Mark I Long Slide to the weapon; this would not work in real life, as one could not simply fit the barrel and slide of the .45 Winchester Magnum Grizzly Mark I to the frame of a .50 Action Express Mark V without... serious repercussions.  &lt;br /&gt;
[[File:Grizzly_MkV.jpg|thumb|none|350px|LAR Grizzly Mark V - .50 AE]]&lt;br /&gt;
[[File:PhantomForces Grizzly model.jpg|600px|thumb|none|''A high-caliber pistol chambered in the .50 Action Express cartridge. While the recoil leaves something to be desired, the extremely powerful damage profile of the gun will have you saying 'haha, bear gun go boom.''']]&lt;br /&gt;
[[File:LARGrizzly Mk1ls.jpg|350px|thumb|none|LAR Grizzly Mark I Long Slide - .45 Win Mag]]&lt;br /&gt;
[[File:PhantomForces Grizzly modelmods.jpg|600px|thumb|none|The Grizzly Mark V with the Mark I's extended slide and barrel.]]&lt;br /&gt;
[[File:PhantomForces Grizzly hiphold.jpg|600px|thumb|none|Holding the Grizzly at the hip and looking out towards the horizon.]]&lt;br /&gt;
[[File:PhantomForces Grizzly leftside.jpg|600px|thumb|none|Inspecting the left side of the handgun.]]&lt;br /&gt;
[[File:PhantomForces Grizzly rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Grizzly ADS.jpg|600px|thumb|none|Aiming down the Grizzly's unique yellow luminous sights.]]&lt;br /&gt;
[[File:PhantomForces Grizzly ADS2.jpg|600px|thumb|none|The alternate ADS view.]]&lt;br /&gt;
[[File:PhantomForces Grizzly firing.jpg|600px|thumb|none|Firing the Grizzly. As with the game's other magnum handguns, the recoil is significant.]]&lt;br /&gt;
[[File:PhantomForces Grizzly reload1.jpg|600px|thumb|none|Removing an empty magazine.]]&lt;br /&gt;
[[File:PhantomForces Grizzly reload2.jpg|600px|thumb|none|Inserting a fresh 7-round magazine.]]&lt;br /&gt;
[[File:PhantomForces Grizzly reload3.jpg|600px|thumb|none|Pulling back (and releasing) the slide.]]&lt;br /&gt;
&lt;br /&gt;
==Laugo Alien==&lt;br /&gt;
The [[Laugo Alien]] was added in May 2022 as part of update 5.7.3 (May Update) and is unlocked at rank 179. As with most other weapons (except the Glock-series pistols, for some reason), the handgun's markings have been genericized, with &amp;quot;RIPLEY&amp;quot; supplanting the &amp;quot;ALIEN&amp;quot; writing on the left side of the slide. This, alongside the weapon's unlock rank, are a clear reference to 1979's ''[[Alien]]''. As with other competition or target-shooting weapons in ''Phantom Forces'', the Alien rewards well-aimed shots with a very high headshot multiplier, great ballistics, and strong close-range performance. It lags behind other sidearms, however, with its sharp damage drop-off and low minimum damage. It features a unique &amp;quot;Olympic Target Sight&amp;quot; low-magnification optic as a free modification. &lt;br /&gt;
[[File:Laugo_Alien_Pistol.jpg|thumb|none|350px|Laugo Alien - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PhantomForces Alien model.jpg|600px|thumb|none|''A unique and innovative Czech pistol. Unlike other pistols, the Alien is a competition pistol that has been designed to have reduced muzzle flip and does not follow typical pistol design with sights not reciprocating with the slide.'']]&lt;br /&gt;
[[File:PhantomForces Alien modelmods.jpg|600px|thumb|none|The Laugo Alien with the unique &amp;quot;Olympian Target Sight&amp;quot; mod.]]&lt;br /&gt;
[[File:PhantomForces Alien hiphold.jpg|600px|thumb|none|Holding the Laugo Alien.]]&lt;br /&gt;
[[File:PhantomForces Alien leftside.jpg|600px|thumb|none|The left side of the strange Czech handgun.]]&lt;br /&gt;
[[File:PhantomForces Alien rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces Alien ADS.jpg|600px|thumb|none|Aiming down the Alien's sights.]]&lt;br /&gt;
[[File:PhantomForces Alien ADS2.jpg|600px|thumb|none|Not aiming down the sights.]]&lt;br /&gt;
[[File:PhantomForces Alien firing.jpg|600px|thumb|none|Firing the Alien. The reciprocating slide and stationary top strap can be seen.]]&lt;br /&gt;
[[File:PhantomForces Alien reload1.jpg|600px|thumb|none|Removing an empty 17-round magazine from the Alien.]]&lt;br /&gt;
[[File:PhantomForces Alien reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:PhantomForces Alien reload3.jpg|600px|thumb|none|Releasing the slide.]]&lt;br /&gt;
[[File:PhantomForces Alien hipholdmods.jpg|600px|thumb|none|First-person view of the Laugo Alien with its bespoke &amp;quot;Olympic Target Sight&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces Alien ADSscope.jpg|600px|thumb|none|Looking through the sight.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PB==&lt;br /&gt;
The [[Makarov PB]] was added in July 2021 as part of update 5.6.0 (Independence Update 2021) and is unlocked at rank 91. The PB (or &amp;quot;Izhevsk PB&amp;quot;, as it is known in-game) is the first and, at the time of writing, only integrally-suppressed pistol in ''Phantom Forces''. The PB's safety is always in the &amp;quot;safe&amp;quot; position, which should prevent the weapon from firing; however, this is not the case. It feeds from an 8-round magazine, but 12-round extended and 84-round drum magazines (underloaded to 80 rounds) are also available. The PB is somewhat unique as it deals very high damage (to the point that it kills a full-health enemy with a single headshot) up to 20 studs (~18 feet) but has very sharp damage drop-off, with the pistol dealing only 40% of its base damage after 50 studs (~46 feet). This makes it a very effective backup weapon in close-quarters. &lt;br /&gt;
&lt;br /&gt;
Interestingly, the PB, although being integrally suppressed, has a higher muzzle velocity compared to its unsuppressed counterpart (1800 studs/s vs 1700 studs/s). This actually (sort of) makes sense, since in real life, some suppressors act like longer barrels if the bullet doesn’t come into contact with the suppressor, while suppressors that make contact with a bullet do reduce bullet speed.&lt;br /&gt;
[[Image:Pb-1.jpg|thumb|none|350px|Makarov PB with secondary suppressor - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces PB model.jpg|600px|thumb|none|''A small Soviet-era integrally suppressed variant of the Makarov PM made by the Izhevsk mechanical plant. Doesn't fire too fast, but can instantly kill with a headshot in short ranges.'']]&lt;br /&gt;
[[File:PhantomForces PB model12round.jpg|600px|thumb|none|The PB with a 12-round extended magazine. For performance reasons, the magazine is modeled as empty.]]&lt;br /&gt;
[[File:PhantomForces PB drum.jpg|600px|thumb|none|The PB with an 84-round drum magazine, which only holds 80 rounds in-game.]]&lt;br /&gt;
[[File:PhantomForces PB hiphold.jpg|600px|thumb|none|Irresponsibly standing on top of a shipping crate, the player holds the PB.]]&lt;br /&gt;
[[File:PhantomForces PB leftside.jpg|600px|thumb|none|The left side of the PB, which shows that the safety is engaged. When disengaged, the oval-shaped selector pivots down and to the left.]]&lt;br /&gt;
[[File:PhantomForces PB rightside.jpg|600px|thumb|none|The other side.]]&lt;br /&gt;
[[File:PhantomForces PB ADS.jpg|600px|thumb|none|Aiming down the PB's iron sights, which feature a luminous front post for dark environments.]]&lt;br /&gt;
[[File:PhantomForces PB ADS2.jpg|600px|thumb|none|The PB's alternate aim mode, which is markedly different from the sideways one-handed gangster approach seen on most other pistols. This change in aiming style is most likely to prevent the PB's very long suppressor from obscuring much of the screen.]]&lt;br /&gt;
[[File:PhantomForces PB firing.jpg|600px|thumb|none|Firing the whisper-quiet pistol.]]&lt;br /&gt;
[[File:PhantomForces PB reload1.jpg|600px|thumb|none|Tossing away an empty 8-round magazine after removing it from the pistol. The PB's low magazine size is compensated for with a very fast reload.]]&lt;br /&gt;
[[File:PhantomForces PB reload2.jpg|600px|thumb|none|Inserting a fresh (seemingly empty) magazine.]]&lt;br /&gt;
[[File:PhantomForces PB reload3.jpg|600px|thumb|none|Pressing the slide release to cap off the reloading process.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] was added in July 2021 as part of update 5.6.0 (Independence Update 2021) and is unlocked at rank 92. The in-game weapon has a slightly longer barrel than standard military-issue Makarov pistols, a feature seen on Canadian import models of the PM and PMM. Like the its suppressed brother, the PM feeds from an 8-round magazine and can use either aftermarket 12-round extended or 84-round (underfilled to 80 rounds in-game) drum magazines. The PM also features an obnoxiously long &amp;quot;Extended Barrel&amp;quot; modification, which roughly doubles the pistol's barrel length. In-game, the Makarov is a very agile pistol with an emphasis on CQC, featuring very little recoil, a fast aim-down-sights time, and a quick reload. Its largest weakness is its low magazine size, however, and it deals subpar damage at range. &lt;br /&gt;
[[File:Baikal-442.jpg|thumb|none|350px|Baikal-442 (Canadian import version) - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces PM model.jpg|600px|thumb|none|''A small Soviet-era pistol with an iconic design that still sees service even in the modern age. Two alternate aim modes. Both allow you to fire faster than regular but at the cost of accuracy.'']]&lt;br /&gt;
[[File:PhantomForces PM model12round.jpg|600px|thumb|none|The Makarov PM with an aftermarket 12-round magazine and extremely long barrel.]]&lt;br /&gt;
[[File:Makarovdrum.jpg|350px|thumb|none|Makarov PM with 84-round drum magazine - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces PM modeldrum.jpg|600px|thumb|none|The Makarov PM with the 84-round drum magazine. It only holds 80 rounds in-game, however.]]&lt;br /&gt;
[[File:PhantomForces PM hiphold.jpg|600px|thumb|none|First-person view of the PM at the player's hip.]]&lt;br /&gt;
[[File:PhantomForces PM leftside.jpg|600px|thumb|none|Taking a look at the left side of the ubiquitous Soviet handgun. As with the PB, the PM's safety is always (erroneously) in the &amp;quot;safe&amp;quot; position.]]&lt;br /&gt;
[[File:PhantomForces PM rightside.jpg|600px|thumb|none|The other side.]]&lt;br /&gt;
[[File:PhantomForces PM ADS.jpg|600px|thumb|none|Aiming down the PM's iron sights.]]&lt;br /&gt;
[[File:PhantomForces PM ADS2.jpg|600px|thumb|none|Aiming the pistol sideways, the player channels their inner Russian gangster.]]&lt;br /&gt;
[[File:PhantomForces PM firing.jpg|600px|thumb|none|Firing the Makarov.]]&lt;br /&gt;
[[File:PhantomForces PM reload1.jpg|600px|thumb|none|Inserting a fresh Makarov magazine after tossing away the old one.]]&lt;br /&gt;
[[File:PhantomForces PM reload2.jpg|600px|thumb|none|Releasing the slide.]]&lt;br /&gt;
&lt;br /&gt;
==MBA Gyrojet Pistol Mark I==&lt;br /&gt;
The [[MBA Gyrojet]] Mark I rocket pistol was added in July 2023 as part of update 8.0.4 (Independence Day update) and is unlocked at rank 122. Although its projectiles do not gain speed as they fly, puttering along at a constant, apathetic 1000 studs/sec (919 ft/sec), they do gain damage, dealing only 30 damage at 10 studs (9 ft) before eventually reaching a respectable 48 damage at 175 studs (161 ft). The Gyrojet pistol has a high base torso and headshot multiplier as well, scoring a one-shot headshot at any range and a one-shot bodyshot towards the end of its damage curve. It can be frustrating to use the Gyrojet in its intended long-range role, however, as the rockets deviate slightly from where the player is aiming. The Gyrojet Mark I features a number of unique modifications, which is somewhat unsurprising considering the weapon's unique nature. These include both a snubnose and extended barrel as well as a fictional full-auto modification.&lt;br /&gt;
[[File:Gyrojetpistol.jpg|thumb|none|350px|Gyrojet Pistol Mark 1 Model B - 13mm]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol model.jpg|600px|thumb|none|''A failed 'pistol' from the 1960s produced by MBA. Due to how the rockets in this weapon function, the damage model is reversed, doing more damage across longer ranges. The system, quite literally, failed for being light years ahead of its time.'']]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol modellong.jpg|600px|thumb|none|The Gyrojet Mark I with the &amp;quot;long barrel&amp;quot; modification installed, which improves accuracy and ranged performance.]]&lt;br /&gt;
[[File:Gyrojet Snub Nosed.jpg|350px|thumb|none|Gyrojet Pistol Mark 1 Model B snub nosed variant - 13mm]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol modelshort.jpg|600px|thumb|none|The Gyrojet Mark I with the &amp;quot;short barrel&amp;quot; modification.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol hiphold.jpg|600px|thumb|none|Holding the curious rocket-firing pistol at the hip.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol leftside.jpg|600px|thumb|none|The left side of the Gyrojet pistol.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol ADS.jpg|600px|thumb|none|Aiming down the pistol's rather barebones iron sights.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol ADS2.jpg|600px|thumb|none|The Gyrojet's alternate aim mode is more or less a zoomed-in hipfire view, providing an accuracy boost while limiting speed and removing the player's crosshair.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol firing.jpg|600px|thumb|none|Firing the pistol.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol reload1.jpg|600px|thumb|none|Reloading the Gyrojet begins by pulling the top of the weapon.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol reload2.jpg|600px|thumb|none|Inserting new rockets into the gun, one at a time.]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol reload3.jpg|600px|thumb|none|Pushing the weapon's slide closed completes the reloading process.]]&lt;br /&gt;
&lt;br /&gt;
===MBA Gyrojet Pistol Mark II===&lt;br /&gt;
Equipping the Gyrojet Mark I pistol with the &amp;quot;12mm Rockets&amp;quot; attachment transforms it into the Gyrojet Mark II, whose smaller-diameter rockets (as the Mark I's rockets are approximately 13mm, or .51 caliber) were designed to skirt American laws regarding handguns larger than .50 caliber. They are more accurate and fly faster than the Mark I's 13mm rockets, but deal less damage. &lt;br /&gt;
[[File:MBAGyrojetMarkII.jpg|350px|thumb|none|Gyrojet Pistol Mark II - 12mm]]&lt;br /&gt;
[[File:PhantomForces GyrojetPistol markII.jpg|600px|thumb|none|The MBA Gyrojet Pistol Mark II as it appears in-game (and converted to fire in full-auto).]]&lt;br /&gt;
&lt;br /&gt;
==RARAN 1130==&lt;br /&gt;
The one-off [[RARAN 1130]] was added in July 2021 as part of update 5.6.0 (Independence Update 2021) and is unlocked at rank 126. The curious machine pistol, which the loadout menu classifies as a PDW, is designated in-game as the &amp;quot;RAMA 1130&amp;quot;, a misnomer derived from a mistranslation of the Russian academy where the weapon was designed. The RARAN 1130 feeds from 84-round drum magazines (underloaded to 80 rounds in-game) and incorrectly has a slightly longer barrel than the real weapon, a feature seen on Canadian import Makarov PMs. Despite the fact that it fires 9x18mm Makarov at 950 RPM from a rather short barrel, the RARAN has low recoil and decent damage range but low overall damage per shot. Unique modifications for the RARAN include an impossibly long barrel (a modification it shares with the Makarov PM) and a .380 ACP conversion, which increases the pistol's damage but reduces the magazine capacity to a paltry 12 rounds. &lt;br /&gt;
[[File:Makarov1130.jpg|thumb|none|350px|RARAN 1130 - 9x18mm Makarov]]&lt;br /&gt;
[[File:Makarovdrum.jpg|thumb|none|350px|Makarov PM with 84 round drum magazine - 9x18mm Makarov]]&lt;br /&gt;
[[File:PhantomForces RARAN model.jpg|600px|thumb|none|''A modified version of the Makarov to serve as a prototype machine pistol. Fires at a blisteringly high RPM, but has very low damage. The recoil is low but slowly climbs the longer you fire the weapon.'']]&lt;br /&gt;
[[File:PhantomForces RARAN modelmods.jpg|600px|thumb|none|The RARAN 1130 with a ''very'' long extended barrel and converted to fire .380 ACP. ]]&lt;br /&gt;
[[File:PhantomForces RARAN hiphold.jpg|600px|thumb|none|Holding the RARAN 1130 on Ravod 911. ]]&lt;br /&gt;
[[File:PhantomForces RARAN leftside.jpg|600px|thumb|none|Inspecting the left side of the brick-shaped Makarov. ]]&lt;br /&gt;
[[File:PhantomForces RARAN rightside.jpg|600px|thumb|none|The right side of the weapon. Some of the machine pistol's parts, such as the recoil spring, bolt, and the upper part of the weapon's frame, can be seen through its obnoxiously large ejection port.]]&lt;br /&gt;
[[File:PhantomForces RARAN ADS.jpg|600px|thumb|none|Aiming down the RARAN's iron sights, which are simple yet functional. ]]&lt;br /&gt;
[[File:PhantomForces RARAN ADS2.jpg|600px|thumb|none|One-handing the one-off prototype.]]&lt;br /&gt;
[[File:PhantomForces RARAN firing.jpg|600px|thumb|none|Firing a spray of 9x18mm Makarov. ]]&lt;br /&gt;
[[File:PhantomForces RARAN reload1.jpg|600px|thumb|none|Removing an empty drum magazine. ]]&lt;br /&gt;
[[File:PhantomForces RARAN reload2.jpg|600px|thumb|none|Inserting a fresh drum. ]]&lt;br /&gt;
[[File:PhantomForces RARAN reload3.jpg|600px|thumb|none|Pressing an imaginary slide release, an unfortunate side effect of the RARAN 1130 reusing animations from the standard PM. ]]&lt;br /&gt;
&lt;br /&gt;
==Serbu GB-22==&lt;br /&gt;
The [[Serbu GB-22]] was added in January 2021 as part of update 5.5.0 (New Years Update 2021) and is unlocked at rank 99. The GB-22 depicted in-game is slightly larger than the real weapon, fires from an open bolt and, true to its nature as a homemade weapon, features a crude wire-wrapped grip and custom extended barrel. The GB-22, although nowhere near as infamous as the game's ''other'' .22-caliber pistol, is mostly a joke weapon, as it deals very low damage and has nigh-unusable iron sights. Despite this, it instantly kills to the head at any range and possesses above average ballistics, making the single-shot pistol an extremely risky yet powerful weapon.  &lt;br /&gt;
&lt;br /&gt;
The GB-22's unique modifications include a &amp;quot;Cut-down Barrel&amp;quot; and lengthened &amp;quot;Sporting Barrel&amp;quot; as well as three ammunition conversions. The first, 10mm Auto, substantially increases the pistol's muzzle velocity and torso damage while lowering the rate of fire, while the second, .50 AE, puts the &amp;quot;blaster&amp;quot; in &amp;quot;ghetto blaster&amp;quot; by turning the GB-22 into a potent single-shot handcannon. The final conversion is 12 gauge &amp;quot;minishells&amp;quot;, which turns the pistol into a powerful breech-loading shotgun capable of launching 9 pellets of buckshot per trigger pull. None of these conversions, however, change the physical model of the cartridge loaded into the weapon. &lt;br /&gt;
[[File:Serbugb22.jpg|thumb|none|350px|Serbu GB-22 with red dot sight and grips - .22 LR]]&lt;br /&gt;
[[File:PhantomForces GB-22 model.jpg|600px|thumb|none|''A homemade pistol whose original design derives from Serbu. This version is larger than the original, and can accept multiple different calibers. Always kills to the head.'']]&lt;br /&gt;
[[File:PhantomForces GB-22 modelcutdown.jpg|600px|thumb|none|The GB-22 with a shortened barrel, which is the pistol's most common real-life configuration.]]&lt;br /&gt;
[[File:PhantomForces GB-22 modellongbarrel.jpg|600px|thumb|none|The GB-22 with the extremely long &amp;quot;Sporting Barrel&amp;quot;. Needless to say, a homemade gun is the exact opposite of a sporting weapon.]]&lt;br /&gt;
[[File:PhantomForces GB-22 hiphold.jpg|600px|thumb|none|Holding the handmade gun at the hip.]]&lt;br /&gt;
[[File:PhantomForces GB-22 leftside.jpg|600px|thumb|none|Inspecting the left side of the GB-22.]]&lt;br /&gt;
[[File:PhantomForces GB-22 rightside.jpg|600px|thumb|none|The right side.]]&lt;br /&gt;
[[File:PhantomForces GB-22 ADS.jpg|600px|thumb|none|Aiming the GB-22. Although pretty much every iron sight in ''Phantom Forces'' has a default magnification, these, owing to their crude nature, do not. This further complicates using the weapon at range, although it does increase the player's field of view.]]&lt;br /&gt;
[[File:PhantomForces GB-22 ADS2.jpg|600px|thumb|none|The GB-22's alternate aim mode, which, unlike most other pistols, involves the player keeping both hands firmly on the gun.]]&lt;br /&gt;
[[File:PhantomForces GB-22 firing.jpg|600px|thumb|none|Firing the GB-22.]]&lt;br /&gt;
[[File:PhantomForces GB-22 reload1.jpg|600px|thumb|none|Reloading the pistol starts with removing the empty casing, which gladly leaps free from the gun when the player pulls back on the slide. In real life, much like revolvers, the casing can expand in the chamber and become stuck. Unlike a revolver, however, the GB-22 lacks a manual ejector, requiring the user to pry the shell casing free with their fingernails (or other instrument).]]&lt;br /&gt;
[[File:PhantomForces GB-22 reload2.jpg|600px|thumb|none|Inserting a fresh round into the pistol. Despite the GB-22's cumbersome reloading procedure, the player is able to keep the gun running at an impressive 50 RPM.]]&lt;br /&gt;
[[File:PhantomForces GB-10.jpg|600px|thumb|none|The GB-22 with the 10mm Auto conversion, which the game takes to calling the &amp;quot;GB-10&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces GB-50.jpg|600px|thumb|none|The GB-22 converted to fire .50 Action Express. For obvious reasons, the game designates it as the fictional &amp;quot;GB-50&amp;quot;.]]&lt;br /&gt;
[[File:PhantomForces GB-12 .jpg|600px|thumb|none|The GB-22 is also somehow capable of firing 12 gauge shotgun shells. The &amp;quot;GB-12&amp;quot; is as powerful as it is unrealistic.]]&lt;br /&gt;
[[File:PhantomForces GB-12.jpg|600px|thumb|none|Firing the &amp;quot;GB-12&amp;quot;, which is the only ammo conversion to change the color or behavior of the bullets and their tracers.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer M17 MHS==&lt;br /&gt;
A [[SIG-Sauer M17 MHS]] (or just &amp;quot;M17&amp;quot;) was added in July 2023 as part of update 8.0.4 (Independence Day update) and is unlocked at rank 13. As with other military-issue pistols, the M17 is an all-rounder.  It has good accuracy, low recoil, and moderate damage, allowing it to function well in close-quarters or at range. It has a 17-round magazine by default, but an extended 21-round magazine is available as a unique attachment.  &lt;br /&gt;
[[File:P320-M17.jpg|350px|thumb|none|SIG-Sauer P320-M17 with 21-round magazine - 9x19mm]]&lt;br /&gt;
[[File:PhantomForces M17 model.jpg|600px|thumb|none|''A modern Swiss-American Handgun. A service pistol fit for the modern age of American foreign interests. Built with focus on ergonomics and modularity, this variant of the P320 sports lightweight construction, stable recoil and a generous magazine capacity. [[Call of Duty: Modern Warfare (2019)|We get dirty, and the world stays clean. That's the mission.]]'']]&lt;br /&gt;
[[File:PhantomForces M17 modelmods.jpg|600px|thumb|none|The M17 with the 21-round extended magazine equipped.]]&lt;br /&gt;
[[File:PhantomForces M17 hiphold.jpg|600px|thumb|none|Holding the M17 at the hip.]]&lt;br /&gt;
[[File:PhantomForces M17 leftside.jpg|600px|thumb|none|Inspecting the M17, beginning with the left side...]]&lt;br /&gt;
[[File:PhantomForces M17 rightside.jpg|600px|thumb|none|...and continuing with the top...]]&lt;br /&gt;
[[File:PhantomForces M17 brasscheck.jpg|600px|thumb|none|...and finishing with a brass check. Same standard set of animations as many other pistols, nothing to write home about.]]&lt;br /&gt;
[[File:PhantomForces M17 ADS1.jpg|600px|thumb|none|Looking down the M17's iron sights, which are very reminiscent of the M9's.]]&lt;br /&gt;
[[File:PhantomForces M17 ADS2.jpg|600px|thumb|none|And you'd ''bet'' we have to one-hand it!]]&lt;br /&gt;
[[File:PhantomForces M17 reload.jpg|600px|thumb|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1911-A2 SASS==&lt;br /&gt;
The [[Springfield Armory M1911-A2 SASS]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 132. Classified as an &amp;quot;Other&amp;quot; secondary weapon and known as the &amp;quot;SASS 308&amp;quot; in-game, it is chambered in .308 Winchester and is fitted with a 14.9&amp;quot; barrel by default. Unique modifications for the single-shot pistol include a .358 Winchester conversion and a shortened 10.75&amp;quot; barrel. The M1911-A2 SASS is a powerful &amp;quot;pocket sniper&amp;quot;, with great ballistics and high damage. Of course, this comes at the cost of frequent, lengthy reloads. &lt;br /&gt;
[[File:Springfieldsass.jpg|thumb|none|350px|Springfield Armory M1911-A2 SASS - .308 Winchester]]&lt;br /&gt;
[[File:PhantomForces SASS model.jpg|600px|thumb|none|''A single-shot pistol based on the M1911 developed in the 1980s. Chambered in the .308 Winchester cartridge, among many other offerings.'']]&lt;br /&gt;
[[File:LEON-M1911A1SCREENUSED.jpg|thumb|none|350px|Screen-used Springfield Armory M1911-A2 SASS as seen in the film ''[[Léon: The Professional]]'']]&lt;br /&gt;
[[File:PhantomForces SASS modelmods.jpg|600px|thumb|none|The M1911-A2 SASS with the 10.75&amp;quot; &amp;quot;Light Barrel&amp;quot; mod equipped. ]]&lt;br /&gt;
[[File:PhantomForces SASS hiphold.jpg|600px|thumb|none|Holding the Springfield Armory Single-Shot at the hip atop an abandoned industrial building. ]]&lt;br /&gt;
[[File:PhantomForces SASS leftside.jpg|600px|thumb|none|Inspecting the weapon. The left side of the frame is adorned with a white StyLiS Studios logo. ]]&lt;br /&gt;
[[File:PhantomForces SASS rightside.jpg|600px|thumb|none|The right side. The weapon bears a prominent &amp;quot;Stylis Armory USA&amp;quot; marking. ]]&lt;br /&gt;
[[File:PhantomForces SASS ADS.jpg|600px|thumb|none|Aiming down the single-shot handgun's target sights. ]]&lt;br /&gt;
[[File:PhantomForces SASS ADS2.jpg|600px|thumb|none|Foregoing the SASS' accurate irons in favor of a more relaxed &amp;quot;point towards enemy&amp;quot; approach. What could go wrong? ]]&lt;br /&gt;
[[File:PhantomForces SASS reload1.jpg|600px|thumb|none|Ejecting an empty casing from the handgun after firing a shot. The player seems to break the weapon open using pure force of will alone, as the lever to open the barrel (seen protruding from the magazine well) remains untouched during the animation.]]&lt;br /&gt;
[[File:PhantomForces SASS reload2.jpg|600px|thumb|none|Inserting a fresh round of .308 Winchester. ]]&lt;br /&gt;
[[File:PhantomForces SASS reload3.jpg|600px|thumb|none|Snapping the gun closed. ]]&lt;br /&gt;
&lt;br /&gt;
==STI DVC Tactical 2011==&lt;br /&gt;
The [[STI 1911 Series|STI DVC Tactical 2011]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) is unlocked at rank 150. It is known as the &amp;quot;M2011&amp;quot; in-game and features a garish color scheme and many custom parts, including what appears to be a titanium nitride-coated barrel and a blue-finished slide-mounted charging handle handle. Firing 9x19mm, the 2011 is a versatile handgun that can perform well at both long range, thanks to its above-average headshot multiplier, and when up close, due to its spam-friendly 20-round magazine. However, it deals below average damage to the torso and limbs and has somewhat rapid damage falloff, which both can limit its effectiveness when poorly-aimed. The DVC Tactical 2011 can be modified to add an extended barrel and a Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock, which can also be fitted to the AF2011-A1.  &lt;br /&gt;
[[File:DVC-Tactical-2.jpg|thumb|none|350px|STI DVC Tactical 2011 - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M2011 model.jpg|600px|thumb|none|''A colourful race gun chambered in 9x19mm with a large double-stack magazine. While the damage up front is poor compared to other pistols, it packs a very high headshot multiplier and the accuracy to make use of it.'']]&lt;br /&gt;
[[File:1911 MultiShotKit.jpg|350px|thumb|none|M1911A1 with Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:PhantomForces M2011 modelmods.jpg|600px|thumb|none|The STI DVC Tactical 2011 with an extended barrel and Monarch Arms &amp;quot;Rifle-ette&amp;quot; stock.]]&lt;br /&gt;
[[File:PhantomForces M2011 hiphold.jpg|600px|thumb|none|Holding the colorful 1911-derived pistol at the hip.]]&lt;br /&gt;
[[File:PhantomForces M2011 rightside.jpg|600px|thumb|none|Inspecting the handgun, starting with the right side.]]&lt;br /&gt;
[[File:PhantomForces M2011 leftside.jpg|600px|thumb|none|Taking a look at the left side (and the magazine).]]&lt;br /&gt;
[[File:PhantomForces M2011 brasscheck.jpg|600px|thumb|none|Performing a brass check on the 2011 while making use of the aftermarket slide handle.]]&lt;br /&gt;
[[File:PhantomForces M2011 ADS.jpg|600px|thumb|none|Aiming down the 2011's brightly-colored iron sights.]]&lt;br /&gt;
[[File:PhantomForces M2011 ADS2.jpg|600px|thumb|none|Roleplaying (poorly) as an Olympic target shooter.]]&lt;br /&gt;
[[File:PhantomForces M2011 firing.jpg|600px|thumb|none|Firing the 2011. The change in time of day is a total coincidence and not at all the product of forgetting to snap a screenshot of the pistol firing, nope.]]&lt;br /&gt;
[[File:PhantomForces M2011 reload1.jpg|600px|thumb|none|The first step in reloading the pistol is the removal of the empty magazine, which the player does with a hearty flick of the wrist.]]&lt;br /&gt;
[[File:PhantomForces M2011 reload2.jpg|600px|thumb|none|Inserting a fresh magazine is the next step, surprisingly.]]&lt;br /&gt;
[[File:PhantomForces M2011 reload3.jpg|600px|thumb|none|''Hey, if I paid for the handle, I'm using the handle! No exceptions.'']]&lt;br /&gt;
&lt;br /&gt;
==USFA ZiP .22==&lt;br /&gt;
The [[USFA ZiP .22]] was added in October 2017 as part of update 3.1.0 (Halloween 2017 Update) and is unlocked at rank 61. Designated as the &amp;quot;ZIP 22&amp;quot;, it is a joke weapon, dealing extremely poor damage and feeding from a tiny 10-round Ruger 10/22 box magazine. The BattleZiP Survival SBR stock is automatically fitted to the pistol whenever an optic is attached, but it provides no stability benefits (as it exists only to provide a believable mounting point for attachments). In addition, the ZiP .22 can use 50-round ProMag Ruger 10/22 drum magazines (referred to as &amp;quot;Pro Mags&amp;quot; in-game), which provide a welcome increase in magazine size, and &amp;quot;.22 Ratshot&amp;quot; ammunition, which transforms the pistol into a compact &amp;quot;shotgun&amp;quot; of questionable utility. &lt;br /&gt;
[[File:USFA Zip Gun No Magazine.jpg|thumb|350px|none|USFA ZiP .22 with magazine removed - .22 LR]]&lt;br /&gt;
[[File:PhantomForces ZiP22 modelview.jpg|600px|thumb|none|''A modern American 'pistol' with questionable quality. Abysmal damage, but with deep reserves and a high headshot multiplier. A weapon so bad it killed a million dollar company.'']]&lt;br /&gt;
[[File:USFA ZiP22 Stock.jpg|350px|thumb|none|USFA ZiP .22 with BattleZiP Survival SBR stock - .22 LR]]&lt;br /&gt;
[[File:PhantomForces ZiP22 stock.jpg|600px|thumb|none|The ZiP .22 with the BattleZiP Survival SBR stock, seen here with the generic &amp;quot;Full Ring Sight&amp;quot; iron sights equipped.]]&lt;br /&gt;
[[File:PhantomForces ZiP22 drummag.jpg|600px|thumb|none|The ZiP .22 with the 50-round ProMag Ruger 10/22 drum magazine equipped. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 hiphold.jpg|600px|thumb|none|Holding the ZiP .22 at the hip. The weapon's infamously poor ergonomics pose little issue when your hands are cuboids, apparently. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 leftside.jpg|600px|thumb|none|Inspecting the left side of the boxy pistol. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 rightside.jpg|600px|thumb|none|The right side, which gives a good view of the weapon's ejection port. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 ADS.jpg|600px|thumb|none|Aiming down the ZiP .22's iron sights. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 ADS2.jpg|600px|thumb|none|One-handing the pistol. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 firing .jpg|600px|thumb|none|Firing the ZiP .22. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 reload1.jpg|600px|thumb|none|Removing an (untextured) empty magazine from the ZiP .22. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 reload2.jpg|600px|thumb|none|Inserting a new 10-round box. ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 reload3.jpg|600px|thumb|none|Charging the weapon. This is done, as in real life, by sticking one's fingers in front of the barrel of the loaded firearm to pull a plunger. Safety! ]]&lt;br /&gt;
[[File:PhantomForces ZiP22 ratshot.jpg|600px|thumb|none|Firing the ZiP .22 with the &amp;quot;Ratshot&amp;quot; mod equipped. Note the black tracers. ]]&lt;br /&gt;
&lt;br /&gt;
==Walther GSP Expert==&lt;br /&gt;
The [[Walther GSP Expert]] was added in June 2021 as part of update 5.6.3 (Pacific Cold Front Update Part 1) and is unlocked at rank 131. Despite being chambered in .22 LR, it incorrectly has the larger charging handle of the .32 S&amp;amp;W Long version of the GSP (also sometimes known as the GSP-C, for 'centerfire'). The GSP performs similarly to a magazine-fed version of the Serbu GB-22, providing a one-shot kill on headshot at the cost of very poor bodyshot damage. The GSP's 5-round magazine offers much more flexibility against multiple targets (or when one misses a shot or two) than the GB-22, but the GSP can only score a 1SK to the head up to 65 studs (60 feet) while the GB-22 can do it at any range. A number of unique modifications are available for the GSP Expert, including a barrel weight, which decreases felt recoil at the expense of walkspeed, a .32 Smith &amp;amp; Wesson Long conversion, and a .22 Ratshot conversion. &lt;br /&gt;
[[File:Walther_gsp_expert.jpg|thumb|none|350px|Walther GSP Expert - .22 LR. This image appears to be the reference photo for the in-game model.]]&lt;br /&gt;
[[File:PhantomForces GSP model.jpg|600px|thumb|none|''A single-action, precision targetshooting pistol made in Germany. It was introduced on the world market in 1968 and was chambered for .22 Long Rifle.'']]&lt;br /&gt;
[[File:PhantomForces GSP barrelweightmod.jpg|600px|thumb|none|The Walther GSP Expert with the &amp;quot;Barrel Weight&amp;quot; mod equipped. ]]&lt;br /&gt;
[[File:PhantomForces GSPC.jpg|600px|thumb|none|The GSP converted to fire .32 S&amp;amp;W Long, complete with a 10-round magazine. ]]&lt;br /&gt;
[[File:PhantomForces GSP hiphold.jpg|600px|thumb|none|The player holds the Walther GSP at the hip. ]]&lt;br /&gt;
[[File:PhantomForces GSP leftside.jpg|600px|thumb|none|The left side of the target pistol. ]]&lt;br /&gt;
[[File:PhantomForces GSP rightside.jpg|600px|thumb|none|The right side. ]]&lt;br /&gt;
[[File:PhantomForces GSP ADS.jpg|600px|thumb|none|Aiming down the GSP's iron sights. ]]&lt;br /&gt;
[[File:PhantomForces GSP ADS2.jpg|600px|thumb|none|The GSP's alternate aim mode, which is (refreshingly) ''not'' a gangsta-hold! ]]&lt;br /&gt;
[[File:PhantomForces GSP reload1.jpg|600px|thumb|none|Swapping magazines. Unlike almost every other weapon in the game, the GSP's empty magazine is retained by the player. ]]&lt;br /&gt;
[[File:PhantomForces GSP reload2.jpg|600px|thumb|none|Chambering a round. Note the ejected cartridge case, as the GSP (for whatever reason) does not appear to automatically eject the final bullet in the magazine. ]]&lt;br /&gt;
[[File:PhantomForces GSP ratshot1.jpg|600px|thumb|none|Firing a round from the GSP with the &amp;quot;GSP Ratshot&amp;quot; mod equipped. ]]&lt;br /&gt;
[[File:PhantomForces GSP ratshot2.jpg|600px|thumb|none|Ratshot's low chamber pressure turns the GSP into the world's most unwieldy bolt-action shotgun. Hooray? ]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
Revolvers make up their own category of secondary weapons in ''Phantom Forces'' and are available to all classes. Most revolvers have access to a &amp;quot;speedloader&amp;quot; modification, which speeds up reload times when reloading from an empty cylinder at the cost of slowing down partial reloads. &lt;br /&gt;
&lt;br /&gt;
==Mateba Model 6 Unica==&lt;br /&gt;
The [[Mateba Model 6 Unica]] was added in September 2018 (update 3.13.0) and is unlocked at rank 29. Appearing as the &amp;quot;Mateba 6&amp;quot;, it is chambered in .44 Magnum and equipped with a 5&amp;quot; barrel. The Model 6 Unica has the joint highest firerate (600 RPM) but shortest effective range in-class, which allows for very quick follow-up shots, especially in close-quarters. Unique modifications for this revolver include a 3&amp;quot; &amp;quot;snubnose&amp;quot; barrel, an 8&amp;quot; &amp;quot;cowboy&amp;quot; barrel, and .44 Special ammunition. &lt;br /&gt;
&lt;br /&gt;
[[File:matebamodel6_5inch.jpg|thumb|none|350px|Mateba Model 6 Unica, 5&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:Mateba PhantomForces loadout.jpg|601px|thumb|none|''An Italian semi-automatic revolver. High close-in damage with better ranged performance, fast drop-off, fast rate of fire and unusual recoil.&lt;br /&gt;
'']]&lt;br /&gt;
[[File:PhantomForces Mateba 3in.jpg|601px|thumb|none|The Model 6 Unica with the &amp;quot;Snubnose&amp;quot; attachment equipped, which gives the revolver a puny 3&amp;quot; barrel. More agile, but less effective at range. ]]&lt;br /&gt;
[[File:PhantomForces Mateba 8in.jpg|600px|thumb|none|The Model 6 Unica with the 8&amp;quot; &amp;quot;Cowboy Barrel&amp;quot; modification attached. More damage at range, worse handling. ]]&lt;br /&gt;
[[File:Mateba PhantomForces hip.jpg|601px|thumb|none|Holding the &amp;quot;Mateba 6&amp;quot; on the vertigo-inducing Elevation map.]] &lt;br /&gt;
[[File:Mateba PhantomForces inspect1.jpg|601px|thumb|none|Inspecting the left side of the Italian semi-automatic revolver.]]&lt;br /&gt;
[[File:Mateba PhantomForces inspect2.jpg|601px|thumb|none|No, that wasn't a typo. The Model 6 Unica's upper frame actually recoils slightly after firing, cocking the hammer and indexing the cylinder. The result? Semi-automatic fire! ]]&lt;br /&gt;
[[File:Mateba PhantomForces ADS.jpg|601px|thumb|none|Aiming down the Unica's simple glow sights. ]]&lt;br /&gt;
[[File:PhantomForces Mateba firing.jpg|600px|thumb|none|Firing the revolver. Note that the muzzle flash appears near the bottom of the weapon's frame, which is actually not an error; to reduce muzzle climb, the Mateba Model 6 fires from the bottom chamber in the cylinder as opposed to the top cylinder like most other revolvers. ]]&lt;br /&gt;
[[File:Mateba PhantomForces reload1.jpg|601px|thumb|none|Grabbing the cylinder of the revolver to swing it out for reloading.]]&lt;br /&gt;
[[File:Mateba PhantomForces reload2.jpg|601px|thumb|none|Smacking the Model 6's ejector.]]&lt;br /&gt;
[[File:PhantomForces Mateba reload3.jpg|600px|thumb|none|Inserting an invisible speedloader worth of .44 Magnum. ]]&lt;br /&gt;
[[File:PhantomForces Mateba reload3alt.jpg|600px|thumb|none|Equipping the &amp;quot;Speedloader&amp;quot; attachment causes the player to actually use a speedloader when reloading the Mateba, although the animation is otherwise unchanged. ]]&lt;br /&gt;
[[File:PhantomForces Mateba reload4.jpg|600px|thumb|none|Closing the cylinder with a snap of the wrist. Considering the rarity (and price) of Mateba revolvers, this is a dubious decision at best. ]]&lt;br /&gt;
&lt;br /&gt;
==MP-412 REX==&lt;br /&gt;
The [[MP-412 REX]] was added during the game's Alpha and is unlocked at rank 4. The REX features a 6&amp;quot; barrel in its default configuration, which is most likely a reference to the revolver's depiction in ''[[Battlefield: Bad Company 2]]'', and it incorrectly has the ability to mount a flash hider attachment, which not work in real life due to the cylinder gap. The MP-412 REX performs similarly to the Unica, serving as a &amp;quot;jack-of-all-trades&amp;quot; revolver with a high firerate and low minimum range. The REX has a few unique modifications, including &amp;quot;Snubnose&amp;quot; and &amp;quot;Cowboy&amp;quot; barrels and .38 Special ammunition. &lt;br /&gt;
[[Image:Mp-412-1.jpg|thumb|none|350px|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[File:PhantomForces REX model.jpg|600px|thumb|none|''A break-open revolver prototype from Russia intended for export. High close-in damage and headshot multiplier with low ranged damage and a fast rate of fire.'']]&lt;br /&gt;
[[File:PhantomForces REX modelshort.jpg|600px|thumb|none|The REX with the 4&amp;quot; &amp;quot;Snubnose&amp;quot; barrel attachment, which emulates the revolver's real-life appearance. ]]&lt;br /&gt;
[[File:PhantomForces REX modellong.jpg|600px|thumb|none|The MP-412's long barrel made ''even longer'' with the 8&amp;quot; &amp;quot;Cowboy Barrel&amp;quot; attachment. ]]&lt;br /&gt;
[[File:PhantomForces REX hiphold.jpg|600px|thumb|none|Brandishing the REX while looking out towards the horizon. ]]&lt;br /&gt;
[[File:PhantomForces REX leftside.jpg|600px|thumb|none|The left side of the Russian revolver. ]]&lt;br /&gt;
[[File:PhantomForces REX rightside.jpg|600px|thumb|none|The right side. The weapon's long barrel is made very apparent. ]]&lt;br /&gt;
[[File:PhantomForces REX ADS.jpg|600px|thumb|none|Aiming down the REX's iron sights, which have been made luminous with the addition of some red paint. ]]&lt;br /&gt;
[[File:PhantomForces REX firing.jpg|600px|thumb|none|Firing the revolver. Although it has high recoil, its recovery is actually pretty good (as long as you don't fire it too fast). ]]&lt;br /&gt;
[[File:PhantomForces REX reload1.jpg|600px|thumb|none|Breaking open the REX for reloading. All 6 rounds always appear unfired, and the automatic ejector does not appear to move when the gun is opened. ]]&lt;br /&gt;
[[File:PhantomForces REX reload2.jpg|600px|thumb|none|Inserting an imaginary speedloader of .357 Magnum. ]]&lt;br /&gt;
[[File:PhantomForces REX reload2alt.jpg|600px|thumb|none|When the &amp;quot;Speedloader&amp;quot; attachment is equipped, the player will utilize speedloaders, which (despite leaving the actual animation unchanged) drastically speed up reloading when all six rounds in the cylinder have been fired.]]&lt;br /&gt;
[[File:PhantomForces REX reload3.jpg|600px|thumb|none|Closing the gun with the offhand, a departure from the action-movie wrist flick sometimes seen in other pieces of media. ]]&lt;br /&gt;
&lt;br /&gt;
==Remington 1858 New Army==&lt;br /&gt;
The [[Remington 1858 New Army]] was added in January 2018 (update 3.4.0) and is unlocked at rank 58. It has a brass frame and is reloaded by swapping cylinders, giving the New Army a surprisingly fast reload (for a revolver). The 1858 New Army can neutralize an enemy with a single headshot out to a surprisingly long range and has rather controllable recoil, but it also has lots of drawbacks. These include a slow firerate, low muzzle velocity, and hard-to-use iron sights. The 1858 New Army can be modified to use either an extremely short 3&amp;quot; barrel or an extended 12&amp;quot; barrel. It also features a &amp;quot;.36 Caliber&amp;quot; conversion, which transforms the pistol into the Remington 1858 Navy, and &amp;quot;Snakeshot&amp;quot; ammunition, which allows the 1858 to function as a compact scattergun. &lt;br /&gt;
[[File:Remington1858brassframe.jpeg|thumb|none|350px|Remington 1858 New Army with brass frame - .44]]&lt;br /&gt;
[[File:PhantomForces 1858 model.jpg|600px|thumb|none|''A vintage American ball-and-cap revolver with black powder rounds, fires in single-action with a slow rate of fire, excellent ranged performance, and the ability to fan-fire at high speed.'']]&lt;br /&gt;
[[File:1858 3 inch.jpg|350px|thumb|none|Remington 1858 New Army with 3&amp;quot; barrel - .44]]&lt;br /&gt;
[[File:PhantomForces 1858 3inch.jpg|600px|thumb|none|The 1858 New Army with an almost comically short 3&amp;quot; barrel. Much faster to draw and aim but harder to use at range.]]&lt;br /&gt;
[[File:1858 12 inch.jpg|350px|thumb|none|Remington 1858 New Army with 12&amp;quot; barrel - .44]]&lt;br /&gt;
[[File:PhantomForces 1858 12inch.jpg|600px|thumb|none|The 1858 New Army with an extremely long 12&amp;quot; barrel. Better damage at range and improved muzzle velocity but worse handling.]]&lt;br /&gt;
[[File:PhantomForces 1858 hip.jpg|600px|thumb|none|Holding the vintage revolver at the hip. The New Army is technically the oldest gun in-game, although the in-game weapon appears to be a modern reproduction.]]&lt;br /&gt;
[[File:PhantomForces 1858 leftside.jpg|600px|thumb|none|Taking a look at the left side of the black powder revolver.]]&lt;br /&gt;
[[File:PhantomForces 1858 rightside.jpg|600px|thumb|none|The other side.]]&lt;br /&gt;
[[File:PhantomForces 1858 ADS.jpg|600px|thumb|none|One-handing the 1858 while aiming down its iron sights. This was, after all, the style of the time. ]]&lt;br /&gt;
[[File:PhantomForces 1858 ADS2.jpg|600px|thumb|none|The 1858's alternate aim mode is, of course, a fan-fire. This increases its firerate from an OK 190 RPM to an impressive 350 RPM.]]&lt;br /&gt;
[[File:PhantomForces 1858 cockhammer.jpg|600px|thumb|none|Pulling back on the New Army's hammer after firing a shot. It is done, in an incredible feat of dexterity, with one hand, although it's hard to judge seeing as the player lacks thumbs.]]&lt;br /&gt;
[[File:PhantomForces 1858 reload1.jpg|600px|thumb|none|Reloading the 1858 New Army is a multi-step process, although it is nowhere near as complex as inserting individual powder charges, projectiles, and percussion caps. To begin, the player cranks down on the reloading lever.]]&lt;br /&gt;
[[File:PhantomForces 1858 reload2.jpg|600px|thumb|none|This allows them to flick away the empty cylinder.]]&lt;br /&gt;
[[File:PhantomForces 1858 reload3.jpg|600px|thumb|none|A new (full) cylinder is then inserted...]]&lt;br /&gt;
[[File:PhantomForces 1858 reload4.jpg|600px|thumb|none|...and the reloading lever is returned to its rightful home. This is followed by a quick pull of the hammer. Notably absent is any interaction with the cylinder axis pin; on the real revolver, this has to be pulled forward to allow removal of the cylinder (and pushed back in to lock a new one in place).]]&lt;br /&gt;
===Remington 1858 Navy===&lt;br /&gt;
Equipping the 1858 New Army with the &amp;quot;.36 Caliber&amp;quot; ammunition conversion transforms it into the Remington 1858 Navy. This improves its firerate and muzzle velocity but reduces its damage. &lt;br /&gt;
[[File:1858 Navy.jpg|350px|thumb|none|Remington 1858 Navy - .36]]&lt;br /&gt;
[[File:PhantomForces 1858 Navy.jpg|600px|thumb|none|The Remington 1858 Navy as it appears in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Redhawk==&lt;br /&gt;
The [[Ruger Redhawk]] was added in June 2019 (update 4.5b) and is unlocked at rank 83. Firing .44 Magnum, the Redhawk deals high damage per shot (especially on headshot) but has high recoil, incentivizing single, accurate shots. The Redhawk has several unique modifications. Two of these modify the revolver's barrel, including a 2.7&amp;quot; &amp;quot;snubnose&amp;quot; barrel and a very long &amp;quot;cowboy barrel&amp;quot; modeled after the [[Smith &amp;amp; Wesson Model 629 Stealth Hunter]]'s barrel. The Redhawk also has access to the so-called KAC shoulder stock, which is taken from the game's [[Knight's Armament Revolver Rifle]] model (which is itself based on an airsoft reimagining of the revolver carbine with custom wooden furniture), and a .45 Long Colt conversion, which vastly increases the revolver's damage at the cost of restricting it to single-action only. &lt;br /&gt;
[[Image:RugerRedhawk.jpg|thumb|none|350px|Ruger Redhawk with stainless steel finish and 5.5&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[File:PhantomForces Redhawk model.jpg|600px|thumb|none|''A traditional American revolver. Very high damage overall with a slow rate of fire and strong muzzle flip.'']]&lt;br /&gt;
[[File:Redhawksnub.jpg|350px|thumb|none|Ruger Redhawk with stainless steel finish, unfluted 8-shot cylinder and snub-nose 2.7&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:PhantomForces Redhawk modelsnub.jpg|600px|thumb|none|The snubnosed Redhawk as it appears in-game. ]]&lt;br /&gt;
[[File:S&amp;amp;W M629 Stealth Hunter.jpg|350px|thumb|none|Smith &amp;amp; Wesson Model 629 Stealth Hunter, for comparison - .44 Magnum‎]]&lt;br /&gt;
[[File:PhantomForces Redhawk longbarrel.jpg|600px|thumb|none|The Redhawk fitted with the 629 Stealth Hunter-inspired &amp;quot;cowboy barrel&amp;quot;. ]]&lt;br /&gt;
[[File:KACSRR Airsoft.jpg|350px|thumb|none|Knight's Armament Revolver Rifle Airsoft replica with custom wooden foreend and stock]]&lt;br /&gt;
[[File:PhantomForces Redhawk stock.jpg|600px|thumb|none|The Redhawk with the &amp;quot;KAC Stock&amp;quot; and aforementioned long barrel equipped. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk hip.jpg|600px|thumb|none|First-person view of a player using the Redhawk. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk leftside.jpg|600px|thumb|none|Taking a look at the left side of the magnum revolver... ]]&lt;br /&gt;
[[File:PhantomForces Redhawk rightside.jpg|600px|thumb|none|...and the right side. ''Powerful enough to blow your head clean off...'' ]]&lt;br /&gt;
[[File:PhantomForces Redhawk ADS.jpg|600px|thumb|none|Aiming down the Redhawk's iron sights, which are rather clear. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk firing.jpg|600px|thumb|none|Putting a .44 caliber hole in the concrete across the way with the Redhawk. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk reload1.jpg|600px|thumb|none|After firing six shots (or was it five?) the Redhawk has to be reloaded, no surprises there. This begins with the player grabbing the cylinder to swing it out. The animation does not appear to show the player operating the cylinder release, meaning that this is done with pure brute strength (and most likely breaks the revolver). ]]&lt;br /&gt;
[[File:PhantomForces Redhawk reload2.jpg|600px|thumb|none|Smacking the ejector to free the spent casings. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk reload3.jpg|600px|thumb|none|Inserting a not-speedloader of fresh rounds. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk speedloader.jpg|600px|thumb|none|The speedloader reappears, courtesy of the &amp;quot;Speedloader&amp;quot; modification. ]]&lt;br /&gt;
[[File:PhantomForces Redhawk reload4.jpg|600px|thumb|none|Flicking the cylinder closed. ]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Toy Gun&amp;quot;===&lt;br /&gt;
The Redhawk model is also the basis for the &amp;quot;Toy Gun&amp;quot;, a melee weapon that can be obtained by rolling a Legendary on a case. Although a melee weapon, it can fire darts, which are fired after swinging the weapon to attack, inspecting it, or spotting enemies with it; these do not interact with the world, passing through walls, dealing no damage to players, and are deleted shortly after leaving the barrel. The weapon can fire an infinite number of darts. Aside from the texture, the only difference the Toy Gun has from the regular Redhawk is the barrel. The design of the Toy Gun is more akin to a cap gun than a dart blaster, as it has no room for an air compressor or spring-loaded priming mechanism, and its barrel is completely solid; this is most likely the result of it being made out of the model for a real revolver.&lt;br /&gt;
[[File:PhantomForces ToyGun.jpg|350px|thumb|none|Official render of the Toy Gun as it appears in-game. ]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Judge==&lt;br /&gt;
The [[Taurus Judge]] is unlocked at rank 113 and is chambered in .410 bore. It fires half the regular amount of pellets for buckshot in-game, 4 instead of 8. Like all shotguns, it can be modified to use flechette, birdshot or slug ammunition. &lt;br /&gt;
[[Image:TaurusJudge.jpg|thumb|none|350px|Taurus Judge - .45 Long Colt/.410 Bore]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Raging Judge==&lt;br /&gt;
The [[Taurus Raging Judge]] is unlocked at rank 137 and is called the &amp;quot;Executioner&amp;quot;. It has access to a longer barrel and a stock.&lt;br /&gt;
[[File:Taurus Raging Judge.jpg|thumb|none|350px|Taurus Raging Judge - .454 Casull]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==ASMI==&lt;br /&gt;
The [[ASMI]] is unlocked at rank 97.&lt;br /&gt;
[[File:Asmi.jpg|thumb|none|450px|ASMI - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Coharie Arms MP-10==&lt;br /&gt;
The [[Special Weapons MP-10 and SP-10|Coharie Arms MP-10]] is unlocked at rank 66. It has an integral flashlight, making it the brightest weapon in the game as it can attach 3 other flashlights (1 in the &amp;quot;Other&amp;quot; category, 1 in the underbarrel category and a Maglite flashlight in the optics category). The &amp;quot;Flashlight Off&amp;quot; attachment disables the flashlight, but it counts as an attachment in the &amp;quot;Other&amp;quot; category, so turning it off means you cannot equip anything else in the &amp;quot;Other&amp;quot; category.&lt;br /&gt;
[[File:Coharie MP-10light.jpg|thumb|none|450px|Coharie MP-10 with UMP stock and weaponlight - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 633==&lt;br /&gt;
The [[Colt 9mm Submachine Gun|Colt Model 633]] appears as the &amp;quot;Colt SMG 633&amp;quot;. Before the June 4th 2020 update, it was incorrectly called the &amp;quot;Colt SMG 635&amp;quot;. It is unlocked at rank 49.&lt;br /&gt;
[[File:Model 633 SMG DOE.jpg|thumb|none|450px|Colt Model 633 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 635===&lt;br /&gt;
The [[Colt 9mm Submachine Gun|Colt Model 635]] can be made by equipping the Long Barrel attachment to the &amp;quot;Colt SMG 633&amp;quot;.&lt;br /&gt;
[[Image:Colt-9mm--SMG.jpg‎|thumb|450px|none|Colt Model 635 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K7==&lt;br /&gt;
The [[Daewoo K7]] is unlocked at rank 84. It (correctly) fires very fast, at 1100 RPM, and can unusually accept muzzle attachments, unlike other integrally suppressed weapons in-game. The ability to mount a muzzle brake or compensator has real life precedence, as the [[Barrett M107]] has a proprietary suppressor that allows other muzzle attachments to be used in tandem with the suppressor. However, the use on the 9mm K7 is questionable, as not enough gas would make it through the suppressor in order for the muzzle attachments to function properly, and the 9mm cartridge has very little recoil.&lt;br /&gt;
[[File:DAEWOO K7.jpg|thumb|none|450px|Daewoo K7 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is unlocked at rank 24. Its firing sound is taken from ''[[Call of Duty 4: Modern Warfare]]'', and its reload sounds are from ''COD4'' and ''[[Counter-Strike: Global Offensive]]''.&lt;br /&gt;
[[Image:FN P90 Triple Rail (TR).jpg|thumb|450px|none|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:Pfp90-1.jpg|thumb|none|600px|The P90 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A2]] is unlocked at rank 40 and is simply called &amp;quot;MP5&amp;quot;. Weirdly, the weapon has a higher bullet velocity than the MP7, despite it being the other way round in real life. The ironsights are removed when attaching optics. When reloading, the character does not lock the bolt back, which in real life would make inserting the new magazine very difficult.&lt;br /&gt;
[[Image:H&amp;amp;KMP5A2WideForearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K]] is unlocked by default. It has the ability to attach muzzle attachments, meaning the weapon is likely modified with a SP5K barrel, which can accept muzzle attachments. The weapon has a stock attachment and a 10mm Auto conversion. Underbarrel grips replace the default foregrip, which provides no statistical benefit. Like the other MP5s, the character does not lock the bolt back, which in real life would make inserting the new magazine very difficult. &lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Pfmp5k-1.jpg|thumb|none|600px|The MP5K in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5SD]] is unlocked at rank 60, simply called &amp;quot;MP5SD&amp;quot;. It has a long barrel attachment, which is its only barrel/muzzle attachment due to the nature of an integrally suppressed weapon. The suppressor cannot be removed, unlike other integrally suppressed weapons in-game.&lt;br /&gt;
[[File:HK-MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5/10==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5/10]] is unlocked at rank 74. The magazine is slightly longer than it should be.&lt;br /&gt;
[[File:MP5-10-retractable.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5/10 with 3-round burst trigger group and retractable stock - 10x25mm Auto]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is unlocked at rank 9, simply called &amp;quot;MP7&amp;quot;. Despite having a 40 round magazine, it only holds 30. The extended magazine attachment increases it to 40 rounds. With the joke &amp;quot;Loudener&amp;quot; attachment, the sound is similar to the ''[[Half-Life 2]]'' MP7.&lt;br /&gt;
[[File:MP7 40rdmag.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight - 4.6x30mm]]&lt;br /&gt;
[[File:Pfmp7-1.jpg|thumb|none|600px|The MP7 in the loadout menu. The grip is slightly too straight compared to the real weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is unlocked at rank 5, making it the second &amp;quot;PDW&amp;quot; players unlock. The weapon has a sole underbarrel RIS rail, instead of the tri-rail setup seen in the picture below. Its reload sounds are from ''[[Call of Duty: Modern Warfare 2]]'' and ''[[Counter-Strike: Global Offensive]]''.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with RIS rail - .45 ACP]]&lt;br /&gt;
[[File:Pfump-1.jpg|thumb|none|600px|The UMP in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch UMP40===&lt;br /&gt;
The .40 S&amp;amp;W conversion turns the gun into the [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch UMP40]].&lt;br /&gt;
[[File:UMP40.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP40 with RIS rail - .40 S&amp;amp;W]]&lt;br /&gt;
&lt;br /&gt;
==IMI Micro Uzi==&lt;br /&gt;
The [[IMI Micro Uzi]] is classed as a machine pistol and is unlocked at rank 68. When using a optic, the charging handle is replaced by a vaguely Uzi Pro looking charging handle, which extends out to the left. By default, it has no stock, but it can be put on with the &amp;quot;Extended Stock&amp;quot; attachment. Some of its reload sounds are taken from ''[[Call of Duty 4: Modern Warfare]]'''s Mini Uzi.&lt;br /&gt;
[[File:MicroUzi-2.jpg|thumb|none|350px|IMI Micro Uzi - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] is unlocked at rank 77, with 25 round magazines. There are a few unusual things with this weapon - the bolt is not closed after the last shot and the rear iron sight is cut down. There are a few ammunition conversions, namely .22 LR and .45 ACP, the latter of which uses the same magazine model as the [[M3A1 &amp;quot;Grease Gun&amp;quot;]]. The M3 magazine is compatible with the Uzi in real life by using a conversion kit by Vector Arms. It uses the same reload sounds as the Micro Uzi.&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|450px|IMI Uzi - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95==&lt;br /&gt;
The [[IWI X95]] is called the &amp;quot;X95 SMG&amp;quot; and is unlocked at rank 115. Interestingly, the X95 uses 32 round Uzi magazines, but the Uzi in-game only has 25 round magazines, despite a model existing for 32 rounders.&lt;br /&gt;
[[File:IWI X95 9mm.jpg|thumb|none|450px|IWI X95 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I [[KRISS Vector]] is unlocked at rank 100. It has Diamondhead backup iron sights, a 2 round burst mode and a light grey frame and stock. Incorrectly, the charging handle slides completely backward when being cocked. In real life, it pivots to the side at a 90-degree angle and only slightly slides backward.&lt;br /&gt;
[[File:KRISS Vector.jpg|thumb|none|450px|KRISS USA Gen I Vector - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==M1928 Thompson==&lt;br /&gt;
An [[M1928 Thompson]] is unlocked at rank 121, referred to as &amp;quot;Tommy Gun&amp;quot;, with a 20 round magazine by default, the rear sight is that of the M1 Thompson and there is no Cutts compensator. The weapon has 5 unique attachments - the Lyman sights of the M1921, the M1928A1 handguard (which changes the name to &amp;quot;Thompson&amp;quot;), the 30 round magazine and the 50 round drum. The final attachment is a conversion to the &amp;quot;Annihilator&amp;quot; prototype, which makes the weapon fire at 1500 RPM. This conversion is called the &amp;quot;M1919 Conversion&amp;quot;, which is incorrect, as the M1919 did not fire this quickly. The &amp;quot;Typewriter&amp;quot; admin-only M1928 has the 100 round drum.&lt;br /&gt;
[[File:M1928.jpg|thumb|none|450px|M1928 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[Image:Colt 1921A Thompson.jpg|thumb|none|450px|Colt M1921A Thompson with 20-round magazine and no Cutts compensator - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==M3A1 &amp;quot;Grease Gun&amp;quot;==&lt;br /&gt;
A black [[M3A1 &amp;quot;Grease Gun&amp;quot;]] is unlocked at rank 71. While in the Test Place, it was grey, like the real weapon.&lt;br /&gt;
[[Image:Grease3 2.jpg|thumb|none|450px|M3A1 &amp;quot;Grease Gun&amp;quot; - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
The [[MAC-10]] is unlocked at rank 23, chambered in .45 ACP with 30 round M3A1 magazines. There is a 9x19mm conversion option, an extended stock and the Sionics Suppressor, as well as the [[TEC-9]] extended barrel, which makes the weapon appear as if it has come from ''[[Talk:Call_of_Duty:_Black_Ops_Cold_War#TEC-9_barrel_.26_shroud|BOCW]]''. Due to the small size, the player holds it like a pistol, with both hands on the grip. The alternate aim mode has the gun held sideways, &amp;quot;gangster&amp;quot; style. This is shared with every pistol except the Desert Eagles. When using optics, they are mounted on a raised rail, so as not to obstruct the bolt, and the angled grip attachment clips into the trigger. &lt;br /&gt;
&lt;br /&gt;
The reload sounds are the same as the Uzis above, which were partially taken from ''[[Call of Duty 4: Modern Warfare]]''.&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|350px|none|Ingram MAC-10 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Pfmac10-1.jpg|thumb|none|600px|The MAC-10 in the loadout menu.]]&lt;br /&gt;
[[Image:Ingram-mac10_new.jpg|thumb|350px|none|MAC-10 with Sionics two-stage suppressor - .45 ACP]]&lt;br /&gt;
[[Image:Ingram MAC 10.jpg|thumb|none|350px|MAC-10 with detachable barrel extension - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] is unlocked at rank 108. &lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|450px|MP40 with brown bakelite lower receiver - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] chambered in 9x19mm is unlocked at rank 105. It has the smooth magazine of the Bizon-1, and a correct 53 round capacity. The weapon has a 64 round 9x18mm conversion.&lt;br /&gt;
&lt;br /&gt;
The in-game description contains the quote &amp;quot;Kept ya waiting, huh?&amp;quot; which references a trademark line of the character Snake from the video game series ''[[Metal Gear]]''. It is also a nod to the long wait players had before this weapon was finally added to the game.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov. Image used to show the smooth magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-2000==&lt;br /&gt;
The [[PP-2000]] is unlocked at rank 42.&lt;br /&gt;
[[File:Pp-2000_1.jpg|thumb|none|450px|PP-2000 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] with the 71 round drum is unlocked at rank 92. Due to the barrel shroud, grips are mounted on the side of the drum magazine, which is plainly ridiculous. The 35 round magazine is unlockable as an attachment. Like the UMP-45, it reuses the reloading sounds from the ''MW2'' and ''CS:GO'' UMP-45, with the charging handle sound of the AK-12.&lt;br /&gt;
[[File:PPSH-01-SMG.jpg‎|thumb|none|450px|PPSh-41 with 71-round drum- 7.62x25mm Tokarev]]&lt;br /&gt;
&lt;br /&gt;
==Sa vz. 61 Skorpion==&lt;br /&gt;
The [[Sa vz. 61 Skorpion]] is unlocked at rank 87, classed as a machine pistol. Like the Micro Uzi, the extended stock attachment is unlocked by default. The stock also extends when using an attachment in the &amp;quot;Other&amp;quot; category, but it provides no statistical advantage. Ironsights from other weapons cannot be attached, and any optics are mounted on the barrel due to the upwards ejection of the Skorpion. It has a snake/ratshot conversion, which renames the weapon to &amp;quot;vz.61-E&amp;quot;. Weirdly, there is also a 50 round rubber pellets conversion.&lt;br /&gt;
[[File:CZ_Vz.61.jpg|thumb|none|350px|Sa vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
&lt;br /&gt;
===Sa vz. 82 Skorpion===&lt;br /&gt;
The 9x18mm Makarov conversion turns the weapon into the [[Sa. Vz. 82 Skorpion]], but it still has the wood pistol grip.&lt;br /&gt;
[[Image:Scorpion SA Vz 82.jpg|350px|thumb|none|Sa vz. 82 Skorpion - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==Sterling L2A3==&lt;br /&gt;
The [[Sterling L2A3]] is unlocked at rank 53, with a 34 round magazine. It incorrectly tracks a round in the chamber, despite not being a closed bolt gun in reality. The player uses the magazine as a grip, which could result in malfunctions and breakages in real life. When attaching the EOTech XPS2 sight, it is not mounted on a rail, instead it is attached via knockoff Spongebob-themed tape.&lt;br /&gt;
[[Image:Sterling-Mk-4.jpg|thumb|none|450px|Sterling L2A3 (Mk.4) - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] is unlocked at rank 80 and is called the &amp;quot;AUG A3 Para&amp;quot;. It has a Coyote Brown frame. It originally had a 25 round magazine, with a 32 round magazine attachment, but now the default magazine is the 32 rounder. &lt;br /&gt;
[[Image:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
All shotguns have access to alternate ammo types. 8-pellet buckshot is the default, while 8-dart flechette ammo, 6-pellet rubber pellet ammo, 16-pellet &amp;quot;birdshot&amp;quot; (16-pellet shotgun shells would actually be considered buckshot in reality) and slug rounds are all available as attachments. The pellet counts are the same as the ones stated here, unless specifically mentioned otherwise.&lt;br /&gt;
&lt;br /&gt;
==AA-12 CQB==&lt;br /&gt;
The [[AA-12|AA-12 CQB]] is unlocked at rank 112. It has access to a 20 round drum, but alternate ammo types cannot be used while using the drum. The model has brown patches on the trigger and handguard, and it lacks a trigger. It can be converted to semi-auto fire and a long rail mount is used when sights are equipped. However, the Generation 1 charging handle is used instead of the Gen 2 when certain optics are equipped. Due to this game's fairly realistic shotgun ranges (i.e. more than 3 feet), the 20 round full-auto AA-12 is one of the most overpowered weapons in the game. For whatever reason, you can nerf it yourself by making it semi-auto only with the correct attachment.&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|450px|none|MPS AA-12 CQB - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===AA-12===&lt;br /&gt;
The &amp;quot;Long Barrel&amp;quot; attachment turns the CQB into a regular-length [[AA-12]].&lt;br /&gt;
[[Image:AA12FullAutoShotGun.jpg|thumb|450px|none|MPS AA-12 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Beretta DT11==&lt;br /&gt;
The [[Over/Under Shotgun|Beretta DT11]] is unlocked at rank 133. As a competition shotgun focused almost exclusively on long-range engagements, the Beretta DT11 is one of the more unique shotguns available in-game due to its extremely tight choke and abnormally low damage per pellet. The player has access to a variety of modifications for the DT11, including sawn-off barrels of multiple lengths (which increase damage and spread while decreasing reload time), multiple types of stock to help manage recoil, and a few unique 12 gauge ammunition types available only to the DT11, including #000 Buckshot, which drastically increases damage and recoil while decreasing pellet count, a 3 1/2&amp;quot; shell, which significantly increases pellet velocity, and a bolo round, which has unique &amp;quot;damage rampup&amp;quot;, causing it to deal more damage the further it travels. Despite these advantages, the DT11, as a double-barreled shotgun, only has access to two rounds before it must be reloaded, which, coupled with its tight spread, demands precision from the player. &lt;br /&gt;
[[File:DT-11.jpg|thumb|none|450px|Beretta DT11 - 12 gauge]]&lt;br /&gt;
[[File:DT11 PhantomForces loadout.jpg|600px|thumb|none|The DT11 as it appears in Phantom Forces. Hey, this doesn't look like an Olympic target shooting match...]]&lt;br /&gt;
[[File:DT11 PhantomForces loadout shorty.jpg|600px|thumb|none|Ditto, with the weapon having been horrifically shortened. It's not like this is a $10,000 shotgun or anything.]]&lt;br /&gt;
[[File:DT11 PhantomForces hip.jpg|600px|thumb|none|The Beretta DT11, as seen from a first-person view. Who's ready to take down some clays?]]&lt;br /&gt;
[[File:DT11 PhantomForces ads1.jpg|600px|thumb|none|The DT11's iron sights, which are as expected from a competition shotgun; sleek and simple.]]&lt;br /&gt;
[[File:DT11 PhantomForces ads2.jpg|600px|thumb|none|The DT11's first alternate ADS mode, which it shares with other shotguns.]]&lt;br /&gt;
[[File:DT11 PhantomForces adsalt2.jpg|600px|thumb|none|The DT11's second alternate ADS mode. Wrong kind of double-barrel for that kind of work, buster, but you're on the right track.]]&lt;br /&gt;
[[File:DT11 PhantomForces inspect.jpg|600px|thumb|none|Inspecting the DT11 in-game.]]&lt;br /&gt;
[[File:DT11 PhantomForces reload1.jpg|600px|thumb|none|Ejecting a spent shell from the DT11, a process made simple by the weapon's automatic ejectors. Eat your heart out, Stevens.]]&lt;br /&gt;
[[File:DT11 PhantomForces reload2.jpg|600px|thumb|none|Replacing said shell with a fresh one, a process that the cube-handed player character performs with surprising dexterity.]]&lt;br /&gt;
[[File:DT11 PhantomForces sportingstock.jpg|600px|thumb|none|The DT11, when equipped with the &amp;quot;sporting stock&amp;quot; mod, becomes the DT11 ACS (All-Competition Shotgun).]]&lt;br /&gt;
[[File:DT11 PhantomForces olympianstock.jpg|600px|thumb|none|What was once a boring old Beretta DT11 becomes the flashy DT11 PRO when equipped with a recoil-absorbing &amp;quot;Olympian stock&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo USAS-12==&lt;br /&gt;
The [[Daewoo USAS-12]] is unlocked at rank 189.&lt;br /&gt;
[[File:USAS12.jpg|thumb|none|450px|Daewoo USAS-12 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;DBV12&amp;quot;==&lt;br /&gt;
The &amp;quot;DBV12&amp;quot; (DBV stands for &amp;quot;drobovik&amp;quot;, &amp;quot;shotgun&amp;quot; in Russian) is based on the prototype AK-12/76, a 12 gauge version of the prototype [[AK-12]] and is unlocked at rank 24. The &amp;quot;DBV12&amp;quot; in game is specifically based on the ''[[Battlefield 4]]'' weapon of the same name. Like the ''BF4'' weapon, the in-game weapon uses the standard AK-12 magwell, though actual AK-12/76 concept art from Izhmash showed it with an extended magazine well, which is reflected in the photoshopped mock-up below. The mock-up image also has a longer barrel than the &amp;quot;DBV12&amp;quot; in-game. &lt;br /&gt;
&lt;br /&gt;
Aside from the same 4 ammo types all shotguns have access to, the &amp;quot;DBV12&amp;quot; can be converted to fire .30-06 rounds, which makes the weapon full auto, and .410 bore shells, which make the weapon a 3 round burst. It has a 10 round magazine.&lt;br /&gt;
[[File:AK-12 shotgun.jpg|thumb|none|450px|Photoshopped mock-up of an AK-12/76 - 12 gauge]]&lt;br /&gt;
[[File:Pfdbv12-1.jpg|thumb|none|600px|The &amp;quot;DBV12&amp;quot; in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
The &amp;quot;Stevens DB&amp;quot; is unlocked at rank 81 and is based on the Stevens Model 355/330 hammerless [[double barreled shotgun]]s and fires 10 gauge shells. It has the ability to fire each barrel seperately, or both at the same time, just like the &amp;quot;Sawed Off&amp;quot;, and the player always fires the right barrel/back trigger first. Unlike the M79, the opening latch is not used when reloading before the barrels are broken open. All muzzle attachments require double the number of kills usually required to unlock them, due to the weapon having two barrels. No suppressors are available except for a homemade &amp;quot;Muffler&amp;quot; attachment. Additionally, all muzzle attachments except the compensator clip through each other.&lt;br /&gt;
&lt;br /&gt;
The stock has the word &amp;quot;BOOM&amp;quot; engraved into it in the same font as the ''[[Doom (VG)|DOOM]]'' logo, and the description states &amp;quot;It spells doom for whatever's in front of it&amp;quot;. These are both references to the Super Shotgun from ''DOOM II'', which was a sawed-off double barrel shotgun.&lt;br /&gt;
[[Image:Savage-Stevens-311-Shotgun.jpg|thumb|none|450px|Savage/Stevens 311A - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] is unlocked at rank 120 and it only fires in semi automatic mode unless you equip the &amp;quot;Pump-action&amp;quot; attachment. Like the vz. 61 Skorpion, the stock unfolds when using optics, but it provides no actual advantage unless the &amp;quot;Extended Stock&amp;quot; attachment is equipped. The &amp;quot;Full Stock&amp;quot; attachment gives it a solid, fixed stock. The reload animation incorrectly does not show the character using the carrier latch button, which must be depressed to load new shells. Like most videogames, the stock has a hole in it in order to use the sights when folded.&lt;br /&gt;
[[Image:Franchi-SPAS12.jpg|thumb|450px|none|Franchi SPAS-12 with stock folded - 12 gauge]]&lt;br /&gt;
[[Image:Spas12_fixed.jpg|thumb|none|450px|Franchi SPAS-12 with fixed stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
A green [[Kel-Tec KSG]] is unlocked at rank 1, called &amp;quot;KSG-12&amp;quot;. Like most videogames, the tube selector is not used when reloading, so the game treats the dual magazines as one magazine tube. &lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:Pfksg-1.jpg|thumb|none|600px|The KSG in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===Kel-Tec KSG-25===&lt;br /&gt;
The KSG can be converted to the KSG-25 with the &amp;quot;KSG-25 Conversion&amp;quot;, giving the weapon a 24+1 capacity and a longer barrel.&lt;br /&gt;
[[File:KSG25.jpg|thumb|none|450px|Kel-Tec KSG-25 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==KS-23M==&lt;br /&gt;
The [[KS-23M]] is unlocked at rank 56. Firing massive 23x75mmR shotgun shells and featuring a tight choke with high damage at range, the KS-23M can vanquish enemies further out than most other shotguns at the cost of a low magazine size (3+1) and slow handling in close-quarters. In typical ''Phantom Forces'' fashion, the shotgun's wire stock can be removed and a longer barrel can be fitted. The KS-23M also features an abnormally large assortment of unique ammunition modifications, including &lt;br /&gt;
*Shrapnel-25 shells, which increase pellet velocity and decrease both spread and individual pellet damage &lt;br /&gt;
*Volna-R, which fires a single large rubber slug that instantly kills at close range but has high drop-off &lt;br /&gt;
*Barrikada, a dense metal slug with high velocity and penetration&lt;br /&gt;
*A single-shot harpoon conversion, which offers a one-hit kill at any range at the cost of a long reload after each shot &lt;br /&gt;
*A 4 gauge conversion, which vastly increases the weapon's damage but slows its reload time (and changes the weapon's name to TOZ-123) &lt;br /&gt;
The pumping sound used in-game is the same as ''[[Black Mesa]]'''s SPAS-12.&lt;br /&gt;
[[File:KS23.JPG|thumb|none|450px|KS-23M - 23x75mmR]]&lt;br /&gt;
[[File:KS23M PhantomForces loadout.jpg|600px|thumb|none|The KS-23M as it appears in the game's loadout menu.]]&lt;br /&gt;
[[File:KS23M PhantomForces hip.jpg|600px|thumb|none|The KS-23M held at the player's hip. When holding a shotgun this large, the whole world seems to hold its breath.]]&lt;br /&gt;
[[File:KS23M PhantomForces ads1.jpg|600px|thumb|none|The simple, if unobtrusive, iron sights of the KS-23M.]]&lt;br /&gt;
[[File:KS23M PhantomForces ads2.jpg|600px|thumb|none|The first alternate ADS view for the KS-23M.]]&lt;br /&gt;
[[File:KS23M PhantomForces ads3.jpg|600px|thumb|none|The second alternate ADS view for the KS-23M, with a side of DOOM. If only reloading this beast was as simple as racking the fore repeatedly.]]&lt;br /&gt;
[[File:KS23M PhantomForces inspect1.jpg|600px|thumb|none|Inspecting the KS-23M in-game.]]&lt;br /&gt;
[[File:KS23M PhantomForces inspect2.jpg|600px|thumb|none|Ditto, followed by a celebratory pump of the fore.]]&lt;br /&gt;
[[File:KS23M PhantomForces reload.jpg|600px|thumb|none|The player feeds a massive 23x75mmR shell into the KS-23M.]]&lt;br /&gt;
[[File:KS23M PhantomForces firing.jpg|600px|thumb|none|After firing the KS-23M, the player racks the pump to chamber the next round. Surprising, I'm sure.]]&lt;br /&gt;
&lt;br /&gt;
===KS-23===&lt;br /&gt;
The &amp;quot;Full Stock&amp;quot; attachment turns the weapon into a [[KS-23]].&lt;br /&gt;
[[File:Ks23-1.jpg|thumb|none|450px|KS-23 - 23x75mmR]]&lt;br /&gt;
[[File:KS23 PhantomForces loadout.jpg|600px|thumb|none|Equipping the KS-23M with the full stock attachment and so-called sporting barrel transforms it into the full-length KS-23.]]&lt;br /&gt;
[[File:KS23 PhantomForces hip.jpg|600px|thumb|none|The KS-23 with its extra-long sporting barrel, as seen from a first-person perspective. Clay pigeons everywhere are quaking in their boots.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Express Tactical Magpul==&lt;br /&gt;
The [[Remington 870]] is unlocked at rank 11, fitted with Magpul furniture, ring ironsights and a 6 round tube. The furniture is white, but it was previously green and in the beta it was grey.&lt;br /&gt;
[[File:870 Express Magpul.jpg|thumb|none|450px|Remington 870 Express Tactical Magpul - 12 gauge]]&lt;br /&gt;
[[File:Pf870-1.jpg|thumb|none|600px|The 870 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga-12K==&lt;br /&gt;
The [[Saiga-12K]], simply called Saiga-12, is unlocked at rank 63. It is modelled with a 5 round magazine, despite holding 8+1 in-game. It can be converted to fire in full-auto. It also has numerous ammunition conversions:&lt;br /&gt;
*Saiga-223 (.223 Remington), fires in full-auto,&lt;br /&gt;
*Saiga-308 (.308 Winchester/7.62x51mm NATO), fires in full-auto,&lt;br /&gt;
*Saiga-762 (7.62x39mm), fires in full-auto,&lt;br /&gt;
*Saiga-96 (9.6x53mm Lancaster), fires in semi-auto at 70 RPM,&lt;br /&gt;
*Saiga-9 (9x19mm Parabellum), fires in full-auto.&lt;br /&gt;
[[File:Saiga 12K.jpg|thumb|none|450px|Saiga-12K - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Saiga-12U&amp;quot;===&lt;br /&gt;
The &amp;quot;Saiga-12U&amp;quot; is a custom secondary shotgun in the &amp;quot;Other&amp;quot; category and unlocked at rank 95. It has a 2+1 round capacity, which can be extended to 5+1. It can also be modified to fire in full-auto, just like the regular Saiga-12.&lt;br /&gt;
&lt;br /&gt;
The Saiga-12U greatly resembles the modified Saiga-12K seen in ''[[Gamer]]'', ''[[The Expendables]]'', and ''[[Drive Angry]]'', though with a 2-round box magazine instead of a 20-round drum for obvious reasons.&lt;br /&gt;
&lt;br /&gt;
==Sawed-Off Double Barrel Shotgun==&lt;br /&gt;
Unlocked at rank 90 is the &amp;quot;Sawed Off&amp;quot;, a traditional side-by-side [[Sawed-Off Double Barrel Shotgun]]. It uses the same model as the Stevens Double Barrel seen above, but with the barrels cut down. It is in the &amp;quot;Other&amp;quot; secondary class. It has the ability to fire each barrel seperately, or both at the same time, just like the Stevens, and the player always fires the right barrel/back trigger first.  All muzzle attachments require double the number of kills usually required to unlock the,, due to the weapon having two barrels. No suppressors are available except for a homemade &amp;quot;Muffler&amp;quot; attachment. Additionally, all muzzle attachments except the compensator clip through each other.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Boom Stock&amp;quot; attachment gives the weapon a stock, which, like the Stevens, has the word &amp;quot;BOOM&amp;quot; written in the same from as the ''DOOM'' logo. This is another reference to the Super Shotgun from ''DOOM II''.&lt;br /&gt;
[[Image:SS311A sawed-off-2.jpg|thumb|none|450px|'''Photoshopped''' Sawed-off Savage/Stevens 311A - 12 gauge]]&lt;br /&gt;
[[File:Sawed-off Stevens 1960s SBS.jpg|thumb|none|450px|Stevens SBS shotgun with sawn-off barrels - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Serbu Super Shorty==&lt;br /&gt;
The [[Serbu Super Shorty]] is unlocked at rank 36 as the first &amp;quot;Other&amp;quot; category sidearm, referred to as the &amp;quot;Super Shorty&amp;quot;; however, it was originally referred to as the &amp;quot;Serbu Shotgun&amp;quot;. It is a shortened Remington 870, which the description correctly states. It has a vertical grip, but no access to underbarrel attachments. It also has a 2+1 capacity and has no rear sight, just a front bead sight.&lt;br /&gt;
[[Image:Super Shorty (870).jpg|thumb|none|450px|Serbu Super Shorty Shotgun made from a Remington 870 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==AK-12==&lt;br /&gt;
The 2012 prototype [[AK-12]] is unlocked by default. Like virtually every AK rifle variant in the game, it is shorter than the M16A3/4 rifles, despite being longer than it in real life.&lt;br /&gt;
[[File:Ak-12.jpg|thumb|none|450px|AK-12, 2012 prototype - 5.45x39mm]]&lt;br /&gt;
[[File:Pfak12-1.jpg|thumb|none|600px|The AK-12 in the loadout menu. Note the selector pointed as safe; this doesn't change when the fire mode is switched.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74N==&lt;br /&gt;
The [[AK-74]]N is unlocked at rank 74. It has the smooth top cover of the later AK-74M version.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Collapsible Stock&amp;quot; attachment gives it the stock of the East German [[MPi-KM-72]]. &lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] is unlocked at rank 103. It has the 3-round-burst mode of the AK-103-2 and the railed dust cover of the AK-103M. &lt;br /&gt;
[[Image:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-101===&lt;br /&gt;
The 5.56 Conversion converts the weapon and changes its name to the [[AK-101]].&lt;br /&gt;
[[File:AK101.jpg|thumb|none|450px|AK-101 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-109===&lt;br /&gt;
The &amp;quot;BARS Barrel&amp;quot; converts the weapon and changes its name to the [[AK-109]].&lt;br /&gt;
[[File:AK-109.jpg|thumb|none|450px|AK-109 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-108===&lt;br /&gt;
The combination of the &amp;quot;BARS Barrel&amp;quot; and the 5.56 Conversion converts the weapon and changes its name to the [[AK-108]].&lt;br /&gt;
[[File:AK-108.jpg|thumb|none|450px|AK-108 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] is unlocked at rank 94. The &amp;quot;Collapsible Stock&amp;quot; uses the same stock as the East German [[MPi-KM-72]]. &lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;AK47&amp;quot;===&lt;br /&gt;
The &amp;quot;AK47&amp;quot; is unlocked at rank 47. It is not an actual [[AK-47]], as it has the AKM's stamped receiver, with its only AK-47-like characteristics being the handguard, pistol grip, dust cover, and the lack of a muzzle brake. Additionally, it has the [[AK-74]]N's dovetail mount, as opposed to the earlier style used with the AKN.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:TypeIII AK47.jpg|thumb|450px|none|Type 3 AK-47 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
====AKMS====&lt;br /&gt;
Equipping the &amp;quot;Collapsible Stock&amp;quot; attachment on the &amp;quot;AK47&amp;quot; turns it into an [[AKMS]], although still retaining the various AK-47 elements.&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:DeactivatedAKS(1954-59).jpg|thumb|none|450px|Type 3 AKS-47 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===VPO-209===&lt;br /&gt;
Using the .366 TKM conversion changes the weapon to the VPO-209, which also changes the name correctly in-game too. This is available on both the AKM and &amp;quot;AK47&amp;quot;. This allows usage of slugs and birdshot ammo types.&lt;br /&gt;
[[File:Vpo-209.jpg|thumb|450px|none|VPO-209 - .366 TKM]]&lt;br /&gt;
&lt;br /&gt;
==AN-94==&lt;br /&gt;
The [[AN-94]] is unlocked at rank 10. The barrel correctly reciprocates backwards when firing, but equipping any barrel attachments stops this animation from occurring. Like most guns in the game, it has the correct firerate - 1,800 RPM in hyperburst mode and 600 RPM in full-auto; the first two shots on full-auto are also fired at the same rate as the burst.&lt;br /&gt;
[[file:An94-1.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File:Pfan94-1.jpg|thumb|none|600px|The AN-94 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] is unlocked at rank 15. It used to (incorrectly) be classed as a PDW, but update 0.9.0 moved it to the Assault Rifles category.&lt;br /&gt;
&lt;br /&gt;
The weapon has a 20 round magazine by default, but a 30 rounder is available, as well as the &amp;quot;Suppressor.. ?&amp;quot; attachment, which is the only barrel attachment. In-game, it doesn't do anything apart from pitch up the noise of your shots, and it is nonsensically attached to the end of the integral suppressor. It is modelled after the PBS-1.&lt;br /&gt;
[[Image:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[File:Pfasval-1.jpg|thumb|none|600px|The AS Val in the menu.]]&lt;br /&gt;
[[File:Pfasval-2.jpg|thumb|none|600px|The rifle in first-person.]]&lt;br /&gt;
[[File:Pfasval-3.jpg|thumb|none|600px|Inspecting the left side...]]&lt;br /&gt;
[[File:Pfasval-4.jpg|thumb|none|600px|...and the right.]]&lt;br /&gt;
[[File:Pfasval-5.jpg|thumb|none|600px|Aiming using the glow sights.]]&lt;br /&gt;
[[File:Pfasval-6.jpg|thumb|none|600px|Changing the fire mode; the player character appears to incorrectly use the AK-style safety switch to do this, whereas the fire selector is actually located inside the trigger guard.]]&lt;br /&gt;
[[File:Pfasval-7.jpg|thumb|none|600px|Firing.]]&lt;br /&gt;
[[File:Pfasval-8.jpg|thumb|none|600px|Knocking out the empty magazine with another empty magazine...]]&lt;br /&gt;
[[File:Pfasval-9.jpg|thumb|none|600px|...loading it in...]]&lt;br /&gt;
[[File:Pfasval-10.jpg|thumb|none|600px|...and chambering a round.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K2==&lt;br /&gt;
The [[Daewoo K2]] is unlocked at rank 42.&lt;br /&gt;
[[Image:Daewoo-K2.jpg|thumb|none|450px|Daewoo K2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:PF-K2-menu.jpg|thumb|none|600px|The K2 in the menu.]]&lt;br /&gt;
[[Image:PF-K2-folded-menu.jpg|thumb|none|600px|Previewing a K2 with the stock folded.]]&lt;br /&gt;
&lt;br /&gt;
==Diemaco/Colt Canada C7A2==&lt;br /&gt;
The [[Diemaco/Colt Canada C7A2]] is unlocked at rank 128, with an ambi charging handle, which comes as standard on the real weapon. It was originally in the Alpha, but was removed and added into the full game much later. The description reflects this (&amp;quot;This gun reminds you of a simpler time&amp;quot;), but it also incorrectly states that the C7A2 has an integrated optic, referring to the C79. It is not integrated, and can be removed, which it is in-game, the rifle using its back-up iron sights instead.&lt;br /&gt;
&lt;br /&gt;
Two ammo conversions are available, the &amp;quot;CNC .45 Conversion&amp;quot; and the &amp;quot;AR 7.62x39mm Conversion&amp;quot;, the latter of which reduces ammo capacity to 20+1.&lt;br /&gt;
&lt;br /&gt;
When using the &amp;quot;Long Barrel&amp;quot; attachment, it uses the handguard and barrel from the [[Diemaco/Colt Canada C7/C7A1 LSW]], though it does not have the built-in grip. When this barrel is equipped, the whizz and crack sounds play for enemies you are firing at, which is usually a trait reserved for a few machine guns and sniper rifles.&lt;br /&gt;
[[File:C7a2.jpg|thumb|none|450px|Colt Canada C7A2 with ELCAN scope and backup iron sight - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS G1==&lt;br /&gt;
The [[FAMAS G1]] is unlocked at rank 45, incorrectly called the F1. The previous model used a STANAG magazine and was called the G2, but this was still incorrect as it had the F1-style magazine well. This rifle has the correct 25 round magazine of the F1 and G1.&lt;br /&gt;
&lt;br /&gt;
The bipod is functionally useless, however it deploys when the &amp;quot;Long Barrel (AR)&amp;quot; attachment is used.&lt;br /&gt;
[[File:FAMAS G1.jpg|thumb|none|450px|FAMAS G1 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS G2===&lt;br /&gt;
The weapon can be turned into a [[FAMAS G2]] with the &amp;quot;G2 Conversion&amp;quot;, which gives the rifle the ability to use STANAG magazines.&lt;br /&gt;
[[File:Famas g2.jpg|thumb|none|450px|FAMAS G2 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS Valorisé===&lt;br /&gt;
Attaching any scope turns the model into a [[FAMAS Valorisé]], apart from the trigger guard of the G-series rifles.&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|450px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PF-Famas-optic.jpg|thumb|none|600px|The Valorisé as seen in the menus with an EOTech XPS2.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] is unlocked at rank 16. It features a 9mm conversion, which uses a 32 round Uzi magazine.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[Image:FN SCAR-L (Standard).jpg|thumb|450px|none|Third Generation FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:PF-Scarl-menu.jpg|thumb|600px|none|The SCAR-L in the menu.]]&lt;br /&gt;
[[Image:PF-Scarl-att-menu.jpg|thumb|600px|none|Previewing a long-barrelled SCAR-L with no stock, a PM II scope and the 9mm Uzi magazine conversion, stated to be done by Big Woods MFG.]]&lt;br /&gt;
[[Image:PF-Scarl-short-menu.jpg|thumb|600px|none|Previewing a short-barrelled SCAR-L with a folded stock.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G11 K2==&lt;br /&gt;
The German wonder weapon, the [[Heckler &amp;amp; Koch G11]], is unlocked at rank 211, which reflects the name of the weapon, combining and rearranging the 2 from K2 and the 11 from G11. The weapon is the only caseless weapon in-game and appropriately does not eject spent casings when firing. It has back-up ironsights instead of the integral scope by default, although the scope is an attachment option. The irons are AAC flip up ironsights that are also used on the [[AAC Honey Badger]]. It correctly fires at 2,100 RPM in burst, and 460 RPM in auto.&lt;br /&gt;
&lt;br /&gt;
The description (&amp;quot;Wait a minute, this is the future. Where are all the phaser guns?&amp;quot;) references the movie ''[[Demolition Man]]''.&lt;br /&gt;
&lt;br /&gt;
The weapon uses the same reload sounds as the [[P90]] above. It also has two magazines as part of the model either side of the magazine that is currently being used, but these are just part of the model and are unusable. The magazine does not reciprocate when firing, which is incorrect.&lt;br /&gt;
[[File:G11K2 left.jpg|thumb|none|450px|Heckler &amp;amp; Koch G11 K2 - 4.73x33mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36]] is unlocked at rank 25. It has the export version of the rail top carry handle, rather then the G36C version, which is more common in videogames. The &amp;quot;Hendsoldt 3x Optic&amp;quot; adds back the ZF 3x4° sight, although it is missing the top 1x reflex. As long as some sort of optic is present on the weapon, the 3x will appear, and you can use it by pressing the alternate aim button.&lt;br /&gt;
[[File:HKG36.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36 with ZF 3x4° dual optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:G36C with STANAG mag adaptor.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C with a STANAG mag adaptor - 5.56x45mm NATO. Image used to show export variant of the rail top carry handle.]]&lt;br /&gt;
[[File:Pfg36-1.jpg|thumb|none|600px|The G36 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;MG36&amp;quot;===&lt;br /&gt;
The G36 makes another appearance, masquerading as the [[Heckler &amp;amp; Koch MG36]]. The weapon has the Beta-C drums and bipod of the MG36, but the bipod is unusable, like other weapons with a bipod by default. Like all G36 variants in the game, it has the export variant of the rail top carry handle. The weapon is unlocked at rank 33.&lt;br /&gt;
&lt;br /&gt;
As a LSW, it is in the LMG section. &lt;br /&gt;
[[File:G36 CMag.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36 with bipod handguard and C-Mag, visually identical to the real MG36 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:G36C with STANAG mag adaptor.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C with a STANAG mag adaptor - 5.56x45mm. Image used to show export variant of the rail top carry handle]]&lt;br /&gt;
[[File:Pfmg36-1.jpg|thumb|none|600px|The faux MG36 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36K]] is unlocked at rank 6 and is incorrectly classed as a carbine - while it does have a shorter barrel than the standard G36, it is not short enough to be considered a carbine. Like all G36 variants in the game, it has the export variant of the rail top carry handle.&lt;br /&gt;
&lt;br /&gt;
It has access to a .300 Blackout conversion, which is fictional.&lt;br /&gt;
[[File:G36K-Export.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KV with export optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:G36C with STANAG mag adaptor.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C with a STANAG mag adaptor - 5.56x45mm NATO. Image used to show export variant of the rail top carry handle]]&lt;br /&gt;
[[File:Pfg36k-1.jpg|thumb|none|600px|The G36K in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416A5]] is unlocked at rank 62 and is known simply as the HK416. It has a different reload compared to the rest of the AR-15 family, with the magazine knocked out by flicking the rifle to the right. &lt;br /&gt;
&lt;br /&gt;
It has access to a .300 Blackout conversion, along with a &amp;quot;Full Stock&amp;quot; and &amp;quot;Long Barrel (AR)&amp;quot; attachment.&lt;br /&gt;
[[Image:HK416 A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416A5 with 14.5&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Howa Type 20==&lt;br /&gt;
The [[Howa Type 20]] is unlocked at rank 37.&lt;br /&gt;
[[File:Type 20 with riflescope and grippod.jpg|thumb|none|450px|Howa Type 20 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==L85A2==&lt;br /&gt;
The [[L85A2]] is unlocked at rank 55. It has access to the [[L123A2 grenade launcher]], which is a unique trait of this rifle.&lt;br /&gt;
[[File:L85A2Iron.jpg|thumb|none|450px|L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:L85A1 with L123 GL.jpg|thumb|450px|none|L85A1 with SUSAT scope and L123 grenade launcher - 5.56x45mm NATO &amp;amp; 40x46mm grenade]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
The [[M16A4]] is unlocked at rank 22, depicted with a KAC handguard without rail covers. Its bolt does not lock back when empty and the selector is set to safe. It also has the inaccurate ability to fire the remaining bullets in a burst when the player is not pulling on the trigger - the cam mechanism of the M16A4 requires the trigger to be depressed to fire. If the trigger is lifted mid-burst, the remaining rounds are fired in the next burst e.g. two bullets are fired before the trigger is released, the next trigger pull would only fire one bullet because the mechanism has not reset.&lt;br /&gt;
&lt;br /&gt;
A 7.62x39mm conversion is available, along with various barrel and stock attachments. &lt;br /&gt;
[[File:M16A4Standard.jpg|thumb|none|450px|M16A4 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A4 Grippod.jpg|thumb|none|450px|M16A4 MWS with ACOG and grippod - 5.56x45mm NATO]]&lt;br /&gt;
[[File:PF-M16a2-menu.jpg|thumb|none|600px|The M16A4 in the menu. Note the selector pointed towards safe; this happens on most AR variants in the game.]]&lt;br /&gt;
[[File:PF-M16a2-att-menu.jpg|thumb|none|600px|Previewing a modified M16A4 with C7-style ironsights, a 2nd Gen collapsible stock and a short barrel. Note the top rail cover is now missing.]]&lt;br /&gt;
[[File:PF-M16a2-762-menu.jpg|thumb|none|600px|Previewing an M16A4 with the 7.62x39mm conversion, stated to use Grendel magazines, though in practise they are black recolours of the default STANAG magazines. This weapon also has the buttstock removed.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;M16A3&amp;quot;===&lt;br /&gt;
The &amp;quot;M16A3&amp;quot; is unlocked at rank 33, using the exact same model as the A4 (hence why it is listed as a variant of the A4). In gameplay however, it is a separate weapon, firing in full-auto instead of 3 round bursts. The &amp;quot;M16A3&amp;quot; uses all the same attachments and modelling errors as the A4.&lt;br /&gt;
[[File:PF-M16a3-menu.jpg|thumb|none|600px|The M16A3 in the menu.]]&lt;br /&gt;
[[Image:PF-M16a3-att-menu.jpg|thumb|600px|none|Previewing an M16A3 with an A2 pistol grip mounted on a swivelling mount as a makeshift folding foregrip, along with a 2nd Gen collapsing stock in the collapsed position.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1==&lt;br /&gt;
The [[Steyr AUG A1]] is unlocked at rank 20, with the lowest firerate of all AUG rifles. It has the Swarvoski scope by default, which is also an attachment option, meaning two Swarvoski scopes can be used at once on the AUG A1. Toggling the aim type changes from the Swarvoski optic and either the back-up iron sights atop the optic, or the optical attachment mounted on top of the default optic. When optics are used, they are placed above the scope on a Picatinny rail (which resembles the [https://www.clawgear.com/en/AUG-Modular-Scope-Mount-Black-20114en1555 Clawgear AUG Modular Scope Mount]). Underbarrel grips replace the folding grip with a tri-rail setup.&lt;br /&gt;
[[Image:Steyr-AUG.jpg|thumb|450px|none|Steyr AUG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfauga1-1.jpg|thumb|none|600px|The AUG A1 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG Para===&lt;br /&gt;
Equipping the 9mm conversion renames the weapon to &amp;quot;AUG A1 Para&amp;quot; and makes it resemble [[Steyr AUG Para|the weapon of the same name]], minus the shorter barrel, which can be approximated in appearance with the &amp;quot;Short Barrel&amp;quot; attachment.&lt;br /&gt;
[[Image:AUG 9mm 03.jpg|thumb|none|450px|Steyr AUG Para - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] is unlocked at rank 39, with the rail of the Special Receiver version. Despite all AUG variants being the same in real life, the A2 in in-game is in-between the firerate of the A1 and A3.&lt;br /&gt;
[[Image:AUG A2 16.jpg|thumb|none|450px|Steyr AUG A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:SteyrAUGSR.jpg|thumb|none|450px|Steyr AUG Special Receiver - 5.56x45mm NATO. Image used to show the Picatinny rail.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]], with a Coyote Brown finish, is unlocked at rank 52. It has the highest firerate of the AUG rifles. It is missing the bolt release on the model.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[StG-44]] is unlocked at rank 144. The floorplate of the magazine is missing, and optics will wobble when attached.&lt;br /&gt;
&lt;br /&gt;
The weapon has an odd 5.56x45mm conversion.&lt;br /&gt;
[[Image:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
&lt;br /&gt;
==Tavor TAR-21==&lt;br /&gt;
The [[TAR-21]] is unlocked at rank 111. It can be modified to fire &amp;quot;Duplex&amp;quot; rounds, which shoot two bullets in one casing.&lt;br /&gt;
[[File:TAR21 Flattop.jpg|thumb|none|450px|IWI Tavor TAR-21 Flat Top - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===Tavor CTAR-21===&lt;br /&gt;
The &amp;quot;CTAR Barrel&amp;quot; attachment renames the weapon to the [[CTAR-21]].&lt;br /&gt;
[[File:CTAR Flattop.jpg|thumb|none|450px|IWI Tavor CTAR-21 Flat Top - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Type 88-2==&lt;br /&gt;
The super-rare North Korean [[Type 88-2]] is unlocked at rank 122. The default configuration of the rifle has it equipped with its infamous helical magazine, but they only hold 75 rounds instead of the reported 150, likely for gameplay balance, although nobody really knows how many rounds it holds, or if it is even a functional magazine. It is correctly depicted with the ribbed dust cover and proprietary overfolding stock, needed because standard AK side- or under-folding stocks would not work with the bulky helical magazine. The helical magazine can be swapped out for a 30-round magazine with the &amp;quot;Regular Mag&amp;quot; attachment.&lt;br /&gt;
[[File:Type_98-2.jpg|thumb|none|450px|Type 88-2 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===Type 88===&lt;br /&gt;
The combination of the &amp;quot;Regular Mag&amp;quot; and &amp;quot;Full Stock&amp;quot; attachment turns the weapon into the [[Type 88 assault rifle|Type 88]].&lt;br /&gt;
[[File:Type_88.jpg|thumb|none|450px|Type 88 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===Type 58===&lt;br /&gt;
Equipping the 7.62x39mm conversion turns the weapon into the [[AK-47|Type 58]].&lt;br /&gt;
[[File:Type58AK.jpg|thumb|450px|none|Type 58 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
==AG-3F2==&lt;br /&gt;
The [[G3|AG-3F2]], a modernised version of Norway's AG-3 rifle, is unlocked at rank 76. It incorrectly uses the AG-3 name.&lt;br /&gt;
[[File:AG-3F2.jpg|thumb|none|450px|AG-3F2 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AK12BR&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;AK12BR&amp;quot; is unlocked at rank 44. It's an odd weapon, chambered in 7.62x54mmR and utilising the same Balanced Recoil system from the [[AEK-971]] and other weapons, which is what the &amp;quot;BR&amp;quot; in the name stands for (not &amp;quot;Battle Rifle&amp;quot; as you might assume). The Balanced Recoil system is housed in a fictional housing that matches the colour and material of the main receiver, and it also comes with a Picatinny rail on top. It has a 20 round curved magazine, although before an update it used a 30 round 5.45x39mm magazine like the regular [[AK-12]], which somehow held 7.62x39mm. This made the weapon technically an assault rifle, but following feedback the developers changed the weapon to the bigger cartridge and smaller magazine. The developers state they included it as a battle rifle despite being an assault rifle in its original form because there were not enough battle rifles in the game.&lt;br /&gt;
[[File:Ak-12 7.62x51mm.jpg|thumb|none|450px|AK-12 - 7.62x51mm NATO (photoshopped)]]&lt;br /&gt;
[[Image:Ak107-2.jpg|thumb|none|450px|AK-107 with experimental 60-round magazine - 5.45x39mm. Image used to show the Balanced Recoil system]]&lt;br /&gt;
&lt;br /&gt;
==Alexander Arms .50 Beowulf EBR==&lt;br /&gt;
The [[Alexander Arms .50 Beowulf]] Entry Complete Rifle (abbreviated as &amp;quot;Beowulf ECR&amp;quot;) is a battle rifle unlocked at rank 21. It features a flat-top receiver, a 16.5&amp;quot; (42cm) barrel, and a standard Picatinny railed gas block. The rifle is sold standard with black furniture. Additionally, the weapon in-game is modified with Mangonel Flip-Up Sights. It can be modified to fire in three round bursts, which means it fires 3 bursts of 3, then a burst of either 1 or 2, depending if there is a round in the chamber or not, due to its 10 round magazine.&lt;br /&gt;
[[Image:AA Beowulf.jpg|thumb|none|450px|Alexander Arms .50 Beowulf - .50 Beowulf]]&lt;br /&gt;
[[File:Pfecr-1.jpg|thumb|none|600px|The ECR in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Alexander Arms .50 Beowulf TCR==&lt;br /&gt;
The [[Alexander Arms .50 Beowulf]] Tactical Complete Rifle (abbreviated to &amp;quot;Beowulf TCR&amp;quot; in-game) is listed as a designated marksman rifle in-game, unlocked at rank 70. This variant of Alexander Arms' Beowulf rifles features a flat-top receiver, 16.5&amp;quot; (42 cm) barrel, a low-profile gas block, Manticore Arms Transformer Rail handguard, B5 Systems SOPMOD BRAVO Collapsible Stock, and an upgraded trigger. The rifle in-game is shown with other upgrades purchasable for the TCR, such as an FDE Cerakote finish, FRAG grip panels and KeyMod panels, and the Tank Muzzle Brake. This muzzle brake is never removed and any muzzle attachment is mounted inside of it, like similar weapons with default muzzle brakes, like the [[Serbu BFG-50]]. It also has the same Diamondhead sights as a few other weapons in the game, notably the KRISS Vector. Finally, a 5.56x45mm conversion is available, which makes the rifle weaker but triples ammo capacity from 10 to 30 and fires twice as fast, 800 RPM instead of 400.&lt;br /&gt;
[[File:AA Beowulf Tactical.jpg|thumb|none|450px|Alexander Arms .50 Beowulf Tactical - .50 Beowulf]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 SPR==&lt;br /&gt;
A heavily customised FAL rifle most closely resembling the [[DSA SA58 Special Purpose Rifle|SA58 SPR]] is unlocked at rank 78. It features a full sized, 21-inch barrel FAL with a blue handguard without the top rail, an M16 pistol grip,  a different customised stock and standard FAL iron sights compared to the real SA58 SPR. It also has standard FAL 20 round magazines instead of the 10 round magazines seen on the reference photo below. It is classed as a DMR in-game.&lt;br /&gt;
[[Image:DSA SA58 SPR.jpg|thumb|none|450px|DSA SA58 Special Purpose Rifle - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL 50.00==&lt;br /&gt;
The [[FN FAL 50.00]] is unlocked at rank 107, as a select-fire battle rifle with a 20 round magazine. It can be converted to fire .45 ACP for some odd reason, which uses a 50 round drum.&lt;br /&gt;
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FAL Para Shorty&amp;quot;===&lt;br /&gt;
A custom short FAL rifle called the &amp;quot;FAL Para Shorty&amp;quot; is unlocked at rank 98, classed as a PDW/SMG. It is an odd weapon, with a folded FAL paratrooper stock, an [[MP5K]] grip and handguard and an extremely short barrel. The MP5K grip is a different colour to the rest of the weapon, implying it was taken from an MP5K and attached to the weapon. The end result bears a resemblance to the compact FAL from the movie ''[[The Wild Geese]]'', which might have been the inspiration for this weapon. It is select-fire in-game.&lt;br /&gt;
&lt;br /&gt;
The sprinting animation uses the same animations as the pistols and the MAC-10. During its time in the Test Place, it was classed as a carbine instead of a PDW/SMG.&lt;br /&gt;
[[File:L1A1 Wild Geese custom.jpg|thumb|none|450px|'''Photoshopped''' Custom shortened L1A1 SLR (Self Loading Rifle) as used in ''[[The Wild Geese]]'' - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:MP5KA3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5K with Navy trigger group - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
A grey [[SCAR-H]] is unlocked at rank 30. It has a 30 round 7.62x39mm conversion and the same firing sounds as the lower caliber SCAR-L.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfscarh-1.jpg|thumb|none|600px|The SCAR-H in the loadout ment.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3==&lt;br /&gt;
The [[G3A3]] is unlocked at rank 59, simply called the &amp;quot;G3&amp;quot;.&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417==&lt;br /&gt;
The [[HK417]] is unlocked at rank 78, correctly depicted as select-fire and classed as a battle rifle.&lt;br /&gt;
[[Image:HK417 16.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK417 with 16&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==IMBEL M964 A1 ParaFAL==&lt;br /&gt;
The [[IMBEL M964 A1 ParaFAL]] is unlocked at rank 89, incorrectly referred to as the &amp;quot;FAL 50.63 Para&amp;quot;; it has neither the correct barrel length, charging handle, or stock of that version. It is incorrectly classed as a carbine, although it was correctly classed as a battle rifle before an update; it also used to be correctly called the &amp;quot;PARA FAL&amp;quot;. It features the same 50 round .45 ACP conversion, as well as a 5.56x45mm conversion, which makes the weapon resemble the [[FN FNC]], albeit with a standard FAL handguard.&lt;br /&gt;
[[File:7.62 M964 A1 PARAFAL.jpg|thumb|none|450px|IMBEL M964 A1 MD-1 ParaFAL - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] is unlocked at rank 2, depicted (rarely, for a video-game) as select-fire, boasting a firerate of 750 RPM. The weapon features a 6.5mm Creedmoor conversion, which increases the magazine size from 20 to 30.&lt;br /&gt;
[[Image:M14Rifle.jpg|thumb|none|450px|M14 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfm14-1.jpg|thumb|none|600px|The M14 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==MC51SD==&lt;br /&gt;
An integrally suppressed version of the HK51, the [[MC51SD]] is unlocked at rank 86 and is incorrectly classed as a carbine instead of a battle rifle. It has a longer barrel than the real MC51SD, akin to the [[Heckler &amp;amp; Koch G3KA4]]. The stock can be used with the &amp;quot;Retractable Stock&amp;quot; attachment, which, confusingly, extends the stock.&lt;br /&gt;
[[File:MC51SD.jpg|thumb|450px|none|MC51SD - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Ohio Ordnance HCAR==&lt;br /&gt;
The [[Ohio Ordnance HCAR]] was added in October 2023 as part of update 9.0.3 and is unlocked at rank 181. &lt;br /&gt;
[[File:HCAR.jpg|350px|thumb|none|Ohio Ordnance HCAR - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
The [[Springfield Armory M1A]] is unlocked at rank 68 and is incorrectly referred to as the &amp;quot;[[M21]]&amp;quot;; it is not a real M21 as it lacks the fire selector.&lt;br /&gt;
[[File:SFA_M1A.jpg|thumb|none|450px|Springfield Armory M1A - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
==AAC Honey Badger==&lt;br /&gt;
The [[AAC Honey Badger]] is unlocked at rank 62 and is classified as a carbine. Oddly, muzzle attachments can be used at the same time as the integral suppressor, which is obviously impossible in real life, but does have a basis in reality, as the [[Barrett M107]] has a proprietary suppressor that allows other muzzle attachments to be used in tandem with the suppressor. The suppressor is also removable, which does not have as much of an impact on the ballistics as you might think, given the weapon only has a 6&amp;quot; barrel.&lt;br /&gt;
[[File:AAC honey badger.jpg|thumb|none|450px|AAC Honey Badger - .300 AAC Blackout]]&lt;br /&gt;
&lt;br /&gt;
==AK-12 Carbine==&lt;br /&gt;
The AK-12 Carbine, an originally planned variant of the 2012 prototype of the [[AK-12]], appears as the &amp;quot;AK-12C&amp;quot;, and is chambered in 7.62x39mm. In reality, this prototype carbine only existed in early photoshopped images and didn't enter development stage, though the post-2016 production version of the AK-12 series eventually included a 7.62x39mm carbine variant called the [[AK-15|AK-15K]] (which has various differences from the planned prototype).&lt;br /&gt;
[[File:AK-12 Carbine 7.62x39.jpg|thumb|none|450px|AK-12 Carbine - 7.62x39mm (photoshopped)]]&lt;br /&gt;
&lt;br /&gt;
===AK-12 (7.62x39mm)===&lt;br /&gt;
The Long Barrel attachment converts the weapon into a full-sized AK-12 prototype in 7.62x39mm.&lt;br /&gt;
[[File:Ak-12 7.62x39mm.jpg|thumb|none|450px|Prototype AK-12 - 7.62x39mm (photoshopped)]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
The [[AK-105]] carbine is unlocked at rank 105. It has the railed dust cover of the AK-103M.&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-102===&lt;br /&gt;
The 5.56 Conversion converts the weapon and changes its name to the [[AK-102]].&lt;br /&gt;
[[Image:AK102.jpg|thumb|none|450px|AK-102 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-107===&lt;br /&gt;
The &amp;quot;BARS Barrel&amp;quot; converts the weapon into the [[AK-107]].&lt;br /&gt;
[[Image:Ak107-2.jpg|thumb|none|450px|AK-107 with experimental 60-round magazine - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-108===&lt;br /&gt;
The combination of the &amp;quot;BARS Barrel&amp;quot; and the 5.56 Conversion converts the weapon and changes its name to the [[AK-108]]. The AK-103 can also be made into the 108 (although the name does not change for the 105), so this weapon appears in the game twice.&lt;br /&gt;
[[File:AK-108.jpg|thumb|none|450px|AK-108 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-101===&lt;br /&gt;
The 5.56 Conversion and the Long Barrel make the weapon the [[AK-101]]. The AK-103 can also be made into the 101 (although the name does not change for the 105), so this weapon appears in the game twice.&lt;br /&gt;
[[File:AK101.jpg|thumb|none|450px|AK-101 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
The Long Barrel attachment converts the weapon into the [[AK-74M]].&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is unlocked at rank 88, and is incorrectly classed as a PDW/SMG instead of a carbine and is called the &amp;quot;Krinkov&amp;quot;. It has a 9x19mm conversion, along with the other conversions listed below.&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74UB===&lt;br /&gt;
Equpping the PBS-4 Suppressor effectively makes the weapon an [[AKS-74UB]].&lt;br /&gt;
[[File:AKS-74UB with PBS-4 suppressor.jpg|thumb|none|450px|AKS-74UB - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AKMSU===&lt;br /&gt;
The 7.62x39mm ammo conversion turns the weapon into the [[AKMSU]].&lt;br /&gt;
[[Image:AK-Krinkov.jpg|thumb|none|450px|AKMSU (converted AKM pistol) - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==AK-12U==&lt;br /&gt;
The AK-12U, a planned (but not developed) sub-carbine version of the 2012 prototype [[AK-12]], appears under the misnomer &amp;quot;AKU12&amp;quot;. It is unlocked at rank 35.&lt;br /&gt;
[[File:AK-12U.jpg|thumb|none|450px|Photoshopped mock-up of the AK-12U - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;PPK-12&amp;quot;===&lt;br /&gt;
The 9mm Conversion converts the weapon into the &amp;quot;PPK-12&amp;quot; (which is the name of an early submachine gun concept of the AK-12 prototype), complete with name change and the addition of a 100 RPM 3 round burst mode. The PPK-12 was originally added as a PDW, then removed and replaced with the conversion for the &amp;quot;AKU-12&amp;quot;. The original PPK-12 is now a developer-only weapon. The old model is able to be seen in the main menu. There was also a stockless version categorised as an &amp;quot;Other&amp;quot; sidearm.&lt;br /&gt;
&lt;br /&gt;
Visually the weapon resembled the [[PP-19-01 Vityaz]] SMG, but with 2012 prototype [[AK-12]] externals.&lt;br /&gt;
[[file:Pp19 2.jpg|thumb|450px|none|PP-19-01 &amp;quot;Vityaz&amp;quot; SB-20 - 9x19mm]]&lt;br /&gt;
[[File:Ak-12.jpg|thumb|none|450px|Prototype AK-12 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K1A==&lt;br /&gt;
The [[Daewoo K1A]] is unlocked at rank 63.&lt;br /&gt;
[[File:K1A stock extended.jpg|thumb|none|450px|Daewoo K1A with stock extended and 30-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Diemaco/Colt Canada C8A3==&lt;br /&gt;
A [[Colt Canada C8A3]] with the barrel of a C8A2 is unlocked at rank 128.&lt;br /&gt;
[[File:Colt_Canada_C8_carbine.JPG|thumb|none|450px|Colt Canada C8A3 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR PDW==&lt;br /&gt;
The [[FN SCAR PDW]] is unlocked at rank 32.&lt;br /&gt;
[[File:FN SCAR PDW (old).jpg|thumb|none|450px|FN SCAR PDW (old version) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfscarpdw-1.jpg|thumb|none|600px|The SCAR PDW in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Gwinn/Bushmaster Arm Pistol==&lt;br /&gt;
The [[Bushmaster Arm Pistol|Gwinn/Bushmaster Arm Pistol]], which is actually a subcompact bullpup carbine legally defined as a pistol under certain US states' laws, is unlocked at rank 110 as the &amp;quot;Arm Pistol&amp;quot;. It comes with a 20 round STANAG magazine and a illegal conversion to full-auto fire at 800 RPM, which places it into the machine pistol category. The extended magazine attachment gives it a standard 30 round STANAG magazine. Due to the 5.56mm ammo used, it deals the same sort of damage as 5.56mm assault rifles, but due to the compact size, it also shares the same recoil values from the [[M231 Firing Port Weapon|M231]] listed below.&lt;br /&gt;
&lt;br /&gt;
The weapon is modelled after the earlier Gwinn version of the Arm Pistol, and it has the trigger group permanently at a 38 degree tilt. Weirdly, when the &amp;quot;Ballistics Tracker&amp;quot; attachment is used, two appear instead of one. This is the first appearance of the weapon in a videogame.&lt;br /&gt;
[[File:BushmasterArmpistol1.jpg|thumb|450px|none|Gwinn/Bushmaster Firearms Arm Pistol - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is unlocked at rank 7.&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfg36c-1.jpg|thumb|none|600px|The G36C in the loadout menu. Note that even though the iron sights are of the standard G36C type, the carry handle lacks the triangular protrusions on the inside like on an export variant.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SL8-1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SL8-1]] is unlocked at rank 34. It incorrectly uses a double-stack 30-round G36 magazine.&lt;br /&gt;
[[File:HK-SL8.jpg|thumb|none|450px|Heckler &amp;amp; Koch SL8-1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfsl8-1.jpg|thumb|none|600px|The SL8 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Henry 45-70 All-Weather Lever Action==&lt;br /&gt;
The [[Henry Rifle Series|Henry 45-70 All-Weather]] is a modern (2016) reproduction of the original [[Henry 1860]] lever-action rifle. As the name suggests, it fires .45-70 Government instead of .44 Henry. While being a modern weapon, it retains the loading system of the 1860, modified slightly to allow for a handguard to be fitted to the rifle. A magazine tube is removed from the weapon and individual rounds are loaded into it, then it is pushed back into the tube under the barrel. This reloading procedure is replicated in-game, and the magazine tube only holds 5 rounds. The model in-game has a marginally longer barrel than the image below.&lt;br /&gt;
&lt;br /&gt;
The Henry is classed as a battle rifle, although it functions more like a low-velocity sniper rifle, with a faster firerate than all snipers, but still much slower than the semi-auto battle rifles. This problem can be circumvented with Plus P ammunition, which makes the weapon fire rounds much faster, and also gives the weapon higher penetration. .410 shotshells can also be used, which changes the name to &amp;quot;Henry 410&amp;quot; and makes the weapon fire 4 pellets instead of one bullet. Oddly, these pellets are almost directly over each other, with strong vertical spread instead of horizontal, as one might have expected. A 30-30 conversion is also available, as well as the &amp;quot;Malcolm 3x Scope&amp;quot;. It can also use the same scope as the [[PGM Hecate II]] sniper rifle, the &amp;quot;Sidewinder ED&amp;quot;, which makes it the only non-sniper rifle to have access to this scope.&lt;br /&gt;
[[File:Henry4570.jpg|thumb|none|450px|Henry 45-70 All-Weather Lever Action - .45-70 Government]]&lt;br /&gt;
&lt;br /&gt;
==IWI X95R==&lt;br /&gt;
The [[IWI X95|IWI X95R]] is unlocked at rank 130.&lt;br /&gt;
[[File:IWI X95 5.45x39.jpg|thumb|none|450px|IWI X95R with 13-inch barrel and tan body - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Company Revolver Rifle==&lt;br /&gt;
A slightly visually altered [[Knight's Armament Revolver Rifle]] appears as the &amp;quot;KAC SRR&amp;quot; (Silenced Revolver Rifle), is classed as a carbine and is unlocked at rank 125.&lt;br /&gt;
[[Image:RevolverRifle-1.jpg|thumb|none|450px|Knight's Armament Revolver Rifle - .30 caliber. The weapon in-game features ironsights instead of the scope seen in this reference image.]]&lt;br /&gt;
&lt;br /&gt;
==L22 Hybrid==&lt;br /&gt;
A hybrid between the [[L22A2]] and the SA80 AFV prototype (referred to as just the &amp;quot;L22&amp;quot; in-game) is unlocked at rank 28. It is mostly based off the AFV prototype, but it has the receiver of the L22A2.&lt;br /&gt;
[[Image:Sa80-l22a1.jpg|thumb|none|450px|SA80 AFV prototype - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sa80A2-l22a2.jpg|thumb|none|450px|L22A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfl22-1.jpg|thumb|none|600px|The L22 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M4==&lt;br /&gt;
The [[M4 carbine]] is unlocked at rank 14.&lt;br /&gt;
[[File:ColtM4 FirstVersion.jpg|thumb|none|450px|M4 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfm4-1.jpg|thumb|none|600px|The M4 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] is unlocked by default, making it the first carbine players have access to.&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfm4a1-1.jpg|thumb|none|600px|The M4A1 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M231 Firing Port Weapon==&lt;br /&gt;
The [[M231 Firing Port Weapon]] is unlocked at rank 123 and is classed as an assault rifle in-game. Being a weapon only designed to fire from an M2 Bradley, it is not the easiest thing to use in combat. It fires at 1225 RPM, has extreme vertical and horizontal recoil and has no iron sights at all. Correctly depicted as open bolt, it also has the wire stock available as an attachment, though the model is borrowed from the M3A1 &amp;quot;Grease Gun&amp;quot; and is not the correct stock for the M231.&lt;br /&gt;
&lt;br /&gt;
In real life, it is only meant to be used inside the M2 Bradley, removing it is inadvisable in a combat scenario outside of extreme emergencies. The game reflects this with the description stating &amp;quot;the M231 Firing Port Weapon is only intended to be used inside the Bradley AFV in a special mount. Hits hard, but good luck hitting anything...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The weapon's description (&amp;quot;... You're going to use it anyways, Boss?&amp;quot;) has a reference to ''[[Metal Gear Solid 3]]'', where &amp;quot;The Boss&amp;quot; uses a heavily modified short-barrel AR-15 platform rifle with a Beta C-Mag magazine called the Patriot. The same sort of weapon can be created by equipping the &amp;quot;Short Barrel&amp;quot; attachment and the &amp;quot;M855 Specialty Conversion&amp;quot;, the latter replaces the 30 round magazine with a C-Mag.&lt;br /&gt;
[[File:381portg.jpg|thumb|none|450px|M231 Firing Port Weapon - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MBA Gyrojet Carbine==&lt;br /&gt;
The carbine variant of the [[Gyrojet]] is unlocked at rank 127. Like the pistol, it has reverse damage, which increases with range. It also has the fictional full-auto upgrade, like the pistol.&lt;br /&gt;
[[File:Gyrojetcarbine.jpg|thumb|none|450px|Gyrojet Mark 1 Model B Military Carbine - 13mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-126==&lt;br /&gt;
The OTs-126, a semi-auto carbine variant of the [[PP-2000]], is unlocked at rank 48. It is depicted as select-fire in-game.&lt;br /&gt;
[[File:OTs-126.jpg|thumb|none|450px|OTs-126 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-1A-01 Groza==&lt;br /&gt;
The [[OTs-14-1A-01 Groza]] appears as the &amp;quot;Groza-1&amp;quot;, unlocked at rank 42.&lt;br /&gt;
[[file:OTs-14-1A-01.jpg|thumb|none|450px|OTs-14-1A-01 Groza - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14-4A-03 Groza==&lt;br /&gt;
The [[OTs-14-4A-03 Groza]] is unlocked at rank 79, referred to as the &amp;quot;Groza-4&amp;quot;.&lt;br /&gt;
[[Image:OTs-14-4A-03.jpg|thumb|none|450px|OTs-14-4A-03 Groza - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Remington 1858 &amp;quot;Cattleman's Carbine&amp;quot;==&lt;br /&gt;
The [[Remington 1858 &amp;quot;Cattleman's Carbine&amp;quot;]] is unlocked at rank 93.&lt;br /&gt;
[[Image:RemCattlemansCarbine58.jpg|thumb|none|450px|Remington 1858 &amp;quot;Cattleman's Carbine&amp;quot; - .44]]&lt;br /&gt;
&lt;br /&gt;
==Rossi Circuit Judge==&lt;br /&gt;
The [[Rossi Circuit Judge]] is unlocked at rank 114 and is referred to as the &amp;quot;Jury&amp;quot;.&lt;br /&gt;
[[file:Rossi Circuit Judge 1.jpg|thumb|450px|none|Rossi Circuit Judge - .410 bore/.45 Long Colt]]&lt;br /&gt;
&lt;br /&gt;
==SKS==&lt;br /&gt;
The [[SKS]] in a Tapco Intrafuse stock is unlocked at rank 13.&lt;br /&gt;
[[File:Tapco Intrafuse SKS Rifle Stock Bayonet-DE.jpg|thumb|none|450px|SKS with Tapco Intrafuse stock - 7.62x39mm]]&lt;br /&gt;
[[File:Pfsks-1.jpg|thumb|none|600px|The SKS in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==SR-3M==&lt;br /&gt;
The [[SR-3M]] is unlocked at rank 69.&lt;br /&gt;
[[Image:SR-3M-vichr-30-mag.jpg|thumb|none|450px|SR-3M with 30 round magazine - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International Arctic Warfare Suppressed==&lt;br /&gt;
The [[Accuracy International Arctic Warfare Suppressed]] is unlocked at rank 41 and is known as the &amp;quot;AWS&amp;quot;. It has a 10 round magazine and is stated to be firing .308 Winchester. It is the only integrally-suppressed sniper rifle in the game, which gives it the lowest muzzle velocity in its class. The PM II scope it uses is a unique variant with an illuminated reticle.&lt;br /&gt;
[[File:AWS 1800.jpg|thumb|450px|none|Accuracy International AWS - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International Arctic Warfare Magnum==&lt;br /&gt;
The [[Accuracy International Arctic Warfare Magnum]] is unlocked at rank 82 and is known as the &amp;quot;AWM&amp;quot;. Prior to update 4.7.0, it had a white chassis and was known as the L115A3, which the model did not accurately represent. The new AWM has a much more accurate model. It was also available in the Alpha of the game.&lt;br /&gt;
&lt;br /&gt;
The AWM comes with ironsights by default, the same as the KRISS Vector and Beowulf TCR. They are modelled after the Diamondhead flip-up sights, but the AWM has a unique front sight compared to the two other weapons that use Diamondhead sights.&lt;br /&gt;
[[File:AWSM fixed.jpg|thumb|none|450px|Accuracy International AWSM without scope - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:Accuracy International AWM.jpg|thumb|none|450px|Accuracy International AWM-F - .300 Winchester Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107A1==&lt;br /&gt;
The [[Barrett M107A1]] is unlocked at rank 170, with a tan frame and a five round magazine, for balancing reasons. It previously appeared in the Alpha build of the game, where it was an M82A1 model.&lt;br /&gt;
&lt;br /&gt;
Two interesting things to note about this weapon: attaching a suppressor allows the player to hear the action cycling as well as the spring pushing the bolt back into battery, despite the M107 being one of the loudest guns in the whole game. Secondly (and strangely), the bolt does not cycle at the end of the last shot; the player instead ejects the last round during the reload animation.&lt;br /&gt;
&lt;br /&gt;
Like the game's other .50 BMG weapons, it has access to .416 Barrett and &amp;quot;Dust Shot&amp;quot; conversions, the former increasing penetration and velocity while sacrificing range and damage, and the latter making absolutely no sense at all, turning an anti-materiel rifle into the world's most unwieldy semi-automatic shotgun.&lt;br /&gt;
[[File:Barrett-M107A1_29_inch.jpg|thumb|none|450px|Barrett M107A1 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Cheyenne Tactical M200 Intervention==&lt;br /&gt;
The [[Cheyenne Tactical M200 Intervention]] is the default sniper rifle, unlocked at rank 0. Foregrips are mounted in front of the upside-down carry handle; before update 4.0.0, the carry handle was removed when grips were used.&lt;br /&gt;
&lt;br /&gt;
It has access to a straight-pull bolt and a .375 Cheytac conversion. The stock can also be removed.&lt;br /&gt;
[[Image:M200.jpg|thumb|none|450px|Cheyenne Tactical M200 Intervention - .408 CheyTac]]&lt;br /&gt;
[[File:Pfm200-1.jpg|thumb|none|600px|The Intervention in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K14==&lt;br /&gt;
The [[Daewoo K14]] is unlocked at rank 138, making its first appearance in any media. It has an exclusive scope, the KOM 10x42, which cannot be unlocked for use on other sniper rifles.&lt;br /&gt;
[[File:Daewook14.jpeg‎|thumb|none|450px|Daewoo K14 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Denel NTW-20==&lt;br /&gt;
The [[Denel NTW-20]] is unlocked at rank 220. It features both 14.5x114mm and 20x110mm conversions, the latter of which turns the weapon into a single-shot breech loader. The weapon is incredibly heavy, denying the player the ability to walk while aiming or aim at all unless they are crouched, prone or near waist-high cover, as the weapon features a usable bipod system.&lt;br /&gt;
&lt;br /&gt;
The description incorrectly states that the weapon was designed to take down tanks.&lt;br /&gt;
[[File:Ntw20.jpg|thumb|none|450px|Denel NTW-20 - 20x82mm MG151]]&lt;br /&gt;
&lt;br /&gt;
==Dragunov SVDS==&lt;br /&gt;
The [[SVDS Dragunov]] is unlocked at rank 104. The bolt does not lock back when empty and the ironsights more closely resemble a [[Gewehr 43]] rather than the [[Mosin Nagant]]-style sights of the SVDS in reality.&lt;br /&gt;
&lt;br /&gt;
Prior to Update 4.0.0, the weapon had a 5 round capacity in a 10 round magazine model. It also used to be classed as a DMR, but it has now been changed to a sniper rifle and a 10 round capacity.&lt;br /&gt;
[[File:SVD-S-Rifle.jpg‎|thumb|none|450px|SVDS - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
===Dragunov SVD===&lt;br /&gt;
Equipping the &amp;quot;Full Stock&amp;quot; converts the weapon into a [[Dragunov SVD]], with a wood stock and handguard instead of the SVDS' polymer. The name also changes to reflect the conversion.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
==Dragunov SVU==&lt;br /&gt;
A green [[SVU Dragunov]] is unlocked at rank 38. It has a PSO-1 which has much more magnification than a real PSO-1 - 7.5x compared to the real scope's 4.0x. The SVU also has access to iron sights. The bolt does not lock back when empty.&lt;br /&gt;
&lt;br /&gt;
Before Update 4.0.0, the SVU was classed as a DMR, had 5 rounds in a 10 round magazine and had an integral suppressor, due to the unique, cylindrical appearance of the muzzle brake on the SVU. After this update, the developers realised the error, re-classed it as a sniper rifle and removed the suppressor effect from the built-in muzzle brake, although it is non-functional like other guns with muzzle brakes by default. The magazine capacity has also been increased to 10.&lt;br /&gt;
[[Image:Svu-a 2.jpg|thumb|none|450px|SVU modernized with black furniture and a bipod - 7.62x54mmR]]&lt;br /&gt;
[[Image:SVU-A.jpg|thumb|none|450px|SVU-A - 7.62x54mmR. Image used to show back-up iron sights.]]&lt;br /&gt;
&lt;br /&gt;
==FN SSR==&lt;br /&gt;
The [[FN SSR]], called the &amp;quot;SCAR SSR&amp;quot;, is unlocked at rank 85. It is classed as a DMR in-game. Despite having one fire mode, semi-auto, it has an animation to switch fire modes. It has a 20 round [[SCAR-H]] magazine loaded with 10 rounds and a 6.5mm Creedmoor conversion.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[Image:SSR Mk.20 Mod.0.jpg|thumb|none|450px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Grünig &amp;amp; Elmiger FT300==&lt;br /&gt;
The Grünig &amp;amp; Elmiger FT300 is a Swiss sniper rifle, unlocked at rank 160 and chambered in .243 Winchester by default. It features a lot of customisation, with caliber conversions to .22 LR, .308 Winchester, 7.5x55mm and 6XC Norma, a modified .250 Savage round designed for competition shooting. Other options include a &amp;quot;Marksman Kit&amp;quot;, adding a 10 round detachable magazine and a straight-pull bolt (not compatible with the .22 LR conversion), an integral suppressor, the &amp;quot;Olympian Target Sight&amp;quot; and &amp;quot;Olympian Grip&amp;quot; and finally, the Wood Furniture modification, which has very little stat changes. &lt;br /&gt;
&lt;br /&gt;
The G&amp;amp;E logo is replaced with the Stylis Studios logo.&lt;br /&gt;
[[File:G%26eft300.jpg|thumb|none|450px|Grünig &amp;amp; Elmiger FT300 - 6mm BR]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MSG90==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MSG90]] is unlocked at rank 59. Despite having one fire mode, semi-auto, it has an animation to switch fire modes. It has a 5 round magazine implausibly loaded with 10 rounds.&lt;br /&gt;
[[Image:HKMSG90.jpg|thumb|none|450px|Heckler &amp;amp; Koch MSG90 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25==&lt;br /&gt;
The [[Knight's Armament SR-25]] is unlocked at rank 3, under its SOCOM designation of Mk 11. It has the back up irons of the real weapon as the default ironsights. It is classed as a DMR. Despite having one fire mode, semi-auto, it has an animation to switch fire modes. Weirdly, the animations for reloading include both pressing the bolt release and pulling the charging handle.&lt;br /&gt;
&lt;br /&gt;
It has a conversion to .500 Phantom rounds.&lt;br /&gt;
[[File:Knights-Armament-SR-25-Mk11-Mod-0Unsuppressed.jpg|thumb|none|450px|Knight's Armament SR-25 with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfsr25-1.jpg|thumb|none|600px|The SR-25 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M1903 Springfield==&lt;br /&gt;
The [[M1903 Springfield]] is unlocked at rank 136. It can be converted to the rare Air Service version, or have a Pedersen Device installed.&lt;br /&gt;
[[File:M1903Mark1.jpg|thumb|none|450px|M1903 Springfield - .30-06 Springfield]]&lt;br /&gt;
[[File:M1903AirService.jpg|thumb|none|450px|M1903 Springfield Air Service - .30-06 Springfield]]&lt;br /&gt;
[[File:Pederson_Device.jpg|thumb|none|450px|M1903 Springfield with Pedersen Device - .30-18 Auto]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M1891/30==&lt;br /&gt;
The [[Mosin Nagant M1891/30]], known simply as the &amp;quot;Mosin Nagant&amp;quot;, is unlocked at rank 91, a nod to the original rifle's designation of M1891. The description states it is from the 1800s, which is incorrect for the specific model of rifle in the game, which was produced from 1930 onwards. However, the original rifle was made in 1891.&lt;br /&gt;
&lt;br /&gt;
The reload animations are always wrong unless reloading from an empty magazine - the player character will always push a full stripper clip into the rifle, regardless of remaining rounds. The bolt has to be opened to reload, which would cause a round to be lost, but no such mechanism is present in-game. Additionally, the top round is not pulled upward to avoid rims locking together, which could cause misfeeds, and the &amp;quot;clip&amp;quot; part of the stripper clip is removed incorrectly.&lt;br /&gt;
&lt;br /&gt;
The rifle always has the bent bolt regardless of attachments, and can attach a PU-1 scope. Additionally, it has access to an &amp;quot;8mm&amp;quot; conversion, which increases body damage at close range and decreases headshot damage at long range; this is presumably either meant to represent one of the interwar Polish conversions to 8x57mm Mauser, or one of the WWI-era Austro-Hungarian conversions to 8x50mmR Mannlicher. The ironsights have a higher zoom than almost every ironsight in the game, including ones on other sniper rifles like the AWM, which has irons by default. Interestingly, it has access to an extended magazine attachment; this is modeled off of the Howling Raven 10-round extended magazine, and is (like the real deal) detachable.&lt;br /&gt;
[[File:M9130.jpg|thumb|none|450px|Mosin Nagant M91/30 - 7.62x54mmR]]&lt;br /&gt;
[[File:MosinNagantM9130Sniper.jpg|thumb|none|450px|Mosin Nagant M91/30 with PU scope - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
===Mosin Nagant &amp;quot;Obrez&amp;quot;===&lt;br /&gt;
The [[Mosin Nagant &amp;quot;Obrez&amp;quot;]] version, a sawn-off Mosin, is available in the &amp;quot;Other&amp;quot; secondary category and is unlocked at rank 117. It shares all the reload inaccuracies from the M1891/30 listed above. The Obrez, as you would expect, has a lot of recoil, spread and bulet drop, but it can be effectively used as a pocket sniper.&lt;br /&gt;
&lt;br /&gt;
By default, it lacks a front sight, making aiming rather difficult. However, a barrel attachment called &amp;quot;Front Post&amp;quot; remedies the issue, extending the barrel just far enough in order to attach a front sight onto the barrel. The &amp;quot;Obrez Stock&amp;quot; and &amp;quot;Long Barrel&amp;quot; make the weapon approximate the M1891/30 listed above, in appearance, barrel length and performance, though it will still have more bullet spread than the proper rifle. Additionally, the extended barrel has no wood - it is just bare metal all the way. &lt;br /&gt;
&lt;br /&gt;
The weapon also has access to the 8mm conversion and the extended magazine, like the full-length rifle.&lt;br /&gt;
&lt;br /&gt;
As a bit of trivia, the appearance of the Obrez in ''Phantom Forces'' predates the appearance of the Obrez in ''[[Battlefield 1]]'' by a few months, making ''Phantom Forces'' the first game to feature one as a standalone weapon (though one could be created in ''[[DayZ]]'' by sawing down a full-length Mosin prior to this).&lt;br /&gt;
[[File:Mosin-Nagan-obrez.jpg|thumb|none|450px|Mosin Nagant M91/30 &amp;quot;Obrez&amp;quot;  - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
==PGM Hecate II==&lt;br /&gt;
The [[PGM Hecate II]] is unlocked at rank 150, with a Scrome LTE J10 F1 scope. Despite the Hecate's recoil compensation measures in real life such as the muzzle brake and its weight, which is supposed to reduce recoil to a level comparable to that of a .308 Winchester, the in-game depiction of the gun has very high recoil, most likely due to balancing purposes.&lt;br /&gt;
[[File:PGMHecateII.jpg|450px|thumb|none|PGM Hecate II - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 700 Magpul==&lt;br /&gt;
The [[Remington Model 700]], fitted with a Magpul chassis, is unlocked at rank 14 and is known as the &amp;quot;Remington 700&amp;quot;. It has a 6 round magazine, which does not exist, meaning a 7 round magazine has been loaded with 6 rounds. However, the model is that of a 5 round magazine. It has access to an extended magazine and a straight-pull bolt.&lt;br /&gt;
[[File:Remington M700 Hunter 700L stock.jpg|thumb|none|450px|Remington Model 700 with Magpul Hunter 700L Stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfr700-1.jpg|thumb|none|600px|The Remington 700 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Sako TRG-42==&lt;br /&gt;
The [[Sako TRG-42]] is unlocked at rank 84. It has a white chassis and MBUS back up ironsights, despite the rifle already having built-in irons. In-game, it is chambered in .338 Lapua Magnum.&lt;br /&gt;
[[Image:Sako trg42.jpg|thumb|none|450px|Sako TRG-42 - .300 Winchester Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Serbu BFG-50==&lt;br /&gt;
The [[Serbu BFG-50]] makes its inaugural appearance in a form of media, identified as &amp;quot;BFG 50&amp;quot;, being the most powerful sniper rifle in the game until the addition of the Hecate II and M107. It is well-known by the community due to its insane one-shot-kill potential and the fact that many low-level players would unlock it with credits before they reached rank 65. It is a single-shot, breech-loading .50 BMG rifle.&lt;br /&gt;
&lt;br /&gt;
The rifle has a few unique attachments - .17 Wildcat rounds are super-bottlenecked .50 BMG rounds which increase the bullet velocity of the BFG 50. It can also use .416 Barrett ammo and M903 SLAP rounds. It is equipped with the NXS 8-32 scope by default.&lt;br /&gt;
&lt;br /&gt;
All muzzle attachments are mounted inside the default muzzle brake, which is just part of the model and provides no statistical advantage.&lt;br /&gt;
[[File:serbu bfg50.jpg|thumb|none|450px|Serbu BFG-50 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SFG 50&amp;quot;===&lt;br /&gt;
A fictional ''super'' short-barrelled version of the [[Serbu BFG-50]], known as the &amp;quot;SFG 50&amp;quot;, is unlocked at rank 75 and it is part of the &amp;quot;Other&amp;quot; secondary weapon category. As you would expect from a short-barrelled .50 BMG rifle, it has insane recoil and low accuracy at range. The default muzzle brake is just part of the model and provides no statistical advantage.&lt;br /&gt;
&lt;br /&gt;
Like the BFG-50, it has access to .17 Wildcat, M903 SLAP and .416 Barrett ammo, along with the NXS 8-32 scope. It also has access to &amp;quot;Dust Shot&amp;quot;, which turns the weapon into a bolt-action, single-shot shotgun.&lt;br /&gt;
&lt;br /&gt;
The name &amp;quot;SFG 50&amp;quot; is never explained, nor was the name BFG for the BFG 50. As Serbu never gave any explanation for the name, many people have interpreted the acronym as &amp;quot;Big Fucking Gun&amp;quot;, along the same line as the [[Talk:Doom_(VG)#BFG_9000|BFG 9000 from the ''DOOM'' franchise]]. This would make SFG stand for &amp;quot;Small Fucking Gun&amp;quot;, which was reflected by the weapon's name in the killfeed being in lower-case until the Crimson Update.&lt;br /&gt;
[[File:PF-Sfg50-menu.jpg|thumb|none|600px|The &amp;quot;SFG 50&amp;quot; in the menu.]]&lt;br /&gt;
[[File:PF-Sfg50-attachments-menu.jpg|thumb|none|600px|The &amp;quot;SFG 50&amp;quot; with the default suppressor (with a unique model) and the &amp;quot;Ballistics Tracker&amp;quot; attachment (which is just an iPhone with a Stylis Studios logo).]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Scout==&lt;br /&gt;
An early-model [[Steyr Scout]] is unlocked at rank 195, equipped with a Leupold M8-6x scope. It is chambered in .376 Steyr and has an 8 round magazine. The straight-pull bolt is an attachment option for this weapon. It was previously chambered in 7.62x51mm NATO, with an underloaded 9 round magazine (should be 10), but it was changed in an unknown update. Instead of a Steyr logo on the stock, there is a Stylis Studios logo.&lt;br /&gt;
[[File:Scout Gray.jpg|thumb|none|450px|Steyr Scout (early model) with gray stock and long-eye-relief scope - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==VSS Vintorez==&lt;br /&gt;
The [[VSS Vintorez]] is unlocked at rank 46. By default, it has no scope and a 10 round magazine, but a PSO-1 scope can be attached to the weapon. It is classed as a Designated Marksman Rifle in-game and it is the only select-fire DMR in-game.&lt;br /&gt;
&lt;br /&gt;
Like the [[AS Val]], the Vintorez has access to the &amp;quot;Suppressor.. ?&amp;quot; attachment, which is the only barrel attachment. In-game, it doesn't do anything apart from pitch up the noise of your shots, and it is nonsensically attached to the end of the integral suppressor. It is modelled after the PBS-1.&lt;br /&gt;
&lt;br /&gt;
The AS Val can also be made into a VSS with the &amp;quot;Full Stock&amp;quot; attachment.&lt;br /&gt;
[[Image:Vss1.jpg|thumb|none|450px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
The [[Walther WA 2000]] is unlocked at rank 200. It correctly has a 6 round capacity. The scope model seems to be the same as the one on the Scout, the Leupold M8-6x, however the reticle is different. Oddly, a red laser attachment emits a pink beam instead. The top-mounted bipod is deployed when the &amp;quot;Long Barrel&amp;quot; attachment is used, like the FAMAS. Also like the FAMAS, the bipod is functionally useless.&lt;br /&gt;
&lt;br /&gt;
The description of the rifle states &amp;quot;Section 26, paragraph 5 - need to know. I'm sure you understand&amp;quot;, which is a reference to ''[[The Living Daylights]]'', a Bond film in which [[Timothy Dalton]] uses the WA2000.&lt;br /&gt;
[[Image:Walther-WA2000.jpg|thumb|none|450px|Walther WA 2000 - .300 Winchester Magnum]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Browning Automatic Rifle M1918A2==&lt;br /&gt;
The [[Browning Automatic Rifle M1918A2]] was added in October 2023 as part of update 9.0.3. &lt;br /&gt;
[[File:BAR.jpg|350px|thumb|none|M1918A2 Browning Automatic Rifle without carry handle - .30-06]]&lt;br /&gt;
&lt;br /&gt;
==Diemaco C7 LSW/Colt Model 750 LMG==&lt;br /&gt;
The [[Diemaco/Colt Canada C7 LSW]] appears as the first LMG players unlock, under the name &amp;quot;Colt LMG&amp;quot;. It does not have the built-in foregrip and it uses a 60 round quad-stack magazine. Despite the fact that it has a fixed carry handle (being based on the [[M16A2]]), the carry handle is removed when used with optics.&lt;br /&gt;
[[File:M16A2_CAR.jpg|thumb|none|350px|Diemaco C7 LSW/Colt Model 750 with Beta-C drum magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pfm750-1.jpg|thumb|none|600px|The C7 LSW/M750 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==FN HAMR IAR==&lt;br /&gt;
The [[FN HAMR IAR]] is unlocked at rank 72, loaded with a 50 round X-Products drum. It does not feature the closed/open-bolt switching mechanism, being permanently stuck in closed-bolt. It is called the &amp;quot;SCAR HAMR&amp;quot; in-game. It has a fictional 9mm conversion, which uses a 100-round Beta-C drum magazine. Weirdly, the &amp;quot;Short Barrel&amp;quot; increases the effective range of the weapon.&lt;br /&gt;
&lt;br /&gt;
Like every SCAR variant, it has the PM II scope unlocked by default.&lt;br /&gt;
[[File:FN HAMR.jpg|thumb|none|450px|FN HAMR IAR - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21E==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21E]] is unlocked at rank 67. Like the [[Vollmer HK51-B]], it has a unique belt box that only G3 LMG variants use.&lt;br /&gt;
[[File:HK21E.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==L86A2==&lt;br /&gt;
The [[L86A2]] LSW is unlocked at rank 43, under the name &amp;quot;L86 LSW&amp;quot;.&lt;br /&gt;
[[File:L86A2.jpg|thumb|none|450px|L86A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M60E6==&lt;br /&gt;
The [[M60 machine gun|M60E6]], under the generic &amp;quot;M60&amp;quot; name, is unlocked at rank 19. It is fitted with a clubfoot stock and has the top rail from the [[Mk 43 Mod 1]]. &lt;br /&gt;
[[File:M60E6.jpg|thumb|none|450px|M60E6 with ELCAN scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Pfm60-1.jpg|thumb|none|600px|The M60 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==MG3KWS==&lt;br /&gt;
The [[MG3|MG3KWS]] is the improved version of the MG3, unlocked at rank 101. It can be modified with the &amp;quot;Light Bolt&amp;quot; and &amp;quot;Heavy Bolt&amp;quot; attachments, which in/decrease ROF. The MG3 has heavy bolt versions so it can be more easily fired from the shoulder.&lt;br /&gt;
[[File:MG3KWS.jpeg|thumb|none|450px|MG3KWS with Steiner 1-5x24 scope - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The [[MG42]] is unlocked at rank 142. It can be modified with the &amp;quot;Light Bolt&amp;quot; and &amp;quot;Heavy Bolt&amp;quot; attachments, which in/decrease ROF. Despite not being for MG42s, this has a basis in reality - the [[MG3]] has heavy bolt versions so it can be more easily fired from the shoulder.&lt;br /&gt;
[[Image:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] with a 40-round magazine is unlocked at rank 54.&lt;br /&gt;
[[File:RPK lmg.jpg|thumb|none|450px|RPK with 40 round magazine - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==RPK-12==&lt;br /&gt;
The RPK-12, an early LMG concept of the [[AK-12]] prototype, appears in the game. It is unlocked at rank 37, and has a 45 round magazine. It is based on the gun of the same name in ''[[Battlefield 4]]''.&lt;br /&gt;
[[File:RPK-12.jpg|thumb|none|450px|Photoshopped mock-up of the RPK-12 - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
==RPK-74==&lt;br /&gt;
The [[RPK-74]] is unlocked at rank 88. It uses the same rear sight as the AK74, when it should have a rear sight with windage adjustment.&lt;br /&gt;
[[File:Soviet RPK-74.jpg|thumb|none|450px|RPK-74 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR==&lt;br /&gt;
The [[Steyr AUG HBAR]] is unlocked at rank 27. It has the same rail system as the AUG A2 and A3, as well as a 42 round magazine, which incorrectly visually resembles a brown 30 round STANAG magazine. It used to be closed-bolt, but an update changed it so that the weapon was open-bolt, however the charging handle still moves as if it were closed-bolt.&lt;br /&gt;
[[Image:Aug-hbar.jpg|thumb|none|450px|Steyr AUG HBAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:SteyrAUGSR.jpg|thumb|none|450px|Steyr AUG Special Receiver - 5.56x45mm NATO. Image used to show the Picatinny rail.]]&lt;br /&gt;
[[File:Pfaughbar-1.jpg|thumb|none|600px|The AUG HBAR in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Vollmer HK51-B==&lt;br /&gt;
The super-rare [[Vollmer HK51-B]], a short-barrelled [[HK21]] conversion, is unlocked at rank 160. It is an unofficial belt-fed short-barrelled G3 rifle, adapted to use the M13 link designed for the [[M60]]. Despite this, it has a unique belt box model that all G3 LMG variants use. The reload animation is the same as the HK21. The weapon has the 3 round burst mode from the [[MP5A5]].&lt;br /&gt;
&lt;br /&gt;
Oddly, it is classed as a carbine, despite being a machine gun. This means it is the only belt-fed carbine in the game.&lt;br /&gt;
[[file:HK51-b.jpg|thumb|none|450px|Vollmer HK51-B without ammunition belt - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M79==&lt;br /&gt;
The [[M79]] appears as the &amp;quot;M79 Thumper&amp;quot;, one of the grenade launcher's nicknames from the Vietnam War. It is classified as an &amp;quot;Other&amp;quot; secondary, alongside the Obrez, the &amp;quot;SFG 50&amp;quot;, the &amp;quot;Saiga-12U&amp;quot;, the sawed-off shotgun and the Serbu Super Shorty, and is unlocked at rank 79. The sights are permanently folded down, and are removed and replaced by a Picatinny rail when using optics. The stock is removeable, replaced by a sawed-off pistol grip, and the barrel can be shortened. Nonsensically, the weapon can also be fitted with a muzzle brake or a compensator, which would never be able to be attached to the M79 in real life. It also has access to the joke &amp;quot;Loudener&amp;quot; muzzle attachment, which makes the weapon louder when firing. When reloading, the opening latch is correctly used before the barrel can be opened, which is nice attention to detail.&lt;br /&gt;
&lt;br /&gt;
The weapon does not fire HE 40x46mm grenades, as one might expect - instead, it fires 10 .22 LR bullets using the 40x46mm grenade casing, meaning it functions more like a single barrelled shotgun than a grenade launcher. This is not possible in real life - while there were experimental, shotgun like, ammunition for this weapons in real life, the chamber of the M79 cannot hold enough pressure to push small projectiles up to a lethal velocity. The barrel is rifled, therefore the small projectiles spread widely and is less lethal than a handgun or conventional shotgun at further range.&lt;br /&gt;
&lt;br /&gt;
The M79 has a few ammo conversions. It can use Hollow Point and Armour Piercing, unlike other shotguns, owing to it using .22 LR, not regular shotgun shells. The 40mm Sponge ammunition is unlocked by default, a riot-control ammo type intended to be non-lethal; instead of killing, it stuns and shocks the target. It has a similar function to a slug round used in the other shotguns, but with more pronounced drop and a muzzle velocity of 60m/s. It can kill with a hit anywhere on the body, and it has a different model to the normal ammunition - the 40mm grenade now has a grey base and a blue tip. The M79 can also fire Flechette ammunition, which has 16 projectiles, more than standard 8 darts used by every other shotgun with the flechette ammunition equipped. Flechette pierces cover better, but deals less damage, less muzzle velocity and has more spread. &amp;quot;.410 Beehive&amp;quot; converts the M79 to fire .410 shells, with 12 pellets that travel faster and further than the .22 LR, but have less power and more spread, meaning it functions similarly to the birdshot ammunition. Buckshot makes it fire the standard 8 pellet shells used in other shotguns via an adaptor, dealing more damage and with more muzzle velocity than the standard .22 LR, but with more spread and less pellets, it is not very useful. Finally, slugs function similarly to the 40mm Sponge, but with longer range, more spread and less drop, turning the M79 into an inaccurate version of the &amp;quot;SFG 50&amp;quot;.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==X Products Can Cannon==&lt;br /&gt;
The [[X Products Can Cannon]] is rather bizarrely the last firearm unlocked, at rank 222.&lt;br /&gt;
[[File:CanCannonAR15.jpg|thumb|none|450px|X Products Can Cannon - 12 oz. can]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
For gameplay purposes, all grenades glow green or red when thrown, depending on if the team that threw the grenade is friendly or not.&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] is unlocked at rank 26.&lt;br /&gt;
[[File:M26_Grenade.jpg|thumb|none|250px|M26 hand grenade]]&lt;br /&gt;
[[File:Pfm26-1.jpg|thumb|none|600px|The M26 in the loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==M560 Mini Grenade==&lt;br /&gt;
The M560 mini grenade is unlocked at rank 56.&lt;br /&gt;
[[File:ONSV2998__02.jpg|thumb|none|250px|M560 mini grenade]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] is the default grenade in ''Phantom Forces''.&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|250px|M67 hand grenade]]&lt;br /&gt;
[[File:Pfm67-2.jpg|thumb|none|600px|The M67 in the loadout menu.]]&lt;br /&gt;
[[File:Pfm67-1.jpg|thumb|none|600px|The pre-5.7.0 model for the grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Mk. 2 Hand Grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is unlocked at rank 2.&lt;br /&gt;
[[File:MkII_post-WWII_grenade.JPG|thumb|none|250px|Mk. 2 hand grenade]]&lt;br /&gt;
[[File:Pfmk2-1.jpg|thumb|none|600px|The Mk. 2 in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
Three versions of the [[Model 24 Stielhandgranate]] appear in-game. The first is the basic &amp;quot;M24 Stick&amp;quot;, which is unlocked at rank 24. The second is the ''Geballte Ladung'' variant, unlocked at rank 168 (which is 7 times 24). The third is actually a melee weapon, and can only be unlocked by getting a Legendary on a case.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate]]&lt;br /&gt;
[[File:Pfm24-1.jpg|thumb|none|600px|The Stielhandgranate in the menu. The marking on the grenade's head reads &amp;quot;Kartoffel&amp;quot; (potato in German), in reference to its &amp;quot;potato masher&amp;quot; nickname.]]&lt;br /&gt;
[[File:M24_geballte_ladung.jpg|thumb|none|300px|Model 24 Stielhandgranate ''Geballte Ladung'']]&lt;br /&gt;
&lt;br /&gt;
==RGD-5 Hand Grenade==&lt;br /&gt;
The [[RGD-5 hand grenade]] is unlocked at rank 54.&lt;br /&gt;
[[File:RGD5.jpg|thumb|none|250px|RGD-5 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==RGN Hand Grenade==&lt;br /&gt;
The [[RGN]] is unlocked at rank 113.&lt;br /&gt;
[[File:RGN.jpg|thumb|none|250px|RGN hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==RGO Hand Grenade==&lt;br /&gt;
The [[RGO]] hand grenade is unlocked at rank 114.&lt;br /&gt;
[[File:RGO.jpg|thumb|none|250px|RGO hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==T13 Beano Grenade==&lt;br /&gt;
The [[T13 Beano]] grenade is unlocked at rank 80.&lt;br /&gt;
[[File:T13_Impact_Grenade.jpg|thumb|none|250px|T13 Beano grenade]]&lt;br /&gt;
&lt;br /&gt;
==V40 Mini Grenade==&lt;br /&gt;
The [[V40 Mini Grenade]] is unlocked at rank 140.&lt;br /&gt;
[[File:V40.jpg|thumb|none|250px|V40 Mini Grenade]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==e-Shotgun==&lt;br /&gt;
The &amp;quot;E Gun&amp;quot; is the world's first commercial coilgun, called the e-Shotgun in real life and unlocked at rank 87. The weapon fires small discs, which the game affectionately calls &amp;quot;Angry Pancakes&amp;quot;. A caliber conversion is available to the equally silly-sounding &amp;quot;Pennies&amp;quot; ammo type. Using the &amp;quot;Pennies&amp;quot; doubles the size of capacity up to 100 rounds. It features the real weapon's automatic and &amp;quot;shotgun&amp;quot; (actually a very fast 5-round burst) modes, and a semi-auto mode, with the burst firing at 2,800 RPM, 400 higher than the real weapon. Automatic fire is also faster, firing at 850 RPM instead of 600. The weapon also features a unique sight, the Kousaku OLED, unlocked by default.&lt;br /&gt;
[[File:PD90 coilgun.jpg|500px|thumb|none|e-Shotgun PD90]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Coilgun&amp;quot;===&lt;br /&gt;
The &amp;quot;Coilgun&amp;quot; is a fictional secondary version of the e-Shotgun, also unlocked at rank 87, painted white instead of black. As a shotgun secondary, it is classed as an &amp;quot;Other&amp;quot; secondary. It features the same unique sight as the primary, and has only minor changes compared to the primary version.&lt;br /&gt;
&lt;br /&gt;
==Nerf Boxy Buster==&lt;br /&gt;
The &amp;quot;Boxy Buster&amp;quot; is a pistol based on the [[USFA ZiP .22]], added as part of a tie-in with Nerf, as Hasbro partnered with Roblox to make toy blasters based on various popular ''Roblox'' games. The ZiP .22 was selected due to its simplicity and popularity within the community as a joke weapon. The Boxy Buster is a real toy, which is functionally similar to the &amp;quot;Jolt&amp;quot; blasters. The in-game weapon is unlocked by redeeming a code that comes with the real blaster.&lt;br /&gt;
&lt;br /&gt;
The weapon has incredibly unrealistic performance for a foam dart toy blaster. It has a muzzle velocity of 500m/s, which is the lowest in the game but still far higher than the real toy. The foam dart cannot penetrate walls and makes no noise when firing, so players using this blaster do not show up on the minimap. The darts have a preposterous range compared to the real blaster, able to hit enemies across the map and even result in a kill if a headshot is achieved, due to the low damage of 25 being boosted with a 3x torso multiplier and a 50x headshot multiplier, meaning the weapon does 1,250 damage to the head, the joint highest in the game with the 1911 pistol's dart conversion. The darts are green, like the ones that come with the real-life Boxy Buster.&lt;br /&gt;
&lt;br /&gt;
The reload is incorrect, as the player never pulls the plunger underneath the grip, which is needed for the blaster to fire.&lt;br /&gt;
[[File:PF_Boxy_Buster.jpg|thumb|350px|none|Nerf Boxy Buster toy pistol]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Heckler &amp;amp; Koch XM29 OICW==&lt;br /&gt;
The 1999 prototype of the [[Heckler &amp;amp; Koch XM29 OICW]] is featured on a poster in the map &amp;quot;Metro&amp;quot;.&lt;br /&gt;
[[File:H%26K_XM29_OICW.jpg|thumb|none|450px|Heckler &amp;amp; Koch XM29 OICW (1999 prototype) - 5.56x45mm NATO &amp;amp; 20x28mm grenade]]&lt;br /&gt;
[[File:Pfoicw-1.jpg|thumb|none|600px|If only it was usable...]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:PhantomForces_Redhawk_reload4.jpg&amp;diff=1638045</id>
		<title>File:PhantomForces Redhawk reload4.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:PhantomForces_Redhawk_reload4.jpg&amp;diff=1638045"/>
		<updated>2023-12-26T05:27:16Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ruger Redhawk as featured in Phantom Forces, reloading part 4 [[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:PhantomForces_Redhawk_speedloader.jpg&amp;diff=1638044</id>
		<title>File:PhantomForces Redhawk speedloader.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:PhantomForces_Redhawk_speedloader.jpg&amp;diff=1638044"/>
		<updated>2023-12-26T05:26:49Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ruger Redhawk as featured in Phantom Forces, reloading view with speedloader [[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:PhantomForces_Redhawk_reload3.jpg&amp;diff=1638043</id>
		<title>File:PhantomForces Redhawk reload3.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:PhantomForces_Redhawk_reload3.jpg&amp;diff=1638043"/>
		<updated>2023-12-26T05:26:11Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ruger Redhawk as featured in Phantom Forces, reloading part 3 [[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:PhantomForces_Redhawk_reload2.jpg&amp;diff=1638042</id>
		<title>File:PhantomForces Redhawk reload2.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:PhantomForces_Redhawk_reload2.jpg&amp;diff=1638042"/>
		<updated>2023-12-26T05:25:40Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ruger Redhawk as featured in Phantom Forces, reloading part 2 [[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:PhantomForces_Redhawk_reload1.jpg&amp;diff=1638041</id>
		<title>File:PhantomForces Redhawk reload1.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:PhantomForces_Redhawk_reload1.jpg&amp;diff=1638041"/>
		<updated>2023-12-26T05:24:08Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ruger Redhawk as featured in Phantom Forces, reloading part 1  [[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:PhantomForces_Redhawk_firing.jpg&amp;diff=1638040</id>
		<title>File:PhantomForces Redhawk firing.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:PhantomForces_Redhawk_firing.jpg&amp;diff=1638040"/>
		<updated>2023-12-26T05:23:22Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ruger Redhawk as featured in Phantom Forces, firing view [[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:PhantomForces_Redhawk_ADS.jpg&amp;diff=1638039</id>
		<title>File:PhantomForces Redhawk ADS.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:PhantomForces_Redhawk_ADS.jpg&amp;diff=1638039"/>
		<updated>2023-12-26T05:22:18Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ruger Redhawk as featured in Phantom Forces, ADS view [[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:PhantomForces_Redhawk_rightside.jpg&amp;diff=1638038</id>
		<title>File:PhantomForces Redhawk rightside.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:PhantomForces_Redhawk_rightside.jpg&amp;diff=1638038"/>
		<updated>2023-12-26T05:21:08Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ruger Redhawk as featured in Phantom Forces, right side view [[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:PhantomForces_Redhawk_leftside.jpg&amp;diff=1638037</id>
		<title>File:PhantomForces Redhawk leftside.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:PhantomForces_Redhawk_leftside.jpg&amp;diff=1638037"/>
		<updated>2023-12-26T05:20:30Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ruger Redhawk as featured in Phantom Forces, left side view [[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:PhantomForces_Redhawk_hip.jpg&amp;diff=1638036</id>
		<title>File:PhantomForces Redhawk hip.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:PhantomForces_Redhawk_hip.jpg&amp;diff=1638036"/>
		<updated>2023-12-26T05:18:51Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ruger Redhawk as featured in Phantom Forces, hipfire view [[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:KACSRR_Airsoft.jpg&amp;diff=1638035</id>
		<title>File:KACSRR Airsoft.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:KACSRR_Airsoft.jpg&amp;diff=1638035"/>
		<updated>2023-12-26T05:08:19Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Knight's Armament Revolver Rifle airsoft replica &lt;br /&gt;
[[Category:Gun Image]]&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:PhantomForces_Redhawk_stock.jpg&amp;diff=1638034</id>
		<title>File:PhantomForces Redhawk stock.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:PhantomForces_Redhawk_stock.jpg&amp;diff=1638034"/>
		<updated>2023-12-26T05:06:50Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ruger Redhawk as it appears in Phantom Forces, model view with stock [[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:PhantomForces_Redhawk_longbarrel.jpg&amp;diff=1638033</id>
		<title>File:PhantomForces Redhawk longbarrel.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:PhantomForces_Redhawk_longbarrel.jpg&amp;diff=1638033"/>
		<updated>2023-12-26T05:03:48Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ruger Redhawk as it appears in Phantom Forces, model view with cowboy barrel mod [[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:PhantomForces_Redhawk_modelsnub.jpg&amp;diff=1638032</id>
		<title>File:PhantomForces Redhawk modelsnub.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:PhantomForces_Redhawk_modelsnub.jpg&amp;diff=1638032"/>
		<updated>2023-12-26T04:59:42Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ruger Redhawk as it appears in Phantom Forces, model view with snubnose [[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:PhantomForces_Redhawk_model.jpg&amp;diff=1638031</id>
		<title>File:PhantomForces Redhawk model.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:PhantomForces_Redhawk_model.jpg&amp;diff=1638031"/>
		<updated>2023-12-26T04:57:38Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ruger Redhawk as it appears in Phantom Forces, model view [[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:PhantomForces_ToyGun.jpg&amp;diff=1638030</id>
		<title>File:PhantomForces ToyGun.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:PhantomForces_ToyGun.jpg&amp;diff=1638030"/>
		<updated>2023-12-26T04:55:15Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Toy Gun as it appears in Phantom Forces, model view [[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Ithaca_37&amp;diff=1638003</id>
		<title>Talk:Ithaca 37</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Ithaca_37&amp;diff=1638003"/>
		<updated>2023-12-26T00:51:08Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: /* Additional Variants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Additional Variants==&lt;br /&gt;
[[File:Ithaca37FeatherPstl.jpg|thumb|none|450px|Ithaca 37 Featherlight with shortened barrel and pistol grip - 12 gauge]]&lt;br /&gt;
[[File:Ithaca37nickelstock.jpg|thumb|450px|none|Ithaca 37 Nickel model with wood furniture and extended magazine tube - 12 gauge]] &lt;br /&gt;
[[File:Ithaca37Nickel.jpg|thumb|451px|none|Ithaca 37 Nickel with pistol grip - 12 gauge]] &lt;br /&gt;
[[File:CutdonwIthaca37.jpg|thumb|450px|none|Ithaca 37 Nickel model with pistol grip and &amp;quot;assault&amp;quot; style sling - 12 gauge]] &lt;br /&gt;
[[Image:ithaca37.jpg|thumb|450px|none|Ithaca Model 37 riot with pistol grip - 12 gauge]]&lt;br /&gt;
[[Image:Ithaca37Featherllight.jpg|thumb|none|450px|Ithaca 37 Featherlight - 12 gauge]]&lt;br /&gt;
[[Image:Ithaca 37 Deerslayer II.jpg|thumb|450px|none|Ithaca Deerslayer II - 12 gauge]]&lt;br /&gt;
[[File:Ithaca Model 37 Duckbill barrel.jpg|thumb|none|450px|Ithaca 37 with 'Duckbill' Conversion.]]&lt;br /&gt;
[[File:Ithaca Model 37 TG with bayonet.jpg|thumb|none|450px|Ithaca 37 Trench Gun with bayonet.]]&lt;br /&gt;
[[File:StainlessStakeout.jpg|450px|thumb|none|Ithaca 37 &amp;quot;Stakeout&amp;quot; with stainless steel finish and synthetic forearm - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===Designs Resembling the Ithaca 37===&lt;br /&gt;
[[Image:JingAn-M37.jpg|thumb|none|450px|Chinese Jing An HL12-102 - 12 Gauge. It has also been sold in some countries as Brigant HL12-102.]]&lt;br /&gt;
[[Image:Bataan71.jpg|thumb|400px|none|Bataan Modelo 71 - 12 Gauge. Bataan 71 is a Argentinian shotgun, based on the Ithaca 37 design.]]&lt;br /&gt;
[[Image:Bataan Modelo 71 sawedoff.jpg|thumb|400px|none|Bataan Modelo 71 with sawed-off stock and short barrel - 12 Gauge]]&lt;br /&gt;
&lt;br /&gt;
===Screen Used===&lt;br /&gt;
[[File:Jamesgeorgopoulosmiamiviceimfdb.jpg|thumb|none|500px|Ithaca 37 Stakeout Custom - 12 gauge.  This is the screen-used firearm carried by [[Philip Michael Thomas]] in the series ''[[Miami Vice (TV Series)|Miami Vice]]''.  '''Thanks to [[User:Jimmygcreative|James Georgopoulos]]'''.]]&lt;br /&gt;
[[File:HicksShotgun2.jpg|thumb|none|450px|Screen-used custom shorty Ithaca 37 shotgun from ''[[Aliens]]'' around the time of filming, when the grip was still wrapped in tape.]]&lt;br /&gt;
[[File:HicksShotgun.jpg|thumb|none|450px|Opposite side view of the Ithaca 37 from ''Aliens''. Image from Prop Store of London.]]&lt;br /&gt;
[[File:HicksShotgunEngravings.jpg|thumb|none|450px|A close-up of the hunting-style engravings on the Ithaca from ''Aliens''. Image from Prop Store of London.]]&lt;br /&gt;
[[Image:BasketballDiaries-Ithaca37-1-HeritageAuction.jpg|thumb|450px|none|The Ithaca 37 used in ''[[The Basketball Diaries]]''; the weapon pictured here is the actual screen-used firearm carried by [[Leonardo DiCaprio]] in the film - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===Airsoft Variants===&lt;br /&gt;
[[Image:xxhardball.jpg|none|500px|thumb|'''Airsoft''' Ithaca 37 &amp;quot;Stakeout&amp;quot; replica shotgun nearly identical to the one used in the game ''[[Grand Theft Auto IV]]''. Note the upside-down receiver.]]&lt;br /&gt;
[[File:Ithaca Model 37 airsoft short barrel.jpg|thumb|none|500px|KTW Ithaca Model 37 with short barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca represented in movies far more than its numbers==&lt;br /&gt;
I've noticed that Ithaca shotguns are by far one of the LEAST available pump shotguns on the market and yet, they show up tons of time in films and TV shows.  The Remingtons, Winchester (until Winchester stopped making pump shotguns) and Mossbergs are FAR more common, the Ithacas show up in films far more  frequently than their numbers in the marketplace merit. [[User:MoviePropMaster2008|MoviePropMaster2008]] 03:09, 21 October 2010 (UTC)&lt;br /&gt;
:&amp;quot;(until Winchester stopped making pump shotguns)&amp;quot;I know Winchester is &amp;quot;Defunct&amp;quot; but I believe the 1300 Defender is still produced under the name &amp;quot;SXP Defender&amp;quot; http://www.tactical-life.com/online/exclusives/winchesters-sxp-defender-pump-shotgun/ --[[User:AdAstra2009|AdAstra2009]] 03:17, 21 October 2010 (UTC)&lt;br /&gt;
::Wasn't the Ithaca the standard shotgun for the LAPD at one point? If that is the case then it could be that Ithaca's are simply more readily available in the Hollywood area and so are used more frequently in movies for that reason.&lt;br /&gt;
:::Being the 'official' shotgun of a major police force, and being seen in everything from ''[[Dead Bang]]'' to ''[[The French Connection]]'' to ''[[Tropic Thunder]]'' doesn't really translate into film appearances, in that tons of other shotguns are available in movie armories, but I believe the Ithaca has a fanbase amongst propmasters and directors (I'm not one of them, but the Ithaca seems to have an air of 'coolness' that I just can't put my finger on, that causes others to constantly pick it as the shotgun to film.  [[User:MoviePropMaster2008|MoviePropMaster2008]] 03:57, 21 October 2010 (UTC)&lt;br /&gt;
::::When I made my police comment I was suggesting that maybe because police in the Hollywood area used the gun in large numbers that there were plenty of used, surplus Ithacas available, however since you said that there are many other types of shotguns readily available as well, my suggestion is clearly wrong and can be disregarded.&lt;br /&gt;
:The Ithaca is a shotgun with a very rich history. It was made using the same basic design as the Remington Model 10 (a design originally by John M. Browning) after the patents had expired. It was ordered by the US government for military service in the Second World War in training, trench gun, and riot gun configurations. More orders continued post-war, and the Ithaca trench gun continued to see service throughout the Vietnam Conflict. It was said to be a favorite of the US Navy SEAL Teams operating in the Mekong Delta, who favored it for its reliability and its resistance to fouling (due to having only one major opening in the receiver where dirt could enter the action). It was also favored by Law Enforcement throughout the country, with the LAPD and NYPD both using the shotgun heavily. It continues to serve in this role as well, only recently being replaced by the Los Angelse County Sheriff's Office, and only replaced by the NYPD and LAPD within the last few years.  While the modern iterations of this design may not truly be up to par with its historical predecessor, which shotguns truly can (does the Winchester SXP compare with the Model 1897 or Model 1912, or the modern Remington 870s compare with the earlier 870s or Model 31s). While it is likely the case that surplus Ithacas are easier to come by in Hollywood (due to their long LAPD servce record and this department's constant presence in film), it is not true that the Ithaca is not deserving of playing a role in films and getting some of the limelight. Please, do some research before you post. This weapon has a proud history and served in some numbers before being replaced by more modern designs.[[User:SAWGunner89|SAWGunner89]] 13:14, 12 June 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Is the ejection system patented?  ==&lt;br /&gt;
&lt;br /&gt;
I haven't heard of any other shotguns that both load and eject from the bottom port, and I'd like to know if that's a feature that's protected by a patent, like the forwards-casing ejection system of the FN F2000. A bottom-ejecting shotgun would definitely be more useful around corners or tighter areas where you don't want hot casings flying in unpredictable ways, and as the article states, it is automatically ambidextrous in design. --[[User:Mazryonh|Mazryonh]] 00:14, 8 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I'd have to say it is probably is a specific and patented design feature - I too haven't heard of any other shotgun that has bottom ejection (Most other shotguns solve the left/right issue with left-handed models that eject to the left, such as Remington). [[User:StanTheMan|StanTheMan]] 00:29, 8 November 2010 (UTC)&lt;br /&gt;
::The Remington Model 10 had the bottom ejection system before the Ithaca did. - [[User:Gunmaster45|Gunmaster45]]&lt;br /&gt;
Browning BPS is bottom ejecting/loading as well [[User:Mercer|Mercer]] 05:23, 8 November 2010 (UTC)&lt;br /&gt;
:: Ah, why didn't I think of that... Well, the BPS isn't seen all that much, and the Remington Model 10 was before the Ithaca, so I guess that explains it. [[User:StanTheMan|StanTheMan]] 05:34, 8 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Psych Season 5 ==&lt;br /&gt;
&lt;br /&gt;
Season 5, episode 16.  Yin's new apprentice uses an Ithaca 37 Stakeout to hold Shawn and Gus for Yin. --[[User:Winged Brick|Winged Brick]] ([[User talk:Winged Brick|talk]]) 19:46, 18 January 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
: I put in the listing, but for future reference, if it is on the appropriate media page, you can always just go ahead and list the entry yourself. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 15:44, 19 January 2014 (EST)&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Hot_Dogs,_Horseshoes_%26_Hand_Grenades/Shotguns&amp;diff=1638002</id>
		<title>Hot Dogs, Horseshoes &amp; Hand Grenades/Shotguns</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Hot_Dogs,_Horseshoes_%26_Hand_Grenades/Shotguns&amp;diff=1638002"/>
		<updated>2023-12-26T00:48:30Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: /* High Standard Model 10A */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Shotguns=&lt;br /&gt;
Shotguns in ''H3'' are split into four categories, based primarily on their feeding/reloading system; there are break-actions, tube-fed shotguns, and shotguns that feed from detachable magazines. The exception to this is the [[Winchester Model 1887]] in all its forms; this is instead placed in its own category of lever-action shotguns.&lt;br /&gt;
==Baikal MP-155K==&lt;br /&gt;
Added in the firearms drop in Update #59's ninth alpha build, the [[Baikal MP-155K]] (a semi-automatic, magazine-fed sporting shotgun of Russian origin) makes its first documented media appearance in ''H3VR''.&lt;br /&gt;
[[File:MP-155K.jpg|thumb|none|450px|Baikal MP-155K - 12 gauge]]&lt;br /&gt;
[[File:H3VR MP-155K Table.jpg|thumb|none|600px|An MP-155K sits on a table, while its magazine stands alone.]]&lt;br /&gt;
[[File:H3VR MP-155K Loading.jpg|thumb|none|600px|&amp;quot;''Reunited, and it feels so good...''&amp;quot;]]&lt;br /&gt;
[[File:H3VR MP-155K Charging.jpg|thumb|none|600px|Pulling back the charging handle...]]&lt;br /&gt;
[[File:H3VR MP-155K Chambering.jpg|thumb|none|600px|...and letting it slam back into battery, taking a fresh buckshot shell with it.]]&lt;br /&gt;
[[File:H3VR MP-155K Left.jpg|thumb|none|600px|Pausing to admire the shotgun's black, shiny polymer components.]]&lt;br /&gt;
[[File:H3VR MP-155K Right.jpg|thumb|none|600px|The other side of the MP-155K; the markings simply read &amp;quot;MP-155K&amp;quot; in the segment closer to this text, and &amp;quot;12x76&amp;quot; in the segment closer to the ejection port (the latter is a caliber designation; it denotes shells 12 gauge in diameter and 76 millimeters in length, or 3&amp;quot; for those on the other side of the anywhere).]]&lt;br /&gt;
[[File:H3VR MP-155K Aiming.jpg|thumb|none|600px|Aiming; the small, high-mounted rear aperture seems more at home on a rifle than a shotgun. At least it's good for slugs.]]&lt;br /&gt;
[[File:H3VR MP-155K Firing.jpg|thumb|none|600px|Firing a shell.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M2 Super 90==&lt;br /&gt;
The [[Benelli M2 Super 90]] was added in Update #90. Two variants are available: a &amp;quot;Tactical&amp;quot; version with a fixed stock/pistol grip, a 7-round magazine tube, and an M-LOK handguard with rails attached, and a &amp;quot;Threegun&amp;quot; version with a straight stock, a 28&amp;quot; barrel, and a 10-round magazine tube (the highest capacity of any single shotgun magazine tube in the game); both have aftermarket bolt release buttons, bolts, and charging handles.&lt;br /&gt;
[[File:M2 Tactical.jpg|thumb|none|450px|Benelli M2 Super 90 with pistol grip stock - 12 gauge]]&lt;br /&gt;
[[File:H3VR M2 Tactical Left.jpg|thumb|none|600px|Out at the range with the M2 Tactical; note that, unlike the reference image, the in-game M2 has a top rail for optics.]]&lt;br /&gt;
[[File:H3VR M2 Tactical Right.jpg|thumb|none|600px|It also has, as mentioned, an aftermarket extended bolt release...]]&lt;br /&gt;
[[File:H3VR M2 Tactical Chamberloading.jpg|thumb|none|600px|...which makes it considerably more convenient to release the bolt after chamber loading a round, as is not being done here.]]&lt;br /&gt;
[[File:H3VR M2 Tactical Loading.jpg|thumb|none|600px|Loading some additional shells into the magazine tube; one of the other improvements of Update #90 was to the behavior of loading gates, which now only move when pushed in on instead of wobbling around freely like they did before.]]&lt;br /&gt;
[[File:H3VR M2 Tactical Aiming.jpg|thumb|none|600px|Looking through the M2's illuminated ghost-ring sights.]]&lt;br /&gt;
[[File:H3VR M2 Tactical Firing.jpg|thumb|none|600px|Blasting the newer paper target with some 00 buck.]]&lt;br /&gt;
[[File:H3VR M2 Tactical Ejecting.jpg|thumb|none|600px|In case you were doubting that for some reason, here's an image of the ejected shell from a couple frames later. If you were doubting that, I'd also suggest you see a therapist, because you clearly have some deep-seated trust issues likely stemming from some sort of childhood trauma. Oh, and remember: no matter what your older cousin tells you, blue fire is not cold.]]&lt;br /&gt;
[[File:BenelliM2Shotgun.jpg|thumb|none|450px|Benelli M2 Super 90 in synthetic straight stock configuration, ghost ring sights - 12 gauge]]&lt;br /&gt;
[[File:H3VR M2threegun overview.JPG|thumb|none|600px|The other M2 Super 90 variant, called the &amp;quot;M2 ThreeGun&amp;quot;. And it is loooong.]]&lt;br /&gt;
[[File:H3VR M2threegun stock.JPG|thumb|none|600px|So long, that we needed a separate screenshot for Benelli's patented ComforTech stock. The chevron arrows are actually made from synthetic gel, which in addition to the cheek comb and butt plate, are engineered to reduce felt recoil.]]&lt;br /&gt;
[[File:H3VR M2threegun bolt.JPG|thumb|none|600px|Like the M2 Tactical, this shotgun has the same aftermarket bolt release for easy grabbing.]]&lt;br /&gt;
[[File:H3VR M2threegun boltopen.JPG|thumb|none|600px|Opening the chamber for some tactical loading.]]&lt;br /&gt;
[[File:H3VR M2threegun load.JPG|thumb|none|600px|Inserting shells into the loading gate.]]&lt;br /&gt;
[[File:H3VR M2threegun boltclose.JPG|thumb|none|600px|10+1 shells later, the bolt is closed, and we're ready to go.]]&lt;br /&gt;
[[File:H3VR M2threegun aim.JPG|thumb|none|600px|Taking aim at some IPSC targets in the breaching house. The lack of a rear sight isn't much of an issue when using buckshot at point-blank range.]]&lt;br /&gt;
[[File:H3VR M2threegun fire.JPG|thumb|none|600px|One target down, as the emptied shell goes flying.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] is one of the available shotguns in-game; it was added in Update #6, along with the [[Heckler &amp;amp; Koch FABARM FP6|FABARM Martial]].&lt;br /&gt;
[[File:Benelli m4 2.jpg|thumb|none|450px|Benelli M4 Super 90 with 4-shot tube - 12 gauge]]&lt;br /&gt;
[[File:H3VR Benelli M4 Loading.jpg|thumb|none|600px|Out on a woods walk, Hick-not45 loads up his M4 Super 90.]]&lt;br /&gt;
[[File:H3VR Benelli M4 Aiming Sight.jpg|thumb|none|600px|Aiming through the attached EOTech holosight; the in-game sight is marked &amp;quot;NAVTech&amp;quot;, for copyright reasons.]]&lt;br /&gt;
[[File:H3VR Benelli M4 Firing Sight.jpg|thumb|none|600px|Smoking some pots.]]&lt;br /&gt;
[[File:H3VR Benelli M4 Muzzle.jpg|thumb|none|600px|Satisfied, Hick-not45 lowers his Benelli, giving the viewers at home a good look at the 4-shot magazine tube; this is at odds with its in-game 7+1 capacity.]]&lt;br /&gt;
[[File:H3VR Benelli M4 Table.jpg|thumb|none|600px|Meanwhile, in a far less inviting-looking shooting range, another M4 sits on a table.]]&lt;br /&gt;
[[File:H3VR Benelli M4 Racking.jpg|thumb|none|600px|Locking back the shotgun's bolt...]]&lt;br /&gt;
[[File:H3VR Benelli M4 Chamberloading.jpg|thumb|none|600px|...chamberloading a shell...]]&lt;br /&gt;
[[File:H3VR Benelli M4 Releasing.jpg|thumb|none|600px|...and letting the bolt slam into battery.]]&lt;br /&gt;
[[File:H3VR Benelli M4 Stock.jpg|thumb|none|600px|Collapsing the stock.]]&lt;br /&gt;
[[File:H3VR Benelli M4 Right.jpg|thumb|none|600px|Admiring the now-smaller shotgun - or, at least, attempting to, as the weapon's eye-searingly reflective finish makes looking at it with this lighting for any substantial period of time a rather painful endeavor.]]&lt;br /&gt;
[[File:H3VR Benelli M4 Firing.jpg|thumb|none|600px|Blasting away a blue circle. This is the older version of the Modular Range, which would later evolve into the M.E.A.T.S. range; the former was far simpler than the latter, having only 2 types of targets (at this stage of development): blue point targets, and red penalty targets.]]&lt;br /&gt;
==Beretta 1301==&lt;br /&gt;
The [[Beretta 1301]] was added in Experimental build 3 of Update #111.&lt;br /&gt;
[[File:Beretta 1301 Tactical.jpg|thumb|none|450px|Beretta 1301 Tactical - 12 gauge]]&lt;br /&gt;
[[File:H3VR B1301 leftside.jpg|600px|thumb|none|Taking a look at the black Beretta boomstick. ]]&lt;br /&gt;
[[File:H3VR B1301 rightside.jpg|600px|thumb|none|The right side of the tactical tube-fed twelve-gauge. ]]&lt;br /&gt;
[[File:H3VR B1301 reload1.jpg|600px|thumb|none|As a semi-automatic shotgun, the Beretta 1301 is no stranger to the art of the chamber-load. ]]&lt;br /&gt;
[[File:H3VR B1301 reload2.jpg|600px|thumb|none|Giving the bolt release a hearty smack. ]]&lt;br /&gt;
[[File:H3VR B1301 reload3.jpg|600px|thumb|none|Inserting some more shells, this time straight into the shotgun's tube magazine.]]&lt;br /&gt;
[[File:H3VR B1301 firing.jpg|600px|thumb|none|Sending a shell of double-aught downrange. Update #111 saw significant improvements to all of H3's shotgun shell models, including spent shell casings (which are now much more soot-stained, among other changes).]]&lt;br /&gt;
&lt;br /&gt;
==Beretta DT11==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|Beretta DT11]] is one of the 4 shotguns added in Update #15. Following Update #46, 2 new variants were added - one with a shortened set of barrels, and one with further-shortened barrels and a cut-down stock.&lt;br /&gt;
[[File:DT-11.jpg|thumb|none|450px|Beretta DT11 - 12 gauge]]&lt;br /&gt;
[[File:H3VR DT11.jpg|thumb|none|600px|It was at this moment that he realized that an indoor range is not a good place to bring a trap shooting shotgun.]]&lt;br /&gt;
[[File:H3VR DT11 Open.jpg|thumb|none|600px|Deciding to just roll with it, he opens up the DT11...]]&lt;br /&gt;
[[File:H3VR DT11 Loading.jpg|thumb|none|600px|...and further fails to understand its intended purpose.]]&lt;br /&gt;
[[File:H3VR DT11 Closing.jpg|thumb|none|600px|Having given his DT11 two shells full of buckshot, he then closes it up.]]&lt;br /&gt;
[[File:H3VR DT11 Aiming.jpg|thumb|none|600px|Aiming; this being a competition skeet gun, it has nothing but a front bead sight.]]&lt;br /&gt;
[[File:H3VR DT11 Firing.jpg|thumb|none|600px|Firing off a shot; the red lines in the air are the game's optional bullet trails.]]&lt;br /&gt;
[[File:H3VR DT11 Right.jpg|thumb|none|600px|He then admires his DT11, whilst trying to ignore the ricochet that has seemingly lodged itself in his leg.]]&lt;br /&gt;
[[File:H3VR DT11 Ejecting.jpg|thumb|none|600px|Dropping the spent shells out of the DT11.]]&lt;br /&gt;
[[File:H3VR Shorty Table.jpg|thumb|none|600px|A table full of (almost) all of Update #46's shortened weapon variants.]]&lt;br /&gt;
[[File:H3VR DT11 Short.jpg|thumb|none|600px|Finding the full-length version too long and awkward for indoor use, he tries out a shorter version. Note that, despite the barrels being ostensibly sawn down, they still have choke tubes installed.]]&lt;br /&gt;
[[File:H3VR DT11 Short Loading.jpg|thumb|none|600px|Loading the shortened DT11 up with some shells.]]&lt;br /&gt;
[[File:H3VR DT11 Sawn-Off.jpg|thumb|none|600px|Sawing off a beautiful shotgun like this should be a crime. And it is. No, seriously.]]&lt;br /&gt;
[[File:H3VR DT11 Sawn-Off Ejecting.jpg|thumb|none|600px|Fortunately, since nobody knows who &amp;quot;He&amp;quot; is, He can't get arrested by the BATFS (Bureau of Alcohol, Tobacco, Firearms, and Sausages).]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Baby's First Boomstick&amp;quot;==&lt;br /&gt;
The &amp;quot;Baby's First Boomstick&amp;quot; is one of the April Fools guns added in Alpha 2 of Update #102. The basic gist is that it is a [[SPAS-12]]-like shotgun that somehow merged with a Fisher Price pop-up toy; the weapon was inspired by one of [https://youtu.be/zFXkQzBsC8g?t=29 Kommander Karl's tactical reload videos] where he takes mundane objects and &amp;quot;reloads&amp;quot; them as if they are firearms.&lt;br /&gt;
[[File:H3VR BFBS Left.jpg|thumb|none|600px|The Baby's First Boomstick, fresh from the wrapping paper. Gifts like these are why you should ''always'' have a baby shower.]]&lt;br /&gt;
[[File:H3VR BFBS Right.jpg|thumb|none|600px|Even if you're not actually having a kid. If they ask where it is a few months later, just get really sad and quiet - shuts 'em up every time.]]&lt;br /&gt;
[[File:H3VR BFBS Opening.jpg|thumb|none|600px|Loading the BFB is a rather unusual process - first, push all the buttons (each one putting out a pitch-varied &amp;quot;erp&amp;quot;)...]]&lt;br /&gt;
[[File:H3VR BFBS Loading.jpg|thumb|none|600px|...and then load a shell into each one of the loading ports.]]&lt;br /&gt;
[[File:H3VR BFBS Closed.jpg|thumb|none|600px|Each one accepts the shell with a similar &amp;quot;erp&amp;quot;, and promptly closes itself.]]&lt;br /&gt;
[[File:H3VR BFBS Charging.jpg|thumb|none|600px|Racking the charging handle chambers a shell (one of the same short 12-gauge shells as the [[Techno Arms MAG-7|MAG-7]]); the front loading port can then be re-opened to get a fifth round in, though the weapon's intended users probably aren't quite ready to understand that yet.]]&lt;br /&gt;
[[File:H3VR BFBS Aiming.jpg|thumb|none|600px|In a similar vein, it was designed without such complex, child-confusing systems as a set of sights. Or the provision to mount one. Or a safety.]]&lt;br /&gt;
[[File:H3VR BFBS Firing.jpg|thumb|none|600px|It does, however, have a standoff muzzle device, so that the Baby's First Boomstick can be used for a Baby's First Door-Breaching Exercise. To keep things safe, this isn't done the same way as a real one - after all, real doors would be too dangerous.]]&lt;br /&gt;
[[File:H3VR BFBS Melon.jpg|thumb|none|600px|While you're at it, why not try Baby's First Prisoner Execution?]]&lt;br /&gt;
[[File:H3VR BFBS Miss.jpg|thumb|none|600px|Don't worry, this is safe too - through the use of advanced Not-A-Bug technology, pellets are projected well past the actual muzzle, so there's no risk of any melons getting hurt by-]]&lt;br /&gt;
[[File:H3VR BFBS Hit.jpg|thumb|none|600px|'''&amp;quot;ATTENTION ALL SITE PERSONNEL. A BABY HAS BREACHED CONTAINMENT IN SECTOR 6. THIS IS NOT A DRILL. ALL PERSONNEL MUST EVACUATE IMMEDIATELY. SECURITY FORCES HAVE BEEN DISPATCHED.&amp;quot;''']]&lt;br /&gt;
&lt;br /&gt;
==Cobray Terminator==&lt;br /&gt;
The (in)famous [[Cobray Terminator]] was added in the second experimental build of Update #102, marking the weapon's first known media appearance; in reference to its real-world reputation, it goes by the less-than-flattering name &amp;quot;Worst Shotgun Ever Made&amp;quot; in-game. No, seriously, that's the actual in-game name.&lt;br /&gt;
[[File:CobrayTerminator.jpg|thumb|none|450px|Cobray Terminator - 12 gauge]]&lt;br /&gt;
[[File:H3VR Terminator Left.jpg|thumb|none|600px|Yep, here it is.]]&lt;br /&gt;
[[File:H3VR Terminator Right.jpg|thumb|none|600px|A steel-and-plastic jumble of poor decisions, only ultimately successful in helping to terminate its own manufacturer's business.]]&lt;br /&gt;
[[File:H3VR Terminator Extending.jpg|thumb|none|600px|Extending the simple wire stock; quite comfortable, by absolutely nobody's account.]]&lt;br /&gt;
[[File:H3VR Terminator Cocking.jpg|thumb|none|600px|Loading the Terminator is a rather strange affair; it starts by taking the cocking handle on the left side of the receiver, and pushing it forward. In-game, this is accompanied by the depression of the locking lug on the right side (albeit not quite far enough, causing it to clip into the receiver); in reality, this had to be done manually as well.]]&lt;br /&gt;
[[File:H3VR Terminator Locking.jpg|thumb|none|600px|Once all the way forward, the handle can then be twisted upwards into a [[Sten]]-esque safety notch.]]&lt;br /&gt;
[[File:H3VR Terminator Sear.jpg|thumb|none|600px|With the safety engaged, one can also get a good look at exactly how the weapon works. It is essentially a more advanced version of the slam-bang shotguns people make out of drainpipes, with the large spring wrapped around the barrel pushing it backwards and forcing the loaded shell into a fixed firing pin at the back of the receiver when the sear drops (as shown here - though the barrel is rather obviously not moving, since the cocking handle (directly attached to the barrel) is held forward by the safety notch); when the barrel goes into battery, the locking lug shown a couple screenshots ago locks against the ejection port to prevent the breech from opening, keeping the weapon (ostensibly) safe. The end result is, in effect, an open-bolt mechanism in reverse - instead of pushing a fixed firing pin on the bolt towards a chambered round, the Terminator pushes a chambered round towards a fixed firing pin in the receiver.]]&lt;br /&gt;
[[File:H3VR Terminator Loading.jpg|thumb|none|600px|Loading in a slug shell; this is probably not the greatest idea, given that slugs (and heavy-recoiling shells in general) have been known to forcibly collapse the Terminator's stock and slam the receiver into the shooter's face. Hence the word &amp;quot;ostensibly&amp;quot;.]]&lt;br /&gt;
[[File:H3VR Terminator Safety.jpg|thumb|none|600px|Disregarding safety, and disengaging it.]]&lt;br /&gt;
[[File:H3VR Terminator Aiming.jpg|thumb|none|600px|Taking aim at a distant window; the Terminator's rifle-style front sight (a tall front post, with protective wings to match) is accompanied in the rear by absolutely nothing.]]&lt;br /&gt;
[[File:H3VR Terminator Firing.jpg|thumb|none|600px|Firing; while the game can't accurately represent the Terminator's uncomfortable ergonomics, it can duplicate its notorious recoil - the fact that the entire barrel slams backward as it fires makes it kick substantially more than a conventional shotgun.]]&lt;br /&gt;
[[File:H3VR Terminator Shell.jpg|thumb|none|600px|Pulling the cocking handle forward again extracts the shell, but doesn't actually eject it from the receiver.]]&lt;br /&gt;
[[File:H3VR Terminator Ejecting.jpg|thumb|none|600px|To do that, simply tip the weapon over. No, seriously.]]&lt;br /&gt;
[[File:H3VR Terminator Breaching.jpg|thumb|none|600px|Deciding to forsake all sensible... everything, and attempting a breach-and-clear drill with the Terminator. Suffice it to say, failing to break the lock in one shot (or deciding to shoot out the doorknob as well, or going for the hinges instead) makes this a somewhat uncomfortably time-consuming procedure.]]&lt;br /&gt;
[[File:H3VR Terminator Attacking.jpg|thumb|none|600px|Actually encountering an enemy can also turn rather awkward if the first shot doesn't do the job; while this could be said of a conventional single-shot shotgun as well, they at least have a reasonably quick reloading procedure.]]&lt;br /&gt;
[[File:H3VR Terminator Throwing.jpg|thumb|none|600px|In such a circumstance, the Terminator can at least be relied upon as one thing: a large, heavy chunk of metal.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision SIX12==&lt;br /&gt;
The [[Crye Precision SIX12]] was added in Update #90. It is the second revolver shotgun (not including the MTs 255 sawn-off) added in the game, and the first with a detachable cylinder. It is referred to in-game as the &amp;quot;P6Twelve&amp;quot;.&lt;br /&gt;
[[File:612 Wood.jpg|thumb|none|450px|Crye Precision SIX12 with wooden furniture - 12 gauge]]&lt;br /&gt;
[[File:H3VR Six12 Overview.JPG|thumb|none|600px|What better place to shoot a gun with wood furniture than in the woods? Still, it feels like something's missing.]]&lt;br /&gt;
[[File:H3VR Six12 rear.JPG|thumb|none|600px|From the rear, you can see the base of the barrel lined up with the top chamber of the cylinder.]]&lt;br /&gt;
[[File:H3VR Six12 fullmag.JPG|thumb|none|600px|The front view of a full magazine. To accommodate the SIX12, the magazine behaves in-game like a speedloader for revolvers. This only effects the player if they want to manually replace spent shells.]]&lt;br /&gt;
[[File:H3VR Six12 loading.JPG|thumb|none|600px|Inserting the magazine into the shotgun.]]&lt;br /&gt;
[[File:H3VR Six12 full.JPG|thumb|none|600px|There, much better.]]&lt;br /&gt;
[[File:H3VR Six12 aim.JPG|thumb|none|600px|Aiming down the SIX12's very crisp sights. While a top rail for optics is available, the default sights are more than adequate.]]&lt;br /&gt;
[[File:H3VR Six12 shoot.JPG|thumb|none|600px|And just like that, the flowerpot was no more.]]&lt;br /&gt;
[[File:H3VR Six12 spentmag.JPG|thumb|none|600px|Examining the spent shells inside of the SIX12 magazine, which have flared open after firing.]]&lt;br /&gt;
[[File:H3VR Six12 emptymag.JPG|thumb|none|600px|And with the shells removed entirely, you can see straight through to the other side.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo USAS-12==&lt;br /&gt;
Added in the 2019 Meatmas update, the [[Daewoo USAS-12]] is ''H3'''s fourth fully-automatic shotgun, though only its second non-fictional one (and the second one with a stock).&lt;br /&gt;
[[File:USAS12.jpg|thumb|none|450px|Daewoo USAS-12 - 12 gauge]]&lt;br /&gt;
[[File:H3VR USAS Left.jpg|thumb|none|600px|''&amp;quot;Have you seen [[M16]] lately?&amp;quot;'']]&lt;br /&gt;
[[File:H3VR USAS Right.jpg|thumb|none|600px|''&amp;quot;Yeah, it looks like he's been hitting the gym.&amp;quot;'']]&lt;br /&gt;
[[File:H3VR USAS Loading.jpg|thumb|none|600px|Loading a magazine into the shotgun, its receiver helpfully indicating that it is a &amp;quot;USAS-12&amp;quot;, and that said magazine is full of &amp;quot;12GA 2 3/4 INCH&amp;quot;.]]&lt;br /&gt;
[[File:H3VR USAS Charging.jpg|thumb|none|600px|Pulling the charging handle (the opposite side of which is visible in the slot on the forend) flips up the aforementionedly M16-esque dustcover.]]&lt;br /&gt;
[[File:H3VR USAS Safe.jpg|thumb|none|600px|The lower receiver is also M16-like, with a seemingly interchangeable trigger guard and pistol grip.]]&lt;br /&gt;
[[File:H3VR USAS Semi.jpg|thumb|none|600px|As well as a near-identical safety.]]&lt;br /&gt;
[[File:H3VR USAS Aiming.jpg|thumb|none|600px|Taking aim at a snowflake; while a bit more rifle-like than most are used to, the aperture/post setup works quite well on the USAS.]]&lt;br /&gt;
[[File:H3VR USAS Aimed.jpg|thumb|none|600px|This screenshot would be captioned &amp;quot;Case in point&amp;quot; if the shotgun wasn't blocking the destroyed snowflake. You'll just have to take our word for it.]]&lt;br /&gt;
[[File:H3VR USAS Drum.jpg|thumb|none|600px|Loading some extra shells into a drum magazine; due to a bug, the 20-round drums were originally only spawned with 10 rounds in them (like the box magazines), though this issue was later corrected.]]&lt;br /&gt;
[[File:H3VR USAS Auto.jpg|thumb|none|600px|Of course, if you have more shells, it only makes sense to send them out faster, right?]]&lt;br /&gt;
[[File:H3VR USAS Firing.jpg|thumb|none|600px|Certainly not hearing any objections from them.]]&lt;br /&gt;
&lt;br /&gt;
==Derya MK-12==&lt;br /&gt;
The [[Derya MK-10|Derya MK-12]] was added on day 15 of the Meatmas 2020 Advent Calendar event. &lt;br /&gt;
[[File:MK-12 AS-100S.jpg|thumb|none|450px|Derya MK-12 AS-100S - 12 gauge]]&lt;br /&gt;
[[File:H3VR MK-12 Box.jpg|thumb|none|600px|The Derya in its crate. Like most magazine-fed, [[AR-15]]-esque shotguns, it hails from Turkey.]]&lt;br /&gt;
[[File:H3VR MK-12 Left.jpg|thumb|none|600px|Examining the shotgun; it's a near-perfect match for the reference image, bar the slightly different handguard rail arrangement and the different pistol grip.]]&lt;br /&gt;
[[File:H3VR MK-12 Right.jpg|thumb|none|600px|The distinctive spiral-fluted barrel shroud is also worth noting.]]&lt;br /&gt;
[[File:H3VR MK-12 Extending.jpg|thumb|none|600px|Extending the MK-12's stock; this goes from &amp;quot;too short&amp;quot; to &amp;quot;too long&amp;quot;, so &amp;quot;just right&amp;quot; is probably in there somewhere.]]&lt;br /&gt;
[[File:H3VR MK-12 Loading.jpg|thumb|none|600px|Loading in a 10-round magazine.]]&lt;br /&gt;
[[File:H3VR MK-12 Charging.jpg|thumb|none|600px|Chambering the first of these 10 rounds; while AR-esque in most aspects, these sorts of shotguns generally have side-mounted charging handles instead of rear-mounted ones.]]&lt;br /&gt;
[[File:H3VR MK-12 Aiming.jpg|thumb|none|600px|Aiming at a guard-filled S-COM tower; the EG1 reflex sight seen here comes in the box, since the MK-12 doesn't have any sights by default.]]&lt;br /&gt;
[[File:H3VR MK-12 Safety.jpg|thumb|none|600px|Remembering to turn off the safety. Better late than never, but not by much.]]&lt;br /&gt;
[[File:H3VR MK-12 Firing.jpg|thumb|none|600px|Resuming the tower assault; this doesn't wind up doing much, though this is more due to the poor effectiveness of buckshot against Junkbots in general than it is to the shotgun's effective range (since unlike many games, ''H3'' actually depicts shotguns as having a longer effective range than a sneeze).]]&lt;br /&gt;
[[File:H3VR MK-12 Flechette.jpg|thumb|none|600px|Flechettes tend to work better, though getting up close and personal also certainly helps.]]&lt;br /&gt;
&lt;br /&gt;
==ENARM Pentagun==&lt;br /&gt;
Update #105 Alpha 1 brought along the [[ENARM Pentagun]], a Brazilian prototype revolving shotgun.&lt;br /&gt;
[[File:Enarm Pentagun long.jpg|thumb|none|450px|ENARM Pentagun - 12 gauge]]&lt;br /&gt;
[[File:H3VR Pentagun Left.jpg|thumb|none|600px|Not content with having 3 revolving shotguns, ''H3'' opted to add a fourth. Just for good measure.]]&lt;br /&gt;
[[File:H3VR Pentagun Right.jpg|thumb|none|600px|Examining the other side; this has the unintended side effect of causing the muzzle brake to achieve apotheosis.]]&lt;br /&gt;
[[File:H3VR Pentagun Opening.jpg|thumb|none|600px|Yanking it back down to the realm of the profane with the aid of the frame hinge; setting it apart from the game's other revolving shotguns, the Pentagun is a top-break design.]]&lt;br /&gt;
[[File:H3VR Pentagun Loading.jpg|thumb|none|600px|It also comes with a speedloader, naturally; this was actually added (albeit not quite functionally) in a previous experimental build, and also works with the much-earlier-added [[MTs255]]. Here, the device's complement of 12-gauge flechette shells have just reached the point where they move from the loader to the cylinder.]]&lt;br /&gt;
[[File:H3VR Pentagun Closing.jpg|thumb|none|600px|Snapping the shotgun shut with a sharp jerk of the arm; this is probably not the best way to do it, especially given that exactly one of these things was ever built. Which, incidentally, means that half of the game's revolving shotguns can easily be acquired in greater numbers than ever actually existed.]]&lt;br /&gt;
[[File:H3VR Pentagun Aiming.jpg|thumb|none|600px|Aiming; the sights are relatively simple, but good enough for most conventional shotgun applications. Even if they do blend in with the target a bit.]]&lt;br /&gt;
[[File:H3VR Pentagun Firing.jpg|thumb|none|600px|Letting some flechettes fly, which (fortunately enough) only slightly disrupts the sight picture.]]&lt;br /&gt;
[[File:H3VR Pentagun Ejecting.jpg|thumb|none|600px|Emptying out the cylinder; not only is the Pentagun unique among the game's revolving shotguns for being break-action, it's also unique among the game's break-action revolvers for not featuring an automatic extractor - instead, the charging-handle-like ejector rod inside the carrying handle has to be pulled back, as shown here.]]&lt;br /&gt;
[[File:H3VR Pentagun Suppressor.jpg|thumb|none|600px|Also of note is the Pentagun's operating mechanism; it moves the barrel back slightly with each shot (a bit like a [[Nagant M1895]] in reverse; the resulting trigger pull may have been one of the reasons the gun didn't catch on), with one of the side effects of this being its ability to use suppressors...]]&lt;br /&gt;
[[File:H3VR Pentagun Bugged.jpg|thumb|none|600px|...though, evidently, this ability wasn't quite put together all the way upon the weapon's initial implementation. Suffice it to say, this was later fixed.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Four-Letter Word&amp;quot;==&lt;br /&gt;
Added with the Return of the Rotweiners gamemode (on October 31st, 2018), the &amp;quot;Four-Letter Word&amp;quot; is a gamemode-exclusive weapon, serving as a reward for a quest involving clearing out a Zosig-infested mine. It is a custom (seemingly homemade) quadruple-barreled break-action shotgun, chambered in 12 gauge.&lt;br /&gt;
&lt;br /&gt;
Screenshots courtesy of [https://www.reddit.com/user/Shubishu Reddit user Shubishu.]&lt;br /&gt;
[[File:H3VR Four-Letter Word Crate.jpeg|thumb|none|600px|After a long day of Zosig-killing, a reward is finally at hand.]]&lt;br /&gt;
[[File:H3VR Four-Letter Word.jpeg|thumb|none|600px|Admiring the prize, while pointedly ignoring an NPC's invitation to talk. Note the small lever on the side; this is a fire selector, allowing the weapon to switch between firing one barrel at a time and firing them all at once.]]&lt;br /&gt;
[[File:H3VR Four-Letter Word Hinge.jpeg|thumb|none|600px|Taking a close look at the barrel hinge, which shows off the weapon's home-built nature. It's not exactly clear how one is supposed to remove the hex nuts holding the forearm in place.]]&lt;br /&gt;
[[File:H3VR Four-Letter Word Open.jpeg|thumb|none|600px|Taking a look down the barrels, simultaneously showing that they're all fully-modeled inside, and that there's nothing in the center of the cluster.]]&lt;br /&gt;
[[File:H3VR Four-Letter Word Loading.jpeg|thumb|none|600px|Loading in some buckshot shells, after getting kicked out of the NPC's house. No four-letter words allowed in his good Christian ''Minecraft'' server.]]&lt;br /&gt;
[[File:H3VR Four-Letter Word Aiming.jpeg|thumb|none|600px|Giving the shotgun's tall, pointy notch-and-post iron sights a try, being sure to hold it at an invisible arm's length. Hey, can't be too careful with non-proofed barrels, especially this many.]]&lt;br /&gt;
[[File:H3VR Four-Letter Word Firing.jpeg|thumb|none|600px|Fortunately, in spite of the visible corrosion and tool marks, this barrel works just fine.]]&lt;br /&gt;
[[File:H3VR Four-Letter Word Flash.jpeg|thumb|none|600px|&amp;quot;''Eat this.''&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt; Hey, what better way to celebrate one barrel working than to confidently deliver a cliché one-liner to a not-yet-dead enemy while firing out of a ''different'' un-tested barrel?]]&lt;br /&gt;
[[File:H3VR Four-Letter Word Ejecting.jpeg|thumb|none|600px|Luckily, all 4 barrels are apparently perfectly safe to use, so there's nothing to worry about. Probably.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] is one of the available firearms in-game, added in Update #24. 2 variants are available - a standard model with a folding stock, and a stockless model with a rail system and spare shell holder. Highly unusually for a video game, the SPAS-12's dual-mode semi-auto/pump-action functionality is depicted in ''H3'', even more unusually with its intended purpose being exploitable (i.e. switching between semi-auto for high-pressure shells and pump-action for low-pressure ones). Unfortunately, however, the switching is performed by a simple touchpad button press on the forward hand's controller, with the pump not ever visibly moving to reflect the change in mode (always being shown in the correct position for pump-action fire, and never moving forward to switch to semi-auto); furthermore, the weapon's loading procedure is simplified, with the real weapon's requirement to hold down the bolt release in order to load shells into the magazine tube being omitted in-game.&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|none|450px|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge]]&lt;br /&gt;
[[File:H3VR SPAS-12 Left.jpg|thumb|none|600px|Well, the shotgun's right here, but [[Terminator, The (1984)#SPAS-12|where is Sarah Connor?]].]]&lt;br /&gt;
[[File:H3VR SPAS-12 Right.jpg|thumb|none|600px|Well, she's not there.]]&lt;br /&gt;
[[File:H3VR SPAS-12 Stock.jpg|thumb|none|600px|Nope, not under there either.]]&lt;br /&gt;
[[File:H3VR SPAS-12 Buttplate.jpg|thumb|none|600px|She sure is good at hiding. Well, such is to be expected. After all, Sarah is quite a [[Jurassic Park (1993)#Franchi SPAS-12|clever girl.]]]]&lt;br /&gt;
[[File:H3VR SPAS-12 Unfolded.jpg|thumb|none|600px|So clever, in fact, that she managed to escape to another scene altogether, hide in a bush, and finally figure out how to fully unfold the stock (thanks to the guidance of Update #87).]]&lt;br /&gt;
===Tactical===&lt;br /&gt;
[[File:FSpas12orign.jpg‎|thumb|none|450px|Franchi SPAS-12 with stock removed – 12 gauge]]&lt;br /&gt;
[[File:H3VR SPAS-12 Tactical.jpg|thumb|none|600px|The tactical version, with all the latest modern, advanced features. Stock and [[Half-Life#Franchi SPAS-12|second]] [[Half-Life 2#Franchi SPAS-12|barrel]] sold separately.]]&lt;br /&gt;
[[File:H3VR SPAS-12 Loading.jpg|thumb|none|600px|Loading in some shells, the loading gate being unusually cooperative considering the non-depressed bolt release.]]&lt;br /&gt;
[[File:H3VR SPAS-12 Racking.jpg|thumb|none|600px|Racking the charging handle, and sending a shell into the chamber.]]&lt;br /&gt;
[[File:H3VR SPAS-12 Holder.jpg|thumb|none|600px|Putting some extra shells into the side-mounted shell holder. Just in case.]]&lt;br /&gt;
[[File:H3VR SPAS-12 Aiming.jpg|thumb|none|600px|Taking a look through the SPAS's distinctive ghost-ring sights...]]&lt;br /&gt;
[[File:H3VR SPAS-12 Firing.jpg|thumb|none|600px|...and blasting the target with buckshot.]]&lt;br /&gt;
[[File:H3VR SPAS-12 Chamberloading.jpg|thumb|none|600px|Loading another shell, straight into the chamber...]]&lt;br /&gt;
[[File:H3VR SPAS-12 Pumping.jpg|thumb|none|600px|...and then ejecting it, manually this time. Not shown: the shell actually being fired.]]&lt;br /&gt;
[[File:H3VR SPAS-12 1-Handed.jpg|thumb|none|600px|Well, it might be the T-800's gun, but that right there is [[Terminator 2: Judgement Day#Remington 870 Police Combat with Folding Stock|his target's technique.]]]]&lt;br /&gt;
[[File:H3VR SPAS-12 Modified.jpg|thumb|none|600px|You might ask why someone would shove a magnifier on a shotgun. The answer? Because we can. And because we can, we have to.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-15==&lt;br /&gt;
The [[Franchi SPAS-15]] was added on Day 22 of the Meatmas 2022 Advent Calendar event. Three variants are available: one with a long barrel and fixed stock, one with a short barrel and folding stock, and a tactical version with an even shorter barrel (fitted with a muzzle brake), a top rail in place of the carry handle, a railed pump handle, a Magpul MOE stock on a folding adaptor, and tan furniture. 3, 6, 12, and 18-round magazines are available as options.&lt;br /&gt;
[[File:Franchi SPAS-15 fixed.jpg|thumb|none|450px|Franchi SPAS-15 with fixed stock and long barrel - 12 gauge]]&lt;br /&gt;
[[File:Franchi SPAS-15 folding stock.jpg|thumb|none|450px|Franchi SPAS-15 with folding skeleton stock and long barrel - 12 gauge]]&lt;br /&gt;
[[File:H3VR SPAS-15 Box.jpg|thumb|none|600px|Opening up Day 22's box reveals not one, not two, but three new shotguns! Well, three variations on the same shotgun, but still, nothing to sneeze at.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Loading.jpg|thumb|none|600px|Loading up the fixed-stocked SPAS, with the most restrained magazine option - a stubby little 3-rounder. Just in case you thought your T&amp;amp;H rolls were safe.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Safety.jpg|thumb|none|600px|Disengaging the safety, while admiring the amusingly obfuscated trademarks.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Charging.jpg|thumb|none|600px|Pulling back the top-mounted charging handle.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Aiming.jpg|thumb|none|600px|Taking aim at a steel target; the SPAS-15's irons are a simple notch-and-post setup, with the former nested into the top of the carrying handle, and the latter out by the forward end of the forend.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Firing.jpg|thumb|none|600px|Blasting the plate with some 00 buck.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Reloading.jpg|thumb|none|600px|Needless to say, 3 rounds doesn't last long, especially on semi-auto. Doubling that should help.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Folding.jpg|thumb|none|600px|Whether or not it does, however, will forever be lost to time. Anyway, here's the next version, and its chief distinguishing factor.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Loaded.jpg|thumb|none|600px|Mere frames after the insertion of a 12-round magazine. This is presumably a custom job; the highest known capacity for a factory SPAS-15 magazine is 8 - an option which, amusingly enough, was ''not'' included in the box.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Flash.jpg|thumb|none|600px|Firing a round, while noting the distinct lack of bolt cycling...]]&lt;br /&gt;
[[File:H3VR SPAS-15 Cycling.jpg|thumb|none|600px|...as, unlike the previous version, this one's been set to pump-action. This uses a separate code-base from the game's other shotguns (including its previously-added dual-mode option, the SPAS-15's [[Franchi SPAS-12|better-known older sibling]]); said code-base had a couple of since-fixed issues upon its initial release, most notably one which allowed the user to cycle the pump without dropping the hammer or pressing the manual release. Needless to say, this made running in Armswinger mode a rather quick mag-emptier, much to the chagrin of those trying to get to cover and return fire.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Removing.jpg|thumb|none|600px|Even without that, it's still pretty easy to empty a 12-round mag (complete with modeled follower and witness holes) when you're having fun. Something which is definitely facilitated by actually unfolding the stock.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Blocked.jpg|thumb|none|600px|And, in turn, unfolding the stock is facilitated rather well by not being able to fold it all the way. As tends to happen when you stick on a stock that the gun wasn't meant to accept.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Anaconda.jpg|thumb|none|600px|Loading in the definitely-custom 18-round &amp;quot;Anaconda&amp;quot; magazine; as ridiculous as this mag may look, it (along with several other features of this variant) are, in fact, [https://www.thefirearmblog.com/blog/2013/02/05/franchi-spas-15-anaconda/ real].]]&lt;br /&gt;
[[File:H3VR SPAS-15 Pump.jpg|thumb|none|600px|Taking a closer look at the custom railed forend and muzzle brake; note that the frontmost rail segment (here fitted with a tan KAC back-up front sight) is attached to the barrel/gas system, rather than the forend itself.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Auto.jpg|thumb|none|600px|Switching the weapon's firing mode also moves the handle slightly, exposing the label of the relevant mode.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Irons.jpg|thumb|none|600px|Taking aim through the aforementioned KAC flip-up sights; while normally intended for rifles, the wide aperture and fine front sight make a decent combo for quick shotgun use.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Reciprocating.jpg|thumb|none|600px|Case in point. And yes, the custom dual-sided charging handle reciprocates, just like the standard version.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch CAWS==&lt;br /&gt;
The [[Heckler &amp;amp; Koch CAWS]] was added in Update #93. The gun fires its proprietary 12 gauge belted ammo, which according to the developer, was amplified to the degree that the designers had intended, making it one of the most powerful shotguns in the game. Like the earlier-added [[Heckler &amp;amp; Koch G11]], this gun has two different variants; the original prototype, and a &amp;quot;TacMod&amp;quot; version that replaces the integrated optic with picatinny rails.&lt;br /&gt;
[[File:Hkcaws.jpg|thumb|none|450px|Heckler &amp;amp; Koch CAWS - 12 gauge.]]&lt;br /&gt;
[[File:H3VR CAWS overview.JPG|thumb|none|600px|The HK CAWS, the close-range counterpart to the German Space Magic rifle.]]&lt;br /&gt;
[[File:H3VR CAWS ammo.JPG|thumb|none|600px|Looking inside the 10 round magazine, you can see that the 12 gauge belted shells are completely made of metal, and that the projectiles themselves also look pretty unique.]]&lt;br /&gt;
[[File:H3VR CAWS loaded.JPG|thumb|none|600px|Loading in the magazine.]]&lt;br /&gt;
[[File:H3VR CAWS charging.JPG|thumb|none|600px|Unlike the G11, the CAWS charging handle is much simpler to operate.]]&lt;br /&gt;
[[File:H3VR CAWS safety.JPG|thumb|none|600px|Flipping the safety to semi-auto, and we're ready to go hunting for snowflakes.]]&lt;br /&gt;
[[File:H3VR CAWS aim.JPG|thumb|none|600px|Taking aim through the integrated sight, which is basically identical to the G11.]]&lt;br /&gt;
[[File:H3VR CAWS fire.JPG|thumb|none|600px|And despite being a shotgun, the range on this gun is not to be underestimated.]]&lt;br /&gt;
[[File:H3VR CAWS drum.JPG|thumb|none|600px|The 20 round magazine, for when you absolutely have to turn the room into swiss cheese.]]&lt;br /&gt;
[[File:H3VR CAWS tacmod.JPG|thumb|none|600px|The &amp;quot;TacMod&amp;quot; version of the CAWS, ready to be tacticooled from head to toe.]]&lt;br /&gt;
[[File:H3VR CAWS tacmodattached.JPG|thumb|none|600px|Which gives us an excellent opportunity to use the concurrently-added G36 Scope rail attachment; given that both the CAWS and G36 were made by the same manufacturer, it only felt appropriate.]]&lt;br /&gt;
[[File:H3VR CAWS tacmodcharged.JPG|thumb|none|600px|Because of the top rail placement, the charging handle was modified to come out of the side.]]&lt;br /&gt;
[[File:H3VR CAWS tacmodreddot.JPG|thumb|none|600px|Taking aim through the G36 red dot...]]&lt;br /&gt;
[[File:H3VR CAWS tacmodscoped.JPG|thumb|none|600px|And through the G36 scope located underneath.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch FABARM Martial Pro Forces==&lt;br /&gt;
The [[Heckler &amp;amp; Koch FABARM FP6|Heckler &amp;amp; Koch FABARM Martial Pro Forces]] is one of the available firearms in-game. It was the game's first pump-action shotgun, and is tied with the [[Benelli M4 Super 90]] for the game's first 12-gauge shotgun, both having been added in Update #6.&lt;br /&gt;
[[File:Fabarmmartial.jpg|thumb|none|450px|Fabarm Martial Pro Forces 14&amp;quot; - 12 gauge]]&lt;br /&gt;
[[File:H3VR Fabarm.jpg|thumb|none|600px|Feeling a need to prove itself, the FABARM shoves itself center-stage.]]&lt;br /&gt;
[[File:H3VR Fabarm Chamberloading.jpg|thumb|none|600px|Loading the first shell into the chamber...]]&lt;br /&gt;
[[File:H3VR Fabarm Loading.jpg|thumb|none|600px|...and the other 5 into the magazine tube.]]&lt;br /&gt;
[[File:H3VR Fabarm Aiming.jpg|thumb|none|600px|Aiming the shotgun, not that it's particularly necessary at this distance.]]&lt;br /&gt;
[[File:H3VR Fabarm Firing.jpg|thumb|none|600px|Blasting the target with a full load of buckshot.]]&lt;br /&gt;
[[File:H3VR Fabarm Cycling.jpg|thumb|none|600px|Working the shotgun's action, and ejecting a spent shell.]]&lt;br /&gt;
[[File:H3VR Fabarm Closeup.jpg|thumb|none|600px|A closeup of the receiver, which shows off the markings.]]&lt;br /&gt;
[[File:H3VR Fabarm Extracting.jpg|thumb|none|600px|It also provides a good view of the old shell being extracted from the chamber...]]&lt;br /&gt;
[[File:H3VR Fabarm Chambering.jpg|thumb|none|600px|...and the new one being chambered. Note the green color of the shell; the only green 12 gauge shells in the current build of ''H3'' are slugs, but these screenshots predate the addition of multiple types of shotgun ammunition in Update #15.]]&lt;br /&gt;
&lt;br /&gt;
==Henry Single Shot Shotgun==&lt;br /&gt;
Update #93 added a Henry Repeating Arms [[Single Barreled Shotgun]] called the &amp;quot;Throwback Singleshot&amp;quot;, available in both 12 gauge and 20 gauge. &lt;br /&gt;
[[File:HenrySingleShotShotgun12Guage.jpg|thumb|none|451px|Henry Repeating Arms Single Shot Shotgun - 12 gauge]]&lt;br /&gt;
[[File:H3VR Throwback Pair.jpg|thumb|none|600px|The two Throwback Singleshots on a table in the Arizona range. After all, what better for Throwback Thursday than a pair of Throwbacks on one of the game's oldest ranges? &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''&amp;quot;But isn't it Monday?&amp;quot;'' &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''&amp;quot;...what are you doing in my house?&amp;quot;'']]&lt;br /&gt;
[[File:H3VR Throwback Muzzles.jpg|thumb|none|600px|''&amp;quot;Whoah, calm down man, I'll leave. Jeez.&amp;quot;'' &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; *Ahem* ANYWAYS, the two shotguns look more or less identical to each other, save for the bore diameter and wall thickness of their barrels.]]&lt;br /&gt;
[[File:H3VR Throwback Wrong.jpg|thumb|none|600px|Cracking one of the shotguns open, and loading in... wait, dammit, other gun...]]&lt;br /&gt;
[[File:H3VR Throwback Right.jpg|thumb|none|600px|...there we go, loading in a 12-gauge Triple Hit shell.]]&lt;br /&gt;
[[File:H3VR Throwback Cocking.jpg|thumb|none|600px|Cocking the shotgun's hammer.]]&lt;br /&gt;
[[File:H3VR Throwback Aiming.jpg|thumb|none|600px|Taking aim at a duelling tree; not exactly the sort of gun that's normally meant for this kind of target, but what're you gonna do? Come out all the way to Arizona and beat me up? I'm the one with a shotgun.]]&lt;br /&gt;
[[File:H3VR Throwback Firing.jpg|thumb|none|600px|Firing; if the hammer doesn't obscure your simple bead front sight when you do this, the recoil of a light, slim 12-gauge shotgun will.]]&lt;br /&gt;
[[File:H3VR Throwback Ejecting.jpg|thumb|none|600px|Ejecting the now-spent shell. And no, the fact that it has an automatic ejector is not the reason that it's called the &amp;quot;throwback&amp;quot;.]]&lt;br /&gt;
[[File:H3VR Throwback Loading.jpg|thumb|none|600px|Shoving a 20-gauge shell into the other variant; there is no 20-gauge Triple Hit shell in-game, so this is just ordinary buckshot.]]&lt;br /&gt;
[[File:H3VR Throwback Melon.jpg|thumb|none|600px|Blasting a trespassing watermelon; you don't need to worry about the hammer blocking your sight picture if you don't aim.]]&lt;br /&gt;
[[File:H3VR Throwback Shell.jpg|thumb|none|600px|Amusingly enough, the shotgun's ejection system can be triggered before it opens all the way, so gripping the forend, pressing the unlocking lever, and giving the gun a quick shake can eject the shell without any apparent cause. Perfect for dealing with those RSOs that want you to unload whenever you move but don't let you point the muzzle at anything but the target.]]&lt;br /&gt;
&lt;br /&gt;
==High Standard Model 10A==&lt;br /&gt;
The [[High Standard Model 10]]A, with integral 1960s flashlight, was added in Update #105's first experimental build, referred to simply as the &amp;quot;HS10&amp;quot;.&lt;br /&gt;
[[File:HIghStandardM10Shotgun.jpg|thumb|none|450px|High Standard Model 10A - 12 gauge]]&lt;br /&gt;
[[File:H3VR HS10 Left.jpg|thumb|none|600px|The HS10, in all its 1960s weirdness.]]&lt;br /&gt;
[[File:H3VR HS10 Right.jpg|thumb|none|600px|The opposite side; while the profile is certainly distinctive, the receiver itself is relatively simple-looking - which makes sense, as the Model 10 is essentially a bullpup-converted version of the conventional High Standard C1200.]]&lt;br /&gt;
[[File:H3VR HS10 Safety.jpg|thumb|none|600px|The safety is, likewise, relatively conventional - just a simple cross-bolt at the front of the trigger guard.]]&lt;br /&gt;
[[File:H3VR HS10 Loading.jpg|thumb|none|600px|Loading in some 12-gauge shells; the rear-shifted position of the loading port makes this a somewhat awkward affair, but it's not too hard to get used to.]]&lt;br /&gt;
[[File:H3VR HS10 Charging.jpg|thumb|none|600px|Chambering one of said shells; being meant as the ideal 1960s police shotgun, it only makes sense to use the preferred combat load of the period - #4 buck. An extra shell was thrown in the magazine tube after this - more shells is always better, especially when you've only got a 4-round tube (the shorter of the two factory options; a 6-rounder that extended to the end of the barrel was also offered).]]&lt;br /&gt;
[[File:H3VR HS10 Light.jpg|thumb|none|600px|As another consideration for police use, the HS10 was (rather forward-thinkingly) designed with flashlight use in mind; the Model 10A had an integrated flashlight in the carrying handle (as shown here), while the later Model 10B instead had a folding carry handle and a mount for a commercial Maglite. Sadly, being ahead of the curve meant being limited by the technology of the time, so both flashlight options were comically bulky by today's standards.]]&lt;br /&gt;
[[File:H3VR HS10 Aiming.jpg|thumb|none|600px|Stepping out into the training course, and drawing a bead on (the wrong side of) an IPSC-style steel silhouette target. The sights are pretty rudimentary, but they get the job done.]]&lt;br /&gt;
[[File:H3VR HS10 Firing.jpg|thumb|none|600px|Doing the job in question. One of the unfortunate side effects of a flashlight directly above the barrel is that it lights up muzzle smoke; this effect doesn't last terribly long (especially in a well-lit area), but it can still obscure a target briefly after firing.]]&lt;br /&gt;
[[File:H3VR HS10 Lit.jpg|thumb|none|600px|One of the distinct advantages of the flashlight, however, is its ability to highlight targets, as somewhat shown here - in hindsight, a darker map probably should've been used for this bit.]]&lt;br /&gt;
[[File:H3VR HS10 Hit.jpg|thumb|none|600px|By placing the center of the beam on a target, one can tell that the shotgun itself is pointed in roughly the same place, allowing for quick point-shooting - a bit like a crude pseudo-laser. It's not the most precise thing in the world, but it does work within relatively reasonable ranges - this system isn't unprecedented, either, with the SAS notably using [[MP5]]s with top-mounted flashlights in this manner during Operation Nimrod.]]&lt;br /&gt;
[[File:H3VR HS10 Chamberloading.jpg|thumb|none|600px|5 rounds later, and the Model 10 locks empty, prompting a quick reload...]]&lt;br /&gt;
[[File:H3VR HS10 Releasing.jpg|thumb|none|600px|...followed by a nice tap of the bolt release. It was a bit hard to show both the tap and the bolt at the same time; the button in question can be seen in earlier shots - it's the round button at the front of the receiver.]]&lt;br /&gt;
[[File:H3VR HS10 Dual.jpg|thumb|none|600px|Of course, the HS10 brings with it certain... ''[[Call of Duty: Black Ops#High Standard Model 10|expectations]]'', regardless of the explicit warning on the side of the gun to not do this exact thing. Here, the reason for that warning is apparent - firing one from the left shoulder is an excellent way to get a face full of hot brass. And plastic. And egg.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37==&lt;br /&gt;
The [[Ithaca 37]] in riot gun configuration was added in the Meatmas Day 2023 update. &lt;br /&gt;
[[File:IthacaModel37.jpg|350px|thumb|none|Ithaca 37 Riot Version - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
===Ithaca 37 &amp;quot;Stakeout&amp;quot;=== &lt;br /&gt;
A stainless [[Ithaca 37 &amp;quot;Stakeout&amp;quot;]] was added alongside its full-length brother in the Meatmas Day 2023 update. &lt;br /&gt;
[[File:StainlessStakeout.jpg|350px|thumb|none|Ithaca 37 &amp;quot;Stakeout&amp;quot; with stainless steel finish and synthetic forearm - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Izhmekh IZh-18==&lt;br /&gt;
The 12 gauge version of the [[Izhmekh IZh-18]] was added on day 2 of the Meatmas 2020 Advent Calendar event. A short-barreled 12 gauge and a 20 gauge version were later made available as well.&lt;br /&gt;
[[File:IZh-18EM-M.jpg|thumb|none|450px|Izhmekh IZh-18EM-M - 12 gauge]]&lt;br /&gt;
[[File:H3VR IZH-18 Left.JPG|thumb|none|600px|The IZh-18's weapon case; the later cases would skimp out on the perceivedly-unnecessary expense of an antigravity field generator that makes the gun float into the air and (while not shown here) spin in circles like one of the weapon platforms from ''Unreal Tournament''.]]&lt;br /&gt;
[[File:H3VR IZH-18 Right.JPG|thumb|none|600px|Examining the shotgun; the nicely-finished wooden furniture gives this hunting shotgun a very pleasing appearance.]]&lt;br /&gt;
[[File:H3VR IZH-18 Open.JPG|thumb|none|600px|Opening the IZh-18's barrel.]]&lt;br /&gt;
[[File:H3VR IZH-18 Loading.JPG|thumb|none|600px|Loading a 12 gauge flechette shell, which will come in handy against the Winter Wasteland's many autonomous enemies.]]&lt;br /&gt;
[[File:H3VR IZH-18 Aim.JPG|thumb|none|600px|Speak of the devil - just outside the bunker, a static drone is inching its way towards the player; they're attracted to sound, and will violently explode if they touch anything other than level geometry while moving.]]&lt;br /&gt;
[[File:H3VR IZH-18 Explode.JPG|thumb|none|600px|Shooting at the drone's red spots causes it to explode, which does some collateral damage at this short of a distance. Still, the IZh-18 gets the job done.]]&lt;br /&gt;
[[File:H3VR IZH-18 Eject.JPG|thumb|none|600px|Emptying out the spent shell.]]&lt;br /&gt;
[[File:H3VR IZh-18 Pair.jpg|thumb|none|600px|The two additional variants of the IZh added later that week: the 20-gauge on top, and the shorty 12-gauge below.]]&lt;br /&gt;
[[File:H3VR IZh-18 Barrels.jpg|thumb|none|600px|While the short-barreled 12-gauge variant is easy to distinguish from the original, the only way to tell whether a long-barreled IZh-18 is in 20 gauge or 12 gauge (apart from looking at the wrist menu) is to look at the thickness of the barrel walls, as seen here.]]&lt;br /&gt;
[[File:H3VR IZh-18 Sights.jpg|thumb|none|600px|Aiming at a wall with the long 20; between its self-cocking, hammerless action, and its clear notch-and-post irons, the IZh is essentially a straight upgrade over the earlier-added &amp;quot;Throwback&amp;quot; single-shot shotgun.]]&lt;br /&gt;
[[File:H3VR IZh-18 Slug.jpg|thumb|none|600px|Loading a 20-gauge slug shell into the longer IZh-18...]]&lt;br /&gt;
[[File:H3VR IZh-18 Shorty.jpg|thumb|none|600px|...and ejecting a 12-gauge buckshot shell from the shorter one. Note the different position of the spur behind the trigger guard; this is the IZh-18's hinge lock, which is pushed in to break the weapon open.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]] was added in Update #90, to the great joy and surprise of the many who'd requested it (and heard that, due to its dual magazine tube system, it would be impossible to implement); notably, ''H3VR'' is the first known shooter to correctly depict this system (i.e. depicting the two separate tubes as separate, rather than just treating them both as a single tube with no switching required like most games do), even allowing the user to load individual shells into the chamber by setting the selector to the middle position.&lt;br /&gt;
[[File:Kel-Tec KSG EOTech.jpg|thumb|none|450px|Kel-Tec KSG Gen 2 with EOTech 512 sight and Magpul AFG (angled foregrip) - 12 gauge]]&lt;br /&gt;
[[File:H3VR KSG Left.jpg|thumb|none|600px|And he said it couldn't be done.]]&lt;br /&gt;
[[File:H3VR KSG Right.jpg|thumb|none|600px|A cinematic shot of the muzzle, showing off the distinctive triangular front end with two magazine tubes. The furniture's gray color is a factory option; somewhat disappointingly, it is called &amp;quot;Tungsten Gray&amp;quot;, and not &amp;quot;Dev-Texture Gray&amp;quot;.]]&lt;br /&gt;
[[File:H3VR KSG Loading.jpg|thumb|none|600px|Loading up the left-hand tube with some slugs; each tube holds 7 2 3/4&amp;quot; shells, as it should.]]&lt;br /&gt;
[[File:H3VR KSG Filling.jpg|thumb|none|600px|For the impatient among you, the ammo spawning panel has an option to simply auto-fill the held object; due to the way that the KSG is coded in-game, this only fills the active tube (which is rather convenient, for this exact reason).]]&lt;br /&gt;
[[File:H3VR KSG Selector.jpg|thumb|none|600px|To top it all off, you can flip the selector over to the middle position...]]&lt;br /&gt;
[[File:H3VR KSG Chamberloading.jpg|thumb|none|600px|...and, with the action open, load whatever specialty shell you please directly into the chamber.]]&lt;br /&gt;
[[File:H3VR KSG Safety.jpg|thumb|none|600px|Disengaging the weapon's crossbolt safety, after setting it up to match the reference image; notably, the KSG is the first shotgun in the game with a rail attached directly to the pump. While rails on moving components had been a mechanic for a while (ever since Update #52's [[M249]] and its railed top cover), actually using them can be quite hardware-intensive, so players are generally advised against putting more than one attachment on them.]]&lt;br /&gt;
[[File:H3VR KSG Aiming.jpg|thumb|none|600px|Aiming at an idle Sosig through the attached MBUS; the engagement distance doesn't really necessitate it, but you might as well.]]&lt;br /&gt;
[[File:H3VR KSG Firing.jpg|thumb|none|600px|Hey, remember that specialty shell from the chamberloading screenshot? Yeah, that was a &amp;quot;cannonball&amp;quot; shell. Essentially a firework flashbang.]]&lt;br /&gt;
[[File:H3VR KSG Switching.jpg|thumb|none|600px|Switching over to the right-hand tube; with the selector switch in the middle position, neither magazine tube will be used, effectively turning the weapon into a single-shot breechloader.]]&lt;br /&gt;
[[File:H3VR KSG Buck.jpg|thumb|none|600px|Blasting another Sosig with some 00 buckshot (bullet trails enabled, for your viewing pleasure)...]]&lt;br /&gt;
[[File:H3VR KSG Slug.jpg|thumb|none|600px|...and, following a quick tube switch, a slug.]]&lt;br /&gt;
[[File:H3VR KSG Cycling.jpg|thumb|none|600px|Ejecting a spent shell. You really have to go rather impractically out of your way to see this happen, since shells come out of the same port that you load them into, but that's showbiz, baby.]]&lt;br /&gt;
&lt;br /&gt;
==KS-23M==&lt;br /&gt;
Day 7 of 2018's Meatmas update added a Russian [[KS-23]] shotgun-carbine, more specifically the pistol-gripped KS-23M variant.&lt;br /&gt;
[[file:Ks23stockless.jpg|thumb|none|450px|KS-23M - 23x75mmR]]&lt;br /&gt;
[[File:H3VR KS-23 Box.jpg|thumb|none|600px|Day 7's present; for a shotgun this big, you need something a little bit bigger than [[Terminator 2: Judgement Day#Winchester 1887|a rosebox]]. Note the supposed period of manufacture; while the KS-23 was initially developed (or perhaps began development; sources are a bit inconsistent) in 1975, it wasn't adopted for service until the eighties, and the KS-23M variant wasn't produced until 1990.]]&lt;br /&gt;
[[File:H3VR KS-23 Left.jpg|thumb|none|600px|Examining the shotgun. The slightly off-color piece on the side is a Soviet-standard dovetail rail, used for mounting sights. This is because [[AK-47|AK]]-pattern rifles and their derivations have detachable upper receiver covers, making them impractical for mounting sights or rails onto. The resulting Eastern-bloc standardization of sight mounting then led to weapons like this with solid receivers also using the same side-mounted rail.]]&lt;br /&gt;
[[File:H3VR KS-23 Right.jpg|thumb|none|600px|The other side. Come to think of it, this could make a nice backup for someone fighting for the Imperium of Man. Wonder if anyone makes 2-stage rocket slugs...]]&lt;br /&gt;
[[File:H3VR KS-23 Opening.jpg|thumb|none|600px|Opening up the action.]]&lt;br /&gt;
[[File:H3VR KS-23 Slug.jpg|thumb|none|600px|The in-game KS-23M can use 4 different types of shells, based on some of the real weapon's options; this is a &amp;quot;''Баррикада''&amp;quot; (&amp;quot;''Barrikada''&amp;quot;, Russian for &amp;quot;Barricade&amp;quot;) shell, an armor-piercing slug meant for cracking the engine blocks of cars.]]&lt;br /&gt;
[[File:H3VR KS-23 Chamberloading.jpg|thumb|none|600px|So, what better to use it on than a fragile wooden board in the shape of a hot dog?]]&lt;br /&gt;
[[File:H3VR KS-23 Ejecting.jpg|thumb|none|600px|Ejecting a shell, after sending the hot dog target's head to the Shadow Realm. And by &amp;quot;the Shadow Realm&amp;quot;, we mean an empty Home Depot parking lot at 3:32 in the morning. Either way, it's a different plane of existence.]]&lt;br /&gt;
[[File:H3VR KS-23 Buckshot.jpg|thumb|none|600px|Another shell type, the &amp;quot;''Шрапнель-25''&amp;quot; (&amp;quot;Shrapnel-25&amp;quot;), which consists of buckshot; the &amp;quot;25&amp;quot; denotes a 25-meter effective range.]]&lt;br /&gt;
[[File:H3VR KS-23 Chambering.jpg|thumb|none|600px|So, of course, the ideal target must be...]]&lt;br /&gt;
[[File:H3VR KS-23 Aiming.jpg|thumb|none|600px|...a crystal snowflake somewhere way the hell up in the sky. Note the rifle-type sights; while these might seem out of place on a pump-action shotgun, the KS-23 is somewhat unique in that its barrel is completely rifled (being made out of spare [[ZU-23]] anti-aircraft cannon barrels), which gives it good enough accuracy with slugs to justify such a design choice. This also explains its odd designation as a &amp;quot;shotgun-carbine&amp;quot; (being a shotgun for all practical purposes, but a carbine under Russian law due to its rifled barrel), and why a 23mm shell full of buckshot has the effective range of a golf ball.]]&lt;br /&gt;
[[File:H3VR KS-23 Gas.jpg|thumb|none|600px|The two other shells are a bit more unique; this shell, the &amp;quot;''Сирень-7''&amp;quot; (&amp;quot;''Siren-7''&amp;quot;, or &amp;quot;Lilac-7&amp;quot;), is a riot-control round...]]&lt;br /&gt;
[[File:H3VR KS-23 Cloud.jpg|thumb|none|600px|...which, in practical terms, means that it creates a cloud of CS gas on impact.]]&lt;br /&gt;
[[File:H3VR KS-23 Flashbang.jpg|thumb|none|600px|And then there's the &amp;quot;''Звезда''&amp;quot; (&amp;quot;''Zvezda''&amp;quot;) round.]]&lt;br /&gt;
[[File:H3VR KS-23 Loading.jpg|thumb|none|600px|This one's name, which translates to &amp;quot;Star&amp;quot;, is a bit more apt...]]&lt;br /&gt;
[[File:H3VR KS-23 Flash.jpg|thumb|none|600px|...as the effects of looking directly at either from up close are roughly the same. Another round meant for crowd control (the gun itself being initially developed for prison guards), the Star is effectively an impact-detonating flashbang grenade. Mix a few of these round types together, and you've got quite the effective CQB breaching tool. It'd be even better if its capacity wasn't a whopping 3+1.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;KWG1&amp;quot;==&lt;br /&gt;
The &amp;quot;KWG1&amp;quot; is one of the available firearms in-game, added through Update #15. It is a fictional magazine-fed full-auto shotgun, rather reminiscent of the &amp;quot;Bolter&amp;quot; weapons from the ''Warhammer 40K'' universe. It is based on an image of what seems to be some sort of stage or cosplay prop, which was then adapted into a 3D model by artist [https://www.artstation.com/kutejnikov Pavel Kutejnikov]. Update #105's first experimental build added a new feature in the form of attachable magazine-fed weapons; one of the flagships of this feature was a special underslung variant of the KWG1 with a cut-down pistol grip, no sights, and a female Picatinny rail on top.&lt;br /&gt;
[[File:KWG1 Reference.jpg|thumb|none|450px|The prop that the &amp;quot;KWG1&amp;quot; was based upon, which seems to have an [[MP5]] S-E-F trigger pack. Also note the shells in the magazine; the length of the brass, the plastic-like gloss across them, and the manner in which they are stacked (parallel to each other, which wouldn't be possible with actual shotgun shells due to their rims) all point towards this being a prop, rather than an actual live-firing shotgun.]]&lt;br /&gt;
[[File:H3VR KWG1.jpg|thumb|none|600px|After several hours of cutting, welding, and riveting, the work finally bears fruit.]]&lt;br /&gt;
[[File:H3VR KWG1 Magazine Loading.jpg|thumb|none|600px|Loading some &amp;quot;SWAG-12&amp;quot; high-explosive shells (an obvious play on the real-world FRAG-12 explosive shells) into one of the KWG1's distinctive windowed magazines. Said magazines seem to be suffering from a critical lack of springs.]]&lt;br /&gt;
[[File:H3VR KWG1 Loading.jpg|thumb|none|600px|Several shells later, it's time to load in the magazine...]]&lt;br /&gt;
[[File:H3VR KWG1 Cocking.jpg|thumb|none|600px|...chamber a round...]]&lt;br /&gt;
[[File:H3VR KWG1 Firing.jpg|thumb|none|600px|...and purge the realm of heretics in the name of the Emperor.]]&lt;br /&gt;
[[File:H3VR KWG1 Night.jpg|thumb|none|600px|After a change of place, and a change of time, the KWG1's well-worn finish shines in the light of the (earlier version of the) item spawner.]]&lt;br /&gt;
[[File:H3VR Freedomfetti Loading.jpg|thumb|none|600px|Loading in another magazine, this time filled with a suitably patriotic handload: &amp;quot;Freedomfetti&amp;quot; shells.]]&lt;br /&gt;
[[File:H3VR KWG1 Freedomfetti Firing.jpg|thumb|none|600px|These do exactly what you'd expect. While it's sadly not something that can be expressed through the medium of an image, firing one of these shells produces a sound like that of a paper party horn.]]&lt;br /&gt;
[[File:H3VR KWG1 Suppressor Small.jpg|thumb|none|600px|Back in the indoor range, our discount Space Marine prepares to screw a suppressor onto his KWG1, which demonstrates one of ''H3'''s interesting gameplay-oriented features:]]&lt;br /&gt;
[[File:H3VR KWG1 Suppressor Large.jpg|thumb|none|600px|Universal suppressor compatibility. A suppressor can shrink or expand to fit any weapon, from the diminutive [[Beretta Jetfire]] to the colossal [[Barrett M107A1]].]]&lt;br /&gt;
[[File:H3VR KWG1P Left.jpg|thumb|none|600px|Many updates later, the KWG1 gets... a bit smaller.]]&lt;br /&gt;
[[File:H3VR KWG1P Mounted.jpg|thumb|none|600px|More significantly, it gets the ability to nearly double the weight of a rifle, and put all that extra weight out front.]]&lt;br /&gt;
[[File:H3VR KWG1P Loading.jpg|thumb|none|600px|Loading in a magazine full of slug shells.]]&lt;br /&gt;
[[File:H3VR KWG1P Charging.jpg|thumb|none|600px|Chambering one such shell. The theoretical advantage of an underslung shotgun (especially a box-magazine-fed, self-loading one) is primarily to allow for rapid, easy door-breaching; this would be much more relevant if this map still had doors in it.]]&lt;br /&gt;
[[File:H3VR KWG1P Firing.jpg|thumb|none|600px|It doesn't, so you get this instead.]]&lt;br /&gt;
[[File:H3VR KWG1P Attaching.jpg|thumb|none|600px|Anyway, the Picatinny variant retains many of the standard version's properties; this includes the ability to affix muzzle attachments. These muzzle attachments can themselves have rails, allowing for...]]&lt;br /&gt;
[[File:H3VR KWG1P Recursive.jpg|thumb|none|600px|...recursion. It's not technically infinitely-expandable, but you can keep adding on more shotguns until you hit either the other side of the room or 100% CPU usage.]]&lt;br /&gt;
[[File:H3VR KWG1P Dual.jpg|thumb|none|600px|Sadly, you only have two hands, so you're limited to two mag-dumps at a time. No [[Serious Sam Double D|gun-stacking salvo shenanigans]] here.]]&lt;br /&gt;
[[File:H3VR KWG1P Single.jpg|thumb|none|600px|Furthermore, due to the way that the game handles attachable weapons (i.e. as pseudo-foregrips), you can only hold one of the attached guns at a time; to use the rest, you essentially have to &amp;quot;walk&amp;quot; your way down the stack, one gun at a time.]]&lt;br /&gt;
[[File:H3VR KWG1P Removing.jpg|thumb|none|600px|Once they all run dry, you then have to walk your way back up as you yank out all the empty magazines. Which, incidentally, have (thick) modeled springs and followers; this was added back in Update #102's first alpha build.]]&lt;br /&gt;
[[File:H3VR KWG1P Objective.jpg|thumb|none|600px|And hey, if the Recursive KWG1 isn't sufficiently practical for you, why not try the [[XM29 OICW|Objective Individual Combat... Whatever-this-is]]? It'd almost be useful, were it not for the fact that a gun with this many attachments slows the game to a crawl upon attempting to walk anywhere with it.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590A1==&lt;br /&gt;
The [[Mossberg 590A1]] is one of the four shotguns added in Update #15, and the second pump-action shotgun added to ''H3'' on the whole.&lt;br /&gt;
[[File:Mossberg 590 Special.jpg|thumb|none|450px|Mossberg 590 with ghost ring sights, bayonet lug, and Speedfeed stock - 12 gauge]]&lt;br /&gt;
[[File:H3VR 590A1 Table.jpg|thumb|none|600px|The 590A1 attempts to back away from the horror that is the KWG1; being an inanimate object, this proves somewhat futile.]]&lt;br /&gt;
[[File:H3VR 590A1 Right.jpg|thumb|none|600px|Examining the right side of the still-shaken shotgun...]]&lt;br /&gt;
[[File:H3VR 590A1 Left.jpg|thumb|none|600px|...and the left side, which shows off the rather straightforward receiver markings.]]&lt;br /&gt;
[[File:H3VR 590A1 Open.jpg|thumb|none|600px|Opening up the action...]]&lt;br /&gt;
[[File:H3VR 590A1 Chamberloading.jpg|thumb|none|600px|...chamberloading a &amp;quot;SWAG-12&amp;quot; HE shell...]]&lt;br /&gt;
[[File:H3VR 590A1 Aiming.jpg|thumb|none|600px|...taking pseudo-aim...]]&lt;br /&gt;
[[File:H3VR 590A1 Firing.jpg|thumb|none|600px|...and firing, with suitably explosive results.]]&lt;br /&gt;
[[File:H3VR 590A1 Ejecting.jpg|thumb|none|600px|Ejecting the spent-but-apparently-not-actually-fired shell.]]&lt;br /&gt;
[[File:H3VR 590A1 Stock.jpg|thumb|none|600px|On a sidenote, the 590A1 in-game is modeled with a Speedfeed stock.]]&lt;br /&gt;
[[File:H3VR 590A1 Stock Loading.jpg|thumb|none|600px|Said stock is actually fully-functional; here, the wielder has decided to drop in a flechette shell.]]&lt;br /&gt;
[[File:H3VR 590A1 Throw.jpg|thumb|none|600px|What's that old saying? &amp;quot;If you love something, let it go&amp;quot;?]]&lt;br /&gt;
[[File:H3VR 590A1 Loading.jpg|thumb|none|600px|''&amp;quot;You got all the shots I asked for, right?&amp;quot;'' &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''&amp;quot;Well whaddaya mean ya didn't get a shot of you loading it?&amp;quot;'' &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''&amp;quot;I don't ''care'' if it breaks the flow of the page, just get me a damn loading shot already!&amp;quot;'']]&lt;br /&gt;
[[File:H3VR 590A1 Sights.jpg|thumb|none|600px|Looking past the ghost-ring rear sight (which is a rail-mounted attachment, not a part of the 590A1 itself) at a truly unholy sight, and preparing to put the abomination out of its misery. After all, in the words of a certain hot-blooded cliff-diver...]]&lt;br /&gt;
[[File:H3VR 590A1 Pumping.jpg|thumb|none|600px|...[[Fallout: New Vegas#Colt New Agent*|we can't expect God to do all the work.]]]]&lt;br /&gt;
[[File:H3VR 590A1 Bayonet.jpg|thumb|none|600px|And hey, since we're here in the Proving Grounds, why not show off how the 590A1 can take an M9 bayonet?]]&lt;br /&gt;
[[File:H3VR 590A1 Stabbing.jpg|thumb|none|600px|Perfect for skewering Sosigs. Now all we need is a campfire...]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;MP-203&amp;quot;==&lt;br /&gt;
Day 17's gift in the Meatmas 2020 Advent Calendar event was the &amp;quot;MP-203&amp;quot;, a fictional shotgun that uses the same belted 12 gauge ammunition as the [[Heckler &amp;amp; Koch CAWS]], feeding from a detachable tube cluster reminiscent of the [[SRM Arms Model 1216]] (albeit without the manual indexing capability). It has a 4-position fire selector, making it the game's first shotgun with a burst-fire setting.&lt;br /&gt;
[[File:H3VR MP-203 Case.jpg|thumb|none|600px|The MP-203 in its case, proudly hailing from the sovereign republic of Fictional; unlike the previous Advent Calendar event, most of 2020's gifts didn't include the name of the modeler (this one being a notable exception). The magazines have a tendency to fly out of the box when it's opened.]]&lt;br /&gt;
[[File:H3VR MP-203 Left.jpg|thumb|none|600px|Examining the MP-203; the boxy upper forend with rectangular vent holes is somewhat reminiscent of the [[UTAS UTS-15]].]]&lt;br /&gt;
[[File:H3VR MP-203 Right.jpg|thumb|none|600px|However, as the other side shows, the receiver is more or less that of a typical autoloading shotgun, albeit rather angular (and, of course, adapted to fit the weapon's somewhat unusual layout).]]&lt;br /&gt;
[[File:H3VR MP-203 Loading.jpg|thumb|none|600px|Tossing a magazine onto the underside of the shotgun; these have a rather large loading-detection region, causing them to &amp;quot;snap&amp;quot; into place over a longer distance than most mags, as shown here.]]&lt;br /&gt;
[[File:H3VR MP-203 Charging.jpg|thumb|none|600px|Chambering a belted 12-gauge 000 buckshot round; at full size, the serial number (&amp;quot;1768909627&amp;quot;) can be seen on the sloped portion of the upper receiver (with the last four digits repeated upside-down on the bolt), and &amp;quot;Cal. 12x76/12x70&amp;quot;/&amp;quot;24 SHELLS OVERALL&amp;quot;/&amp;quot;6 SHELLS EACH TUBE&amp;quot; on the back end of the magazine. The original model also featured a Baikal trademark on the side of the receiver, but this was removed in ''H3'''s version, for obvious reasons.]]&lt;br /&gt;
[[File:H3VR MP-203 Semi.jpg|thumb|none|600px|Stepping out of the bunker, and setting the fire selector to semi-auto; its four positions aren't marked, likely because the original model had markings for a 3-position selector instead.]]&lt;br /&gt;
[[File:H3VR MP-203 Firing.jpg|thumb|none|600px|Firing the MP-203 at a Swarm drone; this angle isn't terribly practical, but it makes for great screenshots.]]&lt;br /&gt;
[[File:H3VR MP-203 Burst.jpg|thumb|none|600px|Pushing the selector forward into its next mode...]]&lt;br /&gt;
[[File:H3VR MP-203 Attacking.jpg|thumb|none|600px|...which comprises a devastatingly fast 3-round burst, capable of shredding almost anything in close quarters. Especially with flechette ammo.]]&lt;br /&gt;
[[File:H3VR MP-203 Chambering.jpg|thumb|none|600px|Chambering a slug shell; given that the pointed nose of said slug comes awfully close to the end of the case, one couldn't help but worry about the possibility of chain-detonations in a tube magazine like the MP-203's. Then again, the fact that the magazines are marked as holding exactly 24 shells regardless of whether they're 2 3/4&amp;quot; or 3&amp;quot; long may suggest that the tubes have some sort of controlled-feed arrangement, which could help alleviate such issues.]]&lt;br /&gt;
[[File:H3VR MP-203 Auto.jpg|thumb|none|600px|Flicking the selector over to full-auto; they're barely visible here, but the markings on the left side of the receiver's upper face read &amp;quot;MP-203-24&amp;quot; (implying the existence of other variants, presumably with different-sized tube clusters), &amp;quot;Cal. 12x76&amp;quot; (implying that the weapon can chamber standard 12-gauge 3&amp;quot; magnums in addition to its specialty belted shells (an idea backed up by the markings on the magazines), or possibly that these sorts of belted shells have become the industry standard in whatever future year this thing hails from), and &amp;quot;Made in Russia&amp;quot;, implying that the MP-203 is sold on the export market.]]&lt;br /&gt;
[[File:H3VR MP-203 Slugs.jpg|thumb|none|600px|Finally giving in and aiming properly (the Leupold LCO red-dot sight comes in the weapon's case, since it lacks irons), and letting some slugs fly at a distant Recursive encryption; the relatively low cyclic rate of the full-auto mode makes long-range use less idiotic than it may initially sound (especially given the sheer size of the target in question).]]&lt;br /&gt;
&lt;br /&gt;
==MPS AA-12 CQB==&lt;br /&gt;
Update #55 added the much-demanded [[AA-12|MPS AA-12]] shotgun, specifically the short-barreled &amp;quot;CQB&amp;quot; model.&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|none|450px|MPS AA-12 CQB - 12 gauge]]&lt;br /&gt;
[[File:H3VR AA-12 Left.jpg|thumb|none|600px|&amp;quot;Ladies and gentlemen, the moment you have all been waiting for...&amp;quot;]]&lt;br /&gt;
[[File:H3VR AA-12 Right.jpg|thumb|none|600px|&amp;quot;...the AAAAH MY EYES!&amp;quot;]]&lt;br /&gt;
[[File:H3VR AA-12 Loading.jpg|thumb|none|600px|Loading in a magazine at an angle that, if nothing else, can at least be excused by temporary blindness.]]&lt;br /&gt;
[[File:H3VR AA-12 Charging.jpg|thumb|none|600px|Locking back the bolt.]]&lt;br /&gt;
[[File:H3VR AA-12 Aiming.jpg|thumb|none|600px|Taking aim; the sights aren't terribly precise, but then again, it ''is'' a fully-automatic shotgun. &amp;quot;Precise&amp;quot; isn't a word that would be used to describe it.]]&lt;br /&gt;
[[File:H3VR AA-12 Firing.jpg|thumb|none|600px|Blasting a target with 8 shells' worth of buckshot.]]&lt;br /&gt;
[[File:H3VR AA-12 Drum Loading.jpg|thumb|none|600px|Of course, if 8 shells isn't enough...]]&lt;br /&gt;
[[File:H3VR AA-12 Drum.jpg|thumb|none|600px|...then 20 shells should be.]]&lt;br /&gt;
&lt;br /&gt;
==MTs255==&lt;br /&gt;
The [[MTs255]] revolving shotgun was added to the game in the first Meatmas update, interestingly categorized amongst the break-action shotguns (presumably on the basis that it pivots its chambers open for direct loading and extraction, in addition to the lack of a better place for it). 2 variants are available - a standard full-length version, and a version with a sawn-off barrel and stock.&lt;br /&gt;
[[File:MTs255.jpg|thumb|none|450px|MTs255 - 12 gauge]]&lt;br /&gt;
[[File:H3VR MTs255.jpg|thumb|none|600px|Admiring the MTs255 in the indoor range.]]&lt;br /&gt;
[[FIle:H3VR MTs255 Open.jpg|thumb|none|600px|Opening up the MTs...]]&lt;br /&gt;
[[File:H3VR MTs255 Loading.jpg|thumb|none|600px|...and loading in some shells.]]&lt;br /&gt;
[[File:H3VR MTs255 Closing.jpg|thumb|none|600px|Shutting the shotgun with a rather ill-advised flick of the wrist. Or rather, a flick of both wrists, considering the weapon's 2-handed nature.]]&lt;br /&gt;
[[File:H3VR MTs255 Aiming.jpg|thumb|none|600px|Taking aim at a target through the MTs's rather simple notch-and-post sights.]]&lt;br /&gt;
[[File:H3VR MTs255 Ejecting.jpg|thumb|none|600px|Ejecting a set of spent shells from the shotgun. And with that, we say goodbye to MTs255 Senior...]]&lt;br /&gt;
[[File:H3VR MTs255 Short.jpg|thumb|none|600px|...and hello to his lovely son MTs255 Junior.]]&lt;br /&gt;
[[File:H3VR MTs255 Short Loading.jpg|thumb|none|600px|Loading the cut-down shotgun with an interesting assortment of shells: from top to bottom, there's a buckshot shell, a Dragon's Breath shell, a &amp;quot;Triple Hit&amp;quot; shell, a slug shell, and a &amp;quot;SWAG-12&amp;quot; fragmenting shell.]]&lt;br /&gt;
[[File:H3VR MTs255 Short Closing.jpg|thumb|none|600px|Making the same mistake as with the full-length MTs, and snapping the cylinder back into place.]]&lt;br /&gt;
[[File:H3VR MTs255 Short Firing.jpg|thumb|none|600px|Firing; this is the result of the Dragon's Breath shell, which is rather underwhelming in broad daylight.]]&lt;br /&gt;
&lt;br /&gt;
==Pancor Jackhammer==&lt;br /&gt;
The [[Pancor Jackhammer]] was added in Update #93. According to the developer, the mechanics were &amp;quot;gameified&amp;quot; for simplicity, given that the model is based on a toolroom prototype that had to be disassembled in order to reload. This means that the cylinder magazine is simply inserted into the magwell, and the firing mechanism is closer to a double action revolver; the charging handle isn't used, and the fire selector is limited to semi-auto fire.&lt;br /&gt;
[[File:Jackhammerprototype.jpg|thumb|none|450px|Pancor Jackhammer (toolroom prototype) - 12 gauge]]&lt;br /&gt;
[[File:H3VR Jackhammer Left.jpg|thumb|none|600px|Examining the Jackhammer in the aesthetically-fitting hallways of Take &amp;amp; Hold: Containment.]]&lt;br /&gt;
[[File:H3VR Jackhammer Right.jpg|thumb|none|600px|The resultant image harkens back to a bygone era of shooters, where the whole game took up less disk space than the sum of all this article's images - and we thought that was a lot.]]&lt;br /&gt;
[[File:H3VR Jackhammer Cassette.jpg|thumb|none|600px|Taking a look at one of the Jackhammer's &amp;quot;cassettes&amp;quot; (not to be confused with the actual cassettes that were used back in the aforementioned era of games); from a mechanical standpoint, this is a detachable revolver cylinder (which means that, in-game, it re-uses a fair chunk of the [[Crye Precision SIX12|SIX12]]'s code).]]&lt;br /&gt;
[[File:H3VR Jackhammer Loading.jpg|thumb|none|600px|Stuffing the cylinder into the Jackhammer; this is a fairly finnicky process, even when you aren't pulling the gun off the bottom of the screen to reload.]]&lt;br /&gt;
[[File:H3VR Jackhammer Aiming.jpg|thumb|none|600px|Aiming through the weapon's simple v-notch/post irons while skulking around the obligatory vent/pipe area. Fun fact: the first FPS game to feature usable iron sights was ''[[Operation Flashpoint]]'', back in 2001. Which will only make you feel older the longer this caption stays up.]]&lt;br /&gt;
[[File:H3VR Jackhammer Top.jpg|thumb|none|600px|Paying homage to an even older era of shooters and holding the gun at the bottom-center of the screen pointed up; this also reveals the top rail, something added to the model more for gameplay than to be authentic to the real deal. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; (Look, in my defense, it looked like it was centered when I was looking through both eyes. It's not my fault that the recording software only uses your left eye's view.)]]&lt;br /&gt;
[[File:H3VR Jackhammer Safety.jpg|thumb|none|600px|Abruptly remembering to turn off the safety (which can, as mentioned, only go to safe or semi-auto)...]]&lt;br /&gt;
[[File:H3VR Jackhammer Firing.jpg|thumb|none|600px|...and getting back to business. Which, in this case, means having the gun take up most of the bottom-right corner of the screen with no hands on it, and blasting away some early-game enemies point-blank.]]&lt;br /&gt;
[[File:H3VR Jackhammer Red.jpg|thumb|none|600px|Honestly, this one doesn't really show off anything new; I just thought that the red light made it look cool. Let's see, is there any trivia I can put here... oh, right! That ribbed handguard wasn't actually an original part of the design; it's actually an [[MP5SD]] forend that was put on by a movie prop house that bought the gun, because the original forend was too smooth to work easily. Which brings up another worthwhile point: the forend is actually a sort of forwards-working pump handle that can be used to cock the weapon (or cycle it when it jammed, which it did quite often), though this functionality isn't represented in-game.]]&lt;br /&gt;
[[File:H3VR Jackhammer Gibbing.jpg|thumb|none|600px|Having &amp;lt;s&amp;gt;remembered to bring a cassette full of SWAG-12 shells&amp;lt;/s&amp;gt; found the special easter-egg version that fires grenades, the protagonist whose name is probably only in the manual quickly gets to work insta-gibbing some Weinerbots. They never stood a chance. Just like our youth.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 Express Tactical Magpul==&lt;br /&gt;
Added in Update #52, the &amp;quot;Express 870&amp;quot;, as it's known in-game, is a [[Remington 870|Remington 870 Express Tactical Magpul]] with tan furniture.&lt;br /&gt;
[[File:870 Express Magpul.jpg|thumb|none|450px|Remington 870 Express Tactical Magpul - 12 gauge]]&lt;br /&gt;
[[File:H3VR 870 Express Right.jpg|thumb|none|600px|Inspecting the Remington 870 Express Tactical Magpul. Note the curious addition of the number 11 on the side of the receiver; this is most likely meant as some sort of armory/rack number.]]&lt;br /&gt;
[[File:H3VR 870 Express Left.jpg|thumb|none|600px|The other side of the... y'know what, I'm not going to type out that ridiculously long set of words again. If you still don't understand what it is after the fourth time, then you just aren't going to.]]&lt;br /&gt;
[[File:H3VR 870 Express Chambering.jpg|thumb|none|600px|Chambering a Dragon's Breath shell. While shotguns are generally regarded as being good for room-clearing, it's usually understood that doing so requires actually firing the shotgun first.]]&lt;br /&gt;
[[File:H3VR 870 Express Sideways.jpg|thumb|none|600px|The Sosigs having realized this and returned, one finds the player character engaging in the rather unorthodox practice of attempting the [[Metal Gear Solid 3: Snake Eater#Shansi Type 17 |&amp;quot;bandit shooting&amp;quot;]] technique with a pump-action shotgun, which completely defeats its point.]]&lt;br /&gt;
[[File:H3VR 870 Express Firing.jpg|thumb|none|600px|Having come to their senses, said player character is soon merrily blasting the Sosigs with the now-correctly-oriented shotgun. The Dragon's Breath round is rather interesting: it is filled with pieces of magnesium, which catch fire as they fly through the air, and start fires where they land, as seen here. Due to the round's low pressure and high cost, coupled with international regulations on the use of incendiary munitions on human beings (and the risk of setting things on fire by accident), these incendiary shells aren't used in any sort of martial capacity, and are largely a civilian novelty.]]&lt;br /&gt;
[[File:H3VR 870 Express Aiming.jpg|thumb|none|600px|Aiming the shotgun at a couple of &amp;lt;s&amp;gt;Molotov cocktails&amp;lt;/s&amp;gt; bottles of Frank's Fantastic Festively Fragrant And Fiercely Flavorful Fancy Fire Fluid. These are an Update #59 addition, as is this scene (the Proving Grounds), the Sosig, the beginnings of a fire system (which renders the Dragon's Breath rounds far more useful), and the rear sight on this shotgun and the TAC-14 DM below (both previously having a smooth, blank receiver).]]&lt;br /&gt;
[[File:H3VR 870 Express Firing Molotov.jpg|thumb|none|600px|Firing (heh), which has predictable consequences.]]&lt;br /&gt;
[[File:H3VR 870 Express Ejecting.jpg|thumb|none|600px|Ejecting the freshly-fired shell. While not seen here, the player character's expression of giddy satisfaction is somewhat dimmed by their newfound lack of eyebrows.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 Field Gun==&lt;br /&gt;
The Meatmas Update of 2016 added a [[Remington 870 Field Gun]] with a cut-down barrel, which heavily compromises the so-called &amp;quot;Field Gun's&amp;quot; effectiveness at its eponymous intended purpose. Update #46 added two additional variants, one with a sawn-off stock and one with a full-length barrel; it also made the latter one of the available weapons for SWBs. Rather strangely, all of the player-dedicated variants have [[Mossberg 500]]-style safeties along with the 870-styled ones (with the former taking priority, as it is the one that visually moves when the safety is toggled), which led to its item spawner designation of &amp;quot;MB500&amp;quot;.&lt;br /&gt;
[[File:Remington 870 field gun shortened.jpg|thumb|none|450px|Remington 870 Field Gun with shortened barrel - 12 gauge]]&lt;br /&gt;
[[File:H3VR 870 Left.jpg|thumb|none|600px|Examining the truncated 870.]]&lt;br /&gt;
[[File:H3VR 870 Right.jpg|thumb|none|600px|While not the sawn-off Remington of [[Army of Darkness|legend]], it is still fairly cool.]]&lt;br /&gt;
[[File:H3VR 870 Stock.jpg|thumb|none|600px|Especially considering the presence of a stock.]]&lt;br /&gt;
[[File:H3VR 870 Loading.jpg|thumb|none|600px|Loading the 870; it can hold 4 shells in the tube, plus one in the chamber.]]&lt;br /&gt;
[[File:H3VR 870 Pumping.jpg|thumb|none|600px|Chambering a shell.]]&lt;br /&gt;
[[File:H3VR 870 Aiming.jpg|thumb|none|600px|Aiming; this being a sawn-off shotgun, there aren't any sights to render this activity worthwhile.]]&lt;br /&gt;
[[File:H3VR 870 Firing.jpg|thumb|none|600px|Blasting the target to smithereens. Well, not really, but it's more fun to think so.]]&lt;br /&gt;
[[File:H3VR 870 Ejecting.jpg|thumb|none|600px|Ejecting a spent shell.]]&lt;br /&gt;
[[File:H3VR 870 Ejecting Black.jpg|thumb|none|600px|Ditto, but this time in [[Black#Remington 870|a familiarly eye-damaging manner]].]]&lt;br /&gt;
[[File:H3VR 870 Chamberloading.jpg|thumb|none|600px|Reloading the now-empty shotgun, straight through the ejection port this time.]]&lt;br /&gt;
[[File:SawnoffShotgun2.jpg|thumb|none|450px|Sawn-off Remington 870 - 12 gauge]]&lt;br /&gt;
[[File:H3VR 870 Short.jpg|thumb|none|600px|Taking a look at the even shorter Remington...]]&lt;br /&gt;
[[File:Remington870Fieldgun.jpg|thumb|none|450px|Remington 870 Field Gun (full-length) - 12 gauge]]&lt;br /&gt;
[[File:H3VR 870 Long.jpg|thumb|none|600px|...and the ｌｏｎｇｂｏｉ.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS==&lt;br /&gt;
Update #92 added a [[Remington 870 MCS]] in Entry configuration, increasing the total number of 870 variants in the game to an impressive 5 (or 7, if the 3 different lengths of Field Gun are counted separately). Update #105's first experimental build brought this up to 8, with an additional cut-down variant that can be mounted to Picatinny rails.&lt;br /&gt;
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington 870 MCS Entry - 12 gauge]]&lt;br /&gt;
[[File:H3VR MCS Left.jpg|thumb|none|600px|Preparing for some breach-and-clear action with the... hang on, excuse me for a moment... &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''&amp;quot;Hey, you. When I said &amp;quot;lights, camera, action&amp;quot;, I meant it. Now get off your lazy rear and gimme some damn lighting or I'll have you on the street so fast your teeth will spin.&amp;quot;'']]&lt;br /&gt;
[[File:H3VR MCS Right.jpg|thumb|none|600px|Ah, much better... right, as I was saying, preparing for some real, authentic, definitely-not-staged breach-and-clear action with the MCS.]]&lt;br /&gt;
[[File:H3VR MCS Chamberloading.jpg|thumb|none|600px|...and tossing a single specialty shell into the chamber.]]&lt;br /&gt;
[[File:H3VR MCS Loading.jpg|thumb|none|600px|...shoving some buckshot into the tube...]]&lt;br /&gt;
[[File:H3VR MCS Safety.jpg|thumb|none|600px|Disengaging the familiar crossbolt safety... &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''&amp;quot;...huh? Whaddaya mean you're supposed to do that last? Eh, screw it, not worth wasting film for a retake. Just have the boys in Post put the shots in order. &amp;lt;br&amp;gt; ...nah, you're overthinking it. I'm sure they'll make the dialogue work. And they'll edit all this stuff out, too, if they know what's good for 'em.&amp;quot;'']]&lt;br /&gt;
[[File:H3VR MCS Aiming.jpg|thumb|none|600px|Checking ''all'' the angles, just like the real SWAT guys do. ...because I am one. Yep, I'm acting like one because I am one. Just... felt that that was worth pointing out.]]&lt;br /&gt;
[[File:H3VR MCS Firing.jpg|thumb|none|600px|Rushing into the room, and BOOM, SURPRISE CANNONBALL FLASHBANG! Haha, bet you weren't expecting that that was what I chamberloaded earlier, huh? &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''&amp;quot;...derivative? What're you talking about? ...the KSG section did it first? They can't do that? Sue them, or something!&amp;quot;'']]&lt;br /&gt;
[[File:H3VR MCS Cycling.jpg|thumb|none|600px|Pumping the shotgun, blasting a Sosig with buckshot, and cycling it again. DISCLAIMER: No Sosigs were harmed in the making of this section. That mustard is fake. As are the chunks of the Sosig's head. And the absence of its head.]]&lt;br /&gt;
[[File:Remington 870 MCS MK.jpg|thumb|none|450px|Remington 870 MCS Masterkey - 12 gauge]]&lt;br /&gt;
[[File:H3VR 870P Left.jpg|thumb|none|600px|The &amp;quot;870 Picatinny&amp;quot;, out on the top of Northest Dakota's scoring plinth.]]&lt;br /&gt;
[[File:H3VR 870P Right.jpg|thumb|none|600px|It's most similar to the actual MCS's &amp;quot;Masterkey&amp;quot; configuration, but without the pistol grip, and with a female Picatinny rail on top.]]&lt;br /&gt;
[[File:H3VR 870P Safety.jpg|thumb|none|600px|The safety's the same as the standard 870 variants - a simple crossbolt behind the trigger.]]&lt;br /&gt;
[[File:H3VR 870P Opening.jpg|thumb|none|600px|Opening the action; while it's intended as a mounted weapon, there's nothing explicitly stopping you from using it on its own.]]&lt;br /&gt;
[[File:H3VR 870P Chamberloading.jpg|thumb|none|600px|Though, of course, there's little point in doing so - you'd be better off sticking it on something else, like this [[FN SCAR-H|SCAR]] here.]]&lt;br /&gt;
[[File:H3VR 870P Firing.jpg|thumb|none|600px|Firing the underslung 870 at nothing in particular. It never stood a chance.]]&lt;br /&gt;
[[File:H3VR 870P Bayonet.jpg|thumb|none|600px|Of course, in a game with an open-ended rail-mounting system, the only limit to what you can do is how much time you're willing to spend. For example, the mountable MCS can let you finally achieve your dream of having an 870 with an underbarrel bayonet. Or, as far as the game's concerned, a knife with an overbarrel 870.]]&lt;br /&gt;
[[File:H3VR 870P Loading.jpg|thumb|none|600px|And, since subtlety went out the window a long time ago, why not load it up with frag rounds?]]&lt;br /&gt;
[[File:H3VR 870P Aiming.jpg|thumb|none|600px|Aiming through the Tasco-esque &amp;quot;KDR&amp;quot; sight mounted on the not-quite-top-rail...]]&lt;br /&gt;
[[File:H3VR 870P Tracer.jpg|thumb|none|600px|...and getting revenge on one of the map's many mountains for making it such a pain to get around. Note that, for whatever reason, the slug's ostensibly-bright tracer is casting a shadow.]]&lt;br /&gt;
[[File:H3VR 870P Cycling.jpg|thumb|none|600px|Cycling the shotgun's action. Sadly, due to how the game handles grip points, this isn't as easy a prospect as one would imagine - one hand has to remain on either the &amp;quot;parent&amp;quot; weapon (the knife, in this case) or the &amp;quot;primary foregrip&amp;quot; (the 870's trigger) in order for the weapon to count as &amp;quot;held&amp;quot;; should one attempt to grip, say, the shotgun's forend and nothing else, it'll simply fall out of their hands.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 TAC-14==&lt;br /&gt;
Update #90 added a [[Remington 870]] TAC-14, a variant of the 870 with a 14&amp;quot; barrel and a Shockwave Industries Raptor grip, a configuration which allows it to evade NFA regulations regarding short-barreled shotguns by legally not being classified as anything other than a &amp;quot;firearm&amp;quot; (i.e. neither a rifle nor a shotgun nor a pistol). It is known as the &amp;quot;T14 Custom&amp;quot; in-game, alluding to it being modified with a non-standard magazine tube cap, an aftermarket set of sights, and the forend of a Weatherby PA 459.&lt;br /&gt;
[[File:Remington 870 Tac-14 shotgun.jpg|thumb|none|450px|Remington 870 TAC-14 - 12 gauge]]&lt;br /&gt;
[[File:WeatherbyPA459.jpg|thumb|none|450px|Weatherby PA 459 Tactical - 12 gauge]]&lt;br /&gt;
[[File:H3VR T14 Left.jpg|thumb|none|600px|Out at the range with the TAC-14; the marking on the receiver reads &amp;quot;12 GA 2 3/4&amp;quot; OR 3&amp;quot; SHELLS&amp;quot;.]]&lt;br /&gt;
[[File:H3VR T14 Right.jpg|thumb|none|600px|The sole marking on this side, meanwhile, is a serial number.]]&lt;br /&gt;
[[File:H3VR T14 Chamberloading.jpg|thumb|none|600px|Running a different gun's forend back, and loading the first shell into the chamber. Note that the forend is long enough to cover the loading gate when pulled back, making it impossible to load the chamber and magazine tube simultaneously as with other tube-fed shotguns.]]&lt;br /&gt;
[[File:H3VR T14 Loading.jpg|thumb|none|600px|Shoving an additional 4 into the tube, through the now-not-floppy loading gate.]]&lt;br /&gt;
[[File:H3VR T14 Safe.jpg|thumb|none|600px|Taking a close look at the legally-not-a-shotgun's crossbolt safety.]]&lt;br /&gt;
[[File:H3VR T14 Safety.jpg|thumb|none|600px|And then turning it off.]]&lt;br /&gt;
[[File:H3VR T14 Aiming.jpg|thumb|none|600px|Aiming at one of Update #90's improved indoor range targets, this one being a &amp;quot;splatter&amp;quot;-style bullseye target.]]&lt;br /&gt;
[[File:H3VR T14 Firing.jpg|thumb|none|600px|Firing; as one would expect of a short-barreled shotgun with no stock, it likes to jump around.]]&lt;br /&gt;
[[File:H3VR T14 Cycling.jpg|thumb|none|600px|Cycling a shell out of the Remington; note that the holes in the target are marked by a &amp;quot;splatter&amp;quot; of the target's green base color, appropriate for a target of this type.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 TAC-14 DM==&lt;br /&gt;
The later detachable-magazine-fed variant of the [[Remington 870]], the 870 DM, was added in Update #52 under the name &amp;quot;CQB 870&amp;quot;; as with the later-added-but-above &amp;quot;T14 Custom&amp;quot;, it is in the TAC-14 configuration. The one in-game is also presumably either modified or broken, seeing as it is capable of slam-fire, unlike a normal 870. &lt;br /&gt;
[[File:Remington 870 TAC-14 DM.jpg|thumb|none|450px|Remington 870 TAC-14 DM - 12 gauge]]&lt;br /&gt;
[[File:H3VR 870 DM Table.jpg|thumb|none|600px|The new kid on the block.]]&lt;br /&gt;
[[File:H3VR 870 DM Left.jpg|thumb|none|600px|A closer look at the 870, giving a good look at the magazine well that takes the place of a normal 870's loading port.]]&lt;br /&gt;
[[File:H3VR 870 DM Right.jpg|thumb|none|600px|The other side, which gives a view of the bolt and ejection port.]]&lt;br /&gt;
[[File:H3VR 870 DM Loading.jpg|thumb|none|600px|Loading a magazine into the 870 DM.]]&lt;br /&gt;
[[File:H3VR 870 DM Pumping.jpg|thumb|none|600px|Ejecting a fired shell.]]&lt;br /&gt;
[[File:H3VR 870 DM Firing.jpg|thumb|none|600px|Taking advantage of the 870's seemingly broken trigger group, and letting loose with a barrage of 12 gauge shells.]]&lt;br /&gt;
[[File:H3VR 870 DM Sight.jpg|thumb|none|600px|A later update added a ghost-ring rear sight to the shotgun, much to the relief of anyone trying to use it past, say, 50 meters. Note the receiver markings; being made by the same artist who made the aforementioned Express model, it uses the same receiver, hence the &amp;quot;Pump Action - EXPRESS&amp;quot; marking that's partially covered by the magazine well. The hard-to-make-out marking to the right of that is &amp;quot;19019182&amp;quot;, presumably a serial number.]]&lt;br /&gt;
[[File:H3VR 870 DM Aiming.jpg|thumb|none|600px|Trying out the new sights. The blue/red contrast is an unusual, yet satisfying combination.]]&lt;br /&gt;
[[File:H3VR 870 DM Ejecting.jpg|thumb|none|600px|Celebrating this new discovery in the world of color palettes with the gratuitously dramatic ejection of a spent shell, and the simultaneous viewing of a new one getting chambered.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 11==&lt;br /&gt;
The [[Browning Auto-5|Remington Model 11]] was added in Update #52; its first introduction was in the Valentine's Day alpha build. It is referred to in-game as an Auto-5, but lacks a magazine cutoff.&lt;br /&gt;
[[File:BrowAut5.jpg|thumb|none|450px|Remington Model 11 - 12 gauge]]&lt;br /&gt;
[[File:H3VR Auto-5 Left.jpg|thumb|none|600px|The left side of the Model 11, which shows off the engravings (and the lack of a magazine cutoff, distinguishing it from the [[Browning Auto-5]] upon which the Model 11 is based)...]]&lt;br /&gt;
[[File:H3VR Auto-5 Right.jpg|thumb|none|600px|...and the right side, which shows off some of the working bits.]]&lt;br /&gt;
[[File:H3VR Auto-5 Locking.jpg|thumb|none|600px|Locking the bolt to the rear.]]&lt;br /&gt;
[[File:H3VR Auto-5 Chamberloading.jpg|thumb|none|600px|Chamberloading the Model 11.]]&lt;br /&gt;
[[File:H3VR Auto-5 Loading.jpg|thumb|none|600px|Loading the other 4 shells into the magazine tube.]]&lt;br /&gt;
[[File:H3VR Auto-5 Aiming.jpg|thumb|none|600px|Aiming the shotgun, showing off its simple bead sight.]]&lt;br /&gt;
[[File:H3VR Auto-5 Firing.jpg|thumb|none|600px|Blasting the paper target with a 12 gauge shell.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 1882==&lt;br /&gt;
Update #52 added a [[12 Gauge Double Barreled Shotgun|Remington Model 1882]] double-barreled shotgun.&lt;br /&gt;
[[File:Rem1889.jpg|thumb|none|450px|Remington Model 1889 - 12 gauge. Similar to the Model 1882.]]&lt;br /&gt;
[[File:H3VR 1882 Remington Forend.jpg|thumb|none|600px|Modern indoor range, meet classic rabbit-ear shotgun.]]&lt;br /&gt;
[[File:H3VR 1882 Remington.jpg|thumb|none|600px|Taking a look at the stock, which has a brass badge attached to the side.]]&lt;br /&gt;
[[File:H3VR 1882 Remington Open.jpg|thumb|none|600px|Opening the Model 1882.]]&lt;br /&gt;
[[File:H3VR 1882 Remington Loading.jpg|thumb|none|600px|Loading in some shells.]]&lt;br /&gt;
[[File:H3VR 1882 Remington Cocking.jpg|thumb|none|600px|Cocking the left hammer. The right was soon to follow.]]&lt;br /&gt;
[[File:H3VR 1882 Remington Aiming.jpg|thumb|none|600px|Aiming the 1882. There's nothing but a simple bead sight available for this purpose.]]&lt;br /&gt;
[[File:H3VR 1882 Remington Ejecting.jpg|thumb|none|600px|2 shots later, and it's time to eject some shells.]]&lt;br /&gt;
&lt;br /&gt;
==Remington V3 TAC-13==&lt;br /&gt;
The [[Remington V3 TAC-13]] semi-auto shotgun was added in Update #90, under the name &amp;quot;VT13&amp;quot;; like the 870 TAC-14s above, the purpose of this specific configuration is to be legally considered a &amp;quot;firearm&amp;quot; in the US, and nothing more. &lt;br /&gt;
[[File:V3 TAC-13.jpg|thumb|none|450px|Remington V3 TAC-13 - 12 gauge]]&lt;br /&gt;
[[File:H3VR T13 Right.jpg|thumb|none|600px|Examining the fancy new shotgun in the very, ''very'' not-new Arcade Proto scene.]]&lt;br /&gt;
[[File:H3VR T13 Left.jpg|thumb|none|600px|Those swooping lines don't do anything, by the way; they're just there to look cool.]]&lt;br /&gt;
[[File:H3VR T13 Safe.jpg|thumb|none|600px|Speaking of looking cool, turn the V3 over to look at the bottom, and watch as it becomes one with the gray futuristic minimalism.]]&lt;br /&gt;
[[File:H3VR T13 Safety.jpg|thumb|none|600px|Oh, and you can check whether or not the safety's on. That too.]]&lt;br /&gt;
[[File:H3VR T13 Loading.jpg|thumb|none|600px|Loading a shell into the TAC-13...]]&lt;br /&gt;
[[File:H3VR T13 Charging.jpg|thumb|none|600px|...and pulling the charging handle to chamber it. Note how the loading gate/carrier pivots upward to lift the shell into the chamber; this was another part of Update #90's improvements to loading gates.]]&lt;br /&gt;
[[File:H3VR T13 Aiming.jpg|thumb|none|600px|Drawing a quick, less-than-stellar bead on an encroaching cube...]]&lt;br /&gt;
[[File:H3VR T13 Firing.jpg|thumb|none|600px|...and blasting it with some flechettes.]]&lt;br /&gt;
[[File:H3VR T13 Dual.jpg|thumb|none|600px|Quickly finding one 5+1 shotgun insufficient, our futurist cube-slayer turns to the age-old solution: [[Team Fortress 2#Engineer|more gun]].]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12==&lt;br /&gt;
A [[Saiga 12]] with a side-folding stock is one of the available firearms in-game, added through Update #40. It can use either factory 5-round magazines, aftermarket 12-round box magazines, or aftermarket 20-round drums.&lt;br /&gt;
[[File:Saiga 12k-1.jpg|thumb|none|450px|Saiga-12K - 12 gauge]]&lt;br /&gt;
[[File:H3VR Saiga.jpg|thumb|none|600px|A beautiful piece of Russian engineering.]]&lt;br /&gt;
[[File:H3VR Saiga Right.jpg|thumb|none|600px|The other side. Note that the safety is on; this is standard for weapons in ''H3'' when they are first spawned.]]&lt;br /&gt;
[[File:H3VR Saiga Stock.jpg|thumb|none|600px|Fiddling with the folding stock, while trying to ignore the ever-invasive options panel.]]&lt;br /&gt;
[[File:H3VR Saiga Loading.jpg|thumb|none|600px|Loading in a 5-round magazine.]]&lt;br /&gt;
[[File:H3VR Saiga Charging.jpg|thumb|none|600px|Chambering a shell.]]&lt;br /&gt;
[[File:H3VR Saiga Firing.jpg|thumb|none|600px|Firing the Saiga.]]&lt;br /&gt;
[[File:H3VR Saiga 12.jpg|thumb|none|600px|Loading in a 12-round magazine...]]&lt;br /&gt;
[[File:H3VR Saiga Reload.jpg|thumb|none|600px|...before performing a rather strange tactical reload.]]&lt;br /&gt;
[[File:H3VR Saiga 20.jpg|thumb|none|600px|Of course, if 12 rounds isn't enough for you...]]&lt;br /&gt;
[[File:H3VR Saiga Suppressor.jpg|thumb|none|600px|Preparing to affix a somewhat undersized SilencerCo Osprey suppressor.]]&lt;br /&gt;
[[File:H3VR Saiga Suppressed.jpg|thumb|none|600px|A suppressor which, of course, re-scales itself to match the Saiga's barrel, as seen in this demonstration of a complete and utter failure to understand the concept of a &amp;quot;target&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Sawn-off Double Barreled Shotgun==&lt;br /&gt;
There are 5 main varieties of [[Sawed-off Double Barrel Shotgun]] in-game. The first (and also one of the first weapons added to the game, back when the game was just Anton Hand's experiment grounds and not even named ''H3VR'' yet) was the so-called &amp;quot;Cartoon 8 Gauge&amp;quot;, which sounds downright painful, the second is a more reasonable 12-gauge version (seen below), and the 3rd is the same as the second, except sawn down to ''[[Killing Them Softly]]''-level absurdity (albeit unlike that movie's shotgun, this one also has the grip sawn down even further than the standard version), which, predictably, makes the spread somewhere between hilarious and pitiful. The fourth, added with Update #52, is an 1864 Wells Fargo stagecoach shotgun with external hammers and shell loops on the forend. The fifth, added in the first major bug-fix patch of Update #98, is a ''Meat Fortress''-styled sawn-off, rather appropriately called the &amp;quot;Big Boomer&amp;quot;; it is a classic video-gamey &amp;quot;super shotgun&amp;quot;, with a massive spread, ludicrous power (due to it, in a display of one-upmanship over the OG, firing ''2''-gauge shells), and a single trigger that fires both barrels at once.&lt;br /&gt;
[[File:Remington SBS.jpg|thumb|none|450px|Remington Spartan Sawed Off shotgun - 12 gauge]]&lt;br /&gt;
[[File:H3VR Sawn-Off.jpg|thumb|none|600px|While shooting at the range, the urge to rant to &amp;quot;[[Army of Darkness#Stoeger Coach Gun|primitive screw heads]]&amp;quot; is differed by the lack of other range patrons.]]&lt;br /&gt;
[[File:H3VR Sawn-Off Open.jpg|thumb|none|600px|Opening up the shotgun.]]&lt;br /&gt;
[[File:H3VR Sawn-Off Loading.jpg|thumb|none|600px|Loading in some shells.]]&lt;br /&gt;
[[File:H3VR Sawn-Off Aiming.jpg|thumb|none|600px|Aiming the shotgun, using its complete lack of sights...]]&lt;br /&gt;
[[File:H3VR Sawn-Off Firing.jpg|thumb|none|600px|...before bringing the paper range target to its inevitable ''[[Doom (VG)|Doom]]''.]]&lt;br /&gt;
[[File:H3VR Sawn-Off Ejecting.jpg|thumb|none|600px|Two shots fired, 2 shells ejected.]]&lt;br /&gt;
===Ultra-short sawed-off===&lt;br /&gt;
[[File:H3VR KTS Sawn-off.jpg|thumb|none|600px|Aww, isn't it adorable?]]&lt;br /&gt;
[[File:H3VR KTS Sawn-off Muzzle.jpg|thumb|none|600px|A close look at the ultra-short version's muzzle.]]&lt;br /&gt;
[[File:H3VR KTS Sawn-off Loading.jpg|thumb|none|600px|Loading in some #4 Buckshot shells...]]&lt;br /&gt;
[[File:H3VR KTS Sawn-off Loaded.jpg|thumb|none|600px|...which are precisely flush with the ends of the barrels.]]&lt;br /&gt;
[[File:H3VR KTS Sawn-off Spread.jpg|thumb|none|600px|The spread pattern of the shotgun. The radius of its spread is approximately half of the user's distance from the target.]]&lt;br /&gt;
[[File:H3VR KTS Sawn-off Fired.jpg|thumb|none|600px|Seeing as the shells are perfectly flush with the muzzle when unfired, when they're fired, the opened-up crimps of the shells actually extend past the barrels.]]&lt;br /&gt;
[[File:H3VR KTS Sawn-off Ejecting.jpg|thumb|none|600px|Ejecting the fired shells from one of the shotguns.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;The OG&amp;quot;===&lt;br /&gt;
Originally identified as the &amp;quot;Cartoon 8 Gauge&amp;quot;, before being removed in Update #52 and brought back in Update #98, &amp;quot;The OG&amp;quot; takes its name from its status as one of the first firearms implemented in the earliest prototype stages of what would later become ''H3VR''. While 8-gauge break-action shotguns do exist, they were primarily used as hunting/field guns, and fell out of favor due to the development of more powerful smokeless powders in the late 19th and early 20th centuries; at any rate, nobody in their right mind would've produced a stockless sawn-off version like this one. The only current-production 8-gauge shotguns are used as industrial tools (and are legally regulated as such, rather than being considered firearms), such as [[Remington]]'s Master Blaster; these used to blast away built-up material from the inside of various machines (e.g. coal ash or lime in rotary kilns, slag in blast furnaces, etc.).&lt;br /&gt;
&lt;br /&gt;
Of course, all of the above becomes moot when you realize that, based on the size of the rounds, this is actually a ''3 gauge'' shotgun. Accordingly, the renamed re-introduction as updated to better match this absurd caliber, with updated sound effects, tremendous damage output, and recoil strong enough to physically push the player character backwards.&lt;br /&gt;
[[File:H3VR 8 Gauge.jpg|thumb|none|600px|The &amp;quot;Cartoon 8 Gauge&amp;quot;, in all of its glory. The current location may be a nod to the Master Blaster's application, but the MB is mounted on a stand and fired by a cable for ''very obvious'' reasons.]]&lt;br /&gt;
[[File:H3VR 8 Gauge Loading.jpg|thumb|none|600px|Loading some utterly massive shells into the weapon's breech...]]&lt;br /&gt;
[[File:H3VR 8 Gauge Firing.jpg|thumb|none|600px|...before annihilating everything in front of the weapon, along with the user's wrist.]]&lt;br /&gt;
[[File:H3VR 8 Gauge Smoke.jpg|thumb|none|600px|The amount of smoke produced by this weapon (and the fact that our invisible protagonist is still standing) lends itself to the likelihood that the 8-gauge rounds are using weaker black powder rather than modern smokeless powder.]]&lt;br /&gt;
[[File:H3VR 8 Gauge Emptying.jpg|thumb|none|600px|Removing the spent shells from the shotgun, vowing never to do that again.]]&lt;br /&gt;
[[File:H3VR OG Left.jpg|thumb|none|600px|Here it is, folks - back, and just as cartoony as ever. That hole in the frame was always there; don't worry about it.]]&lt;br /&gt;
[[File:H3VR OG Aiming.jpg|thumb|none|600px|Taking aim at a bench, with the shotgun a fair bit closer in than is strictly comfortable...]]&lt;br /&gt;
[[File:H3VR OG Opening.jpg|thumb|none|600px|...before being saved from a broken face by the fact that the OG, like all of ''H3'''s weaponry, spawns empty.]]&lt;br /&gt;
[[File:H3VR OG Loading.jpg|thumb|none|600px|Emptying the weapon of its emptiness, and shoving in some 3-gauge shotgun shells. That's nearly 30 millimeters, and it's packed to the brim with about 1/3 of a pound (over 150 grams) of 00 buck.]]&lt;br /&gt;
[[File:H3VR OG Firing.jpg|thumb|none|600px|Heeding absolutely none of the above warnings about possible facial damage, and blasting the bench with &amp;quot;some&amp;quot; (read: &amp;quot;lots of&amp;quot;) conspicuously bright 00 buck pellets.]]&lt;br /&gt;
[[File:H3VR OG Downwards.jpg|thumb|none|600px|Of course, there is another use for the OG apart from bench-blasting:]]&lt;br /&gt;
[[File:H3VR OG Launch.jpg|thumb|none|600px|Flight.]]&lt;br /&gt;
[[File:H3VR OG Ejecting.jpg|thumb|none|600px|One rather unsatisfying in-flight meal later, we're back on the ground to show off the other, other new feature of the OG: automatic ejectors. Convenient, isn't it?]]&lt;br /&gt;
&lt;br /&gt;
===1864 Wells Fargo===&lt;br /&gt;
[[File:RossiOverlandShortSBS.jpg|thumb|none|450px|Sawn-off Rossi Overland SBS Shotgun - 12 gauge. Similar to the weapon in-game.]]&lt;br /&gt;
[[File:H3VR 1864 Wells.jpg|thumb|none|600px|Admiring the 1864 Wells.]]&lt;br /&gt;
[[File:H3VR 1864 Wells Loops.jpg|thumb|none|600px|Putting some shells into the cloth loops on the forend. Just in case.]]&lt;br /&gt;
[[File:H3VR 1864 Wells Open.jpg|thumb|none|600px|Opening up the shotgun.]]&lt;br /&gt;
[[File:H3VR 1864 Wells Loading.jpg|thumb|none|600px|Loading in a pair of shells.]]&lt;br /&gt;
[[File:H3VR 1864 Wells Closeup.jpg|thumb|none|600px|A close-up of the 1864's trigger group, showing off some of the wear and scratching. As to be expected for a firearm of this vintage.]]&lt;br /&gt;
[[File:H3VR 1864 Wells Cocking 1.jpg|thumb|none|600px|Cocking the left hammer...]]&lt;br /&gt;
[[File:H3VR 1864 Wells Cocking 2.jpg|thumb|none|600px|...and the right one...]]&lt;br /&gt;
[[File:H3VR 1864 Wells Firing.jpg|thumb|none|600px|...before blowing away the &amp;lt;s&amp;gt;paper target&amp;lt;/s&amp;gt; charging bandit, vowing to defend this &amp;lt;s&amp;gt;range booth&amp;lt;/s&amp;gt; stagecoach to the very last.]]&lt;br /&gt;
[[File:H3VR 1864 Wells Ejecting.jpg|thumb|none|600px|Having dealt with the would-be stagecoach robber, the guard ejects the spent shells from his shotgun.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Big Boomer&amp;quot;===&lt;br /&gt;
[[File:H3VR Boomer Right.jpg|thumb|none|600px|Let's step it up a notch, shall we?]]&lt;br /&gt;
[[File:H3VR Boomer Left.jpg|thumb|none|600px|That shot doesn't really give a reference point for size; to remedy that, here it is next to the sawn-off 12 gauge above.]]&lt;br /&gt;
[[File:H3VR Boomer Muzzles.jpg|thumb|none|600px|Comparing their muzzles drives the point home even further - this is, beyond a shadow of a doubt, a comically massive shotgun.]]&lt;br /&gt;
[[File:H3VR Boomer Opening.jpg|thumb|none|600px|Cracking open the Big Boomer; it holds the honor of being the game's first shotgun with modeled ejectors.]]&lt;br /&gt;
[[File:H3VR Boomer Loading.jpg|thumb|none|600px|Loading in a couple of the weapon's massive 2-gauge shells - that's over 33 and a half millimeters, putting it solidly into punt gun territory.]]&lt;br /&gt;
[[File:H3VR Boomer Pointing.jpg|thumb|none|600px|As one would expect, such a massive shotgun can do some impressive things, to the point that it borders on magical. See the entire top half of this Sniper?]]&lt;br /&gt;
[[File:H3VR Boomer Attacking.jpg|thumb|none|600px|Not anymore. Ta-da!]]&lt;br /&gt;
[[File:H3VR Boomer Ejecting.jpg|thumb|none|600px|With both shells now being spent, the automatic ejectors can be put to good use. Note that, like the other Meat Fortress rounds, the 2-gauge shells have struck primers.]]&lt;br /&gt;
[[File:H3VR Boomer Aiming.jpg|thumb|none|600px|Taking a trip over to the Proving Grounds to show just how absurd this weapon can be, in a game we like to call &amp;quot;Bowling for Sosigs&amp;quot;! The rules are simple: aim your old-school-FPS super-shotgun (like a proper old-school FPS - i.e. as centered as you can manage) at a triangularly-arranged group of 6 Sosigs...]]&lt;br /&gt;
[[File:H3VR Boomer Firing.jpg|thumb|none|600px|...smack yourself in the face with the player-pushing recoil...]]&lt;br /&gt;
[[File:H3VR Boomer Aftermath.jpg|thumb|none|600px|...and see how many you can hit - this shot was a strike, hitting every single one of the Sosigs, and killing all but one. What makes this more impressive is the relatively low pellet count; as the bullet trails show, each 2-gauge shell only contains 3 projectiles, so they managed to go 6 for 6 here.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Scalpel-LE&amp;quot;==&lt;br /&gt;
The 23rd gift added in the Meatmas 2018 event was a fictional shotgun known as the &amp;quot;Scalpel-LE&amp;quot;. Created by 3D artist Patrick Sutton (who'd created several of ''H3'''s assets prior), it is a compact, stockless, magazine-fed fully-automatic shotgun reminiscent of the &amp;quot;Bolters&amp;quot; from the ''Warhammer 40K'' universe, similar to the earlier-added &amp;quot;KWG1&amp;quot;; unlike the KWG1, however, the Scalpel is a completely fictional creation (rather than being based on an image of unknown provenance), and fires from an open bolt. Visually, it appears to be primarily based on the [[Heckler &amp;amp; Koch UMP]], with a full-hand trigger guard like that of rifles such as the [[Steyr AUG]] or the [[Tavor]], a [[TDI Vector]]-esque folding charging handle, and an [[AR-15]]-like dustcover; it feeds from drum magazines that lock into a full-length guide rail on the front of the trigger guard, in a manner seemingly inspired by the [[AA-12]].&lt;br /&gt;
&lt;br /&gt;
On a sidenote, the name is somewhat bizarre; the word &amp;quot;Scalpel&amp;quot; implies precision, something that a fully-automatic shotgun about the size of a compact SMG doesn't exactly possess, and the suffix &amp;quot;LE&amp;quot; usually stands for &amp;quot;Law Enforcement&amp;quot;, despite a stockless automatic shotgun hardly being standard fare for most police departments. Then again, the &amp;quot;LE&amp;quot; could also stand for something else entirely (e.g. &amp;quot;Limited-Edition&amp;quot;); the name may have also been chosen specifically for its nonsensical, ironic nature.&lt;br /&gt;
[[File:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:H3VR Scalpel Box.jpg|thumb|none|600px|Well, of course that's where it's from. Who else would create such a device?]]&lt;br /&gt;
[[File:H3VR Scalpel Loading.jpg|thumb|none|600px|Loading in a drum magazine; each one holds 15 rounds. These come loaded with the game's &amp;quot;SWAG-12&amp;quot; high-explosive shells, presumably to further their Bolter-like nature. Note the recoil spring, visible through the charging handle slot.]]&lt;br /&gt;
[[File:H3VR Scalpel Loaded.jpg|thumb|none|600px|Fully inserting the drum causes a spring-loaded tab at the front to snap over it. This isn't the actual magazine catch (that role instead falling to the large, serrated paddle at the front of the trigger guard); based on its position, it seems to be there to stop the drum from indexing backwards (note how it sits in direct contact with the series of notches in the front of the drum).]]&lt;br /&gt;
[[File:H3VR Scalpel Left.jpg|thumb|none|600px|Pausing for a moment to admire the quality of 'Murican engineering.]]&lt;br /&gt;
[[File:H3VR Scalpel Right.jpg|thumb|none|600px|The shotgun's other side, which shows off the dustcover.]]&lt;br /&gt;
[[File:H3VR Scalpel Cocking.jpg|thumb|none|600px|Pulling back the (reciprocating) folding charging handle...]]&lt;br /&gt;
[[File:H3VR Scalpel Dustcover.jpg|thumb|none|600px|...which causes the dustcover to pop up. Like the [[ArmaLite]] designs it's based on, this dustcover opens whenever the bolt goes back sufficiently far, and stays open until the user manually closes it.]]&lt;br /&gt;
[[File:H3VR Scalpel Safe.jpg|thumb|none|600px|Of course, no open-bolt weapon would be complete without a safety.]]&lt;br /&gt;
[[File:H3VR Scalpel Safety.jpg|thumb|none|600px|In the Scalpel's case, this consists of a 2-position crossbolt large enough that it could probably be used as an actual crossbolt door lock. Not that that's a bad thing; after all, &amp;quot;subtle&amp;quot; isn't exactly the first word that comes to mind when looking at this gun.]]&lt;br /&gt;
[[File:H3VR Scalpel Firing.jpg|thumb|none|600px|Unloading at a hot dog standee. With it being 1. a shotgun, 2. fully-automatic, 3. open-bolt, 4. stockless, 5. short-barreled, 6. loaded with high-explosive ammunition, and 7. not equipped with sights of any sort whatsoever, there's basically no reason to even bother aiming.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Scattergun&amp;quot;==&lt;br /&gt;
One of two shotguns added in the ''[[Team Fortress 2]]''-crossover update &amp;quot;Meat Fortress&amp;quot; was the &amp;quot;Scattergun&amp;quot;, a recreation of that game's Scout's weapon of the same name; as in that game, it is a work of fiction, combining a pair of short, side-by-side barrels with rifle sights with a stockless lever-action receiver vaguely reminiscent of the [[Savage 99]], with a 6-round drum magazine in the middle. Unlike its source material, however, the ''H3VR'' incarnation of the Scattergun is actually somewhat mechanically plausible, being treated as 2 separate actions operated by a common lever, rather than a semi-auto that could somehow be reloaded by working the action and ejecting spent shells without inserting any new ones.&lt;br /&gt;
[[File:H3VR TF2 Scattergun Left.jpg|thumb|none|600px|In case you couldn't understand the written description, here's a visual one.]]&lt;br /&gt;
[[File:H3VR TF2 Scattergun Right.jpg|thumb|none|600px|Doesn't really make much more sense, but that's just how it is.]]&lt;br /&gt;
[[File:H3VR TF2 Scattergun Loading.jpg|thumb|none|600px|Loading the Scattergun through a port on the bottom of the drum. This port is actually present on the original model, though it's never used for anything, and the in-game animations virtually never reveal its existence to the player; it had to be widened for ''H3'''s model, since it was far too small to fit any meaningfully-sized shell on the original version. The shell being loaded is specific to this weapon, and is supposedly 13 gauge.]]&lt;br /&gt;
[[File:H3VR TF2 Scattergun Racking.jpg|thumb|none|600px|Working the Scattergun's action, revealing some shells in line for chambering; the ejection port was, like the loading port, widened for the sake of realism. Of note is that 2 shells can be loaded after doing this, giving the weapon a 6+2 capacity.]]&lt;br /&gt;
[[File:H3VR TF2 Scattergun Firing.jpg|thumb|none|600px|Firing off a couple of shots in quick succession.]]&lt;br /&gt;
[[File:H3VR TF2 Scattergun Cycling.jpg|thumb|none|600px|2 shots makes 2 shells, both of which are ejected simultaneously.]]&lt;br /&gt;
[[File:H3VR TF2 Scattergun Blocked.jpg|thumb|none|600px|Attempting to aim at an Engineer Sosig, which reveals a bit of a problem: the Scattergun's rifle-type iron sights are too short to see over its fixed drum magazine. To be fair, it's not like they were ever intended to be usable anyway.]]&lt;br /&gt;
[[File:H3VR TF2 Scattergun Aim.jpg|thumb|none|600px|As such, aiming the Scattergun is best accomplished by tilting it up slightly, and aiming with the front sight exclusively, in a [[Doom (VG)|rather familiar manner]].]]&lt;br /&gt;
[[File:H3VR TF2 Scattergun Aimed.jpg|thumb|none|600px|When doing so, be sure to aim below your target; after all, you are pointing the thing upwards.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Duckhunter&amp;quot;===&lt;br /&gt;
A full-length version of the Scattergun, called the &amp;quot;Duckhunter,&amp;quot; was added in Update #93. Besides adding a stock and longer barrel, the gun also features a tighter choke and functional iron sights. Both guns share the same ammo, including the new ammo types added in the same update.&lt;br /&gt;
[[File:H3VR Duckhunter overview.JPG|thumb|none|600px|The Duckhunter, a gun that would likely live up to its name, if only the game had any ducks to hunt.]]&lt;br /&gt;
[[File:H3VR Duckhunter flipside.JPG|thumb|none|600px|On the flipside, you see the exact same ejection port as the scattergun.]]&lt;br /&gt;
[[File:H3VR Duckhunter buckaroo.JPG|thumb|none|600px|Loading some 13 gauge Buckaroo, the equivalent of 00 Buckshot.]]&lt;br /&gt;
[[File:H3VR Duckhunter rack.JPG|thumb|none|600px|Racking the lever to load two shells into the two barrels.]]&lt;br /&gt;
[[File:H3VR Duckhunter aim.JPG|thumb|none|600px|Taking aim with the Duckhunter's thankfully useable iron sights.]]&lt;br /&gt;
[[File:H3VR Duckhunter fired.JPG|thumb|none|600px|And aiming with the iron sights is helped by the gun's chokes, as the grouping for the buckshot is a lot tighter than on the scattergun.]]&lt;br /&gt;
[[File:H3VR Duckhunter slugger.JPG|thumb|none|600px|The other two &amp;quot;normal&amp;quot; 13 gauge shells are &amp;quot;Sluggers&amp;quot;, which are slug shells...]]&lt;br /&gt;
[[File:H3VR Duckhunter bleeder.JPG|thumb|none|600px|...and &amp;quot;Bleeders&amp;quot;, which are flechette shells.]]&lt;br /&gt;
[[File:H3VR_Duckhunter_blooper.JPG|thumb|none|600px|Another shell is the &amp;quot;Blooper&amp;quot;...]]&lt;br /&gt;
[[File:H3VR Duckhunter bloopersmoke.JPG|thumb|none|600px|...which creates a smoke cloud.]]&lt;br /&gt;
[[File:H3VR Duckhunter moonshot.JPG|thumb|none|600px|The last is the &amp;quot;Moonshot.&amp;quot; At first glance, this appears to just be a slightly different buckshot.]]&lt;br /&gt;
[[File:H3VR Duckhunter moonshotfired.JPG|thumb|none|600px|However, this shell packs a special punch, as when aiming towards the ground...]]&lt;br /&gt;
[[File:H3VR Duckhunter moonshotlaunch.JPG|thumb|none|600px|...the player is launched into the air!]]&lt;br /&gt;
&lt;br /&gt;
==Serbu Super Shorty==&lt;br /&gt;
A [[Remington 870]]-based [[Serbu Super Shorty]] is one of the weapons added in the first Meatmas update. 2 variants are available: a normal, clean version, and a &amp;quot;tacticool&amp;quot; version, complete with a door-breaching muzzle brake, a rail mount, and a set of spare shell holders that hold more shells than the gun itself does.&lt;br /&gt;
[[File:Super Shorty (870).jpg|thumb|none|450px|Serbu Super Shorty (Remington 870-based) - 12 gauge]]&lt;br /&gt;
[[File:H3VR Super Shorty Table.jpg|thumb|none|600px|A pair of Super Shorties lying on a table.]]&lt;br /&gt;
[[File:H3VR Super Shorty.jpg|thumb|none|600px|Taking a look at the clean, normal version...]]&lt;br /&gt;
[[File:H3VR Super Shorty Railed.jpg|thumb|none|600px|...and the tacticool version.]]&lt;br /&gt;
[[File:H3VR Super Shorty Loading.jpg|thumb|none|600px|Deciding that, since this version has a higher number written on the side, it obviously must be better, our handless friend loads in some shells. And by &amp;quot;some&amp;quot;, we mean 2.]]&lt;br /&gt;
[[File:H3VR Super Shorty Chambering.jpg|thumb|none|600px|Plus an extra one, provided that there's one in the chamber.]]&lt;br /&gt;
[[File:H3VR Super Shorty Shell Holder.jpg|thumb|none|600px|Placing some shells in the shell holders. What's that old expression again? &amp;quot;A ten-gallon hat on a one-quart head&amp;quot;?]]&lt;br /&gt;
[[File:H3VR Super Shorty Aiming.jpg|thumb|none|600px|Taking aim...]]&lt;br /&gt;
[[File:H3VR Super Shorty Firing.jpg|thumb|none|600px|...firing a shell...]]&lt;br /&gt;
[[File:H3VR Super Shorty Cycling.jpg|thumb|none|600px|...and working the action...]]&lt;br /&gt;
[[File:H3VR Super Shorty Sights.jpg|thumb|none|600px|...before remembering to actually make use of the top-mounted rail.]]&lt;br /&gt;
[[File:H3VR Super Shorty Aiming Sights.jpg|thumb|none|600px|Ah, much better!]]&lt;br /&gt;
[[File:H3VR Super Shorty Chamberloading.jpg|thumb|none|600px|Celebrating this new development in actually-having-a-chance-of-hitting-your-target technology by loading a shell directly into the chamber.]]&lt;br /&gt;
[[File:H3VR Super Shorty Table Close.jpg|thumb|none|600px|After a long day of shooting, our friend decides to set the shotguns down, and go home to massage his aching nonexistent wrists.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Shotgun&amp;quot;==&lt;br /&gt;
The second of the two shotguns added with the release of &amp;quot;Meat Fortress&amp;quot; was a recreation of ''[[TF2]]'''s &amp;quot;Shotgun&amp;quot;, loosely based on a sawn-off [[Ithaca 37]] (albeit with a left-handed ejection port, instead of the Ithaca's combined loading/ejection port).&lt;br /&gt;
[[File:Ithaca m37sawedoff.jpg|thumb|none|450px|'''Airsoft''' Ithaca 37 with sawn-off stock and barrel - (fake) 12 gauge]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Left.jpg|thumb|none|600px|The ''TF2'' shotgun, in all of its glory. It's simple, but that can be a good thing.]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Opening.jpg|thumb|none|600px|Opening up the action...]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Chamber.jpg|thumb|none|600px|...and taking a peek inside. Unlike the original model, which had nothing but a black, featureless void inside, the ''H3VR'' rework has a fully-modeled bolt, barrel, and various other internal bits.]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Chamberloading.jpg|thumb|none|600px|Loading a slightly too-long shell into the action; this is the same 23x75mmR shell used by the [[KS-23M]] in-game, serving as a placeholder for a proprietary shell added in a later build.]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Loading.jpg|thumb|none|600px|Stuffing a few more 23mm shells into the magazine tube. This was, incidentally, one of the few external parts of the original model that was modified; it was slightly too narrow on the original model, and was widened a tad for this version.]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Aiming.jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the Shotgun; there being no sights whatsoever on the weapon, this essentially amounts to point-shooting.]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Firing.jpg|thumb|none|600px|Not that that stops you from hitting things with it.]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Cycling.jpg|thumb|none|600px|Cycling the Shotgun, while observing effect-on-target; yes, it did indeed reduce a Soldier Sosig's torso to a mess of meat chunks and mustard with a single shot. 23mm shotgun shells'll do that to ya...]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Shell.jpg|thumb|none|600px|Loading up the finalized version of the shotgun with its proprietary yellow 7 gauge shells. These are about the same diameter as the 23mm placeholders, but substantially shorter.]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Suppressor.jpg|thumb|none|600px|And yes, even the Shotgun can take suppressors; this one is a non-railed version of the [[Brügger &amp;amp; Thomet MP9]]'s special suppressor, expanded to fit the weapon's colossal bore.]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Suppressed.jpg|thumb|none|600px|Also like the other ''TF2'' weapons, the Shotgun's projectiles produce massive amounts of sparks upon hitting something. While this is noticeable with the rest of the weapons, the Shotgun's spread of pellets makes the effect a fair bit more impressive.]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Can.jpg|thumb|none|600px|On the topic of impressive things, the Shotgun's special Update #83 suppressor certainly qualifies. From a visual standpoint, it seems to be based on the SilencerCo Salvo 12, albeit with a bit more of a toolroom aesthetic to it, somewhat reminiscent of [[No Country for Old Men#Remington 11-87|the other Anton's]]. Also note here that the bolt is now black like in ''TF2'', instead of matching the receiver's colour as in the other screenshots.]]&lt;br /&gt;
===&amp;quot;Ol' Reliable&amp;quot;===&lt;br /&gt;
Added in Update #103, Ol' Reliable is the full-length version of the Meat Fortress Shotgun. It features a stock (complete with a single sling hook), an eight-round tube magazine, and functional iron sights.&lt;br /&gt;
[[File:H3VR Reliable Left.jpg|thumb|none|600px|Need a solid, all-around capable scene for taking good-looking screenshots? Go with Ol' Reliable (the Arizona range).]]&lt;br /&gt;
[[File:H3VR Reliable Right.jpg|thumb|none|600px|Need a solid, all-around capable shotgun? Go with Ol' Reliable (Ol' Reliable).]]&lt;br /&gt;
[[File:H3VR Reliable Opening.jpg|thumb|none|600px|Opening up the action; the left-handed ejection port allows for a convenient view of the bolt and inner receiver while doing so.]]&lt;br /&gt;
[[File:H3VR Reliable Chamberloading.jpg|thumb|none|600px|Stuffing a round of 7 Gauge Stout into the chamber; this red shell is a 12-pellet buckshot round, one of the two new types added alongside the full-length shotgun.]]&lt;br /&gt;
[[File:H3VR Reliable Loading.jpg|thumb|none|600px|Loading up the magazine tube with another two shells - the yellow one is a &amp;quot;triple hit&amp;quot; round containing 3 small stacked slugs (like the 12-gauge version, but considerably more powerful), while the green one (the other concurrently-added variety) is a simple single-slug shell.]]&lt;br /&gt;
[[File:H3VR Reliable Aiming.jpg|thumb|none|600px|Aiming at a watermelon; the simple notch-and-post sights are quick and easy to acquire, if not particularly precise.]]&lt;br /&gt;
[[File:H3VR Reliable Firing.jpg|thumb|none|600px|As their name would imply, the 7-gauge shells' recoil is stout - stout enough to obscure the user's view of a sufficiently small target, unfortunately enough. While this is only really a problem in-game for a couple of frames, it's a considerably more serious issue when you're trying to show off the effects of a shot with just one of those frames.]]&lt;br /&gt;
[[File:H3VR Reliable Cycling.jpg|thumb|none|600px|Cycling out a shell; while they appear to be star-crimped when unspent, the clean, slightly-tapered end of a spent shell suggests roll-crimping instead. Or possibly a star-patterned cap that just gets blown off of the shell when fired.]]&lt;br /&gt;
[[File:H3VR Reliable Rapid.jpg|thumb|none|600px|Notably, both the default Shotgun and Ol' Reliable are capable of slam-fire; it's rather difficult to show this off in a single frame, so just assume that the presence of a flying spent shell in the same shot as a muzzle flash is a clear indicator of exceptionally rapid shooting.]]&lt;br /&gt;
&lt;br /&gt;
==Side-By-Side Double-Barreled Shotgun==&lt;br /&gt;
Update #85's 4th alpha build added the &amp;quot;Hammerless Long&amp;quot;, a [[12 Gauge Double Barreled Shotgun|12-gauge side-by-side break-action shotgun]] of unknown manufacture; this was partly in response to some user requests for a hammerless SxS shotgun, as the only side-by-sides available prior to this were either rabbit-eared, sawn-off, or both.&lt;br /&gt;
[[File:StevesSBS1960s.jpg|thumb|none|450px|Stevens side-by-side shotgun (1960s-era) - 12 gauge]]&lt;br /&gt;
[[File:H3VR SBS Right.jpg|thumb|none|600px|Out at the Friendly45 range once again, this time armed with something a bit more suitable for conventional skeet shooting.]]&lt;br /&gt;
[[File:H3VR SBS Left.jpg|thumb|none|600px|It's not an exact match for the reference image, but that's just how things are sometimes.]]&lt;br /&gt;
[[File:H3VR SBS Opening.jpg|thumb|none|600px|Cracking open the shotgun.]]&lt;br /&gt;
[[File:H3VR SBS Loading.jpg|thumb|none|600px|Loading in some shells; seeing as this alpha build did not add birdshot (nor did any of the prior updates), #4 buck will have to do.]]&lt;br /&gt;
[[File:H3VR SBS Aiming.jpg|thumb|none|600px|To compensate, regulation-sized clay pigeons are often replaced with non-regulation-sized clay pots.]]&lt;br /&gt;
[[File:H3VR SBS Firing.jpg|thumb|none|600px|Attempting to force regulatory compliance on said pots has thus far met with limited success.]]&lt;br /&gt;
[[File:H3VR SBS Ejecting.jpg|thumb|none|600px|Popping out a pair of shells in neat, orderly fashion.]]&lt;br /&gt;
[[File:H3VR SBS Clipping.jpg|thumb|none|600px|If, on the other hand, you're prioritizing quick unloading over any sort of reloading, the PhysX engine's eternally-baffling hinge physics have got your back.]]&lt;br /&gt;
&lt;br /&gt;
==Single Barrel Sawn-Off Shotgun==&lt;br /&gt;
A single barrel sawn-off shotgun in 16 gauge (designated rather appropriately as the &amp;quot;Sawnoff-16&amp;quot;) was added in Experimental Build #3 of Update #111.&lt;br /&gt;
[[File:Electric city 16g photoshopped.jpg|350px|thumb|none|'''Photoshopped''' sawed-off Crescent Electric City single-barreled shotgun - 16 gauge ]]&lt;br /&gt;
[[File:H3VR Sawnoff16 leftside.jpg|600px|thumb|none|The player, eager to test their newest &amp;lt;s&amp;gt;arts-and-crafts project&amp;lt;/s&amp;gt; completely legal Any Other Weapon, pays a visit to the shooting range.]]&lt;br /&gt;
[[File:H3VR Sawnoff16 rightside.jpg|600px|thumb|none|Taking a look at the other side of the shotgun, revealing the absence of any discernible markings. ]]&lt;br /&gt;
[[File:H3VR Sawnoff16 loading.jpg|600px|thumb|none|Inserting a 16-gauge flechette shell. Previously available only in 12-gauge, this ammunition subtype (among others) was made available for 16 and 20-gauge weapons in Update #111.]]&lt;br /&gt;
[[File:H3VR Sawnoff16 closing.jpg|600px|thumb|none|Snapping the shotgun closed. ]]&lt;br /&gt;
[[File:H3VR Sawnoff16 cockhammer.jpg|600px|thumb|none|As an exposed-hammer shotgun, the Sawnoff must be manually cocked before each shot. This can be done by pressing a button on the controller or, as shown here, with a wave of the offhand. ]]&lt;br /&gt;
[[File:H3VR Sawnoff16 ADS.jpg|600px|thumb|none|Aiming the weapon, although the lack of any sights makes this approximate at best. ]]&lt;br /&gt;
[[File:H3VR Sawnoff16 ejectshell.jpg|600px|thumb|none|Ejecting a spent shell. ]]&lt;br /&gt;
&lt;br /&gt;
==Sjögren==&lt;br /&gt;
Added in the fifth alpha build of Update #85, the [[Sjögren]] inertia-operated shotgun expands ''H3'''s roster of semi-auto shotguns, and serves as a second option in the category for Cowweiner Calico. Two variants are available - there's the full-length &amp;quot;Sjogren Inertial&amp;quot;, and the sawn-off &amp;quot;Sjogren Shorty&amp;quot;.&lt;br /&gt;
[[File:Sjogren Inertia.jpg|thumb|none|450px|Sjögren - 12 gauge]]&lt;br /&gt;
[[File:H3VR Sjogren Right.jpg|thumb|none|600px|Admiring the Sjögren. A bit odd-looking, but quite functional - so much so, in fact, that its inertia-operated action served as the basis for the [[Heckler &amp;amp; Koch Model 512]], and perhaps more notably, the subsequent [[Benelli M Series Super 90 Shotguns|Benelli Super 90]] series.]]&lt;br /&gt;
[[File:H3VR Sjogren Left.jpg|thumb|none|600px|Oh, and here's the rest of it.]]&lt;br /&gt;
[[File:H3VR Sjogren Loading.jpg|thumb|none|600px|Loading in some flechette shells; aside from being an amusingly odd choice for such an old shotgun, these are here to point out that they got a damage buff in this update. Neat.]]&lt;br /&gt;
[[File:H3VR Sjogren Chambering.jpg|thumb|none|600px|Racking the Sjögren's distinctive exposed bolt carrier to chamber a shell.]]&lt;br /&gt;
[[File:H3VR Sjogren Safe.jpg|thumb|none|600px|Aiming at a distant steel plate...]]&lt;br /&gt;
[[File:H3VR Sjogren Aiming.jpg|thumb|none|600px|...and remembering to turn the safety off.]]&lt;br /&gt;
[[File:H3VR Sjogren Firing.jpg|thumb|none|600px|Shooting something else; it's a bit hard to say what exactly it is, since the shotgun's vertical recoil and aforementioned bolt carrier can make it a bit hard to see what you've just shot. Granted, this is not usually a problem, since you're really supposed to know what you're shooting at ''before'' you shoot it.]]&lt;br /&gt;
[[File:H3VR Sjogren Slicer.jpg|thumb|none|600px|Oh. It was a Slicer. Good to know.]]&lt;br /&gt;
[[File:H3VR Sjogren Shorty Firing.jpg|thumb|none|600px|Blasting a Sosig with a sawn-off Sjögren, presumably to stop him from pointing out how terrible of a choice it is to saw off a Sjögren.]]&lt;br /&gt;
[[File:H3VR Sjogren Shorty Chamberloading.jpg|thumb|none|600px|Reloading the now-empty sawn-off; the open-sided receiver makes chamberloading rather easy. It also makes it possible to shove rounds into the magazine tube from the top (or into the chamber from the bottom), though attempting either of these things with a real Sjögren is probably not a very good idea.]]&lt;br /&gt;
&lt;br /&gt;
==Stevens Model 124C==&lt;br /&gt;
The [[Stevens Model 124C]] was added on day 12 of the Meatmas 2022 advent calendar event. It is the second bolt-action shotgun to be added to the game, and the first that is a straight-pull; this also makes it the first &amp;quot;normal&amp;quot; straight-pull firearm in the game (since the &amp;quot;Long Shot&amp;quot; has a recoil spring, being essentially a semi-auto with no self-unlocking system), though &amp;quot;normal&amp;quot; is used a bit loosely in this case. This is also the Model 124C's first known media appearance.&lt;br /&gt;
[[File:Stevens124C.jpg|thumb|none|450px|Stevens Model 124C - 12 gauge]]&lt;br /&gt;
[[File:H3VR 124C Box.jpg|thumb|none|600px|The Stevens in its box, with some confetti lingering in the air.]]&lt;br /&gt;
[[File:H3VR 124C Left.jpg|thumb|none|600px|Of course, you can't really see much from back there; here's a closer look.]]&lt;br /&gt;
[[File:H3VR 124C Right.jpg|thumb|none|600px|Seems like a relatively normal semi-auto shotgun, right?]]&lt;br /&gt;
[[File:H3VR 124C Safety.jpg|thumb|none|600px|Even the safety's pretty normal - just your typical cross-bolt.]]&lt;br /&gt;
[[File:H3VR 124C Bolt.jpg|thumb|none|600px|It's when you go to open the action that things get a bit...]]&lt;br /&gt;
[[File:H3VR 124C Unlocked.jpg|thumb|none|600px|...interesting.]]&lt;br /&gt;
[[File:H3VR 124C Opening.jpg|thumb|none|600px|While it being a straight-pull bolt-action shotgun is unusual enough, the Model 124C steps this up a notch by still requiring a separate unlocking action; the charging handle locks into the receiver (hence the circle on the left side - that's the end of the handle sticking through the charging handle and into the receiver wall), and thus has to be pulled out slightly before the bolt can be cycled.]]&lt;br /&gt;
[[File:H3VR 124C Chamberloading.jpg|thumb|none|600px|Should you so desire, a round can then be loaded into the chamber, through the rather generously-sized ejection port.]]&lt;br /&gt;
[[File:H3VR 124C Loading.jpg|thumb|none|600px|3 more rounds of 12 gauge can then go into the tube; apart from the sub-par capacity, this part's pretty much normal.]]&lt;br /&gt;
[[File:H3VR 124C Aiming.jpg|thumb|none|600px|Aiming; the simple bead sight doesn't give much in the way of a sight picture, but it's enough for most scattergun-related work.]]&lt;br /&gt;
[[File:H3VR 124C Firing.jpg|thumb|none|600px|Though firing only 3 projectiles is pushing the definition of &amp;quot;scatter&amp;quot; just a bit.]]&lt;br /&gt;
[[File:H3VR 124C Cycling.jpg|thumb|none|600px|Cycling the action, and once again questioning who in 1947 thought this was the future of shotgunnery.]]&lt;br /&gt;
&lt;br /&gt;
==Stevens Model 520==&lt;br /&gt;
Update #85's first alpha build gave the [[Stevens Model 520]] its first known video game appearance, going by the name &amp;quot;Hammerless520&amp;quot; (without a space, as is the case for many of the game's weapon names). Apart from the standard version (which appears to be a Riot model), a &amp;quot;Short&amp;quot; model with a sawn-off stock and barrel and a receiver-mounted shell holder is also available. Like the [[Remington 870]] TAC-14 DM above and the [[Winchester Model 1897]] below, the 520 is capable of slam-firing (though it wasn't initially; this feature was added in the following update); it was added in part to complement the latter, as the also-Update #85-added Take &amp;amp; Hold character Grumpy GI Grayson (who uses WWI/WWII-era equipment) previously had very little in the way of tube-fed shotguns.&lt;br /&gt;
[[File:Stevens520.jpg|thumb|none|450px|Stevens Model 520 Riot Gun - 12 gauge]]&lt;br /&gt;
[[File:H3VR 520 Left.jpg|thumb|none|600px|Here it is, a brand-new Model 520, complete with its gorgeous-looking polished finish.]]&lt;br /&gt;
[[File:H3VR 520 Right.jpg|thumb|none|600px|Impressive for a shotgun that's been out of production for over 110 years, no?]]&lt;br /&gt;
[[File:H3VR 520 Loading.jpg|thumb|none|600px|Loading in some shells full of No. 2 buckshot - compared to the bog-standard 00 buck, the No. 2 has more pellets (18 instead of 10), but each one is correspondingly lighter, and thus less damaging.]]&lt;br /&gt;
[[File:H3VR 520 Aiming.jpg|thumb|none|600px|Not that it really matters when you're punching holes in paper.]]&lt;br /&gt;
[[File:H3VR 520 Cycling.jpg|thumb|none|600px|Racking the shotgun at a rather unusual angle. Would you believe me if I told you that this shot wasn't taken left-handed?]]&lt;br /&gt;
[[File:H3VR 520 Short Right.jpg|thumb|none|600px|The sawn-off variant of the 520 looks about how you'd expect it to. But this isn't just any ordinary sawn-off shotgun...]]&lt;br /&gt;
[[File:H3VR 520 Short Left.jpg|thumb|none|600px|...it's a rainbow sawn-off shotgun! Since, as we all know, rainbows go &amp;quot;pink-orange-yellow-green-blue-America&amp;quot;.]]&lt;br /&gt;
[[File:H3VR 520 Short Safe.jpg|thumb|none|600px|Looking further back on the shotgun reveals another important bit.]]&lt;br /&gt;
[[File:H3VR 520 Short Safety.jpg|thumb|none|600px|Take a guess as to what it is. I'll give you a hint: it starts with an &amp;quot;S&amp;quot; and rhymes with &amp;quot;zafety&amp;quot;.]]&lt;br /&gt;
[[File:H3VR 520 Short Chambering.jpg|thumb|none|600px|Chambering another type of shell, flechette, since we all know that the seventh color of the rainbow is &amp;quot;light gray&amp;quot;.]]&lt;br /&gt;
[[File:H3VR 520 Short Chamberloading.jpg|thumb|none|600px|After teaching a couple of Sosigs just what these &amp;quot;little arrows&amp;quot; can do, another shell gets chamberloaded; the pink color denotes this as a flare.]]&lt;br /&gt;
[[File:H3VR 520 Short Flare.jpg|thumb|none|600px|The results are... a bit underwhelming.]]&lt;br /&gt;
[[File:H3VR 520 Short Cannonball.jpg|thumb|none|600px|There, that's more like it!]]&lt;br /&gt;
&lt;br /&gt;
==Stoeger Condor Outback==&lt;br /&gt;
The Stoeger Condor Outback was added in Update #111 Experimental Build 3 as the &amp;quot;Outback Double&amp;quot;. This version is chambered in 20 gauge.&lt;br /&gt;
[[File:Stoeger Condor Outback.jpg|thumb|none|450px|Stoeger Condor Outback Shotgun - 12 Gauge]]&lt;br /&gt;
[[File:H3VR OutbackDouble leftside.jpg|600px|thumb|none|Hefting the over-under shotgun into frame. The weapon, as its dinged-up stock and foregrip suggest, has seen some decent use. ]]&lt;br /&gt;
[[File:H3VR OutbackDouble rightside.jpg|600px|thumb|none|Flipping over the Condor Outback; yep, still a shotgun. ]]&lt;br /&gt;
[[File:H3VR OutbackDouble breakopen.jpg|600px|thumb|none|Breaking open the shotgun. The extractor (although it behaves like an ejector in-game) even moves, fancy that. ]]&lt;br /&gt;
[[File:H3VR OutbackDouble load.jpg|600px|thumb|none|Inserting a pair of No. 4 buckshot 20-gauge shells, one after the other. ]]&lt;br /&gt;
[[File:H3VR OutbackDouble close.jpg|600px|thumb|none|Closing the shotgun back up. ]]&lt;br /&gt;
[[File:H3VR OutbackDouble firing.jpg|600px|thumb|none|Blasting some clay pigeons at the Friendly45 range. Note the Outback Double's rifle-type sights, a somewhat uncommon sight on shotguns. ]]&lt;br /&gt;
&lt;br /&gt;
==Techno Arms MAG-7==&lt;br /&gt;
The [[Techno Arms MAG-7]] was added on day 5 of the Meatmas 2020 Advent Calendar event. It is the second magazine-fed pump-action shotgun in the game, and the first to use 12 gauge 2.3622 shells (referred to as &amp;quot;12 gauge short&amp;quot; in-game).&lt;br /&gt;
[[File:Mag7.jpg|thumb|none|450px|MAG-7 - 12 gauge (2.3622 inch shell)]]&lt;br /&gt;
[[File:H3VR MAG-7 Box.jpg|thumb|none|600px|The MAG-7 in its case, along with a few spare mags, and plenty of spare lowercase &amp;quot;a&amp;quot;s.]]&lt;br /&gt;
[[File:H3VR MAG-7 Left.jpg|thumb|none|600px|Taking a good look at the shotgun, in all its stamped-steel glory. This one's clearly seen some use, as evidenced by the wear marks along the forend's path, though it's otherwise in rather good nick.]]&lt;br /&gt;
[[File:H3VR MAG-7 Loading.jpg|thumb|none|600px|Loading in a mag full of its proprietary shells; these are (currently) only available in one variety, #1 buckshot.]]&lt;br /&gt;
[[File:H3VR MAG-7 Right.jpg|thumb|none|600px|Flipping the gun over...]]&lt;br /&gt;
[[File:H3VR MAG-7 Chambering.jpg|thumb|none|600px|...and chambering a shell. Note the &amp;quot;MAG-7 M1&amp;quot; markings; this indicates that the in-game MAG-7 is actually a civilian-market MAG-7M1 with a shortened barrel and no stock, rather than than a factory-produced MAG-7; the same goes for the gun in the reference image, coincidentally enough.]]&lt;br /&gt;
[[File:H3VR MAG-7 Safety.jpg|thumb|none|600px|Disengaging the weapon's rather large safety lever.]]&lt;br /&gt;
[[File:H3VR MAG-7 Aiming.jpg|thumb|none|600px|Attempting to sight up a Sosig; while the large notch-and-post irons are easy enough to read for close-range shots, the lack of a stock makes holding a steady sight picture on a moving target rather tricky.]]&lt;br /&gt;
[[File:H3VR MAG-7 Recoil.jpg|thumb|none|600px|The fact that the front end of the gun jumps high enough to obscure said target whenever you fire doesn't help matters either.]]&lt;br /&gt;
[[File:H3VR MAG-7 Firing.jpg|thumb|none|600px|Still, in the right situations, it can make short work of any enemy's head, mechanical or otherwise.]]&lt;br /&gt;
[[File:H3VR MAG-7 Cycling.jpg|thumb|none|600px|Ejecting a shell; note that, like some of the game's other rounds, the short 12-gauge shells correctly have struck primers.]]&lt;br /&gt;
[[File:H3VR MAG-7 1-Handed.jpg|thumb|none|600px|As tempting as it is to use the MAG-7 one-handed, it's really not a great idea; apart from the heavy recoil...]]&lt;br /&gt;
[[File:H3VR MAG-7 Pumping.jpg|thumb|none|600px|...there's also the rather obvious fact that it's pump-action, forcing the user to do some rather creative one-handed gun-juggling to work the action. On the plus side, this does at least eliminate one of the main risks of using the MAG-7 properly; the fact that the pump slides all the way back to the trigger guard means that anyone who tries to exercise proper trigger discipline while cycling it will wind up whacking their trigger finger. Not that this is really an issue in VR, but still.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;The House Key&amp;quot; / &amp;quot;The Car Key&amp;quot;==&lt;br /&gt;
The fourth alpha build of Update #76 introduced attachable underbarrel shotguns; however, as the game's codebase did not support implementing magazine-fed underbarrel weapons such as the [[KAC Masterkey]] at the time, the weapons added were a pair of fictional single-shot break-actions, the basis of which appears to have been a Magpul AFG. The two differ only in barrel and frame length; the longer variant is called &amp;quot;The House Key&amp;quot;, and the shorter version is called &amp;quot;The Car Key&amp;quot;.&lt;br /&gt;
[[File:H3VR House Key Left.jpg|thumb|none|600px|Let's see... wallet, check. Cell phone, check. Watch, check. Shoes, check. Egg, check. Kitchen sink, check. House key, check. And car key...]]&lt;br /&gt;
[[File:H3VR Car Key Right.jpg|thumb|none|600px|check!]]&lt;br /&gt;
[[File:H3VR Car Key Left.jpg|thumb|none|600px|Being a fictional device (and being built off of an aftermarket foregrip), The Car Key isn't paired with any specific weapon; instead, it can be mounted to any available Picatinny rails.]]&lt;br /&gt;
[[File:H3VR Car Key Mounted.jpg|thumb|none|600px|And by &amp;quot;any&amp;quot;, we mean ''any''.]]&lt;br /&gt;
[[File:H3VR Car Key Suppressor.jpg|thumb|none|600px|At least giving the [[Heckler &amp;amp; Koch VP9|VP9]] a suppressor makes the whole thing look a little less ridiculous.]]&lt;br /&gt;
[[File:H3VR Car Key Opening.jpg|thumb|none|600px|Popping open The Car Key; in a nice touch, the small breech latch at the rear of the barrel actually moves back when this is done.]]&lt;br /&gt;
[[File:H3VR Car Key Loading.jpg|thumb|none|600px|Loading in a 12-gauge &amp;quot;Freedomfetti&amp;quot; shell. Because, well, why not?]]&lt;br /&gt;
[[File:H3VR Car Key Firing.jpg|thumb|none|600px|After all, what better way to celebrate an update than to use its own additions to launch some celebratory confetti?]]&lt;br /&gt;
&lt;br /&gt;
==TOZ-106==&lt;br /&gt;
The 18th gift added in the 2018 Meatmas event was a [[TOZ-106]]; this marked two firsts for ''H3VR'', being both its first 20-gauge shotgun, and its first bolt-action one. Bolt action is now a fairly rare mechanism for a shotgun, although it is popular in both Russia and Britain to convert cheap bolt-action rifles to small-bore shotguns to make them easier to own legally and historically even new production examples were popular for being cheaper than pump-actions before modern manufacturing techniques made pumps even cheaper.&lt;br /&gt;
[[File:TOZ-106.jpg|thumb|none|450px|TOZ-106 - 20 gauge]]&lt;br /&gt;
[[File:H3VR TOZ-106 Box.jpg|thumb|none|600px|The notorious Blunderbuss lies in wait. A thousand years it has sat, patiently awaiting the day it will be awakened once more, to reinstate its reign of terror over [[Escape from Tarkov#TOZ-106|well-equipped PMCs]]. And now, that day has come...]]&lt;br /&gt;
[[File:H3VR TOZ-106 Loading.jpg|thumb|none|600px|&amp;quot;AWAKEN, MY MASTERS!&amp;quot;]]&lt;br /&gt;
[[File:H3VR TOZ-106 Folded.jpg|thumb|none|600px|Anyway, all references aside, this is a TOZ-106. It's a shotgun. Neat, right?]]&lt;br /&gt;
[[File:H3VR TOZ-106 Unfolding.jpg|thumb|none|600px|Opening up the TOZ's stock...]]&lt;br /&gt;
[[File:H3VR TOZ-106 Left.jpg|thumb|none|600px|...which doesn't really make it look any less weird.]]&lt;br /&gt;
[[File:H3VR TOZ-106 Right.jpg|thumb|none|600px|Flipping the shotgun over only furthers the weapon's oddities, revealing another unusual detail:]]&lt;br /&gt;
[[File:H3VR TOZ-106 Chambering.jpg|thumb|none|600px|The TOZ-106, unlike most shotguns, is bolt-action.]]&lt;br /&gt;
[[File:H3VR TOZ-106 Aiming.jpg|thumb|none|600px|Testing out the rifle-like iron sights, another sign that this gun doesn't really know what it wants to be.]]&lt;br /&gt;
[[File:H3VR TOZ-106 Ejecting.jpg|thumb|none|600px|Ejecting a fired shell, and confirming that yes, it's still a bolt-action. No matter how many times you look away, it'll always be a bolt-action. No matter how much you don't want to accept it, no matter how much you try to deny it, no matter how long you wait on it, the TOZ-106 is, and will always be, a bolt-action.]]&lt;br /&gt;
[[File:H3VR TOZ-106 Firing.jpg|thumb|none|600px|Of note is that the in-game TOZ can be fired with its stock folded; this is at odds with the actual weapon, which has a specially-designed safety device meant to prevent this very thing. The reasoning behind this odd decision is legal in nature; Russian laws regulate a firearm's minimum length in a firing-capable configuration, so folding-stocked weapons must be set up to only be fireable at their legal length. This is also the case for the aforementioned [[Saiga 12K]], but only in its Russian civilian form.]]&lt;br /&gt;
[[File:H3VR TOZ-106 Cycling.jpg|thumb|none|600px|Though, to be fair, any law-derived firearm feature only lasts as long as the patience of a man with a drill, a file, and nothing to lose.]]&lt;br /&gt;
&lt;br /&gt;
==TOZ-63==&lt;br /&gt;
A sawn-off version of the TOZ-63 was added in Update #101 for Meatmas 2021. It is the first 16 gauge shotgun added to the game.&lt;br /&gt;
[[File:90b03e.jpg|thumb|none|450px|TOZ-63 - 16 gauge]]&lt;br /&gt;
[[File:H3VR TOZ-63 Left.jpg|thumb|none|600px|Examining the Russian rabbit-ear.]]&lt;br /&gt;
[[File:H3VR TOZ-63 Right.jpg|thumb|none|600px|Sadly, the stock and barrel had to be cut to make it fit in the gift box.]]&lt;br /&gt;
[[File:H3VR TOZ-63 Opening.jpg|thumb|none|600px|Cracking the TOZ open...]]&lt;br /&gt;
[[File:H3VR TOZ-63 Loading.jpg|thumb|none|600px|...and loading in some 16-gauge 00 buck shells.]]&lt;br /&gt;
[[File:H3VR TOZ-63 Cocking.jpg|thumb|none|600px|Cocking the hammers; this also gives a good view of the engravings, and the &amp;quot;TOЗ-63&amp;quot; markings and proof marks on the barrels.]]&lt;br /&gt;
[[File:H3VR TOZ-63 Aiming.jpg|thumb|none|600px|Aiming at a crystal snowflake; the combination of straight barrels with a straight full-length rib and tapered chambers creates the somewhat disagreeable impression that the barrels are bent up in the middle.]]&lt;br /&gt;
[[File:H3VR TOZ-63 Firing.jpg|thumb|none|600px|Firing; the left hammer always drops first.]]&lt;br /&gt;
[[File:H3VR TOZ-63 Recoil.jpg|thumb|none|600px|As for recoil, it's... about what you'd expect, though somewhat milder than a similarly-sized 12-gauge.]]&lt;br /&gt;
[[File:H3VR TOZ-63 Ejecting.jpg|thumb|none|600px|Cracking open the barrels again, and spitting hasn't gone out the front end out the back.]]&lt;br /&gt;
&lt;br /&gt;
==TOZ-81 Mars==&lt;br /&gt;
The [[TOZ-81 Mars]] was added on Day 17 of the Meatmas 2022 Advent Calendar event. This is its first known media appearance.&lt;br /&gt;
[[File:TOZ-81 Mars.jpg|thumb|none|350px|TOZ-81 Mars - 5.45x39mm/.410 Bore]]&lt;br /&gt;
[[File:H3VR TOZ-81 Box.jpg|thumb|none|600px|The TOZ in its gift box; a fair bit bigger than the one that it was intended to be stored in. Unless you count a re-entry capsule as a &amp;quot;box&amp;quot;, in which case it's ''slightly'' smaller.]]&lt;br /&gt;
[[File:H3VR TOZ-81 Left.jpg|thumb|none|600px|Examining the least common of the game's TOZes; if there were any doubts about its rarity, simply look to the serial number on the frame.]]&lt;br /&gt;
[[File:H3VR TOZ-81 Right.jpg|thumb|none|600px|If the [[Heckler &amp;amp; Koch G11|G11]] is German space magic, then I suppose this would be Soviet space... bushcraft, maybe?]]&lt;br /&gt;
[[File:H3VR TOZ-81 Opening.jpg|thumb|none|600px|Cracking the shotgun open, courtesy of the lever in front of the cylinder.]]&lt;br /&gt;
[[File:H3VR TOZ-81 Loading.jpg|thumb|none|600px|Loading in some .410 flechette shells; the linear interpolation of the palmed rounds can cause some clipping, as seen here.]]&lt;br /&gt;
[[File:H3VR TOZ-81 Closing.jpg|thumb|none|600px|Snapping it shut. Would now be a good time to mention that this is technically a bullpup?]]&lt;br /&gt;
[[File:H3VR TOZ-81 Aiming.jpg|thumb|none|600px|Aiming at a distant snowflake - this effort is somewhat stymied by the fact that someone apparently didn't think that crash-landed cosmonauts in middle of Siberia needed any sort of sights. Maybe that's why it lost out to the [[TP-82]]...]]&lt;br /&gt;
[[File:H3VR TOZ-81 Firing.jpg|thumb|none|600px|Giving it the old college try anyway; note how the cylinder lies flush with its surrounding frame whenever the weapon is ready to fire, sticking out only when the cylinder is rotating.]]&lt;br /&gt;
[[File:TOZ-81 Stock.jpg|thumb|none|450px|TOZ-81 Mars with attached stock - 5.45x39mm/.410 Bore]]&lt;br /&gt;
[[File:H3VR TOZ-81 Attaching.jpg|thumb|none|600px|If a .410 revolver doesn't seem too practical, Tulsky Oruzheiny Zavod have just the thing for you: a simple single-tube stock, with a nice little wooden cheek-rest to stop your face from freezing to the metal while scavenging for game in the expanse of the tundra.]]&lt;br /&gt;
[[File:H3VR TOZ-81 Stock.jpg|thumb|none|600px|It also contains a radio, to minimize the amount of time you have to spend doing that.]]&lt;br /&gt;
[[File:H3VR TOZ-81 Close.jpg|thumb|none|600px|While the stock definitely aids in landing shots more easily, it also helps to pick a somewhat more reasonable target.]]&lt;br /&gt;
[[File:H3VR TOZ-81 Ejecting.jpg|thumb|none|600px|Popping the gun open again, and getting rewarded with a spread of nicely-modeled spent .410 hulls.]]&lt;br /&gt;
[[File:H3VR TOZ-81 Bayonet.jpg|thumb|none|600px|Of course, this isn't your everyday bullpup DAO top-break revolving detachable-radio-stocked .410 cosmonaut survival shotgun (caliber-convertible to 5.45x39mm); it's a bullpup DAO top-break revolving detachable-radio-stocked .410 cosmonaut survival shotgun (caliber-convertible to 5.45x39mm) with an integrated folding bayonet.]]&lt;br /&gt;
[[File:H3VR TOZ-81 Attacking.jpg|thumb|none|600px|This can function as a utility knife, a saw, and, well... a bayonet.]]&lt;br /&gt;
&lt;br /&gt;
==Tulyak==&lt;br /&gt;
The [[Tulyak]] was added in Experimental Build 3 of Update #111. This marks the first known media appearance of this shotgun.&lt;br /&gt;
[[File:Tulyak.jpg|thumb|none|350px|Tulyak - 23x75mmR]]&lt;br /&gt;
[[File:H3VR Tulyak leftside.jpg|600px|thumb|none|Having obtained (through classified channels) the unorthodox Russian shotgun, the player swings by the range to inspect his new toy.]]&lt;br /&gt;
[[File:H3VR Tulyak rightside.jpg|600px|thumb|none|The other side of the Tulyak. Although it looks quite like a malformed handgun with a strangely long barrel...]]&lt;br /&gt;
[[File:H3VR Tulyak breakopen.jpg|600px|thumb|none|...the touch of a button erases all doubts as to the weapon's shotgun legacy. ]]&lt;br /&gt;
[[File:H3VR Tulyak shrap25.jpg|600px|thumb|none|The Tulyak utilizes the same 23x75mmR shotgun shells as the much more famous pump-action KS-23M. Pictured here is a belted &amp;quot;Shrapnel-25&amp;quot; shell, which has been optimized for use at (wouldn't you know) 25 meters. ]]&lt;br /&gt;
[[File:H3VR Tulyak cocking.jpg|600px|thumb|none|Before the Tulyak can be fired, its hammer must be primed. This is done by squeezing the grip-safety-like plunger embedded in the weapon's grip, because why not?]]&lt;br /&gt;
[[File:H3VR Tulyak stockattach.jpg|600px|thumb|none|Attaching the Tulyak's bespoke stock, for when one desires a (slightly) more comfortable firing experience. ]]&lt;br /&gt;
[[File:H3VR Tulyak stock.jpg|600px|thumb|none|Of course, comfort is relative when this bundle of metal tubes is concerned. ]]&lt;br /&gt;
[[File:H3VR Tulyak ADS.jpg|600px|thumb|none|Aiming down the shotgun's crude sights, which... are a thing.]]&lt;br /&gt;
[[File:H3VR Tulyak firing .jpg|600px|thumb|none|Firing the Tulyak, also known as live footage of a soon-to-be wicked shoulder bruise (and, for that matter, black eye). ]]&lt;br /&gt;
[[File:H3VR Tulyak eject.jpg|600px|thumb|none|Ejecting a finely-blued belted shell casing. ]]&lt;br /&gt;
[[File:H3VR Tulyak barrikada.jpg|600px|thumb|none|Loading in another shell, this time landing on a salmon-colored &amp;quot;Barricade&amp;quot; slug. ]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The [[Winchester Model 1887]] was added to ''H3'' with the Wurstworld update, and comes in both full length and sawn-off forms. And yes, it can be spin-cocked ''a la'' ''[[Terminator 2]]''; in fact, one of Wurstworld's rewards is a ''T2''-themed sawn-off 1887, complete with a darker finish, an extended lever loop with a metal handling plate, and a cut-back trigger guard.&lt;br /&gt;
[[File:Winchester1887shotgun.jpg|thumb|none|450px|Winchester 1887 - 12 gauge]]&lt;br /&gt;
[[File:H3VR 1887.jpg|thumb|none|600px|Taking in the beauty of the Winchester M1887, whilst trying to ignore the work-in-progress nature of the surrounding environment.]]&lt;br /&gt;
[[File:H3VR 1887 Closeup.jpg|thumb|none|600px|A close look at the Winchester. Note the interesting addition of a grasping groove in the forearm, rather like some bolt-action rifles (such as the Mark 1 version of the [[M1903 Springfield]]).]]&lt;br /&gt;
[[File:H3VR 1887 Open.jpg|thumb|none|600px|Opening the 1887's action...]]&lt;br /&gt;
[[File:H3VR 1887 Breech.jpg|thumb|none|600px|...which gives a good look at the weapon's breech and magazine tube.]]&lt;br /&gt;
[[File:H3VR 1887 Loading.jpg|thumb|none|600px|Loading in a handful of &amp;quot;Triple Hit&amp;quot; shells; these contain 3 miniature slugs, stacked end-to-end. The Winchester in-game correctly holds 5 rounds in the tube and a sixth in the chamber.]]&lt;br /&gt;
[[File:H3VR 1887 Aiming.jpg|thumb|none|600px|Taking aim at a decanter...]]&lt;br /&gt;
[[File:H3VR 1887 Firing.jpg|thumb|none|600px|...and firing. Note the impressive ricochets; the slugs in the &amp;quot;Triple Hit&amp;quot; shells are apparently coded as being made of tempered steel, which makes them extremely prone to bouncing off of hard objects.]]&lt;br /&gt;
[[File:H3VR 1887 Cycling.jpg|thumb|none|600px|A close-up of the 1887 cycling. The weapon actually correctly shows spent shells being pulled from the chamber before being ejected, and fresh ones being pushed in; the latter is taking place here.]]&lt;br /&gt;
[[Image:Norinco Winchester 1887.jpg|thumb|none|450px|Sawn-off Winchester Model 1887 (Norinco Replica) - 12 gauge]]&lt;br /&gt;
[[File:H3VR 1887 Short.jpg|thumb|none|600px|The shortened variant. Note that, curiously, this variant lacks the grasping groove of the standard version.]]&lt;br /&gt;
[[File:H3VR 1887 Short Open.jpg|thumb|none|600px|Opening the action.]]&lt;br /&gt;
[[File:H3VR 1887 Short Loading.jpg|thumb|none|600px|Loading in some shells.]]&lt;br /&gt;
[[File:H3VR 1887 Short Aiming.jpg|thumb|none|600px|Aiming at a bottle...]]&lt;br /&gt;
[[File:H3VR 1887 Short Firing.jpg|thumb|none|600px|...before blowing it to pieces. Once again, the ricochet-prone nature of the &amp;quot;Triple Hit&amp;quot; shells makes itself apparent.]]&lt;br /&gt;
[[File:H3VR 1887 Short Spinning.jpg|thumb|none|600px|Flip-cocking the 1887. This can be done either forwards or backwards, completely regardless of the standard, non-extended lever loop that would be liable to break the user's fingers were they to attempt to do such a thing. But this is a game with &amp;quot;Hot Dog&amp;quot; in the name, so we'll let it slide.]]&lt;br /&gt;
[[File:H3VR 1887 Short Chambering.jpg|thumb|none|600px|Another angle, showing a new shell being chambered.]]&lt;br /&gt;
[[File:T2heroShotgun1.jpg|thumb|none|450px|One of the actual Winchester Model 1887 shotguns used by [[Arnold Schwarzenegger]] in ''[[Terminator 2]]'' - 10 gauge]]&lt;br /&gt;
[[File:H3VR 1887 T2 Table.jpg|thumb|none|600px|Rather fitting that a weapon that comes at the end of a long series of tasks is found at the end of a table, wouldn't you say?]]&lt;br /&gt;
[[File:H3VR 1887 T2 Loading.jpg|thumb|none|600px|Loading in some slug shells, whilst reading the weapon's info board; aside from stating its (full) name, period of production, caliber, and capacity, it also includes this little tidbit of &amp;quot;information&amp;quot;.]]&lt;br /&gt;
[[File:H3VR 1887 T2 Aiming.jpg|thumb|none|600px|Aiming at a wooden wagon wheel. It's no truck tire, but it'll do.]]&lt;br /&gt;
[[File:H3VR 1887 T2 Firing.jpg|thumb|none|600px|Blowing the wheel to pieces...]]&lt;br /&gt;
[[File:H3VR 1887 T2 Spinning.jpg|thumb|none|600px|...and, of course, performing the legendary flip-cock. In the words of many a Twitch stream commenter: &amp;quot;'''ADMIN, HE'S DOING IT SIDEWAYS!'''&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897==&lt;br /&gt;
Update #52's impressive list of new firearms includes the [[Winchester Model 1897]], in its famous military &amp;quot;Trench Gun&amp;quot; configuration. It is correctly capable of slam-fire, and holds an appropriate 5 rounds in the tube plus one in the chamber.&lt;br /&gt;
[[File:Winchester1897TrenchTakedown.jpg|thumb|none|450px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge]]&lt;br /&gt;
[[File:H3VR 1897 Left.jpg|thumb|none|600px|Taking in the beauty of a century-old shotgun.]]&lt;br /&gt;
[[File:H3VR 1897 Right.jpg|thumb|none|600px|The other side, showing off the ejection port.]]&lt;br /&gt;
[[File:H3VR 1897 Open.jpg|thumb|none|600px|As above, but with the action open. Note the bolt protruding from the rear of the receiver, and the shell lifter coming out of the bottom; both of these are correct for the weapon.]]&lt;br /&gt;
[[File:H3VR 1897 Chamberloading.jpg|thumb|none|600px|Loading a 12 gauge buckshot round into the 1897's chamber...]]&lt;br /&gt;
[[File:H3VR 1897 Loading.jpg|thumb|none|600px|...before putting another 5 in the tube magazine.]]&lt;br /&gt;
[[File:H3VR 1897 Firing.jpg|thumb|none|600px|Practicing some trench-sweeping, and firing all 6 shots without letting go of the trigger.]]&lt;br /&gt;
&lt;br /&gt;
Click [[Hot Dogs, Horseshoes &amp;amp; Hand Grenades|here]] to return to the main index page, or click [[Hot Dogs, Horseshoes &amp;amp; Hand Grenades/Assault Rifles|here]] to view the game's assault rifles.&lt;br /&gt;
&lt;br /&gt;
[[Category:Subpages of Hot Dogs, Horseshoes &amp;amp; Hand Grenades]]&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:StainlessStakeout.jpg&amp;diff=1638001</id>
		<title>File:StainlessStakeout.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:StainlessStakeout.jpg&amp;diff=1638001"/>
		<updated>2023-12-26T00:47:42Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stainless Steel Ithaca 37 &amp;quot;Stakeout&amp;quot; - image source: https://live.amoskeagauction.com/lot-details/index/catalog/25/lot/13568/Ithaca-Gun-Co-Model-37-Featherlight-Stakeout-Short-Barrel-Shotgun-Any-Other-Weapon&lt;br /&gt;
[[Category:Gun Image]]&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Hot_Dogs,_Horseshoes_%26_Hand_Grenades/Shotguns&amp;diff=1637982</id>
		<title>Hot Dogs, Horseshoes &amp; Hand Grenades/Shotguns</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Hot_Dogs,_Horseshoes_%26_Hand_Grenades/Shotguns&amp;diff=1637982"/>
		<updated>2023-12-25T18:52:15Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: Undo revision 1637979 by ShermanJumbo (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Shotguns=&lt;br /&gt;
Shotguns in ''H3'' are split into four categories, based primarily on their feeding/reloading system; there are break-actions, tube-fed shotguns, and shotguns that feed from detachable magazines. The exception to this is the [[Winchester Model 1887]] in all its forms; this is instead placed in its own category of lever-action shotguns.&lt;br /&gt;
==Baikal MP-155K==&lt;br /&gt;
Added in the firearms drop in Update #59's ninth alpha build, the [[Baikal MP-155K]] (a semi-automatic, magazine-fed sporting shotgun of Russian origin) makes its first documented media appearance in ''H3VR''.&lt;br /&gt;
[[File:MP-155K.jpg|thumb|none|450px|Baikal MP-155K - 12 gauge]]&lt;br /&gt;
[[File:H3VR MP-155K Table.jpg|thumb|none|600px|An MP-155K sits on a table, while its magazine stands alone.]]&lt;br /&gt;
[[File:H3VR MP-155K Loading.jpg|thumb|none|600px|&amp;quot;''Reunited, and it feels so good...''&amp;quot;]]&lt;br /&gt;
[[File:H3VR MP-155K Charging.jpg|thumb|none|600px|Pulling back the charging handle...]]&lt;br /&gt;
[[File:H3VR MP-155K Chambering.jpg|thumb|none|600px|...and letting it slam back into battery, taking a fresh buckshot shell with it.]]&lt;br /&gt;
[[File:H3VR MP-155K Left.jpg|thumb|none|600px|Pausing to admire the shotgun's black, shiny polymer components.]]&lt;br /&gt;
[[File:H3VR MP-155K Right.jpg|thumb|none|600px|The other side of the MP-155K; the markings simply read &amp;quot;MP-155K&amp;quot; in the segment closer to this text, and &amp;quot;12x76&amp;quot; in the segment closer to the ejection port (the latter is a caliber designation; it denotes shells 12 gauge in diameter and 76 millimeters in length, or 3&amp;quot; for those on the other side of the anywhere).]]&lt;br /&gt;
[[File:H3VR MP-155K Aiming.jpg|thumb|none|600px|Aiming; the small, high-mounted rear aperture seems more at home on a rifle than a shotgun. At least it's good for slugs.]]&lt;br /&gt;
[[File:H3VR MP-155K Firing.jpg|thumb|none|600px|Firing a shell.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M2 Super 90==&lt;br /&gt;
The [[Benelli M2 Super 90]] was added in Update #90. Two variants are available: a &amp;quot;Tactical&amp;quot; version with a fixed stock/pistol grip, a 7-round magazine tube, and an M-LOK handguard with rails attached, and a &amp;quot;Threegun&amp;quot; version with a straight stock, a 28&amp;quot; barrel, and a 10-round magazine tube (the highest capacity of any single shotgun magazine tube in the game); both have aftermarket bolt release buttons, bolts, and charging handles.&lt;br /&gt;
[[File:M2 Tactical.jpg|thumb|none|450px|Benelli M2 Super 90 with pistol grip stock - 12 gauge]]&lt;br /&gt;
[[File:H3VR M2 Tactical Left.jpg|thumb|none|600px|Out at the range with the M2 Tactical; note that, unlike the reference image, the in-game M2 has a top rail for optics.]]&lt;br /&gt;
[[File:H3VR M2 Tactical Right.jpg|thumb|none|600px|It also has, as mentioned, an aftermarket extended bolt release...]]&lt;br /&gt;
[[File:H3VR M2 Tactical Chamberloading.jpg|thumb|none|600px|...which makes it considerably more convenient to release the bolt after chamber loading a round, as is not being done here.]]&lt;br /&gt;
[[File:H3VR M2 Tactical Loading.jpg|thumb|none|600px|Loading some additional shells into the magazine tube; one of the other improvements of Update #90 was to the behavior of loading gates, which now only move when pushed in on instead of wobbling around freely like they did before.]]&lt;br /&gt;
[[File:H3VR M2 Tactical Aiming.jpg|thumb|none|600px|Looking through the M2's illuminated ghost-ring sights.]]&lt;br /&gt;
[[File:H3VR M2 Tactical Firing.jpg|thumb|none|600px|Blasting the newer paper target with some 00 buck.]]&lt;br /&gt;
[[File:H3VR M2 Tactical Ejecting.jpg|thumb|none|600px|In case you were doubting that for some reason, here's an image of the ejected shell from a couple frames later. If you were doubting that, I'd also suggest you see a therapist, because you clearly have some deep-seated trust issues likely stemming from some sort of childhood trauma. Oh, and remember: no matter what your older cousin tells you, blue fire is not cold.]]&lt;br /&gt;
[[File:BenelliM2Shotgun.jpg|thumb|none|450px|Benelli M2 Super 90 in synthetic straight stock configuration, ghost ring sights - 12 gauge]]&lt;br /&gt;
[[File:H3VR M2threegun overview.JPG|thumb|none|600px|The other M2 Super 90 variant, called the &amp;quot;M2 ThreeGun&amp;quot;. And it is loooong.]]&lt;br /&gt;
[[File:H3VR M2threegun stock.JPG|thumb|none|600px|So long, that we needed a separate screenshot for Benelli's patented ComforTech stock. The chevron arrows are actually made from synthetic gel, which in addition to the cheek comb and butt plate, are engineered to reduce felt recoil.]]&lt;br /&gt;
[[File:H3VR M2threegun bolt.JPG|thumb|none|600px|Like the M2 Tactical, this shotgun has the same aftermarket bolt release for easy grabbing.]]&lt;br /&gt;
[[File:H3VR M2threegun boltopen.JPG|thumb|none|600px|Opening the chamber for some tactical loading.]]&lt;br /&gt;
[[File:H3VR M2threegun load.JPG|thumb|none|600px|Inserting shells into the loading gate.]]&lt;br /&gt;
[[File:H3VR M2threegun boltclose.JPG|thumb|none|600px|10+1 shells later, the bolt is closed, and we're ready to go.]]&lt;br /&gt;
[[File:H3VR M2threegun aim.JPG|thumb|none|600px|Taking aim at some IPSC targets in the breaching house. The lack of a rear sight isn't much of an issue when using buckshot at point-blank range.]]&lt;br /&gt;
[[File:H3VR M2threegun fire.JPG|thumb|none|600px|One target down, as the emptied shell goes flying.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] is one of the available shotguns in-game; it was added in Update #6, along with the [[Heckler &amp;amp; Koch FABARM FP6|FABARM Martial]].&lt;br /&gt;
[[File:Benelli m4 2.jpg|thumb|none|450px|Benelli M4 Super 90 with 4-shot tube - 12 gauge]]&lt;br /&gt;
[[File:H3VR Benelli M4 Loading.jpg|thumb|none|600px|Out on a woods walk, Hick-not45 loads up his M4 Super 90.]]&lt;br /&gt;
[[File:H3VR Benelli M4 Aiming Sight.jpg|thumb|none|600px|Aiming through the attached EOTech holosight; the in-game sight is marked &amp;quot;NAVTech&amp;quot;, for copyright reasons.]]&lt;br /&gt;
[[File:H3VR Benelli M4 Firing Sight.jpg|thumb|none|600px|Smoking some pots.]]&lt;br /&gt;
[[File:H3VR Benelli M4 Muzzle.jpg|thumb|none|600px|Satisfied, Hick-not45 lowers his Benelli, giving the viewers at home a good look at the 4-shot magazine tube; this is at odds with its in-game 7+1 capacity.]]&lt;br /&gt;
[[File:H3VR Benelli M4 Table.jpg|thumb|none|600px|Meanwhile, in a far less inviting-looking shooting range, another M4 sits on a table.]]&lt;br /&gt;
[[File:H3VR Benelli M4 Racking.jpg|thumb|none|600px|Locking back the shotgun's bolt...]]&lt;br /&gt;
[[File:H3VR Benelli M4 Chamberloading.jpg|thumb|none|600px|...chamberloading a shell...]]&lt;br /&gt;
[[File:H3VR Benelli M4 Releasing.jpg|thumb|none|600px|...and letting the bolt slam into battery.]]&lt;br /&gt;
[[File:H3VR Benelli M4 Stock.jpg|thumb|none|600px|Collapsing the stock.]]&lt;br /&gt;
[[File:H3VR Benelli M4 Right.jpg|thumb|none|600px|Admiring the now-smaller shotgun - or, at least, attempting to, as the weapon's eye-searingly reflective finish makes looking at it with this lighting for any substantial period of time a rather painful endeavor.]]&lt;br /&gt;
[[File:H3VR Benelli M4 Firing.jpg|thumb|none|600px|Blasting away a blue circle. This is the older version of the Modular Range, which would later evolve into the M.E.A.T.S. range; the former was far simpler than the latter, having only 2 types of targets (at this stage of development): blue point targets, and red penalty targets.]]&lt;br /&gt;
==Beretta 1301==&lt;br /&gt;
The [[Beretta 1301]] was added in Experimental build 3 of Update #111.&lt;br /&gt;
[[File:Beretta 1301 Tactical.jpg|thumb|none|450px|Beretta 1301 Tactical - 12 gauge]]&lt;br /&gt;
[[File:H3VR B1301 leftside.jpg|600px|thumb|none|Taking a look at the black Beretta boomstick. ]]&lt;br /&gt;
[[File:H3VR B1301 rightside.jpg|600px|thumb|none|The right side of the tactical tube-fed twelve-gauge. ]]&lt;br /&gt;
[[File:H3VR B1301 reload1.jpg|600px|thumb|none|As a semi-automatic shotgun, the Beretta 1301 is no stranger to the art of the chamber-load. ]]&lt;br /&gt;
[[File:H3VR B1301 reload2.jpg|600px|thumb|none|Giving the bolt release a hearty smack. ]]&lt;br /&gt;
[[File:H3VR B1301 reload3.jpg|600px|thumb|none|Inserting some more shells, this time straight into the shotgun's tube magazine.]]&lt;br /&gt;
[[File:H3VR B1301 firing.jpg|600px|thumb|none|Sending a shell of double-aught downrange. Update #111 saw significant improvements to all of H3's shotgun shell models, including spent shell casings (which are now much more soot-stained, among other changes).]]&lt;br /&gt;
&lt;br /&gt;
==Beretta DT11==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|Beretta DT11]] is one of the 4 shotguns added in Update #15. Following Update #46, 2 new variants were added - one with a shortened set of barrels, and one with further-shortened barrels and a cut-down stock.&lt;br /&gt;
[[File:DT-11.jpg|thumb|none|450px|Beretta DT11 - 12 gauge]]&lt;br /&gt;
[[File:H3VR DT11.jpg|thumb|none|600px|It was at this moment that he realized that an indoor range is not a good place to bring a trap shooting shotgun.]]&lt;br /&gt;
[[File:H3VR DT11 Open.jpg|thumb|none|600px|Deciding to just roll with it, he opens up the DT11...]]&lt;br /&gt;
[[File:H3VR DT11 Loading.jpg|thumb|none|600px|...and further fails to understand its intended purpose.]]&lt;br /&gt;
[[File:H3VR DT11 Closing.jpg|thumb|none|600px|Having given his DT11 two shells full of buckshot, he then closes it up.]]&lt;br /&gt;
[[File:H3VR DT11 Aiming.jpg|thumb|none|600px|Aiming; this being a competition skeet gun, it has nothing but a front bead sight.]]&lt;br /&gt;
[[File:H3VR DT11 Firing.jpg|thumb|none|600px|Firing off a shot; the red lines in the air are the game's optional bullet trails.]]&lt;br /&gt;
[[File:H3VR DT11 Right.jpg|thumb|none|600px|He then admires his DT11, whilst trying to ignore the ricochet that has seemingly lodged itself in his leg.]]&lt;br /&gt;
[[File:H3VR DT11 Ejecting.jpg|thumb|none|600px|Dropping the spent shells out of the DT11.]]&lt;br /&gt;
[[File:H3VR Shorty Table.jpg|thumb|none|600px|A table full of (almost) all of Update #46's shortened weapon variants.]]&lt;br /&gt;
[[File:H3VR DT11 Short.jpg|thumb|none|600px|Finding the full-length version too long and awkward for indoor use, he tries out a shorter version. Note that, despite the barrels being ostensibly sawn down, they still have choke tubes installed.]]&lt;br /&gt;
[[File:H3VR DT11 Short Loading.jpg|thumb|none|600px|Loading the shortened DT11 up with some shells.]]&lt;br /&gt;
[[File:H3VR DT11 Sawn-Off.jpg|thumb|none|600px|Sawing off a beautiful shotgun like this should be a crime. And it is. No, seriously.]]&lt;br /&gt;
[[File:H3VR DT11 Sawn-Off Ejecting.jpg|thumb|none|600px|Fortunately, since nobody knows who &amp;quot;He&amp;quot; is, He can't get arrested by the BATFS (Bureau of Alcohol, Tobacco, Firearms, and Sausages).]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Baby's First Boomstick&amp;quot;==&lt;br /&gt;
The &amp;quot;Baby's First Boomstick&amp;quot; is one of the April Fools guns added in Alpha 2 of Update #102. The basic gist is that it is a [[SPAS-12]]-like shotgun that somehow merged with a Fisher Price pop-up toy; the weapon was inspired by one of [https://youtu.be/zFXkQzBsC8g?t=29 Kommander Karl's tactical reload videos] where he takes mundane objects and &amp;quot;reloads&amp;quot; them as if they are firearms.&lt;br /&gt;
[[File:H3VR BFBS Left.jpg|thumb|none|600px|The Baby's First Boomstick, fresh from the wrapping paper. Gifts like these are why you should ''always'' have a baby shower.]]&lt;br /&gt;
[[File:H3VR BFBS Right.jpg|thumb|none|600px|Even if you're not actually having a kid. If they ask where it is a few months later, just get really sad and quiet - shuts 'em up every time.]]&lt;br /&gt;
[[File:H3VR BFBS Opening.jpg|thumb|none|600px|Loading the BFB is a rather unusual process - first, push all the buttons (each one putting out a pitch-varied &amp;quot;erp&amp;quot;)...]]&lt;br /&gt;
[[File:H3VR BFBS Loading.jpg|thumb|none|600px|...and then load a shell into each one of the loading ports.]]&lt;br /&gt;
[[File:H3VR BFBS Closed.jpg|thumb|none|600px|Each one accepts the shell with a similar &amp;quot;erp&amp;quot;, and promptly closes itself.]]&lt;br /&gt;
[[File:H3VR BFBS Charging.jpg|thumb|none|600px|Racking the charging handle chambers a shell (one of the same short 12-gauge shells as the [[Techno Arms MAG-7|MAG-7]]); the front loading port can then be re-opened to get a fifth round in, though the weapon's intended users probably aren't quite ready to understand that yet.]]&lt;br /&gt;
[[File:H3VR BFBS Aiming.jpg|thumb|none|600px|In a similar vein, it was designed without such complex, child-confusing systems as a set of sights. Or the provision to mount one. Or a safety.]]&lt;br /&gt;
[[File:H3VR BFBS Firing.jpg|thumb|none|600px|It does, however, have a standoff muzzle device, so that the Baby's First Boomstick can be used for a Baby's First Door-Breaching Exercise. To keep things safe, this isn't done the same way as a real one - after all, real doors would be too dangerous.]]&lt;br /&gt;
[[File:H3VR BFBS Melon.jpg|thumb|none|600px|While you're at it, why not try Baby's First Prisoner Execution?]]&lt;br /&gt;
[[File:H3VR BFBS Miss.jpg|thumb|none|600px|Don't worry, this is safe too - through the use of advanced Not-A-Bug technology, pellets are projected well past the actual muzzle, so there's no risk of any melons getting hurt by-]]&lt;br /&gt;
[[File:H3VR BFBS Hit.jpg|thumb|none|600px|'''&amp;quot;ATTENTION ALL SITE PERSONNEL. A BABY HAS BREACHED CONTAINMENT IN SECTOR 6. THIS IS NOT A DRILL. ALL PERSONNEL MUST EVACUATE IMMEDIATELY. SECURITY FORCES HAVE BEEN DISPATCHED.&amp;quot;''']]&lt;br /&gt;
&lt;br /&gt;
==Cobray Terminator==&lt;br /&gt;
The (in)famous [[Cobray Terminator]] was added in the second experimental build of Update #102, marking the weapon's first known media appearance; in reference to its real-world reputation, it goes by the less-than-flattering name &amp;quot;Worst Shotgun Ever Made&amp;quot; in-game. No, seriously, that's the actual in-game name.&lt;br /&gt;
[[File:CobrayTerminator.jpg|thumb|none|450px|Cobray Terminator - 12 gauge]]&lt;br /&gt;
[[File:H3VR Terminator Left.jpg|thumb|none|600px|Yep, here it is.]]&lt;br /&gt;
[[File:H3VR Terminator Right.jpg|thumb|none|600px|A steel-and-plastic jumble of poor decisions, only ultimately successful in helping to terminate its own manufacturer's business.]]&lt;br /&gt;
[[File:H3VR Terminator Extending.jpg|thumb|none|600px|Extending the simple wire stock; quite comfortable, by absolutely nobody's account.]]&lt;br /&gt;
[[File:H3VR Terminator Cocking.jpg|thumb|none|600px|Loading the Terminator is a rather strange affair; it starts by taking the cocking handle on the left side of the receiver, and pushing it forward. In-game, this is accompanied by the depression of the locking lug on the right side (albeit not quite far enough, causing it to clip into the receiver); in reality, this had to be done manually as well.]]&lt;br /&gt;
[[File:H3VR Terminator Locking.jpg|thumb|none|600px|Once all the way forward, the handle can then be twisted upwards into a [[Sten]]-esque safety notch.]]&lt;br /&gt;
[[File:H3VR Terminator Sear.jpg|thumb|none|600px|With the safety engaged, one can also get a good look at exactly how the weapon works. It is essentially a more advanced version of the slam-bang shotguns people make out of drainpipes, with the large spring wrapped around the barrel pushing it backwards and forcing the loaded shell into a fixed firing pin at the back of the receiver when the sear drops (as shown here - though the barrel is rather obviously not moving, since the cocking handle (directly attached to the barrel) is held forward by the safety notch); when the barrel goes into battery, the locking lug shown a couple screenshots ago locks against the ejection port to prevent the breech from opening, keeping the weapon (ostensibly) safe. The end result is, in effect, an open-bolt mechanism in reverse - instead of pushing a fixed firing pin on the bolt towards a chambered round, the Terminator pushes a chambered round towards a fixed firing pin in the receiver.]]&lt;br /&gt;
[[File:H3VR Terminator Loading.jpg|thumb|none|600px|Loading in a slug shell; this is probably not the greatest idea, given that slugs (and heavy-recoiling shells in general) have been known to forcibly collapse the Terminator's stock and slam the receiver into the shooter's face. Hence the word &amp;quot;ostensibly&amp;quot;.]]&lt;br /&gt;
[[File:H3VR Terminator Safety.jpg|thumb|none|600px|Disregarding safety, and disengaging it.]]&lt;br /&gt;
[[File:H3VR Terminator Aiming.jpg|thumb|none|600px|Taking aim at a distant window; the Terminator's rifle-style front sight (a tall front post, with protective wings to match) is accompanied in the rear by absolutely nothing.]]&lt;br /&gt;
[[File:H3VR Terminator Firing.jpg|thumb|none|600px|Firing; while the game can't accurately represent the Terminator's uncomfortable ergonomics, it can duplicate its notorious recoil - the fact that the entire barrel slams backward as it fires makes it kick substantially more than a conventional shotgun.]]&lt;br /&gt;
[[File:H3VR Terminator Shell.jpg|thumb|none|600px|Pulling the cocking handle forward again extracts the shell, but doesn't actually eject it from the receiver.]]&lt;br /&gt;
[[File:H3VR Terminator Ejecting.jpg|thumb|none|600px|To do that, simply tip the weapon over. No, seriously.]]&lt;br /&gt;
[[File:H3VR Terminator Breaching.jpg|thumb|none|600px|Deciding to forsake all sensible... everything, and attempting a breach-and-clear drill with the Terminator. Suffice it to say, failing to break the lock in one shot (or deciding to shoot out the doorknob as well, or going for the hinges instead) makes this a somewhat uncomfortably time-consuming procedure.]]&lt;br /&gt;
[[File:H3VR Terminator Attacking.jpg|thumb|none|600px|Actually encountering an enemy can also turn rather awkward if the first shot doesn't do the job; while this could be said of a conventional single-shot shotgun as well, they at least have a reasonably quick reloading procedure.]]&lt;br /&gt;
[[File:H3VR Terminator Throwing.jpg|thumb|none|600px|In such a circumstance, the Terminator can at least be relied upon as one thing: a large, heavy chunk of metal.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision SIX12==&lt;br /&gt;
The [[Crye Precision SIX12]] was added in Update #90. It is the second revolver shotgun (not including the MTs 255 sawn-off) added in the game, and the first with a detachable cylinder. It is referred to in-game as the &amp;quot;P6Twelve&amp;quot;.&lt;br /&gt;
[[File:612 Wood.jpg|thumb|none|450px|Crye Precision SIX12 with wooden furniture - 12 gauge]]&lt;br /&gt;
[[File:H3VR Six12 Overview.JPG|thumb|none|600px|What better place to shoot a gun with wood furniture than in the woods? Still, it feels like something's missing.]]&lt;br /&gt;
[[File:H3VR Six12 rear.JPG|thumb|none|600px|From the rear, you can see the base of the barrel lined up with the top chamber of the cylinder.]]&lt;br /&gt;
[[File:H3VR Six12 fullmag.JPG|thumb|none|600px|The front view of a full magazine. To accommodate the SIX12, the magazine behaves in-game like a speedloader for revolvers. This only effects the player if they want to manually replace spent shells.]]&lt;br /&gt;
[[File:H3VR Six12 loading.JPG|thumb|none|600px|Inserting the magazine into the shotgun.]]&lt;br /&gt;
[[File:H3VR Six12 full.JPG|thumb|none|600px|There, much better.]]&lt;br /&gt;
[[File:H3VR Six12 aim.JPG|thumb|none|600px|Aiming down the SIX12's very crisp sights. While a top rail for optics is available, the default sights are more than adequate.]]&lt;br /&gt;
[[File:H3VR Six12 shoot.JPG|thumb|none|600px|And just like that, the flowerpot was no more.]]&lt;br /&gt;
[[File:H3VR Six12 spentmag.JPG|thumb|none|600px|Examining the spent shells inside of the SIX12 magazine, which have flared open after firing.]]&lt;br /&gt;
[[File:H3VR Six12 emptymag.JPG|thumb|none|600px|And with the shells removed entirely, you can see straight through to the other side.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo USAS-12==&lt;br /&gt;
Added in the 2019 Meatmas update, the [[Daewoo USAS-12]] is ''H3'''s fourth fully-automatic shotgun, though only its second non-fictional one (and the second one with a stock).&lt;br /&gt;
[[File:USAS12.jpg|thumb|none|450px|Daewoo USAS-12 - 12 gauge]]&lt;br /&gt;
[[File:H3VR USAS Left.jpg|thumb|none|600px|''&amp;quot;Have you seen [[M16]] lately?&amp;quot;'']]&lt;br /&gt;
[[File:H3VR USAS Right.jpg|thumb|none|600px|''&amp;quot;Yeah, it looks like he's been hitting the gym.&amp;quot;'']]&lt;br /&gt;
[[File:H3VR USAS Loading.jpg|thumb|none|600px|Loading a magazine into the shotgun, its receiver helpfully indicating that it is a &amp;quot;USAS-12&amp;quot;, and that said magazine is full of &amp;quot;12GA 2 3/4 INCH&amp;quot;.]]&lt;br /&gt;
[[File:H3VR USAS Charging.jpg|thumb|none|600px|Pulling the charging handle (the opposite side of which is visible in the slot on the forend) flips up the aforementionedly M16-esque dustcover.]]&lt;br /&gt;
[[File:H3VR USAS Safe.jpg|thumb|none|600px|The lower receiver is also M16-like, with a seemingly interchangeable trigger guard and pistol grip.]]&lt;br /&gt;
[[File:H3VR USAS Semi.jpg|thumb|none|600px|As well as a near-identical safety.]]&lt;br /&gt;
[[File:H3VR USAS Aiming.jpg|thumb|none|600px|Taking aim at a snowflake; while a bit more rifle-like than most are used to, the aperture/post setup works quite well on the USAS.]]&lt;br /&gt;
[[File:H3VR USAS Aimed.jpg|thumb|none|600px|This screenshot would be captioned &amp;quot;Case in point&amp;quot; if the shotgun wasn't blocking the destroyed snowflake. You'll just have to take our word for it.]]&lt;br /&gt;
[[File:H3VR USAS Drum.jpg|thumb|none|600px|Loading some extra shells into a drum magazine; due to a bug, the 20-round drums were originally only spawned with 10 rounds in them (like the box magazines), though this issue was later corrected.]]&lt;br /&gt;
[[File:H3VR USAS Auto.jpg|thumb|none|600px|Of course, if you have more shells, it only makes sense to send them out faster, right?]]&lt;br /&gt;
[[File:H3VR USAS Firing.jpg|thumb|none|600px|Certainly not hearing any objections from them.]]&lt;br /&gt;
&lt;br /&gt;
==Derya MK-12==&lt;br /&gt;
The [[Derya MK-10|Derya MK-12]] was added on day 15 of the Meatmas 2020 Advent Calendar event. &lt;br /&gt;
[[File:MK-12 AS-100S.jpg|thumb|none|450px|Derya MK-12 AS-100S - 12 gauge]]&lt;br /&gt;
[[File:H3VR MK-12 Box.jpg|thumb|none|600px|The Derya in its crate. Like most magazine-fed, [[AR-15]]-esque shotguns, it hails from Turkey.]]&lt;br /&gt;
[[File:H3VR MK-12 Left.jpg|thumb|none|600px|Examining the shotgun; it's a near-perfect match for the reference image, bar the slightly different handguard rail arrangement and the different pistol grip.]]&lt;br /&gt;
[[File:H3VR MK-12 Right.jpg|thumb|none|600px|The distinctive spiral-fluted barrel shroud is also worth noting.]]&lt;br /&gt;
[[File:H3VR MK-12 Extending.jpg|thumb|none|600px|Extending the MK-12's stock; this goes from &amp;quot;too short&amp;quot; to &amp;quot;too long&amp;quot;, so &amp;quot;just right&amp;quot; is probably in there somewhere.]]&lt;br /&gt;
[[File:H3VR MK-12 Loading.jpg|thumb|none|600px|Loading in a 10-round magazine.]]&lt;br /&gt;
[[File:H3VR MK-12 Charging.jpg|thumb|none|600px|Chambering the first of these 10 rounds; while AR-esque in most aspects, these sorts of shotguns generally have side-mounted charging handles instead of rear-mounted ones.]]&lt;br /&gt;
[[File:H3VR MK-12 Aiming.jpg|thumb|none|600px|Aiming at a guard-filled S-COM tower; the EG1 reflex sight seen here comes in the box, since the MK-12 doesn't have any sights by default.]]&lt;br /&gt;
[[File:H3VR MK-12 Safety.jpg|thumb|none|600px|Remembering to turn off the safety. Better late than never, but not by much.]]&lt;br /&gt;
[[File:H3VR MK-12 Firing.jpg|thumb|none|600px|Resuming the tower assault; this doesn't wind up doing much, though this is more due to the poor effectiveness of buckshot against Junkbots in general than it is to the shotgun's effective range (since unlike many games, ''H3'' actually depicts shotguns as having a longer effective range than a sneeze).]]&lt;br /&gt;
[[File:H3VR MK-12 Flechette.jpg|thumb|none|600px|Flechettes tend to work better, though getting up close and personal also certainly helps.]]&lt;br /&gt;
&lt;br /&gt;
==ENARM Pentagun==&lt;br /&gt;
Update #105 Alpha 1 brought along the [[ENARM Pentagun]], a Brazilian prototype revolving shotgun.&lt;br /&gt;
[[File:Enarm Pentagun long.jpg|thumb|none|450px|ENARM Pentagun - 12 gauge]]&lt;br /&gt;
[[File:H3VR Pentagun Left.jpg|thumb|none|600px|Not content with having 3 revolving shotguns, ''H3'' opted to add a fourth. Just for good measure.]]&lt;br /&gt;
[[File:H3VR Pentagun Right.jpg|thumb|none|600px|Examining the other side; this has the unintended side effect of causing the muzzle brake to achieve apotheosis.]]&lt;br /&gt;
[[File:H3VR Pentagun Opening.jpg|thumb|none|600px|Yanking it back down to the realm of the profane with the aid of the frame hinge; setting it apart from the game's other revolving shotguns, the Pentagun is a top-break design.]]&lt;br /&gt;
[[File:H3VR Pentagun Loading.jpg|thumb|none|600px|It also comes with a speedloader, naturally; this was actually added (albeit not quite functionally) in a previous experimental build, and also works with the much-earlier-added [[MTs255]]. Here, the device's complement of 12-gauge flechette shells have just reached the point where they move from the loader to the cylinder.]]&lt;br /&gt;
[[File:H3VR Pentagun Closing.jpg|thumb|none|600px|Snapping the shotgun shut with a sharp jerk of the arm; this is probably not the best way to do it, especially given that exactly one of these things was ever built. Which, incidentally, means that half of the game's revolving shotguns can easily be acquired in greater numbers than ever actually existed.]]&lt;br /&gt;
[[File:H3VR Pentagun Aiming.jpg|thumb|none|600px|Aiming; the sights are relatively simple, but good enough for most conventional shotgun applications. Even if they do blend in with the target a bit.]]&lt;br /&gt;
[[File:H3VR Pentagun Firing.jpg|thumb|none|600px|Letting some flechettes fly, which (fortunately enough) only slightly disrupts the sight picture.]]&lt;br /&gt;
[[File:H3VR Pentagun Ejecting.jpg|thumb|none|600px|Emptying out the cylinder; not only is the Pentagun unique among the game's revolving shotguns for being break-action, it's also unique among the game's break-action revolvers for not featuring an automatic extractor - instead, the charging-handle-like ejector rod inside the carrying handle has to be pulled back, as shown here.]]&lt;br /&gt;
[[File:H3VR Pentagun Suppressor.jpg|thumb|none|600px|Also of note is the Pentagun's operating mechanism; it moves the barrel back slightly with each shot (a bit like a [[Nagant M1895]] in reverse; the resulting trigger pull may have been one of the reasons the gun didn't catch on), with one of the side effects of this being its ability to use suppressors...]]&lt;br /&gt;
[[File:H3VR Pentagun Bugged.jpg|thumb|none|600px|...though, evidently, this ability wasn't quite put together all the way upon the weapon's initial implementation. Suffice it to say, this was later fixed.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Four-Letter Word&amp;quot;==&lt;br /&gt;
Added with the Return of the Rotweiners gamemode (on October 31st, 2018), the &amp;quot;Four-Letter Word&amp;quot; is a gamemode-exclusive weapon, serving as a reward for a quest involving clearing out a Zosig-infested mine. It is a custom (seemingly homemade) quadruple-barreled break-action shotgun, chambered in 12 gauge.&lt;br /&gt;
&lt;br /&gt;
Screenshots courtesy of [https://www.reddit.com/user/Shubishu Reddit user Shubishu.]&lt;br /&gt;
[[File:H3VR Four-Letter Word Crate.jpeg|thumb|none|600px|After a long day of Zosig-killing, a reward is finally at hand.]]&lt;br /&gt;
[[File:H3VR Four-Letter Word.jpeg|thumb|none|600px|Admiring the prize, while pointedly ignoring an NPC's invitation to talk. Note the small lever on the side; this is a fire selector, allowing the weapon to switch between firing one barrel at a time and firing them all at once.]]&lt;br /&gt;
[[File:H3VR Four-Letter Word Hinge.jpeg|thumb|none|600px|Taking a close look at the barrel hinge, which shows off the weapon's home-built nature. It's not exactly clear how one is supposed to remove the hex nuts holding the forearm in place.]]&lt;br /&gt;
[[File:H3VR Four-Letter Word Open.jpeg|thumb|none|600px|Taking a look down the barrels, simultaneously showing that they're all fully-modeled inside, and that there's nothing in the center of the cluster.]]&lt;br /&gt;
[[File:H3VR Four-Letter Word Loading.jpeg|thumb|none|600px|Loading in some buckshot shells, after getting kicked out of the NPC's house. No four-letter words allowed in his good Christian ''Minecraft'' server.]]&lt;br /&gt;
[[File:H3VR Four-Letter Word Aiming.jpeg|thumb|none|600px|Giving the shotgun's tall, pointy notch-and-post iron sights a try, being sure to hold it at an invisible arm's length. Hey, can't be too careful with non-proofed barrels, especially this many.]]&lt;br /&gt;
[[File:H3VR Four-Letter Word Firing.jpeg|thumb|none|600px|Fortunately, in spite of the visible corrosion and tool marks, this barrel works just fine.]]&lt;br /&gt;
[[File:H3VR Four-Letter Word Flash.jpeg|thumb|none|600px|&amp;quot;''Eat this.''&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt; Hey, what better way to celebrate one barrel working than to confidently deliver a cliché one-liner to a not-yet-dead enemy while firing out of a ''different'' un-tested barrel?]]&lt;br /&gt;
[[File:H3VR Four-Letter Word Ejecting.jpeg|thumb|none|600px|Luckily, all 4 barrels are apparently perfectly safe to use, so there's nothing to worry about. Probably.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] is one of the available firearms in-game, added in Update #24. 2 variants are available - a standard model with a folding stock, and a stockless model with a rail system and spare shell holder. Highly unusually for a video game, the SPAS-12's dual-mode semi-auto/pump-action functionality is depicted in ''H3'', even more unusually with its intended purpose being exploitable (i.e. switching between semi-auto for high-pressure shells and pump-action for low-pressure ones). Unfortunately, however, the switching is performed by a simple touchpad button press on the forward hand's controller, with the pump not ever visibly moving to reflect the change in mode (always being shown in the correct position for pump-action fire, and never moving forward to switch to semi-auto); furthermore, the weapon's loading procedure is simplified, with the real weapon's requirement to hold down the bolt release in order to load shells into the magazine tube being omitted in-game.&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|none|450px|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge]]&lt;br /&gt;
[[File:H3VR SPAS-12 Left.jpg|thumb|none|600px|Well, the shotgun's right here, but [[Terminator, The (1984)#SPAS-12|where is Sarah Connor?]].]]&lt;br /&gt;
[[File:H3VR SPAS-12 Right.jpg|thumb|none|600px|Well, she's not there.]]&lt;br /&gt;
[[File:H3VR SPAS-12 Stock.jpg|thumb|none|600px|Nope, not under there either.]]&lt;br /&gt;
[[File:H3VR SPAS-12 Buttplate.jpg|thumb|none|600px|She sure is good at hiding. Well, such is to be expected. After all, Sarah is quite a [[Jurassic Park (1993)#Franchi SPAS-12|clever girl.]]]]&lt;br /&gt;
[[File:H3VR SPAS-12 Unfolded.jpg|thumb|none|600px|So clever, in fact, that she managed to escape to another scene altogether, hide in a bush, and finally figure out how to fully unfold the stock (thanks to the guidance of Update #87).]]&lt;br /&gt;
===Tactical===&lt;br /&gt;
[[File:FSpas12orign.jpg‎|thumb|none|450px|Franchi SPAS-12 with stock removed – 12 gauge]]&lt;br /&gt;
[[File:H3VR SPAS-12 Tactical.jpg|thumb|none|600px|The tactical version, with all the latest modern, advanced features. Stock and [[Half-Life#Franchi SPAS-12|second]] [[Half-Life 2#Franchi SPAS-12|barrel]] sold separately.]]&lt;br /&gt;
[[File:H3VR SPAS-12 Loading.jpg|thumb|none|600px|Loading in some shells, the loading gate being unusually cooperative considering the non-depressed bolt release.]]&lt;br /&gt;
[[File:H3VR SPAS-12 Racking.jpg|thumb|none|600px|Racking the charging handle, and sending a shell into the chamber.]]&lt;br /&gt;
[[File:H3VR SPAS-12 Holder.jpg|thumb|none|600px|Putting some extra shells into the side-mounted shell holder. Just in case.]]&lt;br /&gt;
[[File:H3VR SPAS-12 Aiming.jpg|thumb|none|600px|Taking a look through the SPAS's distinctive ghost-ring sights...]]&lt;br /&gt;
[[File:H3VR SPAS-12 Firing.jpg|thumb|none|600px|...and blasting the target with buckshot.]]&lt;br /&gt;
[[File:H3VR SPAS-12 Chamberloading.jpg|thumb|none|600px|Loading another shell, straight into the chamber...]]&lt;br /&gt;
[[File:H3VR SPAS-12 Pumping.jpg|thumb|none|600px|...and then ejecting it, manually this time. Not shown: the shell actually being fired.]]&lt;br /&gt;
[[File:H3VR SPAS-12 1-Handed.jpg|thumb|none|600px|Well, it might be the T-800's gun, but that right there is [[Terminator 2: Judgement Day#Remington 870 Police Combat with Folding Stock|his target's technique.]]]]&lt;br /&gt;
[[File:H3VR SPAS-12 Modified.jpg|thumb|none|600px|You might ask why someone would shove a magnifier on a shotgun. The answer? Because we can. And because we can, we have to.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-15==&lt;br /&gt;
The [[Franchi SPAS-15]] was added on Day 22 of the Meatmas 2022 Advent Calendar event. Three variants are available: one with a long barrel and fixed stock, one with a short barrel and folding stock, and a tactical version with an even shorter barrel (fitted with a muzzle brake), a top rail in place of the carry handle, a railed pump handle, a Magpul MOE stock on a folding adaptor, and tan furniture. 3, 6, 12, and 18-round magazines are available as options.&lt;br /&gt;
[[File:Franchi SPAS-15 fixed.jpg|thumb|none|450px|Franchi SPAS-15 with fixed stock and long barrel - 12 gauge]]&lt;br /&gt;
[[File:Franchi SPAS-15 folding stock.jpg|thumb|none|450px|Franchi SPAS-15 with folding skeleton stock and long barrel - 12 gauge]]&lt;br /&gt;
[[File:H3VR SPAS-15 Box.jpg|thumb|none|600px|Opening up Day 22's box reveals not one, not two, but three new shotguns! Well, three variations on the same shotgun, but still, nothing to sneeze at.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Loading.jpg|thumb|none|600px|Loading up the fixed-stocked SPAS, with the most restrained magazine option - a stubby little 3-rounder. Just in case you thought your T&amp;amp;H rolls were safe.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Safety.jpg|thumb|none|600px|Disengaging the safety, while admiring the amusingly obfuscated trademarks.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Charging.jpg|thumb|none|600px|Pulling back the top-mounted charging handle.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Aiming.jpg|thumb|none|600px|Taking aim at a steel target; the SPAS-15's irons are a simple notch-and-post setup, with the former nested into the top of the carrying handle, and the latter out by the forward end of the forend.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Firing.jpg|thumb|none|600px|Blasting the plate with some 00 buck.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Reloading.jpg|thumb|none|600px|Needless to say, 3 rounds doesn't last long, especially on semi-auto. Doubling that should help.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Folding.jpg|thumb|none|600px|Whether or not it does, however, will forever be lost to time. Anyway, here's the next version, and its chief distinguishing factor.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Loaded.jpg|thumb|none|600px|Mere frames after the insertion of a 12-round magazine. This is presumably a custom job; the highest known capacity for a factory SPAS-15 magazine is 8 - an option which, amusingly enough, was ''not'' included in the box.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Flash.jpg|thumb|none|600px|Firing a round, while noting the distinct lack of bolt cycling...]]&lt;br /&gt;
[[File:H3VR SPAS-15 Cycling.jpg|thumb|none|600px|...as, unlike the previous version, this one's been set to pump-action. This uses a separate code-base from the game's other shotguns (including its previously-added dual-mode option, the SPAS-15's [[Franchi SPAS-12|better-known older sibling]]); said code-base had a couple of since-fixed issues upon its initial release, most notably one which allowed the user to cycle the pump without dropping the hammer or pressing the manual release. Needless to say, this made running in Armswinger mode a rather quick mag-emptier, much to the chagrin of those trying to get to cover and return fire.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Removing.jpg|thumb|none|600px|Even without that, it's still pretty easy to empty a 12-round mag (complete with modeled follower and witness holes) when you're having fun. Something which is definitely facilitated by actually unfolding the stock.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Blocked.jpg|thumb|none|600px|And, in turn, unfolding the stock is facilitated rather well by not being able to fold it all the way. As tends to happen when you stick on a stock that the gun wasn't meant to accept.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Anaconda.jpg|thumb|none|600px|Loading in the definitely-custom 18-round &amp;quot;Anaconda&amp;quot; magazine; as ridiculous as this mag may look, it (along with several other features of this variant) are, in fact, [https://www.thefirearmblog.com/blog/2013/02/05/franchi-spas-15-anaconda/ real].]]&lt;br /&gt;
[[File:H3VR SPAS-15 Pump.jpg|thumb|none|600px|Taking a closer look at the custom railed forend and muzzle brake; note that the frontmost rail segment (here fitted with a tan KAC back-up front sight) is attached to the barrel/gas system, rather than the forend itself.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Auto.jpg|thumb|none|600px|Switching the weapon's firing mode also moves the handle slightly, exposing the label of the relevant mode.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Irons.jpg|thumb|none|600px|Taking aim through the aforementioned KAC flip-up sights; while normally intended for rifles, the wide aperture and fine front sight make a decent combo for quick shotgun use.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Reciprocating.jpg|thumb|none|600px|Case in point. And yes, the custom dual-sided charging handle reciprocates, just like the standard version.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch CAWS==&lt;br /&gt;
The [[Heckler &amp;amp; Koch CAWS]] was added in Update #93. The gun fires its proprietary 12 gauge belted ammo, which according to the developer, was amplified to the degree that the designers had intended, making it one of the most powerful shotguns in the game. Like the earlier-added [[Heckler &amp;amp; Koch G11]], this gun has two different variants; the original prototype, and a &amp;quot;TacMod&amp;quot; version that replaces the integrated optic with picatinny rails.&lt;br /&gt;
[[File:Hkcaws.jpg|thumb|none|450px|Heckler &amp;amp; Koch CAWS - 12 gauge.]]&lt;br /&gt;
[[File:H3VR CAWS overview.JPG|thumb|none|600px|The HK CAWS, the close-range counterpart to the German Space Magic rifle.]]&lt;br /&gt;
[[File:H3VR CAWS ammo.JPG|thumb|none|600px|Looking inside the 10 round magazine, you can see that the 12 gauge belted shells are completely made of metal, and that the projectiles themselves also look pretty unique.]]&lt;br /&gt;
[[File:H3VR CAWS loaded.JPG|thumb|none|600px|Loading in the magazine.]]&lt;br /&gt;
[[File:H3VR CAWS charging.JPG|thumb|none|600px|Unlike the G11, the CAWS charging handle is much simpler to operate.]]&lt;br /&gt;
[[File:H3VR CAWS safety.JPG|thumb|none|600px|Flipping the safety to semi-auto, and we're ready to go hunting for snowflakes.]]&lt;br /&gt;
[[File:H3VR CAWS aim.JPG|thumb|none|600px|Taking aim through the integrated sight, which is basically identical to the G11.]]&lt;br /&gt;
[[File:H3VR CAWS fire.JPG|thumb|none|600px|And despite being a shotgun, the range on this gun is not to be underestimated.]]&lt;br /&gt;
[[File:H3VR CAWS drum.JPG|thumb|none|600px|The 20 round magazine, for when you absolutely have to turn the room into swiss cheese.]]&lt;br /&gt;
[[File:H3VR CAWS tacmod.JPG|thumb|none|600px|The &amp;quot;TacMod&amp;quot; version of the CAWS, ready to be tacticooled from head to toe.]]&lt;br /&gt;
[[File:H3VR CAWS tacmodattached.JPG|thumb|none|600px|Which gives us an excellent opportunity to use the concurrently-added G36 Scope rail attachment; given that both the CAWS and G36 were made by the same manufacturer, it only felt appropriate.]]&lt;br /&gt;
[[File:H3VR CAWS tacmodcharged.JPG|thumb|none|600px|Because of the top rail placement, the charging handle was modified to come out of the side.]]&lt;br /&gt;
[[File:H3VR CAWS tacmodreddot.JPG|thumb|none|600px|Taking aim through the G36 red dot...]]&lt;br /&gt;
[[File:H3VR CAWS tacmodscoped.JPG|thumb|none|600px|And through the G36 scope located underneath.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch FABARM Martial Pro Forces==&lt;br /&gt;
The [[Heckler &amp;amp; Koch FABARM FP6|Heckler &amp;amp; Koch FABARM Martial Pro Forces]] is one of the available firearms in-game. It was the game's first pump-action shotgun, and is tied with the [[Benelli M4 Super 90]] for the game's first 12-gauge shotgun, both having been added in Update #6.&lt;br /&gt;
[[File:Fabarmmartial.jpg|thumb|none|450px|Fabarm Martial Pro Forces 14&amp;quot; - 12 gauge]]&lt;br /&gt;
[[File:H3VR Fabarm.jpg|thumb|none|600px|Feeling a need to prove itself, the FABARM shoves itself center-stage.]]&lt;br /&gt;
[[File:H3VR Fabarm Chamberloading.jpg|thumb|none|600px|Loading the first shell into the chamber...]]&lt;br /&gt;
[[File:H3VR Fabarm Loading.jpg|thumb|none|600px|...and the other 5 into the magazine tube.]]&lt;br /&gt;
[[File:H3VR Fabarm Aiming.jpg|thumb|none|600px|Aiming the shotgun, not that it's particularly necessary at this distance.]]&lt;br /&gt;
[[File:H3VR Fabarm Firing.jpg|thumb|none|600px|Blasting the target with a full load of buckshot.]]&lt;br /&gt;
[[File:H3VR Fabarm Cycling.jpg|thumb|none|600px|Working the shotgun's action, and ejecting a spent shell.]]&lt;br /&gt;
[[File:H3VR Fabarm Closeup.jpg|thumb|none|600px|A closeup of the receiver, which shows off the markings.]]&lt;br /&gt;
[[File:H3VR Fabarm Extracting.jpg|thumb|none|600px|It also provides a good view of the old shell being extracted from the chamber...]]&lt;br /&gt;
[[File:H3VR Fabarm Chambering.jpg|thumb|none|600px|...and the new one being chambered. Note the green color of the shell; the only green 12 gauge shells in the current build of ''H3'' are slugs, but these screenshots predate the addition of multiple types of shotgun ammunition in Update #15.]]&lt;br /&gt;
&lt;br /&gt;
==Henry Single Shot Shotgun==&lt;br /&gt;
Update #93 added a Henry Repeating Arms [[Single Barreled Shotgun]] called the &amp;quot;Throwback Singleshot&amp;quot;, available in both 12 gauge and 20 gauge. &lt;br /&gt;
[[File:HenrySingleShotShotgun12Guage.jpg|thumb|none|451px|Henry Repeating Arms Single Shot Shotgun - 12 gauge]]&lt;br /&gt;
[[File:H3VR Throwback Pair.jpg|thumb|none|600px|The two Throwback Singleshots on a table in the Arizona range. After all, what better for Throwback Thursday than a pair of Throwbacks on one of the game's oldest ranges? &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''&amp;quot;But isn't it Monday?&amp;quot;'' &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''&amp;quot;...what are you doing in my house?&amp;quot;'']]&lt;br /&gt;
[[File:H3VR Throwback Muzzles.jpg|thumb|none|600px|''&amp;quot;Whoah, calm down man, I'll leave. Jeez.&amp;quot;'' &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; *Ahem* ANYWAYS, the two shotguns look more or less identical to each other, save for the bore diameter and wall thickness of their barrels.]]&lt;br /&gt;
[[File:H3VR Throwback Wrong.jpg|thumb|none|600px|Cracking one of the shotguns open, and loading in... wait, dammit, other gun...]]&lt;br /&gt;
[[File:H3VR Throwback Right.jpg|thumb|none|600px|...there we go, loading in a 12-gauge Triple Hit shell.]]&lt;br /&gt;
[[File:H3VR Throwback Cocking.jpg|thumb|none|600px|Cocking the shotgun's hammer.]]&lt;br /&gt;
[[File:H3VR Throwback Aiming.jpg|thumb|none|600px|Taking aim at a duelling tree; not exactly the sort of gun that's normally meant for this kind of target, but what're you gonna do? Come out all the way to Arizona and beat me up? I'm the one with a shotgun.]]&lt;br /&gt;
[[File:H3VR Throwback Firing.jpg|thumb|none|600px|Firing; if the hammer doesn't obscure your simple bead front sight when you do this, the recoil of a light, slim 12-gauge shotgun will.]]&lt;br /&gt;
[[File:H3VR Throwback Ejecting.jpg|thumb|none|600px|Ejecting the now-spent shell. And no, the fact that it has an automatic ejector is not the reason that it's called the &amp;quot;throwback&amp;quot;.]]&lt;br /&gt;
[[File:H3VR Throwback Loading.jpg|thumb|none|600px|Shoving a 20-gauge shell into the other variant; there is no 20-gauge Triple Hit shell in-game, so this is just ordinary buckshot.]]&lt;br /&gt;
[[File:H3VR Throwback Melon.jpg|thumb|none|600px|Blasting a trespassing watermelon; you don't need to worry about the hammer blocking your sight picture if you don't aim.]]&lt;br /&gt;
[[File:H3VR Throwback Shell.jpg|thumb|none|600px|Amusingly enough, the shotgun's ejection system can be triggered before it opens all the way, so gripping the forend, pressing the unlocking lever, and giving the gun a quick shake can eject the shell without any apparent cause. Perfect for dealing with those RSOs that want you to unload whenever you move but don't let you point the muzzle at anything but the target.]]&lt;br /&gt;
&lt;br /&gt;
==High Standard Model 10A==&lt;br /&gt;
The [[High Standard Model 10]]A, with integral 1960s flashlight, was added in Update #105's first experimental build, referred to simply as the &amp;quot;HS10&amp;quot;.&lt;br /&gt;
[[File:HIghStandardM10Shotgun.jpg|thumb|none|450px|High Standard Model 10A - 12 gauge]]&lt;br /&gt;
[[File:H3VR HS10 Left.jpg|thumb|none|600px|The HS10, in all its 1960s weirdness.]]&lt;br /&gt;
[[File:H3VR HS10 Right.jpg|thumb|none|600px|The opposite side; while the profile is certainly distinctive, the receiver itself is relatively simple-looking - which makes sense, as the Model 10 is essentially a bullpup-converted version of the conventional High Standard C1200.]]&lt;br /&gt;
[[File:H3VR HS10 Safety.jpg|thumb|none|600px|The safety is, likewise, relatively conventional - just a simple cross-bolt at the front of the trigger guard.]]&lt;br /&gt;
[[File:H3VR HS10 Loading.jpg|thumb|none|600px|Loading in some 12-gauge shells; the rear-shifted position of the loading port makes this a somewhat awkward affair, but it's not too hard to get used to.]]&lt;br /&gt;
[[File:H3VR HS10 Charging.jpg|thumb|none|600px|Chambering one of said shells; being meant as the ideal 1960s police shotgun, it only makes sense to use the preferred combat load of the period - #4 buck. An extra shell was thrown in the magazine tube after this - more shells is always better, especially when you've only got a 4-round tube (the shorter of the two factory options; a 6-rounder that extended to the end of the barrel was also offered).]]&lt;br /&gt;
[[File:H3VR HS10 Light.jpg|thumb|none|600px|As another consideration for police use, the HS10 was (rather forward-thinkingly) designed with flashlight use in mind; the Model 10A had an integrated flashlight in the carrying handle (as shown here), while the later Model 10B instead had a folding carry handle and a mount for a commercial Maglite. Sadly, being ahead of the curve meant being limited by the technology of the time, so both flashlight options were comically bulky by today's standards.]]&lt;br /&gt;
[[File:H3VR HS10 Aiming.jpg|thumb|none|600px|Stepping out into the training course, and drawing a bead on (the wrong side of) an IPSC-style steel silhouette target. The sights are pretty rudimentary, but they get the job done.]]&lt;br /&gt;
[[File:H3VR HS10 Firing.jpg|thumb|none|600px|Doing the job in question. One of the unfortunate side effects of a flashlight directly above the barrel is that it lights up muzzle smoke; this effect doesn't last terribly long (especially in a well-lit area), but it can still obscure a target briefly after firing.]]&lt;br /&gt;
[[File:H3VR HS10 Lit.jpg|thumb|none|600px|One of the distinct advantages of the flashlight, however, is its ability to highlight targets, as somewhat shown here - in hindsight, a darker map probably should've been used for this bit.]]&lt;br /&gt;
[[File:H3VR HS10 Hit.jpg|thumb|none|600px|By placing the center of the beam on a target, one can tell that the shotgun itself is pointed in roughly the same place, allowing for quick point-shooting - a bit like a crude pseudo-laser. It's not the most precise thing in the world, but it does work within relatively reasonable ranges - this system isn't unprecedented, either, with the SAS notably using [[MP5]]s with top-mounted flashlights in this manner during Operation Nimrod.]]&lt;br /&gt;
[[File:H3VR HS10 Chamberloading.jpg|thumb|none|600px|5 rounds later, and the Model 10 locks empty, prompting a quick reload...]]&lt;br /&gt;
[[File:H3VR HS10 Releasing.jpg|thumb|none|600px|...followed by a nice tap of the bolt release. It was a bit hard to show both the tap and the bolt at the same time; the button in question can be seen in earlier shots - it's the round button at the front of the receiver.]]&lt;br /&gt;
[[File:H3VR HS10 Dual.jpg|thumb|none|600px|Of course, the HS10 brings with it certain... ''[[Call of Duty: Black Ops#High Standard Model 10|expectations]]'', regardless of the explicit warning on the side of the gun to not do this exact thing. Here, the reason for that warning is apparent - firing one from the left shoulder is an excellent way to get a face full of hot brass. And plastic. And egg.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmekh IZh-18==&lt;br /&gt;
The 12 gauge version of the [[Izhmekh IZh-18]] was added on day 2 of the Meatmas 2020 Advent Calendar event. A short-barreled 12 gauge and a 20 gauge version were later made available as well.&lt;br /&gt;
[[File:IZh-18EM-M.jpg|thumb|none|450px|Izhmekh IZh-18EM-M - 12 gauge]]&lt;br /&gt;
[[File:H3VR IZH-18 Left.JPG|thumb|none|600px|The IZh-18's weapon case; the later cases would skimp out on the perceivedly-unnecessary expense of an antigravity field generator that makes the gun float into the air and (while not shown here) spin in circles like one of the weapon platforms from ''Unreal Tournament''.]]&lt;br /&gt;
[[File:H3VR IZH-18 Right.JPG|thumb|none|600px|Examining the shotgun; the nicely-finished wooden furniture gives this hunting shotgun a very pleasing appearance.]]&lt;br /&gt;
[[File:H3VR IZH-18 Open.JPG|thumb|none|600px|Opening the IZh-18's barrel.]]&lt;br /&gt;
[[File:H3VR IZH-18 Loading.JPG|thumb|none|600px|Loading a 12 gauge flechette shell, which will come in handy against the Winter Wasteland's many autonomous enemies.]]&lt;br /&gt;
[[File:H3VR IZH-18 Aim.JPG|thumb|none|600px|Speak of the devil - just outside the bunker, a static drone is inching its way towards the player; they're attracted to sound, and will violently explode if they touch anything other than level geometry while moving.]]&lt;br /&gt;
[[File:H3VR IZH-18 Explode.JPG|thumb|none|600px|Shooting at the drone's red spots causes it to explode, which does some collateral damage at this short of a distance. Still, the IZh-18 gets the job done.]]&lt;br /&gt;
[[File:H3VR IZH-18 Eject.JPG|thumb|none|600px|Emptying out the spent shell.]]&lt;br /&gt;
[[File:H3VR IZh-18 Pair.jpg|thumb|none|600px|The two additional variants of the IZh added later that week: the 20-gauge on top, and the shorty 12-gauge below.]]&lt;br /&gt;
[[File:H3VR IZh-18 Barrels.jpg|thumb|none|600px|While the short-barreled 12-gauge variant is easy to distinguish from the original, the only way to tell whether a long-barreled IZh-18 is in 20 gauge or 12 gauge (apart from looking at the wrist menu) is to look at the thickness of the barrel walls, as seen here.]]&lt;br /&gt;
[[File:H3VR IZh-18 Sights.jpg|thumb|none|600px|Aiming at a wall with the long 20; between its self-cocking, hammerless action, and its clear notch-and-post irons, the IZh is essentially a straight upgrade over the earlier-added &amp;quot;Throwback&amp;quot; single-shot shotgun.]]&lt;br /&gt;
[[File:H3VR IZh-18 Slug.jpg|thumb|none|600px|Loading a 20-gauge slug shell into the longer IZh-18...]]&lt;br /&gt;
[[File:H3VR IZh-18 Shorty.jpg|thumb|none|600px|...and ejecting a 12-gauge buckshot shell from the shorter one. Note the different position of the spur behind the trigger guard; this is the IZh-18's hinge lock, which is pushed in to break the weapon open.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]] was added in Update #90, to the great joy and surprise of the many who'd requested it (and heard that, due to its dual magazine tube system, it would be impossible to implement); notably, ''H3VR'' is the first known shooter to correctly depict this system (i.e. depicting the two separate tubes as separate, rather than just treating them both as a single tube with no switching required like most games do), even allowing the user to load individual shells into the chamber by setting the selector to the middle position.&lt;br /&gt;
[[File:Kel-Tec KSG EOTech.jpg|thumb|none|450px|Kel-Tec KSG Gen 2 with EOTech 512 sight and Magpul AFG (angled foregrip) - 12 gauge]]&lt;br /&gt;
[[File:H3VR KSG Left.jpg|thumb|none|600px|And he said it couldn't be done.]]&lt;br /&gt;
[[File:H3VR KSG Right.jpg|thumb|none|600px|A cinematic shot of the muzzle, showing off the distinctive triangular front end with two magazine tubes. The furniture's gray color is a factory option; somewhat disappointingly, it is called &amp;quot;Tungsten Gray&amp;quot;, and not &amp;quot;Dev-Texture Gray&amp;quot;.]]&lt;br /&gt;
[[File:H3VR KSG Loading.jpg|thumb|none|600px|Loading up the left-hand tube with some slugs; each tube holds 7 2 3/4&amp;quot; shells, as it should.]]&lt;br /&gt;
[[File:H3VR KSG Filling.jpg|thumb|none|600px|For the impatient among you, the ammo spawning panel has an option to simply auto-fill the held object; due to the way that the KSG is coded in-game, this only fills the active tube (which is rather convenient, for this exact reason).]]&lt;br /&gt;
[[File:H3VR KSG Selector.jpg|thumb|none|600px|To top it all off, you can flip the selector over to the middle position...]]&lt;br /&gt;
[[File:H3VR KSG Chamberloading.jpg|thumb|none|600px|...and, with the action open, load whatever specialty shell you please directly into the chamber.]]&lt;br /&gt;
[[File:H3VR KSG Safety.jpg|thumb|none|600px|Disengaging the weapon's crossbolt safety, after setting it up to match the reference image; notably, the KSG is the first shotgun in the game with a rail attached directly to the pump. While rails on moving components had been a mechanic for a while (ever since Update #52's [[M249]] and its railed top cover), actually using them can be quite hardware-intensive, so players are generally advised against putting more than one attachment on them.]]&lt;br /&gt;
[[File:H3VR KSG Aiming.jpg|thumb|none|600px|Aiming at an idle Sosig through the attached MBUS; the engagement distance doesn't really necessitate it, but you might as well.]]&lt;br /&gt;
[[File:H3VR KSG Firing.jpg|thumb|none|600px|Hey, remember that specialty shell from the chamberloading screenshot? Yeah, that was a &amp;quot;cannonball&amp;quot; shell. Essentially a firework flashbang.]]&lt;br /&gt;
[[File:H3VR KSG Switching.jpg|thumb|none|600px|Switching over to the right-hand tube; with the selector switch in the middle position, neither magazine tube will be used, effectively turning the weapon into a single-shot breechloader.]]&lt;br /&gt;
[[File:H3VR KSG Buck.jpg|thumb|none|600px|Blasting another Sosig with some 00 buckshot (bullet trails enabled, for your viewing pleasure)...]]&lt;br /&gt;
[[File:H3VR KSG Slug.jpg|thumb|none|600px|...and, following a quick tube switch, a slug.]]&lt;br /&gt;
[[File:H3VR KSG Cycling.jpg|thumb|none|600px|Ejecting a spent shell. You really have to go rather impractically out of your way to see this happen, since shells come out of the same port that you load them into, but that's showbiz, baby.]]&lt;br /&gt;
&lt;br /&gt;
==KS-23M==&lt;br /&gt;
Day 7 of 2018's Meatmas update added a Russian [[KS-23]] shotgun-carbine, more specifically the pistol-gripped KS-23M variant.&lt;br /&gt;
[[file:Ks23stockless.jpg|thumb|none|450px|KS-23M - 23x75mmR]]&lt;br /&gt;
[[File:H3VR KS-23 Box.jpg|thumb|none|600px|Day 7's present; for a shotgun this big, you need something a little bit bigger than [[Terminator 2: Judgement Day#Winchester 1887|a rosebox]]. Note the supposed period of manufacture; while the KS-23 was initially developed (or perhaps began development; sources are a bit inconsistent) in 1975, it wasn't adopted for service until the eighties, and the KS-23M variant wasn't produced until 1990.]]&lt;br /&gt;
[[File:H3VR KS-23 Left.jpg|thumb|none|600px|Examining the shotgun. The slightly off-color piece on the side is a Soviet-standard dovetail rail, used for mounting sights. This is because [[AK-47|AK]]-pattern rifles and their derivations have detachable upper receiver covers, making them impractical for mounting sights or rails onto. The resulting Eastern-bloc standardization of sight mounting then led to weapons like this with solid receivers also using the same side-mounted rail.]]&lt;br /&gt;
[[File:H3VR KS-23 Right.jpg|thumb|none|600px|The other side. Come to think of it, this could make a nice backup for someone fighting for the Imperium of Man. Wonder if anyone makes 2-stage rocket slugs...]]&lt;br /&gt;
[[File:H3VR KS-23 Opening.jpg|thumb|none|600px|Opening up the action.]]&lt;br /&gt;
[[File:H3VR KS-23 Slug.jpg|thumb|none|600px|The in-game KS-23M can use 4 different types of shells, based on some of the real weapon's options; this is a &amp;quot;''Баррикада''&amp;quot; (&amp;quot;''Barrikada''&amp;quot;, Russian for &amp;quot;Barricade&amp;quot;) shell, an armor-piercing slug meant for cracking the engine blocks of cars.]]&lt;br /&gt;
[[File:H3VR KS-23 Chamberloading.jpg|thumb|none|600px|So, what better to use it on than a fragile wooden board in the shape of a hot dog?]]&lt;br /&gt;
[[File:H3VR KS-23 Ejecting.jpg|thumb|none|600px|Ejecting a shell, after sending the hot dog target's head to the Shadow Realm. And by &amp;quot;the Shadow Realm&amp;quot;, we mean an empty Home Depot parking lot at 3:32 in the morning. Either way, it's a different plane of existence.]]&lt;br /&gt;
[[File:H3VR KS-23 Buckshot.jpg|thumb|none|600px|Another shell type, the &amp;quot;''Шрапнель-25''&amp;quot; (&amp;quot;Shrapnel-25&amp;quot;), which consists of buckshot; the &amp;quot;25&amp;quot; denotes a 25-meter effective range.]]&lt;br /&gt;
[[File:H3VR KS-23 Chambering.jpg|thumb|none|600px|So, of course, the ideal target must be...]]&lt;br /&gt;
[[File:H3VR KS-23 Aiming.jpg|thumb|none|600px|...a crystal snowflake somewhere way the hell up in the sky. Note the rifle-type sights; while these might seem out of place on a pump-action shotgun, the KS-23 is somewhat unique in that its barrel is completely rifled (being made out of spare [[ZU-23]] anti-aircraft cannon barrels), which gives it good enough accuracy with slugs to justify such a design choice. This also explains its odd designation as a &amp;quot;shotgun-carbine&amp;quot; (being a shotgun for all practical purposes, but a carbine under Russian law due to its rifled barrel), and why a 23mm shell full of buckshot has the effective range of a golf ball.]]&lt;br /&gt;
[[File:H3VR KS-23 Gas.jpg|thumb|none|600px|The two other shells are a bit more unique; this shell, the &amp;quot;''Сирень-7''&amp;quot; (&amp;quot;''Siren-7''&amp;quot;, or &amp;quot;Lilac-7&amp;quot;), is a riot-control round...]]&lt;br /&gt;
[[File:H3VR KS-23 Cloud.jpg|thumb|none|600px|...which, in practical terms, means that it creates a cloud of CS gas on impact.]]&lt;br /&gt;
[[File:H3VR KS-23 Flashbang.jpg|thumb|none|600px|And then there's the &amp;quot;''Звезда''&amp;quot; (&amp;quot;''Zvezda''&amp;quot;) round.]]&lt;br /&gt;
[[File:H3VR KS-23 Loading.jpg|thumb|none|600px|This one's name, which translates to &amp;quot;Star&amp;quot;, is a bit more apt...]]&lt;br /&gt;
[[File:H3VR KS-23 Flash.jpg|thumb|none|600px|...as the effects of looking directly at either from up close are roughly the same. Another round meant for crowd control (the gun itself being initially developed for prison guards), the Star is effectively an impact-detonating flashbang grenade. Mix a few of these round types together, and you've got quite the effective CQB breaching tool. It'd be even better if its capacity wasn't a whopping 3+1.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;KWG1&amp;quot;==&lt;br /&gt;
The &amp;quot;KWG1&amp;quot; is one of the available firearms in-game, added through Update #15. It is a fictional magazine-fed full-auto shotgun, rather reminiscent of the &amp;quot;Bolter&amp;quot; weapons from the ''Warhammer 40K'' universe. It is based on an image of what seems to be some sort of stage or cosplay prop, which was then adapted into a 3D model by artist [https://www.artstation.com/kutejnikov Pavel Kutejnikov]. Update #105's first experimental build added a new feature in the form of attachable magazine-fed weapons; one of the flagships of this feature was a special underslung variant of the KWG1 with a cut-down pistol grip, no sights, and a female Picatinny rail on top.&lt;br /&gt;
[[File:KWG1 Reference.jpg|thumb|none|450px|The prop that the &amp;quot;KWG1&amp;quot; was based upon, which seems to have an [[MP5]] S-E-F trigger pack. Also note the shells in the magazine; the length of the brass, the plastic-like gloss across them, and the manner in which they are stacked (parallel to each other, which wouldn't be possible with actual shotgun shells due to their rims) all point towards this being a prop, rather than an actual live-firing shotgun.]]&lt;br /&gt;
[[File:H3VR KWG1.jpg|thumb|none|600px|After several hours of cutting, welding, and riveting, the work finally bears fruit.]]&lt;br /&gt;
[[File:H3VR KWG1 Magazine Loading.jpg|thumb|none|600px|Loading some &amp;quot;SWAG-12&amp;quot; high-explosive shells (an obvious play on the real-world FRAG-12 explosive shells) into one of the KWG1's distinctive windowed magazines. Said magazines seem to be suffering from a critical lack of springs.]]&lt;br /&gt;
[[File:H3VR KWG1 Loading.jpg|thumb|none|600px|Several shells later, it's time to load in the magazine...]]&lt;br /&gt;
[[File:H3VR KWG1 Cocking.jpg|thumb|none|600px|...chamber a round...]]&lt;br /&gt;
[[File:H3VR KWG1 Firing.jpg|thumb|none|600px|...and purge the realm of heretics in the name of the Emperor.]]&lt;br /&gt;
[[File:H3VR KWG1 Night.jpg|thumb|none|600px|After a change of place, and a change of time, the KWG1's well-worn finish shines in the light of the (earlier version of the) item spawner.]]&lt;br /&gt;
[[File:H3VR Freedomfetti Loading.jpg|thumb|none|600px|Loading in another magazine, this time filled with a suitably patriotic handload: &amp;quot;Freedomfetti&amp;quot; shells.]]&lt;br /&gt;
[[File:H3VR KWG1 Freedomfetti Firing.jpg|thumb|none|600px|These do exactly what you'd expect. While it's sadly not something that can be expressed through the medium of an image, firing one of these shells produces a sound like that of a paper party horn.]]&lt;br /&gt;
[[File:H3VR KWG1 Suppressor Small.jpg|thumb|none|600px|Back in the indoor range, our discount Space Marine prepares to screw a suppressor onto his KWG1, which demonstrates one of ''H3'''s interesting gameplay-oriented features:]]&lt;br /&gt;
[[File:H3VR KWG1 Suppressor Large.jpg|thumb|none|600px|Universal suppressor compatibility. A suppressor can shrink or expand to fit any weapon, from the diminutive [[Beretta Jetfire]] to the colossal [[Barrett M107A1]].]]&lt;br /&gt;
[[File:H3VR KWG1P Left.jpg|thumb|none|600px|Many updates later, the KWG1 gets... a bit smaller.]]&lt;br /&gt;
[[File:H3VR KWG1P Mounted.jpg|thumb|none|600px|More significantly, it gets the ability to nearly double the weight of a rifle, and put all that extra weight out front.]]&lt;br /&gt;
[[File:H3VR KWG1P Loading.jpg|thumb|none|600px|Loading in a magazine full of slug shells.]]&lt;br /&gt;
[[File:H3VR KWG1P Charging.jpg|thumb|none|600px|Chambering one such shell. The theoretical advantage of an underslung shotgun (especially a box-magazine-fed, self-loading one) is primarily to allow for rapid, easy door-breaching; this would be much more relevant if this map still had doors in it.]]&lt;br /&gt;
[[File:H3VR KWG1P Firing.jpg|thumb|none|600px|It doesn't, so you get this instead.]]&lt;br /&gt;
[[File:H3VR KWG1P Attaching.jpg|thumb|none|600px|Anyway, the Picatinny variant retains many of the standard version's properties; this includes the ability to affix muzzle attachments. These muzzle attachments can themselves have rails, allowing for...]]&lt;br /&gt;
[[File:H3VR KWG1P Recursive.jpg|thumb|none|600px|...recursion. It's not technically infinitely-expandable, but you can keep adding on more shotguns until you hit either the other side of the room or 100% CPU usage.]]&lt;br /&gt;
[[File:H3VR KWG1P Dual.jpg|thumb|none|600px|Sadly, you only have two hands, so you're limited to two mag-dumps at a time. No [[Serious Sam Double D|gun-stacking salvo shenanigans]] here.]]&lt;br /&gt;
[[File:H3VR KWG1P Single.jpg|thumb|none|600px|Furthermore, due to the way that the game handles attachable weapons (i.e. as pseudo-foregrips), you can only hold one of the attached guns at a time; to use the rest, you essentially have to &amp;quot;walk&amp;quot; your way down the stack, one gun at a time.]]&lt;br /&gt;
[[File:H3VR KWG1P Removing.jpg|thumb|none|600px|Once they all run dry, you then have to walk your way back up as you yank out all the empty magazines. Which, incidentally, have (thick) modeled springs and followers; this was added back in Update #102's first alpha build.]]&lt;br /&gt;
[[File:H3VR KWG1P Objective.jpg|thumb|none|600px|And hey, if the Recursive KWG1 isn't sufficiently practical for you, why not try the [[XM29 OICW|Objective Individual Combat... Whatever-this-is]]? It'd almost be useful, were it not for the fact that a gun with this many attachments slows the game to a crawl upon attempting to walk anywhere with it.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590A1==&lt;br /&gt;
The [[Mossberg 590A1]] is one of the four shotguns added in Update #15, and the second pump-action shotgun added to ''H3'' on the whole.&lt;br /&gt;
[[File:Mossberg 590 Special.jpg|thumb|none|450px|Mossberg 590 with ghost ring sights, bayonet lug, and Speedfeed stock - 12 gauge]]&lt;br /&gt;
[[File:H3VR 590A1 Table.jpg|thumb|none|600px|The 590A1 attempts to back away from the horror that is the KWG1; being an inanimate object, this proves somewhat futile.]]&lt;br /&gt;
[[File:H3VR 590A1 Right.jpg|thumb|none|600px|Examining the right side of the still-shaken shotgun...]]&lt;br /&gt;
[[File:H3VR 590A1 Left.jpg|thumb|none|600px|...and the left side, which shows off the rather straightforward receiver markings.]]&lt;br /&gt;
[[File:H3VR 590A1 Open.jpg|thumb|none|600px|Opening up the action...]]&lt;br /&gt;
[[File:H3VR 590A1 Chamberloading.jpg|thumb|none|600px|...chamberloading a &amp;quot;SWAG-12&amp;quot; HE shell...]]&lt;br /&gt;
[[File:H3VR 590A1 Aiming.jpg|thumb|none|600px|...taking pseudo-aim...]]&lt;br /&gt;
[[File:H3VR 590A1 Firing.jpg|thumb|none|600px|...and firing, with suitably explosive results.]]&lt;br /&gt;
[[File:H3VR 590A1 Ejecting.jpg|thumb|none|600px|Ejecting the spent-but-apparently-not-actually-fired shell.]]&lt;br /&gt;
[[File:H3VR 590A1 Stock.jpg|thumb|none|600px|On a sidenote, the 590A1 in-game is modeled with a Speedfeed stock.]]&lt;br /&gt;
[[File:H3VR 590A1 Stock Loading.jpg|thumb|none|600px|Said stock is actually fully-functional; here, the wielder has decided to drop in a flechette shell.]]&lt;br /&gt;
[[File:H3VR 590A1 Throw.jpg|thumb|none|600px|What's that old saying? &amp;quot;If you love something, let it go&amp;quot;?]]&lt;br /&gt;
[[File:H3VR 590A1 Loading.jpg|thumb|none|600px|''&amp;quot;You got all the shots I asked for, right?&amp;quot;'' &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''&amp;quot;Well whaddaya mean ya didn't get a shot of you loading it?&amp;quot;'' &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''&amp;quot;I don't ''care'' if it breaks the flow of the page, just get me a damn loading shot already!&amp;quot;'']]&lt;br /&gt;
[[File:H3VR 590A1 Sights.jpg|thumb|none|600px|Looking past the ghost-ring rear sight (which is a rail-mounted attachment, not a part of the 590A1 itself) at a truly unholy sight, and preparing to put the abomination out of its misery. After all, in the words of a certain hot-blooded cliff-diver...]]&lt;br /&gt;
[[File:H3VR 590A1 Pumping.jpg|thumb|none|600px|...[[Fallout: New Vegas#Colt New Agent*|we can't expect God to do all the work.]]]]&lt;br /&gt;
[[File:H3VR 590A1 Bayonet.jpg|thumb|none|600px|And hey, since we're here in the Proving Grounds, why not show off how the 590A1 can take an M9 bayonet?]]&lt;br /&gt;
[[File:H3VR 590A1 Stabbing.jpg|thumb|none|600px|Perfect for skewering Sosigs. Now all we need is a campfire...]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;MP-203&amp;quot;==&lt;br /&gt;
Day 17's gift in the Meatmas 2020 Advent Calendar event was the &amp;quot;MP-203&amp;quot;, a fictional shotgun that uses the same belted 12 gauge ammunition as the [[Heckler &amp;amp; Koch CAWS]], feeding from a detachable tube cluster reminiscent of the [[SRM Arms Model 1216]] (albeit without the manual indexing capability). It has a 4-position fire selector, making it the game's first shotgun with a burst-fire setting.&lt;br /&gt;
[[File:H3VR MP-203 Case.jpg|thumb|none|600px|The MP-203 in its case, proudly hailing from the sovereign republic of Fictional; unlike the previous Advent Calendar event, most of 2020's gifts didn't include the name of the modeler (this one being a notable exception). The magazines have a tendency to fly out of the box when it's opened.]]&lt;br /&gt;
[[File:H3VR MP-203 Left.jpg|thumb|none|600px|Examining the MP-203; the boxy upper forend with rectangular vent holes is somewhat reminiscent of the [[UTAS UTS-15]].]]&lt;br /&gt;
[[File:H3VR MP-203 Right.jpg|thumb|none|600px|However, as the other side shows, the receiver is more or less that of a typical autoloading shotgun, albeit rather angular (and, of course, adapted to fit the weapon's somewhat unusual layout).]]&lt;br /&gt;
[[File:H3VR MP-203 Loading.jpg|thumb|none|600px|Tossing a magazine onto the underside of the shotgun; these have a rather large loading-detection region, causing them to &amp;quot;snap&amp;quot; into place over a longer distance than most mags, as shown here.]]&lt;br /&gt;
[[File:H3VR MP-203 Charging.jpg|thumb|none|600px|Chambering a belted 12-gauge 000 buckshot round; at full size, the serial number (&amp;quot;1768909627&amp;quot;) can be seen on the sloped portion of the upper receiver (with the last four digits repeated upside-down on the bolt), and &amp;quot;Cal. 12x76/12x70&amp;quot;/&amp;quot;24 SHELLS OVERALL&amp;quot;/&amp;quot;6 SHELLS EACH TUBE&amp;quot; on the back end of the magazine. The original model also featured a Baikal trademark on the side of the receiver, but this was removed in ''H3'''s version, for obvious reasons.]]&lt;br /&gt;
[[File:H3VR MP-203 Semi.jpg|thumb|none|600px|Stepping out of the bunker, and setting the fire selector to semi-auto; its four positions aren't marked, likely because the original model had markings for a 3-position selector instead.]]&lt;br /&gt;
[[File:H3VR MP-203 Firing.jpg|thumb|none|600px|Firing the MP-203 at a Swarm drone; this angle isn't terribly practical, but it makes for great screenshots.]]&lt;br /&gt;
[[File:H3VR MP-203 Burst.jpg|thumb|none|600px|Pushing the selector forward into its next mode...]]&lt;br /&gt;
[[File:H3VR MP-203 Attacking.jpg|thumb|none|600px|...which comprises a devastatingly fast 3-round burst, capable of shredding almost anything in close quarters. Especially with flechette ammo.]]&lt;br /&gt;
[[File:H3VR MP-203 Chambering.jpg|thumb|none|600px|Chambering a slug shell; given that the pointed nose of said slug comes awfully close to the end of the case, one couldn't help but worry about the possibility of chain-detonations in a tube magazine like the MP-203's. Then again, the fact that the magazines are marked as holding exactly 24 shells regardless of whether they're 2 3/4&amp;quot; or 3&amp;quot; long may suggest that the tubes have some sort of controlled-feed arrangement, which could help alleviate such issues.]]&lt;br /&gt;
[[File:H3VR MP-203 Auto.jpg|thumb|none|600px|Flicking the selector over to full-auto; they're barely visible here, but the markings on the left side of the receiver's upper face read &amp;quot;MP-203-24&amp;quot; (implying the existence of other variants, presumably with different-sized tube clusters), &amp;quot;Cal. 12x76&amp;quot; (implying that the weapon can chamber standard 12-gauge 3&amp;quot; magnums in addition to its specialty belted shells (an idea backed up by the markings on the magazines), or possibly that these sorts of belted shells have become the industry standard in whatever future year this thing hails from), and &amp;quot;Made in Russia&amp;quot;, implying that the MP-203 is sold on the export market.]]&lt;br /&gt;
[[File:H3VR MP-203 Slugs.jpg|thumb|none|600px|Finally giving in and aiming properly (the Leupold LCO red-dot sight comes in the weapon's case, since it lacks irons), and letting some slugs fly at a distant Recursive encryption; the relatively low cyclic rate of the full-auto mode makes long-range use less idiotic than it may initially sound (especially given the sheer size of the target in question).]]&lt;br /&gt;
&lt;br /&gt;
==MPS AA-12 CQB==&lt;br /&gt;
Update #55 added the much-demanded [[AA-12|MPS AA-12]] shotgun, specifically the short-barreled &amp;quot;CQB&amp;quot; model.&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|none|450px|MPS AA-12 CQB - 12 gauge]]&lt;br /&gt;
[[File:H3VR AA-12 Left.jpg|thumb|none|600px|&amp;quot;Ladies and gentlemen, the moment you have all been waiting for...&amp;quot;]]&lt;br /&gt;
[[File:H3VR AA-12 Right.jpg|thumb|none|600px|&amp;quot;...the AAAAH MY EYES!&amp;quot;]]&lt;br /&gt;
[[File:H3VR AA-12 Loading.jpg|thumb|none|600px|Loading in a magazine at an angle that, if nothing else, can at least be excused by temporary blindness.]]&lt;br /&gt;
[[File:H3VR AA-12 Charging.jpg|thumb|none|600px|Locking back the bolt.]]&lt;br /&gt;
[[File:H3VR AA-12 Aiming.jpg|thumb|none|600px|Taking aim; the sights aren't terribly precise, but then again, it ''is'' a fully-automatic shotgun. &amp;quot;Precise&amp;quot; isn't a word that would be used to describe it.]]&lt;br /&gt;
[[File:H3VR AA-12 Firing.jpg|thumb|none|600px|Blasting a target with 8 shells' worth of buckshot.]]&lt;br /&gt;
[[File:H3VR AA-12 Drum Loading.jpg|thumb|none|600px|Of course, if 8 shells isn't enough...]]&lt;br /&gt;
[[File:H3VR AA-12 Drum.jpg|thumb|none|600px|...then 20 shells should be.]]&lt;br /&gt;
&lt;br /&gt;
==MTs255==&lt;br /&gt;
The [[MTs255]] revolving shotgun was added to the game in the first Meatmas update, interestingly categorized amongst the break-action shotguns (presumably on the basis that it pivots its chambers open for direct loading and extraction, in addition to the lack of a better place for it). 2 variants are available - a standard full-length version, and a version with a sawn-off barrel and stock.&lt;br /&gt;
[[File:MTs255.jpg|thumb|none|450px|MTs255 - 12 gauge]]&lt;br /&gt;
[[File:H3VR MTs255.jpg|thumb|none|600px|Admiring the MTs255 in the indoor range.]]&lt;br /&gt;
[[FIle:H3VR MTs255 Open.jpg|thumb|none|600px|Opening up the MTs...]]&lt;br /&gt;
[[File:H3VR MTs255 Loading.jpg|thumb|none|600px|...and loading in some shells.]]&lt;br /&gt;
[[File:H3VR MTs255 Closing.jpg|thumb|none|600px|Shutting the shotgun with a rather ill-advised flick of the wrist. Or rather, a flick of both wrists, considering the weapon's 2-handed nature.]]&lt;br /&gt;
[[File:H3VR MTs255 Aiming.jpg|thumb|none|600px|Taking aim at a target through the MTs's rather simple notch-and-post sights.]]&lt;br /&gt;
[[File:H3VR MTs255 Ejecting.jpg|thumb|none|600px|Ejecting a set of spent shells from the shotgun. And with that, we say goodbye to MTs255 Senior...]]&lt;br /&gt;
[[File:H3VR MTs255 Short.jpg|thumb|none|600px|...and hello to his lovely son MTs255 Junior.]]&lt;br /&gt;
[[File:H3VR MTs255 Short Loading.jpg|thumb|none|600px|Loading the cut-down shotgun with an interesting assortment of shells: from top to bottom, there's a buckshot shell, a Dragon's Breath shell, a &amp;quot;Triple Hit&amp;quot; shell, a slug shell, and a &amp;quot;SWAG-12&amp;quot; fragmenting shell.]]&lt;br /&gt;
[[File:H3VR MTs255 Short Closing.jpg|thumb|none|600px|Making the same mistake as with the full-length MTs, and snapping the cylinder back into place.]]&lt;br /&gt;
[[File:H3VR MTs255 Short Firing.jpg|thumb|none|600px|Firing; this is the result of the Dragon's Breath shell, which is rather underwhelming in broad daylight.]]&lt;br /&gt;
&lt;br /&gt;
==Pancor Jackhammer==&lt;br /&gt;
The [[Pancor Jackhammer]] was added in Update #93. According to the developer, the mechanics were &amp;quot;gameified&amp;quot; for simplicity, given that the model is based on a toolroom prototype that had to be disassembled in order to reload. This means that the cylinder magazine is simply inserted into the magwell, and the firing mechanism is closer to a double action revolver; the charging handle isn't used, and the fire selector is limited to semi-auto fire.&lt;br /&gt;
[[File:Jackhammerprototype.jpg|thumb|none|450px|Pancor Jackhammer (toolroom prototype) - 12 gauge]]&lt;br /&gt;
[[File:H3VR Jackhammer Left.jpg|thumb|none|600px|Examining the Jackhammer in the aesthetically-fitting hallways of Take &amp;amp; Hold: Containment.]]&lt;br /&gt;
[[File:H3VR Jackhammer Right.jpg|thumb|none|600px|The resultant image harkens back to a bygone era of shooters, where the whole game took up less disk space than the sum of all this article's images - and we thought that was a lot.]]&lt;br /&gt;
[[File:H3VR Jackhammer Cassette.jpg|thumb|none|600px|Taking a look at one of the Jackhammer's &amp;quot;cassettes&amp;quot; (not to be confused with the actual cassettes that were used back in the aforementioned era of games); from a mechanical standpoint, this is a detachable revolver cylinder (which means that, in-game, it re-uses a fair chunk of the [[Crye Precision SIX12|SIX12]]'s code).]]&lt;br /&gt;
[[File:H3VR Jackhammer Loading.jpg|thumb|none|600px|Stuffing the cylinder into the Jackhammer; this is a fairly finnicky process, even when you aren't pulling the gun off the bottom of the screen to reload.]]&lt;br /&gt;
[[File:H3VR Jackhammer Aiming.jpg|thumb|none|600px|Aiming through the weapon's simple v-notch/post irons while skulking around the obligatory vent/pipe area. Fun fact: the first FPS game to feature usable iron sights was ''[[Operation Flashpoint]]'', back in 2001. Which will only make you feel older the longer this caption stays up.]]&lt;br /&gt;
[[File:H3VR Jackhammer Top.jpg|thumb|none|600px|Paying homage to an even older era of shooters and holding the gun at the bottom-center of the screen pointed up; this also reveals the top rail, something added to the model more for gameplay than to be authentic to the real deal. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; (Look, in my defense, it looked like it was centered when I was looking through both eyes. It's not my fault that the recording software only uses your left eye's view.)]]&lt;br /&gt;
[[File:H3VR Jackhammer Safety.jpg|thumb|none|600px|Abruptly remembering to turn off the safety (which can, as mentioned, only go to safe or semi-auto)...]]&lt;br /&gt;
[[File:H3VR Jackhammer Firing.jpg|thumb|none|600px|...and getting back to business. Which, in this case, means having the gun take up most of the bottom-right corner of the screen with no hands on it, and blasting away some early-game enemies point-blank.]]&lt;br /&gt;
[[File:H3VR Jackhammer Red.jpg|thumb|none|600px|Honestly, this one doesn't really show off anything new; I just thought that the red light made it look cool. Let's see, is there any trivia I can put here... oh, right! That ribbed handguard wasn't actually an original part of the design; it's actually an [[MP5SD]] forend that was put on by a movie prop house that bought the gun, because the original forend was too smooth to work easily. Which brings up another worthwhile point: the forend is actually a sort of forwards-working pump handle that can be used to cock the weapon (or cycle it when it jammed, which it did quite often), though this functionality isn't represented in-game.]]&lt;br /&gt;
[[File:H3VR Jackhammer Gibbing.jpg|thumb|none|600px|Having &amp;lt;s&amp;gt;remembered to bring a cassette full of SWAG-12 shells&amp;lt;/s&amp;gt; found the special easter-egg version that fires grenades, the protagonist whose name is probably only in the manual quickly gets to work insta-gibbing some Weinerbots. They never stood a chance. Just like our youth.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 Express Tactical Magpul==&lt;br /&gt;
Added in Update #52, the &amp;quot;Express 870&amp;quot;, as it's known in-game, is a [[Remington 870|Remington 870 Express Tactical Magpul]] with tan furniture.&lt;br /&gt;
[[File:870 Express Magpul.jpg|thumb|none|450px|Remington 870 Express Tactical Magpul - 12 gauge]]&lt;br /&gt;
[[File:H3VR 870 Express Right.jpg|thumb|none|600px|Inspecting the Remington 870 Express Tactical Magpul. Note the curious addition of the number 11 on the side of the receiver; this is most likely meant as some sort of armory/rack number.]]&lt;br /&gt;
[[File:H3VR 870 Express Left.jpg|thumb|none|600px|The other side of the... y'know what, I'm not going to type out that ridiculously long set of words again. If you still don't understand what it is after the fourth time, then you just aren't going to.]]&lt;br /&gt;
[[File:H3VR 870 Express Chambering.jpg|thumb|none|600px|Chambering a Dragon's Breath shell. While shotguns are generally regarded as being good for room-clearing, it's usually understood that doing so requires actually firing the shotgun first.]]&lt;br /&gt;
[[File:H3VR 870 Express Sideways.jpg|thumb|none|600px|The Sosigs having realized this and returned, one finds the player character engaging in the rather unorthodox practice of attempting the [[Metal Gear Solid 3: Snake Eater#Shansi Type 17 |&amp;quot;bandit shooting&amp;quot;]] technique with a pump-action shotgun, which completely defeats its point.]]&lt;br /&gt;
[[File:H3VR 870 Express Firing.jpg|thumb|none|600px|Having come to their senses, said player character is soon merrily blasting the Sosigs with the now-correctly-oriented shotgun. The Dragon's Breath round is rather interesting: it is filled with pieces of magnesium, which catch fire as they fly through the air, and start fires where they land, as seen here. Due to the round's low pressure and high cost, coupled with international regulations on the use of incendiary munitions on human beings (and the risk of setting things on fire by accident), these incendiary shells aren't used in any sort of martial capacity, and are largely a civilian novelty.]]&lt;br /&gt;
[[File:H3VR 870 Express Aiming.jpg|thumb|none|600px|Aiming the shotgun at a couple of &amp;lt;s&amp;gt;Molotov cocktails&amp;lt;/s&amp;gt; bottles of Frank's Fantastic Festively Fragrant And Fiercely Flavorful Fancy Fire Fluid. These are an Update #59 addition, as is this scene (the Proving Grounds), the Sosig, the beginnings of a fire system (which renders the Dragon's Breath rounds far more useful), and the rear sight on this shotgun and the TAC-14 DM below (both previously having a smooth, blank receiver).]]&lt;br /&gt;
[[File:H3VR 870 Express Firing Molotov.jpg|thumb|none|600px|Firing (heh), which has predictable consequences.]]&lt;br /&gt;
[[File:H3VR 870 Express Ejecting.jpg|thumb|none|600px|Ejecting the freshly-fired shell. While not seen here, the player character's expression of giddy satisfaction is somewhat dimmed by their newfound lack of eyebrows.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 Field Gun==&lt;br /&gt;
The Meatmas Update of 2016 added a [[Remington 870 Field Gun]] with a cut-down barrel, which heavily compromises the so-called &amp;quot;Field Gun's&amp;quot; effectiveness at its eponymous intended purpose. Update #46 added two additional variants, one with a sawn-off stock and one with a full-length barrel; it also made the latter one of the available weapons for SWBs. Rather strangely, all of the player-dedicated variants have [[Mossberg 500]]-style safeties along with the 870-styled ones (with the former taking priority, as it is the one that visually moves when the safety is toggled), which led to its item spawner designation of &amp;quot;MB500&amp;quot;.&lt;br /&gt;
[[File:Remington 870 field gun shortened.jpg|thumb|none|450px|Remington 870 Field Gun with shortened barrel - 12 gauge]]&lt;br /&gt;
[[File:H3VR 870 Left.jpg|thumb|none|600px|Examining the truncated 870.]]&lt;br /&gt;
[[File:H3VR 870 Right.jpg|thumb|none|600px|While not the sawn-off Remington of [[Army of Darkness|legend]], it is still fairly cool.]]&lt;br /&gt;
[[File:H3VR 870 Stock.jpg|thumb|none|600px|Especially considering the presence of a stock.]]&lt;br /&gt;
[[File:H3VR 870 Loading.jpg|thumb|none|600px|Loading the 870; it can hold 4 shells in the tube, plus one in the chamber.]]&lt;br /&gt;
[[File:H3VR 870 Pumping.jpg|thumb|none|600px|Chambering a shell.]]&lt;br /&gt;
[[File:H3VR 870 Aiming.jpg|thumb|none|600px|Aiming; this being a sawn-off shotgun, there aren't any sights to render this activity worthwhile.]]&lt;br /&gt;
[[File:H3VR 870 Firing.jpg|thumb|none|600px|Blasting the target to smithereens. Well, not really, but it's more fun to think so.]]&lt;br /&gt;
[[File:H3VR 870 Ejecting.jpg|thumb|none|600px|Ejecting a spent shell.]]&lt;br /&gt;
[[File:H3VR 870 Ejecting Black.jpg|thumb|none|600px|Ditto, but this time in [[Black#Remington 870|a familiarly eye-damaging manner]].]]&lt;br /&gt;
[[File:H3VR 870 Chamberloading.jpg|thumb|none|600px|Reloading the now-empty shotgun, straight through the ejection port this time.]]&lt;br /&gt;
[[File:SawnoffShotgun2.jpg|thumb|none|450px|Sawn-off Remington 870 - 12 gauge]]&lt;br /&gt;
[[File:H3VR 870 Short.jpg|thumb|none|600px|Taking a look at the even shorter Remington...]]&lt;br /&gt;
[[File:Remington870Fieldgun.jpg|thumb|none|450px|Remington 870 Field Gun (full-length) - 12 gauge]]&lt;br /&gt;
[[File:H3VR 870 Long.jpg|thumb|none|600px|...and the ｌｏｎｇｂｏｉ.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS==&lt;br /&gt;
Update #92 added a [[Remington 870 MCS]] in Entry configuration, increasing the total number of 870 variants in the game to an impressive 5 (or 7, if the 3 different lengths of Field Gun are counted separately). Update #105's first experimental build brought this up to 8, with an additional cut-down variant that can be mounted to Picatinny rails.&lt;br /&gt;
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington 870 MCS Entry - 12 gauge]]&lt;br /&gt;
[[File:H3VR MCS Left.jpg|thumb|none|600px|Preparing for some breach-and-clear action with the... hang on, excuse me for a moment... &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''&amp;quot;Hey, you. When I said &amp;quot;lights, camera, action&amp;quot;, I meant it. Now get off your lazy rear and gimme some damn lighting or I'll have you on the street so fast your teeth will spin.&amp;quot;'']]&lt;br /&gt;
[[File:H3VR MCS Right.jpg|thumb|none|600px|Ah, much better... right, as I was saying, preparing for some real, authentic, definitely-not-staged breach-and-clear action with the MCS.]]&lt;br /&gt;
[[File:H3VR MCS Chamberloading.jpg|thumb|none|600px|...and tossing a single specialty shell into the chamber.]]&lt;br /&gt;
[[File:H3VR MCS Loading.jpg|thumb|none|600px|...shoving some buckshot into the tube...]]&lt;br /&gt;
[[File:H3VR MCS Safety.jpg|thumb|none|600px|Disengaging the familiar crossbolt safety... &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''&amp;quot;...huh? Whaddaya mean you're supposed to do that last? Eh, screw it, not worth wasting film for a retake. Just have the boys in Post put the shots in order. &amp;lt;br&amp;gt; ...nah, you're overthinking it. I'm sure they'll make the dialogue work. And they'll edit all this stuff out, too, if they know what's good for 'em.&amp;quot;'']]&lt;br /&gt;
[[File:H3VR MCS Aiming.jpg|thumb|none|600px|Checking ''all'' the angles, just like the real SWAT guys do. ...because I am one. Yep, I'm acting like one because I am one. Just... felt that that was worth pointing out.]]&lt;br /&gt;
[[File:H3VR MCS Firing.jpg|thumb|none|600px|Rushing into the room, and BOOM, SURPRISE CANNONBALL FLASHBANG! Haha, bet you weren't expecting that that was what I chamberloaded earlier, huh? &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''&amp;quot;...derivative? What're you talking about? ...the KSG section did it first? They can't do that? Sue them, or something!&amp;quot;'']]&lt;br /&gt;
[[File:H3VR MCS Cycling.jpg|thumb|none|600px|Pumping the shotgun, blasting a Sosig with buckshot, and cycling it again. DISCLAIMER: No Sosigs were harmed in the making of this section. That mustard is fake. As are the chunks of the Sosig's head. And the absence of its head.]]&lt;br /&gt;
[[File:Remington 870 MCS MK.jpg|thumb|none|450px|Remington 870 MCS Masterkey - 12 gauge]]&lt;br /&gt;
[[File:H3VR 870P Left.jpg|thumb|none|600px|The &amp;quot;870 Picatinny&amp;quot;, out on the top of Northest Dakota's scoring plinth.]]&lt;br /&gt;
[[File:H3VR 870P Right.jpg|thumb|none|600px|It's most similar to the actual MCS's &amp;quot;Masterkey&amp;quot; configuration, but without the pistol grip, and with a female Picatinny rail on top.]]&lt;br /&gt;
[[File:H3VR 870P Safety.jpg|thumb|none|600px|The safety's the same as the standard 870 variants - a simple crossbolt behind the trigger.]]&lt;br /&gt;
[[File:H3VR 870P Opening.jpg|thumb|none|600px|Opening the action; while it's intended as a mounted weapon, there's nothing explicitly stopping you from using it on its own.]]&lt;br /&gt;
[[File:H3VR 870P Chamberloading.jpg|thumb|none|600px|Though, of course, there's little point in doing so - you'd be better off sticking it on something else, like this [[FN SCAR-H|SCAR]] here.]]&lt;br /&gt;
[[File:H3VR 870P Firing.jpg|thumb|none|600px|Firing the underslung 870 at nothing in particular. It never stood a chance.]]&lt;br /&gt;
[[File:H3VR 870P Bayonet.jpg|thumb|none|600px|Of course, in a game with an open-ended rail-mounting system, the only limit to what you can do is how much time you're willing to spend. For example, the mountable MCS can let you finally achieve your dream of having an 870 with an underbarrel bayonet. Or, as far as the game's concerned, a knife with an overbarrel 870.]]&lt;br /&gt;
[[File:H3VR 870P Loading.jpg|thumb|none|600px|And, since subtlety went out the window a long time ago, why not load it up with frag rounds?]]&lt;br /&gt;
[[File:H3VR 870P Aiming.jpg|thumb|none|600px|Aiming through the Tasco-esque &amp;quot;KDR&amp;quot; sight mounted on the not-quite-top-rail...]]&lt;br /&gt;
[[File:H3VR 870P Tracer.jpg|thumb|none|600px|...and getting revenge on one of the map's many mountains for making it such a pain to get around. Note that, for whatever reason, the slug's ostensibly-bright tracer is casting a shadow.]]&lt;br /&gt;
[[File:H3VR 870P Cycling.jpg|thumb|none|600px|Cycling the shotgun's action. Sadly, due to how the game handles grip points, this isn't as easy a prospect as one would imagine - one hand has to remain on either the &amp;quot;parent&amp;quot; weapon (the knife, in this case) or the &amp;quot;primary foregrip&amp;quot; (the 870's trigger) in order for the weapon to count as &amp;quot;held&amp;quot;; should one attempt to grip, say, the shotgun's forend and nothing else, it'll simply fall out of their hands.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 TAC-14==&lt;br /&gt;
Update #90 added a [[Remington 870]] TAC-14, a variant of the 870 with a 14&amp;quot; barrel and a Shockwave Industries Raptor grip, a configuration which allows it to evade NFA regulations regarding short-barreled shotguns by legally not being classified as anything other than a &amp;quot;firearm&amp;quot; (i.e. neither a rifle nor a shotgun nor a pistol). It is known as the &amp;quot;T14 Custom&amp;quot; in-game, alluding to it being modified with a non-standard magazine tube cap, an aftermarket set of sights, and the forend of a Weatherby PA 459.&lt;br /&gt;
[[File:Remington 870 Tac-14 shotgun.jpg|thumb|none|450px|Remington 870 TAC-14 - 12 gauge]]&lt;br /&gt;
[[File:WeatherbyPA459.jpg|thumb|none|450px|Weatherby PA 459 Tactical - 12 gauge]]&lt;br /&gt;
[[File:H3VR T14 Left.jpg|thumb|none|600px|Out at the range with the TAC-14; the marking on the receiver reads &amp;quot;12 GA 2 3/4&amp;quot; OR 3&amp;quot; SHELLS&amp;quot;.]]&lt;br /&gt;
[[File:H3VR T14 Right.jpg|thumb|none|600px|The sole marking on this side, meanwhile, is a serial number.]]&lt;br /&gt;
[[File:H3VR T14 Chamberloading.jpg|thumb|none|600px|Running a different gun's forend back, and loading the first shell into the chamber. Note that the forend is long enough to cover the loading gate when pulled back, making it impossible to load the chamber and magazine tube simultaneously as with other tube-fed shotguns.]]&lt;br /&gt;
[[File:H3VR T14 Loading.jpg|thumb|none|600px|Shoving an additional 4 into the tube, through the now-not-floppy loading gate.]]&lt;br /&gt;
[[File:H3VR T14 Safe.jpg|thumb|none|600px|Taking a close look at the legally-not-a-shotgun's crossbolt safety.]]&lt;br /&gt;
[[File:H3VR T14 Safety.jpg|thumb|none|600px|And then turning it off.]]&lt;br /&gt;
[[File:H3VR T14 Aiming.jpg|thumb|none|600px|Aiming at one of Update #90's improved indoor range targets, this one being a &amp;quot;splatter&amp;quot;-style bullseye target.]]&lt;br /&gt;
[[File:H3VR T14 Firing.jpg|thumb|none|600px|Firing; as one would expect of a short-barreled shotgun with no stock, it likes to jump around.]]&lt;br /&gt;
[[File:H3VR T14 Cycling.jpg|thumb|none|600px|Cycling a shell out of the Remington; note that the holes in the target are marked by a &amp;quot;splatter&amp;quot; of the target's green base color, appropriate for a target of this type.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 TAC-14 DM==&lt;br /&gt;
The later detachable-magazine-fed variant of the [[Remington 870]], the 870 DM, was added in Update #52 under the name &amp;quot;CQB 870&amp;quot;; as with the later-added-but-above &amp;quot;T14 Custom&amp;quot;, it is in the TAC-14 configuration. The one in-game is also presumably either modified or broken, seeing as it is capable of slam-fire, unlike a normal 870. &lt;br /&gt;
[[File:Remington 870 TAC-14 DM.jpg|thumb|none|450px|Remington 870 TAC-14 DM - 12 gauge]]&lt;br /&gt;
[[File:H3VR 870 DM Table.jpg|thumb|none|600px|The new kid on the block.]]&lt;br /&gt;
[[File:H3VR 870 DM Left.jpg|thumb|none|600px|A closer look at the 870, giving a good look at the magazine well that takes the place of a normal 870's loading port.]]&lt;br /&gt;
[[File:H3VR 870 DM Right.jpg|thumb|none|600px|The other side, which gives a view of the bolt and ejection port.]]&lt;br /&gt;
[[File:H3VR 870 DM Loading.jpg|thumb|none|600px|Loading a magazine into the 870 DM.]]&lt;br /&gt;
[[File:H3VR 870 DM Pumping.jpg|thumb|none|600px|Ejecting a fired shell.]]&lt;br /&gt;
[[File:H3VR 870 DM Firing.jpg|thumb|none|600px|Taking advantage of the 870's seemingly broken trigger group, and letting loose with a barrage of 12 gauge shells.]]&lt;br /&gt;
[[File:H3VR 870 DM Sight.jpg|thumb|none|600px|A later update added a ghost-ring rear sight to the shotgun, much to the relief of anyone trying to use it past, say, 50 meters. Note the receiver markings; being made by the same artist who made the aforementioned Express model, it uses the same receiver, hence the &amp;quot;Pump Action - EXPRESS&amp;quot; marking that's partially covered by the magazine well. The hard-to-make-out marking to the right of that is &amp;quot;19019182&amp;quot;, presumably a serial number.]]&lt;br /&gt;
[[File:H3VR 870 DM Aiming.jpg|thumb|none|600px|Trying out the new sights. The blue/red contrast is an unusual, yet satisfying combination.]]&lt;br /&gt;
[[File:H3VR 870 DM Ejecting.jpg|thumb|none|600px|Celebrating this new discovery in the world of color palettes with the gratuitously dramatic ejection of a spent shell, and the simultaneous viewing of a new one getting chambered.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 11==&lt;br /&gt;
The [[Browning Auto-5|Remington Model 11]] was added in Update #52; its first introduction was in the Valentine's Day alpha build. It is referred to in-game as an Auto-5, but lacks a magazine cutoff.&lt;br /&gt;
[[File:BrowAut5.jpg|thumb|none|450px|Remington Model 11 - 12 gauge]]&lt;br /&gt;
[[File:H3VR Auto-5 Left.jpg|thumb|none|600px|The left side of the Model 11, which shows off the engravings (and the lack of a magazine cutoff, distinguishing it from the [[Browning Auto-5]] upon which the Model 11 is based)...]]&lt;br /&gt;
[[File:H3VR Auto-5 Right.jpg|thumb|none|600px|...and the right side, which shows off some of the working bits.]]&lt;br /&gt;
[[File:H3VR Auto-5 Locking.jpg|thumb|none|600px|Locking the bolt to the rear.]]&lt;br /&gt;
[[File:H3VR Auto-5 Chamberloading.jpg|thumb|none|600px|Chamberloading the Model 11.]]&lt;br /&gt;
[[File:H3VR Auto-5 Loading.jpg|thumb|none|600px|Loading the other 4 shells into the magazine tube.]]&lt;br /&gt;
[[File:H3VR Auto-5 Aiming.jpg|thumb|none|600px|Aiming the shotgun, showing off its simple bead sight.]]&lt;br /&gt;
[[File:H3VR Auto-5 Firing.jpg|thumb|none|600px|Blasting the paper target with a 12 gauge shell.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 1882==&lt;br /&gt;
Update #52 added a [[12 Gauge Double Barreled Shotgun|Remington Model 1882]] double-barreled shotgun.&lt;br /&gt;
[[File:Rem1889.jpg|thumb|none|450px|Remington Model 1889 - 12 gauge. Similar to the Model 1882.]]&lt;br /&gt;
[[File:H3VR 1882 Remington Forend.jpg|thumb|none|600px|Modern indoor range, meet classic rabbit-ear shotgun.]]&lt;br /&gt;
[[File:H3VR 1882 Remington.jpg|thumb|none|600px|Taking a look at the stock, which has a brass badge attached to the side.]]&lt;br /&gt;
[[File:H3VR 1882 Remington Open.jpg|thumb|none|600px|Opening the Model 1882.]]&lt;br /&gt;
[[File:H3VR 1882 Remington Loading.jpg|thumb|none|600px|Loading in some shells.]]&lt;br /&gt;
[[File:H3VR 1882 Remington Cocking.jpg|thumb|none|600px|Cocking the left hammer. The right was soon to follow.]]&lt;br /&gt;
[[File:H3VR 1882 Remington Aiming.jpg|thumb|none|600px|Aiming the 1882. There's nothing but a simple bead sight available for this purpose.]]&lt;br /&gt;
[[File:H3VR 1882 Remington Ejecting.jpg|thumb|none|600px|2 shots later, and it's time to eject some shells.]]&lt;br /&gt;
&lt;br /&gt;
==Remington V3 TAC-13==&lt;br /&gt;
The [[Remington V3 TAC-13]] semi-auto shotgun was added in Update #90, under the name &amp;quot;VT13&amp;quot;; like the 870 TAC-14s above, the purpose of this specific configuration is to be legally considered a &amp;quot;firearm&amp;quot; in the US, and nothing more. &lt;br /&gt;
[[File:V3 TAC-13.jpg|thumb|none|450px|Remington V3 TAC-13 - 12 gauge]]&lt;br /&gt;
[[File:H3VR T13 Right.jpg|thumb|none|600px|Examining the fancy new shotgun in the very, ''very'' not-new Arcade Proto scene.]]&lt;br /&gt;
[[File:H3VR T13 Left.jpg|thumb|none|600px|Those swooping lines don't do anything, by the way; they're just there to look cool.]]&lt;br /&gt;
[[File:H3VR T13 Safe.jpg|thumb|none|600px|Speaking of looking cool, turn the V3 over to look at the bottom, and watch as it becomes one with the gray futuristic minimalism.]]&lt;br /&gt;
[[File:H3VR T13 Safety.jpg|thumb|none|600px|Oh, and you can check whether or not the safety's on. That too.]]&lt;br /&gt;
[[File:H3VR T13 Loading.jpg|thumb|none|600px|Loading a shell into the TAC-13...]]&lt;br /&gt;
[[File:H3VR T13 Charging.jpg|thumb|none|600px|...and pulling the charging handle to chamber it. Note how the loading gate/carrier pivots upward to lift the shell into the chamber; this was another part of Update #90's improvements to loading gates.]]&lt;br /&gt;
[[File:H3VR T13 Aiming.jpg|thumb|none|600px|Drawing a quick, less-than-stellar bead on an encroaching cube...]]&lt;br /&gt;
[[File:H3VR T13 Firing.jpg|thumb|none|600px|...and blasting it with some flechettes.]]&lt;br /&gt;
[[File:H3VR T13 Dual.jpg|thumb|none|600px|Quickly finding one 5+1 shotgun insufficient, our futurist cube-slayer turns to the age-old solution: [[Team Fortress 2#Engineer|more gun]].]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12==&lt;br /&gt;
A [[Saiga 12]] with a side-folding stock is one of the available firearms in-game, added through Update #40. It can use either factory 5-round magazines, aftermarket 12-round box magazines, or aftermarket 20-round drums.&lt;br /&gt;
[[File:Saiga 12k-1.jpg|thumb|none|450px|Saiga-12K - 12 gauge]]&lt;br /&gt;
[[File:H3VR Saiga.jpg|thumb|none|600px|A beautiful piece of Russian engineering.]]&lt;br /&gt;
[[File:H3VR Saiga Right.jpg|thumb|none|600px|The other side. Note that the safety is on; this is standard for weapons in ''H3'' when they are first spawned.]]&lt;br /&gt;
[[File:H3VR Saiga Stock.jpg|thumb|none|600px|Fiddling with the folding stock, while trying to ignore the ever-invasive options panel.]]&lt;br /&gt;
[[File:H3VR Saiga Loading.jpg|thumb|none|600px|Loading in a 5-round magazine.]]&lt;br /&gt;
[[File:H3VR Saiga Charging.jpg|thumb|none|600px|Chambering a shell.]]&lt;br /&gt;
[[File:H3VR Saiga Firing.jpg|thumb|none|600px|Firing the Saiga.]]&lt;br /&gt;
[[File:H3VR Saiga 12.jpg|thumb|none|600px|Loading in a 12-round magazine...]]&lt;br /&gt;
[[File:H3VR Saiga Reload.jpg|thumb|none|600px|...before performing a rather strange tactical reload.]]&lt;br /&gt;
[[File:H3VR Saiga 20.jpg|thumb|none|600px|Of course, if 12 rounds isn't enough for you...]]&lt;br /&gt;
[[File:H3VR Saiga Suppressor.jpg|thumb|none|600px|Preparing to affix a somewhat undersized SilencerCo Osprey suppressor.]]&lt;br /&gt;
[[File:H3VR Saiga Suppressed.jpg|thumb|none|600px|A suppressor which, of course, re-scales itself to match the Saiga's barrel, as seen in this demonstration of a complete and utter failure to understand the concept of a &amp;quot;target&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Sawn-off Double Barreled Shotgun==&lt;br /&gt;
There are 5 main varieties of [[Sawed-off Double Barrel Shotgun]] in-game. The first (and also one of the first weapons added to the game, back when the game was just Anton Hand's experiment grounds and not even named ''H3VR'' yet) was the so-called &amp;quot;Cartoon 8 Gauge&amp;quot;, which sounds downright painful, the second is a more reasonable 12-gauge version (seen below), and the 3rd is the same as the second, except sawn down to ''[[Killing Them Softly]]''-level absurdity (albeit unlike that movie's shotgun, this one also has the grip sawn down even further than the standard version), which, predictably, makes the spread somewhere between hilarious and pitiful. The fourth, added with Update #52, is an 1864 Wells Fargo stagecoach shotgun with external hammers and shell loops on the forend. The fifth, added in the first major bug-fix patch of Update #98, is a ''Meat Fortress''-styled sawn-off, rather appropriately called the &amp;quot;Big Boomer&amp;quot;; it is a classic video-gamey &amp;quot;super shotgun&amp;quot;, with a massive spread, ludicrous power (due to it, in a display of one-upmanship over the OG, firing ''2''-gauge shells), and a single trigger that fires both barrels at once.&lt;br /&gt;
[[File:Remington SBS.jpg|thumb|none|450px|Remington Spartan Sawed Off shotgun - 12 gauge]]&lt;br /&gt;
[[File:H3VR Sawn-Off.jpg|thumb|none|600px|While shooting at the range, the urge to rant to &amp;quot;[[Army of Darkness#Stoeger Coach Gun|primitive screw heads]]&amp;quot; is differed by the lack of other range patrons.]]&lt;br /&gt;
[[File:H3VR Sawn-Off Open.jpg|thumb|none|600px|Opening up the shotgun.]]&lt;br /&gt;
[[File:H3VR Sawn-Off Loading.jpg|thumb|none|600px|Loading in some shells.]]&lt;br /&gt;
[[File:H3VR Sawn-Off Aiming.jpg|thumb|none|600px|Aiming the shotgun, using its complete lack of sights...]]&lt;br /&gt;
[[File:H3VR Sawn-Off Firing.jpg|thumb|none|600px|...before bringing the paper range target to its inevitable ''[[Doom (VG)|Doom]]''.]]&lt;br /&gt;
[[File:H3VR Sawn-Off Ejecting.jpg|thumb|none|600px|Two shots fired, 2 shells ejected.]]&lt;br /&gt;
===Ultra-short sawed-off===&lt;br /&gt;
[[File:H3VR KTS Sawn-off.jpg|thumb|none|600px|Aww, isn't it adorable?]]&lt;br /&gt;
[[File:H3VR KTS Sawn-off Muzzle.jpg|thumb|none|600px|A close look at the ultra-short version's muzzle.]]&lt;br /&gt;
[[File:H3VR KTS Sawn-off Loading.jpg|thumb|none|600px|Loading in some #4 Buckshot shells...]]&lt;br /&gt;
[[File:H3VR KTS Sawn-off Loaded.jpg|thumb|none|600px|...which are precisely flush with the ends of the barrels.]]&lt;br /&gt;
[[File:H3VR KTS Sawn-off Spread.jpg|thumb|none|600px|The spread pattern of the shotgun. The radius of its spread is approximately half of the user's distance from the target.]]&lt;br /&gt;
[[File:H3VR KTS Sawn-off Fired.jpg|thumb|none|600px|Seeing as the shells are perfectly flush with the muzzle when unfired, when they're fired, the opened-up crimps of the shells actually extend past the barrels.]]&lt;br /&gt;
[[File:H3VR KTS Sawn-off Ejecting.jpg|thumb|none|600px|Ejecting the fired shells from one of the shotguns.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;The OG&amp;quot;===&lt;br /&gt;
Originally identified as the &amp;quot;Cartoon 8 Gauge&amp;quot;, before being removed in Update #52 and brought back in Update #98, &amp;quot;The OG&amp;quot; takes its name from its status as one of the first firearms implemented in the earliest prototype stages of what would later become ''H3VR''. While 8-gauge break-action shotguns do exist, they were primarily used as hunting/field guns, and fell out of favor due to the development of more powerful smokeless powders in the late 19th and early 20th centuries; at any rate, nobody in their right mind would've produced a stockless sawn-off version like this one. The only current-production 8-gauge shotguns are used as industrial tools (and are legally regulated as such, rather than being considered firearms), such as [[Remington]]'s Master Blaster; these used to blast away built-up material from the inside of various machines (e.g. coal ash or lime in rotary kilns, slag in blast furnaces, etc.).&lt;br /&gt;
&lt;br /&gt;
Of course, all of the above becomes moot when you realize that, based on the size of the rounds, this is actually a ''3 gauge'' shotgun. Accordingly, the renamed re-introduction as updated to better match this absurd caliber, with updated sound effects, tremendous damage output, and recoil strong enough to physically push the player character backwards.&lt;br /&gt;
[[File:H3VR 8 Gauge.jpg|thumb|none|600px|The &amp;quot;Cartoon 8 Gauge&amp;quot;, in all of its glory. The current location may be a nod to the Master Blaster's application, but the MB is mounted on a stand and fired by a cable for ''very obvious'' reasons.]]&lt;br /&gt;
[[File:H3VR 8 Gauge Loading.jpg|thumb|none|600px|Loading some utterly massive shells into the weapon's breech...]]&lt;br /&gt;
[[File:H3VR 8 Gauge Firing.jpg|thumb|none|600px|...before annihilating everything in front of the weapon, along with the user's wrist.]]&lt;br /&gt;
[[File:H3VR 8 Gauge Smoke.jpg|thumb|none|600px|The amount of smoke produced by this weapon (and the fact that our invisible protagonist is still standing) lends itself to the likelihood that the 8-gauge rounds are using weaker black powder rather than modern smokeless powder.]]&lt;br /&gt;
[[File:H3VR 8 Gauge Emptying.jpg|thumb|none|600px|Removing the spent shells from the shotgun, vowing never to do that again.]]&lt;br /&gt;
[[File:H3VR OG Left.jpg|thumb|none|600px|Here it is, folks - back, and just as cartoony as ever. That hole in the frame was always there; don't worry about it.]]&lt;br /&gt;
[[File:H3VR OG Aiming.jpg|thumb|none|600px|Taking aim at a bench, with the shotgun a fair bit closer in than is strictly comfortable...]]&lt;br /&gt;
[[File:H3VR OG Opening.jpg|thumb|none|600px|...before being saved from a broken face by the fact that the OG, like all of ''H3'''s weaponry, spawns empty.]]&lt;br /&gt;
[[File:H3VR OG Loading.jpg|thumb|none|600px|Emptying the weapon of its emptiness, and shoving in some 3-gauge shotgun shells. That's nearly 30 millimeters, and it's packed to the brim with about 1/3 of a pound (over 150 grams) of 00 buck.]]&lt;br /&gt;
[[File:H3VR OG Firing.jpg|thumb|none|600px|Heeding absolutely none of the above warnings about possible facial damage, and blasting the bench with &amp;quot;some&amp;quot; (read: &amp;quot;lots of&amp;quot;) conspicuously bright 00 buck pellets.]]&lt;br /&gt;
[[File:H3VR OG Downwards.jpg|thumb|none|600px|Of course, there is another use for the OG apart from bench-blasting:]]&lt;br /&gt;
[[File:H3VR OG Launch.jpg|thumb|none|600px|Flight.]]&lt;br /&gt;
[[File:H3VR OG Ejecting.jpg|thumb|none|600px|One rather unsatisfying in-flight meal later, we're back on the ground to show off the other, other new feature of the OG: automatic ejectors. Convenient, isn't it?]]&lt;br /&gt;
&lt;br /&gt;
===1864 Wells Fargo===&lt;br /&gt;
[[File:RossiOverlandShortSBS.jpg|thumb|none|450px|Sawn-off Rossi Overland SBS Shotgun - 12 gauge. Similar to the weapon in-game.]]&lt;br /&gt;
[[File:H3VR 1864 Wells.jpg|thumb|none|600px|Admiring the 1864 Wells.]]&lt;br /&gt;
[[File:H3VR 1864 Wells Loops.jpg|thumb|none|600px|Putting some shells into the cloth loops on the forend. Just in case.]]&lt;br /&gt;
[[File:H3VR 1864 Wells Open.jpg|thumb|none|600px|Opening up the shotgun.]]&lt;br /&gt;
[[File:H3VR 1864 Wells Loading.jpg|thumb|none|600px|Loading in a pair of shells.]]&lt;br /&gt;
[[File:H3VR 1864 Wells Closeup.jpg|thumb|none|600px|A close-up of the 1864's trigger group, showing off some of the wear and scratching. As to be expected for a firearm of this vintage.]]&lt;br /&gt;
[[File:H3VR 1864 Wells Cocking 1.jpg|thumb|none|600px|Cocking the left hammer...]]&lt;br /&gt;
[[File:H3VR 1864 Wells Cocking 2.jpg|thumb|none|600px|...and the right one...]]&lt;br /&gt;
[[File:H3VR 1864 Wells Firing.jpg|thumb|none|600px|...before blowing away the &amp;lt;s&amp;gt;paper target&amp;lt;/s&amp;gt; charging bandit, vowing to defend this &amp;lt;s&amp;gt;range booth&amp;lt;/s&amp;gt; stagecoach to the very last.]]&lt;br /&gt;
[[File:H3VR 1864 Wells Ejecting.jpg|thumb|none|600px|Having dealt with the would-be stagecoach robber, the guard ejects the spent shells from his shotgun.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Big Boomer&amp;quot;===&lt;br /&gt;
[[File:H3VR Boomer Right.jpg|thumb|none|600px|Let's step it up a notch, shall we?]]&lt;br /&gt;
[[File:H3VR Boomer Left.jpg|thumb|none|600px|That shot doesn't really give a reference point for size; to remedy that, here it is next to the sawn-off 12 gauge above.]]&lt;br /&gt;
[[File:H3VR Boomer Muzzles.jpg|thumb|none|600px|Comparing their muzzles drives the point home even further - this is, beyond a shadow of a doubt, a comically massive shotgun.]]&lt;br /&gt;
[[File:H3VR Boomer Opening.jpg|thumb|none|600px|Cracking open the Big Boomer; it holds the honor of being the game's first shotgun with modeled ejectors.]]&lt;br /&gt;
[[File:H3VR Boomer Loading.jpg|thumb|none|600px|Loading in a couple of the weapon's massive 2-gauge shells - that's over 33 and a half millimeters, putting it solidly into punt gun territory.]]&lt;br /&gt;
[[File:H3VR Boomer Pointing.jpg|thumb|none|600px|As one would expect, such a massive shotgun can do some impressive things, to the point that it borders on magical. See the entire top half of this Sniper?]]&lt;br /&gt;
[[File:H3VR Boomer Attacking.jpg|thumb|none|600px|Not anymore. Ta-da!]]&lt;br /&gt;
[[File:H3VR Boomer Ejecting.jpg|thumb|none|600px|With both shells now being spent, the automatic ejectors can be put to good use. Note that, like the other Meat Fortress rounds, the 2-gauge shells have struck primers.]]&lt;br /&gt;
[[File:H3VR Boomer Aiming.jpg|thumb|none|600px|Taking a trip over to the Proving Grounds to show just how absurd this weapon can be, in a game we like to call &amp;quot;Bowling for Sosigs&amp;quot;! The rules are simple: aim your old-school-FPS super-shotgun (like a proper old-school FPS - i.e. as centered as you can manage) at a triangularly-arranged group of 6 Sosigs...]]&lt;br /&gt;
[[File:H3VR Boomer Firing.jpg|thumb|none|600px|...smack yourself in the face with the player-pushing recoil...]]&lt;br /&gt;
[[File:H3VR Boomer Aftermath.jpg|thumb|none|600px|...and see how many you can hit - this shot was a strike, hitting every single one of the Sosigs, and killing all but one. What makes this more impressive is the relatively low pellet count; as the bullet trails show, each 2-gauge shell only contains 3 projectiles, so they managed to go 6 for 6 here.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Scalpel-LE&amp;quot;==&lt;br /&gt;
The 23rd gift added in the Meatmas 2018 event was a fictional shotgun known as the &amp;quot;Scalpel-LE&amp;quot;. Created by 3D artist Patrick Sutton (who'd created several of ''H3'''s assets prior), it is a compact, stockless, magazine-fed fully-automatic shotgun reminiscent of the &amp;quot;Bolters&amp;quot; from the ''Warhammer 40K'' universe, similar to the earlier-added &amp;quot;KWG1&amp;quot;; unlike the KWG1, however, the Scalpel is a completely fictional creation (rather than being based on an image of unknown provenance), and fires from an open bolt. Visually, it appears to be primarily based on the [[Heckler &amp;amp; Koch UMP]], with a full-hand trigger guard like that of rifles such as the [[Steyr AUG]] or the [[Tavor]], a [[TDI Vector]]-esque folding charging handle, and an [[AR-15]]-like dustcover; it feeds from drum magazines that lock into a full-length guide rail on the front of the trigger guard, in a manner seemingly inspired by the [[AA-12]].&lt;br /&gt;
&lt;br /&gt;
On a sidenote, the name is somewhat bizarre; the word &amp;quot;Scalpel&amp;quot; implies precision, something that a fully-automatic shotgun about the size of a compact SMG doesn't exactly possess, and the suffix &amp;quot;LE&amp;quot; usually stands for &amp;quot;Law Enforcement&amp;quot;, despite a stockless automatic shotgun hardly being standard fare for most police departments. Then again, the &amp;quot;LE&amp;quot; could also stand for something else entirely (e.g. &amp;quot;Limited-Edition&amp;quot;); the name may have also been chosen specifically for its nonsensical, ironic nature.&lt;br /&gt;
[[File:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:H3VR Scalpel Box.jpg|thumb|none|600px|Well, of course that's where it's from. Who else would create such a device?]]&lt;br /&gt;
[[File:H3VR Scalpel Loading.jpg|thumb|none|600px|Loading in a drum magazine; each one holds 15 rounds. These come loaded with the game's &amp;quot;SWAG-12&amp;quot; high-explosive shells, presumably to further their Bolter-like nature. Note the recoil spring, visible through the charging handle slot.]]&lt;br /&gt;
[[File:H3VR Scalpel Loaded.jpg|thumb|none|600px|Fully inserting the drum causes a spring-loaded tab at the front to snap over it. This isn't the actual magazine catch (that role instead falling to the large, serrated paddle at the front of the trigger guard); based on its position, it seems to be there to stop the drum from indexing backwards (note how it sits in direct contact with the series of notches in the front of the drum).]]&lt;br /&gt;
[[File:H3VR Scalpel Left.jpg|thumb|none|600px|Pausing for a moment to admire the quality of 'Murican engineering.]]&lt;br /&gt;
[[File:H3VR Scalpel Right.jpg|thumb|none|600px|The shotgun's other side, which shows off the dustcover.]]&lt;br /&gt;
[[File:H3VR Scalpel Cocking.jpg|thumb|none|600px|Pulling back the (reciprocating) folding charging handle...]]&lt;br /&gt;
[[File:H3VR Scalpel Dustcover.jpg|thumb|none|600px|...which causes the dustcover to pop up. Like the [[ArmaLite]] designs it's based on, this dustcover opens whenever the bolt goes back sufficiently far, and stays open until the user manually closes it.]]&lt;br /&gt;
[[File:H3VR Scalpel Safe.jpg|thumb|none|600px|Of course, no open-bolt weapon would be complete without a safety.]]&lt;br /&gt;
[[File:H3VR Scalpel Safety.jpg|thumb|none|600px|In the Scalpel's case, this consists of a 2-position crossbolt large enough that it could probably be used as an actual crossbolt door lock. Not that that's a bad thing; after all, &amp;quot;subtle&amp;quot; isn't exactly the first word that comes to mind when looking at this gun.]]&lt;br /&gt;
[[File:H3VR Scalpel Firing.jpg|thumb|none|600px|Unloading at a hot dog standee. With it being 1. a shotgun, 2. fully-automatic, 3. open-bolt, 4. stockless, 5. short-barreled, 6. loaded with high-explosive ammunition, and 7. not equipped with sights of any sort whatsoever, there's basically no reason to even bother aiming.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Scattergun&amp;quot;==&lt;br /&gt;
One of two shotguns added in the ''[[Team Fortress 2]]''-crossover update &amp;quot;Meat Fortress&amp;quot; was the &amp;quot;Scattergun&amp;quot;, a recreation of that game's Scout's weapon of the same name; as in that game, it is a work of fiction, combining a pair of short, side-by-side barrels with rifle sights with a stockless lever-action receiver vaguely reminiscent of the [[Savage 99]], with a 6-round drum magazine in the middle. Unlike its source material, however, the ''H3VR'' incarnation of the Scattergun is actually somewhat mechanically plausible, being treated as 2 separate actions operated by a common lever, rather than a semi-auto that could somehow be reloaded by working the action and ejecting spent shells without inserting any new ones.&lt;br /&gt;
[[File:H3VR TF2 Scattergun Left.jpg|thumb|none|600px|In case you couldn't understand the written description, here's a visual one.]]&lt;br /&gt;
[[File:H3VR TF2 Scattergun Right.jpg|thumb|none|600px|Doesn't really make much more sense, but that's just how it is.]]&lt;br /&gt;
[[File:H3VR TF2 Scattergun Loading.jpg|thumb|none|600px|Loading the Scattergun through a port on the bottom of the drum. This port is actually present on the original model, though it's never used for anything, and the in-game animations virtually never reveal its existence to the player; it had to be widened for ''H3'''s model, since it was far too small to fit any meaningfully-sized shell on the original version. The shell being loaded is specific to this weapon, and is supposedly 13 gauge.]]&lt;br /&gt;
[[File:H3VR TF2 Scattergun Racking.jpg|thumb|none|600px|Working the Scattergun's action, revealing some shells in line for chambering; the ejection port was, like the loading port, widened for the sake of realism. Of note is that 2 shells can be loaded after doing this, giving the weapon a 6+2 capacity.]]&lt;br /&gt;
[[File:H3VR TF2 Scattergun Firing.jpg|thumb|none|600px|Firing off a couple of shots in quick succession.]]&lt;br /&gt;
[[File:H3VR TF2 Scattergun Cycling.jpg|thumb|none|600px|2 shots makes 2 shells, both of which are ejected simultaneously.]]&lt;br /&gt;
[[File:H3VR TF2 Scattergun Blocked.jpg|thumb|none|600px|Attempting to aim at an Engineer Sosig, which reveals a bit of a problem: the Scattergun's rifle-type iron sights are too short to see over its fixed drum magazine. To be fair, it's not like they were ever intended to be usable anyway.]]&lt;br /&gt;
[[File:H3VR TF2 Scattergun Aim.jpg|thumb|none|600px|As such, aiming the Scattergun is best accomplished by tilting it up slightly, and aiming with the front sight exclusively, in a [[Doom (VG)|rather familiar manner]].]]&lt;br /&gt;
[[File:H3VR TF2 Scattergun Aimed.jpg|thumb|none|600px|When doing so, be sure to aim below your target; after all, you are pointing the thing upwards.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Duckhunter&amp;quot;===&lt;br /&gt;
A full-length version of the Scattergun, called the &amp;quot;Duckhunter,&amp;quot; was added in Update #93. Besides adding a stock and longer barrel, the gun also features a tighter choke and functional iron sights. Both guns share the same ammo, including the new ammo types added in the same update.&lt;br /&gt;
[[File:H3VR Duckhunter overview.JPG|thumb|none|600px|The Duckhunter, a gun that would likely live up to its name, if only the game had any ducks to hunt.]]&lt;br /&gt;
[[File:H3VR Duckhunter flipside.JPG|thumb|none|600px|On the flipside, you see the exact same ejection port as the scattergun.]]&lt;br /&gt;
[[File:H3VR Duckhunter buckaroo.JPG|thumb|none|600px|Loading some 13 gauge Buckaroo, the equivalent of 00 Buckshot.]]&lt;br /&gt;
[[File:H3VR Duckhunter rack.JPG|thumb|none|600px|Racking the lever to load two shells into the two barrels.]]&lt;br /&gt;
[[File:H3VR Duckhunter aim.JPG|thumb|none|600px|Taking aim with the Duckhunter's thankfully useable iron sights.]]&lt;br /&gt;
[[File:H3VR Duckhunter fired.JPG|thumb|none|600px|And aiming with the iron sights is helped by the gun's chokes, as the grouping for the buckshot is a lot tighter than on the scattergun.]]&lt;br /&gt;
[[File:H3VR Duckhunter slugger.JPG|thumb|none|600px|The other two &amp;quot;normal&amp;quot; 13 gauge shells are &amp;quot;Sluggers&amp;quot;, which are slug shells...]]&lt;br /&gt;
[[File:H3VR Duckhunter bleeder.JPG|thumb|none|600px|...and &amp;quot;Bleeders&amp;quot;, which are flechette shells.]]&lt;br /&gt;
[[File:H3VR_Duckhunter_blooper.JPG|thumb|none|600px|Another shell is the &amp;quot;Blooper&amp;quot;...]]&lt;br /&gt;
[[File:H3VR Duckhunter bloopersmoke.JPG|thumb|none|600px|...which creates a smoke cloud.]]&lt;br /&gt;
[[File:H3VR Duckhunter moonshot.JPG|thumb|none|600px|The last is the &amp;quot;Moonshot.&amp;quot; At first glance, this appears to just be a slightly different buckshot.]]&lt;br /&gt;
[[File:H3VR Duckhunter moonshotfired.JPG|thumb|none|600px|However, this shell packs a special punch, as when aiming towards the ground...]]&lt;br /&gt;
[[File:H3VR Duckhunter moonshotlaunch.JPG|thumb|none|600px|...the player is launched into the air!]]&lt;br /&gt;
&lt;br /&gt;
==Serbu Super Shorty==&lt;br /&gt;
A [[Remington 870]]-based [[Serbu Super Shorty]] is one of the weapons added in the first Meatmas update. 2 variants are available: a normal, clean version, and a &amp;quot;tacticool&amp;quot; version, complete with a door-breaching muzzle brake, a rail mount, and a set of spare shell holders that hold more shells than the gun itself does.&lt;br /&gt;
[[File:Super Shorty (870).jpg|thumb|none|450px|Serbu Super Shorty (Remington 870-based) - 12 gauge]]&lt;br /&gt;
[[File:H3VR Super Shorty Table.jpg|thumb|none|600px|A pair of Super Shorties lying on a table.]]&lt;br /&gt;
[[File:H3VR Super Shorty.jpg|thumb|none|600px|Taking a look at the clean, normal version...]]&lt;br /&gt;
[[File:H3VR Super Shorty Railed.jpg|thumb|none|600px|...and the tacticool version.]]&lt;br /&gt;
[[File:H3VR Super Shorty Loading.jpg|thumb|none|600px|Deciding that, since this version has a higher number written on the side, it obviously must be better, our handless friend loads in some shells. And by &amp;quot;some&amp;quot;, we mean 2.]]&lt;br /&gt;
[[File:H3VR Super Shorty Chambering.jpg|thumb|none|600px|Plus an extra one, provided that there's one in the chamber.]]&lt;br /&gt;
[[File:H3VR Super Shorty Shell Holder.jpg|thumb|none|600px|Placing some shells in the shell holders. What's that old expression again? &amp;quot;A ten-gallon hat on a one-quart head&amp;quot;?]]&lt;br /&gt;
[[File:H3VR Super Shorty Aiming.jpg|thumb|none|600px|Taking aim...]]&lt;br /&gt;
[[File:H3VR Super Shorty Firing.jpg|thumb|none|600px|...firing a shell...]]&lt;br /&gt;
[[File:H3VR Super Shorty Cycling.jpg|thumb|none|600px|...and working the action...]]&lt;br /&gt;
[[File:H3VR Super Shorty Sights.jpg|thumb|none|600px|...before remembering to actually make use of the top-mounted rail.]]&lt;br /&gt;
[[File:H3VR Super Shorty Aiming Sights.jpg|thumb|none|600px|Ah, much better!]]&lt;br /&gt;
[[File:H3VR Super Shorty Chamberloading.jpg|thumb|none|600px|Celebrating this new development in actually-having-a-chance-of-hitting-your-target technology by loading a shell directly into the chamber.]]&lt;br /&gt;
[[File:H3VR Super Shorty Table Close.jpg|thumb|none|600px|After a long day of shooting, our friend decides to set the shotguns down, and go home to massage his aching nonexistent wrists.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Shotgun&amp;quot;==&lt;br /&gt;
The second of the two shotguns added with the release of &amp;quot;Meat Fortress&amp;quot; was a recreation of ''[[TF2]]'''s &amp;quot;Shotgun&amp;quot;, loosely based on a sawn-off [[Ithaca 37]] (albeit with a left-handed ejection port, instead of the Ithaca's combined loading/ejection port).&lt;br /&gt;
[[File:Ithaca m37sawedoff.jpg|thumb|none|450px|'''Airsoft''' Ithaca 37 with sawn-off stock and barrel - (fake) 12 gauge]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Left.jpg|thumb|none|600px|The ''TF2'' shotgun, in all of its glory. It's simple, but that can be a good thing.]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Opening.jpg|thumb|none|600px|Opening up the action...]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Chamber.jpg|thumb|none|600px|...and taking a peek inside. Unlike the original model, which had nothing but a black, featureless void inside, the ''H3VR'' rework has a fully-modeled bolt, barrel, and various other internal bits.]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Chamberloading.jpg|thumb|none|600px|Loading a slightly too-long shell into the action; this is the same 23x75mmR shell used by the [[KS-23M]] in-game, serving as a placeholder for a proprietary shell added in a later build.]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Loading.jpg|thumb|none|600px|Stuffing a few more 23mm shells into the magazine tube. This was, incidentally, one of the few external parts of the original model that was modified; it was slightly too narrow on the original model, and was widened a tad for this version.]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Aiming.jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the Shotgun; there being no sights whatsoever on the weapon, this essentially amounts to point-shooting.]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Firing.jpg|thumb|none|600px|Not that that stops you from hitting things with it.]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Cycling.jpg|thumb|none|600px|Cycling the Shotgun, while observing effect-on-target; yes, it did indeed reduce a Soldier Sosig's torso to a mess of meat chunks and mustard with a single shot. 23mm shotgun shells'll do that to ya...]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Shell.jpg|thumb|none|600px|Loading up the finalized version of the shotgun with its proprietary yellow 7 gauge shells. These are about the same diameter as the 23mm placeholders, but substantially shorter.]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Suppressor.jpg|thumb|none|600px|And yes, even the Shotgun can take suppressors; this one is a non-railed version of the [[Brügger &amp;amp; Thomet MP9]]'s special suppressor, expanded to fit the weapon's colossal bore.]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Suppressed.jpg|thumb|none|600px|Also like the other ''TF2'' weapons, the Shotgun's projectiles produce massive amounts of sparks upon hitting something. While this is noticeable with the rest of the weapons, the Shotgun's spread of pellets makes the effect a fair bit more impressive.]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Can.jpg|thumb|none|600px|On the topic of impressive things, the Shotgun's special Update #83 suppressor certainly qualifies. From a visual standpoint, it seems to be based on the SilencerCo Salvo 12, albeit with a bit more of a toolroom aesthetic to it, somewhat reminiscent of [[No Country for Old Men#Remington 11-87|the other Anton's]]. Also note here that the bolt is now black like in ''TF2'', instead of matching the receiver's colour as in the other screenshots.]]&lt;br /&gt;
===&amp;quot;Ol' Reliable&amp;quot;===&lt;br /&gt;
Added in Update #103, Ol' Reliable is the full-length version of the Meat Fortress Shotgun. It features a stock (complete with a single sling hook), an eight-round tube magazine, and functional iron sights.&lt;br /&gt;
[[File:H3VR Reliable Left.jpg|thumb|none|600px|Need a solid, all-around capable scene for taking good-looking screenshots? Go with Ol' Reliable (the Arizona range).]]&lt;br /&gt;
[[File:H3VR Reliable Right.jpg|thumb|none|600px|Need a solid, all-around capable shotgun? Go with Ol' Reliable (Ol' Reliable).]]&lt;br /&gt;
[[File:H3VR Reliable Opening.jpg|thumb|none|600px|Opening up the action; the left-handed ejection port allows for a convenient view of the bolt and inner receiver while doing so.]]&lt;br /&gt;
[[File:H3VR Reliable Chamberloading.jpg|thumb|none|600px|Stuffing a round of 7 Gauge Stout into the chamber; this red shell is a 12-pellet buckshot round, one of the two new types added alongside the full-length shotgun.]]&lt;br /&gt;
[[File:H3VR Reliable Loading.jpg|thumb|none|600px|Loading up the magazine tube with another two shells - the yellow one is a &amp;quot;triple hit&amp;quot; round containing 3 small stacked slugs (like the 12-gauge version, but considerably more powerful), while the green one (the other concurrently-added variety) is a simple single-slug shell.]]&lt;br /&gt;
[[File:H3VR Reliable Aiming.jpg|thumb|none|600px|Aiming at a watermelon; the simple notch-and-post sights are quick and easy to acquire, if not particularly precise.]]&lt;br /&gt;
[[File:H3VR Reliable Firing.jpg|thumb|none|600px|As their name would imply, the 7-gauge shells' recoil is stout - stout enough to obscure the user's view of a sufficiently small target, unfortunately enough. While this is only really a problem in-game for a couple of frames, it's a considerably more serious issue when you're trying to show off the effects of a shot with just one of those frames.]]&lt;br /&gt;
[[File:H3VR Reliable Cycling.jpg|thumb|none|600px|Cycling out a shell; while they appear to be star-crimped when unspent, the clean, slightly-tapered end of a spent shell suggests roll-crimping instead. Or possibly a star-patterned cap that just gets blown off of the shell when fired.]]&lt;br /&gt;
[[File:H3VR Reliable Rapid.jpg|thumb|none|600px|Notably, both the default Shotgun and Ol' Reliable are capable of slam-fire; it's rather difficult to show this off in a single frame, so just assume that the presence of a flying spent shell in the same shot as a muzzle flash is a clear indicator of exceptionally rapid shooting.]]&lt;br /&gt;
&lt;br /&gt;
==Side-By-Side Double-Barreled Shotgun==&lt;br /&gt;
Update #85's 4th alpha build added the &amp;quot;Hammerless Long&amp;quot;, a [[12 Gauge Double Barreled Shotgun|12-gauge side-by-side break-action shotgun]] of unknown manufacture; this was partly in response to some user requests for a hammerless SxS shotgun, as the only side-by-sides available prior to this were either rabbit-eared, sawn-off, or both.&lt;br /&gt;
[[File:StevesSBS1960s.jpg|thumb|none|450px|Stevens side-by-side shotgun (1960s-era) - 12 gauge]]&lt;br /&gt;
[[File:H3VR SBS Right.jpg|thumb|none|600px|Out at the Friendly45 range once again, this time armed with something a bit more suitable for conventional skeet shooting.]]&lt;br /&gt;
[[File:H3VR SBS Left.jpg|thumb|none|600px|It's not an exact match for the reference image, but that's just how things are sometimes.]]&lt;br /&gt;
[[File:H3VR SBS Opening.jpg|thumb|none|600px|Cracking open the shotgun.]]&lt;br /&gt;
[[File:H3VR SBS Loading.jpg|thumb|none|600px|Loading in some shells; seeing as this alpha build did not add birdshot (nor did any of the prior updates), #4 buck will have to do.]]&lt;br /&gt;
[[File:H3VR SBS Aiming.jpg|thumb|none|600px|To compensate, regulation-sized clay pigeons are often replaced with non-regulation-sized clay pots.]]&lt;br /&gt;
[[File:H3VR SBS Firing.jpg|thumb|none|600px|Attempting to force regulatory compliance on said pots has thus far met with limited success.]]&lt;br /&gt;
[[File:H3VR SBS Ejecting.jpg|thumb|none|600px|Popping out a pair of shells in neat, orderly fashion.]]&lt;br /&gt;
[[File:H3VR SBS Clipping.jpg|thumb|none|600px|If, on the other hand, you're prioritizing quick unloading over any sort of reloading, the PhysX engine's eternally-baffling hinge physics have got your back.]]&lt;br /&gt;
&lt;br /&gt;
==Single Barrel Sawn-Off Shotgun==&lt;br /&gt;
A single barrel sawn-off shotgun in 16 gauge (designated rather appropriately as the &amp;quot;Sawnoff-16&amp;quot;) was added in Experimental Build #3 of Update #111.&lt;br /&gt;
[[File:Electric city 16g photoshopped.jpg|350px|thumb|none|'''Photoshopped''' sawed-off Crescent Electric City single-barreled shotgun - 16 gauge ]]&lt;br /&gt;
[[File:H3VR Sawnoff16 leftside.jpg|600px|thumb|none|The player, eager to test their newest &amp;lt;s&amp;gt;arts-and-crafts project&amp;lt;/s&amp;gt; completely legal Any Other Weapon, pays a visit to the shooting range.]]&lt;br /&gt;
[[File:H3VR Sawnoff16 rightside.jpg|600px|thumb|none|Taking a look at the other side of the shotgun, revealing the absence of any discernible markings. ]]&lt;br /&gt;
[[File:H3VR Sawnoff16 loading.jpg|600px|thumb|none|Inserting a 16-gauge flechette shell. Previously available only in 12-gauge, this ammunition subtype (among others) was made available for 16 and 20-gauge weapons in Update #111.]]&lt;br /&gt;
[[File:H3VR Sawnoff16 closing.jpg|600px|thumb|none|Snapping the shotgun closed. ]]&lt;br /&gt;
[[File:H3VR Sawnoff16 cockhammer.jpg|600px|thumb|none|As an exposed-hammer shotgun, the Sawnoff must be manually cocked before each shot. This can be done by pressing a button on the controller or, as shown here, with a wave of the offhand. ]]&lt;br /&gt;
[[File:H3VR Sawnoff16 ADS.jpg|600px|thumb|none|Aiming the weapon, although the lack of any sights makes this approximate at best. ]]&lt;br /&gt;
[[File:H3VR Sawnoff16 ejectshell.jpg|600px|thumb|none|Ejecting a spent shell. ]]&lt;br /&gt;
&lt;br /&gt;
==Sjögren==&lt;br /&gt;
Added in the fifth alpha build of Update #85, the [[Sjögren]] inertia-operated shotgun expands ''H3'''s roster of semi-auto shotguns, and serves as a second option in the category for Cowweiner Calico. Two variants are available - there's the full-length &amp;quot;Sjogren Inertial&amp;quot;, and the sawn-off &amp;quot;Sjogren Shorty&amp;quot;.&lt;br /&gt;
[[File:Sjogren Inertia.jpg|thumb|none|450px|Sjögren - 12 gauge]]&lt;br /&gt;
[[File:H3VR Sjogren Right.jpg|thumb|none|600px|Admiring the Sjögren. A bit odd-looking, but quite functional - so much so, in fact, that its inertia-operated action served as the basis for the [[Heckler &amp;amp; Koch Model 512]], and perhaps more notably, the subsequent [[Benelli M Series Super 90 Shotguns|Benelli Super 90]] series.]]&lt;br /&gt;
[[File:H3VR Sjogren Left.jpg|thumb|none|600px|Oh, and here's the rest of it.]]&lt;br /&gt;
[[File:H3VR Sjogren Loading.jpg|thumb|none|600px|Loading in some flechette shells; aside from being an amusingly odd choice for such an old shotgun, these are here to point out that they got a damage buff in this update. Neat.]]&lt;br /&gt;
[[File:H3VR Sjogren Chambering.jpg|thumb|none|600px|Racking the Sjögren's distinctive exposed bolt carrier to chamber a shell.]]&lt;br /&gt;
[[File:H3VR Sjogren Safe.jpg|thumb|none|600px|Aiming at a distant steel plate...]]&lt;br /&gt;
[[File:H3VR Sjogren Aiming.jpg|thumb|none|600px|...and remembering to turn the safety off.]]&lt;br /&gt;
[[File:H3VR Sjogren Firing.jpg|thumb|none|600px|Shooting something else; it's a bit hard to say what exactly it is, since the shotgun's vertical recoil and aforementioned bolt carrier can make it a bit hard to see what you've just shot. Granted, this is not usually a problem, since you're really supposed to know what you're shooting at ''before'' you shoot it.]]&lt;br /&gt;
[[File:H3VR Sjogren Slicer.jpg|thumb|none|600px|Oh. It was a Slicer. Good to know.]]&lt;br /&gt;
[[File:H3VR Sjogren Shorty Firing.jpg|thumb|none|600px|Blasting a Sosig with a sawn-off Sjögren, presumably to stop him from pointing out how terrible of a choice it is to saw off a Sjögren.]]&lt;br /&gt;
[[File:H3VR Sjogren Shorty Chamberloading.jpg|thumb|none|600px|Reloading the now-empty sawn-off; the open-sided receiver makes chamberloading rather easy. It also makes it possible to shove rounds into the magazine tube from the top (or into the chamber from the bottom), though attempting either of these things with a real Sjögren is probably not a very good idea.]]&lt;br /&gt;
&lt;br /&gt;
==Stevens Model 124C==&lt;br /&gt;
The [[Stevens Model 124C]] was added on day 12 of the Meatmas 2022 advent calendar event. It is the second bolt-action shotgun to be added to the game, and the first that is a straight-pull; this also makes it the first &amp;quot;normal&amp;quot; straight-pull firearm in the game (since the &amp;quot;Long Shot&amp;quot; has a recoil spring, being essentially a semi-auto with no self-unlocking system), though &amp;quot;normal&amp;quot; is used a bit loosely in this case. This is also the Model 124C's first known media appearance.&lt;br /&gt;
[[File:Stevens124C.jpg|thumb|none|450px|Stevens Model 124C - 12 gauge]]&lt;br /&gt;
[[File:H3VR 124C Box.jpg|thumb|none|600px|The Stevens in its box, with some confetti lingering in the air.]]&lt;br /&gt;
[[File:H3VR 124C Left.jpg|thumb|none|600px|Of course, you can't really see much from back there; here's a closer look.]]&lt;br /&gt;
[[File:H3VR 124C Right.jpg|thumb|none|600px|Seems like a relatively normal semi-auto shotgun, right?]]&lt;br /&gt;
[[File:H3VR 124C Safety.jpg|thumb|none|600px|Even the safety's pretty normal - just your typical cross-bolt.]]&lt;br /&gt;
[[File:H3VR 124C Bolt.jpg|thumb|none|600px|It's when you go to open the action that things get a bit...]]&lt;br /&gt;
[[File:H3VR 124C Unlocked.jpg|thumb|none|600px|...interesting.]]&lt;br /&gt;
[[File:H3VR 124C Opening.jpg|thumb|none|600px|While it being a straight-pull bolt-action shotgun is unusual enough, the Model 124C steps this up a notch by still requiring a separate unlocking action; the charging handle locks into the receiver (hence the circle on the left side - that's the end of the handle sticking through the charging handle and into the receiver wall), and thus has to be pulled out slightly before the bolt can be cycled.]]&lt;br /&gt;
[[File:H3VR 124C Chamberloading.jpg|thumb|none|600px|Should you so desire, a round can then be loaded into the chamber, through the rather generously-sized ejection port.]]&lt;br /&gt;
[[File:H3VR 124C Loading.jpg|thumb|none|600px|3 more rounds of 12 gauge can then go into the tube; apart from the sub-par capacity, this part's pretty much normal.]]&lt;br /&gt;
[[File:H3VR 124C Aiming.jpg|thumb|none|600px|Aiming; the simple bead sight doesn't give much in the way of a sight picture, but it's enough for most scattergun-related work.]]&lt;br /&gt;
[[File:H3VR 124C Firing.jpg|thumb|none|600px|Though firing only 3 projectiles is pushing the definition of &amp;quot;scatter&amp;quot; just a bit.]]&lt;br /&gt;
[[File:H3VR 124C Cycling.jpg|thumb|none|600px|Cycling the action, and once again questioning who in 1947 thought this was the future of shotgunnery.]]&lt;br /&gt;
&lt;br /&gt;
==Stevens Model 520==&lt;br /&gt;
Update #85's first alpha build gave the [[Stevens Model 520]] its first known video game appearance, going by the name &amp;quot;Hammerless520&amp;quot; (without a space, as is the case for many of the game's weapon names). Apart from the standard version (which appears to be a Riot model), a &amp;quot;Short&amp;quot; model with a sawn-off stock and barrel and a receiver-mounted shell holder is also available. Like the [[Remington 870]] TAC-14 DM above and the [[Winchester Model 1897]] below, the 520 is capable of slam-firing (though it wasn't initially; this feature was added in the following update); it was added in part to complement the latter, as the also-Update #85-added Take &amp;amp; Hold character Grumpy GI Grayson (who uses WWI/WWII-era equipment) previously had very little in the way of tube-fed shotguns.&lt;br /&gt;
[[File:Stevens520.jpg|thumb|none|450px|Stevens Model 520 Riot Gun - 12 gauge]]&lt;br /&gt;
[[File:H3VR 520 Left.jpg|thumb|none|600px|Here it is, a brand-new Model 520, complete with its gorgeous-looking polished finish.]]&lt;br /&gt;
[[File:H3VR 520 Right.jpg|thumb|none|600px|Impressive for a shotgun that's been out of production for over 110 years, no?]]&lt;br /&gt;
[[File:H3VR 520 Loading.jpg|thumb|none|600px|Loading in some shells full of No. 2 buckshot - compared to the bog-standard 00 buck, the No. 2 has more pellets (18 instead of 10), but each one is correspondingly lighter, and thus less damaging.]]&lt;br /&gt;
[[File:H3VR 520 Aiming.jpg|thumb|none|600px|Not that it really matters when you're punching holes in paper.]]&lt;br /&gt;
[[File:H3VR 520 Cycling.jpg|thumb|none|600px|Racking the shotgun at a rather unusual angle. Would you believe me if I told you that this shot wasn't taken left-handed?]]&lt;br /&gt;
[[File:H3VR 520 Short Right.jpg|thumb|none|600px|The sawn-off variant of the 520 looks about how you'd expect it to. But this isn't just any ordinary sawn-off shotgun...]]&lt;br /&gt;
[[File:H3VR 520 Short Left.jpg|thumb|none|600px|...it's a rainbow sawn-off shotgun! Since, as we all know, rainbows go &amp;quot;pink-orange-yellow-green-blue-America&amp;quot;.]]&lt;br /&gt;
[[File:H3VR 520 Short Safe.jpg|thumb|none|600px|Looking further back on the shotgun reveals another important bit.]]&lt;br /&gt;
[[File:H3VR 520 Short Safety.jpg|thumb|none|600px|Take a guess as to what it is. I'll give you a hint: it starts with an &amp;quot;S&amp;quot; and rhymes with &amp;quot;zafety&amp;quot;.]]&lt;br /&gt;
[[File:H3VR 520 Short Chambering.jpg|thumb|none|600px|Chambering another type of shell, flechette, since we all know that the seventh color of the rainbow is &amp;quot;light gray&amp;quot;.]]&lt;br /&gt;
[[File:H3VR 520 Short Chamberloading.jpg|thumb|none|600px|After teaching a couple of Sosigs just what these &amp;quot;little arrows&amp;quot; can do, another shell gets chamberloaded; the pink color denotes this as a flare.]]&lt;br /&gt;
[[File:H3VR 520 Short Flare.jpg|thumb|none|600px|The results are... a bit underwhelming.]]&lt;br /&gt;
[[File:H3VR 520 Short Cannonball.jpg|thumb|none|600px|There, that's more like it!]]&lt;br /&gt;
&lt;br /&gt;
==Stoeger Condor Outback==&lt;br /&gt;
The Stoeger Condor Outback was added in Update #111 Experimental Build 3 as the &amp;quot;Outback Double&amp;quot;. This version is chambered in 20 gauge.&lt;br /&gt;
[[File:Stoeger Condor Outback.jpg|thumb|none|450px|Stoeger Condor Outback Shotgun - 12 Gauge]]&lt;br /&gt;
[[File:H3VR OutbackDouble leftside.jpg|600px|thumb|none|Hefting the over-under shotgun into frame. The weapon, as its dinged-up stock and foregrip suggest, has seen some decent use. ]]&lt;br /&gt;
[[File:H3VR OutbackDouble rightside.jpg|600px|thumb|none|Flipping over the Condor Outback; yep, still a shotgun. ]]&lt;br /&gt;
[[File:H3VR OutbackDouble breakopen.jpg|600px|thumb|none|Breaking open the shotgun. The extractor (although it behaves like an ejector in-game) even moves, fancy that. ]]&lt;br /&gt;
[[File:H3VR OutbackDouble load.jpg|600px|thumb|none|Inserting a pair of No. 4 buckshot 20-gauge shells, one after the other. ]]&lt;br /&gt;
[[File:H3VR OutbackDouble close.jpg|600px|thumb|none|Closing the shotgun back up. ]]&lt;br /&gt;
[[File:H3VR OutbackDouble firing.jpg|600px|thumb|none|Blasting some clay pigeons at the Friendly45 range. Note the Outback Double's rifle-type sights, a somewhat uncommon sight on shotguns. ]]&lt;br /&gt;
&lt;br /&gt;
==Techno Arms MAG-7==&lt;br /&gt;
The [[Techno Arms MAG-7]] was added on day 5 of the Meatmas 2020 Advent Calendar event. It is the second magazine-fed pump-action shotgun in the game, and the first to use 12 gauge 2.3622 shells (referred to as &amp;quot;12 gauge short&amp;quot; in-game).&lt;br /&gt;
[[File:Mag7.jpg|thumb|none|450px|MAG-7 - 12 gauge (2.3622 inch shell)]]&lt;br /&gt;
[[File:H3VR MAG-7 Box.jpg|thumb|none|600px|The MAG-7 in its case, along with a few spare mags, and plenty of spare lowercase &amp;quot;a&amp;quot;s.]]&lt;br /&gt;
[[File:H3VR MAG-7 Left.jpg|thumb|none|600px|Taking a good look at the shotgun, in all its stamped-steel glory. This one's clearly seen some use, as evidenced by the wear marks along the forend's path, though it's otherwise in rather good nick.]]&lt;br /&gt;
[[File:H3VR MAG-7 Loading.jpg|thumb|none|600px|Loading in a mag full of its proprietary shells; these are (currently) only available in one variety, #1 buckshot.]]&lt;br /&gt;
[[File:H3VR MAG-7 Right.jpg|thumb|none|600px|Flipping the gun over...]]&lt;br /&gt;
[[File:H3VR MAG-7 Chambering.jpg|thumb|none|600px|...and chambering a shell. Note the &amp;quot;MAG-7 M1&amp;quot; markings; this indicates that the in-game MAG-7 is actually a civilian-market MAG-7M1 with a shortened barrel and no stock, rather than than a factory-produced MAG-7; the same goes for the gun in the reference image, coincidentally enough.]]&lt;br /&gt;
[[File:H3VR MAG-7 Safety.jpg|thumb|none|600px|Disengaging the weapon's rather large safety lever.]]&lt;br /&gt;
[[File:H3VR MAG-7 Aiming.jpg|thumb|none|600px|Attempting to sight up a Sosig; while the large notch-and-post irons are easy enough to read for close-range shots, the lack of a stock makes holding a steady sight picture on a moving target rather tricky.]]&lt;br /&gt;
[[File:H3VR MAG-7 Recoil.jpg|thumb|none|600px|The fact that the front end of the gun jumps high enough to obscure said target whenever you fire doesn't help matters either.]]&lt;br /&gt;
[[File:H3VR MAG-7 Firing.jpg|thumb|none|600px|Still, in the right situations, it can make short work of any enemy's head, mechanical or otherwise.]]&lt;br /&gt;
[[File:H3VR MAG-7 Cycling.jpg|thumb|none|600px|Ejecting a shell; note that, like some of the game's other rounds, the short 12-gauge shells correctly have struck primers.]]&lt;br /&gt;
[[File:H3VR MAG-7 1-Handed.jpg|thumb|none|600px|As tempting as it is to use the MAG-7 one-handed, it's really not a great idea; apart from the heavy recoil...]]&lt;br /&gt;
[[File:H3VR MAG-7 Pumping.jpg|thumb|none|600px|...there's also the rather obvious fact that it's pump-action, forcing the user to do some rather creative one-handed gun-juggling to work the action. On the plus side, this does at least eliminate one of the main risks of using the MAG-7 properly; the fact that the pump slides all the way back to the trigger guard means that anyone who tries to exercise proper trigger discipline while cycling it will wind up whacking their trigger finger. Not that this is really an issue in VR, but still.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;The House Key&amp;quot; / &amp;quot;The Car Key&amp;quot;==&lt;br /&gt;
The fourth alpha build of Update #76 introduced attachable underbarrel shotguns; however, as the game's codebase did not support implementing magazine-fed underbarrel weapons such as the [[KAC Masterkey]] at the time, the weapons added were a pair of fictional single-shot break-actions, the basis of which appears to have been a Magpul AFG. The two differ only in barrel and frame length; the longer variant is called &amp;quot;The House Key&amp;quot;, and the shorter version is called &amp;quot;The Car Key&amp;quot;.&lt;br /&gt;
[[File:H3VR House Key Left.jpg|thumb|none|600px|Let's see... wallet, check. Cell phone, check. Watch, check. Shoes, check. Egg, check. Kitchen sink, check. House key, check. And car key...]]&lt;br /&gt;
[[File:H3VR Car Key Right.jpg|thumb|none|600px|check!]]&lt;br /&gt;
[[File:H3VR Car Key Left.jpg|thumb|none|600px|Being a fictional device (and being built off of an aftermarket foregrip), The Car Key isn't paired with any specific weapon; instead, it can be mounted to any available Picatinny rails.]]&lt;br /&gt;
[[File:H3VR Car Key Mounted.jpg|thumb|none|600px|And by &amp;quot;any&amp;quot;, we mean ''any''.]]&lt;br /&gt;
[[File:H3VR Car Key Suppressor.jpg|thumb|none|600px|At least giving the [[Heckler &amp;amp; Koch VP9|VP9]] a suppressor makes the whole thing look a little less ridiculous.]]&lt;br /&gt;
[[File:H3VR Car Key Opening.jpg|thumb|none|600px|Popping open The Car Key; in a nice touch, the small breech latch at the rear of the barrel actually moves back when this is done.]]&lt;br /&gt;
[[File:H3VR Car Key Loading.jpg|thumb|none|600px|Loading in a 12-gauge &amp;quot;Freedomfetti&amp;quot; shell. Because, well, why not?]]&lt;br /&gt;
[[File:H3VR Car Key Firing.jpg|thumb|none|600px|After all, what better way to celebrate an update than to use its own additions to launch some celebratory confetti?]]&lt;br /&gt;
&lt;br /&gt;
==TOZ-106==&lt;br /&gt;
The 18th gift added in the 2018 Meatmas event was a [[TOZ-106]]; this marked two firsts for ''H3VR'', being both its first 20-gauge shotgun, and its first bolt-action one. Bolt action is now a fairly rare mechanism for a shotgun, although it is popular in both Russia and Britain to convert cheap bolt-action rifles to small-bore shotguns to make them easier to own legally and historically even new production examples were popular for being cheaper than pump-actions before modern manufacturing techniques made pumps even cheaper.&lt;br /&gt;
[[File:TOZ-106.jpg|thumb|none|450px|TOZ-106 - 20 gauge]]&lt;br /&gt;
[[File:H3VR TOZ-106 Box.jpg|thumb|none|600px|The notorious Blunderbuss lies in wait. A thousand years it has sat, patiently awaiting the day it will be awakened once more, to reinstate its reign of terror over [[Escape from Tarkov#TOZ-106|well-equipped PMCs]]. And now, that day has come...]]&lt;br /&gt;
[[File:H3VR TOZ-106 Loading.jpg|thumb|none|600px|&amp;quot;AWAKEN, MY MASTERS!&amp;quot;]]&lt;br /&gt;
[[File:H3VR TOZ-106 Folded.jpg|thumb|none|600px|Anyway, all references aside, this is a TOZ-106. It's a shotgun. Neat, right?]]&lt;br /&gt;
[[File:H3VR TOZ-106 Unfolding.jpg|thumb|none|600px|Opening up the TOZ's stock...]]&lt;br /&gt;
[[File:H3VR TOZ-106 Left.jpg|thumb|none|600px|...which doesn't really make it look any less weird.]]&lt;br /&gt;
[[File:H3VR TOZ-106 Right.jpg|thumb|none|600px|Flipping the shotgun over only furthers the weapon's oddities, revealing another unusual detail:]]&lt;br /&gt;
[[File:H3VR TOZ-106 Chambering.jpg|thumb|none|600px|The TOZ-106, unlike most shotguns, is bolt-action.]]&lt;br /&gt;
[[File:H3VR TOZ-106 Aiming.jpg|thumb|none|600px|Testing out the rifle-like iron sights, another sign that this gun doesn't really know what it wants to be.]]&lt;br /&gt;
[[File:H3VR TOZ-106 Ejecting.jpg|thumb|none|600px|Ejecting a fired shell, and confirming that yes, it's still a bolt-action. No matter how many times you look away, it'll always be a bolt-action. No matter how much you don't want to accept it, no matter how much you try to deny it, no matter how long you wait on it, the TOZ-106 is, and will always be, a bolt-action.]]&lt;br /&gt;
[[File:H3VR TOZ-106 Firing.jpg|thumb|none|600px|Of note is that the in-game TOZ can be fired with its stock folded; this is at odds with the actual weapon, which has a specially-designed safety device meant to prevent this very thing. The reasoning behind this odd decision is legal in nature; Russian laws regulate a firearm's minimum length in a firing-capable configuration, so folding-stocked weapons must be set up to only be fireable at their legal length. This is also the case for the aforementioned [[Saiga 12K]], but only in its Russian civilian form.]]&lt;br /&gt;
[[File:H3VR TOZ-106 Cycling.jpg|thumb|none|600px|Though, to be fair, any law-derived firearm feature only lasts as long as the patience of a man with a drill, a file, and nothing to lose.]]&lt;br /&gt;
&lt;br /&gt;
==TOZ-63==&lt;br /&gt;
A sawn-off version of the TOZ-63 was added in Update #101 for Meatmas 2021. It is the first 16 gauge shotgun added to the game.&lt;br /&gt;
[[File:90b03e.jpg|thumb|none|450px|TOZ-63 - 16 gauge]]&lt;br /&gt;
[[File:H3VR TOZ-63 Left.jpg|thumb|none|600px|Examining the Russian rabbit-ear.]]&lt;br /&gt;
[[File:H3VR TOZ-63 Right.jpg|thumb|none|600px|Sadly, the stock and barrel had to be cut to make it fit in the gift box.]]&lt;br /&gt;
[[File:H3VR TOZ-63 Opening.jpg|thumb|none|600px|Cracking the TOZ open...]]&lt;br /&gt;
[[File:H3VR TOZ-63 Loading.jpg|thumb|none|600px|...and loading in some 16-gauge 00 buck shells.]]&lt;br /&gt;
[[File:H3VR TOZ-63 Cocking.jpg|thumb|none|600px|Cocking the hammers; this also gives a good view of the engravings, and the &amp;quot;TOЗ-63&amp;quot; markings and proof marks on the barrels.]]&lt;br /&gt;
[[File:H3VR TOZ-63 Aiming.jpg|thumb|none|600px|Aiming at a crystal snowflake; the combination of straight barrels with a straight full-length rib and tapered chambers creates the somewhat disagreeable impression that the barrels are bent up in the middle.]]&lt;br /&gt;
[[File:H3VR TOZ-63 Firing.jpg|thumb|none|600px|Firing; the left hammer always drops first.]]&lt;br /&gt;
[[File:H3VR TOZ-63 Recoil.jpg|thumb|none|600px|As for recoil, it's... about what you'd expect, though somewhat milder than a similarly-sized 12-gauge.]]&lt;br /&gt;
[[File:H3VR TOZ-63 Ejecting.jpg|thumb|none|600px|Cracking open the barrels again, and spitting hasn't gone out the front end out the back.]]&lt;br /&gt;
&lt;br /&gt;
==TOZ-81 Mars==&lt;br /&gt;
The [[TOZ-81 Mars]] was added on Day 17 of the Meatmas 2022 Advent Calendar event. This is its first known media appearance.&lt;br /&gt;
[[File:TOZ-81 Mars.jpg|thumb|none|350px|TOZ-81 Mars - 5.45x39mm/.410 Bore]]&lt;br /&gt;
[[File:H3VR TOZ-81 Box.jpg|thumb|none|600px|The TOZ in its gift box; a fair bit bigger than the one that it was intended to be stored in. Unless you count a re-entry capsule as a &amp;quot;box&amp;quot;, in which case it's ''slightly'' smaller.]]&lt;br /&gt;
[[File:H3VR TOZ-81 Left.jpg|thumb|none|600px|Examining the least common of the game's TOZes; if there were any doubts about its rarity, simply look to the serial number on the frame.]]&lt;br /&gt;
[[File:H3VR TOZ-81 Right.jpg|thumb|none|600px|If the [[Heckler &amp;amp; Koch G11|G11]] is German space magic, then I suppose this would be Soviet space... bushcraft, maybe?]]&lt;br /&gt;
[[File:H3VR TOZ-81 Opening.jpg|thumb|none|600px|Cracking the shotgun open, courtesy of the lever in front of the cylinder.]]&lt;br /&gt;
[[File:H3VR TOZ-81 Loading.jpg|thumb|none|600px|Loading in some .410 flechette shells; the linear interpolation of the palmed rounds can cause some clipping, as seen here.]]&lt;br /&gt;
[[File:H3VR TOZ-81 Closing.jpg|thumb|none|600px|Snapping it shut. Would now be a good time to mention that this is technically a bullpup?]]&lt;br /&gt;
[[File:H3VR TOZ-81 Aiming.jpg|thumb|none|600px|Aiming at a distant snowflake - this effort is somewhat stymied by the fact that someone apparently didn't think that crash-landed cosmonauts in middle of Siberia needed any sort of sights. Maybe that's why it lost out to the [[TP-82]]...]]&lt;br /&gt;
[[File:H3VR TOZ-81 Firing.jpg|thumb|none|600px|Giving it the old college try anyway; note how the cylinder lies flush with its surrounding frame whenever the weapon is ready to fire, sticking out only when the cylinder is rotating.]]&lt;br /&gt;
[[File:TOZ-81 Stock.jpg|thumb|none|450px|TOZ-81 Mars with attached stock - 5.45x39mm/.410 Bore]]&lt;br /&gt;
[[File:H3VR TOZ-81 Attaching.jpg|thumb|none|600px|If a .410 revolver doesn't seem too practical, Tulsky Oruzheiny Zavod have just the thing for you: a simple single-tube stock, with a nice little wooden cheek-rest to stop your face from freezing to the metal while scavenging for game in the expanse of the tundra.]]&lt;br /&gt;
[[File:H3VR TOZ-81 Stock.jpg|thumb|none|600px|It also contains a radio, to minimize the amount of time you have to spend doing that.]]&lt;br /&gt;
[[File:H3VR TOZ-81 Close.jpg|thumb|none|600px|While the stock definitely aids in landing shots more easily, it also helps to pick a somewhat more reasonable target.]]&lt;br /&gt;
[[File:H3VR TOZ-81 Ejecting.jpg|thumb|none|600px|Popping the gun open again, and getting rewarded with a spread of nicely-modeled spent .410 hulls.]]&lt;br /&gt;
[[File:H3VR TOZ-81 Bayonet.jpg|thumb|none|600px|Of course, this isn't your everyday bullpup DAO top-break revolving detachable-radio-stocked .410 cosmonaut survival shotgun (caliber-convertible to 5.45x39mm); it's a bullpup DAO top-break revolving detachable-radio-stocked .410 cosmonaut survival shotgun (caliber-convertible to 5.45x39mm) with an integrated folding bayonet.]]&lt;br /&gt;
[[File:H3VR TOZ-81 Attacking.jpg|thumb|none|600px|This can function as a utility knife, a saw, and, well... a bayonet.]]&lt;br /&gt;
&lt;br /&gt;
==Tulyak==&lt;br /&gt;
The [[Tulyak]] was added in Experimental Build 3 of Update #111. This marks the first known media appearance of this shotgun.&lt;br /&gt;
[[File:Tulyak.jpg|thumb|none|350px|Tulyak - 23x75mmR]]&lt;br /&gt;
[[File:H3VR Tulyak leftside.jpg|600px|thumb|none|Having obtained (through classified channels) the unorthodox Russian shotgun, the player swings by the range to inspect his new toy.]]&lt;br /&gt;
[[File:H3VR Tulyak rightside.jpg|600px|thumb|none|The other side of the Tulyak. Although it looks quite like a malformed handgun with a strangely long barrel...]]&lt;br /&gt;
[[File:H3VR Tulyak breakopen.jpg|600px|thumb|none|...the touch of a button erases all doubts as to the weapon's shotgun legacy. ]]&lt;br /&gt;
[[File:H3VR Tulyak shrap25.jpg|600px|thumb|none|The Tulyak utilizes the same 23x75mmR shotgun shells as the much more famous pump-action KS-23M. Pictured here is a belted &amp;quot;Shrapnel-25&amp;quot; shell, which has been optimized for use at (wouldn't you know) 25 meters. ]]&lt;br /&gt;
[[File:H3VR Tulyak cocking.jpg|600px|thumb|none|Before the Tulyak can be fired, its hammer must be primed. This is done by squeezing the grip-safety-like plunger embedded in the weapon's grip, because why not?]]&lt;br /&gt;
[[File:H3VR Tulyak stockattach.jpg|600px|thumb|none|Attaching the Tulyak's bespoke stock, for when one desires a (slightly) more comfortable firing experience. ]]&lt;br /&gt;
[[File:H3VR Tulyak stock.jpg|600px|thumb|none|Of course, comfort is relative when this bundle of metal tubes is concerned. ]]&lt;br /&gt;
[[File:H3VR Tulyak ADS.jpg|600px|thumb|none|Aiming down the shotgun's crude sights, which... are a thing.]]&lt;br /&gt;
[[File:H3VR Tulyak firing .jpg|600px|thumb|none|Firing the Tulyak, also known as live footage of a soon-to-be wicked shoulder bruise (and, for that matter, black eye). ]]&lt;br /&gt;
[[File:H3VR Tulyak eject.jpg|600px|thumb|none|Ejecting a finely-blued belted shell casing. ]]&lt;br /&gt;
[[File:H3VR Tulyak barrikada.jpg|600px|thumb|none|Loading in another shell, this time landing on a salmon-colored &amp;quot;Barricade&amp;quot; slug. ]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The [[Winchester Model 1887]] was added to ''H3'' with the Wurstworld update, and comes in both full length and sawn-off forms. And yes, it can be spin-cocked ''a la'' ''[[Terminator 2]]''; in fact, one of Wurstworld's rewards is a ''T2''-themed sawn-off 1887, complete with a darker finish, an extended lever loop with a metal handling plate, and a cut-back trigger guard.&lt;br /&gt;
[[File:Winchester1887shotgun.jpg|thumb|none|450px|Winchester 1887 - 12 gauge]]&lt;br /&gt;
[[File:H3VR 1887.jpg|thumb|none|600px|Taking in the beauty of the Winchester M1887, whilst trying to ignore the work-in-progress nature of the surrounding environment.]]&lt;br /&gt;
[[File:H3VR 1887 Closeup.jpg|thumb|none|600px|A close look at the Winchester. Note the interesting addition of a grasping groove in the forearm, rather like some bolt-action rifles (such as the Mark 1 version of the [[M1903 Springfield]]).]]&lt;br /&gt;
[[File:H3VR 1887 Open.jpg|thumb|none|600px|Opening the 1887's action...]]&lt;br /&gt;
[[File:H3VR 1887 Breech.jpg|thumb|none|600px|...which gives a good look at the weapon's breech and magazine tube.]]&lt;br /&gt;
[[File:H3VR 1887 Loading.jpg|thumb|none|600px|Loading in a handful of &amp;quot;Triple Hit&amp;quot; shells; these contain 3 miniature slugs, stacked end-to-end. The Winchester in-game correctly holds 5 rounds in the tube and a sixth in the chamber.]]&lt;br /&gt;
[[File:H3VR 1887 Aiming.jpg|thumb|none|600px|Taking aim at a decanter...]]&lt;br /&gt;
[[File:H3VR 1887 Firing.jpg|thumb|none|600px|...and firing. Note the impressive ricochets; the slugs in the &amp;quot;Triple Hit&amp;quot; shells are apparently coded as being made of tempered steel, which makes them extremely prone to bouncing off of hard objects.]]&lt;br /&gt;
[[File:H3VR 1887 Cycling.jpg|thumb|none|600px|A close-up of the 1887 cycling. The weapon actually correctly shows spent shells being pulled from the chamber before being ejected, and fresh ones being pushed in; the latter is taking place here.]]&lt;br /&gt;
[[Image:Norinco Winchester 1887.jpg|thumb|none|450px|Sawn-off Winchester Model 1887 (Norinco Replica) - 12 gauge]]&lt;br /&gt;
[[File:H3VR 1887 Short.jpg|thumb|none|600px|The shortened variant. Note that, curiously, this variant lacks the grasping groove of the standard version.]]&lt;br /&gt;
[[File:H3VR 1887 Short Open.jpg|thumb|none|600px|Opening the action.]]&lt;br /&gt;
[[File:H3VR 1887 Short Loading.jpg|thumb|none|600px|Loading in some shells.]]&lt;br /&gt;
[[File:H3VR 1887 Short Aiming.jpg|thumb|none|600px|Aiming at a bottle...]]&lt;br /&gt;
[[File:H3VR 1887 Short Firing.jpg|thumb|none|600px|...before blowing it to pieces. Once again, the ricochet-prone nature of the &amp;quot;Triple Hit&amp;quot; shells makes itself apparent.]]&lt;br /&gt;
[[File:H3VR 1887 Short Spinning.jpg|thumb|none|600px|Flip-cocking the 1887. This can be done either forwards or backwards, completely regardless of the standard, non-extended lever loop that would be liable to break the user's fingers were they to attempt to do such a thing. But this is a game with &amp;quot;Hot Dog&amp;quot; in the name, so we'll let it slide.]]&lt;br /&gt;
[[File:H3VR 1887 Short Chambering.jpg|thumb|none|600px|Another angle, showing a new shell being chambered.]]&lt;br /&gt;
[[File:T2heroShotgun1.jpg|thumb|none|450px|One of the actual Winchester Model 1887 shotguns used by [[Arnold Schwarzenegger]] in ''[[Terminator 2]]'' - 10 gauge]]&lt;br /&gt;
[[File:H3VR 1887 T2 Table.jpg|thumb|none|600px|Rather fitting that a weapon that comes at the end of a long series of tasks is found at the end of a table, wouldn't you say?]]&lt;br /&gt;
[[File:H3VR 1887 T2 Loading.jpg|thumb|none|600px|Loading in some slug shells, whilst reading the weapon's info board; aside from stating its (full) name, period of production, caliber, and capacity, it also includes this little tidbit of &amp;quot;information&amp;quot;.]]&lt;br /&gt;
[[File:H3VR 1887 T2 Aiming.jpg|thumb|none|600px|Aiming at a wooden wagon wheel. It's no truck tire, but it'll do.]]&lt;br /&gt;
[[File:H3VR 1887 T2 Firing.jpg|thumb|none|600px|Blowing the wheel to pieces...]]&lt;br /&gt;
[[File:H3VR 1887 T2 Spinning.jpg|thumb|none|600px|...and, of course, performing the legendary flip-cock. In the words of many a Twitch stream commenter: &amp;quot;'''ADMIN, HE'S DOING IT SIDEWAYS!'''&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897==&lt;br /&gt;
Update #52's impressive list of new firearms includes the [[Winchester Model 1897]], in its famous military &amp;quot;Trench Gun&amp;quot; configuration. It is correctly capable of slam-fire, and holds an appropriate 5 rounds in the tube plus one in the chamber.&lt;br /&gt;
[[File:Winchester1897TrenchTakedown.jpg|thumb|none|450px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge]]&lt;br /&gt;
[[File:H3VR 1897 Left.jpg|thumb|none|600px|Taking in the beauty of a century-old shotgun.]]&lt;br /&gt;
[[File:H3VR 1897 Right.jpg|thumb|none|600px|The other side, showing off the ejection port.]]&lt;br /&gt;
[[File:H3VR 1897 Open.jpg|thumb|none|600px|As above, but with the action open. Note the bolt protruding from the rear of the receiver, and the shell lifter coming out of the bottom; both of these are correct for the weapon.]]&lt;br /&gt;
[[File:H3VR 1897 Chamberloading.jpg|thumb|none|600px|Loading a 12 gauge buckshot round into the 1897's chamber...]]&lt;br /&gt;
[[File:H3VR 1897 Loading.jpg|thumb|none|600px|...before putting another 5 in the tube magazine.]]&lt;br /&gt;
[[File:H3VR 1897 Firing.jpg|thumb|none|600px|Practicing some trench-sweeping, and firing all 6 shots without letting go of the trigger.]]&lt;br /&gt;
&lt;br /&gt;
Click [[Hot Dogs, Horseshoes &amp;amp; Hand Grenades|here]] to return to the main index page, or click [[Hot Dogs, Horseshoes &amp;amp; Hand Grenades/Assault Rifles|here]] to view the game's assault rifles.&lt;br /&gt;
&lt;br /&gt;
[[Category:Subpages of Hot Dogs, Horseshoes &amp;amp; Hand Grenades]]&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Hot_Dogs,_Horseshoes_%26_Hand_Grenades/Shotguns&amp;diff=1637981</id>
		<title>Hot Dogs, Horseshoes &amp; Hand Grenades/Shotguns</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Hot_Dogs,_Horseshoes_%26_Hand_Grenades/Shotguns&amp;diff=1637981"/>
		<updated>2023-12-25T18:50:28Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: /* High Standard Model 10A */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Shotguns=&lt;br /&gt;
Shotguns in ''H3'' are split into four categories, based primarily on their feeding/reloading system; there are break-actions, tube-fed shotguns, and shotguns that feed from detachable magazines. The exception to this is the [[Winchester Model 1887]] in all its forms; this is instead placed in its own category of lever-action shotguns.&lt;br /&gt;
==Baikal MP-155K==&lt;br /&gt;
Added in the firearms drop in Update #59's ninth alpha build, the [[Baikal MP-155K]] (a semi-automatic, magazine-fed sporting shotgun of Russian origin) makes its first documented media appearance in ''H3VR''.&lt;br /&gt;
[[File:MP-155K.jpg|thumb|none|450px|Baikal MP-155K - 12 gauge]]&lt;br /&gt;
[[File:H3VR MP-155K Table.jpg|thumb|none|600px|An MP-155K sits on a table, while its magazine stands alone.]]&lt;br /&gt;
[[File:H3VR MP-155K Loading.jpg|thumb|none|600px|&amp;quot;''Reunited, and it feels so good...''&amp;quot;]]&lt;br /&gt;
[[File:H3VR MP-155K Charging.jpg|thumb|none|600px|Pulling back the charging handle...]]&lt;br /&gt;
[[File:H3VR MP-155K Chambering.jpg|thumb|none|600px|...and letting it slam back into battery, taking a fresh buckshot shell with it.]]&lt;br /&gt;
[[File:H3VR MP-155K Left.jpg|thumb|none|600px|Pausing to admire the shotgun's black, shiny polymer components.]]&lt;br /&gt;
[[File:H3VR MP-155K Right.jpg|thumb|none|600px|The other side of the MP-155K; the markings simply read &amp;quot;MP-155K&amp;quot; in the segment closer to this text, and &amp;quot;12x76&amp;quot; in the segment closer to the ejection port (the latter is a caliber designation; it denotes shells 12 gauge in diameter and 76 millimeters in length, or 3&amp;quot; for those on the other side of the anywhere).]]&lt;br /&gt;
[[File:H3VR MP-155K Aiming.jpg|thumb|none|600px|Aiming; the small, high-mounted rear aperture seems more at home on a rifle than a shotgun. At least it's good for slugs.]]&lt;br /&gt;
[[File:H3VR MP-155K Firing.jpg|thumb|none|600px|Firing a shell.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M2 Super 90==&lt;br /&gt;
The [[Benelli M2 Super 90]] was added in Update #90. Two variants are available: a &amp;quot;Tactical&amp;quot; version with a fixed stock/pistol grip, a 7-round magazine tube, and an M-LOK handguard with rails attached, and a &amp;quot;Threegun&amp;quot; version with a straight stock, a 28&amp;quot; barrel, and a 10-round magazine tube (the highest capacity of any single shotgun magazine tube in the game); both have aftermarket bolt release buttons, bolts, and charging handles.&lt;br /&gt;
[[File:M2 Tactical.jpg|thumb|none|450px|Benelli M2 Super 90 with pistol grip stock - 12 gauge]]&lt;br /&gt;
[[File:H3VR M2 Tactical Left.jpg|thumb|none|600px|Out at the range with the M2 Tactical; note that, unlike the reference image, the in-game M2 has a top rail for optics.]]&lt;br /&gt;
[[File:H3VR M2 Tactical Right.jpg|thumb|none|600px|It also has, as mentioned, an aftermarket extended bolt release...]]&lt;br /&gt;
[[File:H3VR M2 Tactical Chamberloading.jpg|thumb|none|600px|...which makes it considerably more convenient to release the bolt after chamber loading a round, as is not being done here.]]&lt;br /&gt;
[[File:H3VR M2 Tactical Loading.jpg|thumb|none|600px|Loading some additional shells into the magazine tube; one of the other improvements of Update #90 was to the behavior of loading gates, which now only move when pushed in on instead of wobbling around freely like they did before.]]&lt;br /&gt;
[[File:H3VR M2 Tactical Aiming.jpg|thumb|none|600px|Looking through the M2's illuminated ghost-ring sights.]]&lt;br /&gt;
[[File:H3VR M2 Tactical Firing.jpg|thumb|none|600px|Blasting the newer paper target with some 00 buck.]]&lt;br /&gt;
[[File:H3VR M2 Tactical Ejecting.jpg|thumb|none|600px|In case you were doubting that for some reason, here's an image of the ejected shell from a couple frames later. If you were doubting that, I'd also suggest you see a therapist, because you clearly have some deep-seated trust issues likely stemming from some sort of childhood trauma. Oh, and remember: no matter what your older cousin tells you, blue fire is not cold.]]&lt;br /&gt;
[[File:BenelliM2Shotgun.jpg|thumb|none|450px|Benelli M2 Super 90 in synthetic straight stock configuration, ghost ring sights - 12 gauge]]&lt;br /&gt;
[[File:H3VR M2threegun overview.JPG|thumb|none|600px|The other M2 Super 90 variant, called the &amp;quot;M2 ThreeGun&amp;quot;. And it is loooong.]]&lt;br /&gt;
[[File:H3VR M2threegun stock.JPG|thumb|none|600px|So long, that we needed a separate screenshot for Benelli's patented ComforTech stock. The chevron arrows are actually made from synthetic gel, which in addition to the cheek comb and butt plate, are engineered to reduce felt recoil.]]&lt;br /&gt;
[[File:H3VR M2threegun bolt.JPG|thumb|none|600px|Like the M2 Tactical, this shotgun has the same aftermarket bolt release for easy grabbing.]]&lt;br /&gt;
[[File:H3VR M2threegun boltopen.JPG|thumb|none|600px|Opening the chamber for some tactical loading.]]&lt;br /&gt;
[[File:H3VR M2threegun load.JPG|thumb|none|600px|Inserting shells into the loading gate.]]&lt;br /&gt;
[[File:H3VR M2threegun boltclose.JPG|thumb|none|600px|10+1 shells later, the bolt is closed, and we're ready to go.]]&lt;br /&gt;
[[File:H3VR M2threegun aim.JPG|thumb|none|600px|Taking aim at some IPSC targets in the breaching house. The lack of a rear sight isn't much of an issue when using buckshot at point-blank range.]]&lt;br /&gt;
[[File:H3VR M2threegun fire.JPG|thumb|none|600px|One target down, as the emptied shell goes flying.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] is one of the available shotguns in-game; it was added in Update #6, along with the [[Heckler &amp;amp; Koch FABARM FP6|FABARM Martial]].&lt;br /&gt;
[[File:Benelli m4 2.jpg|thumb|none|450px|Benelli M4 Super 90 with 4-shot tube - 12 gauge]]&lt;br /&gt;
[[File:H3VR Benelli M4 Loading.jpg|thumb|none|600px|Out on a woods walk, Hick-not45 loads up his M4 Super 90.]]&lt;br /&gt;
[[File:H3VR Benelli M4 Aiming Sight.jpg|thumb|none|600px|Aiming through the attached EOTech holosight; the in-game sight is marked &amp;quot;NAVTech&amp;quot;, for copyright reasons.]]&lt;br /&gt;
[[File:H3VR Benelli M4 Firing Sight.jpg|thumb|none|600px|Smoking some pots.]]&lt;br /&gt;
[[File:H3VR Benelli M4 Muzzle.jpg|thumb|none|600px|Satisfied, Hick-not45 lowers his Benelli, giving the viewers at home a good look at the 4-shot magazine tube; this is at odds with its in-game 7+1 capacity.]]&lt;br /&gt;
[[File:H3VR Benelli M4 Table.jpg|thumb|none|600px|Meanwhile, in a far less inviting-looking shooting range, another M4 sits on a table.]]&lt;br /&gt;
[[File:H3VR Benelli M4 Racking.jpg|thumb|none|600px|Locking back the shotgun's bolt...]]&lt;br /&gt;
[[File:H3VR Benelli M4 Chamberloading.jpg|thumb|none|600px|...chamberloading a shell...]]&lt;br /&gt;
[[File:H3VR Benelli M4 Releasing.jpg|thumb|none|600px|...and letting the bolt slam into battery.]]&lt;br /&gt;
[[File:H3VR Benelli M4 Stock.jpg|thumb|none|600px|Collapsing the stock.]]&lt;br /&gt;
[[File:H3VR Benelli M4 Right.jpg|thumb|none|600px|Admiring the now-smaller shotgun - or, at least, attempting to, as the weapon's eye-searingly reflective finish makes looking at it with this lighting for any substantial period of time a rather painful endeavor.]]&lt;br /&gt;
[[File:H3VR Benelli M4 Firing.jpg|thumb|none|600px|Blasting away a blue circle. This is the older version of the Modular Range, which would later evolve into the M.E.A.T.S. range; the former was far simpler than the latter, having only 2 types of targets (at this stage of development): blue point targets, and red penalty targets.]]&lt;br /&gt;
==Beretta 1301==&lt;br /&gt;
The [[Beretta 1301]] was added in Experimental build 3 of Update #111.&lt;br /&gt;
[[File:Beretta 1301 Tactical.jpg|thumb|none|450px|Beretta 1301 Tactical - 12 gauge]]&lt;br /&gt;
[[File:H3VR B1301 leftside.jpg|600px|thumb|none|Taking a look at the black Beretta boomstick. ]]&lt;br /&gt;
[[File:H3VR B1301 rightside.jpg|600px|thumb|none|The right side of the tactical tube-fed twelve-gauge. ]]&lt;br /&gt;
[[File:H3VR B1301 reload1.jpg|600px|thumb|none|As a semi-automatic shotgun, the Beretta 1301 is no stranger to the art of the chamber-load. ]]&lt;br /&gt;
[[File:H3VR B1301 reload2.jpg|600px|thumb|none|Giving the bolt release a hearty smack. ]]&lt;br /&gt;
[[File:H3VR B1301 reload3.jpg|600px|thumb|none|Inserting some more shells, this time straight into the shotgun's tube magazine.]]&lt;br /&gt;
[[File:H3VR B1301 firing.jpg|600px|thumb|none|Sending a shell of double-aught downrange. Update #111 saw significant improvements to all of H3's shotgun shell models, including spent shell casings (which are now much more soot-stained, among other changes).]]&lt;br /&gt;
&lt;br /&gt;
==Beretta DT11==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|Beretta DT11]] is one of the 4 shotguns added in Update #15. Following Update #46, 2 new variants were added - one with a shortened set of barrels, and one with further-shortened barrels and a cut-down stock.&lt;br /&gt;
[[File:DT-11.jpg|thumb|none|450px|Beretta DT11 - 12 gauge]]&lt;br /&gt;
[[File:H3VR DT11.jpg|thumb|none|600px|It was at this moment that he realized that an indoor range is not a good place to bring a trap shooting shotgun.]]&lt;br /&gt;
[[File:H3VR DT11 Open.jpg|thumb|none|600px|Deciding to just roll with it, he opens up the DT11...]]&lt;br /&gt;
[[File:H3VR DT11 Loading.jpg|thumb|none|600px|...and further fails to understand its intended purpose.]]&lt;br /&gt;
[[File:H3VR DT11 Closing.jpg|thumb|none|600px|Having given his DT11 two shells full of buckshot, he then closes it up.]]&lt;br /&gt;
[[File:H3VR DT11 Aiming.jpg|thumb|none|600px|Aiming; this being a competition skeet gun, it has nothing but a front bead sight.]]&lt;br /&gt;
[[File:H3VR DT11 Firing.jpg|thumb|none|600px|Firing off a shot; the red lines in the air are the game's optional bullet trails.]]&lt;br /&gt;
[[File:H3VR DT11 Right.jpg|thumb|none|600px|He then admires his DT11, whilst trying to ignore the ricochet that has seemingly lodged itself in his leg.]]&lt;br /&gt;
[[File:H3VR DT11 Ejecting.jpg|thumb|none|600px|Dropping the spent shells out of the DT11.]]&lt;br /&gt;
[[File:H3VR Shorty Table.jpg|thumb|none|600px|A table full of (almost) all of Update #46's shortened weapon variants.]]&lt;br /&gt;
[[File:H3VR DT11 Short.jpg|thumb|none|600px|Finding the full-length version too long and awkward for indoor use, he tries out a shorter version. Note that, despite the barrels being ostensibly sawn down, they still have choke tubes installed.]]&lt;br /&gt;
[[File:H3VR DT11 Short Loading.jpg|thumb|none|600px|Loading the shortened DT11 up with some shells.]]&lt;br /&gt;
[[File:H3VR DT11 Sawn-Off.jpg|thumb|none|600px|Sawing off a beautiful shotgun like this should be a crime. And it is. No, seriously.]]&lt;br /&gt;
[[File:H3VR DT11 Sawn-Off Ejecting.jpg|thumb|none|600px|Fortunately, since nobody knows who &amp;quot;He&amp;quot; is, He can't get arrested by the BATFS (Bureau of Alcohol, Tobacco, Firearms, and Sausages).]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Baby's First Boomstick&amp;quot;==&lt;br /&gt;
The &amp;quot;Baby's First Boomstick&amp;quot; is one of the April Fools guns added in Alpha 2 of Update #102. The basic gist is that it is a [[SPAS-12]]-like shotgun that somehow merged with a Fisher Price pop-up toy; the weapon was inspired by one of [https://youtu.be/zFXkQzBsC8g?t=29 Kommander Karl's tactical reload videos] where he takes mundane objects and &amp;quot;reloads&amp;quot; them as if they are firearms.&lt;br /&gt;
[[File:H3VR BFBS Left.jpg|thumb|none|600px|The Baby's First Boomstick, fresh from the wrapping paper. Gifts like these are why you should ''always'' have a baby shower.]]&lt;br /&gt;
[[File:H3VR BFBS Right.jpg|thumb|none|600px|Even if you're not actually having a kid. If they ask where it is a few months later, just get really sad and quiet - shuts 'em up every time.]]&lt;br /&gt;
[[File:H3VR BFBS Opening.jpg|thumb|none|600px|Loading the BFB is a rather unusual process - first, push all the buttons (each one putting out a pitch-varied &amp;quot;erp&amp;quot;)...]]&lt;br /&gt;
[[File:H3VR BFBS Loading.jpg|thumb|none|600px|...and then load a shell into each one of the loading ports.]]&lt;br /&gt;
[[File:H3VR BFBS Closed.jpg|thumb|none|600px|Each one accepts the shell with a similar &amp;quot;erp&amp;quot;, and promptly closes itself.]]&lt;br /&gt;
[[File:H3VR BFBS Charging.jpg|thumb|none|600px|Racking the charging handle chambers a shell (one of the same short 12-gauge shells as the [[Techno Arms MAG-7|MAG-7]]); the front loading port can then be re-opened to get a fifth round in, though the weapon's intended users probably aren't quite ready to understand that yet.]]&lt;br /&gt;
[[File:H3VR BFBS Aiming.jpg|thumb|none|600px|In a similar vein, it was designed without such complex, child-confusing systems as a set of sights. Or the provision to mount one. Or a safety.]]&lt;br /&gt;
[[File:H3VR BFBS Firing.jpg|thumb|none|600px|It does, however, have a standoff muzzle device, so that the Baby's First Boomstick can be used for a Baby's First Door-Breaching Exercise. To keep things safe, this isn't done the same way as a real one - after all, real doors would be too dangerous.]]&lt;br /&gt;
[[File:H3VR BFBS Melon.jpg|thumb|none|600px|While you're at it, why not try Baby's First Prisoner Execution?]]&lt;br /&gt;
[[File:H3VR BFBS Miss.jpg|thumb|none|600px|Don't worry, this is safe too - through the use of advanced Not-A-Bug technology, pellets are projected well past the actual muzzle, so there's no risk of any melons getting hurt by-]]&lt;br /&gt;
[[File:H3VR BFBS Hit.jpg|thumb|none|600px|'''&amp;quot;ATTENTION ALL SITE PERSONNEL. A BABY HAS BREACHED CONTAINMENT IN SECTOR 6. THIS IS NOT A DRILL. ALL PERSONNEL MUST EVACUATE IMMEDIATELY. SECURITY FORCES HAVE BEEN DISPATCHED.&amp;quot;''']]&lt;br /&gt;
&lt;br /&gt;
==Cobray Terminator==&lt;br /&gt;
The (in)famous [[Cobray Terminator]] was added in the second experimental build of Update #102, marking the weapon's first known media appearance; in reference to its real-world reputation, it goes by the less-than-flattering name &amp;quot;Worst Shotgun Ever Made&amp;quot; in-game. No, seriously, that's the actual in-game name.&lt;br /&gt;
[[File:CobrayTerminator.jpg|thumb|none|450px|Cobray Terminator - 12 gauge]]&lt;br /&gt;
[[File:H3VR Terminator Left.jpg|thumb|none|600px|Yep, here it is.]]&lt;br /&gt;
[[File:H3VR Terminator Right.jpg|thumb|none|600px|A steel-and-plastic jumble of poor decisions, only ultimately successful in helping to terminate its own manufacturer's business.]]&lt;br /&gt;
[[File:H3VR Terminator Extending.jpg|thumb|none|600px|Extending the simple wire stock; quite comfortable, by absolutely nobody's account.]]&lt;br /&gt;
[[File:H3VR Terminator Cocking.jpg|thumb|none|600px|Loading the Terminator is a rather strange affair; it starts by taking the cocking handle on the left side of the receiver, and pushing it forward. In-game, this is accompanied by the depression of the locking lug on the right side (albeit not quite far enough, causing it to clip into the receiver); in reality, this had to be done manually as well.]]&lt;br /&gt;
[[File:H3VR Terminator Locking.jpg|thumb|none|600px|Once all the way forward, the handle can then be twisted upwards into a [[Sten]]-esque safety notch.]]&lt;br /&gt;
[[File:H3VR Terminator Sear.jpg|thumb|none|600px|With the safety engaged, one can also get a good look at exactly how the weapon works. It is essentially a more advanced version of the slam-bang shotguns people make out of drainpipes, with the large spring wrapped around the barrel pushing it backwards and forcing the loaded shell into a fixed firing pin at the back of the receiver when the sear drops (as shown here - though the barrel is rather obviously not moving, since the cocking handle (directly attached to the barrel) is held forward by the safety notch); when the barrel goes into battery, the locking lug shown a couple screenshots ago locks against the ejection port to prevent the breech from opening, keeping the weapon (ostensibly) safe. The end result is, in effect, an open-bolt mechanism in reverse - instead of pushing a fixed firing pin on the bolt towards a chambered round, the Terminator pushes a chambered round towards a fixed firing pin in the receiver.]]&lt;br /&gt;
[[File:H3VR Terminator Loading.jpg|thumb|none|600px|Loading in a slug shell; this is probably not the greatest idea, given that slugs (and heavy-recoiling shells in general) have been known to forcibly collapse the Terminator's stock and slam the receiver into the shooter's face. Hence the word &amp;quot;ostensibly&amp;quot;.]]&lt;br /&gt;
[[File:H3VR Terminator Safety.jpg|thumb|none|600px|Disregarding safety, and disengaging it.]]&lt;br /&gt;
[[File:H3VR Terminator Aiming.jpg|thumb|none|600px|Taking aim at a distant window; the Terminator's rifle-style front sight (a tall front post, with protective wings to match) is accompanied in the rear by absolutely nothing.]]&lt;br /&gt;
[[File:H3VR Terminator Firing.jpg|thumb|none|600px|Firing; while the game can't accurately represent the Terminator's uncomfortable ergonomics, it can duplicate its notorious recoil - the fact that the entire barrel slams backward as it fires makes it kick substantially more than a conventional shotgun.]]&lt;br /&gt;
[[File:H3VR Terminator Shell.jpg|thumb|none|600px|Pulling the cocking handle forward again extracts the shell, but doesn't actually eject it from the receiver.]]&lt;br /&gt;
[[File:H3VR Terminator Ejecting.jpg|thumb|none|600px|To do that, simply tip the weapon over. No, seriously.]]&lt;br /&gt;
[[File:H3VR Terminator Breaching.jpg|thumb|none|600px|Deciding to forsake all sensible... everything, and attempting a breach-and-clear drill with the Terminator. Suffice it to say, failing to break the lock in one shot (or deciding to shoot out the doorknob as well, or going for the hinges instead) makes this a somewhat uncomfortably time-consuming procedure.]]&lt;br /&gt;
[[File:H3VR Terminator Attacking.jpg|thumb|none|600px|Actually encountering an enemy can also turn rather awkward if the first shot doesn't do the job; while this could be said of a conventional single-shot shotgun as well, they at least have a reasonably quick reloading procedure.]]&lt;br /&gt;
[[File:H3VR Terminator Throwing.jpg|thumb|none|600px|In such a circumstance, the Terminator can at least be relied upon as one thing: a large, heavy chunk of metal.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision SIX12==&lt;br /&gt;
The [[Crye Precision SIX12]] was added in Update #90. It is the second revolver shotgun (not including the MTs 255 sawn-off) added in the game, and the first with a detachable cylinder. It is referred to in-game as the &amp;quot;P6Twelve&amp;quot;.&lt;br /&gt;
[[File:612 Wood.jpg|thumb|none|450px|Crye Precision SIX12 with wooden furniture - 12 gauge]]&lt;br /&gt;
[[File:H3VR Six12 Overview.JPG|thumb|none|600px|What better place to shoot a gun with wood furniture than in the woods? Still, it feels like something's missing.]]&lt;br /&gt;
[[File:H3VR Six12 rear.JPG|thumb|none|600px|From the rear, you can see the base of the barrel lined up with the top chamber of the cylinder.]]&lt;br /&gt;
[[File:H3VR Six12 fullmag.JPG|thumb|none|600px|The front view of a full magazine. To accommodate the SIX12, the magazine behaves in-game like a speedloader for revolvers. This only effects the player if they want to manually replace spent shells.]]&lt;br /&gt;
[[File:H3VR Six12 loading.JPG|thumb|none|600px|Inserting the magazine into the shotgun.]]&lt;br /&gt;
[[File:H3VR Six12 full.JPG|thumb|none|600px|There, much better.]]&lt;br /&gt;
[[File:H3VR Six12 aim.JPG|thumb|none|600px|Aiming down the SIX12's very crisp sights. While a top rail for optics is available, the default sights are more than adequate.]]&lt;br /&gt;
[[File:H3VR Six12 shoot.JPG|thumb|none|600px|And just like that, the flowerpot was no more.]]&lt;br /&gt;
[[File:H3VR Six12 spentmag.JPG|thumb|none|600px|Examining the spent shells inside of the SIX12 magazine, which have flared open after firing.]]&lt;br /&gt;
[[File:H3VR Six12 emptymag.JPG|thumb|none|600px|And with the shells removed entirely, you can see straight through to the other side.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo USAS-12==&lt;br /&gt;
Added in the 2019 Meatmas update, the [[Daewoo USAS-12]] is ''H3'''s fourth fully-automatic shotgun, though only its second non-fictional one (and the second one with a stock).&lt;br /&gt;
[[File:USAS12.jpg|thumb|none|450px|Daewoo USAS-12 - 12 gauge]]&lt;br /&gt;
[[File:H3VR USAS Left.jpg|thumb|none|600px|''&amp;quot;Have you seen [[M16]] lately?&amp;quot;'']]&lt;br /&gt;
[[File:H3VR USAS Right.jpg|thumb|none|600px|''&amp;quot;Yeah, it looks like he's been hitting the gym.&amp;quot;'']]&lt;br /&gt;
[[File:H3VR USAS Loading.jpg|thumb|none|600px|Loading a magazine into the shotgun, its receiver helpfully indicating that it is a &amp;quot;USAS-12&amp;quot;, and that said magazine is full of &amp;quot;12GA 2 3/4 INCH&amp;quot;.]]&lt;br /&gt;
[[File:H3VR USAS Charging.jpg|thumb|none|600px|Pulling the charging handle (the opposite side of which is visible in the slot on the forend) flips up the aforementionedly M16-esque dustcover.]]&lt;br /&gt;
[[File:H3VR USAS Safe.jpg|thumb|none|600px|The lower receiver is also M16-like, with a seemingly interchangeable trigger guard and pistol grip.]]&lt;br /&gt;
[[File:H3VR USAS Semi.jpg|thumb|none|600px|As well as a near-identical safety.]]&lt;br /&gt;
[[File:H3VR USAS Aiming.jpg|thumb|none|600px|Taking aim at a snowflake; while a bit more rifle-like than most are used to, the aperture/post setup works quite well on the USAS.]]&lt;br /&gt;
[[File:H3VR USAS Aimed.jpg|thumb|none|600px|This screenshot would be captioned &amp;quot;Case in point&amp;quot; if the shotgun wasn't blocking the destroyed snowflake. You'll just have to take our word for it.]]&lt;br /&gt;
[[File:H3VR USAS Drum.jpg|thumb|none|600px|Loading some extra shells into a drum magazine; due to a bug, the 20-round drums were originally only spawned with 10 rounds in them (like the box magazines), though this issue was later corrected.]]&lt;br /&gt;
[[File:H3VR USAS Auto.jpg|thumb|none|600px|Of course, if you have more shells, it only makes sense to send them out faster, right?]]&lt;br /&gt;
[[File:H3VR USAS Firing.jpg|thumb|none|600px|Certainly not hearing any objections from them.]]&lt;br /&gt;
&lt;br /&gt;
==Derya MK-12==&lt;br /&gt;
The [[Derya MK-10|Derya MK-12]] was added on day 15 of the Meatmas 2020 Advent Calendar event. &lt;br /&gt;
[[File:MK-12 AS-100S.jpg|thumb|none|450px|Derya MK-12 AS-100S - 12 gauge]]&lt;br /&gt;
[[File:H3VR MK-12 Box.jpg|thumb|none|600px|The Derya in its crate. Like most magazine-fed, [[AR-15]]-esque shotguns, it hails from Turkey.]]&lt;br /&gt;
[[File:H3VR MK-12 Left.jpg|thumb|none|600px|Examining the shotgun; it's a near-perfect match for the reference image, bar the slightly different handguard rail arrangement and the different pistol grip.]]&lt;br /&gt;
[[File:H3VR MK-12 Right.jpg|thumb|none|600px|The distinctive spiral-fluted barrel shroud is also worth noting.]]&lt;br /&gt;
[[File:H3VR MK-12 Extending.jpg|thumb|none|600px|Extending the MK-12's stock; this goes from &amp;quot;too short&amp;quot; to &amp;quot;too long&amp;quot;, so &amp;quot;just right&amp;quot; is probably in there somewhere.]]&lt;br /&gt;
[[File:H3VR MK-12 Loading.jpg|thumb|none|600px|Loading in a 10-round magazine.]]&lt;br /&gt;
[[File:H3VR MK-12 Charging.jpg|thumb|none|600px|Chambering the first of these 10 rounds; while AR-esque in most aspects, these sorts of shotguns generally have side-mounted charging handles instead of rear-mounted ones.]]&lt;br /&gt;
[[File:H3VR MK-12 Aiming.jpg|thumb|none|600px|Aiming at a guard-filled S-COM tower; the EG1 reflex sight seen here comes in the box, since the MK-12 doesn't have any sights by default.]]&lt;br /&gt;
[[File:H3VR MK-12 Safety.jpg|thumb|none|600px|Remembering to turn off the safety. Better late than never, but not by much.]]&lt;br /&gt;
[[File:H3VR MK-12 Firing.jpg|thumb|none|600px|Resuming the tower assault; this doesn't wind up doing much, though this is more due to the poor effectiveness of buckshot against Junkbots in general than it is to the shotgun's effective range (since unlike many games, ''H3'' actually depicts shotguns as having a longer effective range than a sneeze).]]&lt;br /&gt;
[[File:H3VR MK-12 Flechette.jpg|thumb|none|600px|Flechettes tend to work better, though getting up close and personal also certainly helps.]]&lt;br /&gt;
&lt;br /&gt;
==ENARM Pentagun==&lt;br /&gt;
Update #105 Alpha 1 brought along the [[ENARM Pentagun]], a Brazilian prototype revolving shotgun.&lt;br /&gt;
[[File:Enarm Pentagun long.jpg|thumb|none|450px|ENARM Pentagun - 12 gauge]]&lt;br /&gt;
[[File:H3VR Pentagun Left.jpg|thumb|none|600px|Not content with having 3 revolving shotguns, ''H3'' opted to add a fourth. Just for good measure.]]&lt;br /&gt;
[[File:H3VR Pentagun Right.jpg|thumb|none|600px|Examining the other side; this has the unintended side effect of causing the muzzle brake to achieve apotheosis.]]&lt;br /&gt;
[[File:H3VR Pentagun Opening.jpg|thumb|none|600px|Yanking it back down to the realm of the profane with the aid of the frame hinge; setting it apart from the game's other revolving shotguns, the Pentagun is a top-break design.]]&lt;br /&gt;
[[File:H3VR Pentagun Loading.jpg|thumb|none|600px|It also comes with a speedloader, naturally; this was actually added (albeit not quite functionally) in a previous experimental build, and also works with the much-earlier-added [[MTs255]]. Here, the device's complement of 12-gauge flechette shells have just reached the point where they move from the loader to the cylinder.]]&lt;br /&gt;
[[File:H3VR Pentagun Closing.jpg|thumb|none|600px|Snapping the shotgun shut with a sharp jerk of the arm; this is probably not the best way to do it, especially given that exactly one of these things was ever built. Which, incidentally, means that half of the game's revolving shotguns can easily be acquired in greater numbers than ever actually existed.]]&lt;br /&gt;
[[File:H3VR Pentagun Aiming.jpg|thumb|none|600px|Aiming; the sights are relatively simple, but good enough for most conventional shotgun applications. Even if they do blend in with the target a bit.]]&lt;br /&gt;
[[File:H3VR Pentagun Firing.jpg|thumb|none|600px|Letting some flechettes fly, which (fortunately enough) only slightly disrupts the sight picture.]]&lt;br /&gt;
[[File:H3VR Pentagun Ejecting.jpg|thumb|none|600px|Emptying out the cylinder; not only is the Pentagun unique among the game's revolving shotguns for being break-action, it's also unique among the game's break-action revolvers for not featuring an automatic extractor - instead, the charging-handle-like ejector rod inside the carrying handle has to be pulled back, as shown here.]]&lt;br /&gt;
[[File:H3VR Pentagun Suppressor.jpg|thumb|none|600px|Also of note is the Pentagun's operating mechanism; it moves the barrel back slightly with each shot (a bit like a [[Nagant M1895]] in reverse; the resulting trigger pull may have been one of the reasons the gun didn't catch on), with one of the side effects of this being its ability to use suppressors...]]&lt;br /&gt;
[[File:H3VR Pentagun Bugged.jpg|thumb|none|600px|...though, evidently, this ability wasn't quite put together all the way upon the weapon's initial implementation. Suffice it to say, this was later fixed.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Four-Letter Word&amp;quot;==&lt;br /&gt;
Added with the Return of the Rotweiners gamemode (on October 31st, 2018), the &amp;quot;Four-Letter Word&amp;quot; is a gamemode-exclusive weapon, serving as a reward for a quest involving clearing out a Zosig-infested mine. It is a custom (seemingly homemade) quadruple-barreled break-action shotgun, chambered in 12 gauge.&lt;br /&gt;
&lt;br /&gt;
Screenshots courtesy of [https://www.reddit.com/user/Shubishu Reddit user Shubishu.]&lt;br /&gt;
[[File:H3VR Four-Letter Word Crate.jpeg|thumb|none|600px|After a long day of Zosig-killing, a reward is finally at hand.]]&lt;br /&gt;
[[File:H3VR Four-Letter Word.jpeg|thumb|none|600px|Admiring the prize, while pointedly ignoring an NPC's invitation to talk. Note the small lever on the side; this is a fire selector, allowing the weapon to switch between firing one barrel at a time and firing them all at once.]]&lt;br /&gt;
[[File:H3VR Four-Letter Word Hinge.jpeg|thumb|none|600px|Taking a close look at the barrel hinge, which shows off the weapon's home-built nature. It's not exactly clear how one is supposed to remove the hex nuts holding the forearm in place.]]&lt;br /&gt;
[[File:H3VR Four-Letter Word Open.jpeg|thumb|none|600px|Taking a look down the barrels, simultaneously showing that they're all fully-modeled inside, and that there's nothing in the center of the cluster.]]&lt;br /&gt;
[[File:H3VR Four-Letter Word Loading.jpeg|thumb|none|600px|Loading in some buckshot shells, after getting kicked out of the NPC's house. No four-letter words allowed in his good Christian ''Minecraft'' server.]]&lt;br /&gt;
[[File:H3VR Four-Letter Word Aiming.jpeg|thumb|none|600px|Giving the shotgun's tall, pointy notch-and-post iron sights a try, being sure to hold it at an invisible arm's length. Hey, can't be too careful with non-proofed barrels, especially this many.]]&lt;br /&gt;
[[File:H3VR Four-Letter Word Firing.jpeg|thumb|none|600px|Fortunately, in spite of the visible corrosion and tool marks, this barrel works just fine.]]&lt;br /&gt;
[[File:H3VR Four-Letter Word Flash.jpeg|thumb|none|600px|&amp;quot;''Eat this.''&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt; Hey, what better way to celebrate one barrel working than to confidently deliver a cliché one-liner to a not-yet-dead enemy while firing out of a ''different'' un-tested barrel?]]&lt;br /&gt;
[[File:H3VR Four-Letter Word Ejecting.jpeg|thumb|none|600px|Luckily, all 4 barrels are apparently perfectly safe to use, so there's nothing to worry about. Probably.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] is one of the available firearms in-game, added in Update #24. 2 variants are available - a standard model with a folding stock, and a stockless model with a rail system and spare shell holder. Highly unusually for a video game, the SPAS-12's dual-mode semi-auto/pump-action functionality is depicted in ''H3'', even more unusually with its intended purpose being exploitable (i.e. switching between semi-auto for high-pressure shells and pump-action for low-pressure ones). Unfortunately, however, the switching is performed by a simple touchpad button press on the forward hand's controller, with the pump not ever visibly moving to reflect the change in mode (always being shown in the correct position for pump-action fire, and never moving forward to switch to semi-auto); furthermore, the weapon's loading procedure is simplified, with the real weapon's requirement to hold down the bolt release in order to load shells into the magazine tube being omitted in-game.&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|none|450px|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge]]&lt;br /&gt;
[[File:H3VR SPAS-12 Left.jpg|thumb|none|600px|Well, the shotgun's right here, but [[Terminator, The (1984)#SPAS-12|where is Sarah Connor?]].]]&lt;br /&gt;
[[File:H3VR SPAS-12 Right.jpg|thumb|none|600px|Well, she's not there.]]&lt;br /&gt;
[[File:H3VR SPAS-12 Stock.jpg|thumb|none|600px|Nope, not under there either.]]&lt;br /&gt;
[[File:H3VR SPAS-12 Buttplate.jpg|thumb|none|600px|She sure is good at hiding. Well, such is to be expected. After all, Sarah is quite a [[Jurassic Park (1993)#Franchi SPAS-12|clever girl.]]]]&lt;br /&gt;
[[File:H3VR SPAS-12 Unfolded.jpg|thumb|none|600px|So clever, in fact, that she managed to escape to another scene altogether, hide in a bush, and finally figure out how to fully unfold the stock (thanks to the guidance of Update #87).]]&lt;br /&gt;
===Tactical===&lt;br /&gt;
[[File:FSpas12orign.jpg‎|thumb|none|450px|Franchi SPAS-12 with stock removed – 12 gauge]]&lt;br /&gt;
[[File:H3VR SPAS-12 Tactical.jpg|thumb|none|600px|The tactical version, with all the latest modern, advanced features. Stock and [[Half-Life#Franchi SPAS-12|second]] [[Half-Life 2#Franchi SPAS-12|barrel]] sold separately.]]&lt;br /&gt;
[[File:H3VR SPAS-12 Loading.jpg|thumb|none|600px|Loading in some shells, the loading gate being unusually cooperative considering the non-depressed bolt release.]]&lt;br /&gt;
[[File:H3VR SPAS-12 Racking.jpg|thumb|none|600px|Racking the charging handle, and sending a shell into the chamber.]]&lt;br /&gt;
[[File:H3VR SPAS-12 Holder.jpg|thumb|none|600px|Putting some extra shells into the side-mounted shell holder. Just in case.]]&lt;br /&gt;
[[File:H3VR SPAS-12 Aiming.jpg|thumb|none|600px|Taking a look through the SPAS's distinctive ghost-ring sights...]]&lt;br /&gt;
[[File:H3VR SPAS-12 Firing.jpg|thumb|none|600px|...and blasting the target with buckshot.]]&lt;br /&gt;
[[File:H3VR SPAS-12 Chamberloading.jpg|thumb|none|600px|Loading another shell, straight into the chamber...]]&lt;br /&gt;
[[File:H3VR SPAS-12 Pumping.jpg|thumb|none|600px|...and then ejecting it, manually this time. Not shown: the shell actually being fired.]]&lt;br /&gt;
[[File:H3VR SPAS-12 1-Handed.jpg|thumb|none|600px|Well, it might be the T-800's gun, but that right there is [[Terminator 2: Judgement Day#Remington 870 Police Combat with Folding Stock|his target's technique.]]]]&lt;br /&gt;
[[File:H3VR SPAS-12 Modified.jpg|thumb|none|600px|You might ask why someone would shove a magnifier on a shotgun. The answer? Because we can. And because we can, we have to.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-15==&lt;br /&gt;
The [[Franchi SPAS-15]] was added on Day 22 of the Meatmas 2022 Advent Calendar event. Three variants are available: one with a long barrel and fixed stock, one with a short barrel and folding stock, and a tactical version with an even shorter barrel (fitted with a muzzle brake), a top rail in place of the carry handle, a railed pump handle, a Magpul MOE stock on a folding adaptor, and tan furniture. 3, 6, 12, and 18-round magazines are available as options.&lt;br /&gt;
[[File:Franchi SPAS-15 fixed.jpg|thumb|none|450px|Franchi SPAS-15 with fixed stock and long barrel - 12 gauge]]&lt;br /&gt;
[[File:Franchi SPAS-15 folding stock.jpg|thumb|none|450px|Franchi SPAS-15 with folding skeleton stock and long barrel - 12 gauge]]&lt;br /&gt;
[[File:H3VR SPAS-15 Box.jpg|thumb|none|600px|Opening up Day 22's box reveals not one, not two, but three new shotguns! Well, three variations on the same shotgun, but still, nothing to sneeze at.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Loading.jpg|thumb|none|600px|Loading up the fixed-stocked SPAS, with the most restrained magazine option - a stubby little 3-rounder. Just in case you thought your T&amp;amp;H rolls were safe.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Safety.jpg|thumb|none|600px|Disengaging the safety, while admiring the amusingly obfuscated trademarks.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Charging.jpg|thumb|none|600px|Pulling back the top-mounted charging handle.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Aiming.jpg|thumb|none|600px|Taking aim at a steel target; the SPAS-15's irons are a simple notch-and-post setup, with the former nested into the top of the carrying handle, and the latter out by the forward end of the forend.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Firing.jpg|thumb|none|600px|Blasting the plate with some 00 buck.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Reloading.jpg|thumb|none|600px|Needless to say, 3 rounds doesn't last long, especially on semi-auto. Doubling that should help.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Folding.jpg|thumb|none|600px|Whether or not it does, however, will forever be lost to time. Anyway, here's the next version, and its chief distinguishing factor.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Loaded.jpg|thumb|none|600px|Mere frames after the insertion of a 12-round magazine. This is presumably a custom job; the highest known capacity for a factory SPAS-15 magazine is 8 - an option which, amusingly enough, was ''not'' included in the box.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Flash.jpg|thumb|none|600px|Firing a round, while noting the distinct lack of bolt cycling...]]&lt;br /&gt;
[[File:H3VR SPAS-15 Cycling.jpg|thumb|none|600px|...as, unlike the previous version, this one's been set to pump-action. This uses a separate code-base from the game's other shotguns (including its previously-added dual-mode option, the SPAS-15's [[Franchi SPAS-12|better-known older sibling]]); said code-base had a couple of since-fixed issues upon its initial release, most notably one which allowed the user to cycle the pump without dropping the hammer or pressing the manual release. Needless to say, this made running in Armswinger mode a rather quick mag-emptier, much to the chagrin of those trying to get to cover and return fire.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Removing.jpg|thumb|none|600px|Even without that, it's still pretty easy to empty a 12-round mag (complete with modeled follower and witness holes) when you're having fun. Something which is definitely facilitated by actually unfolding the stock.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Blocked.jpg|thumb|none|600px|And, in turn, unfolding the stock is facilitated rather well by not being able to fold it all the way. As tends to happen when you stick on a stock that the gun wasn't meant to accept.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Anaconda.jpg|thumb|none|600px|Loading in the definitely-custom 18-round &amp;quot;Anaconda&amp;quot; magazine; as ridiculous as this mag may look, it (along with several other features of this variant) are, in fact, [https://www.thefirearmblog.com/blog/2013/02/05/franchi-spas-15-anaconda/ real].]]&lt;br /&gt;
[[File:H3VR SPAS-15 Pump.jpg|thumb|none|600px|Taking a closer look at the custom railed forend and muzzle brake; note that the frontmost rail segment (here fitted with a tan KAC back-up front sight) is attached to the barrel/gas system, rather than the forend itself.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Auto.jpg|thumb|none|600px|Switching the weapon's firing mode also moves the handle slightly, exposing the label of the relevant mode.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Irons.jpg|thumb|none|600px|Taking aim through the aforementioned KAC flip-up sights; while normally intended for rifles, the wide aperture and fine front sight make a decent combo for quick shotgun use.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Reciprocating.jpg|thumb|none|600px|Case in point. And yes, the custom dual-sided charging handle reciprocates, just like the standard version.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch CAWS==&lt;br /&gt;
The [[Heckler &amp;amp; Koch CAWS]] was added in Update #93. The gun fires its proprietary 12 gauge belted ammo, which according to the developer, was amplified to the degree that the designers had intended, making it one of the most powerful shotguns in the game. Like the earlier-added [[Heckler &amp;amp; Koch G11]], this gun has two different variants; the original prototype, and a &amp;quot;TacMod&amp;quot; version that replaces the integrated optic with picatinny rails.&lt;br /&gt;
[[File:Hkcaws.jpg|thumb|none|450px|Heckler &amp;amp; Koch CAWS - 12 gauge.]]&lt;br /&gt;
[[File:H3VR CAWS overview.JPG|thumb|none|600px|The HK CAWS, the close-range counterpart to the German Space Magic rifle.]]&lt;br /&gt;
[[File:H3VR CAWS ammo.JPG|thumb|none|600px|Looking inside the 10 round magazine, you can see that the 12 gauge belted shells are completely made of metal, and that the projectiles themselves also look pretty unique.]]&lt;br /&gt;
[[File:H3VR CAWS loaded.JPG|thumb|none|600px|Loading in the magazine.]]&lt;br /&gt;
[[File:H3VR CAWS charging.JPG|thumb|none|600px|Unlike the G11, the CAWS charging handle is much simpler to operate.]]&lt;br /&gt;
[[File:H3VR CAWS safety.JPG|thumb|none|600px|Flipping the safety to semi-auto, and we're ready to go hunting for snowflakes.]]&lt;br /&gt;
[[File:H3VR CAWS aim.JPG|thumb|none|600px|Taking aim through the integrated sight, which is basically identical to the G11.]]&lt;br /&gt;
[[File:H3VR CAWS fire.JPG|thumb|none|600px|And despite being a shotgun, the range on this gun is not to be underestimated.]]&lt;br /&gt;
[[File:H3VR CAWS drum.JPG|thumb|none|600px|The 20 round magazine, for when you absolutely have to turn the room into swiss cheese.]]&lt;br /&gt;
[[File:H3VR CAWS tacmod.JPG|thumb|none|600px|The &amp;quot;TacMod&amp;quot; version of the CAWS, ready to be tacticooled from head to toe.]]&lt;br /&gt;
[[File:H3VR CAWS tacmodattached.JPG|thumb|none|600px|Which gives us an excellent opportunity to use the concurrently-added G36 Scope rail attachment; given that both the CAWS and G36 were made by the same manufacturer, it only felt appropriate.]]&lt;br /&gt;
[[File:H3VR CAWS tacmodcharged.JPG|thumb|none|600px|Because of the top rail placement, the charging handle was modified to come out of the side.]]&lt;br /&gt;
[[File:H3VR CAWS tacmodreddot.JPG|thumb|none|600px|Taking aim through the G36 red dot...]]&lt;br /&gt;
[[File:H3VR CAWS tacmodscoped.JPG|thumb|none|600px|And through the G36 scope located underneath.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch FABARM Martial Pro Forces==&lt;br /&gt;
The [[Heckler &amp;amp; Koch FABARM FP6|Heckler &amp;amp; Koch FABARM Martial Pro Forces]] is one of the available firearms in-game. It was the game's first pump-action shotgun, and is tied with the [[Benelli M4 Super 90]] for the game's first 12-gauge shotgun, both having been added in Update #6.&lt;br /&gt;
[[File:Fabarmmartial.jpg|thumb|none|450px|Fabarm Martial Pro Forces 14&amp;quot; - 12 gauge]]&lt;br /&gt;
[[File:H3VR Fabarm.jpg|thumb|none|600px|Feeling a need to prove itself, the FABARM shoves itself center-stage.]]&lt;br /&gt;
[[File:H3VR Fabarm Chamberloading.jpg|thumb|none|600px|Loading the first shell into the chamber...]]&lt;br /&gt;
[[File:H3VR Fabarm Loading.jpg|thumb|none|600px|...and the other 5 into the magazine tube.]]&lt;br /&gt;
[[File:H3VR Fabarm Aiming.jpg|thumb|none|600px|Aiming the shotgun, not that it's particularly necessary at this distance.]]&lt;br /&gt;
[[File:H3VR Fabarm Firing.jpg|thumb|none|600px|Blasting the target with a full load of buckshot.]]&lt;br /&gt;
[[File:H3VR Fabarm Cycling.jpg|thumb|none|600px|Working the shotgun's action, and ejecting a spent shell.]]&lt;br /&gt;
[[File:H3VR Fabarm Closeup.jpg|thumb|none|600px|A closeup of the receiver, which shows off the markings.]]&lt;br /&gt;
[[File:H3VR Fabarm Extracting.jpg|thumb|none|600px|It also provides a good view of the old shell being extracted from the chamber...]]&lt;br /&gt;
[[File:H3VR Fabarm Chambering.jpg|thumb|none|600px|...and the new one being chambered. Note the green color of the shell; the only green 12 gauge shells in the current build of ''H3'' are slugs, but these screenshots predate the addition of multiple types of shotgun ammunition in Update #15.]]&lt;br /&gt;
&lt;br /&gt;
==Henry Single Shot Shotgun==&lt;br /&gt;
Update #93 added a Henry Repeating Arms [[Single Barreled Shotgun]] called the &amp;quot;Throwback Singleshot&amp;quot;, available in both 12 gauge and 20 gauge. &lt;br /&gt;
[[File:HenrySingleShotShotgun12Guage.jpg|thumb|none|451px|Henry Repeating Arms Single Shot Shotgun - 12 gauge]]&lt;br /&gt;
[[File:H3VR Throwback Pair.jpg|thumb|none|600px|The two Throwback Singleshots on a table in the Arizona range. After all, what better for Throwback Thursday than a pair of Throwbacks on one of the game's oldest ranges? &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''&amp;quot;But isn't it Monday?&amp;quot;'' &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''&amp;quot;...what are you doing in my house?&amp;quot;'']]&lt;br /&gt;
[[File:H3VR Throwback Muzzles.jpg|thumb|none|600px|''&amp;quot;Whoah, calm down man, I'll leave. Jeez.&amp;quot;'' &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; *Ahem* ANYWAYS, the two shotguns look more or less identical to each other, save for the bore diameter and wall thickness of their barrels.]]&lt;br /&gt;
[[File:H3VR Throwback Wrong.jpg|thumb|none|600px|Cracking one of the shotguns open, and loading in... wait, dammit, other gun...]]&lt;br /&gt;
[[File:H3VR Throwback Right.jpg|thumb|none|600px|...there we go, loading in a 12-gauge Triple Hit shell.]]&lt;br /&gt;
[[File:H3VR Throwback Cocking.jpg|thumb|none|600px|Cocking the shotgun's hammer.]]&lt;br /&gt;
[[File:H3VR Throwback Aiming.jpg|thumb|none|600px|Taking aim at a duelling tree; not exactly the sort of gun that's normally meant for this kind of target, but what're you gonna do? Come out all the way to Arizona and beat me up? I'm the one with a shotgun.]]&lt;br /&gt;
[[File:H3VR Throwback Firing.jpg|thumb|none|600px|Firing; if the hammer doesn't obscure your simple bead front sight when you do this, the recoil of a light, slim 12-gauge shotgun will.]]&lt;br /&gt;
[[File:H3VR Throwback Ejecting.jpg|thumb|none|600px|Ejecting the now-spent shell. And no, the fact that it has an automatic ejector is not the reason that it's called the &amp;quot;throwback&amp;quot;.]]&lt;br /&gt;
[[File:H3VR Throwback Loading.jpg|thumb|none|600px|Shoving a 20-gauge shell into the other variant; there is no 20-gauge Triple Hit shell in-game, so this is just ordinary buckshot.]]&lt;br /&gt;
[[File:H3VR Throwback Melon.jpg|thumb|none|600px|Blasting a trespassing watermelon; you don't need to worry about the hammer blocking your sight picture if you don't aim.]]&lt;br /&gt;
[[File:H3VR Throwback Shell.jpg|thumb|none|600px|Amusingly enough, the shotgun's ejection system can be triggered before it opens all the way, so gripping the forend, pressing the unlocking lever, and giving the gun a quick shake can eject the shell without any apparent cause. Perfect for dealing with those RSOs that want you to unload whenever you move but don't let you point the muzzle at anything but the target.]]&lt;br /&gt;
&lt;br /&gt;
==High Standard Model 10A==&lt;br /&gt;
The [[High Standard Model 10]]A, with integral 1960s flashlight, was added in Update #105's first experimental build, referred to simply as the &amp;quot;HS10&amp;quot;.&lt;br /&gt;
[[File:HIghStandardM10Shotgun.jpg|thumb|none|450px|High Standard Model 10A - 12 gauge]]&lt;br /&gt;
[[File:H3VR HS10 Left.jpg|thumb|none|600px|The HS10, in all its 1960s weirdness.]]&lt;br /&gt;
[[File:H3VR HS10 Right.jpg|thumb|none|600px|The opposite side; while the profile is certainly distinctive, the receiver itself is relatively simple-looking - which makes sense, as the Model 10 is essentially a bullpup-converted version of the conventional High Standard C1200.]]&lt;br /&gt;
[[File:H3VR HS10 Safety.jpg|thumb|none|600px|The safety is, likewise, relatively conventional - just a simple cross-bolt at the front of the trigger guard.]]&lt;br /&gt;
[[File:H3VR HS10 Loading.jpg|thumb|none|600px|Loading in some 12-gauge shells; the rear-shifted position of the loading port makes this a somewhat awkward affair, but it's not too hard to get used to.]]&lt;br /&gt;
[[File:H3VR HS10 Charging.jpg|thumb|none|600px|Chambering one of said shells; being meant as the ideal 1960s police shotgun, it only makes sense to use the preferred combat load of the period - #4 buck. An extra shell was thrown in the magazine tube after this - more shells is always better, especially when you've only got a 4-round tube (the shorter of the two factory options; a 6-rounder that extended to the end of the barrel was also offered).]]&lt;br /&gt;
[[File:H3VR HS10 Light.jpg|thumb|none|600px|As another consideration for police use, the HS10 was (rather forward-thinkingly) designed with flashlight use in mind; the Model 10A had an integrated flashlight in the carrying handle (as shown here), while the later Model 10B instead had a folding carry handle and a mount for a commercial Maglite. Sadly, being ahead of the curve meant being limited by the technology of the time, so both flashlight options were comically bulky by today's standards.]]&lt;br /&gt;
[[File:H3VR HS10 Aiming.jpg|thumb|none|600px|Stepping out into the training course, and drawing a bead on (the wrong side of) an IPSC-style steel silhouette target. The sights are pretty rudimentary, but they get the job done.]]&lt;br /&gt;
[[File:H3VR HS10 Firing.jpg|thumb|none|600px|Doing the job in question. One of the unfortunate side effects of a flashlight directly above the barrel is that it lights up muzzle smoke; this effect doesn't last terribly long (especially in a well-lit area), but it can still obscure a target briefly after firing.]]&lt;br /&gt;
[[File:H3VR HS10 Lit.jpg|thumb|none|600px|One of the distinct advantages of the flashlight, however, is its ability to highlight targets, as somewhat shown here - in hindsight, a darker map probably should've been used for this bit.]]&lt;br /&gt;
[[File:H3VR HS10 Hit.jpg|thumb|none|600px|By placing the center of the beam on a target, one can tell that the shotgun itself is pointed in roughly the same place, allowing for quick point-shooting - a bit like a crude pseudo-laser. It's not the most precise thing in the world, but it does work within relatively reasonable ranges - this system isn't unprecedented, either, with the SAS notably using [[MP5]]s with top-mounted flashlights in this manner during Operation Nimrod.]]&lt;br /&gt;
[[File:H3VR HS10 Chamberloading.jpg|thumb|none|600px|5 rounds later, and the Model 10 locks empty, prompting a quick reload...]]&lt;br /&gt;
[[File:H3VR HS10 Releasing.jpg|thumb|none|600px|...followed by a nice tap of the bolt release. It was a bit hard to show both the tap and the bolt at the same time; the button in question can be seen in earlier shots - it's the round button at the front of the receiver.]]&lt;br /&gt;
[[File:H3VR HS10 Dual.jpg|thumb|none|600px|Of course, the HS10 brings with it certain... ''[[Call of Duty: Black Ops#High Standard Model 10|expectations]]'', regardless of the explicit warning on the side of the gun to not do this exact thing. Here, the reason for that warning is apparent - firing one from the left shoulder is an excellent way to get a face full of hot brass. And plastic. And egg.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37==&lt;br /&gt;
&lt;br /&gt;
==Izhmekh IZh-18==&lt;br /&gt;
The 12 gauge version of the [[Izhmekh IZh-18]] was added on day 2 of the Meatmas 2020 Advent Calendar event. A short-barreled 12 gauge and a 20 gauge version were later made available as well.&lt;br /&gt;
[[File:IZh-18EM-M.jpg|thumb|none|450px|Izhmekh IZh-18EM-M - 12 gauge]]&lt;br /&gt;
[[File:H3VR IZH-18 Left.JPG|thumb|none|600px|The IZh-18's weapon case; the later cases would skimp out on the perceivedly-unnecessary expense of an antigravity field generator that makes the gun float into the air and (while not shown here) spin in circles like one of the weapon platforms from ''Unreal Tournament''.]]&lt;br /&gt;
[[File:H3VR IZH-18 Right.JPG|thumb|none|600px|Examining the shotgun; the nicely-finished wooden furniture gives this hunting shotgun a very pleasing appearance.]]&lt;br /&gt;
[[File:H3VR IZH-18 Open.JPG|thumb|none|600px|Opening the IZh-18's barrel.]]&lt;br /&gt;
[[File:H3VR IZH-18 Loading.JPG|thumb|none|600px|Loading a 12 gauge flechette shell, which will come in handy against the Winter Wasteland's many autonomous enemies.]]&lt;br /&gt;
[[File:H3VR IZH-18 Aim.JPG|thumb|none|600px|Speak of the devil - just outside the bunker, a static drone is inching its way towards the player; they're attracted to sound, and will violently explode if they touch anything other than level geometry while moving.]]&lt;br /&gt;
[[File:H3VR IZH-18 Explode.JPG|thumb|none|600px|Shooting at the drone's red spots causes it to explode, which does some collateral damage at this short of a distance. Still, the IZh-18 gets the job done.]]&lt;br /&gt;
[[File:H3VR IZH-18 Eject.JPG|thumb|none|600px|Emptying out the spent shell.]]&lt;br /&gt;
[[File:H3VR IZh-18 Pair.jpg|thumb|none|600px|The two additional variants of the IZh added later that week: the 20-gauge on top, and the shorty 12-gauge below.]]&lt;br /&gt;
[[File:H3VR IZh-18 Barrels.jpg|thumb|none|600px|While the short-barreled 12-gauge variant is easy to distinguish from the original, the only way to tell whether a long-barreled IZh-18 is in 20 gauge or 12 gauge (apart from looking at the wrist menu) is to look at the thickness of the barrel walls, as seen here.]]&lt;br /&gt;
[[File:H3VR IZh-18 Sights.jpg|thumb|none|600px|Aiming at a wall with the long 20; between its self-cocking, hammerless action, and its clear notch-and-post irons, the IZh is essentially a straight upgrade over the earlier-added &amp;quot;Throwback&amp;quot; single-shot shotgun.]]&lt;br /&gt;
[[File:H3VR IZh-18 Slug.jpg|thumb|none|600px|Loading a 20-gauge slug shell into the longer IZh-18...]]&lt;br /&gt;
[[File:H3VR IZh-18 Shorty.jpg|thumb|none|600px|...and ejecting a 12-gauge buckshot shell from the shorter one. Note the different position of the spur behind the trigger guard; this is the IZh-18's hinge lock, which is pushed in to break the weapon open.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]] was added in Update #90, to the great joy and surprise of the many who'd requested it (and heard that, due to its dual magazine tube system, it would be impossible to implement); notably, ''H3VR'' is the first known shooter to correctly depict this system (i.e. depicting the two separate tubes as separate, rather than just treating them both as a single tube with no switching required like most games do), even allowing the user to load individual shells into the chamber by setting the selector to the middle position.&lt;br /&gt;
[[File:Kel-Tec KSG EOTech.jpg|thumb|none|450px|Kel-Tec KSG Gen 2 with EOTech 512 sight and Magpul AFG (angled foregrip) - 12 gauge]]&lt;br /&gt;
[[File:H3VR KSG Left.jpg|thumb|none|600px|And he said it couldn't be done.]]&lt;br /&gt;
[[File:H3VR KSG Right.jpg|thumb|none|600px|A cinematic shot of the muzzle, showing off the distinctive triangular front end with two magazine tubes. The furniture's gray color is a factory option; somewhat disappointingly, it is called &amp;quot;Tungsten Gray&amp;quot;, and not &amp;quot;Dev-Texture Gray&amp;quot;.]]&lt;br /&gt;
[[File:H3VR KSG Loading.jpg|thumb|none|600px|Loading up the left-hand tube with some slugs; each tube holds 7 2 3/4&amp;quot; shells, as it should.]]&lt;br /&gt;
[[File:H3VR KSG Filling.jpg|thumb|none|600px|For the impatient among you, the ammo spawning panel has an option to simply auto-fill the held object; due to the way that the KSG is coded in-game, this only fills the active tube (which is rather convenient, for this exact reason).]]&lt;br /&gt;
[[File:H3VR KSG Selector.jpg|thumb|none|600px|To top it all off, you can flip the selector over to the middle position...]]&lt;br /&gt;
[[File:H3VR KSG Chamberloading.jpg|thumb|none|600px|...and, with the action open, load whatever specialty shell you please directly into the chamber.]]&lt;br /&gt;
[[File:H3VR KSG Safety.jpg|thumb|none|600px|Disengaging the weapon's crossbolt safety, after setting it up to match the reference image; notably, the KSG is the first shotgun in the game with a rail attached directly to the pump. While rails on moving components had been a mechanic for a while (ever since Update #52's [[M249]] and its railed top cover), actually using them can be quite hardware-intensive, so players are generally advised against putting more than one attachment on them.]]&lt;br /&gt;
[[File:H3VR KSG Aiming.jpg|thumb|none|600px|Aiming at an idle Sosig through the attached MBUS; the engagement distance doesn't really necessitate it, but you might as well.]]&lt;br /&gt;
[[File:H3VR KSG Firing.jpg|thumb|none|600px|Hey, remember that specialty shell from the chamberloading screenshot? Yeah, that was a &amp;quot;cannonball&amp;quot; shell. Essentially a firework flashbang.]]&lt;br /&gt;
[[File:H3VR KSG Switching.jpg|thumb|none|600px|Switching over to the right-hand tube; with the selector switch in the middle position, neither magazine tube will be used, effectively turning the weapon into a single-shot breechloader.]]&lt;br /&gt;
[[File:H3VR KSG Buck.jpg|thumb|none|600px|Blasting another Sosig with some 00 buckshot (bullet trails enabled, for your viewing pleasure)...]]&lt;br /&gt;
[[File:H3VR KSG Slug.jpg|thumb|none|600px|...and, following a quick tube switch, a slug.]]&lt;br /&gt;
[[File:H3VR KSG Cycling.jpg|thumb|none|600px|Ejecting a spent shell. You really have to go rather impractically out of your way to see this happen, since shells come out of the same port that you load them into, but that's showbiz, baby.]]&lt;br /&gt;
&lt;br /&gt;
==KS-23M==&lt;br /&gt;
Day 7 of 2018's Meatmas update added a Russian [[KS-23]] shotgun-carbine, more specifically the pistol-gripped KS-23M variant.&lt;br /&gt;
[[file:Ks23stockless.jpg|thumb|none|450px|KS-23M - 23x75mmR]]&lt;br /&gt;
[[File:H3VR KS-23 Box.jpg|thumb|none|600px|Day 7's present; for a shotgun this big, you need something a little bit bigger than [[Terminator 2: Judgement Day#Winchester 1887|a rosebox]]. Note the supposed period of manufacture; while the KS-23 was initially developed (or perhaps began development; sources are a bit inconsistent) in 1975, it wasn't adopted for service until the eighties, and the KS-23M variant wasn't produced until 1990.]]&lt;br /&gt;
[[File:H3VR KS-23 Left.jpg|thumb|none|600px|Examining the shotgun. The slightly off-color piece on the side is a Soviet-standard dovetail rail, used for mounting sights. This is because [[AK-47|AK]]-pattern rifles and their derivations have detachable upper receiver covers, making them impractical for mounting sights or rails onto. The resulting Eastern-bloc standardization of sight mounting then led to weapons like this with solid receivers also using the same side-mounted rail.]]&lt;br /&gt;
[[File:H3VR KS-23 Right.jpg|thumb|none|600px|The other side. Come to think of it, this could make a nice backup for someone fighting for the Imperium of Man. Wonder if anyone makes 2-stage rocket slugs...]]&lt;br /&gt;
[[File:H3VR KS-23 Opening.jpg|thumb|none|600px|Opening up the action.]]&lt;br /&gt;
[[File:H3VR KS-23 Slug.jpg|thumb|none|600px|The in-game KS-23M can use 4 different types of shells, based on some of the real weapon's options; this is a &amp;quot;''Баррикада''&amp;quot; (&amp;quot;''Barrikada''&amp;quot;, Russian for &amp;quot;Barricade&amp;quot;) shell, an armor-piercing slug meant for cracking the engine blocks of cars.]]&lt;br /&gt;
[[File:H3VR KS-23 Chamberloading.jpg|thumb|none|600px|So, what better to use it on than a fragile wooden board in the shape of a hot dog?]]&lt;br /&gt;
[[File:H3VR KS-23 Ejecting.jpg|thumb|none|600px|Ejecting a shell, after sending the hot dog target's head to the Shadow Realm. And by &amp;quot;the Shadow Realm&amp;quot;, we mean an empty Home Depot parking lot at 3:32 in the morning. Either way, it's a different plane of existence.]]&lt;br /&gt;
[[File:H3VR KS-23 Buckshot.jpg|thumb|none|600px|Another shell type, the &amp;quot;''Шрапнель-25''&amp;quot; (&amp;quot;Shrapnel-25&amp;quot;), which consists of buckshot; the &amp;quot;25&amp;quot; denotes a 25-meter effective range.]]&lt;br /&gt;
[[File:H3VR KS-23 Chambering.jpg|thumb|none|600px|So, of course, the ideal target must be...]]&lt;br /&gt;
[[File:H3VR KS-23 Aiming.jpg|thumb|none|600px|...a crystal snowflake somewhere way the hell up in the sky. Note the rifle-type sights; while these might seem out of place on a pump-action shotgun, the KS-23 is somewhat unique in that its barrel is completely rifled (being made out of spare [[ZU-23]] anti-aircraft cannon barrels), which gives it good enough accuracy with slugs to justify such a design choice. This also explains its odd designation as a &amp;quot;shotgun-carbine&amp;quot; (being a shotgun for all practical purposes, but a carbine under Russian law due to its rifled barrel), and why a 23mm shell full of buckshot has the effective range of a golf ball.]]&lt;br /&gt;
[[File:H3VR KS-23 Gas.jpg|thumb|none|600px|The two other shells are a bit more unique; this shell, the &amp;quot;''Сирень-7''&amp;quot; (&amp;quot;''Siren-7''&amp;quot;, or &amp;quot;Lilac-7&amp;quot;), is a riot-control round...]]&lt;br /&gt;
[[File:H3VR KS-23 Cloud.jpg|thumb|none|600px|...which, in practical terms, means that it creates a cloud of CS gas on impact.]]&lt;br /&gt;
[[File:H3VR KS-23 Flashbang.jpg|thumb|none|600px|And then there's the &amp;quot;''Звезда''&amp;quot; (&amp;quot;''Zvezda''&amp;quot;) round.]]&lt;br /&gt;
[[File:H3VR KS-23 Loading.jpg|thumb|none|600px|This one's name, which translates to &amp;quot;Star&amp;quot;, is a bit more apt...]]&lt;br /&gt;
[[File:H3VR KS-23 Flash.jpg|thumb|none|600px|...as the effects of looking directly at either from up close are roughly the same. Another round meant for crowd control (the gun itself being initially developed for prison guards), the Star is effectively an impact-detonating flashbang grenade. Mix a few of these round types together, and you've got quite the effective CQB breaching tool. It'd be even better if its capacity wasn't a whopping 3+1.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;KWG1&amp;quot;==&lt;br /&gt;
The &amp;quot;KWG1&amp;quot; is one of the available firearms in-game, added through Update #15. It is a fictional magazine-fed full-auto shotgun, rather reminiscent of the &amp;quot;Bolter&amp;quot; weapons from the ''Warhammer 40K'' universe. It is based on an image of what seems to be some sort of stage or cosplay prop, which was then adapted into a 3D model by artist [https://www.artstation.com/kutejnikov Pavel Kutejnikov]. Update #105's first experimental build added a new feature in the form of attachable magazine-fed weapons; one of the flagships of this feature was a special underslung variant of the KWG1 with a cut-down pistol grip, no sights, and a female Picatinny rail on top.&lt;br /&gt;
[[File:KWG1 Reference.jpg|thumb|none|450px|The prop that the &amp;quot;KWG1&amp;quot; was based upon, which seems to have an [[MP5]] S-E-F trigger pack. Also note the shells in the magazine; the length of the brass, the plastic-like gloss across them, and the manner in which they are stacked (parallel to each other, which wouldn't be possible with actual shotgun shells due to their rims) all point towards this being a prop, rather than an actual live-firing shotgun.]]&lt;br /&gt;
[[File:H3VR KWG1.jpg|thumb|none|600px|After several hours of cutting, welding, and riveting, the work finally bears fruit.]]&lt;br /&gt;
[[File:H3VR KWG1 Magazine Loading.jpg|thumb|none|600px|Loading some &amp;quot;SWAG-12&amp;quot; high-explosive shells (an obvious play on the real-world FRAG-12 explosive shells) into one of the KWG1's distinctive windowed magazines. Said magazines seem to be suffering from a critical lack of springs.]]&lt;br /&gt;
[[File:H3VR KWG1 Loading.jpg|thumb|none|600px|Several shells later, it's time to load in the magazine...]]&lt;br /&gt;
[[File:H3VR KWG1 Cocking.jpg|thumb|none|600px|...chamber a round...]]&lt;br /&gt;
[[File:H3VR KWG1 Firing.jpg|thumb|none|600px|...and purge the realm of heretics in the name of the Emperor.]]&lt;br /&gt;
[[File:H3VR KWG1 Night.jpg|thumb|none|600px|After a change of place, and a change of time, the KWG1's well-worn finish shines in the light of the (earlier version of the) item spawner.]]&lt;br /&gt;
[[File:H3VR Freedomfetti Loading.jpg|thumb|none|600px|Loading in another magazine, this time filled with a suitably patriotic handload: &amp;quot;Freedomfetti&amp;quot; shells.]]&lt;br /&gt;
[[File:H3VR KWG1 Freedomfetti Firing.jpg|thumb|none|600px|These do exactly what you'd expect. While it's sadly not something that can be expressed through the medium of an image, firing one of these shells produces a sound like that of a paper party horn.]]&lt;br /&gt;
[[File:H3VR KWG1 Suppressor Small.jpg|thumb|none|600px|Back in the indoor range, our discount Space Marine prepares to screw a suppressor onto his KWG1, which demonstrates one of ''H3'''s interesting gameplay-oriented features:]]&lt;br /&gt;
[[File:H3VR KWG1 Suppressor Large.jpg|thumb|none|600px|Universal suppressor compatibility. A suppressor can shrink or expand to fit any weapon, from the diminutive [[Beretta Jetfire]] to the colossal [[Barrett M107A1]].]]&lt;br /&gt;
[[File:H3VR KWG1P Left.jpg|thumb|none|600px|Many updates later, the KWG1 gets... a bit smaller.]]&lt;br /&gt;
[[File:H3VR KWG1P Mounted.jpg|thumb|none|600px|More significantly, it gets the ability to nearly double the weight of a rifle, and put all that extra weight out front.]]&lt;br /&gt;
[[File:H3VR KWG1P Loading.jpg|thumb|none|600px|Loading in a magazine full of slug shells.]]&lt;br /&gt;
[[File:H3VR KWG1P Charging.jpg|thumb|none|600px|Chambering one such shell. The theoretical advantage of an underslung shotgun (especially a box-magazine-fed, self-loading one) is primarily to allow for rapid, easy door-breaching; this would be much more relevant if this map still had doors in it.]]&lt;br /&gt;
[[File:H3VR KWG1P Firing.jpg|thumb|none|600px|It doesn't, so you get this instead.]]&lt;br /&gt;
[[File:H3VR KWG1P Attaching.jpg|thumb|none|600px|Anyway, the Picatinny variant retains many of the standard version's properties; this includes the ability to affix muzzle attachments. These muzzle attachments can themselves have rails, allowing for...]]&lt;br /&gt;
[[File:H3VR KWG1P Recursive.jpg|thumb|none|600px|...recursion. It's not technically infinitely-expandable, but you can keep adding on more shotguns until you hit either the other side of the room or 100% CPU usage.]]&lt;br /&gt;
[[File:H3VR KWG1P Dual.jpg|thumb|none|600px|Sadly, you only have two hands, so you're limited to two mag-dumps at a time. No [[Serious Sam Double D|gun-stacking salvo shenanigans]] here.]]&lt;br /&gt;
[[File:H3VR KWG1P Single.jpg|thumb|none|600px|Furthermore, due to the way that the game handles attachable weapons (i.e. as pseudo-foregrips), you can only hold one of the attached guns at a time; to use the rest, you essentially have to &amp;quot;walk&amp;quot; your way down the stack, one gun at a time.]]&lt;br /&gt;
[[File:H3VR KWG1P Removing.jpg|thumb|none|600px|Once they all run dry, you then have to walk your way back up as you yank out all the empty magazines. Which, incidentally, have (thick) modeled springs and followers; this was added back in Update #102's first alpha build.]]&lt;br /&gt;
[[File:H3VR KWG1P Objective.jpg|thumb|none|600px|And hey, if the Recursive KWG1 isn't sufficiently practical for you, why not try the [[XM29 OICW|Objective Individual Combat... Whatever-this-is]]? It'd almost be useful, were it not for the fact that a gun with this many attachments slows the game to a crawl upon attempting to walk anywhere with it.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590A1==&lt;br /&gt;
The [[Mossberg 590A1]] is one of the four shotguns added in Update #15, and the second pump-action shotgun added to ''H3'' on the whole.&lt;br /&gt;
[[File:Mossberg 590 Special.jpg|thumb|none|450px|Mossberg 590 with ghost ring sights, bayonet lug, and Speedfeed stock - 12 gauge]]&lt;br /&gt;
[[File:H3VR 590A1 Table.jpg|thumb|none|600px|The 590A1 attempts to back away from the horror that is the KWG1; being an inanimate object, this proves somewhat futile.]]&lt;br /&gt;
[[File:H3VR 590A1 Right.jpg|thumb|none|600px|Examining the right side of the still-shaken shotgun...]]&lt;br /&gt;
[[File:H3VR 590A1 Left.jpg|thumb|none|600px|...and the left side, which shows off the rather straightforward receiver markings.]]&lt;br /&gt;
[[File:H3VR 590A1 Open.jpg|thumb|none|600px|Opening up the action...]]&lt;br /&gt;
[[File:H3VR 590A1 Chamberloading.jpg|thumb|none|600px|...chamberloading a &amp;quot;SWAG-12&amp;quot; HE shell...]]&lt;br /&gt;
[[File:H3VR 590A1 Aiming.jpg|thumb|none|600px|...taking pseudo-aim...]]&lt;br /&gt;
[[File:H3VR 590A1 Firing.jpg|thumb|none|600px|...and firing, with suitably explosive results.]]&lt;br /&gt;
[[File:H3VR 590A1 Ejecting.jpg|thumb|none|600px|Ejecting the spent-but-apparently-not-actually-fired shell.]]&lt;br /&gt;
[[File:H3VR 590A1 Stock.jpg|thumb|none|600px|On a sidenote, the 590A1 in-game is modeled with a Speedfeed stock.]]&lt;br /&gt;
[[File:H3VR 590A1 Stock Loading.jpg|thumb|none|600px|Said stock is actually fully-functional; here, the wielder has decided to drop in a flechette shell.]]&lt;br /&gt;
[[File:H3VR 590A1 Throw.jpg|thumb|none|600px|What's that old saying? &amp;quot;If you love something, let it go&amp;quot;?]]&lt;br /&gt;
[[File:H3VR 590A1 Loading.jpg|thumb|none|600px|''&amp;quot;You got all the shots I asked for, right?&amp;quot;'' &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''&amp;quot;Well whaddaya mean ya didn't get a shot of you loading it?&amp;quot;'' &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''&amp;quot;I don't ''care'' if it breaks the flow of the page, just get me a damn loading shot already!&amp;quot;'']]&lt;br /&gt;
[[File:H3VR 590A1 Sights.jpg|thumb|none|600px|Looking past the ghost-ring rear sight (which is a rail-mounted attachment, not a part of the 590A1 itself) at a truly unholy sight, and preparing to put the abomination out of its misery. After all, in the words of a certain hot-blooded cliff-diver...]]&lt;br /&gt;
[[File:H3VR 590A1 Pumping.jpg|thumb|none|600px|...[[Fallout: New Vegas#Colt New Agent*|we can't expect God to do all the work.]]]]&lt;br /&gt;
[[File:H3VR 590A1 Bayonet.jpg|thumb|none|600px|And hey, since we're here in the Proving Grounds, why not show off how the 590A1 can take an M9 bayonet?]]&lt;br /&gt;
[[File:H3VR 590A1 Stabbing.jpg|thumb|none|600px|Perfect for skewering Sosigs. Now all we need is a campfire...]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;MP-203&amp;quot;==&lt;br /&gt;
Day 17's gift in the Meatmas 2020 Advent Calendar event was the &amp;quot;MP-203&amp;quot;, a fictional shotgun that uses the same belted 12 gauge ammunition as the [[Heckler &amp;amp; Koch CAWS]], feeding from a detachable tube cluster reminiscent of the [[SRM Arms Model 1216]] (albeit without the manual indexing capability). It has a 4-position fire selector, making it the game's first shotgun with a burst-fire setting.&lt;br /&gt;
[[File:H3VR MP-203 Case.jpg|thumb|none|600px|The MP-203 in its case, proudly hailing from the sovereign republic of Fictional; unlike the previous Advent Calendar event, most of 2020's gifts didn't include the name of the modeler (this one being a notable exception). The magazines have a tendency to fly out of the box when it's opened.]]&lt;br /&gt;
[[File:H3VR MP-203 Left.jpg|thumb|none|600px|Examining the MP-203; the boxy upper forend with rectangular vent holes is somewhat reminiscent of the [[UTAS UTS-15]].]]&lt;br /&gt;
[[File:H3VR MP-203 Right.jpg|thumb|none|600px|However, as the other side shows, the receiver is more or less that of a typical autoloading shotgun, albeit rather angular (and, of course, adapted to fit the weapon's somewhat unusual layout).]]&lt;br /&gt;
[[File:H3VR MP-203 Loading.jpg|thumb|none|600px|Tossing a magazine onto the underside of the shotgun; these have a rather large loading-detection region, causing them to &amp;quot;snap&amp;quot; into place over a longer distance than most mags, as shown here.]]&lt;br /&gt;
[[File:H3VR MP-203 Charging.jpg|thumb|none|600px|Chambering a belted 12-gauge 000 buckshot round; at full size, the serial number (&amp;quot;1768909627&amp;quot;) can be seen on the sloped portion of the upper receiver (with the last four digits repeated upside-down on the bolt), and &amp;quot;Cal. 12x76/12x70&amp;quot;/&amp;quot;24 SHELLS OVERALL&amp;quot;/&amp;quot;6 SHELLS EACH TUBE&amp;quot; on the back end of the magazine. The original model also featured a Baikal trademark on the side of the receiver, but this was removed in ''H3'''s version, for obvious reasons.]]&lt;br /&gt;
[[File:H3VR MP-203 Semi.jpg|thumb|none|600px|Stepping out of the bunker, and setting the fire selector to semi-auto; its four positions aren't marked, likely because the original model had markings for a 3-position selector instead.]]&lt;br /&gt;
[[File:H3VR MP-203 Firing.jpg|thumb|none|600px|Firing the MP-203 at a Swarm drone; this angle isn't terribly practical, but it makes for great screenshots.]]&lt;br /&gt;
[[File:H3VR MP-203 Burst.jpg|thumb|none|600px|Pushing the selector forward into its next mode...]]&lt;br /&gt;
[[File:H3VR MP-203 Attacking.jpg|thumb|none|600px|...which comprises a devastatingly fast 3-round burst, capable of shredding almost anything in close quarters. Especially with flechette ammo.]]&lt;br /&gt;
[[File:H3VR MP-203 Chambering.jpg|thumb|none|600px|Chambering a slug shell; given that the pointed nose of said slug comes awfully close to the end of the case, one couldn't help but worry about the possibility of chain-detonations in a tube magazine like the MP-203's. Then again, the fact that the magazines are marked as holding exactly 24 shells regardless of whether they're 2 3/4&amp;quot; or 3&amp;quot; long may suggest that the tubes have some sort of controlled-feed arrangement, which could help alleviate such issues.]]&lt;br /&gt;
[[File:H3VR MP-203 Auto.jpg|thumb|none|600px|Flicking the selector over to full-auto; they're barely visible here, but the markings on the left side of the receiver's upper face read &amp;quot;MP-203-24&amp;quot; (implying the existence of other variants, presumably with different-sized tube clusters), &amp;quot;Cal. 12x76&amp;quot; (implying that the weapon can chamber standard 12-gauge 3&amp;quot; magnums in addition to its specialty belted shells (an idea backed up by the markings on the magazines), or possibly that these sorts of belted shells have become the industry standard in whatever future year this thing hails from), and &amp;quot;Made in Russia&amp;quot;, implying that the MP-203 is sold on the export market.]]&lt;br /&gt;
[[File:H3VR MP-203 Slugs.jpg|thumb|none|600px|Finally giving in and aiming properly (the Leupold LCO red-dot sight comes in the weapon's case, since it lacks irons), and letting some slugs fly at a distant Recursive encryption; the relatively low cyclic rate of the full-auto mode makes long-range use less idiotic than it may initially sound (especially given the sheer size of the target in question).]]&lt;br /&gt;
&lt;br /&gt;
==MPS AA-12 CQB==&lt;br /&gt;
Update #55 added the much-demanded [[AA-12|MPS AA-12]] shotgun, specifically the short-barreled &amp;quot;CQB&amp;quot; model.&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|none|450px|MPS AA-12 CQB - 12 gauge]]&lt;br /&gt;
[[File:H3VR AA-12 Left.jpg|thumb|none|600px|&amp;quot;Ladies and gentlemen, the moment you have all been waiting for...&amp;quot;]]&lt;br /&gt;
[[File:H3VR AA-12 Right.jpg|thumb|none|600px|&amp;quot;...the AAAAH MY EYES!&amp;quot;]]&lt;br /&gt;
[[File:H3VR AA-12 Loading.jpg|thumb|none|600px|Loading in a magazine at an angle that, if nothing else, can at least be excused by temporary blindness.]]&lt;br /&gt;
[[File:H3VR AA-12 Charging.jpg|thumb|none|600px|Locking back the bolt.]]&lt;br /&gt;
[[File:H3VR AA-12 Aiming.jpg|thumb|none|600px|Taking aim; the sights aren't terribly precise, but then again, it ''is'' a fully-automatic shotgun. &amp;quot;Precise&amp;quot; isn't a word that would be used to describe it.]]&lt;br /&gt;
[[File:H3VR AA-12 Firing.jpg|thumb|none|600px|Blasting a target with 8 shells' worth of buckshot.]]&lt;br /&gt;
[[File:H3VR AA-12 Drum Loading.jpg|thumb|none|600px|Of course, if 8 shells isn't enough...]]&lt;br /&gt;
[[File:H3VR AA-12 Drum.jpg|thumb|none|600px|...then 20 shells should be.]]&lt;br /&gt;
&lt;br /&gt;
==MTs255==&lt;br /&gt;
The [[MTs255]] revolving shotgun was added to the game in the first Meatmas update, interestingly categorized amongst the break-action shotguns (presumably on the basis that it pivots its chambers open for direct loading and extraction, in addition to the lack of a better place for it). 2 variants are available - a standard full-length version, and a version with a sawn-off barrel and stock.&lt;br /&gt;
[[File:MTs255.jpg|thumb|none|450px|MTs255 - 12 gauge]]&lt;br /&gt;
[[File:H3VR MTs255.jpg|thumb|none|600px|Admiring the MTs255 in the indoor range.]]&lt;br /&gt;
[[FIle:H3VR MTs255 Open.jpg|thumb|none|600px|Opening up the MTs...]]&lt;br /&gt;
[[File:H3VR MTs255 Loading.jpg|thumb|none|600px|...and loading in some shells.]]&lt;br /&gt;
[[File:H3VR MTs255 Closing.jpg|thumb|none|600px|Shutting the shotgun with a rather ill-advised flick of the wrist. Or rather, a flick of both wrists, considering the weapon's 2-handed nature.]]&lt;br /&gt;
[[File:H3VR MTs255 Aiming.jpg|thumb|none|600px|Taking aim at a target through the MTs's rather simple notch-and-post sights.]]&lt;br /&gt;
[[File:H3VR MTs255 Ejecting.jpg|thumb|none|600px|Ejecting a set of spent shells from the shotgun. And with that, we say goodbye to MTs255 Senior...]]&lt;br /&gt;
[[File:H3VR MTs255 Short.jpg|thumb|none|600px|...and hello to his lovely son MTs255 Junior.]]&lt;br /&gt;
[[File:H3VR MTs255 Short Loading.jpg|thumb|none|600px|Loading the cut-down shotgun with an interesting assortment of shells: from top to bottom, there's a buckshot shell, a Dragon's Breath shell, a &amp;quot;Triple Hit&amp;quot; shell, a slug shell, and a &amp;quot;SWAG-12&amp;quot; fragmenting shell.]]&lt;br /&gt;
[[File:H3VR MTs255 Short Closing.jpg|thumb|none|600px|Making the same mistake as with the full-length MTs, and snapping the cylinder back into place.]]&lt;br /&gt;
[[File:H3VR MTs255 Short Firing.jpg|thumb|none|600px|Firing; this is the result of the Dragon's Breath shell, which is rather underwhelming in broad daylight.]]&lt;br /&gt;
&lt;br /&gt;
==Pancor Jackhammer==&lt;br /&gt;
The [[Pancor Jackhammer]] was added in Update #93. According to the developer, the mechanics were &amp;quot;gameified&amp;quot; for simplicity, given that the model is based on a toolroom prototype that had to be disassembled in order to reload. This means that the cylinder magazine is simply inserted into the magwell, and the firing mechanism is closer to a double action revolver; the charging handle isn't used, and the fire selector is limited to semi-auto fire.&lt;br /&gt;
[[File:Jackhammerprototype.jpg|thumb|none|450px|Pancor Jackhammer (toolroom prototype) - 12 gauge]]&lt;br /&gt;
[[File:H3VR Jackhammer Left.jpg|thumb|none|600px|Examining the Jackhammer in the aesthetically-fitting hallways of Take &amp;amp; Hold: Containment.]]&lt;br /&gt;
[[File:H3VR Jackhammer Right.jpg|thumb|none|600px|The resultant image harkens back to a bygone era of shooters, where the whole game took up less disk space than the sum of all this article's images - and we thought that was a lot.]]&lt;br /&gt;
[[File:H3VR Jackhammer Cassette.jpg|thumb|none|600px|Taking a look at one of the Jackhammer's &amp;quot;cassettes&amp;quot; (not to be confused with the actual cassettes that were used back in the aforementioned era of games); from a mechanical standpoint, this is a detachable revolver cylinder (which means that, in-game, it re-uses a fair chunk of the [[Crye Precision SIX12|SIX12]]'s code).]]&lt;br /&gt;
[[File:H3VR Jackhammer Loading.jpg|thumb|none|600px|Stuffing the cylinder into the Jackhammer; this is a fairly finnicky process, even when you aren't pulling the gun off the bottom of the screen to reload.]]&lt;br /&gt;
[[File:H3VR Jackhammer Aiming.jpg|thumb|none|600px|Aiming through the weapon's simple v-notch/post irons while skulking around the obligatory vent/pipe area. Fun fact: the first FPS game to feature usable iron sights was ''[[Operation Flashpoint]]'', back in 2001. Which will only make you feel older the longer this caption stays up.]]&lt;br /&gt;
[[File:H3VR Jackhammer Top.jpg|thumb|none|600px|Paying homage to an even older era of shooters and holding the gun at the bottom-center of the screen pointed up; this also reveals the top rail, something added to the model more for gameplay than to be authentic to the real deal. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; (Look, in my defense, it looked like it was centered when I was looking through both eyes. It's not my fault that the recording software only uses your left eye's view.)]]&lt;br /&gt;
[[File:H3VR Jackhammer Safety.jpg|thumb|none|600px|Abruptly remembering to turn off the safety (which can, as mentioned, only go to safe or semi-auto)...]]&lt;br /&gt;
[[File:H3VR Jackhammer Firing.jpg|thumb|none|600px|...and getting back to business. Which, in this case, means having the gun take up most of the bottom-right corner of the screen with no hands on it, and blasting away some early-game enemies point-blank.]]&lt;br /&gt;
[[File:H3VR Jackhammer Red.jpg|thumb|none|600px|Honestly, this one doesn't really show off anything new; I just thought that the red light made it look cool. Let's see, is there any trivia I can put here... oh, right! That ribbed handguard wasn't actually an original part of the design; it's actually an [[MP5SD]] forend that was put on by a movie prop house that bought the gun, because the original forend was too smooth to work easily. Which brings up another worthwhile point: the forend is actually a sort of forwards-working pump handle that can be used to cock the weapon (or cycle it when it jammed, which it did quite often), though this functionality isn't represented in-game.]]&lt;br /&gt;
[[File:H3VR Jackhammer Gibbing.jpg|thumb|none|600px|Having &amp;lt;s&amp;gt;remembered to bring a cassette full of SWAG-12 shells&amp;lt;/s&amp;gt; found the special easter-egg version that fires grenades, the protagonist whose name is probably only in the manual quickly gets to work insta-gibbing some Weinerbots. They never stood a chance. Just like our youth.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 Express Tactical Magpul==&lt;br /&gt;
Added in Update #52, the &amp;quot;Express 870&amp;quot;, as it's known in-game, is a [[Remington 870|Remington 870 Express Tactical Magpul]] with tan furniture.&lt;br /&gt;
[[File:870 Express Magpul.jpg|thumb|none|450px|Remington 870 Express Tactical Magpul - 12 gauge]]&lt;br /&gt;
[[File:H3VR 870 Express Right.jpg|thumb|none|600px|Inspecting the Remington 870 Express Tactical Magpul. Note the curious addition of the number 11 on the side of the receiver; this is most likely meant as some sort of armory/rack number.]]&lt;br /&gt;
[[File:H3VR 870 Express Left.jpg|thumb|none|600px|The other side of the... y'know what, I'm not going to type out that ridiculously long set of words again. If you still don't understand what it is after the fourth time, then you just aren't going to.]]&lt;br /&gt;
[[File:H3VR 870 Express Chambering.jpg|thumb|none|600px|Chambering a Dragon's Breath shell. While shotguns are generally regarded as being good for room-clearing, it's usually understood that doing so requires actually firing the shotgun first.]]&lt;br /&gt;
[[File:H3VR 870 Express Sideways.jpg|thumb|none|600px|The Sosigs having realized this and returned, one finds the player character engaging in the rather unorthodox practice of attempting the [[Metal Gear Solid 3: Snake Eater#Shansi Type 17 |&amp;quot;bandit shooting&amp;quot;]] technique with a pump-action shotgun, which completely defeats its point.]]&lt;br /&gt;
[[File:H3VR 870 Express Firing.jpg|thumb|none|600px|Having come to their senses, said player character is soon merrily blasting the Sosigs with the now-correctly-oriented shotgun. The Dragon's Breath round is rather interesting: it is filled with pieces of magnesium, which catch fire as they fly through the air, and start fires where they land, as seen here. Due to the round's low pressure and high cost, coupled with international regulations on the use of incendiary munitions on human beings (and the risk of setting things on fire by accident), these incendiary shells aren't used in any sort of martial capacity, and are largely a civilian novelty.]]&lt;br /&gt;
[[File:H3VR 870 Express Aiming.jpg|thumb|none|600px|Aiming the shotgun at a couple of &amp;lt;s&amp;gt;Molotov cocktails&amp;lt;/s&amp;gt; bottles of Frank's Fantastic Festively Fragrant And Fiercely Flavorful Fancy Fire Fluid. These are an Update #59 addition, as is this scene (the Proving Grounds), the Sosig, the beginnings of a fire system (which renders the Dragon's Breath rounds far more useful), and the rear sight on this shotgun and the TAC-14 DM below (both previously having a smooth, blank receiver).]]&lt;br /&gt;
[[File:H3VR 870 Express Firing Molotov.jpg|thumb|none|600px|Firing (heh), which has predictable consequences.]]&lt;br /&gt;
[[File:H3VR 870 Express Ejecting.jpg|thumb|none|600px|Ejecting the freshly-fired shell. While not seen here, the player character's expression of giddy satisfaction is somewhat dimmed by their newfound lack of eyebrows.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 Field Gun==&lt;br /&gt;
The Meatmas Update of 2016 added a [[Remington 870 Field Gun]] with a cut-down barrel, which heavily compromises the so-called &amp;quot;Field Gun's&amp;quot; effectiveness at its eponymous intended purpose. Update #46 added two additional variants, one with a sawn-off stock and one with a full-length barrel; it also made the latter one of the available weapons for SWBs. Rather strangely, all of the player-dedicated variants have [[Mossberg 500]]-style safeties along with the 870-styled ones (with the former taking priority, as it is the one that visually moves when the safety is toggled), which led to its item spawner designation of &amp;quot;MB500&amp;quot;.&lt;br /&gt;
[[File:Remington 870 field gun shortened.jpg|thumb|none|450px|Remington 870 Field Gun with shortened barrel - 12 gauge]]&lt;br /&gt;
[[File:H3VR 870 Left.jpg|thumb|none|600px|Examining the truncated 870.]]&lt;br /&gt;
[[File:H3VR 870 Right.jpg|thumb|none|600px|While not the sawn-off Remington of [[Army of Darkness|legend]], it is still fairly cool.]]&lt;br /&gt;
[[File:H3VR 870 Stock.jpg|thumb|none|600px|Especially considering the presence of a stock.]]&lt;br /&gt;
[[File:H3VR 870 Loading.jpg|thumb|none|600px|Loading the 870; it can hold 4 shells in the tube, plus one in the chamber.]]&lt;br /&gt;
[[File:H3VR 870 Pumping.jpg|thumb|none|600px|Chambering a shell.]]&lt;br /&gt;
[[File:H3VR 870 Aiming.jpg|thumb|none|600px|Aiming; this being a sawn-off shotgun, there aren't any sights to render this activity worthwhile.]]&lt;br /&gt;
[[File:H3VR 870 Firing.jpg|thumb|none|600px|Blasting the target to smithereens. Well, not really, but it's more fun to think so.]]&lt;br /&gt;
[[File:H3VR 870 Ejecting.jpg|thumb|none|600px|Ejecting a spent shell.]]&lt;br /&gt;
[[File:H3VR 870 Ejecting Black.jpg|thumb|none|600px|Ditto, but this time in [[Black#Remington 870|a familiarly eye-damaging manner]].]]&lt;br /&gt;
[[File:H3VR 870 Chamberloading.jpg|thumb|none|600px|Reloading the now-empty shotgun, straight through the ejection port this time.]]&lt;br /&gt;
[[File:SawnoffShotgun2.jpg|thumb|none|450px|Sawn-off Remington 870 - 12 gauge]]&lt;br /&gt;
[[File:H3VR 870 Short.jpg|thumb|none|600px|Taking a look at the even shorter Remington...]]&lt;br /&gt;
[[File:Remington870Fieldgun.jpg|thumb|none|450px|Remington 870 Field Gun (full-length) - 12 gauge]]&lt;br /&gt;
[[File:H3VR 870 Long.jpg|thumb|none|600px|...and the ｌｏｎｇｂｏｉ.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS==&lt;br /&gt;
Update #92 added a [[Remington 870 MCS]] in Entry configuration, increasing the total number of 870 variants in the game to an impressive 5 (or 7, if the 3 different lengths of Field Gun are counted separately). Update #105's first experimental build brought this up to 8, with an additional cut-down variant that can be mounted to Picatinny rails.&lt;br /&gt;
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington 870 MCS Entry - 12 gauge]]&lt;br /&gt;
[[File:H3VR MCS Left.jpg|thumb|none|600px|Preparing for some breach-and-clear action with the... hang on, excuse me for a moment... &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''&amp;quot;Hey, you. When I said &amp;quot;lights, camera, action&amp;quot;, I meant it. Now get off your lazy rear and gimme some damn lighting or I'll have you on the street so fast your teeth will spin.&amp;quot;'']]&lt;br /&gt;
[[File:H3VR MCS Right.jpg|thumb|none|600px|Ah, much better... right, as I was saying, preparing for some real, authentic, definitely-not-staged breach-and-clear action with the MCS.]]&lt;br /&gt;
[[File:H3VR MCS Chamberloading.jpg|thumb|none|600px|...and tossing a single specialty shell into the chamber.]]&lt;br /&gt;
[[File:H3VR MCS Loading.jpg|thumb|none|600px|...shoving some buckshot into the tube...]]&lt;br /&gt;
[[File:H3VR MCS Safety.jpg|thumb|none|600px|Disengaging the familiar crossbolt safety... &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''&amp;quot;...huh? Whaddaya mean you're supposed to do that last? Eh, screw it, not worth wasting film for a retake. Just have the boys in Post put the shots in order. &amp;lt;br&amp;gt; ...nah, you're overthinking it. I'm sure they'll make the dialogue work. And they'll edit all this stuff out, too, if they know what's good for 'em.&amp;quot;'']]&lt;br /&gt;
[[File:H3VR MCS Aiming.jpg|thumb|none|600px|Checking ''all'' the angles, just like the real SWAT guys do. ...because I am one. Yep, I'm acting like one because I am one. Just... felt that that was worth pointing out.]]&lt;br /&gt;
[[File:H3VR MCS Firing.jpg|thumb|none|600px|Rushing into the room, and BOOM, SURPRISE CANNONBALL FLASHBANG! Haha, bet you weren't expecting that that was what I chamberloaded earlier, huh? &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''&amp;quot;...derivative? What're you talking about? ...the KSG section did it first? They can't do that? Sue them, or something!&amp;quot;'']]&lt;br /&gt;
[[File:H3VR MCS Cycling.jpg|thumb|none|600px|Pumping the shotgun, blasting a Sosig with buckshot, and cycling it again. DISCLAIMER: No Sosigs were harmed in the making of this section. That mustard is fake. As are the chunks of the Sosig's head. And the absence of its head.]]&lt;br /&gt;
[[File:Remington 870 MCS MK.jpg|thumb|none|450px|Remington 870 MCS Masterkey - 12 gauge]]&lt;br /&gt;
[[File:H3VR 870P Left.jpg|thumb|none|600px|The &amp;quot;870 Picatinny&amp;quot;, out on the top of Northest Dakota's scoring plinth.]]&lt;br /&gt;
[[File:H3VR 870P Right.jpg|thumb|none|600px|It's most similar to the actual MCS's &amp;quot;Masterkey&amp;quot; configuration, but without the pistol grip, and with a female Picatinny rail on top.]]&lt;br /&gt;
[[File:H3VR 870P Safety.jpg|thumb|none|600px|The safety's the same as the standard 870 variants - a simple crossbolt behind the trigger.]]&lt;br /&gt;
[[File:H3VR 870P Opening.jpg|thumb|none|600px|Opening the action; while it's intended as a mounted weapon, there's nothing explicitly stopping you from using it on its own.]]&lt;br /&gt;
[[File:H3VR 870P Chamberloading.jpg|thumb|none|600px|Though, of course, there's little point in doing so - you'd be better off sticking it on something else, like this [[FN SCAR-H|SCAR]] here.]]&lt;br /&gt;
[[File:H3VR 870P Firing.jpg|thumb|none|600px|Firing the underslung 870 at nothing in particular. It never stood a chance.]]&lt;br /&gt;
[[File:H3VR 870P Bayonet.jpg|thumb|none|600px|Of course, in a game with an open-ended rail-mounting system, the only limit to what you can do is how much time you're willing to spend. For example, the mountable MCS can let you finally achieve your dream of having an 870 with an underbarrel bayonet. Or, as far as the game's concerned, a knife with an overbarrel 870.]]&lt;br /&gt;
[[File:H3VR 870P Loading.jpg|thumb|none|600px|And, since subtlety went out the window a long time ago, why not load it up with frag rounds?]]&lt;br /&gt;
[[File:H3VR 870P Aiming.jpg|thumb|none|600px|Aiming through the Tasco-esque &amp;quot;KDR&amp;quot; sight mounted on the not-quite-top-rail...]]&lt;br /&gt;
[[File:H3VR 870P Tracer.jpg|thumb|none|600px|...and getting revenge on one of the map's many mountains for making it such a pain to get around. Note that, for whatever reason, the slug's ostensibly-bright tracer is casting a shadow.]]&lt;br /&gt;
[[File:H3VR 870P Cycling.jpg|thumb|none|600px|Cycling the shotgun's action. Sadly, due to how the game handles grip points, this isn't as easy a prospect as one would imagine - one hand has to remain on either the &amp;quot;parent&amp;quot; weapon (the knife, in this case) or the &amp;quot;primary foregrip&amp;quot; (the 870's trigger) in order for the weapon to count as &amp;quot;held&amp;quot;; should one attempt to grip, say, the shotgun's forend and nothing else, it'll simply fall out of their hands.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 TAC-14==&lt;br /&gt;
Update #90 added a [[Remington 870]] TAC-14, a variant of the 870 with a 14&amp;quot; barrel and a Shockwave Industries Raptor grip, a configuration which allows it to evade NFA regulations regarding short-barreled shotguns by legally not being classified as anything other than a &amp;quot;firearm&amp;quot; (i.e. neither a rifle nor a shotgun nor a pistol). It is known as the &amp;quot;T14 Custom&amp;quot; in-game, alluding to it being modified with a non-standard magazine tube cap, an aftermarket set of sights, and the forend of a Weatherby PA 459.&lt;br /&gt;
[[File:Remington 870 Tac-14 shotgun.jpg|thumb|none|450px|Remington 870 TAC-14 - 12 gauge]]&lt;br /&gt;
[[File:WeatherbyPA459.jpg|thumb|none|450px|Weatherby PA 459 Tactical - 12 gauge]]&lt;br /&gt;
[[File:H3VR T14 Left.jpg|thumb|none|600px|Out at the range with the TAC-14; the marking on the receiver reads &amp;quot;12 GA 2 3/4&amp;quot; OR 3&amp;quot; SHELLS&amp;quot;.]]&lt;br /&gt;
[[File:H3VR T14 Right.jpg|thumb|none|600px|The sole marking on this side, meanwhile, is a serial number.]]&lt;br /&gt;
[[File:H3VR T14 Chamberloading.jpg|thumb|none|600px|Running a different gun's forend back, and loading the first shell into the chamber. Note that the forend is long enough to cover the loading gate when pulled back, making it impossible to load the chamber and magazine tube simultaneously as with other tube-fed shotguns.]]&lt;br /&gt;
[[File:H3VR T14 Loading.jpg|thumb|none|600px|Shoving an additional 4 into the tube, through the now-not-floppy loading gate.]]&lt;br /&gt;
[[File:H3VR T14 Safe.jpg|thumb|none|600px|Taking a close look at the legally-not-a-shotgun's crossbolt safety.]]&lt;br /&gt;
[[File:H3VR T14 Safety.jpg|thumb|none|600px|And then turning it off.]]&lt;br /&gt;
[[File:H3VR T14 Aiming.jpg|thumb|none|600px|Aiming at one of Update #90's improved indoor range targets, this one being a &amp;quot;splatter&amp;quot;-style bullseye target.]]&lt;br /&gt;
[[File:H3VR T14 Firing.jpg|thumb|none|600px|Firing; as one would expect of a short-barreled shotgun with no stock, it likes to jump around.]]&lt;br /&gt;
[[File:H3VR T14 Cycling.jpg|thumb|none|600px|Cycling a shell out of the Remington; note that the holes in the target are marked by a &amp;quot;splatter&amp;quot; of the target's green base color, appropriate for a target of this type.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 TAC-14 DM==&lt;br /&gt;
The later detachable-magazine-fed variant of the [[Remington 870]], the 870 DM, was added in Update #52 under the name &amp;quot;CQB 870&amp;quot;; as with the later-added-but-above &amp;quot;T14 Custom&amp;quot;, it is in the TAC-14 configuration. The one in-game is also presumably either modified or broken, seeing as it is capable of slam-fire, unlike a normal 870. &lt;br /&gt;
[[File:Remington 870 TAC-14 DM.jpg|thumb|none|450px|Remington 870 TAC-14 DM - 12 gauge]]&lt;br /&gt;
[[File:H3VR 870 DM Table.jpg|thumb|none|600px|The new kid on the block.]]&lt;br /&gt;
[[File:H3VR 870 DM Left.jpg|thumb|none|600px|A closer look at the 870, giving a good look at the magazine well that takes the place of a normal 870's loading port.]]&lt;br /&gt;
[[File:H3VR 870 DM Right.jpg|thumb|none|600px|The other side, which gives a view of the bolt and ejection port.]]&lt;br /&gt;
[[File:H3VR 870 DM Loading.jpg|thumb|none|600px|Loading a magazine into the 870 DM.]]&lt;br /&gt;
[[File:H3VR 870 DM Pumping.jpg|thumb|none|600px|Ejecting a fired shell.]]&lt;br /&gt;
[[File:H3VR 870 DM Firing.jpg|thumb|none|600px|Taking advantage of the 870's seemingly broken trigger group, and letting loose with a barrage of 12 gauge shells.]]&lt;br /&gt;
[[File:H3VR 870 DM Sight.jpg|thumb|none|600px|A later update added a ghost-ring rear sight to the shotgun, much to the relief of anyone trying to use it past, say, 50 meters. Note the receiver markings; being made by the same artist who made the aforementioned Express model, it uses the same receiver, hence the &amp;quot;Pump Action - EXPRESS&amp;quot; marking that's partially covered by the magazine well. The hard-to-make-out marking to the right of that is &amp;quot;19019182&amp;quot;, presumably a serial number.]]&lt;br /&gt;
[[File:H3VR 870 DM Aiming.jpg|thumb|none|600px|Trying out the new sights. The blue/red contrast is an unusual, yet satisfying combination.]]&lt;br /&gt;
[[File:H3VR 870 DM Ejecting.jpg|thumb|none|600px|Celebrating this new discovery in the world of color palettes with the gratuitously dramatic ejection of a spent shell, and the simultaneous viewing of a new one getting chambered.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 11==&lt;br /&gt;
The [[Browning Auto-5|Remington Model 11]] was added in Update #52; its first introduction was in the Valentine's Day alpha build. It is referred to in-game as an Auto-5, but lacks a magazine cutoff.&lt;br /&gt;
[[File:BrowAut5.jpg|thumb|none|450px|Remington Model 11 - 12 gauge]]&lt;br /&gt;
[[File:H3VR Auto-5 Left.jpg|thumb|none|600px|The left side of the Model 11, which shows off the engravings (and the lack of a magazine cutoff, distinguishing it from the [[Browning Auto-5]] upon which the Model 11 is based)...]]&lt;br /&gt;
[[File:H3VR Auto-5 Right.jpg|thumb|none|600px|...and the right side, which shows off some of the working bits.]]&lt;br /&gt;
[[File:H3VR Auto-5 Locking.jpg|thumb|none|600px|Locking the bolt to the rear.]]&lt;br /&gt;
[[File:H3VR Auto-5 Chamberloading.jpg|thumb|none|600px|Chamberloading the Model 11.]]&lt;br /&gt;
[[File:H3VR Auto-5 Loading.jpg|thumb|none|600px|Loading the other 4 shells into the magazine tube.]]&lt;br /&gt;
[[File:H3VR Auto-5 Aiming.jpg|thumb|none|600px|Aiming the shotgun, showing off its simple bead sight.]]&lt;br /&gt;
[[File:H3VR Auto-5 Firing.jpg|thumb|none|600px|Blasting the paper target with a 12 gauge shell.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 1882==&lt;br /&gt;
Update #52 added a [[12 Gauge Double Barreled Shotgun|Remington Model 1882]] double-barreled shotgun.&lt;br /&gt;
[[File:Rem1889.jpg|thumb|none|450px|Remington Model 1889 - 12 gauge. Similar to the Model 1882.]]&lt;br /&gt;
[[File:H3VR 1882 Remington Forend.jpg|thumb|none|600px|Modern indoor range, meet classic rabbit-ear shotgun.]]&lt;br /&gt;
[[File:H3VR 1882 Remington.jpg|thumb|none|600px|Taking a look at the stock, which has a brass badge attached to the side.]]&lt;br /&gt;
[[File:H3VR 1882 Remington Open.jpg|thumb|none|600px|Opening the Model 1882.]]&lt;br /&gt;
[[File:H3VR 1882 Remington Loading.jpg|thumb|none|600px|Loading in some shells.]]&lt;br /&gt;
[[File:H3VR 1882 Remington Cocking.jpg|thumb|none|600px|Cocking the left hammer. The right was soon to follow.]]&lt;br /&gt;
[[File:H3VR 1882 Remington Aiming.jpg|thumb|none|600px|Aiming the 1882. There's nothing but a simple bead sight available for this purpose.]]&lt;br /&gt;
[[File:H3VR 1882 Remington Ejecting.jpg|thumb|none|600px|2 shots later, and it's time to eject some shells.]]&lt;br /&gt;
&lt;br /&gt;
==Remington V3 TAC-13==&lt;br /&gt;
The [[Remington V3 TAC-13]] semi-auto shotgun was added in Update #90, under the name &amp;quot;VT13&amp;quot;; like the 870 TAC-14s above, the purpose of this specific configuration is to be legally considered a &amp;quot;firearm&amp;quot; in the US, and nothing more. &lt;br /&gt;
[[File:V3 TAC-13.jpg|thumb|none|450px|Remington V3 TAC-13 - 12 gauge]]&lt;br /&gt;
[[File:H3VR T13 Right.jpg|thumb|none|600px|Examining the fancy new shotgun in the very, ''very'' not-new Arcade Proto scene.]]&lt;br /&gt;
[[File:H3VR T13 Left.jpg|thumb|none|600px|Those swooping lines don't do anything, by the way; they're just there to look cool.]]&lt;br /&gt;
[[File:H3VR T13 Safe.jpg|thumb|none|600px|Speaking of looking cool, turn the V3 over to look at the bottom, and watch as it becomes one with the gray futuristic minimalism.]]&lt;br /&gt;
[[File:H3VR T13 Safety.jpg|thumb|none|600px|Oh, and you can check whether or not the safety's on. That too.]]&lt;br /&gt;
[[File:H3VR T13 Loading.jpg|thumb|none|600px|Loading a shell into the TAC-13...]]&lt;br /&gt;
[[File:H3VR T13 Charging.jpg|thumb|none|600px|...and pulling the charging handle to chamber it. Note how the loading gate/carrier pivots upward to lift the shell into the chamber; this was another part of Update #90's improvements to loading gates.]]&lt;br /&gt;
[[File:H3VR T13 Aiming.jpg|thumb|none|600px|Drawing a quick, less-than-stellar bead on an encroaching cube...]]&lt;br /&gt;
[[File:H3VR T13 Firing.jpg|thumb|none|600px|...and blasting it with some flechettes.]]&lt;br /&gt;
[[File:H3VR T13 Dual.jpg|thumb|none|600px|Quickly finding one 5+1 shotgun insufficient, our futurist cube-slayer turns to the age-old solution: [[Team Fortress 2#Engineer|more gun]].]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12==&lt;br /&gt;
A [[Saiga 12]] with a side-folding stock is one of the available firearms in-game, added through Update #40. It can use either factory 5-round magazines, aftermarket 12-round box magazines, or aftermarket 20-round drums.&lt;br /&gt;
[[File:Saiga 12k-1.jpg|thumb|none|450px|Saiga-12K - 12 gauge]]&lt;br /&gt;
[[File:H3VR Saiga.jpg|thumb|none|600px|A beautiful piece of Russian engineering.]]&lt;br /&gt;
[[File:H3VR Saiga Right.jpg|thumb|none|600px|The other side. Note that the safety is on; this is standard for weapons in ''H3'' when they are first spawned.]]&lt;br /&gt;
[[File:H3VR Saiga Stock.jpg|thumb|none|600px|Fiddling with the folding stock, while trying to ignore the ever-invasive options panel.]]&lt;br /&gt;
[[File:H3VR Saiga Loading.jpg|thumb|none|600px|Loading in a 5-round magazine.]]&lt;br /&gt;
[[File:H3VR Saiga Charging.jpg|thumb|none|600px|Chambering a shell.]]&lt;br /&gt;
[[File:H3VR Saiga Firing.jpg|thumb|none|600px|Firing the Saiga.]]&lt;br /&gt;
[[File:H3VR Saiga 12.jpg|thumb|none|600px|Loading in a 12-round magazine...]]&lt;br /&gt;
[[File:H3VR Saiga Reload.jpg|thumb|none|600px|...before performing a rather strange tactical reload.]]&lt;br /&gt;
[[File:H3VR Saiga 20.jpg|thumb|none|600px|Of course, if 12 rounds isn't enough for you...]]&lt;br /&gt;
[[File:H3VR Saiga Suppressor.jpg|thumb|none|600px|Preparing to affix a somewhat undersized SilencerCo Osprey suppressor.]]&lt;br /&gt;
[[File:H3VR Saiga Suppressed.jpg|thumb|none|600px|A suppressor which, of course, re-scales itself to match the Saiga's barrel, as seen in this demonstration of a complete and utter failure to understand the concept of a &amp;quot;target&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Sawn-off Double Barreled Shotgun==&lt;br /&gt;
There are 5 main varieties of [[Sawed-off Double Barrel Shotgun]] in-game. The first (and also one of the first weapons added to the game, back when the game was just Anton Hand's experiment grounds and not even named ''H3VR'' yet) was the so-called &amp;quot;Cartoon 8 Gauge&amp;quot;, which sounds downright painful, the second is a more reasonable 12-gauge version (seen below), and the 3rd is the same as the second, except sawn down to ''[[Killing Them Softly]]''-level absurdity (albeit unlike that movie's shotgun, this one also has the grip sawn down even further than the standard version), which, predictably, makes the spread somewhere between hilarious and pitiful. The fourth, added with Update #52, is an 1864 Wells Fargo stagecoach shotgun with external hammers and shell loops on the forend. The fifth, added in the first major bug-fix patch of Update #98, is a ''Meat Fortress''-styled sawn-off, rather appropriately called the &amp;quot;Big Boomer&amp;quot;; it is a classic video-gamey &amp;quot;super shotgun&amp;quot;, with a massive spread, ludicrous power (due to it, in a display of one-upmanship over the OG, firing ''2''-gauge shells), and a single trigger that fires both barrels at once.&lt;br /&gt;
[[File:Remington SBS.jpg|thumb|none|450px|Remington Spartan Sawed Off shotgun - 12 gauge]]&lt;br /&gt;
[[File:H3VR Sawn-Off.jpg|thumb|none|600px|While shooting at the range, the urge to rant to &amp;quot;[[Army of Darkness#Stoeger Coach Gun|primitive screw heads]]&amp;quot; is differed by the lack of other range patrons.]]&lt;br /&gt;
[[File:H3VR Sawn-Off Open.jpg|thumb|none|600px|Opening up the shotgun.]]&lt;br /&gt;
[[File:H3VR Sawn-Off Loading.jpg|thumb|none|600px|Loading in some shells.]]&lt;br /&gt;
[[File:H3VR Sawn-Off Aiming.jpg|thumb|none|600px|Aiming the shotgun, using its complete lack of sights...]]&lt;br /&gt;
[[File:H3VR Sawn-Off Firing.jpg|thumb|none|600px|...before bringing the paper range target to its inevitable ''[[Doom (VG)|Doom]]''.]]&lt;br /&gt;
[[File:H3VR Sawn-Off Ejecting.jpg|thumb|none|600px|Two shots fired, 2 shells ejected.]]&lt;br /&gt;
===Ultra-short sawed-off===&lt;br /&gt;
[[File:H3VR KTS Sawn-off.jpg|thumb|none|600px|Aww, isn't it adorable?]]&lt;br /&gt;
[[File:H3VR KTS Sawn-off Muzzle.jpg|thumb|none|600px|A close look at the ultra-short version's muzzle.]]&lt;br /&gt;
[[File:H3VR KTS Sawn-off Loading.jpg|thumb|none|600px|Loading in some #4 Buckshot shells...]]&lt;br /&gt;
[[File:H3VR KTS Sawn-off Loaded.jpg|thumb|none|600px|...which are precisely flush with the ends of the barrels.]]&lt;br /&gt;
[[File:H3VR KTS Sawn-off Spread.jpg|thumb|none|600px|The spread pattern of the shotgun. The radius of its spread is approximately half of the user's distance from the target.]]&lt;br /&gt;
[[File:H3VR KTS Sawn-off Fired.jpg|thumb|none|600px|Seeing as the shells are perfectly flush with the muzzle when unfired, when they're fired, the opened-up crimps of the shells actually extend past the barrels.]]&lt;br /&gt;
[[File:H3VR KTS Sawn-off Ejecting.jpg|thumb|none|600px|Ejecting the fired shells from one of the shotguns.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;The OG&amp;quot;===&lt;br /&gt;
Originally identified as the &amp;quot;Cartoon 8 Gauge&amp;quot;, before being removed in Update #52 and brought back in Update #98, &amp;quot;The OG&amp;quot; takes its name from its status as one of the first firearms implemented in the earliest prototype stages of what would later become ''H3VR''. While 8-gauge break-action shotguns do exist, they were primarily used as hunting/field guns, and fell out of favor due to the development of more powerful smokeless powders in the late 19th and early 20th centuries; at any rate, nobody in their right mind would've produced a stockless sawn-off version like this one. The only current-production 8-gauge shotguns are used as industrial tools (and are legally regulated as such, rather than being considered firearms), such as [[Remington]]'s Master Blaster; these used to blast away built-up material from the inside of various machines (e.g. coal ash or lime in rotary kilns, slag in blast furnaces, etc.).&lt;br /&gt;
&lt;br /&gt;
Of course, all of the above becomes moot when you realize that, based on the size of the rounds, this is actually a ''3 gauge'' shotgun. Accordingly, the renamed re-introduction as updated to better match this absurd caliber, with updated sound effects, tremendous damage output, and recoil strong enough to physically push the player character backwards.&lt;br /&gt;
[[File:H3VR 8 Gauge.jpg|thumb|none|600px|The &amp;quot;Cartoon 8 Gauge&amp;quot;, in all of its glory. The current location may be a nod to the Master Blaster's application, but the MB is mounted on a stand and fired by a cable for ''very obvious'' reasons.]]&lt;br /&gt;
[[File:H3VR 8 Gauge Loading.jpg|thumb|none|600px|Loading some utterly massive shells into the weapon's breech...]]&lt;br /&gt;
[[File:H3VR 8 Gauge Firing.jpg|thumb|none|600px|...before annihilating everything in front of the weapon, along with the user's wrist.]]&lt;br /&gt;
[[File:H3VR 8 Gauge Smoke.jpg|thumb|none|600px|The amount of smoke produced by this weapon (and the fact that our invisible protagonist is still standing) lends itself to the likelihood that the 8-gauge rounds are using weaker black powder rather than modern smokeless powder.]]&lt;br /&gt;
[[File:H3VR 8 Gauge Emptying.jpg|thumb|none|600px|Removing the spent shells from the shotgun, vowing never to do that again.]]&lt;br /&gt;
[[File:H3VR OG Left.jpg|thumb|none|600px|Here it is, folks - back, and just as cartoony as ever. That hole in the frame was always there; don't worry about it.]]&lt;br /&gt;
[[File:H3VR OG Aiming.jpg|thumb|none|600px|Taking aim at a bench, with the shotgun a fair bit closer in than is strictly comfortable...]]&lt;br /&gt;
[[File:H3VR OG Opening.jpg|thumb|none|600px|...before being saved from a broken face by the fact that the OG, like all of ''H3'''s weaponry, spawns empty.]]&lt;br /&gt;
[[File:H3VR OG Loading.jpg|thumb|none|600px|Emptying the weapon of its emptiness, and shoving in some 3-gauge shotgun shells. That's nearly 30 millimeters, and it's packed to the brim with about 1/3 of a pound (over 150 grams) of 00 buck.]]&lt;br /&gt;
[[File:H3VR OG Firing.jpg|thumb|none|600px|Heeding absolutely none of the above warnings about possible facial damage, and blasting the bench with &amp;quot;some&amp;quot; (read: &amp;quot;lots of&amp;quot;) conspicuously bright 00 buck pellets.]]&lt;br /&gt;
[[File:H3VR OG Downwards.jpg|thumb|none|600px|Of course, there is another use for the OG apart from bench-blasting:]]&lt;br /&gt;
[[File:H3VR OG Launch.jpg|thumb|none|600px|Flight.]]&lt;br /&gt;
[[File:H3VR OG Ejecting.jpg|thumb|none|600px|One rather unsatisfying in-flight meal later, we're back on the ground to show off the other, other new feature of the OG: automatic ejectors. Convenient, isn't it?]]&lt;br /&gt;
&lt;br /&gt;
===1864 Wells Fargo===&lt;br /&gt;
[[File:RossiOverlandShortSBS.jpg|thumb|none|450px|Sawn-off Rossi Overland SBS Shotgun - 12 gauge. Similar to the weapon in-game.]]&lt;br /&gt;
[[File:H3VR 1864 Wells.jpg|thumb|none|600px|Admiring the 1864 Wells.]]&lt;br /&gt;
[[File:H3VR 1864 Wells Loops.jpg|thumb|none|600px|Putting some shells into the cloth loops on the forend. Just in case.]]&lt;br /&gt;
[[File:H3VR 1864 Wells Open.jpg|thumb|none|600px|Opening up the shotgun.]]&lt;br /&gt;
[[File:H3VR 1864 Wells Loading.jpg|thumb|none|600px|Loading in a pair of shells.]]&lt;br /&gt;
[[File:H3VR 1864 Wells Closeup.jpg|thumb|none|600px|A close-up of the 1864's trigger group, showing off some of the wear and scratching. As to be expected for a firearm of this vintage.]]&lt;br /&gt;
[[File:H3VR 1864 Wells Cocking 1.jpg|thumb|none|600px|Cocking the left hammer...]]&lt;br /&gt;
[[File:H3VR 1864 Wells Cocking 2.jpg|thumb|none|600px|...and the right one...]]&lt;br /&gt;
[[File:H3VR 1864 Wells Firing.jpg|thumb|none|600px|...before blowing away the &amp;lt;s&amp;gt;paper target&amp;lt;/s&amp;gt; charging bandit, vowing to defend this &amp;lt;s&amp;gt;range booth&amp;lt;/s&amp;gt; stagecoach to the very last.]]&lt;br /&gt;
[[File:H3VR 1864 Wells Ejecting.jpg|thumb|none|600px|Having dealt with the would-be stagecoach robber, the guard ejects the spent shells from his shotgun.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Big Boomer&amp;quot;===&lt;br /&gt;
[[File:H3VR Boomer Right.jpg|thumb|none|600px|Let's step it up a notch, shall we?]]&lt;br /&gt;
[[File:H3VR Boomer Left.jpg|thumb|none|600px|That shot doesn't really give a reference point for size; to remedy that, here it is next to the sawn-off 12 gauge above.]]&lt;br /&gt;
[[File:H3VR Boomer Muzzles.jpg|thumb|none|600px|Comparing their muzzles drives the point home even further - this is, beyond a shadow of a doubt, a comically massive shotgun.]]&lt;br /&gt;
[[File:H3VR Boomer Opening.jpg|thumb|none|600px|Cracking open the Big Boomer; it holds the honor of being the game's first shotgun with modeled ejectors.]]&lt;br /&gt;
[[File:H3VR Boomer Loading.jpg|thumb|none|600px|Loading in a couple of the weapon's massive 2-gauge shells - that's over 33 and a half millimeters, putting it solidly into punt gun territory.]]&lt;br /&gt;
[[File:H3VR Boomer Pointing.jpg|thumb|none|600px|As one would expect, such a massive shotgun can do some impressive things, to the point that it borders on magical. See the entire top half of this Sniper?]]&lt;br /&gt;
[[File:H3VR Boomer Attacking.jpg|thumb|none|600px|Not anymore. Ta-da!]]&lt;br /&gt;
[[File:H3VR Boomer Ejecting.jpg|thumb|none|600px|With both shells now being spent, the automatic ejectors can be put to good use. Note that, like the other Meat Fortress rounds, the 2-gauge shells have struck primers.]]&lt;br /&gt;
[[File:H3VR Boomer Aiming.jpg|thumb|none|600px|Taking a trip over to the Proving Grounds to show just how absurd this weapon can be, in a game we like to call &amp;quot;Bowling for Sosigs&amp;quot;! The rules are simple: aim your old-school-FPS super-shotgun (like a proper old-school FPS - i.e. as centered as you can manage) at a triangularly-arranged group of 6 Sosigs...]]&lt;br /&gt;
[[File:H3VR Boomer Firing.jpg|thumb|none|600px|...smack yourself in the face with the player-pushing recoil...]]&lt;br /&gt;
[[File:H3VR Boomer Aftermath.jpg|thumb|none|600px|...and see how many you can hit - this shot was a strike, hitting every single one of the Sosigs, and killing all but one. What makes this more impressive is the relatively low pellet count; as the bullet trails show, each 2-gauge shell only contains 3 projectiles, so they managed to go 6 for 6 here.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Scalpel-LE&amp;quot;==&lt;br /&gt;
The 23rd gift added in the Meatmas 2018 event was a fictional shotgun known as the &amp;quot;Scalpel-LE&amp;quot;. Created by 3D artist Patrick Sutton (who'd created several of ''H3'''s assets prior), it is a compact, stockless, magazine-fed fully-automatic shotgun reminiscent of the &amp;quot;Bolters&amp;quot; from the ''Warhammer 40K'' universe, similar to the earlier-added &amp;quot;KWG1&amp;quot;; unlike the KWG1, however, the Scalpel is a completely fictional creation (rather than being based on an image of unknown provenance), and fires from an open bolt. Visually, it appears to be primarily based on the [[Heckler &amp;amp; Koch UMP]], with a full-hand trigger guard like that of rifles such as the [[Steyr AUG]] or the [[Tavor]], a [[TDI Vector]]-esque folding charging handle, and an [[AR-15]]-like dustcover; it feeds from drum magazines that lock into a full-length guide rail on the front of the trigger guard, in a manner seemingly inspired by the [[AA-12]].&lt;br /&gt;
&lt;br /&gt;
On a sidenote, the name is somewhat bizarre; the word &amp;quot;Scalpel&amp;quot; implies precision, something that a fully-automatic shotgun about the size of a compact SMG doesn't exactly possess, and the suffix &amp;quot;LE&amp;quot; usually stands for &amp;quot;Law Enforcement&amp;quot;, despite a stockless automatic shotgun hardly being standard fare for most police departments. Then again, the &amp;quot;LE&amp;quot; could also stand for something else entirely (e.g. &amp;quot;Limited-Edition&amp;quot;); the name may have also been chosen specifically for its nonsensical, ironic nature.&lt;br /&gt;
[[File:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:H3VR Scalpel Box.jpg|thumb|none|600px|Well, of course that's where it's from. Who else would create such a device?]]&lt;br /&gt;
[[File:H3VR Scalpel Loading.jpg|thumb|none|600px|Loading in a drum magazine; each one holds 15 rounds. These come loaded with the game's &amp;quot;SWAG-12&amp;quot; high-explosive shells, presumably to further their Bolter-like nature. Note the recoil spring, visible through the charging handle slot.]]&lt;br /&gt;
[[File:H3VR Scalpel Loaded.jpg|thumb|none|600px|Fully inserting the drum causes a spring-loaded tab at the front to snap over it. This isn't the actual magazine catch (that role instead falling to the large, serrated paddle at the front of the trigger guard); based on its position, it seems to be there to stop the drum from indexing backwards (note how it sits in direct contact with the series of notches in the front of the drum).]]&lt;br /&gt;
[[File:H3VR Scalpel Left.jpg|thumb|none|600px|Pausing for a moment to admire the quality of 'Murican engineering.]]&lt;br /&gt;
[[File:H3VR Scalpel Right.jpg|thumb|none|600px|The shotgun's other side, which shows off the dustcover.]]&lt;br /&gt;
[[File:H3VR Scalpel Cocking.jpg|thumb|none|600px|Pulling back the (reciprocating) folding charging handle...]]&lt;br /&gt;
[[File:H3VR Scalpel Dustcover.jpg|thumb|none|600px|...which causes the dustcover to pop up. Like the [[ArmaLite]] designs it's based on, this dustcover opens whenever the bolt goes back sufficiently far, and stays open until the user manually closes it.]]&lt;br /&gt;
[[File:H3VR Scalpel Safe.jpg|thumb|none|600px|Of course, no open-bolt weapon would be complete without a safety.]]&lt;br /&gt;
[[File:H3VR Scalpel Safety.jpg|thumb|none|600px|In the Scalpel's case, this consists of a 2-position crossbolt large enough that it could probably be used as an actual crossbolt door lock. Not that that's a bad thing; after all, &amp;quot;subtle&amp;quot; isn't exactly the first word that comes to mind when looking at this gun.]]&lt;br /&gt;
[[File:H3VR Scalpel Firing.jpg|thumb|none|600px|Unloading at a hot dog standee. With it being 1. a shotgun, 2. fully-automatic, 3. open-bolt, 4. stockless, 5. short-barreled, 6. loaded with high-explosive ammunition, and 7. not equipped with sights of any sort whatsoever, there's basically no reason to even bother aiming.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Scattergun&amp;quot;==&lt;br /&gt;
One of two shotguns added in the ''[[Team Fortress 2]]''-crossover update &amp;quot;Meat Fortress&amp;quot; was the &amp;quot;Scattergun&amp;quot;, a recreation of that game's Scout's weapon of the same name; as in that game, it is a work of fiction, combining a pair of short, side-by-side barrels with rifle sights with a stockless lever-action receiver vaguely reminiscent of the [[Savage 99]], with a 6-round drum magazine in the middle. Unlike its source material, however, the ''H3VR'' incarnation of the Scattergun is actually somewhat mechanically plausible, being treated as 2 separate actions operated by a common lever, rather than a semi-auto that could somehow be reloaded by working the action and ejecting spent shells without inserting any new ones.&lt;br /&gt;
[[File:H3VR TF2 Scattergun Left.jpg|thumb|none|600px|In case you couldn't understand the written description, here's a visual one.]]&lt;br /&gt;
[[File:H3VR TF2 Scattergun Right.jpg|thumb|none|600px|Doesn't really make much more sense, but that's just how it is.]]&lt;br /&gt;
[[File:H3VR TF2 Scattergun Loading.jpg|thumb|none|600px|Loading the Scattergun through a port on the bottom of the drum. This port is actually present on the original model, though it's never used for anything, and the in-game animations virtually never reveal its existence to the player; it had to be widened for ''H3'''s model, since it was far too small to fit any meaningfully-sized shell on the original version. The shell being loaded is specific to this weapon, and is supposedly 13 gauge.]]&lt;br /&gt;
[[File:H3VR TF2 Scattergun Racking.jpg|thumb|none|600px|Working the Scattergun's action, revealing some shells in line for chambering; the ejection port was, like the loading port, widened for the sake of realism. Of note is that 2 shells can be loaded after doing this, giving the weapon a 6+2 capacity.]]&lt;br /&gt;
[[File:H3VR TF2 Scattergun Firing.jpg|thumb|none|600px|Firing off a couple of shots in quick succession.]]&lt;br /&gt;
[[File:H3VR TF2 Scattergun Cycling.jpg|thumb|none|600px|2 shots makes 2 shells, both of which are ejected simultaneously.]]&lt;br /&gt;
[[File:H3VR TF2 Scattergun Blocked.jpg|thumb|none|600px|Attempting to aim at an Engineer Sosig, which reveals a bit of a problem: the Scattergun's rifle-type iron sights are too short to see over its fixed drum magazine. To be fair, it's not like they were ever intended to be usable anyway.]]&lt;br /&gt;
[[File:H3VR TF2 Scattergun Aim.jpg|thumb|none|600px|As such, aiming the Scattergun is best accomplished by tilting it up slightly, and aiming with the front sight exclusively, in a [[Doom (VG)|rather familiar manner]].]]&lt;br /&gt;
[[File:H3VR TF2 Scattergun Aimed.jpg|thumb|none|600px|When doing so, be sure to aim below your target; after all, you are pointing the thing upwards.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Duckhunter&amp;quot;===&lt;br /&gt;
A full-length version of the Scattergun, called the &amp;quot;Duckhunter,&amp;quot; was added in Update #93. Besides adding a stock and longer barrel, the gun also features a tighter choke and functional iron sights. Both guns share the same ammo, including the new ammo types added in the same update.&lt;br /&gt;
[[File:H3VR Duckhunter overview.JPG|thumb|none|600px|The Duckhunter, a gun that would likely live up to its name, if only the game had any ducks to hunt.]]&lt;br /&gt;
[[File:H3VR Duckhunter flipside.JPG|thumb|none|600px|On the flipside, you see the exact same ejection port as the scattergun.]]&lt;br /&gt;
[[File:H3VR Duckhunter buckaroo.JPG|thumb|none|600px|Loading some 13 gauge Buckaroo, the equivalent of 00 Buckshot.]]&lt;br /&gt;
[[File:H3VR Duckhunter rack.JPG|thumb|none|600px|Racking the lever to load two shells into the two barrels.]]&lt;br /&gt;
[[File:H3VR Duckhunter aim.JPG|thumb|none|600px|Taking aim with the Duckhunter's thankfully useable iron sights.]]&lt;br /&gt;
[[File:H3VR Duckhunter fired.JPG|thumb|none|600px|And aiming with the iron sights is helped by the gun's chokes, as the grouping for the buckshot is a lot tighter than on the scattergun.]]&lt;br /&gt;
[[File:H3VR Duckhunter slugger.JPG|thumb|none|600px|The other two &amp;quot;normal&amp;quot; 13 gauge shells are &amp;quot;Sluggers&amp;quot;, which are slug shells...]]&lt;br /&gt;
[[File:H3VR Duckhunter bleeder.JPG|thumb|none|600px|...and &amp;quot;Bleeders&amp;quot;, which are flechette shells.]]&lt;br /&gt;
[[File:H3VR_Duckhunter_blooper.JPG|thumb|none|600px|Another shell is the &amp;quot;Blooper&amp;quot;...]]&lt;br /&gt;
[[File:H3VR Duckhunter bloopersmoke.JPG|thumb|none|600px|...which creates a smoke cloud.]]&lt;br /&gt;
[[File:H3VR Duckhunter moonshot.JPG|thumb|none|600px|The last is the &amp;quot;Moonshot.&amp;quot; At first glance, this appears to just be a slightly different buckshot.]]&lt;br /&gt;
[[File:H3VR Duckhunter moonshotfired.JPG|thumb|none|600px|However, this shell packs a special punch, as when aiming towards the ground...]]&lt;br /&gt;
[[File:H3VR Duckhunter moonshotlaunch.JPG|thumb|none|600px|...the player is launched into the air!]]&lt;br /&gt;
&lt;br /&gt;
==Serbu Super Shorty==&lt;br /&gt;
A [[Remington 870]]-based [[Serbu Super Shorty]] is one of the weapons added in the first Meatmas update. 2 variants are available: a normal, clean version, and a &amp;quot;tacticool&amp;quot; version, complete with a door-breaching muzzle brake, a rail mount, and a set of spare shell holders that hold more shells than the gun itself does.&lt;br /&gt;
[[File:Super Shorty (870).jpg|thumb|none|450px|Serbu Super Shorty (Remington 870-based) - 12 gauge]]&lt;br /&gt;
[[File:H3VR Super Shorty Table.jpg|thumb|none|600px|A pair of Super Shorties lying on a table.]]&lt;br /&gt;
[[File:H3VR Super Shorty.jpg|thumb|none|600px|Taking a look at the clean, normal version...]]&lt;br /&gt;
[[File:H3VR Super Shorty Railed.jpg|thumb|none|600px|...and the tacticool version.]]&lt;br /&gt;
[[File:H3VR Super Shorty Loading.jpg|thumb|none|600px|Deciding that, since this version has a higher number written on the side, it obviously must be better, our handless friend loads in some shells. And by &amp;quot;some&amp;quot;, we mean 2.]]&lt;br /&gt;
[[File:H3VR Super Shorty Chambering.jpg|thumb|none|600px|Plus an extra one, provided that there's one in the chamber.]]&lt;br /&gt;
[[File:H3VR Super Shorty Shell Holder.jpg|thumb|none|600px|Placing some shells in the shell holders. What's that old expression again? &amp;quot;A ten-gallon hat on a one-quart head&amp;quot;?]]&lt;br /&gt;
[[File:H3VR Super Shorty Aiming.jpg|thumb|none|600px|Taking aim...]]&lt;br /&gt;
[[File:H3VR Super Shorty Firing.jpg|thumb|none|600px|...firing a shell...]]&lt;br /&gt;
[[File:H3VR Super Shorty Cycling.jpg|thumb|none|600px|...and working the action...]]&lt;br /&gt;
[[File:H3VR Super Shorty Sights.jpg|thumb|none|600px|...before remembering to actually make use of the top-mounted rail.]]&lt;br /&gt;
[[File:H3VR Super Shorty Aiming Sights.jpg|thumb|none|600px|Ah, much better!]]&lt;br /&gt;
[[File:H3VR Super Shorty Chamberloading.jpg|thumb|none|600px|Celebrating this new development in actually-having-a-chance-of-hitting-your-target technology by loading a shell directly into the chamber.]]&lt;br /&gt;
[[File:H3VR Super Shorty Table Close.jpg|thumb|none|600px|After a long day of shooting, our friend decides to set the shotguns down, and go home to massage his aching nonexistent wrists.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Shotgun&amp;quot;==&lt;br /&gt;
The second of the two shotguns added with the release of &amp;quot;Meat Fortress&amp;quot; was a recreation of ''[[TF2]]'''s &amp;quot;Shotgun&amp;quot;, loosely based on a sawn-off [[Ithaca 37]] (albeit with a left-handed ejection port, instead of the Ithaca's combined loading/ejection port).&lt;br /&gt;
[[File:Ithaca m37sawedoff.jpg|thumb|none|450px|'''Airsoft''' Ithaca 37 with sawn-off stock and barrel - (fake) 12 gauge]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Left.jpg|thumb|none|600px|The ''TF2'' shotgun, in all of its glory. It's simple, but that can be a good thing.]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Opening.jpg|thumb|none|600px|Opening up the action...]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Chamber.jpg|thumb|none|600px|...and taking a peek inside. Unlike the original model, which had nothing but a black, featureless void inside, the ''H3VR'' rework has a fully-modeled bolt, barrel, and various other internal bits.]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Chamberloading.jpg|thumb|none|600px|Loading a slightly too-long shell into the action; this is the same 23x75mmR shell used by the [[KS-23M]] in-game, serving as a placeholder for a proprietary shell added in a later build.]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Loading.jpg|thumb|none|600px|Stuffing a few more 23mm shells into the magazine tube. This was, incidentally, one of the few external parts of the original model that was modified; it was slightly too narrow on the original model, and was widened a tad for this version.]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Aiming.jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the Shotgun; there being no sights whatsoever on the weapon, this essentially amounts to point-shooting.]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Firing.jpg|thumb|none|600px|Not that that stops you from hitting things with it.]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Cycling.jpg|thumb|none|600px|Cycling the Shotgun, while observing effect-on-target; yes, it did indeed reduce a Soldier Sosig's torso to a mess of meat chunks and mustard with a single shot. 23mm shotgun shells'll do that to ya...]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Shell.jpg|thumb|none|600px|Loading up the finalized version of the shotgun with its proprietary yellow 7 gauge shells. These are about the same diameter as the 23mm placeholders, but substantially shorter.]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Suppressor.jpg|thumb|none|600px|And yes, even the Shotgun can take suppressors; this one is a non-railed version of the [[Brügger &amp;amp; Thomet MP9]]'s special suppressor, expanded to fit the weapon's colossal bore.]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Suppressed.jpg|thumb|none|600px|Also like the other ''TF2'' weapons, the Shotgun's projectiles produce massive amounts of sparks upon hitting something. While this is noticeable with the rest of the weapons, the Shotgun's spread of pellets makes the effect a fair bit more impressive.]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Can.jpg|thumb|none|600px|On the topic of impressive things, the Shotgun's special Update #83 suppressor certainly qualifies. From a visual standpoint, it seems to be based on the SilencerCo Salvo 12, albeit with a bit more of a toolroom aesthetic to it, somewhat reminiscent of [[No Country for Old Men#Remington 11-87|the other Anton's]]. Also note here that the bolt is now black like in ''TF2'', instead of matching the receiver's colour as in the other screenshots.]]&lt;br /&gt;
===&amp;quot;Ol' Reliable&amp;quot;===&lt;br /&gt;
Added in Update #103, Ol' Reliable is the full-length version of the Meat Fortress Shotgun. It features a stock (complete with a single sling hook), an eight-round tube magazine, and functional iron sights.&lt;br /&gt;
[[File:H3VR Reliable Left.jpg|thumb|none|600px|Need a solid, all-around capable scene for taking good-looking screenshots? Go with Ol' Reliable (the Arizona range).]]&lt;br /&gt;
[[File:H3VR Reliable Right.jpg|thumb|none|600px|Need a solid, all-around capable shotgun? Go with Ol' Reliable (Ol' Reliable).]]&lt;br /&gt;
[[File:H3VR Reliable Opening.jpg|thumb|none|600px|Opening up the action; the left-handed ejection port allows for a convenient view of the bolt and inner receiver while doing so.]]&lt;br /&gt;
[[File:H3VR Reliable Chamberloading.jpg|thumb|none|600px|Stuffing a round of 7 Gauge Stout into the chamber; this red shell is a 12-pellet buckshot round, one of the two new types added alongside the full-length shotgun.]]&lt;br /&gt;
[[File:H3VR Reliable Loading.jpg|thumb|none|600px|Loading up the magazine tube with another two shells - the yellow one is a &amp;quot;triple hit&amp;quot; round containing 3 small stacked slugs (like the 12-gauge version, but considerably more powerful), while the green one (the other concurrently-added variety) is a simple single-slug shell.]]&lt;br /&gt;
[[File:H3VR Reliable Aiming.jpg|thumb|none|600px|Aiming at a watermelon; the simple notch-and-post sights are quick and easy to acquire, if not particularly precise.]]&lt;br /&gt;
[[File:H3VR Reliable Firing.jpg|thumb|none|600px|As their name would imply, the 7-gauge shells' recoil is stout - stout enough to obscure the user's view of a sufficiently small target, unfortunately enough. While this is only really a problem in-game for a couple of frames, it's a considerably more serious issue when you're trying to show off the effects of a shot with just one of those frames.]]&lt;br /&gt;
[[File:H3VR Reliable Cycling.jpg|thumb|none|600px|Cycling out a shell; while they appear to be star-crimped when unspent, the clean, slightly-tapered end of a spent shell suggests roll-crimping instead. Or possibly a star-patterned cap that just gets blown off of the shell when fired.]]&lt;br /&gt;
[[File:H3VR Reliable Rapid.jpg|thumb|none|600px|Notably, both the default Shotgun and Ol' Reliable are capable of slam-fire; it's rather difficult to show this off in a single frame, so just assume that the presence of a flying spent shell in the same shot as a muzzle flash is a clear indicator of exceptionally rapid shooting.]]&lt;br /&gt;
&lt;br /&gt;
==Side-By-Side Double-Barreled Shotgun==&lt;br /&gt;
Update #85's 4th alpha build added the &amp;quot;Hammerless Long&amp;quot;, a [[12 Gauge Double Barreled Shotgun|12-gauge side-by-side break-action shotgun]] of unknown manufacture; this was partly in response to some user requests for a hammerless SxS shotgun, as the only side-by-sides available prior to this were either rabbit-eared, sawn-off, or both.&lt;br /&gt;
[[File:StevesSBS1960s.jpg|thumb|none|450px|Stevens side-by-side shotgun (1960s-era) - 12 gauge]]&lt;br /&gt;
[[File:H3VR SBS Right.jpg|thumb|none|600px|Out at the Friendly45 range once again, this time armed with something a bit more suitable for conventional skeet shooting.]]&lt;br /&gt;
[[File:H3VR SBS Left.jpg|thumb|none|600px|It's not an exact match for the reference image, but that's just how things are sometimes.]]&lt;br /&gt;
[[File:H3VR SBS Opening.jpg|thumb|none|600px|Cracking open the shotgun.]]&lt;br /&gt;
[[File:H3VR SBS Loading.jpg|thumb|none|600px|Loading in some shells; seeing as this alpha build did not add birdshot (nor did any of the prior updates), #4 buck will have to do.]]&lt;br /&gt;
[[File:H3VR SBS Aiming.jpg|thumb|none|600px|To compensate, regulation-sized clay pigeons are often replaced with non-regulation-sized clay pots.]]&lt;br /&gt;
[[File:H3VR SBS Firing.jpg|thumb|none|600px|Attempting to force regulatory compliance on said pots has thus far met with limited success.]]&lt;br /&gt;
[[File:H3VR SBS Ejecting.jpg|thumb|none|600px|Popping out a pair of shells in neat, orderly fashion.]]&lt;br /&gt;
[[File:H3VR SBS Clipping.jpg|thumb|none|600px|If, on the other hand, you're prioritizing quick unloading over any sort of reloading, the PhysX engine's eternally-baffling hinge physics have got your back.]]&lt;br /&gt;
&lt;br /&gt;
==Single Barrel Sawn-Off Shotgun==&lt;br /&gt;
A single barrel sawn-off shotgun in 16 gauge (designated rather appropriately as the &amp;quot;Sawnoff-16&amp;quot;) was added in Experimental Build #3 of Update #111.&lt;br /&gt;
[[File:Electric city 16g photoshopped.jpg|350px|thumb|none|'''Photoshopped''' sawed-off Crescent Electric City single-barreled shotgun - 16 gauge ]]&lt;br /&gt;
[[File:H3VR Sawnoff16 leftside.jpg|600px|thumb|none|The player, eager to test their newest &amp;lt;s&amp;gt;arts-and-crafts project&amp;lt;/s&amp;gt; completely legal Any Other Weapon, pays a visit to the shooting range.]]&lt;br /&gt;
[[File:H3VR Sawnoff16 rightside.jpg|600px|thumb|none|Taking a look at the other side of the shotgun, revealing the absence of any discernible markings. ]]&lt;br /&gt;
[[File:H3VR Sawnoff16 loading.jpg|600px|thumb|none|Inserting a 16-gauge flechette shell. Previously available only in 12-gauge, this ammunition subtype (among others) was made available for 16 and 20-gauge weapons in Update #111.]]&lt;br /&gt;
[[File:H3VR Sawnoff16 closing.jpg|600px|thumb|none|Snapping the shotgun closed. ]]&lt;br /&gt;
[[File:H3VR Sawnoff16 cockhammer.jpg|600px|thumb|none|As an exposed-hammer shotgun, the Sawnoff must be manually cocked before each shot. This can be done by pressing a button on the controller or, as shown here, with a wave of the offhand. ]]&lt;br /&gt;
[[File:H3VR Sawnoff16 ADS.jpg|600px|thumb|none|Aiming the weapon, although the lack of any sights makes this approximate at best. ]]&lt;br /&gt;
[[File:H3VR Sawnoff16 ejectshell.jpg|600px|thumb|none|Ejecting a spent shell. ]]&lt;br /&gt;
&lt;br /&gt;
==Sjögren==&lt;br /&gt;
Added in the fifth alpha build of Update #85, the [[Sjögren]] inertia-operated shotgun expands ''H3'''s roster of semi-auto shotguns, and serves as a second option in the category for Cowweiner Calico. Two variants are available - there's the full-length &amp;quot;Sjogren Inertial&amp;quot;, and the sawn-off &amp;quot;Sjogren Shorty&amp;quot;.&lt;br /&gt;
[[File:Sjogren Inertia.jpg|thumb|none|450px|Sjögren - 12 gauge]]&lt;br /&gt;
[[File:H3VR Sjogren Right.jpg|thumb|none|600px|Admiring the Sjögren. A bit odd-looking, but quite functional - so much so, in fact, that its inertia-operated action served as the basis for the [[Heckler &amp;amp; Koch Model 512]], and perhaps more notably, the subsequent [[Benelli M Series Super 90 Shotguns|Benelli Super 90]] series.]]&lt;br /&gt;
[[File:H3VR Sjogren Left.jpg|thumb|none|600px|Oh, and here's the rest of it.]]&lt;br /&gt;
[[File:H3VR Sjogren Loading.jpg|thumb|none|600px|Loading in some flechette shells; aside from being an amusingly odd choice for such an old shotgun, these are here to point out that they got a damage buff in this update. Neat.]]&lt;br /&gt;
[[File:H3VR Sjogren Chambering.jpg|thumb|none|600px|Racking the Sjögren's distinctive exposed bolt carrier to chamber a shell.]]&lt;br /&gt;
[[File:H3VR Sjogren Safe.jpg|thumb|none|600px|Aiming at a distant steel plate...]]&lt;br /&gt;
[[File:H3VR Sjogren Aiming.jpg|thumb|none|600px|...and remembering to turn the safety off.]]&lt;br /&gt;
[[File:H3VR Sjogren Firing.jpg|thumb|none|600px|Shooting something else; it's a bit hard to say what exactly it is, since the shotgun's vertical recoil and aforementioned bolt carrier can make it a bit hard to see what you've just shot. Granted, this is not usually a problem, since you're really supposed to know what you're shooting at ''before'' you shoot it.]]&lt;br /&gt;
[[File:H3VR Sjogren Slicer.jpg|thumb|none|600px|Oh. It was a Slicer. Good to know.]]&lt;br /&gt;
[[File:H3VR Sjogren Shorty Firing.jpg|thumb|none|600px|Blasting a Sosig with a sawn-off Sjögren, presumably to stop him from pointing out how terrible of a choice it is to saw off a Sjögren.]]&lt;br /&gt;
[[File:H3VR Sjogren Shorty Chamberloading.jpg|thumb|none|600px|Reloading the now-empty sawn-off; the open-sided receiver makes chamberloading rather easy. It also makes it possible to shove rounds into the magazine tube from the top (or into the chamber from the bottom), though attempting either of these things with a real Sjögren is probably not a very good idea.]]&lt;br /&gt;
&lt;br /&gt;
==Stevens Model 124C==&lt;br /&gt;
The [[Stevens Model 124C]] was added on day 12 of the Meatmas 2022 advent calendar event. It is the second bolt-action shotgun to be added to the game, and the first that is a straight-pull; this also makes it the first &amp;quot;normal&amp;quot; straight-pull firearm in the game (since the &amp;quot;Long Shot&amp;quot; has a recoil spring, being essentially a semi-auto with no self-unlocking system), though &amp;quot;normal&amp;quot; is used a bit loosely in this case. This is also the Model 124C's first known media appearance.&lt;br /&gt;
[[File:Stevens124C.jpg|thumb|none|450px|Stevens Model 124C - 12 gauge]]&lt;br /&gt;
[[File:H3VR 124C Box.jpg|thumb|none|600px|The Stevens in its box, with some confetti lingering in the air.]]&lt;br /&gt;
[[File:H3VR 124C Left.jpg|thumb|none|600px|Of course, you can't really see much from back there; here's a closer look.]]&lt;br /&gt;
[[File:H3VR 124C Right.jpg|thumb|none|600px|Seems like a relatively normal semi-auto shotgun, right?]]&lt;br /&gt;
[[File:H3VR 124C Safety.jpg|thumb|none|600px|Even the safety's pretty normal - just your typical cross-bolt.]]&lt;br /&gt;
[[File:H3VR 124C Bolt.jpg|thumb|none|600px|It's when you go to open the action that things get a bit...]]&lt;br /&gt;
[[File:H3VR 124C Unlocked.jpg|thumb|none|600px|...interesting.]]&lt;br /&gt;
[[File:H3VR 124C Opening.jpg|thumb|none|600px|While it being a straight-pull bolt-action shotgun is unusual enough, the Model 124C steps this up a notch by still requiring a separate unlocking action; the charging handle locks into the receiver (hence the circle on the left side - that's the end of the handle sticking through the charging handle and into the receiver wall), and thus has to be pulled out slightly before the bolt can be cycled.]]&lt;br /&gt;
[[File:H3VR 124C Chamberloading.jpg|thumb|none|600px|Should you so desire, a round can then be loaded into the chamber, through the rather generously-sized ejection port.]]&lt;br /&gt;
[[File:H3VR 124C Loading.jpg|thumb|none|600px|3 more rounds of 12 gauge can then go into the tube; apart from the sub-par capacity, this part's pretty much normal.]]&lt;br /&gt;
[[File:H3VR 124C Aiming.jpg|thumb|none|600px|Aiming; the simple bead sight doesn't give much in the way of a sight picture, but it's enough for most scattergun-related work.]]&lt;br /&gt;
[[File:H3VR 124C Firing.jpg|thumb|none|600px|Though firing only 3 projectiles is pushing the definition of &amp;quot;scatter&amp;quot; just a bit.]]&lt;br /&gt;
[[File:H3VR 124C Cycling.jpg|thumb|none|600px|Cycling the action, and once again questioning who in 1947 thought this was the future of shotgunnery.]]&lt;br /&gt;
&lt;br /&gt;
==Stevens Model 520==&lt;br /&gt;
Update #85's first alpha build gave the [[Stevens Model 520]] its first known video game appearance, going by the name &amp;quot;Hammerless520&amp;quot; (without a space, as is the case for many of the game's weapon names). Apart from the standard version (which appears to be a Riot model), a &amp;quot;Short&amp;quot; model with a sawn-off stock and barrel and a receiver-mounted shell holder is also available. Like the [[Remington 870]] TAC-14 DM above and the [[Winchester Model 1897]] below, the 520 is capable of slam-firing (though it wasn't initially; this feature was added in the following update); it was added in part to complement the latter, as the also-Update #85-added Take &amp;amp; Hold character Grumpy GI Grayson (who uses WWI/WWII-era equipment) previously had very little in the way of tube-fed shotguns.&lt;br /&gt;
[[File:Stevens520.jpg|thumb|none|450px|Stevens Model 520 Riot Gun - 12 gauge]]&lt;br /&gt;
[[File:H3VR 520 Left.jpg|thumb|none|600px|Here it is, a brand-new Model 520, complete with its gorgeous-looking polished finish.]]&lt;br /&gt;
[[File:H3VR 520 Right.jpg|thumb|none|600px|Impressive for a shotgun that's been out of production for over 110 years, no?]]&lt;br /&gt;
[[File:H3VR 520 Loading.jpg|thumb|none|600px|Loading in some shells full of No. 2 buckshot - compared to the bog-standard 00 buck, the No. 2 has more pellets (18 instead of 10), but each one is correspondingly lighter, and thus less damaging.]]&lt;br /&gt;
[[File:H3VR 520 Aiming.jpg|thumb|none|600px|Not that it really matters when you're punching holes in paper.]]&lt;br /&gt;
[[File:H3VR 520 Cycling.jpg|thumb|none|600px|Racking the shotgun at a rather unusual angle. Would you believe me if I told you that this shot wasn't taken left-handed?]]&lt;br /&gt;
[[File:H3VR 520 Short Right.jpg|thumb|none|600px|The sawn-off variant of the 520 looks about how you'd expect it to. But this isn't just any ordinary sawn-off shotgun...]]&lt;br /&gt;
[[File:H3VR 520 Short Left.jpg|thumb|none|600px|...it's a rainbow sawn-off shotgun! Since, as we all know, rainbows go &amp;quot;pink-orange-yellow-green-blue-America&amp;quot;.]]&lt;br /&gt;
[[File:H3VR 520 Short Safe.jpg|thumb|none|600px|Looking further back on the shotgun reveals another important bit.]]&lt;br /&gt;
[[File:H3VR 520 Short Safety.jpg|thumb|none|600px|Take a guess as to what it is. I'll give you a hint: it starts with an &amp;quot;S&amp;quot; and rhymes with &amp;quot;zafety&amp;quot;.]]&lt;br /&gt;
[[File:H3VR 520 Short Chambering.jpg|thumb|none|600px|Chambering another type of shell, flechette, since we all know that the seventh color of the rainbow is &amp;quot;light gray&amp;quot;.]]&lt;br /&gt;
[[File:H3VR 520 Short Chamberloading.jpg|thumb|none|600px|After teaching a couple of Sosigs just what these &amp;quot;little arrows&amp;quot; can do, another shell gets chamberloaded; the pink color denotes this as a flare.]]&lt;br /&gt;
[[File:H3VR 520 Short Flare.jpg|thumb|none|600px|The results are... a bit underwhelming.]]&lt;br /&gt;
[[File:H3VR 520 Short Cannonball.jpg|thumb|none|600px|There, that's more like it!]]&lt;br /&gt;
&lt;br /&gt;
==Stoeger Condor Outback==&lt;br /&gt;
The Stoeger Condor Outback was added in Update #111 Experimental Build 3 as the &amp;quot;Outback Double&amp;quot;. This version is chambered in 20 gauge.&lt;br /&gt;
[[File:Stoeger Condor Outback.jpg|thumb|none|450px|Stoeger Condor Outback Shotgun - 12 Gauge]]&lt;br /&gt;
[[File:H3VR OutbackDouble leftside.jpg|600px|thumb|none|Hefting the over-under shotgun into frame. The weapon, as its dinged-up stock and foregrip suggest, has seen some decent use. ]]&lt;br /&gt;
[[File:H3VR OutbackDouble rightside.jpg|600px|thumb|none|Flipping over the Condor Outback; yep, still a shotgun. ]]&lt;br /&gt;
[[File:H3VR OutbackDouble breakopen.jpg|600px|thumb|none|Breaking open the shotgun. The extractor (although it behaves like an ejector in-game) even moves, fancy that. ]]&lt;br /&gt;
[[File:H3VR OutbackDouble load.jpg|600px|thumb|none|Inserting a pair of No. 4 buckshot 20-gauge shells, one after the other. ]]&lt;br /&gt;
[[File:H3VR OutbackDouble close.jpg|600px|thumb|none|Closing the shotgun back up. ]]&lt;br /&gt;
[[File:H3VR OutbackDouble firing.jpg|600px|thumb|none|Blasting some clay pigeons at the Friendly45 range. Note the Outback Double's rifle-type sights, a somewhat uncommon sight on shotguns. ]]&lt;br /&gt;
&lt;br /&gt;
==Techno Arms MAG-7==&lt;br /&gt;
The [[Techno Arms MAG-7]] was added on day 5 of the Meatmas 2020 Advent Calendar event. It is the second magazine-fed pump-action shotgun in the game, and the first to use 12 gauge 2.3622 shells (referred to as &amp;quot;12 gauge short&amp;quot; in-game).&lt;br /&gt;
[[File:Mag7.jpg|thumb|none|450px|MAG-7 - 12 gauge (2.3622 inch shell)]]&lt;br /&gt;
[[File:H3VR MAG-7 Box.jpg|thumb|none|600px|The MAG-7 in its case, along with a few spare mags, and plenty of spare lowercase &amp;quot;a&amp;quot;s.]]&lt;br /&gt;
[[File:H3VR MAG-7 Left.jpg|thumb|none|600px|Taking a good look at the shotgun, in all its stamped-steel glory. This one's clearly seen some use, as evidenced by the wear marks along the forend's path, though it's otherwise in rather good nick.]]&lt;br /&gt;
[[File:H3VR MAG-7 Loading.jpg|thumb|none|600px|Loading in a mag full of its proprietary shells; these are (currently) only available in one variety, #1 buckshot.]]&lt;br /&gt;
[[File:H3VR MAG-7 Right.jpg|thumb|none|600px|Flipping the gun over...]]&lt;br /&gt;
[[File:H3VR MAG-7 Chambering.jpg|thumb|none|600px|...and chambering a shell. Note the &amp;quot;MAG-7 M1&amp;quot; markings; this indicates that the in-game MAG-7 is actually a civilian-market MAG-7M1 with a shortened barrel and no stock, rather than than a factory-produced MAG-7; the same goes for the gun in the reference image, coincidentally enough.]]&lt;br /&gt;
[[File:H3VR MAG-7 Safety.jpg|thumb|none|600px|Disengaging the weapon's rather large safety lever.]]&lt;br /&gt;
[[File:H3VR MAG-7 Aiming.jpg|thumb|none|600px|Attempting to sight up a Sosig; while the large notch-and-post irons are easy enough to read for close-range shots, the lack of a stock makes holding a steady sight picture on a moving target rather tricky.]]&lt;br /&gt;
[[File:H3VR MAG-7 Recoil.jpg|thumb|none|600px|The fact that the front end of the gun jumps high enough to obscure said target whenever you fire doesn't help matters either.]]&lt;br /&gt;
[[File:H3VR MAG-7 Firing.jpg|thumb|none|600px|Still, in the right situations, it can make short work of any enemy's head, mechanical or otherwise.]]&lt;br /&gt;
[[File:H3VR MAG-7 Cycling.jpg|thumb|none|600px|Ejecting a shell; note that, like some of the game's other rounds, the short 12-gauge shells correctly have struck primers.]]&lt;br /&gt;
[[File:H3VR MAG-7 1-Handed.jpg|thumb|none|600px|As tempting as it is to use the MAG-7 one-handed, it's really not a great idea; apart from the heavy recoil...]]&lt;br /&gt;
[[File:H3VR MAG-7 Pumping.jpg|thumb|none|600px|...there's also the rather obvious fact that it's pump-action, forcing the user to do some rather creative one-handed gun-juggling to work the action. On the plus side, this does at least eliminate one of the main risks of using the MAG-7 properly; the fact that the pump slides all the way back to the trigger guard means that anyone who tries to exercise proper trigger discipline while cycling it will wind up whacking their trigger finger. Not that this is really an issue in VR, but still.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;The House Key&amp;quot; / &amp;quot;The Car Key&amp;quot;==&lt;br /&gt;
The fourth alpha build of Update #76 introduced attachable underbarrel shotguns; however, as the game's codebase did not support implementing magazine-fed underbarrel weapons such as the [[KAC Masterkey]] at the time, the weapons added were a pair of fictional single-shot break-actions, the basis of which appears to have been a Magpul AFG. The two differ only in barrel and frame length; the longer variant is called &amp;quot;The House Key&amp;quot;, and the shorter version is called &amp;quot;The Car Key&amp;quot;.&lt;br /&gt;
[[File:H3VR House Key Left.jpg|thumb|none|600px|Let's see... wallet, check. Cell phone, check. Watch, check. Shoes, check. Egg, check. Kitchen sink, check. House key, check. And car key...]]&lt;br /&gt;
[[File:H3VR Car Key Right.jpg|thumb|none|600px|check!]]&lt;br /&gt;
[[File:H3VR Car Key Left.jpg|thumb|none|600px|Being a fictional device (and being built off of an aftermarket foregrip), The Car Key isn't paired with any specific weapon; instead, it can be mounted to any available Picatinny rails.]]&lt;br /&gt;
[[File:H3VR Car Key Mounted.jpg|thumb|none|600px|And by &amp;quot;any&amp;quot;, we mean ''any''.]]&lt;br /&gt;
[[File:H3VR Car Key Suppressor.jpg|thumb|none|600px|At least giving the [[Heckler &amp;amp; Koch VP9|VP9]] a suppressor makes the whole thing look a little less ridiculous.]]&lt;br /&gt;
[[File:H3VR Car Key Opening.jpg|thumb|none|600px|Popping open The Car Key; in a nice touch, the small breech latch at the rear of the barrel actually moves back when this is done.]]&lt;br /&gt;
[[File:H3VR Car Key Loading.jpg|thumb|none|600px|Loading in a 12-gauge &amp;quot;Freedomfetti&amp;quot; shell. Because, well, why not?]]&lt;br /&gt;
[[File:H3VR Car Key Firing.jpg|thumb|none|600px|After all, what better way to celebrate an update than to use its own additions to launch some celebratory confetti?]]&lt;br /&gt;
&lt;br /&gt;
==TOZ-106==&lt;br /&gt;
The 18th gift added in the 2018 Meatmas event was a [[TOZ-106]]; this marked two firsts for ''H3VR'', being both its first 20-gauge shotgun, and its first bolt-action one. Bolt action is now a fairly rare mechanism for a shotgun, although it is popular in both Russia and Britain to convert cheap bolt-action rifles to small-bore shotguns to make them easier to own legally and historically even new production examples were popular for being cheaper than pump-actions before modern manufacturing techniques made pumps even cheaper.&lt;br /&gt;
[[File:TOZ-106.jpg|thumb|none|450px|TOZ-106 - 20 gauge]]&lt;br /&gt;
[[File:H3VR TOZ-106 Box.jpg|thumb|none|600px|The notorious Blunderbuss lies in wait. A thousand years it has sat, patiently awaiting the day it will be awakened once more, to reinstate its reign of terror over [[Escape from Tarkov#TOZ-106|well-equipped PMCs]]. And now, that day has come...]]&lt;br /&gt;
[[File:H3VR TOZ-106 Loading.jpg|thumb|none|600px|&amp;quot;AWAKEN, MY MASTERS!&amp;quot;]]&lt;br /&gt;
[[File:H3VR TOZ-106 Folded.jpg|thumb|none|600px|Anyway, all references aside, this is a TOZ-106. It's a shotgun. Neat, right?]]&lt;br /&gt;
[[File:H3VR TOZ-106 Unfolding.jpg|thumb|none|600px|Opening up the TOZ's stock...]]&lt;br /&gt;
[[File:H3VR TOZ-106 Left.jpg|thumb|none|600px|...which doesn't really make it look any less weird.]]&lt;br /&gt;
[[File:H3VR TOZ-106 Right.jpg|thumb|none|600px|Flipping the shotgun over only furthers the weapon's oddities, revealing another unusual detail:]]&lt;br /&gt;
[[File:H3VR TOZ-106 Chambering.jpg|thumb|none|600px|The TOZ-106, unlike most shotguns, is bolt-action.]]&lt;br /&gt;
[[File:H3VR TOZ-106 Aiming.jpg|thumb|none|600px|Testing out the rifle-like iron sights, another sign that this gun doesn't really know what it wants to be.]]&lt;br /&gt;
[[File:H3VR TOZ-106 Ejecting.jpg|thumb|none|600px|Ejecting a fired shell, and confirming that yes, it's still a bolt-action. No matter how many times you look away, it'll always be a bolt-action. No matter how much you don't want to accept it, no matter how much you try to deny it, no matter how long you wait on it, the TOZ-106 is, and will always be, a bolt-action.]]&lt;br /&gt;
[[File:H3VR TOZ-106 Firing.jpg|thumb|none|600px|Of note is that the in-game TOZ can be fired with its stock folded; this is at odds with the actual weapon, which has a specially-designed safety device meant to prevent this very thing. The reasoning behind this odd decision is legal in nature; Russian laws regulate a firearm's minimum length in a firing-capable configuration, so folding-stocked weapons must be set up to only be fireable at their legal length. This is also the case for the aforementioned [[Saiga 12K]], but only in its Russian civilian form.]]&lt;br /&gt;
[[File:H3VR TOZ-106 Cycling.jpg|thumb|none|600px|Though, to be fair, any law-derived firearm feature only lasts as long as the patience of a man with a drill, a file, and nothing to lose.]]&lt;br /&gt;
&lt;br /&gt;
==TOZ-63==&lt;br /&gt;
A sawn-off version of the TOZ-63 was added in Update #101 for Meatmas 2021. It is the first 16 gauge shotgun added to the game.&lt;br /&gt;
[[File:90b03e.jpg|thumb|none|450px|TOZ-63 - 16 gauge]]&lt;br /&gt;
[[File:H3VR TOZ-63 Left.jpg|thumb|none|600px|Examining the Russian rabbit-ear.]]&lt;br /&gt;
[[File:H3VR TOZ-63 Right.jpg|thumb|none|600px|Sadly, the stock and barrel had to be cut to make it fit in the gift box.]]&lt;br /&gt;
[[File:H3VR TOZ-63 Opening.jpg|thumb|none|600px|Cracking the TOZ open...]]&lt;br /&gt;
[[File:H3VR TOZ-63 Loading.jpg|thumb|none|600px|...and loading in some 16-gauge 00 buck shells.]]&lt;br /&gt;
[[File:H3VR TOZ-63 Cocking.jpg|thumb|none|600px|Cocking the hammers; this also gives a good view of the engravings, and the &amp;quot;TOЗ-63&amp;quot; markings and proof marks on the barrels.]]&lt;br /&gt;
[[File:H3VR TOZ-63 Aiming.jpg|thumb|none|600px|Aiming at a crystal snowflake; the combination of straight barrels with a straight full-length rib and tapered chambers creates the somewhat disagreeable impression that the barrels are bent up in the middle.]]&lt;br /&gt;
[[File:H3VR TOZ-63 Firing.jpg|thumb|none|600px|Firing; the left hammer always drops first.]]&lt;br /&gt;
[[File:H3VR TOZ-63 Recoil.jpg|thumb|none|600px|As for recoil, it's... about what you'd expect, though somewhat milder than a similarly-sized 12-gauge.]]&lt;br /&gt;
[[File:H3VR TOZ-63 Ejecting.jpg|thumb|none|600px|Cracking open the barrels again, and spitting hasn't gone out the front end out the back.]]&lt;br /&gt;
&lt;br /&gt;
==TOZ-81 Mars==&lt;br /&gt;
The [[TOZ-81 Mars]] was added on Day 17 of the Meatmas 2022 Advent Calendar event. This is its first known media appearance.&lt;br /&gt;
[[File:TOZ-81 Mars.jpg|thumb|none|350px|TOZ-81 Mars - 5.45x39mm/.410 Bore]]&lt;br /&gt;
[[File:H3VR TOZ-81 Box.jpg|thumb|none|600px|The TOZ in its gift box; a fair bit bigger than the one that it was intended to be stored in. Unless you count a re-entry capsule as a &amp;quot;box&amp;quot;, in which case it's ''slightly'' smaller.]]&lt;br /&gt;
[[File:H3VR TOZ-81 Left.jpg|thumb|none|600px|Examining the least common of the game's TOZes; if there were any doubts about its rarity, simply look to the serial number on the frame.]]&lt;br /&gt;
[[File:H3VR TOZ-81 Right.jpg|thumb|none|600px|If the [[Heckler &amp;amp; Koch G11|G11]] is German space magic, then I suppose this would be Soviet space... bushcraft, maybe?]]&lt;br /&gt;
[[File:H3VR TOZ-81 Opening.jpg|thumb|none|600px|Cracking the shotgun open, courtesy of the lever in front of the cylinder.]]&lt;br /&gt;
[[File:H3VR TOZ-81 Loading.jpg|thumb|none|600px|Loading in some .410 flechette shells; the linear interpolation of the palmed rounds can cause some clipping, as seen here.]]&lt;br /&gt;
[[File:H3VR TOZ-81 Closing.jpg|thumb|none|600px|Snapping it shut. Would now be a good time to mention that this is technically a bullpup?]]&lt;br /&gt;
[[File:H3VR TOZ-81 Aiming.jpg|thumb|none|600px|Aiming at a distant snowflake - this effort is somewhat stymied by the fact that someone apparently didn't think that crash-landed cosmonauts in middle of Siberia needed any sort of sights. Maybe that's why it lost out to the [[TP-82]]...]]&lt;br /&gt;
[[File:H3VR TOZ-81 Firing.jpg|thumb|none|600px|Giving it the old college try anyway; note how the cylinder lies flush with its surrounding frame whenever the weapon is ready to fire, sticking out only when the cylinder is rotating.]]&lt;br /&gt;
[[File:TOZ-81 Stock.jpg|thumb|none|450px|TOZ-81 Mars with attached stock - 5.45x39mm/.410 Bore]]&lt;br /&gt;
[[File:H3VR TOZ-81 Attaching.jpg|thumb|none|600px|If a .410 revolver doesn't seem too practical, Tulsky Oruzheiny Zavod have just the thing for you: a simple single-tube stock, with a nice little wooden cheek-rest to stop your face from freezing to the metal while scavenging for game in the expanse of the tundra.]]&lt;br /&gt;
[[File:H3VR TOZ-81 Stock.jpg|thumb|none|600px|It also contains a radio, to minimize the amount of time you have to spend doing that.]]&lt;br /&gt;
[[File:H3VR TOZ-81 Close.jpg|thumb|none|600px|While the stock definitely aids in landing shots more easily, it also helps to pick a somewhat more reasonable target.]]&lt;br /&gt;
[[File:H3VR TOZ-81 Ejecting.jpg|thumb|none|600px|Popping the gun open again, and getting rewarded with a spread of nicely-modeled spent .410 hulls.]]&lt;br /&gt;
[[File:H3VR TOZ-81 Bayonet.jpg|thumb|none|600px|Of course, this isn't your everyday bullpup DAO top-break revolving detachable-radio-stocked .410 cosmonaut survival shotgun (caliber-convertible to 5.45x39mm); it's a bullpup DAO top-break revolving detachable-radio-stocked .410 cosmonaut survival shotgun (caliber-convertible to 5.45x39mm) with an integrated folding bayonet.]]&lt;br /&gt;
[[File:H3VR TOZ-81 Attacking.jpg|thumb|none|600px|This can function as a utility knife, a saw, and, well... a bayonet.]]&lt;br /&gt;
&lt;br /&gt;
==Tulyak==&lt;br /&gt;
The [[Tulyak]] was added in Experimental Build 3 of Update #111. This marks the first known media appearance of this shotgun.&lt;br /&gt;
[[File:Tulyak.jpg|thumb|none|350px|Tulyak - 23x75mmR]]&lt;br /&gt;
[[File:H3VR Tulyak leftside.jpg|600px|thumb|none|Having obtained (through classified channels) the unorthodox Russian shotgun, the player swings by the range to inspect his new toy.]]&lt;br /&gt;
[[File:H3VR Tulyak rightside.jpg|600px|thumb|none|The other side of the Tulyak. Although it looks quite like a malformed handgun with a strangely long barrel...]]&lt;br /&gt;
[[File:H3VR Tulyak breakopen.jpg|600px|thumb|none|...the touch of a button erases all doubts as to the weapon's shotgun legacy. ]]&lt;br /&gt;
[[File:H3VR Tulyak shrap25.jpg|600px|thumb|none|The Tulyak utilizes the same 23x75mmR shotgun shells as the much more famous pump-action KS-23M. Pictured here is a belted &amp;quot;Shrapnel-25&amp;quot; shell, which has been optimized for use at (wouldn't you know) 25 meters. ]]&lt;br /&gt;
[[File:H3VR Tulyak cocking.jpg|600px|thumb|none|Before the Tulyak can be fired, its hammer must be primed. This is done by squeezing the grip-safety-like plunger embedded in the weapon's grip, because why not?]]&lt;br /&gt;
[[File:H3VR Tulyak stockattach.jpg|600px|thumb|none|Attaching the Tulyak's bespoke stock, for when one desires a (slightly) more comfortable firing experience. ]]&lt;br /&gt;
[[File:H3VR Tulyak stock.jpg|600px|thumb|none|Of course, comfort is relative when this bundle of metal tubes is concerned. ]]&lt;br /&gt;
[[File:H3VR Tulyak ADS.jpg|600px|thumb|none|Aiming down the shotgun's crude sights, which... are a thing.]]&lt;br /&gt;
[[File:H3VR Tulyak firing .jpg|600px|thumb|none|Firing the Tulyak, also known as live footage of a soon-to-be wicked shoulder bruise (and, for that matter, black eye). ]]&lt;br /&gt;
[[File:H3VR Tulyak eject.jpg|600px|thumb|none|Ejecting a finely-blued belted shell casing. ]]&lt;br /&gt;
[[File:H3VR Tulyak barrikada.jpg|600px|thumb|none|Loading in another shell, this time landing on a salmon-colored &amp;quot;Barricade&amp;quot; slug. ]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The [[Winchester Model 1887]] was added to ''H3'' with the Wurstworld update, and comes in both full length and sawn-off forms. And yes, it can be spin-cocked ''a la'' ''[[Terminator 2]]''; in fact, one of Wurstworld's rewards is a ''T2''-themed sawn-off 1887, complete with a darker finish, an extended lever loop with a metal handling plate, and a cut-back trigger guard.&lt;br /&gt;
[[File:Winchester1887shotgun.jpg|thumb|none|450px|Winchester 1887 - 12 gauge]]&lt;br /&gt;
[[File:H3VR 1887.jpg|thumb|none|600px|Taking in the beauty of the Winchester M1887, whilst trying to ignore the work-in-progress nature of the surrounding environment.]]&lt;br /&gt;
[[File:H3VR 1887 Closeup.jpg|thumb|none|600px|A close look at the Winchester. Note the interesting addition of a grasping groove in the forearm, rather like some bolt-action rifles (such as the Mark 1 version of the [[M1903 Springfield]]).]]&lt;br /&gt;
[[File:H3VR 1887 Open.jpg|thumb|none|600px|Opening the 1887's action...]]&lt;br /&gt;
[[File:H3VR 1887 Breech.jpg|thumb|none|600px|...which gives a good look at the weapon's breech and magazine tube.]]&lt;br /&gt;
[[File:H3VR 1887 Loading.jpg|thumb|none|600px|Loading in a handful of &amp;quot;Triple Hit&amp;quot; shells; these contain 3 miniature slugs, stacked end-to-end. The Winchester in-game correctly holds 5 rounds in the tube and a sixth in the chamber.]]&lt;br /&gt;
[[File:H3VR 1887 Aiming.jpg|thumb|none|600px|Taking aim at a decanter...]]&lt;br /&gt;
[[File:H3VR 1887 Firing.jpg|thumb|none|600px|...and firing. Note the impressive ricochets; the slugs in the &amp;quot;Triple Hit&amp;quot; shells are apparently coded as being made of tempered steel, which makes them extremely prone to bouncing off of hard objects.]]&lt;br /&gt;
[[File:H3VR 1887 Cycling.jpg|thumb|none|600px|A close-up of the 1887 cycling. The weapon actually correctly shows spent shells being pulled from the chamber before being ejected, and fresh ones being pushed in; the latter is taking place here.]]&lt;br /&gt;
[[Image:Norinco Winchester 1887.jpg|thumb|none|450px|Sawn-off Winchester Model 1887 (Norinco Replica) - 12 gauge]]&lt;br /&gt;
[[File:H3VR 1887 Short.jpg|thumb|none|600px|The shortened variant. Note that, curiously, this variant lacks the grasping groove of the standard version.]]&lt;br /&gt;
[[File:H3VR 1887 Short Open.jpg|thumb|none|600px|Opening the action.]]&lt;br /&gt;
[[File:H3VR 1887 Short Loading.jpg|thumb|none|600px|Loading in some shells.]]&lt;br /&gt;
[[File:H3VR 1887 Short Aiming.jpg|thumb|none|600px|Aiming at a bottle...]]&lt;br /&gt;
[[File:H3VR 1887 Short Firing.jpg|thumb|none|600px|...before blowing it to pieces. Once again, the ricochet-prone nature of the &amp;quot;Triple Hit&amp;quot; shells makes itself apparent.]]&lt;br /&gt;
[[File:H3VR 1887 Short Spinning.jpg|thumb|none|600px|Flip-cocking the 1887. This can be done either forwards or backwards, completely regardless of the standard, non-extended lever loop that would be liable to break the user's fingers were they to attempt to do such a thing. But this is a game with &amp;quot;Hot Dog&amp;quot; in the name, so we'll let it slide.]]&lt;br /&gt;
[[File:H3VR 1887 Short Chambering.jpg|thumb|none|600px|Another angle, showing a new shell being chambered.]]&lt;br /&gt;
[[File:T2heroShotgun1.jpg|thumb|none|450px|One of the actual Winchester Model 1887 shotguns used by [[Arnold Schwarzenegger]] in ''[[Terminator 2]]'' - 10 gauge]]&lt;br /&gt;
[[File:H3VR 1887 T2 Table.jpg|thumb|none|600px|Rather fitting that a weapon that comes at the end of a long series of tasks is found at the end of a table, wouldn't you say?]]&lt;br /&gt;
[[File:H3VR 1887 T2 Loading.jpg|thumb|none|600px|Loading in some slug shells, whilst reading the weapon's info board; aside from stating its (full) name, period of production, caliber, and capacity, it also includes this little tidbit of &amp;quot;information&amp;quot;.]]&lt;br /&gt;
[[File:H3VR 1887 T2 Aiming.jpg|thumb|none|600px|Aiming at a wooden wagon wheel. It's no truck tire, but it'll do.]]&lt;br /&gt;
[[File:H3VR 1887 T2 Firing.jpg|thumb|none|600px|Blowing the wheel to pieces...]]&lt;br /&gt;
[[File:H3VR 1887 T2 Spinning.jpg|thumb|none|600px|...and, of course, performing the legendary flip-cock. In the words of many a Twitch stream commenter: &amp;quot;'''ADMIN, HE'S DOING IT SIDEWAYS!'''&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897==&lt;br /&gt;
Update #52's impressive list of new firearms includes the [[Winchester Model 1897]], in its famous military &amp;quot;Trench Gun&amp;quot; configuration. It is correctly capable of slam-fire, and holds an appropriate 5 rounds in the tube plus one in the chamber.&lt;br /&gt;
[[File:Winchester1897TrenchTakedown.jpg|thumb|none|450px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge]]&lt;br /&gt;
[[File:H3VR 1897 Left.jpg|thumb|none|600px|Taking in the beauty of a century-old shotgun.]]&lt;br /&gt;
[[File:H3VR 1897 Right.jpg|thumb|none|600px|The other side, showing off the ejection port.]]&lt;br /&gt;
[[File:H3VR 1897 Open.jpg|thumb|none|600px|As above, but with the action open. Note the bolt protruding from the rear of the receiver, and the shell lifter coming out of the bottom; both of these are correct for the weapon.]]&lt;br /&gt;
[[File:H3VR 1897 Chamberloading.jpg|thumb|none|600px|Loading a 12 gauge buckshot round into the 1897's chamber...]]&lt;br /&gt;
[[File:H3VR 1897 Loading.jpg|thumb|none|600px|...before putting another 5 in the tube magazine.]]&lt;br /&gt;
[[File:H3VR 1897 Firing.jpg|thumb|none|600px|Practicing some trench-sweeping, and firing all 6 shots without letting go of the trigger.]]&lt;br /&gt;
&lt;br /&gt;
Click [[Hot Dogs, Horseshoes &amp;amp; Hand Grenades|here]] to return to the main index page, or click [[Hot Dogs, Horseshoes &amp;amp; Hand Grenades/Assault Rifles|here]] to view the game's assault rifles.&lt;br /&gt;
&lt;br /&gt;
[[Category:Subpages of Hot Dogs, Horseshoes &amp;amp; Hand Grenades]]&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Hot_Dogs,_Horseshoes_%26_Hand_Grenades/Shotguns&amp;diff=1637980</id>
		<title>Hot Dogs, Horseshoes &amp; Hand Grenades/Shotguns</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Hot_Dogs,_Horseshoes_%26_Hand_Grenades/Shotguns&amp;diff=1637980"/>
		<updated>2023-12-25T18:47:56Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: Undo revision 1637979 by ShermanJumbo (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Shotguns=&lt;br /&gt;
Shotguns in ''H3'' are split into four categories, based primarily on their feeding/reloading system; there are break-actions, tube-fed shotguns, and shotguns that feed from detachable magazines. The exception to this is the [[Winchester Model 1887]] in all its forms; this is instead placed in its own category of lever-action shotguns.&lt;br /&gt;
==Baikal MP-155K==&lt;br /&gt;
Added in the firearms drop in Update #59's ninth alpha build, the [[Baikal MP-155K]] (a semi-automatic, magazine-fed sporting shotgun of Russian origin) makes its first documented media appearance in ''H3VR''.&lt;br /&gt;
[[File:MP-155K.jpg|thumb|none|450px|Baikal MP-155K - 12 gauge]]&lt;br /&gt;
[[File:H3VR MP-155K Table.jpg|thumb|none|600px|An MP-155K sits on a table, while its magazine stands alone.]]&lt;br /&gt;
[[File:H3VR MP-155K Loading.jpg|thumb|none|600px|&amp;quot;''Reunited, and it feels so good...''&amp;quot;]]&lt;br /&gt;
[[File:H3VR MP-155K Charging.jpg|thumb|none|600px|Pulling back the charging handle...]]&lt;br /&gt;
[[File:H3VR MP-155K Chambering.jpg|thumb|none|600px|...and letting it slam back into battery, taking a fresh buckshot shell with it.]]&lt;br /&gt;
[[File:H3VR MP-155K Left.jpg|thumb|none|600px|Pausing to admire the shotgun's black, shiny polymer components.]]&lt;br /&gt;
[[File:H3VR MP-155K Right.jpg|thumb|none|600px|The other side of the MP-155K; the markings simply read &amp;quot;MP-155K&amp;quot; in the segment closer to this text, and &amp;quot;12x76&amp;quot; in the segment closer to the ejection port (the latter is a caliber designation; it denotes shells 12 gauge in diameter and 76 millimeters in length, or 3&amp;quot; for those on the other side of the anywhere).]]&lt;br /&gt;
[[File:H3VR MP-155K Aiming.jpg|thumb|none|600px|Aiming; the small, high-mounted rear aperture seems more at home on a rifle than a shotgun. At least it's good for slugs.]]&lt;br /&gt;
[[File:H3VR MP-155K Firing.jpg|thumb|none|600px|Firing a shell.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M2 Super 90==&lt;br /&gt;
The [[Benelli M2 Super 90]] was added in Update #90. Two variants are available: a &amp;quot;Tactical&amp;quot; version with a fixed stock/pistol grip, a 7-round magazine tube, and an M-LOK handguard with rails attached, and a &amp;quot;Threegun&amp;quot; version with a straight stock, a 28&amp;quot; barrel, and a 10-round magazine tube (the highest capacity of any single shotgun magazine tube in the game); both have aftermarket bolt release buttons, bolts, and charging handles.&lt;br /&gt;
[[File:M2 Tactical.jpg|thumb|none|450px|Benelli M2 Super 90 with pistol grip stock - 12 gauge]]&lt;br /&gt;
[[File:H3VR M2 Tactical Left.jpg|thumb|none|600px|Out at the range with the M2 Tactical; note that, unlike the reference image, the in-game M2 has a top rail for optics.]]&lt;br /&gt;
[[File:H3VR M2 Tactical Right.jpg|thumb|none|600px|It also has, as mentioned, an aftermarket extended bolt release...]]&lt;br /&gt;
[[File:H3VR M2 Tactical Chamberloading.jpg|thumb|none|600px|...which makes it considerably more convenient to release the bolt after chamber loading a round, as is not being done here.]]&lt;br /&gt;
[[File:H3VR M2 Tactical Loading.jpg|thumb|none|600px|Loading some additional shells into the magazine tube; one of the other improvements of Update #90 was to the behavior of loading gates, which now only move when pushed in on instead of wobbling around freely like they did before.]]&lt;br /&gt;
[[File:H3VR M2 Tactical Aiming.jpg|thumb|none|600px|Looking through the M2's illuminated ghost-ring sights.]]&lt;br /&gt;
[[File:H3VR M2 Tactical Firing.jpg|thumb|none|600px|Blasting the newer paper target with some 00 buck.]]&lt;br /&gt;
[[File:H3VR M2 Tactical Ejecting.jpg|thumb|none|600px|In case you were doubting that for some reason, here's an image of the ejected shell from a couple frames later. If you were doubting that, I'd also suggest you see a therapist, because you clearly have some deep-seated trust issues likely stemming from some sort of childhood trauma. Oh, and remember: no matter what your older cousin tells you, blue fire is not cold.]]&lt;br /&gt;
[[File:BenelliM2Shotgun.jpg|thumb|none|450px|Benelli M2 Super 90 in synthetic straight stock configuration, ghost ring sights - 12 gauge]]&lt;br /&gt;
[[File:H3VR M2threegun overview.JPG|thumb|none|600px|The other M2 Super 90 variant, called the &amp;quot;M2 ThreeGun&amp;quot;. And it is loooong.]]&lt;br /&gt;
[[File:H3VR M2threegun stock.JPG|thumb|none|600px|So long, that we needed a separate screenshot for Benelli's patented ComforTech stock. The chevron arrows are actually made from synthetic gel, which in addition to the cheek comb and butt plate, are engineered to reduce felt recoil.]]&lt;br /&gt;
[[File:H3VR M2threegun bolt.JPG|thumb|none|600px|Like the M2 Tactical, this shotgun has the same aftermarket bolt release for easy grabbing.]]&lt;br /&gt;
[[File:H3VR M2threegun boltopen.JPG|thumb|none|600px|Opening the chamber for some tactical loading.]]&lt;br /&gt;
[[File:H3VR M2threegun load.JPG|thumb|none|600px|Inserting shells into the loading gate.]]&lt;br /&gt;
[[File:H3VR M2threegun boltclose.JPG|thumb|none|600px|10+1 shells later, the bolt is closed, and we're ready to go.]]&lt;br /&gt;
[[File:H3VR M2threegun aim.JPG|thumb|none|600px|Taking aim at some IPSC targets in the breaching house. The lack of a rear sight isn't much of an issue when using buckshot at point-blank range.]]&lt;br /&gt;
[[File:H3VR M2threegun fire.JPG|thumb|none|600px|One target down, as the emptied shell goes flying.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] is one of the available shotguns in-game; it was added in Update #6, along with the [[Heckler &amp;amp; Koch FABARM FP6|FABARM Martial]].&lt;br /&gt;
[[File:Benelli m4 2.jpg|thumb|none|450px|Benelli M4 Super 90 with 4-shot tube - 12 gauge]]&lt;br /&gt;
[[File:H3VR Benelli M4 Loading.jpg|thumb|none|600px|Out on a woods walk, Hick-not45 loads up his M4 Super 90.]]&lt;br /&gt;
[[File:H3VR Benelli M4 Aiming Sight.jpg|thumb|none|600px|Aiming through the attached EOTech holosight; the in-game sight is marked &amp;quot;NAVTech&amp;quot;, for copyright reasons.]]&lt;br /&gt;
[[File:H3VR Benelli M4 Firing Sight.jpg|thumb|none|600px|Smoking some pots.]]&lt;br /&gt;
[[File:H3VR Benelli M4 Muzzle.jpg|thumb|none|600px|Satisfied, Hick-not45 lowers his Benelli, giving the viewers at home a good look at the 4-shot magazine tube; this is at odds with its in-game 7+1 capacity.]]&lt;br /&gt;
[[File:H3VR Benelli M4 Table.jpg|thumb|none|600px|Meanwhile, in a far less inviting-looking shooting range, another M4 sits on a table.]]&lt;br /&gt;
[[File:H3VR Benelli M4 Racking.jpg|thumb|none|600px|Locking back the shotgun's bolt...]]&lt;br /&gt;
[[File:H3VR Benelli M4 Chamberloading.jpg|thumb|none|600px|...chamberloading a shell...]]&lt;br /&gt;
[[File:H3VR Benelli M4 Releasing.jpg|thumb|none|600px|...and letting the bolt slam into battery.]]&lt;br /&gt;
[[File:H3VR Benelli M4 Stock.jpg|thumb|none|600px|Collapsing the stock.]]&lt;br /&gt;
[[File:H3VR Benelli M4 Right.jpg|thumb|none|600px|Admiring the now-smaller shotgun - or, at least, attempting to, as the weapon's eye-searingly reflective finish makes looking at it with this lighting for any substantial period of time a rather painful endeavor.]]&lt;br /&gt;
[[File:H3VR Benelli M4 Firing.jpg|thumb|none|600px|Blasting away a blue circle. This is the older version of the Modular Range, which would later evolve into the M.E.A.T.S. range; the former was far simpler than the latter, having only 2 types of targets (at this stage of development): blue point targets, and red penalty targets.]]&lt;br /&gt;
==Beretta 1301==&lt;br /&gt;
The [[Beretta 1301]] was added in Experimental build 3 of Update #111.&lt;br /&gt;
[[File:Beretta 1301 Tactical.jpg|thumb|none|450px|Beretta 1301 Tactical - 12 gauge]]&lt;br /&gt;
[[File:H3VR B1301 leftside.jpg|600px|thumb|none|Taking a look at the black Beretta boomstick. ]]&lt;br /&gt;
[[File:H3VR B1301 rightside.jpg|600px|thumb|none|The right side of the tactical tube-fed twelve-gauge. ]]&lt;br /&gt;
[[File:H3VR B1301 reload1.jpg|600px|thumb|none|As a semi-automatic shotgun, the Beretta 1301 is no stranger to the art of the chamber-load. ]]&lt;br /&gt;
[[File:H3VR B1301 reload2.jpg|600px|thumb|none|Giving the bolt release a hearty smack. ]]&lt;br /&gt;
[[File:H3VR B1301 reload3.jpg|600px|thumb|none|Inserting some more shells, this time straight into the shotgun's tube magazine.]]&lt;br /&gt;
[[File:H3VR B1301 firing.jpg|600px|thumb|none|Sending a shell of double-aught downrange. Update #111 saw significant improvements to all of H3's shotgun shell models, including spent shell casings (which are now much more soot-stained, among other changes).]]&lt;br /&gt;
&lt;br /&gt;
==Beretta DT11==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|Beretta DT11]] is one of the 4 shotguns added in Update #15. Following Update #46, 2 new variants were added - one with a shortened set of barrels, and one with further-shortened barrels and a cut-down stock.&lt;br /&gt;
[[File:DT-11.jpg|thumb|none|450px|Beretta DT11 - 12 gauge]]&lt;br /&gt;
[[File:H3VR DT11.jpg|thumb|none|600px|It was at this moment that he realized that an indoor range is not a good place to bring a trap shooting shotgun.]]&lt;br /&gt;
[[File:H3VR DT11 Open.jpg|thumb|none|600px|Deciding to just roll with it, he opens up the DT11...]]&lt;br /&gt;
[[File:H3VR DT11 Loading.jpg|thumb|none|600px|...and further fails to understand its intended purpose.]]&lt;br /&gt;
[[File:H3VR DT11 Closing.jpg|thumb|none|600px|Having given his DT11 two shells full of buckshot, he then closes it up.]]&lt;br /&gt;
[[File:H3VR DT11 Aiming.jpg|thumb|none|600px|Aiming; this being a competition skeet gun, it has nothing but a front bead sight.]]&lt;br /&gt;
[[File:H3VR DT11 Firing.jpg|thumb|none|600px|Firing off a shot; the red lines in the air are the game's optional bullet trails.]]&lt;br /&gt;
[[File:H3VR DT11 Right.jpg|thumb|none|600px|He then admires his DT11, whilst trying to ignore the ricochet that has seemingly lodged itself in his leg.]]&lt;br /&gt;
[[File:H3VR DT11 Ejecting.jpg|thumb|none|600px|Dropping the spent shells out of the DT11.]]&lt;br /&gt;
[[File:H3VR Shorty Table.jpg|thumb|none|600px|A table full of (almost) all of Update #46's shortened weapon variants.]]&lt;br /&gt;
[[File:H3VR DT11 Short.jpg|thumb|none|600px|Finding the full-length version too long and awkward for indoor use, he tries out a shorter version. Note that, despite the barrels being ostensibly sawn down, they still have choke tubes installed.]]&lt;br /&gt;
[[File:H3VR DT11 Short Loading.jpg|thumb|none|600px|Loading the shortened DT11 up with some shells.]]&lt;br /&gt;
[[File:H3VR DT11 Sawn-Off.jpg|thumb|none|600px|Sawing off a beautiful shotgun like this should be a crime. And it is. No, seriously.]]&lt;br /&gt;
[[File:H3VR DT11 Sawn-Off Ejecting.jpg|thumb|none|600px|Fortunately, since nobody knows who &amp;quot;He&amp;quot; is, He can't get arrested by the BATFS (Bureau of Alcohol, Tobacco, Firearms, and Sausages).]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Baby's First Boomstick&amp;quot;==&lt;br /&gt;
The &amp;quot;Baby's First Boomstick&amp;quot; is one of the April Fools guns added in Alpha 2 of Update #102. The basic gist is that it is a [[SPAS-12]]-like shotgun that somehow merged with a Fisher Price pop-up toy; the weapon was inspired by one of [https://youtu.be/zFXkQzBsC8g?t=29 Kommander Karl's tactical reload videos] where he takes mundane objects and &amp;quot;reloads&amp;quot; them as if they are firearms.&lt;br /&gt;
[[File:H3VR BFBS Left.jpg|thumb|none|600px|The Baby's First Boomstick, fresh from the wrapping paper. Gifts like these are why you should ''always'' have a baby shower.]]&lt;br /&gt;
[[File:H3VR BFBS Right.jpg|thumb|none|600px|Even if you're not actually having a kid. If they ask where it is a few months later, just get really sad and quiet - shuts 'em up every time.]]&lt;br /&gt;
[[File:H3VR BFBS Opening.jpg|thumb|none|600px|Loading the BFB is a rather unusual process - first, push all the buttons (each one putting out a pitch-varied &amp;quot;erp&amp;quot;)...]]&lt;br /&gt;
[[File:H3VR BFBS Loading.jpg|thumb|none|600px|...and then load a shell into each one of the loading ports.]]&lt;br /&gt;
[[File:H3VR BFBS Closed.jpg|thumb|none|600px|Each one accepts the shell with a similar &amp;quot;erp&amp;quot;, and promptly closes itself.]]&lt;br /&gt;
[[File:H3VR BFBS Charging.jpg|thumb|none|600px|Racking the charging handle chambers a shell (one of the same short 12-gauge shells as the [[Techno Arms MAG-7|MAG-7]]); the front loading port can then be re-opened to get a fifth round in, though the weapon's intended users probably aren't quite ready to understand that yet.]]&lt;br /&gt;
[[File:H3VR BFBS Aiming.jpg|thumb|none|600px|In a similar vein, it was designed without such complex, child-confusing systems as a set of sights. Or the provision to mount one. Or a safety.]]&lt;br /&gt;
[[File:H3VR BFBS Firing.jpg|thumb|none|600px|It does, however, have a standoff muzzle device, so that the Baby's First Boomstick can be used for a Baby's First Door-Breaching Exercise. To keep things safe, this isn't done the same way as a real one - after all, real doors would be too dangerous.]]&lt;br /&gt;
[[File:H3VR BFBS Melon.jpg|thumb|none|600px|While you're at it, why not try Baby's First Prisoner Execution?]]&lt;br /&gt;
[[File:H3VR BFBS Miss.jpg|thumb|none|600px|Don't worry, this is safe too - through the use of advanced Not-A-Bug technology, pellets are projected well past the actual muzzle, so there's no risk of any melons getting hurt by-]]&lt;br /&gt;
[[File:H3VR BFBS Hit.jpg|thumb|none|600px|'''&amp;quot;ATTENTION ALL SITE PERSONNEL. A BABY HAS BREACHED CONTAINMENT IN SECTOR 6. THIS IS NOT A DRILL. ALL PERSONNEL MUST EVACUATE IMMEDIATELY. SECURITY FORCES HAVE BEEN DISPATCHED.&amp;quot;''']]&lt;br /&gt;
&lt;br /&gt;
==Cobray Terminator==&lt;br /&gt;
The (in)famous [[Cobray Terminator]] was added in the second experimental build of Update #102, marking the weapon's first known media appearance; in reference to its real-world reputation, it goes by the less-than-flattering name &amp;quot;Worst Shotgun Ever Made&amp;quot; in-game. No, seriously, that's the actual in-game name.&lt;br /&gt;
[[File:CobrayTerminator.jpg|thumb|none|450px|Cobray Terminator - 12 gauge]]&lt;br /&gt;
[[File:H3VR Terminator Left.jpg|thumb|none|600px|Yep, here it is.]]&lt;br /&gt;
[[File:H3VR Terminator Right.jpg|thumb|none|600px|A steel-and-plastic jumble of poor decisions, only ultimately successful in helping to terminate its own manufacturer's business.]]&lt;br /&gt;
[[File:H3VR Terminator Extending.jpg|thumb|none|600px|Extending the simple wire stock; quite comfortable, by absolutely nobody's account.]]&lt;br /&gt;
[[File:H3VR Terminator Cocking.jpg|thumb|none|600px|Loading the Terminator is a rather strange affair; it starts by taking the cocking handle on the left side of the receiver, and pushing it forward. In-game, this is accompanied by the depression of the locking lug on the right side (albeit not quite far enough, causing it to clip into the receiver); in reality, this had to be done manually as well.]]&lt;br /&gt;
[[File:H3VR Terminator Locking.jpg|thumb|none|600px|Once all the way forward, the handle can then be twisted upwards into a [[Sten]]-esque safety notch.]]&lt;br /&gt;
[[File:H3VR Terminator Sear.jpg|thumb|none|600px|With the safety engaged, one can also get a good look at exactly how the weapon works. It is essentially a more advanced version of the slam-bang shotguns people make out of drainpipes, with the large spring wrapped around the barrel pushing it backwards and forcing the loaded shell into a fixed firing pin at the back of the receiver when the sear drops (as shown here - though the barrel is rather obviously not moving, since the cocking handle (directly attached to the barrel) is held forward by the safety notch); when the barrel goes into battery, the locking lug shown a couple screenshots ago locks against the ejection port to prevent the breech from opening, keeping the weapon (ostensibly) safe. The end result is, in effect, an open-bolt mechanism in reverse - instead of pushing a fixed firing pin on the bolt towards a chambered round, the Terminator pushes a chambered round towards a fixed firing pin in the receiver.]]&lt;br /&gt;
[[File:H3VR Terminator Loading.jpg|thumb|none|600px|Loading in a slug shell; this is probably not the greatest idea, given that slugs (and heavy-recoiling shells in general) have been known to forcibly collapse the Terminator's stock and slam the receiver into the shooter's face. Hence the word &amp;quot;ostensibly&amp;quot;.]]&lt;br /&gt;
[[File:H3VR Terminator Safety.jpg|thumb|none|600px|Disregarding safety, and disengaging it.]]&lt;br /&gt;
[[File:H3VR Terminator Aiming.jpg|thumb|none|600px|Taking aim at a distant window; the Terminator's rifle-style front sight (a tall front post, with protective wings to match) is accompanied in the rear by absolutely nothing.]]&lt;br /&gt;
[[File:H3VR Terminator Firing.jpg|thumb|none|600px|Firing; while the game can't accurately represent the Terminator's uncomfortable ergonomics, it can duplicate its notorious recoil - the fact that the entire barrel slams backward as it fires makes it kick substantially more than a conventional shotgun.]]&lt;br /&gt;
[[File:H3VR Terminator Shell.jpg|thumb|none|600px|Pulling the cocking handle forward again extracts the shell, but doesn't actually eject it from the receiver.]]&lt;br /&gt;
[[File:H3VR Terminator Ejecting.jpg|thumb|none|600px|To do that, simply tip the weapon over. No, seriously.]]&lt;br /&gt;
[[File:H3VR Terminator Breaching.jpg|thumb|none|600px|Deciding to forsake all sensible... everything, and attempting a breach-and-clear drill with the Terminator. Suffice it to say, failing to break the lock in one shot (or deciding to shoot out the doorknob as well, or going for the hinges instead) makes this a somewhat uncomfortably time-consuming procedure.]]&lt;br /&gt;
[[File:H3VR Terminator Attacking.jpg|thumb|none|600px|Actually encountering an enemy can also turn rather awkward if the first shot doesn't do the job; while this could be said of a conventional single-shot shotgun as well, they at least have a reasonably quick reloading procedure.]]&lt;br /&gt;
[[File:H3VR Terminator Throwing.jpg|thumb|none|600px|In such a circumstance, the Terminator can at least be relied upon as one thing: a large, heavy chunk of metal.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision SIX12==&lt;br /&gt;
The [[Crye Precision SIX12]] was added in Update #90. It is the second revolver shotgun (not including the MTs 255 sawn-off) added in the game, and the first with a detachable cylinder. It is referred to in-game as the &amp;quot;P6Twelve&amp;quot;.&lt;br /&gt;
[[File:612 Wood.jpg|thumb|none|450px|Crye Precision SIX12 with wooden furniture - 12 gauge]]&lt;br /&gt;
[[File:H3VR Six12 Overview.JPG|thumb|none|600px|What better place to shoot a gun with wood furniture than in the woods? Still, it feels like something's missing.]]&lt;br /&gt;
[[File:H3VR Six12 rear.JPG|thumb|none|600px|From the rear, you can see the base of the barrel lined up with the top chamber of the cylinder.]]&lt;br /&gt;
[[File:H3VR Six12 fullmag.JPG|thumb|none|600px|The front view of a full magazine. To accommodate the SIX12, the magazine behaves in-game like a speedloader for revolvers. This only effects the player if they want to manually replace spent shells.]]&lt;br /&gt;
[[File:H3VR Six12 loading.JPG|thumb|none|600px|Inserting the magazine into the shotgun.]]&lt;br /&gt;
[[File:H3VR Six12 full.JPG|thumb|none|600px|There, much better.]]&lt;br /&gt;
[[File:H3VR Six12 aim.JPG|thumb|none|600px|Aiming down the SIX12's very crisp sights. While a top rail for optics is available, the default sights are more than adequate.]]&lt;br /&gt;
[[File:H3VR Six12 shoot.JPG|thumb|none|600px|And just like that, the flowerpot was no more.]]&lt;br /&gt;
[[File:H3VR Six12 spentmag.JPG|thumb|none|600px|Examining the spent shells inside of the SIX12 magazine, which have flared open after firing.]]&lt;br /&gt;
[[File:H3VR Six12 emptymag.JPG|thumb|none|600px|And with the shells removed entirely, you can see straight through to the other side.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo USAS-12==&lt;br /&gt;
Added in the 2019 Meatmas update, the [[Daewoo USAS-12]] is ''H3'''s fourth fully-automatic shotgun, though only its second non-fictional one (and the second one with a stock).&lt;br /&gt;
[[File:USAS12.jpg|thumb|none|450px|Daewoo USAS-12 - 12 gauge]]&lt;br /&gt;
[[File:H3VR USAS Left.jpg|thumb|none|600px|''&amp;quot;Have you seen [[M16]] lately?&amp;quot;'']]&lt;br /&gt;
[[File:H3VR USAS Right.jpg|thumb|none|600px|''&amp;quot;Yeah, it looks like he's been hitting the gym.&amp;quot;'']]&lt;br /&gt;
[[File:H3VR USAS Loading.jpg|thumb|none|600px|Loading a magazine into the shotgun, its receiver helpfully indicating that it is a &amp;quot;USAS-12&amp;quot;, and that said magazine is full of &amp;quot;12GA 2 3/4 INCH&amp;quot;.]]&lt;br /&gt;
[[File:H3VR USAS Charging.jpg|thumb|none|600px|Pulling the charging handle (the opposite side of which is visible in the slot on the forend) flips up the aforementionedly M16-esque dustcover.]]&lt;br /&gt;
[[File:H3VR USAS Safe.jpg|thumb|none|600px|The lower receiver is also M16-like, with a seemingly interchangeable trigger guard and pistol grip.]]&lt;br /&gt;
[[File:H3VR USAS Semi.jpg|thumb|none|600px|As well as a near-identical safety.]]&lt;br /&gt;
[[File:H3VR USAS Aiming.jpg|thumb|none|600px|Taking aim at a snowflake; while a bit more rifle-like than most are used to, the aperture/post setup works quite well on the USAS.]]&lt;br /&gt;
[[File:H3VR USAS Aimed.jpg|thumb|none|600px|This screenshot would be captioned &amp;quot;Case in point&amp;quot; if the shotgun wasn't blocking the destroyed snowflake. You'll just have to take our word for it.]]&lt;br /&gt;
[[File:H3VR USAS Drum.jpg|thumb|none|600px|Loading some extra shells into a drum magazine; due to a bug, the 20-round drums were originally only spawned with 10 rounds in them (like the box magazines), though this issue was later corrected.]]&lt;br /&gt;
[[File:H3VR USAS Auto.jpg|thumb|none|600px|Of course, if you have more shells, it only makes sense to send them out faster, right?]]&lt;br /&gt;
[[File:H3VR USAS Firing.jpg|thumb|none|600px|Certainly not hearing any objections from them.]]&lt;br /&gt;
&lt;br /&gt;
==Derya MK-12==&lt;br /&gt;
The [[Derya MK-10|Derya MK-12]] was added on day 15 of the Meatmas 2020 Advent Calendar event. &lt;br /&gt;
[[File:MK-12 AS-100S.jpg|thumb|none|450px|Derya MK-12 AS-100S - 12 gauge]]&lt;br /&gt;
[[File:H3VR MK-12 Box.jpg|thumb|none|600px|The Derya in its crate. Like most magazine-fed, [[AR-15]]-esque shotguns, it hails from Turkey.]]&lt;br /&gt;
[[File:H3VR MK-12 Left.jpg|thumb|none|600px|Examining the shotgun; it's a near-perfect match for the reference image, bar the slightly different handguard rail arrangement and the different pistol grip.]]&lt;br /&gt;
[[File:H3VR MK-12 Right.jpg|thumb|none|600px|The distinctive spiral-fluted barrel shroud is also worth noting.]]&lt;br /&gt;
[[File:H3VR MK-12 Extending.jpg|thumb|none|600px|Extending the MK-12's stock; this goes from &amp;quot;too short&amp;quot; to &amp;quot;too long&amp;quot;, so &amp;quot;just right&amp;quot; is probably in there somewhere.]]&lt;br /&gt;
[[File:H3VR MK-12 Loading.jpg|thumb|none|600px|Loading in a 10-round magazine.]]&lt;br /&gt;
[[File:H3VR MK-12 Charging.jpg|thumb|none|600px|Chambering the first of these 10 rounds; while AR-esque in most aspects, these sorts of shotguns generally have side-mounted charging handles instead of rear-mounted ones.]]&lt;br /&gt;
[[File:H3VR MK-12 Aiming.jpg|thumb|none|600px|Aiming at a guard-filled S-COM tower; the EG1 reflex sight seen here comes in the box, since the MK-12 doesn't have any sights by default.]]&lt;br /&gt;
[[File:H3VR MK-12 Safety.jpg|thumb|none|600px|Remembering to turn off the safety. Better late than never, but not by much.]]&lt;br /&gt;
[[File:H3VR MK-12 Firing.jpg|thumb|none|600px|Resuming the tower assault; this doesn't wind up doing much, though this is more due to the poor effectiveness of buckshot against Junkbots in general than it is to the shotgun's effective range (since unlike many games, ''H3'' actually depicts shotguns as having a longer effective range than a sneeze).]]&lt;br /&gt;
[[File:H3VR MK-12 Flechette.jpg|thumb|none|600px|Flechettes tend to work better, though getting up close and personal also certainly helps.]]&lt;br /&gt;
&lt;br /&gt;
==ENARM Pentagun==&lt;br /&gt;
Update #105 Alpha 1 brought along the [[ENARM Pentagun]], a Brazilian prototype revolving shotgun.&lt;br /&gt;
[[File:Enarm Pentagun long.jpg|thumb|none|450px|ENARM Pentagun - 12 gauge]]&lt;br /&gt;
[[File:H3VR Pentagun Left.jpg|thumb|none|600px|Not content with having 3 revolving shotguns, ''H3'' opted to add a fourth. Just for good measure.]]&lt;br /&gt;
[[File:H3VR Pentagun Right.jpg|thumb|none|600px|Examining the other side; this has the unintended side effect of causing the muzzle brake to achieve apotheosis.]]&lt;br /&gt;
[[File:H3VR Pentagun Opening.jpg|thumb|none|600px|Yanking it back down to the realm of the profane with the aid of the frame hinge; setting it apart from the game's other revolving shotguns, the Pentagun is a top-break design.]]&lt;br /&gt;
[[File:H3VR Pentagun Loading.jpg|thumb|none|600px|It also comes with a speedloader, naturally; this was actually added (albeit not quite functionally) in a previous experimental build, and also works with the much-earlier-added [[MTs255]]. Here, the device's complement of 12-gauge flechette shells have just reached the point where they move from the loader to the cylinder.]]&lt;br /&gt;
[[File:H3VR Pentagun Closing.jpg|thumb|none|600px|Snapping the shotgun shut with a sharp jerk of the arm; this is probably not the best way to do it, especially given that exactly one of these things was ever built. Which, incidentally, means that half of the game's revolving shotguns can easily be acquired in greater numbers than ever actually existed.]]&lt;br /&gt;
[[File:H3VR Pentagun Aiming.jpg|thumb|none|600px|Aiming; the sights are relatively simple, but good enough for most conventional shotgun applications. Even if they do blend in with the target a bit.]]&lt;br /&gt;
[[File:H3VR Pentagun Firing.jpg|thumb|none|600px|Letting some flechettes fly, which (fortunately enough) only slightly disrupts the sight picture.]]&lt;br /&gt;
[[File:H3VR Pentagun Ejecting.jpg|thumb|none|600px|Emptying out the cylinder; not only is the Pentagun unique among the game's revolving shotguns for being break-action, it's also unique among the game's break-action revolvers for not featuring an automatic extractor - instead, the charging-handle-like ejector rod inside the carrying handle has to be pulled back, as shown here.]]&lt;br /&gt;
[[File:H3VR Pentagun Suppressor.jpg|thumb|none|600px|Also of note is the Pentagun's operating mechanism; it moves the barrel back slightly with each shot (a bit like a [[Nagant M1895]] in reverse; the resulting trigger pull may have been one of the reasons the gun didn't catch on), with one of the side effects of this being its ability to use suppressors...]]&lt;br /&gt;
[[File:H3VR Pentagun Bugged.jpg|thumb|none|600px|...though, evidently, this ability wasn't quite put together all the way upon the weapon's initial implementation. Suffice it to say, this was later fixed.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Four-Letter Word&amp;quot;==&lt;br /&gt;
Added with the Return of the Rotweiners gamemode (on October 31st, 2018), the &amp;quot;Four-Letter Word&amp;quot; is a gamemode-exclusive weapon, serving as a reward for a quest involving clearing out a Zosig-infested mine. It is a custom (seemingly homemade) quadruple-barreled break-action shotgun, chambered in 12 gauge.&lt;br /&gt;
&lt;br /&gt;
Screenshots courtesy of [https://www.reddit.com/user/Shubishu Reddit user Shubishu.]&lt;br /&gt;
[[File:H3VR Four-Letter Word Crate.jpeg|thumb|none|600px|After a long day of Zosig-killing, a reward is finally at hand.]]&lt;br /&gt;
[[File:H3VR Four-Letter Word.jpeg|thumb|none|600px|Admiring the prize, while pointedly ignoring an NPC's invitation to talk. Note the small lever on the side; this is a fire selector, allowing the weapon to switch between firing one barrel at a time and firing them all at once.]]&lt;br /&gt;
[[File:H3VR Four-Letter Word Hinge.jpeg|thumb|none|600px|Taking a close look at the barrel hinge, which shows off the weapon's home-built nature. It's not exactly clear how one is supposed to remove the hex nuts holding the forearm in place.]]&lt;br /&gt;
[[File:H3VR Four-Letter Word Open.jpeg|thumb|none|600px|Taking a look down the barrels, simultaneously showing that they're all fully-modeled inside, and that there's nothing in the center of the cluster.]]&lt;br /&gt;
[[File:H3VR Four-Letter Word Loading.jpeg|thumb|none|600px|Loading in some buckshot shells, after getting kicked out of the NPC's house. No four-letter words allowed in his good Christian ''Minecraft'' server.]]&lt;br /&gt;
[[File:H3VR Four-Letter Word Aiming.jpeg|thumb|none|600px|Giving the shotgun's tall, pointy notch-and-post iron sights a try, being sure to hold it at an invisible arm's length. Hey, can't be too careful with non-proofed barrels, especially this many.]]&lt;br /&gt;
[[File:H3VR Four-Letter Word Firing.jpeg|thumb|none|600px|Fortunately, in spite of the visible corrosion and tool marks, this barrel works just fine.]]&lt;br /&gt;
[[File:H3VR Four-Letter Word Flash.jpeg|thumb|none|600px|&amp;quot;''Eat this.''&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt; Hey, what better way to celebrate one barrel working than to confidently deliver a cliché one-liner to a not-yet-dead enemy while firing out of a ''different'' un-tested barrel?]]&lt;br /&gt;
[[File:H3VR Four-Letter Word Ejecting.jpeg|thumb|none|600px|Luckily, all 4 barrels are apparently perfectly safe to use, so there's nothing to worry about. Probably.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] is one of the available firearms in-game, added in Update #24. 2 variants are available - a standard model with a folding stock, and a stockless model with a rail system and spare shell holder. Highly unusually for a video game, the SPAS-12's dual-mode semi-auto/pump-action functionality is depicted in ''H3'', even more unusually with its intended purpose being exploitable (i.e. switching between semi-auto for high-pressure shells and pump-action for low-pressure ones). Unfortunately, however, the switching is performed by a simple touchpad button press on the forward hand's controller, with the pump not ever visibly moving to reflect the change in mode (always being shown in the correct position for pump-action fire, and never moving forward to switch to semi-auto); furthermore, the weapon's loading procedure is simplified, with the real weapon's requirement to hold down the bolt release in order to load shells into the magazine tube being omitted in-game.&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|none|450px|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge]]&lt;br /&gt;
[[File:H3VR SPAS-12 Left.jpg|thumb|none|600px|Well, the shotgun's right here, but [[Terminator, The (1984)#SPAS-12|where is Sarah Connor?]].]]&lt;br /&gt;
[[File:H3VR SPAS-12 Right.jpg|thumb|none|600px|Well, she's not there.]]&lt;br /&gt;
[[File:H3VR SPAS-12 Stock.jpg|thumb|none|600px|Nope, not under there either.]]&lt;br /&gt;
[[File:H3VR SPAS-12 Buttplate.jpg|thumb|none|600px|She sure is good at hiding. Well, such is to be expected. After all, Sarah is quite a [[Jurassic Park (1993)#Franchi SPAS-12|clever girl.]]]]&lt;br /&gt;
[[File:H3VR SPAS-12 Unfolded.jpg|thumb|none|600px|So clever, in fact, that she managed to escape to another scene altogether, hide in a bush, and finally figure out how to fully unfold the stock (thanks to the guidance of Update #87).]]&lt;br /&gt;
===Tactical===&lt;br /&gt;
[[File:FSpas12orign.jpg‎|thumb|none|450px|Franchi SPAS-12 with stock removed – 12 gauge]]&lt;br /&gt;
[[File:H3VR SPAS-12 Tactical.jpg|thumb|none|600px|The tactical version, with all the latest modern, advanced features. Stock and [[Half-Life#Franchi SPAS-12|second]] [[Half-Life 2#Franchi SPAS-12|barrel]] sold separately.]]&lt;br /&gt;
[[File:H3VR SPAS-12 Loading.jpg|thumb|none|600px|Loading in some shells, the loading gate being unusually cooperative considering the non-depressed bolt release.]]&lt;br /&gt;
[[File:H3VR SPAS-12 Racking.jpg|thumb|none|600px|Racking the charging handle, and sending a shell into the chamber.]]&lt;br /&gt;
[[File:H3VR SPAS-12 Holder.jpg|thumb|none|600px|Putting some extra shells into the side-mounted shell holder. Just in case.]]&lt;br /&gt;
[[File:H3VR SPAS-12 Aiming.jpg|thumb|none|600px|Taking a look through the SPAS's distinctive ghost-ring sights...]]&lt;br /&gt;
[[File:H3VR SPAS-12 Firing.jpg|thumb|none|600px|...and blasting the target with buckshot.]]&lt;br /&gt;
[[File:H3VR SPAS-12 Chamberloading.jpg|thumb|none|600px|Loading another shell, straight into the chamber...]]&lt;br /&gt;
[[File:H3VR SPAS-12 Pumping.jpg|thumb|none|600px|...and then ejecting it, manually this time. Not shown: the shell actually being fired.]]&lt;br /&gt;
[[File:H3VR SPAS-12 1-Handed.jpg|thumb|none|600px|Well, it might be the T-800's gun, but that right there is [[Terminator 2: Judgement Day#Remington 870 Police Combat with Folding Stock|his target's technique.]]]]&lt;br /&gt;
[[File:H3VR SPAS-12 Modified.jpg|thumb|none|600px|You might ask why someone would shove a magnifier on a shotgun. The answer? Because we can. And because we can, we have to.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-15==&lt;br /&gt;
The [[Franchi SPAS-15]] was added on Day 22 of the Meatmas 2022 Advent Calendar event. Three variants are available: one with a long barrel and fixed stock, one with a short barrel and folding stock, and a tactical version with an even shorter barrel (fitted with a muzzle brake), a top rail in place of the carry handle, a railed pump handle, a Magpul MOE stock on a folding adaptor, and tan furniture. 3, 6, 12, and 18-round magazines are available as options.&lt;br /&gt;
[[File:Franchi SPAS-15 fixed.jpg|thumb|none|450px|Franchi SPAS-15 with fixed stock and long barrel - 12 gauge]]&lt;br /&gt;
[[File:Franchi SPAS-15 folding stock.jpg|thumb|none|450px|Franchi SPAS-15 with folding skeleton stock and long barrel - 12 gauge]]&lt;br /&gt;
[[File:H3VR SPAS-15 Box.jpg|thumb|none|600px|Opening up Day 22's box reveals not one, not two, but three new shotguns! Well, three variations on the same shotgun, but still, nothing to sneeze at.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Loading.jpg|thumb|none|600px|Loading up the fixed-stocked SPAS, with the most restrained magazine option - a stubby little 3-rounder. Just in case you thought your T&amp;amp;H rolls were safe.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Safety.jpg|thumb|none|600px|Disengaging the safety, while admiring the amusingly obfuscated trademarks.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Charging.jpg|thumb|none|600px|Pulling back the top-mounted charging handle.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Aiming.jpg|thumb|none|600px|Taking aim at a steel target; the SPAS-15's irons are a simple notch-and-post setup, with the former nested into the top of the carrying handle, and the latter out by the forward end of the forend.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Firing.jpg|thumb|none|600px|Blasting the plate with some 00 buck.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Reloading.jpg|thumb|none|600px|Needless to say, 3 rounds doesn't last long, especially on semi-auto. Doubling that should help.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Folding.jpg|thumb|none|600px|Whether or not it does, however, will forever be lost to time. Anyway, here's the next version, and its chief distinguishing factor.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Loaded.jpg|thumb|none|600px|Mere frames after the insertion of a 12-round magazine. This is presumably a custom job; the highest known capacity for a factory SPAS-15 magazine is 8 - an option which, amusingly enough, was ''not'' included in the box.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Flash.jpg|thumb|none|600px|Firing a round, while noting the distinct lack of bolt cycling...]]&lt;br /&gt;
[[File:H3VR SPAS-15 Cycling.jpg|thumb|none|600px|...as, unlike the previous version, this one's been set to pump-action. This uses a separate code-base from the game's other shotguns (including its previously-added dual-mode option, the SPAS-15's [[Franchi SPAS-12|better-known older sibling]]); said code-base had a couple of since-fixed issues upon its initial release, most notably one which allowed the user to cycle the pump without dropping the hammer or pressing the manual release. Needless to say, this made running in Armswinger mode a rather quick mag-emptier, much to the chagrin of those trying to get to cover and return fire.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Removing.jpg|thumb|none|600px|Even without that, it's still pretty easy to empty a 12-round mag (complete with modeled follower and witness holes) when you're having fun. Something which is definitely facilitated by actually unfolding the stock.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Blocked.jpg|thumb|none|600px|And, in turn, unfolding the stock is facilitated rather well by not being able to fold it all the way. As tends to happen when you stick on a stock that the gun wasn't meant to accept.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Anaconda.jpg|thumb|none|600px|Loading in the definitely-custom 18-round &amp;quot;Anaconda&amp;quot; magazine; as ridiculous as this mag may look, it (along with several other features of this variant) are, in fact, [https://www.thefirearmblog.com/blog/2013/02/05/franchi-spas-15-anaconda/ real].]]&lt;br /&gt;
[[File:H3VR SPAS-15 Pump.jpg|thumb|none|600px|Taking a closer look at the custom railed forend and muzzle brake; note that the frontmost rail segment (here fitted with a tan KAC back-up front sight) is attached to the barrel/gas system, rather than the forend itself.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Auto.jpg|thumb|none|600px|Switching the weapon's firing mode also moves the handle slightly, exposing the label of the relevant mode.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Irons.jpg|thumb|none|600px|Taking aim through the aforementioned KAC flip-up sights; while normally intended for rifles, the wide aperture and fine front sight make a decent combo for quick shotgun use.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Reciprocating.jpg|thumb|none|600px|Case in point. And yes, the custom dual-sided charging handle reciprocates, just like the standard version.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch CAWS==&lt;br /&gt;
The [[Heckler &amp;amp; Koch CAWS]] was added in Update #93. The gun fires its proprietary 12 gauge belted ammo, which according to the developer, was amplified to the degree that the designers had intended, making it one of the most powerful shotguns in the game. Like the earlier-added [[Heckler &amp;amp; Koch G11]], this gun has two different variants; the original prototype, and a &amp;quot;TacMod&amp;quot; version that replaces the integrated optic with picatinny rails.&lt;br /&gt;
[[File:Hkcaws.jpg|thumb|none|450px|Heckler &amp;amp; Koch CAWS - 12 gauge.]]&lt;br /&gt;
[[File:H3VR CAWS overview.JPG|thumb|none|600px|The HK CAWS, the close-range counterpart to the German Space Magic rifle.]]&lt;br /&gt;
[[File:H3VR CAWS ammo.JPG|thumb|none|600px|Looking inside the 10 round magazine, you can see that the 12 gauge belted shells are completely made of metal, and that the projectiles themselves also look pretty unique.]]&lt;br /&gt;
[[File:H3VR CAWS loaded.JPG|thumb|none|600px|Loading in the magazine.]]&lt;br /&gt;
[[File:H3VR CAWS charging.JPG|thumb|none|600px|Unlike the G11, the CAWS charging handle is much simpler to operate.]]&lt;br /&gt;
[[File:H3VR CAWS safety.JPG|thumb|none|600px|Flipping the safety to semi-auto, and we're ready to go hunting for snowflakes.]]&lt;br /&gt;
[[File:H3VR CAWS aim.JPG|thumb|none|600px|Taking aim through the integrated sight, which is basically identical to the G11.]]&lt;br /&gt;
[[File:H3VR CAWS fire.JPG|thumb|none|600px|And despite being a shotgun, the range on this gun is not to be underestimated.]]&lt;br /&gt;
[[File:H3VR CAWS drum.JPG|thumb|none|600px|The 20 round magazine, for when you absolutely have to turn the room into swiss cheese.]]&lt;br /&gt;
[[File:H3VR CAWS tacmod.JPG|thumb|none|600px|The &amp;quot;TacMod&amp;quot; version of the CAWS, ready to be tacticooled from head to toe.]]&lt;br /&gt;
[[File:H3VR CAWS tacmodattached.JPG|thumb|none|600px|Which gives us an excellent opportunity to use the concurrently-added G36 Scope rail attachment; given that both the CAWS and G36 were made by the same manufacturer, it only felt appropriate.]]&lt;br /&gt;
[[File:H3VR CAWS tacmodcharged.JPG|thumb|none|600px|Because of the top rail placement, the charging handle was modified to come out of the side.]]&lt;br /&gt;
[[File:H3VR CAWS tacmodreddot.JPG|thumb|none|600px|Taking aim through the G36 red dot...]]&lt;br /&gt;
[[File:H3VR CAWS tacmodscoped.JPG|thumb|none|600px|And through the G36 scope located underneath.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch FABARM Martial Pro Forces==&lt;br /&gt;
The [[Heckler &amp;amp; Koch FABARM FP6|Heckler &amp;amp; Koch FABARM Martial Pro Forces]] is one of the available firearms in-game. It was the game's first pump-action shotgun, and is tied with the [[Benelli M4 Super 90]] for the game's first 12-gauge shotgun, both having been added in Update #6.&lt;br /&gt;
[[File:Fabarmmartial.jpg|thumb|none|450px|Fabarm Martial Pro Forces 14&amp;quot; - 12 gauge]]&lt;br /&gt;
[[File:H3VR Fabarm.jpg|thumb|none|600px|Feeling a need to prove itself, the FABARM shoves itself center-stage.]]&lt;br /&gt;
[[File:H3VR Fabarm Chamberloading.jpg|thumb|none|600px|Loading the first shell into the chamber...]]&lt;br /&gt;
[[File:H3VR Fabarm Loading.jpg|thumb|none|600px|...and the other 5 into the magazine tube.]]&lt;br /&gt;
[[File:H3VR Fabarm Aiming.jpg|thumb|none|600px|Aiming the shotgun, not that it's particularly necessary at this distance.]]&lt;br /&gt;
[[File:H3VR Fabarm Firing.jpg|thumb|none|600px|Blasting the target with a full load of buckshot.]]&lt;br /&gt;
[[File:H3VR Fabarm Cycling.jpg|thumb|none|600px|Working the shotgun's action, and ejecting a spent shell.]]&lt;br /&gt;
[[File:H3VR Fabarm Closeup.jpg|thumb|none|600px|A closeup of the receiver, which shows off the markings.]]&lt;br /&gt;
[[File:H3VR Fabarm Extracting.jpg|thumb|none|600px|It also provides a good view of the old shell being extracted from the chamber...]]&lt;br /&gt;
[[File:H3VR Fabarm Chambering.jpg|thumb|none|600px|...and the new one being chambered. Note the green color of the shell; the only green 12 gauge shells in the current build of ''H3'' are slugs, but these screenshots predate the addition of multiple types of shotgun ammunition in Update #15.]]&lt;br /&gt;
&lt;br /&gt;
==Henry Single Shot Shotgun==&lt;br /&gt;
Update #93 added a Henry Repeating Arms [[Single Barreled Shotgun]] called the &amp;quot;Throwback Singleshot&amp;quot;, available in both 12 gauge and 20 gauge. &lt;br /&gt;
[[File:HenrySingleShotShotgun12Guage.jpg|thumb|none|451px|Henry Repeating Arms Single Shot Shotgun - 12 gauge]]&lt;br /&gt;
[[File:H3VR Throwback Pair.jpg|thumb|none|600px|The two Throwback Singleshots on a table in the Arizona range. After all, what better for Throwback Thursday than a pair of Throwbacks on one of the game's oldest ranges? &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''&amp;quot;But isn't it Monday?&amp;quot;'' &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''&amp;quot;...what are you doing in my house?&amp;quot;'']]&lt;br /&gt;
[[File:H3VR Throwback Muzzles.jpg|thumb|none|600px|''&amp;quot;Whoah, calm down man, I'll leave. Jeez.&amp;quot;'' &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; *Ahem* ANYWAYS, the two shotguns look more or less identical to each other, save for the bore diameter and wall thickness of their barrels.]]&lt;br /&gt;
[[File:H3VR Throwback Wrong.jpg|thumb|none|600px|Cracking one of the shotguns open, and loading in... wait, dammit, other gun...]]&lt;br /&gt;
[[File:H3VR Throwback Right.jpg|thumb|none|600px|...there we go, loading in a 12-gauge Triple Hit shell.]]&lt;br /&gt;
[[File:H3VR Throwback Cocking.jpg|thumb|none|600px|Cocking the shotgun's hammer.]]&lt;br /&gt;
[[File:H3VR Throwback Aiming.jpg|thumb|none|600px|Taking aim at a duelling tree; not exactly the sort of gun that's normally meant for this kind of target, but what're you gonna do? Come out all the way to Arizona and beat me up? I'm the one with a shotgun.]]&lt;br /&gt;
[[File:H3VR Throwback Firing.jpg|thumb|none|600px|Firing; if the hammer doesn't obscure your simple bead front sight when you do this, the recoil of a light, slim 12-gauge shotgun will.]]&lt;br /&gt;
[[File:H3VR Throwback Ejecting.jpg|thumb|none|600px|Ejecting the now-spent shell. And no, the fact that it has an automatic ejector is not the reason that it's called the &amp;quot;throwback&amp;quot;.]]&lt;br /&gt;
[[File:H3VR Throwback Loading.jpg|thumb|none|600px|Shoving a 20-gauge shell into the other variant; there is no 20-gauge Triple Hit shell in-game, so this is just ordinary buckshot.]]&lt;br /&gt;
[[File:H3VR Throwback Melon.jpg|thumb|none|600px|Blasting a trespassing watermelon; you don't need to worry about the hammer blocking your sight picture if you don't aim.]]&lt;br /&gt;
[[File:H3VR Throwback Shell.jpg|thumb|none|600px|Amusingly enough, the shotgun's ejection system can be triggered before it opens all the way, so gripping the forend, pressing the unlocking lever, and giving the gun a quick shake can eject the shell without any apparent cause. Perfect for dealing with those RSOs that want you to unload whenever you move but don't let you point the muzzle at anything but the target.]]&lt;br /&gt;
&lt;br /&gt;
==High Standard Model 10A==&lt;br /&gt;
The [[High Standard Model 10]]A, with integral 1960s flashlight, was added in Update #105's first experimental build, referred to simply as the &amp;quot;HS10&amp;quot;.&lt;br /&gt;
[[File:HIghStandardM10Shotgun.jpg|thumb|none|450px|High Standard Model 10A - 12 gauge]]&lt;br /&gt;
[[File:H3VR HS10 Left.jpg|thumb|none|600px|The HS10, in all its 1960s weirdness.]]&lt;br /&gt;
[[File:H3VR HS10 Right.jpg|thumb|none|600px|The opposite side; while the profile is certainly distinctive, the receiver itself is relatively simple-looking - which makes sense, as the Model 10 is essentially a bullpup-converted version of the conventional High Standard C1200.]]&lt;br /&gt;
[[File:H3VR HS10 Safety.jpg|thumb|none|600px|The safety is, likewise, relatively conventional - just a simple cross-bolt at the front of the trigger guard.]]&lt;br /&gt;
[[File:H3VR HS10 Loading.jpg|thumb|none|600px|Loading in some 12-gauge shells; the rear-shifted position of the loading port makes this a somewhat awkward affair, but it's not too hard to get used to.]]&lt;br /&gt;
[[File:H3VR HS10 Charging.jpg|thumb|none|600px|Chambering one of said shells; being meant as the ideal 1960s police shotgun, it only makes sense to use the preferred combat load of the period - #4 buck. An extra shell was thrown in the magazine tube after this - more shells is always better, especially when you've only got a 4-round tube (the shorter of the two factory options; a 6-rounder that extended to the end of the barrel was also offered).]]&lt;br /&gt;
[[File:H3VR HS10 Light.jpg|thumb|none|600px|As another consideration for police use, the HS10 was (rather forward-thinkingly) designed with flashlight use in mind; the Model 10A had an integrated flashlight in the carrying handle (as shown here), while the later Model 10B instead had a folding carry handle and a mount for a commercial Maglite. Sadly, being ahead of the curve meant being limited by the technology of the time, so both flashlight options were comically bulky by today's standards.]]&lt;br /&gt;
[[File:H3VR HS10 Aiming.jpg|thumb|none|600px|Stepping out into the training course, and drawing a bead on (the wrong side of) an IPSC-style steel silhouette target. The sights are pretty rudimentary, but they get the job done.]]&lt;br /&gt;
[[File:H3VR HS10 Firing.jpg|thumb|none|600px|Doing the job in question. One of the unfortunate side effects of a flashlight directly above the barrel is that it lights up muzzle smoke; this effect doesn't last terribly long (especially in a well-lit area), but it can still obscure a target briefly after firing.]]&lt;br /&gt;
[[File:H3VR HS10 Lit.jpg|thumb|none|600px|One of the distinct advantages of the flashlight, however, is its ability to highlight targets, as somewhat shown here - in hindsight, a darker map probably should've been used for this bit.]]&lt;br /&gt;
[[File:H3VR HS10 Hit.jpg|thumb|none|600px|By placing the center of the beam on a target, one can tell that the shotgun itself is pointed in roughly the same place, allowing for quick point-shooting - a bit like a crude pseudo-laser. It's not the most precise thing in the world, but it does work within relatively reasonable ranges - this system isn't unprecedented, either, with the SAS notably using [[MP5]]s with top-mounted flashlights in this manner during Operation Nimrod.]]&lt;br /&gt;
[[File:H3VR HS10 Chamberloading.jpg|thumb|none|600px|5 rounds later, and the Model 10 locks empty, prompting a quick reload...]]&lt;br /&gt;
[[File:H3VR HS10 Releasing.jpg|thumb|none|600px|...followed by a nice tap of the bolt release. It was a bit hard to show both the tap and the bolt at the same time; the button in question can be seen in earlier shots - it's the round button at the front of the receiver.]]&lt;br /&gt;
[[File:H3VR HS10 Dual.jpg|thumb|none|600px|Of course, the HS10 brings with it certain... ''[[Call of Duty: Black Ops#High Standard Model 10|expectations]]'', regardless of the explicit warning on the side of the gun to not do this exact thing. Here, the reason for that warning is apparent - firing one from the left shoulder is an excellent way to get a face full of hot brass. And plastic. And egg.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmekh IZh-18==&lt;br /&gt;
The 12 gauge version of the [[Izhmekh IZh-18]] was added on day 2 of the Meatmas 2020 Advent Calendar event. A short-barreled 12 gauge and a 20 gauge version were later made available as well.&lt;br /&gt;
[[File:IZh-18EM-M.jpg|thumb|none|450px|Izhmekh IZh-18EM-M - 12 gauge]]&lt;br /&gt;
[[File:H3VR IZH-18 Left.JPG|thumb|none|600px|The IZh-18's weapon case; the later cases would skimp out on the perceivedly-unnecessary expense of an antigravity field generator that makes the gun float into the air and (while not shown here) spin in circles like one of the weapon platforms from ''Unreal Tournament''.]]&lt;br /&gt;
[[File:H3VR IZH-18 Right.JPG|thumb|none|600px|Examining the shotgun; the nicely-finished wooden furniture gives this hunting shotgun a very pleasing appearance.]]&lt;br /&gt;
[[File:H3VR IZH-18 Open.JPG|thumb|none|600px|Opening the IZh-18's barrel.]]&lt;br /&gt;
[[File:H3VR IZH-18 Loading.JPG|thumb|none|600px|Loading a 12 gauge flechette shell, which will come in handy against the Winter Wasteland's many autonomous enemies.]]&lt;br /&gt;
[[File:H3VR IZH-18 Aim.JPG|thumb|none|600px|Speak of the devil - just outside the bunker, a static drone is inching its way towards the player; they're attracted to sound, and will violently explode if they touch anything other than level geometry while moving.]]&lt;br /&gt;
[[File:H3VR IZH-18 Explode.JPG|thumb|none|600px|Shooting at the drone's red spots causes it to explode, which does some collateral damage at this short of a distance. Still, the IZh-18 gets the job done.]]&lt;br /&gt;
[[File:H3VR IZH-18 Eject.JPG|thumb|none|600px|Emptying out the spent shell.]]&lt;br /&gt;
[[File:H3VR IZh-18 Pair.jpg|thumb|none|600px|The two additional variants of the IZh added later that week: the 20-gauge on top, and the shorty 12-gauge below.]]&lt;br /&gt;
[[File:H3VR IZh-18 Barrels.jpg|thumb|none|600px|While the short-barreled 12-gauge variant is easy to distinguish from the original, the only way to tell whether a long-barreled IZh-18 is in 20 gauge or 12 gauge (apart from looking at the wrist menu) is to look at the thickness of the barrel walls, as seen here.]]&lt;br /&gt;
[[File:H3VR IZh-18 Sights.jpg|thumb|none|600px|Aiming at a wall with the long 20; between its self-cocking, hammerless action, and its clear notch-and-post irons, the IZh is essentially a straight upgrade over the earlier-added &amp;quot;Throwback&amp;quot; single-shot shotgun.]]&lt;br /&gt;
[[File:H3VR IZh-18 Slug.jpg|thumb|none|600px|Loading a 20-gauge slug shell into the longer IZh-18...]]&lt;br /&gt;
[[File:H3VR IZh-18 Shorty.jpg|thumb|none|600px|...and ejecting a 12-gauge buckshot shell from the shorter one. Note the different position of the spur behind the trigger guard; this is the IZh-18's hinge lock, which is pushed in to break the weapon open.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]] was added in Update #90, to the great joy and surprise of the many who'd requested it (and heard that, due to its dual magazine tube system, it would be impossible to implement); notably, ''H3VR'' is the first known shooter to correctly depict this system (i.e. depicting the two separate tubes as separate, rather than just treating them both as a single tube with no switching required like most games do), even allowing the user to load individual shells into the chamber by setting the selector to the middle position.&lt;br /&gt;
[[File:Kel-Tec KSG EOTech.jpg|thumb|none|450px|Kel-Tec KSG Gen 2 with EOTech 512 sight and Magpul AFG (angled foregrip) - 12 gauge]]&lt;br /&gt;
[[File:H3VR KSG Left.jpg|thumb|none|600px|And he said it couldn't be done.]]&lt;br /&gt;
[[File:H3VR KSG Right.jpg|thumb|none|600px|A cinematic shot of the muzzle, showing off the distinctive triangular front end with two magazine tubes. The furniture's gray color is a factory option; somewhat disappointingly, it is called &amp;quot;Tungsten Gray&amp;quot;, and not &amp;quot;Dev-Texture Gray&amp;quot;.]]&lt;br /&gt;
[[File:H3VR KSG Loading.jpg|thumb|none|600px|Loading up the left-hand tube with some slugs; each tube holds 7 2 3/4&amp;quot; shells, as it should.]]&lt;br /&gt;
[[File:H3VR KSG Filling.jpg|thumb|none|600px|For the impatient among you, the ammo spawning panel has an option to simply auto-fill the held object; due to the way that the KSG is coded in-game, this only fills the active tube (which is rather convenient, for this exact reason).]]&lt;br /&gt;
[[File:H3VR KSG Selector.jpg|thumb|none|600px|To top it all off, you can flip the selector over to the middle position...]]&lt;br /&gt;
[[File:H3VR KSG Chamberloading.jpg|thumb|none|600px|...and, with the action open, load whatever specialty shell you please directly into the chamber.]]&lt;br /&gt;
[[File:H3VR KSG Safety.jpg|thumb|none|600px|Disengaging the weapon's crossbolt safety, after setting it up to match the reference image; notably, the KSG is the first shotgun in the game with a rail attached directly to the pump. While rails on moving components had been a mechanic for a while (ever since Update #52's [[M249]] and its railed top cover), actually using them can be quite hardware-intensive, so players are generally advised against putting more than one attachment on them.]]&lt;br /&gt;
[[File:H3VR KSG Aiming.jpg|thumb|none|600px|Aiming at an idle Sosig through the attached MBUS; the engagement distance doesn't really necessitate it, but you might as well.]]&lt;br /&gt;
[[File:H3VR KSG Firing.jpg|thumb|none|600px|Hey, remember that specialty shell from the chamberloading screenshot? Yeah, that was a &amp;quot;cannonball&amp;quot; shell. Essentially a firework flashbang.]]&lt;br /&gt;
[[File:H3VR KSG Switching.jpg|thumb|none|600px|Switching over to the right-hand tube; with the selector switch in the middle position, neither magazine tube will be used, effectively turning the weapon into a single-shot breechloader.]]&lt;br /&gt;
[[File:H3VR KSG Buck.jpg|thumb|none|600px|Blasting another Sosig with some 00 buckshot (bullet trails enabled, for your viewing pleasure)...]]&lt;br /&gt;
[[File:H3VR KSG Slug.jpg|thumb|none|600px|...and, following a quick tube switch, a slug.]]&lt;br /&gt;
[[File:H3VR KSG Cycling.jpg|thumb|none|600px|Ejecting a spent shell. You really have to go rather impractically out of your way to see this happen, since shells come out of the same port that you load them into, but that's showbiz, baby.]]&lt;br /&gt;
&lt;br /&gt;
==KS-23M==&lt;br /&gt;
Day 7 of 2018's Meatmas update added a Russian [[KS-23]] shotgun-carbine, more specifically the pistol-gripped KS-23M variant.&lt;br /&gt;
[[file:Ks23stockless.jpg|thumb|none|450px|KS-23M - 23x75mmR]]&lt;br /&gt;
[[File:H3VR KS-23 Box.jpg|thumb|none|600px|Day 7's present; for a shotgun this big, you need something a little bit bigger than [[Terminator 2: Judgement Day#Winchester 1887|a rosebox]]. Note the supposed period of manufacture; while the KS-23 was initially developed (or perhaps began development; sources are a bit inconsistent) in 1975, it wasn't adopted for service until the eighties, and the KS-23M variant wasn't produced until 1990.]]&lt;br /&gt;
[[File:H3VR KS-23 Left.jpg|thumb|none|600px|Examining the shotgun. The slightly off-color piece on the side is a Soviet-standard dovetail rail, used for mounting sights. This is because [[AK-47|AK]]-pattern rifles and their derivations have detachable upper receiver covers, making them impractical for mounting sights or rails onto. The resulting Eastern-bloc standardization of sight mounting then led to weapons like this with solid receivers also using the same side-mounted rail.]]&lt;br /&gt;
[[File:H3VR KS-23 Right.jpg|thumb|none|600px|The other side. Come to think of it, this could make a nice backup for someone fighting for the Imperium of Man. Wonder if anyone makes 2-stage rocket slugs...]]&lt;br /&gt;
[[File:H3VR KS-23 Opening.jpg|thumb|none|600px|Opening up the action.]]&lt;br /&gt;
[[File:H3VR KS-23 Slug.jpg|thumb|none|600px|The in-game KS-23M can use 4 different types of shells, based on some of the real weapon's options; this is a &amp;quot;''Баррикада''&amp;quot; (&amp;quot;''Barrikada''&amp;quot;, Russian for &amp;quot;Barricade&amp;quot;) shell, an armor-piercing slug meant for cracking the engine blocks of cars.]]&lt;br /&gt;
[[File:H3VR KS-23 Chamberloading.jpg|thumb|none|600px|So, what better to use it on than a fragile wooden board in the shape of a hot dog?]]&lt;br /&gt;
[[File:H3VR KS-23 Ejecting.jpg|thumb|none|600px|Ejecting a shell, after sending the hot dog target's head to the Shadow Realm. And by &amp;quot;the Shadow Realm&amp;quot;, we mean an empty Home Depot parking lot at 3:32 in the morning. Either way, it's a different plane of existence.]]&lt;br /&gt;
[[File:H3VR KS-23 Buckshot.jpg|thumb|none|600px|Another shell type, the &amp;quot;''Шрапнель-25''&amp;quot; (&amp;quot;Shrapnel-25&amp;quot;), which consists of buckshot; the &amp;quot;25&amp;quot; denotes a 25-meter effective range.]]&lt;br /&gt;
[[File:H3VR KS-23 Chambering.jpg|thumb|none|600px|So, of course, the ideal target must be...]]&lt;br /&gt;
[[File:H3VR KS-23 Aiming.jpg|thumb|none|600px|...a crystal snowflake somewhere way the hell up in the sky. Note the rifle-type sights; while these might seem out of place on a pump-action shotgun, the KS-23 is somewhat unique in that its barrel is completely rifled (being made out of spare [[ZU-23]] anti-aircraft cannon barrels), which gives it good enough accuracy with slugs to justify such a design choice. This also explains its odd designation as a &amp;quot;shotgun-carbine&amp;quot; (being a shotgun for all practical purposes, but a carbine under Russian law due to its rifled barrel), and why a 23mm shell full of buckshot has the effective range of a golf ball.]]&lt;br /&gt;
[[File:H3VR KS-23 Gas.jpg|thumb|none|600px|The two other shells are a bit more unique; this shell, the &amp;quot;''Сирень-7''&amp;quot; (&amp;quot;''Siren-7''&amp;quot;, or &amp;quot;Lilac-7&amp;quot;), is a riot-control round...]]&lt;br /&gt;
[[File:H3VR KS-23 Cloud.jpg|thumb|none|600px|...which, in practical terms, means that it creates a cloud of CS gas on impact.]]&lt;br /&gt;
[[File:H3VR KS-23 Flashbang.jpg|thumb|none|600px|And then there's the &amp;quot;''Звезда''&amp;quot; (&amp;quot;''Zvezda''&amp;quot;) round.]]&lt;br /&gt;
[[File:H3VR KS-23 Loading.jpg|thumb|none|600px|This one's name, which translates to &amp;quot;Star&amp;quot;, is a bit more apt...]]&lt;br /&gt;
[[File:H3VR KS-23 Flash.jpg|thumb|none|600px|...as the effects of looking directly at either from up close are roughly the same. Another round meant for crowd control (the gun itself being initially developed for prison guards), the Star is effectively an impact-detonating flashbang grenade. Mix a few of these round types together, and you've got quite the effective CQB breaching tool. It'd be even better if its capacity wasn't a whopping 3+1.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;KWG1&amp;quot;==&lt;br /&gt;
The &amp;quot;KWG1&amp;quot; is one of the available firearms in-game, added through Update #15. It is a fictional magazine-fed full-auto shotgun, rather reminiscent of the &amp;quot;Bolter&amp;quot; weapons from the ''Warhammer 40K'' universe. It is based on an image of what seems to be some sort of stage or cosplay prop, which was then adapted into a 3D model by artist [https://www.artstation.com/kutejnikov Pavel Kutejnikov]. Update #105's first experimental build added a new feature in the form of attachable magazine-fed weapons; one of the flagships of this feature was a special underslung variant of the KWG1 with a cut-down pistol grip, no sights, and a female Picatinny rail on top.&lt;br /&gt;
[[File:KWG1 Reference.jpg|thumb|none|450px|The prop that the &amp;quot;KWG1&amp;quot; was based upon, which seems to have an [[MP5]] S-E-F trigger pack. Also note the shells in the magazine; the length of the brass, the plastic-like gloss across them, and the manner in which they are stacked (parallel to each other, which wouldn't be possible with actual shotgun shells due to their rims) all point towards this being a prop, rather than an actual live-firing shotgun.]]&lt;br /&gt;
[[File:H3VR KWG1.jpg|thumb|none|600px|After several hours of cutting, welding, and riveting, the work finally bears fruit.]]&lt;br /&gt;
[[File:H3VR KWG1 Magazine Loading.jpg|thumb|none|600px|Loading some &amp;quot;SWAG-12&amp;quot; high-explosive shells (an obvious play on the real-world FRAG-12 explosive shells) into one of the KWG1's distinctive windowed magazines. Said magazines seem to be suffering from a critical lack of springs.]]&lt;br /&gt;
[[File:H3VR KWG1 Loading.jpg|thumb|none|600px|Several shells later, it's time to load in the magazine...]]&lt;br /&gt;
[[File:H3VR KWG1 Cocking.jpg|thumb|none|600px|...chamber a round...]]&lt;br /&gt;
[[File:H3VR KWG1 Firing.jpg|thumb|none|600px|...and purge the realm of heretics in the name of the Emperor.]]&lt;br /&gt;
[[File:H3VR KWG1 Night.jpg|thumb|none|600px|After a change of place, and a change of time, the KWG1's well-worn finish shines in the light of the (earlier version of the) item spawner.]]&lt;br /&gt;
[[File:H3VR Freedomfetti Loading.jpg|thumb|none|600px|Loading in another magazine, this time filled with a suitably patriotic handload: &amp;quot;Freedomfetti&amp;quot; shells.]]&lt;br /&gt;
[[File:H3VR KWG1 Freedomfetti Firing.jpg|thumb|none|600px|These do exactly what you'd expect. While it's sadly not something that can be expressed through the medium of an image, firing one of these shells produces a sound like that of a paper party horn.]]&lt;br /&gt;
[[File:H3VR KWG1 Suppressor Small.jpg|thumb|none|600px|Back in the indoor range, our discount Space Marine prepares to screw a suppressor onto his KWG1, which demonstrates one of ''H3'''s interesting gameplay-oriented features:]]&lt;br /&gt;
[[File:H3VR KWG1 Suppressor Large.jpg|thumb|none|600px|Universal suppressor compatibility. A suppressor can shrink or expand to fit any weapon, from the diminutive [[Beretta Jetfire]] to the colossal [[Barrett M107A1]].]]&lt;br /&gt;
[[File:H3VR KWG1P Left.jpg|thumb|none|600px|Many updates later, the KWG1 gets... a bit smaller.]]&lt;br /&gt;
[[File:H3VR KWG1P Mounted.jpg|thumb|none|600px|More significantly, it gets the ability to nearly double the weight of a rifle, and put all that extra weight out front.]]&lt;br /&gt;
[[File:H3VR KWG1P Loading.jpg|thumb|none|600px|Loading in a magazine full of slug shells.]]&lt;br /&gt;
[[File:H3VR KWG1P Charging.jpg|thumb|none|600px|Chambering one such shell. The theoretical advantage of an underslung shotgun (especially a box-magazine-fed, self-loading one) is primarily to allow for rapid, easy door-breaching; this would be much more relevant if this map still had doors in it.]]&lt;br /&gt;
[[File:H3VR KWG1P Firing.jpg|thumb|none|600px|It doesn't, so you get this instead.]]&lt;br /&gt;
[[File:H3VR KWG1P Attaching.jpg|thumb|none|600px|Anyway, the Picatinny variant retains many of the standard version's properties; this includes the ability to affix muzzle attachments. These muzzle attachments can themselves have rails, allowing for...]]&lt;br /&gt;
[[File:H3VR KWG1P Recursive.jpg|thumb|none|600px|...recursion. It's not technically infinitely-expandable, but you can keep adding on more shotguns until you hit either the other side of the room or 100% CPU usage.]]&lt;br /&gt;
[[File:H3VR KWG1P Dual.jpg|thumb|none|600px|Sadly, you only have two hands, so you're limited to two mag-dumps at a time. No [[Serious Sam Double D|gun-stacking salvo shenanigans]] here.]]&lt;br /&gt;
[[File:H3VR KWG1P Single.jpg|thumb|none|600px|Furthermore, due to the way that the game handles attachable weapons (i.e. as pseudo-foregrips), you can only hold one of the attached guns at a time; to use the rest, you essentially have to &amp;quot;walk&amp;quot; your way down the stack, one gun at a time.]]&lt;br /&gt;
[[File:H3VR KWG1P Removing.jpg|thumb|none|600px|Once they all run dry, you then have to walk your way back up as you yank out all the empty magazines. Which, incidentally, have (thick) modeled springs and followers; this was added back in Update #102's first alpha build.]]&lt;br /&gt;
[[File:H3VR KWG1P Objective.jpg|thumb|none|600px|And hey, if the Recursive KWG1 isn't sufficiently practical for you, why not try the [[XM29 OICW|Objective Individual Combat... Whatever-this-is]]? It'd almost be useful, were it not for the fact that a gun with this many attachments slows the game to a crawl upon attempting to walk anywhere with it.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590A1==&lt;br /&gt;
The [[Mossberg 590A1]] is one of the four shotguns added in Update #15, and the second pump-action shotgun added to ''H3'' on the whole.&lt;br /&gt;
[[File:Mossberg 590 Special.jpg|thumb|none|450px|Mossberg 590 with ghost ring sights, bayonet lug, and Speedfeed stock - 12 gauge]]&lt;br /&gt;
[[File:H3VR 590A1 Table.jpg|thumb|none|600px|The 590A1 attempts to back away from the horror that is the KWG1; being an inanimate object, this proves somewhat futile.]]&lt;br /&gt;
[[File:H3VR 590A1 Right.jpg|thumb|none|600px|Examining the right side of the still-shaken shotgun...]]&lt;br /&gt;
[[File:H3VR 590A1 Left.jpg|thumb|none|600px|...and the left side, which shows off the rather straightforward receiver markings.]]&lt;br /&gt;
[[File:H3VR 590A1 Open.jpg|thumb|none|600px|Opening up the action...]]&lt;br /&gt;
[[File:H3VR 590A1 Chamberloading.jpg|thumb|none|600px|...chamberloading a &amp;quot;SWAG-12&amp;quot; HE shell...]]&lt;br /&gt;
[[File:H3VR 590A1 Aiming.jpg|thumb|none|600px|...taking pseudo-aim...]]&lt;br /&gt;
[[File:H3VR 590A1 Firing.jpg|thumb|none|600px|...and firing, with suitably explosive results.]]&lt;br /&gt;
[[File:H3VR 590A1 Ejecting.jpg|thumb|none|600px|Ejecting the spent-but-apparently-not-actually-fired shell.]]&lt;br /&gt;
[[File:H3VR 590A1 Stock.jpg|thumb|none|600px|On a sidenote, the 590A1 in-game is modeled with a Speedfeed stock.]]&lt;br /&gt;
[[File:H3VR 590A1 Stock Loading.jpg|thumb|none|600px|Said stock is actually fully-functional; here, the wielder has decided to drop in a flechette shell.]]&lt;br /&gt;
[[File:H3VR 590A1 Throw.jpg|thumb|none|600px|What's that old saying? &amp;quot;If you love something, let it go&amp;quot;?]]&lt;br /&gt;
[[File:H3VR 590A1 Loading.jpg|thumb|none|600px|''&amp;quot;You got all the shots I asked for, right?&amp;quot;'' &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''&amp;quot;Well whaddaya mean ya didn't get a shot of you loading it?&amp;quot;'' &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''&amp;quot;I don't ''care'' if it breaks the flow of the page, just get me a damn loading shot already!&amp;quot;'']]&lt;br /&gt;
[[File:H3VR 590A1 Sights.jpg|thumb|none|600px|Looking past the ghost-ring rear sight (which is a rail-mounted attachment, not a part of the 590A1 itself) at a truly unholy sight, and preparing to put the abomination out of its misery. After all, in the words of a certain hot-blooded cliff-diver...]]&lt;br /&gt;
[[File:H3VR 590A1 Pumping.jpg|thumb|none|600px|...[[Fallout: New Vegas#Colt New Agent*|we can't expect God to do all the work.]]]]&lt;br /&gt;
[[File:H3VR 590A1 Bayonet.jpg|thumb|none|600px|And hey, since we're here in the Proving Grounds, why not show off how the 590A1 can take an M9 bayonet?]]&lt;br /&gt;
[[File:H3VR 590A1 Stabbing.jpg|thumb|none|600px|Perfect for skewering Sosigs. Now all we need is a campfire...]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;MP-203&amp;quot;==&lt;br /&gt;
Day 17's gift in the Meatmas 2020 Advent Calendar event was the &amp;quot;MP-203&amp;quot;, a fictional shotgun that uses the same belted 12 gauge ammunition as the [[Heckler &amp;amp; Koch CAWS]], feeding from a detachable tube cluster reminiscent of the [[SRM Arms Model 1216]] (albeit without the manual indexing capability). It has a 4-position fire selector, making it the game's first shotgun with a burst-fire setting.&lt;br /&gt;
[[File:H3VR MP-203 Case.jpg|thumb|none|600px|The MP-203 in its case, proudly hailing from the sovereign republic of Fictional; unlike the previous Advent Calendar event, most of 2020's gifts didn't include the name of the modeler (this one being a notable exception). The magazines have a tendency to fly out of the box when it's opened.]]&lt;br /&gt;
[[File:H3VR MP-203 Left.jpg|thumb|none|600px|Examining the MP-203; the boxy upper forend with rectangular vent holes is somewhat reminiscent of the [[UTAS UTS-15]].]]&lt;br /&gt;
[[File:H3VR MP-203 Right.jpg|thumb|none|600px|However, as the other side shows, the receiver is more or less that of a typical autoloading shotgun, albeit rather angular (and, of course, adapted to fit the weapon's somewhat unusual layout).]]&lt;br /&gt;
[[File:H3VR MP-203 Loading.jpg|thumb|none|600px|Tossing a magazine onto the underside of the shotgun; these have a rather large loading-detection region, causing them to &amp;quot;snap&amp;quot; into place over a longer distance than most mags, as shown here.]]&lt;br /&gt;
[[File:H3VR MP-203 Charging.jpg|thumb|none|600px|Chambering a belted 12-gauge 000 buckshot round; at full size, the serial number (&amp;quot;1768909627&amp;quot;) can be seen on the sloped portion of the upper receiver (with the last four digits repeated upside-down on the bolt), and &amp;quot;Cal. 12x76/12x70&amp;quot;/&amp;quot;24 SHELLS OVERALL&amp;quot;/&amp;quot;6 SHELLS EACH TUBE&amp;quot; on the back end of the magazine. The original model also featured a Baikal trademark on the side of the receiver, but this was removed in ''H3'''s version, for obvious reasons.]]&lt;br /&gt;
[[File:H3VR MP-203 Semi.jpg|thumb|none|600px|Stepping out of the bunker, and setting the fire selector to semi-auto; its four positions aren't marked, likely because the original model had markings for a 3-position selector instead.]]&lt;br /&gt;
[[File:H3VR MP-203 Firing.jpg|thumb|none|600px|Firing the MP-203 at a Swarm drone; this angle isn't terribly practical, but it makes for great screenshots.]]&lt;br /&gt;
[[File:H3VR MP-203 Burst.jpg|thumb|none|600px|Pushing the selector forward into its next mode...]]&lt;br /&gt;
[[File:H3VR MP-203 Attacking.jpg|thumb|none|600px|...which comprises a devastatingly fast 3-round burst, capable of shredding almost anything in close quarters. Especially with flechette ammo.]]&lt;br /&gt;
[[File:H3VR MP-203 Chambering.jpg|thumb|none|600px|Chambering a slug shell; given that the pointed nose of said slug comes awfully close to the end of the case, one couldn't help but worry about the possibility of chain-detonations in a tube magazine like the MP-203's. Then again, the fact that the magazines are marked as holding exactly 24 shells regardless of whether they're 2 3/4&amp;quot; or 3&amp;quot; long may suggest that the tubes have some sort of controlled-feed arrangement, which could help alleviate such issues.]]&lt;br /&gt;
[[File:H3VR MP-203 Auto.jpg|thumb|none|600px|Flicking the selector over to full-auto; they're barely visible here, but the markings on the left side of the receiver's upper face read &amp;quot;MP-203-24&amp;quot; (implying the existence of other variants, presumably with different-sized tube clusters), &amp;quot;Cal. 12x76&amp;quot; (implying that the weapon can chamber standard 12-gauge 3&amp;quot; magnums in addition to its specialty belted shells (an idea backed up by the markings on the magazines), or possibly that these sorts of belted shells have become the industry standard in whatever future year this thing hails from), and &amp;quot;Made in Russia&amp;quot;, implying that the MP-203 is sold on the export market.]]&lt;br /&gt;
[[File:H3VR MP-203 Slugs.jpg|thumb|none|600px|Finally giving in and aiming properly (the Leupold LCO red-dot sight comes in the weapon's case, since it lacks irons), and letting some slugs fly at a distant Recursive encryption; the relatively low cyclic rate of the full-auto mode makes long-range use less idiotic than it may initially sound (especially given the sheer size of the target in question).]]&lt;br /&gt;
&lt;br /&gt;
==MPS AA-12 CQB==&lt;br /&gt;
Update #55 added the much-demanded [[AA-12|MPS AA-12]] shotgun, specifically the short-barreled &amp;quot;CQB&amp;quot; model.&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|none|450px|MPS AA-12 CQB - 12 gauge]]&lt;br /&gt;
[[File:H3VR AA-12 Left.jpg|thumb|none|600px|&amp;quot;Ladies and gentlemen, the moment you have all been waiting for...&amp;quot;]]&lt;br /&gt;
[[File:H3VR AA-12 Right.jpg|thumb|none|600px|&amp;quot;...the AAAAH MY EYES!&amp;quot;]]&lt;br /&gt;
[[File:H3VR AA-12 Loading.jpg|thumb|none|600px|Loading in a magazine at an angle that, if nothing else, can at least be excused by temporary blindness.]]&lt;br /&gt;
[[File:H3VR AA-12 Charging.jpg|thumb|none|600px|Locking back the bolt.]]&lt;br /&gt;
[[File:H3VR AA-12 Aiming.jpg|thumb|none|600px|Taking aim; the sights aren't terribly precise, but then again, it ''is'' a fully-automatic shotgun. &amp;quot;Precise&amp;quot; isn't a word that would be used to describe it.]]&lt;br /&gt;
[[File:H3VR AA-12 Firing.jpg|thumb|none|600px|Blasting a target with 8 shells' worth of buckshot.]]&lt;br /&gt;
[[File:H3VR AA-12 Drum Loading.jpg|thumb|none|600px|Of course, if 8 shells isn't enough...]]&lt;br /&gt;
[[File:H3VR AA-12 Drum.jpg|thumb|none|600px|...then 20 shells should be.]]&lt;br /&gt;
&lt;br /&gt;
==MTs255==&lt;br /&gt;
The [[MTs255]] revolving shotgun was added to the game in the first Meatmas update, interestingly categorized amongst the break-action shotguns (presumably on the basis that it pivots its chambers open for direct loading and extraction, in addition to the lack of a better place for it). 2 variants are available - a standard full-length version, and a version with a sawn-off barrel and stock.&lt;br /&gt;
[[File:MTs255.jpg|thumb|none|450px|MTs255 - 12 gauge]]&lt;br /&gt;
[[File:H3VR MTs255.jpg|thumb|none|600px|Admiring the MTs255 in the indoor range.]]&lt;br /&gt;
[[FIle:H3VR MTs255 Open.jpg|thumb|none|600px|Opening up the MTs...]]&lt;br /&gt;
[[File:H3VR MTs255 Loading.jpg|thumb|none|600px|...and loading in some shells.]]&lt;br /&gt;
[[File:H3VR MTs255 Closing.jpg|thumb|none|600px|Shutting the shotgun with a rather ill-advised flick of the wrist. Or rather, a flick of both wrists, considering the weapon's 2-handed nature.]]&lt;br /&gt;
[[File:H3VR MTs255 Aiming.jpg|thumb|none|600px|Taking aim at a target through the MTs's rather simple notch-and-post sights.]]&lt;br /&gt;
[[File:H3VR MTs255 Ejecting.jpg|thumb|none|600px|Ejecting a set of spent shells from the shotgun. And with that, we say goodbye to MTs255 Senior...]]&lt;br /&gt;
[[File:H3VR MTs255 Short.jpg|thumb|none|600px|...and hello to his lovely son MTs255 Junior.]]&lt;br /&gt;
[[File:H3VR MTs255 Short Loading.jpg|thumb|none|600px|Loading the cut-down shotgun with an interesting assortment of shells: from top to bottom, there's a buckshot shell, a Dragon's Breath shell, a &amp;quot;Triple Hit&amp;quot; shell, a slug shell, and a &amp;quot;SWAG-12&amp;quot; fragmenting shell.]]&lt;br /&gt;
[[File:H3VR MTs255 Short Closing.jpg|thumb|none|600px|Making the same mistake as with the full-length MTs, and snapping the cylinder back into place.]]&lt;br /&gt;
[[File:H3VR MTs255 Short Firing.jpg|thumb|none|600px|Firing; this is the result of the Dragon's Breath shell, which is rather underwhelming in broad daylight.]]&lt;br /&gt;
&lt;br /&gt;
==Pancor Jackhammer==&lt;br /&gt;
The [[Pancor Jackhammer]] was added in Update #93. According to the developer, the mechanics were &amp;quot;gameified&amp;quot; for simplicity, given that the model is based on a toolroom prototype that had to be disassembled in order to reload. This means that the cylinder magazine is simply inserted into the magwell, and the firing mechanism is closer to a double action revolver; the charging handle isn't used, and the fire selector is limited to semi-auto fire.&lt;br /&gt;
[[File:Jackhammerprototype.jpg|thumb|none|450px|Pancor Jackhammer (toolroom prototype) - 12 gauge]]&lt;br /&gt;
[[File:H3VR Jackhammer Left.jpg|thumb|none|600px|Examining the Jackhammer in the aesthetically-fitting hallways of Take &amp;amp; Hold: Containment.]]&lt;br /&gt;
[[File:H3VR Jackhammer Right.jpg|thumb|none|600px|The resultant image harkens back to a bygone era of shooters, where the whole game took up less disk space than the sum of all this article's images - and we thought that was a lot.]]&lt;br /&gt;
[[File:H3VR Jackhammer Cassette.jpg|thumb|none|600px|Taking a look at one of the Jackhammer's &amp;quot;cassettes&amp;quot; (not to be confused with the actual cassettes that were used back in the aforementioned era of games); from a mechanical standpoint, this is a detachable revolver cylinder (which means that, in-game, it re-uses a fair chunk of the [[Crye Precision SIX12|SIX12]]'s code).]]&lt;br /&gt;
[[File:H3VR Jackhammer Loading.jpg|thumb|none|600px|Stuffing the cylinder into the Jackhammer; this is a fairly finnicky process, even when you aren't pulling the gun off the bottom of the screen to reload.]]&lt;br /&gt;
[[File:H3VR Jackhammer Aiming.jpg|thumb|none|600px|Aiming through the weapon's simple v-notch/post irons while skulking around the obligatory vent/pipe area. Fun fact: the first FPS game to feature usable iron sights was ''[[Operation Flashpoint]]'', back in 2001. Which will only make you feel older the longer this caption stays up.]]&lt;br /&gt;
[[File:H3VR Jackhammer Top.jpg|thumb|none|600px|Paying homage to an even older era of shooters and holding the gun at the bottom-center of the screen pointed up; this also reveals the top rail, something added to the model more for gameplay than to be authentic to the real deal. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; (Look, in my defense, it looked like it was centered when I was looking through both eyes. It's not my fault that the recording software only uses your left eye's view.)]]&lt;br /&gt;
[[File:H3VR Jackhammer Safety.jpg|thumb|none|600px|Abruptly remembering to turn off the safety (which can, as mentioned, only go to safe or semi-auto)...]]&lt;br /&gt;
[[File:H3VR Jackhammer Firing.jpg|thumb|none|600px|...and getting back to business. Which, in this case, means having the gun take up most of the bottom-right corner of the screen with no hands on it, and blasting away some early-game enemies point-blank.]]&lt;br /&gt;
[[File:H3VR Jackhammer Red.jpg|thumb|none|600px|Honestly, this one doesn't really show off anything new; I just thought that the red light made it look cool. Let's see, is there any trivia I can put here... oh, right! That ribbed handguard wasn't actually an original part of the design; it's actually an [[MP5SD]] forend that was put on by a movie prop house that bought the gun, because the original forend was too smooth to work easily. Which brings up another worthwhile point: the forend is actually a sort of forwards-working pump handle that can be used to cock the weapon (or cycle it when it jammed, which it did quite often), though this functionality isn't represented in-game.]]&lt;br /&gt;
[[File:H3VR Jackhammer Gibbing.jpg|thumb|none|600px|Having &amp;lt;s&amp;gt;remembered to bring a cassette full of SWAG-12 shells&amp;lt;/s&amp;gt; found the special easter-egg version that fires grenades, the protagonist whose name is probably only in the manual quickly gets to work insta-gibbing some Weinerbots. They never stood a chance. Just like our youth.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 Express Tactical Magpul==&lt;br /&gt;
Added in Update #52, the &amp;quot;Express 870&amp;quot;, as it's known in-game, is a [[Remington 870|Remington 870 Express Tactical Magpul]] with tan furniture.&lt;br /&gt;
[[File:870 Express Magpul.jpg|thumb|none|450px|Remington 870 Express Tactical Magpul - 12 gauge]]&lt;br /&gt;
[[File:H3VR 870 Express Right.jpg|thumb|none|600px|Inspecting the Remington 870 Express Tactical Magpul. Note the curious addition of the number 11 on the side of the receiver; this is most likely meant as some sort of armory/rack number.]]&lt;br /&gt;
[[File:H3VR 870 Express Left.jpg|thumb|none|600px|The other side of the... y'know what, I'm not going to type out that ridiculously long set of words again. If you still don't understand what it is after the fourth time, then you just aren't going to.]]&lt;br /&gt;
[[File:H3VR 870 Express Chambering.jpg|thumb|none|600px|Chambering a Dragon's Breath shell. While shotguns are generally regarded as being good for room-clearing, it's usually understood that doing so requires actually firing the shotgun first.]]&lt;br /&gt;
[[File:H3VR 870 Express Sideways.jpg|thumb|none|600px|The Sosigs having realized this and returned, one finds the player character engaging in the rather unorthodox practice of attempting the [[Metal Gear Solid 3: Snake Eater#Shansi Type 17 |&amp;quot;bandit shooting&amp;quot;]] technique with a pump-action shotgun, which completely defeats its point.]]&lt;br /&gt;
[[File:H3VR 870 Express Firing.jpg|thumb|none|600px|Having come to their senses, said player character is soon merrily blasting the Sosigs with the now-correctly-oriented shotgun. The Dragon's Breath round is rather interesting: it is filled with pieces of magnesium, which catch fire as they fly through the air, and start fires where they land, as seen here. Due to the round's low pressure and high cost, coupled with international regulations on the use of incendiary munitions on human beings (and the risk of setting things on fire by accident), these incendiary shells aren't used in any sort of martial capacity, and are largely a civilian novelty.]]&lt;br /&gt;
[[File:H3VR 870 Express Aiming.jpg|thumb|none|600px|Aiming the shotgun at a couple of &amp;lt;s&amp;gt;Molotov cocktails&amp;lt;/s&amp;gt; bottles of Frank's Fantastic Festively Fragrant And Fiercely Flavorful Fancy Fire Fluid. These are an Update #59 addition, as is this scene (the Proving Grounds), the Sosig, the beginnings of a fire system (which renders the Dragon's Breath rounds far more useful), and the rear sight on this shotgun and the TAC-14 DM below (both previously having a smooth, blank receiver).]]&lt;br /&gt;
[[File:H3VR 870 Express Firing Molotov.jpg|thumb|none|600px|Firing (heh), which has predictable consequences.]]&lt;br /&gt;
[[File:H3VR 870 Express Ejecting.jpg|thumb|none|600px|Ejecting the freshly-fired shell. While not seen here, the player character's expression of giddy satisfaction is somewhat dimmed by their newfound lack of eyebrows.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 Field Gun==&lt;br /&gt;
The Meatmas Update of 2016 added a [[Remington 870 Field Gun]] with a cut-down barrel, which heavily compromises the so-called &amp;quot;Field Gun's&amp;quot; effectiveness at its eponymous intended purpose. Update #46 added two additional variants, one with a sawn-off stock and one with a full-length barrel; it also made the latter one of the available weapons for SWBs. Rather strangely, all of the player-dedicated variants have [[Mossberg 500]]-style safeties along with the 870-styled ones (with the former taking priority, as it is the one that visually moves when the safety is toggled), which led to its item spawner designation of &amp;quot;MB500&amp;quot;.&lt;br /&gt;
[[File:Remington 870 field gun shortened.jpg|thumb|none|450px|Remington 870 Field Gun with shortened barrel - 12 gauge]]&lt;br /&gt;
[[File:H3VR 870 Left.jpg|thumb|none|600px|Examining the truncated 870.]]&lt;br /&gt;
[[File:H3VR 870 Right.jpg|thumb|none|600px|While not the sawn-off Remington of [[Army of Darkness|legend]], it is still fairly cool.]]&lt;br /&gt;
[[File:H3VR 870 Stock.jpg|thumb|none|600px|Especially considering the presence of a stock.]]&lt;br /&gt;
[[File:H3VR 870 Loading.jpg|thumb|none|600px|Loading the 870; it can hold 4 shells in the tube, plus one in the chamber.]]&lt;br /&gt;
[[File:H3VR 870 Pumping.jpg|thumb|none|600px|Chambering a shell.]]&lt;br /&gt;
[[File:H3VR 870 Aiming.jpg|thumb|none|600px|Aiming; this being a sawn-off shotgun, there aren't any sights to render this activity worthwhile.]]&lt;br /&gt;
[[File:H3VR 870 Firing.jpg|thumb|none|600px|Blasting the target to smithereens. Well, not really, but it's more fun to think so.]]&lt;br /&gt;
[[File:H3VR 870 Ejecting.jpg|thumb|none|600px|Ejecting a spent shell.]]&lt;br /&gt;
[[File:H3VR 870 Ejecting Black.jpg|thumb|none|600px|Ditto, but this time in [[Black#Remington 870|a familiarly eye-damaging manner]].]]&lt;br /&gt;
[[File:H3VR 870 Chamberloading.jpg|thumb|none|600px|Reloading the now-empty shotgun, straight through the ejection port this time.]]&lt;br /&gt;
[[File:SawnoffShotgun2.jpg|thumb|none|450px|Sawn-off Remington 870 - 12 gauge]]&lt;br /&gt;
[[File:H3VR 870 Short.jpg|thumb|none|600px|Taking a look at the even shorter Remington...]]&lt;br /&gt;
[[File:Remington870Fieldgun.jpg|thumb|none|450px|Remington 870 Field Gun (full-length) - 12 gauge]]&lt;br /&gt;
[[File:H3VR 870 Long.jpg|thumb|none|600px|...and the ｌｏｎｇｂｏｉ.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS==&lt;br /&gt;
Update #92 added a [[Remington 870 MCS]] in Entry configuration, increasing the total number of 870 variants in the game to an impressive 5 (or 7, if the 3 different lengths of Field Gun are counted separately). Update #105's first experimental build brought this up to 8, with an additional cut-down variant that can be mounted to Picatinny rails.&lt;br /&gt;
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington 870 MCS Entry - 12 gauge]]&lt;br /&gt;
[[File:H3VR MCS Left.jpg|thumb|none|600px|Preparing for some breach-and-clear action with the... hang on, excuse me for a moment... &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''&amp;quot;Hey, you. When I said &amp;quot;lights, camera, action&amp;quot;, I meant it. Now get off your lazy rear and gimme some damn lighting or I'll have you on the street so fast your teeth will spin.&amp;quot;'']]&lt;br /&gt;
[[File:H3VR MCS Right.jpg|thumb|none|600px|Ah, much better... right, as I was saying, preparing for some real, authentic, definitely-not-staged breach-and-clear action with the MCS.]]&lt;br /&gt;
[[File:H3VR MCS Chamberloading.jpg|thumb|none|600px|...and tossing a single specialty shell into the chamber.]]&lt;br /&gt;
[[File:H3VR MCS Loading.jpg|thumb|none|600px|...shoving some buckshot into the tube...]]&lt;br /&gt;
[[File:H3VR MCS Safety.jpg|thumb|none|600px|Disengaging the familiar crossbolt safety... &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''&amp;quot;...huh? Whaddaya mean you're supposed to do that last? Eh, screw it, not worth wasting film for a retake. Just have the boys in Post put the shots in order. &amp;lt;br&amp;gt; ...nah, you're overthinking it. I'm sure they'll make the dialogue work. And they'll edit all this stuff out, too, if they know what's good for 'em.&amp;quot;'']]&lt;br /&gt;
[[File:H3VR MCS Aiming.jpg|thumb|none|600px|Checking ''all'' the angles, just like the real SWAT guys do. ...because I am one. Yep, I'm acting like one because I am one. Just... felt that that was worth pointing out.]]&lt;br /&gt;
[[File:H3VR MCS Firing.jpg|thumb|none|600px|Rushing into the room, and BOOM, SURPRISE CANNONBALL FLASHBANG! Haha, bet you weren't expecting that that was what I chamberloaded earlier, huh? &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''&amp;quot;...derivative? What're you talking about? ...the KSG section did it first? They can't do that? Sue them, or something!&amp;quot;'']]&lt;br /&gt;
[[File:H3VR MCS Cycling.jpg|thumb|none|600px|Pumping the shotgun, blasting a Sosig with buckshot, and cycling it again. DISCLAIMER: No Sosigs were harmed in the making of this section. That mustard is fake. As are the chunks of the Sosig's head. And the absence of its head.]]&lt;br /&gt;
[[File:Remington 870 MCS MK.jpg|thumb|none|450px|Remington 870 MCS Masterkey - 12 gauge]]&lt;br /&gt;
[[File:H3VR 870P Left.jpg|thumb|none|600px|The &amp;quot;870 Picatinny&amp;quot;, out on the top of Northest Dakota's scoring plinth.]]&lt;br /&gt;
[[File:H3VR 870P Right.jpg|thumb|none|600px|It's most similar to the actual MCS's &amp;quot;Masterkey&amp;quot; configuration, but without the pistol grip, and with a female Picatinny rail on top.]]&lt;br /&gt;
[[File:H3VR 870P Safety.jpg|thumb|none|600px|The safety's the same as the standard 870 variants - a simple crossbolt behind the trigger.]]&lt;br /&gt;
[[File:H3VR 870P Opening.jpg|thumb|none|600px|Opening the action; while it's intended as a mounted weapon, there's nothing explicitly stopping you from using it on its own.]]&lt;br /&gt;
[[File:H3VR 870P Chamberloading.jpg|thumb|none|600px|Though, of course, there's little point in doing so - you'd be better off sticking it on something else, like this [[FN SCAR-H|SCAR]] here.]]&lt;br /&gt;
[[File:H3VR 870P Firing.jpg|thumb|none|600px|Firing the underslung 870 at nothing in particular. It never stood a chance.]]&lt;br /&gt;
[[File:H3VR 870P Bayonet.jpg|thumb|none|600px|Of course, in a game with an open-ended rail-mounting system, the only limit to what you can do is how much time you're willing to spend. For example, the mountable MCS can let you finally achieve your dream of having an 870 with an underbarrel bayonet. Or, as far as the game's concerned, a knife with an overbarrel 870.]]&lt;br /&gt;
[[File:H3VR 870P Loading.jpg|thumb|none|600px|And, since subtlety went out the window a long time ago, why not load it up with frag rounds?]]&lt;br /&gt;
[[File:H3VR 870P Aiming.jpg|thumb|none|600px|Aiming through the Tasco-esque &amp;quot;KDR&amp;quot; sight mounted on the not-quite-top-rail...]]&lt;br /&gt;
[[File:H3VR 870P Tracer.jpg|thumb|none|600px|...and getting revenge on one of the map's many mountains for making it such a pain to get around. Note that, for whatever reason, the slug's ostensibly-bright tracer is casting a shadow.]]&lt;br /&gt;
[[File:H3VR 870P Cycling.jpg|thumb|none|600px|Cycling the shotgun's action. Sadly, due to how the game handles grip points, this isn't as easy a prospect as one would imagine - one hand has to remain on either the &amp;quot;parent&amp;quot; weapon (the knife, in this case) or the &amp;quot;primary foregrip&amp;quot; (the 870's trigger) in order for the weapon to count as &amp;quot;held&amp;quot;; should one attempt to grip, say, the shotgun's forend and nothing else, it'll simply fall out of their hands.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 TAC-14==&lt;br /&gt;
Update #90 added a [[Remington 870]] TAC-14, a variant of the 870 with a 14&amp;quot; barrel and a Shockwave Industries Raptor grip, a configuration which allows it to evade NFA regulations regarding short-barreled shotguns by legally not being classified as anything other than a &amp;quot;firearm&amp;quot; (i.e. neither a rifle nor a shotgun nor a pistol). It is known as the &amp;quot;T14 Custom&amp;quot; in-game, alluding to it being modified with a non-standard magazine tube cap, an aftermarket set of sights, and the forend of a Weatherby PA 459.&lt;br /&gt;
[[File:Remington 870 Tac-14 shotgun.jpg|thumb|none|450px|Remington 870 TAC-14 - 12 gauge]]&lt;br /&gt;
[[File:WeatherbyPA459.jpg|thumb|none|450px|Weatherby PA 459 Tactical - 12 gauge]]&lt;br /&gt;
[[File:H3VR T14 Left.jpg|thumb|none|600px|Out at the range with the TAC-14; the marking on the receiver reads &amp;quot;12 GA 2 3/4&amp;quot; OR 3&amp;quot; SHELLS&amp;quot;.]]&lt;br /&gt;
[[File:H3VR T14 Right.jpg|thumb|none|600px|The sole marking on this side, meanwhile, is a serial number.]]&lt;br /&gt;
[[File:H3VR T14 Chamberloading.jpg|thumb|none|600px|Running a different gun's forend back, and loading the first shell into the chamber. Note that the forend is long enough to cover the loading gate when pulled back, making it impossible to load the chamber and magazine tube simultaneously as with other tube-fed shotguns.]]&lt;br /&gt;
[[File:H3VR T14 Loading.jpg|thumb|none|600px|Shoving an additional 4 into the tube, through the now-not-floppy loading gate.]]&lt;br /&gt;
[[File:H3VR T14 Safe.jpg|thumb|none|600px|Taking a close look at the legally-not-a-shotgun's crossbolt safety.]]&lt;br /&gt;
[[File:H3VR T14 Safety.jpg|thumb|none|600px|And then turning it off.]]&lt;br /&gt;
[[File:H3VR T14 Aiming.jpg|thumb|none|600px|Aiming at one of Update #90's improved indoor range targets, this one being a &amp;quot;splatter&amp;quot;-style bullseye target.]]&lt;br /&gt;
[[File:H3VR T14 Firing.jpg|thumb|none|600px|Firing; as one would expect of a short-barreled shotgun with no stock, it likes to jump around.]]&lt;br /&gt;
[[File:H3VR T14 Cycling.jpg|thumb|none|600px|Cycling a shell out of the Remington; note that the holes in the target are marked by a &amp;quot;splatter&amp;quot; of the target's green base color, appropriate for a target of this type.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 TAC-14 DM==&lt;br /&gt;
The later detachable-magazine-fed variant of the [[Remington 870]], the 870 DM, was added in Update #52 under the name &amp;quot;CQB 870&amp;quot;; as with the later-added-but-above &amp;quot;T14 Custom&amp;quot;, it is in the TAC-14 configuration. The one in-game is also presumably either modified or broken, seeing as it is capable of slam-fire, unlike a normal 870. &lt;br /&gt;
[[File:Remington 870 TAC-14 DM.jpg|thumb|none|450px|Remington 870 TAC-14 DM - 12 gauge]]&lt;br /&gt;
[[File:H3VR 870 DM Table.jpg|thumb|none|600px|The new kid on the block.]]&lt;br /&gt;
[[File:H3VR 870 DM Left.jpg|thumb|none|600px|A closer look at the 870, giving a good look at the magazine well that takes the place of a normal 870's loading port.]]&lt;br /&gt;
[[File:H3VR 870 DM Right.jpg|thumb|none|600px|The other side, which gives a view of the bolt and ejection port.]]&lt;br /&gt;
[[File:H3VR 870 DM Loading.jpg|thumb|none|600px|Loading a magazine into the 870 DM.]]&lt;br /&gt;
[[File:H3VR 870 DM Pumping.jpg|thumb|none|600px|Ejecting a fired shell.]]&lt;br /&gt;
[[File:H3VR 870 DM Firing.jpg|thumb|none|600px|Taking advantage of the 870's seemingly broken trigger group, and letting loose with a barrage of 12 gauge shells.]]&lt;br /&gt;
[[File:H3VR 870 DM Sight.jpg|thumb|none|600px|A later update added a ghost-ring rear sight to the shotgun, much to the relief of anyone trying to use it past, say, 50 meters. Note the receiver markings; being made by the same artist who made the aforementioned Express model, it uses the same receiver, hence the &amp;quot;Pump Action - EXPRESS&amp;quot; marking that's partially covered by the magazine well. The hard-to-make-out marking to the right of that is &amp;quot;19019182&amp;quot;, presumably a serial number.]]&lt;br /&gt;
[[File:H3VR 870 DM Aiming.jpg|thumb|none|600px|Trying out the new sights. The blue/red contrast is an unusual, yet satisfying combination.]]&lt;br /&gt;
[[File:H3VR 870 DM Ejecting.jpg|thumb|none|600px|Celebrating this new discovery in the world of color palettes with the gratuitously dramatic ejection of a spent shell, and the simultaneous viewing of a new one getting chambered.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 11==&lt;br /&gt;
The [[Browning Auto-5|Remington Model 11]] was added in Update #52; its first introduction was in the Valentine's Day alpha build. It is referred to in-game as an Auto-5, but lacks a magazine cutoff.&lt;br /&gt;
[[File:BrowAut5.jpg|thumb|none|450px|Remington Model 11 - 12 gauge]]&lt;br /&gt;
[[File:H3VR Auto-5 Left.jpg|thumb|none|600px|The left side of the Model 11, which shows off the engravings (and the lack of a magazine cutoff, distinguishing it from the [[Browning Auto-5]] upon which the Model 11 is based)...]]&lt;br /&gt;
[[File:H3VR Auto-5 Right.jpg|thumb|none|600px|...and the right side, which shows off some of the working bits.]]&lt;br /&gt;
[[File:H3VR Auto-5 Locking.jpg|thumb|none|600px|Locking the bolt to the rear.]]&lt;br /&gt;
[[File:H3VR Auto-5 Chamberloading.jpg|thumb|none|600px|Chamberloading the Model 11.]]&lt;br /&gt;
[[File:H3VR Auto-5 Loading.jpg|thumb|none|600px|Loading the other 4 shells into the magazine tube.]]&lt;br /&gt;
[[File:H3VR Auto-5 Aiming.jpg|thumb|none|600px|Aiming the shotgun, showing off its simple bead sight.]]&lt;br /&gt;
[[File:H3VR Auto-5 Firing.jpg|thumb|none|600px|Blasting the paper target with a 12 gauge shell.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 1882==&lt;br /&gt;
Update #52 added a [[12 Gauge Double Barreled Shotgun|Remington Model 1882]] double-barreled shotgun.&lt;br /&gt;
[[File:Rem1889.jpg|thumb|none|450px|Remington Model 1889 - 12 gauge. Similar to the Model 1882.]]&lt;br /&gt;
[[File:H3VR 1882 Remington Forend.jpg|thumb|none|600px|Modern indoor range, meet classic rabbit-ear shotgun.]]&lt;br /&gt;
[[File:H3VR 1882 Remington.jpg|thumb|none|600px|Taking a look at the stock, which has a brass badge attached to the side.]]&lt;br /&gt;
[[File:H3VR 1882 Remington Open.jpg|thumb|none|600px|Opening the Model 1882.]]&lt;br /&gt;
[[File:H3VR 1882 Remington Loading.jpg|thumb|none|600px|Loading in some shells.]]&lt;br /&gt;
[[File:H3VR 1882 Remington Cocking.jpg|thumb|none|600px|Cocking the left hammer. The right was soon to follow.]]&lt;br /&gt;
[[File:H3VR 1882 Remington Aiming.jpg|thumb|none|600px|Aiming the 1882. There's nothing but a simple bead sight available for this purpose.]]&lt;br /&gt;
[[File:H3VR 1882 Remington Ejecting.jpg|thumb|none|600px|2 shots later, and it's time to eject some shells.]]&lt;br /&gt;
&lt;br /&gt;
==Remington V3 TAC-13==&lt;br /&gt;
The [[Remington V3 TAC-13]] semi-auto shotgun was added in Update #90, under the name &amp;quot;VT13&amp;quot;; like the 870 TAC-14s above, the purpose of this specific configuration is to be legally considered a &amp;quot;firearm&amp;quot; in the US, and nothing more. &lt;br /&gt;
[[File:V3 TAC-13.jpg|thumb|none|450px|Remington V3 TAC-13 - 12 gauge]]&lt;br /&gt;
[[File:H3VR T13 Right.jpg|thumb|none|600px|Examining the fancy new shotgun in the very, ''very'' not-new Arcade Proto scene.]]&lt;br /&gt;
[[File:H3VR T13 Left.jpg|thumb|none|600px|Those swooping lines don't do anything, by the way; they're just there to look cool.]]&lt;br /&gt;
[[File:H3VR T13 Safe.jpg|thumb|none|600px|Speaking of looking cool, turn the V3 over to look at the bottom, and watch as it becomes one with the gray futuristic minimalism.]]&lt;br /&gt;
[[File:H3VR T13 Safety.jpg|thumb|none|600px|Oh, and you can check whether or not the safety's on. That too.]]&lt;br /&gt;
[[File:H3VR T13 Loading.jpg|thumb|none|600px|Loading a shell into the TAC-13...]]&lt;br /&gt;
[[File:H3VR T13 Charging.jpg|thumb|none|600px|...and pulling the charging handle to chamber it. Note how the loading gate/carrier pivots upward to lift the shell into the chamber; this was another part of Update #90's improvements to loading gates.]]&lt;br /&gt;
[[File:H3VR T13 Aiming.jpg|thumb|none|600px|Drawing a quick, less-than-stellar bead on an encroaching cube...]]&lt;br /&gt;
[[File:H3VR T13 Firing.jpg|thumb|none|600px|...and blasting it with some flechettes.]]&lt;br /&gt;
[[File:H3VR T13 Dual.jpg|thumb|none|600px|Quickly finding one 5+1 shotgun insufficient, our futurist cube-slayer turns to the age-old solution: [[Team Fortress 2#Engineer|more gun]].]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12==&lt;br /&gt;
A [[Saiga 12]] with a side-folding stock is one of the available firearms in-game, added through Update #40. It can use either factory 5-round magazines, aftermarket 12-round box magazines, or aftermarket 20-round drums.&lt;br /&gt;
[[File:Saiga 12k-1.jpg|thumb|none|450px|Saiga-12K - 12 gauge]]&lt;br /&gt;
[[File:H3VR Saiga.jpg|thumb|none|600px|A beautiful piece of Russian engineering.]]&lt;br /&gt;
[[File:H3VR Saiga Right.jpg|thumb|none|600px|The other side. Note that the safety is on; this is standard for weapons in ''H3'' when they are first spawned.]]&lt;br /&gt;
[[File:H3VR Saiga Stock.jpg|thumb|none|600px|Fiddling with the folding stock, while trying to ignore the ever-invasive options panel.]]&lt;br /&gt;
[[File:H3VR Saiga Loading.jpg|thumb|none|600px|Loading in a 5-round magazine.]]&lt;br /&gt;
[[File:H3VR Saiga Charging.jpg|thumb|none|600px|Chambering a shell.]]&lt;br /&gt;
[[File:H3VR Saiga Firing.jpg|thumb|none|600px|Firing the Saiga.]]&lt;br /&gt;
[[File:H3VR Saiga 12.jpg|thumb|none|600px|Loading in a 12-round magazine...]]&lt;br /&gt;
[[File:H3VR Saiga Reload.jpg|thumb|none|600px|...before performing a rather strange tactical reload.]]&lt;br /&gt;
[[File:H3VR Saiga 20.jpg|thumb|none|600px|Of course, if 12 rounds isn't enough for you...]]&lt;br /&gt;
[[File:H3VR Saiga Suppressor.jpg|thumb|none|600px|Preparing to affix a somewhat undersized SilencerCo Osprey suppressor.]]&lt;br /&gt;
[[File:H3VR Saiga Suppressed.jpg|thumb|none|600px|A suppressor which, of course, re-scales itself to match the Saiga's barrel, as seen in this demonstration of a complete and utter failure to understand the concept of a &amp;quot;target&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Sawn-off Double Barreled Shotgun==&lt;br /&gt;
There are 5 main varieties of [[Sawed-off Double Barrel Shotgun]] in-game. The first (and also one of the first weapons added to the game, back when the game was just Anton Hand's experiment grounds and not even named ''H3VR'' yet) was the so-called &amp;quot;Cartoon 8 Gauge&amp;quot;, which sounds downright painful, the second is a more reasonable 12-gauge version (seen below), and the 3rd is the same as the second, except sawn down to ''[[Killing Them Softly]]''-level absurdity (albeit unlike that movie's shotgun, this one also has the grip sawn down even further than the standard version), which, predictably, makes the spread somewhere between hilarious and pitiful. The fourth, added with Update #52, is an 1864 Wells Fargo stagecoach shotgun with external hammers and shell loops on the forend. The fifth, added in the first major bug-fix patch of Update #98, is a ''Meat Fortress''-styled sawn-off, rather appropriately called the &amp;quot;Big Boomer&amp;quot;; it is a classic video-gamey &amp;quot;super shotgun&amp;quot;, with a massive spread, ludicrous power (due to it, in a display of one-upmanship over the OG, firing ''2''-gauge shells), and a single trigger that fires both barrels at once.&lt;br /&gt;
[[File:Remington SBS.jpg|thumb|none|450px|Remington Spartan Sawed Off shotgun - 12 gauge]]&lt;br /&gt;
[[File:H3VR Sawn-Off.jpg|thumb|none|600px|While shooting at the range, the urge to rant to &amp;quot;[[Army of Darkness#Stoeger Coach Gun|primitive screw heads]]&amp;quot; is differed by the lack of other range patrons.]]&lt;br /&gt;
[[File:H3VR Sawn-Off Open.jpg|thumb|none|600px|Opening up the shotgun.]]&lt;br /&gt;
[[File:H3VR Sawn-Off Loading.jpg|thumb|none|600px|Loading in some shells.]]&lt;br /&gt;
[[File:H3VR Sawn-Off Aiming.jpg|thumb|none|600px|Aiming the shotgun, using its complete lack of sights...]]&lt;br /&gt;
[[File:H3VR Sawn-Off Firing.jpg|thumb|none|600px|...before bringing the paper range target to its inevitable ''[[Doom (VG)|Doom]]''.]]&lt;br /&gt;
[[File:H3VR Sawn-Off Ejecting.jpg|thumb|none|600px|Two shots fired, 2 shells ejected.]]&lt;br /&gt;
===Ultra-short sawed-off===&lt;br /&gt;
[[File:H3VR KTS Sawn-off.jpg|thumb|none|600px|Aww, isn't it adorable?]]&lt;br /&gt;
[[File:H3VR KTS Sawn-off Muzzle.jpg|thumb|none|600px|A close look at the ultra-short version's muzzle.]]&lt;br /&gt;
[[File:H3VR KTS Sawn-off Loading.jpg|thumb|none|600px|Loading in some #4 Buckshot shells...]]&lt;br /&gt;
[[File:H3VR KTS Sawn-off Loaded.jpg|thumb|none|600px|...which are precisely flush with the ends of the barrels.]]&lt;br /&gt;
[[File:H3VR KTS Sawn-off Spread.jpg|thumb|none|600px|The spread pattern of the shotgun. The radius of its spread is approximately half of the user's distance from the target.]]&lt;br /&gt;
[[File:H3VR KTS Sawn-off Fired.jpg|thumb|none|600px|Seeing as the shells are perfectly flush with the muzzle when unfired, when they're fired, the opened-up crimps of the shells actually extend past the barrels.]]&lt;br /&gt;
[[File:H3VR KTS Sawn-off Ejecting.jpg|thumb|none|600px|Ejecting the fired shells from one of the shotguns.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;The OG&amp;quot;===&lt;br /&gt;
Originally identified as the &amp;quot;Cartoon 8 Gauge&amp;quot;, before being removed in Update #52 and brought back in Update #98, &amp;quot;The OG&amp;quot; takes its name from its status as one of the first firearms implemented in the earliest prototype stages of what would later become ''H3VR''. While 8-gauge break-action shotguns do exist, they were primarily used as hunting/field guns, and fell out of favor due to the development of more powerful smokeless powders in the late 19th and early 20th centuries; at any rate, nobody in their right mind would've produced a stockless sawn-off version like this one. The only current-production 8-gauge shotguns are used as industrial tools (and are legally regulated as such, rather than being considered firearms), such as [[Remington]]'s Master Blaster; these used to blast away built-up material from the inside of various machines (e.g. coal ash or lime in rotary kilns, slag in blast furnaces, etc.).&lt;br /&gt;
&lt;br /&gt;
Of course, all of the above becomes moot when you realize that, based on the size of the rounds, this is actually a ''3 gauge'' shotgun. Accordingly, the renamed re-introduction as updated to better match this absurd caliber, with updated sound effects, tremendous damage output, and recoil strong enough to physically push the player character backwards.&lt;br /&gt;
[[File:H3VR 8 Gauge.jpg|thumb|none|600px|The &amp;quot;Cartoon 8 Gauge&amp;quot;, in all of its glory. The current location may be a nod to the Master Blaster's application, but the MB is mounted on a stand and fired by a cable for ''very obvious'' reasons.]]&lt;br /&gt;
[[File:H3VR 8 Gauge Loading.jpg|thumb|none|600px|Loading some utterly massive shells into the weapon's breech...]]&lt;br /&gt;
[[File:H3VR 8 Gauge Firing.jpg|thumb|none|600px|...before annihilating everything in front of the weapon, along with the user's wrist.]]&lt;br /&gt;
[[File:H3VR 8 Gauge Smoke.jpg|thumb|none|600px|The amount of smoke produced by this weapon (and the fact that our invisible protagonist is still standing) lends itself to the likelihood that the 8-gauge rounds are using weaker black powder rather than modern smokeless powder.]]&lt;br /&gt;
[[File:H3VR 8 Gauge Emptying.jpg|thumb|none|600px|Removing the spent shells from the shotgun, vowing never to do that again.]]&lt;br /&gt;
[[File:H3VR OG Left.jpg|thumb|none|600px|Here it is, folks - back, and just as cartoony as ever. That hole in the frame was always there; don't worry about it.]]&lt;br /&gt;
[[File:H3VR OG Aiming.jpg|thumb|none|600px|Taking aim at a bench, with the shotgun a fair bit closer in than is strictly comfortable...]]&lt;br /&gt;
[[File:H3VR OG Opening.jpg|thumb|none|600px|...before being saved from a broken face by the fact that the OG, like all of ''H3'''s weaponry, spawns empty.]]&lt;br /&gt;
[[File:H3VR OG Loading.jpg|thumb|none|600px|Emptying the weapon of its emptiness, and shoving in some 3-gauge shotgun shells. That's nearly 30 millimeters, and it's packed to the brim with about 1/3 of a pound (over 150 grams) of 00 buck.]]&lt;br /&gt;
[[File:H3VR OG Firing.jpg|thumb|none|600px|Heeding absolutely none of the above warnings about possible facial damage, and blasting the bench with &amp;quot;some&amp;quot; (read: &amp;quot;lots of&amp;quot;) conspicuously bright 00 buck pellets.]]&lt;br /&gt;
[[File:H3VR OG Downwards.jpg|thumb|none|600px|Of course, there is another use for the OG apart from bench-blasting:]]&lt;br /&gt;
[[File:H3VR OG Launch.jpg|thumb|none|600px|Flight.]]&lt;br /&gt;
[[File:H3VR OG Ejecting.jpg|thumb|none|600px|One rather unsatisfying in-flight meal later, we're back on the ground to show off the other, other new feature of the OG: automatic ejectors. Convenient, isn't it?]]&lt;br /&gt;
&lt;br /&gt;
===1864 Wells Fargo===&lt;br /&gt;
[[File:RossiOverlandShortSBS.jpg|thumb|none|450px|Sawn-off Rossi Overland SBS Shotgun - 12 gauge. Similar to the weapon in-game.]]&lt;br /&gt;
[[File:H3VR 1864 Wells.jpg|thumb|none|600px|Admiring the 1864 Wells.]]&lt;br /&gt;
[[File:H3VR 1864 Wells Loops.jpg|thumb|none|600px|Putting some shells into the cloth loops on the forend. Just in case.]]&lt;br /&gt;
[[File:H3VR 1864 Wells Open.jpg|thumb|none|600px|Opening up the shotgun.]]&lt;br /&gt;
[[File:H3VR 1864 Wells Loading.jpg|thumb|none|600px|Loading in a pair of shells.]]&lt;br /&gt;
[[File:H3VR 1864 Wells Closeup.jpg|thumb|none|600px|A close-up of the 1864's trigger group, showing off some of the wear and scratching. As to be expected for a firearm of this vintage.]]&lt;br /&gt;
[[File:H3VR 1864 Wells Cocking 1.jpg|thumb|none|600px|Cocking the left hammer...]]&lt;br /&gt;
[[File:H3VR 1864 Wells Cocking 2.jpg|thumb|none|600px|...and the right one...]]&lt;br /&gt;
[[File:H3VR 1864 Wells Firing.jpg|thumb|none|600px|...before blowing away the &amp;lt;s&amp;gt;paper target&amp;lt;/s&amp;gt; charging bandit, vowing to defend this &amp;lt;s&amp;gt;range booth&amp;lt;/s&amp;gt; stagecoach to the very last.]]&lt;br /&gt;
[[File:H3VR 1864 Wells Ejecting.jpg|thumb|none|600px|Having dealt with the would-be stagecoach robber, the guard ejects the spent shells from his shotgun.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Big Boomer&amp;quot;===&lt;br /&gt;
[[File:H3VR Boomer Right.jpg|thumb|none|600px|Let's step it up a notch, shall we?]]&lt;br /&gt;
[[File:H3VR Boomer Left.jpg|thumb|none|600px|That shot doesn't really give a reference point for size; to remedy that, here it is next to the sawn-off 12 gauge above.]]&lt;br /&gt;
[[File:H3VR Boomer Muzzles.jpg|thumb|none|600px|Comparing their muzzles drives the point home even further - this is, beyond a shadow of a doubt, a comically massive shotgun.]]&lt;br /&gt;
[[File:H3VR Boomer Opening.jpg|thumb|none|600px|Cracking open the Big Boomer; it holds the honor of being the game's first shotgun with modeled ejectors.]]&lt;br /&gt;
[[File:H3VR Boomer Loading.jpg|thumb|none|600px|Loading in a couple of the weapon's massive 2-gauge shells - that's over 33 and a half millimeters, putting it solidly into punt gun territory.]]&lt;br /&gt;
[[File:H3VR Boomer Pointing.jpg|thumb|none|600px|As one would expect, such a massive shotgun can do some impressive things, to the point that it borders on magical. See the entire top half of this Sniper?]]&lt;br /&gt;
[[File:H3VR Boomer Attacking.jpg|thumb|none|600px|Not anymore. Ta-da!]]&lt;br /&gt;
[[File:H3VR Boomer Ejecting.jpg|thumb|none|600px|With both shells now being spent, the automatic ejectors can be put to good use. Note that, like the other Meat Fortress rounds, the 2-gauge shells have struck primers.]]&lt;br /&gt;
[[File:H3VR Boomer Aiming.jpg|thumb|none|600px|Taking a trip over to the Proving Grounds to show just how absurd this weapon can be, in a game we like to call &amp;quot;Bowling for Sosigs&amp;quot;! The rules are simple: aim your old-school-FPS super-shotgun (like a proper old-school FPS - i.e. as centered as you can manage) at a triangularly-arranged group of 6 Sosigs...]]&lt;br /&gt;
[[File:H3VR Boomer Firing.jpg|thumb|none|600px|...smack yourself in the face with the player-pushing recoil...]]&lt;br /&gt;
[[File:H3VR Boomer Aftermath.jpg|thumb|none|600px|...and see how many you can hit - this shot was a strike, hitting every single one of the Sosigs, and killing all but one. What makes this more impressive is the relatively low pellet count; as the bullet trails show, each 2-gauge shell only contains 3 projectiles, so they managed to go 6 for 6 here.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Scalpel-LE&amp;quot;==&lt;br /&gt;
The 23rd gift added in the Meatmas 2018 event was a fictional shotgun known as the &amp;quot;Scalpel-LE&amp;quot;. Created by 3D artist Patrick Sutton (who'd created several of ''H3'''s assets prior), it is a compact, stockless, magazine-fed fully-automatic shotgun reminiscent of the &amp;quot;Bolters&amp;quot; from the ''Warhammer 40K'' universe, similar to the earlier-added &amp;quot;KWG1&amp;quot;; unlike the KWG1, however, the Scalpel is a completely fictional creation (rather than being based on an image of unknown provenance), and fires from an open bolt. Visually, it appears to be primarily based on the [[Heckler &amp;amp; Koch UMP]], with a full-hand trigger guard like that of rifles such as the [[Steyr AUG]] or the [[Tavor]], a [[TDI Vector]]-esque folding charging handle, and an [[AR-15]]-like dustcover; it feeds from drum magazines that lock into a full-length guide rail on the front of the trigger guard, in a manner seemingly inspired by the [[AA-12]].&lt;br /&gt;
&lt;br /&gt;
On a sidenote, the name is somewhat bizarre; the word &amp;quot;Scalpel&amp;quot; implies precision, something that a fully-automatic shotgun about the size of a compact SMG doesn't exactly possess, and the suffix &amp;quot;LE&amp;quot; usually stands for &amp;quot;Law Enforcement&amp;quot;, despite a stockless automatic shotgun hardly being standard fare for most police departments. Then again, the &amp;quot;LE&amp;quot; could also stand for something else entirely (e.g. &amp;quot;Limited-Edition&amp;quot;); the name may have also been chosen specifically for its nonsensical, ironic nature.&lt;br /&gt;
[[File:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:H3VR Scalpel Box.jpg|thumb|none|600px|Well, of course that's where it's from. Who else would create such a device?]]&lt;br /&gt;
[[File:H3VR Scalpel Loading.jpg|thumb|none|600px|Loading in a drum magazine; each one holds 15 rounds. These come loaded with the game's &amp;quot;SWAG-12&amp;quot; high-explosive shells, presumably to further their Bolter-like nature. Note the recoil spring, visible through the charging handle slot.]]&lt;br /&gt;
[[File:H3VR Scalpel Loaded.jpg|thumb|none|600px|Fully inserting the drum causes a spring-loaded tab at the front to snap over it. This isn't the actual magazine catch (that role instead falling to the large, serrated paddle at the front of the trigger guard); based on its position, it seems to be there to stop the drum from indexing backwards (note how it sits in direct contact with the series of notches in the front of the drum).]]&lt;br /&gt;
[[File:H3VR Scalpel Left.jpg|thumb|none|600px|Pausing for a moment to admire the quality of 'Murican engineering.]]&lt;br /&gt;
[[File:H3VR Scalpel Right.jpg|thumb|none|600px|The shotgun's other side, which shows off the dustcover.]]&lt;br /&gt;
[[File:H3VR Scalpel Cocking.jpg|thumb|none|600px|Pulling back the (reciprocating) folding charging handle...]]&lt;br /&gt;
[[File:H3VR Scalpel Dustcover.jpg|thumb|none|600px|...which causes the dustcover to pop up. Like the [[ArmaLite]] designs it's based on, this dustcover opens whenever the bolt goes back sufficiently far, and stays open until the user manually closes it.]]&lt;br /&gt;
[[File:H3VR Scalpel Safe.jpg|thumb|none|600px|Of course, no open-bolt weapon would be complete without a safety.]]&lt;br /&gt;
[[File:H3VR Scalpel Safety.jpg|thumb|none|600px|In the Scalpel's case, this consists of a 2-position crossbolt large enough that it could probably be used as an actual crossbolt door lock. Not that that's a bad thing; after all, &amp;quot;subtle&amp;quot; isn't exactly the first word that comes to mind when looking at this gun.]]&lt;br /&gt;
[[File:H3VR Scalpel Firing.jpg|thumb|none|600px|Unloading at a hot dog standee. With it being 1. a shotgun, 2. fully-automatic, 3. open-bolt, 4. stockless, 5. short-barreled, 6. loaded with high-explosive ammunition, and 7. not equipped with sights of any sort whatsoever, there's basically no reason to even bother aiming.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Scattergun&amp;quot;==&lt;br /&gt;
One of two shotguns added in the ''[[Team Fortress 2]]''-crossover update &amp;quot;Meat Fortress&amp;quot; was the &amp;quot;Scattergun&amp;quot;, a recreation of that game's Scout's weapon of the same name; as in that game, it is a work of fiction, combining a pair of short, side-by-side barrels with rifle sights with a stockless lever-action receiver vaguely reminiscent of the [[Savage 99]], with a 6-round drum magazine in the middle. Unlike its source material, however, the ''H3VR'' incarnation of the Scattergun is actually somewhat mechanically plausible, being treated as 2 separate actions operated by a common lever, rather than a semi-auto that could somehow be reloaded by working the action and ejecting spent shells without inserting any new ones.&lt;br /&gt;
[[File:H3VR TF2 Scattergun Left.jpg|thumb|none|600px|In case you couldn't understand the written description, here's a visual one.]]&lt;br /&gt;
[[File:H3VR TF2 Scattergun Right.jpg|thumb|none|600px|Doesn't really make much more sense, but that's just how it is.]]&lt;br /&gt;
[[File:H3VR TF2 Scattergun Loading.jpg|thumb|none|600px|Loading the Scattergun through a port on the bottom of the drum. This port is actually present on the original model, though it's never used for anything, and the in-game animations virtually never reveal its existence to the player; it had to be widened for ''H3'''s model, since it was far too small to fit any meaningfully-sized shell on the original version. The shell being loaded is specific to this weapon, and is supposedly 13 gauge.]]&lt;br /&gt;
[[File:H3VR TF2 Scattergun Racking.jpg|thumb|none|600px|Working the Scattergun's action, revealing some shells in line for chambering; the ejection port was, like the loading port, widened for the sake of realism. Of note is that 2 shells can be loaded after doing this, giving the weapon a 6+2 capacity.]]&lt;br /&gt;
[[File:H3VR TF2 Scattergun Firing.jpg|thumb|none|600px|Firing off a couple of shots in quick succession.]]&lt;br /&gt;
[[File:H3VR TF2 Scattergun Cycling.jpg|thumb|none|600px|2 shots makes 2 shells, both of which are ejected simultaneously.]]&lt;br /&gt;
[[File:H3VR TF2 Scattergun Blocked.jpg|thumb|none|600px|Attempting to aim at an Engineer Sosig, which reveals a bit of a problem: the Scattergun's rifle-type iron sights are too short to see over its fixed drum magazine. To be fair, it's not like they were ever intended to be usable anyway.]]&lt;br /&gt;
[[File:H3VR TF2 Scattergun Aim.jpg|thumb|none|600px|As such, aiming the Scattergun is best accomplished by tilting it up slightly, and aiming with the front sight exclusively, in a [[Doom (VG)|rather familiar manner]].]]&lt;br /&gt;
[[File:H3VR TF2 Scattergun Aimed.jpg|thumb|none|600px|When doing so, be sure to aim below your target; after all, you are pointing the thing upwards.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Duckhunter&amp;quot;===&lt;br /&gt;
A full-length version of the Scattergun, called the &amp;quot;Duckhunter,&amp;quot; was added in Update #93. Besides adding a stock and longer barrel, the gun also features a tighter choke and functional iron sights. Both guns share the same ammo, including the new ammo types added in the same update.&lt;br /&gt;
[[File:H3VR Duckhunter overview.JPG|thumb|none|600px|The Duckhunter, a gun that would likely live up to its name, if only the game had any ducks to hunt.]]&lt;br /&gt;
[[File:H3VR Duckhunter flipside.JPG|thumb|none|600px|On the flipside, you see the exact same ejection port as the scattergun.]]&lt;br /&gt;
[[File:H3VR Duckhunter buckaroo.JPG|thumb|none|600px|Loading some 13 gauge Buckaroo, the equivalent of 00 Buckshot.]]&lt;br /&gt;
[[File:H3VR Duckhunter rack.JPG|thumb|none|600px|Racking the lever to load two shells into the two barrels.]]&lt;br /&gt;
[[File:H3VR Duckhunter aim.JPG|thumb|none|600px|Taking aim with the Duckhunter's thankfully useable iron sights.]]&lt;br /&gt;
[[File:H3VR Duckhunter fired.JPG|thumb|none|600px|And aiming with the iron sights is helped by the gun's chokes, as the grouping for the buckshot is a lot tighter than on the scattergun.]]&lt;br /&gt;
[[File:H3VR Duckhunter slugger.JPG|thumb|none|600px|The other two &amp;quot;normal&amp;quot; 13 gauge shells are &amp;quot;Sluggers&amp;quot;, which are slug shells...]]&lt;br /&gt;
[[File:H3VR Duckhunter bleeder.JPG|thumb|none|600px|...and &amp;quot;Bleeders&amp;quot;, which are flechette shells.]]&lt;br /&gt;
[[File:H3VR_Duckhunter_blooper.JPG|thumb|none|600px|Another shell is the &amp;quot;Blooper&amp;quot;...]]&lt;br /&gt;
[[File:H3VR Duckhunter bloopersmoke.JPG|thumb|none|600px|...which creates a smoke cloud.]]&lt;br /&gt;
[[File:H3VR Duckhunter moonshot.JPG|thumb|none|600px|The last is the &amp;quot;Moonshot.&amp;quot; At first glance, this appears to just be a slightly different buckshot.]]&lt;br /&gt;
[[File:H3VR Duckhunter moonshotfired.JPG|thumb|none|600px|However, this shell packs a special punch, as when aiming towards the ground...]]&lt;br /&gt;
[[File:H3VR Duckhunter moonshotlaunch.JPG|thumb|none|600px|...the player is launched into the air!]]&lt;br /&gt;
&lt;br /&gt;
==Serbu Super Shorty==&lt;br /&gt;
A [[Remington 870]]-based [[Serbu Super Shorty]] is one of the weapons added in the first Meatmas update. 2 variants are available: a normal, clean version, and a &amp;quot;tacticool&amp;quot; version, complete with a door-breaching muzzle brake, a rail mount, and a set of spare shell holders that hold more shells than the gun itself does.&lt;br /&gt;
[[File:Super Shorty (870).jpg|thumb|none|450px|Serbu Super Shorty (Remington 870-based) - 12 gauge]]&lt;br /&gt;
[[File:H3VR Super Shorty Table.jpg|thumb|none|600px|A pair of Super Shorties lying on a table.]]&lt;br /&gt;
[[File:H3VR Super Shorty.jpg|thumb|none|600px|Taking a look at the clean, normal version...]]&lt;br /&gt;
[[File:H3VR Super Shorty Railed.jpg|thumb|none|600px|...and the tacticool version.]]&lt;br /&gt;
[[File:H3VR Super Shorty Loading.jpg|thumb|none|600px|Deciding that, since this version has a higher number written on the side, it obviously must be better, our handless friend loads in some shells. And by &amp;quot;some&amp;quot;, we mean 2.]]&lt;br /&gt;
[[File:H3VR Super Shorty Chambering.jpg|thumb|none|600px|Plus an extra one, provided that there's one in the chamber.]]&lt;br /&gt;
[[File:H3VR Super Shorty Shell Holder.jpg|thumb|none|600px|Placing some shells in the shell holders. What's that old expression again? &amp;quot;A ten-gallon hat on a one-quart head&amp;quot;?]]&lt;br /&gt;
[[File:H3VR Super Shorty Aiming.jpg|thumb|none|600px|Taking aim...]]&lt;br /&gt;
[[File:H3VR Super Shorty Firing.jpg|thumb|none|600px|...firing a shell...]]&lt;br /&gt;
[[File:H3VR Super Shorty Cycling.jpg|thumb|none|600px|...and working the action...]]&lt;br /&gt;
[[File:H3VR Super Shorty Sights.jpg|thumb|none|600px|...before remembering to actually make use of the top-mounted rail.]]&lt;br /&gt;
[[File:H3VR Super Shorty Aiming Sights.jpg|thumb|none|600px|Ah, much better!]]&lt;br /&gt;
[[File:H3VR Super Shorty Chamberloading.jpg|thumb|none|600px|Celebrating this new development in actually-having-a-chance-of-hitting-your-target technology by loading a shell directly into the chamber.]]&lt;br /&gt;
[[File:H3VR Super Shorty Table Close.jpg|thumb|none|600px|After a long day of shooting, our friend decides to set the shotguns down, and go home to massage his aching nonexistent wrists.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Shotgun&amp;quot;==&lt;br /&gt;
The second of the two shotguns added with the release of &amp;quot;Meat Fortress&amp;quot; was a recreation of ''[[TF2]]'''s &amp;quot;Shotgun&amp;quot;, loosely based on a sawn-off [[Ithaca 37]] (albeit with a left-handed ejection port, instead of the Ithaca's combined loading/ejection port).&lt;br /&gt;
[[File:Ithaca m37sawedoff.jpg|thumb|none|450px|'''Airsoft''' Ithaca 37 with sawn-off stock and barrel - (fake) 12 gauge]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Left.jpg|thumb|none|600px|The ''TF2'' shotgun, in all of its glory. It's simple, but that can be a good thing.]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Opening.jpg|thumb|none|600px|Opening up the action...]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Chamber.jpg|thumb|none|600px|...and taking a peek inside. Unlike the original model, which had nothing but a black, featureless void inside, the ''H3VR'' rework has a fully-modeled bolt, barrel, and various other internal bits.]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Chamberloading.jpg|thumb|none|600px|Loading a slightly too-long shell into the action; this is the same 23x75mmR shell used by the [[KS-23M]] in-game, serving as a placeholder for a proprietary shell added in a later build.]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Loading.jpg|thumb|none|600px|Stuffing a few more 23mm shells into the magazine tube. This was, incidentally, one of the few external parts of the original model that was modified; it was slightly too narrow on the original model, and was widened a tad for this version.]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Aiming.jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the Shotgun; there being no sights whatsoever on the weapon, this essentially amounts to point-shooting.]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Firing.jpg|thumb|none|600px|Not that that stops you from hitting things with it.]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Cycling.jpg|thumb|none|600px|Cycling the Shotgun, while observing effect-on-target; yes, it did indeed reduce a Soldier Sosig's torso to a mess of meat chunks and mustard with a single shot. 23mm shotgun shells'll do that to ya...]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Shell.jpg|thumb|none|600px|Loading up the finalized version of the shotgun with its proprietary yellow 7 gauge shells. These are about the same diameter as the 23mm placeholders, but substantially shorter.]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Suppressor.jpg|thumb|none|600px|And yes, even the Shotgun can take suppressors; this one is a non-railed version of the [[Brügger &amp;amp; Thomet MP9]]'s special suppressor, expanded to fit the weapon's colossal bore.]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Suppressed.jpg|thumb|none|600px|Also like the other ''TF2'' weapons, the Shotgun's projectiles produce massive amounts of sparks upon hitting something. While this is noticeable with the rest of the weapons, the Shotgun's spread of pellets makes the effect a fair bit more impressive.]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Can.jpg|thumb|none|600px|On the topic of impressive things, the Shotgun's special Update #83 suppressor certainly qualifies. From a visual standpoint, it seems to be based on the SilencerCo Salvo 12, albeit with a bit more of a toolroom aesthetic to it, somewhat reminiscent of [[No Country for Old Men#Remington 11-87|the other Anton's]]. Also note here that the bolt is now black like in ''TF2'', instead of matching the receiver's colour as in the other screenshots.]]&lt;br /&gt;
===&amp;quot;Ol' Reliable&amp;quot;===&lt;br /&gt;
Added in Update #103, Ol' Reliable is the full-length version of the Meat Fortress Shotgun. It features a stock (complete with a single sling hook), an eight-round tube magazine, and functional iron sights.&lt;br /&gt;
[[File:H3VR Reliable Left.jpg|thumb|none|600px|Need a solid, all-around capable scene for taking good-looking screenshots? Go with Ol' Reliable (the Arizona range).]]&lt;br /&gt;
[[File:H3VR Reliable Right.jpg|thumb|none|600px|Need a solid, all-around capable shotgun? Go with Ol' Reliable (Ol' Reliable).]]&lt;br /&gt;
[[File:H3VR Reliable Opening.jpg|thumb|none|600px|Opening up the action; the left-handed ejection port allows for a convenient view of the bolt and inner receiver while doing so.]]&lt;br /&gt;
[[File:H3VR Reliable Chamberloading.jpg|thumb|none|600px|Stuffing a round of 7 Gauge Stout into the chamber; this red shell is a 12-pellet buckshot round, one of the two new types added alongside the full-length shotgun.]]&lt;br /&gt;
[[File:H3VR Reliable Loading.jpg|thumb|none|600px|Loading up the magazine tube with another two shells - the yellow one is a &amp;quot;triple hit&amp;quot; round containing 3 small stacked slugs (like the 12-gauge version, but considerably more powerful), while the green one (the other concurrently-added variety) is a simple single-slug shell.]]&lt;br /&gt;
[[File:H3VR Reliable Aiming.jpg|thumb|none|600px|Aiming at a watermelon; the simple notch-and-post sights are quick and easy to acquire, if not particularly precise.]]&lt;br /&gt;
[[File:H3VR Reliable Firing.jpg|thumb|none|600px|As their name would imply, the 7-gauge shells' recoil is stout - stout enough to obscure the user's view of a sufficiently small target, unfortunately enough. While this is only really a problem in-game for a couple of frames, it's a considerably more serious issue when you're trying to show off the effects of a shot with just one of those frames.]]&lt;br /&gt;
[[File:H3VR Reliable Cycling.jpg|thumb|none|600px|Cycling out a shell; while they appear to be star-crimped when unspent, the clean, slightly-tapered end of a spent shell suggests roll-crimping instead. Or possibly a star-patterned cap that just gets blown off of the shell when fired.]]&lt;br /&gt;
[[File:H3VR Reliable Rapid.jpg|thumb|none|600px|Notably, both the default Shotgun and Ol' Reliable are capable of slam-fire; it's rather difficult to show this off in a single frame, so just assume that the presence of a flying spent shell in the same shot as a muzzle flash is a clear indicator of exceptionally rapid shooting.]]&lt;br /&gt;
&lt;br /&gt;
==Side-By-Side Double-Barreled Shotgun==&lt;br /&gt;
Update #85's 4th alpha build added the &amp;quot;Hammerless Long&amp;quot;, a [[12 Gauge Double Barreled Shotgun|12-gauge side-by-side break-action shotgun]] of unknown manufacture; this was partly in response to some user requests for a hammerless SxS shotgun, as the only side-by-sides available prior to this were either rabbit-eared, sawn-off, or both.&lt;br /&gt;
[[File:StevesSBS1960s.jpg|thumb|none|450px|Stevens side-by-side shotgun (1960s-era) - 12 gauge]]&lt;br /&gt;
[[File:H3VR SBS Right.jpg|thumb|none|600px|Out at the Friendly45 range once again, this time armed with something a bit more suitable for conventional skeet shooting.]]&lt;br /&gt;
[[File:H3VR SBS Left.jpg|thumb|none|600px|It's not an exact match for the reference image, but that's just how things are sometimes.]]&lt;br /&gt;
[[File:H3VR SBS Opening.jpg|thumb|none|600px|Cracking open the shotgun.]]&lt;br /&gt;
[[File:H3VR SBS Loading.jpg|thumb|none|600px|Loading in some shells; seeing as this alpha build did not add birdshot (nor did any of the prior updates), #4 buck will have to do.]]&lt;br /&gt;
[[File:H3VR SBS Aiming.jpg|thumb|none|600px|To compensate, regulation-sized clay pigeons are often replaced with non-regulation-sized clay pots.]]&lt;br /&gt;
[[File:H3VR SBS Firing.jpg|thumb|none|600px|Attempting to force regulatory compliance on said pots has thus far met with limited success.]]&lt;br /&gt;
[[File:H3VR SBS Ejecting.jpg|thumb|none|600px|Popping out a pair of shells in neat, orderly fashion.]]&lt;br /&gt;
[[File:H3VR SBS Clipping.jpg|thumb|none|600px|If, on the other hand, you're prioritizing quick unloading over any sort of reloading, the PhysX engine's eternally-baffling hinge physics have got your back.]]&lt;br /&gt;
&lt;br /&gt;
==Single Barrel Sawn-Off Shotgun==&lt;br /&gt;
A single barrel sawn-off shotgun in 16 gauge (designated rather appropriately as the &amp;quot;Sawnoff-16&amp;quot;) was added in Experimental Build #3 of Update #111.&lt;br /&gt;
[[File:Electric city 16g photoshopped.jpg|350px|thumb|none|'''Photoshopped''' sawed-off Crescent Electric City single-barreled shotgun - 16 gauge ]]&lt;br /&gt;
[[File:H3VR Sawnoff16 leftside.jpg|600px|thumb|none|The player, eager to test their newest &amp;lt;s&amp;gt;arts-and-crafts project&amp;lt;/s&amp;gt; completely legal Any Other Weapon, pays a visit to the shooting range.]]&lt;br /&gt;
[[File:H3VR Sawnoff16 rightside.jpg|600px|thumb|none|Taking a look at the other side of the shotgun, revealing the absence of any discernible markings. ]]&lt;br /&gt;
[[File:H3VR Sawnoff16 loading.jpg|600px|thumb|none|Inserting a 16-gauge flechette shell. Previously available only in 12-gauge, this ammunition subtype (among others) was made available for 16 and 20-gauge weapons in Update #111.]]&lt;br /&gt;
[[File:H3VR Sawnoff16 closing.jpg|600px|thumb|none|Snapping the shotgun closed. ]]&lt;br /&gt;
[[File:H3VR Sawnoff16 cockhammer.jpg|600px|thumb|none|As an exposed-hammer shotgun, the Sawnoff must be manually cocked before each shot. This can be done by pressing a button on the controller or, as shown here, with a wave of the offhand. ]]&lt;br /&gt;
[[File:H3VR Sawnoff16 ADS.jpg|600px|thumb|none|Aiming the weapon, although the lack of any sights makes this approximate at best. ]]&lt;br /&gt;
[[File:H3VR Sawnoff16 ejectshell.jpg|600px|thumb|none|Ejecting a spent shell. ]]&lt;br /&gt;
&lt;br /&gt;
==Sjögren==&lt;br /&gt;
Added in the fifth alpha build of Update #85, the [[Sjögren]] inertia-operated shotgun expands ''H3'''s roster of semi-auto shotguns, and serves as a second option in the category for Cowweiner Calico. Two variants are available - there's the full-length &amp;quot;Sjogren Inertial&amp;quot;, and the sawn-off &amp;quot;Sjogren Shorty&amp;quot;.&lt;br /&gt;
[[File:Sjogren Inertia.jpg|thumb|none|450px|Sjögren - 12 gauge]]&lt;br /&gt;
[[File:H3VR Sjogren Right.jpg|thumb|none|600px|Admiring the Sjögren. A bit odd-looking, but quite functional - so much so, in fact, that its inertia-operated action served as the basis for the [[Heckler &amp;amp; Koch Model 512]], and perhaps more notably, the subsequent [[Benelli M Series Super 90 Shotguns|Benelli Super 90]] series.]]&lt;br /&gt;
[[File:H3VR Sjogren Left.jpg|thumb|none|600px|Oh, and here's the rest of it.]]&lt;br /&gt;
[[File:H3VR Sjogren Loading.jpg|thumb|none|600px|Loading in some flechette shells; aside from being an amusingly odd choice for such an old shotgun, these are here to point out that they got a damage buff in this update. Neat.]]&lt;br /&gt;
[[File:H3VR Sjogren Chambering.jpg|thumb|none|600px|Racking the Sjögren's distinctive exposed bolt carrier to chamber a shell.]]&lt;br /&gt;
[[File:H3VR Sjogren Safe.jpg|thumb|none|600px|Aiming at a distant steel plate...]]&lt;br /&gt;
[[File:H3VR Sjogren Aiming.jpg|thumb|none|600px|...and remembering to turn the safety off.]]&lt;br /&gt;
[[File:H3VR Sjogren Firing.jpg|thumb|none|600px|Shooting something else; it's a bit hard to say what exactly it is, since the shotgun's vertical recoil and aforementioned bolt carrier can make it a bit hard to see what you've just shot. Granted, this is not usually a problem, since you're really supposed to know what you're shooting at ''before'' you shoot it.]]&lt;br /&gt;
[[File:H3VR Sjogren Slicer.jpg|thumb|none|600px|Oh. It was a Slicer. Good to know.]]&lt;br /&gt;
[[File:H3VR Sjogren Shorty Firing.jpg|thumb|none|600px|Blasting a Sosig with a sawn-off Sjögren, presumably to stop him from pointing out how terrible of a choice it is to saw off a Sjögren.]]&lt;br /&gt;
[[File:H3VR Sjogren Shorty Chamberloading.jpg|thumb|none|600px|Reloading the now-empty sawn-off; the open-sided receiver makes chamberloading rather easy. It also makes it possible to shove rounds into the magazine tube from the top (or into the chamber from the bottom), though attempting either of these things with a real Sjögren is probably not a very good idea.]]&lt;br /&gt;
&lt;br /&gt;
==Stevens Model 124C==&lt;br /&gt;
The [[Stevens Model 124C]] was added on day 12 of the Meatmas 2022 advent calendar event. It is the second bolt-action shotgun to be added to the game, and the first that is a straight-pull; this also makes it the first &amp;quot;normal&amp;quot; straight-pull firearm in the game (since the &amp;quot;Long Shot&amp;quot; has a recoil spring, being essentially a semi-auto with no self-unlocking system), though &amp;quot;normal&amp;quot; is used a bit loosely in this case. This is also the Model 124C's first known media appearance.&lt;br /&gt;
[[File:Stevens124C.jpg|thumb|none|450px|Stevens Model 124C - 12 gauge]]&lt;br /&gt;
[[File:H3VR 124C Box.jpg|thumb|none|600px|The Stevens in its box, with some confetti lingering in the air.]]&lt;br /&gt;
[[File:H3VR 124C Left.jpg|thumb|none|600px|Of course, you can't really see much from back there; here's a closer look.]]&lt;br /&gt;
[[File:H3VR 124C Right.jpg|thumb|none|600px|Seems like a relatively normal semi-auto shotgun, right?]]&lt;br /&gt;
[[File:H3VR 124C Safety.jpg|thumb|none|600px|Even the safety's pretty normal - just your typical cross-bolt.]]&lt;br /&gt;
[[File:H3VR 124C Bolt.jpg|thumb|none|600px|It's when you go to open the action that things get a bit...]]&lt;br /&gt;
[[File:H3VR 124C Unlocked.jpg|thumb|none|600px|...interesting.]]&lt;br /&gt;
[[File:H3VR 124C Opening.jpg|thumb|none|600px|While it being a straight-pull bolt-action shotgun is unusual enough, the Model 124C steps this up a notch by still requiring a separate unlocking action; the charging handle locks into the receiver (hence the circle on the left side - that's the end of the handle sticking through the charging handle and into the receiver wall), and thus has to be pulled out slightly before the bolt can be cycled.]]&lt;br /&gt;
[[File:H3VR 124C Chamberloading.jpg|thumb|none|600px|Should you so desire, a round can then be loaded into the chamber, through the rather generously-sized ejection port.]]&lt;br /&gt;
[[File:H3VR 124C Loading.jpg|thumb|none|600px|3 more rounds of 12 gauge can then go into the tube; apart from the sub-par capacity, this part's pretty much normal.]]&lt;br /&gt;
[[File:H3VR 124C Aiming.jpg|thumb|none|600px|Aiming; the simple bead sight doesn't give much in the way of a sight picture, but it's enough for most scattergun-related work.]]&lt;br /&gt;
[[File:H3VR 124C Firing.jpg|thumb|none|600px|Though firing only 3 projectiles is pushing the definition of &amp;quot;scatter&amp;quot; just a bit.]]&lt;br /&gt;
[[File:H3VR 124C Cycling.jpg|thumb|none|600px|Cycling the action, and once again questioning who in 1947 thought this was the future of shotgunnery.]]&lt;br /&gt;
&lt;br /&gt;
==Stevens Model 520==&lt;br /&gt;
Update #85's first alpha build gave the [[Stevens Model 520]] its first known video game appearance, going by the name &amp;quot;Hammerless520&amp;quot; (without a space, as is the case for many of the game's weapon names). Apart from the standard version (which appears to be a Riot model), a &amp;quot;Short&amp;quot; model with a sawn-off stock and barrel and a receiver-mounted shell holder is also available. Like the [[Remington 870]] TAC-14 DM above and the [[Winchester Model 1897]] below, the 520 is capable of slam-firing (though it wasn't initially; this feature was added in the following update); it was added in part to complement the latter, as the also-Update #85-added Take &amp;amp; Hold character Grumpy GI Grayson (who uses WWI/WWII-era equipment) previously had very little in the way of tube-fed shotguns.&lt;br /&gt;
[[File:Stevens520.jpg|thumb|none|450px|Stevens Model 520 Riot Gun - 12 gauge]]&lt;br /&gt;
[[File:H3VR 520 Left.jpg|thumb|none|600px|Here it is, a brand-new Model 520, complete with its gorgeous-looking polished finish.]]&lt;br /&gt;
[[File:H3VR 520 Right.jpg|thumb|none|600px|Impressive for a shotgun that's been out of production for over 110 years, no?]]&lt;br /&gt;
[[File:H3VR 520 Loading.jpg|thumb|none|600px|Loading in some shells full of No. 2 buckshot - compared to the bog-standard 00 buck, the No. 2 has more pellets (18 instead of 10), but each one is correspondingly lighter, and thus less damaging.]]&lt;br /&gt;
[[File:H3VR 520 Aiming.jpg|thumb|none|600px|Not that it really matters when you're punching holes in paper.]]&lt;br /&gt;
[[File:H3VR 520 Cycling.jpg|thumb|none|600px|Racking the shotgun at a rather unusual angle. Would you believe me if I told you that this shot wasn't taken left-handed?]]&lt;br /&gt;
[[File:H3VR 520 Short Right.jpg|thumb|none|600px|The sawn-off variant of the 520 looks about how you'd expect it to. But this isn't just any ordinary sawn-off shotgun...]]&lt;br /&gt;
[[File:H3VR 520 Short Left.jpg|thumb|none|600px|...it's a rainbow sawn-off shotgun! Since, as we all know, rainbows go &amp;quot;pink-orange-yellow-green-blue-America&amp;quot;.]]&lt;br /&gt;
[[File:H3VR 520 Short Safe.jpg|thumb|none|600px|Looking further back on the shotgun reveals another important bit.]]&lt;br /&gt;
[[File:H3VR 520 Short Safety.jpg|thumb|none|600px|Take a guess as to what it is. I'll give you a hint: it starts with an &amp;quot;S&amp;quot; and rhymes with &amp;quot;zafety&amp;quot;.]]&lt;br /&gt;
[[File:H3VR 520 Short Chambering.jpg|thumb|none|600px|Chambering another type of shell, flechette, since we all know that the seventh color of the rainbow is &amp;quot;light gray&amp;quot;.]]&lt;br /&gt;
[[File:H3VR 520 Short Chamberloading.jpg|thumb|none|600px|After teaching a couple of Sosigs just what these &amp;quot;little arrows&amp;quot; can do, another shell gets chamberloaded; the pink color denotes this as a flare.]]&lt;br /&gt;
[[File:H3VR 520 Short Flare.jpg|thumb|none|600px|The results are... a bit underwhelming.]]&lt;br /&gt;
[[File:H3VR 520 Short Cannonball.jpg|thumb|none|600px|There, that's more like it!]]&lt;br /&gt;
&lt;br /&gt;
==Stoeger Condor Outback==&lt;br /&gt;
The Stoeger Condor Outback was added in Update #111 Experimental Build 3 as the &amp;quot;Outback Double&amp;quot;. This version is chambered in 20 gauge.&lt;br /&gt;
[[File:Stoeger Condor Outback.jpg|thumb|none|450px|Stoeger Condor Outback Shotgun - 12 Gauge]]&lt;br /&gt;
[[File:H3VR OutbackDouble leftside.jpg|600px|thumb|none|Hefting the over-under shotgun into frame. The weapon, as its dinged-up stock and foregrip suggest, has seen some decent use. ]]&lt;br /&gt;
[[File:H3VR OutbackDouble rightside.jpg|600px|thumb|none|Flipping over the Condor Outback; yep, still a shotgun. ]]&lt;br /&gt;
[[File:H3VR OutbackDouble breakopen.jpg|600px|thumb|none|Breaking open the shotgun. The extractor (although it behaves like an ejector in-game) even moves, fancy that. ]]&lt;br /&gt;
[[File:H3VR OutbackDouble load.jpg|600px|thumb|none|Inserting a pair of No. 4 buckshot 20-gauge shells, one after the other. ]]&lt;br /&gt;
[[File:H3VR OutbackDouble close.jpg|600px|thumb|none|Closing the shotgun back up. ]]&lt;br /&gt;
[[File:H3VR OutbackDouble firing.jpg|600px|thumb|none|Blasting some clay pigeons at the Friendly45 range. Note the Outback Double's rifle-type sights, a somewhat uncommon sight on shotguns. ]]&lt;br /&gt;
&lt;br /&gt;
==Techno Arms MAG-7==&lt;br /&gt;
The [[Techno Arms MAG-7]] was added on day 5 of the Meatmas 2020 Advent Calendar event. It is the second magazine-fed pump-action shotgun in the game, and the first to use 12 gauge 2.3622 shells (referred to as &amp;quot;12 gauge short&amp;quot; in-game).&lt;br /&gt;
[[File:Mag7.jpg|thumb|none|450px|MAG-7 - 12 gauge (2.3622 inch shell)]]&lt;br /&gt;
[[File:H3VR MAG-7 Box.jpg|thumb|none|600px|The MAG-7 in its case, along with a few spare mags, and plenty of spare lowercase &amp;quot;a&amp;quot;s.]]&lt;br /&gt;
[[File:H3VR MAG-7 Left.jpg|thumb|none|600px|Taking a good look at the shotgun, in all its stamped-steel glory. This one's clearly seen some use, as evidenced by the wear marks along the forend's path, though it's otherwise in rather good nick.]]&lt;br /&gt;
[[File:H3VR MAG-7 Loading.jpg|thumb|none|600px|Loading in a mag full of its proprietary shells; these are (currently) only available in one variety, #1 buckshot.]]&lt;br /&gt;
[[File:H3VR MAG-7 Right.jpg|thumb|none|600px|Flipping the gun over...]]&lt;br /&gt;
[[File:H3VR MAG-7 Chambering.jpg|thumb|none|600px|...and chambering a shell. Note the &amp;quot;MAG-7 M1&amp;quot; markings; this indicates that the in-game MAG-7 is actually a civilian-market MAG-7M1 with a shortened barrel and no stock, rather than than a factory-produced MAG-7; the same goes for the gun in the reference image, coincidentally enough.]]&lt;br /&gt;
[[File:H3VR MAG-7 Safety.jpg|thumb|none|600px|Disengaging the weapon's rather large safety lever.]]&lt;br /&gt;
[[File:H3VR MAG-7 Aiming.jpg|thumb|none|600px|Attempting to sight up a Sosig; while the large notch-and-post irons are easy enough to read for close-range shots, the lack of a stock makes holding a steady sight picture on a moving target rather tricky.]]&lt;br /&gt;
[[File:H3VR MAG-7 Recoil.jpg|thumb|none|600px|The fact that the front end of the gun jumps high enough to obscure said target whenever you fire doesn't help matters either.]]&lt;br /&gt;
[[File:H3VR MAG-7 Firing.jpg|thumb|none|600px|Still, in the right situations, it can make short work of any enemy's head, mechanical or otherwise.]]&lt;br /&gt;
[[File:H3VR MAG-7 Cycling.jpg|thumb|none|600px|Ejecting a shell; note that, like some of the game's other rounds, the short 12-gauge shells correctly have struck primers.]]&lt;br /&gt;
[[File:H3VR MAG-7 1-Handed.jpg|thumb|none|600px|As tempting as it is to use the MAG-7 one-handed, it's really not a great idea; apart from the heavy recoil...]]&lt;br /&gt;
[[File:H3VR MAG-7 Pumping.jpg|thumb|none|600px|...there's also the rather obvious fact that it's pump-action, forcing the user to do some rather creative one-handed gun-juggling to work the action. On the plus side, this does at least eliminate one of the main risks of using the MAG-7 properly; the fact that the pump slides all the way back to the trigger guard means that anyone who tries to exercise proper trigger discipline while cycling it will wind up whacking their trigger finger. Not that this is really an issue in VR, but still.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;The House Key&amp;quot; / &amp;quot;The Car Key&amp;quot;==&lt;br /&gt;
The fourth alpha build of Update #76 introduced attachable underbarrel shotguns; however, as the game's codebase did not support implementing magazine-fed underbarrel weapons such as the [[KAC Masterkey]] at the time, the weapons added were a pair of fictional single-shot break-actions, the basis of which appears to have been a Magpul AFG. The two differ only in barrel and frame length; the longer variant is called &amp;quot;The House Key&amp;quot;, and the shorter version is called &amp;quot;The Car Key&amp;quot;.&lt;br /&gt;
[[File:H3VR House Key Left.jpg|thumb|none|600px|Let's see... wallet, check. Cell phone, check. Watch, check. Shoes, check. Egg, check. Kitchen sink, check. House key, check. And car key...]]&lt;br /&gt;
[[File:H3VR Car Key Right.jpg|thumb|none|600px|check!]]&lt;br /&gt;
[[File:H3VR Car Key Left.jpg|thumb|none|600px|Being a fictional device (and being built off of an aftermarket foregrip), The Car Key isn't paired with any specific weapon; instead, it can be mounted to any available Picatinny rails.]]&lt;br /&gt;
[[File:H3VR Car Key Mounted.jpg|thumb|none|600px|And by &amp;quot;any&amp;quot;, we mean ''any''.]]&lt;br /&gt;
[[File:H3VR Car Key Suppressor.jpg|thumb|none|600px|At least giving the [[Heckler &amp;amp; Koch VP9|VP9]] a suppressor makes the whole thing look a little less ridiculous.]]&lt;br /&gt;
[[File:H3VR Car Key Opening.jpg|thumb|none|600px|Popping open The Car Key; in a nice touch, the small breech latch at the rear of the barrel actually moves back when this is done.]]&lt;br /&gt;
[[File:H3VR Car Key Loading.jpg|thumb|none|600px|Loading in a 12-gauge &amp;quot;Freedomfetti&amp;quot; shell. Because, well, why not?]]&lt;br /&gt;
[[File:H3VR Car Key Firing.jpg|thumb|none|600px|After all, what better way to celebrate an update than to use its own additions to launch some celebratory confetti?]]&lt;br /&gt;
&lt;br /&gt;
==TOZ-106==&lt;br /&gt;
The 18th gift added in the 2018 Meatmas event was a [[TOZ-106]]; this marked two firsts for ''H3VR'', being both its first 20-gauge shotgun, and its first bolt-action one. Bolt action is now a fairly rare mechanism for a shotgun, although it is popular in both Russia and Britain to convert cheap bolt-action rifles to small-bore shotguns to make them easier to own legally and historically even new production examples were popular for being cheaper than pump-actions before modern manufacturing techniques made pumps even cheaper.&lt;br /&gt;
[[File:TOZ-106.jpg|thumb|none|450px|TOZ-106 - 20 gauge]]&lt;br /&gt;
[[File:H3VR TOZ-106 Box.jpg|thumb|none|600px|The notorious Blunderbuss lies in wait. A thousand years it has sat, patiently awaiting the day it will be awakened once more, to reinstate its reign of terror over [[Escape from Tarkov#TOZ-106|well-equipped PMCs]]. And now, that day has come...]]&lt;br /&gt;
[[File:H3VR TOZ-106 Loading.jpg|thumb|none|600px|&amp;quot;AWAKEN, MY MASTERS!&amp;quot;]]&lt;br /&gt;
[[File:H3VR TOZ-106 Folded.jpg|thumb|none|600px|Anyway, all references aside, this is a TOZ-106. It's a shotgun. Neat, right?]]&lt;br /&gt;
[[File:H3VR TOZ-106 Unfolding.jpg|thumb|none|600px|Opening up the TOZ's stock...]]&lt;br /&gt;
[[File:H3VR TOZ-106 Left.jpg|thumb|none|600px|...which doesn't really make it look any less weird.]]&lt;br /&gt;
[[File:H3VR TOZ-106 Right.jpg|thumb|none|600px|Flipping the shotgun over only furthers the weapon's oddities, revealing another unusual detail:]]&lt;br /&gt;
[[File:H3VR TOZ-106 Chambering.jpg|thumb|none|600px|The TOZ-106, unlike most shotguns, is bolt-action.]]&lt;br /&gt;
[[File:H3VR TOZ-106 Aiming.jpg|thumb|none|600px|Testing out the rifle-like iron sights, another sign that this gun doesn't really know what it wants to be.]]&lt;br /&gt;
[[File:H3VR TOZ-106 Ejecting.jpg|thumb|none|600px|Ejecting a fired shell, and confirming that yes, it's still a bolt-action. No matter how many times you look away, it'll always be a bolt-action. No matter how much you don't want to accept it, no matter how much you try to deny it, no matter how long you wait on it, the TOZ-106 is, and will always be, a bolt-action.]]&lt;br /&gt;
[[File:H3VR TOZ-106 Firing.jpg|thumb|none|600px|Of note is that the in-game TOZ can be fired with its stock folded; this is at odds with the actual weapon, which has a specially-designed safety device meant to prevent this very thing. The reasoning behind this odd decision is legal in nature; Russian laws regulate a firearm's minimum length in a firing-capable configuration, so folding-stocked weapons must be set up to only be fireable at their legal length. This is also the case for the aforementioned [[Saiga 12K]], but only in its Russian civilian form.]]&lt;br /&gt;
[[File:H3VR TOZ-106 Cycling.jpg|thumb|none|600px|Though, to be fair, any law-derived firearm feature only lasts as long as the patience of a man with a drill, a file, and nothing to lose.]]&lt;br /&gt;
&lt;br /&gt;
==TOZ-63==&lt;br /&gt;
A sawn-off version of the TOZ-63 was added in Update #101 for Meatmas 2021. It is the first 16 gauge shotgun added to the game.&lt;br /&gt;
[[File:90b03e.jpg|thumb|none|450px|TOZ-63 - 16 gauge]]&lt;br /&gt;
[[File:H3VR TOZ-63 Left.jpg|thumb|none|600px|Examining the Russian rabbit-ear.]]&lt;br /&gt;
[[File:H3VR TOZ-63 Right.jpg|thumb|none|600px|Sadly, the stock and barrel had to be cut to make it fit in the gift box.]]&lt;br /&gt;
[[File:H3VR TOZ-63 Opening.jpg|thumb|none|600px|Cracking the TOZ open...]]&lt;br /&gt;
[[File:H3VR TOZ-63 Loading.jpg|thumb|none|600px|...and loading in some 16-gauge 00 buck shells.]]&lt;br /&gt;
[[File:H3VR TOZ-63 Cocking.jpg|thumb|none|600px|Cocking the hammers; this also gives a good view of the engravings, and the &amp;quot;TOЗ-63&amp;quot; markings and proof marks on the barrels.]]&lt;br /&gt;
[[File:H3VR TOZ-63 Aiming.jpg|thumb|none|600px|Aiming at a crystal snowflake; the combination of straight barrels with a straight full-length rib and tapered chambers creates the somewhat disagreeable impression that the barrels are bent up in the middle.]]&lt;br /&gt;
[[File:H3VR TOZ-63 Firing.jpg|thumb|none|600px|Firing; the left hammer always drops first.]]&lt;br /&gt;
[[File:H3VR TOZ-63 Recoil.jpg|thumb|none|600px|As for recoil, it's... about what you'd expect, though somewhat milder than a similarly-sized 12-gauge.]]&lt;br /&gt;
[[File:H3VR TOZ-63 Ejecting.jpg|thumb|none|600px|Cracking open the barrels again, and spitting hasn't gone out the front end out the back.]]&lt;br /&gt;
&lt;br /&gt;
==TOZ-81 Mars==&lt;br /&gt;
The [[TOZ-81 Mars]] was added on Day 17 of the Meatmas 2022 Advent Calendar event. This is its first known media appearance.&lt;br /&gt;
[[File:TOZ-81 Mars.jpg|thumb|none|350px|TOZ-81 Mars - 5.45x39mm/.410 Bore]]&lt;br /&gt;
[[File:H3VR TOZ-81 Box.jpg|thumb|none|600px|The TOZ in its gift box; a fair bit bigger than the one that it was intended to be stored in. Unless you count a re-entry capsule as a &amp;quot;box&amp;quot;, in which case it's ''slightly'' smaller.]]&lt;br /&gt;
[[File:H3VR TOZ-81 Left.jpg|thumb|none|600px|Examining the least common of the game's TOZes; if there were any doubts about its rarity, simply look to the serial number on the frame.]]&lt;br /&gt;
[[File:H3VR TOZ-81 Right.jpg|thumb|none|600px|If the [[Heckler &amp;amp; Koch G11|G11]] is German space magic, then I suppose this would be Soviet space... bushcraft, maybe?]]&lt;br /&gt;
[[File:H3VR TOZ-81 Opening.jpg|thumb|none|600px|Cracking the shotgun open, courtesy of the lever in front of the cylinder.]]&lt;br /&gt;
[[File:H3VR TOZ-81 Loading.jpg|thumb|none|600px|Loading in some .410 flechette shells; the linear interpolation of the palmed rounds can cause some clipping, as seen here.]]&lt;br /&gt;
[[File:H3VR TOZ-81 Closing.jpg|thumb|none|600px|Snapping it shut. Would now be a good time to mention that this is technically a bullpup?]]&lt;br /&gt;
[[File:H3VR TOZ-81 Aiming.jpg|thumb|none|600px|Aiming at a distant snowflake - this effort is somewhat stymied by the fact that someone apparently didn't think that crash-landed cosmonauts in middle of Siberia needed any sort of sights. Maybe that's why it lost out to the [[TP-82]]...]]&lt;br /&gt;
[[File:H3VR TOZ-81 Firing.jpg|thumb|none|600px|Giving it the old college try anyway; note how the cylinder lies flush with its surrounding frame whenever the weapon is ready to fire, sticking out only when the cylinder is rotating.]]&lt;br /&gt;
[[File:TOZ-81 Stock.jpg|thumb|none|450px|TOZ-81 Mars with attached stock - 5.45x39mm/.410 Bore]]&lt;br /&gt;
[[File:H3VR TOZ-81 Attaching.jpg|thumb|none|600px|If a .410 revolver doesn't seem too practical, Tulsky Oruzheiny Zavod have just the thing for you: a simple single-tube stock, with a nice little wooden cheek-rest to stop your face from freezing to the metal while scavenging for game in the expanse of the tundra.]]&lt;br /&gt;
[[File:H3VR TOZ-81 Stock.jpg|thumb|none|600px|It also contains a radio, to minimize the amount of time you have to spend doing that.]]&lt;br /&gt;
[[File:H3VR TOZ-81 Close.jpg|thumb|none|600px|While the stock definitely aids in landing shots more easily, it also helps to pick a somewhat more reasonable target.]]&lt;br /&gt;
[[File:H3VR TOZ-81 Ejecting.jpg|thumb|none|600px|Popping the gun open again, and getting rewarded with a spread of nicely-modeled spent .410 hulls.]]&lt;br /&gt;
[[File:H3VR TOZ-81 Bayonet.jpg|thumb|none|600px|Of course, this isn't your everyday bullpup DAO top-break revolving detachable-radio-stocked .410 cosmonaut survival shotgun (caliber-convertible to 5.45x39mm); it's a bullpup DAO top-break revolving detachable-radio-stocked .410 cosmonaut survival shotgun (caliber-convertible to 5.45x39mm) with an integrated folding bayonet.]]&lt;br /&gt;
[[File:H3VR TOZ-81 Attacking.jpg|thumb|none|600px|This can function as a utility knife, a saw, and, well... a bayonet.]]&lt;br /&gt;
&lt;br /&gt;
==Tulyak==&lt;br /&gt;
The [[Tulyak]] was added in Experimental Build 3 of Update #111. This marks the first known media appearance of this shotgun.&lt;br /&gt;
[[File:Tulyak.jpg|thumb|none|350px|Tulyak - 23x75mmR]]&lt;br /&gt;
[[File:H3VR Tulyak leftside.jpg|600px|thumb|none|Having obtained (through classified channels) the unorthodox Russian shotgun, the player swings by the range to inspect his new toy.]]&lt;br /&gt;
[[File:H3VR Tulyak rightside.jpg|600px|thumb|none|The other side of the Tulyak. Although it looks quite like a malformed handgun with a strangely long barrel...]]&lt;br /&gt;
[[File:H3VR Tulyak breakopen.jpg|600px|thumb|none|...the touch of a button erases all doubts as to the weapon's shotgun legacy. ]]&lt;br /&gt;
[[File:H3VR Tulyak shrap25.jpg|600px|thumb|none|The Tulyak utilizes the same 23x75mmR shotgun shells as the much more famous pump-action KS-23M. Pictured here is a belted &amp;quot;Shrapnel-25&amp;quot; shell, which has been optimized for use at (wouldn't you know) 25 meters. ]]&lt;br /&gt;
[[File:H3VR Tulyak cocking.jpg|600px|thumb|none|Before the Tulyak can be fired, its hammer must be primed. This is done by squeezing the grip-safety-like plunger embedded in the weapon's grip, because why not?]]&lt;br /&gt;
[[File:H3VR Tulyak stockattach.jpg|600px|thumb|none|Attaching the Tulyak's bespoke stock, for when one desires a (slightly) more comfortable firing experience. ]]&lt;br /&gt;
[[File:H3VR Tulyak stock.jpg|600px|thumb|none|Of course, comfort is relative when this bundle of metal tubes is concerned. ]]&lt;br /&gt;
[[File:H3VR Tulyak ADS.jpg|600px|thumb|none|Aiming down the shotgun's crude sights, which... are a thing.]]&lt;br /&gt;
[[File:H3VR Tulyak firing .jpg|600px|thumb|none|Firing the Tulyak, also known as live footage of a soon-to-be wicked shoulder bruise (and, for that matter, black eye). ]]&lt;br /&gt;
[[File:H3VR Tulyak eject.jpg|600px|thumb|none|Ejecting a finely-blued belted shell casing. ]]&lt;br /&gt;
[[File:H3VR Tulyak barrikada.jpg|600px|thumb|none|Loading in another shell, this time landing on a salmon-colored &amp;quot;Barricade&amp;quot; slug. ]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The [[Winchester Model 1887]] was added to ''H3'' with the Wurstworld update, and comes in both full length and sawn-off forms. And yes, it can be spin-cocked ''a la'' ''[[Terminator 2]]''; in fact, one of Wurstworld's rewards is a ''T2''-themed sawn-off 1887, complete with a darker finish, an extended lever loop with a metal handling plate, and a cut-back trigger guard.&lt;br /&gt;
[[File:Winchester1887shotgun.jpg|thumb|none|450px|Winchester 1887 - 12 gauge]]&lt;br /&gt;
[[File:H3VR 1887.jpg|thumb|none|600px|Taking in the beauty of the Winchester M1887, whilst trying to ignore the work-in-progress nature of the surrounding environment.]]&lt;br /&gt;
[[File:H3VR 1887 Closeup.jpg|thumb|none|600px|A close look at the Winchester. Note the interesting addition of a grasping groove in the forearm, rather like some bolt-action rifles (such as the Mark 1 version of the [[M1903 Springfield]]).]]&lt;br /&gt;
[[File:H3VR 1887 Open.jpg|thumb|none|600px|Opening the 1887's action...]]&lt;br /&gt;
[[File:H3VR 1887 Breech.jpg|thumb|none|600px|...which gives a good look at the weapon's breech and magazine tube.]]&lt;br /&gt;
[[File:H3VR 1887 Loading.jpg|thumb|none|600px|Loading in a handful of &amp;quot;Triple Hit&amp;quot; shells; these contain 3 miniature slugs, stacked end-to-end. The Winchester in-game correctly holds 5 rounds in the tube and a sixth in the chamber.]]&lt;br /&gt;
[[File:H3VR 1887 Aiming.jpg|thumb|none|600px|Taking aim at a decanter...]]&lt;br /&gt;
[[File:H3VR 1887 Firing.jpg|thumb|none|600px|...and firing. Note the impressive ricochets; the slugs in the &amp;quot;Triple Hit&amp;quot; shells are apparently coded as being made of tempered steel, which makes them extremely prone to bouncing off of hard objects.]]&lt;br /&gt;
[[File:H3VR 1887 Cycling.jpg|thumb|none|600px|A close-up of the 1887 cycling. The weapon actually correctly shows spent shells being pulled from the chamber before being ejected, and fresh ones being pushed in; the latter is taking place here.]]&lt;br /&gt;
[[Image:Norinco Winchester 1887.jpg|thumb|none|450px|Sawn-off Winchester Model 1887 (Norinco Replica) - 12 gauge]]&lt;br /&gt;
[[File:H3VR 1887 Short.jpg|thumb|none|600px|The shortened variant. Note that, curiously, this variant lacks the grasping groove of the standard version.]]&lt;br /&gt;
[[File:H3VR 1887 Short Open.jpg|thumb|none|600px|Opening the action.]]&lt;br /&gt;
[[File:H3VR 1887 Short Loading.jpg|thumb|none|600px|Loading in some shells.]]&lt;br /&gt;
[[File:H3VR 1887 Short Aiming.jpg|thumb|none|600px|Aiming at a bottle...]]&lt;br /&gt;
[[File:H3VR 1887 Short Firing.jpg|thumb|none|600px|...before blowing it to pieces. Once again, the ricochet-prone nature of the &amp;quot;Triple Hit&amp;quot; shells makes itself apparent.]]&lt;br /&gt;
[[File:H3VR 1887 Short Spinning.jpg|thumb|none|600px|Flip-cocking the 1887. This can be done either forwards or backwards, completely regardless of the standard, non-extended lever loop that would be liable to break the user's fingers were they to attempt to do such a thing. But this is a game with &amp;quot;Hot Dog&amp;quot; in the name, so we'll let it slide.]]&lt;br /&gt;
[[File:H3VR 1887 Short Chambering.jpg|thumb|none|600px|Another angle, showing a new shell being chambered.]]&lt;br /&gt;
[[File:T2heroShotgun1.jpg|thumb|none|450px|One of the actual Winchester Model 1887 shotguns used by [[Arnold Schwarzenegger]] in ''[[Terminator 2]]'' - 10 gauge]]&lt;br /&gt;
[[File:H3VR 1887 T2 Table.jpg|thumb|none|600px|Rather fitting that a weapon that comes at the end of a long series of tasks is found at the end of a table, wouldn't you say?]]&lt;br /&gt;
[[File:H3VR 1887 T2 Loading.jpg|thumb|none|600px|Loading in some slug shells, whilst reading the weapon's info board; aside from stating its (full) name, period of production, caliber, and capacity, it also includes this little tidbit of &amp;quot;information&amp;quot;.]]&lt;br /&gt;
[[File:H3VR 1887 T2 Aiming.jpg|thumb|none|600px|Aiming at a wooden wagon wheel. It's no truck tire, but it'll do.]]&lt;br /&gt;
[[File:H3VR 1887 T2 Firing.jpg|thumb|none|600px|Blowing the wheel to pieces...]]&lt;br /&gt;
[[File:H3VR 1887 T2 Spinning.jpg|thumb|none|600px|...and, of course, performing the legendary flip-cock. In the words of many a Twitch stream commenter: &amp;quot;'''ADMIN, HE'S DOING IT SIDEWAYS!'''&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897==&lt;br /&gt;
Update #52's impressive list of new firearms includes the [[Winchester Model 1897]], in its famous military &amp;quot;Trench Gun&amp;quot; configuration. It is correctly capable of slam-fire, and holds an appropriate 5 rounds in the tube plus one in the chamber.&lt;br /&gt;
[[File:Winchester1897TrenchTakedown.jpg|thumb|none|450px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge]]&lt;br /&gt;
[[File:H3VR 1897 Left.jpg|thumb|none|600px|Taking in the beauty of a century-old shotgun.]]&lt;br /&gt;
[[File:H3VR 1897 Right.jpg|thumb|none|600px|The other side, showing off the ejection port.]]&lt;br /&gt;
[[File:H3VR 1897 Open.jpg|thumb|none|600px|As above, but with the action open. Note the bolt protruding from the rear of the receiver, and the shell lifter coming out of the bottom; both of these are correct for the weapon.]]&lt;br /&gt;
[[File:H3VR 1897 Chamberloading.jpg|thumb|none|600px|Loading a 12 gauge buckshot round into the 1897's chamber...]]&lt;br /&gt;
[[File:H3VR 1897 Loading.jpg|thumb|none|600px|...before putting another 5 in the tube magazine.]]&lt;br /&gt;
[[File:H3VR 1897 Firing.jpg|thumb|none|600px|Practicing some trench-sweeping, and firing all 6 shots without letting go of the trigger.]]&lt;br /&gt;
&lt;br /&gt;
Click [[Hot Dogs, Horseshoes &amp;amp; Hand Grenades|here]] to return to the main index page, or click [[Hot Dogs, Horseshoes &amp;amp; Hand Grenades/Assault Rifles|here]] to view the game's assault rifles.&lt;br /&gt;
&lt;br /&gt;
[[Category:Subpages of Hot Dogs, Horseshoes &amp;amp; Hand Grenades]]&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Hot_Dogs,_Horseshoes_%26_Hand_Grenades/Shotguns&amp;diff=1637979</id>
		<title>Hot Dogs, Horseshoes &amp; Hand Grenades/Shotguns</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Hot_Dogs,_Horseshoes_%26_Hand_Grenades/Shotguns&amp;diff=1637979"/>
		<updated>2023-12-25T18:46:13Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: /* High Standard Model 10A */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Shotguns=&lt;br /&gt;
Shotguns in ''H3'' are split into four categories, based primarily on their feeding/reloading system; there are break-actions, tube-fed shotguns, and shotguns that feed from detachable magazines. The exception to this is the [[Winchester Model 1887]] in all its forms; this is instead placed in its own category of lever-action shotguns.&lt;br /&gt;
==Baikal MP-155K==&lt;br /&gt;
Added in the firearms drop in Update #59's ninth alpha build, the [[Baikal MP-155K]] (a semi-automatic, magazine-fed sporting shotgun of Russian origin) makes its first documented media appearance in ''H3VR''.&lt;br /&gt;
[[File:MP-155K.jpg|thumb|none|450px|Baikal MP-155K - 12 gauge]]&lt;br /&gt;
[[File:H3VR MP-155K Table.jpg|thumb|none|600px|An MP-155K sits on a table, while its magazine stands alone.]]&lt;br /&gt;
[[File:H3VR MP-155K Loading.jpg|thumb|none|600px|&amp;quot;''Reunited, and it feels so good...''&amp;quot;]]&lt;br /&gt;
[[File:H3VR MP-155K Charging.jpg|thumb|none|600px|Pulling back the charging handle...]]&lt;br /&gt;
[[File:H3VR MP-155K Chambering.jpg|thumb|none|600px|...and letting it slam back into battery, taking a fresh buckshot shell with it.]]&lt;br /&gt;
[[File:H3VR MP-155K Left.jpg|thumb|none|600px|Pausing to admire the shotgun's black, shiny polymer components.]]&lt;br /&gt;
[[File:H3VR MP-155K Right.jpg|thumb|none|600px|The other side of the MP-155K; the markings simply read &amp;quot;MP-155K&amp;quot; in the segment closer to this text, and &amp;quot;12x76&amp;quot; in the segment closer to the ejection port (the latter is a caliber designation; it denotes shells 12 gauge in diameter and 76 millimeters in length, or 3&amp;quot; for those on the other side of the anywhere).]]&lt;br /&gt;
[[File:H3VR MP-155K Aiming.jpg|thumb|none|600px|Aiming; the small, high-mounted rear aperture seems more at home on a rifle than a shotgun. At least it's good for slugs.]]&lt;br /&gt;
[[File:H3VR MP-155K Firing.jpg|thumb|none|600px|Firing a shell.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M2 Super 90==&lt;br /&gt;
The [[Benelli M2 Super 90]] was added in Update #90. Two variants are available: a &amp;quot;Tactical&amp;quot; version with a fixed stock/pistol grip, a 7-round magazine tube, and an M-LOK handguard with rails attached, and a &amp;quot;Threegun&amp;quot; version with a straight stock, a 28&amp;quot; barrel, and a 10-round magazine tube (the highest capacity of any single shotgun magazine tube in the game); both have aftermarket bolt release buttons, bolts, and charging handles.&lt;br /&gt;
[[File:M2 Tactical.jpg|thumb|none|450px|Benelli M2 Super 90 with pistol grip stock - 12 gauge]]&lt;br /&gt;
[[File:H3VR M2 Tactical Left.jpg|thumb|none|600px|Out at the range with the M2 Tactical; note that, unlike the reference image, the in-game M2 has a top rail for optics.]]&lt;br /&gt;
[[File:H3VR M2 Tactical Right.jpg|thumb|none|600px|It also has, as mentioned, an aftermarket extended bolt release...]]&lt;br /&gt;
[[File:H3VR M2 Tactical Chamberloading.jpg|thumb|none|600px|...which makes it considerably more convenient to release the bolt after chamber loading a round, as is not being done here.]]&lt;br /&gt;
[[File:H3VR M2 Tactical Loading.jpg|thumb|none|600px|Loading some additional shells into the magazine tube; one of the other improvements of Update #90 was to the behavior of loading gates, which now only move when pushed in on instead of wobbling around freely like they did before.]]&lt;br /&gt;
[[File:H3VR M2 Tactical Aiming.jpg|thumb|none|600px|Looking through the M2's illuminated ghost-ring sights.]]&lt;br /&gt;
[[File:H3VR M2 Tactical Firing.jpg|thumb|none|600px|Blasting the newer paper target with some 00 buck.]]&lt;br /&gt;
[[File:H3VR M2 Tactical Ejecting.jpg|thumb|none|600px|In case you were doubting that for some reason, here's an image of the ejected shell from a couple frames later. If you were doubting that, I'd also suggest you see a therapist, because you clearly have some deep-seated trust issues likely stemming from some sort of childhood trauma. Oh, and remember: no matter what your older cousin tells you, blue fire is not cold.]]&lt;br /&gt;
[[File:BenelliM2Shotgun.jpg|thumb|none|450px|Benelli M2 Super 90 in synthetic straight stock configuration, ghost ring sights - 12 gauge]]&lt;br /&gt;
[[File:H3VR M2threegun overview.JPG|thumb|none|600px|The other M2 Super 90 variant, called the &amp;quot;M2 ThreeGun&amp;quot;. And it is loooong.]]&lt;br /&gt;
[[File:H3VR M2threegun stock.JPG|thumb|none|600px|So long, that we needed a separate screenshot for Benelli's patented ComforTech stock. The chevron arrows are actually made from synthetic gel, which in addition to the cheek comb and butt plate, are engineered to reduce felt recoil.]]&lt;br /&gt;
[[File:H3VR M2threegun bolt.JPG|thumb|none|600px|Like the M2 Tactical, this shotgun has the same aftermarket bolt release for easy grabbing.]]&lt;br /&gt;
[[File:H3VR M2threegun boltopen.JPG|thumb|none|600px|Opening the chamber for some tactical loading.]]&lt;br /&gt;
[[File:H3VR M2threegun load.JPG|thumb|none|600px|Inserting shells into the loading gate.]]&lt;br /&gt;
[[File:H3VR M2threegun boltclose.JPG|thumb|none|600px|10+1 shells later, the bolt is closed, and we're ready to go.]]&lt;br /&gt;
[[File:H3VR M2threegun aim.JPG|thumb|none|600px|Taking aim at some IPSC targets in the breaching house. The lack of a rear sight isn't much of an issue when using buckshot at point-blank range.]]&lt;br /&gt;
[[File:H3VR M2threegun fire.JPG|thumb|none|600px|One target down, as the emptied shell goes flying.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] is one of the available shotguns in-game; it was added in Update #6, along with the [[Heckler &amp;amp; Koch FABARM FP6|FABARM Martial]].&lt;br /&gt;
[[File:Benelli m4 2.jpg|thumb|none|450px|Benelli M4 Super 90 with 4-shot tube - 12 gauge]]&lt;br /&gt;
[[File:H3VR Benelli M4 Loading.jpg|thumb|none|600px|Out on a woods walk, Hick-not45 loads up his M4 Super 90.]]&lt;br /&gt;
[[File:H3VR Benelli M4 Aiming Sight.jpg|thumb|none|600px|Aiming through the attached EOTech holosight; the in-game sight is marked &amp;quot;NAVTech&amp;quot;, for copyright reasons.]]&lt;br /&gt;
[[File:H3VR Benelli M4 Firing Sight.jpg|thumb|none|600px|Smoking some pots.]]&lt;br /&gt;
[[File:H3VR Benelli M4 Muzzle.jpg|thumb|none|600px|Satisfied, Hick-not45 lowers his Benelli, giving the viewers at home a good look at the 4-shot magazine tube; this is at odds with its in-game 7+1 capacity.]]&lt;br /&gt;
[[File:H3VR Benelli M4 Table.jpg|thumb|none|600px|Meanwhile, in a far less inviting-looking shooting range, another M4 sits on a table.]]&lt;br /&gt;
[[File:H3VR Benelli M4 Racking.jpg|thumb|none|600px|Locking back the shotgun's bolt...]]&lt;br /&gt;
[[File:H3VR Benelli M4 Chamberloading.jpg|thumb|none|600px|...chamberloading a shell...]]&lt;br /&gt;
[[File:H3VR Benelli M4 Releasing.jpg|thumb|none|600px|...and letting the bolt slam into battery.]]&lt;br /&gt;
[[File:H3VR Benelli M4 Stock.jpg|thumb|none|600px|Collapsing the stock.]]&lt;br /&gt;
[[File:H3VR Benelli M4 Right.jpg|thumb|none|600px|Admiring the now-smaller shotgun - or, at least, attempting to, as the weapon's eye-searingly reflective finish makes looking at it with this lighting for any substantial period of time a rather painful endeavor.]]&lt;br /&gt;
[[File:H3VR Benelli M4 Firing.jpg|thumb|none|600px|Blasting away a blue circle. This is the older version of the Modular Range, which would later evolve into the M.E.A.T.S. range; the former was far simpler than the latter, having only 2 types of targets (at this stage of development): blue point targets, and red penalty targets.]]&lt;br /&gt;
==Beretta 1301==&lt;br /&gt;
The [[Beretta 1301]] was added in Experimental build 3 of Update #111.&lt;br /&gt;
[[File:Beretta 1301 Tactical.jpg|thumb|none|450px|Beretta 1301 Tactical - 12 gauge]]&lt;br /&gt;
[[File:H3VR B1301 leftside.jpg|600px|thumb|none|Taking a look at the black Beretta boomstick. ]]&lt;br /&gt;
[[File:H3VR B1301 rightside.jpg|600px|thumb|none|The right side of the tactical tube-fed twelve-gauge. ]]&lt;br /&gt;
[[File:H3VR B1301 reload1.jpg|600px|thumb|none|As a semi-automatic shotgun, the Beretta 1301 is no stranger to the art of the chamber-load. ]]&lt;br /&gt;
[[File:H3VR B1301 reload2.jpg|600px|thumb|none|Giving the bolt release a hearty smack. ]]&lt;br /&gt;
[[File:H3VR B1301 reload3.jpg|600px|thumb|none|Inserting some more shells, this time straight into the shotgun's tube magazine.]]&lt;br /&gt;
[[File:H3VR B1301 firing.jpg|600px|thumb|none|Sending a shell of double-aught downrange. Update #111 saw significant improvements to all of H3's shotgun shell models, including spent shell casings (which are now much more soot-stained, among other changes).]]&lt;br /&gt;
&lt;br /&gt;
==Beretta DT11==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun#Over and Under Shotgun (O/U)|Beretta DT11]] is one of the 4 shotguns added in Update #15. Following Update #46, 2 new variants were added - one with a shortened set of barrels, and one with further-shortened barrels and a cut-down stock.&lt;br /&gt;
[[File:DT-11.jpg|thumb|none|450px|Beretta DT11 - 12 gauge]]&lt;br /&gt;
[[File:H3VR DT11.jpg|thumb|none|600px|It was at this moment that he realized that an indoor range is not a good place to bring a trap shooting shotgun.]]&lt;br /&gt;
[[File:H3VR DT11 Open.jpg|thumb|none|600px|Deciding to just roll with it, he opens up the DT11...]]&lt;br /&gt;
[[File:H3VR DT11 Loading.jpg|thumb|none|600px|...and further fails to understand its intended purpose.]]&lt;br /&gt;
[[File:H3VR DT11 Closing.jpg|thumb|none|600px|Having given his DT11 two shells full of buckshot, he then closes it up.]]&lt;br /&gt;
[[File:H3VR DT11 Aiming.jpg|thumb|none|600px|Aiming; this being a competition skeet gun, it has nothing but a front bead sight.]]&lt;br /&gt;
[[File:H3VR DT11 Firing.jpg|thumb|none|600px|Firing off a shot; the red lines in the air are the game's optional bullet trails.]]&lt;br /&gt;
[[File:H3VR DT11 Right.jpg|thumb|none|600px|He then admires his DT11, whilst trying to ignore the ricochet that has seemingly lodged itself in his leg.]]&lt;br /&gt;
[[File:H3VR DT11 Ejecting.jpg|thumb|none|600px|Dropping the spent shells out of the DT11.]]&lt;br /&gt;
[[File:H3VR Shorty Table.jpg|thumb|none|600px|A table full of (almost) all of Update #46's shortened weapon variants.]]&lt;br /&gt;
[[File:H3VR DT11 Short.jpg|thumb|none|600px|Finding the full-length version too long and awkward for indoor use, he tries out a shorter version. Note that, despite the barrels being ostensibly sawn down, they still have choke tubes installed.]]&lt;br /&gt;
[[File:H3VR DT11 Short Loading.jpg|thumb|none|600px|Loading the shortened DT11 up with some shells.]]&lt;br /&gt;
[[File:H3VR DT11 Sawn-Off.jpg|thumb|none|600px|Sawing off a beautiful shotgun like this should be a crime. And it is. No, seriously.]]&lt;br /&gt;
[[File:H3VR DT11 Sawn-Off Ejecting.jpg|thumb|none|600px|Fortunately, since nobody knows who &amp;quot;He&amp;quot; is, He can't get arrested by the BATFS (Bureau of Alcohol, Tobacco, Firearms, and Sausages).]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Baby's First Boomstick&amp;quot;==&lt;br /&gt;
The &amp;quot;Baby's First Boomstick&amp;quot; is one of the April Fools guns added in Alpha 2 of Update #102. The basic gist is that it is a [[SPAS-12]]-like shotgun that somehow merged with a Fisher Price pop-up toy; the weapon was inspired by one of [https://youtu.be/zFXkQzBsC8g?t=29 Kommander Karl's tactical reload videos] where he takes mundane objects and &amp;quot;reloads&amp;quot; them as if they are firearms.&lt;br /&gt;
[[File:H3VR BFBS Left.jpg|thumb|none|600px|The Baby's First Boomstick, fresh from the wrapping paper. Gifts like these are why you should ''always'' have a baby shower.]]&lt;br /&gt;
[[File:H3VR BFBS Right.jpg|thumb|none|600px|Even if you're not actually having a kid. If they ask where it is a few months later, just get really sad and quiet - shuts 'em up every time.]]&lt;br /&gt;
[[File:H3VR BFBS Opening.jpg|thumb|none|600px|Loading the BFB is a rather unusual process - first, push all the buttons (each one putting out a pitch-varied &amp;quot;erp&amp;quot;)...]]&lt;br /&gt;
[[File:H3VR BFBS Loading.jpg|thumb|none|600px|...and then load a shell into each one of the loading ports.]]&lt;br /&gt;
[[File:H3VR BFBS Closed.jpg|thumb|none|600px|Each one accepts the shell with a similar &amp;quot;erp&amp;quot;, and promptly closes itself.]]&lt;br /&gt;
[[File:H3VR BFBS Charging.jpg|thumb|none|600px|Racking the charging handle chambers a shell (one of the same short 12-gauge shells as the [[Techno Arms MAG-7|MAG-7]]); the front loading port can then be re-opened to get a fifth round in, though the weapon's intended users probably aren't quite ready to understand that yet.]]&lt;br /&gt;
[[File:H3VR BFBS Aiming.jpg|thumb|none|600px|In a similar vein, it was designed without such complex, child-confusing systems as a set of sights. Or the provision to mount one. Or a safety.]]&lt;br /&gt;
[[File:H3VR BFBS Firing.jpg|thumb|none|600px|It does, however, have a standoff muzzle device, so that the Baby's First Boomstick can be used for a Baby's First Door-Breaching Exercise. To keep things safe, this isn't done the same way as a real one - after all, real doors would be too dangerous.]]&lt;br /&gt;
[[File:H3VR BFBS Melon.jpg|thumb|none|600px|While you're at it, why not try Baby's First Prisoner Execution?]]&lt;br /&gt;
[[File:H3VR BFBS Miss.jpg|thumb|none|600px|Don't worry, this is safe too - through the use of advanced Not-A-Bug technology, pellets are projected well past the actual muzzle, so there's no risk of any melons getting hurt by-]]&lt;br /&gt;
[[File:H3VR BFBS Hit.jpg|thumb|none|600px|'''&amp;quot;ATTENTION ALL SITE PERSONNEL. A BABY HAS BREACHED CONTAINMENT IN SECTOR 6. THIS IS NOT A DRILL. ALL PERSONNEL MUST EVACUATE IMMEDIATELY. SECURITY FORCES HAVE BEEN DISPATCHED.&amp;quot;''']]&lt;br /&gt;
&lt;br /&gt;
==Cobray Terminator==&lt;br /&gt;
The (in)famous [[Cobray Terminator]] was added in the second experimental build of Update #102, marking the weapon's first known media appearance; in reference to its real-world reputation, it goes by the less-than-flattering name &amp;quot;Worst Shotgun Ever Made&amp;quot; in-game. No, seriously, that's the actual in-game name.&lt;br /&gt;
[[File:CobrayTerminator.jpg|thumb|none|450px|Cobray Terminator - 12 gauge]]&lt;br /&gt;
[[File:H3VR Terminator Left.jpg|thumb|none|600px|Yep, here it is.]]&lt;br /&gt;
[[File:H3VR Terminator Right.jpg|thumb|none|600px|A steel-and-plastic jumble of poor decisions, only ultimately successful in helping to terminate its own manufacturer's business.]]&lt;br /&gt;
[[File:H3VR Terminator Extending.jpg|thumb|none|600px|Extending the simple wire stock; quite comfortable, by absolutely nobody's account.]]&lt;br /&gt;
[[File:H3VR Terminator Cocking.jpg|thumb|none|600px|Loading the Terminator is a rather strange affair; it starts by taking the cocking handle on the left side of the receiver, and pushing it forward. In-game, this is accompanied by the depression of the locking lug on the right side (albeit not quite far enough, causing it to clip into the receiver); in reality, this had to be done manually as well.]]&lt;br /&gt;
[[File:H3VR Terminator Locking.jpg|thumb|none|600px|Once all the way forward, the handle can then be twisted upwards into a [[Sten]]-esque safety notch.]]&lt;br /&gt;
[[File:H3VR Terminator Sear.jpg|thumb|none|600px|With the safety engaged, one can also get a good look at exactly how the weapon works. It is essentially a more advanced version of the slam-bang shotguns people make out of drainpipes, with the large spring wrapped around the barrel pushing it backwards and forcing the loaded shell into a fixed firing pin at the back of the receiver when the sear drops (as shown here - though the barrel is rather obviously not moving, since the cocking handle (directly attached to the barrel) is held forward by the safety notch); when the barrel goes into battery, the locking lug shown a couple screenshots ago locks against the ejection port to prevent the breech from opening, keeping the weapon (ostensibly) safe. The end result is, in effect, an open-bolt mechanism in reverse - instead of pushing a fixed firing pin on the bolt towards a chambered round, the Terminator pushes a chambered round towards a fixed firing pin in the receiver.]]&lt;br /&gt;
[[File:H3VR Terminator Loading.jpg|thumb|none|600px|Loading in a slug shell; this is probably not the greatest idea, given that slugs (and heavy-recoiling shells in general) have been known to forcibly collapse the Terminator's stock and slam the receiver into the shooter's face. Hence the word &amp;quot;ostensibly&amp;quot;.]]&lt;br /&gt;
[[File:H3VR Terminator Safety.jpg|thumb|none|600px|Disregarding safety, and disengaging it.]]&lt;br /&gt;
[[File:H3VR Terminator Aiming.jpg|thumb|none|600px|Taking aim at a distant window; the Terminator's rifle-style front sight (a tall front post, with protective wings to match) is accompanied in the rear by absolutely nothing.]]&lt;br /&gt;
[[File:H3VR Terminator Firing.jpg|thumb|none|600px|Firing; while the game can't accurately represent the Terminator's uncomfortable ergonomics, it can duplicate its notorious recoil - the fact that the entire barrel slams backward as it fires makes it kick substantially more than a conventional shotgun.]]&lt;br /&gt;
[[File:H3VR Terminator Shell.jpg|thumb|none|600px|Pulling the cocking handle forward again extracts the shell, but doesn't actually eject it from the receiver.]]&lt;br /&gt;
[[File:H3VR Terminator Ejecting.jpg|thumb|none|600px|To do that, simply tip the weapon over. No, seriously.]]&lt;br /&gt;
[[File:H3VR Terminator Breaching.jpg|thumb|none|600px|Deciding to forsake all sensible... everything, and attempting a breach-and-clear drill with the Terminator. Suffice it to say, failing to break the lock in one shot (or deciding to shoot out the doorknob as well, or going for the hinges instead) makes this a somewhat uncomfortably time-consuming procedure.]]&lt;br /&gt;
[[File:H3VR Terminator Attacking.jpg|thumb|none|600px|Actually encountering an enemy can also turn rather awkward if the first shot doesn't do the job; while this could be said of a conventional single-shot shotgun as well, they at least have a reasonably quick reloading procedure.]]&lt;br /&gt;
[[File:H3VR Terminator Throwing.jpg|thumb|none|600px|In such a circumstance, the Terminator can at least be relied upon as one thing: a large, heavy chunk of metal.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision SIX12==&lt;br /&gt;
The [[Crye Precision SIX12]] was added in Update #90. It is the second revolver shotgun (not including the MTs 255 sawn-off) added in the game, and the first with a detachable cylinder. It is referred to in-game as the &amp;quot;P6Twelve&amp;quot;.&lt;br /&gt;
[[File:612 Wood.jpg|thumb|none|450px|Crye Precision SIX12 with wooden furniture - 12 gauge]]&lt;br /&gt;
[[File:H3VR Six12 Overview.JPG|thumb|none|600px|What better place to shoot a gun with wood furniture than in the woods? Still, it feels like something's missing.]]&lt;br /&gt;
[[File:H3VR Six12 rear.JPG|thumb|none|600px|From the rear, you can see the base of the barrel lined up with the top chamber of the cylinder.]]&lt;br /&gt;
[[File:H3VR Six12 fullmag.JPG|thumb|none|600px|The front view of a full magazine. To accommodate the SIX12, the magazine behaves in-game like a speedloader for revolvers. This only effects the player if they want to manually replace spent shells.]]&lt;br /&gt;
[[File:H3VR Six12 loading.JPG|thumb|none|600px|Inserting the magazine into the shotgun.]]&lt;br /&gt;
[[File:H3VR Six12 full.JPG|thumb|none|600px|There, much better.]]&lt;br /&gt;
[[File:H3VR Six12 aim.JPG|thumb|none|600px|Aiming down the SIX12's very crisp sights. While a top rail for optics is available, the default sights are more than adequate.]]&lt;br /&gt;
[[File:H3VR Six12 shoot.JPG|thumb|none|600px|And just like that, the flowerpot was no more.]]&lt;br /&gt;
[[File:H3VR Six12 spentmag.JPG|thumb|none|600px|Examining the spent shells inside of the SIX12 magazine, which have flared open after firing.]]&lt;br /&gt;
[[File:H3VR Six12 emptymag.JPG|thumb|none|600px|And with the shells removed entirely, you can see straight through to the other side.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo USAS-12==&lt;br /&gt;
Added in the 2019 Meatmas update, the [[Daewoo USAS-12]] is ''H3'''s fourth fully-automatic shotgun, though only its second non-fictional one (and the second one with a stock).&lt;br /&gt;
[[File:USAS12.jpg|thumb|none|450px|Daewoo USAS-12 - 12 gauge]]&lt;br /&gt;
[[File:H3VR USAS Left.jpg|thumb|none|600px|''&amp;quot;Have you seen [[M16]] lately?&amp;quot;'']]&lt;br /&gt;
[[File:H3VR USAS Right.jpg|thumb|none|600px|''&amp;quot;Yeah, it looks like he's been hitting the gym.&amp;quot;'']]&lt;br /&gt;
[[File:H3VR USAS Loading.jpg|thumb|none|600px|Loading a magazine into the shotgun, its receiver helpfully indicating that it is a &amp;quot;USAS-12&amp;quot;, and that said magazine is full of &amp;quot;12GA 2 3/4 INCH&amp;quot;.]]&lt;br /&gt;
[[File:H3VR USAS Charging.jpg|thumb|none|600px|Pulling the charging handle (the opposite side of which is visible in the slot on the forend) flips up the aforementionedly M16-esque dustcover.]]&lt;br /&gt;
[[File:H3VR USAS Safe.jpg|thumb|none|600px|The lower receiver is also M16-like, with a seemingly interchangeable trigger guard and pistol grip.]]&lt;br /&gt;
[[File:H3VR USAS Semi.jpg|thumb|none|600px|As well as a near-identical safety.]]&lt;br /&gt;
[[File:H3VR USAS Aiming.jpg|thumb|none|600px|Taking aim at a snowflake; while a bit more rifle-like than most are used to, the aperture/post setup works quite well on the USAS.]]&lt;br /&gt;
[[File:H3VR USAS Aimed.jpg|thumb|none|600px|This screenshot would be captioned &amp;quot;Case in point&amp;quot; if the shotgun wasn't blocking the destroyed snowflake. You'll just have to take our word for it.]]&lt;br /&gt;
[[File:H3VR USAS Drum.jpg|thumb|none|600px|Loading some extra shells into a drum magazine; due to a bug, the 20-round drums were originally only spawned with 10 rounds in them (like the box magazines), though this issue was later corrected.]]&lt;br /&gt;
[[File:H3VR USAS Auto.jpg|thumb|none|600px|Of course, if you have more shells, it only makes sense to send them out faster, right?]]&lt;br /&gt;
[[File:H3VR USAS Firing.jpg|thumb|none|600px|Certainly not hearing any objections from them.]]&lt;br /&gt;
&lt;br /&gt;
==Derya MK-12==&lt;br /&gt;
The [[Derya MK-10|Derya MK-12]] was added on day 15 of the Meatmas 2020 Advent Calendar event. &lt;br /&gt;
[[File:MK-12 AS-100S.jpg|thumb|none|450px|Derya MK-12 AS-100S - 12 gauge]]&lt;br /&gt;
[[File:H3VR MK-12 Box.jpg|thumb|none|600px|The Derya in its crate. Like most magazine-fed, [[AR-15]]-esque shotguns, it hails from Turkey.]]&lt;br /&gt;
[[File:H3VR MK-12 Left.jpg|thumb|none|600px|Examining the shotgun; it's a near-perfect match for the reference image, bar the slightly different handguard rail arrangement and the different pistol grip.]]&lt;br /&gt;
[[File:H3VR MK-12 Right.jpg|thumb|none|600px|The distinctive spiral-fluted barrel shroud is also worth noting.]]&lt;br /&gt;
[[File:H3VR MK-12 Extending.jpg|thumb|none|600px|Extending the MK-12's stock; this goes from &amp;quot;too short&amp;quot; to &amp;quot;too long&amp;quot;, so &amp;quot;just right&amp;quot; is probably in there somewhere.]]&lt;br /&gt;
[[File:H3VR MK-12 Loading.jpg|thumb|none|600px|Loading in a 10-round magazine.]]&lt;br /&gt;
[[File:H3VR MK-12 Charging.jpg|thumb|none|600px|Chambering the first of these 10 rounds; while AR-esque in most aspects, these sorts of shotguns generally have side-mounted charging handles instead of rear-mounted ones.]]&lt;br /&gt;
[[File:H3VR MK-12 Aiming.jpg|thumb|none|600px|Aiming at a guard-filled S-COM tower; the EG1 reflex sight seen here comes in the box, since the MK-12 doesn't have any sights by default.]]&lt;br /&gt;
[[File:H3VR MK-12 Safety.jpg|thumb|none|600px|Remembering to turn off the safety. Better late than never, but not by much.]]&lt;br /&gt;
[[File:H3VR MK-12 Firing.jpg|thumb|none|600px|Resuming the tower assault; this doesn't wind up doing much, though this is more due to the poor effectiveness of buckshot against Junkbots in general than it is to the shotgun's effective range (since unlike many games, ''H3'' actually depicts shotguns as having a longer effective range than a sneeze).]]&lt;br /&gt;
[[File:H3VR MK-12 Flechette.jpg|thumb|none|600px|Flechettes tend to work better, though getting up close and personal also certainly helps.]]&lt;br /&gt;
&lt;br /&gt;
==ENARM Pentagun==&lt;br /&gt;
Update #105 Alpha 1 brought along the [[ENARM Pentagun]], a Brazilian prototype revolving shotgun.&lt;br /&gt;
[[File:Enarm Pentagun long.jpg|thumb|none|450px|ENARM Pentagun - 12 gauge]]&lt;br /&gt;
[[File:H3VR Pentagun Left.jpg|thumb|none|600px|Not content with having 3 revolving shotguns, ''H3'' opted to add a fourth. Just for good measure.]]&lt;br /&gt;
[[File:H3VR Pentagun Right.jpg|thumb|none|600px|Examining the other side; this has the unintended side effect of causing the muzzle brake to achieve apotheosis.]]&lt;br /&gt;
[[File:H3VR Pentagun Opening.jpg|thumb|none|600px|Yanking it back down to the realm of the profane with the aid of the frame hinge; setting it apart from the game's other revolving shotguns, the Pentagun is a top-break design.]]&lt;br /&gt;
[[File:H3VR Pentagun Loading.jpg|thumb|none|600px|It also comes with a speedloader, naturally; this was actually added (albeit not quite functionally) in a previous experimental build, and also works with the much-earlier-added [[MTs255]]. Here, the device's complement of 12-gauge flechette shells have just reached the point where they move from the loader to the cylinder.]]&lt;br /&gt;
[[File:H3VR Pentagun Closing.jpg|thumb|none|600px|Snapping the shotgun shut with a sharp jerk of the arm; this is probably not the best way to do it, especially given that exactly one of these things was ever built. Which, incidentally, means that half of the game's revolving shotguns can easily be acquired in greater numbers than ever actually existed.]]&lt;br /&gt;
[[File:H3VR Pentagun Aiming.jpg|thumb|none|600px|Aiming; the sights are relatively simple, but good enough for most conventional shotgun applications. Even if they do blend in with the target a bit.]]&lt;br /&gt;
[[File:H3VR Pentagun Firing.jpg|thumb|none|600px|Letting some flechettes fly, which (fortunately enough) only slightly disrupts the sight picture.]]&lt;br /&gt;
[[File:H3VR Pentagun Ejecting.jpg|thumb|none|600px|Emptying out the cylinder; not only is the Pentagun unique among the game's revolving shotguns for being break-action, it's also unique among the game's break-action revolvers for not featuring an automatic extractor - instead, the charging-handle-like ejector rod inside the carrying handle has to be pulled back, as shown here.]]&lt;br /&gt;
[[File:H3VR Pentagun Suppressor.jpg|thumb|none|600px|Also of note is the Pentagun's operating mechanism; it moves the barrel back slightly with each shot (a bit like a [[Nagant M1895]] in reverse; the resulting trigger pull may have been one of the reasons the gun didn't catch on), with one of the side effects of this being its ability to use suppressors...]]&lt;br /&gt;
[[File:H3VR Pentagun Bugged.jpg|thumb|none|600px|...though, evidently, this ability wasn't quite put together all the way upon the weapon's initial implementation. Suffice it to say, this was later fixed.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Four-Letter Word&amp;quot;==&lt;br /&gt;
Added with the Return of the Rotweiners gamemode (on October 31st, 2018), the &amp;quot;Four-Letter Word&amp;quot; is a gamemode-exclusive weapon, serving as a reward for a quest involving clearing out a Zosig-infested mine. It is a custom (seemingly homemade) quadruple-barreled break-action shotgun, chambered in 12 gauge.&lt;br /&gt;
&lt;br /&gt;
Screenshots courtesy of [https://www.reddit.com/user/Shubishu Reddit user Shubishu.]&lt;br /&gt;
[[File:H3VR Four-Letter Word Crate.jpeg|thumb|none|600px|After a long day of Zosig-killing, a reward is finally at hand.]]&lt;br /&gt;
[[File:H3VR Four-Letter Word.jpeg|thumb|none|600px|Admiring the prize, while pointedly ignoring an NPC's invitation to talk. Note the small lever on the side; this is a fire selector, allowing the weapon to switch between firing one barrel at a time and firing them all at once.]]&lt;br /&gt;
[[File:H3VR Four-Letter Word Hinge.jpeg|thumb|none|600px|Taking a close look at the barrel hinge, which shows off the weapon's home-built nature. It's not exactly clear how one is supposed to remove the hex nuts holding the forearm in place.]]&lt;br /&gt;
[[File:H3VR Four-Letter Word Open.jpeg|thumb|none|600px|Taking a look down the barrels, simultaneously showing that they're all fully-modeled inside, and that there's nothing in the center of the cluster.]]&lt;br /&gt;
[[File:H3VR Four-Letter Word Loading.jpeg|thumb|none|600px|Loading in some buckshot shells, after getting kicked out of the NPC's house. No four-letter words allowed in his good Christian ''Minecraft'' server.]]&lt;br /&gt;
[[File:H3VR Four-Letter Word Aiming.jpeg|thumb|none|600px|Giving the shotgun's tall, pointy notch-and-post iron sights a try, being sure to hold it at an invisible arm's length. Hey, can't be too careful with non-proofed barrels, especially this many.]]&lt;br /&gt;
[[File:H3VR Four-Letter Word Firing.jpeg|thumb|none|600px|Fortunately, in spite of the visible corrosion and tool marks, this barrel works just fine.]]&lt;br /&gt;
[[File:H3VR Four-Letter Word Flash.jpeg|thumb|none|600px|&amp;quot;''Eat this.''&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt; Hey, what better way to celebrate one barrel working than to confidently deliver a cliché one-liner to a not-yet-dead enemy while firing out of a ''different'' un-tested barrel?]]&lt;br /&gt;
[[File:H3VR Four-Letter Word Ejecting.jpeg|thumb|none|600px|Luckily, all 4 barrels are apparently perfectly safe to use, so there's nothing to worry about. Probably.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] is one of the available firearms in-game, added in Update #24. 2 variants are available - a standard model with a folding stock, and a stockless model with a rail system and spare shell holder. Highly unusually for a video game, the SPAS-12's dual-mode semi-auto/pump-action functionality is depicted in ''H3'', even more unusually with its intended purpose being exploitable (i.e. switching between semi-auto for high-pressure shells and pump-action for low-pressure ones). Unfortunately, however, the switching is performed by a simple touchpad button press on the forward hand's controller, with the pump not ever visibly moving to reflect the change in mode (always being shown in the correct position for pump-action fire, and never moving forward to switch to semi-auto); furthermore, the weapon's loading procedure is simplified, with the real weapon's requirement to hold down the bolt release in order to load shells into the magazine tube being omitted in-game.&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|none|450px|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge]]&lt;br /&gt;
[[File:H3VR SPAS-12 Left.jpg|thumb|none|600px|Well, the shotgun's right here, but [[Terminator, The (1984)#SPAS-12|where is Sarah Connor?]].]]&lt;br /&gt;
[[File:H3VR SPAS-12 Right.jpg|thumb|none|600px|Well, she's not there.]]&lt;br /&gt;
[[File:H3VR SPAS-12 Stock.jpg|thumb|none|600px|Nope, not under there either.]]&lt;br /&gt;
[[File:H3VR SPAS-12 Buttplate.jpg|thumb|none|600px|She sure is good at hiding. Well, such is to be expected. After all, Sarah is quite a [[Jurassic Park (1993)#Franchi SPAS-12|clever girl.]]]]&lt;br /&gt;
[[File:H3VR SPAS-12 Unfolded.jpg|thumb|none|600px|So clever, in fact, that she managed to escape to another scene altogether, hide in a bush, and finally figure out how to fully unfold the stock (thanks to the guidance of Update #87).]]&lt;br /&gt;
===Tactical===&lt;br /&gt;
[[File:FSpas12orign.jpg‎|thumb|none|450px|Franchi SPAS-12 with stock removed – 12 gauge]]&lt;br /&gt;
[[File:H3VR SPAS-12 Tactical.jpg|thumb|none|600px|The tactical version, with all the latest modern, advanced features. Stock and [[Half-Life#Franchi SPAS-12|second]] [[Half-Life 2#Franchi SPAS-12|barrel]] sold separately.]]&lt;br /&gt;
[[File:H3VR SPAS-12 Loading.jpg|thumb|none|600px|Loading in some shells, the loading gate being unusually cooperative considering the non-depressed bolt release.]]&lt;br /&gt;
[[File:H3VR SPAS-12 Racking.jpg|thumb|none|600px|Racking the charging handle, and sending a shell into the chamber.]]&lt;br /&gt;
[[File:H3VR SPAS-12 Holder.jpg|thumb|none|600px|Putting some extra shells into the side-mounted shell holder. Just in case.]]&lt;br /&gt;
[[File:H3VR SPAS-12 Aiming.jpg|thumb|none|600px|Taking a look through the SPAS's distinctive ghost-ring sights...]]&lt;br /&gt;
[[File:H3VR SPAS-12 Firing.jpg|thumb|none|600px|...and blasting the target with buckshot.]]&lt;br /&gt;
[[File:H3VR SPAS-12 Chamberloading.jpg|thumb|none|600px|Loading another shell, straight into the chamber...]]&lt;br /&gt;
[[File:H3VR SPAS-12 Pumping.jpg|thumb|none|600px|...and then ejecting it, manually this time. Not shown: the shell actually being fired.]]&lt;br /&gt;
[[File:H3VR SPAS-12 1-Handed.jpg|thumb|none|600px|Well, it might be the T-800's gun, but that right there is [[Terminator 2: Judgement Day#Remington 870 Police Combat with Folding Stock|his target's technique.]]]]&lt;br /&gt;
[[File:H3VR SPAS-12 Modified.jpg|thumb|none|600px|You might ask why someone would shove a magnifier on a shotgun. The answer? Because we can. And because we can, we have to.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-15==&lt;br /&gt;
The [[Franchi SPAS-15]] was added on Day 22 of the Meatmas 2022 Advent Calendar event. Three variants are available: one with a long barrel and fixed stock, one with a short barrel and folding stock, and a tactical version with an even shorter barrel (fitted with a muzzle brake), a top rail in place of the carry handle, a railed pump handle, a Magpul MOE stock on a folding adaptor, and tan furniture. 3, 6, 12, and 18-round magazines are available as options.&lt;br /&gt;
[[File:Franchi SPAS-15 fixed.jpg|thumb|none|450px|Franchi SPAS-15 with fixed stock and long barrel - 12 gauge]]&lt;br /&gt;
[[File:Franchi SPAS-15 folding stock.jpg|thumb|none|450px|Franchi SPAS-15 with folding skeleton stock and long barrel - 12 gauge]]&lt;br /&gt;
[[File:H3VR SPAS-15 Box.jpg|thumb|none|600px|Opening up Day 22's box reveals not one, not two, but three new shotguns! Well, three variations on the same shotgun, but still, nothing to sneeze at.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Loading.jpg|thumb|none|600px|Loading up the fixed-stocked SPAS, with the most restrained magazine option - a stubby little 3-rounder. Just in case you thought your T&amp;amp;H rolls were safe.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Safety.jpg|thumb|none|600px|Disengaging the safety, while admiring the amusingly obfuscated trademarks.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Charging.jpg|thumb|none|600px|Pulling back the top-mounted charging handle.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Aiming.jpg|thumb|none|600px|Taking aim at a steel target; the SPAS-15's irons are a simple notch-and-post setup, with the former nested into the top of the carrying handle, and the latter out by the forward end of the forend.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Firing.jpg|thumb|none|600px|Blasting the plate with some 00 buck.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Reloading.jpg|thumb|none|600px|Needless to say, 3 rounds doesn't last long, especially on semi-auto. Doubling that should help.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Folding.jpg|thumb|none|600px|Whether or not it does, however, will forever be lost to time. Anyway, here's the next version, and its chief distinguishing factor.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Loaded.jpg|thumb|none|600px|Mere frames after the insertion of a 12-round magazine. This is presumably a custom job; the highest known capacity for a factory SPAS-15 magazine is 8 - an option which, amusingly enough, was ''not'' included in the box.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Flash.jpg|thumb|none|600px|Firing a round, while noting the distinct lack of bolt cycling...]]&lt;br /&gt;
[[File:H3VR SPAS-15 Cycling.jpg|thumb|none|600px|...as, unlike the previous version, this one's been set to pump-action. This uses a separate code-base from the game's other shotguns (including its previously-added dual-mode option, the SPAS-15's [[Franchi SPAS-12|better-known older sibling]]); said code-base had a couple of since-fixed issues upon its initial release, most notably one which allowed the user to cycle the pump without dropping the hammer or pressing the manual release. Needless to say, this made running in Armswinger mode a rather quick mag-emptier, much to the chagrin of those trying to get to cover and return fire.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Removing.jpg|thumb|none|600px|Even without that, it's still pretty easy to empty a 12-round mag (complete with modeled follower and witness holes) when you're having fun. Something which is definitely facilitated by actually unfolding the stock.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Blocked.jpg|thumb|none|600px|And, in turn, unfolding the stock is facilitated rather well by not being able to fold it all the way. As tends to happen when you stick on a stock that the gun wasn't meant to accept.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Anaconda.jpg|thumb|none|600px|Loading in the definitely-custom 18-round &amp;quot;Anaconda&amp;quot; magazine; as ridiculous as this mag may look, it (along with several other features of this variant) are, in fact, [https://www.thefirearmblog.com/blog/2013/02/05/franchi-spas-15-anaconda/ real].]]&lt;br /&gt;
[[File:H3VR SPAS-15 Pump.jpg|thumb|none|600px|Taking a closer look at the custom railed forend and muzzle brake; note that the frontmost rail segment (here fitted with a tan KAC back-up front sight) is attached to the barrel/gas system, rather than the forend itself.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Auto.jpg|thumb|none|600px|Switching the weapon's firing mode also moves the handle slightly, exposing the label of the relevant mode.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Irons.jpg|thumb|none|600px|Taking aim through the aforementioned KAC flip-up sights; while normally intended for rifles, the wide aperture and fine front sight make a decent combo for quick shotgun use.]]&lt;br /&gt;
[[File:H3VR SPAS-15 Reciprocating.jpg|thumb|none|600px|Case in point. And yes, the custom dual-sided charging handle reciprocates, just like the standard version.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch CAWS==&lt;br /&gt;
The [[Heckler &amp;amp; Koch CAWS]] was added in Update #93. The gun fires its proprietary 12 gauge belted ammo, which according to the developer, was amplified to the degree that the designers had intended, making it one of the most powerful shotguns in the game. Like the earlier-added [[Heckler &amp;amp; Koch G11]], this gun has two different variants; the original prototype, and a &amp;quot;TacMod&amp;quot; version that replaces the integrated optic with picatinny rails.&lt;br /&gt;
[[File:Hkcaws.jpg|thumb|none|450px|Heckler &amp;amp; Koch CAWS - 12 gauge.]]&lt;br /&gt;
[[File:H3VR CAWS overview.JPG|thumb|none|600px|The HK CAWS, the close-range counterpart to the German Space Magic rifle.]]&lt;br /&gt;
[[File:H3VR CAWS ammo.JPG|thumb|none|600px|Looking inside the 10 round magazine, you can see that the 12 gauge belted shells are completely made of metal, and that the projectiles themselves also look pretty unique.]]&lt;br /&gt;
[[File:H3VR CAWS loaded.JPG|thumb|none|600px|Loading in the magazine.]]&lt;br /&gt;
[[File:H3VR CAWS charging.JPG|thumb|none|600px|Unlike the G11, the CAWS charging handle is much simpler to operate.]]&lt;br /&gt;
[[File:H3VR CAWS safety.JPG|thumb|none|600px|Flipping the safety to semi-auto, and we're ready to go hunting for snowflakes.]]&lt;br /&gt;
[[File:H3VR CAWS aim.JPG|thumb|none|600px|Taking aim through the integrated sight, which is basically identical to the G11.]]&lt;br /&gt;
[[File:H3VR CAWS fire.JPG|thumb|none|600px|And despite being a shotgun, the range on this gun is not to be underestimated.]]&lt;br /&gt;
[[File:H3VR CAWS drum.JPG|thumb|none|600px|The 20 round magazine, for when you absolutely have to turn the room into swiss cheese.]]&lt;br /&gt;
[[File:H3VR CAWS tacmod.JPG|thumb|none|600px|The &amp;quot;TacMod&amp;quot; version of the CAWS, ready to be tacticooled from head to toe.]]&lt;br /&gt;
[[File:H3VR CAWS tacmodattached.JPG|thumb|none|600px|Which gives us an excellent opportunity to use the concurrently-added G36 Scope rail attachment; given that both the CAWS and G36 were made by the same manufacturer, it only felt appropriate.]]&lt;br /&gt;
[[File:H3VR CAWS tacmodcharged.JPG|thumb|none|600px|Because of the top rail placement, the charging handle was modified to come out of the side.]]&lt;br /&gt;
[[File:H3VR CAWS tacmodreddot.JPG|thumb|none|600px|Taking aim through the G36 red dot...]]&lt;br /&gt;
[[File:H3VR CAWS tacmodscoped.JPG|thumb|none|600px|And through the G36 scope located underneath.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch FABARM Martial Pro Forces==&lt;br /&gt;
The [[Heckler &amp;amp; Koch FABARM FP6|Heckler &amp;amp; Koch FABARM Martial Pro Forces]] is one of the available firearms in-game. It was the game's first pump-action shotgun, and is tied with the [[Benelli M4 Super 90]] for the game's first 12-gauge shotgun, both having been added in Update #6.&lt;br /&gt;
[[File:Fabarmmartial.jpg|thumb|none|450px|Fabarm Martial Pro Forces 14&amp;quot; - 12 gauge]]&lt;br /&gt;
[[File:H3VR Fabarm.jpg|thumb|none|600px|Feeling a need to prove itself, the FABARM shoves itself center-stage.]]&lt;br /&gt;
[[File:H3VR Fabarm Chamberloading.jpg|thumb|none|600px|Loading the first shell into the chamber...]]&lt;br /&gt;
[[File:H3VR Fabarm Loading.jpg|thumb|none|600px|...and the other 5 into the magazine tube.]]&lt;br /&gt;
[[File:H3VR Fabarm Aiming.jpg|thumb|none|600px|Aiming the shotgun, not that it's particularly necessary at this distance.]]&lt;br /&gt;
[[File:H3VR Fabarm Firing.jpg|thumb|none|600px|Blasting the target with a full load of buckshot.]]&lt;br /&gt;
[[File:H3VR Fabarm Cycling.jpg|thumb|none|600px|Working the shotgun's action, and ejecting a spent shell.]]&lt;br /&gt;
[[File:H3VR Fabarm Closeup.jpg|thumb|none|600px|A closeup of the receiver, which shows off the markings.]]&lt;br /&gt;
[[File:H3VR Fabarm Extracting.jpg|thumb|none|600px|It also provides a good view of the old shell being extracted from the chamber...]]&lt;br /&gt;
[[File:H3VR Fabarm Chambering.jpg|thumb|none|600px|...and the new one being chambered. Note the green color of the shell; the only green 12 gauge shells in the current build of ''H3'' are slugs, but these screenshots predate the addition of multiple types of shotgun ammunition in Update #15.]]&lt;br /&gt;
&lt;br /&gt;
==Henry Single Shot Shotgun==&lt;br /&gt;
Update #93 added a Henry Repeating Arms [[Single Barreled Shotgun]] called the &amp;quot;Throwback Singleshot&amp;quot;, available in both 12 gauge and 20 gauge. &lt;br /&gt;
[[File:HenrySingleShotShotgun12Guage.jpg|thumb|none|451px|Henry Repeating Arms Single Shot Shotgun - 12 gauge]]&lt;br /&gt;
[[File:H3VR Throwback Pair.jpg|thumb|none|600px|The two Throwback Singleshots on a table in the Arizona range. After all, what better for Throwback Thursday than a pair of Throwbacks on one of the game's oldest ranges? &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''&amp;quot;But isn't it Monday?&amp;quot;'' &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''&amp;quot;...what are you doing in my house?&amp;quot;'']]&lt;br /&gt;
[[File:H3VR Throwback Muzzles.jpg|thumb|none|600px|''&amp;quot;Whoah, calm down man, I'll leave. Jeez.&amp;quot;'' &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; *Ahem* ANYWAYS, the two shotguns look more or less identical to each other, save for the bore diameter and wall thickness of their barrels.]]&lt;br /&gt;
[[File:H3VR Throwback Wrong.jpg|thumb|none|600px|Cracking one of the shotguns open, and loading in... wait, dammit, other gun...]]&lt;br /&gt;
[[File:H3VR Throwback Right.jpg|thumb|none|600px|...there we go, loading in a 12-gauge Triple Hit shell.]]&lt;br /&gt;
[[File:H3VR Throwback Cocking.jpg|thumb|none|600px|Cocking the shotgun's hammer.]]&lt;br /&gt;
[[File:H3VR Throwback Aiming.jpg|thumb|none|600px|Taking aim at a duelling tree; not exactly the sort of gun that's normally meant for this kind of target, but what're you gonna do? Come out all the way to Arizona and beat me up? I'm the one with a shotgun.]]&lt;br /&gt;
[[File:H3VR Throwback Firing.jpg|thumb|none|600px|Firing; if the hammer doesn't obscure your simple bead front sight when you do this, the recoil of a light, slim 12-gauge shotgun will.]]&lt;br /&gt;
[[File:H3VR Throwback Ejecting.jpg|thumb|none|600px|Ejecting the now-spent shell. And no, the fact that it has an automatic ejector is not the reason that it's called the &amp;quot;throwback&amp;quot;.]]&lt;br /&gt;
[[File:H3VR Throwback Loading.jpg|thumb|none|600px|Shoving a 20-gauge shell into the other variant; there is no 20-gauge Triple Hit shell in-game, so this is just ordinary buckshot.]]&lt;br /&gt;
[[File:H3VR Throwback Melon.jpg|thumb|none|600px|Blasting a trespassing watermelon; you don't need to worry about the hammer blocking your sight picture if you don't aim.]]&lt;br /&gt;
[[File:H3VR Throwback Shell.jpg|thumb|none|600px|Amusingly enough, the shotgun's ejection system can be triggered before it opens all the way, so gripping the forend, pressing the unlocking lever, and giving the gun a quick shake can eject the shell without any apparent cause. Perfect for dealing with those RSOs that want you to unload whenever you move but don't let you point the muzzle at anything but the target.]]&lt;br /&gt;
&lt;br /&gt;
==High Standard Model 10A==&lt;br /&gt;
The [[High Standard Model 10]]A, with integral 1960s flashlight, was added in Update #105's first experimental build, referred to simply as the &amp;quot;HS10&amp;quot;.&lt;br /&gt;
[[File:HIghStandardM10Shotgun.jpg|thumb|none|450px|High Standard Model 10A - 12 gauge]]&lt;br /&gt;
[[File:H3VR HS10 Left.jpg|thumb|none|600px|The HS10, in all its 1960s weirdness.]]&lt;br /&gt;
[[File:H3VR HS10 Right.jpg|thumb|none|600px|The opposite side; while the profile is certainly distinctive, the receiver itself is relatively simple-looking - which makes sense, as the Model 10 is essentially a bullpup-converted version of the conventional High Standard C1200.]]&lt;br /&gt;
[[File:H3VR HS10 Safety.jpg|thumb|none|600px|The safety is, likewise, relatively conventional - just a simple cross-bolt at the front of the trigger guard.]]&lt;br /&gt;
[[File:H3VR HS10 Loading.jpg|thumb|none|600px|Loading in some 12-gauge shells; the rear-shifted position of the loading port makes this a somewhat awkward affair, but it's not too hard to get used to.]]&lt;br /&gt;
[[File:H3VR HS10 Charging.jpg|thumb|none|600px|Chambering one of said shells; being meant as the ideal 1960s police shotgun, it only makes sense to use the preferred combat load of the period - #4 buck. An extra shell was thrown in the magazine tube after this - more shells is always better, especially when you've only got a 4-round tube (the shorter of the two factory options; a 6-rounder that extended to the end of the barrel was also offered).]]&lt;br /&gt;
[[File:H3VR HS10 Light.jpg|thumb|none|600px|As another consideration for police use, the HS10 was (rather forward-thinkingly) designed with flashlight use in mind; the Model 10A had an integrated flashlight in the carrying handle (as shown here), while the later Model 10B instead had a folding carry handle and a mount for a commercial Maglite. Sadly, being ahead of the curve meant being limited by the technology of the time, so both flashlight options were comically bulky by today's standards.]]&lt;br /&gt;
[[File:H3VR HS10 Aiming.jpg|thumb|none|600px|Stepping out into the training course, and drawing a bead on (the wrong side of) an IPSC-style steel silhouette target. The sights are pretty rudimentary, but they get the job done.]]&lt;br /&gt;
[[File:H3VR HS10 Firing.jpg|thumb|none|600px|Doing the job in question. One of the unfortunate side effects of a flashlight directly above the barrel is that it lights up muzzle smoke; this effect doesn't last terribly long (especially in a well-lit area), but it can still obscure a target briefly after firing.]]&lt;br /&gt;
[[File:H3VR HS10 Lit.jpg|thumb|none|600px|One of the distinct advantages of the flashlight, however, is its ability to highlight targets, as somewhat shown here - in hindsight, a darker map probably should've been used for this bit.]]&lt;br /&gt;
[[File:H3VR HS10 Hit.jpg|thumb|none|600px|By placing the center of the beam on a target, one can tell that the shotgun itself is pointed in roughly the same place, allowing for quick point-shooting - a bit like a crude pseudo-laser. It's not the most precise thing in the world, but it does work within relatively reasonable ranges - this system isn't unprecedented, either, with the SAS notably using [[MP5]]s with top-mounted flashlights in this manner during Operation Nimrod.]]&lt;br /&gt;
[[File:H3VR HS10 Chamberloading.jpg|thumb|none|600px|5 rounds later, and the Model 10 locks empty, prompting a quick reload...]]&lt;br /&gt;
[[File:H3VR HS10 Releasing.jpg|thumb|none|600px|...followed by a nice tap of the bolt release. It was a bit hard to show both the tap and the bolt at the same time; the button in question can be seen in earlier shots - it's the round button at the front of the receiver.]]&lt;br /&gt;
[[File:H3VR HS10 Dual.jpg|thumb|none|600px|Of course, the HS10 brings with it certain... ''[[Call of Duty: Black Ops#High Standard Model 10|expectations]]'', regardless of the explicit warning on the side of the gun to not do this exact thing. Here, the reason for that warning is apparent - firing one from the left shoulder is an excellent way to get a face full of hot brass. And plastic. And egg.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37==&lt;br /&gt;
&lt;br /&gt;
==Izhmekh IZh-18==&lt;br /&gt;
The 12 gauge version of the [[Izhmekh IZh-18]] was added on day 2 of the Meatmas 2020 Advent Calendar event. A short-barreled 12 gauge and a 20 gauge version were later made available as well.&lt;br /&gt;
[[File:IZh-18EM-M.jpg|thumb|none|450px|Izhmekh IZh-18EM-M - 12 gauge]]&lt;br /&gt;
[[File:H3VR IZH-18 Left.JPG|thumb|none|600px|The IZh-18's weapon case; the later cases would skimp out on the perceivedly-unnecessary expense of an antigravity field generator that makes the gun float into the air and (while not shown here) spin in circles like one of the weapon platforms from ''Unreal Tournament''.]]&lt;br /&gt;
[[File:H3VR IZH-18 Right.JPG|thumb|none|600px|Examining the shotgun; the nicely-finished wooden furniture gives this hunting shotgun a very pleasing appearance.]]&lt;br /&gt;
[[File:H3VR IZH-18 Open.JPG|thumb|none|600px|Opening the IZh-18's barrel.]]&lt;br /&gt;
[[File:H3VR IZH-18 Loading.JPG|thumb|none|600px|Loading a 12 gauge flechette shell, which will come in handy against the Winter Wasteland's many autonomous enemies.]]&lt;br /&gt;
[[File:H3VR IZH-18 Aim.JPG|thumb|none|600px|Speak of the devil - just outside the bunker, a static drone is inching its way towards the player; they're attracted to sound, and will violently explode if they touch anything other than level geometry while moving.]]&lt;br /&gt;
[[File:H3VR IZH-18 Explode.JPG|thumb|none|600px|Shooting at the drone's red spots causes it to explode, which does some collateral damage at this short of a distance. Still, the IZh-18 gets the job done.]]&lt;br /&gt;
[[File:H3VR IZH-18 Eject.JPG|thumb|none|600px|Emptying out the spent shell.]]&lt;br /&gt;
[[File:H3VR IZh-18 Pair.jpg|thumb|none|600px|The two additional variants of the IZh added later that week: the 20-gauge on top, and the shorty 12-gauge below.]]&lt;br /&gt;
[[File:H3VR IZh-18 Barrels.jpg|thumb|none|600px|While the short-barreled 12-gauge variant is easy to distinguish from the original, the only way to tell whether a long-barreled IZh-18 is in 20 gauge or 12 gauge (apart from looking at the wrist menu) is to look at the thickness of the barrel walls, as seen here.]]&lt;br /&gt;
[[File:H3VR IZh-18 Sights.jpg|thumb|none|600px|Aiming at a wall with the long 20; between its self-cocking, hammerless action, and its clear notch-and-post irons, the IZh is essentially a straight upgrade over the earlier-added &amp;quot;Throwback&amp;quot; single-shot shotgun.]]&lt;br /&gt;
[[File:H3VR IZh-18 Slug.jpg|thumb|none|600px|Loading a 20-gauge slug shell into the longer IZh-18...]]&lt;br /&gt;
[[File:H3VR IZh-18 Shorty.jpg|thumb|none|600px|...and ejecting a 12-gauge buckshot shell from the shorter one. Note the different position of the spur behind the trigger guard; this is the IZh-18's hinge lock, which is pushed in to break the weapon open.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]] was added in Update #90, to the great joy and surprise of the many who'd requested it (and heard that, due to its dual magazine tube system, it would be impossible to implement); notably, ''H3VR'' is the first known shooter to correctly depict this system (i.e. depicting the two separate tubes as separate, rather than just treating them both as a single tube with no switching required like most games do), even allowing the user to load individual shells into the chamber by setting the selector to the middle position.&lt;br /&gt;
[[File:Kel-Tec KSG EOTech.jpg|thumb|none|450px|Kel-Tec KSG Gen 2 with EOTech 512 sight and Magpul AFG (angled foregrip) - 12 gauge]]&lt;br /&gt;
[[File:H3VR KSG Left.jpg|thumb|none|600px|And he said it couldn't be done.]]&lt;br /&gt;
[[File:H3VR KSG Right.jpg|thumb|none|600px|A cinematic shot of the muzzle, showing off the distinctive triangular front end with two magazine tubes. The furniture's gray color is a factory option; somewhat disappointingly, it is called &amp;quot;Tungsten Gray&amp;quot;, and not &amp;quot;Dev-Texture Gray&amp;quot;.]]&lt;br /&gt;
[[File:H3VR KSG Loading.jpg|thumb|none|600px|Loading up the left-hand tube with some slugs; each tube holds 7 2 3/4&amp;quot; shells, as it should.]]&lt;br /&gt;
[[File:H3VR KSG Filling.jpg|thumb|none|600px|For the impatient among you, the ammo spawning panel has an option to simply auto-fill the held object; due to the way that the KSG is coded in-game, this only fills the active tube (which is rather convenient, for this exact reason).]]&lt;br /&gt;
[[File:H3VR KSG Selector.jpg|thumb|none|600px|To top it all off, you can flip the selector over to the middle position...]]&lt;br /&gt;
[[File:H3VR KSG Chamberloading.jpg|thumb|none|600px|...and, with the action open, load whatever specialty shell you please directly into the chamber.]]&lt;br /&gt;
[[File:H3VR KSG Safety.jpg|thumb|none|600px|Disengaging the weapon's crossbolt safety, after setting it up to match the reference image; notably, the KSG is the first shotgun in the game with a rail attached directly to the pump. While rails on moving components had been a mechanic for a while (ever since Update #52's [[M249]] and its railed top cover), actually using them can be quite hardware-intensive, so players are generally advised against putting more than one attachment on them.]]&lt;br /&gt;
[[File:H3VR KSG Aiming.jpg|thumb|none|600px|Aiming at an idle Sosig through the attached MBUS; the engagement distance doesn't really necessitate it, but you might as well.]]&lt;br /&gt;
[[File:H3VR KSG Firing.jpg|thumb|none|600px|Hey, remember that specialty shell from the chamberloading screenshot? Yeah, that was a &amp;quot;cannonball&amp;quot; shell. Essentially a firework flashbang.]]&lt;br /&gt;
[[File:H3VR KSG Switching.jpg|thumb|none|600px|Switching over to the right-hand tube; with the selector switch in the middle position, neither magazine tube will be used, effectively turning the weapon into a single-shot breechloader.]]&lt;br /&gt;
[[File:H3VR KSG Buck.jpg|thumb|none|600px|Blasting another Sosig with some 00 buckshot (bullet trails enabled, for your viewing pleasure)...]]&lt;br /&gt;
[[File:H3VR KSG Slug.jpg|thumb|none|600px|...and, following a quick tube switch, a slug.]]&lt;br /&gt;
[[File:H3VR KSG Cycling.jpg|thumb|none|600px|Ejecting a spent shell. You really have to go rather impractically out of your way to see this happen, since shells come out of the same port that you load them into, but that's showbiz, baby.]]&lt;br /&gt;
&lt;br /&gt;
==KS-23M==&lt;br /&gt;
Day 7 of 2018's Meatmas update added a Russian [[KS-23]] shotgun-carbine, more specifically the pistol-gripped KS-23M variant.&lt;br /&gt;
[[file:Ks23stockless.jpg|thumb|none|450px|KS-23M - 23x75mmR]]&lt;br /&gt;
[[File:H3VR KS-23 Box.jpg|thumb|none|600px|Day 7's present; for a shotgun this big, you need something a little bit bigger than [[Terminator 2: Judgement Day#Winchester 1887|a rosebox]]. Note the supposed period of manufacture; while the KS-23 was initially developed (or perhaps began development; sources are a bit inconsistent) in 1975, it wasn't adopted for service until the eighties, and the KS-23M variant wasn't produced until 1990.]]&lt;br /&gt;
[[File:H3VR KS-23 Left.jpg|thumb|none|600px|Examining the shotgun. The slightly off-color piece on the side is a Soviet-standard dovetail rail, used for mounting sights. This is because [[AK-47|AK]]-pattern rifles and their derivations have detachable upper receiver covers, making them impractical for mounting sights or rails onto. The resulting Eastern-bloc standardization of sight mounting then led to weapons like this with solid receivers also using the same side-mounted rail.]]&lt;br /&gt;
[[File:H3VR KS-23 Right.jpg|thumb|none|600px|The other side. Come to think of it, this could make a nice backup for someone fighting for the Imperium of Man. Wonder if anyone makes 2-stage rocket slugs...]]&lt;br /&gt;
[[File:H3VR KS-23 Opening.jpg|thumb|none|600px|Opening up the action.]]&lt;br /&gt;
[[File:H3VR KS-23 Slug.jpg|thumb|none|600px|The in-game KS-23M can use 4 different types of shells, based on some of the real weapon's options; this is a &amp;quot;''Баррикада''&amp;quot; (&amp;quot;''Barrikada''&amp;quot;, Russian for &amp;quot;Barricade&amp;quot;) shell, an armor-piercing slug meant for cracking the engine blocks of cars.]]&lt;br /&gt;
[[File:H3VR KS-23 Chamberloading.jpg|thumb|none|600px|So, what better to use it on than a fragile wooden board in the shape of a hot dog?]]&lt;br /&gt;
[[File:H3VR KS-23 Ejecting.jpg|thumb|none|600px|Ejecting a shell, after sending the hot dog target's head to the Shadow Realm. And by &amp;quot;the Shadow Realm&amp;quot;, we mean an empty Home Depot parking lot at 3:32 in the morning. Either way, it's a different plane of existence.]]&lt;br /&gt;
[[File:H3VR KS-23 Buckshot.jpg|thumb|none|600px|Another shell type, the &amp;quot;''Шрапнель-25''&amp;quot; (&amp;quot;Shrapnel-25&amp;quot;), which consists of buckshot; the &amp;quot;25&amp;quot; denotes a 25-meter effective range.]]&lt;br /&gt;
[[File:H3VR KS-23 Chambering.jpg|thumb|none|600px|So, of course, the ideal target must be...]]&lt;br /&gt;
[[File:H3VR KS-23 Aiming.jpg|thumb|none|600px|...a crystal snowflake somewhere way the hell up in the sky. Note the rifle-type sights; while these might seem out of place on a pump-action shotgun, the KS-23 is somewhat unique in that its barrel is completely rifled (being made out of spare [[ZU-23]] anti-aircraft cannon barrels), which gives it good enough accuracy with slugs to justify such a design choice. This also explains its odd designation as a &amp;quot;shotgun-carbine&amp;quot; (being a shotgun for all practical purposes, but a carbine under Russian law due to its rifled barrel), and why a 23mm shell full of buckshot has the effective range of a golf ball.]]&lt;br /&gt;
[[File:H3VR KS-23 Gas.jpg|thumb|none|600px|The two other shells are a bit more unique; this shell, the &amp;quot;''Сирень-7''&amp;quot; (&amp;quot;''Siren-7''&amp;quot;, or &amp;quot;Lilac-7&amp;quot;), is a riot-control round...]]&lt;br /&gt;
[[File:H3VR KS-23 Cloud.jpg|thumb|none|600px|...which, in practical terms, means that it creates a cloud of CS gas on impact.]]&lt;br /&gt;
[[File:H3VR KS-23 Flashbang.jpg|thumb|none|600px|And then there's the &amp;quot;''Звезда''&amp;quot; (&amp;quot;''Zvezda''&amp;quot;) round.]]&lt;br /&gt;
[[File:H3VR KS-23 Loading.jpg|thumb|none|600px|This one's name, which translates to &amp;quot;Star&amp;quot;, is a bit more apt...]]&lt;br /&gt;
[[File:H3VR KS-23 Flash.jpg|thumb|none|600px|...as the effects of looking directly at either from up close are roughly the same. Another round meant for crowd control (the gun itself being initially developed for prison guards), the Star is effectively an impact-detonating flashbang grenade. Mix a few of these round types together, and you've got quite the effective CQB breaching tool. It'd be even better if its capacity wasn't a whopping 3+1.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;KWG1&amp;quot;==&lt;br /&gt;
The &amp;quot;KWG1&amp;quot; is one of the available firearms in-game, added through Update #15. It is a fictional magazine-fed full-auto shotgun, rather reminiscent of the &amp;quot;Bolter&amp;quot; weapons from the ''Warhammer 40K'' universe. It is based on an image of what seems to be some sort of stage or cosplay prop, which was then adapted into a 3D model by artist [https://www.artstation.com/kutejnikov Pavel Kutejnikov]. Update #105's first experimental build added a new feature in the form of attachable magazine-fed weapons; one of the flagships of this feature was a special underslung variant of the KWG1 with a cut-down pistol grip, no sights, and a female Picatinny rail on top.&lt;br /&gt;
[[File:KWG1 Reference.jpg|thumb|none|450px|The prop that the &amp;quot;KWG1&amp;quot; was based upon, which seems to have an [[MP5]] S-E-F trigger pack. Also note the shells in the magazine; the length of the brass, the plastic-like gloss across them, and the manner in which they are stacked (parallel to each other, which wouldn't be possible with actual shotgun shells due to their rims) all point towards this being a prop, rather than an actual live-firing shotgun.]]&lt;br /&gt;
[[File:H3VR KWG1.jpg|thumb|none|600px|After several hours of cutting, welding, and riveting, the work finally bears fruit.]]&lt;br /&gt;
[[File:H3VR KWG1 Magazine Loading.jpg|thumb|none|600px|Loading some &amp;quot;SWAG-12&amp;quot; high-explosive shells (an obvious play on the real-world FRAG-12 explosive shells) into one of the KWG1's distinctive windowed magazines. Said magazines seem to be suffering from a critical lack of springs.]]&lt;br /&gt;
[[File:H3VR KWG1 Loading.jpg|thumb|none|600px|Several shells later, it's time to load in the magazine...]]&lt;br /&gt;
[[File:H3VR KWG1 Cocking.jpg|thumb|none|600px|...chamber a round...]]&lt;br /&gt;
[[File:H3VR KWG1 Firing.jpg|thumb|none|600px|...and purge the realm of heretics in the name of the Emperor.]]&lt;br /&gt;
[[File:H3VR KWG1 Night.jpg|thumb|none|600px|After a change of place, and a change of time, the KWG1's well-worn finish shines in the light of the (earlier version of the) item spawner.]]&lt;br /&gt;
[[File:H3VR Freedomfetti Loading.jpg|thumb|none|600px|Loading in another magazine, this time filled with a suitably patriotic handload: &amp;quot;Freedomfetti&amp;quot; shells.]]&lt;br /&gt;
[[File:H3VR KWG1 Freedomfetti Firing.jpg|thumb|none|600px|These do exactly what you'd expect. While it's sadly not something that can be expressed through the medium of an image, firing one of these shells produces a sound like that of a paper party horn.]]&lt;br /&gt;
[[File:H3VR KWG1 Suppressor Small.jpg|thumb|none|600px|Back in the indoor range, our discount Space Marine prepares to screw a suppressor onto his KWG1, which demonstrates one of ''H3'''s interesting gameplay-oriented features:]]&lt;br /&gt;
[[File:H3VR KWG1 Suppressor Large.jpg|thumb|none|600px|Universal suppressor compatibility. A suppressor can shrink or expand to fit any weapon, from the diminutive [[Beretta Jetfire]] to the colossal [[Barrett M107A1]].]]&lt;br /&gt;
[[File:H3VR KWG1P Left.jpg|thumb|none|600px|Many updates later, the KWG1 gets... a bit smaller.]]&lt;br /&gt;
[[File:H3VR KWG1P Mounted.jpg|thumb|none|600px|More significantly, it gets the ability to nearly double the weight of a rifle, and put all that extra weight out front.]]&lt;br /&gt;
[[File:H3VR KWG1P Loading.jpg|thumb|none|600px|Loading in a magazine full of slug shells.]]&lt;br /&gt;
[[File:H3VR KWG1P Charging.jpg|thumb|none|600px|Chambering one such shell. The theoretical advantage of an underslung shotgun (especially a box-magazine-fed, self-loading one) is primarily to allow for rapid, easy door-breaching; this would be much more relevant if this map still had doors in it.]]&lt;br /&gt;
[[File:H3VR KWG1P Firing.jpg|thumb|none|600px|It doesn't, so you get this instead.]]&lt;br /&gt;
[[File:H3VR KWG1P Attaching.jpg|thumb|none|600px|Anyway, the Picatinny variant retains many of the standard version's properties; this includes the ability to affix muzzle attachments. These muzzle attachments can themselves have rails, allowing for...]]&lt;br /&gt;
[[File:H3VR KWG1P Recursive.jpg|thumb|none|600px|...recursion. It's not technically infinitely-expandable, but you can keep adding on more shotguns until you hit either the other side of the room or 100% CPU usage.]]&lt;br /&gt;
[[File:H3VR KWG1P Dual.jpg|thumb|none|600px|Sadly, you only have two hands, so you're limited to two mag-dumps at a time. No [[Serious Sam Double D|gun-stacking salvo shenanigans]] here.]]&lt;br /&gt;
[[File:H3VR KWG1P Single.jpg|thumb|none|600px|Furthermore, due to the way that the game handles attachable weapons (i.e. as pseudo-foregrips), you can only hold one of the attached guns at a time; to use the rest, you essentially have to &amp;quot;walk&amp;quot; your way down the stack, one gun at a time.]]&lt;br /&gt;
[[File:H3VR KWG1P Removing.jpg|thumb|none|600px|Once they all run dry, you then have to walk your way back up as you yank out all the empty magazines. Which, incidentally, have (thick) modeled springs and followers; this was added back in Update #102's first alpha build.]]&lt;br /&gt;
[[File:H3VR KWG1P Objective.jpg|thumb|none|600px|And hey, if the Recursive KWG1 isn't sufficiently practical for you, why not try the [[XM29 OICW|Objective Individual Combat... Whatever-this-is]]? It'd almost be useful, were it not for the fact that a gun with this many attachments slows the game to a crawl upon attempting to walk anywhere with it.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590A1==&lt;br /&gt;
The [[Mossberg 590A1]] is one of the four shotguns added in Update #15, and the second pump-action shotgun added to ''H3'' on the whole.&lt;br /&gt;
[[File:Mossberg 590 Special.jpg|thumb|none|450px|Mossberg 590 with ghost ring sights, bayonet lug, and Speedfeed stock - 12 gauge]]&lt;br /&gt;
[[File:H3VR 590A1 Table.jpg|thumb|none|600px|The 590A1 attempts to back away from the horror that is the KWG1; being an inanimate object, this proves somewhat futile.]]&lt;br /&gt;
[[File:H3VR 590A1 Right.jpg|thumb|none|600px|Examining the right side of the still-shaken shotgun...]]&lt;br /&gt;
[[File:H3VR 590A1 Left.jpg|thumb|none|600px|...and the left side, which shows off the rather straightforward receiver markings.]]&lt;br /&gt;
[[File:H3VR 590A1 Open.jpg|thumb|none|600px|Opening up the action...]]&lt;br /&gt;
[[File:H3VR 590A1 Chamberloading.jpg|thumb|none|600px|...chamberloading a &amp;quot;SWAG-12&amp;quot; HE shell...]]&lt;br /&gt;
[[File:H3VR 590A1 Aiming.jpg|thumb|none|600px|...taking pseudo-aim...]]&lt;br /&gt;
[[File:H3VR 590A1 Firing.jpg|thumb|none|600px|...and firing, with suitably explosive results.]]&lt;br /&gt;
[[File:H3VR 590A1 Ejecting.jpg|thumb|none|600px|Ejecting the spent-but-apparently-not-actually-fired shell.]]&lt;br /&gt;
[[File:H3VR 590A1 Stock.jpg|thumb|none|600px|On a sidenote, the 590A1 in-game is modeled with a Speedfeed stock.]]&lt;br /&gt;
[[File:H3VR 590A1 Stock Loading.jpg|thumb|none|600px|Said stock is actually fully-functional; here, the wielder has decided to drop in a flechette shell.]]&lt;br /&gt;
[[File:H3VR 590A1 Throw.jpg|thumb|none|600px|What's that old saying? &amp;quot;If you love something, let it go&amp;quot;?]]&lt;br /&gt;
[[File:H3VR 590A1 Loading.jpg|thumb|none|600px|''&amp;quot;You got all the shots I asked for, right?&amp;quot;'' &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''&amp;quot;Well whaddaya mean ya didn't get a shot of you loading it?&amp;quot;'' &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''&amp;quot;I don't ''care'' if it breaks the flow of the page, just get me a damn loading shot already!&amp;quot;'']]&lt;br /&gt;
[[File:H3VR 590A1 Sights.jpg|thumb|none|600px|Looking past the ghost-ring rear sight (which is a rail-mounted attachment, not a part of the 590A1 itself) at a truly unholy sight, and preparing to put the abomination out of its misery. After all, in the words of a certain hot-blooded cliff-diver...]]&lt;br /&gt;
[[File:H3VR 590A1 Pumping.jpg|thumb|none|600px|...[[Fallout: New Vegas#Colt New Agent*|we can't expect God to do all the work.]]]]&lt;br /&gt;
[[File:H3VR 590A1 Bayonet.jpg|thumb|none|600px|And hey, since we're here in the Proving Grounds, why not show off how the 590A1 can take an M9 bayonet?]]&lt;br /&gt;
[[File:H3VR 590A1 Stabbing.jpg|thumb|none|600px|Perfect for skewering Sosigs. Now all we need is a campfire...]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;MP-203&amp;quot;==&lt;br /&gt;
Day 17's gift in the Meatmas 2020 Advent Calendar event was the &amp;quot;MP-203&amp;quot;, a fictional shotgun that uses the same belted 12 gauge ammunition as the [[Heckler &amp;amp; Koch CAWS]], feeding from a detachable tube cluster reminiscent of the [[SRM Arms Model 1216]] (albeit without the manual indexing capability). It has a 4-position fire selector, making it the game's first shotgun with a burst-fire setting.&lt;br /&gt;
[[File:H3VR MP-203 Case.jpg|thumb|none|600px|The MP-203 in its case, proudly hailing from the sovereign republic of Fictional; unlike the previous Advent Calendar event, most of 2020's gifts didn't include the name of the modeler (this one being a notable exception). The magazines have a tendency to fly out of the box when it's opened.]]&lt;br /&gt;
[[File:H3VR MP-203 Left.jpg|thumb|none|600px|Examining the MP-203; the boxy upper forend with rectangular vent holes is somewhat reminiscent of the [[UTAS UTS-15]].]]&lt;br /&gt;
[[File:H3VR MP-203 Right.jpg|thumb|none|600px|However, as the other side shows, the receiver is more or less that of a typical autoloading shotgun, albeit rather angular (and, of course, adapted to fit the weapon's somewhat unusual layout).]]&lt;br /&gt;
[[File:H3VR MP-203 Loading.jpg|thumb|none|600px|Tossing a magazine onto the underside of the shotgun; these have a rather large loading-detection region, causing them to &amp;quot;snap&amp;quot; into place over a longer distance than most mags, as shown here.]]&lt;br /&gt;
[[File:H3VR MP-203 Charging.jpg|thumb|none|600px|Chambering a belted 12-gauge 000 buckshot round; at full size, the serial number (&amp;quot;1768909627&amp;quot;) can be seen on the sloped portion of the upper receiver (with the last four digits repeated upside-down on the bolt), and &amp;quot;Cal. 12x76/12x70&amp;quot;/&amp;quot;24 SHELLS OVERALL&amp;quot;/&amp;quot;6 SHELLS EACH TUBE&amp;quot; on the back end of the magazine. The original model also featured a Baikal trademark on the side of the receiver, but this was removed in ''H3'''s version, for obvious reasons.]]&lt;br /&gt;
[[File:H3VR MP-203 Semi.jpg|thumb|none|600px|Stepping out of the bunker, and setting the fire selector to semi-auto; its four positions aren't marked, likely because the original model had markings for a 3-position selector instead.]]&lt;br /&gt;
[[File:H3VR MP-203 Firing.jpg|thumb|none|600px|Firing the MP-203 at a Swarm drone; this angle isn't terribly practical, but it makes for great screenshots.]]&lt;br /&gt;
[[File:H3VR MP-203 Burst.jpg|thumb|none|600px|Pushing the selector forward into its next mode...]]&lt;br /&gt;
[[File:H3VR MP-203 Attacking.jpg|thumb|none|600px|...which comprises a devastatingly fast 3-round burst, capable of shredding almost anything in close quarters. Especially with flechette ammo.]]&lt;br /&gt;
[[File:H3VR MP-203 Chambering.jpg|thumb|none|600px|Chambering a slug shell; given that the pointed nose of said slug comes awfully close to the end of the case, one couldn't help but worry about the possibility of chain-detonations in a tube magazine like the MP-203's. Then again, the fact that the magazines are marked as holding exactly 24 shells regardless of whether they're 2 3/4&amp;quot; or 3&amp;quot; long may suggest that the tubes have some sort of controlled-feed arrangement, which could help alleviate such issues.]]&lt;br /&gt;
[[File:H3VR MP-203 Auto.jpg|thumb|none|600px|Flicking the selector over to full-auto; they're barely visible here, but the markings on the left side of the receiver's upper face read &amp;quot;MP-203-24&amp;quot; (implying the existence of other variants, presumably with different-sized tube clusters), &amp;quot;Cal. 12x76&amp;quot; (implying that the weapon can chamber standard 12-gauge 3&amp;quot; magnums in addition to its specialty belted shells (an idea backed up by the markings on the magazines), or possibly that these sorts of belted shells have become the industry standard in whatever future year this thing hails from), and &amp;quot;Made in Russia&amp;quot;, implying that the MP-203 is sold on the export market.]]&lt;br /&gt;
[[File:H3VR MP-203 Slugs.jpg|thumb|none|600px|Finally giving in and aiming properly (the Leupold LCO red-dot sight comes in the weapon's case, since it lacks irons), and letting some slugs fly at a distant Recursive encryption; the relatively low cyclic rate of the full-auto mode makes long-range use less idiotic than it may initially sound (especially given the sheer size of the target in question).]]&lt;br /&gt;
&lt;br /&gt;
==MPS AA-12 CQB==&lt;br /&gt;
Update #55 added the much-demanded [[AA-12|MPS AA-12]] shotgun, specifically the short-barreled &amp;quot;CQB&amp;quot; model.&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|none|450px|MPS AA-12 CQB - 12 gauge]]&lt;br /&gt;
[[File:H3VR AA-12 Left.jpg|thumb|none|600px|&amp;quot;Ladies and gentlemen, the moment you have all been waiting for...&amp;quot;]]&lt;br /&gt;
[[File:H3VR AA-12 Right.jpg|thumb|none|600px|&amp;quot;...the AAAAH MY EYES!&amp;quot;]]&lt;br /&gt;
[[File:H3VR AA-12 Loading.jpg|thumb|none|600px|Loading in a magazine at an angle that, if nothing else, can at least be excused by temporary blindness.]]&lt;br /&gt;
[[File:H3VR AA-12 Charging.jpg|thumb|none|600px|Locking back the bolt.]]&lt;br /&gt;
[[File:H3VR AA-12 Aiming.jpg|thumb|none|600px|Taking aim; the sights aren't terribly precise, but then again, it ''is'' a fully-automatic shotgun. &amp;quot;Precise&amp;quot; isn't a word that would be used to describe it.]]&lt;br /&gt;
[[File:H3VR AA-12 Firing.jpg|thumb|none|600px|Blasting a target with 8 shells' worth of buckshot.]]&lt;br /&gt;
[[File:H3VR AA-12 Drum Loading.jpg|thumb|none|600px|Of course, if 8 shells isn't enough...]]&lt;br /&gt;
[[File:H3VR AA-12 Drum.jpg|thumb|none|600px|...then 20 shells should be.]]&lt;br /&gt;
&lt;br /&gt;
==MTs255==&lt;br /&gt;
The [[MTs255]] revolving shotgun was added to the game in the first Meatmas update, interestingly categorized amongst the break-action shotguns (presumably on the basis that it pivots its chambers open for direct loading and extraction, in addition to the lack of a better place for it). 2 variants are available - a standard full-length version, and a version with a sawn-off barrel and stock.&lt;br /&gt;
[[File:MTs255.jpg|thumb|none|450px|MTs255 - 12 gauge]]&lt;br /&gt;
[[File:H3VR MTs255.jpg|thumb|none|600px|Admiring the MTs255 in the indoor range.]]&lt;br /&gt;
[[FIle:H3VR MTs255 Open.jpg|thumb|none|600px|Opening up the MTs...]]&lt;br /&gt;
[[File:H3VR MTs255 Loading.jpg|thumb|none|600px|...and loading in some shells.]]&lt;br /&gt;
[[File:H3VR MTs255 Closing.jpg|thumb|none|600px|Shutting the shotgun with a rather ill-advised flick of the wrist. Or rather, a flick of both wrists, considering the weapon's 2-handed nature.]]&lt;br /&gt;
[[File:H3VR MTs255 Aiming.jpg|thumb|none|600px|Taking aim at a target through the MTs's rather simple notch-and-post sights.]]&lt;br /&gt;
[[File:H3VR MTs255 Ejecting.jpg|thumb|none|600px|Ejecting a set of spent shells from the shotgun. And with that, we say goodbye to MTs255 Senior...]]&lt;br /&gt;
[[File:H3VR MTs255 Short.jpg|thumb|none|600px|...and hello to his lovely son MTs255 Junior.]]&lt;br /&gt;
[[File:H3VR MTs255 Short Loading.jpg|thumb|none|600px|Loading the cut-down shotgun with an interesting assortment of shells: from top to bottom, there's a buckshot shell, a Dragon's Breath shell, a &amp;quot;Triple Hit&amp;quot; shell, a slug shell, and a &amp;quot;SWAG-12&amp;quot; fragmenting shell.]]&lt;br /&gt;
[[File:H3VR MTs255 Short Closing.jpg|thumb|none|600px|Making the same mistake as with the full-length MTs, and snapping the cylinder back into place.]]&lt;br /&gt;
[[File:H3VR MTs255 Short Firing.jpg|thumb|none|600px|Firing; this is the result of the Dragon's Breath shell, which is rather underwhelming in broad daylight.]]&lt;br /&gt;
&lt;br /&gt;
==Pancor Jackhammer==&lt;br /&gt;
The [[Pancor Jackhammer]] was added in Update #93. According to the developer, the mechanics were &amp;quot;gameified&amp;quot; for simplicity, given that the model is based on a toolroom prototype that had to be disassembled in order to reload. This means that the cylinder magazine is simply inserted into the magwell, and the firing mechanism is closer to a double action revolver; the charging handle isn't used, and the fire selector is limited to semi-auto fire.&lt;br /&gt;
[[File:Jackhammerprototype.jpg|thumb|none|450px|Pancor Jackhammer (toolroom prototype) - 12 gauge]]&lt;br /&gt;
[[File:H3VR Jackhammer Left.jpg|thumb|none|600px|Examining the Jackhammer in the aesthetically-fitting hallways of Take &amp;amp; Hold: Containment.]]&lt;br /&gt;
[[File:H3VR Jackhammer Right.jpg|thumb|none|600px|The resultant image harkens back to a bygone era of shooters, where the whole game took up less disk space than the sum of all this article's images - and we thought that was a lot.]]&lt;br /&gt;
[[File:H3VR Jackhammer Cassette.jpg|thumb|none|600px|Taking a look at one of the Jackhammer's &amp;quot;cassettes&amp;quot; (not to be confused with the actual cassettes that were used back in the aforementioned era of games); from a mechanical standpoint, this is a detachable revolver cylinder (which means that, in-game, it re-uses a fair chunk of the [[Crye Precision SIX12|SIX12]]'s code).]]&lt;br /&gt;
[[File:H3VR Jackhammer Loading.jpg|thumb|none|600px|Stuffing the cylinder into the Jackhammer; this is a fairly finnicky process, even when you aren't pulling the gun off the bottom of the screen to reload.]]&lt;br /&gt;
[[File:H3VR Jackhammer Aiming.jpg|thumb|none|600px|Aiming through the weapon's simple v-notch/post irons while skulking around the obligatory vent/pipe area. Fun fact: the first FPS game to feature usable iron sights was ''[[Operation Flashpoint]]'', back in 2001. Which will only make you feel older the longer this caption stays up.]]&lt;br /&gt;
[[File:H3VR Jackhammer Top.jpg|thumb|none|600px|Paying homage to an even older era of shooters and holding the gun at the bottom-center of the screen pointed up; this also reveals the top rail, something added to the model more for gameplay than to be authentic to the real deal. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; (Look, in my defense, it looked like it was centered when I was looking through both eyes. It's not my fault that the recording software only uses your left eye's view.)]]&lt;br /&gt;
[[File:H3VR Jackhammer Safety.jpg|thumb|none|600px|Abruptly remembering to turn off the safety (which can, as mentioned, only go to safe or semi-auto)...]]&lt;br /&gt;
[[File:H3VR Jackhammer Firing.jpg|thumb|none|600px|...and getting back to business. Which, in this case, means having the gun take up most of the bottom-right corner of the screen with no hands on it, and blasting away some early-game enemies point-blank.]]&lt;br /&gt;
[[File:H3VR Jackhammer Red.jpg|thumb|none|600px|Honestly, this one doesn't really show off anything new; I just thought that the red light made it look cool. Let's see, is there any trivia I can put here... oh, right! That ribbed handguard wasn't actually an original part of the design; it's actually an [[MP5SD]] forend that was put on by a movie prop house that bought the gun, because the original forend was too smooth to work easily. Which brings up another worthwhile point: the forend is actually a sort of forwards-working pump handle that can be used to cock the weapon (or cycle it when it jammed, which it did quite often), though this functionality isn't represented in-game.]]&lt;br /&gt;
[[File:H3VR Jackhammer Gibbing.jpg|thumb|none|600px|Having &amp;lt;s&amp;gt;remembered to bring a cassette full of SWAG-12 shells&amp;lt;/s&amp;gt; found the special easter-egg version that fires grenades, the protagonist whose name is probably only in the manual quickly gets to work insta-gibbing some Weinerbots. They never stood a chance. Just like our youth.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 Express Tactical Magpul==&lt;br /&gt;
Added in Update #52, the &amp;quot;Express 870&amp;quot;, as it's known in-game, is a [[Remington 870|Remington 870 Express Tactical Magpul]] with tan furniture.&lt;br /&gt;
[[File:870 Express Magpul.jpg|thumb|none|450px|Remington 870 Express Tactical Magpul - 12 gauge]]&lt;br /&gt;
[[File:H3VR 870 Express Right.jpg|thumb|none|600px|Inspecting the Remington 870 Express Tactical Magpul. Note the curious addition of the number 11 on the side of the receiver; this is most likely meant as some sort of armory/rack number.]]&lt;br /&gt;
[[File:H3VR 870 Express Left.jpg|thumb|none|600px|The other side of the... y'know what, I'm not going to type out that ridiculously long set of words again. If you still don't understand what it is after the fourth time, then you just aren't going to.]]&lt;br /&gt;
[[File:H3VR 870 Express Chambering.jpg|thumb|none|600px|Chambering a Dragon's Breath shell. While shotguns are generally regarded as being good for room-clearing, it's usually understood that doing so requires actually firing the shotgun first.]]&lt;br /&gt;
[[File:H3VR 870 Express Sideways.jpg|thumb|none|600px|The Sosigs having realized this and returned, one finds the player character engaging in the rather unorthodox practice of attempting the [[Metal Gear Solid 3: Snake Eater#Shansi Type 17 |&amp;quot;bandit shooting&amp;quot;]] technique with a pump-action shotgun, which completely defeats its point.]]&lt;br /&gt;
[[File:H3VR 870 Express Firing.jpg|thumb|none|600px|Having come to their senses, said player character is soon merrily blasting the Sosigs with the now-correctly-oriented shotgun. The Dragon's Breath round is rather interesting: it is filled with pieces of magnesium, which catch fire as they fly through the air, and start fires where they land, as seen here. Due to the round's low pressure and high cost, coupled with international regulations on the use of incendiary munitions on human beings (and the risk of setting things on fire by accident), these incendiary shells aren't used in any sort of martial capacity, and are largely a civilian novelty.]]&lt;br /&gt;
[[File:H3VR 870 Express Aiming.jpg|thumb|none|600px|Aiming the shotgun at a couple of &amp;lt;s&amp;gt;Molotov cocktails&amp;lt;/s&amp;gt; bottles of Frank's Fantastic Festively Fragrant And Fiercely Flavorful Fancy Fire Fluid. These are an Update #59 addition, as is this scene (the Proving Grounds), the Sosig, the beginnings of a fire system (which renders the Dragon's Breath rounds far more useful), and the rear sight on this shotgun and the TAC-14 DM below (both previously having a smooth, blank receiver).]]&lt;br /&gt;
[[File:H3VR 870 Express Firing Molotov.jpg|thumb|none|600px|Firing (heh), which has predictable consequences.]]&lt;br /&gt;
[[File:H3VR 870 Express Ejecting.jpg|thumb|none|600px|Ejecting the freshly-fired shell. While not seen here, the player character's expression of giddy satisfaction is somewhat dimmed by their newfound lack of eyebrows.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 Field Gun==&lt;br /&gt;
The Meatmas Update of 2016 added a [[Remington 870 Field Gun]] with a cut-down barrel, which heavily compromises the so-called &amp;quot;Field Gun's&amp;quot; effectiveness at its eponymous intended purpose. Update #46 added two additional variants, one with a sawn-off stock and one with a full-length barrel; it also made the latter one of the available weapons for SWBs. Rather strangely, all of the player-dedicated variants have [[Mossberg 500]]-style safeties along with the 870-styled ones (with the former taking priority, as it is the one that visually moves when the safety is toggled), which led to its item spawner designation of &amp;quot;MB500&amp;quot;.&lt;br /&gt;
[[File:Remington 870 field gun shortened.jpg|thumb|none|450px|Remington 870 Field Gun with shortened barrel - 12 gauge]]&lt;br /&gt;
[[File:H3VR 870 Left.jpg|thumb|none|600px|Examining the truncated 870.]]&lt;br /&gt;
[[File:H3VR 870 Right.jpg|thumb|none|600px|While not the sawn-off Remington of [[Army of Darkness|legend]], it is still fairly cool.]]&lt;br /&gt;
[[File:H3VR 870 Stock.jpg|thumb|none|600px|Especially considering the presence of a stock.]]&lt;br /&gt;
[[File:H3VR 870 Loading.jpg|thumb|none|600px|Loading the 870; it can hold 4 shells in the tube, plus one in the chamber.]]&lt;br /&gt;
[[File:H3VR 870 Pumping.jpg|thumb|none|600px|Chambering a shell.]]&lt;br /&gt;
[[File:H3VR 870 Aiming.jpg|thumb|none|600px|Aiming; this being a sawn-off shotgun, there aren't any sights to render this activity worthwhile.]]&lt;br /&gt;
[[File:H3VR 870 Firing.jpg|thumb|none|600px|Blasting the target to smithereens. Well, not really, but it's more fun to think so.]]&lt;br /&gt;
[[File:H3VR 870 Ejecting.jpg|thumb|none|600px|Ejecting a spent shell.]]&lt;br /&gt;
[[File:H3VR 870 Ejecting Black.jpg|thumb|none|600px|Ditto, but this time in [[Black#Remington 870|a familiarly eye-damaging manner]].]]&lt;br /&gt;
[[File:H3VR 870 Chamberloading.jpg|thumb|none|600px|Reloading the now-empty shotgun, straight through the ejection port this time.]]&lt;br /&gt;
[[File:SawnoffShotgun2.jpg|thumb|none|450px|Sawn-off Remington 870 - 12 gauge]]&lt;br /&gt;
[[File:H3VR 870 Short.jpg|thumb|none|600px|Taking a look at the even shorter Remington...]]&lt;br /&gt;
[[File:Remington870Fieldgun.jpg|thumb|none|450px|Remington 870 Field Gun (full-length) - 12 gauge]]&lt;br /&gt;
[[File:H3VR 870 Long.jpg|thumb|none|600px|...and the ｌｏｎｇｂｏｉ.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS==&lt;br /&gt;
Update #92 added a [[Remington 870 MCS]] in Entry configuration, increasing the total number of 870 variants in the game to an impressive 5 (or 7, if the 3 different lengths of Field Gun are counted separately). Update #105's first experimental build brought this up to 8, with an additional cut-down variant that can be mounted to Picatinny rails.&lt;br /&gt;
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington 870 MCS Entry - 12 gauge]]&lt;br /&gt;
[[File:H3VR MCS Left.jpg|thumb|none|600px|Preparing for some breach-and-clear action with the... hang on, excuse me for a moment... &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''&amp;quot;Hey, you. When I said &amp;quot;lights, camera, action&amp;quot;, I meant it. Now get off your lazy rear and gimme some damn lighting or I'll have you on the street so fast your teeth will spin.&amp;quot;'']]&lt;br /&gt;
[[File:H3VR MCS Right.jpg|thumb|none|600px|Ah, much better... right, as I was saying, preparing for some real, authentic, definitely-not-staged breach-and-clear action with the MCS.]]&lt;br /&gt;
[[File:H3VR MCS Chamberloading.jpg|thumb|none|600px|...and tossing a single specialty shell into the chamber.]]&lt;br /&gt;
[[File:H3VR MCS Loading.jpg|thumb|none|600px|...shoving some buckshot into the tube...]]&lt;br /&gt;
[[File:H3VR MCS Safety.jpg|thumb|none|600px|Disengaging the familiar crossbolt safety... &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''&amp;quot;...huh? Whaddaya mean you're supposed to do that last? Eh, screw it, not worth wasting film for a retake. Just have the boys in Post put the shots in order. &amp;lt;br&amp;gt; ...nah, you're overthinking it. I'm sure they'll make the dialogue work. And they'll edit all this stuff out, too, if they know what's good for 'em.&amp;quot;'']]&lt;br /&gt;
[[File:H3VR MCS Aiming.jpg|thumb|none|600px|Checking ''all'' the angles, just like the real SWAT guys do. ...because I am one. Yep, I'm acting like one because I am one. Just... felt that that was worth pointing out.]]&lt;br /&gt;
[[File:H3VR MCS Firing.jpg|thumb|none|600px|Rushing into the room, and BOOM, SURPRISE CANNONBALL FLASHBANG! Haha, bet you weren't expecting that that was what I chamberloaded earlier, huh? &amp;lt;br&amp;gt; &amp;lt;br&amp;gt; ''&amp;quot;...derivative? What're you talking about? ...the KSG section did it first? They can't do that? Sue them, or something!&amp;quot;'']]&lt;br /&gt;
[[File:H3VR MCS Cycling.jpg|thumb|none|600px|Pumping the shotgun, blasting a Sosig with buckshot, and cycling it again. DISCLAIMER: No Sosigs were harmed in the making of this section. That mustard is fake. As are the chunks of the Sosig's head. And the absence of its head.]]&lt;br /&gt;
[[File:Remington 870 MCS MK.jpg|thumb|none|450px|Remington 870 MCS Masterkey - 12 gauge]]&lt;br /&gt;
[[File:H3VR 870P Left.jpg|thumb|none|600px|The &amp;quot;870 Picatinny&amp;quot;, out on the top of Northest Dakota's scoring plinth.]]&lt;br /&gt;
[[File:H3VR 870P Right.jpg|thumb|none|600px|It's most similar to the actual MCS's &amp;quot;Masterkey&amp;quot; configuration, but without the pistol grip, and with a female Picatinny rail on top.]]&lt;br /&gt;
[[File:H3VR 870P Safety.jpg|thumb|none|600px|The safety's the same as the standard 870 variants - a simple crossbolt behind the trigger.]]&lt;br /&gt;
[[File:H3VR 870P Opening.jpg|thumb|none|600px|Opening the action; while it's intended as a mounted weapon, there's nothing explicitly stopping you from using it on its own.]]&lt;br /&gt;
[[File:H3VR 870P Chamberloading.jpg|thumb|none|600px|Though, of course, there's little point in doing so - you'd be better off sticking it on something else, like this [[FN SCAR-H|SCAR]] here.]]&lt;br /&gt;
[[File:H3VR 870P Firing.jpg|thumb|none|600px|Firing the underslung 870 at nothing in particular. It never stood a chance.]]&lt;br /&gt;
[[File:H3VR 870P Bayonet.jpg|thumb|none|600px|Of course, in a game with an open-ended rail-mounting system, the only limit to what you can do is how much time you're willing to spend. For example, the mountable MCS can let you finally achieve your dream of having an 870 with an underbarrel bayonet. Or, as far as the game's concerned, a knife with an overbarrel 870.]]&lt;br /&gt;
[[File:H3VR 870P Loading.jpg|thumb|none|600px|And, since subtlety went out the window a long time ago, why not load it up with frag rounds?]]&lt;br /&gt;
[[File:H3VR 870P Aiming.jpg|thumb|none|600px|Aiming through the Tasco-esque &amp;quot;KDR&amp;quot; sight mounted on the not-quite-top-rail...]]&lt;br /&gt;
[[File:H3VR 870P Tracer.jpg|thumb|none|600px|...and getting revenge on one of the map's many mountains for making it such a pain to get around. Note that, for whatever reason, the slug's ostensibly-bright tracer is casting a shadow.]]&lt;br /&gt;
[[File:H3VR 870P Cycling.jpg|thumb|none|600px|Cycling the shotgun's action. Sadly, due to how the game handles grip points, this isn't as easy a prospect as one would imagine - one hand has to remain on either the &amp;quot;parent&amp;quot; weapon (the knife, in this case) or the &amp;quot;primary foregrip&amp;quot; (the 870's trigger) in order for the weapon to count as &amp;quot;held&amp;quot;; should one attempt to grip, say, the shotgun's forend and nothing else, it'll simply fall out of their hands.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 TAC-14==&lt;br /&gt;
Update #90 added a [[Remington 870]] TAC-14, a variant of the 870 with a 14&amp;quot; barrel and a Shockwave Industries Raptor grip, a configuration which allows it to evade NFA regulations regarding short-barreled shotguns by legally not being classified as anything other than a &amp;quot;firearm&amp;quot; (i.e. neither a rifle nor a shotgun nor a pistol). It is known as the &amp;quot;T14 Custom&amp;quot; in-game, alluding to it being modified with a non-standard magazine tube cap, an aftermarket set of sights, and the forend of a Weatherby PA 459.&lt;br /&gt;
[[File:Remington 870 Tac-14 shotgun.jpg|thumb|none|450px|Remington 870 TAC-14 - 12 gauge]]&lt;br /&gt;
[[File:WeatherbyPA459.jpg|thumb|none|450px|Weatherby PA 459 Tactical - 12 gauge]]&lt;br /&gt;
[[File:H3VR T14 Left.jpg|thumb|none|600px|Out at the range with the TAC-14; the marking on the receiver reads &amp;quot;12 GA 2 3/4&amp;quot; OR 3&amp;quot; SHELLS&amp;quot;.]]&lt;br /&gt;
[[File:H3VR T14 Right.jpg|thumb|none|600px|The sole marking on this side, meanwhile, is a serial number.]]&lt;br /&gt;
[[File:H3VR T14 Chamberloading.jpg|thumb|none|600px|Running a different gun's forend back, and loading the first shell into the chamber. Note that the forend is long enough to cover the loading gate when pulled back, making it impossible to load the chamber and magazine tube simultaneously as with other tube-fed shotguns.]]&lt;br /&gt;
[[File:H3VR T14 Loading.jpg|thumb|none|600px|Shoving an additional 4 into the tube, through the now-not-floppy loading gate.]]&lt;br /&gt;
[[File:H3VR T14 Safe.jpg|thumb|none|600px|Taking a close look at the legally-not-a-shotgun's crossbolt safety.]]&lt;br /&gt;
[[File:H3VR T14 Safety.jpg|thumb|none|600px|And then turning it off.]]&lt;br /&gt;
[[File:H3VR T14 Aiming.jpg|thumb|none|600px|Aiming at one of Update #90's improved indoor range targets, this one being a &amp;quot;splatter&amp;quot;-style bullseye target.]]&lt;br /&gt;
[[File:H3VR T14 Firing.jpg|thumb|none|600px|Firing; as one would expect of a short-barreled shotgun with no stock, it likes to jump around.]]&lt;br /&gt;
[[File:H3VR T14 Cycling.jpg|thumb|none|600px|Cycling a shell out of the Remington; note that the holes in the target are marked by a &amp;quot;splatter&amp;quot; of the target's green base color, appropriate for a target of this type.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 TAC-14 DM==&lt;br /&gt;
The later detachable-magazine-fed variant of the [[Remington 870]], the 870 DM, was added in Update #52 under the name &amp;quot;CQB 870&amp;quot;; as with the later-added-but-above &amp;quot;T14 Custom&amp;quot;, it is in the TAC-14 configuration. The one in-game is also presumably either modified or broken, seeing as it is capable of slam-fire, unlike a normal 870. &lt;br /&gt;
[[File:Remington 870 TAC-14 DM.jpg|thumb|none|450px|Remington 870 TAC-14 DM - 12 gauge]]&lt;br /&gt;
[[File:H3VR 870 DM Table.jpg|thumb|none|600px|The new kid on the block.]]&lt;br /&gt;
[[File:H3VR 870 DM Left.jpg|thumb|none|600px|A closer look at the 870, giving a good look at the magazine well that takes the place of a normal 870's loading port.]]&lt;br /&gt;
[[File:H3VR 870 DM Right.jpg|thumb|none|600px|The other side, which gives a view of the bolt and ejection port.]]&lt;br /&gt;
[[File:H3VR 870 DM Loading.jpg|thumb|none|600px|Loading a magazine into the 870 DM.]]&lt;br /&gt;
[[File:H3VR 870 DM Pumping.jpg|thumb|none|600px|Ejecting a fired shell.]]&lt;br /&gt;
[[File:H3VR 870 DM Firing.jpg|thumb|none|600px|Taking advantage of the 870's seemingly broken trigger group, and letting loose with a barrage of 12 gauge shells.]]&lt;br /&gt;
[[File:H3VR 870 DM Sight.jpg|thumb|none|600px|A later update added a ghost-ring rear sight to the shotgun, much to the relief of anyone trying to use it past, say, 50 meters. Note the receiver markings; being made by the same artist who made the aforementioned Express model, it uses the same receiver, hence the &amp;quot;Pump Action - EXPRESS&amp;quot; marking that's partially covered by the magazine well. The hard-to-make-out marking to the right of that is &amp;quot;19019182&amp;quot;, presumably a serial number.]]&lt;br /&gt;
[[File:H3VR 870 DM Aiming.jpg|thumb|none|600px|Trying out the new sights. The blue/red contrast is an unusual, yet satisfying combination.]]&lt;br /&gt;
[[File:H3VR 870 DM Ejecting.jpg|thumb|none|600px|Celebrating this new discovery in the world of color palettes with the gratuitously dramatic ejection of a spent shell, and the simultaneous viewing of a new one getting chambered.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 11==&lt;br /&gt;
The [[Browning Auto-5|Remington Model 11]] was added in Update #52; its first introduction was in the Valentine's Day alpha build. It is referred to in-game as an Auto-5, but lacks a magazine cutoff.&lt;br /&gt;
[[File:BrowAut5.jpg|thumb|none|450px|Remington Model 11 - 12 gauge]]&lt;br /&gt;
[[File:H3VR Auto-5 Left.jpg|thumb|none|600px|The left side of the Model 11, which shows off the engravings (and the lack of a magazine cutoff, distinguishing it from the [[Browning Auto-5]] upon which the Model 11 is based)...]]&lt;br /&gt;
[[File:H3VR Auto-5 Right.jpg|thumb|none|600px|...and the right side, which shows off some of the working bits.]]&lt;br /&gt;
[[File:H3VR Auto-5 Locking.jpg|thumb|none|600px|Locking the bolt to the rear.]]&lt;br /&gt;
[[File:H3VR Auto-5 Chamberloading.jpg|thumb|none|600px|Chamberloading the Model 11.]]&lt;br /&gt;
[[File:H3VR Auto-5 Loading.jpg|thumb|none|600px|Loading the other 4 shells into the magazine tube.]]&lt;br /&gt;
[[File:H3VR Auto-5 Aiming.jpg|thumb|none|600px|Aiming the shotgun, showing off its simple bead sight.]]&lt;br /&gt;
[[File:H3VR Auto-5 Firing.jpg|thumb|none|600px|Blasting the paper target with a 12 gauge shell.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 1882==&lt;br /&gt;
Update #52 added a [[12 Gauge Double Barreled Shotgun|Remington Model 1882]] double-barreled shotgun.&lt;br /&gt;
[[File:Rem1889.jpg|thumb|none|450px|Remington Model 1889 - 12 gauge. Similar to the Model 1882.]]&lt;br /&gt;
[[File:H3VR 1882 Remington Forend.jpg|thumb|none|600px|Modern indoor range, meet classic rabbit-ear shotgun.]]&lt;br /&gt;
[[File:H3VR 1882 Remington.jpg|thumb|none|600px|Taking a look at the stock, which has a brass badge attached to the side.]]&lt;br /&gt;
[[File:H3VR 1882 Remington Open.jpg|thumb|none|600px|Opening the Model 1882.]]&lt;br /&gt;
[[File:H3VR 1882 Remington Loading.jpg|thumb|none|600px|Loading in some shells.]]&lt;br /&gt;
[[File:H3VR 1882 Remington Cocking.jpg|thumb|none|600px|Cocking the left hammer. The right was soon to follow.]]&lt;br /&gt;
[[File:H3VR 1882 Remington Aiming.jpg|thumb|none|600px|Aiming the 1882. There's nothing but a simple bead sight available for this purpose.]]&lt;br /&gt;
[[File:H3VR 1882 Remington Ejecting.jpg|thumb|none|600px|2 shots later, and it's time to eject some shells.]]&lt;br /&gt;
&lt;br /&gt;
==Remington V3 TAC-13==&lt;br /&gt;
The [[Remington V3 TAC-13]] semi-auto shotgun was added in Update #90, under the name &amp;quot;VT13&amp;quot;; like the 870 TAC-14s above, the purpose of this specific configuration is to be legally considered a &amp;quot;firearm&amp;quot; in the US, and nothing more. &lt;br /&gt;
[[File:V3 TAC-13.jpg|thumb|none|450px|Remington V3 TAC-13 - 12 gauge]]&lt;br /&gt;
[[File:H3VR T13 Right.jpg|thumb|none|600px|Examining the fancy new shotgun in the very, ''very'' not-new Arcade Proto scene.]]&lt;br /&gt;
[[File:H3VR T13 Left.jpg|thumb|none|600px|Those swooping lines don't do anything, by the way; they're just there to look cool.]]&lt;br /&gt;
[[File:H3VR T13 Safe.jpg|thumb|none|600px|Speaking of looking cool, turn the V3 over to look at the bottom, and watch as it becomes one with the gray futuristic minimalism.]]&lt;br /&gt;
[[File:H3VR T13 Safety.jpg|thumb|none|600px|Oh, and you can check whether or not the safety's on. That too.]]&lt;br /&gt;
[[File:H3VR T13 Loading.jpg|thumb|none|600px|Loading a shell into the TAC-13...]]&lt;br /&gt;
[[File:H3VR T13 Charging.jpg|thumb|none|600px|...and pulling the charging handle to chamber it. Note how the loading gate/carrier pivots upward to lift the shell into the chamber; this was another part of Update #90's improvements to loading gates.]]&lt;br /&gt;
[[File:H3VR T13 Aiming.jpg|thumb|none|600px|Drawing a quick, less-than-stellar bead on an encroaching cube...]]&lt;br /&gt;
[[File:H3VR T13 Firing.jpg|thumb|none|600px|...and blasting it with some flechettes.]]&lt;br /&gt;
[[File:H3VR T13 Dual.jpg|thumb|none|600px|Quickly finding one 5+1 shotgun insufficient, our futurist cube-slayer turns to the age-old solution: [[Team Fortress 2#Engineer|more gun]].]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12==&lt;br /&gt;
A [[Saiga 12]] with a side-folding stock is one of the available firearms in-game, added through Update #40. It can use either factory 5-round magazines, aftermarket 12-round box magazines, or aftermarket 20-round drums.&lt;br /&gt;
[[File:Saiga 12k-1.jpg|thumb|none|450px|Saiga-12K - 12 gauge]]&lt;br /&gt;
[[File:H3VR Saiga.jpg|thumb|none|600px|A beautiful piece of Russian engineering.]]&lt;br /&gt;
[[File:H3VR Saiga Right.jpg|thumb|none|600px|The other side. Note that the safety is on; this is standard for weapons in ''H3'' when they are first spawned.]]&lt;br /&gt;
[[File:H3VR Saiga Stock.jpg|thumb|none|600px|Fiddling with the folding stock, while trying to ignore the ever-invasive options panel.]]&lt;br /&gt;
[[File:H3VR Saiga Loading.jpg|thumb|none|600px|Loading in a 5-round magazine.]]&lt;br /&gt;
[[File:H3VR Saiga Charging.jpg|thumb|none|600px|Chambering a shell.]]&lt;br /&gt;
[[File:H3VR Saiga Firing.jpg|thumb|none|600px|Firing the Saiga.]]&lt;br /&gt;
[[File:H3VR Saiga 12.jpg|thumb|none|600px|Loading in a 12-round magazine...]]&lt;br /&gt;
[[File:H3VR Saiga Reload.jpg|thumb|none|600px|...before performing a rather strange tactical reload.]]&lt;br /&gt;
[[File:H3VR Saiga 20.jpg|thumb|none|600px|Of course, if 12 rounds isn't enough for you...]]&lt;br /&gt;
[[File:H3VR Saiga Suppressor.jpg|thumb|none|600px|Preparing to affix a somewhat undersized SilencerCo Osprey suppressor.]]&lt;br /&gt;
[[File:H3VR Saiga Suppressed.jpg|thumb|none|600px|A suppressor which, of course, re-scales itself to match the Saiga's barrel, as seen in this demonstration of a complete and utter failure to understand the concept of a &amp;quot;target&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Sawn-off Double Barreled Shotgun==&lt;br /&gt;
There are 5 main varieties of [[Sawed-off Double Barrel Shotgun]] in-game. The first (and also one of the first weapons added to the game, back when the game was just Anton Hand's experiment grounds and not even named ''H3VR'' yet) was the so-called &amp;quot;Cartoon 8 Gauge&amp;quot;, which sounds downright painful, the second is a more reasonable 12-gauge version (seen below), and the 3rd is the same as the second, except sawn down to ''[[Killing Them Softly]]''-level absurdity (albeit unlike that movie's shotgun, this one also has the grip sawn down even further than the standard version), which, predictably, makes the spread somewhere between hilarious and pitiful. The fourth, added with Update #52, is an 1864 Wells Fargo stagecoach shotgun with external hammers and shell loops on the forend. The fifth, added in the first major bug-fix patch of Update #98, is a ''Meat Fortress''-styled sawn-off, rather appropriately called the &amp;quot;Big Boomer&amp;quot;; it is a classic video-gamey &amp;quot;super shotgun&amp;quot;, with a massive spread, ludicrous power (due to it, in a display of one-upmanship over the OG, firing ''2''-gauge shells), and a single trigger that fires both barrels at once.&lt;br /&gt;
[[File:Remington SBS.jpg|thumb|none|450px|Remington Spartan Sawed Off shotgun - 12 gauge]]&lt;br /&gt;
[[File:H3VR Sawn-Off.jpg|thumb|none|600px|While shooting at the range, the urge to rant to &amp;quot;[[Army of Darkness#Stoeger Coach Gun|primitive screw heads]]&amp;quot; is differed by the lack of other range patrons.]]&lt;br /&gt;
[[File:H3VR Sawn-Off Open.jpg|thumb|none|600px|Opening up the shotgun.]]&lt;br /&gt;
[[File:H3VR Sawn-Off Loading.jpg|thumb|none|600px|Loading in some shells.]]&lt;br /&gt;
[[File:H3VR Sawn-Off Aiming.jpg|thumb|none|600px|Aiming the shotgun, using its complete lack of sights...]]&lt;br /&gt;
[[File:H3VR Sawn-Off Firing.jpg|thumb|none|600px|...before bringing the paper range target to its inevitable ''[[Doom (VG)|Doom]]''.]]&lt;br /&gt;
[[File:H3VR Sawn-Off Ejecting.jpg|thumb|none|600px|Two shots fired, 2 shells ejected.]]&lt;br /&gt;
===Ultra-short sawed-off===&lt;br /&gt;
[[File:H3VR KTS Sawn-off.jpg|thumb|none|600px|Aww, isn't it adorable?]]&lt;br /&gt;
[[File:H3VR KTS Sawn-off Muzzle.jpg|thumb|none|600px|A close look at the ultra-short version's muzzle.]]&lt;br /&gt;
[[File:H3VR KTS Sawn-off Loading.jpg|thumb|none|600px|Loading in some #4 Buckshot shells...]]&lt;br /&gt;
[[File:H3VR KTS Sawn-off Loaded.jpg|thumb|none|600px|...which are precisely flush with the ends of the barrels.]]&lt;br /&gt;
[[File:H3VR KTS Sawn-off Spread.jpg|thumb|none|600px|The spread pattern of the shotgun. The radius of its spread is approximately half of the user's distance from the target.]]&lt;br /&gt;
[[File:H3VR KTS Sawn-off Fired.jpg|thumb|none|600px|Seeing as the shells are perfectly flush with the muzzle when unfired, when they're fired, the opened-up crimps of the shells actually extend past the barrels.]]&lt;br /&gt;
[[File:H3VR KTS Sawn-off Ejecting.jpg|thumb|none|600px|Ejecting the fired shells from one of the shotguns.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;The OG&amp;quot;===&lt;br /&gt;
Originally identified as the &amp;quot;Cartoon 8 Gauge&amp;quot;, before being removed in Update #52 and brought back in Update #98, &amp;quot;The OG&amp;quot; takes its name from its status as one of the first firearms implemented in the earliest prototype stages of what would later become ''H3VR''. While 8-gauge break-action shotguns do exist, they were primarily used as hunting/field guns, and fell out of favor due to the development of more powerful smokeless powders in the late 19th and early 20th centuries; at any rate, nobody in their right mind would've produced a stockless sawn-off version like this one. The only current-production 8-gauge shotguns are used as industrial tools (and are legally regulated as such, rather than being considered firearms), such as [[Remington]]'s Master Blaster; these used to blast away built-up material from the inside of various machines (e.g. coal ash or lime in rotary kilns, slag in blast furnaces, etc.).&lt;br /&gt;
&lt;br /&gt;
Of course, all of the above becomes moot when you realize that, based on the size of the rounds, this is actually a ''3 gauge'' shotgun. Accordingly, the renamed re-introduction as updated to better match this absurd caliber, with updated sound effects, tremendous damage output, and recoil strong enough to physically push the player character backwards.&lt;br /&gt;
[[File:H3VR 8 Gauge.jpg|thumb|none|600px|The &amp;quot;Cartoon 8 Gauge&amp;quot;, in all of its glory. The current location may be a nod to the Master Blaster's application, but the MB is mounted on a stand and fired by a cable for ''very obvious'' reasons.]]&lt;br /&gt;
[[File:H3VR 8 Gauge Loading.jpg|thumb|none|600px|Loading some utterly massive shells into the weapon's breech...]]&lt;br /&gt;
[[File:H3VR 8 Gauge Firing.jpg|thumb|none|600px|...before annihilating everything in front of the weapon, along with the user's wrist.]]&lt;br /&gt;
[[File:H3VR 8 Gauge Smoke.jpg|thumb|none|600px|The amount of smoke produced by this weapon (and the fact that our invisible protagonist is still standing) lends itself to the likelihood that the 8-gauge rounds are using weaker black powder rather than modern smokeless powder.]]&lt;br /&gt;
[[File:H3VR 8 Gauge Emptying.jpg|thumb|none|600px|Removing the spent shells from the shotgun, vowing never to do that again.]]&lt;br /&gt;
[[File:H3VR OG Left.jpg|thumb|none|600px|Here it is, folks - back, and just as cartoony as ever. That hole in the frame was always there; don't worry about it.]]&lt;br /&gt;
[[File:H3VR OG Aiming.jpg|thumb|none|600px|Taking aim at a bench, with the shotgun a fair bit closer in than is strictly comfortable...]]&lt;br /&gt;
[[File:H3VR OG Opening.jpg|thumb|none|600px|...before being saved from a broken face by the fact that the OG, like all of ''H3'''s weaponry, spawns empty.]]&lt;br /&gt;
[[File:H3VR OG Loading.jpg|thumb|none|600px|Emptying the weapon of its emptiness, and shoving in some 3-gauge shotgun shells. That's nearly 30 millimeters, and it's packed to the brim with about 1/3 of a pound (over 150 grams) of 00 buck.]]&lt;br /&gt;
[[File:H3VR OG Firing.jpg|thumb|none|600px|Heeding absolutely none of the above warnings about possible facial damage, and blasting the bench with &amp;quot;some&amp;quot; (read: &amp;quot;lots of&amp;quot;) conspicuously bright 00 buck pellets.]]&lt;br /&gt;
[[File:H3VR OG Downwards.jpg|thumb|none|600px|Of course, there is another use for the OG apart from bench-blasting:]]&lt;br /&gt;
[[File:H3VR OG Launch.jpg|thumb|none|600px|Flight.]]&lt;br /&gt;
[[File:H3VR OG Ejecting.jpg|thumb|none|600px|One rather unsatisfying in-flight meal later, we're back on the ground to show off the other, other new feature of the OG: automatic ejectors. Convenient, isn't it?]]&lt;br /&gt;
&lt;br /&gt;
===1864 Wells Fargo===&lt;br /&gt;
[[File:RossiOverlandShortSBS.jpg|thumb|none|450px|Sawn-off Rossi Overland SBS Shotgun - 12 gauge. Similar to the weapon in-game.]]&lt;br /&gt;
[[File:H3VR 1864 Wells.jpg|thumb|none|600px|Admiring the 1864 Wells.]]&lt;br /&gt;
[[File:H3VR 1864 Wells Loops.jpg|thumb|none|600px|Putting some shells into the cloth loops on the forend. Just in case.]]&lt;br /&gt;
[[File:H3VR 1864 Wells Open.jpg|thumb|none|600px|Opening up the shotgun.]]&lt;br /&gt;
[[File:H3VR 1864 Wells Loading.jpg|thumb|none|600px|Loading in a pair of shells.]]&lt;br /&gt;
[[File:H3VR 1864 Wells Closeup.jpg|thumb|none|600px|A close-up of the 1864's trigger group, showing off some of the wear and scratching. As to be expected for a firearm of this vintage.]]&lt;br /&gt;
[[File:H3VR 1864 Wells Cocking 1.jpg|thumb|none|600px|Cocking the left hammer...]]&lt;br /&gt;
[[File:H3VR 1864 Wells Cocking 2.jpg|thumb|none|600px|...and the right one...]]&lt;br /&gt;
[[File:H3VR 1864 Wells Firing.jpg|thumb|none|600px|...before blowing away the &amp;lt;s&amp;gt;paper target&amp;lt;/s&amp;gt; charging bandit, vowing to defend this &amp;lt;s&amp;gt;range booth&amp;lt;/s&amp;gt; stagecoach to the very last.]]&lt;br /&gt;
[[File:H3VR 1864 Wells Ejecting.jpg|thumb|none|600px|Having dealt with the would-be stagecoach robber, the guard ejects the spent shells from his shotgun.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Big Boomer&amp;quot;===&lt;br /&gt;
[[File:H3VR Boomer Right.jpg|thumb|none|600px|Let's step it up a notch, shall we?]]&lt;br /&gt;
[[File:H3VR Boomer Left.jpg|thumb|none|600px|That shot doesn't really give a reference point for size; to remedy that, here it is next to the sawn-off 12 gauge above.]]&lt;br /&gt;
[[File:H3VR Boomer Muzzles.jpg|thumb|none|600px|Comparing their muzzles drives the point home even further - this is, beyond a shadow of a doubt, a comically massive shotgun.]]&lt;br /&gt;
[[File:H3VR Boomer Opening.jpg|thumb|none|600px|Cracking open the Big Boomer; it holds the honor of being the game's first shotgun with modeled ejectors.]]&lt;br /&gt;
[[File:H3VR Boomer Loading.jpg|thumb|none|600px|Loading in a couple of the weapon's massive 2-gauge shells - that's over 33 and a half millimeters, putting it solidly into punt gun territory.]]&lt;br /&gt;
[[File:H3VR Boomer Pointing.jpg|thumb|none|600px|As one would expect, such a massive shotgun can do some impressive things, to the point that it borders on magical. See the entire top half of this Sniper?]]&lt;br /&gt;
[[File:H3VR Boomer Attacking.jpg|thumb|none|600px|Not anymore. Ta-da!]]&lt;br /&gt;
[[File:H3VR Boomer Ejecting.jpg|thumb|none|600px|With both shells now being spent, the automatic ejectors can be put to good use. Note that, like the other Meat Fortress rounds, the 2-gauge shells have struck primers.]]&lt;br /&gt;
[[File:H3VR Boomer Aiming.jpg|thumb|none|600px|Taking a trip over to the Proving Grounds to show just how absurd this weapon can be, in a game we like to call &amp;quot;Bowling for Sosigs&amp;quot;! The rules are simple: aim your old-school-FPS super-shotgun (like a proper old-school FPS - i.e. as centered as you can manage) at a triangularly-arranged group of 6 Sosigs...]]&lt;br /&gt;
[[File:H3VR Boomer Firing.jpg|thumb|none|600px|...smack yourself in the face with the player-pushing recoil...]]&lt;br /&gt;
[[File:H3VR Boomer Aftermath.jpg|thumb|none|600px|...and see how many you can hit - this shot was a strike, hitting every single one of the Sosigs, and killing all but one. What makes this more impressive is the relatively low pellet count; as the bullet trails show, each 2-gauge shell only contains 3 projectiles, so they managed to go 6 for 6 here.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Scalpel-LE&amp;quot;==&lt;br /&gt;
The 23rd gift added in the Meatmas 2018 event was a fictional shotgun known as the &amp;quot;Scalpel-LE&amp;quot;. Created by 3D artist Patrick Sutton (who'd created several of ''H3'''s assets prior), it is a compact, stockless, magazine-fed fully-automatic shotgun reminiscent of the &amp;quot;Bolters&amp;quot; from the ''Warhammer 40K'' universe, similar to the earlier-added &amp;quot;KWG1&amp;quot;; unlike the KWG1, however, the Scalpel is a completely fictional creation (rather than being based on an image of unknown provenance), and fires from an open bolt. Visually, it appears to be primarily based on the [[Heckler &amp;amp; Koch UMP]], with a full-hand trigger guard like that of rifles such as the [[Steyr AUG]] or the [[Tavor]], a [[TDI Vector]]-esque folding charging handle, and an [[AR-15]]-like dustcover; it feeds from drum magazines that lock into a full-length guide rail on the front of the trigger guard, in a manner seemingly inspired by the [[AA-12]].&lt;br /&gt;
&lt;br /&gt;
On a sidenote, the name is somewhat bizarre; the word &amp;quot;Scalpel&amp;quot; implies precision, something that a fully-automatic shotgun about the size of a compact SMG doesn't exactly possess, and the suffix &amp;quot;LE&amp;quot; usually stands for &amp;quot;Law Enforcement&amp;quot;, despite a stockless automatic shotgun hardly being standard fare for most police departments. Then again, the &amp;quot;LE&amp;quot; could also stand for something else entirely (e.g. &amp;quot;Limited-Edition&amp;quot;); the name may have also been chosen specifically for its nonsensical, ironic nature.&lt;br /&gt;
[[File:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:H3VR Scalpel Box.jpg|thumb|none|600px|Well, of course that's where it's from. Who else would create such a device?]]&lt;br /&gt;
[[File:H3VR Scalpel Loading.jpg|thumb|none|600px|Loading in a drum magazine; each one holds 15 rounds. These come loaded with the game's &amp;quot;SWAG-12&amp;quot; high-explosive shells, presumably to further their Bolter-like nature. Note the recoil spring, visible through the charging handle slot.]]&lt;br /&gt;
[[File:H3VR Scalpel Loaded.jpg|thumb|none|600px|Fully inserting the drum causes a spring-loaded tab at the front to snap over it. This isn't the actual magazine catch (that role instead falling to the large, serrated paddle at the front of the trigger guard); based on its position, it seems to be there to stop the drum from indexing backwards (note how it sits in direct contact with the series of notches in the front of the drum).]]&lt;br /&gt;
[[File:H3VR Scalpel Left.jpg|thumb|none|600px|Pausing for a moment to admire the quality of 'Murican engineering.]]&lt;br /&gt;
[[File:H3VR Scalpel Right.jpg|thumb|none|600px|The shotgun's other side, which shows off the dustcover.]]&lt;br /&gt;
[[File:H3VR Scalpel Cocking.jpg|thumb|none|600px|Pulling back the (reciprocating) folding charging handle...]]&lt;br /&gt;
[[File:H3VR Scalpel Dustcover.jpg|thumb|none|600px|...which causes the dustcover to pop up. Like the [[ArmaLite]] designs it's based on, this dustcover opens whenever the bolt goes back sufficiently far, and stays open until the user manually closes it.]]&lt;br /&gt;
[[File:H3VR Scalpel Safe.jpg|thumb|none|600px|Of course, no open-bolt weapon would be complete without a safety.]]&lt;br /&gt;
[[File:H3VR Scalpel Safety.jpg|thumb|none|600px|In the Scalpel's case, this consists of a 2-position crossbolt large enough that it could probably be used as an actual crossbolt door lock. Not that that's a bad thing; after all, &amp;quot;subtle&amp;quot; isn't exactly the first word that comes to mind when looking at this gun.]]&lt;br /&gt;
[[File:H3VR Scalpel Firing.jpg|thumb|none|600px|Unloading at a hot dog standee. With it being 1. a shotgun, 2. fully-automatic, 3. open-bolt, 4. stockless, 5. short-barreled, 6. loaded with high-explosive ammunition, and 7. not equipped with sights of any sort whatsoever, there's basically no reason to even bother aiming.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Scattergun&amp;quot;==&lt;br /&gt;
One of two shotguns added in the ''[[Team Fortress 2]]''-crossover update &amp;quot;Meat Fortress&amp;quot; was the &amp;quot;Scattergun&amp;quot;, a recreation of that game's Scout's weapon of the same name; as in that game, it is a work of fiction, combining a pair of short, side-by-side barrels with rifle sights with a stockless lever-action receiver vaguely reminiscent of the [[Savage 99]], with a 6-round drum magazine in the middle. Unlike its source material, however, the ''H3VR'' incarnation of the Scattergun is actually somewhat mechanically plausible, being treated as 2 separate actions operated by a common lever, rather than a semi-auto that could somehow be reloaded by working the action and ejecting spent shells without inserting any new ones.&lt;br /&gt;
[[File:H3VR TF2 Scattergun Left.jpg|thumb|none|600px|In case you couldn't understand the written description, here's a visual one.]]&lt;br /&gt;
[[File:H3VR TF2 Scattergun Right.jpg|thumb|none|600px|Doesn't really make much more sense, but that's just how it is.]]&lt;br /&gt;
[[File:H3VR TF2 Scattergun Loading.jpg|thumb|none|600px|Loading the Scattergun through a port on the bottom of the drum. This port is actually present on the original model, though it's never used for anything, and the in-game animations virtually never reveal its existence to the player; it had to be widened for ''H3'''s model, since it was far too small to fit any meaningfully-sized shell on the original version. The shell being loaded is specific to this weapon, and is supposedly 13 gauge.]]&lt;br /&gt;
[[File:H3VR TF2 Scattergun Racking.jpg|thumb|none|600px|Working the Scattergun's action, revealing some shells in line for chambering; the ejection port was, like the loading port, widened for the sake of realism. Of note is that 2 shells can be loaded after doing this, giving the weapon a 6+2 capacity.]]&lt;br /&gt;
[[File:H3VR TF2 Scattergun Firing.jpg|thumb|none|600px|Firing off a couple of shots in quick succession.]]&lt;br /&gt;
[[File:H3VR TF2 Scattergun Cycling.jpg|thumb|none|600px|2 shots makes 2 shells, both of which are ejected simultaneously.]]&lt;br /&gt;
[[File:H3VR TF2 Scattergun Blocked.jpg|thumb|none|600px|Attempting to aim at an Engineer Sosig, which reveals a bit of a problem: the Scattergun's rifle-type iron sights are too short to see over its fixed drum magazine. To be fair, it's not like they were ever intended to be usable anyway.]]&lt;br /&gt;
[[File:H3VR TF2 Scattergun Aim.jpg|thumb|none|600px|As such, aiming the Scattergun is best accomplished by tilting it up slightly, and aiming with the front sight exclusively, in a [[Doom (VG)|rather familiar manner]].]]&lt;br /&gt;
[[File:H3VR TF2 Scattergun Aimed.jpg|thumb|none|600px|When doing so, be sure to aim below your target; after all, you are pointing the thing upwards.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Duckhunter&amp;quot;===&lt;br /&gt;
A full-length version of the Scattergun, called the &amp;quot;Duckhunter,&amp;quot; was added in Update #93. Besides adding a stock and longer barrel, the gun also features a tighter choke and functional iron sights. Both guns share the same ammo, including the new ammo types added in the same update.&lt;br /&gt;
[[File:H3VR Duckhunter overview.JPG|thumb|none|600px|The Duckhunter, a gun that would likely live up to its name, if only the game had any ducks to hunt.]]&lt;br /&gt;
[[File:H3VR Duckhunter flipside.JPG|thumb|none|600px|On the flipside, you see the exact same ejection port as the scattergun.]]&lt;br /&gt;
[[File:H3VR Duckhunter buckaroo.JPG|thumb|none|600px|Loading some 13 gauge Buckaroo, the equivalent of 00 Buckshot.]]&lt;br /&gt;
[[File:H3VR Duckhunter rack.JPG|thumb|none|600px|Racking the lever to load two shells into the two barrels.]]&lt;br /&gt;
[[File:H3VR Duckhunter aim.JPG|thumb|none|600px|Taking aim with the Duckhunter's thankfully useable iron sights.]]&lt;br /&gt;
[[File:H3VR Duckhunter fired.JPG|thumb|none|600px|And aiming with the iron sights is helped by the gun's chokes, as the grouping for the buckshot is a lot tighter than on the scattergun.]]&lt;br /&gt;
[[File:H3VR Duckhunter slugger.JPG|thumb|none|600px|The other two &amp;quot;normal&amp;quot; 13 gauge shells are &amp;quot;Sluggers&amp;quot;, which are slug shells...]]&lt;br /&gt;
[[File:H3VR Duckhunter bleeder.JPG|thumb|none|600px|...and &amp;quot;Bleeders&amp;quot;, which are flechette shells.]]&lt;br /&gt;
[[File:H3VR_Duckhunter_blooper.JPG|thumb|none|600px|Another shell is the &amp;quot;Blooper&amp;quot;...]]&lt;br /&gt;
[[File:H3VR Duckhunter bloopersmoke.JPG|thumb|none|600px|...which creates a smoke cloud.]]&lt;br /&gt;
[[File:H3VR Duckhunter moonshot.JPG|thumb|none|600px|The last is the &amp;quot;Moonshot.&amp;quot; At first glance, this appears to just be a slightly different buckshot.]]&lt;br /&gt;
[[File:H3VR Duckhunter moonshotfired.JPG|thumb|none|600px|However, this shell packs a special punch, as when aiming towards the ground...]]&lt;br /&gt;
[[File:H3VR Duckhunter moonshotlaunch.JPG|thumb|none|600px|...the player is launched into the air!]]&lt;br /&gt;
&lt;br /&gt;
==Serbu Super Shorty==&lt;br /&gt;
A [[Remington 870]]-based [[Serbu Super Shorty]] is one of the weapons added in the first Meatmas update. 2 variants are available: a normal, clean version, and a &amp;quot;tacticool&amp;quot; version, complete with a door-breaching muzzle brake, a rail mount, and a set of spare shell holders that hold more shells than the gun itself does.&lt;br /&gt;
[[File:Super Shorty (870).jpg|thumb|none|450px|Serbu Super Shorty (Remington 870-based) - 12 gauge]]&lt;br /&gt;
[[File:H3VR Super Shorty Table.jpg|thumb|none|600px|A pair of Super Shorties lying on a table.]]&lt;br /&gt;
[[File:H3VR Super Shorty.jpg|thumb|none|600px|Taking a look at the clean, normal version...]]&lt;br /&gt;
[[File:H3VR Super Shorty Railed.jpg|thumb|none|600px|...and the tacticool version.]]&lt;br /&gt;
[[File:H3VR Super Shorty Loading.jpg|thumb|none|600px|Deciding that, since this version has a higher number written on the side, it obviously must be better, our handless friend loads in some shells. And by &amp;quot;some&amp;quot;, we mean 2.]]&lt;br /&gt;
[[File:H3VR Super Shorty Chambering.jpg|thumb|none|600px|Plus an extra one, provided that there's one in the chamber.]]&lt;br /&gt;
[[File:H3VR Super Shorty Shell Holder.jpg|thumb|none|600px|Placing some shells in the shell holders. What's that old expression again? &amp;quot;A ten-gallon hat on a one-quart head&amp;quot;?]]&lt;br /&gt;
[[File:H3VR Super Shorty Aiming.jpg|thumb|none|600px|Taking aim...]]&lt;br /&gt;
[[File:H3VR Super Shorty Firing.jpg|thumb|none|600px|...firing a shell...]]&lt;br /&gt;
[[File:H3VR Super Shorty Cycling.jpg|thumb|none|600px|...and working the action...]]&lt;br /&gt;
[[File:H3VR Super Shorty Sights.jpg|thumb|none|600px|...before remembering to actually make use of the top-mounted rail.]]&lt;br /&gt;
[[File:H3VR Super Shorty Aiming Sights.jpg|thumb|none|600px|Ah, much better!]]&lt;br /&gt;
[[File:H3VR Super Shorty Chamberloading.jpg|thumb|none|600px|Celebrating this new development in actually-having-a-chance-of-hitting-your-target technology by loading a shell directly into the chamber.]]&lt;br /&gt;
[[File:H3VR Super Shorty Table Close.jpg|thumb|none|600px|After a long day of shooting, our friend decides to set the shotguns down, and go home to massage his aching nonexistent wrists.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Shotgun&amp;quot;==&lt;br /&gt;
The second of the two shotguns added with the release of &amp;quot;Meat Fortress&amp;quot; was a recreation of ''[[TF2]]'''s &amp;quot;Shotgun&amp;quot;, loosely based on a sawn-off [[Ithaca 37]] (albeit with a left-handed ejection port, instead of the Ithaca's combined loading/ejection port).&lt;br /&gt;
[[File:Ithaca m37sawedoff.jpg|thumb|none|450px|'''Airsoft''' Ithaca 37 with sawn-off stock and barrel - (fake) 12 gauge]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Left.jpg|thumb|none|600px|The ''TF2'' shotgun, in all of its glory. It's simple, but that can be a good thing.]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Opening.jpg|thumb|none|600px|Opening up the action...]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Chamber.jpg|thumb|none|600px|...and taking a peek inside. Unlike the original model, which had nothing but a black, featureless void inside, the ''H3VR'' rework has a fully-modeled bolt, barrel, and various other internal bits.]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Chamberloading.jpg|thumb|none|600px|Loading a slightly too-long shell into the action; this is the same 23x75mmR shell used by the [[KS-23M]] in-game, serving as a placeholder for a proprietary shell added in a later build.]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Loading.jpg|thumb|none|600px|Stuffing a few more 23mm shells into the magazine tube. This was, incidentally, one of the few external parts of the original model that was modified; it was slightly too narrow on the original model, and was widened a tad for this version.]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Aiming.jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the Shotgun; there being no sights whatsoever on the weapon, this essentially amounts to point-shooting.]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Firing.jpg|thumb|none|600px|Not that that stops you from hitting things with it.]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Cycling.jpg|thumb|none|600px|Cycling the Shotgun, while observing effect-on-target; yes, it did indeed reduce a Soldier Sosig's torso to a mess of meat chunks and mustard with a single shot. 23mm shotgun shells'll do that to ya...]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Shell.jpg|thumb|none|600px|Loading up the finalized version of the shotgun with its proprietary yellow 7 gauge shells. These are about the same diameter as the 23mm placeholders, but substantially shorter.]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Suppressor.jpg|thumb|none|600px|And yes, even the Shotgun can take suppressors; this one is a non-railed version of the [[Brügger &amp;amp; Thomet MP9]]'s special suppressor, expanded to fit the weapon's colossal bore.]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Suppressed.jpg|thumb|none|600px|Also like the other ''TF2'' weapons, the Shotgun's projectiles produce massive amounts of sparks upon hitting something. While this is noticeable with the rest of the weapons, the Shotgun's spread of pellets makes the effect a fair bit more impressive.]]&lt;br /&gt;
[[File:H3VR TF2 Shotgun Can.jpg|thumb|none|600px|On the topic of impressive things, the Shotgun's special Update #83 suppressor certainly qualifies. From a visual standpoint, it seems to be based on the SilencerCo Salvo 12, albeit with a bit more of a toolroom aesthetic to it, somewhat reminiscent of [[No Country for Old Men#Remington 11-87|the other Anton's]]. Also note here that the bolt is now black like in ''TF2'', instead of matching the receiver's colour as in the other screenshots.]]&lt;br /&gt;
===&amp;quot;Ol' Reliable&amp;quot;===&lt;br /&gt;
Added in Update #103, Ol' Reliable is the full-length version of the Meat Fortress Shotgun. It features a stock (complete with a single sling hook), an eight-round tube magazine, and functional iron sights.&lt;br /&gt;
[[File:H3VR Reliable Left.jpg|thumb|none|600px|Need a solid, all-around capable scene for taking good-looking screenshots? Go with Ol' Reliable (the Arizona range).]]&lt;br /&gt;
[[File:H3VR Reliable Right.jpg|thumb|none|600px|Need a solid, all-around capable shotgun? Go with Ol' Reliable (Ol' Reliable).]]&lt;br /&gt;
[[File:H3VR Reliable Opening.jpg|thumb|none|600px|Opening up the action; the left-handed ejection port allows for a convenient view of the bolt and inner receiver while doing so.]]&lt;br /&gt;
[[File:H3VR Reliable Chamberloading.jpg|thumb|none|600px|Stuffing a round of 7 Gauge Stout into the chamber; this red shell is a 12-pellet buckshot round, one of the two new types added alongside the full-length shotgun.]]&lt;br /&gt;
[[File:H3VR Reliable Loading.jpg|thumb|none|600px|Loading up the magazine tube with another two shells - the yellow one is a &amp;quot;triple hit&amp;quot; round containing 3 small stacked slugs (like the 12-gauge version, but considerably more powerful), while the green one (the other concurrently-added variety) is a simple single-slug shell.]]&lt;br /&gt;
[[File:H3VR Reliable Aiming.jpg|thumb|none|600px|Aiming at a watermelon; the simple notch-and-post sights are quick and easy to acquire, if not particularly precise.]]&lt;br /&gt;
[[File:H3VR Reliable Firing.jpg|thumb|none|600px|As their name would imply, the 7-gauge shells' recoil is stout - stout enough to obscure the user's view of a sufficiently small target, unfortunately enough. While this is only really a problem in-game for a couple of frames, it's a considerably more serious issue when you're trying to show off the effects of a shot with just one of those frames.]]&lt;br /&gt;
[[File:H3VR Reliable Cycling.jpg|thumb|none|600px|Cycling out a shell; while they appear to be star-crimped when unspent, the clean, slightly-tapered end of a spent shell suggests roll-crimping instead. Or possibly a star-patterned cap that just gets blown off of the shell when fired.]]&lt;br /&gt;
[[File:H3VR Reliable Rapid.jpg|thumb|none|600px|Notably, both the default Shotgun and Ol' Reliable are capable of slam-fire; it's rather difficult to show this off in a single frame, so just assume that the presence of a flying spent shell in the same shot as a muzzle flash is a clear indicator of exceptionally rapid shooting.]]&lt;br /&gt;
&lt;br /&gt;
==Side-By-Side Double-Barreled Shotgun==&lt;br /&gt;
Update #85's 4th alpha build added the &amp;quot;Hammerless Long&amp;quot;, a [[12 Gauge Double Barreled Shotgun|12-gauge side-by-side break-action shotgun]] of unknown manufacture; this was partly in response to some user requests for a hammerless SxS shotgun, as the only side-by-sides available prior to this were either rabbit-eared, sawn-off, or both.&lt;br /&gt;
[[File:StevesSBS1960s.jpg|thumb|none|450px|Stevens side-by-side shotgun (1960s-era) - 12 gauge]]&lt;br /&gt;
[[File:H3VR SBS Right.jpg|thumb|none|600px|Out at the Friendly45 range once again, this time armed with something a bit more suitable for conventional skeet shooting.]]&lt;br /&gt;
[[File:H3VR SBS Left.jpg|thumb|none|600px|It's not an exact match for the reference image, but that's just how things are sometimes.]]&lt;br /&gt;
[[File:H3VR SBS Opening.jpg|thumb|none|600px|Cracking open the shotgun.]]&lt;br /&gt;
[[File:H3VR SBS Loading.jpg|thumb|none|600px|Loading in some shells; seeing as this alpha build did not add birdshot (nor did any of the prior updates), #4 buck will have to do.]]&lt;br /&gt;
[[File:H3VR SBS Aiming.jpg|thumb|none|600px|To compensate, regulation-sized clay pigeons are often replaced with non-regulation-sized clay pots.]]&lt;br /&gt;
[[File:H3VR SBS Firing.jpg|thumb|none|600px|Attempting to force regulatory compliance on said pots has thus far met with limited success.]]&lt;br /&gt;
[[File:H3VR SBS Ejecting.jpg|thumb|none|600px|Popping out a pair of shells in neat, orderly fashion.]]&lt;br /&gt;
[[File:H3VR SBS Clipping.jpg|thumb|none|600px|If, on the other hand, you're prioritizing quick unloading over any sort of reloading, the PhysX engine's eternally-baffling hinge physics have got your back.]]&lt;br /&gt;
&lt;br /&gt;
==Single Barrel Sawn-Off Shotgun==&lt;br /&gt;
A single barrel sawn-off shotgun in 16 gauge (designated rather appropriately as the &amp;quot;Sawnoff-16&amp;quot;) was added in Experimental Build #3 of Update #111.&lt;br /&gt;
[[File:Electric city 16g photoshopped.jpg|350px|thumb|none|'''Photoshopped''' sawed-off Crescent Electric City single-barreled shotgun - 16 gauge ]]&lt;br /&gt;
[[File:H3VR Sawnoff16 leftside.jpg|600px|thumb|none|The player, eager to test their newest &amp;lt;s&amp;gt;arts-and-crafts project&amp;lt;/s&amp;gt; completely legal Any Other Weapon, pays a visit to the shooting range.]]&lt;br /&gt;
[[File:H3VR Sawnoff16 rightside.jpg|600px|thumb|none|Taking a look at the other side of the shotgun, revealing the absence of any discernible markings. ]]&lt;br /&gt;
[[File:H3VR Sawnoff16 loading.jpg|600px|thumb|none|Inserting a 16-gauge flechette shell. Previously available only in 12-gauge, this ammunition subtype (among others) was made available for 16 and 20-gauge weapons in Update #111.]]&lt;br /&gt;
[[File:H3VR Sawnoff16 closing.jpg|600px|thumb|none|Snapping the shotgun closed. ]]&lt;br /&gt;
[[File:H3VR Sawnoff16 cockhammer.jpg|600px|thumb|none|As an exposed-hammer shotgun, the Sawnoff must be manually cocked before each shot. This can be done by pressing a button on the controller or, as shown here, with a wave of the offhand. ]]&lt;br /&gt;
[[File:H3VR Sawnoff16 ADS.jpg|600px|thumb|none|Aiming the weapon, although the lack of any sights makes this approximate at best. ]]&lt;br /&gt;
[[File:H3VR Sawnoff16 ejectshell.jpg|600px|thumb|none|Ejecting a spent shell. ]]&lt;br /&gt;
&lt;br /&gt;
==Sjögren==&lt;br /&gt;
Added in the fifth alpha build of Update #85, the [[Sjögren]] inertia-operated shotgun expands ''H3'''s roster of semi-auto shotguns, and serves as a second option in the category for Cowweiner Calico. Two variants are available - there's the full-length &amp;quot;Sjogren Inertial&amp;quot;, and the sawn-off &amp;quot;Sjogren Shorty&amp;quot;.&lt;br /&gt;
[[File:Sjogren Inertia.jpg|thumb|none|450px|Sjögren - 12 gauge]]&lt;br /&gt;
[[File:H3VR Sjogren Right.jpg|thumb|none|600px|Admiring the Sjögren. A bit odd-looking, but quite functional - so much so, in fact, that its inertia-operated action served as the basis for the [[Heckler &amp;amp; Koch Model 512]], and perhaps more notably, the subsequent [[Benelli M Series Super 90 Shotguns|Benelli Super 90]] series.]]&lt;br /&gt;
[[File:H3VR Sjogren Left.jpg|thumb|none|600px|Oh, and here's the rest of it.]]&lt;br /&gt;
[[File:H3VR Sjogren Loading.jpg|thumb|none|600px|Loading in some flechette shells; aside from being an amusingly odd choice for such an old shotgun, these are here to point out that they got a damage buff in this update. Neat.]]&lt;br /&gt;
[[File:H3VR Sjogren Chambering.jpg|thumb|none|600px|Racking the Sjögren's distinctive exposed bolt carrier to chamber a shell.]]&lt;br /&gt;
[[File:H3VR Sjogren Safe.jpg|thumb|none|600px|Aiming at a distant steel plate...]]&lt;br /&gt;
[[File:H3VR Sjogren Aiming.jpg|thumb|none|600px|...and remembering to turn the safety off.]]&lt;br /&gt;
[[File:H3VR Sjogren Firing.jpg|thumb|none|600px|Shooting something else; it's a bit hard to say what exactly it is, since the shotgun's vertical recoil and aforementioned bolt carrier can make it a bit hard to see what you've just shot. Granted, this is not usually a problem, since you're really supposed to know what you're shooting at ''before'' you shoot it.]]&lt;br /&gt;
[[File:H3VR Sjogren Slicer.jpg|thumb|none|600px|Oh. It was a Slicer. Good to know.]]&lt;br /&gt;
[[File:H3VR Sjogren Shorty Firing.jpg|thumb|none|600px|Blasting a Sosig with a sawn-off Sjögren, presumably to stop him from pointing out how terrible of a choice it is to saw off a Sjögren.]]&lt;br /&gt;
[[File:H3VR Sjogren Shorty Chamberloading.jpg|thumb|none|600px|Reloading the now-empty sawn-off; the open-sided receiver makes chamberloading rather easy. It also makes it possible to shove rounds into the magazine tube from the top (or into the chamber from the bottom), though attempting either of these things with a real Sjögren is probably not a very good idea.]]&lt;br /&gt;
&lt;br /&gt;
==Stevens Model 124C==&lt;br /&gt;
The [[Stevens Model 124C]] was added on day 12 of the Meatmas 2022 advent calendar event. It is the second bolt-action shotgun to be added to the game, and the first that is a straight-pull; this also makes it the first &amp;quot;normal&amp;quot; straight-pull firearm in the game (since the &amp;quot;Long Shot&amp;quot; has a recoil spring, being essentially a semi-auto with no self-unlocking system), though &amp;quot;normal&amp;quot; is used a bit loosely in this case. This is also the Model 124C's first known media appearance.&lt;br /&gt;
[[File:Stevens124C.jpg|thumb|none|450px|Stevens Model 124C - 12 gauge]]&lt;br /&gt;
[[File:H3VR 124C Box.jpg|thumb|none|600px|The Stevens in its box, with some confetti lingering in the air.]]&lt;br /&gt;
[[File:H3VR 124C Left.jpg|thumb|none|600px|Of course, you can't really see much from back there; here's a closer look.]]&lt;br /&gt;
[[File:H3VR 124C Right.jpg|thumb|none|600px|Seems like a relatively normal semi-auto shotgun, right?]]&lt;br /&gt;
[[File:H3VR 124C Safety.jpg|thumb|none|600px|Even the safety's pretty normal - just your typical cross-bolt.]]&lt;br /&gt;
[[File:H3VR 124C Bolt.jpg|thumb|none|600px|It's when you go to open the action that things get a bit...]]&lt;br /&gt;
[[File:H3VR 124C Unlocked.jpg|thumb|none|600px|...interesting.]]&lt;br /&gt;
[[File:H3VR 124C Opening.jpg|thumb|none|600px|While it being a straight-pull bolt-action shotgun is unusual enough, the Model 124C steps this up a notch by still requiring a separate unlocking action; the charging handle locks into the receiver (hence the circle on the left side - that's the end of the handle sticking through the charging handle and into the receiver wall), and thus has to be pulled out slightly before the bolt can be cycled.]]&lt;br /&gt;
[[File:H3VR 124C Chamberloading.jpg|thumb|none|600px|Should you so desire, a round can then be loaded into the chamber, through the rather generously-sized ejection port.]]&lt;br /&gt;
[[File:H3VR 124C Loading.jpg|thumb|none|600px|3 more rounds of 12 gauge can then go into the tube; apart from the sub-par capacity, this part's pretty much normal.]]&lt;br /&gt;
[[File:H3VR 124C Aiming.jpg|thumb|none|600px|Aiming; the simple bead sight doesn't give much in the way of a sight picture, but it's enough for most scattergun-related work.]]&lt;br /&gt;
[[File:H3VR 124C Firing.jpg|thumb|none|600px|Though firing only 3 projectiles is pushing the definition of &amp;quot;scatter&amp;quot; just a bit.]]&lt;br /&gt;
[[File:H3VR 124C Cycling.jpg|thumb|none|600px|Cycling the action, and once again questioning who in 1947 thought this was the future of shotgunnery.]]&lt;br /&gt;
&lt;br /&gt;
==Stevens Model 520==&lt;br /&gt;
Update #85's first alpha build gave the [[Stevens Model 520]] its first known video game appearance, going by the name &amp;quot;Hammerless520&amp;quot; (without a space, as is the case for many of the game's weapon names). Apart from the standard version (which appears to be a Riot model), a &amp;quot;Short&amp;quot; model with a sawn-off stock and barrel and a receiver-mounted shell holder is also available. Like the [[Remington 870]] TAC-14 DM above and the [[Winchester Model 1897]] below, the 520 is capable of slam-firing (though it wasn't initially; this feature was added in the following update); it was added in part to complement the latter, as the also-Update #85-added Take &amp;amp; Hold character Grumpy GI Grayson (who uses WWI/WWII-era equipment) previously had very little in the way of tube-fed shotguns.&lt;br /&gt;
[[File:Stevens520.jpg|thumb|none|450px|Stevens Model 520 Riot Gun - 12 gauge]]&lt;br /&gt;
[[File:H3VR 520 Left.jpg|thumb|none|600px|Here it is, a brand-new Model 520, complete with its gorgeous-looking polished finish.]]&lt;br /&gt;
[[File:H3VR 520 Right.jpg|thumb|none|600px|Impressive for a shotgun that's been out of production for over 110 years, no?]]&lt;br /&gt;
[[File:H3VR 520 Loading.jpg|thumb|none|600px|Loading in some shells full of No. 2 buckshot - compared to the bog-standard 00 buck, the No. 2 has more pellets (18 instead of 10), but each one is correspondingly lighter, and thus less damaging.]]&lt;br /&gt;
[[File:H3VR 520 Aiming.jpg|thumb|none|600px|Not that it really matters when you're punching holes in paper.]]&lt;br /&gt;
[[File:H3VR 520 Cycling.jpg|thumb|none|600px|Racking the shotgun at a rather unusual angle. Would you believe me if I told you that this shot wasn't taken left-handed?]]&lt;br /&gt;
[[File:H3VR 520 Short Right.jpg|thumb|none|600px|The sawn-off variant of the 520 looks about how you'd expect it to. But this isn't just any ordinary sawn-off shotgun...]]&lt;br /&gt;
[[File:H3VR 520 Short Left.jpg|thumb|none|600px|...it's a rainbow sawn-off shotgun! Since, as we all know, rainbows go &amp;quot;pink-orange-yellow-green-blue-America&amp;quot;.]]&lt;br /&gt;
[[File:H3VR 520 Short Safe.jpg|thumb|none|600px|Looking further back on the shotgun reveals another important bit.]]&lt;br /&gt;
[[File:H3VR 520 Short Safety.jpg|thumb|none|600px|Take a guess as to what it is. I'll give you a hint: it starts with an &amp;quot;S&amp;quot; and rhymes with &amp;quot;zafety&amp;quot;.]]&lt;br /&gt;
[[File:H3VR 520 Short Chambering.jpg|thumb|none|600px|Chambering another type of shell, flechette, since we all know that the seventh color of the rainbow is &amp;quot;light gray&amp;quot;.]]&lt;br /&gt;
[[File:H3VR 520 Short Chamberloading.jpg|thumb|none|600px|After teaching a couple of Sosigs just what these &amp;quot;little arrows&amp;quot; can do, another shell gets chamberloaded; the pink color denotes this as a flare.]]&lt;br /&gt;
[[File:H3VR 520 Short Flare.jpg|thumb|none|600px|The results are... a bit underwhelming.]]&lt;br /&gt;
[[File:H3VR 520 Short Cannonball.jpg|thumb|none|600px|There, that's more like it!]]&lt;br /&gt;
&lt;br /&gt;
==Stoeger Condor Outback==&lt;br /&gt;
The Stoeger Condor Outback was added in Update #111 Experimental Build 3 as the &amp;quot;Outback Double&amp;quot;. This version is chambered in 20 gauge.&lt;br /&gt;
[[File:Stoeger Condor Outback.jpg|thumb|none|450px|Stoeger Condor Outback Shotgun - 12 Gauge]]&lt;br /&gt;
[[File:H3VR OutbackDouble leftside.jpg|600px|thumb|none|Hefting the over-under shotgun into frame. The weapon, as its dinged-up stock and foregrip suggest, has seen some decent use. ]]&lt;br /&gt;
[[File:H3VR OutbackDouble rightside.jpg|600px|thumb|none|Flipping over the Condor Outback; yep, still a shotgun. ]]&lt;br /&gt;
[[File:H3VR OutbackDouble breakopen.jpg|600px|thumb|none|Breaking open the shotgun. The extractor (although it behaves like an ejector in-game) even moves, fancy that. ]]&lt;br /&gt;
[[File:H3VR OutbackDouble load.jpg|600px|thumb|none|Inserting a pair of No. 4 buckshot 20-gauge shells, one after the other. ]]&lt;br /&gt;
[[File:H3VR OutbackDouble close.jpg|600px|thumb|none|Closing the shotgun back up. ]]&lt;br /&gt;
[[File:H3VR OutbackDouble firing.jpg|600px|thumb|none|Blasting some clay pigeons at the Friendly45 range. Note the Outback Double's rifle-type sights, a somewhat uncommon sight on shotguns. ]]&lt;br /&gt;
&lt;br /&gt;
==Techno Arms MAG-7==&lt;br /&gt;
The [[Techno Arms MAG-7]] was added on day 5 of the Meatmas 2020 Advent Calendar event. It is the second magazine-fed pump-action shotgun in the game, and the first to use 12 gauge 2.3622 shells (referred to as &amp;quot;12 gauge short&amp;quot; in-game).&lt;br /&gt;
[[File:Mag7.jpg|thumb|none|450px|MAG-7 - 12 gauge (2.3622 inch shell)]]&lt;br /&gt;
[[File:H3VR MAG-7 Box.jpg|thumb|none|600px|The MAG-7 in its case, along with a few spare mags, and plenty of spare lowercase &amp;quot;a&amp;quot;s.]]&lt;br /&gt;
[[File:H3VR MAG-7 Left.jpg|thumb|none|600px|Taking a good look at the shotgun, in all its stamped-steel glory. This one's clearly seen some use, as evidenced by the wear marks along the forend's path, though it's otherwise in rather good nick.]]&lt;br /&gt;
[[File:H3VR MAG-7 Loading.jpg|thumb|none|600px|Loading in a mag full of its proprietary shells; these are (currently) only available in one variety, #1 buckshot.]]&lt;br /&gt;
[[File:H3VR MAG-7 Right.jpg|thumb|none|600px|Flipping the gun over...]]&lt;br /&gt;
[[File:H3VR MAG-7 Chambering.jpg|thumb|none|600px|...and chambering a shell. Note the &amp;quot;MAG-7 M1&amp;quot; markings; this indicates that the in-game MAG-7 is actually a civilian-market MAG-7M1 with a shortened barrel and no stock, rather than than a factory-produced MAG-7; the same goes for the gun in the reference image, coincidentally enough.]]&lt;br /&gt;
[[File:H3VR MAG-7 Safety.jpg|thumb|none|600px|Disengaging the weapon's rather large safety lever.]]&lt;br /&gt;
[[File:H3VR MAG-7 Aiming.jpg|thumb|none|600px|Attempting to sight up a Sosig; while the large notch-and-post irons are easy enough to read for close-range shots, the lack of a stock makes holding a steady sight picture on a moving target rather tricky.]]&lt;br /&gt;
[[File:H3VR MAG-7 Recoil.jpg|thumb|none|600px|The fact that the front end of the gun jumps high enough to obscure said target whenever you fire doesn't help matters either.]]&lt;br /&gt;
[[File:H3VR MAG-7 Firing.jpg|thumb|none|600px|Still, in the right situations, it can make short work of any enemy's head, mechanical or otherwise.]]&lt;br /&gt;
[[File:H3VR MAG-7 Cycling.jpg|thumb|none|600px|Ejecting a shell; note that, like some of the game's other rounds, the short 12-gauge shells correctly have struck primers.]]&lt;br /&gt;
[[File:H3VR MAG-7 1-Handed.jpg|thumb|none|600px|As tempting as it is to use the MAG-7 one-handed, it's really not a great idea; apart from the heavy recoil...]]&lt;br /&gt;
[[File:H3VR MAG-7 Pumping.jpg|thumb|none|600px|...there's also the rather obvious fact that it's pump-action, forcing the user to do some rather creative one-handed gun-juggling to work the action. On the plus side, this does at least eliminate one of the main risks of using the MAG-7 properly; the fact that the pump slides all the way back to the trigger guard means that anyone who tries to exercise proper trigger discipline while cycling it will wind up whacking their trigger finger. Not that this is really an issue in VR, but still.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;The House Key&amp;quot; / &amp;quot;The Car Key&amp;quot;==&lt;br /&gt;
The fourth alpha build of Update #76 introduced attachable underbarrel shotguns; however, as the game's codebase did not support implementing magazine-fed underbarrel weapons such as the [[KAC Masterkey]] at the time, the weapons added were a pair of fictional single-shot break-actions, the basis of which appears to have been a Magpul AFG. The two differ only in barrel and frame length; the longer variant is called &amp;quot;The House Key&amp;quot;, and the shorter version is called &amp;quot;The Car Key&amp;quot;.&lt;br /&gt;
[[File:H3VR House Key Left.jpg|thumb|none|600px|Let's see... wallet, check. Cell phone, check. Watch, check. Shoes, check. Egg, check. Kitchen sink, check. House key, check. And car key...]]&lt;br /&gt;
[[File:H3VR Car Key Right.jpg|thumb|none|600px|check!]]&lt;br /&gt;
[[File:H3VR Car Key Left.jpg|thumb|none|600px|Being a fictional device (and being built off of an aftermarket foregrip), The Car Key isn't paired with any specific weapon; instead, it can be mounted to any available Picatinny rails.]]&lt;br /&gt;
[[File:H3VR Car Key Mounted.jpg|thumb|none|600px|And by &amp;quot;any&amp;quot;, we mean ''any''.]]&lt;br /&gt;
[[File:H3VR Car Key Suppressor.jpg|thumb|none|600px|At least giving the [[Heckler &amp;amp; Koch VP9|VP9]] a suppressor makes the whole thing look a little less ridiculous.]]&lt;br /&gt;
[[File:H3VR Car Key Opening.jpg|thumb|none|600px|Popping open The Car Key; in a nice touch, the small breech latch at the rear of the barrel actually moves back when this is done.]]&lt;br /&gt;
[[File:H3VR Car Key Loading.jpg|thumb|none|600px|Loading in a 12-gauge &amp;quot;Freedomfetti&amp;quot; shell. Because, well, why not?]]&lt;br /&gt;
[[File:H3VR Car Key Firing.jpg|thumb|none|600px|After all, what better way to celebrate an update than to use its own additions to launch some celebratory confetti?]]&lt;br /&gt;
&lt;br /&gt;
==TOZ-106==&lt;br /&gt;
The 18th gift added in the 2018 Meatmas event was a [[TOZ-106]]; this marked two firsts for ''H3VR'', being both its first 20-gauge shotgun, and its first bolt-action one. Bolt action is now a fairly rare mechanism for a shotgun, although it is popular in both Russia and Britain to convert cheap bolt-action rifles to small-bore shotguns to make them easier to own legally and historically even new production examples were popular for being cheaper than pump-actions before modern manufacturing techniques made pumps even cheaper.&lt;br /&gt;
[[File:TOZ-106.jpg|thumb|none|450px|TOZ-106 - 20 gauge]]&lt;br /&gt;
[[File:H3VR TOZ-106 Box.jpg|thumb|none|600px|The notorious Blunderbuss lies in wait. A thousand years it has sat, patiently awaiting the day it will be awakened once more, to reinstate its reign of terror over [[Escape from Tarkov#TOZ-106|well-equipped PMCs]]. And now, that day has come...]]&lt;br /&gt;
[[File:H3VR TOZ-106 Loading.jpg|thumb|none|600px|&amp;quot;AWAKEN, MY MASTERS!&amp;quot;]]&lt;br /&gt;
[[File:H3VR TOZ-106 Folded.jpg|thumb|none|600px|Anyway, all references aside, this is a TOZ-106. It's a shotgun. Neat, right?]]&lt;br /&gt;
[[File:H3VR TOZ-106 Unfolding.jpg|thumb|none|600px|Opening up the TOZ's stock...]]&lt;br /&gt;
[[File:H3VR TOZ-106 Left.jpg|thumb|none|600px|...which doesn't really make it look any less weird.]]&lt;br /&gt;
[[File:H3VR TOZ-106 Right.jpg|thumb|none|600px|Flipping the shotgun over only furthers the weapon's oddities, revealing another unusual detail:]]&lt;br /&gt;
[[File:H3VR TOZ-106 Chambering.jpg|thumb|none|600px|The TOZ-106, unlike most shotguns, is bolt-action.]]&lt;br /&gt;
[[File:H3VR TOZ-106 Aiming.jpg|thumb|none|600px|Testing out the rifle-like iron sights, another sign that this gun doesn't really know what it wants to be.]]&lt;br /&gt;
[[File:H3VR TOZ-106 Ejecting.jpg|thumb|none|600px|Ejecting a fired shell, and confirming that yes, it's still a bolt-action. No matter how many times you look away, it'll always be a bolt-action. No matter how much you don't want to accept it, no matter how much you try to deny it, no matter how long you wait on it, the TOZ-106 is, and will always be, a bolt-action.]]&lt;br /&gt;
[[File:H3VR TOZ-106 Firing.jpg|thumb|none|600px|Of note is that the in-game TOZ can be fired with its stock folded; this is at odds with the actual weapon, which has a specially-designed safety device meant to prevent this very thing. The reasoning behind this odd decision is legal in nature; Russian laws regulate a firearm's minimum length in a firing-capable configuration, so folding-stocked weapons must be set up to only be fireable at their legal length. This is also the case for the aforementioned [[Saiga 12K]], but only in its Russian civilian form.]]&lt;br /&gt;
[[File:H3VR TOZ-106 Cycling.jpg|thumb|none|600px|Though, to be fair, any law-derived firearm feature only lasts as long as the patience of a man with a drill, a file, and nothing to lose.]]&lt;br /&gt;
&lt;br /&gt;
==TOZ-63==&lt;br /&gt;
A sawn-off version of the TOZ-63 was added in Update #101 for Meatmas 2021. It is the first 16 gauge shotgun added to the game.&lt;br /&gt;
[[File:90b03e.jpg|thumb|none|450px|TOZ-63 - 16 gauge]]&lt;br /&gt;
[[File:H3VR TOZ-63 Left.jpg|thumb|none|600px|Examining the Russian rabbit-ear.]]&lt;br /&gt;
[[File:H3VR TOZ-63 Right.jpg|thumb|none|600px|Sadly, the stock and barrel had to be cut to make it fit in the gift box.]]&lt;br /&gt;
[[File:H3VR TOZ-63 Opening.jpg|thumb|none|600px|Cracking the TOZ open...]]&lt;br /&gt;
[[File:H3VR TOZ-63 Loading.jpg|thumb|none|600px|...and loading in some 16-gauge 00 buck shells.]]&lt;br /&gt;
[[File:H3VR TOZ-63 Cocking.jpg|thumb|none|600px|Cocking the hammers; this also gives a good view of the engravings, and the &amp;quot;TOЗ-63&amp;quot; markings and proof marks on the barrels.]]&lt;br /&gt;
[[File:H3VR TOZ-63 Aiming.jpg|thumb|none|600px|Aiming at a crystal snowflake; the combination of straight barrels with a straight full-length rib and tapered chambers creates the somewhat disagreeable impression that the barrels are bent up in the middle.]]&lt;br /&gt;
[[File:H3VR TOZ-63 Firing.jpg|thumb|none|600px|Firing; the left hammer always drops first.]]&lt;br /&gt;
[[File:H3VR TOZ-63 Recoil.jpg|thumb|none|600px|As for recoil, it's... about what you'd expect, though somewhat milder than a similarly-sized 12-gauge.]]&lt;br /&gt;
[[File:H3VR TOZ-63 Ejecting.jpg|thumb|none|600px|Cracking open the barrels again, and spitting hasn't gone out the front end out the back.]]&lt;br /&gt;
&lt;br /&gt;
==TOZ-81 Mars==&lt;br /&gt;
The [[TOZ-81 Mars]] was added on Day 17 of the Meatmas 2022 Advent Calendar event. This is its first known media appearance.&lt;br /&gt;
[[File:TOZ-81 Mars.jpg|thumb|none|350px|TOZ-81 Mars - 5.45x39mm/.410 Bore]]&lt;br /&gt;
[[File:H3VR TOZ-81 Box.jpg|thumb|none|600px|The TOZ in its gift box; a fair bit bigger than the one that it was intended to be stored in. Unless you count a re-entry capsule as a &amp;quot;box&amp;quot;, in which case it's ''slightly'' smaller.]]&lt;br /&gt;
[[File:H3VR TOZ-81 Left.jpg|thumb|none|600px|Examining the least common of the game's TOZes; if there were any doubts about its rarity, simply look to the serial number on the frame.]]&lt;br /&gt;
[[File:H3VR TOZ-81 Right.jpg|thumb|none|600px|If the [[Heckler &amp;amp; Koch G11|G11]] is German space magic, then I suppose this would be Soviet space... bushcraft, maybe?]]&lt;br /&gt;
[[File:H3VR TOZ-81 Opening.jpg|thumb|none|600px|Cracking the shotgun open, courtesy of the lever in front of the cylinder.]]&lt;br /&gt;
[[File:H3VR TOZ-81 Loading.jpg|thumb|none|600px|Loading in some .410 flechette shells; the linear interpolation of the palmed rounds can cause some clipping, as seen here.]]&lt;br /&gt;
[[File:H3VR TOZ-81 Closing.jpg|thumb|none|600px|Snapping it shut. Would now be a good time to mention that this is technically a bullpup?]]&lt;br /&gt;
[[File:H3VR TOZ-81 Aiming.jpg|thumb|none|600px|Aiming at a distant snowflake - this effort is somewhat stymied by the fact that someone apparently didn't think that crash-landed cosmonauts in middle of Siberia needed any sort of sights. Maybe that's why it lost out to the [[TP-82]]...]]&lt;br /&gt;
[[File:H3VR TOZ-81 Firing.jpg|thumb|none|600px|Giving it the old college try anyway; note how the cylinder lies flush with its surrounding frame whenever the weapon is ready to fire, sticking out only when the cylinder is rotating.]]&lt;br /&gt;
[[File:TOZ-81 Stock.jpg|thumb|none|450px|TOZ-81 Mars with attached stock - 5.45x39mm/.410 Bore]]&lt;br /&gt;
[[File:H3VR TOZ-81 Attaching.jpg|thumb|none|600px|If a .410 revolver doesn't seem too practical, Tulsky Oruzheiny Zavod have just the thing for you: a simple single-tube stock, with a nice little wooden cheek-rest to stop your face from freezing to the metal while scavenging for game in the expanse of the tundra.]]&lt;br /&gt;
[[File:H3VR TOZ-81 Stock.jpg|thumb|none|600px|It also contains a radio, to minimize the amount of time you have to spend doing that.]]&lt;br /&gt;
[[File:H3VR TOZ-81 Close.jpg|thumb|none|600px|While the stock definitely aids in landing shots more easily, it also helps to pick a somewhat more reasonable target.]]&lt;br /&gt;
[[File:H3VR TOZ-81 Ejecting.jpg|thumb|none|600px|Popping the gun open again, and getting rewarded with a spread of nicely-modeled spent .410 hulls.]]&lt;br /&gt;
[[File:H3VR TOZ-81 Bayonet.jpg|thumb|none|600px|Of course, this isn't your everyday bullpup DAO top-break revolving detachable-radio-stocked .410 cosmonaut survival shotgun (caliber-convertible to 5.45x39mm); it's a bullpup DAO top-break revolving detachable-radio-stocked .410 cosmonaut survival shotgun (caliber-convertible to 5.45x39mm) with an integrated folding bayonet.]]&lt;br /&gt;
[[File:H3VR TOZ-81 Attacking.jpg|thumb|none|600px|This can function as a utility knife, a saw, and, well... a bayonet.]]&lt;br /&gt;
&lt;br /&gt;
==Tulyak==&lt;br /&gt;
The [[Tulyak]] was added in Experimental Build 3 of Update #111. This marks the first known media appearance of this shotgun.&lt;br /&gt;
[[File:Tulyak.jpg|thumb|none|350px|Tulyak - 23x75mmR]]&lt;br /&gt;
[[File:H3VR Tulyak leftside.jpg|600px|thumb|none|Having obtained (through classified channels) the unorthodox Russian shotgun, the player swings by the range to inspect his new toy.]]&lt;br /&gt;
[[File:H3VR Tulyak rightside.jpg|600px|thumb|none|The other side of the Tulyak. Although it looks quite like a malformed handgun with a strangely long barrel...]]&lt;br /&gt;
[[File:H3VR Tulyak breakopen.jpg|600px|thumb|none|...the touch of a button erases all doubts as to the weapon's shotgun legacy. ]]&lt;br /&gt;
[[File:H3VR Tulyak shrap25.jpg|600px|thumb|none|The Tulyak utilizes the same 23x75mmR shotgun shells as the much more famous pump-action KS-23M. Pictured here is a belted &amp;quot;Shrapnel-25&amp;quot; shell, which has been optimized for use at (wouldn't you know) 25 meters. ]]&lt;br /&gt;
[[File:H3VR Tulyak cocking.jpg|600px|thumb|none|Before the Tulyak can be fired, its hammer must be primed. This is done by squeezing the grip-safety-like plunger embedded in the weapon's grip, because why not?]]&lt;br /&gt;
[[File:H3VR Tulyak stockattach.jpg|600px|thumb|none|Attaching the Tulyak's bespoke stock, for when one desires a (slightly) more comfortable firing experience. ]]&lt;br /&gt;
[[File:H3VR Tulyak stock.jpg|600px|thumb|none|Of course, comfort is relative when this bundle of metal tubes is concerned. ]]&lt;br /&gt;
[[File:H3VR Tulyak ADS.jpg|600px|thumb|none|Aiming down the shotgun's crude sights, which... are a thing.]]&lt;br /&gt;
[[File:H3VR Tulyak firing .jpg|600px|thumb|none|Firing the Tulyak, also known as live footage of a soon-to-be wicked shoulder bruise (and, for that matter, black eye). ]]&lt;br /&gt;
[[File:H3VR Tulyak eject.jpg|600px|thumb|none|Ejecting a finely-blued belted shell casing. ]]&lt;br /&gt;
[[File:H3VR Tulyak barrikada.jpg|600px|thumb|none|Loading in another shell, this time landing on a salmon-colored &amp;quot;Barricade&amp;quot; slug. ]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The [[Winchester Model 1887]] was added to ''H3'' with the Wurstworld update, and comes in both full length and sawn-off forms. And yes, it can be spin-cocked ''a la'' ''[[Terminator 2]]''; in fact, one of Wurstworld's rewards is a ''T2''-themed sawn-off 1887, complete with a darker finish, an extended lever loop with a metal handling plate, and a cut-back trigger guard.&lt;br /&gt;
[[File:Winchester1887shotgun.jpg|thumb|none|450px|Winchester 1887 - 12 gauge]]&lt;br /&gt;
[[File:H3VR 1887.jpg|thumb|none|600px|Taking in the beauty of the Winchester M1887, whilst trying to ignore the work-in-progress nature of the surrounding environment.]]&lt;br /&gt;
[[File:H3VR 1887 Closeup.jpg|thumb|none|600px|A close look at the Winchester. Note the interesting addition of a grasping groove in the forearm, rather like some bolt-action rifles (such as the Mark 1 version of the [[M1903 Springfield]]).]]&lt;br /&gt;
[[File:H3VR 1887 Open.jpg|thumb|none|600px|Opening the 1887's action...]]&lt;br /&gt;
[[File:H3VR 1887 Breech.jpg|thumb|none|600px|...which gives a good look at the weapon's breech and magazine tube.]]&lt;br /&gt;
[[File:H3VR 1887 Loading.jpg|thumb|none|600px|Loading in a handful of &amp;quot;Triple Hit&amp;quot; shells; these contain 3 miniature slugs, stacked end-to-end. The Winchester in-game correctly holds 5 rounds in the tube and a sixth in the chamber.]]&lt;br /&gt;
[[File:H3VR 1887 Aiming.jpg|thumb|none|600px|Taking aim at a decanter...]]&lt;br /&gt;
[[File:H3VR 1887 Firing.jpg|thumb|none|600px|...and firing. Note the impressive ricochets; the slugs in the &amp;quot;Triple Hit&amp;quot; shells are apparently coded as being made of tempered steel, which makes them extremely prone to bouncing off of hard objects.]]&lt;br /&gt;
[[File:H3VR 1887 Cycling.jpg|thumb|none|600px|A close-up of the 1887 cycling. The weapon actually correctly shows spent shells being pulled from the chamber before being ejected, and fresh ones being pushed in; the latter is taking place here.]]&lt;br /&gt;
[[Image:Norinco Winchester 1887.jpg|thumb|none|450px|Sawn-off Winchester Model 1887 (Norinco Replica) - 12 gauge]]&lt;br /&gt;
[[File:H3VR 1887 Short.jpg|thumb|none|600px|The shortened variant. Note that, curiously, this variant lacks the grasping groove of the standard version.]]&lt;br /&gt;
[[File:H3VR 1887 Short Open.jpg|thumb|none|600px|Opening the action.]]&lt;br /&gt;
[[File:H3VR 1887 Short Loading.jpg|thumb|none|600px|Loading in some shells.]]&lt;br /&gt;
[[File:H3VR 1887 Short Aiming.jpg|thumb|none|600px|Aiming at a bottle...]]&lt;br /&gt;
[[File:H3VR 1887 Short Firing.jpg|thumb|none|600px|...before blowing it to pieces. Once again, the ricochet-prone nature of the &amp;quot;Triple Hit&amp;quot; shells makes itself apparent.]]&lt;br /&gt;
[[File:H3VR 1887 Short Spinning.jpg|thumb|none|600px|Flip-cocking the 1887. This can be done either forwards or backwards, completely regardless of the standard, non-extended lever loop that would be liable to break the user's fingers were they to attempt to do such a thing. But this is a game with &amp;quot;Hot Dog&amp;quot; in the name, so we'll let it slide.]]&lt;br /&gt;
[[File:H3VR 1887 Short Chambering.jpg|thumb|none|600px|Another angle, showing a new shell being chambered.]]&lt;br /&gt;
[[File:T2heroShotgun1.jpg|thumb|none|450px|One of the actual Winchester Model 1887 shotguns used by [[Arnold Schwarzenegger]] in ''[[Terminator 2]]'' - 10 gauge]]&lt;br /&gt;
[[File:H3VR 1887 T2 Table.jpg|thumb|none|600px|Rather fitting that a weapon that comes at the end of a long series of tasks is found at the end of a table, wouldn't you say?]]&lt;br /&gt;
[[File:H3VR 1887 T2 Loading.jpg|thumb|none|600px|Loading in some slug shells, whilst reading the weapon's info board; aside from stating its (full) name, period of production, caliber, and capacity, it also includes this little tidbit of &amp;quot;information&amp;quot;.]]&lt;br /&gt;
[[File:H3VR 1887 T2 Aiming.jpg|thumb|none|600px|Aiming at a wooden wagon wheel. It's no truck tire, but it'll do.]]&lt;br /&gt;
[[File:H3VR 1887 T2 Firing.jpg|thumb|none|600px|Blowing the wheel to pieces...]]&lt;br /&gt;
[[File:H3VR 1887 T2 Spinning.jpg|thumb|none|600px|...and, of course, performing the legendary flip-cock. In the words of many a Twitch stream commenter: &amp;quot;'''ADMIN, HE'S DOING IT SIDEWAYS!'''&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897==&lt;br /&gt;
Update #52's impressive list of new firearms includes the [[Winchester Model 1897]], in its famous military &amp;quot;Trench Gun&amp;quot; configuration. It is correctly capable of slam-fire, and holds an appropriate 5 rounds in the tube plus one in the chamber.&lt;br /&gt;
[[File:Winchester1897TrenchTakedown.jpg|thumb|none|450px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge]]&lt;br /&gt;
[[File:H3VR 1897 Left.jpg|thumb|none|600px|Taking in the beauty of a century-old shotgun.]]&lt;br /&gt;
[[File:H3VR 1897 Right.jpg|thumb|none|600px|The other side, showing off the ejection port.]]&lt;br /&gt;
[[File:H3VR 1897 Open.jpg|thumb|none|600px|As above, but with the action open. Note the bolt protruding from the rear of the receiver, and the shell lifter coming out of the bottom; both of these are correct for the weapon.]]&lt;br /&gt;
[[File:H3VR 1897 Chamberloading.jpg|thumb|none|600px|Loading a 12 gauge buckshot round into the 1897's chamber...]]&lt;br /&gt;
[[File:H3VR 1897 Loading.jpg|thumb|none|600px|...before putting another 5 in the tube magazine.]]&lt;br /&gt;
[[File:H3VR 1897 Firing.jpg|thumb|none|600px|Practicing some trench-sweeping, and firing all 6 shots without letting go of the trigger.]]&lt;br /&gt;
&lt;br /&gt;
Click [[Hot Dogs, Horseshoes &amp;amp; Hand Grenades|here]] to return to the main index page, or click [[Hot Dogs, Horseshoes &amp;amp; Hand Grenades/Assault Rifles|here]] to view the game's assault rifles.&lt;br /&gt;
&lt;br /&gt;
[[Category:Subpages of Hot Dogs, Horseshoes &amp;amp; Hand Grenades]]&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Saiga_shotgun_series&amp;diff=1637584</id>
		<title>Saiga shotgun series</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Saiga_shotgun_series&amp;diff=1637584"/>
		<updated>2023-12-24T06:02:24Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: /* Video Games */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Saiga shotgun series''' is a series of [[AK]]-derived civilian semi-automatic shotguns developed and manufactured by Izhmash (now known as [[Kalashnikov Concern]]). The Saiga is primarily manufactured in three different calibers: 12 gauge (Saiga 12 series), 20 gauge (Saiga 20 series), and .410 bore (Saiga .410 series).&lt;br /&gt;
&lt;br /&gt;
Each of these three types of Saiga shotguns generally have three main variants:&lt;br /&gt;
&lt;br /&gt;
* The unsuffixed base variant, with long barrel, fixed buttstock, and no pistol grip. This variant can also be manufactured with a quick-detachable buttstock and quick-detachable pistol grip.&lt;br /&gt;
* The S variant with long barrel, folding stock, and pistol grip.&lt;br /&gt;
* The K variant with short barrel, folding stock, and pistol grip. The civilian versions of the K variants are equipped with a trigger locking mechanism that prevents the trigger from being pulled when the stock is folded; this is because the Russian law prohibits shotguns with barrel lengths below 500 mm (20&amp;quot;) and also overall lengths below 800 mm (32&amp;quot;), and the Saiga K variants go below the length limit when their stocks are folded, necessitating the safety block to follow Russian regulations. Police, military, and export variants of the K variants are not equipped with this mechanism.&lt;br /&gt;
&lt;br /&gt;
Sporterized BATFE approved semi-auto versions of the Saiga shotgun were available for sale to civilians in the United States prior to various sanctions against Russia, and many clones of the design (of varying quality) are still sold. Media occasionally depicts Saiga shotguns as fully automatic or select-fire. No production version with such a feature exists, but such modification is possible.&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
(1994 - Present)&lt;br /&gt;
&lt;br /&gt;
* '''Type:''' Shotgun&lt;br /&gt;
*'''Caliber:''' 12 gauge (Saiga-12), 20 gauge (Saiga-20), .410 (Saiga .410)&lt;br /&gt;
*'''Operation:''' Gas operated, rotating bolt&lt;br /&gt;
*'''Barrel Length:''' 580 mm (22.8&amp;quot;) (Saiga 12/12S); 430 mm (16.9&amp;quot;) (Saiga 12K)&lt;br /&gt;
*'''Overall Length:''' 1145 mm (45.1&amp;quot;) (Saiga 12); 1060/820 mm (41.7/32.3&amp;quot;) (Saiga 12S, stock open/folded); 910/670 mm (35.8/26.4&amp;quot;) (Saiga 12K, stock open/folded)&lt;br /&gt;
*'''Weight:''' 3.6 kg (7.9 lbs) (Saiga 12/12S); 3.5 kg (7.7 lbs) (Saiga 12K)&lt;br /&gt;
&lt;br /&gt;
'''The Saiga shotgun series have been featured in the following video games and television series:'''&lt;br /&gt;
&lt;br /&gt;
==Saiga 12==&lt;br /&gt;
[[File:Saiga12huntingconf.jpg|thumb|right|400px|Saiga-12 (IZ-108) - 12 gauge]]&lt;br /&gt;
[[File:Saiga12new.jpg|thumb|right|400px|Saiga-12 (IZ-109) - 12 gauge]]&lt;br /&gt;
[[File:Saiga12s.jpg|thumb|right|400px|Saiga-12S - 12 gauge]]&lt;br /&gt;
[[File:Saiga 12K.jpg|thumb|right|400px|Saiga-12K - 12 gauge]]&lt;br /&gt;
[[File:Saiga 12k-1.jpg|thumb|right|400px|Saiga-12K with raised sight rib - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=== Film ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;280&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;170&amp;quot;|'''Actor'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[Russia 88]]''||||Neo-Nazi||12K||2009&lt;br /&gt;
|-&lt;br /&gt;
|''[[Gamer]]''||[[Terry Crews]]||Hackman||with removed buttstock, 10 inch barrel, and 20-round drum magazine||2009&lt;br /&gt;
|-&lt;br /&gt;
|''[[The Expendables]]''||[[Terry Crews]]||Hale Caesar||with removed buttstock, 10 inch barrel, and 20-round drum magazine||2010&lt;br /&gt;
|-&lt;br /&gt;
|''[[Gun (2010)]]''||[[50 Cent]]||Rich Taylor||Saiga 12K Converted to fully auto ||2010&lt;br /&gt;
|-&lt;br /&gt;
|''[[Drive Angry]]''||[[Billy Burke]]||Jonah King|| Fully Automatic with removed buttstock, 10 inch barrel, and 20-round drum magazine||2011&lt;br /&gt;
|-&lt;br /&gt;
|''[[Contraband]]''||||Gonzalo's thugs||with buttstock, 10-inch barrel and 20-round straight magazines||2012 &lt;br /&gt;
|-&lt;br /&gt;
|[[Baytown Outlaws, The|''The Baytown Outlaws'']]||[[Zoe Bell]]||Rose||20-round drum magazine, short barrel, no flash hider||2012&lt;br /&gt;
|-&lt;br /&gt;
|[[Baytown Outlaws, The|''The Baytown Outlaws'']]||[[Daniel Cudmore]]||Lincoln||20-round drum magazine, short barrel, no flash hider||2012&lt;br /&gt;
|-&lt;br /&gt;
|''[[The Avengers]]''||||Loki's thugs||Saiga-12K||2012 &lt;br /&gt;
|-&lt;br /&gt;
|''[[Osombie]]''||||Whiskey||||2012 &lt;br /&gt;
|-&lt;br /&gt;
|''[[The Last Stand]]''||||Cartel gunmen||with removed buttstock, 10-inch barrel, Aimpoint sight and 20-round drum magazine||2013&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | ''[[Do Not Wake Me Up (Ne budi menya)]]'' || Roberto Fleites || Bartender || rowspan=2 | || rowspan=2 | 2020&lt;br /&gt;
|-&lt;br /&gt;
| [[Vitaliy Krivonos]] || Ray&lt;br /&gt;
|-&lt;br /&gt;
|''[[Extraction 2]]''||[[Megan Anderson]]||Nagazi mercenary|| ||2023&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Television ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;280&amp;quot;|'''Show Title / Episode'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;170&amp;quot;|'''Actor'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;225&amp;quot;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;75&amp;quot;|'''Air Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[Burn Notice]]''/Center of the Storm||||||With 10 inch barrel, AN/PEQ-2 IR designator, EOTech red dot sight, and 20-round drum magazine||2009&lt;br /&gt;
|-&lt;br /&gt;
|''[[Deadliest Warrior]]''/Green Berets vs Spetsnaz||||||||2009&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4| ''[[The Walking Dead - Season 7]]'' || Unknown || Savior Member || fitted with a Magpul stock &amp;amp; handguard; The Well&amp;quot; (S7E02) || rowspan=4| 2016&lt;br /&gt;
|-&lt;br /&gt;
| Unknown || Savior Member || &amp;quot;Service&amp;quot; (S7E04)&lt;br /&gt;
|-&lt;br /&gt;
| [[Norman Reedus]] || Daryl Dixon || &amp;quot;Service&amp;quot; (S7E04)&lt;br /&gt;
|-&lt;br /&gt;
| Unknown || Savior Member || &amp;quot;Service&amp;quot; (S7E04)&lt;br /&gt;
|-&lt;br /&gt;
|''[[Arrow - Season 5]] || || ||with 10-rounded magazine; seen in gunstore; &amp;quot;Vigilante&amp;quot; (S5E07)||2016-2017&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Walking Dead - Season 8]]'' || Unknown || Savior Member || &amp;quot;Mercy&amp;quot; (S8E01) || 2017&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | ''[[Territory (2020)|Territory]]'' || [[Konstantin Itunin]] || Kalina || rowspan=2 | || rowspan=2 | 2020&lt;br /&gt;
|-&lt;br /&gt;
| [[Evgeni Mundum]] || Six-Fingered&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Video Games ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;300&amp;quot;|'''Game Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;150&amp;quot;|'''Appears as'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Mods'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|''' Release Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Tactical Ops: Assault on Terror]]'' || &amp;quot;AS-12&amp;quot; ||  ||  || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battlefield 2]]'' || S12K || Rib sight, skeletonized stock || Saiga-12K || 2005&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Project Reality]]'' || S12K || Rib sight, skeletonized stock || Saiga-12K ||2005&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Rainbow Six: Vegas]]'' || || || Saiga 12K, cut weapon||2006&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Alliance of Valiant Arms]]'' ||  || Skeletonized stock, AK-style sights, wood handguard &amp;amp; pistol grip || Saiga-12K || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Rainbow Six: Vegas 2]]'' || || || Saiga 12K, cut weapon || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[7.62 High Calibre]]'' ||  ||  ||  || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battlefield: Bad Company]]''|| &amp;quot;S20K&amp;quot; || Rib sight, skeletonized stock || Saiga-12K ||2008&lt;br /&gt;
|-&lt;br /&gt;
|'' [[Metal Gear Solid 4: Guns of the Patriots]]'' || || Rib sight || Saiga-12K || 2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[ArmA II]]'' || || Rib sight || Saiga-12K || 2009&lt;br /&gt;
|-&lt;br /&gt;
| ''[[SOCOM: US Navy SEALs Fireteam Bravo 3]]'' || S-12K || || || 2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battlefield: Bad Company 2]]''|| &amp;quot;Saiga 20K Semi&amp;quot; || Rib sight, skeletonized stock || Saiga-12K ||2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battlefield Play4Free]]'' || &amp;quot;S12K&amp;quot; || Rib sight, skeletonized stock, tan pistol grip, handguard, and magazine || Saiga-12K || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Breach (VG)|Breach]]'' ||  || AK-style sights, wooden handguard, skeletonized stock || ||2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[War Inc. Battlezone]]'' ||  || || ||2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battlefield 3]]'' || Saiga 12K || Rib sight, skeletonized stock || Saiga-12K; Camouflaged (Single player only), 5+1 &amp;amp; 10+1 Capacity || 2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ghost Recon: Future Soldier]]'' ||Saiga 12|| RIS handguard, BUIS, and skeletonized stock; optional attachments available || Saiga-12K ||2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Call of Duty: Black Ops II]]'' || S12 ||  RIS rails, Magpul MOE stock, large muzzle brake, rail-mounted HK-style iron sights; optional attachments available || Saiga 12K || 2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[State of Decay]]'' || &amp;quot;Russian 12K&amp;quot; || || Saiga-12K || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DayZ]]'' || Vaiga ||  || Tactical ||2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Survarium]]'' ||  ||  || Saiga-12S || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Metro: Last Light]]'' || Saiga || AKS-74U stock, wooden furniture; optional upgrades || Saiga-12K || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Splinter Cell: Blacklist]]'' || &amp;quot;SASG-12&amp;quot; || RIS handguard, telescoping stock; optional attachments available || Saiga-12K ||2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Payday 2]]'' || &amp;quot;IZHMA 12G&amp;quot; || Hybrid receiver with AKMS features, AKMS stock; optional attachments available || Saiga-12K || 2013&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | ''[[Warface]]'' || &amp;quot;Saiga&amp;quot; || 8-rounded magazine, Magpul UBR GEN2 stock||LSA Saiga 12 Signcutter CS-VLR  || rowspan=&amp;quot;4&amp;quot; | 2013&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;Saiga Bullpup&amp;quot; ||  8-rounded magazine and Magpul MBUS Gen.2 sights ||AKU-94 bullpup kit&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;Saiga H.G.C. Custom&amp;quot; ||Salvo-12 suppressor, folding stock, 8-rounded magazine and Magpul AFG grip ||H.G.C. Custom&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;Saiga Spike&amp;quot;|| slug rounds, 5-rounded magazine and muzzle brake || CBRPS bullpup kit&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Watch_Dogs]]'' || &amp;quot;RSG-12&amp;quot; ||  RIS handguard, skeletonized stock; optional attachments available || Saiga-12K || 2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Contract Wars]]'' ||  ||  || Saiga-12K; standard and custom versions || 2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Grand Theft Auto V]]'' || &amp;quot;Heavy Shotgun&amp;quot; ||  Optional flashlight, angled grip, suppressor and extended magazine || Saiga-12K; uses slugs; added in &amp;quot;Last Team Standing Update&amp;quot; DLC || 2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[World of Guns: Gun Disassembly]]'' || Saiga 12K 030 || Aimpoint sight, recoil pad 6G15U for GP-25, Insight M3 flashlight, laser sight, FAB Defense grip  || Saiga 12K 030 || 2014&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Call of Duty Online]]'' || &amp;quot;GPAS-12&amp;quot; || || Saiga-12K; Cosmetically modified || 2015&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Rainbow Six: Siege]]'' || SASG-12 || RIS foregrip, rail-mounted iron sights, aftermarket trigger-guard, Hogue pistol grip, CAA CBS AR-15 stock; optional attachments available || Saiga-12K; Hatcher Gun Company customizations || 2015&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hot Dogs, Horseshoes &amp;amp; Hand Grenades]]'' || || Rib sight, skeletonized stock || Saiga-12K || 2016&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Escape from Tarkov]]'' ||Saiga 12ga ver. 10 12/76 shotgun|| Muzzle brakes, Hexagon and Salvo 12  suppressors, any AK grip, sight rail mount for rear sight, MTU002 and Bravo-12 handguards, 5, 10-round box and 20-round drum mags, dovetail mount, Zenit RP-1|| Saiga-12K; Has a special variant: Saiga 12 NERFGUN || 2016&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Division]]'' ||  || || Saiga-12 and Saiga-12K || 2016&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Call of Duty 4: Modern Warfare|Call of Duty: Modern Warfare Remastered]]'' || &amp;quot;Kamchatka-12&amp;quot; || Optional red dot sight or foregrip || Saiga-12K; Added in update; converted to full-auto, heavily customized || 2017&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Playerunknown's Battlegrounds]]'' || S12K || Can be fitted with several sights, muzzle devices and magazines || Saiga-12K || 2017&lt;br /&gt;
|-&lt;br /&gt;
| ''[[State of Decay 2]]'' || || || || 2018&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Call to Arms]]'' || || || Izhmash KS-K || 2018&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Gun Club VR]]'' || Saiga-12K || ||| Izhmash KS-K || 2018&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Division 2]]'' || SASG-12 |||| Saiga-12 and Saiga-12K || 2019&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ghost Recon Breakpoint]]'' || || || Saiga-12K || 2019&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Into the Radius VR]]'' || &amp;quot;Saiga 12k&amp;quot; || Adjustable choke || With wooden AK foregrip, extra short barrel, conical flash hider, and Galil-style folding stock ||2020&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battlefield 2042]]'' || 12M Auto || || Hatcher Gun Company modified version || 2021&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Anime ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
! align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;#D0E7FF&amp;quot; width=&amp;quot;280&amp;quot; |'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[Upotte!!]]'' || Saiga || Saiga-12K || 2012&lt;br /&gt;
|-&lt;br /&gt;
|''[[Magical Girl Raising Project]]'' || Calamity Mary || || 2016&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Saiga 20==&lt;br /&gt;
[[Image:Saiga20huntingconf.jpg|thumb|right|400px|Saiga-20 - 20 gauge]]&lt;br /&gt;
[[Image:Saiga20s.jpg|thumb|right|400px|Saiga-20S - 20 gauge]]&lt;br /&gt;
[[Image:Saiga20k.jpg|thumb|right|400px|Saiga-20K - 20 gauge]]&lt;br /&gt;
&lt;br /&gt;
===Film===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;220&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;170&amp;quot;|'''Actor'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;280&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;80&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Fara (film)|Fara]]'' ||  || || Seen in the gun shop, 20K || 1998&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Video Games ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;300&amp;quot;|'''Game Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;150&amp;quot;|'''Appears as'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Mods'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|''' Release Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[Combat Arms]]''||||Version available w/ camo paint|| ||2004&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Saiga .410==&lt;br /&gt;
[[Image:Saiga_410huntingconf.jpg|thumb|right|400px|Saiga .410 - .410]]&lt;br /&gt;
[[Image:Saiga_410s.jpg|thumb|right|400px|Saiga .410S - .410]]&lt;br /&gt;
[[Image:Saiga_410k.jpg|thumb|right|400px|Saiga .410K - .410]]&lt;br /&gt;
[[image:Saiga 410 imfdb.jpg|thumb|right|400px|Saiga-410K-01 - .410 Magnum]]&lt;br /&gt;
&lt;br /&gt;
===Film===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;220&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;170&amp;quot;|'''Actor'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;280&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;80&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Fara (film)|Fara]]'' ||  || || Seen in the gun shop, 410K and 410S || 1998&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4|''[[999]]'' || Tolepbergen Baisakalov || Oscar || rowspan=4| 410K-01 || rowspan=4|2010&lt;br /&gt;
|-&lt;br /&gt;
| [[Kamila Ermekova]] || Linda &lt;br /&gt;
|-&lt;br /&gt;
|   || Mujaheddin&lt;br /&gt;
|-&lt;br /&gt;
|  || Oscar's friend &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | ''[[Dark World (Tyomnyy mir)]]'' || Maksim Pleshko || Demon || rowspan=&amp;quot;2&amp;quot; | 410K-04 || rowspan=&amp;quot;2&amp;quot; | 2010&lt;br /&gt;
|-&lt;br /&gt;
|   || Demons &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Suicides (Samoubiytsy)]]'' ||  || SOBR member || 410K-04, scopped || 2012&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Television ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;280&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;170&amp;quot;|'''Actor'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Sword, The|''The Sword'']]|| Roman Kurtsyn ||Konstantin Orlov ||Saiga-410K-01 ||2009&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Kalashnikov USA Shotgun Series==&lt;br /&gt;
[[file:Komrad 12.jpg|thumb|right|400px|Komrad 12 - 12 gauge]]&lt;br /&gt;
[[file:Kalashnikov USA KS-12.jpg|thumb|right|400px|Kalashnikov USA KS-12 - 12 gauge]]&lt;br /&gt;
[[file:Kalashnikov USA KS-12T.jpg|thumb|right|400px|Kalashnikov USA KS-12T with CAA stock and pistol grip - 12 gauge]]&lt;br /&gt;
[[file:Kalashnikov USA KHAOS.jpg|thumb|right|400px|Kalashnikov USA KHAOS - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
The '''Kalashnikov USA KS-12''' shotgun is a semi-automatic shotgun, a clone of the Saiga-12 manufactured in the United States by Kalashnikov USA. The KS-12 accepts 2.75” and 3” shells and features an adjustable gas system that allows it to utilize a variety of different shell types.&lt;br /&gt;
&lt;br /&gt;
The shotgun also features the traditional [[AK]] style side-mounted dovetail mount and a threaded barrel. Most Saiga accessories and parts, such as magazines, chokes, and muzzle devices, are compatible with the KS-12.&lt;br /&gt;
&lt;br /&gt;
The '''Kalashnikov USA Komrad''' is a 12 gauge semi-automatic, short-barreled firearm. While essentially a short-barreled shotgun, the Komrad is considered a &amp;quot;firearm&amp;quot; as it does not meet the definition for either a &amp;quot;shotgun&amp;quot; or a &amp;quot;short-barreled shotgun&amp;quot; under United States federal law and thus is not subject to the registration and extra paperwork required to own a similar short-barreled shotgun as outlined in the National Firearms Act. &lt;br /&gt;
&lt;br /&gt;
The Komrad's barrel length is only 12.5&amp;quot; long, under the 18&amp;quot; length requirement to be considered a &amp;quot;shotgun&amp;quot; by law, however, it has an overall length of 31.5&amp;quot; and lacks a stock, instead being fit with a pistol brace. Like the KS-12, it features an adjustable gas system and is compatible with most Saiga-12 parts and accessories. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Specifications===&lt;br /&gt;
(2019 - Present)&lt;br /&gt;
&lt;br /&gt;
* '''Type:''' Shotgun, SBS&lt;br /&gt;
&lt;br /&gt;
*'''Caliber:''' 12 gauge &lt;br /&gt;
&lt;br /&gt;
*'''Barrel Length:''' - {{convert|cm|32}} - Komrad 12;  {{convert|cm|47}} - KS12&lt;br /&gt;
&lt;br /&gt;
*'''Length:''' - {{convert|cm|80}} - Komrad 12;  {{convert|cm|97}} - KS12&lt;br /&gt;
&lt;br /&gt;
*'''Weight:''' - {{convert|kg|3.6}} - Komrad 12;  {{convert|kg|3.8}} - KS12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Video Games ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Game Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Appears as'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;400&amp;quot;|'''Mods'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;150&amp;quot;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|''' Release Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[Warface]]''||&amp;quot;Kalashnikov USA Komrad 12&amp;quot; &amp;lt;br&amp;gt; Kalashnikov USA KHAOS||w/fixed stock, reflex sight, custom pistol grip, extended magazine, tactical grip and muzzle brake||Komrad 12 and KHAOS added in 2021/2023 ||2013&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''Showtime'' Saiga-12==&lt;br /&gt;
[[File:Saiga12Showtime.jpg|thumb|right|300px|Showtime Saiga-12 - 12 gauge]]&lt;br /&gt;
[[File:Saiga12FireflyVera.jpg|thumb|right|400px|Unfolded Showtime Saiga-12 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
The unique custom Saiga-12 shotgun originates from the 2002 film ''[[Showtime (2002)|Showtime]]'', built by gunsmiths Larry Zanoff and Jim Boland. It was later prominently featured in the ''[[Firefly]]'' TV series, as major character Jayne Cobb's favorite gun &amp;quot;Vera&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Movies ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;280&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;170&amp;quot;|'''Actor'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Showtime (2002)|Showtime]]'' || [[Pedro Damian]]  || Cesar Vargas || || 2002&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Showtime (2002)|Showtime]]'' || [[Mos Def]] || Lazy Boy || || 2002&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Television===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;280&amp;quot;|'''Show Title / Episode'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;170&amp;quot;|'''Actor'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;225&amp;quot;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;75&amp;quot;|'''Air Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Firefly]]'' || [[Adam Baldwin]] || Jayne Cobb || || 2002&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Kushnapup==&lt;br /&gt;
[[Image:Kushnapup.jpg|thumb|right|400px|Kushnapup with EOTech red dot sight - 12 gauge]]&lt;br /&gt;
The '''Kushnapup''' is an aftermarket synthetic stock made by Kushnapup LLC (based in Utah) for Saiga shotguns and rifles (as well as similar weapons like the Catamount Fury), which converts the gun into a bullpup configuration. The Kushnapup can be used on all common Saiga calibers.&lt;br /&gt;
&lt;br /&gt;
=== Video Games ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;300&amp;quot;|'''Game Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;150&amp;quot;|'''Appears as'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Mods'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Release Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[Ghost Recon: Phantoms]]''||KSP-12||w/ various attachments||||2014&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Izhevsk Machinebuilding Plant]] - A list of all firearms manufactured by Izhmash.&lt;br /&gt;
* [[Kalashnikov Concern]] - A list of all firearms manufactured by Kalashnikov Concern. &lt;br /&gt;
&lt;br /&gt;
{{AK}}&lt;br /&gt;
[[Category:Gun]]&lt;br /&gt;
[[Category:Shotgun]]&lt;br /&gt;
[[Category:Bullpup]]&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Ready_or_Not_(VG)&amp;diff=1637565</id>
		<title>Ready or Not (VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Ready_or_Not_(VG)&amp;diff=1637565"/>
		<updated>2023-12-24T03:13:02Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: /* AK-101 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Ready or Not&lt;br /&gt;
|picture = BetterCoverArtForReadyOrNot.jpg&lt;br /&gt;
|caption = Promotional Art&lt;br /&gt;
|date = December 18, 2021 (Early Access)&amp;lt;br&amp;gt;December 13, 2023 (1.0 Release)&lt;br /&gt;
|developer = VOID Interactive&lt;br /&gt;
|publisher = VOID Interactive&lt;br /&gt;
|platforms = PC&lt;br /&gt;
|genre = Tactical [[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Ready or Not''''' (or '''''RoN''''') is a tactical first-person shooter video game developed and published by VOID Interactive, an Ireland-based company. The game places the player in the role of a SWAT team leader, in a &amp;quot;Nondescript Modern America&amp;quot; and fictional city called &amp;quot;Los Suenos&amp;quot; (heavily based on the Los Angeles, California area). The SWAT team is part of the Los Suenos Police Department (LSPD), but players with the Supporter Edition can play as FBI HRT operators. It has a focus on the singleplayer and coop campaign but is also planned to feature a PVP multiplayer side with an alternate story and game modes. It is considered a spiritual successor to ''[[SWAT 4]]'' and original ''[[Rainbow Six]]'' games.&lt;br /&gt;
&lt;br /&gt;
In 2020, a closed alpha version featuring PVP gameplay was released to the game's backers. In 2021, the game became listed on Steam, and a public Early Access version was released, featuring only singleplayer and co-op modes. Several weapons from earlier Closed Alpha and Early Access versions were removed in later updates; information on those weapons can be found on the talk page.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Ready or Not}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
In ''Ready or Not'', the player's equipment and weapons are chosen at a pre-mission startup. The player can carry two firearms (primary and sidearm), a primary long tactical device, as well as multiple grenades and other tactical deployables. Similar to other games, most notably ''[[SWAT 4]]'', the primary weapon slot is reserved for long guns such as rifles, submachine guns, and shotguns, but also less-lethal guns. The secondary slot is reserved for handguns and tasers. The third slot is reserved for tactical devices such as a mirrorgun (similar to the &amp;quot;Optiwand&amp;quot; from ''SWAT 4''), breaching shotgun, ballistic shields, battering ram, and compact grenade launchers.&lt;br /&gt;
&lt;br /&gt;
Most firearms that appear have multiple different combination of attachments. Lethal firearms can accept either full metal jacket or hollow point ammunition. Several of the firearms in-game have knock-off names to avoid copyright conflicts and some of the in-game attachments have slight modifications from their real life counterparts to avoid licensing issues as well.&lt;br /&gt;
&lt;br /&gt;
Fire selectors are usable and fully animated in-game. Holding the selector key also allows one to set their firearm in &amp;quot;safe&amp;quot; (which is animated correctly on certain firearms, while others simply default to the selector switch staying on semi or auto).&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta 92X Performance==&lt;br /&gt;
The [[Beretta 92X|Beretta 92X Performance]] appears in ''Ready or Not'' under the name &amp;quot;P92X&amp;quot;. It was added in the January 2022 update, and replaced the Beretta 92FS (see talk page). Unlike its predecessor, the 92X can mount an optic, despite it not being the RDO version. Quick, simple, effective, the jack of all trades pistol for the SWAT team.&lt;br /&gt;
[[File:Beretta 92X Performance.jpg|thumb|none|350px|Beretta 92X Performance- 9x19mm]]&lt;br /&gt;
[[File:RoN 92X render.jpg|thumb|none|600px|Official rendered image of the Beretta 92X in-game model. Note the &amp;quot;GFLHG003&amp;quot; serial number; &amp;quot;GFL&amp;quot; refers to ''Girls' Frontline'', and &amp;quot;HG003&amp;quot; is is the index number of the M9 T-Doll in ''GFL''.]]&lt;br /&gt;
[[File:RoN P92X gunbench.jpg|thumb|none|600px|The 92X in the latest iteration of the weapon customization menu.]]&lt;br /&gt;
[[File:RoN P92X gunbench2.jpg|thumb|none|600px|The 92X now fitted with a Surefire weaponlight and a muzzle brake.]]&lt;br /&gt;
[[File:RoN 92X menu.jpg|thumb|none|600px|A SWAT operator holding his 92X in the loadout menu.]]&lt;br /&gt;
[[File:RoN 92X idle.jpg|thumb|600px|none|The Beretta 92X in the shoothouse hallway.]]&lt;br /&gt;
[[File:RoN 92X ads.jpg|thumb|600px|none|Aiming with the familiar green dot sights.]]&lt;br /&gt;
[[File:RoN 92X (1).jpg|thumb|none|600px|Ammo-checking the Beretta.]]&lt;br /&gt;
[[File:RoN 92X (2).jpg|thumb|none|600px|The 92X's tactical reload.]]&lt;br /&gt;
[[File:RoN 92X reload.jpg|thumb|600px|none|Empty reload. Note the &amp;quot;PADANIA&amp;quot; marking on the slide, a clever in-joke to Beretta which is based in Lombardy, a region of Padania in Italy.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1==&lt;br /&gt;
The [[Colt XSE|Colt M45A1]] appears as a sidearm option in ''Ready or Not''. Heavy set, the M45A1 relies on high power and accuracy over capacity to deal with suspects.&lt;br /&gt;
[[File:M45A1.jpg|thumb|none|350px|Colt M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP]]&lt;br /&gt;
[[File:RoN M45 gunbench.jpg|thumb|none|600px|The M45A1 on the gun bench, sans attachments.]]&lt;br /&gt;
[[File:RoN M45 gunbench2.jpg|thumb|none|600px|The M45A1 now kitted out with a weaponlight and a Silencerco Osprey silencer.]]&lt;br /&gt;
[[File:RoN M45 idle.jpg|thumb|none|600px|The M45A1 with weaponlight, keeping an eye on some suspicious targets.]]&lt;br /&gt;
[[File:RoN M45 ADS.jpg|thumb|none|600px|Drawing a bead on the cardboard cutout.]]&lt;br /&gt;
[[File:RoN M45 magcheck.jpg|thumb|none|600px|The LSPD officer checks an empty mag. Note the slide stop locked up on the empty gun.]]&lt;br /&gt;
[[File:RoN M45 reload1.jpg|thumb|none|600px|A very dynamic magazine ejection. Also note the very savvy sidestep of copyright infringement on the Colt name with &amp;quot;CTLO&amp;quot;.]]&lt;br /&gt;
[[File:RoN M45 reload2.jpg|thumb|none|600px|Thumbing the slide stop after inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
The [[Colt Python]] appears in ''Ready or Not'' simply as the &amp;quot;.357 MAGNUM&amp;quot;, as the largest caliber handgun in the police equipment lineup, as well as being used by certain low and high-level AI suspects. Powerful, loud and slow on return shots, the Python is good for making one shot count. It does not have a unique tactical reload animation; all unfired rounds will still be dumped out on the ground and lost from the inventory.&lt;br /&gt;
[[File:ColtPython6In.jpg|thumb|none|400px|Colt Python with 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:Coltpython25.jpg|thumb|none|350px|Colt Python Snub Nose with 2.5&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:RoN Python gunbench.jpg|thumb|none|600px|The Colt Python in classic Colt Royal Blue.]]&lt;br /&gt;
[[File:RoN Python gunbench2.jpg|thumb|none|600px|The Python with one of two possible modifications, a snub nose.]]&lt;br /&gt;
[[File:RoN Python idle.jpg|thumb|none|600px|The Python being run through the shoot house.]]&lt;br /&gt;
[[File:RoN Python ADS.jpg|thumb|none|600px|The iron sights of the Python lined up on a cardboard cut out target.]]&lt;br /&gt;
[[File:RoN Python reload1.jpg|thumb|none|600px|Dumping shells from the cylinder.]]&lt;br /&gt;
[[File:RoN Python reload2.jpg|thumb|none|600px|Inserting a fresh speedloader of .357 Magnum JHP.]]&lt;br /&gt;
&amp;lt;!--[[File:ReadyOrNotColtPytonThirdPerson.JPG|thumb|none|600px|A SWAT officer holding a Colt Python. ]] Question, is the pre-release Colt Python colored differently?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==FN Five-Seven==&lt;br /&gt;
The [[FN Five-seveN]] appears in ''Ready or Not'' as a player weapon. High mag capacity with low power, but good penetration, the FN Five-Seven makes a good backup sidearm for more risky primary options.&lt;br /&gt;
[[File:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:RoN FN57 gunbench.jpg|thumb|none|600px|The Five-seveN on the gun bench.]]&lt;br /&gt;
[[File:RoN FN57 gunbench2.jpg|thumb|none|600px|The Five-seveN now with a silencer and laser module.]]&lt;br /&gt;
[[File:RoN FN57 idle.jpg|thumb|none|600px|Holding the two tone FDE Five-seveN on a paper target.]]&lt;br /&gt;
[[File:RoN FN57 ADS.jpg|thumb|none|600px|The green night sights on the Five-seveN.]]&lt;br /&gt;
[[File:RoN FN57 reload1.jpg|thumb|none|600px|Reloading a fresh magazine of 5.7x28 after a magdump. Note the slide release lever locked back.]]&lt;br /&gt;
[[File:RoN FN57 reload2.jpg|thumb|none|600px|About to thumb the slide release.]]&lt;br /&gt;
[[File:RoN FN57 reload3.jpg|thumb|none|600px|Tactical reload with magazine retention.]]&lt;br /&gt;
[[File:ReadyOrNotFiveSevenFirstPersonViewPlaceHolder.JPG|thumb|none|600px|A pre-release video screenshot of a Five-Seven being fired at a suspect. Note the different finish of the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19 MOS (Gen 5)==&lt;br /&gt;
The [[Glock 19|Glock 19 Gen 5]] MOS appears in ''Ready or Not'' under the name &amp;quot;G19&amp;quot;. It was added in the January 2022 update, replacing the Glock 19 Gen 4 (see talk page). The generic sidearm, good in every aspect. It is also a commonly used weapon by both low and high-level suspects.&lt;br /&gt;
[[File:G19 Gen5 MOS FS.jpg|thumb|none|350px|Glock 19 MOS FS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:RoN G19 gunbench.jpg|thumb|none|600px|The stock Glock 19 on the gun bench.]]&lt;br /&gt;
[[File:RoN G19 gunbench2.jpg|thumb|none|600px|The Glock 19 now fitted with a Trijicon SRO, compensator, and Surefire weaponlight.]]&lt;br /&gt;
[[File:RoN G19 menu.jpg|thumb|none|600px|A SWAT operator holding his Glock 19 in the loadout menu. Slide with MOS (Modular Optic System) and front serrations.]]&lt;br /&gt;
[[File:RoN G19 idle.jpg|thumb|none|600px|Holding a Glock 19 Gen 5 in the shooting range.]]&lt;br /&gt;
[[File:RoN G19 ads.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RoN G19 (1).jpg|thumb|none|600px|Checking the 15-round magazine.]]&lt;br /&gt;
[[File:RoN G19 (2).jpg|thumb|none|600px|Reloading with both Glock mags pressed together.]]&lt;br /&gt;
[[File:RoN G19 reload.jpg|thumb|none|600px|Empty reload. Note the colorful rename of &amp;quot;Gocke 19&amp;quot; instead of Glock.]]&lt;br /&gt;
[[File:Ronglock19 1.jpg|thumb|none|600px|One of the drug dealers on the &amp;quot;213 Park Homes&amp;quot; map with the G19.]]&lt;br /&gt;
[[File:Ronglock19 2.jpg|thumb|none|600px|A member of &amp;quot;The Hand&amp;quot; terrorist cell disguised as a hospital worker runs with the Glock.]]&lt;br /&gt;
&lt;br /&gt;
===Polymer80 PFC9===&lt;br /&gt;
Supporter Edition owners can use the exclusive Polymer80 PFC9 in ''Ready or Not''. There is no difference from the standard Glock aside from appearance.&lt;br /&gt;
[[File:Polymer80 PFC9.jpg|thumb|none|350px|Polymer80 PFC9 - 9x19mm]]&lt;br /&gt;
[[File:RoN Poly80 gunbench.jpg|thumb|none|600px|The Polymer80 PFC9 on the gun bench.]]&lt;br /&gt;
[[File:RoN Poly80 gunbench2.jpg|thumb|none|600px|The PFC9 now modified with Trijicon RMR, compensator, and weaponlight.]]&lt;br /&gt;
[[File:RoN PFC9 idle.jpg|thumb|none|600px|The PFC9 in the greenlit shooting range.]]&lt;br /&gt;
[[File:RoN PFC9 magcheck.jpg|thumb|none|600px|Checking the remaining ammunition in his PFC9, note the &amp;quot;JAPAN&amp;quot; marking in-place of the &amp;quot;AUSTRIA&amp;quot; normally found on Glock mags.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Tactical== &lt;br /&gt;
The [[Heckler &amp;amp; Koch USP Tactical]] appears in-game as the &amp;quot;USP45&amp;quot; (previously named &amp;quot;USP Tactical&amp;quot;), fitted with a pair of Heinie SlantPro luminous sights. The middle ground between the Glock 19 and the M45A1, this is for dealing with targets in 1-2 shots without worrying about slim mag sizes. &lt;br /&gt;
[[Image:Hk-usp45tac.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Tactical - .45 ACP]]&lt;br /&gt;
[[File:RoN USP45 gunbench.jpg|thumb|none|600px|The USP45 waiting for modification.]]&lt;br /&gt;
[[File:RoN USP45 gunbench2.jpg|thumb|none|600px|The USP45, kitted out with a Silencerco Osprey and weaponlight.]]&lt;br /&gt;
[[File:RoN USP45 idle.jpg|thumb|none|600px|Holding the USP Tactical.]]&lt;br /&gt;
[[File:RoN USP45 ADS.jpg|thumb|none|600px|Aiming at a target, making use of the luminescent night sights in a low light section of the shoot house.]]&lt;br /&gt;
[[File:RoN USP45 reload1.jpg|thumb|none|600px|Dropping the magazine after emptying the USP.]]&lt;br /&gt;
[[File:RoN USP45 reload2.jpg|thumb|none|600px|Inserting a new magazine and thumbing the slide release.]]&lt;br /&gt;
&lt;br /&gt;
==Kimber Custom TLE II==&lt;br /&gt;
A [[Kimber Custom TLE II]] was added in version 1.0.&lt;br /&gt;
[[File:Kimber Custom TLE II pistol left side.jpg‎|thumb|350px|none|Kimber Custom TLE II - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P229 Legion==&lt;br /&gt;
The [[SIG-Sauer P229|SIG-Sauer P229 Legion]] was added as part of the Adam update in November 2022, it is known as the &amp;quot;M11 Compact&amp;quot;.&lt;br /&gt;
[[File:E29R-9-LEGION-R2.jpg|thumb|none|350px|SIG-Sauer P229 Legion (2022 version, optic ready) - 9x19mm]]&lt;br /&gt;
[[File:RoN P229 menu.jpg|thumb|none|600px|The P229 at the bench for mandatory customization.]]&lt;br /&gt;
[[File:RoN P229 idle.jpg|thumb|none|600px|The P229 at the ready inside of the firing range.]]&lt;br /&gt;
[[File:RoN P229 draw.jpg|thumb|none|600px|Cocking the hammer as part of the draw animation.]]&lt;br /&gt;
[[File:RoN P229 ads.jpg|thumb|none|600px|Aiming the sights.]]&lt;br /&gt;
[[File:RoN P229 reload.jpg|thumb|none|600px|Inserting a magazine in an empty reload.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9-N==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet MP9-N]] appears in ''Ready or Not'' simply as the &amp;quot;MP9&amp;quot;, and was added as part of the 28 June 2022 patch (EA 21474).&lt;br /&gt;
[[File:BuT MP9N.jpeg|thumb|none|400px|Brügger &amp;amp; Thomet MP9-N with Aimpoint Micro TL sight - 9x19mm]]&lt;br /&gt;
[[File:RoN MP9 gunbench.jpg|thumb|none|600px|The MP9 without any attachments.]]&lt;br /&gt;
[[File:RoN MP9 gunbench2.jpg|thumb|none|600px|The MP9 with its unique silencer, Trijicon SRO and laser module.]]&lt;br /&gt;
[[File:RoN MP9 idle.jpg|thumb|none|600px|The MP9 in the player characters hands.]]&lt;br /&gt;
[[File:RoN MP9 ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:RoN MP9 magcheck.jpg|thumb|none|600px|Magazine check.]]&lt;br /&gt;
[[File:RoN MP9 reload1.jpg|thumb|none|600px|Tactical reload, with magazine retention.]]&lt;br /&gt;
[[File:RoN MP9 reload2.jpg|thumb|none|600px|The player character actuating the bolt release after replacing an empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet SPC9==&lt;br /&gt;
A [[Brügger &amp;amp; Thomet SPC9]] with a full-auto fire control group and a telescoping stock was added as part of the Adam update in November 2022. It is designated as the &amp;quot;SPC9&amp;quot;.&lt;br /&gt;
[[File:SPC9 telescoping.jpg|thumb|none|450px|Brügger &amp;amp; Thomet SPC9 with telescoping stock - 9x19mm]]&lt;br /&gt;
[[File:RoN SPC9 menu.jpg|thumb|none|600px|The SPC9 in-game, laying down.]]&lt;br /&gt;
[[File:RoN SPC9 idle.jpg|thumb|none|600px|The SMG in first person view.]]&lt;br /&gt;
[[File:RoN SPC9 draw.jpg|thumb|none|600px|Drawing the stock and charging the handle.]]&lt;br /&gt;
[[File:RoN SPC9 ads.jpg|thumb|none|600px|Checking the sights, nothing too special about it.]]&lt;br /&gt;
[[File:RoN SPC9 reload.jpg|thumb|none|600px|Tactical reload, with a big &amp;quot;SPC&amp;quot; marking to confirm its identity.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] was added with the Adam update in November 2022. Prior to this, it was available only through suspects and through mods that reintroduce cut content under a different model.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:RoN P90TR menu.jpg|thumb|none|600px|The P90 at the gunbench weapon customization menu, now officially available for police officers.]]&lt;br /&gt;
[[File:RoN P90TR idle.jpg|thumb|none|600px|The P90 at the firing range; unfortunately, the magazines are still rendered opaque instead of being transparent as with the real deal.]]&lt;br /&gt;
[[File:RoN P90TR draw.jpg|thumb|none|600px|Equipping the P90 involves pulling the magazine out of the way to see the chamber, before racking the bolt to confirm that its loaded.]]&lt;br /&gt;
[[File:RoN P90TR ads.jpg|thumb|none|600px|Aiming though the sights of the TR variant.]]&lt;br /&gt;
[[File:RoN P90TR reload.jpg|thumb|none|600px|In an attempt to distance itself from typical first person shooter games featuring the P90, the SWAT operator flings the empty magazine out to the targets as its audience.]]&lt;br /&gt;
[[File:Readyornotvgp90easteregg.jpg|thumb|none|600px|An easter egg on the right side of the magazine.]]&lt;br /&gt;
[[File:RoN P90 evidence.jpg|thumb|none|600px|A P90 dropped by a high-level suspect in an unfortunately dark spot prior to its availability in the Adam update. It was fitted with what appear to be Troy folding iron sights. Note the unlike the player's P90 (but like the pre-Adam game files P90—see talk page), this P90 has no side rails.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5/10==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5/10 and MP5/40|H&amp;amp;K MP5/10]] appears in ''Ready or Not'' as the &amp;quot;MP5/10MM&amp;quot;, and was added as part of the 28 June 2022 patch (EA 21474). The in-game model features the KAC MP5 RAS handguard and wraparound toprail mount that attaches at the rear of the handguard's side rails.&lt;br /&gt;
[[File:MP5-10-retractable.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5/10 with 3-round burst trigger group and retractable stock - 10x25mm Auto]]&lt;br /&gt;
[[File:RoN MP5-10 gunbench.jpg|thumb|none|600px|The MP5/10 on the gunbench. Knight's Armament is now &amp;quot;Paladin Ordnance&amp;quot;.]]&lt;br /&gt;
[[File:RoN MP5-10 (1).jpg|thumb|none|600px|Both the MP5/10 and A3 have a draw animation that starts with the stock being extended and the locked-back bolt is smacked into battery.]]&lt;br /&gt;
[[File:RoN MP5-10 (2).jpg|thumb|none|600px|Getting the flank on a cardboard target with the 10mm SMG.]]&lt;br /&gt;
[[File:RoN MP5-10 (3).jpg|thumb|none|600px|It aims with the same signature HK drum and hooded sights.]]&lt;br /&gt;
[[File:RoN MP5-10 (4).jpg|thumb|none|600px|Tacticooly-reloading with both mags grasped together. Note the selector set to burst here.]]&lt;br /&gt;
[[File:RoN MP5-10 (5).jpg|thumb|none|600px|Reloading from empty - note the bolt catch is dropped outwards here.]]&lt;br /&gt;
[[File:RoN MP5-10 (6).jpg|thumb|none|600px|Pressing the bolt release - the charging handle slides back on the bolt as the new mag is loaded.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3|H&amp;amp;K MP5A3]] appears in ''Ready or Not'' simply as the &amp;quot;MP5A3&amp;quot;, and was added as part of the 28 June 2022 patch (EA 21474). The in-game model has the Picatinny top claw mount and the KAC MP5 RAS handguard.&lt;br /&gt;
[[File:MP5A3RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5-N with Navy trigger group, threaded muzzle, railed handguard, RIS foregrip, and M68 Aimpoint red dot scope - 9x19mm]]&lt;br /&gt;
[[File:RoN MP5A3 gunbench.jpg|thumb|none|600px|The MP5A3 in game. The magazines appear to be a bit more curved than in reality.]]&lt;br /&gt;
[[File:RoN MP5A3 gunbench2.jpg|thumb|none|600px|The MP5A3 with various doodads.]]&lt;br /&gt;
[[File:RoN MP5A3 (1).jpg|thumb|none|600px|Smacking the charging handle in the MP5A3's deployment animation.]]&lt;br /&gt;
[[File:RoN MP5A3 (2).jpg|thumb|none|600px|The MP5A3 with the KAC broomhandle grip and the weaponlight.]]&lt;br /&gt;
[[File:RoN MP5A3 (3).jpg|thumb|none|600px|Setting the selector to semi-auto. The HK pictograms used for the HUD fire selector are also visible here.]]&lt;br /&gt;
[[File:RoN MP5A3 (4).jpg|thumb|none|600px|Ammo-checking the magazine.]]&lt;br /&gt;
[[File:RoN MP5A3 (5).jpg|thumb|none|600px|Locking the MP5's bolt back...]]&lt;br /&gt;
[[File:RoN MP5A3 (6).jpg|thumb|none|600px|...reloading a new magazine (due to a technical limitation, new mags lack rounds during the empty reload)...]]&lt;br /&gt;
[[File:RoN MP5A3 (7).jpg|thumb|none|600px|..and batting the bolt home.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A4]] appears in ''Ready or Not'', incorrectly named the &amp;quot;MP5A2&amp;quot; despite the Navy A4 trigger pack. It also is occasionally used by AI suspects. The MP5A4 reload animation is missing the notorious &amp;quot;H&amp;amp;K Slap&amp;quot;, the SWAT operators instead opting to palm the bolt and drop it down rather than outright smack it. The seemingly boring SMG option, the MP5's controllable full auto fire and 3-round burst make it a perfect low risk scenario choice.&lt;br /&gt;
[[File:H&amp;amp;KMP5A4.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A4 - 9x19mm]]&lt;br /&gt;
[[File:RoN MP5A2 gunbench.jpg|thumb|none|600px|The MP5A4 with no attachments.]]&lt;br /&gt;
[[File:RoN MP5A2 gunbench2.jpg|thumb|none|600px|A customized MP5A4.]]&lt;br /&gt;
[[File:RoN MP5A4 menu.jpg|thumb|none|600px|A SWAT operator holds an MP5A4 in the loadout menu.]]&lt;br /&gt;
[[File:RoN MP5A4 idle.jpg|thumb|none|600px|Holding the MP5A4 in the shoothouse.]]&lt;br /&gt;
[[File:RoN MP5A4 ads.jpg|thumb|none|600px|Aiming the MP5A4.]]&lt;br /&gt;
[[File:RoN MP5A4 reload.jpg|thumb|none|600px|Empty reload.]]&lt;br /&gt;
[[File:RoN MP5A4 mi menu.jpg|thumb|none|600px|The MP5 in the weapon customization menu in the Feb 28 2022 version of ''Ready or Not'', equipped with Midwest Industries MLOK handguard and KAC foregrip. In the Jun 29 version, all foregrip options for the weapon aside from a Surefire 328LMF-B handguard were removed, meaning that it is no longer possible to have an MP5A4 set up like this in-game.]]&lt;br /&gt;
[[File:RoN MP5A4 mi magcheck.jpg|thumb|none|600px|Reloading the now-unused MLOK-equipped MP5.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A2]] was added with the Adam update in November 2022. It appears as the &amp;quot;MP7&amp;quot; as with most games, although it is modeled after the A2 version.&lt;br /&gt;
[[File:MP7A2.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:RoN MP7A2 menu.jpg|thumb|none|600px|The MP7 on the gunbench, stripped off from its RAL8000 &amp;quot;tan&amp;quot; finish.]]&lt;br /&gt;
[[File:RoN MP7A2SD menu.jpg|thumb|none|600px|Tens of seconds later, the sights of the MP7 can be folded down into &amp;quot;pistol&amp;quot; configuration and the MP7 itself is fitted with its H&amp;amp;K SD sound suppressor.]]&lt;br /&gt;
[[File:RoN MP7A2 idle.jpg|thumb|none|600px|Holding the MP7 at the range.]]&lt;br /&gt;
[[File:RoN MP7A2 draw.jpg|thumb|none|600px|Equipping the MP7 by extending the stock and pulling the rear charging handle.]]&lt;br /&gt;
[[File:RoN MP7A2 ads.jpg|thumb|none|600px|The MP7's iron sights in its standard configuration.]]&lt;br /&gt;
[[File:RoN MP7A2 reload.jpg|thumb|none|600px|Inserting a new magazine through the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] appears in ''Ready or Not''. In a rarely seen bit of realism, the player character uses the bolt release on empty instead of the charging handle like in most games. With a slow ROF and a high climb rate, the UMP is a powerful piece if you can keep it controlled. As of the 1.0 update, the UMP45 now has a 3 o'clock rail. The ability to fold the SMG's stock has unfortunately been removed. For the older version, see the ''Discussion'' page.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP45 01 equip.jpg|thumb|none|600px|Drawing the UMP45 - the officer flicks off the safety and charges the UMP (although the selector is already set to semi-auto and doesn't actually move during this animation).]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP45 02 selector.jpg|thumb|none|600px|Flicking the selector to full-auto.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP45 03 idle.jpg|thumb|none|600px|Holding the UMP45 on Kawayu Beach.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP45 04 inspect.jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP45 05 reload1.jpg|thumb|none|600px|Pushing the magazine release lever, grabbing the magazine in the gun, and holding a new magazine. This tactical reload is fairly similar to ''Modern Warfare 2019'''s SMG-45, with both magazines somewhat awkwardly clasped together.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP45 06 reload1.jpg|thumb|none|600px|About to load a &amp;quot;new&amp;quot; magazine; due to a bug, both the UMP45 and UMP9 have empty magazine models when reloading from empty.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP45 07 reload2.jpg|thumb|none|600px|The officer using the IP joint of his thumb to press the bolt release.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP45 08 NPC1.jpg|thumb|none|600px|A &amp;quot;Mindjot&amp;quot; security guard armed with the UMP45. They are the main users of the SMG in-game, although the weapon will occasionally spawn in the hands of guards (possibly disguised Bolton Security) at Brixley Talent Time.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP45 09 NPC2.jpg|thumb|none|600px|Closeup of the bolt, which has correct markings minus the company name. &amp;quot;HaKa&amp;quot; seems to be the in-universe version of HK, with the name being an acronym for 'Hartmann &amp;amp; Karl GmbH&amp;quot;.]]&lt;br /&gt;
[[File:ReadyOrNot UMP45 markings2.jpg|thumb|none|600px|Closeup of the markings on the other side. Like many other weapons in Ready or Not, the UMP45's serial number has a Girl's Frontline reference; 404-000103 (Squad 404/T-Doll No. 103). Unfortunately the devs opted for the opaque version of the magazine instead of the windowed version (which is also the version seen in Girl's Frontline for both the UMP45 and UMP9).]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP9==&lt;br /&gt;
The 9mm variant of the UMP was added in version 1.0. It shares most of the animations with the UMP45.&lt;br /&gt;
[[File:UMP9 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP9 - 9x19mm]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP9 01 equip.jpg|thumb|none|600px|Chambering the UMP9 while spawning in, as before the selector doesn't move from safe as it is already set to semi-auto.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP9 02 selector.jpg|thumb|none|600px|Flicking the fun switch to full auto.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP9 03 idle.jpg|thumb|none|600px|Idle with the SMG.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP9 04 aim.jpg|thumb|none|600px|The iron sights are identical to the ones on the UMP45.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP9 05 reload1.jpg|thumb|none|600px|Performing a tactical reload after firing at not-Santa Monica Pier.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP9 06 reload2.jpg|thumb|none|600px|Again, reloading from empty has a bug where the empty magazine model is used.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP9 07 reload3.jpg|thumb|none|600px|Thumbing the bolt.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP9 08 NPC1.jpg|thumb|none|600px|&amp;lt;strike&amp;gt;Kevin Nguyen&amp;lt;/strike&amp;gt; Vinh &amp;quot;Vinny&amp;quot; Tran will occasionally spawn with the UMP9. He appears to be the only suspect who uses the weapon.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP9 09 NPC2.jpg|thumb|none|600px|Close up of the bolt. As mentioned before the markings are correct, minus the fictionalized company name.]]&lt;br /&gt;
[[File:ReadyOrNot UMP9 markings2.jpg|thumb|none|600px|Also as mentioned before, the serial number is a reference to the Girl's Frontline T-Doll of the same name; 404-000101 (Squad 404/T-Doll No. 101). Also note that in third person the selector will always be depicted in semi-auto, regardless of what the user has actually set it to.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] appears in ''Ready or Not'', as the last of the current selectable SMGs in-game, as well as a suspect weapon. Faster reload than the MP5, a little bit smaller but a lot faster, the MPX is a potent piece in the right hands.&lt;br /&gt;
[[File:MPX Gen1.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 1 - 9x19mm]]&lt;br /&gt;
[[File:RoN MPX gunbench.jpg|thumb|none|600px|Bone stock MPX in the modification menu.]]&lt;br /&gt;
[[File:RoN MPX gunbench2.jpg|thumb|none|600px|Now kitted out with an Aimpoint T2, MAWL IR laser, and an angled foregrip.]]&lt;br /&gt;
[[File:RoN MPX idle.jpg|thumb|none|600px|The SIG MPX in the killhouse.]]&lt;br /&gt;
[[File:RoN MPX ADS.jpg|thumb|none|600px|The sight picture of the handy Trijicon SRO.]]&lt;br /&gt;
[[File:RoN MPX reload1.jpg|thumb|none|600px|Tactical reloading of the MPX, with mag retention.]]&lt;br /&gt;
[[File:RoN MPX reload2.jpg|thumb|none|600px|Reloading from empty, note the bolt release paddle sticking out.]]&lt;br /&gt;
[[File:RoN MPX reload3.jpg|thumb|none|600px|Sending the bolt home after inserting the fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
Shotguns in ''Ready or Not'' can use less-lethal beanbag rounds, slugs, and buckshot.&lt;br /&gt;
&lt;br /&gt;
==Benelli M4==&lt;br /&gt;
The [[Benelli M4]] appears in ''Ready or Not'' simply as the &amp;quot;M4 SUPER 90&amp;quot;. A high speed shotgun, the Benelli is good for laying down pellets as fast as possible. It is also used by high-level suspects.&lt;br /&gt;
[[Image:M4Super90.jpg|thumb|none|450px|Benelli M4 Super 90 with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[File:RoN M4super90 gunbench.jpg|thumb|none|600px|The Benelli M4, ready for modifying.]]&lt;br /&gt;
[[File:RoN M4super90 gunbench2.jpg|thumb|none|600px|The Benelli with a Trijicon RMR, flashlight and choke.]]&lt;br /&gt;
[[File:RoN M4super90 idle.jpg|thumb|none|600px|The LSPD SWAT officer wields his Benelli M4, equipped with a weaponlight.]]&lt;br /&gt;
[[File:RoN M4super90 ADS.jpg|thumb|none|600px|Aiming at one of the target silhouettes set up in the shoot house.]]&lt;br /&gt;
[[File:RoN M4super90 magtubecheck.jpg|thumb|none|600px|Pressing a thumb into the magazine tube.]]&lt;br /&gt;
[[File:RoN M4super90 reload1.jpg|thumb|none|600px|Bolt locked back on last shot, the officer drops a fresh 12 gauge buckshot shell into the chamber.]]&lt;br /&gt;
[[File:RoN M4super90 reload2.jpg|thumb|none|600px|Flipping the shotgun over to slot new shells into the magazine tube, competition style.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli Supernova Tactical==&lt;br /&gt;
The [[Benelli Supernova Tactical]] was added in version 1.0.&lt;br /&gt;
[[File:Benelli Supernova pistol grip.jpg|thumb|none|450px|Benelli Supernova Tactical with pistol grip stock combination - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 1301 Tactical==&lt;br /&gt;
The [[Beretta 1301]] appears in ''Ready or Not'' as the &amp;quot;B1301&amp;quot;, and was added as part of the 28 June 2022 patch (EA 21474). The gun features a supporter-only version called &amp;quot;B1301 ENTRYMAN&amp;quot; (known in earlier official materials as &amp;quot;FBI-HRT Edition&amp;quot;).&lt;br /&gt;
[[Image:Beretta 1301 Tactical pistol grip.jpg|thumb|none|450px|Beretta 1301 Tactical with pistol grip - 12 gauge]]&lt;br /&gt;
[[File:RoN B1301 render.jpg|thumb|none|600px|Official render image of the Beretta 1301 Tactical.]]&lt;br /&gt;
[[File:RoN Beretta1301 gunbench.jpg|thumb|none|600px|The Beretta 1301 Tactical shotgun. This is the base game version, denoted by its black furniture and non cerakote finish.]]&lt;br /&gt;
[[File:RoN Beretta1301 idle.jpg|thumb|none|600px|Beretta 1301 at hand.]]&lt;br /&gt;
[[File:RoN Beretta1301 ADS.jpg|thumb|none|600px|Ghost ring sights aimed at the door.]]&lt;br /&gt;
[[File:RoN Beretta1301 magcheck.jpg|thumb|none|600px|Checking the magazine tube.]]&lt;br /&gt;
[[File:Ron Beretta1301 reload1.jpg|thumb|none|600px|Bolt locked back, dump a fresh shell into the chamber.]]&lt;br /&gt;
[[File:RoN Beretta1301 reload2.jpg|thumb|none|600px|Slipping more buckshot shells into the tube.]]&lt;br /&gt;
[[File:RoN B1301 fbi render.jpg|thumb|none|600px|Official render image of the &amp;quot;B1301 ENTRYMAN&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS Masterkey==&lt;br /&gt;
The [[Remington 870 MCS Masterkey]] appears as a tactical device under the name &amp;quot;Breaching Shotgun&amp;quot;, replacing the Mossberg 500 Cruiser that was depicted in this role during Early Access. Like the name suggests, it's one of the three options for breaching doors, less lethal to the targets of the room than C2 charges, but faster than kicking it down. It's borderline unusable as an actual weapon, as breaching rounds are frangible projectiles that quickly disintegrate after being fired.&lt;br /&gt;
[[File:Remington 870 MCS MK.jpg|thumb|none|400px|Remington 870 MCS Masterkey - 12 Gauge]]&lt;br /&gt;
[[File:RON 870MCSBreacher 0.jpg|thumb|none|600px|Holding the 870 MCS Masterkey. The shotgun does not have sights of any kind, nor can it accept any attachments, though it is able to use the canted shooting stance available to all weapons in the game.]]&lt;br /&gt;
[[File:RON 870MCSBreacher 1.jpg|thumb|none|600px|Checking the empty chamber.]]&lt;br /&gt;
[[File:RON 870MCSBreacher 2.jpg|thumb|none|600px|Shoving in a breaching round on an empty reload...]]&lt;br /&gt;
[[File:RON 870MCSBreacher 3.jpg|thumb|none|600px|...and topping up the empty magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Combat CQB==&lt;br /&gt;
The Wilson Combat CQB shotgun, a customized [[Remington Model 870]], appears as the &amp;quot;870 CQB&amp;quot;. A classic police issue weapon, powerful on light targets and still useful once armor gets involved.&lt;br /&gt;
[[File:Wilson Combat CQB.jpg|thumb|450px|none|Wilson Combat CQB - 12 gauge]]&lt;br /&gt;
[[File:RoN 870 gunbench.jpg|thumb|none|600px|The Wilson Combat CQB on the gun bench.]]&lt;br /&gt;
[[File:RoN 870 gunbench2.jpg|thumb|none|600px|Now with an Aimpoint T2, muzzle brake and the capability to use the integrated weaponlight on the pump handle.]]&lt;br /&gt;
[[File:RoN 870 idle.jpg|thumb|none|600px|LSPDs finest with his fancy 870, fitted here with an Aimpoint T2.]]&lt;br /&gt;
[[File:RoN 870 ADS.jpg|thumb|none|600px|Lining up a shot with the modified Wilson Combat.]]&lt;br /&gt;
[[File:RoN 870 magcheck.jpg|thumb|none|600px|The magcheck here is performed by pulling the pump back to check the breech.]]&lt;br /&gt;
[[File:RoN 870 reload1.jpg|thumb|none|600px|Inserting a new shell into the exposed chamber.]]&lt;br /&gt;
[[File:RoN 870 reload2.jpg|thumb|none|600px|Sliding fresh shells into the tube.]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Combat Less Lethal CQB==&lt;br /&gt;
The Wilson Combat Less Lethal CQB appears as the &amp;quot;Beanbag Shotgun&amp;quot;. While not as fast as either of the pepperball launchers, the Beanbag shotgun incapacitates targets regardless of them wearing a mask. &lt;br /&gt;
[[File:Wilson Combat Less Lethal CQB.jpg|thumb|450px|none|Wilson Combat Less Lethal CQB]]&lt;br /&gt;
[[File:RoN 870beanbag gunbench.jpg|thumb|none|600px|The Wilson Combat Less Lethal CQB laid out on the gun bench.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==Arsenal SLR-107UR==&lt;br /&gt;
A customized, select-fire-converted [[Arsenal AR|Arsenal SLR-107UR]] carbine was added as a SWAT weapon in the January 2022 update, under the name &amp;quot;SLR47&amp;quot;; it is fitted with an UltiMAK AKS-74U rail, a StormWerkz Scope Mount adapter on the rear sight, an ALG trigger, an aftermarket pistol grip and muzzle device, and as of 1.0, it has an extended fire selector lever (similar to the Krebs Custom MK VI Enhanced Safety). It feeds from 30-round Magpul AK PMags. A heavy hitter of a rifle, the SLR trades off accuracy in favor of close quarters punch with a surprisingly controllable full-auto.&lt;br /&gt;
[[File:SLR-107UR.jpg|thumb|none|450px|Arsenal SLR-107UR - 7.62x39mm]]&lt;br /&gt;
[[File:RoN AKMSU gunbench.jpg|thumb|none|600px|The &amp;quot;SLR47&amp;quot; on the gun bench; note the straighter ALG trigger.]]&lt;br /&gt;
[[File:RoN AKMSU gunbench2.jpg|thumb|none|600px|The AK pattern carbine with a Trijicon SRO, PBS-1 suppressor, AN/PEQ-15 IR laser, and angled foregrip.]]&lt;br /&gt;
[[File:RoN SLR47 render.jpg|thumb|none|600px|Official rendered image of the &amp;quot;SLR47&amp;quot; in-game model; aside from the serial number, the markings read &amp;quot;SLR 47UA&amp;quot; (effectively confirming its identity), and &amp;quot;Cal. 7.45x39mm&amp;quot; below that, seemingly indicating that someone wasn't sure whether they wanted a 7.62 or 5.45 AK.]]&lt;br /&gt;
[[File:RoN AKMSU (1).jpg|thumb|none|600px|Holding up a suspicious cardboard target with the Arsenal SLR carbine.]]&lt;br /&gt;
[[File:RoN AKMSU (2).jpg|thumb|none|600px|Sighting in the narrow Krinkov sights.]]&lt;br /&gt;
[[File:RoN AKMSU (3).jpg|thumb|none|600px|Ammo-checking the partially-expended AK PMag 30.]]&lt;br /&gt;
[[File:RoN AKMSU (4).jpg|thumb|none|600px|Reloads have both mags sandwiched together - if the spent one still has rounds, it is retained.]]&lt;br /&gt;
[[File:RoN AKMSU (5).jpg|thumb|none|600px|Underhand-charging the AK.]]&lt;br /&gt;
[[File:Ronslr107ur 1.jpg|thumb|none|600px|A &amp;quot;Mindjot&amp;quot; security contractor with the SLR.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] battle rifle appears in ''Ready or Not''. It is currently the most powerful weapon for the player to use bar the shotguns, useful for high-risk enviroments with large usage of armor.&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg‎ ‎|thumb|450px|none|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SA58.jpg|thumb|600px|none|A SWAT Officer holding an DSA SA58 OSW, mistaking himself for BOPE.]]&lt;br /&gt;
[[File:RoN SA58 gunbench.jpg|thumb|none|600px|The DSA SA58 with no attachments.]]&lt;br /&gt;
[[File:RoN SA58 gunbench2.jpg|thumb|none|600px|The SA58 now equipped with a scope, angled foregrip, AN/PEQ-15 IR laser, and Surefire muzzle brake. If you squint hard enough, you can make out the blurry Giessele logo on the scope mount.]]&lt;br /&gt;
[[File:RoN SA58 idle.jpg|thumb|none|600px|The DSA SA58 with SpectreDR and various other highspeed attachments in the shoothouse.]]&lt;br /&gt;
[[File:RoN SA58 ADS.jpg|thumb|none|600px|Scoped in.]]&lt;br /&gt;
[[File:RoN SA58 magcheck.jpg|thumb|none|600px|Mag check after a few rounds down range.]]&lt;br /&gt;
[[File:RoN SA58 reload1.jpg|thumb|none|600px|Tactical reload. The &amp;quot;DSA00106&amp;quot; serial number seems to be another ''Girls' Frontline'' reference, as 106 is the index number of the FAL T-Doll in GFL.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L CQC==&lt;br /&gt;
The [[FN SCAR-L CQC]] is added in the the January 2022 update under the name &amp;quot;MK16&amp;quot;, equipped with a Parker Mountain Machine Picatinny Rail Extension and a VLTOR Receiver Extension / Stock Adapter. Powerful, accurate and controllable, a good all-around rifle.&lt;br /&gt;
[[Image:SCAR-L CQC.jpg|thumb|450px|none|Third Generation FN SCAR-L CQC - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN Mk16 gunbench.jpg|thumb|600px|none|The SCAR-L in the weapon customization menu.]]&lt;br /&gt;
[[File:RoN Mk16 idle.jpg|thumb|600px|none|Holding the SCAR-L in the shoothouse.]]&lt;br /&gt;
[[File:RoN Mk16 ads.jpg|thumb|600px|none|Aiming the SCAR.]]&lt;br /&gt;
[[File:RoN SCAR-L (1).jpg|thumb|none|600px|Flicking to semi-auto.]]&lt;br /&gt;
[[File:RoN SCAR-L (2).jpg|thumb|none|600px|Swapping out STANAG magazines.]]&lt;br /&gt;
[[File:RoN Mk16 reload.jpg|thumb|600px|none|The empty reload - inserting fresh mag, then the bolt catch is tabbed. Note the almost correct Mk. 16 Mod 0 markings, bar the &amp;quot;Utica Arms&amp;quot; instead of FN stamp.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416A5]] assault rifle appears in ''Ready or Not''. It is modified with a Geissele 10.5&amp;quot; Super Modular Rail handguard, Magpul MBUS Pro sights, Magpul MOE Carbine Stock and a Raptor charging handle. Short but not too short, controllable to boot, the HK416 is a very handy rifle. As of 28 June 2022 patch (EA 21474), the in-game name for the HK416A5 was changed to &amp;quot;GA416&amp;quot;.&lt;br /&gt;
[[File:HK416A5 11.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 A5 with 11 inch barrel - 5.56x45mm]]&lt;br /&gt;
[[File:HK416 Geissele 14.5 SMR.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 fitted with Geissele Automatics 14.5 Super Modular Rail handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:HK416RONG.jpg|thumb|600px|none|A SWAT Officer holding a tacticool HK416, wondering how much of the department's budget went into these.]]&lt;br /&gt;
[[File:RoN HK416 gunbench.jpg|thumb|600px|none|The HK416 in the weapon customization menu. Note the full-length sight rail on the upper receiver and ambidextrous bolt release, both features first introduced on the A5.]]&lt;br /&gt;
[[File:RoN HK416 gunbench2.jpg|thumb|none|600px|Now fitted with an EOTech holo sight, BCM Gunfighter stubby vertical grip, AN/PEQ-15 IR laser, and Surefire SFMB-556 muzzle brake.]]&lt;br /&gt;
[[File:RoN HK416 idle.jpg|thumb|600px|none|The HK416 in the shoothouse.]]&lt;br /&gt;
[[File:RoN HK416 ads.jpg|thumb|600px|none|Aiming with the MBUS folding sights.]]&lt;br /&gt;
[[File:RoN HK416A5 (1).jpg|thumb|none|600px|Thumbing the 416's fire selector.]]&lt;br /&gt;
[[File:RoN HK416 reload.jpg|thumb|600px|none|The 416's tactical reload. Note the &amp;quot;HaKa&amp;quot; markings similar to &amp;quot;HK&amp;quot; can be seen. Also visible are &amp;quot;65-000404&amp;quot; serial numbers; like the M9's serial numbers, these are also references to ''Girls' Frontline''. &amp;quot;65&amp;quot; is the index number of the HK416 T-Doll character, and &amp;quot;404&amp;quot; is the name of the unit (Squad 404) that HK416 is a member of in the story.]]&lt;br /&gt;
[[File:RoN HK416A5 (2).jpg|thumb|none|600px|Reloading the 416 from empty, with the bolt release paddle sticking out.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is added in the the February 2022 update, equipped with a Brugger &amp;amp; Thomet quad rail handguard and KAC G36 flip-up sight with optic rail. The G36C was originally featured in the 2020 PVP build, where it had a different model.&lt;br /&gt;
[[File:Hkg36c.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN G36c menu.jpg|thumb|600px|none|The G36C in the weapon customization menu.]]&lt;br /&gt;
[[File:RoN G36c idle.jpg|thumb|600px|none|The G36C in the shoothouse.]]&lt;br /&gt;
[[File:RoN G36c ads.jpg|thumb|600px|none|Using the KAC Folding Sights.]]&lt;br /&gt;
[[File:RoN G36c reload.jpg|thumb|600px|none|Empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-16 CQB==&lt;br /&gt;
The [[Knight%27s_Armament_SR-15|Knight's Armament SR-16 CQB]] assault rifle appears in ''Ready or Not'', equipped with Magpul furniture and a set of KAC folding sights. The longest of the main assault rifles, the SR-16 leverages accuracy and controllability to compensate.&lt;br /&gt;
[[File:KAC_SR-16_CQB.jpg|thumb|none|450px|Knight's Armament SR-16 CQB – 5.56x45mm]]&lt;br /&gt;
[[File:SR16RONG.jpg|thumb|600px|none|A SWAT Officer holding a SR-16.]]&lt;br /&gt;
[[File:RoN KACSR16 gunbench.jpg|thumb|none|600px|The stock KAC SR-16.]]&lt;br /&gt;
[[File:RoN KACSR16 gunbench2.jpg|thumb|none|600px|The KAC SR-16 with Elcan SpectreDR 1-4x, Surefire muzzlebrake, BCM Gunfighter vertical stubby foregrip, and laser module.]]&lt;br /&gt;
[[File:RoN KACSR16 idle.jpg|thumb|none|600px|The KAC SR-16 fitted with an Aimpoint T2, BCM Gunfighter vertical grip, Surefire muzzle brake, and AN/PEQ-15 IR laser. Using certain foregrips, the player character will adopt a thumb over bore grip, as seen here.]]&lt;br /&gt;
[[File:RoN KACSR16 ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:RoN KACSR16 magcheck.jpg|thumb|none|600px|Checking a slightly depleted magazine. In a rare bit of detail for a videogame, all AR pattern rifles have a 3rd hole for an auto sear above the selector switch.]]&lt;br /&gt;
[[File:RoN KACSR16 reload1.jpg|thumb|none|600px|Tactical reload with magazine retention.]]&lt;br /&gt;
[[File:RoN KACSR16 reload2.jpg|thumb|none|600px|Reloading from empty after a full auto magazine dump. Note the bolt release paddle sticking out, and the fire selector switch set to &amp;quot;AUTO&amp;quot;.]]&lt;br /&gt;
[[File:RoN KACSR16 reload3.jpg|thumb|none|600px|Inserting a fresh magazine and pressing the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 0==&lt;br /&gt;
The [[Mk 18 Mod 0]] appears in ''Ready or Not'', referred to as the &amp;quot;MK18&amp;quot;. The in-game base model features a KAC RIS handguard and an LMT Crane stock; it also uses an LMT-style rear sight, though prior to the Adam update it instead used a standard carrying handle and was incorrectly designated the &amp;quot;M4A1&amp;quot;. Loud, flashy and effective, the Mk 18 is a compact rifle for the job. It is also used by high-level suspects.&lt;br /&gt;
[[File:M4A1CQBR.jpg|thumb|none|450px|Mk 18 Mod 0 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN Mk18 loadout.jpg|thumb|600px|none|A SWAT Officer holding the Mk 18 Mod 0 in the loadout screen. This is a pre-update image, with the &amp;quot;M4A1&amp;quot; name and carry handle.]]&lt;br /&gt;
[[File:RoN MK18adam menu.jpg|thumb|none|600px|The post-Adam Mk 18 Mod 0, having lost its carrying handle and gained the correct name.]]&lt;br /&gt;
[[File:RoN MK18adam draw.jpg|thumb|none|600px|Drawing the carbine...]]&lt;br /&gt;
[[File:RoN MK18adam idle.jpg|thumb|none|600px|...and then doing more or less nothing. Note that, in addition to the new rear sight, the Mk 18's model has been completely reworked. The biggest differences are with the better-proportioned charging handle.]]&lt;br /&gt;
[[File:RoN MK18adam ads.jpg|thumb|none|600px|Aiming; the LMT rear sight provides a near-identical sight picture to the original carrying handle. The forward assist and brass deflector are also improved from the pre-update model.]]&lt;br /&gt;
[[File:RoN MK18adam reload2.jpg|thumb|none|600px|Swapping mags on a non-empty reload.]]&lt;br /&gt;
[[File:RoN MK18adam reload1.jpg|thumb|none|600px|Smacking the bolt release on a fresh magazine.]]&lt;br /&gt;
[[File:RoN MK18 NPC1.jpg|thumb|none|600px|A school shooter with the pre-Adam MK 18 Mod 0 with carry handle.]]&lt;br /&gt;
[[File:RoN MK18 NPC2.jpg|thumb|none|600px|A member of the &amp;quot;Left Behind&amp;quot; domestic terrorist group (disguised as a Secret Service Agent) armed with the post-Adam MK 18 Mod 0. Note his chest rig seems inspired by the one from [https://www.imfdb.org/wiki/Heat#Colt_Model_733 Heat].]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Combat SBR Tactical==&lt;br /&gt;
The Wilson Combat SBR Tactical assault rifle appears in ''Ready or Not'' under the moniker &amp;quot;ARWC&amp;quot;. Quiet when suppressed and very effective against targets, the ARWC is a potent tool in the right hands. The weapon was initially named &amp;quot;SBR-300&amp;quot; and chambered in .300 Blackout, was renamed to &amp;quot;SBR-556&amp;quot; and changed to 5.56x45mm NATO in the January 2022 update, and was renamed again to &amp;quot;ARWC&amp;quot; in the February 2022 update.&lt;br /&gt;
[[File:Wilson Combat SBR Tactical.jpg|thumb|none|450px|Wilson Combat SBR Tactical - 5.56x45mm NATO/.300 Blackout]]&lt;br /&gt;
[[File:SBR30.jpg|thumb|600px|none|A SWAT Officer holding an Wilson Combat SBR Tactical, note the telltale markings on the grip and stock.]]&lt;br /&gt;
[[File:RoN WilsonCQB gunbench.jpg|thumb|none|600px|The Wilson Combat SBR Tactical on the gunbench. There is a visual bug where the gun will appear to float above the gunbench during weapon modifying.]]&lt;br /&gt;
[[File:RoN WilCom SBR (1).jpg|thumb|none|600px|As seen in first person view.]]&lt;br /&gt;
[[File:RoN WilCom SBR (2).jpg|thumb|none|600px|Checking the SBR's iron sights.]]&lt;br /&gt;
[[File:RoN WilCom SBR (3).jpg|thumb|none|600px|Performing a tactical mag swap.]]&lt;br /&gt;
[[File:RoN WilCom SBR (4).jpg|thumb|none|600px|And the empty reload - this is actually the fresh magazine being inserted, which is modeled empty.]]&lt;br /&gt;
&lt;br /&gt;
==BCM CQB-11==&lt;br /&gt;
The [[BCM rifle series|BCM CQB-11]] appears in ''Ready or Not'', fitted with LMT crane stock and Surefire WARCOMP flash hider. The weapon is an exclusive to Supporter Edition owners. It was formerly named &amp;quot;BCM Mk1&amp;quot; and was renamed to &amp;quot;Mk1 Carbine&amp;quot; after the January update.&lt;br /&gt;
[[File:BCM CQB 11 KMR-A.jpg|thumb|none|450px|BCM CQB-11 KMR-A10 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN CQB11 render.jpg|thumb|600px|none|Rendering image. &amp;quot;DCM&amp;quot; markings, similar to the real weapon's &amp;quot;BCM&amp;quot;, can be seen on the magazine well; this presumably stands for something like &amp;quot;Delta Company Manufacturing&amp;quot;, rather than &amp;quot;Dichloromethane&amp;quot; as some might assume.]]&lt;br /&gt;
[[File:RoN MK1rifle gunbench.jpg|thumb|none|600px|The BCM CQB-11 seen in the latest update of the gun modification menu.]]&lt;br /&gt;
[[File:R0N MK1rifle gunbench2.jpg|thumb|none|600px|The CQB-11 now kitted out with an EOtech holo sight, BCM Gunfighter stubby vertical grip, AN/PEQ-15 IR laser, and silencer.]]&lt;br /&gt;
[[File:RoN CQB11 menu.jpg|thumb|600px|none|The SWAT operator holds his CQB-11 in the loadout menu.]]&lt;br /&gt;
[[File:RoN CQB11 idle.jpg|thumb|600px|none|Wielding the CQB-11 in the shoothouse.]]&lt;br /&gt;
[[File:RoN CQB11 ads.jpg|thumb|600px|none|Aiming with the BCM / Troy mixed sights.]]&lt;br /&gt;
[[File:RoN CQB11 reload.jpg|thumb|600px|none|Thumbing the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Brownells BRN-180S 300 BLK==&lt;br /&gt;
The [[ArmaLite AR-18|Brownells BRN-180S 300 BLK]] is added in the the February 2022 update under the name &amp;quot;ARN-18&amp;quot;, equipped with a SIG-Sauer Minimalist Plus folding stock.&lt;br /&gt;
[[File:BRN-180S 300 BLK.jpg|thumb|none|450px|Brownells BRN-180S 300 BLK (mounted on BRN-180 Forged Lower) - .300 Blackout]]&lt;br /&gt;
[[File:RoN BRN180 gunbench.jpg|thumb|600px|none|The BRN-180S in the weapon customization menu. Note the handguard gap to allow easy access to the gas system (for quick adjustment for suppressor use), a feature found only on the BRN-180S 300 BLK.]]&lt;br /&gt;
[[File:RoN BRN180 gunbench2.jpg|thumb|none|600px|The BRN-180S with EOtech sight, MAWL IR laser, BCM Gunfighter vertical stubby grip, and Silencerco ASR muzzle brake.]]&lt;br /&gt;
[[File:RoN BRN180S idle.jpg|thumb|600px|none|The BRN-180S in the shoothouse.]]&lt;br /&gt;
[[File:RoN BRN180S ads.jpg|thumb|600px|none|Aiming with the backup sights.]]&lt;br /&gt;
[[File:RoN BRN-180S (1).jpg|thumb|none|600px|Changing out the aluminum magazines.]]&lt;br /&gt;
[[File:RoN BRN-180S (2).jpg|thumb|none|600px|Inserting a new one from empty.]]&lt;br /&gt;
[[File:RoN BRN180S reload.jpg|thumb|600px|none|Thumbing the BRN's bolt catch.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX==&lt;br /&gt;
The first-generation [[SIG-Sauer MCX|SIG-Sauer MCX SBR]] in 5.56x45mm was added in version 1.0, and features a telescoping stock. The markings on the rifle state it is manufactured by &amp;quot;SIC SUHL INC&amp;quot;. Note that much like other weapons in Ready or Not, the last three digits on the serial number make reference to the ''Girl's Frontline'' T-Doll of the same name.&lt;br /&gt;
[[File:SIG MCX 11.5.jpg|thumb|none|450px|SIG-Sauer MCX SBR with 11.5&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ReadyorNot 01 equip1.jpg|thumb|600px|none|First equipping the rifle; tilting the MCX while holding the adjustment button to let the stock fully extend...]]&lt;br /&gt;
[[File:ReadyorNot 02 equip2.jpg|thumb|600px|none|...and then racking the charging handle.]]&lt;br /&gt;
[[File:ReadyorNot 03 idle.jpg|thumb|600px|none|Holding the rifle near the US-Mexican border.]]&lt;br /&gt;
[[File:ReadyorNot 04 aim.jpg|thumb|600px|none|Sighting up a drone.]]&lt;br /&gt;
[[File:ReadyorNot 05 shoot.jpg|thumb|600px|none|Watching some lowres 5.56 casings eject out the MCX.]]&lt;br /&gt;
[[File:ReadyorNot 06 reload1.jpg|thumb|600px|none|Performing a tactical reload.]]&lt;br /&gt;
[[File:ReadyorNot 07 reload2.jpg|thumb|600px|none|Smacking the bolt release after reloading from empty.]]&lt;br /&gt;
[[File:ReadyorNot 08 empty.jpg|thumb|600px|none|Inspecting the empty magazine after running dry. Note the protruding bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS==&lt;br /&gt;
The &amp;quot;LVAR&amp;quot; is an integrally suppressed [[SIG-Sauer MCX VIRTUS|SIG-Sauer MCX VIRTUS SBR]] in .300 Blackout with some parts inspired by the SIG-Sauer Low Visibility Assault Weapon (LVAW). It was added in version 1.0.&lt;br /&gt;
&lt;br /&gt;
An announcement stated that it uses &amp;quot;an MCX gen 1 upper and gen 2 lower, with the rest being LVAW parts&amp;quot;. However, the upper receiver is actually from the second-generation MCX VIRTUS. It is fitted with an ALTRD handguard (which resembles that of the LVAW), and is depicted with the top Picatinny rail of the LVAW and earlier MCX prototypes, as opposed to the scalloped rail of later MCX models.&lt;br /&gt;
[[File:MCX VIRTUS SBR 9.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ALTRD VIRTUS.jpg|thumb|none|350px|ALTRD 10.5&amp;quot; handguard for SIG-Sauer MCX VIRTUS]]&lt;br /&gt;
&lt;br /&gt;
==Thales F90MBR==&lt;br /&gt;
The [[Thales F90|Thales F90MBR]] was added in version 1.0.&lt;br /&gt;
[[File:F90 MBR.jpg|thumb|none|450px|Thales F90MBR - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
Launchers in ''Ready Or Not'' are special weapons using specific ammo types depending on user choice. &lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] appears in ''Ready or Not'' simply as the &amp;quot;M320&amp;quot;. It was featured in the 2020 PVP Build, was removed from the game, and was then re-added in the March 2022 update. The M320 can be equipped as a primary long tactical device (cannot be modified via the gun bench), available with either Stinger balls, CS gas or flashbang grenades as options, carrying one in the pipe and 3 in reserve.&lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|none|350px|Heckler &amp;amp; Koch M320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[Image:RoN M320 loadout.jpg|thumb|none|600px|A SWAT officer carrying the M320 on his back in the loadout screen.]]&lt;br /&gt;
[[Image:RoN M320 idle.jpg|thumb|none|600px|The M320 in idle.]]&lt;br /&gt;
[[Image:RoN M320 ads.jpg|thumb|none|600px|Aiming down the sight. There is no functionality to the leaf sight.]]&lt;br /&gt;
[[Image:RoN M320 canted.jpg|thumb|none|600px|Canted view.]]&lt;br /&gt;
[[Image:RoN M320 check.jpg|thumb|none|600px|Checking the tube. Currently there are no different models for the three different 40mm shells, but rather one single model that seems to incorrectly resemble a standard HE round.]]&lt;br /&gt;
[[Image:RoN M320 reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL==&lt;br /&gt;
The [[Milkor MGL]] appears in the March 2022 update as a primary weapon, loaded with six flashbang grenades, trading a more reliable primary arm in favor of the ability to instantly flashbang a target.&lt;br /&gt;
&lt;br /&gt;
Pre-Early Access, it was claimed that the selectable grenade types for the MGL include non-lethal, rubber baton rounds, CS rounds, and smoke rounds, like &amp;lt;i&amp;gt;Ready or Not&amp;lt;/i&amp;gt;'s inspiration game ''[[S.W.A.T. 4]]''.&lt;br /&gt;
[[Image:MGL32.jpg|thumb|none|450px|Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:ReadyOrNot MilkorMGL.JPG|thumb|none|600px|Promotional art of the MGL Grenade Launcher with the Armson OEG reflex sight.]]&lt;br /&gt;
[[File:RoN MilkorMGL gunbench.jpg|thumb|none|600px|The Milkor MGL.]]&lt;br /&gt;
[[File:RoN MilkorMGL idle.jpg|thumb|none|600px|The rotary grenade launcher at hand.]]&lt;br /&gt;
[[File:RoN MilkorMGL ADS.jpg|thumb|none|600px|Aiming through the Armson OEG sight.]]&lt;br /&gt;
[[File:RoN MilkorMGL ammocheck.jpg|thumb|none|600px|Checking the cylinder. There is currently no system to allow for extra 40mm grenades, so there is no reload animation implemented in the public build of the game.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
Grenades in ''Ready or Not'' take up their own individual slots in the player character's inventory. They can be held in the player's hands until deployment and can be thrown underhanded or overhanded.&lt;br /&gt;
&lt;br /&gt;
==M7A3 CS Gas Grenade==&lt;br /&gt;
The [[M7 CS gas grenade]]s appears in-game as just the &amp;quot;CS Grenade&amp;quot;, although the markings explicitly state it's the A3 version. It releases CS gas, and incapacitates anyone not wearing a gas mask, including you and your teammates.&lt;br /&gt;
[[File:M7A3.jpg|thumb|none|200px|M7A3 CS gas grenade]]&lt;br /&gt;
[[Image:ReadyOrNotCSGrenade.JPG|thumb|none|600px|A preview image for the CS Grenade in ''Ready or Not''.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 Stun Grenade]] is a less-lethal grenade that explodes with a deafening noise and a blinding flash of light. &lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|none|200px|M84 stun grenade]]&lt;br /&gt;
[[Image:ReadyOrNotFlashBangGrenade.JPG|thumb|none|600px|A preview image for the Flashbang Grenade in ''Ready or Not''.]]&lt;br /&gt;
&lt;br /&gt;
==Model 9590 Stingball==&lt;br /&gt;
The [[Model 9590 Sting-Ball Grenade]] appears in-game as the &amp;quot;Stingball Grenade&amp;quot; and is another selectable throwable for the SWAT team to use. This operates in a similar fashion to a frag grenade, albeit filled with pellets of OC pepper instead of actual lead. While effective in incapacitating targets, or unsuspecting teammates, the grenade is also the most lethal of the three throwables.&lt;br /&gt;
[[File:Sting-ball.jpg|thumb|none|200px|Model 9590 sting-ball grenade]]&lt;br /&gt;
[[Image:ReadyOrNotStingballGrenade.JPG|thumb|none|600px|A preview image for the String Ball Grenade in ''Ready or Not''.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==VKS==&lt;br /&gt;
The VKS (Variable Kinetic System) compressed-air launcher by PepperBall (a brand name of United Tactical Systems) is added in the January 2022 update as the &amp;quot;R7 Launcher&amp;quot;. A semi-auto-only pepperball launcher, the VKS's rails allow for a degree of customization.&lt;br /&gt;
[[File:Pepperball VKS.jpg|thumb|400px|none|VKS]]&lt;br /&gt;
[[File:RoN VKSpepperball gunbench.jpg|thumb|none|600px|The PepperBall VKS on the gunbench in all its bright hi-vis orange glory.]]&lt;br /&gt;
[[File:RoN VKSpepperball gunbench2.jpg|thumb|none|600px|Plus attachments.]]&lt;br /&gt;
[[File:RoN VKS idle.jpg|thumb|none|600px|The pepperball launcher being put through its paces. Note the visual glitch of the face of the compressed air pressure valve sliding off and floating in mid air.]]&lt;br /&gt;
[[File:RoN VKS ADS.jpg|thumb|none|600px|The iron sights of the VKS.]]&lt;br /&gt;
[[File:RoN VKS magcheck.jpg|thumb|none|600px|Holding down &amp;quot;R&amp;quot; to check that the pepperball magazine is still in one piece.]]&lt;br /&gt;
[[File:RoN VKS reload1.jpg|thumb|none|600px|Ejecting the empty magazine.]]&lt;br /&gt;
[[File:RoN VKS reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Taser==&lt;br /&gt;
The [[Taser|M26 Taser]] makes an appearance in ''Ready or Not'' and simply named &amp;quot;TASER&amp;quot;, as a less-lethal sidearm option, incapacitating the targets it strikes. The game also features the Taser series' ability to be used as melee weapons by striking targets with its exposed contacts. It is also featured with its built-in laser module that can be switched on.&lt;br /&gt;
[[Image:AdvancedM26.jpg|thumb|none|300px|Advanced Taser M26]]&lt;br /&gt;
[[File:ReadyOrNotM26Taser.jpg|thumb|none|600px|Promotional art of a SWAT Officer deploying an M26 in his right hand.]]&lt;br /&gt;
[[File:RoN Taser loadout.jpg|thumb|none|600px|A SWAT Officer holding the M26 Taser in the loadout screen.]]&lt;br /&gt;
[[File:RoN Taser gunbench.jpg|thumb|none|600px|The M26 in the gun modification menu.]]&lt;br /&gt;
[[File:RoN Taser idle.jpg|thumb|none|600px|The M26 while idle.]]&lt;br /&gt;
[[File:RoN Taser ads.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:RoT Taser canted.jpg|thumb|none|600px|Canted aiming with laser on.]]&lt;br /&gt;
[[File:RoN Taser magcheck.jpg|thumb|none|600px|Checking the cartridge.]]&lt;br /&gt;
[[File:RoN Taser reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
The following list of weapons are featured in ''Ready or Not'' as non-usable weapons, instead are used by suspects, appear as pieces of evidence, or as booby traps. Several of these weapons were previously introduced as usable SWAT weapons in older builds of the game prior to the Early Access, but later removed for various reasons. It is likely that few of them are planned to be reintroduced once again as usable weapons in the future.&lt;br /&gt;
&lt;br /&gt;
==Handguns==&lt;br /&gt;
===Colt M1911===&lt;br /&gt;
An old-school [[Colt M1911A1]] appears as a suspect weapon in ''Ready or Not''.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:RoN M1911A1.jpg|600px|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18===&lt;br /&gt;
The [[Glock 18]] appears in-game rarely as an NPC sidearm, under the label &amp;quot;G18 AUTO&amp;quot;. &lt;br /&gt;
[[File:Glock18Ext.jpg|thumb|none|350px|Glock 18 (2nd Generation) with extended 31-round magazine - 9x19mm]]&lt;br /&gt;
[[File:RoN G18Auto.jpg|600px|thumb|none|A Glock 18 found in the post office level. It appears to be an actual Glock 18, and not a conversion, as evidenced by the slide mounted selector switch on.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 19 (Gen 4)===&lt;br /&gt;
Prior to the January 2022 update, the 4th Generation [[Glock 19]] was usable by the player under the &amp;quot;G19&amp;quot; name. It also was formerly seen in the hands of suspects, but after subsequent updates, both were replaced by the 5th Generation Glock 19. It is equipped with Glock aftermarket 3-dot night sights and OD Green frame. A version with a stovepipe malfunction still appears as evidence next to its deceased owners on the levels &amp;quot;Thank You, Come Again&amp;quot; and &amp;quot;Greased Palms&amp;quot;.&lt;br /&gt;
[[File:Glock19_Gen4.jpg|thumb|none|300px|Glock 19 (4th Generation) - 9x19mm]]&lt;br /&gt;
[[File:RoN G19g4 prop1.jpg|thumb|none|600px|A deceased armed civilian in the 4U diner with the pistol.]]&lt;br /&gt;
[[File:RoN G19g4 prop2.jpg|thumb|none|600px|A dead Los Locos Del Pacificos gangster with his Glock.]]&lt;br /&gt;
[[File:RoN G19g4 prop3.jpg|thumb|none|600px|Closeup, the &amp;quot;Glock&amp;quot; title was later updated to &amp;quot;Used Glock&amp;quot;. Note the primer incorrectly hasn't been struck.]]&lt;br /&gt;
&lt;br /&gt;
===Makarov PM===&lt;br /&gt;
The [[Makarov PM]] appears in ''Ready or Not'' simply as the &amp;quot;MAKAROV&amp;quot; and used by low-level suspects. Its appearance in America is odd given the Makarov's more commonly found with collectors in the states than criminal syndicates, although it could allude to the gun's commonality in black markets in places like Asia or England. &lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|300px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:MakarovIJ70.jpg|thumb|none|300px|Baikal IJ-70 (commercial variant of the Makarov PM) - .380 ACP]]&lt;br /&gt;
[[File:ReadyOrNotPPK.jpg|thumb|none|450px|An official promotional image showing off a Makarov. It appears to be nickel-plated, though this may just be the lighting.]]&lt;br /&gt;
[[File:FileReadyorNot Makarov 03.jpg|thumb|none|600px|A Russian mobster with the Makarov at the Caesar's Cars dealership.]]&lt;br /&gt;
[[File:ReadyorNot Makarov 01.jpg|thumb|none|600px|Presumably desperate due to the ammunition export ban, this man has resorted to stealing cash to fund his 9x18mm addiction.]]&lt;br /&gt;
[[File:ReadyorNot Makarov 02.jpg|thumb|none|600px|Other side of the pistol.]]&lt;br /&gt;
&lt;br /&gt;
===Walther PPQ===&lt;br /&gt;
The [[Walther PPQ]] appears as a suspect weapon.&lt;br /&gt;
[[File:Walther PPQ.jpg|thumb|none|300px|Walther PPQ M1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===Walther PP===&lt;br /&gt;
A [[Walther PP]] appears as a prop in game, in the form of a light gun meant for a retro console from its era.&lt;br /&gt;
[[File:Walther-PP-Post-War.jpg|thumb|none|350px|Walther PP Post-War - .32 ACP]]&lt;br /&gt;
[[File:RoN Walther PP.jpg|600px|thumb|none|Judge finds a light gun alongside a retro inspired console in the admin's office of the data center. Wonder if TOC will mind if he takes a break and plays a quick round of Duck Hunt? (Note the Ready or Not cartridge inserted).]]&lt;br /&gt;
&lt;br /&gt;
===SIG P250 Compact===&lt;br /&gt;
While currently an unused police weapon in the files, a [[SIG P250 Compact]], simply named &amp;quot;P250&amp;quot; in game, is seen used by most suspects in the recently added Los Suenos Postal Service level.&lt;br /&gt;
[[File:SIG P250c right.JPG|thumb|none|300px|SIG-Sauer P250 Compact - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RoN P250.jpg|600px|thumb|none|There are a surprising amount of these found upon most suspects in the post office. Others are usually armed with a Beretta 92FS, and the occasional M1911A1.]]&lt;br /&gt;
&lt;br /&gt;
===Beretta 92FS===&lt;br /&gt;
Originally available to the player prior to January 2022, a [[Beretta 92FS]] is now seen in the hands of suspects, incorrectly referred to as an &amp;quot;M9A1&amp;quot; in game. It was succeeded by the Beretta 92X Performance in the aforementioned update.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|300px|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:RoN 92FS.jpg|600px|thumb|none|Like mentioned above, the particular handgun is now repurposed as an suspect only weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===Calico M950===&lt;br /&gt;
The [[Calico M950]] was added in version 1.0 and strangely appears in the hands of low level suspects. &lt;br /&gt;
[[Image:CalicoM950.jpg‎|thumb|none|350px|Calico M950 semi-automatic pistol - 9x19mm]]&lt;br /&gt;
[[File:ReadyorNot CalicoM950 01.jpg|thumb|none|600px|A suspect with the big plastic on his hip.]]&lt;br /&gt;
[[File:ReadyorNot CalicoM950 02.jpg|thumb|none|600px|A different perp with the Calico.]]&lt;br /&gt;
[[File:ReadyorNot CalicoM950 03.jpg|thumb|none|600px|Aiming. Note the magazine correctly has the &amp;quot;9mm Only&amp;quot; marking, but instead of &amp;quot;Calico&amp;quot; being written on it, &amp;quot;Portinari&amp;quot; is written instead (perhaps referring to Candido Portinari?).]]&lt;br /&gt;
[[File:ReadyorNot CalicoM950 04.jpg|thumb|none|600px|Other side.]]&lt;br /&gt;
&lt;br /&gt;
===IMI Uzi===&lt;br /&gt;
The [[Uzi]] appears in ''Ready or Not'' simply as the &amp;quot;UZI&amp;quot;, commonly used by both low and high-level suspects. &amp;lt;!--Comments on gun performance present in previous versions of the page - was this available as a PVP build weapon?--&amp;gt;&lt;br /&gt;
[[File:Uzi.jpg|thumb|none|400px|Uzi - 9x19mm]]&lt;br /&gt;
[[File:ReadyOrNoTNEW GLOCK.jpg|thumb|none|600px|Pre-release image with an Uzi of a dead suspect on the floor.]]&lt;br /&gt;
[[File:RoN TEC-9 &amp;amp; Uzi.jpg|thumb|none|600px|The Uzi as seen in the current version of the game.]]&lt;br /&gt;
[[File:Ronthehanduzi 1.jpg|600px|thumb|none|A member of the terrorist cell &amp;quot;The Hand&amp;quot; with the Uzi.]]&lt;br /&gt;
&lt;br /&gt;
===Intratec TEC-9===&lt;br /&gt;
The [[TEC-9]] appears in ''Ready or Not'' simply as the &amp;quot;TEC-9&amp;quot; and commonly used by low-level suspects, including sometimes as a backup to another primary. &lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 (post-1987 version) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RoN TEC-9 &amp;amp; Uzi.jpg|thumb|none|600px|A TEC-9 and Uzi on the ground, belonging to some suspects that made the wrong decision.]]&lt;br /&gt;
[[File:Rontec9 1.jpg|thumb|none|600px|A gas station robber with the TEC-9.]]&lt;br /&gt;
[[File:Rontec9 2.jpg|thumb|none|600px|Ditto while aiming showing the other side.]]&lt;br /&gt;
&lt;br /&gt;
===Smith &amp;amp; Wesson 76===&lt;br /&gt;
The [[Smith &amp;amp; Wesson M76]] appears in ''Ready or Not'' simply as the &amp;quot;M76&amp;quot; and is used by high-level suspects.&lt;br /&gt;
[[Image:Sw76-1.jpg|thumb|none|450px|Smith &amp;amp; Wesson M76 with stock extended - 9x19mm‎]]&lt;br /&gt;
[[File:RoN M76.jpg|600px|thumb|none|Judge wondering whether or not he should stash one of these potentially cut weapons for himself before it's inevitably gone.]]&lt;br /&gt;
&lt;br /&gt;
===Walther MPL===&lt;br /&gt;
The [[Walther MPL]] appears in ''Ready or Not'' simply as the &amp;quot;MPL&amp;quot; and is used by high-level suspects, particularly those of Cherryessa Farm. It's a rather strange choice for the game given the MPL's not a common SMG, but it made a smidge of sense for Cherryessa's placeholder survivalists when they were on the map. The current suspects not so much.&lt;br /&gt;
[[File:Walther mpl 1.jpg|thumb|none|450px|Walther MPL with stock extended - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RoN MPL.jpg|600px|thumb|none|Found in the hands of some suspects in the farm level. A Walther MPL is the weapon of choice for some of these coyote brown clad paramilitary suspects that were repurposed player models from the 2020 PVP build]]&lt;br /&gt;
[[File:RoN MPL-2.jpg|600px|thumb|none|Another side of the world model from another dead suspect.]]&lt;br /&gt;
[[File:ReadyOrNot MPL 01.jpg|600px|thumb|none|One of the &amp;quot;Carriers of the Vine&amp;quot; cultists on Cherryessa Farm armed with an MPL.]]&lt;br /&gt;
[[File:ReadyOrNot MPL 02.jpg|600px|thumb|none|The other side.]]&lt;br /&gt;
[[File:ReadyOrNot MPL 03.jpg|600px|thumb|none|Close-up of the port. Instead of &amp;quot;Walther&amp;quot;, the text inside the logo says &amp;quot;Shadilay&amp;quot;, in reference to the song by PEPE.]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===12 Gauge Double Barreled Sawed-Off Shotgun===&lt;br /&gt;
A hammerless [[12 Gauge Double Barreled Shotgun|12 Gauge Double Barreled Sawed-Off Shotgun]] of unknown make and model is a common weapon used by low-level suspects.&lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Remington Spartan Sawed Off shotgun - 12 gauge]]&lt;br /&gt;
[[File:RoN Sawed off.jpg|600px|thumb|none|The sawed-off is always found on at least one suspect in the gas station. It's not entirely clear as to what particular weapon this side-by-side is modeled after, however.]]&lt;br /&gt;
[[File:Rondoublebarrel 1.jpg|600px|thumb|none|One of the gas station robbers with the shotgun.]]&lt;br /&gt;
&lt;br /&gt;
===Ithaca Model 37===&lt;br /&gt;
The [[Ithaca 37]] appears in ''Ready or Not'' as the &amp;quot;M37&amp;quot;. It is used by low and high-level suspects. &lt;br /&gt;
[[File:IthacaModel37.jpg|thumb|none|300px|Ithaca 37 Riot Version - 12 gauge]]&lt;br /&gt;
[[File:20231223012333 1.jpg|thumb|none|300px|A Russian mobster armed with the Ithaca Model 37 in the reworked Port Hokan. Note that he holds it as if it has a pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
===Izhmash KS-K===&lt;br /&gt;
The [[Saiga-12|Izhmash KS-K]] is used by mid level suspects, labelled in game as the &amp;quot;Saiga 12&amp;quot;.&lt;br /&gt;
[[File:Izhmash Ks-k.jpg|thumb|none|450px|Izhmash KS-K - 12 gauge]]&lt;br /&gt;
[[File:RoN Vepr12 evidence.jpg|thumb|none|600px|The KS-K shotgun as seen through NODS. Note the handguards and stock that identify it from the [[Vepr-12]].]]&lt;br /&gt;
&lt;br /&gt;
===Mossberg 590===&lt;br /&gt;
A full stocked version of the [[Mossberg 590]] is used by some suspects, dubbed the &amp;quot;M590-A&amp;quot;. It's found in the hands of some suspects on the Port Hokan and Caesar's Car Dealership, the latter including some devious &amp;quot;Non-Lethal&amp;quot; versions that fire beanbags.&lt;br /&gt;
[[File:Mossberg 590 Special.jpg|thumb|none|450px|Mossberg 590 &amp;quot;Special&amp;quot;- 12 gauge]]&lt;br /&gt;
[[File:RoN 590A1.jpg|600px|thumb|none|Having disabled its owner, Judge gazes upon a full stock 590 in the wild.]] &lt;br /&gt;
&lt;br /&gt;
===Remington 870===&lt;br /&gt;
A fix-stocked Remington 870 appears as a mid-level suspect weapon, marked as &amp;quot;870 CQB&amp;quot;.&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|thumb|none|450px|Remington 870 Express Tactical - 12 gauge]]&lt;br /&gt;
[[File:RoN 870 evidence.jpg|thumb|none|600px|The dropped 870 on the pavement of a car dealership, glad we noticed the different trigger guard as the low lighting makes it look like the 590s on the same map.]]&lt;br /&gt;
&lt;br /&gt;
===Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;===&lt;br /&gt;
The [[Winchester Model 1897|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;]] appears in ''Ready or Not'' and used by low-level suspects. The shotgun in-game is labeled as &amp;quot;M37&amp;quot;, presumably a development error mislabeling the shotgun as a reference to the [[Ithaca 37]].&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|thumb|450px|none|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge.]]&lt;br /&gt;
[[File:RoN M1897 suspect.jpg|thumb|none|600px|The Model 1897 in-game, dropped by a suspect with an affinity for WWII history.]]&lt;br /&gt;
[[File:ReadyOrNot 1897 01.jpg|thumb|none|600px|One of the &amp;quot;Carriers of the Vine&amp;quot; cultists on Cherryessa Farm armed with an 1897.]]&lt;br /&gt;
[[File:ReadyOrNot 1897 02.jpg|thumb|none|600px|Other side.]]&lt;br /&gt;
[[File:ReadyOrNot 1897 03.jpg|thumb|none|600px|Close-up of the port.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles==&lt;br /&gt;
===AKMN===&lt;br /&gt;
The [[AKM|AKMN]] appears in the hands of high level suspects. All of the AKMN models appear to have AK-47-like smooth dust covers.&lt;br /&gt;
[[File:AKMN.jpg|thumb|none|400px|AKMN - 7.62x39mm]]&lt;br /&gt;
[[File:RoN AKM sceneryprop.jpg|thumb|none|600px|A case of AKM rifles in the Wenderly Hotel stage. Note the AK-47 style wood grips.]]&lt;br /&gt;
[[File:RoN AKMN 01.jpg|thumb|none|600px|Wannabe [[Better Call Saul - Season 4|Lala Salamenca]], ''Miguel Ramirez'', with the AKMN at Caeser's Cars dealership.]]&lt;br /&gt;
[[File:RoN AKMN 02.jpg|thumb|none|600px|Other side of the rifle. Note the not-Izhevsk proof mark, with an exclamation point instead of arrow.]]&lt;br /&gt;
[[File:Ronthehandakm 2.jpg|600px|thumb|none|A &amp;quot;The Hand&amp;quot; terrorist aiming his AKMN in the level &amp;quot;Relapse&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===AK-101===&lt;br /&gt;
The [[AK-101]], which previously appeared in the 2020 PVP build, appears exclusively in the hands of &amp;quot;The Hand&amp;quot; during the &amp;quot;Neon Tomb&amp;quot; nightclub level. They are all outfitted with TDI Arms handguards, although they lack attachments.&lt;br /&gt;
[[File:AK101.jpg|thumb|none|400px|AK-101 - 5.56x45mm]]&lt;br /&gt;
[[File:ReadyOrNot AK74M 01.jpg|600px|thumb|none|He isn't here to party.]]&lt;br /&gt;
[[File:ReadyOrNot AK74M 02.jpg|600px|thumb|none|One of the terrorists inspects the other side of his AK-101. Note in some of the idle voice lines, members of the terror cell will complain about their weapons being sub-standard and jamming, though the weapons jamming isn't seen during gameplay.]]&lt;br /&gt;
&lt;br /&gt;
===AK-103===&lt;br /&gt;
The [[AK-103]] appears in the hands of Russian mobsters in the &amp;quot;Buy Cheap, Buy Twice&amp;quot; level and occasionally in the &amp;quot;Keepers of the Vine&amp;quot; level. It was previously seen on the pre-1.0 &amp;quot;Hide and Seek&amp;quot; Port Hokan map. The models have fixed synthetic stocks, a feature of some American-made AK-103 clones that have fixed receiver rear trunnions.&lt;br /&gt;
[[File:KR-103.jpg|thumb|none|400px|Kalashnikov USA KR-103 - 7.62x39mm]]&lt;br /&gt;
[[File:ReadyorNot AK103 mobster1.jpg|thumb|none|600px|A mobster-mechanic with the AK-103 rifle.]]&lt;br /&gt;
[[File:ReadyorNot AK103 mobster2.jpg|thumb|none|600px|A tatted-up mobster with the rifle and its invisible flashlight.]]&lt;br /&gt;
[[File:ReadyorNot AK103 mobster3.jpg|thumb|none|600px|Closeup of the receiver. Note the lack of hardware used for folding the stock.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74U===&lt;br /&gt;
The [[AKS-74U]] is frequently seen in the hands of &amp;quot;The Hand&amp;quot; terrorists.&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:Ronaks74u 1.jpg|600px|thumb|none|A member of &amp;quot;The Hand&amp;quot; holds an AKS-74U. The magazine seems slightly shorter than a standard magazine but longer than a 20-round one.]]&lt;br /&gt;
[[File:RoN AKS74U hip.jpg|thumb|none|600px|A Russian mob mechanic smokes through his welding mask with the AKS-74U at his hip.]]&lt;br /&gt;
&lt;br /&gt;
===ArmaLite AR-180===&lt;br /&gt;
The [[ArmaLite AR-180]] appears in ''Ready or Not'' as a suspect-only weapon, used by low-level robbers on certain levels. A rather odd choice, as AR-180s are relatively uncommon and highly collectible rifles in the modern day.&lt;br /&gt;
[[File:Armalite-AR18.jpg|thumb|none|450px|ArmaLite AR-18 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN AR180.jpg|600px|thumb|none|After stopping one of the active shooters, Judge ponders on the fact that maybe some day the AR-180 will be a police weapon again. Perhaps the modding community will come to the rescue.]]&lt;br /&gt;
[[File:Ronar180 1.jpg|600px|thumb|none|A &amp;quot;Mariposa Lily Order&amp;quot; cult member holds the AR-180 (with his left hand clipping through the magazine). This appears to be their standard assault rifle.]]&lt;br /&gt;
[[File:Ronar180 2.jpg|600px|thumb|none|Ditto but on the left side.]]&lt;br /&gt;
[[File:Ar180ronpromoa.jpg|600px|thumb|none|Official promotional art featuring a MLO operative with the AR-180.]]&lt;br /&gt;
&lt;br /&gt;
===Colt CSR-1516===&lt;br /&gt;
A competition style [[AR-15]] is used by &amp;quot;Left Behind&amp;quot; terrorists in the &amp;quot;Ides of March&amp;quot; level and school shooters in the &amp;quot;Elephant&amp;quot; level. It most closely resembles the Colt CSR-1516, though with a standard receiver set rather than the competition style upper that lacks the dust cover and forward assist, and the lower's distinct trigger guard. They are always fitted with Aimpoint CompM2 red dot sights on risers.&lt;br /&gt;
[[File:ColtCSR1516iimage.jpg|thumb|400px|none|A CSR-1516 with 20-round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:ColtM4.jpg|thumb|none|400px|A Colt M4A1 for comparison - 5.56x45mm]]&lt;br /&gt;
[[File:Roncsr1516 1.jpg|thumb|600px|none|A member of &amp;quot;The Left Behind&amp;quot; domestic terrorist group with the CSR-1516. This appears to be their standard assault rifle in this level.]]&lt;br /&gt;
[[File:Roncsr1516 2.jpg|thumb|600px|none|Another member holds the gun, showcasing the left side of it.]]&lt;br /&gt;
[[File:RoNCSR1516 03.jpg|thumb|600px|none|One of the school shooters with the 1516, showing the standard AR-15 upper and lower.]]&lt;br /&gt;
&lt;br /&gt;
===M16A4===&lt;br /&gt;
The [[M16A4]] originally was available to the player, it seems that at one point in development it was later replaced in favor of the SR-16. It can be found as one of the rifles that needs to be secured in the Brisa Cove level. It can also occasionally be found by some suspects on Port Hokan.&lt;br /&gt;
[[File:M16A4Standard.jpg|thumb|none|460px|M16A4 standard configuration - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN M16A4.jpg|600px|thumb|none|Judge finds yet another piece of potential cut content, maybe he could also stash it like that S&amp;amp;W M76 he found earlier....]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G3A3===&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3]] appears in-game as an NPC weapon only, used specifically by the high level terrorist cell &amp;quot;The Hand&amp;quot;.&lt;br /&gt;
[[Image: HKG3A3.jpg|thumb|none|460px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Ron G3A3.jpg|600px|thumb|none|A G3A3 also found in the hospital level, fitted with a weapon light secured by hopes and dreams.]]&lt;br /&gt;
[[File:Ronthehandg3 1.jpg|600px|thumb|none|A member of &amp;quot;The Hand&amp;quot; runs with his G3.]]&lt;br /&gt;
[[File:Rong3 2.jpg|600px|thumb|none|Note the invisible flashlight with light still protruding from the barrel alongside his thumb clipping into the handguard.]]&lt;br /&gt;
&lt;br /&gt;
===FN FAL===&lt;br /&gt;
Succeeded by the SA-58 OSW, a standard FN FAL appears in game as a high-level suspect weapon, commonly used by the Russian mafiosos on the Port Hokan and Car Dealership levels.&lt;br /&gt;
[[File:FN FAL old.jpg|thumb|none|500px|FN FAL - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ReadyorNotFALThirdPersonPlaceHolder.jpeg|thumb|none|600px|An early render of an officer in RoN with the SA-58, fitted with a top cover rail and a standard plastic handguard over the in-game tri-rail.]]&lt;br /&gt;
[[File:RoN FAL.jpg|600px|thumb|none|Judge looks on the interesting armament of the local Russian mafia, following the takedown of its user.]]&lt;br /&gt;
&lt;br /&gt;
===M14 Rifle===&lt;br /&gt;
The [[M14]] appears in ''Ready or Not'' simply as the &amp;quot;M14&amp;quot;. It was originally introduced in the 2020 PVP build as a SWAT weapon, later removed and reintroduced in the June 2022 Early Access update. It features a green synthetic stock and is used by certain high-level suspects, including the milita members of Cherryessa Farm.&lt;br /&gt;
[[File:M14 rifle.jpg|thumb|none|500px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RoN M14 suspectweapon.jpg|thumb|none|600px|The M14 in a suspects hands, as seen via optiwand.]]&lt;br /&gt;
[[File:RoN M14.jpg|600px|thumb|none|A better look at the M14 in its synthetic green stock. It also has the selector switch modeled, indicating it's indeed a proper M14, and not an M1A]]&lt;br /&gt;
[[File:RoN M14-2.jpg|600px|thumb|none|And one from the other side, for good measure.]]&lt;br /&gt;
[[File:Ronm14 1.jpg|600px|thumb|none|A &amp;quot;Mariposa Lily Order&amp;quot; marksman with the rifle. Certain long rifles seem to cause the suspect's hands to glitch out like this.]]&lt;br /&gt;
&lt;br /&gt;
===M24 Sniper Weapon System ===&lt;br /&gt;
The [[M24 Sniper Weapon System|M24 SWS]] appears in ''Ready or Not'' as a piece of evidence under the generic name &amp;quot;USED MARKSMAN RIFLE&amp;quot;, and can only be found in the &amp;quot;Brisa Cove&amp;quot; level. The in-game model features a Harris bipod.&lt;br /&gt;
[[File:M24.jpg|thumb|none|500px|M24 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RoN M24 evidence.jpg|thumb|none|600px|The M24 laid out in an apartment suite, sans scope.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===M249 Para===&lt;br /&gt;
The [[M249|M249 Para]] appears in ''Ready or Not'' simply as the &amp;quot;M249&amp;quot;, and was introduced in the June 2022 update. The in-game model features a 100-round magazine, and currently can only be found used by a single suspect in the &amp;quot;Brisa Cove&amp;quot; level.&lt;br /&gt;
[[Image:M249 Para ACOG.jpg|thumb|none|400px|M249 Para with Rapid Fielding Initiative telescoping stock, short barrel, heat shield, RIS handguard, Picatinny rail, Trijicon ACOG 4x32 scope, and 100-round cloth ammo bag - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN M249para 01.jpg|600px|thumb|none|A member of the &amp;quot;Left Behind&amp;quot; with the M249 Para.]]&lt;br /&gt;
[[File:RoN M249para 02.jpg|600px|thumb|none|Closeup of the stock on one used by another terrorist.]]&lt;br /&gt;
[[File:RoN M249para 03.jpg|600px|thumb|none|Yet another terrorist with one, this one attempting to eat the rear sight. The proximity of the weapon to his face while aiming might have to do with the programming for NPC aiming usually being for weapons with longer stocks.]]&lt;br /&gt;
&lt;br /&gt;
===RPD===&lt;br /&gt;
The [[RPD]] appears in ''Ready or Not'' simply as the &amp;quot;RPD&amp;quot; and is used by various high-level suspects.&lt;br /&gt;
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:RoN RPD evidence.jpg|thumb|none|600px|Holding up a noncompliant RPD for trespassing into a WIP zone.]]&lt;br /&gt;
[[File:Ronrpd 1.jpg|thumb|none|600px|A member of 'The Hand&amp;quot; with the RPD.]]&lt;br /&gt;
&lt;br /&gt;
==Other== &lt;br /&gt;
===RGD-5 Fragmentation Grenade===&lt;br /&gt;
The [[RGD-5]] appears in ''Ready or Not'' as the primary high-explosive booby trap and is set on doors in levels with armored suspects.&lt;br /&gt;
[[Image:Rdg5.jpg|thumb|none|250px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:RoN RGD5.jpg|thumb|none|600px|The RGD-5 in-game. It appears that the grenade is also strapped to some kind of aerosol canister, likely to amplify the explosion.]]&lt;br /&gt;
[[File:Ronrgd-5 1.jpg|thumb|none|600px|A closer view of the grenade.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Crime]]&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Ready_or_Not_(VG)&amp;diff=1637564</id>
		<title>Ready or Not (VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Ready_or_Not_(VG)&amp;diff=1637564"/>
		<updated>2023-12-24T03:11:33Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: /* Ithaca Model 37 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Ready or Not&lt;br /&gt;
|picture = BetterCoverArtForReadyOrNot.jpg&lt;br /&gt;
|caption = Promotional Art&lt;br /&gt;
|date = December 18, 2021 (Early Access)&amp;lt;br&amp;gt;December 13, 2023 (1.0 Release)&lt;br /&gt;
|developer = VOID Interactive&lt;br /&gt;
|publisher = VOID Interactive&lt;br /&gt;
|platforms = PC&lt;br /&gt;
|genre = Tactical [[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Ready or Not''''' (or '''''RoN''''') is a tactical first-person shooter video game developed and published by VOID Interactive, an Ireland-based company. The game places the player in the role of a SWAT team leader, in a &amp;quot;Nondescript Modern America&amp;quot; and fictional city called &amp;quot;Los Suenos&amp;quot; (heavily based on the Los Angeles, California area). The SWAT team is part of the Los Suenos Police Department (LSPD), but players with the Supporter Edition can play as FBI HRT operators. It has a focus on the singleplayer and coop campaign but is also planned to feature a PVP multiplayer side with an alternate story and game modes. It is considered a spiritual successor to ''[[SWAT 4]]'' and original ''[[Rainbow Six]]'' games.&lt;br /&gt;
&lt;br /&gt;
In 2020, a closed alpha version featuring PVP gameplay was released to the game's backers. In 2021, the game became listed on Steam, and a public Early Access version was released, featuring only singleplayer and co-op modes. Several weapons from earlier Closed Alpha and Early Access versions were removed in later updates; information on those weapons can be found on the talk page.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Ready or Not}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
In ''Ready or Not'', the player's equipment and weapons are chosen at a pre-mission startup. The player can carry two firearms (primary and sidearm), a primary long tactical device, as well as multiple grenades and other tactical deployables. Similar to other games, most notably ''[[SWAT 4]]'', the primary weapon slot is reserved for long guns such as rifles, submachine guns, and shotguns, but also less-lethal guns. The secondary slot is reserved for handguns and tasers. The third slot is reserved for tactical devices such as a mirrorgun (similar to the &amp;quot;Optiwand&amp;quot; from ''SWAT 4''), breaching shotgun, ballistic shields, battering ram, and compact grenade launchers.&lt;br /&gt;
&lt;br /&gt;
Most firearms that appear have multiple different combination of attachments. Lethal firearms can accept either full metal jacket or hollow point ammunition. Several of the firearms in-game have knock-off names to avoid copyright conflicts and some of the in-game attachments have slight modifications from their real life counterparts to avoid licensing issues as well.&lt;br /&gt;
&lt;br /&gt;
Fire selectors are usable and fully animated in-game. Holding the selector key also allows one to set their firearm in &amp;quot;safe&amp;quot; (which is animated correctly on certain firearms, while others simply default to the selector switch staying on semi or auto).&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta 92X Performance==&lt;br /&gt;
The [[Beretta 92X|Beretta 92X Performance]] appears in ''Ready or Not'' under the name &amp;quot;P92X&amp;quot;. It was added in the January 2022 update, and replaced the Beretta 92FS (see talk page). Unlike its predecessor, the 92X can mount an optic, despite it not being the RDO version. Quick, simple, effective, the jack of all trades pistol for the SWAT team.&lt;br /&gt;
[[File:Beretta 92X Performance.jpg|thumb|none|350px|Beretta 92X Performance- 9x19mm]]&lt;br /&gt;
[[File:RoN 92X render.jpg|thumb|none|600px|Official rendered image of the Beretta 92X in-game model. Note the &amp;quot;GFLHG003&amp;quot; serial number; &amp;quot;GFL&amp;quot; refers to ''Girls' Frontline'', and &amp;quot;HG003&amp;quot; is is the index number of the M9 T-Doll in ''GFL''.]]&lt;br /&gt;
[[File:RoN P92X gunbench.jpg|thumb|none|600px|The 92X in the latest iteration of the weapon customization menu.]]&lt;br /&gt;
[[File:RoN P92X gunbench2.jpg|thumb|none|600px|The 92X now fitted with a Surefire weaponlight and a muzzle brake.]]&lt;br /&gt;
[[File:RoN 92X menu.jpg|thumb|none|600px|A SWAT operator holding his 92X in the loadout menu.]]&lt;br /&gt;
[[File:RoN 92X idle.jpg|thumb|600px|none|The Beretta 92X in the shoothouse hallway.]]&lt;br /&gt;
[[File:RoN 92X ads.jpg|thumb|600px|none|Aiming with the familiar green dot sights.]]&lt;br /&gt;
[[File:RoN 92X (1).jpg|thumb|none|600px|Ammo-checking the Beretta.]]&lt;br /&gt;
[[File:RoN 92X (2).jpg|thumb|none|600px|The 92X's tactical reload.]]&lt;br /&gt;
[[File:RoN 92X reload.jpg|thumb|600px|none|Empty reload. Note the &amp;quot;PADANIA&amp;quot; marking on the slide, a clever in-joke to Beretta which is based in Lombardy, a region of Padania in Italy.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1==&lt;br /&gt;
The [[Colt XSE|Colt M45A1]] appears as a sidearm option in ''Ready or Not''. Heavy set, the M45A1 relies on high power and accuracy over capacity to deal with suspects.&lt;br /&gt;
[[File:M45A1.jpg|thumb|none|350px|Colt M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP]]&lt;br /&gt;
[[File:RoN M45 gunbench.jpg|thumb|none|600px|The M45A1 on the gun bench, sans attachments.]]&lt;br /&gt;
[[File:RoN M45 gunbench2.jpg|thumb|none|600px|The M45A1 now kitted out with a weaponlight and a Silencerco Osprey silencer.]]&lt;br /&gt;
[[File:RoN M45 idle.jpg|thumb|none|600px|The M45A1 with weaponlight, keeping an eye on some suspicious targets.]]&lt;br /&gt;
[[File:RoN M45 ADS.jpg|thumb|none|600px|Drawing a bead on the cardboard cutout.]]&lt;br /&gt;
[[File:RoN M45 magcheck.jpg|thumb|none|600px|The LSPD officer checks an empty mag. Note the slide stop locked up on the empty gun.]]&lt;br /&gt;
[[File:RoN M45 reload1.jpg|thumb|none|600px|A very dynamic magazine ejection. Also note the very savvy sidestep of copyright infringement on the Colt name with &amp;quot;CTLO&amp;quot;.]]&lt;br /&gt;
[[File:RoN M45 reload2.jpg|thumb|none|600px|Thumbing the slide stop after inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
The [[Colt Python]] appears in ''Ready or Not'' simply as the &amp;quot;.357 MAGNUM&amp;quot;, as the largest caliber handgun in the police equipment lineup, as well as being used by certain low and high-level AI suspects. Powerful, loud and slow on return shots, the Python is good for making one shot count. It does not have a unique tactical reload animation; all unfired rounds will still be dumped out on the ground and lost from the inventory.&lt;br /&gt;
[[File:ColtPython6In.jpg|thumb|none|400px|Colt Python with 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:Coltpython25.jpg|thumb|none|350px|Colt Python Snub Nose with 2.5&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:RoN Python gunbench.jpg|thumb|none|600px|The Colt Python in classic Colt Royal Blue.]]&lt;br /&gt;
[[File:RoN Python gunbench2.jpg|thumb|none|600px|The Python with one of two possible modifications, a snub nose.]]&lt;br /&gt;
[[File:RoN Python idle.jpg|thumb|none|600px|The Python being run through the shoot house.]]&lt;br /&gt;
[[File:RoN Python ADS.jpg|thumb|none|600px|The iron sights of the Python lined up on a cardboard cut out target.]]&lt;br /&gt;
[[File:RoN Python reload1.jpg|thumb|none|600px|Dumping shells from the cylinder.]]&lt;br /&gt;
[[File:RoN Python reload2.jpg|thumb|none|600px|Inserting a fresh speedloader of .357 Magnum JHP.]]&lt;br /&gt;
&amp;lt;!--[[File:ReadyOrNotColtPytonThirdPerson.JPG|thumb|none|600px|A SWAT officer holding a Colt Python. ]] Question, is the pre-release Colt Python colored differently?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==FN Five-Seven==&lt;br /&gt;
The [[FN Five-seveN]] appears in ''Ready or Not'' as a player weapon. High mag capacity with low power, but good penetration, the FN Five-Seven makes a good backup sidearm for more risky primary options.&lt;br /&gt;
[[File:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:RoN FN57 gunbench.jpg|thumb|none|600px|The Five-seveN on the gun bench.]]&lt;br /&gt;
[[File:RoN FN57 gunbench2.jpg|thumb|none|600px|The Five-seveN now with a silencer and laser module.]]&lt;br /&gt;
[[File:RoN FN57 idle.jpg|thumb|none|600px|Holding the two tone FDE Five-seveN on a paper target.]]&lt;br /&gt;
[[File:RoN FN57 ADS.jpg|thumb|none|600px|The green night sights on the Five-seveN.]]&lt;br /&gt;
[[File:RoN FN57 reload1.jpg|thumb|none|600px|Reloading a fresh magazine of 5.7x28 after a magdump. Note the slide release lever locked back.]]&lt;br /&gt;
[[File:RoN FN57 reload2.jpg|thumb|none|600px|About to thumb the slide release.]]&lt;br /&gt;
[[File:RoN FN57 reload3.jpg|thumb|none|600px|Tactical reload with magazine retention.]]&lt;br /&gt;
[[File:ReadyOrNotFiveSevenFirstPersonViewPlaceHolder.JPG|thumb|none|600px|A pre-release video screenshot of a Five-Seven being fired at a suspect. Note the different finish of the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19 MOS (Gen 5)==&lt;br /&gt;
The [[Glock 19|Glock 19 Gen 5]] MOS appears in ''Ready or Not'' under the name &amp;quot;G19&amp;quot;. It was added in the January 2022 update, replacing the Glock 19 Gen 4 (see talk page). The generic sidearm, good in every aspect. It is also a commonly used weapon by both low and high-level suspects.&lt;br /&gt;
[[File:G19 Gen5 MOS FS.jpg|thumb|none|350px|Glock 19 MOS FS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:RoN G19 gunbench.jpg|thumb|none|600px|The stock Glock 19 on the gun bench.]]&lt;br /&gt;
[[File:RoN G19 gunbench2.jpg|thumb|none|600px|The Glock 19 now fitted with a Trijicon SRO, compensator, and Surefire weaponlight.]]&lt;br /&gt;
[[File:RoN G19 menu.jpg|thumb|none|600px|A SWAT operator holding his Glock 19 in the loadout menu. Slide with MOS (Modular Optic System) and front serrations.]]&lt;br /&gt;
[[File:RoN G19 idle.jpg|thumb|none|600px|Holding a Glock 19 Gen 5 in the shooting range.]]&lt;br /&gt;
[[File:RoN G19 ads.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RoN G19 (1).jpg|thumb|none|600px|Checking the 15-round magazine.]]&lt;br /&gt;
[[File:RoN G19 (2).jpg|thumb|none|600px|Reloading with both Glock mags pressed together.]]&lt;br /&gt;
[[File:RoN G19 reload.jpg|thumb|none|600px|Empty reload. Note the colorful rename of &amp;quot;Gocke 19&amp;quot; instead of Glock.]]&lt;br /&gt;
[[File:Ronglock19 1.jpg|thumb|none|600px|One of the drug dealers on the &amp;quot;213 Park Homes&amp;quot; map with the G19.]]&lt;br /&gt;
[[File:Ronglock19 2.jpg|thumb|none|600px|A member of &amp;quot;The Hand&amp;quot; terrorist cell disguised as a hospital worker runs with the Glock.]]&lt;br /&gt;
&lt;br /&gt;
===Polymer80 PFC9===&lt;br /&gt;
Supporter Edition owners can use the exclusive Polymer80 PFC9 in ''Ready or Not''. There is no difference from the standard Glock aside from appearance.&lt;br /&gt;
[[File:Polymer80 PFC9.jpg|thumb|none|350px|Polymer80 PFC9 - 9x19mm]]&lt;br /&gt;
[[File:RoN Poly80 gunbench.jpg|thumb|none|600px|The Polymer80 PFC9 on the gun bench.]]&lt;br /&gt;
[[File:RoN Poly80 gunbench2.jpg|thumb|none|600px|The PFC9 now modified with Trijicon RMR, compensator, and weaponlight.]]&lt;br /&gt;
[[File:RoN PFC9 idle.jpg|thumb|none|600px|The PFC9 in the greenlit shooting range.]]&lt;br /&gt;
[[File:RoN PFC9 magcheck.jpg|thumb|none|600px|Checking the remaining ammunition in his PFC9, note the &amp;quot;JAPAN&amp;quot; marking in-place of the &amp;quot;AUSTRIA&amp;quot; normally found on Glock mags.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Tactical== &lt;br /&gt;
The [[Heckler &amp;amp; Koch USP Tactical]] appears in-game as the &amp;quot;USP45&amp;quot; (previously named &amp;quot;USP Tactical&amp;quot;), fitted with a pair of Heinie SlantPro luminous sights. The middle ground between the Glock 19 and the M45A1, this is for dealing with targets in 1-2 shots without worrying about slim mag sizes. &lt;br /&gt;
[[Image:Hk-usp45tac.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Tactical - .45 ACP]]&lt;br /&gt;
[[File:RoN USP45 gunbench.jpg|thumb|none|600px|The USP45 waiting for modification.]]&lt;br /&gt;
[[File:RoN USP45 gunbench2.jpg|thumb|none|600px|The USP45, kitted out with a Silencerco Osprey and weaponlight.]]&lt;br /&gt;
[[File:RoN USP45 idle.jpg|thumb|none|600px|Holding the USP Tactical.]]&lt;br /&gt;
[[File:RoN USP45 ADS.jpg|thumb|none|600px|Aiming at a target, making use of the luminescent night sights in a low light section of the shoot house.]]&lt;br /&gt;
[[File:RoN USP45 reload1.jpg|thumb|none|600px|Dropping the magazine after emptying the USP.]]&lt;br /&gt;
[[File:RoN USP45 reload2.jpg|thumb|none|600px|Inserting a new magazine and thumbing the slide release.]]&lt;br /&gt;
&lt;br /&gt;
==Kimber Custom TLE II==&lt;br /&gt;
A [[Kimber Custom TLE II]] was added in version 1.0.&lt;br /&gt;
[[File:Kimber Custom TLE II pistol left side.jpg‎|thumb|350px|none|Kimber Custom TLE II - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P229 Legion==&lt;br /&gt;
The [[SIG-Sauer P229|SIG-Sauer P229 Legion]] was added as part of the Adam update in November 2022, it is known as the &amp;quot;M11 Compact&amp;quot;.&lt;br /&gt;
[[File:E29R-9-LEGION-R2.jpg|thumb|none|350px|SIG-Sauer P229 Legion (2022 version, optic ready) - 9x19mm]]&lt;br /&gt;
[[File:RoN P229 menu.jpg|thumb|none|600px|The P229 at the bench for mandatory customization.]]&lt;br /&gt;
[[File:RoN P229 idle.jpg|thumb|none|600px|The P229 at the ready inside of the firing range.]]&lt;br /&gt;
[[File:RoN P229 draw.jpg|thumb|none|600px|Cocking the hammer as part of the draw animation.]]&lt;br /&gt;
[[File:RoN P229 ads.jpg|thumb|none|600px|Aiming the sights.]]&lt;br /&gt;
[[File:RoN P229 reload.jpg|thumb|none|600px|Inserting a magazine in an empty reload.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9-N==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet MP9-N]] appears in ''Ready or Not'' simply as the &amp;quot;MP9&amp;quot;, and was added as part of the 28 June 2022 patch (EA 21474).&lt;br /&gt;
[[File:BuT MP9N.jpeg|thumb|none|400px|Brügger &amp;amp; Thomet MP9-N with Aimpoint Micro TL sight - 9x19mm]]&lt;br /&gt;
[[File:RoN MP9 gunbench.jpg|thumb|none|600px|The MP9 without any attachments.]]&lt;br /&gt;
[[File:RoN MP9 gunbench2.jpg|thumb|none|600px|The MP9 with its unique silencer, Trijicon SRO and laser module.]]&lt;br /&gt;
[[File:RoN MP9 idle.jpg|thumb|none|600px|The MP9 in the player characters hands.]]&lt;br /&gt;
[[File:RoN MP9 ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:RoN MP9 magcheck.jpg|thumb|none|600px|Magazine check.]]&lt;br /&gt;
[[File:RoN MP9 reload1.jpg|thumb|none|600px|Tactical reload, with magazine retention.]]&lt;br /&gt;
[[File:RoN MP9 reload2.jpg|thumb|none|600px|The player character actuating the bolt release after replacing an empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet SPC9==&lt;br /&gt;
A [[Brügger &amp;amp; Thomet SPC9]] with a full-auto fire control group and a telescoping stock was added as part of the Adam update in November 2022. It is designated as the &amp;quot;SPC9&amp;quot;.&lt;br /&gt;
[[File:SPC9 telescoping.jpg|thumb|none|450px|Brügger &amp;amp; Thomet SPC9 with telescoping stock - 9x19mm]]&lt;br /&gt;
[[File:RoN SPC9 menu.jpg|thumb|none|600px|The SPC9 in-game, laying down.]]&lt;br /&gt;
[[File:RoN SPC9 idle.jpg|thumb|none|600px|The SMG in first person view.]]&lt;br /&gt;
[[File:RoN SPC9 draw.jpg|thumb|none|600px|Drawing the stock and charging the handle.]]&lt;br /&gt;
[[File:RoN SPC9 ads.jpg|thumb|none|600px|Checking the sights, nothing too special about it.]]&lt;br /&gt;
[[File:RoN SPC9 reload.jpg|thumb|none|600px|Tactical reload, with a big &amp;quot;SPC&amp;quot; marking to confirm its identity.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] was added with the Adam update in November 2022. Prior to this, it was available only through suspects and through mods that reintroduce cut content under a different model.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:RoN P90TR menu.jpg|thumb|none|600px|The P90 at the gunbench weapon customization menu, now officially available for police officers.]]&lt;br /&gt;
[[File:RoN P90TR idle.jpg|thumb|none|600px|The P90 at the firing range; unfortunately, the magazines are still rendered opaque instead of being transparent as with the real deal.]]&lt;br /&gt;
[[File:RoN P90TR draw.jpg|thumb|none|600px|Equipping the P90 involves pulling the magazine out of the way to see the chamber, before racking the bolt to confirm that its loaded.]]&lt;br /&gt;
[[File:RoN P90TR ads.jpg|thumb|none|600px|Aiming though the sights of the TR variant.]]&lt;br /&gt;
[[File:RoN P90TR reload.jpg|thumb|none|600px|In an attempt to distance itself from typical first person shooter games featuring the P90, the SWAT operator flings the empty magazine out to the targets as its audience.]]&lt;br /&gt;
[[File:Readyornotvgp90easteregg.jpg|thumb|none|600px|An easter egg on the right side of the magazine.]]&lt;br /&gt;
[[File:RoN P90 evidence.jpg|thumb|none|600px|A P90 dropped by a high-level suspect in an unfortunately dark spot prior to its availability in the Adam update. It was fitted with what appear to be Troy folding iron sights. Note the unlike the player's P90 (but like the pre-Adam game files P90—see talk page), this P90 has no side rails.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5/10==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5/10 and MP5/40|H&amp;amp;K MP5/10]] appears in ''Ready or Not'' as the &amp;quot;MP5/10MM&amp;quot;, and was added as part of the 28 June 2022 patch (EA 21474). The in-game model features the KAC MP5 RAS handguard and wraparound toprail mount that attaches at the rear of the handguard's side rails.&lt;br /&gt;
[[File:MP5-10-retractable.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5/10 with 3-round burst trigger group and retractable stock - 10x25mm Auto]]&lt;br /&gt;
[[File:RoN MP5-10 gunbench.jpg|thumb|none|600px|The MP5/10 on the gunbench. Knight's Armament is now &amp;quot;Paladin Ordnance&amp;quot;.]]&lt;br /&gt;
[[File:RoN MP5-10 (1).jpg|thumb|none|600px|Both the MP5/10 and A3 have a draw animation that starts with the stock being extended and the locked-back bolt is smacked into battery.]]&lt;br /&gt;
[[File:RoN MP5-10 (2).jpg|thumb|none|600px|Getting the flank on a cardboard target with the 10mm SMG.]]&lt;br /&gt;
[[File:RoN MP5-10 (3).jpg|thumb|none|600px|It aims with the same signature HK drum and hooded sights.]]&lt;br /&gt;
[[File:RoN MP5-10 (4).jpg|thumb|none|600px|Tacticooly-reloading with both mags grasped together. Note the selector set to burst here.]]&lt;br /&gt;
[[File:RoN MP5-10 (5).jpg|thumb|none|600px|Reloading from empty - note the bolt catch is dropped outwards here.]]&lt;br /&gt;
[[File:RoN MP5-10 (6).jpg|thumb|none|600px|Pressing the bolt release - the charging handle slides back on the bolt as the new mag is loaded.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3|H&amp;amp;K MP5A3]] appears in ''Ready or Not'' simply as the &amp;quot;MP5A3&amp;quot;, and was added as part of the 28 June 2022 patch (EA 21474). The in-game model has the Picatinny top claw mount and the KAC MP5 RAS handguard.&lt;br /&gt;
[[File:MP5A3RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5-N with Navy trigger group, threaded muzzle, railed handguard, RIS foregrip, and M68 Aimpoint red dot scope - 9x19mm]]&lt;br /&gt;
[[File:RoN MP5A3 gunbench.jpg|thumb|none|600px|The MP5A3 in game. The magazines appear to be a bit more curved than in reality.]]&lt;br /&gt;
[[File:RoN MP5A3 gunbench2.jpg|thumb|none|600px|The MP5A3 with various doodads.]]&lt;br /&gt;
[[File:RoN MP5A3 (1).jpg|thumb|none|600px|Smacking the charging handle in the MP5A3's deployment animation.]]&lt;br /&gt;
[[File:RoN MP5A3 (2).jpg|thumb|none|600px|The MP5A3 with the KAC broomhandle grip and the weaponlight.]]&lt;br /&gt;
[[File:RoN MP5A3 (3).jpg|thumb|none|600px|Setting the selector to semi-auto. The HK pictograms used for the HUD fire selector are also visible here.]]&lt;br /&gt;
[[File:RoN MP5A3 (4).jpg|thumb|none|600px|Ammo-checking the magazine.]]&lt;br /&gt;
[[File:RoN MP5A3 (5).jpg|thumb|none|600px|Locking the MP5's bolt back...]]&lt;br /&gt;
[[File:RoN MP5A3 (6).jpg|thumb|none|600px|...reloading a new magazine (due to a technical limitation, new mags lack rounds during the empty reload)...]]&lt;br /&gt;
[[File:RoN MP5A3 (7).jpg|thumb|none|600px|..and batting the bolt home.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A4]] appears in ''Ready or Not'', incorrectly named the &amp;quot;MP5A2&amp;quot; despite the Navy A4 trigger pack. It also is occasionally used by AI suspects. The MP5A4 reload animation is missing the notorious &amp;quot;H&amp;amp;K Slap&amp;quot;, the SWAT operators instead opting to palm the bolt and drop it down rather than outright smack it. The seemingly boring SMG option, the MP5's controllable full auto fire and 3-round burst make it a perfect low risk scenario choice.&lt;br /&gt;
[[File:H&amp;amp;KMP5A4.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A4 - 9x19mm]]&lt;br /&gt;
[[File:RoN MP5A2 gunbench.jpg|thumb|none|600px|The MP5A4 with no attachments.]]&lt;br /&gt;
[[File:RoN MP5A2 gunbench2.jpg|thumb|none|600px|A customized MP5A4.]]&lt;br /&gt;
[[File:RoN MP5A4 menu.jpg|thumb|none|600px|A SWAT operator holds an MP5A4 in the loadout menu.]]&lt;br /&gt;
[[File:RoN MP5A4 idle.jpg|thumb|none|600px|Holding the MP5A4 in the shoothouse.]]&lt;br /&gt;
[[File:RoN MP5A4 ads.jpg|thumb|none|600px|Aiming the MP5A4.]]&lt;br /&gt;
[[File:RoN MP5A4 reload.jpg|thumb|none|600px|Empty reload.]]&lt;br /&gt;
[[File:RoN MP5A4 mi menu.jpg|thumb|none|600px|The MP5 in the weapon customization menu in the Feb 28 2022 version of ''Ready or Not'', equipped with Midwest Industries MLOK handguard and KAC foregrip. In the Jun 29 version, all foregrip options for the weapon aside from a Surefire 328LMF-B handguard were removed, meaning that it is no longer possible to have an MP5A4 set up like this in-game.]]&lt;br /&gt;
[[File:RoN MP5A4 mi magcheck.jpg|thumb|none|600px|Reloading the now-unused MLOK-equipped MP5.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A2]] was added with the Adam update in November 2022. It appears as the &amp;quot;MP7&amp;quot; as with most games, although it is modeled after the A2 version.&lt;br /&gt;
[[File:MP7A2.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:RoN MP7A2 menu.jpg|thumb|none|600px|The MP7 on the gunbench, stripped off from its RAL8000 &amp;quot;tan&amp;quot; finish.]]&lt;br /&gt;
[[File:RoN MP7A2SD menu.jpg|thumb|none|600px|Tens of seconds later, the sights of the MP7 can be folded down into &amp;quot;pistol&amp;quot; configuration and the MP7 itself is fitted with its H&amp;amp;K SD sound suppressor.]]&lt;br /&gt;
[[File:RoN MP7A2 idle.jpg|thumb|none|600px|Holding the MP7 at the range.]]&lt;br /&gt;
[[File:RoN MP7A2 draw.jpg|thumb|none|600px|Equipping the MP7 by extending the stock and pulling the rear charging handle.]]&lt;br /&gt;
[[File:RoN MP7A2 ads.jpg|thumb|none|600px|The MP7's iron sights in its standard configuration.]]&lt;br /&gt;
[[File:RoN MP7A2 reload.jpg|thumb|none|600px|Inserting a new magazine through the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] appears in ''Ready or Not''. In a rarely seen bit of realism, the player character uses the bolt release on empty instead of the charging handle like in most games. With a slow ROF and a high climb rate, the UMP is a powerful piece if you can keep it controlled. As of the 1.0 update, the UMP45 now has a 3 o'clock rail. The ability to fold the SMG's stock has unfortunately been removed. For the older version, see the ''Discussion'' page.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP45 01 equip.jpg|thumb|none|600px|Drawing the UMP45 - the officer flicks off the safety and charges the UMP (although the selector is already set to semi-auto and doesn't actually move during this animation).]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP45 02 selector.jpg|thumb|none|600px|Flicking the selector to full-auto.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP45 03 idle.jpg|thumb|none|600px|Holding the UMP45 on Kawayu Beach.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP45 04 inspect.jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP45 05 reload1.jpg|thumb|none|600px|Pushing the magazine release lever, grabbing the magazine in the gun, and holding a new magazine. This tactical reload is fairly similar to ''Modern Warfare 2019'''s SMG-45, with both magazines somewhat awkwardly clasped together.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP45 06 reload1.jpg|thumb|none|600px|About to load a &amp;quot;new&amp;quot; magazine; due to a bug, both the UMP45 and UMP9 have empty magazine models when reloading from empty.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP45 07 reload2.jpg|thumb|none|600px|The officer using the IP joint of his thumb to press the bolt release.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP45 08 NPC1.jpg|thumb|none|600px|A &amp;quot;Mindjot&amp;quot; security guard armed with the UMP45. They are the main users of the SMG in-game, although the weapon will occasionally spawn in the hands of guards (possibly disguised Bolton Security) at Brixley Talent Time.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP45 09 NPC2.jpg|thumb|none|600px|Closeup of the bolt, which has correct markings minus the company name. &amp;quot;HaKa&amp;quot; seems to be the in-universe version of HK, with the name being an acronym for 'Hartmann &amp;amp; Karl GmbH&amp;quot;.]]&lt;br /&gt;
[[File:ReadyOrNot UMP45 markings2.jpg|thumb|none|600px|Closeup of the markings on the other side. Like many other weapons in Ready or Not, the UMP45's serial number has a Girl's Frontline reference; 404-000103 (Squad 404/T-Doll No. 103). Unfortunately the devs opted for the opaque version of the magazine instead of the windowed version (which is also the version seen in Girl's Frontline for both the UMP45 and UMP9).]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP9==&lt;br /&gt;
The 9mm variant of the UMP was added in version 1.0. It shares most of the animations with the UMP45.&lt;br /&gt;
[[File:UMP9 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP9 - 9x19mm]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP9 01 equip.jpg|thumb|none|600px|Chambering the UMP9 while spawning in, as before the selector doesn't move from safe as it is already set to semi-auto.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP9 02 selector.jpg|thumb|none|600px|Flicking the fun switch to full auto.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP9 03 idle.jpg|thumb|none|600px|Idle with the SMG.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP9 04 aim.jpg|thumb|none|600px|The iron sights are identical to the ones on the UMP45.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP9 05 reload1.jpg|thumb|none|600px|Performing a tactical reload after firing at not-Santa Monica Pier.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP9 06 reload2.jpg|thumb|none|600px|Again, reloading from empty has a bug where the empty magazine model is used.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP9 07 reload3.jpg|thumb|none|600px|Thumbing the bolt.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP9 08 NPC1.jpg|thumb|none|600px|&amp;lt;strike&amp;gt;Kevin Nguyen&amp;lt;/strike&amp;gt; Vinh &amp;quot;Vinny&amp;quot; Tran will occasionally spawn with the UMP9. He appears to be the only suspect who uses the weapon.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP9 09 NPC2.jpg|thumb|none|600px|Close up of the bolt. As mentioned before the markings are correct, minus the fictionalized company name.]]&lt;br /&gt;
[[File:ReadyOrNot UMP9 markings2.jpg|thumb|none|600px|Also as mentioned before, the serial number is a reference to the Girl's Frontline T-Doll of the same name; 404-000101 (Squad 404/T-Doll No. 101). Also note that in third person the selector will always be depicted in semi-auto, regardless of what the user has actually set it to.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] appears in ''Ready or Not'', as the last of the current selectable SMGs in-game, as well as a suspect weapon. Faster reload than the MP5, a little bit smaller but a lot faster, the MPX is a potent piece in the right hands.&lt;br /&gt;
[[File:MPX Gen1.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 1 - 9x19mm]]&lt;br /&gt;
[[File:RoN MPX gunbench.jpg|thumb|none|600px|Bone stock MPX in the modification menu.]]&lt;br /&gt;
[[File:RoN MPX gunbench2.jpg|thumb|none|600px|Now kitted out with an Aimpoint T2, MAWL IR laser, and an angled foregrip.]]&lt;br /&gt;
[[File:RoN MPX idle.jpg|thumb|none|600px|The SIG MPX in the killhouse.]]&lt;br /&gt;
[[File:RoN MPX ADS.jpg|thumb|none|600px|The sight picture of the handy Trijicon SRO.]]&lt;br /&gt;
[[File:RoN MPX reload1.jpg|thumb|none|600px|Tactical reloading of the MPX, with mag retention.]]&lt;br /&gt;
[[File:RoN MPX reload2.jpg|thumb|none|600px|Reloading from empty, note the bolt release paddle sticking out.]]&lt;br /&gt;
[[File:RoN MPX reload3.jpg|thumb|none|600px|Sending the bolt home after inserting the fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
Shotguns in ''Ready or Not'' can use less-lethal beanbag rounds, slugs, and buckshot.&lt;br /&gt;
&lt;br /&gt;
==Benelli M4==&lt;br /&gt;
The [[Benelli M4]] appears in ''Ready or Not'' simply as the &amp;quot;M4 SUPER 90&amp;quot;. A high speed shotgun, the Benelli is good for laying down pellets as fast as possible. It is also used by high-level suspects.&lt;br /&gt;
[[Image:M4Super90.jpg|thumb|none|450px|Benelli M4 Super 90 with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[File:RoN M4super90 gunbench.jpg|thumb|none|600px|The Benelli M4, ready for modifying.]]&lt;br /&gt;
[[File:RoN M4super90 gunbench2.jpg|thumb|none|600px|The Benelli with a Trijicon RMR, flashlight and choke.]]&lt;br /&gt;
[[File:RoN M4super90 idle.jpg|thumb|none|600px|The LSPD SWAT officer wields his Benelli M4, equipped with a weaponlight.]]&lt;br /&gt;
[[File:RoN M4super90 ADS.jpg|thumb|none|600px|Aiming at one of the target silhouettes set up in the shoot house.]]&lt;br /&gt;
[[File:RoN M4super90 magtubecheck.jpg|thumb|none|600px|Pressing a thumb into the magazine tube.]]&lt;br /&gt;
[[File:RoN M4super90 reload1.jpg|thumb|none|600px|Bolt locked back on last shot, the officer drops a fresh 12 gauge buckshot shell into the chamber.]]&lt;br /&gt;
[[File:RoN M4super90 reload2.jpg|thumb|none|600px|Flipping the shotgun over to slot new shells into the magazine tube, competition style.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli Supernova Tactical==&lt;br /&gt;
The [[Benelli Supernova Tactical]] was added in version 1.0.&lt;br /&gt;
[[File:Benelli Supernova pistol grip.jpg|thumb|none|450px|Benelli Supernova Tactical with pistol grip stock combination - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 1301 Tactical==&lt;br /&gt;
The [[Beretta 1301]] appears in ''Ready or Not'' as the &amp;quot;B1301&amp;quot;, and was added as part of the 28 June 2022 patch (EA 21474). The gun features a supporter-only version called &amp;quot;B1301 ENTRYMAN&amp;quot; (known in earlier official materials as &amp;quot;FBI-HRT Edition&amp;quot;).&lt;br /&gt;
[[Image:Beretta 1301 Tactical pistol grip.jpg|thumb|none|450px|Beretta 1301 Tactical with pistol grip - 12 gauge]]&lt;br /&gt;
[[File:RoN B1301 render.jpg|thumb|none|600px|Official render image of the Beretta 1301 Tactical.]]&lt;br /&gt;
[[File:RoN Beretta1301 gunbench.jpg|thumb|none|600px|The Beretta 1301 Tactical shotgun. This is the base game version, denoted by its black furniture and non cerakote finish.]]&lt;br /&gt;
[[File:RoN Beretta1301 idle.jpg|thumb|none|600px|Beretta 1301 at hand.]]&lt;br /&gt;
[[File:RoN Beretta1301 ADS.jpg|thumb|none|600px|Ghost ring sights aimed at the door.]]&lt;br /&gt;
[[File:RoN Beretta1301 magcheck.jpg|thumb|none|600px|Checking the magazine tube.]]&lt;br /&gt;
[[File:Ron Beretta1301 reload1.jpg|thumb|none|600px|Bolt locked back, dump a fresh shell into the chamber.]]&lt;br /&gt;
[[File:RoN Beretta1301 reload2.jpg|thumb|none|600px|Slipping more buckshot shells into the tube.]]&lt;br /&gt;
[[File:RoN B1301 fbi render.jpg|thumb|none|600px|Official render image of the &amp;quot;B1301 ENTRYMAN&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS Masterkey==&lt;br /&gt;
The [[Remington 870 MCS Masterkey]] appears as a tactical device under the name &amp;quot;Breaching Shotgun&amp;quot;, replacing the Mossberg 500 Cruiser that was depicted in this role during Early Access. Like the name suggests, it's one of the three options for breaching doors, less lethal to the targets of the room than C2 charges, but faster than kicking it down. It's borderline unusable as an actual weapon, as breaching rounds are frangible projectiles that quickly disintegrate after being fired.&lt;br /&gt;
[[File:Remington 870 MCS MK.jpg|thumb|none|400px|Remington 870 MCS Masterkey - 12 Gauge]]&lt;br /&gt;
[[File:RON 870MCSBreacher 0.jpg|thumb|none|600px|Holding the 870 MCS Masterkey. The shotgun does not have sights of any kind, nor can it accept any attachments, though it is able to use the canted shooting stance available to all weapons in the game.]]&lt;br /&gt;
[[File:RON 870MCSBreacher 1.jpg|thumb|none|600px|Checking the empty chamber.]]&lt;br /&gt;
[[File:RON 870MCSBreacher 2.jpg|thumb|none|600px|Shoving in a breaching round on an empty reload...]]&lt;br /&gt;
[[File:RON 870MCSBreacher 3.jpg|thumb|none|600px|...and topping up the empty magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Combat CQB==&lt;br /&gt;
The Wilson Combat CQB shotgun, a customized [[Remington Model 870]], appears as the &amp;quot;870 CQB&amp;quot;. A classic police issue weapon, powerful on light targets and still useful once armor gets involved.&lt;br /&gt;
[[File:Wilson Combat CQB.jpg|thumb|450px|none|Wilson Combat CQB - 12 gauge]]&lt;br /&gt;
[[File:RoN 870 gunbench.jpg|thumb|none|600px|The Wilson Combat CQB on the gun bench.]]&lt;br /&gt;
[[File:RoN 870 gunbench2.jpg|thumb|none|600px|Now with an Aimpoint T2, muzzle brake and the capability to use the integrated weaponlight on the pump handle.]]&lt;br /&gt;
[[File:RoN 870 idle.jpg|thumb|none|600px|LSPDs finest with his fancy 870, fitted here with an Aimpoint T2.]]&lt;br /&gt;
[[File:RoN 870 ADS.jpg|thumb|none|600px|Lining up a shot with the modified Wilson Combat.]]&lt;br /&gt;
[[File:RoN 870 magcheck.jpg|thumb|none|600px|The magcheck here is performed by pulling the pump back to check the breech.]]&lt;br /&gt;
[[File:RoN 870 reload1.jpg|thumb|none|600px|Inserting a new shell into the exposed chamber.]]&lt;br /&gt;
[[File:RoN 870 reload2.jpg|thumb|none|600px|Sliding fresh shells into the tube.]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Combat Less Lethal CQB==&lt;br /&gt;
The Wilson Combat Less Lethal CQB appears as the &amp;quot;Beanbag Shotgun&amp;quot;. While not as fast as either of the pepperball launchers, the Beanbag shotgun incapacitates targets regardless of them wearing a mask. &lt;br /&gt;
[[File:Wilson Combat Less Lethal CQB.jpg|thumb|450px|none|Wilson Combat Less Lethal CQB]]&lt;br /&gt;
[[File:RoN 870beanbag gunbench.jpg|thumb|none|600px|The Wilson Combat Less Lethal CQB laid out on the gun bench.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==Arsenal SLR-107UR==&lt;br /&gt;
A customized, select-fire-converted [[Arsenal AR|Arsenal SLR-107UR]] carbine was added as a SWAT weapon in the January 2022 update, under the name &amp;quot;SLR47&amp;quot;; it is fitted with an UltiMAK AKS-74U rail, a StormWerkz Scope Mount adapter on the rear sight, an ALG trigger, an aftermarket pistol grip and muzzle device, and as of 1.0, it has an extended fire selector lever (similar to the Krebs Custom MK VI Enhanced Safety). It feeds from 30-round Magpul AK PMags. A heavy hitter of a rifle, the SLR trades off accuracy in favor of close quarters punch with a surprisingly controllable full-auto.&lt;br /&gt;
[[File:SLR-107UR.jpg|thumb|none|450px|Arsenal SLR-107UR - 7.62x39mm]]&lt;br /&gt;
[[File:RoN AKMSU gunbench.jpg|thumb|none|600px|The &amp;quot;SLR47&amp;quot; on the gun bench; note the straighter ALG trigger.]]&lt;br /&gt;
[[File:RoN AKMSU gunbench2.jpg|thumb|none|600px|The AK pattern carbine with a Trijicon SRO, PBS-1 suppressor, AN/PEQ-15 IR laser, and angled foregrip.]]&lt;br /&gt;
[[File:RoN SLR47 render.jpg|thumb|none|600px|Official rendered image of the &amp;quot;SLR47&amp;quot; in-game model; aside from the serial number, the markings read &amp;quot;SLR 47UA&amp;quot; (effectively confirming its identity), and &amp;quot;Cal. 7.45x39mm&amp;quot; below that, seemingly indicating that someone wasn't sure whether they wanted a 7.62 or 5.45 AK.]]&lt;br /&gt;
[[File:RoN AKMSU (1).jpg|thumb|none|600px|Holding up a suspicious cardboard target with the Arsenal SLR carbine.]]&lt;br /&gt;
[[File:RoN AKMSU (2).jpg|thumb|none|600px|Sighting in the narrow Krinkov sights.]]&lt;br /&gt;
[[File:RoN AKMSU (3).jpg|thumb|none|600px|Ammo-checking the partially-expended AK PMag 30.]]&lt;br /&gt;
[[File:RoN AKMSU (4).jpg|thumb|none|600px|Reloads have both mags sandwiched together - if the spent one still has rounds, it is retained.]]&lt;br /&gt;
[[File:RoN AKMSU (5).jpg|thumb|none|600px|Underhand-charging the AK.]]&lt;br /&gt;
[[File:Ronslr107ur 1.jpg|thumb|none|600px|A &amp;quot;Mindjot&amp;quot; security contractor with the SLR.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] battle rifle appears in ''Ready or Not''. It is currently the most powerful weapon for the player to use bar the shotguns, useful for high-risk enviroments with large usage of armor.&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg‎ ‎|thumb|450px|none|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SA58.jpg|thumb|600px|none|A SWAT Officer holding an DSA SA58 OSW, mistaking himself for BOPE.]]&lt;br /&gt;
[[File:RoN SA58 gunbench.jpg|thumb|none|600px|The DSA SA58 with no attachments.]]&lt;br /&gt;
[[File:RoN SA58 gunbench2.jpg|thumb|none|600px|The SA58 now equipped with a scope, angled foregrip, AN/PEQ-15 IR laser, and Surefire muzzle brake. If you squint hard enough, you can make out the blurry Giessele logo on the scope mount.]]&lt;br /&gt;
[[File:RoN SA58 idle.jpg|thumb|none|600px|The DSA SA58 with SpectreDR and various other highspeed attachments in the shoothouse.]]&lt;br /&gt;
[[File:RoN SA58 ADS.jpg|thumb|none|600px|Scoped in.]]&lt;br /&gt;
[[File:RoN SA58 magcheck.jpg|thumb|none|600px|Mag check after a few rounds down range.]]&lt;br /&gt;
[[File:RoN SA58 reload1.jpg|thumb|none|600px|Tactical reload. The &amp;quot;DSA00106&amp;quot; serial number seems to be another ''Girls' Frontline'' reference, as 106 is the index number of the FAL T-Doll in GFL.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L CQC==&lt;br /&gt;
The [[FN SCAR-L CQC]] is added in the the January 2022 update under the name &amp;quot;MK16&amp;quot;, equipped with a Parker Mountain Machine Picatinny Rail Extension and a VLTOR Receiver Extension / Stock Adapter. Powerful, accurate and controllable, a good all-around rifle.&lt;br /&gt;
[[Image:SCAR-L CQC.jpg|thumb|450px|none|Third Generation FN SCAR-L CQC - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN Mk16 gunbench.jpg|thumb|600px|none|The SCAR-L in the weapon customization menu.]]&lt;br /&gt;
[[File:RoN Mk16 idle.jpg|thumb|600px|none|Holding the SCAR-L in the shoothouse.]]&lt;br /&gt;
[[File:RoN Mk16 ads.jpg|thumb|600px|none|Aiming the SCAR.]]&lt;br /&gt;
[[File:RoN SCAR-L (1).jpg|thumb|none|600px|Flicking to semi-auto.]]&lt;br /&gt;
[[File:RoN SCAR-L (2).jpg|thumb|none|600px|Swapping out STANAG magazines.]]&lt;br /&gt;
[[File:RoN Mk16 reload.jpg|thumb|600px|none|The empty reload - inserting fresh mag, then the bolt catch is tabbed. Note the almost correct Mk. 16 Mod 0 markings, bar the &amp;quot;Utica Arms&amp;quot; instead of FN stamp.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416A5]] assault rifle appears in ''Ready or Not''. It is modified with a Geissele 10.5&amp;quot; Super Modular Rail handguard, Magpul MBUS Pro sights, Magpul MOE Carbine Stock and a Raptor charging handle. Short but not too short, controllable to boot, the HK416 is a very handy rifle. As of 28 June 2022 patch (EA 21474), the in-game name for the HK416A5 was changed to &amp;quot;GA416&amp;quot;.&lt;br /&gt;
[[File:HK416A5 11.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 A5 with 11 inch barrel - 5.56x45mm]]&lt;br /&gt;
[[File:HK416 Geissele 14.5 SMR.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 fitted with Geissele Automatics 14.5 Super Modular Rail handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:HK416RONG.jpg|thumb|600px|none|A SWAT Officer holding a tacticool HK416, wondering how much of the department's budget went into these.]]&lt;br /&gt;
[[File:RoN HK416 gunbench.jpg|thumb|600px|none|The HK416 in the weapon customization menu. Note the full-length sight rail on the upper receiver and ambidextrous bolt release, both features first introduced on the A5.]]&lt;br /&gt;
[[File:RoN HK416 gunbench2.jpg|thumb|none|600px|Now fitted with an EOTech holo sight, BCM Gunfighter stubby vertical grip, AN/PEQ-15 IR laser, and Surefire SFMB-556 muzzle brake.]]&lt;br /&gt;
[[File:RoN HK416 idle.jpg|thumb|600px|none|The HK416 in the shoothouse.]]&lt;br /&gt;
[[File:RoN HK416 ads.jpg|thumb|600px|none|Aiming with the MBUS folding sights.]]&lt;br /&gt;
[[File:RoN HK416A5 (1).jpg|thumb|none|600px|Thumbing the 416's fire selector.]]&lt;br /&gt;
[[File:RoN HK416 reload.jpg|thumb|600px|none|The 416's tactical reload. Note the &amp;quot;HaKa&amp;quot; markings similar to &amp;quot;HK&amp;quot; can be seen. Also visible are &amp;quot;65-000404&amp;quot; serial numbers; like the M9's serial numbers, these are also references to ''Girls' Frontline''. &amp;quot;65&amp;quot; is the index number of the HK416 T-Doll character, and &amp;quot;404&amp;quot; is the name of the unit (Squad 404) that HK416 is a member of in the story.]]&lt;br /&gt;
[[File:RoN HK416A5 (2).jpg|thumb|none|600px|Reloading the 416 from empty, with the bolt release paddle sticking out.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is added in the the February 2022 update, equipped with a Brugger &amp;amp; Thomet quad rail handguard and KAC G36 flip-up sight with optic rail. The G36C was originally featured in the 2020 PVP build, where it had a different model.&lt;br /&gt;
[[File:Hkg36c.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN G36c menu.jpg|thumb|600px|none|The G36C in the weapon customization menu.]]&lt;br /&gt;
[[File:RoN G36c idle.jpg|thumb|600px|none|The G36C in the shoothouse.]]&lt;br /&gt;
[[File:RoN G36c ads.jpg|thumb|600px|none|Using the KAC Folding Sights.]]&lt;br /&gt;
[[File:RoN G36c reload.jpg|thumb|600px|none|Empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-16 CQB==&lt;br /&gt;
The [[Knight%27s_Armament_SR-15|Knight's Armament SR-16 CQB]] assault rifle appears in ''Ready or Not'', equipped with Magpul furniture and a set of KAC folding sights. The longest of the main assault rifles, the SR-16 leverages accuracy and controllability to compensate.&lt;br /&gt;
[[File:KAC_SR-16_CQB.jpg|thumb|none|450px|Knight's Armament SR-16 CQB – 5.56x45mm]]&lt;br /&gt;
[[File:SR16RONG.jpg|thumb|600px|none|A SWAT Officer holding a SR-16.]]&lt;br /&gt;
[[File:RoN KACSR16 gunbench.jpg|thumb|none|600px|The stock KAC SR-16.]]&lt;br /&gt;
[[File:RoN KACSR16 gunbench2.jpg|thumb|none|600px|The KAC SR-16 with Elcan SpectreDR 1-4x, Surefire muzzlebrake, BCM Gunfighter vertical stubby foregrip, and laser module.]]&lt;br /&gt;
[[File:RoN KACSR16 idle.jpg|thumb|none|600px|The KAC SR-16 fitted with an Aimpoint T2, BCM Gunfighter vertical grip, Surefire muzzle brake, and AN/PEQ-15 IR laser. Using certain foregrips, the player character will adopt a thumb over bore grip, as seen here.]]&lt;br /&gt;
[[File:RoN KACSR16 ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:RoN KACSR16 magcheck.jpg|thumb|none|600px|Checking a slightly depleted magazine. In a rare bit of detail for a videogame, all AR pattern rifles have a 3rd hole for an auto sear above the selector switch.]]&lt;br /&gt;
[[File:RoN KACSR16 reload1.jpg|thumb|none|600px|Tactical reload with magazine retention.]]&lt;br /&gt;
[[File:RoN KACSR16 reload2.jpg|thumb|none|600px|Reloading from empty after a full auto magazine dump. Note the bolt release paddle sticking out, and the fire selector switch set to &amp;quot;AUTO&amp;quot;.]]&lt;br /&gt;
[[File:RoN KACSR16 reload3.jpg|thumb|none|600px|Inserting a fresh magazine and pressing the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 0==&lt;br /&gt;
The [[Mk 18 Mod 0]] appears in ''Ready or Not'', referred to as the &amp;quot;MK18&amp;quot;. The in-game base model features a KAC RIS handguard and an LMT Crane stock; it also uses an LMT-style rear sight, though prior to the Adam update it instead used a standard carrying handle and was incorrectly designated the &amp;quot;M4A1&amp;quot;. Loud, flashy and effective, the Mk 18 is a compact rifle for the job. It is also used by high-level suspects.&lt;br /&gt;
[[File:M4A1CQBR.jpg|thumb|none|450px|Mk 18 Mod 0 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN Mk18 loadout.jpg|thumb|600px|none|A SWAT Officer holding the Mk 18 Mod 0 in the loadout screen. This is a pre-update image, with the &amp;quot;M4A1&amp;quot; name and carry handle.]]&lt;br /&gt;
[[File:RoN MK18adam menu.jpg|thumb|none|600px|The post-Adam Mk 18 Mod 0, having lost its carrying handle and gained the correct name.]]&lt;br /&gt;
[[File:RoN MK18adam draw.jpg|thumb|none|600px|Drawing the carbine...]]&lt;br /&gt;
[[File:RoN MK18adam idle.jpg|thumb|none|600px|...and then doing more or less nothing. Note that, in addition to the new rear sight, the Mk 18's model has been completely reworked. The biggest differences are with the better-proportioned charging handle.]]&lt;br /&gt;
[[File:RoN MK18adam ads.jpg|thumb|none|600px|Aiming; the LMT rear sight provides a near-identical sight picture to the original carrying handle. The forward assist and brass deflector are also improved from the pre-update model.]]&lt;br /&gt;
[[File:RoN MK18adam reload2.jpg|thumb|none|600px|Swapping mags on a non-empty reload.]]&lt;br /&gt;
[[File:RoN MK18adam reload1.jpg|thumb|none|600px|Smacking the bolt release on a fresh magazine.]]&lt;br /&gt;
[[File:RoN MK18 NPC1.jpg|thumb|none|600px|A school shooter with the pre-Adam MK 18 Mod 0 with carry handle.]]&lt;br /&gt;
[[File:RoN MK18 NPC2.jpg|thumb|none|600px|A member of the &amp;quot;Left Behind&amp;quot; domestic terrorist group (disguised as a Secret Service Agent) armed with the post-Adam MK 18 Mod 0. Note his chest rig seems inspired by the one from [https://www.imfdb.org/wiki/Heat#Colt_Model_733 Heat].]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Combat SBR Tactical==&lt;br /&gt;
The Wilson Combat SBR Tactical assault rifle appears in ''Ready or Not'' under the moniker &amp;quot;ARWC&amp;quot;. Quiet when suppressed and very effective against targets, the ARWC is a potent tool in the right hands. The weapon was initially named &amp;quot;SBR-300&amp;quot; and chambered in .300 Blackout, was renamed to &amp;quot;SBR-556&amp;quot; and changed to 5.56x45mm NATO in the January 2022 update, and was renamed again to &amp;quot;ARWC&amp;quot; in the February 2022 update.&lt;br /&gt;
[[File:Wilson Combat SBR Tactical.jpg|thumb|none|450px|Wilson Combat SBR Tactical - 5.56x45mm NATO/.300 Blackout]]&lt;br /&gt;
[[File:SBR30.jpg|thumb|600px|none|A SWAT Officer holding an Wilson Combat SBR Tactical, note the telltale markings on the grip and stock.]]&lt;br /&gt;
[[File:RoN WilsonCQB gunbench.jpg|thumb|none|600px|The Wilson Combat SBR Tactical on the gunbench. There is a visual bug where the gun will appear to float above the gunbench during weapon modifying.]]&lt;br /&gt;
[[File:RoN WilCom SBR (1).jpg|thumb|none|600px|As seen in first person view.]]&lt;br /&gt;
[[File:RoN WilCom SBR (2).jpg|thumb|none|600px|Checking the SBR's iron sights.]]&lt;br /&gt;
[[File:RoN WilCom SBR (3).jpg|thumb|none|600px|Performing a tactical mag swap.]]&lt;br /&gt;
[[File:RoN WilCom SBR (4).jpg|thumb|none|600px|And the empty reload - this is actually the fresh magazine being inserted, which is modeled empty.]]&lt;br /&gt;
&lt;br /&gt;
==BCM CQB-11==&lt;br /&gt;
The [[BCM rifle series|BCM CQB-11]] appears in ''Ready or Not'', fitted with LMT crane stock and Surefire WARCOMP flash hider. The weapon is an exclusive to Supporter Edition owners. It was formerly named &amp;quot;BCM Mk1&amp;quot; and was renamed to &amp;quot;Mk1 Carbine&amp;quot; after the January update.&lt;br /&gt;
[[File:BCM CQB 11 KMR-A.jpg|thumb|none|450px|BCM CQB-11 KMR-A10 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN CQB11 render.jpg|thumb|600px|none|Rendering image. &amp;quot;DCM&amp;quot; markings, similar to the real weapon's &amp;quot;BCM&amp;quot;, can be seen on the magazine well; this presumably stands for something like &amp;quot;Delta Company Manufacturing&amp;quot;, rather than &amp;quot;Dichloromethane&amp;quot; as some might assume.]]&lt;br /&gt;
[[File:RoN MK1rifle gunbench.jpg|thumb|none|600px|The BCM CQB-11 seen in the latest update of the gun modification menu.]]&lt;br /&gt;
[[File:R0N MK1rifle gunbench2.jpg|thumb|none|600px|The CQB-11 now kitted out with an EOtech holo sight, BCM Gunfighter stubby vertical grip, AN/PEQ-15 IR laser, and silencer.]]&lt;br /&gt;
[[File:RoN CQB11 menu.jpg|thumb|600px|none|The SWAT operator holds his CQB-11 in the loadout menu.]]&lt;br /&gt;
[[File:RoN CQB11 idle.jpg|thumb|600px|none|Wielding the CQB-11 in the shoothouse.]]&lt;br /&gt;
[[File:RoN CQB11 ads.jpg|thumb|600px|none|Aiming with the BCM / Troy mixed sights.]]&lt;br /&gt;
[[File:RoN CQB11 reload.jpg|thumb|600px|none|Thumbing the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Brownells BRN-180S 300 BLK==&lt;br /&gt;
The [[ArmaLite AR-18|Brownells BRN-180S 300 BLK]] is added in the the February 2022 update under the name &amp;quot;ARN-18&amp;quot;, equipped with a SIG-Sauer Minimalist Plus folding stock.&lt;br /&gt;
[[File:BRN-180S 300 BLK.jpg|thumb|none|450px|Brownells BRN-180S 300 BLK (mounted on BRN-180 Forged Lower) - .300 Blackout]]&lt;br /&gt;
[[File:RoN BRN180 gunbench.jpg|thumb|600px|none|The BRN-180S in the weapon customization menu. Note the handguard gap to allow easy access to the gas system (for quick adjustment for suppressor use), a feature found only on the BRN-180S 300 BLK.]]&lt;br /&gt;
[[File:RoN BRN180 gunbench2.jpg|thumb|none|600px|The BRN-180S with EOtech sight, MAWL IR laser, BCM Gunfighter vertical stubby grip, and Silencerco ASR muzzle brake.]]&lt;br /&gt;
[[File:RoN BRN180S idle.jpg|thumb|600px|none|The BRN-180S in the shoothouse.]]&lt;br /&gt;
[[File:RoN BRN180S ads.jpg|thumb|600px|none|Aiming with the backup sights.]]&lt;br /&gt;
[[File:RoN BRN-180S (1).jpg|thumb|none|600px|Changing out the aluminum magazines.]]&lt;br /&gt;
[[File:RoN BRN-180S (2).jpg|thumb|none|600px|Inserting a new one from empty.]]&lt;br /&gt;
[[File:RoN BRN180S reload.jpg|thumb|600px|none|Thumbing the BRN's bolt catch.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX==&lt;br /&gt;
The first-generation [[SIG-Sauer MCX|SIG-Sauer MCX SBR]] in 5.56x45mm was added in version 1.0, and features a telescoping stock. The markings on the rifle state it is manufactured by &amp;quot;SIC SUHL INC&amp;quot;. Note that much like other weapons in Ready or Not, the last three digits on the serial number make reference to the ''Girl's Frontline'' T-Doll of the same name.&lt;br /&gt;
[[File:SIG MCX 11.5.jpg|thumb|none|450px|SIG-Sauer MCX SBR with 11.5&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ReadyorNot 01 equip1.jpg|thumb|600px|none|First equipping the rifle; tilting the MCX while holding the adjustment button to let the stock fully extend...]]&lt;br /&gt;
[[File:ReadyorNot 02 equip2.jpg|thumb|600px|none|...and then racking the charging handle.]]&lt;br /&gt;
[[File:ReadyorNot 03 idle.jpg|thumb|600px|none|Holding the rifle near the US-Mexican border.]]&lt;br /&gt;
[[File:ReadyorNot 04 aim.jpg|thumb|600px|none|Sighting up a drone.]]&lt;br /&gt;
[[File:ReadyorNot 05 shoot.jpg|thumb|600px|none|Watching some lowres 5.56 casings eject out the MCX.]]&lt;br /&gt;
[[File:ReadyorNot 06 reload1.jpg|thumb|600px|none|Performing a tactical reload.]]&lt;br /&gt;
[[File:ReadyorNot 07 reload2.jpg|thumb|600px|none|Smacking the bolt release after reloading from empty.]]&lt;br /&gt;
[[File:ReadyorNot 08 empty.jpg|thumb|600px|none|Inspecting the empty magazine after running dry. Note the protruding bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS==&lt;br /&gt;
The &amp;quot;LVAR&amp;quot; is an integrally suppressed [[SIG-Sauer MCX VIRTUS|SIG-Sauer MCX VIRTUS SBR]] in .300 Blackout with some parts inspired by the SIG-Sauer Low Visibility Assault Weapon (LVAW). It was added in version 1.0.&lt;br /&gt;
&lt;br /&gt;
An announcement stated that it uses &amp;quot;an MCX gen 1 upper and gen 2 lower, with the rest being LVAW parts&amp;quot;. However, the upper receiver is actually from the second-generation MCX VIRTUS. It is fitted with an ALTRD handguard (which resembles that of the LVAW), and is depicted with the top Picatinny rail of the LVAW and earlier MCX prototypes, as opposed to the scalloped rail of later MCX models.&lt;br /&gt;
[[File:MCX VIRTUS SBR 9.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ALTRD VIRTUS.jpg|thumb|none|350px|ALTRD 10.5&amp;quot; handguard for SIG-Sauer MCX VIRTUS]]&lt;br /&gt;
&lt;br /&gt;
==Thales F90MBR==&lt;br /&gt;
The [[Thales F90|Thales F90MBR]] was added in version 1.0.&lt;br /&gt;
[[File:F90 MBR.jpg|thumb|none|450px|Thales F90MBR - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
Launchers in ''Ready Or Not'' are special weapons using specific ammo types depending on user choice. &lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] appears in ''Ready or Not'' simply as the &amp;quot;M320&amp;quot;. It was featured in the 2020 PVP Build, was removed from the game, and was then re-added in the March 2022 update. The M320 can be equipped as a primary long tactical device (cannot be modified via the gun bench), available with either Stinger balls, CS gas or flashbang grenades as options, carrying one in the pipe and 3 in reserve.&lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|none|350px|Heckler &amp;amp; Koch M320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[Image:RoN M320 loadout.jpg|thumb|none|600px|A SWAT officer carrying the M320 on his back in the loadout screen.]]&lt;br /&gt;
[[Image:RoN M320 idle.jpg|thumb|none|600px|The M320 in idle.]]&lt;br /&gt;
[[Image:RoN M320 ads.jpg|thumb|none|600px|Aiming down the sight. There is no functionality to the leaf sight.]]&lt;br /&gt;
[[Image:RoN M320 canted.jpg|thumb|none|600px|Canted view.]]&lt;br /&gt;
[[Image:RoN M320 check.jpg|thumb|none|600px|Checking the tube. Currently there are no different models for the three different 40mm shells, but rather one single model that seems to incorrectly resemble a standard HE round.]]&lt;br /&gt;
[[Image:RoN M320 reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL==&lt;br /&gt;
The [[Milkor MGL]] appears in the March 2022 update as a primary weapon, loaded with six flashbang grenades, trading a more reliable primary arm in favor of the ability to instantly flashbang a target.&lt;br /&gt;
&lt;br /&gt;
Pre-Early Access, it was claimed that the selectable grenade types for the MGL include non-lethal, rubber baton rounds, CS rounds, and smoke rounds, like &amp;lt;i&amp;gt;Ready or Not&amp;lt;/i&amp;gt;'s inspiration game ''[[S.W.A.T. 4]]''.&lt;br /&gt;
[[Image:MGL32.jpg|thumb|none|450px|Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:ReadyOrNot MilkorMGL.JPG|thumb|none|600px|Promotional art of the MGL Grenade Launcher with the Armson OEG reflex sight.]]&lt;br /&gt;
[[File:RoN MilkorMGL gunbench.jpg|thumb|none|600px|The Milkor MGL.]]&lt;br /&gt;
[[File:RoN MilkorMGL idle.jpg|thumb|none|600px|The rotary grenade launcher at hand.]]&lt;br /&gt;
[[File:RoN MilkorMGL ADS.jpg|thumb|none|600px|Aiming through the Armson OEG sight.]]&lt;br /&gt;
[[File:RoN MilkorMGL ammocheck.jpg|thumb|none|600px|Checking the cylinder. There is currently no system to allow for extra 40mm grenades, so there is no reload animation implemented in the public build of the game.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
Grenades in ''Ready or Not'' take up their own individual slots in the player character's inventory. They can be held in the player's hands until deployment and can be thrown underhanded or overhanded.&lt;br /&gt;
&lt;br /&gt;
==M7A3 CS Gas Grenade==&lt;br /&gt;
The [[M7 CS gas grenade]]s appears in-game as just the &amp;quot;CS Grenade&amp;quot;, although the markings explicitly state it's the A3 version. It releases CS gas, and incapacitates anyone not wearing a gas mask, including you and your teammates.&lt;br /&gt;
[[File:M7A3.jpg|thumb|none|200px|M7A3 CS gas grenade]]&lt;br /&gt;
[[Image:ReadyOrNotCSGrenade.JPG|thumb|none|600px|A preview image for the CS Grenade in ''Ready or Not''.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 Stun Grenade]] is a less-lethal grenade that explodes with a deafening noise and a blinding flash of light. &lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|none|200px|M84 stun grenade]]&lt;br /&gt;
[[Image:ReadyOrNotFlashBangGrenade.JPG|thumb|none|600px|A preview image for the Flashbang Grenade in ''Ready or Not''.]]&lt;br /&gt;
&lt;br /&gt;
==Model 9590 Stingball==&lt;br /&gt;
The [[Model 9590 Sting-Ball Grenade]] appears in-game as the &amp;quot;Stingball Grenade&amp;quot; and is another selectable throwable for the SWAT team to use. This operates in a similar fashion to a frag grenade, albeit filled with pellets of OC pepper instead of actual lead. While effective in incapacitating targets, or unsuspecting teammates, the grenade is also the most lethal of the three throwables.&lt;br /&gt;
[[File:Sting-ball.jpg|thumb|none|200px|Model 9590 sting-ball grenade]]&lt;br /&gt;
[[Image:ReadyOrNotStingballGrenade.JPG|thumb|none|600px|A preview image for the String Ball Grenade in ''Ready or Not''.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==VKS==&lt;br /&gt;
The VKS (Variable Kinetic System) compressed-air launcher by PepperBall (a brand name of United Tactical Systems) is added in the January 2022 update as the &amp;quot;R7 Launcher&amp;quot;. A semi-auto-only pepperball launcher, the VKS's rails allow for a degree of customization.&lt;br /&gt;
[[File:Pepperball VKS.jpg|thumb|400px|none|VKS]]&lt;br /&gt;
[[File:RoN VKSpepperball gunbench.jpg|thumb|none|600px|The PepperBall VKS on the gunbench in all its bright hi-vis orange glory.]]&lt;br /&gt;
[[File:RoN VKSpepperball gunbench2.jpg|thumb|none|600px|Plus attachments.]]&lt;br /&gt;
[[File:RoN VKS idle.jpg|thumb|none|600px|The pepperball launcher being put through its paces. Note the visual glitch of the face of the compressed air pressure valve sliding off and floating in mid air.]]&lt;br /&gt;
[[File:RoN VKS ADS.jpg|thumb|none|600px|The iron sights of the VKS.]]&lt;br /&gt;
[[File:RoN VKS magcheck.jpg|thumb|none|600px|Holding down &amp;quot;R&amp;quot; to check that the pepperball magazine is still in one piece.]]&lt;br /&gt;
[[File:RoN VKS reload1.jpg|thumb|none|600px|Ejecting the empty magazine.]]&lt;br /&gt;
[[File:RoN VKS reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Taser==&lt;br /&gt;
The [[Taser|M26 Taser]] makes an appearance in ''Ready or Not'' and simply named &amp;quot;TASER&amp;quot;, as a less-lethal sidearm option, incapacitating the targets it strikes. The game also features the Taser series' ability to be used as melee weapons by striking targets with its exposed contacts. It is also featured with its built-in laser module that can be switched on.&lt;br /&gt;
[[Image:AdvancedM26.jpg|thumb|none|300px|Advanced Taser M26]]&lt;br /&gt;
[[File:ReadyOrNotM26Taser.jpg|thumb|none|600px|Promotional art of a SWAT Officer deploying an M26 in his right hand.]]&lt;br /&gt;
[[File:RoN Taser loadout.jpg|thumb|none|600px|A SWAT Officer holding the M26 Taser in the loadout screen.]]&lt;br /&gt;
[[File:RoN Taser gunbench.jpg|thumb|none|600px|The M26 in the gun modification menu.]]&lt;br /&gt;
[[File:RoN Taser idle.jpg|thumb|none|600px|The M26 while idle.]]&lt;br /&gt;
[[File:RoN Taser ads.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:RoT Taser canted.jpg|thumb|none|600px|Canted aiming with laser on.]]&lt;br /&gt;
[[File:RoN Taser magcheck.jpg|thumb|none|600px|Checking the cartridge.]]&lt;br /&gt;
[[File:RoN Taser reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
The following list of weapons are featured in ''Ready or Not'' as non-usable weapons, instead are used by suspects, appear as pieces of evidence, or as booby traps. Several of these weapons were previously introduced as usable SWAT weapons in older builds of the game prior to the Early Access, but later removed for various reasons. It is likely that few of them are planned to be reintroduced once again as usable weapons in the future.&lt;br /&gt;
&lt;br /&gt;
==Handguns==&lt;br /&gt;
===Colt M1911===&lt;br /&gt;
An old-school [[Colt M1911A1]] appears as a suspect weapon in ''Ready or Not''.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:RoN M1911A1.jpg|600px|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18===&lt;br /&gt;
The [[Glock 18]] appears in-game rarely as an NPC sidearm, under the label &amp;quot;G18 AUTO&amp;quot;. &lt;br /&gt;
[[File:Glock18Ext.jpg|thumb|none|350px|Glock 18 (2nd Generation) with extended 31-round magazine - 9x19mm]]&lt;br /&gt;
[[File:RoN G18Auto.jpg|600px|thumb|none|A Glock 18 found in the post office level. It appears to be an actual Glock 18, and not a conversion, as evidenced by the slide mounted selector switch on.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 19 (Gen 4)===&lt;br /&gt;
Prior to the January 2022 update, the 4th Generation [[Glock 19]] was usable by the player under the &amp;quot;G19&amp;quot; name. It also was formerly seen in the hands of suspects, but after subsequent updates, both were replaced by the 5th Generation Glock 19. It is equipped with Glock aftermarket 3-dot night sights and OD Green frame. A version with a stovepipe malfunction still appears as evidence next to its deceased owners on the levels &amp;quot;Thank You, Come Again&amp;quot; and &amp;quot;Greased Palms&amp;quot;.&lt;br /&gt;
[[File:Glock19_Gen4.jpg|thumb|none|300px|Glock 19 (4th Generation) - 9x19mm]]&lt;br /&gt;
[[File:RoN G19g4 prop1.jpg|thumb|none|600px|A deceased armed civilian in the 4U diner with the pistol.]]&lt;br /&gt;
[[File:RoN G19g4 prop2.jpg|thumb|none|600px|A dead Los Locos Del Pacificos gangster with his Glock.]]&lt;br /&gt;
[[File:RoN G19g4 prop3.jpg|thumb|none|600px|Closeup, the &amp;quot;Glock&amp;quot; title was later updated to &amp;quot;Used Glock&amp;quot;. Note the primer incorrectly hasn't been struck.]]&lt;br /&gt;
&lt;br /&gt;
===Makarov PM===&lt;br /&gt;
The [[Makarov PM]] appears in ''Ready or Not'' simply as the &amp;quot;MAKAROV&amp;quot; and used by low-level suspects. Its appearance in America is odd given the Makarov's more commonly found with collectors in the states than criminal syndicates, although it could allude to the gun's commonality in black markets in places like Asia or England. &lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|300px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:MakarovIJ70.jpg|thumb|none|300px|Baikal IJ-70 (commercial variant of the Makarov PM) - .380 ACP]]&lt;br /&gt;
[[File:ReadyOrNotPPK.jpg|thumb|none|450px|An official promotional image showing off a Makarov. It appears to be nickel-plated, though this may just be the lighting.]]&lt;br /&gt;
[[File:FileReadyorNot Makarov 03.jpg|thumb|none|600px|A Russian mobster with the Makarov at the Caesar's Cars dealership.]]&lt;br /&gt;
[[File:ReadyorNot Makarov 01.jpg|thumb|none|600px|Presumably desperate due to the ammunition export ban, this man has resorted to stealing cash to fund his 9x18mm addiction.]]&lt;br /&gt;
[[File:ReadyorNot Makarov 02.jpg|thumb|none|600px|Other side of the pistol.]]&lt;br /&gt;
&lt;br /&gt;
===Walther PPQ===&lt;br /&gt;
The [[Walther PPQ]] appears as a suspect weapon.&lt;br /&gt;
[[File:Walther PPQ.jpg|thumb|none|300px|Walther PPQ M1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===Walther PP===&lt;br /&gt;
A [[Walther PP]] appears as a prop in game, in the form of a light gun meant for a retro console from its era.&lt;br /&gt;
[[File:Walther-PP-Post-War.jpg|thumb|none|350px|Walther PP Post-War - .32 ACP]]&lt;br /&gt;
[[File:RoN Walther PP.jpg|600px|thumb|none|Judge finds a light gun alongside a retro inspired console in the admin's office of the data center. Wonder if TOC will mind if he takes a break and plays a quick round of Duck Hunt? (Note the Ready or Not cartridge inserted).]]&lt;br /&gt;
&lt;br /&gt;
===SIG P250 Compact===&lt;br /&gt;
While currently an unused police weapon in the files, a [[SIG P250 Compact]], simply named &amp;quot;P250&amp;quot; in game, is seen used by most suspects in the recently added Los Suenos Postal Service level.&lt;br /&gt;
[[File:SIG P250c right.JPG|thumb|none|300px|SIG-Sauer P250 Compact - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RoN P250.jpg|600px|thumb|none|There are a surprising amount of these found upon most suspects in the post office. Others are usually armed with a Beretta 92FS, and the occasional M1911A1.]]&lt;br /&gt;
&lt;br /&gt;
===Beretta 92FS===&lt;br /&gt;
Originally available to the player prior to January 2022, a [[Beretta 92FS]] is now seen in the hands of suspects, incorrectly referred to as an &amp;quot;M9A1&amp;quot; in game. It was succeeded by the Beretta 92X Performance in the aforementioned update.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|300px|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:RoN 92FS.jpg|600px|thumb|none|Like mentioned above, the particular handgun is now repurposed as an suspect only weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===Calico M950===&lt;br /&gt;
The [[Calico M950]] was added in version 1.0 and strangely appears in the hands of low level suspects. &lt;br /&gt;
[[Image:CalicoM950.jpg‎|thumb|none|350px|Calico M950 semi-automatic pistol - 9x19mm]]&lt;br /&gt;
[[File:ReadyorNot CalicoM950 01.jpg|thumb|none|600px|A suspect with the big plastic on his hip.]]&lt;br /&gt;
[[File:ReadyorNot CalicoM950 02.jpg|thumb|none|600px|A different perp with the Calico.]]&lt;br /&gt;
[[File:ReadyorNot CalicoM950 03.jpg|thumb|none|600px|Aiming. Note the magazine correctly has the &amp;quot;9mm Only&amp;quot; marking, but instead of &amp;quot;Calico&amp;quot; being written on it, &amp;quot;Portinari&amp;quot; is written instead (perhaps referring to Candido Portinari?).]]&lt;br /&gt;
[[File:ReadyorNot CalicoM950 04.jpg|thumb|none|600px|Other side.]]&lt;br /&gt;
&lt;br /&gt;
===IMI Uzi===&lt;br /&gt;
The [[Uzi]] appears in ''Ready or Not'' simply as the &amp;quot;UZI&amp;quot;, commonly used by both low and high-level suspects. &amp;lt;!--Comments on gun performance present in previous versions of the page - was this available as a PVP build weapon?--&amp;gt;&lt;br /&gt;
[[File:Uzi.jpg|thumb|none|400px|Uzi - 9x19mm]]&lt;br /&gt;
[[File:ReadyOrNoTNEW GLOCK.jpg|thumb|none|600px|Pre-release image with an Uzi of a dead suspect on the floor.]]&lt;br /&gt;
[[File:RoN TEC-9 &amp;amp; Uzi.jpg|thumb|none|600px|The Uzi as seen in the current version of the game.]]&lt;br /&gt;
[[File:Ronthehanduzi 1.jpg|600px|thumb|none|A member of the terrorist cell &amp;quot;The Hand&amp;quot; with the Uzi.]]&lt;br /&gt;
&lt;br /&gt;
===Intratec TEC-9===&lt;br /&gt;
The [[TEC-9]] appears in ''Ready or Not'' simply as the &amp;quot;TEC-9&amp;quot; and commonly used by low-level suspects, including sometimes as a backup to another primary. &lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 (post-1987 version) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RoN TEC-9 &amp;amp; Uzi.jpg|thumb|none|600px|A TEC-9 and Uzi on the ground, belonging to some suspects that made the wrong decision.]]&lt;br /&gt;
[[File:Rontec9 1.jpg|thumb|none|600px|A gas station robber with the TEC-9.]]&lt;br /&gt;
[[File:Rontec9 2.jpg|thumb|none|600px|Ditto while aiming showing the other side.]]&lt;br /&gt;
&lt;br /&gt;
===Smith &amp;amp; Wesson 76===&lt;br /&gt;
The [[Smith &amp;amp; Wesson M76]] appears in ''Ready or Not'' simply as the &amp;quot;M76&amp;quot; and is used by high-level suspects.&lt;br /&gt;
[[Image:Sw76-1.jpg|thumb|none|450px|Smith &amp;amp; Wesson M76 with stock extended - 9x19mm‎]]&lt;br /&gt;
[[File:RoN M76.jpg|600px|thumb|none|Judge wondering whether or not he should stash one of these potentially cut weapons for himself before it's inevitably gone.]]&lt;br /&gt;
&lt;br /&gt;
===Walther MPL===&lt;br /&gt;
The [[Walther MPL]] appears in ''Ready or Not'' simply as the &amp;quot;MPL&amp;quot; and is used by high-level suspects, particularly those of Cherryessa Farm. It's a rather strange choice for the game given the MPL's not a common SMG, but it made a smidge of sense for Cherryessa's placeholder survivalists when they were on the map. The current suspects not so much.&lt;br /&gt;
[[File:Walther mpl 1.jpg|thumb|none|450px|Walther MPL with stock extended - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RoN MPL.jpg|600px|thumb|none|Found in the hands of some suspects in the farm level. A Walther MPL is the weapon of choice for some of these coyote brown clad paramilitary suspects that were repurposed player models from the 2020 PVP build]]&lt;br /&gt;
[[File:RoN MPL-2.jpg|600px|thumb|none|Another side of the world model from another dead suspect.]]&lt;br /&gt;
[[File:ReadyOrNot MPL 01.jpg|600px|thumb|none|One of the &amp;quot;Carriers of the Vine&amp;quot; cultists on Cherryessa Farm armed with an MPL.]]&lt;br /&gt;
[[File:ReadyOrNot MPL 02.jpg|600px|thumb|none|The other side.]]&lt;br /&gt;
[[File:ReadyOrNot MPL 03.jpg|600px|thumb|none|Close-up of the port. Instead of &amp;quot;Walther&amp;quot;, the text inside the logo says &amp;quot;Shadilay&amp;quot;, in reference to the song by PEPE.]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===12 Gauge Double Barreled Sawed-Off Shotgun===&lt;br /&gt;
A hammerless [[12 Gauge Double Barreled Shotgun|12 Gauge Double Barreled Sawed-Off Shotgun]] of unknown make and model is a common weapon used by low-level suspects.&lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Remington Spartan Sawed Off shotgun - 12 gauge]]&lt;br /&gt;
[[File:RoN Sawed off.jpg|600px|thumb|none|The sawed-off is always found on at least one suspect in the gas station. It's not entirely clear as to what particular weapon this side-by-side is modeled after, however.]]&lt;br /&gt;
[[File:Rondoublebarrel 1.jpg|600px|thumb|none|One of the gas station robbers with the shotgun.]]&lt;br /&gt;
&lt;br /&gt;
===Ithaca Model 37===&lt;br /&gt;
The [[Ithaca 37]] appears in ''Ready or Not'' as the &amp;quot;M37&amp;quot;. It is used by low and high-level suspects. &lt;br /&gt;
[[File:IthacaModel37.jpg|thumb|none|300px|Ithaca 37 Riot Version - 12 gauge]]&lt;br /&gt;
[[File:20231223012333 1.jpg|thumb|none|300px|A Russian mobster armed with the Ithaca Model 37 in the reworked Port Hokan. Note that he holds it as if it has a pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
===Izhmash KS-K===&lt;br /&gt;
The [[Saiga-12|Izhmash KS-K]] is used by mid level suspects, labelled in game as the &amp;quot;Saiga 12&amp;quot;.&lt;br /&gt;
[[File:Izhmash Ks-k.jpg|thumb|none|450px|Izhmash KS-K - 12 gauge]]&lt;br /&gt;
[[File:RoN Vepr12 evidence.jpg|thumb|none|600px|The KS-K shotgun as seen through NODS. Note the handguards and stock that identify it from the [[Vepr-12]].]]&lt;br /&gt;
&lt;br /&gt;
===Mossberg 590===&lt;br /&gt;
A full stocked version of the [[Mossberg 590]] is used by some suspects, dubbed the &amp;quot;M590-A&amp;quot;. It's found in the hands of some suspects on the Port Hokan and Caesar's Car Dealership, the latter including some devious &amp;quot;Non-Lethal&amp;quot; versions that fire beanbags.&lt;br /&gt;
[[File:Mossberg 590 Special.jpg|thumb|none|450px|Mossberg 590 &amp;quot;Special&amp;quot;- 12 gauge]]&lt;br /&gt;
[[File:RoN 590A1.jpg|600px|thumb|none|Having disabled its owner, Judge gazes upon a full stock 590 in the wild.]] &lt;br /&gt;
&lt;br /&gt;
===Remington 870===&lt;br /&gt;
A fix-stocked Remington 870 appears as a mid-level suspect weapon, marked as &amp;quot;870 CQB&amp;quot;.&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|thumb|none|450px|Remington 870 Express Tactical - 12 gauge]]&lt;br /&gt;
[[File:RoN 870 evidence.jpg|thumb|none|600px|The dropped 870 on the pavement of a car dealership, glad we noticed the different trigger guard as the low lighting makes it look like the 590s on the same map.]]&lt;br /&gt;
&lt;br /&gt;
===Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;===&lt;br /&gt;
The [[Winchester Model 1897|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;]] appears in ''Ready or Not'' and used by low-level suspects. The shotgun in-game is labeled as &amp;quot;M37&amp;quot;, presumably a development error mislabeling the shotgun as a reference to the [[Ithaca 37]].&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|thumb|450px|none|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge.]]&lt;br /&gt;
[[File:RoN M1897 suspect.jpg|thumb|none|600px|The Model 1897 in-game, dropped by a suspect with an affinity for WWII history.]]&lt;br /&gt;
[[File:ReadyOrNot 1897 01.jpg|thumb|none|600px|One of the &amp;quot;Carriers of the Vine&amp;quot; cultists on Cherryessa Farm armed with an 1897.]]&lt;br /&gt;
[[File:ReadyOrNot 1897 02.jpg|thumb|none|600px|Other side.]]&lt;br /&gt;
[[File:ReadyOrNot 1897 03.jpg|thumb|none|600px|Close-up of the port.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles==&lt;br /&gt;
===AKMN===&lt;br /&gt;
The [[AKM|AKMN]] appears in the hands of high level suspects. All of the AKMN models appear to have AK-47-like smooth dust covers.&lt;br /&gt;
[[File:AKMN.jpg|thumb|none|400px|AKMN - 7.62x39mm]]&lt;br /&gt;
[[File:RoN AKM sceneryprop.jpg|thumb|none|600px|A case of AKM rifles in the Wenderly Hotel stage. Note the AK-47 style wood grips.]]&lt;br /&gt;
[[File:RoN AKMN 01.jpg|thumb|none|600px|Wannabe [[Better Call Saul - Season 4|Lala Salamenca]], ''Miguel Ramirez'', with the AKMN at Caeser's Cars dealership.]]&lt;br /&gt;
[[File:RoN AKMN 02.jpg|thumb|none|600px|Other side of the rifle. Note the not-Izhevsk proof mark, with an exclamation point instead of arrow.]]&lt;br /&gt;
[[File:Ronthehandakm 2.jpg|600px|thumb|none|A &amp;quot;The Hand&amp;quot; terrorist aiming his AKMN in the level &amp;quot;Relapse&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===AK-101===&lt;br /&gt;
The [[AK-101]], which previously appeared in the 2020 PVP build, appears exclusively in the hands &amp;quot;The Hand&amp;quot; during the &amp;quot;Neon Tomb&amp;quot; nightclub level. They are all outfitted with TDI Arms handguards, although they lack attachments.&lt;br /&gt;
[[File:AK101.jpg|thumb|none|400px|AK-101 - 5.56x45mm]]&lt;br /&gt;
[[File:ReadyOrNot AK74M 01.jpg|600px|thumb|none|He isn't here to party.]]&lt;br /&gt;
[[File:ReadyOrNot AK74M 02.jpg|600px|thumb|none|One of the terrorists inspects the other side of his AK-101. Note in some of the idle voice lines, members of the terror cell will complain about their weapons being sub-standard and jamming, though the weapons jamming isn't seen during gameplay.]]&lt;br /&gt;
&lt;br /&gt;
===AK-103===&lt;br /&gt;
The [[AK-103]] appears in the hands of Russian mobsters in the &amp;quot;Buy Cheap, Buy Twice&amp;quot; level and occasionally in the &amp;quot;Keepers of the Vine&amp;quot; level. It was previously seen on the pre-1.0 &amp;quot;Hide and Seek&amp;quot; Port Hokan map. The models have fixed synthetic stocks, a feature of some American-made AK-103 clones that have fixed receiver rear trunnions.&lt;br /&gt;
[[File:KR-103.jpg|thumb|none|400px|Kalashnikov USA KR-103 - 7.62x39mm]]&lt;br /&gt;
[[File:ReadyorNot AK103 mobster1.jpg|thumb|none|600px|A mobster-mechanic with the AK-103 rifle.]]&lt;br /&gt;
[[File:ReadyorNot AK103 mobster2.jpg|thumb|none|600px|A tatted-up mobster with the rifle and its invisible flashlight.]]&lt;br /&gt;
[[File:ReadyorNot AK103 mobster3.jpg|thumb|none|600px|Closeup of the receiver. Note the lack of hardware used for folding the stock.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74U===&lt;br /&gt;
The [[AKS-74U]] is frequently seen in the hands of &amp;quot;The Hand&amp;quot; terrorists.&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:Ronaks74u 1.jpg|600px|thumb|none|A member of &amp;quot;The Hand&amp;quot; holds an AKS-74U. The magazine seems slightly shorter than a standard magazine but longer than a 20-round one.]]&lt;br /&gt;
[[File:RoN AKS74U hip.jpg|thumb|none|600px|A Russian mob mechanic smokes through his welding mask with the AKS-74U at his hip.]]&lt;br /&gt;
&lt;br /&gt;
===ArmaLite AR-180===&lt;br /&gt;
The [[ArmaLite AR-180]] appears in ''Ready or Not'' as a suspect-only weapon, used by low-level robbers on certain levels. A rather odd choice, as AR-180s are relatively uncommon and highly collectible rifles in the modern day.&lt;br /&gt;
[[File:Armalite-AR18.jpg|thumb|none|450px|ArmaLite AR-18 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN AR180.jpg|600px|thumb|none|After stopping one of the active shooters, Judge ponders on the fact that maybe some day the AR-180 will be a police weapon again. Perhaps the modding community will come to the rescue.]]&lt;br /&gt;
[[File:Ronar180 1.jpg|600px|thumb|none|A &amp;quot;Mariposa Lily Order&amp;quot; cult member holds the AR-180 (with his left hand clipping through the magazine). This appears to be their standard assault rifle.]]&lt;br /&gt;
[[File:Ronar180 2.jpg|600px|thumb|none|Ditto but on the left side.]]&lt;br /&gt;
[[File:Ar180ronpromoa.jpg|600px|thumb|none|Official promotional art featuring a MLO operative with the AR-180.]]&lt;br /&gt;
&lt;br /&gt;
===Colt CSR-1516===&lt;br /&gt;
A competition style [[AR-15]] is used by &amp;quot;Left Behind&amp;quot; terrorists in the &amp;quot;Ides of March&amp;quot; level and school shooters in the &amp;quot;Elephant&amp;quot; level. It most closely resembles the Colt CSR-1516, though with a standard receiver set rather than the competition style upper that lacks the dust cover and forward assist, and the lower's distinct trigger guard. They are always fitted with Aimpoint CompM2 red dot sights on risers.&lt;br /&gt;
[[File:ColtCSR1516iimage.jpg|thumb|400px|none|A CSR-1516 with 20-round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:ColtM4.jpg|thumb|none|400px|A Colt M4A1 for comparison - 5.56x45mm]]&lt;br /&gt;
[[File:Roncsr1516 1.jpg|thumb|600px|none|A member of &amp;quot;The Left Behind&amp;quot; domestic terrorist group with the CSR-1516. This appears to be their standard assault rifle in this level.]]&lt;br /&gt;
[[File:Roncsr1516 2.jpg|thumb|600px|none|Another member holds the gun, showcasing the left side of it.]]&lt;br /&gt;
[[File:RoNCSR1516 03.jpg|thumb|600px|none|One of the school shooters with the 1516, showing the standard AR-15 upper and lower.]]&lt;br /&gt;
&lt;br /&gt;
===M16A4===&lt;br /&gt;
The [[M16A4]] originally was available to the player, it seems that at one point in development it was later replaced in favor of the SR-16. It can be found as one of the rifles that needs to be secured in the Brisa Cove level. It can also occasionally be found by some suspects on Port Hokan.&lt;br /&gt;
[[File:M16A4Standard.jpg|thumb|none|460px|M16A4 standard configuration - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN M16A4.jpg|600px|thumb|none|Judge finds yet another piece of potential cut content, maybe he could also stash it like that S&amp;amp;W M76 he found earlier....]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G3A3===&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3]] appears in-game as an NPC weapon only, used specifically by the high level terrorist cell &amp;quot;The Hand&amp;quot;.&lt;br /&gt;
[[Image: HKG3A3.jpg|thumb|none|460px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Ron G3A3.jpg|600px|thumb|none|A G3A3 also found in the hospital level, fitted with a weapon light secured by hopes and dreams.]]&lt;br /&gt;
[[File:Ronthehandg3 1.jpg|600px|thumb|none|A member of &amp;quot;The Hand&amp;quot; runs with his G3.]]&lt;br /&gt;
[[File:Rong3 2.jpg|600px|thumb|none|Note the invisible flashlight with light still protruding from the barrel alongside his thumb clipping into the handguard.]]&lt;br /&gt;
&lt;br /&gt;
===FN FAL===&lt;br /&gt;
Succeeded by the SA-58 OSW, a standard FN FAL appears in game as a high-level suspect weapon, commonly used by the Russian mafiosos on the Port Hokan and Car Dealership levels.&lt;br /&gt;
[[File:FN FAL old.jpg|thumb|none|500px|FN FAL - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ReadyorNotFALThirdPersonPlaceHolder.jpeg|thumb|none|600px|An early render of an officer in RoN with the SA-58, fitted with a top cover rail and a standard plastic handguard over the in-game tri-rail.]]&lt;br /&gt;
[[File:RoN FAL.jpg|600px|thumb|none|Judge looks on the interesting armament of the local Russian mafia, following the takedown of its user.]]&lt;br /&gt;
&lt;br /&gt;
===M14 Rifle===&lt;br /&gt;
The [[M14]] appears in ''Ready or Not'' simply as the &amp;quot;M14&amp;quot;. It was originally introduced in the 2020 PVP build as a SWAT weapon, later removed and reintroduced in the June 2022 Early Access update. It features a green synthetic stock and is used by certain high-level suspects, including the milita members of Cherryessa Farm.&lt;br /&gt;
[[File:M14 rifle.jpg|thumb|none|500px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RoN M14 suspectweapon.jpg|thumb|none|600px|The M14 in a suspects hands, as seen via optiwand.]]&lt;br /&gt;
[[File:RoN M14.jpg|600px|thumb|none|A better look at the M14 in its synthetic green stock. It also has the selector switch modeled, indicating it's indeed a proper M14, and not an M1A]]&lt;br /&gt;
[[File:RoN M14-2.jpg|600px|thumb|none|And one from the other side, for good measure.]]&lt;br /&gt;
[[File:Ronm14 1.jpg|600px|thumb|none|A &amp;quot;Mariposa Lily Order&amp;quot; marksman with the rifle. Certain long rifles seem to cause the suspect's hands to glitch out like this.]]&lt;br /&gt;
&lt;br /&gt;
===M24 Sniper Weapon System ===&lt;br /&gt;
The [[M24 Sniper Weapon System|M24 SWS]] appears in ''Ready or Not'' as a piece of evidence under the generic name &amp;quot;USED MARKSMAN RIFLE&amp;quot;, and can only be found in the &amp;quot;Brisa Cove&amp;quot; level. The in-game model features a Harris bipod.&lt;br /&gt;
[[File:M24.jpg|thumb|none|500px|M24 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RoN M24 evidence.jpg|thumb|none|600px|The M24 laid out in an apartment suite, sans scope.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===M249 Para===&lt;br /&gt;
The [[M249|M249 Para]] appears in ''Ready or Not'' simply as the &amp;quot;M249&amp;quot;, and was introduced in the June 2022 update. The in-game model features a 100-round magazine, and currently can only be found used by a single suspect in the &amp;quot;Brisa Cove&amp;quot; level.&lt;br /&gt;
[[Image:M249 Para ACOG.jpg|thumb|none|400px|M249 Para with Rapid Fielding Initiative telescoping stock, short barrel, heat shield, RIS handguard, Picatinny rail, Trijicon ACOG 4x32 scope, and 100-round cloth ammo bag - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN M249para 01.jpg|600px|thumb|none|A member of the &amp;quot;Left Behind&amp;quot; with the M249 Para.]]&lt;br /&gt;
[[File:RoN M249para 02.jpg|600px|thumb|none|Closeup of the stock on one used by another terrorist.]]&lt;br /&gt;
[[File:RoN M249para 03.jpg|600px|thumb|none|Yet another terrorist with one, this one attempting to eat the rear sight. The proximity of the weapon to his face while aiming might have to do with the programming for NPC aiming usually being for weapons with longer stocks.]]&lt;br /&gt;
&lt;br /&gt;
===RPD===&lt;br /&gt;
The [[RPD]] appears in ''Ready or Not'' simply as the &amp;quot;RPD&amp;quot; and is used by various high-level suspects.&lt;br /&gt;
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:RoN RPD evidence.jpg|thumb|none|600px|Holding up a noncompliant RPD for trespassing into a WIP zone.]]&lt;br /&gt;
[[File:Ronrpd 1.jpg|thumb|none|600px|A member of 'The Hand&amp;quot; with the RPD.]]&lt;br /&gt;
&lt;br /&gt;
==Other== &lt;br /&gt;
===RGD-5 Fragmentation Grenade===&lt;br /&gt;
The [[RGD-5]] appears in ''Ready or Not'' as the primary high-explosive booby trap and is set on doors in levels with armored suspects.&lt;br /&gt;
[[Image:Rdg5.jpg|thumb|none|250px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:RoN RGD5.jpg|thumb|none|600px|The RGD-5 in-game. It appears that the grenade is also strapped to some kind of aerosol canister, likely to amplify the explosion.]]&lt;br /&gt;
[[File:Ronrgd-5 1.jpg|thumb|none|600px|A closer view of the grenade.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Crime]]&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Ready_or_Not_(VG)&amp;diff=1637563</id>
		<title>Ready or Not (VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Ready_or_Not_(VG)&amp;diff=1637563"/>
		<updated>2023-12-24T03:10:51Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: /* Shotguns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Ready or Not&lt;br /&gt;
|picture = BetterCoverArtForReadyOrNot.jpg&lt;br /&gt;
|caption = Promotional Art&lt;br /&gt;
|date = December 18, 2021 (Early Access)&amp;lt;br&amp;gt;December 13, 2023 (1.0 Release)&lt;br /&gt;
|developer = VOID Interactive&lt;br /&gt;
|publisher = VOID Interactive&lt;br /&gt;
|platforms = PC&lt;br /&gt;
|genre = Tactical [[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Ready or Not''''' (or '''''RoN''''') is a tactical first-person shooter video game developed and published by VOID Interactive, an Ireland-based company. The game places the player in the role of a SWAT team leader, in a &amp;quot;Nondescript Modern America&amp;quot; and fictional city called &amp;quot;Los Suenos&amp;quot; (heavily based on the Los Angeles, California area). The SWAT team is part of the Los Suenos Police Department (LSPD), but players with the Supporter Edition can play as FBI HRT operators. It has a focus on the singleplayer and coop campaign but is also planned to feature a PVP multiplayer side with an alternate story and game modes. It is considered a spiritual successor to ''[[SWAT 4]]'' and original ''[[Rainbow Six]]'' games.&lt;br /&gt;
&lt;br /&gt;
In 2020, a closed alpha version featuring PVP gameplay was released to the game's backers. In 2021, the game became listed on Steam, and a public Early Access version was released, featuring only singleplayer and co-op modes. Several weapons from earlier Closed Alpha and Early Access versions were removed in later updates; information on those weapons can be found on the talk page.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Ready or Not}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
In ''Ready or Not'', the player's equipment and weapons are chosen at a pre-mission startup. The player can carry two firearms (primary and sidearm), a primary long tactical device, as well as multiple grenades and other tactical deployables. Similar to other games, most notably ''[[SWAT 4]]'', the primary weapon slot is reserved for long guns such as rifles, submachine guns, and shotguns, but also less-lethal guns. The secondary slot is reserved for handguns and tasers. The third slot is reserved for tactical devices such as a mirrorgun (similar to the &amp;quot;Optiwand&amp;quot; from ''SWAT 4''), breaching shotgun, ballistic shields, battering ram, and compact grenade launchers.&lt;br /&gt;
&lt;br /&gt;
Most firearms that appear have multiple different combination of attachments. Lethal firearms can accept either full metal jacket or hollow point ammunition. Several of the firearms in-game have knock-off names to avoid copyright conflicts and some of the in-game attachments have slight modifications from their real life counterparts to avoid licensing issues as well.&lt;br /&gt;
&lt;br /&gt;
Fire selectors are usable and fully animated in-game. Holding the selector key also allows one to set their firearm in &amp;quot;safe&amp;quot; (which is animated correctly on certain firearms, while others simply default to the selector switch staying on semi or auto).&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta 92X Performance==&lt;br /&gt;
The [[Beretta 92X|Beretta 92X Performance]] appears in ''Ready or Not'' under the name &amp;quot;P92X&amp;quot;. It was added in the January 2022 update, and replaced the Beretta 92FS (see talk page). Unlike its predecessor, the 92X can mount an optic, despite it not being the RDO version. Quick, simple, effective, the jack of all trades pistol for the SWAT team.&lt;br /&gt;
[[File:Beretta 92X Performance.jpg|thumb|none|350px|Beretta 92X Performance- 9x19mm]]&lt;br /&gt;
[[File:RoN 92X render.jpg|thumb|none|600px|Official rendered image of the Beretta 92X in-game model. Note the &amp;quot;GFLHG003&amp;quot; serial number; &amp;quot;GFL&amp;quot; refers to ''Girls' Frontline'', and &amp;quot;HG003&amp;quot; is is the index number of the M9 T-Doll in ''GFL''.]]&lt;br /&gt;
[[File:RoN P92X gunbench.jpg|thumb|none|600px|The 92X in the latest iteration of the weapon customization menu.]]&lt;br /&gt;
[[File:RoN P92X gunbench2.jpg|thumb|none|600px|The 92X now fitted with a Surefire weaponlight and a muzzle brake.]]&lt;br /&gt;
[[File:RoN 92X menu.jpg|thumb|none|600px|A SWAT operator holding his 92X in the loadout menu.]]&lt;br /&gt;
[[File:RoN 92X idle.jpg|thumb|600px|none|The Beretta 92X in the shoothouse hallway.]]&lt;br /&gt;
[[File:RoN 92X ads.jpg|thumb|600px|none|Aiming with the familiar green dot sights.]]&lt;br /&gt;
[[File:RoN 92X (1).jpg|thumb|none|600px|Ammo-checking the Beretta.]]&lt;br /&gt;
[[File:RoN 92X (2).jpg|thumb|none|600px|The 92X's tactical reload.]]&lt;br /&gt;
[[File:RoN 92X reload.jpg|thumb|600px|none|Empty reload. Note the &amp;quot;PADANIA&amp;quot; marking on the slide, a clever in-joke to Beretta which is based in Lombardy, a region of Padania in Italy.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1==&lt;br /&gt;
The [[Colt XSE|Colt M45A1]] appears as a sidearm option in ''Ready or Not''. Heavy set, the M45A1 relies on high power and accuracy over capacity to deal with suspects.&lt;br /&gt;
[[File:M45A1.jpg|thumb|none|350px|Colt M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP]]&lt;br /&gt;
[[File:RoN M45 gunbench.jpg|thumb|none|600px|The M45A1 on the gun bench, sans attachments.]]&lt;br /&gt;
[[File:RoN M45 gunbench2.jpg|thumb|none|600px|The M45A1 now kitted out with a weaponlight and a Silencerco Osprey silencer.]]&lt;br /&gt;
[[File:RoN M45 idle.jpg|thumb|none|600px|The M45A1 with weaponlight, keeping an eye on some suspicious targets.]]&lt;br /&gt;
[[File:RoN M45 ADS.jpg|thumb|none|600px|Drawing a bead on the cardboard cutout.]]&lt;br /&gt;
[[File:RoN M45 magcheck.jpg|thumb|none|600px|The LSPD officer checks an empty mag. Note the slide stop locked up on the empty gun.]]&lt;br /&gt;
[[File:RoN M45 reload1.jpg|thumb|none|600px|A very dynamic magazine ejection. Also note the very savvy sidestep of copyright infringement on the Colt name with &amp;quot;CTLO&amp;quot;.]]&lt;br /&gt;
[[File:RoN M45 reload2.jpg|thumb|none|600px|Thumbing the slide stop after inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
The [[Colt Python]] appears in ''Ready or Not'' simply as the &amp;quot;.357 MAGNUM&amp;quot;, as the largest caliber handgun in the police equipment lineup, as well as being used by certain low and high-level AI suspects. Powerful, loud and slow on return shots, the Python is good for making one shot count. It does not have a unique tactical reload animation; all unfired rounds will still be dumped out on the ground and lost from the inventory.&lt;br /&gt;
[[File:ColtPython6In.jpg|thumb|none|400px|Colt Python with 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:Coltpython25.jpg|thumb|none|350px|Colt Python Snub Nose with 2.5&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:RoN Python gunbench.jpg|thumb|none|600px|The Colt Python in classic Colt Royal Blue.]]&lt;br /&gt;
[[File:RoN Python gunbench2.jpg|thumb|none|600px|The Python with one of two possible modifications, a snub nose.]]&lt;br /&gt;
[[File:RoN Python idle.jpg|thumb|none|600px|The Python being run through the shoot house.]]&lt;br /&gt;
[[File:RoN Python ADS.jpg|thumb|none|600px|The iron sights of the Python lined up on a cardboard cut out target.]]&lt;br /&gt;
[[File:RoN Python reload1.jpg|thumb|none|600px|Dumping shells from the cylinder.]]&lt;br /&gt;
[[File:RoN Python reload2.jpg|thumb|none|600px|Inserting a fresh speedloader of .357 Magnum JHP.]]&lt;br /&gt;
&amp;lt;!--[[File:ReadyOrNotColtPytonThirdPerson.JPG|thumb|none|600px|A SWAT officer holding a Colt Python. ]] Question, is the pre-release Colt Python colored differently?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==FN Five-Seven==&lt;br /&gt;
The [[FN Five-seveN]] appears in ''Ready or Not'' as a player weapon. High mag capacity with low power, but good penetration, the FN Five-Seven makes a good backup sidearm for more risky primary options.&lt;br /&gt;
[[File:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:RoN FN57 gunbench.jpg|thumb|none|600px|The Five-seveN on the gun bench.]]&lt;br /&gt;
[[File:RoN FN57 gunbench2.jpg|thumb|none|600px|The Five-seveN now with a silencer and laser module.]]&lt;br /&gt;
[[File:RoN FN57 idle.jpg|thumb|none|600px|Holding the two tone FDE Five-seveN on a paper target.]]&lt;br /&gt;
[[File:RoN FN57 ADS.jpg|thumb|none|600px|The green night sights on the Five-seveN.]]&lt;br /&gt;
[[File:RoN FN57 reload1.jpg|thumb|none|600px|Reloading a fresh magazine of 5.7x28 after a magdump. Note the slide release lever locked back.]]&lt;br /&gt;
[[File:RoN FN57 reload2.jpg|thumb|none|600px|About to thumb the slide release.]]&lt;br /&gt;
[[File:RoN FN57 reload3.jpg|thumb|none|600px|Tactical reload with magazine retention.]]&lt;br /&gt;
[[File:ReadyOrNotFiveSevenFirstPersonViewPlaceHolder.JPG|thumb|none|600px|A pre-release video screenshot of a Five-Seven being fired at a suspect. Note the different finish of the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19 MOS (Gen 5)==&lt;br /&gt;
The [[Glock 19|Glock 19 Gen 5]] MOS appears in ''Ready or Not'' under the name &amp;quot;G19&amp;quot;. It was added in the January 2022 update, replacing the Glock 19 Gen 4 (see talk page). The generic sidearm, good in every aspect. It is also a commonly used weapon by both low and high-level suspects.&lt;br /&gt;
[[File:G19 Gen5 MOS FS.jpg|thumb|none|350px|Glock 19 MOS FS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:RoN G19 gunbench.jpg|thumb|none|600px|The stock Glock 19 on the gun bench.]]&lt;br /&gt;
[[File:RoN G19 gunbench2.jpg|thumb|none|600px|The Glock 19 now fitted with a Trijicon SRO, compensator, and Surefire weaponlight.]]&lt;br /&gt;
[[File:RoN G19 menu.jpg|thumb|none|600px|A SWAT operator holding his Glock 19 in the loadout menu. Slide with MOS (Modular Optic System) and front serrations.]]&lt;br /&gt;
[[File:RoN G19 idle.jpg|thumb|none|600px|Holding a Glock 19 Gen 5 in the shooting range.]]&lt;br /&gt;
[[File:RoN G19 ads.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RoN G19 (1).jpg|thumb|none|600px|Checking the 15-round magazine.]]&lt;br /&gt;
[[File:RoN G19 (2).jpg|thumb|none|600px|Reloading with both Glock mags pressed together.]]&lt;br /&gt;
[[File:RoN G19 reload.jpg|thumb|none|600px|Empty reload. Note the colorful rename of &amp;quot;Gocke 19&amp;quot; instead of Glock.]]&lt;br /&gt;
[[File:Ronglock19 1.jpg|thumb|none|600px|One of the drug dealers on the &amp;quot;213 Park Homes&amp;quot; map with the G19.]]&lt;br /&gt;
[[File:Ronglock19 2.jpg|thumb|none|600px|A member of &amp;quot;The Hand&amp;quot; terrorist cell disguised as a hospital worker runs with the Glock.]]&lt;br /&gt;
&lt;br /&gt;
===Polymer80 PFC9===&lt;br /&gt;
Supporter Edition owners can use the exclusive Polymer80 PFC9 in ''Ready or Not''. There is no difference from the standard Glock aside from appearance.&lt;br /&gt;
[[File:Polymer80 PFC9.jpg|thumb|none|350px|Polymer80 PFC9 - 9x19mm]]&lt;br /&gt;
[[File:RoN Poly80 gunbench.jpg|thumb|none|600px|The Polymer80 PFC9 on the gun bench.]]&lt;br /&gt;
[[File:RoN Poly80 gunbench2.jpg|thumb|none|600px|The PFC9 now modified with Trijicon RMR, compensator, and weaponlight.]]&lt;br /&gt;
[[File:RoN PFC9 idle.jpg|thumb|none|600px|The PFC9 in the greenlit shooting range.]]&lt;br /&gt;
[[File:RoN PFC9 magcheck.jpg|thumb|none|600px|Checking the remaining ammunition in his PFC9, note the &amp;quot;JAPAN&amp;quot; marking in-place of the &amp;quot;AUSTRIA&amp;quot; normally found on Glock mags.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Tactical== &lt;br /&gt;
The [[Heckler &amp;amp; Koch USP Tactical]] appears in-game as the &amp;quot;USP45&amp;quot; (previously named &amp;quot;USP Tactical&amp;quot;), fitted with a pair of Heinie SlantPro luminous sights. The middle ground between the Glock 19 and the M45A1, this is for dealing with targets in 1-2 shots without worrying about slim mag sizes. &lt;br /&gt;
[[Image:Hk-usp45tac.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Tactical - .45 ACP]]&lt;br /&gt;
[[File:RoN USP45 gunbench.jpg|thumb|none|600px|The USP45 waiting for modification.]]&lt;br /&gt;
[[File:RoN USP45 gunbench2.jpg|thumb|none|600px|The USP45, kitted out with a Silencerco Osprey and weaponlight.]]&lt;br /&gt;
[[File:RoN USP45 idle.jpg|thumb|none|600px|Holding the USP Tactical.]]&lt;br /&gt;
[[File:RoN USP45 ADS.jpg|thumb|none|600px|Aiming at a target, making use of the luminescent night sights in a low light section of the shoot house.]]&lt;br /&gt;
[[File:RoN USP45 reload1.jpg|thumb|none|600px|Dropping the magazine after emptying the USP.]]&lt;br /&gt;
[[File:RoN USP45 reload2.jpg|thumb|none|600px|Inserting a new magazine and thumbing the slide release.]]&lt;br /&gt;
&lt;br /&gt;
==Kimber Custom TLE II==&lt;br /&gt;
A [[Kimber Custom TLE II]] was added in version 1.0.&lt;br /&gt;
[[File:Kimber Custom TLE II pistol left side.jpg‎|thumb|350px|none|Kimber Custom TLE II - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P229 Legion==&lt;br /&gt;
The [[SIG-Sauer P229|SIG-Sauer P229 Legion]] was added as part of the Adam update in November 2022, it is known as the &amp;quot;M11 Compact&amp;quot;.&lt;br /&gt;
[[File:E29R-9-LEGION-R2.jpg|thumb|none|350px|SIG-Sauer P229 Legion (2022 version, optic ready) - 9x19mm]]&lt;br /&gt;
[[File:RoN P229 menu.jpg|thumb|none|600px|The P229 at the bench for mandatory customization.]]&lt;br /&gt;
[[File:RoN P229 idle.jpg|thumb|none|600px|The P229 at the ready inside of the firing range.]]&lt;br /&gt;
[[File:RoN P229 draw.jpg|thumb|none|600px|Cocking the hammer as part of the draw animation.]]&lt;br /&gt;
[[File:RoN P229 ads.jpg|thumb|none|600px|Aiming the sights.]]&lt;br /&gt;
[[File:RoN P229 reload.jpg|thumb|none|600px|Inserting a magazine in an empty reload.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9-N==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet MP9-N]] appears in ''Ready or Not'' simply as the &amp;quot;MP9&amp;quot;, and was added as part of the 28 June 2022 patch (EA 21474).&lt;br /&gt;
[[File:BuT MP9N.jpeg|thumb|none|400px|Brügger &amp;amp; Thomet MP9-N with Aimpoint Micro TL sight - 9x19mm]]&lt;br /&gt;
[[File:RoN MP9 gunbench.jpg|thumb|none|600px|The MP9 without any attachments.]]&lt;br /&gt;
[[File:RoN MP9 gunbench2.jpg|thumb|none|600px|The MP9 with its unique silencer, Trijicon SRO and laser module.]]&lt;br /&gt;
[[File:RoN MP9 idle.jpg|thumb|none|600px|The MP9 in the player characters hands.]]&lt;br /&gt;
[[File:RoN MP9 ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:RoN MP9 magcheck.jpg|thumb|none|600px|Magazine check.]]&lt;br /&gt;
[[File:RoN MP9 reload1.jpg|thumb|none|600px|Tactical reload, with magazine retention.]]&lt;br /&gt;
[[File:RoN MP9 reload2.jpg|thumb|none|600px|The player character actuating the bolt release after replacing an empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet SPC9==&lt;br /&gt;
A [[Brügger &amp;amp; Thomet SPC9]] with a full-auto fire control group and a telescoping stock was added as part of the Adam update in November 2022. It is designated as the &amp;quot;SPC9&amp;quot;.&lt;br /&gt;
[[File:SPC9 telescoping.jpg|thumb|none|450px|Brügger &amp;amp; Thomet SPC9 with telescoping stock - 9x19mm]]&lt;br /&gt;
[[File:RoN SPC9 menu.jpg|thumb|none|600px|The SPC9 in-game, laying down.]]&lt;br /&gt;
[[File:RoN SPC9 idle.jpg|thumb|none|600px|The SMG in first person view.]]&lt;br /&gt;
[[File:RoN SPC9 draw.jpg|thumb|none|600px|Drawing the stock and charging the handle.]]&lt;br /&gt;
[[File:RoN SPC9 ads.jpg|thumb|none|600px|Checking the sights, nothing too special about it.]]&lt;br /&gt;
[[File:RoN SPC9 reload.jpg|thumb|none|600px|Tactical reload, with a big &amp;quot;SPC&amp;quot; marking to confirm its identity.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] was added with the Adam update in November 2022. Prior to this, it was available only through suspects and through mods that reintroduce cut content under a different model.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:RoN P90TR menu.jpg|thumb|none|600px|The P90 at the gunbench weapon customization menu, now officially available for police officers.]]&lt;br /&gt;
[[File:RoN P90TR idle.jpg|thumb|none|600px|The P90 at the firing range; unfortunately, the magazines are still rendered opaque instead of being transparent as with the real deal.]]&lt;br /&gt;
[[File:RoN P90TR draw.jpg|thumb|none|600px|Equipping the P90 involves pulling the magazine out of the way to see the chamber, before racking the bolt to confirm that its loaded.]]&lt;br /&gt;
[[File:RoN P90TR ads.jpg|thumb|none|600px|Aiming though the sights of the TR variant.]]&lt;br /&gt;
[[File:RoN P90TR reload.jpg|thumb|none|600px|In an attempt to distance itself from typical first person shooter games featuring the P90, the SWAT operator flings the empty magazine out to the targets as its audience.]]&lt;br /&gt;
[[File:Readyornotvgp90easteregg.jpg|thumb|none|600px|An easter egg on the right side of the magazine.]]&lt;br /&gt;
[[File:RoN P90 evidence.jpg|thumb|none|600px|A P90 dropped by a high-level suspect in an unfortunately dark spot prior to its availability in the Adam update. It was fitted with what appear to be Troy folding iron sights. Note the unlike the player's P90 (but like the pre-Adam game files P90—see talk page), this P90 has no side rails.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5/10==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5/10 and MP5/40|H&amp;amp;K MP5/10]] appears in ''Ready or Not'' as the &amp;quot;MP5/10MM&amp;quot;, and was added as part of the 28 June 2022 patch (EA 21474). The in-game model features the KAC MP5 RAS handguard and wraparound toprail mount that attaches at the rear of the handguard's side rails.&lt;br /&gt;
[[File:MP5-10-retractable.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5/10 with 3-round burst trigger group and retractable stock - 10x25mm Auto]]&lt;br /&gt;
[[File:RoN MP5-10 gunbench.jpg|thumb|none|600px|The MP5/10 on the gunbench. Knight's Armament is now &amp;quot;Paladin Ordnance&amp;quot;.]]&lt;br /&gt;
[[File:RoN MP5-10 (1).jpg|thumb|none|600px|Both the MP5/10 and A3 have a draw animation that starts with the stock being extended and the locked-back bolt is smacked into battery.]]&lt;br /&gt;
[[File:RoN MP5-10 (2).jpg|thumb|none|600px|Getting the flank on a cardboard target with the 10mm SMG.]]&lt;br /&gt;
[[File:RoN MP5-10 (3).jpg|thumb|none|600px|It aims with the same signature HK drum and hooded sights.]]&lt;br /&gt;
[[File:RoN MP5-10 (4).jpg|thumb|none|600px|Tacticooly-reloading with both mags grasped together. Note the selector set to burst here.]]&lt;br /&gt;
[[File:RoN MP5-10 (5).jpg|thumb|none|600px|Reloading from empty - note the bolt catch is dropped outwards here.]]&lt;br /&gt;
[[File:RoN MP5-10 (6).jpg|thumb|none|600px|Pressing the bolt release - the charging handle slides back on the bolt as the new mag is loaded.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3|H&amp;amp;K MP5A3]] appears in ''Ready or Not'' simply as the &amp;quot;MP5A3&amp;quot;, and was added as part of the 28 June 2022 patch (EA 21474). The in-game model has the Picatinny top claw mount and the KAC MP5 RAS handguard.&lt;br /&gt;
[[File:MP5A3RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5-N with Navy trigger group, threaded muzzle, railed handguard, RIS foregrip, and M68 Aimpoint red dot scope - 9x19mm]]&lt;br /&gt;
[[File:RoN MP5A3 gunbench.jpg|thumb|none|600px|The MP5A3 in game. The magazines appear to be a bit more curved than in reality.]]&lt;br /&gt;
[[File:RoN MP5A3 gunbench2.jpg|thumb|none|600px|The MP5A3 with various doodads.]]&lt;br /&gt;
[[File:RoN MP5A3 (1).jpg|thumb|none|600px|Smacking the charging handle in the MP5A3's deployment animation.]]&lt;br /&gt;
[[File:RoN MP5A3 (2).jpg|thumb|none|600px|The MP5A3 with the KAC broomhandle grip and the weaponlight.]]&lt;br /&gt;
[[File:RoN MP5A3 (3).jpg|thumb|none|600px|Setting the selector to semi-auto. The HK pictograms used for the HUD fire selector are also visible here.]]&lt;br /&gt;
[[File:RoN MP5A3 (4).jpg|thumb|none|600px|Ammo-checking the magazine.]]&lt;br /&gt;
[[File:RoN MP5A3 (5).jpg|thumb|none|600px|Locking the MP5's bolt back...]]&lt;br /&gt;
[[File:RoN MP5A3 (6).jpg|thumb|none|600px|...reloading a new magazine (due to a technical limitation, new mags lack rounds during the empty reload)...]]&lt;br /&gt;
[[File:RoN MP5A3 (7).jpg|thumb|none|600px|..and batting the bolt home.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A4]] appears in ''Ready or Not'', incorrectly named the &amp;quot;MP5A2&amp;quot; despite the Navy A4 trigger pack. It also is occasionally used by AI suspects. The MP5A4 reload animation is missing the notorious &amp;quot;H&amp;amp;K Slap&amp;quot;, the SWAT operators instead opting to palm the bolt and drop it down rather than outright smack it. The seemingly boring SMG option, the MP5's controllable full auto fire and 3-round burst make it a perfect low risk scenario choice.&lt;br /&gt;
[[File:H&amp;amp;KMP5A4.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A4 - 9x19mm]]&lt;br /&gt;
[[File:RoN MP5A2 gunbench.jpg|thumb|none|600px|The MP5A4 with no attachments.]]&lt;br /&gt;
[[File:RoN MP5A2 gunbench2.jpg|thumb|none|600px|A customized MP5A4.]]&lt;br /&gt;
[[File:RoN MP5A4 menu.jpg|thumb|none|600px|A SWAT operator holds an MP5A4 in the loadout menu.]]&lt;br /&gt;
[[File:RoN MP5A4 idle.jpg|thumb|none|600px|Holding the MP5A4 in the shoothouse.]]&lt;br /&gt;
[[File:RoN MP5A4 ads.jpg|thumb|none|600px|Aiming the MP5A4.]]&lt;br /&gt;
[[File:RoN MP5A4 reload.jpg|thumb|none|600px|Empty reload.]]&lt;br /&gt;
[[File:RoN MP5A4 mi menu.jpg|thumb|none|600px|The MP5 in the weapon customization menu in the Feb 28 2022 version of ''Ready or Not'', equipped with Midwest Industries MLOK handguard and KAC foregrip. In the Jun 29 version, all foregrip options for the weapon aside from a Surefire 328LMF-B handguard were removed, meaning that it is no longer possible to have an MP5A4 set up like this in-game.]]&lt;br /&gt;
[[File:RoN MP5A4 mi magcheck.jpg|thumb|none|600px|Reloading the now-unused MLOK-equipped MP5.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A2]] was added with the Adam update in November 2022. It appears as the &amp;quot;MP7&amp;quot; as with most games, although it is modeled after the A2 version.&lt;br /&gt;
[[File:MP7A2.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:RoN MP7A2 menu.jpg|thumb|none|600px|The MP7 on the gunbench, stripped off from its RAL8000 &amp;quot;tan&amp;quot; finish.]]&lt;br /&gt;
[[File:RoN MP7A2SD menu.jpg|thumb|none|600px|Tens of seconds later, the sights of the MP7 can be folded down into &amp;quot;pistol&amp;quot; configuration and the MP7 itself is fitted with its H&amp;amp;K SD sound suppressor.]]&lt;br /&gt;
[[File:RoN MP7A2 idle.jpg|thumb|none|600px|Holding the MP7 at the range.]]&lt;br /&gt;
[[File:RoN MP7A2 draw.jpg|thumb|none|600px|Equipping the MP7 by extending the stock and pulling the rear charging handle.]]&lt;br /&gt;
[[File:RoN MP7A2 ads.jpg|thumb|none|600px|The MP7's iron sights in its standard configuration.]]&lt;br /&gt;
[[File:RoN MP7A2 reload.jpg|thumb|none|600px|Inserting a new magazine through the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] appears in ''Ready or Not''. In a rarely seen bit of realism, the player character uses the bolt release on empty instead of the charging handle like in most games. With a slow ROF and a high climb rate, the UMP is a powerful piece if you can keep it controlled. As of the 1.0 update, the UMP45 now has a 3 o'clock rail. The ability to fold the SMG's stock has unfortunately been removed. For the older version, see the ''Discussion'' page.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP45 01 equip.jpg|thumb|none|600px|Drawing the UMP45 - the officer flicks off the safety and charges the UMP (although the selector is already set to semi-auto and doesn't actually move during this animation).]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP45 02 selector.jpg|thumb|none|600px|Flicking the selector to full-auto.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP45 03 idle.jpg|thumb|none|600px|Holding the UMP45 on Kawayu Beach.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP45 04 inspect.jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP45 05 reload1.jpg|thumb|none|600px|Pushing the magazine release lever, grabbing the magazine in the gun, and holding a new magazine. This tactical reload is fairly similar to ''Modern Warfare 2019'''s SMG-45, with both magazines somewhat awkwardly clasped together.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP45 06 reload1.jpg|thumb|none|600px|About to load a &amp;quot;new&amp;quot; magazine; due to a bug, both the UMP45 and UMP9 have empty magazine models when reloading from empty.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP45 07 reload2.jpg|thumb|none|600px|The officer using the IP joint of his thumb to press the bolt release.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP45 08 NPC1.jpg|thumb|none|600px|A &amp;quot;Mindjot&amp;quot; security guard armed with the UMP45. They are the main users of the SMG in-game, although the weapon will occasionally spawn in the hands of guards (possibly disguised Bolton Security) at Brixley Talent Time.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP45 09 NPC2.jpg|thumb|none|600px|Closeup of the bolt, which has correct markings minus the company name. &amp;quot;HaKa&amp;quot; seems to be the in-universe version of HK, with the name being an acronym for 'Hartmann &amp;amp; Karl GmbH&amp;quot;.]]&lt;br /&gt;
[[File:ReadyOrNot UMP45 markings2.jpg|thumb|none|600px|Closeup of the markings on the other side. Like many other weapons in Ready or Not, the UMP45's serial number has a Girl's Frontline reference; 404-000103 (Squad 404/T-Doll No. 103). Unfortunately the devs opted for the opaque version of the magazine instead of the windowed version (which is also the version seen in Girl's Frontline for both the UMP45 and UMP9).]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP9==&lt;br /&gt;
The 9mm variant of the UMP was added in version 1.0. It shares most of the animations with the UMP45.&lt;br /&gt;
[[File:UMP9 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP9 - 9x19mm]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP9 01 equip.jpg|thumb|none|600px|Chambering the UMP9 while spawning in, as before the selector doesn't move from safe as it is already set to semi-auto.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP9 02 selector.jpg|thumb|none|600px|Flicking the fun switch to full auto.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP9 03 idle.jpg|thumb|none|600px|Idle with the SMG.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP9 04 aim.jpg|thumb|none|600px|The iron sights are identical to the ones on the UMP45.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP9 05 reload1.jpg|thumb|none|600px|Performing a tactical reload after firing at not-Santa Monica Pier.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP9 06 reload2.jpg|thumb|none|600px|Again, reloading from empty has a bug where the empty magazine model is used.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP9 07 reload3.jpg|thumb|none|600px|Thumbing the bolt.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP9 08 NPC1.jpg|thumb|none|600px|&amp;lt;strike&amp;gt;Kevin Nguyen&amp;lt;/strike&amp;gt; Vinh &amp;quot;Vinny&amp;quot; Tran will occasionally spawn with the UMP9. He appears to be the only suspect who uses the weapon.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP9 09 NPC2.jpg|thumb|none|600px|Close up of the bolt. As mentioned before the markings are correct, minus the fictionalized company name.]]&lt;br /&gt;
[[File:ReadyOrNot UMP9 markings2.jpg|thumb|none|600px|Also as mentioned before, the serial number is a reference to the Girl's Frontline T-Doll of the same name; 404-000101 (Squad 404/T-Doll No. 101). Also note that in third person the selector will always be depicted in semi-auto, regardless of what the user has actually set it to.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] appears in ''Ready or Not'', as the last of the current selectable SMGs in-game, as well as a suspect weapon. Faster reload than the MP5, a little bit smaller but a lot faster, the MPX is a potent piece in the right hands.&lt;br /&gt;
[[File:MPX Gen1.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 1 - 9x19mm]]&lt;br /&gt;
[[File:RoN MPX gunbench.jpg|thumb|none|600px|Bone stock MPX in the modification menu.]]&lt;br /&gt;
[[File:RoN MPX gunbench2.jpg|thumb|none|600px|Now kitted out with an Aimpoint T2, MAWL IR laser, and an angled foregrip.]]&lt;br /&gt;
[[File:RoN MPX idle.jpg|thumb|none|600px|The SIG MPX in the killhouse.]]&lt;br /&gt;
[[File:RoN MPX ADS.jpg|thumb|none|600px|The sight picture of the handy Trijicon SRO.]]&lt;br /&gt;
[[File:RoN MPX reload1.jpg|thumb|none|600px|Tactical reloading of the MPX, with mag retention.]]&lt;br /&gt;
[[File:RoN MPX reload2.jpg|thumb|none|600px|Reloading from empty, note the bolt release paddle sticking out.]]&lt;br /&gt;
[[File:RoN MPX reload3.jpg|thumb|none|600px|Sending the bolt home after inserting the fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
Shotguns in ''Ready or Not'' can use less-lethal beanbag rounds, slugs, and buckshot.&lt;br /&gt;
&lt;br /&gt;
==Benelli M4==&lt;br /&gt;
The [[Benelli M4]] appears in ''Ready or Not'' simply as the &amp;quot;M4 SUPER 90&amp;quot;. A high speed shotgun, the Benelli is good for laying down pellets as fast as possible. It is also used by high-level suspects.&lt;br /&gt;
[[Image:M4Super90.jpg|thumb|none|450px|Benelli M4 Super 90 with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[File:RoN M4super90 gunbench.jpg|thumb|none|600px|The Benelli M4, ready for modifying.]]&lt;br /&gt;
[[File:RoN M4super90 gunbench2.jpg|thumb|none|600px|The Benelli with a Trijicon RMR, flashlight and choke.]]&lt;br /&gt;
[[File:RoN M4super90 idle.jpg|thumb|none|600px|The LSPD SWAT officer wields his Benelli M4, equipped with a weaponlight.]]&lt;br /&gt;
[[File:RoN M4super90 ADS.jpg|thumb|none|600px|Aiming at one of the target silhouettes set up in the shoot house.]]&lt;br /&gt;
[[File:RoN M4super90 magtubecheck.jpg|thumb|none|600px|Pressing a thumb into the magazine tube.]]&lt;br /&gt;
[[File:RoN M4super90 reload1.jpg|thumb|none|600px|Bolt locked back on last shot, the officer drops a fresh 12 gauge buckshot shell into the chamber.]]&lt;br /&gt;
[[File:RoN M4super90 reload2.jpg|thumb|none|600px|Flipping the shotgun over to slot new shells into the magazine tube, competition style.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli Supernova Tactical==&lt;br /&gt;
The [[Benelli Supernova Tactical]] was added in version 1.0.&lt;br /&gt;
[[File:Benelli Supernova pistol grip.jpg|thumb|none|450px|Benelli Supernova Tactical with pistol grip stock combination - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 1301 Tactical==&lt;br /&gt;
The [[Beretta 1301]] appears in ''Ready or Not'' as the &amp;quot;B1301&amp;quot;, and was added as part of the 28 June 2022 patch (EA 21474). The gun features a supporter-only version called &amp;quot;B1301 ENTRYMAN&amp;quot; (known in earlier official materials as &amp;quot;FBI-HRT Edition&amp;quot;).&lt;br /&gt;
[[Image:Beretta 1301 Tactical pistol grip.jpg|thumb|none|450px|Beretta 1301 Tactical with pistol grip - 12 gauge]]&lt;br /&gt;
[[File:RoN B1301 render.jpg|thumb|none|600px|Official render image of the Beretta 1301 Tactical.]]&lt;br /&gt;
[[File:RoN Beretta1301 gunbench.jpg|thumb|none|600px|The Beretta 1301 Tactical shotgun. This is the base game version, denoted by its black furniture and non cerakote finish.]]&lt;br /&gt;
[[File:RoN Beretta1301 idle.jpg|thumb|none|600px|Beretta 1301 at hand.]]&lt;br /&gt;
[[File:RoN Beretta1301 ADS.jpg|thumb|none|600px|Ghost ring sights aimed at the door.]]&lt;br /&gt;
[[File:RoN Beretta1301 magcheck.jpg|thumb|none|600px|Checking the magazine tube.]]&lt;br /&gt;
[[File:Ron Beretta1301 reload1.jpg|thumb|none|600px|Bolt locked back, dump a fresh shell into the chamber.]]&lt;br /&gt;
[[File:RoN Beretta1301 reload2.jpg|thumb|none|600px|Slipping more buckshot shells into the tube.]]&lt;br /&gt;
[[File:RoN B1301 fbi render.jpg|thumb|none|600px|Official render image of the &amp;quot;B1301 ENTRYMAN&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS Masterkey==&lt;br /&gt;
The [[Remington 870 MCS Masterkey]] appears as a tactical device under the name &amp;quot;Breaching Shotgun&amp;quot;, replacing the Mossberg 500 Cruiser that was depicted in this role during Early Access. Like the name suggests, it's one of the three options for breaching doors, less lethal to the targets of the room than C2 charges, but faster than kicking it down. It's borderline unusable as an actual weapon, as breaching rounds are frangible projectiles that quickly disintegrate after being fired.&lt;br /&gt;
[[File:Remington 870 MCS MK.jpg|thumb|none|400px|Remington 870 MCS Masterkey - 12 Gauge]]&lt;br /&gt;
[[File:RON 870MCSBreacher 0.jpg|thumb|none|600px|Holding the 870 MCS Masterkey. The shotgun does not have sights of any kind, nor can it accept any attachments, though it is able to use the canted shooting stance available to all weapons in the game.]]&lt;br /&gt;
[[File:RON 870MCSBreacher 1.jpg|thumb|none|600px|Checking the empty chamber.]]&lt;br /&gt;
[[File:RON 870MCSBreacher 2.jpg|thumb|none|600px|Shoving in a breaching round on an empty reload...]]&lt;br /&gt;
[[File:RON 870MCSBreacher 3.jpg|thumb|none|600px|...and topping up the empty magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Combat CQB==&lt;br /&gt;
The Wilson Combat CQB shotgun, a customized [[Remington Model 870]], appears as the &amp;quot;870 CQB&amp;quot;. A classic police issue weapon, powerful on light targets and still useful once armor gets involved.&lt;br /&gt;
[[File:Wilson Combat CQB.jpg|thumb|450px|none|Wilson Combat CQB - 12 gauge]]&lt;br /&gt;
[[File:RoN 870 gunbench.jpg|thumb|none|600px|The Wilson Combat CQB on the gun bench.]]&lt;br /&gt;
[[File:RoN 870 gunbench2.jpg|thumb|none|600px|Now with an Aimpoint T2, muzzle brake and the capability to use the integrated weaponlight on the pump handle.]]&lt;br /&gt;
[[File:RoN 870 idle.jpg|thumb|none|600px|LSPDs finest with his fancy 870, fitted here with an Aimpoint T2.]]&lt;br /&gt;
[[File:RoN 870 ADS.jpg|thumb|none|600px|Lining up a shot with the modified Wilson Combat.]]&lt;br /&gt;
[[File:RoN 870 magcheck.jpg|thumb|none|600px|The magcheck here is performed by pulling the pump back to check the breech.]]&lt;br /&gt;
[[File:RoN 870 reload1.jpg|thumb|none|600px|Inserting a new shell into the exposed chamber.]]&lt;br /&gt;
[[File:RoN 870 reload2.jpg|thumb|none|600px|Sliding fresh shells into the tube.]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Combat Less Lethal CQB==&lt;br /&gt;
The Wilson Combat Less Lethal CQB appears as the &amp;quot;Beanbag Shotgun&amp;quot;. While not as fast as either of the pepperball launchers, the Beanbag shotgun incapacitates targets regardless of them wearing a mask. &lt;br /&gt;
[[File:Wilson Combat Less Lethal CQB.jpg|thumb|450px|none|Wilson Combat Less Lethal CQB]]&lt;br /&gt;
[[File:RoN 870beanbag gunbench.jpg|thumb|none|600px|The Wilson Combat Less Lethal CQB laid out on the gun bench.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==Arsenal SLR-107UR==&lt;br /&gt;
A customized, select-fire-converted [[Arsenal AR|Arsenal SLR-107UR]] carbine was added as a SWAT weapon in the January 2022 update, under the name &amp;quot;SLR47&amp;quot;; it is fitted with an UltiMAK AKS-74U rail, a StormWerkz Scope Mount adapter on the rear sight, an ALG trigger, an aftermarket pistol grip and muzzle device, and as of 1.0, it has an extended fire selector lever (similar to the Krebs Custom MK VI Enhanced Safety). It feeds from 30-round Magpul AK PMags. A heavy hitter of a rifle, the SLR trades off accuracy in favor of close quarters punch with a surprisingly controllable full-auto.&lt;br /&gt;
[[File:SLR-107UR.jpg|thumb|none|450px|Arsenal SLR-107UR - 7.62x39mm]]&lt;br /&gt;
[[File:RoN AKMSU gunbench.jpg|thumb|none|600px|The &amp;quot;SLR47&amp;quot; on the gun bench; note the straighter ALG trigger.]]&lt;br /&gt;
[[File:RoN AKMSU gunbench2.jpg|thumb|none|600px|The AK pattern carbine with a Trijicon SRO, PBS-1 suppressor, AN/PEQ-15 IR laser, and angled foregrip.]]&lt;br /&gt;
[[File:RoN SLR47 render.jpg|thumb|none|600px|Official rendered image of the &amp;quot;SLR47&amp;quot; in-game model; aside from the serial number, the markings read &amp;quot;SLR 47UA&amp;quot; (effectively confirming its identity), and &amp;quot;Cal. 7.45x39mm&amp;quot; below that, seemingly indicating that someone wasn't sure whether they wanted a 7.62 or 5.45 AK.]]&lt;br /&gt;
[[File:RoN AKMSU (1).jpg|thumb|none|600px|Holding up a suspicious cardboard target with the Arsenal SLR carbine.]]&lt;br /&gt;
[[File:RoN AKMSU (2).jpg|thumb|none|600px|Sighting in the narrow Krinkov sights.]]&lt;br /&gt;
[[File:RoN AKMSU (3).jpg|thumb|none|600px|Ammo-checking the partially-expended AK PMag 30.]]&lt;br /&gt;
[[File:RoN AKMSU (4).jpg|thumb|none|600px|Reloads have both mags sandwiched together - if the spent one still has rounds, it is retained.]]&lt;br /&gt;
[[File:RoN AKMSU (5).jpg|thumb|none|600px|Underhand-charging the AK.]]&lt;br /&gt;
[[File:Ronslr107ur 1.jpg|thumb|none|600px|A &amp;quot;Mindjot&amp;quot; security contractor with the SLR.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] battle rifle appears in ''Ready or Not''. It is currently the most powerful weapon for the player to use bar the shotguns, useful for high-risk enviroments with large usage of armor.&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg‎ ‎|thumb|450px|none|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SA58.jpg|thumb|600px|none|A SWAT Officer holding an DSA SA58 OSW, mistaking himself for BOPE.]]&lt;br /&gt;
[[File:RoN SA58 gunbench.jpg|thumb|none|600px|The DSA SA58 with no attachments.]]&lt;br /&gt;
[[File:RoN SA58 gunbench2.jpg|thumb|none|600px|The SA58 now equipped with a scope, angled foregrip, AN/PEQ-15 IR laser, and Surefire muzzle brake. If you squint hard enough, you can make out the blurry Giessele logo on the scope mount.]]&lt;br /&gt;
[[File:RoN SA58 idle.jpg|thumb|none|600px|The DSA SA58 with SpectreDR and various other highspeed attachments in the shoothouse.]]&lt;br /&gt;
[[File:RoN SA58 ADS.jpg|thumb|none|600px|Scoped in.]]&lt;br /&gt;
[[File:RoN SA58 magcheck.jpg|thumb|none|600px|Mag check after a few rounds down range.]]&lt;br /&gt;
[[File:RoN SA58 reload1.jpg|thumb|none|600px|Tactical reload. The &amp;quot;DSA00106&amp;quot; serial number seems to be another ''Girls' Frontline'' reference, as 106 is the index number of the FAL T-Doll in GFL.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L CQC==&lt;br /&gt;
The [[FN SCAR-L CQC]] is added in the the January 2022 update under the name &amp;quot;MK16&amp;quot;, equipped with a Parker Mountain Machine Picatinny Rail Extension and a VLTOR Receiver Extension / Stock Adapter. Powerful, accurate and controllable, a good all-around rifle.&lt;br /&gt;
[[Image:SCAR-L CQC.jpg|thumb|450px|none|Third Generation FN SCAR-L CQC - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN Mk16 gunbench.jpg|thumb|600px|none|The SCAR-L in the weapon customization menu.]]&lt;br /&gt;
[[File:RoN Mk16 idle.jpg|thumb|600px|none|Holding the SCAR-L in the shoothouse.]]&lt;br /&gt;
[[File:RoN Mk16 ads.jpg|thumb|600px|none|Aiming the SCAR.]]&lt;br /&gt;
[[File:RoN SCAR-L (1).jpg|thumb|none|600px|Flicking to semi-auto.]]&lt;br /&gt;
[[File:RoN SCAR-L (2).jpg|thumb|none|600px|Swapping out STANAG magazines.]]&lt;br /&gt;
[[File:RoN Mk16 reload.jpg|thumb|600px|none|The empty reload - inserting fresh mag, then the bolt catch is tabbed. Note the almost correct Mk. 16 Mod 0 markings, bar the &amp;quot;Utica Arms&amp;quot; instead of FN stamp.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416A5]] assault rifle appears in ''Ready or Not''. It is modified with a Geissele 10.5&amp;quot; Super Modular Rail handguard, Magpul MBUS Pro sights, Magpul MOE Carbine Stock and a Raptor charging handle. Short but not too short, controllable to boot, the HK416 is a very handy rifle. As of 28 June 2022 patch (EA 21474), the in-game name for the HK416A5 was changed to &amp;quot;GA416&amp;quot;.&lt;br /&gt;
[[File:HK416A5 11.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 A5 with 11 inch barrel - 5.56x45mm]]&lt;br /&gt;
[[File:HK416 Geissele 14.5 SMR.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 fitted with Geissele Automatics 14.5 Super Modular Rail handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:HK416RONG.jpg|thumb|600px|none|A SWAT Officer holding a tacticool HK416, wondering how much of the department's budget went into these.]]&lt;br /&gt;
[[File:RoN HK416 gunbench.jpg|thumb|600px|none|The HK416 in the weapon customization menu. Note the full-length sight rail on the upper receiver and ambidextrous bolt release, both features first introduced on the A5.]]&lt;br /&gt;
[[File:RoN HK416 gunbench2.jpg|thumb|none|600px|Now fitted with an EOTech holo sight, BCM Gunfighter stubby vertical grip, AN/PEQ-15 IR laser, and Surefire SFMB-556 muzzle brake.]]&lt;br /&gt;
[[File:RoN HK416 idle.jpg|thumb|600px|none|The HK416 in the shoothouse.]]&lt;br /&gt;
[[File:RoN HK416 ads.jpg|thumb|600px|none|Aiming with the MBUS folding sights.]]&lt;br /&gt;
[[File:RoN HK416A5 (1).jpg|thumb|none|600px|Thumbing the 416's fire selector.]]&lt;br /&gt;
[[File:RoN HK416 reload.jpg|thumb|600px|none|The 416's tactical reload. Note the &amp;quot;HaKa&amp;quot; markings similar to &amp;quot;HK&amp;quot; can be seen. Also visible are &amp;quot;65-000404&amp;quot; serial numbers; like the M9's serial numbers, these are also references to ''Girls' Frontline''. &amp;quot;65&amp;quot; is the index number of the HK416 T-Doll character, and &amp;quot;404&amp;quot; is the name of the unit (Squad 404) that HK416 is a member of in the story.]]&lt;br /&gt;
[[File:RoN HK416A5 (2).jpg|thumb|none|600px|Reloading the 416 from empty, with the bolt release paddle sticking out.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is added in the the February 2022 update, equipped with a Brugger &amp;amp; Thomet quad rail handguard and KAC G36 flip-up sight with optic rail. The G36C was originally featured in the 2020 PVP build, where it had a different model.&lt;br /&gt;
[[File:Hkg36c.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN G36c menu.jpg|thumb|600px|none|The G36C in the weapon customization menu.]]&lt;br /&gt;
[[File:RoN G36c idle.jpg|thumb|600px|none|The G36C in the shoothouse.]]&lt;br /&gt;
[[File:RoN G36c ads.jpg|thumb|600px|none|Using the KAC Folding Sights.]]&lt;br /&gt;
[[File:RoN G36c reload.jpg|thumb|600px|none|Empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-16 CQB==&lt;br /&gt;
The [[Knight%27s_Armament_SR-15|Knight's Armament SR-16 CQB]] assault rifle appears in ''Ready or Not'', equipped with Magpul furniture and a set of KAC folding sights. The longest of the main assault rifles, the SR-16 leverages accuracy and controllability to compensate.&lt;br /&gt;
[[File:KAC_SR-16_CQB.jpg|thumb|none|450px|Knight's Armament SR-16 CQB – 5.56x45mm]]&lt;br /&gt;
[[File:SR16RONG.jpg|thumb|600px|none|A SWAT Officer holding a SR-16.]]&lt;br /&gt;
[[File:RoN KACSR16 gunbench.jpg|thumb|none|600px|The stock KAC SR-16.]]&lt;br /&gt;
[[File:RoN KACSR16 gunbench2.jpg|thumb|none|600px|The KAC SR-16 with Elcan SpectreDR 1-4x, Surefire muzzlebrake, BCM Gunfighter vertical stubby foregrip, and laser module.]]&lt;br /&gt;
[[File:RoN KACSR16 idle.jpg|thumb|none|600px|The KAC SR-16 fitted with an Aimpoint T2, BCM Gunfighter vertical grip, Surefire muzzle brake, and AN/PEQ-15 IR laser. Using certain foregrips, the player character will adopt a thumb over bore grip, as seen here.]]&lt;br /&gt;
[[File:RoN KACSR16 ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:RoN KACSR16 magcheck.jpg|thumb|none|600px|Checking a slightly depleted magazine. In a rare bit of detail for a videogame, all AR pattern rifles have a 3rd hole for an auto sear above the selector switch.]]&lt;br /&gt;
[[File:RoN KACSR16 reload1.jpg|thumb|none|600px|Tactical reload with magazine retention.]]&lt;br /&gt;
[[File:RoN KACSR16 reload2.jpg|thumb|none|600px|Reloading from empty after a full auto magazine dump. Note the bolt release paddle sticking out, and the fire selector switch set to &amp;quot;AUTO&amp;quot;.]]&lt;br /&gt;
[[File:RoN KACSR16 reload3.jpg|thumb|none|600px|Inserting a fresh magazine and pressing the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 0==&lt;br /&gt;
The [[Mk 18 Mod 0]] appears in ''Ready or Not'', referred to as the &amp;quot;MK18&amp;quot;. The in-game base model features a KAC RIS handguard and an LMT Crane stock; it also uses an LMT-style rear sight, though prior to the Adam update it instead used a standard carrying handle and was incorrectly designated the &amp;quot;M4A1&amp;quot;. Loud, flashy and effective, the Mk 18 is a compact rifle for the job. It is also used by high-level suspects.&lt;br /&gt;
[[File:M4A1CQBR.jpg|thumb|none|450px|Mk 18 Mod 0 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN Mk18 loadout.jpg|thumb|600px|none|A SWAT Officer holding the Mk 18 Mod 0 in the loadout screen. This is a pre-update image, with the &amp;quot;M4A1&amp;quot; name and carry handle.]]&lt;br /&gt;
[[File:RoN MK18adam menu.jpg|thumb|none|600px|The post-Adam Mk 18 Mod 0, having lost its carrying handle and gained the correct name.]]&lt;br /&gt;
[[File:RoN MK18adam draw.jpg|thumb|none|600px|Drawing the carbine...]]&lt;br /&gt;
[[File:RoN MK18adam idle.jpg|thumb|none|600px|...and then doing more or less nothing. Note that, in addition to the new rear sight, the Mk 18's model has been completely reworked. The biggest differences are with the better-proportioned charging handle.]]&lt;br /&gt;
[[File:RoN MK18adam ads.jpg|thumb|none|600px|Aiming; the LMT rear sight provides a near-identical sight picture to the original carrying handle. The forward assist and brass deflector are also improved from the pre-update model.]]&lt;br /&gt;
[[File:RoN MK18adam reload2.jpg|thumb|none|600px|Swapping mags on a non-empty reload.]]&lt;br /&gt;
[[File:RoN MK18adam reload1.jpg|thumb|none|600px|Smacking the bolt release on a fresh magazine.]]&lt;br /&gt;
[[File:RoN MK18 NPC1.jpg|thumb|none|600px|A school shooter with the pre-Adam MK 18 Mod 0 with carry handle.]]&lt;br /&gt;
[[File:RoN MK18 NPC2.jpg|thumb|none|600px|A member of the &amp;quot;Left Behind&amp;quot; domestic terrorist group (disguised as a Secret Service Agent) armed with the post-Adam MK 18 Mod 0. Note his chest rig seems inspired by the one from [https://www.imfdb.org/wiki/Heat#Colt_Model_733 Heat].]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Combat SBR Tactical==&lt;br /&gt;
The Wilson Combat SBR Tactical assault rifle appears in ''Ready or Not'' under the moniker &amp;quot;ARWC&amp;quot;. Quiet when suppressed and very effective against targets, the ARWC is a potent tool in the right hands. The weapon was initially named &amp;quot;SBR-300&amp;quot; and chambered in .300 Blackout, was renamed to &amp;quot;SBR-556&amp;quot; and changed to 5.56x45mm NATO in the January 2022 update, and was renamed again to &amp;quot;ARWC&amp;quot; in the February 2022 update.&lt;br /&gt;
[[File:Wilson Combat SBR Tactical.jpg|thumb|none|450px|Wilson Combat SBR Tactical - 5.56x45mm NATO/.300 Blackout]]&lt;br /&gt;
[[File:SBR30.jpg|thumb|600px|none|A SWAT Officer holding an Wilson Combat SBR Tactical, note the telltale markings on the grip and stock.]]&lt;br /&gt;
[[File:RoN WilsonCQB gunbench.jpg|thumb|none|600px|The Wilson Combat SBR Tactical on the gunbench. There is a visual bug where the gun will appear to float above the gunbench during weapon modifying.]]&lt;br /&gt;
[[File:RoN WilCom SBR (1).jpg|thumb|none|600px|As seen in first person view.]]&lt;br /&gt;
[[File:RoN WilCom SBR (2).jpg|thumb|none|600px|Checking the SBR's iron sights.]]&lt;br /&gt;
[[File:RoN WilCom SBR (3).jpg|thumb|none|600px|Performing a tactical mag swap.]]&lt;br /&gt;
[[File:RoN WilCom SBR (4).jpg|thumb|none|600px|And the empty reload - this is actually the fresh magazine being inserted, which is modeled empty.]]&lt;br /&gt;
&lt;br /&gt;
==BCM CQB-11==&lt;br /&gt;
The [[BCM rifle series|BCM CQB-11]] appears in ''Ready or Not'', fitted with LMT crane stock and Surefire WARCOMP flash hider. The weapon is an exclusive to Supporter Edition owners. It was formerly named &amp;quot;BCM Mk1&amp;quot; and was renamed to &amp;quot;Mk1 Carbine&amp;quot; after the January update.&lt;br /&gt;
[[File:BCM CQB 11 KMR-A.jpg|thumb|none|450px|BCM CQB-11 KMR-A10 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN CQB11 render.jpg|thumb|600px|none|Rendering image. &amp;quot;DCM&amp;quot; markings, similar to the real weapon's &amp;quot;BCM&amp;quot;, can be seen on the magazine well; this presumably stands for something like &amp;quot;Delta Company Manufacturing&amp;quot;, rather than &amp;quot;Dichloromethane&amp;quot; as some might assume.]]&lt;br /&gt;
[[File:RoN MK1rifle gunbench.jpg|thumb|none|600px|The BCM CQB-11 seen in the latest update of the gun modification menu.]]&lt;br /&gt;
[[File:R0N MK1rifle gunbench2.jpg|thumb|none|600px|The CQB-11 now kitted out with an EOtech holo sight, BCM Gunfighter stubby vertical grip, AN/PEQ-15 IR laser, and silencer.]]&lt;br /&gt;
[[File:RoN CQB11 menu.jpg|thumb|600px|none|The SWAT operator holds his CQB-11 in the loadout menu.]]&lt;br /&gt;
[[File:RoN CQB11 idle.jpg|thumb|600px|none|Wielding the CQB-11 in the shoothouse.]]&lt;br /&gt;
[[File:RoN CQB11 ads.jpg|thumb|600px|none|Aiming with the BCM / Troy mixed sights.]]&lt;br /&gt;
[[File:RoN CQB11 reload.jpg|thumb|600px|none|Thumbing the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Brownells BRN-180S 300 BLK==&lt;br /&gt;
The [[ArmaLite AR-18|Brownells BRN-180S 300 BLK]] is added in the the February 2022 update under the name &amp;quot;ARN-18&amp;quot;, equipped with a SIG-Sauer Minimalist Plus folding stock.&lt;br /&gt;
[[File:BRN-180S 300 BLK.jpg|thumb|none|450px|Brownells BRN-180S 300 BLK (mounted on BRN-180 Forged Lower) - .300 Blackout]]&lt;br /&gt;
[[File:RoN BRN180 gunbench.jpg|thumb|600px|none|The BRN-180S in the weapon customization menu. Note the handguard gap to allow easy access to the gas system (for quick adjustment for suppressor use), a feature found only on the BRN-180S 300 BLK.]]&lt;br /&gt;
[[File:RoN BRN180 gunbench2.jpg|thumb|none|600px|The BRN-180S with EOtech sight, MAWL IR laser, BCM Gunfighter vertical stubby grip, and Silencerco ASR muzzle brake.]]&lt;br /&gt;
[[File:RoN BRN180S idle.jpg|thumb|600px|none|The BRN-180S in the shoothouse.]]&lt;br /&gt;
[[File:RoN BRN180S ads.jpg|thumb|600px|none|Aiming with the backup sights.]]&lt;br /&gt;
[[File:RoN BRN-180S (1).jpg|thumb|none|600px|Changing out the aluminum magazines.]]&lt;br /&gt;
[[File:RoN BRN-180S (2).jpg|thumb|none|600px|Inserting a new one from empty.]]&lt;br /&gt;
[[File:RoN BRN180S reload.jpg|thumb|600px|none|Thumbing the BRN's bolt catch.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX==&lt;br /&gt;
The first-generation [[SIG-Sauer MCX|SIG-Sauer MCX SBR]] in 5.56x45mm was added in version 1.0, and features a telescoping stock. The markings on the rifle state it is manufactured by &amp;quot;SIC SUHL INC&amp;quot;. Note that much like other weapons in Ready or Not, the last three digits on the serial number make reference to the ''Girl's Frontline'' T-Doll of the same name.&lt;br /&gt;
[[File:SIG MCX 11.5.jpg|thumb|none|450px|SIG-Sauer MCX SBR with 11.5&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ReadyorNot 01 equip1.jpg|thumb|600px|none|First equipping the rifle; tilting the MCX while holding the adjustment button to let the stock fully extend...]]&lt;br /&gt;
[[File:ReadyorNot 02 equip2.jpg|thumb|600px|none|...and then racking the charging handle.]]&lt;br /&gt;
[[File:ReadyorNot 03 idle.jpg|thumb|600px|none|Holding the rifle near the US-Mexican border.]]&lt;br /&gt;
[[File:ReadyorNot 04 aim.jpg|thumb|600px|none|Sighting up a drone.]]&lt;br /&gt;
[[File:ReadyorNot 05 shoot.jpg|thumb|600px|none|Watching some lowres 5.56 casings eject out the MCX.]]&lt;br /&gt;
[[File:ReadyorNot 06 reload1.jpg|thumb|600px|none|Performing a tactical reload.]]&lt;br /&gt;
[[File:ReadyorNot 07 reload2.jpg|thumb|600px|none|Smacking the bolt release after reloading from empty.]]&lt;br /&gt;
[[File:ReadyorNot 08 empty.jpg|thumb|600px|none|Inspecting the empty magazine after running dry. Note the protruding bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS==&lt;br /&gt;
The &amp;quot;LVAR&amp;quot; is an integrally suppressed [[SIG-Sauer MCX VIRTUS|SIG-Sauer MCX VIRTUS SBR]] in .300 Blackout with some parts inspired by the SIG-Sauer Low Visibility Assault Weapon (LVAW). It was added in version 1.0.&lt;br /&gt;
&lt;br /&gt;
An announcement stated that it uses &amp;quot;an MCX gen 1 upper and gen 2 lower, with the rest being LVAW parts&amp;quot;. However, the upper receiver is actually from the second-generation MCX VIRTUS. It is fitted with an ALTRD handguard (which resembles that of the LVAW), and is depicted with the top Picatinny rail of the LVAW and earlier MCX prototypes, as opposed to the scalloped rail of later MCX models.&lt;br /&gt;
[[File:MCX VIRTUS SBR 9.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ALTRD VIRTUS.jpg|thumb|none|350px|ALTRD 10.5&amp;quot; handguard for SIG-Sauer MCX VIRTUS]]&lt;br /&gt;
&lt;br /&gt;
==Thales F90MBR==&lt;br /&gt;
The [[Thales F90|Thales F90MBR]] was added in version 1.0.&lt;br /&gt;
[[File:F90 MBR.jpg|thumb|none|450px|Thales F90MBR - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
Launchers in ''Ready Or Not'' are special weapons using specific ammo types depending on user choice. &lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] appears in ''Ready or Not'' simply as the &amp;quot;M320&amp;quot;. It was featured in the 2020 PVP Build, was removed from the game, and was then re-added in the March 2022 update. The M320 can be equipped as a primary long tactical device (cannot be modified via the gun bench), available with either Stinger balls, CS gas or flashbang grenades as options, carrying one in the pipe and 3 in reserve.&lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|none|350px|Heckler &amp;amp; Koch M320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[Image:RoN M320 loadout.jpg|thumb|none|600px|A SWAT officer carrying the M320 on his back in the loadout screen.]]&lt;br /&gt;
[[Image:RoN M320 idle.jpg|thumb|none|600px|The M320 in idle.]]&lt;br /&gt;
[[Image:RoN M320 ads.jpg|thumb|none|600px|Aiming down the sight. There is no functionality to the leaf sight.]]&lt;br /&gt;
[[Image:RoN M320 canted.jpg|thumb|none|600px|Canted view.]]&lt;br /&gt;
[[Image:RoN M320 check.jpg|thumb|none|600px|Checking the tube. Currently there are no different models for the three different 40mm shells, but rather one single model that seems to incorrectly resemble a standard HE round.]]&lt;br /&gt;
[[Image:RoN M320 reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL==&lt;br /&gt;
The [[Milkor MGL]] appears in the March 2022 update as a primary weapon, loaded with six flashbang grenades, trading a more reliable primary arm in favor of the ability to instantly flashbang a target.&lt;br /&gt;
&lt;br /&gt;
Pre-Early Access, it was claimed that the selectable grenade types for the MGL include non-lethal, rubber baton rounds, CS rounds, and smoke rounds, like &amp;lt;i&amp;gt;Ready or Not&amp;lt;/i&amp;gt;'s inspiration game ''[[S.W.A.T. 4]]''.&lt;br /&gt;
[[Image:MGL32.jpg|thumb|none|450px|Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:ReadyOrNot MilkorMGL.JPG|thumb|none|600px|Promotional art of the MGL Grenade Launcher with the Armson OEG reflex sight.]]&lt;br /&gt;
[[File:RoN MilkorMGL gunbench.jpg|thumb|none|600px|The Milkor MGL.]]&lt;br /&gt;
[[File:RoN MilkorMGL idle.jpg|thumb|none|600px|The rotary grenade launcher at hand.]]&lt;br /&gt;
[[File:RoN MilkorMGL ADS.jpg|thumb|none|600px|Aiming through the Armson OEG sight.]]&lt;br /&gt;
[[File:RoN MilkorMGL ammocheck.jpg|thumb|none|600px|Checking the cylinder. There is currently no system to allow for extra 40mm grenades, so there is no reload animation implemented in the public build of the game.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
Grenades in ''Ready or Not'' take up their own individual slots in the player character's inventory. They can be held in the player's hands until deployment and can be thrown underhanded or overhanded.&lt;br /&gt;
&lt;br /&gt;
==M7A3 CS Gas Grenade==&lt;br /&gt;
The [[M7 CS gas grenade]]s appears in-game as just the &amp;quot;CS Grenade&amp;quot;, although the markings explicitly state it's the A3 version. It releases CS gas, and incapacitates anyone not wearing a gas mask, including you and your teammates.&lt;br /&gt;
[[File:M7A3.jpg|thumb|none|200px|M7A3 CS gas grenade]]&lt;br /&gt;
[[Image:ReadyOrNotCSGrenade.JPG|thumb|none|600px|A preview image for the CS Grenade in ''Ready or Not''.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 Stun Grenade]] is a less-lethal grenade that explodes with a deafening noise and a blinding flash of light. &lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|none|200px|M84 stun grenade]]&lt;br /&gt;
[[Image:ReadyOrNotFlashBangGrenade.JPG|thumb|none|600px|A preview image for the Flashbang Grenade in ''Ready or Not''.]]&lt;br /&gt;
&lt;br /&gt;
==Model 9590 Stingball==&lt;br /&gt;
The [[Model 9590 Sting-Ball Grenade]] appears in-game as the &amp;quot;Stingball Grenade&amp;quot; and is another selectable throwable for the SWAT team to use. This operates in a similar fashion to a frag grenade, albeit filled with pellets of OC pepper instead of actual lead. While effective in incapacitating targets, or unsuspecting teammates, the grenade is also the most lethal of the three throwables.&lt;br /&gt;
[[File:Sting-ball.jpg|thumb|none|200px|Model 9590 sting-ball grenade]]&lt;br /&gt;
[[Image:ReadyOrNotStingballGrenade.JPG|thumb|none|600px|A preview image for the String Ball Grenade in ''Ready or Not''.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==VKS==&lt;br /&gt;
The VKS (Variable Kinetic System) compressed-air launcher by PepperBall (a brand name of United Tactical Systems) is added in the January 2022 update as the &amp;quot;R7 Launcher&amp;quot;. A semi-auto-only pepperball launcher, the VKS's rails allow for a degree of customization.&lt;br /&gt;
[[File:Pepperball VKS.jpg|thumb|400px|none|VKS]]&lt;br /&gt;
[[File:RoN VKSpepperball gunbench.jpg|thumb|none|600px|The PepperBall VKS on the gunbench in all its bright hi-vis orange glory.]]&lt;br /&gt;
[[File:RoN VKSpepperball gunbench2.jpg|thumb|none|600px|Plus attachments.]]&lt;br /&gt;
[[File:RoN VKS idle.jpg|thumb|none|600px|The pepperball launcher being put through its paces. Note the visual glitch of the face of the compressed air pressure valve sliding off and floating in mid air.]]&lt;br /&gt;
[[File:RoN VKS ADS.jpg|thumb|none|600px|The iron sights of the VKS.]]&lt;br /&gt;
[[File:RoN VKS magcheck.jpg|thumb|none|600px|Holding down &amp;quot;R&amp;quot; to check that the pepperball magazine is still in one piece.]]&lt;br /&gt;
[[File:RoN VKS reload1.jpg|thumb|none|600px|Ejecting the empty magazine.]]&lt;br /&gt;
[[File:RoN VKS reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Taser==&lt;br /&gt;
The [[Taser|M26 Taser]] makes an appearance in ''Ready or Not'' and simply named &amp;quot;TASER&amp;quot;, as a less-lethal sidearm option, incapacitating the targets it strikes. The game also features the Taser series' ability to be used as melee weapons by striking targets with its exposed contacts. It is also featured with its built-in laser module that can be switched on.&lt;br /&gt;
[[Image:AdvancedM26.jpg|thumb|none|300px|Advanced Taser M26]]&lt;br /&gt;
[[File:ReadyOrNotM26Taser.jpg|thumb|none|600px|Promotional art of a SWAT Officer deploying an M26 in his right hand.]]&lt;br /&gt;
[[File:RoN Taser loadout.jpg|thumb|none|600px|A SWAT Officer holding the M26 Taser in the loadout screen.]]&lt;br /&gt;
[[File:RoN Taser gunbench.jpg|thumb|none|600px|The M26 in the gun modification menu.]]&lt;br /&gt;
[[File:RoN Taser idle.jpg|thumb|none|600px|The M26 while idle.]]&lt;br /&gt;
[[File:RoN Taser ads.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:RoT Taser canted.jpg|thumb|none|600px|Canted aiming with laser on.]]&lt;br /&gt;
[[File:RoN Taser magcheck.jpg|thumb|none|600px|Checking the cartridge.]]&lt;br /&gt;
[[File:RoN Taser reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
The following list of weapons are featured in ''Ready or Not'' as non-usable weapons, instead are used by suspects, appear as pieces of evidence, or as booby traps. Several of these weapons were previously introduced as usable SWAT weapons in older builds of the game prior to the Early Access, but later removed for various reasons. It is likely that few of them are planned to be reintroduced once again as usable weapons in the future.&lt;br /&gt;
&lt;br /&gt;
==Handguns==&lt;br /&gt;
===Colt M1911===&lt;br /&gt;
An old-school [[Colt M1911A1]] appears as a suspect weapon in ''Ready or Not''.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:RoN M1911A1.jpg|600px|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18===&lt;br /&gt;
The [[Glock 18]] appears in-game rarely as an NPC sidearm, under the label &amp;quot;G18 AUTO&amp;quot;. &lt;br /&gt;
[[File:Glock18Ext.jpg|thumb|none|350px|Glock 18 (2nd Generation) with extended 31-round magazine - 9x19mm]]&lt;br /&gt;
[[File:RoN G18Auto.jpg|600px|thumb|none|A Glock 18 found in the post office level. It appears to be an actual Glock 18, and not a conversion, as evidenced by the slide mounted selector switch on.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 19 (Gen 4)===&lt;br /&gt;
Prior to the January 2022 update, the 4th Generation [[Glock 19]] was usable by the player under the &amp;quot;G19&amp;quot; name. It also was formerly seen in the hands of suspects, but after subsequent updates, both were replaced by the 5th Generation Glock 19. It is equipped with Glock aftermarket 3-dot night sights and OD Green frame. A version with a stovepipe malfunction still appears as evidence next to its deceased owners on the levels &amp;quot;Thank You, Come Again&amp;quot; and &amp;quot;Greased Palms&amp;quot;.&lt;br /&gt;
[[File:Glock19_Gen4.jpg|thumb|none|300px|Glock 19 (4th Generation) - 9x19mm]]&lt;br /&gt;
[[File:RoN G19g4 prop1.jpg|thumb|none|600px|A deceased armed civilian in the 4U diner with the pistol.]]&lt;br /&gt;
[[File:RoN G19g4 prop2.jpg|thumb|none|600px|A dead Los Locos Del Pacificos gangster with his Glock.]]&lt;br /&gt;
[[File:RoN G19g4 prop3.jpg|thumb|none|600px|Closeup, the &amp;quot;Glock&amp;quot; title was later updated to &amp;quot;Used Glock&amp;quot;. Note the primer incorrectly hasn't been struck.]]&lt;br /&gt;
&lt;br /&gt;
===Makarov PM===&lt;br /&gt;
The [[Makarov PM]] appears in ''Ready or Not'' simply as the &amp;quot;MAKAROV&amp;quot; and used by low-level suspects. Its appearance in America is odd given the Makarov's more commonly found with collectors in the states than criminal syndicates, although it could allude to the gun's commonality in black markets in places like Asia or England. &lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|300px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:MakarovIJ70.jpg|thumb|none|300px|Baikal IJ-70 (commercial variant of the Makarov PM) - .380 ACP]]&lt;br /&gt;
[[File:ReadyOrNotPPK.jpg|thumb|none|450px|An official promotional image showing off a Makarov. It appears to be nickel-plated, though this may just be the lighting.]]&lt;br /&gt;
[[File:FileReadyorNot Makarov 03.jpg|thumb|none|600px|A Russian mobster with the Makarov at the Caesar's Cars dealership.]]&lt;br /&gt;
[[File:ReadyorNot Makarov 01.jpg|thumb|none|600px|Presumably desperate due to the ammunition export ban, this man has resorted to stealing cash to fund his 9x18mm addiction.]]&lt;br /&gt;
[[File:ReadyorNot Makarov 02.jpg|thumb|none|600px|Other side of the pistol.]]&lt;br /&gt;
&lt;br /&gt;
===Walther PPQ===&lt;br /&gt;
The [[Walther PPQ]] appears as a suspect weapon.&lt;br /&gt;
[[File:Walther PPQ.jpg|thumb|none|300px|Walther PPQ M1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===Walther PP===&lt;br /&gt;
A [[Walther PP]] appears as a prop in game, in the form of a light gun meant for a retro console from its era.&lt;br /&gt;
[[File:Walther-PP-Post-War.jpg|thumb|none|350px|Walther PP Post-War - .32 ACP]]&lt;br /&gt;
[[File:RoN Walther PP.jpg|600px|thumb|none|Judge finds a light gun alongside a retro inspired console in the admin's office of the data center. Wonder if TOC will mind if he takes a break and plays a quick round of Duck Hunt? (Note the Ready or Not cartridge inserted).]]&lt;br /&gt;
&lt;br /&gt;
===SIG P250 Compact===&lt;br /&gt;
While currently an unused police weapon in the files, a [[SIG P250 Compact]], simply named &amp;quot;P250&amp;quot; in game, is seen used by most suspects in the recently added Los Suenos Postal Service level.&lt;br /&gt;
[[File:SIG P250c right.JPG|thumb|none|300px|SIG-Sauer P250 Compact - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RoN P250.jpg|600px|thumb|none|There are a surprising amount of these found upon most suspects in the post office. Others are usually armed with a Beretta 92FS, and the occasional M1911A1.]]&lt;br /&gt;
&lt;br /&gt;
===Beretta 92FS===&lt;br /&gt;
Originally available to the player prior to January 2022, a [[Beretta 92FS]] is now seen in the hands of suspects, incorrectly referred to as an &amp;quot;M9A1&amp;quot; in game. It was succeeded by the Beretta 92X Performance in the aforementioned update.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|300px|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:RoN 92FS.jpg|600px|thumb|none|Like mentioned above, the particular handgun is now repurposed as an suspect only weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===Calico M950===&lt;br /&gt;
The [[Calico M950]] was added in version 1.0 and strangely appears in the hands of low level suspects. &lt;br /&gt;
[[Image:CalicoM950.jpg‎|thumb|none|350px|Calico M950 semi-automatic pistol - 9x19mm]]&lt;br /&gt;
[[File:ReadyorNot CalicoM950 01.jpg|thumb|none|600px|A suspect with the big plastic on his hip.]]&lt;br /&gt;
[[File:ReadyorNot CalicoM950 02.jpg|thumb|none|600px|A different perp with the Calico.]]&lt;br /&gt;
[[File:ReadyorNot CalicoM950 03.jpg|thumb|none|600px|Aiming. Note the magazine correctly has the &amp;quot;9mm Only&amp;quot; marking, but instead of &amp;quot;Calico&amp;quot; being written on it, &amp;quot;Portinari&amp;quot; is written instead (perhaps referring to Candido Portinari?).]]&lt;br /&gt;
[[File:ReadyorNot CalicoM950 04.jpg|thumb|none|600px|Other side.]]&lt;br /&gt;
&lt;br /&gt;
===IMI Uzi===&lt;br /&gt;
The [[Uzi]] appears in ''Ready or Not'' simply as the &amp;quot;UZI&amp;quot;, commonly used by both low and high-level suspects. &amp;lt;!--Comments on gun performance present in previous versions of the page - was this available as a PVP build weapon?--&amp;gt;&lt;br /&gt;
[[File:Uzi.jpg|thumb|none|400px|Uzi - 9x19mm]]&lt;br /&gt;
[[File:ReadyOrNoTNEW GLOCK.jpg|thumb|none|600px|Pre-release image with an Uzi of a dead suspect on the floor.]]&lt;br /&gt;
[[File:RoN TEC-9 &amp;amp; Uzi.jpg|thumb|none|600px|The Uzi as seen in the current version of the game.]]&lt;br /&gt;
[[File:Ronthehanduzi 1.jpg|600px|thumb|none|A member of the terrorist cell &amp;quot;The Hand&amp;quot; with the Uzi.]]&lt;br /&gt;
&lt;br /&gt;
===Intratec TEC-9===&lt;br /&gt;
The [[TEC-9]] appears in ''Ready or Not'' simply as the &amp;quot;TEC-9&amp;quot; and commonly used by low-level suspects, including sometimes as a backup to another primary. &lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 (post-1987 version) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RoN TEC-9 &amp;amp; Uzi.jpg|thumb|none|600px|A TEC-9 and Uzi on the ground, belonging to some suspects that made the wrong decision.]]&lt;br /&gt;
[[File:Rontec9 1.jpg|thumb|none|600px|A gas station robber with the TEC-9.]]&lt;br /&gt;
[[File:Rontec9 2.jpg|thumb|none|600px|Ditto while aiming showing the other side.]]&lt;br /&gt;
&lt;br /&gt;
===Smith &amp;amp; Wesson 76===&lt;br /&gt;
The [[Smith &amp;amp; Wesson M76]] appears in ''Ready or Not'' simply as the &amp;quot;M76&amp;quot; and is used by high-level suspects.&lt;br /&gt;
[[Image:Sw76-1.jpg|thumb|none|450px|Smith &amp;amp; Wesson M76 with stock extended - 9x19mm‎]]&lt;br /&gt;
[[File:RoN M76.jpg|600px|thumb|none|Judge wondering whether or not he should stash one of these potentially cut weapons for himself before it's inevitably gone.]]&lt;br /&gt;
&lt;br /&gt;
===Walther MPL===&lt;br /&gt;
The [[Walther MPL]] appears in ''Ready or Not'' simply as the &amp;quot;MPL&amp;quot; and is used by high-level suspects, particularly those of Cherryessa Farm. It's a rather strange choice for the game given the MPL's not a common SMG, but it made a smidge of sense for Cherryessa's placeholder survivalists when they were on the map. The current suspects not so much.&lt;br /&gt;
[[File:Walther mpl 1.jpg|thumb|none|450px|Walther MPL with stock extended - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RoN MPL.jpg|600px|thumb|none|Found in the hands of some suspects in the farm level. A Walther MPL is the weapon of choice for some of these coyote brown clad paramilitary suspects that were repurposed player models from the 2020 PVP build]]&lt;br /&gt;
[[File:RoN MPL-2.jpg|600px|thumb|none|Another side of the world model from another dead suspect.]]&lt;br /&gt;
[[File:ReadyOrNot MPL 01.jpg|600px|thumb|none|One of the &amp;quot;Carriers of the Vine&amp;quot; cultists on Cherryessa Farm armed with an MPL.]]&lt;br /&gt;
[[File:ReadyOrNot MPL 02.jpg|600px|thumb|none|The other side.]]&lt;br /&gt;
[[File:ReadyOrNot MPL 03.jpg|600px|thumb|none|Close-up of the port. Instead of &amp;quot;Walther&amp;quot;, the text inside the logo says &amp;quot;Shadilay&amp;quot;, in reference to the song by PEPE.]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===12 Gauge Double Barreled Sawed-Off Shotgun===&lt;br /&gt;
A hammerless [[12 Gauge Double Barreled Shotgun|12 Gauge Double Barreled Sawed-Off Shotgun]] of unknown make and model is a common weapon used by low-level suspects.&lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Remington Spartan Sawed Off shotgun - 12 gauge]]&lt;br /&gt;
[[File:RoN Sawed off.jpg|600px|thumb|none|The sawed-off is always found on at least one suspect in the gas station. It's not entirely clear as to what particular weapon this side-by-side is modeled after, however.]]&lt;br /&gt;
[[File:Rondoublebarrel 1.jpg|600px|thumb|none|One of the gas station robbers with the shotgun.]]&lt;br /&gt;
&lt;br /&gt;
===Ithaca Model 37===&lt;br /&gt;
The [[Ithaca 37]] appears in ''Ready or Not'' as the &amp;quot;M37&amp;quot;, and used by low and high-level suspects. &lt;br /&gt;
[[File:IthacaModel37.jpg|thumb|none|300px|Ithaca 37 Riot Version - 12 gauge]]&lt;br /&gt;
[[File:20231223012333 1.jpg|thumb|none|300px|A Russian mobster armed with the Ithaca Model 37 in the reworked Port Hokan. Note he holds it as if it has a pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
===Izhmash KS-K===&lt;br /&gt;
The [[Saiga-12|Izhmash KS-K]] is used by mid level suspects, labelled in game as the &amp;quot;Saiga 12&amp;quot;.&lt;br /&gt;
[[File:Izhmash Ks-k.jpg|thumb|none|450px|Izhmash KS-K - 12 gauge]]&lt;br /&gt;
[[File:RoN Vepr12 evidence.jpg|thumb|none|600px|The KS-K shotgun as seen through NODS. Note the handguards and stock that identify it from the [[Vepr-12]].]]&lt;br /&gt;
&lt;br /&gt;
===Mossberg 590===&lt;br /&gt;
A full stocked version of the [[Mossberg 590]] is used by some suspects, dubbed the &amp;quot;M590-A&amp;quot;. It's found in the hands of some suspects on the Port Hokan and Caesar's Car Dealership, the latter including some devious &amp;quot;Non-Lethal&amp;quot; versions that fire beanbags.&lt;br /&gt;
[[File:Mossberg 590 Special.jpg|thumb|none|450px|Mossberg 590 &amp;quot;Special&amp;quot;- 12 gauge]]&lt;br /&gt;
[[File:RoN 590A1.jpg|600px|thumb|none|Having disabled its owner, Judge gazes upon a full stock 590 in the wild.]] &lt;br /&gt;
&lt;br /&gt;
===Remington 870===&lt;br /&gt;
A fix-stocked Remington 870 appears as a mid-level suspect weapon, marked as &amp;quot;870 CQB&amp;quot;.&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|thumb|none|450px|Remington 870 Express Tactical - 12 gauge]]&lt;br /&gt;
[[File:RoN 870 evidence.jpg|thumb|none|600px|The dropped 870 on the pavement of a car dealership, glad we noticed the different trigger guard as the low lighting makes it look like the 590s on the same map.]]&lt;br /&gt;
&lt;br /&gt;
===Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;===&lt;br /&gt;
The [[Winchester Model 1897|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;]] appears in ''Ready or Not'' and used by low-level suspects. The shotgun in-game is labeled as &amp;quot;M37&amp;quot;, presumably a development error mislabeling the shotgun as a reference to the [[Ithaca 37]].&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|thumb|450px|none|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge.]]&lt;br /&gt;
[[File:RoN M1897 suspect.jpg|thumb|none|600px|The Model 1897 in-game, dropped by a suspect with an affinity for WWII history.]]&lt;br /&gt;
[[File:ReadyOrNot 1897 01.jpg|thumb|none|600px|One of the &amp;quot;Carriers of the Vine&amp;quot; cultists on Cherryessa Farm armed with an 1897.]]&lt;br /&gt;
[[File:ReadyOrNot 1897 02.jpg|thumb|none|600px|Other side.]]&lt;br /&gt;
[[File:ReadyOrNot 1897 03.jpg|thumb|none|600px|Close-up of the port.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles==&lt;br /&gt;
===AKMN===&lt;br /&gt;
The [[AKM|AKMN]] appears in the hands of high level suspects. All of the AKMN models appear to have AK-47-like smooth dust covers.&lt;br /&gt;
[[File:AKMN.jpg|thumb|none|400px|AKMN - 7.62x39mm]]&lt;br /&gt;
[[File:RoN AKM sceneryprop.jpg|thumb|none|600px|A case of AKM rifles in the Wenderly Hotel stage. Note the AK-47 style wood grips.]]&lt;br /&gt;
[[File:RoN AKMN 01.jpg|thumb|none|600px|Wannabe [[Better Call Saul - Season 4|Lala Salamenca]], ''Miguel Ramirez'', with the AKMN at Caeser's Cars dealership.]]&lt;br /&gt;
[[File:RoN AKMN 02.jpg|thumb|none|600px|Other side of the rifle. Note the not-Izhevsk proof mark, with an exclamation point instead of arrow.]]&lt;br /&gt;
[[File:Ronthehandakm 2.jpg|600px|thumb|none|A &amp;quot;The Hand&amp;quot; terrorist aiming his AKMN in the level &amp;quot;Relapse&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===AK-101===&lt;br /&gt;
The [[AK-101]], which previously appeared in the 2020 PVP build, appears exclusively in the hands &amp;quot;The Hand&amp;quot; during the &amp;quot;Neon Tomb&amp;quot; nightclub level. They are all outfitted with TDI Arms handguards, although they lack attachments.&lt;br /&gt;
[[File:AK101.jpg|thumb|none|400px|AK-101 - 5.56x45mm]]&lt;br /&gt;
[[File:ReadyOrNot AK74M 01.jpg|600px|thumb|none|He isn't here to party.]]&lt;br /&gt;
[[File:ReadyOrNot AK74M 02.jpg|600px|thumb|none|One of the terrorists inspects the other side of his AK-101. Note in some of the idle voice lines, members of the terror cell will complain about their weapons being sub-standard and jamming, though the weapons jamming isn't seen during gameplay.]]&lt;br /&gt;
&lt;br /&gt;
===AK-103===&lt;br /&gt;
The [[AK-103]] appears in the hands of Russian mobsters in the &amp;quot;Buy Cheap, Buy Twice&amp;quot; level and occasionally in the &amp;quot;Keepers of the Vine&amp;quot; level. It was previously seen on the pre-1.0 &amp;quot;Hide and Seek&amp;quot; Port Hokan map. The models have fixed synthetic stocks, a feature of some American-made AK-103 clones that have fixed receiver rear trunnions.&lt;br /&gt;
[[File:KR-103.jpg|thumb|none|400px|Kalashnikov USA KR-103 - 7.62x39mm]]&lt;br /&gt;
[[File:ReadyorNot AK103 mobster1.jpg|thumb|none|600px|A mobster-mechanic with the AK-103 rifle.]]&lt;br /&gt;
[[File:ReadyorNot AK103 mobster2.jpg|thumb|none|600px|A tatted-up mobster with the rifle and its invisible flashlight.]]&lt;br /&gt;
[[File:ReadyorNot AK103 mobster3.jpg|thumb|none|600px|Closeup of the receiver. Note the lack of hardware used for folding the stock.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74U===&lt;br /&gt;
The [[AKS-74U]] is frequently seen in the hands of &amp;quot;The Hand&amp;quot; terrorists.&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:Ronaks74u 1.jpg|600px|thumb|none|A member of &amp;quot;The Hand&amp;quot; holds an AKS-74U. The magazine seems slightly shorter than a standard magazine but longer than a 20-round one.]]&lt;br /&gt;
[[File:RoN AKS74U hip.jpg|thumb|none|600px|A Russian mob mechanic smokes through his welding mask with the AKS-74U at his hip.]]&lt;br /&gt;
&lt;br /&gt;
===ArmaLite AR-180===&lt;br /&gt;
The [[ArmaLite AR-180]] appears in ''Ready or Not'' as a suspect-only weapon, used by low-level robbers on certain levels. A rather odd choice, as AR-180s are relatively uncommon and highly collectible rifles in the modern day.&lt;br /&gt;
[[File:Armalite-AR18.jpg|thumb|none|450px|ArmaLite AR-18 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN AR180.jpg|600px|thumb|none|After stopping one of the active shooters, Judge ponders on the fact that maybe some day the AR-180 will be a police weapon again. Perhaps the modding community will come to the rescue.]]&lt;br /&gt;
[[File:Ronar180 1.jpg|600px|thumb|none|A &amp;quot;Mariposa Lily Order&amp;quot; cult member holds the AR-180 (with his left hand clipping through the magazine). This appears to be their standard assault rifle.]]&lt;br /&gt;
[[File:Ronar180 2.jpg|600px|thumb|none|Ditto but on the left side.]]&lt;br /&gt;
[[File:Ar180ronpromoa.jpg|600px|thumb|none|Official promotional art featuring a MLO operative with the AR-180.]]&lt;br /&gt;
&lt;br /&gt;
===Colt CSR-1516===&lt;br /&gt;
A competition style [[AR-15]] is used by &amp;quot;Left Behind&amp;quot; terrorists in the &amp;quot;Ides of March&amp;quot; level and school shooters in the &amp;quot;Elephant&amp;quot; level. It most closely resembles the Colt CSR-1516, though with a standard receiver set rather than the competition style upper that lacks the dust cover and forward assist, and the lower's distinct trigger guard. They are always fitted with Aimpoint CompM2 red dot sights on risers.&lt;br /&gt;
[[File:ColtCSR1516iimage.jpg|thumb|400px|none|A CSR-1516 with 20-round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:ColtM4.jpg|thumb|none|400px|A Colt M4A1 for comparison - 5.56x45mm]]&lt;br /&gt;
[[File:Roncsr1516 1.jpg|thumb|600px|none|A member of &amp;quot;The Left Behind&amp;quot; domestic terrorist group with the CSR-1516. This appears to be their standard assault rifle in this level.]]&lt;br /&gt;
[[File:Roncsr1516 2.jpg|thumb|600px|none|Another member holds the gun, showcasing the left side of it.]]&lt;br /&gt;
[[File:RoNCSR1516 03.jpg|thumb|600px|none|One of the school shooters with the 1516, showing the standard AR-15 upper and lower.]]&lt;br /&gt;
&lt;br /&gt;
===M16A4===&lt;br /&gt;
The [[M16A4]] originally was available to the player, it seems that at one point in development it was later replaced in favor of the SR-16. It can be found as one of the rifles that needs to be secured in the Brisa Cove level. It can also occasionally be found by some suspects on Port Hokan.&lt;br /&gt;
[[File:M16A4Standard.jpg|thumb|none|460px|M16A4 standard configuration - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN M16A4.jpg|600px|thumb|none|Judge finds yet another piece of potential cut content, maybe he could also stash it like that S&amp;amp;W M76 he found earlier....]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G3A3===&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3]] appears in-game as an NPC weapon only, used specifically by the high level terrorist cell &amp;quot;The Hand&amp;quot;.&lt;br /&gt;
[[Image: HKG3A3.jpg|thumb|none|460px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Ron G3A3.jpg|600px|thumb|none|A G3A3 also found in the hospital level, fitted with a weapon light secured by hopes and dreams.]]&lt;br /&gt;
[[File:Ronthehandg3 1.jpg|600px|thumb|none|A member of &amp;quot;The Hand&amp;quot; runs with his G3.]]&lt;br /&gt;
[[File:Rong3 2.jpg|600px|thumb|none|Note the invisible flashlight with light still protruding from the barrel alongside his thumb clipping into the handguard.]]&lt;br /&gt;
&lt;br /&gt;
===FN FAL===&lt;br /&gt;
Succeeded by the SA-58 OSW, a standard FN FAL appears in game as a high-level suspect weapon, commonly used by the Russian mafiosos on the Port Hokan and Car Dealership levels.&lt;br /&gt;
[[File:FN FAL old.jpg|thumb|none|500px|FN FAL - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ReadyorNotFALThirdPersonPlaceHolder.jpeg|thumb|none|600px|An early render of an officer in RoN with the SA-58, fitted with a top cover rail and a standard plastic handguard over the in-game tri-rail.]]&lt;br /&gt;
[[File:RoN FAL.jpg|600px|thumb|none|Judge looks on the interesting armament of the local Russian mafia, following the takedown of its user.]]&lt;br /&gt;
&lt;br /&gt;
===M14 Rifle===&lt;br /&gt;
The [[M14]] appears in ''Ready or Not'' simply as the &amp;quot;M14&amp;quot;. It was originally introduced in the 2020 PVP build as a SWAT weapon, later removed and reintroduced in the June 2022 Early Access update. It features a green synthetic stock and is used by certain high-level suspects, including the milita members of Cherryessa Farm.&lt;br /&gt;
[[File:M14 rifle.jpg|thumb|none|500px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RoN M14 suspectweapon.jpg|thumb|none|600px|The M14 in a suspects hands, as seen via optiwand.]]&lt;br /&gt;
[[File:RoN M14.jpg|600px|thumb|none|A better look at the M14 in its synthetic green stock. It also has the selector switch modeled, indicating it's indeed a proper M14, and not an M1A]]&lt;br /&gt;
[[File:RoN M14-2.jpg|600px|thumb|none|And one from the other side, for good measure.]]&lt;br /&gt;
[[File:Ronm14 1.jpg|600px|thumb|none|A &amp;quot;Mariposa Lily Order&amp;quot; marksman with the rifle. Certain long rifles seem to cause the suspect's hands to glitch out like this.]]&lt;br /&gt;
&lt;br /&gt;
===M24 Sniper Weapon System ===&lt;br /&gt;
The [[M24 Sniper Weapon System|M24 SWS]] appears in ''Ready or Not'' as a piece of evidence under the generic name &amp;quot;USED MARKSMAN RIFLE&amp;quot;, and can only be found in the &amp;quot;Brisa Cove&amp;quot; level. The in-game model features a Harris bipod.&lt;br /&gt;
[[File:M24.jpg|thumb|none|500px|M24 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RoN M24 evidence.jpg|thumb|none|600px|The M24 laid out in an apartment suite, sans scope.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===M249 Para===&lt;br /&gt;
The [[M249|M249 Para]] appears in ''Ready or Not'' simply as the &amp;quot;M249&amp;quot;, and was introduced in the June 2022 update. The in-game model features a 100-round magazine, and currently can only be found used by a single suspect in the &amp;quot;Brisa Cove&amp;quot; level.&lt;br /&gt;
[[Image:M249 Para ACOG.jpg|thumb|none|400px|M249 Para with Rapid Fielding Initiative telescoping stock, short barrel, heat shield, RIS handguard, Picatinny rail, Trijicon ACOG 4x32 scope, and 100-round cloth ammo bag - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN M249para 01.jpg|600px|thumb|none|A member of the &amp;quot;Left Behind&amp;quot; with the M249 Para.]]&lt;br /&gt;
[[File:RoN M249para 02.jpg|600px|thumb|none|Closeup of the stock on one used by another terrorist.]]&lt;br /&gt;
[[File:RoN M249para 03.jpg|600px|thumb|none|Yet another terrorist with one, this one attempting to eat the rear sight. The proximity of the weapon to his face while aiming might have to do with the programming for NPC aiming usually being for weapons with longer stocks.]]&lt;br /&gt;
&lt;br /&gt;
===RPD===&lt;br /&gt;
The [[RPD]] appears in ''Ready or Not'' simply as the &amp;quot;RPD&amp;quot; and is used by various high-level suspects.&lt;br /&gt;
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:RoN RPD evidence.jpg|thumb|none|600px|Holding up a noncompliant RPD for trespassing into a WIP zone.]]&lt;br /&gt;
[[File:Ronrpd 1.jpg|thumb|none|600px|A member of 'The Hand&amp;quot; with the RPD.]]&lt;br /&gt;
&lt;br /&gt;
==Other== &lt;br /&gt;
===RGD-5 Fragmentation Grenade===&lt;br /&gt;
The [[RGD-5]] appears in ''Ready or Not'' as the primary high-explosive booby trap and is set on doors in levels with armored suspects.&lt;br /&gt;
[[Image:Rdg5.jpg|thumb|none|250px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:RoN RGD5.jpg|thumb|none|600px|The RGD-5 in-game. It appears that the grenade is also strapped to some kind of aerosol canister, likely to amplify the explosion.]]&lt;br /&gt;
[[File:Ronrgd-5 1.jpg|thumb|none|600px|A closer view of the grenade.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Crime]]&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Ready_or_Not_(VG)&amp;diff=1637562</id>
		<title>Ready or Not (VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Ready_or_Not_(VG)&amp;diff=1637562"/>
		<updated>2023-12-24T03:10:07Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: /* 12 Gauge Double Barreled Sawed-Off Shotgun */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Ready or Not&lt;br /&gt;
|picture = BetterCoverArtForReadyOrNot.jpg&lt;br /&gt;
|caption = Promotional Art&lt;br /&gt;
|date = December 18, 2021 (Early Access)&amp;lt;br&amp;gt;December 13, 2023 (1.0 Release)&lt;br /&gt;
|developer = VOID Interactive&lt;br /&gt;
|publisher = VOID Interactive&lt;br /&gt;
|platforms = PC&lt;br /&gt;
|genre = Tactical [[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Ready or Not''''' (or '''''RoN''''') is a tactical first-person shooter video game developed and published by VOID Interactive, an Ireland-based company. The game places the player in the role of a SWAT team leader, in a &amp;quot;Nondescript Modern America&amp;quot; and fictional city called &amp;quot;Los Suenos&amp;quot; (heavily based on the Los Angeles, California area). The SWAT team is part of the Los Suenos Police Department (LSPD), but players with the Supporter Edition can play as FBI HRT operators. It has a focus on the singleplayer and coop campaign but is also planned to feature a PVP multiplayer side with an alternate story and game modes. It is considered a spiritual successor to ''[[SWAT 4]]'' and original ''[[Rainbow Six]]'' games.&lt;br /&gt;
&lt;br /&gt;
In 2020, a closed alpha version featuring PVP gameplay was released to the game's backers. In 2021, the game became listed on Steam, and a public Early Access version was released, featuring only singleplayer and co-op modes. Several weapons from earlier Closed Alpha and Early Access versions were removed in later updates; information on those weapons can be found on the talk page.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Ready or Not}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
In ''Ready or Not'', the player's equipment and weapons are chosen at a pre-mission startup. The player can carry two firearms (primary and sidearm), a primary long tactical device, as well as multiple grenades and other tactical deployables. Similar to other games, most notably ''[[SWAT 4]]'', the primary weapon slot is reserved for long guns such as rifles, submachine guns, and shotguns, but also less-lethal guns. The secondary slot is reserved for handguns and tasers. The third slot is reserved for tactical devices such as a mirrorgun (similar to the &amp;quot;Optiwand&amp;quot; from ''SWAT 4''), breaching shotgun, ballistic shields, battering ram, and compact grenade launchers.&lt;br /&gt;
&lt;br /&gt;
Most firearms that appear have multiple different combination of attachments. Lethal firearms can accept either full metal jacket or hollow point ammunition. Several of the firearms in-game have knock-off names to avoid copyright conflicts and some of the in-game attachments have slight modifications from their real life counterparts to avoid licensing issues as well.&lt;br /&gt;
&lt;br /&gt;
Fire selectors are usable and fully animated in-game. Holding the selector key also allows one to set their firearm in &amp;quot;safe&amp;quot; (which is animated correctly on certain firearms, while others simply default to the selector switch staying on semi or auto).&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta 92X Performance==&lt;br /&gt;
The [[Beretta 92X|Beretta 92X Performance]] appears in ''Ready or Not'' under the name &amp;quot;P92X&amp;quot;. It was added in the January 2022 update, and replaced the Beretta 92FS (see talk page). Unlike its predecessor, the 92X can mount an optic, despite it not being the RDO version. Quick, simple, effective, the jack of all trades pistol for the SWAT team.&lt;br /&gt;
[[File:Beretta 92X Performance.jpg|thumb|none|350px|Beretta 92X Performance- 9x19mm]]&lt;br /&gt;
[[File:RoN 92X render.jpg|thumb|none|600px|Official rendered image of the Beretta 92X in-game model. Note the &amp;quot;GFLHG003&amp;quot; serial number; &amp;quot;GFL&amp;quot; refers to ''Girls' Frontline'', and &amp;quot;HG003&amp;quot; is is the index number of the M9 T-Doll in ''GFL''.]]&lt;br /&gt;
[[File:RoN P92X gunbench.jpg|thumb|none|600px|The 92X in the latest iteration of the weapon customization menu.]]&lt;br /&gt;
[[File:RoN P92X gunbench2.jpg|thumb|none|600px|The 92X now fitted with a Surefire weaponlight and a muzzle brake.]]&lt;br /&gt;
[[File:RoN 92X menu.jpg|thumb|none|600px|A SWAT operator holding his 92X in the loadout menu.]]&lt;br /&gt;
[[File:RoN 92X idle.jpg|thumb|600px|none|The Beretta 92X in the shoothouse hallway.]]&lt;br /&gt;
[[File:RoN 92X ads.jpg|thumb|600px|none|Aiming with the familiar green dot sights.]]&lt;br /&gt;
[[File:RoN 92X (1).jpg|thumb|none|600px|Ammo-checking the Beretta.]]&lt;br /&gt;
[[File:RoN 92X (2).jpg|thumb|none|600px|The 92X's tactical reload.]]&lt;br /&gt;
[[File:RoN 92X reload.jpg|thumb|600px|none|Empty reload. Note the &amp;quot;PADANIA&amp;quot; marking on the slide, a clever in-joke to Beretta which is based in Lombardy, a region of Padania in Italy.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1==&lt;br /&gt;
The [[Colt XSE|Colt M45A1]] appears as a sidearm option in ''Ready or Not''. Heavy set, the M45A1 relies on high power and accuracy over capacity to deal with suspects.&lt;br /&gt;
[[File:M45A1.jpg|thumb|none|350px|Colt M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP]]&lt;br /&gt;
[[File:RoN M45 gunbench.jpg|thumb|none|600px|The M45A1 on the gun bench, sans attachments.]]&lt;br /&gt;
[[File:RoN M45 gunbench2.jpg|thumb|none|600px|The M45A1 now kitted out with a weaponlight and a Silencerco Osprey silencer.]]&lt;br /&gt;
[[File:RoN M45 idle.jpg|thumb|none|600px|The M45A1 with weaponlight, keeping an eye on some suspicious targets.]]&lt;br /&gt;
[[File:RoN M45 ADS.jpg|thumb|none|600px|Drawing a bead on the cardboard cutout.]]&lt;br /&gt;
[[File:RoN M45 magcheck.jpg|thumb|none|600px|The LSPD officer checks an empty mag. Note the slide stop locked up on the empty gun.]]&lt;br /&gt;
[[File:RoN M45 reload1.jpg|thumb|none|600px|A very dynamic magazine ejection. Also note the very savvy sidestep of copyright infringement on the Colt name with &amp;quot;CTLO&amp;quot;.]]&lt;br /&gt;
[[File:RoN M45 reload2.jpg|thumb|none|600px|Thumbing the slide stop after inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
The [[Colt Python]] appears in ''Ready or Not'' simply as the &amp;quot;.357 MAGNUM&amp;quot;, as the largest caliber handgun in the police equipment lineup, as well as being used by certain low and high-level AI suspects. Powerful, loud and slow on return shots, the Python is good for making one shot count. It does not have a unique tactical reload animation; all unfired rounds will still be dumped out on the ground and lost from the inventory.&lt;br /&gt;
[[File:ColtPython6In.jpg|thumb|none|400px|Colt Python with 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:Coltpython25.jpg|thumb|none|350px|Colt Python Snub Nose with 2.5&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:RoN Python gunbench.jpg|thumb|none|600px|The Colt Python in classic Colt Royal Blue.]]&lt;br /&gt;
[[File:RoN Python gunbench2.jpg|thumb|none|600px|The Python with one of two possible modifications, a snub nose.]]&lt;br /&gt;
[[File:RoN Python idle.jpg|thumb|none|600px|The Python being run through the shoot house.]]&lt;br /&gt;
[[File:RoN Python ADS.jpg|thumb|none|600px|The iron sights of the Python lined up on a cardboard cut out target.]]&lt;br /&gt;
[[File:RoN Python reload1.jpg|thumb|none|600px|Dumping shells from the cylinder.]]&lt;br /&gt;
[[File:RoN Python reload2.jpg|thumb|none|600px|Inserting a fresh speedloader of .357 Magnum JHP.]]&lt;br /&gt;
&amp;lt;!--[[File:ReadyOrNotColtPytonThirdPerson.JPG|thumb|none|600px|A SWAT officer holding a Colt Python. ]] Question, is the pre-release Colt Python colored differently?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==FN Five-Seven==&lt;br /&gt;
The [[FN Five-seveN]] appears in ''Ready or Not'' as a player weapon. High mag capacity with low power, but good penetration, the FN Five-Seven makes a good backup sidearm for more risky primary options.&lt;br /&gt;
[[File:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:RoN FN57 gunbench.jpg|thumb|none|600px|The Five-seveN on the gun bench.]]&lt;br /&gt;
[[File:RoN FN57 gunbench2.jpg|thumb|none|600px|The Five-seveN now with a silencer and laser module.]]&lt;br /&gt;
[[File:RoN FN57 idle.jpg|thumb|none|600px|Holding the two tone FDE Five-seveN on a paper target.]]&lt;br /&gt;
[[File:RoN FN57 ADS.jpg|thumb|none|600px|The green night sights on the Five-seveN.]]&lt;br /&gt;
[[File:RoN FN57 reload1.jpg|thumb|none|600px|Reloading a fresh magazine of 5.7x28 after a magdump. Note the slide release lever locked back.]]&lt;br /&gt;
[[File:RoN FN57 reload2.jpg|thumb|none|600px|About to thumb the slide release.]]&lt;br /&gt;
[[File:RoN FN57 reload3.jpg|thumb|none|600px|Tactical reload with magazine retention.]]&lt;br /&gt;
[[File:ReadyOrNotFiveSevenFirstPersonViewPlaceHolder.JPG|thumb|none|600px|A pre-release video screenshot of a Five-Seven being fired at a suspect. Note the different finish of the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19 MOS (Gen 5)==&lt;br /&gt;
The [[Glock 19|Glock 19 Gen 5]] MOS appears in ''Ready or Not'' under the name &amp;quot;G19&amp;quot;. It was added in the January 2022 update, replacing the Glock 19 Gen 4 (see talk page). The generic sidearm, good in every aspect. It is also a commonly used weapon by both low and high-level suspects.&lt;br /&gt;
[[File:G19 Gen5 MOS FS.jpg|thumb|none|350px|Glock 19 MOS FS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:RoN G19 gunbench.jpg|thumb|none|600px|The stock Glock 19 on the gun bench.]]&lt;br /&gt;
[[File:RoN G19 gunbench2.jpg|thumb|none|600px|The Glock 19 now fitted with a Trijicon SRO, compensator, and Surefire weaponlight.]]&lt;br /&gt;
[[File:RoN G19 menu.jpg|thumb|none|600px|A SWAT operator holding his Glock 19 in the loadout menu. Slide with MOS (Modular Optic System) and front serrations.]]&lt;br /&gt;
[[File:RoN G19 idle.jpg|thumb|none|600px|Holding a Glock 19 Gen 5 in the shooting range.]]&lt;br /&gt;
[[File:RoN G19 ads.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RoN G19 (1).jpg|thumb|none|600px|Checking the 15-round magazine.]]&lt;br /&gt;
[[File:RoN G19 (2).jpg|thumb|none|600px|Reloading with both Glock mags pressed together.]]&lt;br /&gt;
[[File:RoN G19 reload.jpg|thumb|none|600px|Empty reload. Note the colorful rename of &amp;quot;Gocke 19&amp;quot; instead of Glock.]]&lt;br /&gt;
[[File:Ronglock19 1.jpg|thumb|none|600px|One of the drug dealers on the &amp;quot;213 Park Homes&amp;quot; map with the G19.]]&lt;br /&gt;
[[File:Ronglock19 2.jpg|thumb|none|600px|A member of &amp;quot;The Hand&amp;quot; terrorist cell disguised as a hospital worker runs with the Glock.]]&lt;br /&gt;
&lt;br /&gt;
===Polymer80 PFC9===&lt;br /&gt;
Supporter Edition owners can use the exclusive Polymer80 PFC9 in ''Ready or Not''. There is no difference from the standard Glock aside from appearance.&lt;br /&gt;
[[File:Polymer80 PFC9.jpg|thumb|none|350px|Polymer80 PFC9 - 9x19mm]]&lt;br /&gt;
[[File:RoN Poly80 gunbench.jpg|thumb|none|600px|The Polymer80 PFC9 on the gun bench.]]&lt;br /&gt;
[[File:RoN Poly80 gunbench2.jpg|thumb|none|600px|The PFC9 now modified with Trijicon RMR, compensator, and weaponlight.]]&lt;br /&gt;
[[File:RoN PFC9 idle.jpg|thumb|none|600px|The PFC9 in the greenlit shooting range.]]&lt;br /&gt;
[[File:RoN PFC9 magcheck.jpg|thumb|none|600px|Checking the remaining ammunition in his PFC9, note the &amp;quot;JAPAN&amp;quot; marking in-place of the &amp;quot;AUSTRIA&amp;quot; normally found on Glock mags.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Tactical== &lt;br /&gt;
The [[Heckler &amp;amp; Koch USP Tactical]] appears in-game as the &amp;quot;USP45&amp;quot; (previously named &amp;quot;USP Tactical&amp;quot;), fitted with a pair of Heinie SlantPro luminous sights. The middle ground between the Glock 19 and the M45A1, this is for dealing with targets in 1-2 shots without worrying about slim mag sizes. &lt;br /&gt;
[[Image:Hk-usp45tac.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Tactical - .45 ACP]]&lt;br /&gt;
[[File:RoN USP45 gunbench.jpg|thumb|none|600px|The USP45 waiting for modification.]]&lt;br /&gt;
[[File:RoN USP45 gunbench2.jpg|thumb|none|600px|The USP45, kitted out with a Silencerco Osprey and weaponlight.]]&lt;br /&gt;
[[File:RoN USP45 idle.jpg|thumb|none|600px|Holding the USP Tactical.]]&lt;br /&gt;
[[File:RoN USP45 ADS.jpg|thumb|none|600px|Aiming at a target, making use of the luminescent night sights in a low light section of the shoot house.]]&lt;br /&gt;
[[File:RoN USP45 reload1.jpg|thumb|none|600px|Dropping the magazine after emptying the USP.]]&lt;br /&gt;
[[File:RoN USP45 reload2.jpg|thumb|none|600px|Inserting a new magazine and thumbing the slide release.]]&lt;br /&gt;
&lt;br /&gt;
==Kimber Custom TLE II==&lt;br /&gt;
A [[Kimber Custom TLE II]] was added in version 1.0.&lt;br /&gt;
[[File:Kimber Custom TLE II pistol left side.jpg‎|thumb|350px|none|Kimber Custom TLE II - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P229 Legion==&lt;br /&gt;
The [[SIG-Sauer P229|SIG-Sauer P229 Legion]] was added as part of the Adam update in November 2022, it is known as the &amp;quot;M11 Compact&amp;quot;.&lt;br /&gt;
[[File:E29R-9-LEGION-R2.jpg|thumb|none|350px|SIG-Sauer P229 Legion (2022 version, optic ready) - 9x19mm]]&lt;br /&gt;
[[File:RoN P229 menu.jpg|thumb|none|600px|The P229 at the bench for mandatory customization.]]&lt;br /&gt;
[[File:RoN P229 idle.jpg|thumb|none|600px|The P229 at the ready inside of the firing range.]]&lt;br /&gt;
[[File:RoN P229 draw.jpg|thumb|none|600px|Cocking the hammer as part of the draw animation.]]&lt;br /&gt;
[[File:RoN P229 ads.jpg|thumb|none|600px|Aiming the sights.]]&lt;br /&gt;
[[File:RoN P229 reload.jpg|thumb|none|600px|Inserting a magazine in an empty reload.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9-N==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet MP9-N]] appears in ''Ready or Not'' simply as the &amp;quot;MP9&amp;quot;, and was added as part of the 28 June 2022 patch (EA 21474).&lt;br /&gt;
[[File:BuT MP9N.jpeg|thumb|none|400px|Brügger &amp;amp; Thomet MP9-N with Aimpoint Micro TL sight - 9x19mm]]&lt;br /&gt;
[[File:RoN MP9 gunbench.jpg|thumb|none|600px|The MP9 without any attachments.]]&lt;br /&gt;
[[File:RoN MP9 gunbench2.jpg|thumb|none|600px|The MP9 with its unique silencer, Trijicon SRO and laser module.]]&lt;br /&gt;
[[File:RoN MP9 idle.jpg|thumb|none|600px|The MP9 in the player characters hands.]]&lt;br /&gt;
[[File:RoN MP9 ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:RoN MP9 magcheck.jpg|thumb|none|600px|Magazine check.]]&lt;br /&gt;
[[File:RoN MP9 reload1.jpg|thumb|none|600px|Tactical reload, with magazine retention.]]&lt;br /&gt;
[[File:RoN MP9 reload2.jpg|thumb|none|600px|The player character actuating the bolt release after replacing an empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet SPC9==&lt;br /&gt;
A [[Brügger &amp;amp; Thomet SPC9]] with a full-auto fire control group and a telescoping stock was added as part of the Adam update in November 2022. It is designated as the &amp;quot;SPC9&amp;quot;.&lt;br /&gt;
[[File:SPC9 telescoping.jpg|thumb|none|450px|Brügger &amp;amp; Thomet SPC9 with telescoping stock - 9x19mm]]&lt;br /&gt;
[[File:RoN SPC9 menu.jpg|thumb|none|600px|The SPC9 in-game, laying down.]]&lt;br /&gt;
[[File:RoN SPC9 idle.jpg|thumb|none|600px|The SMG in first person view.]]&lt;br /&gt;
[[File:RoN SPC9 draw.jpg|thumb|none|600px|Drawing the stock and charging the handle.]]&lt;br /&gt;
[[File:RoN SPC9 ads.jpg|thumb|none|600px|Checking the sights, nothing too special about it.]]&lt;br /&gt;
[[File:RoN SPC9 reload.jpg|thumb|none|600px|Tactical reload, with a big &amp;quot;SPC&amp;quot; marking to confirm its identity.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] was added with the Adam update in November 2022. Prior to this, it was available only through suspects and through mods that reintroduce cut content under a different model.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:RoN P90TR menu.jpg|thumb|none|600px|The P90 at the gunbench weapon customization menu, now officially available for police officers.]]&lt;br /&gt;
[[File:RoN P90TR idle.jpg|thumb|none|600px|The P90 at the firing range; unfortunately, the magazines are still rendered opaque instead of being transparent as with the real deal.]]&lt;br /&gt;
[[File:RoN P90TR draw.jpg|thumb|none|600px|Equipping the P90 involves pulling the magazine out of the way to see the chamber, before racking the bolt to confirm that its loaded.]]&lt;br /&gt;
[[File:RoN P90TR ads.jpg|thumb|none|600px|Aiming though the sights of the TR variant.]]&lt;br /&gt;
[[File:RoN P90TR reload.jpg|thumb|none|600px|In an attempt to distance itself from typical first person shooter games featuring the P90, the SWAT operator flings the empty magazine out to the targets as its audience.]]&lt;br /&gt;
[[File:Readyornotvgp90easteregg.jpg|thumb|none|600px|An easter egg on the right side of the magazine.]]&lt;br /&gt;
[[File:RoN P90 evidence.jpg|thumb|none|600px|A P90 dropped by a high-level suspect in an unfortunately dark spot prior to its availability in the Adam update. It was fitted with what appear to be Troy folding iron sights. Note the unlike the player's P90 (but like the pre-Adam game files P90—see talk page), this P90 has no side rails.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5/10==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5/10 and MP5/40|H&amp;amp;K MP5/10]] appears in ''Ready or Not'' as the &amp;quot;MP5/10MM&amp;quot;, and was added as part of the 28 June 2022 patch (EA 21474). The in-game model features the KAC MP5 RAS handguard and wraparound toprail mount that attaches at the rear of the handguard's side rails.&lt;br /&gt;
[[File:MP5-10-retractable.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5/10 with 3-round burst trigger group and retractable stock - 10x25mm Auto]]&lt;br /&gt;
[[File:RoN MP5-10 gunbench.jpg|thumb|none|600px|The MP5/10 on the gunbench. Knight's Armament is now &amp;quot;Paladin Ordnance&amp;quot;.]]&lt;br /&gt;
[[File:RoN MP5-10 (1).jpg|thumb|none|600px|Both the MP5/10 and A3 have a draw animation that starts with the stock being extended and the locked-back bolt is smacked into battery.]]&lt;br /&gt;
[[File:RoN MP5-10 (2).jpg|thumb|none|600px|Getting the flank on a cardboard target with the 10mm SMG.]]&lt;br /&gt;
[[File:RoN MP5-10 (3).jpg|thumb|none|600px|It aims with the same signature HK drum and hooded sights.]]&lt;br /&gt;
[[File:RoN MP5-10 (4).jpg|thumb|none|600px|Tacticooly-reloading with both mags grasped together. Note the selector set to burst here.]]&lt;br /&gt;
[[File:RoN MP5-10 (5).jpg|thumb|none|600px|Reloading from empty - note the bolt catch is dropped outwards here.]]&lt;br /&gt;
[[File:RoN MP5-10 (6).jpg|thumb|none|600px|Pressing the bolt release - the charging handle slides back on the bolt as the new mag is loaded.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3|H&amp;amp;K MP5A3]] appears in ''Ready or Not'' simply as the &amp;quot;MP5A3&amp;quot;, and was added as part of the 28 June 2022 patch (EA 21474). The in-game model has the Picatinny top claw mount and the KAC MP5 RAS handguard.&lt;br /&gt;
[[File:MP5A3RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5-N with Navy trigger group, threaded muzzle, railed handguard, RIS foregrip, and M68 Aimpoint red dot scope - 9x19mm]]&lt;br /&gt;
[[File:RoN MP5A3 gunbench.jpg|thumb|none|600px|The MP5A3 in game. The magazines appear to be a bit more curved than in reality.]]&lt;br /&gt;
[[File:RoN MP5A3 gunbench2.jpg|thumb|none|600px|The MP5A3 with various doodads.]]&lt;br /&gt;
[[File:RoN MP5A3 (1).jpg|thumb|none|600px|Smacking the charging handle in the MP5A3's deployment animation.]]&lt;br /&gt;
[[File:RoN MP5A3 (2).jpg|thumb|none|600px|The MP5A3 with the KAC broomhandle grip and the weaponlight.]]&lt;br /&gt;
[[File:RoN MP5A3 (3).jpg|thumb|none|600px|Setting the selector to semi-auto. The HK pictograms used for the HUD fire selector are also visible here.]]&lt;br /&gt;
[[File:RoN MP5A3 (4).jpg|thumb|none|600px|Ammo-checking the magazine.]]&lt;br /&gt;
[[File:RoN MP5A3 (5).jpg|thumb|none|600px|Locking the MP5's bolt back...]]&lt;br /&gt;
[[File:RoN MP5A3 (6).jpg|thumb|none|600px|...reloading a new magazine (due to a technical limitation, new mags lack rounds during the empty reload)...]]&lt;br /&gt;
[[File:RoN MP5A3 (7).jpg|thumb|none|600px|..and batting the bolt home.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A4]] appears in ''Ready or Not'', incorrectly named the &amp;quot;MP5A2&amp;quot; despite the Navy A4 trigger pack. It also is occasionally used by AI suspects. The MP5A4 reload animation is missing the notorious &amp;quot;H&amp;amp;K Slap&amp;quot;, the SWAT operators instead opting to palm the bolt and drop it down rather than outright smack it. The seemingly boring SMG option, the MP5's controllable full auto fire and 3-round burst make it a perfect low risk scenario choice.&lt;br /&gt;
[[File:H&amp;amp;KMP5A4.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A4 - 9x19mm]]&lt;br /&gt;
[[File:RoN MP5A2 gunbench.jpg|thumb|none|600px|The MP5A4 with no attachments.]]&lt;br /&gt;
[[File:RoN MP5A2 gunbench2.jpg|thumb|none|600px|A customized MP5A4.]]&lt;br /&gt;
[[File:RoN MP5A4 menu.jpg|thumb|none|600px|A SWAT operator holds an MP5A4 in the loadout menu.]]&lt;br /&gt;
[[File:RoN MP5A4 idle.jpg|thumb|none|600px|Holding the MP5A4 in the shoothouse.]]&lt;br /&gt;
[[File:RoN MP5A4 ads.jpg|thumb|none|600px|Aiming the MP5A4.]]&lt;br /&gt;
[[File:RoN MP5A4 reload.jpg|thumb|none|600px|Empty reload.]]&lt;br /&gt;
[[File:RoN MP5A4 mi menu.jpg|thumb|none|600px|The MP5 in the weapon customization menu in the Feb 28 2022 version of ''Ready or Not'', equipped with Midwest Industries MLOK handguard and KAC foregrip. In the Jun 29 version, all foregrip options for the weapon aside from a Surefire 328LMF-B handguard were removed, meaning that it is no longer possible to have an MP5A4 set up like this in-game.]]&lt;br /&gt;
[[File:RoN MP5A4 mi magcheck.jpg|thumb|none|600px|Reloading the now-unused MLOK-equipped MP5.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A2]] was added with the Adam update in November 2022. It appears as the &amp;quot;MP7&amp;quot; as with most games, although it is modeled after the A2 version.&lt;br /&gt;
[[File:MP7A2.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:RoN MP7A2 menu.jpg|thumb|none|600px|The MP7 on the gunbench, stripped off from its RAL8000 &amp;quot;tan&amp;quot; finish.]]&lt;br /&gt;
[[File:RoN MP7A2SD menu.jpg|thumb|none|600px|Tens of seconds later, the sights of the MP7 can be folded down into &amp;quot;pistol&amp;quot; configuration and the MP7 itself is fitted with its H&amp;amp;K SD sound suppressor.]]&lt;br /&gt;
[[File:RoN MP7A2 idle.jpg|thumb|none|600px|Holding the MP7 at the range.]]&lt;br /&gt;
[[File:RoN MP7A2 draw.jpg|thumb|none|600px|Equipping the MP7 by extending the stock and pulling the rear charging handle.]]&lt;br /&gt;
[[File:RoN MP7A2 ads.jpg|thumb|none|600px|The MP7's iron sights in its standard configuration.]]&lt;br /&gt;
[[File:RoN MP7A2 reload.jpg|thumb|none|600px|Inserting a new magazine through the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] appears in ''Ready or Not''. In a rarely seen bit of realism, the player character uses the bolt release on empty instead of the charging handle like in most games. With a slow ROF and a high climb rate, the UMP is a powerful piece if you can keep it controlled. As of the 1.0 update, the UMP45 now has a 3 o'clock rail. The ability to fold the SMG's stock has unfortunately been removed. For the older version, see the ''Discussion'' page.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP45 01 equip.jpg|thumb|none|600px|Drawing the UMP45 - the officer flicks off the safety and charges the UMP (although the selector is already set to semi-auto and doesn't actually move during this animation).]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP45 02 selector.jpg|thumb|none|600px|Flicking the selector to full-auto.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP45 03 idle.jpg|thumb|none|600px|Holding the UMP45 on Kawayu Beach.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP45 04 inspect.jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP45 05 reload1.jpg|thumb|none|600px|Pushing the magazine release lever, grabbing the magazine in the gun, and holding a new magazine. This tactical reload is fairly similar to ''Modern Warfare 2019'''s SMG-45, with both magazines somewhat awkwardly clasped together.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP45 06 reload1.jpg|thumb|none|600px|About to load a &amp;quot;new&amp;quot; magazine; due to a bug, both the UMP45 and UMP9 have empty magazine models when reloading from empty.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP45 07 reload2.jpg|thumb|none|600px|The officer using the IP joint of his thumb to press the bolt release.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP45 08 NPC1.jpg|thumb|none|600px|A &amp;quot;Mindjot&amp;quot; security guard armed with the UMP45. They are the main users of the SMG in-game, although the weapon will occasionally spawn in the hands of guards (possibly disguised Bolton Security) at Brixley Talent Time.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP45 09 NPC2.jpg|thumb|none|600px|Closeup of the bolt, which has correct markings minus the company name. &amp;quot;HaKa&amp;quot; seems to be the in-universe version of HK, with the name being an acronym for 'Hartmann &amp;amp; Karl GmbH&amp;quot;.]]&lt;br /&gt;
[[File:ReadyOrNot UMP45 markings2.jpg|thumb|none|600px|Closeup of the markings on the other side. Like many other weapons in Ready or Not, the UMP45's serial number has a Girl's Frontline reference; 404-000103 (Squad 404/T-Doll No. 103). Unfortunately the devs opted for the opaque version of the magazine instead of the windowed version (which is also the version seen in Girl's Frontline for both the UMP45 and UMP9).]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP9==&lt;br /&gt;
The 9mm variant of the UMP was added in version 1.0. It shares most of the animations with the UMP45.&lt;br /&gt;
[[File:UMP9 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP9 - 9x19mm]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP9 01 equip.jpg|thumb|none|600px|Chambering the UMP9 while spawning in, as before the selector doesn't move from safe as it is already set to semi-auto.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP9 02 selector.jpg|thumb|none|600px|Flicking the fun switch to full auto.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP9 03 idle.jpg|thumb|none|600px|Idle with the SMG.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP9 04 aim.jpg|thumb|none|600px|The iron sights are identical to the ones on the UMP45.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP9 05 reload1.jpg|thumb|none|600px|Performing a tactical reload after firing at not-Santa Monica Pier.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP9 06 reload2.jpg|thumb|none|600px|Again, reloading from empty has a bug where the empty magazine model is used.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP9 07 reload3.jpg|thumb|none|600px|Thumbing the bolt.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP9 08 NPC1.jpg|thumb|none|600px|&amp;lt;strike&amp;gt;Kevin Nguyen&amp;lt;/strike&amp;gt; Vinh &amp;quot;Vinny&amp;quot; Tran will occasionally spawn with the UMP9. He appears to be the only suspect who uses the weapon.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP9 09 NPC2.jpg|thumb|none|600px|Close up of the bolt. As mentioned before the markings are correct, minus the fictionalized company name.]]&lt;br /&gt;
[[File:ReadyOrNot UMP9 markings2.jpg|thumb|none|600px|Also as mentioned before, the serial number is a reference to the Girl's Frontline T-Doll of the same name; 404-000101 (Squad 404/T-Doll No. 101). Also note that in third person the selector will always be depicted in semi-auto, regardless of what the user has actually set it to.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] appears in ''Ready or Not'', as the last of the current selectable SMGs in-game, as well as a suspect weapon. Faster reload than the MP5, a little bit smaller but a lot faster, the MPX is a potent piece in the right hands.&lt;br /&gt;
[[File:MPX Gen1.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 1 - 9x19mm]]&lt;br /&gt;
[[File:RoN MPX gunbench.jpg|thumb|none|600px|Bone stock MPX in the modification menu.]]&lt;br /&gt;
[[File:RoN MPX gunbench2.jpg|thumb|none|600px|Now kitted out with an Aimpoint T2, MAWL IR laser, and an angled foregrip.]]&lt;br /&gt;
[[File:RoN MPX idle.jpg|thumb|none|600px|The SIG MPX in the killhouse.]]&lt;br /&gt;
[[File:RoN MPX ADS.jpg|thumb|none|600px|The sight picture of the handy Trijicon SRO.]]&lt;br /&gt;
[[File:RoN MPX reload1.jpg|thumb|none|600px|Tactical reloading of the MPX, with mag retention.]]&lt;br /&gt;
[[File:RoN MPX reload2.jpg|thumb|none|600px|Reloading from empty, note the bolt release paddle sticking out.]]&lt;br /&gt;
[[File:RoN MPX reload3.jpg|thumb|none|600px|Sending the bolt home after inserting the fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
Shotguns in ''Ready or Not'' can use less-lethal beanbag rounds, slugs, and buckshot.&lt;br /&gt;
&lt;br /&gt;
==Benelli M4==&lt;br /&gt;
The [[Benelli M4]] appears in ''Ready or Not'' simply as the &amp;quot;M4 SUPER 90&amp;quot;. A high speed shotgun, the Benelli is good for laying down pellets as fast as possible. It is also used by high-level suspects.&lt;br /&gt;
[[Image:M4Super90.jpg|thumb|none|450px|Benelli M4 Super 90 with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[File:RoN M4super90 gunbench.jpg|thumb|none|600px|The Benelli M4, ready for modifying.]]&lt;br /&gt;
[[File:RoN M4super90 gunbench2.jpg|thumb|none|600px|The Benelli with a Trijicon RMR, flashlight and choke.]]&lt;br /&gt;
[[File:RoN M4super90 idle.jpg|thumb|none|600px|The LSPD SWAT officer wields his Benelli M4, equipped with a weaponlight.]]&lt;br /&gt;
[[File:RoN M4super90 ADS.jpg|thumb|none|600px|Aiming at one of the target silhouettes set up in the shoot house.]]&lt;br /&gt;
[[File:RoN M4super90 magtubecheck.jpg|thumb|none|600px|Pressing a thumb into the magazine tube.]]&lt;br /&gt;
[[File:RoN M4super90 reload1.jpg|thumb|none|600px|Bolt locked back on last shot, the officer drops a fresh 12 gauge buckshot shell into the chamber.]]&lt;br /&gt;
[[File:RoN M4super90 reload2.jpg|thumb|none|600px|Flipping the shotgun over to slot new shells into the magazine tube, competition style.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli Supernova Tactical==&lt;br /&gt;
The [[Benelli Supernova Tactical]] was added in version 1.0.&lt;br /&gt;
[[File:Benelli Supernova pistol grip.jpg|thumb|none|450px|Benelli Supernova Tactical with pistol grip stock combination - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 1301 Tactical==&lt;br /&gt;
The [[Beretta 1301]] appears in ''Ready or Not'' as the &amp;quot;B1301&amp;quot;, and was added as part of the 28 June 2022 patch (EA 21474). The gun features a supporter-only version called &amp;quot;B1301 ENTRYMAN&amp;quot; (known in earlier official materials as &amp;quot;FBI-HRT Edition&amp;quot;).&lt;br /&gt;
[[Image:Beretta 1301 Tactical pistol grip.jpg|thumb|none|450px|Beretta 1301 Tactical with pistol grip - 12 gauge]]&lt;br /&gt;
[[File:RoN B1301 render.jpg|thumb|none|600px|Official render image of the Beretta 1301 Tactical.]]&lt;br /&gt;
[[File:RoN Beretta1301 gunbench.jpg|thumb|none|600px|The Beretta 1301 Tactical shotgun. This is the base game version, denoted by its black furniture and non cerakote finish.]]&lt;br /&gt;
[[File:RoN Beretta1301 idle.jpg|thumb|none|600px|Beretta 1301 at hand.]]&lt;br /&gt;
[[File:RoN Beretta1301 ADS.jpg|thumb|none|600px|Ghost ring sights aimed at the door.]]&lt;br /&gt;
[[File:RoN Beretta1301 magcheck.jpg|thumb|none|600px|Checking the magazine tube.]]&lt;br /&gt;
[[File:Ron Beretta1301 reload1.jpg|thumb|none|600px|Bolt locked back, dump a fresh shell into the chamber.]]&lt;br /&gt;
[[File:RoN Beretta1301 reload2.jpg|thumb|none|600px|Slipping more buckshot shells into the tube.]]&lt;br /&gt;
[[File:RoN B1301 fbi render.jpg|thumb|none|600px|Official render image of the &amp;quot;B1301 ENTRYMAN&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS Masterkey==&lt;br /&gt;
The [[Remington 870 MCS Masterkey]] appears as a tactical device under the name &amp;quot;Breaching Shotgun&amp;quot;, replacing the Mossberg 500 Cruiser that was depicted in this role during Early Access. Like the name suggests, it's one of the three options for breaching doors, less lethal to the targets of the room than C2 charges, but faster than kicking it down. It's borderline unusable as an actual weapon, as breaching rounds are frangible projectiles that quickly disintegrate after being fired.&lt;br /&gt;
[[File:Remington 870 MCS MK.jpg|thumb|none|400px|Remington 870 MCS Masterkey - 12 Gauge]]&lt;br /&gt;
[[File:RON 870MCSBreacher 0.jpg|thumb|none|600px|Holding the 870 MCS Masterkey. The shotgun does not have sights of any kind, nor can it accept any attachments, though it is able to use the canted shooting stance available to all weapons in the game.]]&lt;br /&gt;
[[File:RON 870MCSBreacher 1.jpg|thumb|none|600px|Checking the empty chamber.]]&lt;br /&gt;
[[File:RON 870MCSBreacher 2.jpg|thumb|none|600px|Shoving in a breaching round on an empty reload...]]&lt;br /&gt;
[[File:RON 870MCSBreacher 3.jpg|thumb|none|600px|...and topping up the empty magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Combat CQB==&lt;br /&gt;
The Wilson Combat CQB shotgun, a customized [[Remington Model 870]], appears as the &amp;quot;870 CQB&amp;quot;. A classic police issue weapon, powerful on light targets and still useful once armor gets involved.&lt;br /&gt;
[[File:Wilson Combat CQB.jpg|thumb|450px|none|Wilson Combat CQB - 12 gauge]]&lt;br /&gt;
[[File:RoN 870 gunbench.jpg|thumb|none|600px|The Wilson Combat CQB on the gun bench.]]&lt;br /&gt;
[[File:RoN 870 gunbench2.jpg|thumb|none|600px|Now with an Aimpoint T2, muzzle brake and the capability to use the integrated weaponlight on the pump handle.]]&lt;br /&gt;
[[File:RoN 870 idle.jpg|thumb|none|600px|LSPDs finest with his fancy 870, fitted here with an Aimpoint T2.]]&lt;br /&gt;
[[File:RoN 870 ADS.jpg|thumb|none|600px|Lining up a shot with the modified Wilson Combat.]]&lt;br /&gt;
[[File:RoN 870 magcheck.jpg|thumb|none|600px|The magcheck here is performed by pulling the pump back to check the breech.]]&lt;br /&gt;
[[File:RoN 870 reload1.jpg|thumb|none|600px|Inserting a new shell into the exposed chamber.]]&lt;br /&gt;
[[File:RoN 870 reload2.jpg|thumb|none|600px|Sliding fresh shells into the tube.]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Combat Less Lethal CQB==&lt;br /&gt;
The Wilson Combat Less Lethal CQB appears as the &amp;quot;Beanbag Shotgun&amp;quot;. While not as fast as either of the pepperball launchers, the Beanbag shotgun incapacitates targets regardless of them wearing a mask. &lt;br /&gt;
[[File:Wilson Combat Less Lethal CQB.jpg|thumb|450px|none|Wilson Combat Less Lethal CQB]]&lt;br /&gt;
[[File:RoN 870beanbag gunbench.jpg|thumb|none|600px|The Wilson Combat Less Lethal CQB laid out on the gun bench.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==Arsenal SLR-107UR==&lt;br /&gt;
A customized, select-fire-converted [[Arsenal AR|Arsenal SLR-107UR]] carbine was added as a SWAT weapon in the January 2022 update, under the name &amp;quot;SLR47&amp;quot;; it is fitted with an UltiMAK AKS-74U rail, a StormWerkz Scope Mount adapter on the rear sight, an ALG trigger, an aftermarket pistol grip and muzzle device, and as of 1.0, it has an extended fire selector lever (similar to the Krebs Custom MK VI Enhanced Safety). It feeds from 30-round Magpul AK PMags. A heavy hitter of a rifle, the SLR trades off accuracy in favor of close quarters punch with a surprisingly controllable full-auto.&lt;br /&gt;
[[File:SLR-107UR.jpg|thumb|none|450px|Arsenal SLR-107UR - 7.62x39mm]]&lt;br /&gt;
[[File:RoN AKMSU gunbench.jpg|thumb|none|600px|The &amp;quot;SLR47&amp;quot; on the gun bench; note the straighter ALG trigger.]]&lt;br /&gt;
[[File:RoN AKMSU gunbench2.jpg|thumb|none|600px|The AK pattern carbine with a Trijicon SRO, PBS-1 suppressor, AN/PEQ-15 IR laser, and angled foregrip.]]&lt;br /&gt;
[[File:RoN SLR47 render.jpg|thumb|none|600px|Official rendered image of the &amp;quot;SLR47&amp;quot; in-game model; aside from the serial number, the markings read &amp;quot;SLR 47UA&amp;quot; (effectively confirming its identity), and &amp;quot;Cal. 7.45x39mm&amp;quot; below that, seemingly indicating that someone wasn't sure whether they wanted a 7.62 or 5.45 AK.]]&lt;br /&gt;
[[File:RoN AKMSU (1).jpg|thumb|none|600px|Holding up a suspicious cardboard target with the Arsenal SLR carbine.]]&lt;br /&gt;
[[File:RoN AKMSU (2).jpg|thumb|none|600px|Sighting in the narrow Krinkov sights.]]&lt;br /&gt;
[[File:RoN AKMSU (3).jpg|thumb|none|600px|Ammo-checking the partially-expended AK PMag 30.]]&lt;br /&gt;
[[File:RoN AKMSU (4).jpg|thumb|none|600px|Reloads have both mags sandwiched together - if the spent one still has rounds, it is retained.]]&lt;br /&gt;
[[File:RoN AKMSU (5).jpg|thumb|none|600px|Underhand-charging the AK.]]&lt;br /&gt;
[[File:Ronslr107ur 1.jpg|thumb|none|600px|A &amp;quot;Mindjot&amp;quot; security contractor with the SLR.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] battle rifle appears in ''Ready or Not''. It is currently the most powerful weapon for the player to use bar the shotguns, useful for high-risk enviroments with large usage of armor.&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg‎ ‎|thumb|450px|none|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SA58.jpg|thumb|600px|none|A SWAT Officer holding an DSA SA58 OSW, mistaking himself for BOPE.]]&lt;br /&gt;
[[File:RoN SA58 gunbench.jpg|thumb|none|600px|The DSA SA58 with no attachments.]]&lt;br /&gt;
[[File:RoN SA58 gunbench2.jpg|thumb|none|600px|The SA58 now equipped with a scope, angled foregrip, AN/PEQ-15 IR laser, and Surefire muzzle brake. If you squint hard enough, you can make out the blurry Giessele logo on the scope mount.]]&lt;br /&gt;
[[File:RoN SA58 idle.jpg|thumb|none|600px|The DSA SA58 with SpectreDR and various other highspeed attachments in the shoothouse.]]&lt;br /&gt;
[[File:RoN SA58 ADS.jpg|thumb|none|600px|Scoped in.]]&lt;br /&gt;
[[File:RoN SA58 magcheck.jpg|thumb|none|600px|Mag check after a few rounds down range.]]&lt;br /&gt;
[[File:RoN SA58 reload1.jpg|thumb|none|600px|Tactical reload. The &amp;quot;DSA00106&amp;quot; serial number seems to be another ''Girls' Frontline'' reference, as 106 is the index number of the FAL T-Doll in GFL.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L CQC==&lt;br /&gt;
The [[FN SCAR-L CQC]] is added in the the January 2022 update under the name &amp;quot;MK16&amp;quot;, equipped with a Parker Mountain Machine Picatinny Rail Extension and a VLTOR Receiver Extension / Stock Adapter. Powerful, accurate and controllable, a good all-around rifle.&lt;br /&gt;
[[Image:SCAR-L CQC.jpg|thumb|450px|none|Third Generation FN SCAR-L CQC - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN Mk16 gunbench.jpg|thumb|600px|none|The SCAR-L in the weapon customization menu.]]&lt;br /&gt;
[[File:RoN Mk16 idle.jpg|thumb|600px|none|Holding the SCAR-L in the shoothouse.]]&lt;br /&gt;
[[File:RoN Mk16 ads.jpg|thumb|600px|none|Aiming the SCAR.]]&lt;br /&gt;
[[File:RoN SCAR-L (1).jpg|thumb|none|600px|Flicking to semi-auto.]]&lt;br /&gt;
[[File:RoN SCAR-L (2).jpg|thumb|none|600px|Swapping out STANAG magazines.]]&lt;br /&gt;
[[File:RoN Mk16 reload.jpg|thumb|600px|none|The empty reload - inserting fresh mag, then the bolt catch is tabbed. Note the almost correct Mk. 16 Mod 0 markings, bar the &amp;quot;Utica Arms&amp;quot; instead of FN stamp.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416A5]] assault rifle appears in ''Ready or Not''. It is modified with a Geissele 10.5&amp;quot; Super Modular Rail handguard, Magpul MBUS Pro sights, Magpul MOE Carbine Stock and a Raptor charging handle. Short but not too short, controllable to boot, the HK416 is a very handy rifle. As of 28 June 2022 patch (EA 21474), the in-game name for the HK416A5 was changed to &amp;quot;GA416&amp;quot;.&lt;br /&gt;
[[File:HK416A5 11.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 A5 with 11 inch barrel - 5.56x45mm]]&lt;br /&gt;
[[File:HK416 Geissele 14.5 SMR.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 fitted with Geissele Automatics 14.5 Super Modular Rail handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:HK416RONG.jpg|thumb|600px|none|A SWAT Officer holding a tacticool HK416, wondering how much of the department's budget went into these.]]&lt;br /&gt;
[[File:RoN HK416 gunbench.jpg|thumb|600px|none|The HK416 in the weapon customization menu. Note the full-length sight rail on the upper receiver and ambidextrous bolt release, both features first introduced on the A5.]]&lt;br /&gt;
[[File:RoN HK416 gunbench2.jpg|thumb|none|600px|Now fitted with an EOTech holo sight, BCM Gunfighter stubby vertical grip, AN/PEQ-15 IR laser, and Surefire SFMB-556 muzzle brake.]]&lt;br /&gt;
[[File:RoN HK416 idle.jpg|thumb|600px|none|The HK416 in the shoothouse.]]&lt;br /&gt;
[[File:RoN HK416 ads.jpg|thumb|600px|none|Aiming with the MBUS folding sights.]]&lt;br /&gt;
[[File:RoN HK416A5 (1).jpg|thumb|none|600px|Thumbing the 416's fire selector.]]&lt;br /&gt;
[[File:RoN HK416 reload.jpg|thumb|600px|none|The 416's tactical reload. Note the &amp;quot;HaKa&amp;quot; markings similar to &amp;quot;HK&amp;quot; can be seen. Also visible are &amp;quot;65-000404&amp;quot; serial numbers; like the M9's serial numbers, these are also references to ''Girls' Frontline''. &amp;quot;65&amp;quot; is the index number of the HK416 T-Doll character, and &amp;quot;404&amp;quot; is the name of the unit (Squad 404) that HK416 is a member of in the story.]]&lt;br /&gt;
[[File:RoN HK416A5 (2).jpg|thumb|none|600px|Reloading the 416 from empty, with the bolt release paddle sticking out.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is added in the the February 2022 update, equipped with a Brugger &amp;amp; Thomet quad rail handguard and KAC G36 flip-up sight with optic rail. The G36C was originally featured in the 2020 PVP build, where it had a different model.&lt;br /&gt;
[[File:Hkg36c.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN G36c menu.jpg|thumb|600px|none|The G36C in the weapon customization menu.]]&lt;br /&gt;
[[File:RoN G36c idle.jpg|thumb|600px|none|The G36C in the shoothouse.]]&lt;br /&gt;
[[File:RoN G36c ads.jpg|thumb|600px|none|Using the KAC Folding Sights.]]&lt;br /&gt;
[[File:RoN G36c reload.jpg|thumb|600px|none|Empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-16 CQB==&lt;br /&gt;
The [[Knight%27s_Armament_SR-15|Knight's Armament SR-16 CQB]] assault rifle appears in ''Ready or Not'', equipped with Magpul furniture and a set of KAC folding sights. The longest of the main assault rifles, the SR-16 leverages accuracy and controllability to compensate.&lt;br /&gt;
[[File:KAC_SR-16_CQB.jpg|thumb|none|450px|Knight's Armament SR-16 CQB – 5.56x45mm]]&lt;br /&gt;
[[File:SR16RONG.jpg|thumb|600px|none|A SWAT Officer holding a SR-16.]]&lt;br /&gt;
[[File:RoN KACSR16 gunbench.jpg|thumb|none|600px|The stock KAC SR-16.]]&lt;br /&gt;
[[File:RoN KACSR16 gunbench2.jpg|thumb|none|600px|The KAC SR-16 with Elcan SpectreDR 1-4x, Surefire muzzlebrake, BCM Gunfighter vertical stubby foregrip, and laser module.]]&lt;br /&gt;
[[File:RoN KACSR16 idle.jpg|thumb|none|600px|The KAC SR-16 fitted with an Aimpoint T2, BCM Gunfighter vertical grip, Surefire muzzle brake, and AN/PEQ-15 IR laser. Using certain foregrips, the player character will adopt a thumb over bore grip, as seen here.]]&lt;br /&gt;
[[File:RoN KACSR16 ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:RoN KACSR16 magcheck.jpg|thumb|none|600px|Checking a slightly depleted magazine. In a rare bit of detail for a videogame, all AR pattern rifles have a 3rd hole for an auto sear above the selector switch.]]&lt;br /&gt;
[[File:RoN KACSR16 reload1.jpg|thumb|none|600px|Tactical reload with magazine retention.]]&lt;br /&gt;
[[File:RoN KACSR16 reload2.jpg|thumb|none|600px|Reloading from empty after a full auto magazine dump. Note the bolt release paddle sticking out, and the fire selector switch set to &amp;quot;AUTO&amp;quot;.]]&lt;br /&gt;
[[File:RoN KACSR16 reload3.jpg|thumb|none|600px|Inserting a fresh magazine and pressing the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 0==&lt;br /&gt;
The [[Mk 18 Mod 0]] appears in ''Ready or Not'', referred to as the &amp;quot;MK18&amp;quot;. The in-game base model features a KAC RIS handguard and an LMT Crane stock; it also uses an LMT-style rear sight, though prior to the Adam update it instead used a standard carrying handle and was incorrectly designated the &amp;quot;M4A1&amp;quot;. Loud, flashy and effective, the Mk 18 is a compact rifle for the job. It is also used by high-level suspects.&lt;br /&gt;
[[File:M4A1CQBR.jpg|thumb|none|450px|Mk 18 Mod 0 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN Mk18 loadout.jpg|thumb|600px|none|A SWAT Officer holding the Mk 18 Mod 0 in the loadout screen. This is a pre-update image, with the &amp;quot;M4A1&amp;quot; name and carry handle.]]&lt;br /&gt;
[[File:RoN MK18adam menu.jpg|thumb|none|600px|The post-Adam Mk 18 Mod 0, having lost its carrying handle and gained the correct name.]]&lt;br /&gt;
[[File:RoN MK18adam draw.jpg|thumb|none|600px|Drawing the carbine...]]&lt;br /&gt;
[[File:RoN MK18adam idle.jpg|thumb|none|600px|...and then doing more or less nothing. Note that, in addition to the new rear sight, the Mk 18's model has been completely reworked. The biggest differences are with the better-proportioned charging handle.]]&lt;br /&gt;
[[File:RoN MK18adam ads.jpg|thumb|none|600px|Aiming; the LMT rear sight provides a near-identical sight picture to the original carrying handle. The forward assist and brass deflector are also improved from the pre-update model.]]&lt;br /&gt;
[[File:RoN MK18adam reload2.jpg|thumb|none|600px|Swapping mags on a non-empty reload.]]&lt;br /&gt;
[[File:RoN MK18adam reload1.jpg|thumb|none|600px|Smacking the bolt release on a fresh magazine.]]&lt;br /&gt;
[[File:RoN MK18 NPC1.jpg|thumb|none|600px|A school shooter with the pre-Adam MK 18 Mod 0 with carry handle.]]&lt;br /&gt;
[[File:RoN MK18 NPC2.jpg|thumb|none|600px|A member of the &amp;quot;Left Behind&amp;quot; domestic terrorist group (disguised as a Secret Service Agent) armed with the post-Adam MK 18 Mod 0. Note his chest rig seems inspired by the one from [https://www.imfdb.org/wiki/Heat#Colt_Model_733 Heat].]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Combat SBR Tactical==&lt;br /&gt;
The Wilson Combat SBR Tactical assault rifle appears in ''Ready or Not'' under the moniker &amp;quot;ARWC&amp;quot;. Quiet when suppressed and very effective against targets, the ARWC is a potent tool in the right hands. The weapon was initially named &amp;quot;SBR-300&amp;quot; and chambered in .300 Blackout, was renamed to &amp;quot;SBR-556&amp;quot; and changed to 5.56x45mm NATO in the January 2022 update, and was renamed again to &amp;quot;ARWC&amp;quot; in the February 2022 update.&lt;br /&gt;
[[File:Wilson Combat SBR Tactical.jpg|thumb|none|450px|Wilson Combat SBR Tactical - 5.56x45mm NATO/.300 Blackout]]&lt;br /&gt;
[[File:SBR30.jpg|thumb|600px|none|A SWAT Officer holding an Wilson Combat SBR Tactical, note the telltale markings on the grip and stock.]]&lt;br /&gt;
[[File:RoN WilsonCQB gunbench.jpg|thumb|none|600px|The Wilson Combat SBR Tactical on the gunbench. There is a visual bug where the gun will appear to float above the gunbench during weapon modifying.]]&lt;br /&gt;
[[File:RoN WilCom SBR (1).jpg|thumb|none|600px|As seen in first person view.]]&lt;br /&gt;
[[File:RoN WilCom SBR (2).jpg|thumb|none|600px|Checking the SBR's iron sights.]]&lt;br /&gt;
[[File:RoN WilCom SBR (3).jpg|thumb|none|600px|Performing a tactical mag swap.]]&lt;br /&gt;
[[File:RoN WilCom SBR (4).jpg|thumb|none|600px|And the empty reload - this is actually the fresh magazine being inserted, which is modeled empty.]]&lt;br /&gt;
&lt;br /&gt;
==BCM CQB-11==&lt;br /&gt;
The [[BCM rifle series|BCM CQB-11]] appears in ''Ready or Not'', fitted with LMT crane stock and Surefire WARCOMP flash hider. The weapon is an exclusive to Supporter Edition owners. It was formerly named &amp;quot;BCM Mk1&amp;quot; and was renamed to &amp;quot;Mk1 Carbine&amp;quot; after the January update.&lt;br /&gt;
[[File:BCM CQB 11 KMR-A.jpg|thumb|none|450px|BCM CQB-11 KMR-A10 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN CQB11 render.jpg|thumb|600px|none|Rendering image. &amp;quot;DCM&amp;quot; markings, similar to the real weapon's &amp;quot;BCM&amp;quot;, can be seen on the magazine well; this presumably stands for something like &amp;quot;Delta Company Manufacturing&amp;quot;, rather than &amp;quot;Dichloromethane&amp;quot; as some might assume.]]&lt;br /&gt;
[[File:RoN MK1rifle gunbench.jpg|thumb|none|600px|The BCM CQB-11 seen in the latest update of the gun modification menu.]]&lt;br /&gt;
[[File:R0N MK1rifle gunbench2.jpg|thumb|none|600px|The CQB-11 now kitted out with an EOtech holo sight, BCM Gunfighter stubby vertical grip, AN/PEQ-15 IR laser, and silencer.]]&lt;br /&gt;
[[File:RoN CQB11 menu.jpg|thumb|600px|none|The SWAT operator holds his CQB-11 in the loadout menu.]]&lt;br /&gt;
[[File:RoN CQB11 idle.jpg|thumb|600px|none|Wielding the CQB-11 in the shoothouse.]]&lt;br /&gt;
[[File:RoN CQB11 ads.jpg|thumb|600px|none|Aiming with the BCM / Troy mixed sights.]]&lt;br /&gt;
[[File:RoN CQB11 reload.jpg|thumb|600px|none|Thumbing the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Brownells BRN-180S 300 BLK==&lt;br /&gt;
The [[ArmaLite AR-18|Brownells BRN-180S 300 BLK]] is added in the the February 2022 update under the name &amp;quot;ARN-18&amp;quot;, equipped with a SIG-Sauer Minimalist Plus folding stock.&lt;br /&gt;
[[File:BRN-180S 300 BLK.jpg|thumb|none|450px|Brownells BRN-180S 300 BLK (mounted on BRN-180 Forged Lower) - .300 Blackout]]&lt;br /&gt;
[[File:RoN BRN180 gunbench.jpg|thumb|600px|none|The BRN-180S in the weapon customization menu. Note the handguard gap to allow easy access to the gas system (for quick adjustment for suppressor use), a feature found only on the BRN-180S 300 BLK.]]&lt;br /&gt;
[[File:RoN BRN180 gunbench2.jpg|thumb|none|600px|The BRN-180S with EOtech sight, MAWL IR laser, BCM Gunfighter vertical stubby grip, and Silencerco ASR muzzle brake.]]&lt;br /&gt;
[[File:RoN BRN180S idle.jpg|thumb|600px|none|The BRN-180S in the shoothouse.]]&lt;br /&gt;
[[File:RoN BRN180S ads.jpg|thumb|600px|none|Aiming with the backup sights.]]&lt;br /&gt;
[[File:RoN BRN-180S (1).jpg|thumb|none|600px|Changing out the aluminum magazines.]]&lt;br /&gt;
[[File:RoN BRN-180S (2).jpg|thumb|none|600px|Inserting a new one from empty.]]&lt;br /&gt;
[[File:RoN BRN180S reload.jpg|thumb|600px|none|Thumbing the BRN's bolt catch.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX==&lt;br /&gt;
The first-generation [[SIG-Sauer MCX|SIG-Sauer MCX SBR]] in 5.56x45mm was added in version 1.0, and features a telescoping stock. The markings on the rifle state it is manufactured by &amp;quot;SIC SUHL INC&amp;quot;. Note that much like other weapons in Ready or Not, the last three digits on the serial number make reference to the ''Girl's Frontline'' T-Doll of the same name.&lt;br /&gt;
[[File:SIG MCX 11.5.jpg|thumb|none|450px|SIG-Sauer MCX SBR with 11.5&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ReadyorNot 01 equip1.jpg|thumb|600px|none|First equipping the rifle; tilting the MCX while holding the adjustment button to let the stock fully extend...]]&lt;br /&gt;
[[File:ReadyorNot 02 equip2.jpg|thumb|600px|none|...and then racking the charging handle.]]&lt;br /&gt;
[[File:ReadyorNot 03 idle.jpg|thumb|600px|none|Holding the rifle near the US-Mexican border.]]&lt;br /&gt;
[[File:ReadyorNot 04 aim.jpg|thumb|600px|none|Sighting up a drone.]]&lt;br /&gt;
[[File:ReadyorNot 05 shoot.jpg|thumb|600px|none|Watching some lowres 5.56 casings eject out the MCX.]]&lt;br /&gt;
[[File:ReadyorNot 06 reload1.jpg|thumb|600px|none|Performing a tactical reload.]]&lt;br /&gt;
[[File:ReadyorNot 07 reload2.jpg|thumb|600px|none|Smacking the bolt release after reloading from empty.]]&lt;br /&gt;
[[File:ReadyorNot 08 empty.jpg|thumb|600px|none|Inspecting the empty magazine after running dry. Note the protruding bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS==&lt;br /&gt;
The &amp;quot;LVAR&amp;quot; is an integrally suppressed [[SIG-Sauer MCX VIRTUS|SIG-Sauer MCX VIRTUS SBR]] in .300 Blackout with some parts inspired by the SIG-Sauer Low Visibility Assault Weapon (LVAW). It was added in version 1.0.&lt;br /&gt;
&lt;br /&gt;
An announcement stated that it uses &amp;quot;an MCX gen 1 upper and gen 2 lower, with the rest being LVAW parts&amp;quot;. However, the upper receiver is actually from the second-generation MCX VIRTUS. It is fitted with an ALTRD handguard (which resembles that of the LVAW), and is depicted with the top Picatinny rail of the LVAW and earlier MCX prototypes, as opposed to the scalloped rail of later MCX models.&lt;br /&gt;
[[File:MCX VIRTUS SBR 9.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ALTRD VIRTUS.jpg|thumb|none|350px|ALTRD 10.5&amp;quot; handguard for SIG-Sauer MCX VIRTUS]]&lt;br /&gt;
&lt;br /&gt;
==Thales F90MBR==&lt;br /&gt;
The [[Thales F90|Thales F90MBR]] was added in version 1.0.&lt;br /&gt;
[[File:F90 MBR.jpg|thumb|none|450px|Thales F90MBR - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
Launchers in ''Ready Or Not'' are special weapons using specific ammo types depending on user choice. &lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] appears in ''Ready or Not'' simply as the &amp;quot;M320&amp;quot;. It was featured in the 2020 PVP Build, was removed from the game, and was then re-added in the March 2022 update. The M320 can be equipped as a primary long tactical device (cannot be modified via the gun bench), available with either Stinger balls, CS gas or flashbang grenades as options, carrying one in the pipe and 3 in reserve.&lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|none|350px|Heckler &amp;amp; Koch M320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[Image:RoN M320 loadout.jpg|thumb|none|600px|A SWAT officer carrying the M320 on his back in the loadout screen.]]&lt;br /&gt;
[[Image:RoN M320 idle.jpg|thumb|none|600px|The M320 in idle.]]&lt;br /&gt;
[[Image:RoN M320 ads.jpg|thumb|none|600px|Aiming down the sight. There is no functionality to the leaf sight.]]&lt;br /&gt;
[[Image:RoN M320 canted.jpg|thumb|none|600px|Canted view.]]&lt;br /&gt;
[[Image:RoN M320 check.jpg|thumb|none|600px|Checking the tube. Currently there are no different models for the three different 40mm shells, but rather one single model that seems to incorrectly resemble a standard HE round.]]&lt;br /&gt;
[[Image:RoN M320 reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL==&lt;br /&gt;
The [[Milkor MGL]] appears in the March 2022 update as a primary weapon, loaded with six flashbang grenades, trading a more reliable primary arm in favor of the ability to instantly flashbang a target.&lt;br /&gt;
&lt;br /&gt;
Pre-Early Access, it was claimed that the selectable grenade types for the MGL include non-lethal, rubber baton rounds, CS rounds, and smoke rounds, like &amp;lt;i&amp;gt;Ready or Not&amp;lt;/i&amp;gt;'s inspiration game ''[[S.W.A.T. 4]]''.&lt;br /&gt;
[[Image:MGL32.jpg|thumb|none|450px|Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:ReadyOrNot MilkorMGL.JPG|thumb|none|600px|Promotional art of the MGL Grenade Launcher with the Armson OEG reflex sight.]]&lt;br /&gt;
[[File:RoN MilkorMGL gunbench.jpg|thumb|none|600px|The Milkor MGL.]]&lt;br /&gt;
[[File:RoN MilkorMGL idle.jpg|thumb|none|600px|The rotary grenade launcher at hand.]]&lt;br /&gt;
[[File:RoN MilkorMGL ADS.jpg|thumb|none|600px|Aiming through the Armson OEG sight.]]&lt;br /&gt;
[[File:RoN MilkorMGL ammocheck.jpg|thumb|none|600px|Checking the cylinder. There is currently no system to allow for extra 40mm grenades, so there is no reload animation implemented in the public build of the game.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
Grenades in ''Ready or Not'' take up their own individual slots in the player character's inventory. They can be held in the player's hands until deployment and can be thrown underhanded or overhanded.&lt;br /&gt;
&lt;br /&gt;
==M7A3 CS Gas Grenade==&lt;br /&gt;
The [[M7 CS gas grenade]]s appears in-game as just the &amp;quot;CS Grenade&amp;quot;, although the markings explicitly state it's the A3 version. It releases CS gas, and incapacitates anyone not wearing a gas mask, including you and your teammates.&lt;br /&gt;
[[File:M7A3.jpg|thumb|none|200px|M7A3 CS gas grenade]]&lt;br /&gt;
[[Image:ReadyOrNotCSGrenade.JPG|thumb|none|600px|A preview image for the CS Grenade in ''Ready or Not''.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 Stun Grenade]] is a less-lethal grenade that explodes with a deafening noise and a blinding flash of light. &lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|none|200px|M84 stun grenade]]&lt;br /&gt;
[[Image:ReadyOrNotFlashBangGrenade.JPG|thumb|none|600px|A preview image for the Flashbang Grenade in ''Ready or Not''.]]&lt;br /&gt;
&lt;br /&gt;
==Model 9590 Stingball==&lt;br /&gt;
The [[Model 9590 Sting-Ball Grenade]] appears in-game as the &amp;quot;Stingball Grenade&amp;quot; and is another selectable throwable for the SWAT team to use. This operates in a similar fashion to a frag grenade, albeit filled with pellets of OC pepper instead of actual lead. While effective in incapacitating targets, or unsuspecting teammates, the grenade is also the most lethal of the three throwables.&lt;br /&gt;
[[File:Sting-ball.jpg|thumb|none|200px|Model 9590 sting-ball grenade]]&lt;br /&gt;
[[Image:ReadyOrNotStingballGrenade.JPG|thumb|none|600px|A preview image for the String Ball Grenade in ''Ready or Not''.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==VKS==&lt;br /&gt;
The VKS (Variable Kinetic System) compressed-air launcher by PepperBall (a brand name of United Tactical Systems) is added in the January 2022 update as the &amp;quot;R7 Launcher&amp;quot;. A semi-auto-only pepperball launcher, the VKS's rails allow for a degree of customization.&lt;br /&gt;
[[File:Pepperball VKS.jpg|thumb|400px|none|VKS]]&lt;br /&gt;
[[File:RoN VKSpepperball gunbench.jpg|thumb|none|600px|The PepperBall VKS on the gunbench in all its bright hi-vis orange glory.]]&lt;br /&gt;
[[File:RoN VKSpepperball gunbench2.jpg|thumb|none|600px|Plus attachments.]]&lt;br /&gt;
[[File:RoN VKS idle.jpg|thumb|none|600px|The pepperball launcher being put through its paces. Note the visual glitch of the face of the compressed air pressure valve sliding off and floating in mid air.]]&lt;br /&gt;
[[File:RoN VKS ADS.jpg|thumb|none|600px|The iron sights of the VKS.]]&lt;br /&gt;
[[File:RoN VKS magcheck.jpg|thumb|none|600px|Holding down &amp;quot;R&amp;quot; to check that the pepperball magazine is still in one piece.]]&lt;br /&gt;
[[File:RoN VKS reload1.jpg|thumb|none|600px|Ejecting the empty magazine.]]&lt;br /&gt;
[[File:RoN VKS reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Taser==&lt;br /&gt;
The [[Taser|M26 Taser]] makes an appearance in ''Ready or Not'' and simply named &amp;quot;TASER&amp;quot;, as a less-lethal sidearm option, incapacitating the targets it strikes. The game also features the Taser series' ability to be used as melee weapons by striking targets with its exposed contacts. It is also featured with its built-in laser module that can be switched on.&lt;br /&gt;
[[Image:AdvancedM26.jpg|thumb|none|300px|Advanced Taser M26]]&lt;br /&gt;
[[File:ReadyOrNotM26Taser.jpg|thumb|none|600px|Promotional art of a SWAT Officer deploying an M26 in his right hand.]]&lt;br /&gt;
[[File:RoN Taser loadout.jpg|thumb|none|600px|A SWAT Officer holding the M26 Taser in the loadout screen.]]&lt;br /&gt;
[[File:RoN Taser gunbench.jpg|thumb|none|600px|The M26 in the gun modification menu.]]&lt;br /&gt;
[[File:RoN Taser idle.jpg|thumb|none|600px|The M26 while idle.]]&lt;br /&gt;
[[File:RoN Taser ads.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:RoT Taser canted.jpg|thumb|none|600px|Canted aiming with laser on.]]&lt;br /&gt;
[[File:RoN Taser magcheck.jpg|thumb|none|600px|Checking the cartridge.]]&lt;br /&gt;
[[File:RoN Taser reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
The following list of weapons are featured in ''Ready or Not'' as non-usable weapons, instead are used by suspects, appear as pieces of evidence, or as booby traps. Several of these weapons were previously introduced as usable SWAT weapons in older builds of the game prior to the Early Access, but later removed for various reasons. It is likely that few of them are planned to be reintroduced once again as usable weapons in the future.&lt;br /&gt;
&lt;br /&gt;
==Handguns==&lt;br /&gt;
===Colt M1911===&lt;br /&gt;
An old-school [[Colt M1911A1]] appears as a suspect weapon in ''Ready or Not''.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:RoN M1911A1.jpg|600px|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18===&lt;br /&gt;
The [[Glock 18]] appears in-game rarely as an NPC sidearm, under the label &amp;quot;G18 AUTO&amp;quot;. &lt;br /&gt;
[[File:Glock18Ext.jpg|thumb|none|350px|Glock 18 (2nd Generation) with extended 31-round magazine - 9x19mm]]&lt;br /&gt;
[[File:RoN G18Auto.jpg|600px|thumb|none|A Glock 18 found in the post office level. It appears to be an actual Glock 18, and not a conversion, as evidenced by the slide mounted selector switch on.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 19 (Gen 4)===&lt;br /&gt;
Prior to the January 2022 update, the 4th Generation [[Glock 19]] was usable by the player under the &amp;quot;G19&amp;quot; name. It also was formerly seen in the hands of suspects, but after subsequent updates, both were replaced by the 5th Generation Glock 19. It is equipped with Glock aftermarket 3-dot night sights and OD Green frame. A version with a stovepipe malfunction still appears as evidence next to its deceased owners on the levels &amp;quot;Thank You, Come Again&amp;quot; and &amp;quot;Greased Palms&amp;quot;.&lt;br /&gt;
[[File:Glock19_Gen4.jpg|thumb|none|300px|Glock 19 (4th Generation) - 9x19mm]]&lt;br /&gt;
[[File:RoN G19g4 prop1.jpg|thumb|none|600px|A deceased armed civilian in the 4U diner with the pistol.]]&lt;br /&gt;
[[File:RoN G19g4 prop2.jpg|thumb|none|600px|A dead Los Locos Del Pacificos gangster with his Glock.]]&lt;br /&gt;
[[File:RoN G19g4 prop3.jpg|thumb|none|600px|Closeup, the &amp;quot;Glock&amp;quot; title was later updated to &amp;quot;Used Glock&amp;quot;. Note the primer incorrectly hasn't been struck.]]&lt;br /&gt;
&lt;br /&gt;
===Makarov PM===&lt;br /&gt;
The [[Makarov PM]] appears in ''Ready or Not'' simply as the &amp;quot;MAKAROV&amp;quot; and used by low-level suspects. Its appearance in America is odd given the Makarov's more commonly found with collectors in the states than criminal syndicates, although it could allude to the gun's commonality in black markets in places like Asia or England. &lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|300px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:MakarovIJ70.jpg|thumb|none|300px|Baikal IJ-70 (commercial variant of the Makarov PM) - .380 ACP]]&lt;br /&gt;
[[File:ReadyOrNotPPK.jpg|thumb|none|450px|An official promotional image showing off a Makarov. It appears to be nickel-plated, though this may just be the lighting.]]&lt;br /&gt;
[[File:FileReadyorNot Makarov 03.jpg|thumb|none|600px|A Russian mobster with the Makarov at the Caesar's Cars dealership.]]&lt;br /&gt;
[[File:ReadyorNot Makarov 01.jpg|thumb|none|600px|Presumably desperate due to the ammunition export ban, this man has resorted to stealing cash to fund his 9x18mm addiction.]]&lt;br /&gt;
[[File:ReadyorNot Makarov 02.jpg|thumb|none|600px|Other side of the pistol.]]&lt;br /&gt;
&lt;br /&gt;
===Walther PPQ===&lt;br /&gt;
The [[Walther PPQ]] appears as a suspect weapon.&lt;br /&gt;
[[File:Walther PPQ.jpg|thumb|none|300px|Walther PPQ M1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===Walther PP===&lt;br /&gt;
A [[Walther PP]] appears as a prop in game, in the form of a light gun meant for a retro console from its era.&lt;br /&gt;
[[File:Walther-PP-Post-War.jpg|thumb|none|350px|Walther PP Post-War - .32 ACP]]&lt;br /&gt;
[[File:RoN Walther PP.jpg|600px|thumb|none|Judge finds a light gun alongside a retro inspired console in the admin's office of the data center. Wonder if TOC will mind if he takes a break and plays a quick round of Duck Hunt? (Note the Ready or Not cartridge inserted).]]&lt;br /&gt;
&lt;br /&gt;
===SIG P250 Compact===&lt;br /&gt;
While currently an unused police weapon in the files, a [[SIG P250 Compact]], simply named &amp;quot;P250&amp;quot; in game, is seen used by most suspects in the recently added Los Suenos Postal Service level.&lt;br /&gt;
[[File:SIG P250c right.JPG|thumb|none|300px|SIG-Sauer P250 Compact - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RoN P250.jpg|600px|thumb|none|There are a surprising amount of these found upon most suspects in the post office. Others are usually armed with a Beretta 92FS, and the occasional M1911A1.]]&lt;br /&gt;
&lt;br /&gt;
===Beretta 92FS===&lt;br /&gt;
Originally available to the player prior to January 2022, a [[Beretta 92FS]] is now seen in the hands of suspects, incorrectly referred to as an &amp;quot;M9A1&amp;quot; in game. It was succeeded by the Beretta 92X Performance in the aforementioned update.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|300px|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:RoN 92FS.jpg|600px|thumb|none|Like mentioned above, the particular handgun is now repurposed as an suspect only weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===Calico M950===&lt;br /&gt;
The [[Calico M950]] was added in version 1.0 and strangely appears in the hands of low level suspects. &lt;br /&gt;
[[Image:CalicoM950.jpg‎|thumb|none|350px|Calico M950 semi-automatic pistol - 9x19mm]]&lt;br /&gt;
[[File:ReadyorNot CalicoM950 01.jpg|thumb|none|600px|A suspect with the big plastic on his hip.]]&lt;br /&gt;
[[File:ReadyorNot CalicoM950 02.jpg|thumb|none|600px|A different perp with the Calico.]]&lt;br /&gt;
[[File:ReadyorNot CalicoM950 03.jpg|thumb|none|600px|Aiming. Note the magazine correctly has the &amp;quot;9mm Only&amp;quot; marking, but instead of &amp;quot;Calico&amp;quot; being written on it, &amp;quot;Portinari&amp;quot; is written instead (perhaps referring to Candido Portinari?).]]&lt;br /&gt;
[[File:ReadyorNot CalicoM950 04.jpg|thumb|none|600px|Other side.]]&lt;br /&gt;
&lt;br /&gt;
===IMI Uzi===&lt;br /&gt;
The [[Uzi]] appears in ''Ready or Not'' simply as the &amp;quot;UZI&amp;quot;, commonly used by both low and high-level suspects. &amp;lt;!--Comments on gun performance present in previous versions of the page - was this available as a PVP build weapon?--&amp;gt;&lt;br /&gt;
[[File:Uzi.jpg|thumb|none|400px|Uzi - 9x19mm]]&lt;br /&gt;
[[File:ReadyOrNoTNEW GLOCK.jpg|thumb|none|600px|Pre-release image with an Uzi of a dead suspect on the floor.]]&lt;br /&gt;
[[File:RoN TEC-9 &amp;amp; Uzi.jpg|thumb|none|600px|The Uzi as seen in the current version of the game.]]&lt;br /&gt;
[[File:Ronthehanduzi 1.jpg|600px|thumb|none|A member of the terrorist cell &amp;quot;The Hand&amp;quot; with the Uzi.]]&lt;br /&gt;
&lt;br /&gt;
===Intratec TEC-9===&lt;br /&gt;
The [[TEC-9]] appears in ''Ready or Not'' simply as the &amp;quot;TEC-9&amp;quot; and commonly used by low-level suspects, including sometimes as a backup to another primary. &lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 (post-1987 version) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RoN TEC-9 &amp;amp; Uzi.jpg|thumb|none|600px|A TEC-9 and Uzi on the ground, belonging to some suspects that made the wrong decision.]]&lt;br /&gt;
[[File:Rontec9 1.jpg|thumb|none|600px|A gas station robber with the TEC-9.]]&lt;br /&gt;
[[File:Rontec9 2.jpg|thumb|none|600px|Ditto while aiming showing the other side.]]&lt;br /&gt;
&lt;br /&gt;
===Smith &amp;amp; Wesson 76===&lt;br /&gt;
The [[Smith &amp;amp; Wesson M76]] appears in ''Ready or Not'' simply as the &amp;quot;M76&amp;quot; and is used by high-level suspects.&lt;br /&gt;
[[Image:Sw76-1.jpg|thumb|none|450px|Smith &amp;amp; Wesson M76 with stock extended - 9x19mm‎]]&lt;br /&gt;
[[File:RoN M76.jpg|600px|thumb|none|Judge wondering whether or not he should stash one of these potentially cut weapons for himself before it's inevitably gone.]]&lt;br /&gt;
&lt;br /&gt;
===Walther MPL===&lt;br /&gt;
The [[Walther MPL]] appears in ''Ready or Not'' simply as the &amp;quot;MPL&amp;quot; and is used by high-level suspects, particularly those of Cherryessa Farm. It's a rather strange choice for the game given the MPL's not a common SMG, but it made a smidge of sense for Cherryessa's placeholder survivalists when they were on the map. The current suspects not so much.&lt;br /&gt;
[[File:Walther mpl 1.jpg|thumb|none|450px|Walther MPL with stock extended - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RoN MPL.jpg|600px|thumb|none|Found in the hands of some suspects in the farm level. A Walther MPL is the weapon of choice for some of these coyote brown clad paramilitary suspects that were repurposed player models from the 2020 PVP build]]&lt;br /&gt;
[[File:RoN MPL-2.jpg|600px|thumb|none|Another side of the world model from another dead suspect.]]&lt;br /&gt;
[[File:ReadyOrNot MPL 01.jpg|600px|thumb|none|One of the &amp;quot;Carriers of the Vine&amp;quot; cultists on Cherryessa Farm armed with an MPL.]]&lt;br /&gt;
[[File:ReadyOrNot MPL 02.jpg|600px|thumb|none|The other side.]]&lt;br /&gt;
[[File:ReadyOrNot MPL 03.jpg|600px|thumb|none|Close-up of the port. Instead of &amp;quot;Walther&amp;quot;, the text inside the logo says &amp;quot;Shadilay&amp;quot;, in reference to the song by PEPE.]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===12 Gauge Double Barreled Sawed-Off Shotgun===&lt;br /&gt;
A hammerless [[12 Gauge Double Barreled Shotgun|12 Gauge Double Barreled Sawed-Off Shotgun]] of unknown make and model is a common weapon used by low-level suspects.&lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Remington Spartan Sawed Off shotgun - 12 gauge]]&lt;br /&gt;
[[File:RoN Sawed off.jpg|600px|thumb|none|The shotgun is always found on at least one suspect in the gas station. It's not entirely clear as to what this side-by-side in particular is modeled after.]]&lt;br /&gt;
[[File:Rondoublebarrel 1.jpg|600px|thumb|none|One of the gas station robbers with the shotgun.]]&lt;br /&gt;
&lt;br /&gt;
===Ithaca Model 37===&lt;br /&gt;
The [[Ithaca 37]] appears in ''Ready or Not'' as the &amp;quot;M37&amp;quot;, and used by low and high-level suspects. &lt;br /&gt;
[[File:IthacaModel37.jpg|thumb|none|300px|Ithaca 37 Riot Version - 12 gauge]]&lt;br /&gt;
[[File:20231223012333 1.jpg|thumb|none|300px|A Russian mobster armed with the Ithaca Model 37 in the reworked Port Hokan. Note he holds it as if it has a pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
===Izhmash KS-K===&lt;br /&gt;
The [[Saiga-12|Izhmash KS-K]] is used by mid level suspects, labelled in game as the &amp;quot;Saiga 12&amp;quot;.&lt;br /&gt;
[[File:Izhmash Ks-k.jpg|thumb|none|450px|Izhmash KS-K - 12 gauge]]&lt;br /&gt;
[[File:RoN Vepr12 evidence.jpg|thumb|none|600px|The KS-K shotgun as seen through NODS. Note the handguards and stock that identify it from the [[Vepr-12]].]]&lt;br /&gt;
&lt;br /&gt;
===Mossberg 590===&lt;br /&gt;
A full stocked version of the [[Mossberg 590]] is used by some suspects, dubbed the &amp;quot;M590-A&amp;quot;. It's found in the hands of some suspects on the Port Hokan and Caesar's Car Dealership, the latter including some devious &amp;quot;Non-Lethal&amp;quot; versions that fire beanbags.&lt;br /&gt;
[[File:Mossberg 590 Special.jpg|thumb|none|450px|Mossberg 590 &amp;quot;Special&amp;quot;- 12 gauge]]&lt;br /&gt;
[[File:RoN 590A1.jpg|600px|thumb|none|Having disabled its owner, Judge gazes upon a full stock 590 in the wild.]] &lt;br /&gt;
&lt;br /&gt;
===Remington 870===&lt;br /&gt;
A fix-stocked Remington 870 appears as a mid-level suspect weapon, marked as &amp;quot;870 CQB&amp;quot;.&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|thumb|none|450px|Remington 870 Express Tactical - 12 gauge]]&lt;br /&gt;
[[File:RoN 870 evidence.jpg|thumb|none|600px|The dropped 870 on the pavement of a car dealership, glad we noticed the different trigger guard as the low lighting makes it look like the 590s on the same map.]]&lt;br /&gt;
&lt;br /&gt;
===Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;===&lt;br /&gt;
The [[Winchester Model 1897|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;]] appears in ''Ready or Not'' and used by low-level suspects. The shotgun in-game is labeled as &amp;quot;M37&amp;quot;, presumably a development error mislabeling the shotgun as a reference to the [[Ithaca 37]].&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|thumb|450px|none|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge.]]&lt;br /&gt;
[[File:RoN M1897 suspect.jpg|thumb|none|600px|The Model 1897 in-game, dropped by a suspect with an affinity for WWII history.]]&lt;br /&gt;
[[File:ReadyOrNot 1897 01.jpg|thumb|none|600px|One of the &amp;quot;Carriers of the Vine&amp;quot; cultists on Cherryessa Farm armed with an 1897.]]&lt;br /&gt;
[[File:ReadyOrNot 1897 02.jpg|thumb|none|600px|Other side.]]&lt;br /&gt;
[[File:ReadyOrNot 1897 03.jpg|thumb|none|600px|Close-up of the port.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles==&lt;br /&gt;
===AKMN===&lt;br /&gt;
The [[AKM|AKMN]] appears in the hands of high level suspects. All of the AKMN models appear to have AK-47-like smooth dust covers.&lt;br /&gt;
[[File:AKMN.jpg|thumb|none|400px|AKMN - 7.62x39mm]]&lt;br /&gt;
[[File:RoN AKM sceneryprop.jpg|thumb|none|600px|A case of AKM rifles in the Wenderly Hotel stage. Note the AK-47 style wood grips.]]&lt;br /&gt;
[[File:RoN AKMN 01.jpg|thumb|none|600px|Wannabe [[Better Call Saul - Season 4|Lala Salamenca]], ''Miguel Ramirez'', with the AKMN at Caeser's Cars dealership.]]&lt;br /&gt;
[[File:RoN AKMN 02.jpg|thumb|none|600px|Other side of the rifle. Note the not-Izhevsk proof mark, with an exclamation point instead of arrow.]]&lt;br /&gt;
[[File:Ronthehandakm 2.jpg|600px|thumb|none|A &amp;quot;The Hand&amp;quot; terrorist aiming his AKMN in the level &amp;quot;Relapse&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===AK-101===&lt;br /&gt;
The [[AK-101]], which previously appeared in the 2020 PVP build, appears exclusively in the hands &amp;quot;The Hand&amp;quot; during the &amp;quot;Neon Tomb&amp;quot; nightclub level. They are all outfitted with TDI Arms handguards, although they lack attachments.&lt;br /&gt;
[[File:AK101.jpg|thumb|none|400px|AK-101 - 5.56x45mm]]&lt;br /&gt;
[[File:ReadyOrNot AK74M 01.jpg|600px|thumb|none|He isn't here to party.]]&lt;br /&gt;
[[File:ReadyOrNot AK74M 02.jpg|600px|thumb|none|One of the terrorists inspects the other side of his AK-101. Note in some of the idle voice lines, members of the terror cell will complain about their weapons being sub-standard and jamming, though the weapons jamming isn't seen during gameplay.]]&lt;br /&gt;
&lt;br /&gt;
===AK-103===&lt;br /&gt;
The [[AK-103]] appears in the hands of Russian mobsters in the &amp;quot;Buy Cheap, Buy Twice&amp;quot; level and occasionally in the &amp;quot;Keepers of the Vine&amp;quot; level. It was previously seen on the pre-1.0 &amp;quot;Hide and Seek&amp;quot; Port Hokan map. The models have fixed synthetic stocks, a feature of some American-made AK-103 clones that have fixed receiver rear trunnions.&lt;br /&gt;
[[File:KR-103.jpg|thumb|none|400px|Kalashnikov USA KR-103 - 7.62x39mm]]&lt;br /&gt;
[[File:ReadyorNot AK103 mobster1.jpg|thumb|none|600px|A mobster-mechanic with the AK-103 rifle.]]&lt;br /&gt;
[[File:ReadyorNot AK103 mobster2.jpg|thumb|none|600px|A tatted-up mobster with the rifle and its invisible flashlight.]]&lt;br /&gt;
[[File:ReadyorNot AK103 mobster3.jpg|thumb|none|600px|Closeup of the receiver. Note the lack of hardware used for folding the stock.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74U===&lt;br /&gt;
The [[AKS-74U]] is frequently seen in the hands of &amp;quot;The Hand&amp;quot; terrorists.&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:Ronaks74u 1.jpg|600px|thumb|none|A member of &amp;quot;The Hand&amp;quot; holds an AKS-74U. The magazine seems slightly shorter than a standard magazine but longer than a 20-round one.]]&lt;br /&gt;
[[File:RoN AKS74U hip.jpg|thumb|none|600px|A Russian mob mechanic smokes through his welding mask with the AKS-74U at his hip.]]&lt;br /&gt;
&lt;br /&gt;
===ArmaLite AR-180===&lt;br /&gt;
The [[ArmaLite AR-180]] appears in ''Ready or Not'' as a suspect-only weapon, used by low-level robbers on certain levels. A rather odd choice, as AR-180s are relatively uncommon and highly collectible rifles in the modern day.&lt;br /&gt;
[[File:Armalite-AR18.jpg|thumb|none|450px|ArmaLite AR-18 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN AR180.jpg|600px|thumb|none|After stopping one of the active shooters, Judge ponders on the fact that maybe some day the AR-180 will be a police weapon again. Perhaps the modding community will come to the rescue.]]&lt;br /&gt;
[[File:Ronar180 1.jpg|600px|thumb|none|A &amp;quot;Mariposa Lily Order&amp;quot; cult member holds the AR-180 (with his left hand clipping through the magazine). This appears to be their standard assault rifle.]]&lt;br /&gt;
[[File:Ronar180 2.jpg|600px|thumb|none|Ditto but on the left side.]]&lt;br /&gt;
[[File:Ar180ronpromoa.jpg|600px|thumb|none|Official promotional art featuring a MLO operative with the AR-180.]]&lt;br /&gt;
&lt;br /&gt;
===Colt CSR-1516===&lt;br /&gt;
A competition style [[AR-15]] is used by &amp;quot;Left Behind&amp;quot; terrorists in the &amp;quot;Ides of March&amp;quot; level and school shooters in the &amp;quot;Elephant&amp;quot; level. It most closely resembles the Colt CSR-1516, though with a standard receiver set rather than the competition style upper that lacks the dust cover and forward assist, and the lower's distinct trigger guard. They are always fitted with Aimpoint CompM2 red dot sights on risers.&lt;br /&gt;
[[File:ColtCSR1516iimage.jpg|thumb|400px|none|A CSR-1516 with 20-round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:ColtM4.jpg|thumb|none|400px|A Colt M4A1 for comparison - 5.56x45mm]]&lt;br /&gt;
[[File:Roncsr1516 1.jpg|thumb|600px|none|A member of &amp;quot;The Left Behind&amp;quot; domestic terrorist group with the CSR-1516. This appears to be their standard assault rifle in this level.]]&lt;br /&gt;
[[File:Roncsr1516 2.jpg|thumb|600px|none|Another member holds the gun, showcasing the left side of it.]]&lt;br /&gt;
[[File:RoNCSR1516 03.jpg|thumb|600px|none|One of the school shooters with the 1516, showing the standard AR-15 upper and lower.]]&lt;br /&gt;
&lt;br /&gt;
===M16A4===&lt;br /&gt;
The [[M16A4]] originally was available to the player, it seems that at one point in development it was later replaced in favor of the SR-16. It can be found as one of the rifles that needs to be secured in the Brisa Cove level. It can also occasionally be found by some suspects on Port Hokan.&lt;br /&gt;
[[File:M16A4Standard.jpg|thumb|none|460px|M16A4 standard configuration - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN M16A4.jpg|600px|thumb|none|Judge finds yet another piece of potential cut content, maybe he could also stash it like that S&amp;amp;W M76 he found earlier....]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G3A3===&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3]] appears in-game as an NPC weapon only, used specifically by the high level terrorist cell &amp;quot;The Hand&amp;quot;.&lt;br /&gt;
[[Image: HKG3A3.jpg|thumb|none|460px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Ron G3A3.jpg|600px|thumb|none|A G3A3 also found in the hospital level, fitted with a weapon light secured by hopes and dreams.]]&lt;br /&gt;
[[File:Ronthehandg3 1.jpg|600px|thumb|none|A member of &amp;quot;The Hand&amp;quot; runs with his G3.]]&lt;br /&gt;
[[File:Rong3 2.jpg|600px|thumb|none|Note the invisible flashlight with light still protruding from the barrel alongside his thumb clipping into the handguard.]]&lt;br /&gt;
&lt;br /&gt;
===FN FAL===&lt;br /&gt;
Succeeded by the SA-58 OSW, a standard FN FAL appears in game as a high-level suspect weapon, commonly used by the Russian mafiosos on the Port Hokan and Car Dealership levels.&lt;br /&gt;
[[File:FN FAL old.jpg|thumb|none|500px|FN FAL - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ReadyorNotFALThirdPersonPlaceHolder.jpeg|thumb|none|600px|An early render of an officer in RoN with the SA-58, fitted with a top cover rail and a standard plastic handguard over the in-game tri-rail.]]&lt;br /&gt;
[[File:RoN FAL.jpg|600px|thumb|none|Judge looks on the interesting armament of the local Russian mafia, following the takedown of its user.]]&lt;br /&gt;
&lt;br /&gt;
===M14 Rifle===&lt;br /&gt;
The [[M14]] appears in ''Ready or Not'' simply as the &amp;quot;M14&amp;quot;. It was originally introduced in the 2020 PVP build as a SWAT weapon, later removed and reintroduced in the June 2022 Early Access update. It features a green synthetic stock and is used by certain high-level suspects, including the milita members of Cherryessa Farm.&lt;br /&gt;
[[File:M14 rifle.jpg|thumb|none|500px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RoN M14 suspectweapon.jpg|thumb|none|600px|The M14 in a suspects hands, as seen via optiwand.]]&lt;br /&gt;
[[File:RoN M14.jpg|600px|thumb|none|A better look at the M14 in its synthetic green stock. It also has the selector switch modeled, indicating it's indeed a proper M14, and not an M1A]]&lt;br /&gt;
[[File:RoN M14-2.jpg|600px|thumb|none|And one from the other side, for good measure.]]&lt;br /&gt;
[[File:Ronm14 1.jpg|600px|thumb|none|A &amp;quot;Mariposa Lily Order&amp;quot; marksman with the rifle. Certain long rifles seem to cause the suspect's hands to glitch out like this.]]&lt;br /&gt;
&lt;br /&gt;
===M24 Sniper Weapon System ===&lt;br /&gt;
The [[M24 Sniper Weapon System|M24 SWS]] appears in ''Ready or Not'' as a piece of evidence under the generic name &amp;quot;USED MARKSMAN RIFLE&amp;quot;, and can only be found in the &amp;quot;Brisa Cove&amp;quot; level. The in-game model features a Harris bipod.&lt;br /&gt;
[[File:M24.jpg|thumb|none|500px|M24 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RoN M24 evidence.jpg|thumb|none|600px|The M24 laid out in an apartment suite, sans scope.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===M249 Para===&lt;br /&gt;
The [[M249|M249 Para]] appears in ''Ready or Not'' simply as the &amp;quot;M249&amp;quot;, and was introduced in the June 2022 update. The in-game model features a 100-round magazine, and currently can only be found used by a single suspect in the &amp;quot;Brisa Cove&amp;quot; level.&lt;br /&gt;
[[Image:M249 Para ACOG.jpg|thumb|none|400px|M249 Para with Rapid Fielding Initiative telescoping stock, short barrel, heat shield, RIS handguard, Picatinny rail, Trijicon ACOG 4x32 scope, and 100-round cloth ammo bag - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN M249para 01.jpg|600px|thumb|none|A member of the &amp;quot;Left Behind&amp;quot; with the M249 Para.]]&lt;br /&gt;
[[File:RoN M249para 02.jpg|600px|thumb|none|Closeup of the stock on one used by another terrorist.]]&lt;br /&gt;
[[File:RoN M249para 03.jpg|600px|thumb|none|Yet another terrorist with one, this one attempting to eat the rear sight. The proximity of the weapon to his face while aiming might have to do with the programming for NPC aiming usually being for weapons with longer stocks.]]&lt;br /&gt;
&lt;br /&gt;
===RPD===&lt;br /&gt;
The [[RPD]] appears in ''Ready or Not'' simply as the &amp;quot;RPD&amp;quot; and is used by various high-level suspects.&lt;br /&gt;
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:RoN RPD evidence.jpg|thumb|none|600px|Holding up a noncompliant RPD for trespassing into a WIP zone.]]&lt;br /&gt;
[[File:Ronrpd 1.jpg|thumb|none|600px|A member of 'The Hand&amp;quot; with the RPD.]]&lt;br /&gt;
&lt;br /&gt;
==Other== &lt;br /&gt;
===RGD-5 Fragmentation Grenade===&lt;br /&gt;
The [[RGD-5]] appears in ''Ready or Not'' as the primary high-explosive booby trap and is set on doors in levels with armored suspects.&lt;br /&gt;
[[Image:Rdg5.jpg|thumb|none|250px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:RoN RGD5.jpg|thumb|none|600px|The RGD-5 in-game. It appears that the grenade is also strapped to some kind of aerosol canister, likely to amplify the explosion.]]&lt;br /&gt;
[[File:Ronrgd-5 1.jpg|thumb|none|600px|A closer view of the grenade.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Crime]]&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Ready_or_Not_(VG)&amp;diff=1637561</id>
		<title>Ready or Not (VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Ready_or_Not_(VG)&amp;diff=1637561"/>
		<updated>2023-12-24T03:08:46Z</updated>

		<summary type="html">&lt;p&gt;ShermanJumbo: /* Submachine Guns */ Aesthetic ampersand&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Ready or Not&lt;br /&gt;
|picture = BetterCoverArtForReadyOrNot.jpg&lt;br /&gt;
|caption = Promotional Art&lt;br /&gt;
|date = December 18, 2021 (Early Access)&amp;lt;br&amp;gt;December 13, 2023 (1.0 Release)&lt;br /&gt;
|developer = VOID Interactive&lt;br /&gt;
|publisher = VOID Interactive&lt;br /&gt;
|platforms = PC&lt;br /&gt;
|genre = Tactical [[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Ready or Not''''' (or '''''RoN''''') is a tactical first-person shooter video game developed and published by VOID Interactive, an Ireland-based company. The game places the player in the role of a SWAT team leader, in a &amp;quot;Nondescript Modern America&amp;quot; and fictional city called &amp;quot;Los Suenos&amp;quot; (heavily based on the Los Angeles, California area). The SWAT team is part of the Los Suenos Police Department (LSPD), but players with the Supporter Edition can play as FBI HRT operators. It has a focus on the singleplayer and coop campaign but is also planned to feature a PVP multiplayer side with an alternate story and game modes. It is considered a spiritual successor to ''[[SWAT 4]]'' and original ''[[Rainbow Six]]'' games.&lt;br /&gt;
&lt;br /&gt;
In 2020, a closed alpha version featuring PVP gameplay was released to the game's backers. In 2021, the game became listed on Steam, and a public Early Access version was released, featuring only singleplayer and co-op modes. Several weapons from earlier Closed Alpha and Early Access versions were removed in later updates; information on those weapons can be found on the talk page.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Ready or Not}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
In ''Ready or Not'', the player's equipment and weapons are chosen at a pre-mission startup. The player can carry two firearms (primary and sidearm), a primary long tactical device, as well as multiple grenades and other tactical deployables. Similar to other games, most notably ''[[SWAT 4]]'', the primary weapon slot is reserved for long guns such as rifles, submachine guns, and shotguns, but also less-lethal guns. The secondary slot is reserved for handguns and tasers. The third slot is reserved for tactical devices such as a mirrorgun (similar to the &amp;quot;Optiwand&amp;quot; from ''SWAT 4''), breaching shotgun, ballistic shields, battering ram, and compact grenade launchers.&lt;br /&gt;
&lt;br /&gt;
Most firearms that appear have multiple different combination of attachments. Lethal firearms can accept either full metal jacket or hollow point ammunition. Several of the firearms in-game have knock-off names to avoid copyright conflicts and some of the in-game attachments have slight modifications from their real life counterparts to avoid licensing issues as well.&lt;br /&gt;
&lt;br /&gt;
Fire selectors are usable and fully animated in-game. Holding the selector key also allows one to set their firearm in &amp;quot;safe&amp;quot; (which is animated correctly on certain firearms, while others simply default to the selector switch staying on semi or auto).&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta 92X Performance==&lt;br /&gt;
The [[Beretta 92X|Beretta 92X Performance]] appears in ''Ready or Not'' under the name &amp;quot;P92X&amp;quot;. It was added in the January 2022 update, and replaced the Beretta 92FS (see talk page). Unlike its predecessor, the 92X can mount an optic, despite it not being the RDO version. Quick, simple, effective, the jack of all trades pistol for the SWAT team.&lt;br /&gt;
[[File:Beretta 92X Performance.jpg|thumb|none|350px|Beretta 92X Performance- 9x19mm]]&lt;br /&gt;
[[File:RoN 92X render.jpg|thumb|none|600px|Official rendered image of the Beretta 92X in-game model. Note the &amp;quot;GFLHG003&amp;quot; serial number; &amp;quot;GFL&amp;quot; refers to ''Girls' Frontline'', and &amp;quot;HG003&amp;quot; is is the index number of the M9 T-Doll in ''GFL''.]]&lt;br /&gt;
[[File:RoN P92X gunbench.jpg|thumb|none|600px|The 92X in the latest iteration of the weapon customization menu.]]&lt;br /&gt;
[[File:RoN P92X gunbench2.jpg|thumb|none|600px|The 92X now fitted with a Surefire weaponlight and a muzzle brake.]]&lt;br /&gt;
[[File:RoN 92X menu.jpg|thumb|none|600px|A SWAT operator holding his 92X in the loadout menu.]]&lt;br /&gt;
[[File:RoN 92X idle.jpg|thumb|600px|none|The Beretta 92X in the shoothouse hallway.]]&lt;br /&gt;
[[File:RoN 92X ads.jpg|thumb|600px|none|Aiming with the familiar green dot sights.]]&lt;br /&gt;
[[File:RoN 92X (1).jpg|thumb|none|600px|Ammo-checking the Beretta.]]&lt;br /&gt;
[[File:RoN 92X (2).jpg|thumb|none|600px|The 92X's tactical reload.]]&lt;br /&gt;
[[File:RoN 92X reload.jpg|thumb|600px|none|Empty reload. Note the &amp;quot;PADANIA&amp;quot; marking on the slide, a clever in-joke to Beretta which is based in Lombardy, a region of Padania in Italy.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1==&lt;br /&gt;
The [[Colt XSE|Colt M45A1]] appears as a sidearm option in ''Ready or Not''. Heavy set, the M45A1 relies on high power and accuracy over capacity to deal with suspects.&lt;br /&gt;
[[File:M45A1.jpg|thumb|none|350px|Colt M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP]]&lt;br /&gt;
[[File:RoN M45 gunbench.jpg|thumb|none|600px|The M45A1 on the gun bench, sans attachments.]]&lt;br /&gt;
[[File:RoN M45 gunbench2.jpg|thumb|none|600px|The M45A1 now kitted out with a weaponlight and a Silencerco Osprey silencer.]]&lt;br /&gt;
[[File:RoN M45 idle.jpg|thumb|none|600px|The M45A1 with weaponlight, keeping an eye on some suspicious targets.]]&lt;br /&gt;
[[File:RoN M45 ADS.jpg|thumb|none|600px|Drawing a bead on the cardboard cutout.]]&lt;br /&gt;
[[File:RoN M45 magcheck.jpg|thumb|none|600px|The LSPD officer checks an empty mag. Note the slide stop locked up on the empty gun.]]&lt;br /&gt;
[[File:RoN M45 reload1.jpg|thumb|none|600px|A very dynamic magazine ejection. Also note the very savvy sidestep of copyright infringement on the Colt name with &amp;quot;CTLO&amp;quot;.]]&lt;br /&gt;
[[File:RoN M45 reload2.jpg|thumb|none|600px|Thumbing the slide stop after inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
The [[Colt Python]] appears in ''Ready or Not'' simply as the &amp;quot;.357 MAGNUM&amp;quot;, as the largest caliber handgun in the police equipment lineup, as well as being used by certain low and high-level AI suspects. Powerful, loud and slow on return shots, the Python is good for making one shot count. It does not have a unique tactical reload animation; all unfired rounds will still be dumped out on the ground and lost from the inventory.&lt;br /&gt;
[[File:ColtPython6In.jpg|thumb|none|400px|Colt Python with 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:Coltpython25.jpg|thumb|none|350px|Colt Python Snub Nose with 2.5&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:RoN Python gunbench.jpg|thumb|none|600px|The Colt Python in classic Colt Royal Blue.]]&lt;br /&gt;
[[File:RoN Python gunbench2.jpg|thumb|none|600px|The Python with one of two possible modifications, a snub nose.]]&lt;br /&gt;
[[File:RoN Python idle.jpg|thumb|none|600px|The Python being run through the shoot house.]]&lt;br /&gt;
[[File:RoN Python ADS.jpg|thumb|none|600px|The iron sights of the Python lined up on a cardboard cut out target.]]&lt;br /&gt;
[[File:RoN Python reload1.jpg|thumb|none|600px|Dumping shells from the cylinder.]]&lt;br /&gt;
[[File:RoN Python reload2.jpg|thumb|none|600px|Inserting a fresh speedloader of .357 Magnum JHP.]]&lt;br /&gt;
&amp;lt;!--[[File:ReadyOrNotColtPytonThirdPerson.JPG|thumb|none|600px|A SWAT officer holding a Colt Python. ]] Question, is the pre-release Colt Python colored differently?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==FN Five-Seven==&lt;br /&gt;
The [[FN Five-seveN]] appears in ''Ready or Not'' as a player weapon. High mag capacity with low power, but good penetration, the FN Five-Seven makes a good backup sidearm for more risky primary options.&lt;br /&gt;
[[File:Five-seveN FDE.jpg|thumb|none|350px|FN Five-seveN FDE (Flat Dark Earth) - 5.7x28mm FN]]&lt;br /&gt;
[[File:RoN FN57 gunbench.jpg|thumb|none|600px|The Five-seveN on the gun bench.]]&lt;br /&gt;
[[File:RoN FN57 gunbench2.jpg|thumb|none|600px|The Five-seveN now with a silencer and laser module.]]&lt;br /&gt;
[[File:RoN FN57 idle.jpg|thumb|none|600px|Holding the two tone FDE Five-seveN on a paper target.]]&lt;br /&gt;
[[File:RoN FN57 ADS.jpg|thumb|none|600px|The green night sights on the Five-seveN.]]&lt;br /&gt;
[[File:RoN FN57 reload1.jpg|thumb|none|600px|Reloading a fresh magazine of 5.7x28 after a magdump. Note the slide release lever locked back.]]&lt;br /&gt;
[[File:RoN FN57 reload2.jpg|thumb|none|600px|About to thumb the slide release.]]&lt;br /&gt;
[[File:RoN FN57 reload3.jpg|thumb|none|600px|Tactical reload with magazine retention.]]&lt;br /&gt;
[[File:ReadyOrNotFiveSevenFirstPersonViewPlaceHolder.JPG|thumb|none|600px|A pre-release video screenshot of a Five-Seven being fired at a suspect. Note the different finish of the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19 MOS (Gen 5)==&lt;br /&gt;
The [[Glock 19|Glock 19 Gen 5]] MOS appears in ''Ready or Not'' under the name &amp;quot;G19&amp;quot;. It was added in the January 2022 update, replacing the Glock 19 Gen 4 (see talk page). The generic sidearm, good in every aspect. It is also a commonly used weapon by both low and high-level suspects.&lt;br /&gt;
[[File:G19 Gen5 MOS FS.jpg|thumb|none|350px|Glock 19 MOS FS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:RoN G19 gunbench.jpg|thumb|none|600px|The stock Glock 19 on the gun bench.]]&lt;br /&gt;
[[File:RoN G19 gunbench2.jpg|thumb|none|600px|The Glock 19 now fitted with a Trijicon SRO, compensator, and Surefire weaponlight.]]&lt;br /&gt;
[[File:RoN G19 menu.jpg|thumb|none|600px|A SWAT operator holding his Glock 19 in the loadout menu. Slide with MOS (Modular Optic System) and front serrations.]]&lt;br /&gt;
[[File:RoN G19 idle.jpg|thumb|none|600px|Holding a Glock 19 Gen 5 in the shooting range.]]&lt;br /&gt;
[[File:RoN G19 ads.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RoN G19 (1).jpg|thumb|none|600px|Checking the 15-round magazine.]]&lt;br /&gt;
[[File:RoN G19 (2).jpg|thumb|none|600px|Reloading with both Glock mags pressed together.]]&lt;br /&gt;
[[File:RoN G19 reload.jpg|thumb|none|600px|Empty reload. Note the colorful rename of &amp;quot;Gocke 19&amp;quot; instead of Glock.]]&lt;br /&gt;
[[File:Ronglock19 1.jpg|thumb|none|600px|One of the drug dealers on the &amp;quot;213 Park Homes&amp;quot; map with the G19.]]&lt;br /&gt;
[[File:Ronglock19 2.jpg|thumb|none|600px|A member of &amp;quot;The Hand&amp;quot; terrorist cell disguised as a hospital worker runs with the Glock.]]&lt;br /&gt;
&lt;br /&gt;
===Polymer80 PFC9===&lt;br /&gt;
Supporter Edition owners can use the exclusive Polymer80 PFC9 in ''Ready or Not''. There is no difference from the standard Glock aside from appearance.&lt;br /&gt;
[[File:Polymer80 PFC9.jpg|thumb|none|350px|Polymer80 PFC9 - 9x19mm]]&lt;br /&gt;
[[File:RoN Poly80 gunbench.jpg|thumb|none|600px|The Polymer80 PFC9 on the gun bench.]]&lt;br /&gt;
[[File:RoN Poly80 gunbench2.jpg|thumb|none|600px|The PFC9 now modified with Trijicon RMR, compensator, and weaponlight.]]&lt;br /&gt;
[[File:RoN PFC9 idle.jpg|thumb|none|600px|The PFC9 in the greenlit shooting range.]]&lt;br /&gt;
[[File:RoN PFC9 magcheck.jpg|thumb|none|600px|Checking the remaining ammunition in his PFC9, note the &amp;quot;JAPAN&amp;quot; marking in-place of the &amp;quot;AUSTRIA&amp;quot; normally found on Glock mags.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Tactical== &lt;br /&gt;
The [[Heckler &amp;amp; Koch USP Tactical]] appears in-game as the &amp;quot;USP45&amp;quot; (previously named &amp;quot;USP Tactical&amp;quot;), fitted with a pair of Heinie SlantPro luminous sights. The middle ground between the Glock 19 and the M45A1, this is for dealing with targets in 1-2 shots without worrying about slim mag sizes. &lt;br /&gt;
[[Image:Hk-usp45tac.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Tactical - .45 ACP]]&lt;br /&gt;
[[File:RoN USP45 gunbench.jpg|thumb|none|600px|The USP45 waiting for modification.]]&lt;br /&gt;
[[File:RoN USP45 gunbench2.jpg|thumb|none|600px|The USP45, kitted out with a Silencerco Osprey and weaponlight.]]&lt;br /&gt;
[[File:RoN USP45 idle.jpg|thumb|none|600px|Holding the USP Tactical.]]&lt;br /&gt;
[[File:RoN USP45 ADS.jpg|thumb|none|600px|Aiming at a target, making use of the luminescent night sights in a low light section of the shoot house.]]&lt;br /&gt;
[[File:RoN USP45 reload1.jpg|thumb|none|600px|Dropping the magazine after emptying the USP.]]&lt;br /&gt;
[[File:RoN USP45 reload2.jpg|thumb|none|600px|Inserting a new magazine and thumbing the slide release.]]&lt;br /&gt;
&lt;br /&gt;
==Kimber Custom TLE II==&lt;br /&gt;
A [[Kimber Custom TLE II]] was added in version 1.0.&lt;br /&gt;
[[File:Kimber Custom TLE II pistol left side.jpg‎|thumb|350px|none|Kimber Custom TLE II - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P229 Legion==&lt;br /&gt;
The [[SIG-Sauer P229|SIG-Sauer P229 Legion]] was added as part of the Adam update in November 2022, it is known as the &amp;quot;M11 Compact&amp;quot;.&lt;br /&gt;
[[File:E29R-9-LEGION-R2.jpg|thumb|none|350px|SIG-Sauer P229 Legion (2022 version, optic ready) - 9x19mm]]&lt;br /&gt;
[[File:RoN P229 menu.jpg|thumb|none|600px|The P229 at the bench for mandatory customization.]]&lt;br /&gt;
[[File:RoN P229 idle.jpg|thumb|none|600px|The P229 at the ready inside of the firing range.]]&lt;br /&gt;
[[File:RoN P229 draw.jpg|thumb|none|600px|Cocking the hammer as part of the draw animation.]]&lt;br /&gt;
[[File:RoN P229 ads.jpg|thumb|none|600px|Aiming the sights.]]&lt;br /&gt;
[[File:RoN P229 reload.jpg|thumb|none|600px|Inserting a magazine in an empty reload.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9-N==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet MP9-N]] appears in ''Ready or Not'' simply as the &amp;quot;MP9&amp;quot;, and was added as part of the 28 June 2022 patch (EA 21474).&lt;br /&gt;
[[File:BuT MP9N.jpeg|thumb|none|400px|Brügger &amp;amp; Thomet MP9-N with Aimpoint Micro TL sight - 9x19mm]]&lt;br /&gt;
[[File:RoN MP9 gunbench.jpg|thumb|none|600px|The MP9 without any attachments.]]&lt;br /&gt;
[[File:RoN MP9 gunbench2.jpg|thumb|none|600px|The MP9 with its unique silencer, Trijicon SRO and laser module.]]&lt;br /&gt;
[[File:RoN MP9 idle.jpg|thumb|none|600px|The MP9 in the player characters hands.]]&lt;br /&gt;
[[File:RoN MP9 ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:RoN MP9 magcheck.jpg|thumb|none|600px|Magazine check.]]&lt;br /&gt;
[[File:RoN MP9 reload1.jpg|thumb|none|600px|Tactical reload, with magazine retention.]]&lt;br /&gt;
[[File:RoN MP9 reload2.jpg|thumb|none|600px|The player character actuating the bolt release after replacing an empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet SPC9==&lt;br /&gt;
A [[Brügger &amp;amp; Thomet SPC9]] with a full-auto fire control group and a telescoping stock was added as part of the Adam update in November 2022. It is designated as the &amp;quot;SPC9&amp;quot;.&lt;br /&gt;
[[File:SPC9 telescoping.jpg|thumb|none|450px|Brügger &amp;amp; Thomet SPC9 with telescoping stock - 9x19mm]]&lt;br /&gt;
[[File:RoN SPC9 menu.jpg|thumb|none|600px|The SPC9 in-game, laying down.]]&lt;br /&gt;
[[File:RoN SPC9 idle.jpg|thumb|none|600px|The SMG in first person view.]]&lt;br /&gt;
[[File:RoN SPC9 draw.jpg|thumb|none|600px|Drawing the stock and charging the handle.]]&lt;br /&gt;
[[File:RoN SPC9 ads.jpg|thumb|none|600px|Checking the sights, nothing too special about it.]]&lt;br /&gt;
[[File:RoN SPC9 reload.jpg|thumb|none|600px|Tactical reload, with a big &amp;quot;SPC&amp;quot; marking to confirm its identity.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] was added with the Adam update in November 2022. Prior to this, it was available only through suspects and through mods that reintroduce cut content under a different model.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:RoN P90TR menu.jpg|thumb|none|600px|The P90 at the gunbench weapon customization menu, now officially available for police officers.]]&lt;br /&gt;
[[File:RoN P90TR idle.jpg|thumb|none|600px|The P90 at the firing range; unfortunately, the magazines are still rendered opaque instead of being transparent as with the real deal.]]&lt;br /&gt;
[[File:RoN P90TR draw.jpg|thumb|none|600px|Equipping the P90 involves pulling the magazine out of the way to see the chamber, before racking the bolt to confirm that its loaded.]]&lt;br /&gt;
[[File:RoN P90TR ads.jpg|thumb|none|600px|Aiming though the sights of the TR variant.]]&lt;br /&gt;
[[File:RoN P90TR reload.jpg|thumb|none|600px|In an attempt to distance itself from typical first person shooter games featuring the P90, the SWAT operator flings the empty magazine out to the targets as its audience.]]&lt;br /&gt;
[[File:Readyornotvgp90easteregg.jpg|thumb|none|600px|An easter egg on the right side of the magazine.]]&lt;br /&gt;
[[File:RoN P90 evidence.jpg|thumb|none|600px|A P90 dropped by a high-level suspect in an unfortunately dark spot prior to its availability in the Adam update. It was fitted with what appear to be Troy folding iron sights. Note the unlike the player's P90 (but like the pre-Adam game files P90—see talk page), this P90 has no side rails.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5/10==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5/10 and MP5/40|H&amp;amp;K MP5/10]] appears in ''Ready or Not'' as the &amp;quot;MP5/10MM&amp;quot;, and was added as part of the 28 June 2022 patch (EA 21474). The in-game model features the KAC MP5 RAS handguard and wraparound toprail mount that attaches at the rear of the handguard's side rails.&lt;br /&gt;
[[File:MP5-10-retractable.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5/10 with 3-round burst trigger group and retractable stock - 10x25mm Auto]]&lt;br /&gt;
[[File:RoN MP5-10 gunbench.jpg|thumb|none|600px|The MP5/10 on the gunbench. Knight's Armament is now &amp;quot;Paladin Ordnance&amp;quot;.]]&lt;br /&gt;
[[File:RoN MP5-10 (1).jpg|thumb|none|600px|Both the MP5/10 and A3 have a draw animation that starts with the stock being extended and the locked-back bolt is smacked into battery.]]&lt;br /&gt;
[[File:RoN MP5-10 (2).jpg|thumb|none|600px|Getting the flank on a cardboard target with the 10mm SMG.]]&lt;br /&gt;
[[File:RoN MP5-10 (3).jpg|thumb|none|600px|It aims with the same signature HK drum and hooded sights.]]&lt;br /&gt;
[[File:RoN MP5-10 (4).jpg|thumb|none|600px|Tacticooly-reloading with both mags grasped together. Note the selector set to burst here.]]&lt;br /&gt;
[[File:RoN MP5-10 (5).jpg|thumb|none|600px|Reloading from empty - note the bolt catch is dropped outwards here.]]&lt;br /&gt;
[[File:RoN MP5-10 (6).jpg|thumb|none|600px|Pressing the bolt release - the charging handle slides back on the bolt as the new mag is loaded.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3|H&amp;amp;K MP5A3]] appears in ''Ready or Not'' simply as the &amp;quot;MP5A3&amp;quot;, and was added as part of the 28 June 2022 patch (EA 21474). The in-game model has the Picatinny top claw mount and the KAC MP5 RAS handguard.&lt;br /&gt;
[[File:MP5A3RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5-N with Navy trigger group, threaded muzzle, railed handguard, RIS foregrip, and M68 Aimpoint red dot scope - 9x19mm]]&lt;br /&gt;
[[File:RoN MP5A3 gunbench.jpg|thumb|none|600px|The MP5A3 in game. The magazines appear to be a bit more curved than in reality.]]&lt;br /&gt;
[[File:RoN MP5A3 gunbench2.jpg|thumb|none|600px|The MP5A3 with various doodads.]]&lt;br /&gt;
[[File:RoN MP5A3 (1).jpg|thumb|none|600px|Smacking the charging handle in the MP5A3's deployment animation.]]&lt;br /&gt;
[[File:RoN MP5A3 (2).jpg|thumb|none|600px|The MP5A3 with the KAC broomhandle grip and the weaponlight.]]&lt;br /&gt;
[[File:RoN MP5A3 (3).jpg|thumb|none|600px|Setting the selector to semi-auto. The HK pictograms used for the HUD fire selector are also visible here.]]&lt;br /&gt;
[[File:RoN MP5A3 (4).jpg|thumb|none|600px|Ammo-checking the magazine.]]&lt;br /&gt;
[[File:RoN MP5A3 (5).jpg|thumb|none|600px|Locking the MP5's bolt back...]]&lt;br /&gt;
[[File:RoN MP5A3 (6).jpg|thumb|none|600px|...reloading a new magazine (due to a technical limitation, new mags lack rounds during the empty reload)...]]&lt;br /&gt;
[[File:RoN MP5A3 (7).jpg|thumb|none|600px|..and batting the bolt home.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A4]] appears in ''Ready or Not'', incorrectly named the &amp;quot;MP5A2&amp;quot; despite the Navy A4 trigger pack. It also is occasionally used by AI suspects. The MP5A4 reload animation is missing the notorious &amp;quot;H&amp;amp;K Slap&amp;quot;, the SWAT operators instead opting to palm the bolt and drop it down rather than outright smack it. The seemingly boring SMG option, the MP5's controllable full auto fire and 3-round burst make it a perfect low risk scenario choice.&lt;br /&gt;
[[File:H&amp;amp;KMP5A4.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A4 - 9x19mm]]&lt;br /&gt;
[[File:RoN MP5A2 gunbench.jpg|thumb|none|600px|The MP5A4 with no attachments.]]&lt;br /&gt;
[[File:RoN MP5A2 gunbench2.jpg|thumb|none|600px|A customized MP5A4.]]&lt;br /&gt;
[[File:RoN MP5A4 menu.jpg|thumb|none|600px|A SWAT operator holds an MP5A4 in the loadout menu.]]&lt;br /&gt;
[[File:RoN MP5A4 idle.jpg|thumb|none|600px|Holding the MP5A4 in the shoothouse.]]&lt;br /&gt;
[[File:RoN MP5A4 ads.jpg|thumb|none|600px|Aiming the MP5A4.]]&lt;br /&gt;
[[File:RoN MP5A4 reload.jpg|thumb|none|600px|Empty reload.]]&lt;br /&gt;
[[File:RoN MP5A4 mi menu.jpg|thumb|none|600px|The MP5 in the weapon customization menu in the Feb 28 2022 version of ''Ready or Not'', equipped with Midwest Industries MLOK handguard and KAC foregrip. In the Jun 29 version, all foregrip options for the weapon aside from a Surefire 328LMF-B handguard were removed, meaning that it is no longer possible to have an MP5A4 set up like this in-game.]]&lt;br /&gt;
[[File:RoN MP5A4 mi magcheck.jpg|thumb|none|600px|Reloading the now-unused MLOK-equipped MP5.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A2]] was added with the Adam update in November 2022. It appears as the &amp;quot;MP7&amp;quot; as with most games, although it is modeled after the A2 version.&lt;br /&gt;
[[File:MP7A2.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:RoN MP7A2 menu.jpg|thumb|none|600px|The MP7 on the gunbench, stripped off from its RAL8000 &amp;quot;tan&amp;quot; finish.]]&lt;br /&gt;
[[File:RoN MP7A2SD menu.jpg|thumb|none|600px|Tens of seconds later, the sights of the MP7 can be folded down into &amp;quot;pistol&amp;quot; configuration and the MP7 itself is fitted with its H&amp;amp;K SD sound suppressor.]]&lt;br /&gt;
[[File:RoN MP7A2 idle.jpg|thumb|none|600px|Holding the MP7 at the range.]]&lt;br /&gt;
[[File:RoN MP7A2 draw.jpg|thumb|none|600px|Equipping the MP7 by extending the stock and pulling the rear charging handle.]]&lt;br /&gt;
[[File:RoN MP7A2 ads.jpg|thumb|none|600px|The MP7's iron sights in its standard configuration.]]&lt;br /&gt;
[[File:RoN MP7A2 reload.jpg|thumb|none|600px|Inserting a new magazine through the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] appears in ''Ready or Not''. In a rarely seen bit of realism, the player character uses the bolt release on empty instead of the charging handle like in most games. With a slow ROF and a high climb rate, the UMP is a powerful piece if you can keep it controlled. As of the 1.0 update, the UMP45 now has a 3 o'clock rail. The ability to fold the SMG's stock has unfortunately been removed. For the older version, see the ''Discussion'' page.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP45 01 equip.jpg|thumb|none|600px|Drawing the UMP45 - the officer flicks off the safety and charges the UMP (although the selector is already set to semi-auto and doesn't actually move during this animation).]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP45 02 selector.jpg|thumb|none|600px|Flicking the selector to full-auto.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP45 03 idle.jpg|thumb|none|600px|Holding the UMP45 on Kawayu Beach.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP45 04 inspect.jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP45 05 reload1.jpg|thumb|none|600px|Pushing the magazine release lever, grabbing the magazine in the gun, and holding a new magazine. This tactical reload is fairly similar to ''Modern Warfare 2019'''s SMG-45, with both magazines somewhat awkwardly clasped together.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP45 06 reload1.jpg|thumb|none|600px|About to load a &amp;quot;new&amp;quot; magazine; due to a bug, both the UMP45 and UMP9 have empty magazine models when reloading from empty.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP45 07 reload2.jpg|thumb|none|600px|The officer using the IP joint of his thumb to press the bolt release.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP45 08 NPC1.jpg|thumb|none|600px|A &amp;quot;Mindjot&amp;quot; security guard armed with the UMP45. They are the main users of the SMG in-game, although the weapon will occasionally spawn in the hands of guards (possibly disguised Bolton Security) at Brixley Talent Time.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP45 09 NPC2.jpg|thumb|none|600px|Closeup of the bolt, which has correct markings minus the company name. &amp;quot;HaKa&amp;quot; seems to be the in-universe version of HK, with the name being an acronym for 'Hartmann &amp;amp; Karl GmbH&amp;quot;.]]&lt;br /&gt;
[[File:ReadyOrNot UMP45 markings2.jpg|thumb|none|600px|Closeup of the markings on the other side. Like many other weapons in Ready or Not, the UMP45's serial number has a Girl's Frontline reference; 404-000103 (Squad 404/T-Doll No. 103). Unfortunately the devs opted for the opaque version of the magazine instead of the windowed version (which is also the version seen in Girl's Frontline for both the UMP45 and UMP9).]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP9==&lt;br /&gt;
The 9mm variant of the UMP was added in version 1.0. It shares most of the animations with the UMP45.&lt;br /&gt;
[[File:UMP9 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP9 - 9x19mm]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP9 01 equip.jpg|thumb|none|600px|Chambering the UMP9 while spawning in, as before the selector doesn't move from safe as it is already set to semi-auto.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP9 02 selector.jpg|thumb|none|600px|Flicking the fun switch to full auto.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP9 03 idle.jpg|thumb|none|600px|Idle with the SMG.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP9 04 aim.jpg|thumb|none|600px|The iron sights are identical to the ones on the UMP45.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP9 05 reload1.jpg|thumb|none|600px|Performing a tactical reload after firing at not-Santa Monica Pier.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP9 06 reload2.jpg|thumb|none|600px|Again, reloading from empty has a bug where the empty magazine model is used.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP9 07 reload3.jpg|thumb|none|600px|Thumbing the bolt.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP9 08 NPC1.jpg|thumb|none|600px|&amp;lt;strike&amp;gt;Kevin Nguyen&amp;lt;/strike&amp;gt; Vinh &amp;quot;Vinny&amp;quot; Tran will occasionally spawn with the UMP9. He appears to be the only suspect who uses the weapon.]]&lt;br /&gt;
[[File:ReadyOrNotupdt UMP9 09 NPC2.jpg|thumb|none|600px|Close up of the bolt. As mentioned before the markings are correct, minus the fictionalized company name.]]&lt;br /&gt;
[[File:ReadyOrNot UMP9 markings2.jpg|thumb|none|600px|Also as mentioned before, the serial number is a reference to the Girl's Frontline T-Doll of the same name; 404-000101 (Squad 404/T-Doll No. 101). Also note that in third person the selector will always be depicted in semi-auto, regardless of what the user has actually set it to.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] appears in ''Ready or Not'', as the last of the current selectable SMGs in-game, as well as a suspect weapon. Faster reload than the MP5, a little bit smaller but a lot faster, the MPX is a potent piece in the right hands.&lt;br /&gt;
[[File:MPX Gen1.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 1 - 9x19mm]]&lt;br /&gt;
[[File:RoN MPX gunbench.jpg|thumb|none|600px|Bone stock MPX in the modification menu.]]&lt;br /&gt;
[[File:RoN MPX gunbench2.jpg|thumb|none|600px|Now kitted out with an Aimpoint T2, MAWL IR laser, and an angled foregrip.]]&lt;br /&gt;
[[File:RoN MPX idle.jpg|thumb|none|600px|The SIG MPX in the killhouse.]]&lt;br /&gt;
[[File:RoN MPX ADS.jpg|thumb|none|600px|The sight picture of the handy Trijicon SRO.]]&lt;br /&gt;
[[File:RoN MPX reload1.jpg|thumb|none|600px|Tactical reloading of the MPX, with mag retention.]]&lt;br /&gt;
[[File:RoN MPX reload2.jpg|thumb|none|600px|Reloading from empty, note the bolt release paddle sticking out.]]&lt;br /&gt;
[[File:RoN MPX reload3.jpg|thumb|none|600px|Sending the bolt home after inserting the fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
Shotguns in ''Ready or Not'' can use less-lethal beanbag rounds, slugs, and buckshot.&lt;br /&gt;
&lt;br /&gt;
==Benelli M4==&lt;br /&gt;
The [[Benelli M4]] appears in ''Ready or Not'' simply as the &amp;quot;M4 SUPER 90&amp;quot;. A high speed shotgun, the Benelli is good for laying down pellets as fast as possible. It is also used by high-level suspects.&lt;br /&gt;
[[Image:M4Super90.jpg|thumb|none|450px|Benelli M4 Super 90 with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[File:RoN M4super90 gunbench.jpg|thumb|none|600px|The Benelli M4, ready for modifying.]]&lt;br /&gt;
[[File:RoN M4super90 gunbench2.jpg|thumb|none|600px|The Benelli with a Trijicon RMR, flashlight and choke.]]&lt;br /&gt;
[[File:RoN M4super90 idle.jpg|thumb|none|600px|The LSPD SWAT officer wields his Benelli M4, equipped with a weaponlight.]]&lt;br /&gt;
[[File:RoN M4super90 ADS.jpg|thumb|none|600px|Aiming at one of the target silhouettes set up in the shoot house.]]&lt;br /&gt;
[[File:RoN M4super90 magtubecheck.jpg|thumb|none|600px|Pressing a thumb into the magazine tube.]]&lt;br /&gt;
[[File:RoN M4super90 reload1.jpg|thumb|none|600px|Bolt locked back on last shot, the officer drops a fresh 12 gauge buckshot shell into the chamber.]]&lt;br /&gt;
[[File:RoN M4super90 reload2.jpg|thumb|none|600px|Flipping the shotgun over to slot new shells into the magazine tube, competition style.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli Supernova Tactical==&lt;br /&gt;
The [[Benelli Supernova Tactical]] was added in version 1.0.&lt;br /&gt;
[[File:Benelli Supernova pistol grip.jpg|thumb|none|450px|Benelli Supernova Tactical with pistol grip stock combination - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 1301 Tactical==&lt;br /&gt;
The [[Beretta 1301]] appears in ''Ready or Not'' as the &amp;quot;B1301&amp;quot;, and was added as part of the 28 June 2022 patch (EA 21474). The gun features a supporter-only version called &amp;quot;B1301 ENTRYMAN&amp;quot; (known in earlier official materials as &amp;quot;FBI-HRT Edition&amp;quot;).&lt;br /&gt;
[[Image:Beretta 1301 Tactical pistol grip.jpg|thumb|none|450px|Beretta 1301 Tactical with pistol grip - 12 gauge]]&lt;br /&gt;
[[File:RoN B1301 render.jpg|thumb|none|600px|Official render image of the Beretta 1301 Tactical.]]&lt;br /&gt;
[[File:RoN Beretta1301 gunbench.jpg|thumb|none|600px|The Beretta 1301 Tactical shotgun. This is the base game version, denoted by its black furniture and non cerakote finish.]]&lt;br /&gt;
[[File:RoN Beretta1301 idle.jpg|thumb|none|600px|Beretta 1301 at hand.]]&lt;br /&gt;
[[File:RoN Beretta1301 ADS.jpg|thumb|none|600px|Ghost ring sights aimed at the door.]]&lt;br /&gt;
[[File:RoN Beretta1301 magcheck.jpg|thumb|none|600px|Checking the magazine tube.]]&lt;br /&gt;
[[File:Ron Beretta1301 reload1.jpg|thumb|none|600px|Bolt locked back, dump a fresh shell into the chamber.]]&lt;br /&gt;
[[File:RoN Beretta1301 reload2.jpg|thumb|none|600px|Slipping more buckshot shells into the tube.]]&lt;br /&gt;
[[File:RoN B1301 fbi render.jpg|thumb|none|600px|Official render image of the &amp;quot;B1301 ENTRYMAN&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS Masterkey==&lt;br /&gt;
The [[Remington 870 MCS Masterkey]] appears as a tactical device under the name &amp;quot;Breaching Shotgun&amp;quot;, replacing the Mossberg 500 Cruiser that was depicted in this role during Early Access. Like the name suggests, it's one of the three options for breaching doors, less lethal to the targets of the room than C2 charges, but faster than kicking it down. It's borderline unusable as an actual weapon, as breaching rounds are frangible projectiles that quickly disintegrate after being fired.&lt;br /&gt;
[[File:Remington 870 MCS MK.jpg|thumb|none|400px|Remington 870 MCS Masterkey - 12 Gauge]]&lt;br /&gt;
[[File:RON 870MCSBreacher 0.jpg|thumb|none|600px|Holding the 870 MCS Masterkey. The shotgun does not have sights of any kind, nor can it accept any attachments, though it is able to use the canted shooting stance available to all weapons in the game.]]&lt;br /&gt;
[[File:RON 870MCSBreacher 1.jpg|thumb|none|600px|Checking the empty chamber.]]&lt;br /&gt;
[[File:RON 870MCSBreacher 2.jpg|thumb|none|600px|Shoving in a breaching round on an empty reload...]]&lt;br /&gt;
[[File:RON 870MCSBreacher 3.jpg|thumb|none|600px|...and topping up the empty magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Combat CQB==&lt;br /&gt;
The Wilson Combat CQB shotgun, a customized [[Remington Model 870]], appears as the &amp;quot;870 CQB&amp;quot;. A classic police issue weapon, powerful on light targets and still useful once armor gets involved.&lt;br /&gt;
[[File:Wilson Combat CQB.jpg|thumb|450px|none|Wilson Combat CQB - 12 gauge]]&lt;br /&gt;
[[File:RoN 870 gunbench.jpg|thumb|none|600px|The Wilson Combat CQB on the gun bench.]]&lt;br /&gt;
[[File:RoN 870 gunbench2.jpg|thumb|none|600px|Now with an Aimpoint T2, muzzle brake and the capability to use the integrated weaponlight on the pump handle.]]&lt;br /&gt;
[[File:RoN 870 idle.jpg|thumb|none|600px|LSPDs finest with his fancy 870, fitted here with an Aimpoint T2.]]&lt;br /&gt;
[[File:RoN 870 ADS.jpg|thumb|none|600px|Lining up a shot with the modified Wilson Combat.]]&lt;br /&gt;
[[File:RoN 870 magcheck.jpg|thumb|none|600px|The magcheck here is performed by pulling the pump back to check the breech.]]&lt;br /&gt;
[[File:RoN 870 reload1.jpg|thumb|none|600px|Inserting a new shell into the exposed chamber.]]&lt;br /&gt;
[[File:RoN 870 reload2.jpg|thumb|none|600px|Sliding fresh shells into the tube.]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Combat Less Lethal CQB==&lt;br /&gt;
The Wilson Combat Less Lethal CQB appears as the &amp;quot;Beanbag Shotgun&amp;quot;. While not as fast as either of the pepperball launchers, the Beanbag shotgun incapacitates targets regardless of them wearing a mask. &lt;br /&gt;
[[File:Wilson Combat Less Lethal CQB.jpg|thumb|450px|none|Wilson Combat Less Lethal CQB]]&lt;br /&gt;
[[File:RoN 870beanbag gunbench.jpg|thumb|none|600px|The Wilson Combat Less Lethal CQB laid out on the gun bench.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==Arsenal SLR-107UR==&lt;br /&gt;
A customized, select-fire-converted [[Arsenal AR|Arsenal SLR-107UR]] carbine was added as a SWAT weapon in the January 2022 update, under the name &amp;quot;SLR47&amp;quot;; it is fitted with an UltiMAK AKS-74U rail, a StormWerkz Scope Mount adapter on the rear sight, an ALG trigger, an aftermarket pistol grip and muzzle device, and as of 1.0, it has an extended fire selector lever (similar to the Krebs Custom MK VI Enhanced Safety). It feeds from 30-round Magpul AK PMags. A heavy hitter of a rifle, the SLR trades off accuracy in favor of close quarters punch with a surprisingly controllable full-auto.&lt;br /&gt;
[[File:SLR-107UR.jpg|thumb|none|450px|Arsenal SLR-107UR - 7.62x39mm]]&lt;br /&gt;
[[File:RoN AKMSU gunbench.jpg|thumb|none|600px|The &amp;quot;SLR47&amp;quot; on the gun bench; note the straighter ALG trigger.]]&lt;br /&gt;
[[File:RoN AKMSU gunbench2.jpg|thumb|none|600px|The AK pattern carbine with a Trijicon SRO, PBS-1 suppressor, AN/PEQ-15 IR laser, and angled foregrip.]]&lt;br /&gt;
[[File:RoN SLR47 render.jpg|thumb|none|600px|Official rendered image of the &amp;quot;SLR47&amp;quot; in-game model; aside from the serial number, the markings read &amp;quot;SLR 47UA&amp;quot; (effectively confirming its identity), and &amp;quot;Cal. 7.45x39mm&amp;quot; below that, seemingly indicating that someone wasn't sure whether they wanted a 7.62 or 5.45 AK.]]&lt;br /&gt;
[[File:RoN AKMSU (1).jpg|thumb|none|600px|Holding up a suspicious cardboard target with the Arsenal SLR carbine.]]&lt;br /&gt;
[[File:RoN AKMSU (2).jpg|thumb|none|600px|Sighting in the narrow Krinkov sights.]]&lt;br /&gt;
[[File:RoN AKMSU (3).jpg|thumb|none|600px|Ammo-checking the partially-expended AK PMag 30.]]&lt;br /&gt;
[[File:RoN AKMSU (4).jpg|thumb|none|600px|Reloads have both mags sandwiched together - if the spent one still has rounds, it is retained.]]&lt;br /&gt;
[[File:RoN AKMSU (5).jpg|thumb|none|600px|Underhand-charging the AK.]]&lt;br /&gt;
[[File:Ronslr107ur 1.jpg|thumb|none|600px|A &amp;quot;Mindjot&amp;quot; security contractor with the SLR.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA SA58 OSW]] battle rifle appears in ''Ready or Not''. It is currently the most powerful weapon for the player to use bar the shotguns, useful for high-risk enviroments with large usage of armor.&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg‎ ‎|thumb|450px|none|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SA58.jpg|thumb|600px|none|A SWAT Officer holding an DSA SA58 OSW, mistaking himself for BOPE.]]&lt;br /&gt;
[[File:RoN SA58 gunbench.jpg|thumb|none|600px|The DSA SA58 with no attachments.]]&lt;br /&gt;
[[File:RoN SA58 gunbench2.jpg|thumb|none|600px|The SA58 now equipped with a scope, angled foregrip, AN/PEQ-15 IR laser, and Surefire muzzle brake. If you squint hard enough, you can make out the blurry Giessele logo on the scope mount.]]&lt;br /&gt;
[[File:RoN SA58 idle.jpg|thumb|none|600px|The DSA SA58 with SpectreDR and various other highspeed attachments in the shoothouse.]]&lt;br /&gt;
[[File:RoN SA58 ADS.jpg|thumb|none|600px|Scoped in.]]&lt;br /&gt;
[[File:RoN SA58 magcheck.jpg|thumb|none|600px|Mag check after a few rounds down range.]]&lt;br /&gt;
[[File:RoN SA58 reload1.jpg|thumb|none|600px|Tactical reload. The &amp;quot;DSA00106&amp;quot; serial number seems to be another ''Girls' Frontline'' reference, as 106 is the index number of the FAL T-Doll in GFL.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L CQC==&lt;br /&gt;
The [[FN SCAR-L CQC]] is added in the the January 2022 update under the name &amp;quot;MK16&amp;quot;, equipped with a Parker Mountain Machine Picatinny Rail Extension and a VLTOR Receiver Extension / Stock Adapter. Powerful, accurate and controllable, a good all-around rifle.&lt;br /&gt;
[[Image:SCAR-L CQC.jpg|thumb|450px|none|Third Generation FN SCAR-L CQC - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN Mk16 gunbench.jpg|thumb|600px|none|The SCAR-L in the weapon customization menu.]]&lt;br /&gt;
[[File:RoN Mk16 idle.jpg|thumb|600px|none|Holding the SCAR-L in the shoothouse.]]&lt;br /&gt;
[[File:RoN Mk16 ads.jpg|thumb|600px|none|Aiming the SCAR.]]&lt;br /&gt;
[[File:RoN SCAR-L (1).jpg|thumb|none|600px|Flicking to semi-auto.]]&lt;br /&gt;
[[File:RoN SCAR-L (2).jpg|thumb|none|600px|Swapping out STANAG magazines.]]&lt;br /&gt;
[[File:RoN Mk16 reload.jpg|thumb|600px|none|The empty reload - inserting fresh mag, then the bolt catch is tabbed. Note the almost correct Mk. 16 Mod 0 markings, bar the &amp;quot;Utica Arms&amp;quot; instead of FN stamp.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416A5]] assault rifle appears in ''Ready or Not''. It is modified with a Geissele 10.5&amp;quot; Super Modular Rail handguard, Magpul MBUS Pro sights, Magpul MOE Carbine Stock and a Raptor charging handle. Short but not too short, controllable to boot, the HK416 is a very handy rifle. As of 28 June 2022 patch (EA 21474), the in-game name for the HK416A5 was changed to &amp;quot;GA416&amp;quot;.&lt;br /&gt;
[[File:HK416A5 11.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 A5 with 11 inch barrel - 5.56x45mm]]&lt;br /&gt;
[[File:HK416 Geissele 14.5 SMR.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 fitted with Geissele Automatics 14.5 Super Modular Rail handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:HK416RONG.jpg|thumb|600px|none|A SWAT Officer holding a tacticool HK416, wondering how much of the department's budget went into these.]]&lt;br /&gt;
[[File:RoN HK416 gunbench.jpg|thumb|600px|none|The HK416 in the weapon customization menu. Note the full-length sight rail on the upper receiver and ambidextrous bolt release, both features first introduced on the A5.]]&lt;br /&gt;
[[File:RoN HK416 gunbench2.jpg|thumb|none|600px|Now fitted with an EOTech holo sight, BCM Gunfighter stubby vertical grip, AN/PEQ-15 IR laser, and Surefire SFMB-556 muzzle brake.]]&lt;br /&gt;
[[File:RoN HK416 idle.jpg|thumb|600px|none|The HK416 in the shoothouse.]]&lt;br /&gt;
[[File:RoN HK416 ads.jpg|thumb|600px|none|Aiming with the MBUS folding sights.]]&lt;br /&gt;
[[File:RoN HK416A5 (1).jpg|thumb|none|600px|Thumbing the 416's fire selector.]]&lt;br /&gt;
[[File:RoN HK416 reload.jpg|thumb|600px|none|The 416's tactical reload. Note the &amp;quot;HaKa&amp;quot; markings similar to &amp;quot;HK&amp;quot; can be seen. Also visible are &amp;quot;65-000404&amp;quot; serial numbers; like the M9's serial numbers, these are also references to ''Girls' Frontline''. &amp;quot;65&amp;quot; is the index number of the HK416 T-Doll character, and &amp;quot;404&amp;quot; is the name of the unit (Squad 404) that HK416 is a member of in the story.]]&lt;br /&gt;
[[File:RoN HK416A5 (2).jpg|thumb|none|600px|Reloading the 416 from empty, with the bolt release paddle sticking out.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is added in the the February 2022 update, equipped with a Brugger &amp;amp; Thomet quad rail handguard and KAC G36 flip-up sight with optic rail. The G36C was originally featured in the 2020 PVP build, where it had a different model.&lt;br /&gt;
[[File:Hkg36c.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN G36c menu.jpg|thumb|600px|none|The G36C in the weapon customization menu.]]&lt;br /&gt;
[[File:RoN G36c idle.jpg|thumb|600px|none|The G36C in the shoothouse.]]&lt;br /&gt;
[[File:RoN G36c ads.jpg|thumb|600px|none|Using the KAC Folding Sights.]]&lt;br /&gt;
[[File:RoN G36c reload.jpg|thumb|600px|none|Empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-16 CQB==&lt;br /&gt;
The [[Knight%27s_Armament_SR-15|Knight's Armament SR-16 CQB]] assault rifle appears in ''Ready or Not'', equipped with Magpul furniture and a set of KAC folding sights. The longest of the main assault rifles, the SR-16 leverages accuracy and controllability to compensate.&lt;br /&gt;
[[File:KAC_SR-16_CQB.jpg|thumb|none|450px|Knight's Armament SR-16 CQB – 5.56x45mm]]&lt;br /&gt;
[[File:SR16RONG.jpg|thumb|600px|none|A SWAT Officer holding a SR-16.]]&lt;br /&gt;
[[File:RoN KACSR16 gunbench.jpg|thumb|none|600px|The stock KAC SR-16.]]&lt;br /&gt;
[[File:RoN KACSR16 gunbench2.jpg|thumb|none|600px|The KAC SR-16 with Elcan SpectreDR 1-4x, Surefire muzzlebrake, BCM Gunfighter vertical stubby foregrip, and laser module.]]&lt;br /&gt;
[[File:RoN KACSR16 idle.jpg|thumb|none|600px|The KAC SR-16 fitted with an Aimpoint T2, BCM Gunfighter vertical grip, Surefire muzzle brake, and AN/PEQ-15 IR laser. Using certain foregrips, the player character will adopt a thumb over bore grip, as seen here.]]&lt;br /&gt;
[[File:RoN KACSR16 ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:RoN KACSR16 magcheck.jpg|thumb|none|600px|Checking a slightly depleted magazine. In a rare bit of detail for a videogame, all AR pattern rifles have a 3rd hole for an auto sear above the selector switch.]]&lt;br /&gt;
[[File:RoN KACSR16 reload1.jpg|thumb|none|600px|Tactical reload with magazine retention.]]&lt;br /&gt;
[[File:RoN KACSR16 reload2.jpg|thumb|none|600px|Reloading from empty after a full auto magazine dump. Note the bolt release paddle sticking out, and the fire selector switch set to &amp;quot;AUTO&amp;quot;.]]&lt;br /&gt;
[[File:RoN KACSR16 reload3.jpg|thumb|none|600px|Inserting a fresh magazine and pressing the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 0==&lt;br /&gt;
The [[Mk 18 Mod 0]] appears in ''Ready or Not'', referred to as the &amp;quot;MK18&amp;quot;. The in-game base model features a KAC RIS handguard and an LMT Crane stock; it also uses an LMT-style rear sight, though prior to the Adam update it instead used a standard carrying handle and was incorrectly designated the &amp;quot;M4A1&amp;quot;. Loud, flashy and effective, the Mk 18 is a compact rifle for the job. It is also used by high-level suspects.&lt;br /&gt;
[[File:M4A1CQBR.jpg|thumb|none|450px|Mk 18 Mod 0 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN Mk18 loadout.jpg|thumb|600px|none|A SWAT Officer holding the Mk 18 Mod 0 in the loadout screen. This is a pre-update image, with the &amp;quot;M4A1&amp;quot; name and carry handle.]]&lt;br /&gt;
[[File:RoN MK18adam menu.jpg|thumb|none|600px|The post-Adam Mk 18 Mod 0, having lost its carrying handle and gained the correct name.]]&lt;br /&gt;
[[File:RoN MK18adam draw.jpg|thumb|none|600px|Drawing the carbine...]]&lt;br /&gt;
[[File:RoN MK18adam idle.jpg|thumb|none|600px|...and then doing more or less nothing. Note that, in addition to the new rear sight, the Mk 18's model has been completely reworked. The biggest differences are with the better-proportioned charging handle.]]&lt;br /&gt;
[[File:RoN MK18adam ads.jpg|thumb|none|600px|Aiming; the LMT rear sight provides a near-identical sight picture to the original carrying handle. The forward assist and brass deflector are also improved from the pre-update model.]]&lt;br /&gt;
[[File:RoN MK18adam reload2.jpg|thumb|none|600px|Swapping mags on a non-empty reload.]]&lt;br /&gt;
[[File:RoN MK18adam reload1.jpg|thumb|none|600px|Smacking the bolt release on a fresh magazine.]]&lt;br /&gt;
[[File:RoN MK18 NPC1.jpg|thumb|none|600px|A school shooter with the pre-Adam MK 18 Mod 0 with carry handle.]]&lt;br /&gt;
[[File:RoN MK18 NPC2.jpg|thumb|none|600px|A member of the &amp;quot;Left Behind&amp;quot; domestic terrorist group (disguised as a Secret Service Agent) armed with the post-Adam MK 18 Mod 0. Note his chest rig seems inspired by the one from [https://www.imfdb.org/wiki/Heat#Colt_Model_733 Heat].]]&lt;br /&gt;
&lt;br /&gt;
==Wilson Combat SBR Tactical==&lt;br /&gt;
The Wilson Combat SBR Tactical assault rifle appears in ''Ready or Not'' under the moniker &amp;quot;ARWC&amp;quot;. Quiet when suppressed and very effective against targets, the ARWC is a potent tool in the right hands. The weapon was initially named &amp;quot;SBR-300&amp;quot; and chambered in .300 Blackout, was renamed to &amp;quot;SBR-556&amp;quot; and changed to 5.56x45mm NATO in the January 2022 update, and was renamed again to &amp;quot;ARWC&amp;quot; in the February 2022 update.&lt;br /&gt;
[[File:Wilson Combat SBR Tactical.jpg|thumb|none|450px|Wilson Combat SBR Tactical - 5.56x45mm NATO/.300 Blackout]]&lt;br /&gt;
[[File:SBR30.jpg|thumb|600px|none|A SWAT Officer holding an Wilson Combat SBR Tactical, note the telltale markings on the grip and stock.]]&lt;br /&gt;
[[File:RoN WilsonCQB gunbench.jpg|thumb|none|600px|The Wilson Combat SBR Tactical on the gunbench. There is a visual bug where the gun will appear to float above the gunbench during weapon modifying.]]&lt;br /&gt;
[[File:RoN WilCom SBR (1).jpg|thumb|none|600px|As seen in first person view.]]&lt;br /&gt;
[[File:RoN WilCom SBR (2).jpg|thumb|none|600px|Checking the SBR's iron sights.]]&lt;br /&gt;
[[File:RoN WilCom SBR (3).jpg|thumb|none|600px|Performing a tactical mag swap.]]&lt;br /&gt;
[[File:RoN WilCom SBR (4).jpg|thumb|none|600px|And the empty reload - this is actually the fresh magazine being inserted, which is modeled empty.]]&lt;br /&gt;
&lt;br /&gt;
==BCM CQB-11==&lt;br /&gt;
The [[BCM rifle series|BCM CQB-11]] appears in ''Ready or Not'', fitted with LMT crane stock and Surefire WARCOMP flash hider. The weapon is an exclusive to Supporter Edition owners. It was formerly named &amp;quot;BCM Mk1&amp;quot; and was renamed to &amp;quot;Mk1 Carbine&amp;quot; after the January update.&lt;br /&gt;
[[File:BCM CQB 11 KMR-A.jpg|thumb|none|450px|BCM CQB-11 KMR-A10 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN CQB11 render.jpg|thumb|600px|none|Rendering image. &amp;quot;DCM&amp;quot; markings, similar to the real weapon's &amp;quot;BCM&amp;quot;, can be seen on the magazine well; this presumably stands for something like &amp;quot;Delta Company Manufacturing&amp;quot;, rather than &amp;quot;Dichloromethane&amp;quot; as some might assume.]]&lt;br /&gt;
[[File:RoN MK1rifle gunbench.jpg|thumb|none|600px|The BCM CQB-11 seen in the latest update of the gun modification menu.]]&lt;br /&gt;
[[File:R0N MK1rifle gunbench2.jpg|thumb|none|600px|The CQB-11 now kitted out with an EOtech holo sight, BCM Gunfighter stubby vertical grip, AN/PEQ-15 IR laser, and silencer.]]&lt;br /&gt;
[[File:RoN CQB11 menu.jpg|thumb|600px|none|The SWAT operator holds his CQB-11 in the loadout menu.]]&lt;br /&gt;
[[File:RoN CQB11 idle.jpg|thumb|600px|none|Wielding the CQB-11 in the shoothouse.]]&lt;br /&gt;
[[File:RoN CQB11 ads.jpg|thumb|600px|none|Aiming with the BCM / Troy mixed sights.]]&lt;br /&gt;
[[File:RoN CQB11 reload.jpg|thumb|600px|none|Thumbing the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Brownells BRN-180S 300 BLK==&lt;br /&gt;
The [[ArmaLite AR-18|Brownells BRN-180S 300 BLK]] is added in the the February 2022 update under the name &amp;quot;ARN-18&amp;quot;, equipped with a SIG-Sauer Minimalist Plus folding stock.&lt;br /&gt;
[[File:BRN-180S 300 BLK.jpg|thumb|none|450px|Brownells BRN-180S 300 BLK (mounted on BRN-180 Forged Lower) - .300 Blackout]]&lt;br /&gt;
[[File:RoN BRN180 gunbench.jpg|thumb|600px|none|The BRN-180S in the weapon customization menu. Note the handguard gap to allow easy access to the gas system (for quick adjustment for suppressor use), a feature found only on the BRN-180S 300 BLK.]]&lt;br /&gt;
[[File:RoN BRN180 gunbench2.jpg|thumb|none|600px|The BRN-180S with EOtech sight, MAWL IR laser, BCM Gunfighter vertical stubby grip, and Silencerco ASR muzzle brake.]]&lt;br /&gt;
[[File:RoN BRN180S idle.jpg|thumb|600px|none|The BRN-180S in the shoothouse.]]&lt;br /&gt;
[[File:RoN BRN180S ads.jpg|thumb|600px|none|Aiming with the backup sights.]]&lt;br /&gt;
[[File:RoN BRN-180S (1).jpg|thumb|none|600px|Changing out the aluminum magazines.]]&lt;br /&gt;
[[File:RoN BRN-180S (2).jpg|thumb|none|600px|Inserting a new one from empty.]]&lt;br /&gt;
[[File:RoN BRN180S reload.jpg|thumb|600px|none|Thumbing the BRN's bolt catch.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX==&lt;br /&gt;
The first-generation [[SIG-Sauer MCX|SIG-Sauer MCX SBR]] in 5.56x45mm was added in version 1.0, and features a telescoping stock. The markings on the rifle state it is manufactured by &amp;quot;SIC SUHL INC&amp;quot;. Note that much like other weapons in Ready or Not, the last three digits on the serial number make reference to the ''Girl's Frontline'' T-Doll of the same name.&lt;br /&gt;
[[File:SIG MCX 11.5.jpg|thumb|none|450px|SIG-Sauer MCX SBR with 11.5&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ReadyorNot 01 equip1.jpg|thumb|600px|none|First equipping the rifle; tilting the MCX while holding the adjustment button to let the stock fully extend...]]&lt;br /&gt;
[[File:ReadyorNot 02 equip2.jpg|thumb|600px|none|...and then racking the charging handle.]]&lt;br /&gt;
[[File:ReadyorNot 03 idle.jpg|thumb|600px|none|Holding the rifle near the US-Mexican border.]]&lt;br /&gt;
[[File:ReadyorNot 04 aim.jpg|thumb|600px|none|Sighting up a drone.]]&lt;br /&gt;
[[File:ReadyorNot 05 shoot.jpg|thumb|600px|none|Watching some lowres 5.56 casings eject out the MCX.]]&lt;br /&gt;
[[File:ReadyorNot 06 reload1.jpg|thumb|600px|none|Performing a tactical reload.]]&lt;br /&gt;
[[File:ReadyorNot 07 reload2.jpg|thumb|600px|none|Smacking the bolt release after reloading from empty.]]&lt;br /&gt;
[[File:ReadyorNot 08 empty.jpg|thumb|600px|none|Inspecting the empty magazine after running dry. Note the protruding bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS==&lt;br /&gt;
The &amp;quot;LVAR&amp;quot; is an integrally suppressed [[SIG-Sauer MCX VIRTUS|SIG-Sauer MCX VIRTUS SBR]] in .300 Blackout with some parts inspired by the SIG-Sauer Low Visibility Assault Weapon (LVAW). It was added in version 1.0.&lt;br /&gt;
&lt;br /&gt;
An announcement stated that it uses &amp;quot;an MCX gen 1 upper and gen 2 lower, with the rest being LVAW parts&amp;quot;. However, the upper receiver is actually from the second-generation MCX VIRTUS. It is fitted with an ALTRD handguard (which resembles that of the LVAW), and is depicted with the top Picatinny rail of the LVAW and earlier MCX prototypes, as opposed to the scalloped rail of later MCX models.&lt;br /&gt;
[[File:MCX VIRTUS SBR 9.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ALTRD VIRTUS.jpg|thumb|none|350px|ALTRD 10.5&amp;quot; handguard for SIG-Sauer MCX VIRTUS]]&lt;br /&gt;
&lt;br /&gt;
==Thales F90MBR==&lt;br /&gt;
The [[Thales F90|Thales F90MBR]] was added in version 1.0.&lt;br /&gt;
[[File:F90 MBR.jpg|thumb|none|450px|Thales F90MBR - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
Launchers in ''Ready Or Not'' are special weapons using specific ammo types depending on user choice. &lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] appears in ''Ready or Not'' simply as the &amp;quot;M320&amp;quot;. It was featured in the 2020 PVP Build, was removed from the game, and was then re-added in the March 2022 update. The M320 can be equipped as a primary long tactical device (cannot be modified via the gun bench), available with either Stinger balls, CS gas or flashbang grenades as options, carrying one in the pipe and 3 in reserve.&lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|none|350px|Heckler &amp;amp; Koch M320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[Image:RoN M320 loadout.jpg|thumb|none|600px|A SWAT officer carrying the M320 on his back in the loadout screen.]]&lt;br /&gt;
[[Image:RoN M320 idle.jpg|thumb|none|600px|The M320 in idle.]]&lt;br /&gt;
[[Image:RoN M320 ads.jpg|thumb|none|600px|Aiming down the sight. There is no functionality to the leaf sight.]]&lt;br /&gt;
[[Image:RoN M320 canted.jpg|thumb|none|600px|Canted view.]]&lt;br /&gt;
[[Image:RoN M320 check.jpg|thumb|none|600px|Checking the tube. Currently there are no different models for the three different 40mm shells, but rather one single model that seems to incorrectly resemble a standard HE round.]]&lt;br /&gt;
[[Image:RoN M320 reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor MGL==&lt;br /&gt;
The [[Milkor MGL]] appears in the March 2022 update as a primary weapon, loaded with six flashbang grenades, trading a more reliable primary arm in favor of the ability to instantly flashbang a target.&lt;br /&gt;
&lt;br /&gt;
Pre-Early Access, it was claimed that the selectable grenade types for the MGL include non-lethal, rubber baton rounds, CS rounds, and smoke rounds, like &amp;lt;i&amp;gt;Ready or Not&amp;lt;/i&amp;gt;'s inspiration game ''[[S.W.A.T. 4]]''.&lt;br /&gt;
[[Image:MGL32.jpg|thumb|none|450px|Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:ReadyOrNot MilkorMGL.JPG|thumb|none|600px|Promotional art of the MGL Grenade Launcher with the Armson OEG reflex sight.]]&lt;br /&gt;
[[File:RoN MilkorMGL gunbench.jpg|thumb|none|600px|The Milkor MGL.]]&lt;br /&gt;
[[File:RoN MilkorMGL idle.jpg|thumb|none|600px|The rotary grenade launcher at hand.]]&lt;br /&gt;
[[File:RoN MilkorMGL ADS.jpg|thumb|none|600px|Aiming through the Armson OEG sight.]]&lt;br /&gt;
[[File:RoN MilkorMGL ammocheck.jpg|thumb|none|600px|Checking the cylinder. There is currently no system to allow for extra 40mm grenades, so there is no reload animation implemented in the public build of the game.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
Grenades in ''Ready or Not'' take up their own individual slots in the player character's inventory. They can be held in the player's hands until deployment and can be thrown underhanded or overhanded.&lt;br /&gt;
&lt;br /&gt;
==M7A3 CS Gas Grenade==&lt;br /&gt;
The [[M7 CS gas grenade]]s appears in-game as just the &amp;quot;CS Grenade&amp;quot;, although the markings explicitly state it's the A3 version. It releases CS gas, and incapacitates anyone not wearing a gas mask, including you and your teammates.&lt;br /&gt;
[[File:M7A3.jpg|thumb|none|200px|M7A3 CS gas grenade]]&lt;br /&gt;
[[Image:ReadyOrNotCSGrenade.JPG|thumb|none|600px|A preview image for the CS Grenade in ''Ready or Not''.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 Stun Grenade]] is a less-lethal grenade that explodes with a deafening noise and a blinding flash of light. &lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|none|200px|M84 stun grenade]]&lt;br /&gt;
[[Image:ReadyOrNotFlashBangGrenade.JPG|thumb|none|600px|A preview image for the Flashbang Grenade in ''Ready or Not''.]]&lt;br /&gt;
&lt;br /&gt;
==Model 9590 Stingball==&lt;br /&gt;
The [[Model 9590 Sting-Ball Grenade]] appears in-game as the &amp;quot;Stingball Grenade&amp;quot; and is another selectable throwable for the SWAT team to use. This operates in a similar fashion to a frag grenade, albeit filled with pellets of OC pepper instead of actual lead. While effective in incapacitating targets, or unsuspecting teammates, the grenade is also the most lethal of the three throwables.&lt;br /&gt;
[[File:Sting-ball.jpg|thumb|none|200px|Model 9590 sting-ball grenade]]&lt;br /&gt;
[[Image:ReadyOrNotStingballGrenade.JPG|thumb|none|600px|A preview image for the String Ball Grenade in ''Ready or Not''.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==VKS==&lt;br /&gt;
The VKS (Variable Kinetic System) compressed-air launcher by PepperBall (a brand name of United Tactical Systems) is added in the January 2022 update as the &amp;quot;R7 Launcher&amp;quot;. A semi-auto-only pepperball launcher, the VKS's rails allow for a degree of customization.&lt;br /&gt;
[[File:Pepperball VKS.jpg|thumb|400px|none|VKS]]&lt;br /&gt;
[[File:RoN VKSpepperball gunbench.jpg|thumb|none|600px|The PepperBall VKS on the gunbench in all its bright hi-vis orange glory.]]&lt;br /&gt;
[[File:RoN VKSpepperball gunbench2.jpg|thumb|none|600px|Plus attachments.]]&lt;br /&gt;
[[File:RoN VKS idle.jpg|thumb|none|600px|The pepperball launcher being put through its paces. Note the visual glitch of the face of the compressed air pressure valve sliding off and floating in mid air.]]&lt;br /&gt;
[[File:RoN VKS ADS.jpg|thumb|none|600px|The iron sights of the VKS.]]&lt;br /&gt;
[[File:RoN VKS magcheck.jpg|thumb|none|600px|Holding down &amp;quot;R&amp;quot; to check that the pepperball magazine is still in one piece.]]&lt;br /&gt;
[[File:RoN VKS reload1.jpg|thumb|none|600px|Ejecting the empty magazine.]]&lt;br /&gt;
[[File:RoN VKS reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Taser==&lt;br /&gt;
The [[Taser|M26 Taser]] makes an appearance in ''Ready or Not'' and simply named &amp;quot;TASER&amp;quot;, as a less-lethal sidearm option, incapacitating the targets it strikes. The game also features the Taser series' ability to be used as melee weapons by striking targets with its exposed contacts. It is also featured with its built-in laser module that can be switched on.&lt;br /&gt;
[[Image:AdvancedM26.jpg|thumb|none|300px|Advanced Taser M26]]&lt;br /&gt;
[[File:ReadyOrNotM26Taser.jpg|thumb|none|600px|Promotional art of a SWAT Officer deploying an M26 in his right hand.]]&lt;br /&gt;
[[File:RoN Taser loadout.jpg|thumb|none|600px|A SWAT Officer holding the M26 Taser in the loadout screen.]]&lt;br /&gt;
[[File:RoN Taser gunbench.jpg|thumb|none|600px|The M26 in the gun modification menu.]]&lt;br /&gt;
[[File:RoN Taser idle.jpg|thumb|none|600px|The M26 while idle.]]&lt;br /&gt;
[[File:RoN Taser ads.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:RoT Taser canted.jpg|thumb|none|600px|Canted aiming with laser on.]]&lt;br /&gt;
[[File:RoN Taser magcheck.jpg|thumb|none|600px|Checking the cartridge.]]&lt;br /&gt;
[[File:RoN Taser reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
The following list of weapons are featured in ''Ready or Not'' as non-usable weapons, instead are used by suspects, appear as pieces of evidence, or as booby traps. Several of these weapons were previously introduced as usable SWAT weapons in older builds of the game prior to the Early Access, but later removed for various reasons. It is likely that few of them are planned to be reintroduced once again as usable weapons in the future.&lt;br /&gt;
&lt;br /&gt;
==Handguns==&lt;br /&gt;
===Colt M1911===&lt;br /&gt;
An old-school [[Colt M1911A1]] appears as a suspect weapon in ''Ready or Not''.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:RoN M1911A1.jpg|600px|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18===&lt;br /&gt;
The [[Glock 18]] appears in-game rarely as an NPC sidearm, under the label &amp;quot;G18 AUTO&amp;quot;. &lt;br /&gt;
[[File:Glock18Ext.jpg|thumb|none|350px|Glock 18 (2nd Generation) with extended 31-round magazine - 9x19mm]]&lt;br /&gt;
[[File:RoN G18Auto.jpg|600px|thumb|none|A Glock 18 found in the post office level. It appears to be an actual Glock 18, and not a conversion, as evidenced by the slide mounted selector switch on.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 19 (Gen 4)===&lt;br /&gt;
Prior to the January 2022 update, the 4th Generation [[Glock 19]] was usable by the player under the &amp;quot;G19&amp;quot; name. It also was formerly seen in the hands of suspects, but after subsequent updates, both were replaced by the 5th Generation Glock 19. It is equipped with Glock aftermarket 3-dot night sights and OD Green frame. A version with a stovepipe malfunction still appears as evidence next to its deceased owners on the levels &amp;quot;Thank You, Come Again&amp;quot; and &amp;quot;Greased Palms&amp;quot;.&lt;br /&gt;
[[File:Glock19_Gen4.jpg|thumb|none|300px|Glock 19 (4th Generation) - 9x19mm]]&lt;br /&gt;
[[File:RoN G19g4 prop1.jpg|thumb|none|600px|A deceased armed civilian in the 4U diner with the pistol.]]&lt;br /&gt;
[[File:RoN G19g4 prop2.jpg|thumb|none|600px|A dead Los Locos Del Pacificos gangster with his Glock.]]&lt;br /&gt;
[[File:RoN G19g4 prop3.jpg|thumb|none|600px|Closeup, the &amp;quot;Glock&amp;quot; title was later updated to &amp;quot;Used Glock&amp;quot;. Note the primer incorrectly hasn't been struck.]]&lt;br /&gt;
&lt;br /&gt;
===Makarov PM===&lt;br /&gt;
The [[Makarov PM]] appears in ''Ready or Not'' simply as the &amp;quot;MAKAROV&amp;quot; and used by low-level suspects. Its appearance in America is odd given the Makarov's more commonly found with collectors in the states than criminal syndicates, although it could allude to the gun's commonality in black markets in places like Asia or England. &lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|300px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:MakarovIJ70.jpg|thumb|none|300px|Baikal IJ-70 (commercial variant of the Makarov PM) - .380 ACP]]&lt;br /&gt;
[[File:ReadyOrNotPPK.jpg|thumb|none|450px|An official promotional image showing off a Makarov. It appears to be nickel-plated, though this may just be the lighting.]]&lt;br /&gt;
[[File:FileReadyorNot Makarov 03.jpg|thumb|none|600px|A Russian mobster with the Makarov at the Caesar's Cars dealership.]]&lt;br /&gt;
[[File:ReadyorNot Makarov 01.jpg|thumb|none|600px|Presumably desperate due to the ammunition export ban, this man has resorted to stealing cash to fund his 9x18mm addiction.]]&lt;br /&gt;
[[File:ReadyorNot Makarov 02.jpg|thumb|none|600px|Other side of the pistol.]]&lt;br /&gt;
&lt;br /&gt;
===Walther PPQ===&lt;br /&gt;
The [[Walther PPQ]] appears as a suspect weapon.&lt;br /&gt;
[[File:Walther PPQ.jpg|thumb|none|300px|Walther PPQ M1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===Walther PP===&lt;br /&gt;
A [[Walther PP]] appears as a prop in game, in the form of a light gun meant for a retro console from its era.&lt;br /&gt;
[[File:Walther-PP-Post-War.jpg|thumb|none|350px|Walther PP Post-War - .32 ACP]]&lt;br /&gt;
[[File:RoN Walther PP.jpg|600px|thumb|none|Judge finds a light gun alongside a retro inspired console in the admin's office of the data center. Wonder if TOC will mind if he takes a break and plays a quick round of Duck Hunt? (Note the Ready or Not cartridge inserted).]]&lt;br /&gt;
&lt;br /&gt;
===SIG P250 Compact===&lt;br /&gt;
While currently an unused police weapon in the files, a [[SIG P250 Compact]], simply named &amp;quot;P250&amp;quot; in game, is seen used by most suspects in the recently added Los Suenos Postal Service level.&lt;br /&gt;
[[File:SIG P250c right.JPG|thumb|none|300px|SIG-Sauer P250 Compact - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RoN P250.jpg|600px|thumb|none|There are a surprising amount of these found upon most suspects in the post office. Others are usually armed with a Beretta 92FS, and the occasional M1911A1.]]&lt;br /&gt;
&lt;br /&gt;
===Beretta 92FS===&lt;br /&gt;
Originally available to the player prior to January 2022, a [[Beretta 92FS]] is now seen in the hands of suspects, incorrectly referred to as an &amp;quot;M9A1&amp;quot; in game. It was succeeded by the Beretta 92X Performance in the aforementioned update.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|300px|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:RoN 92FS.jpg|600px|thumb|none|Like mentioned above, the particular handgun is now repurposed as an suspect only weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===Calico M950===&lt;br /&gt;
The [[Calico M950]] was added in version 1.0 and strangely appears in the hands of low level suspects. &lt;br /&gt;
[[Image:CalicoM950.jpg‎|thumb|none|350px|Calico M950 semi-automatic pistol - 9x19mm]]&lt;br /&gt;
[[File:ReadyorNot CalicoM950 01.jpg|thumb|none|600px|A suspect with the big plastic on his hip.]]&lt;br /&gt;
[[File:ReadyorNot CalicoM950 02.jpg|thumb|none|600px|A different perp with the Calico.]]&lt;br /&gt;
[[File:ReadyorNot CalicoM950 03.jpg|thumb|none|600px|Aiming. Note the magazine correctly has the &amp;quot;9mm Only&amp;quot; marking, but instead of &amp;quot;Calico&amp;quot; being written on it, &amp;quot;Portinari&amp;quot; is written instead (perhaps referring to Candido Portinari?).]]&lt;br /&gt;
[[File:ReadyorNot CalicoM950 04.jpg|thumb|none|600px|Other side.]]&lt;br /&gt;
&lt;br /&gt;
===IMI Uzi===&lt;br /&gt;
The [[Uzi]] appears in ''Ready or Not'' simply as the &amp;quot;UZI&amp;quot;, commonly used by both low and high-level suspects. &amp;lt;!--Comments on gun performance present in previous versions of the page - was this available as a PVP build weapon?--&amp;gt;&lt;br /&gt;
[[File:Uzi.jpg|thumb|none|400px|Uzi - 9x19mm]]&lt;br /&gt;
[[File:ReadyOrNoTNEW GLOCK.jpg|thumb|none|600px|Pre-release image with an Uzi of a dead suspect on the floor.]]&lt;br /&gt;
[[File:RoN TEC-9 &amp;amp; Uzi.jpg|thumb|none|600px|The Uzi as seen in the current version of the game.]]&lt;br /&gt;
[[File:Ronthehanduzi 1.jpg|600px|thumb|none|A member of the terrorist cell &amp;quot;The Hand&amp;quot; with the Uzi.]]&lt;br /&gt;
&lt;br /&gt;
===Intratec TEC-9===&lt;br /&gt;
The [[TEC-9]] appears in ''Ready or Not'' simply as the &amp;quot;TEC-9&amp;quot; and commonly used by low-level suspects, including sometimes as a backup to another primary. &lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 (post-1987 version) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RoN TEC-9 &amp;amp; Uzi.jpg|thumb|none|600px|A TEC-9 and Uzi on the ground, belonging to some suspects that made the wrong decision.]]&lt;br /&gt;
[[File:Rontec9 1.jpg|thumb|none|600px|A gas station robber with the TEC-9.]]&lt;br /&gt;
[[File:Rontec9 2.jpg|thumb|none|600px|Ditto while aiming showing the other side.]]&lt;br /&gt;
&lt;br /&gt;
===Smith &amp;amp; Wesson 76===&lt;br /&gt;
The [[Smith &amp;amp; Wesson M76]] appears in ''Ready or Not'' simply as the &amp;quot;M76&amp;quot; and is used by high-level suspects.&lt;br /&gt;
[[Image:Sw76-1.jpg|thumb|none|450px|Smith &amp;amp; Wesson M76 with stock extended - 9x19mm‎]]&lt;br /&gt;
[[File:RoN M76.jpg|600px|thumb|none|Judge wondering whether or not he should stash one of these potentially cut weapons for himself before it's inevitably gone.]]&lt;br /&gt;
&lt;br /&gt;
===Walther MPL===&lt;br /&gt;
The [[Walther MPL]] appears in ''Ready or Not'' simply as the &amp;quot;MPL&amp;quot; and is used by high-level suspects, particularly those of Cherryessa Farm. It's a rather strange choice for the game given the MPL's not a common SMG, but it made a smidge of sense for Cherryessa's placeholder survivalists when they were on the map. The current suspects not so much.&lt;br /&gt;
[[File:Walther mpl 1.jpg|thumb|none|450px|Walther MPL with stock extended - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RoN MPL.jpg|600px|thumb|none|Found in the hands of some suspects in the farm level. A Walther MPL is the weapon of choice for some of these coyote brown clad paramilitary suspects that were repurposed player models from the 2020 PVP build]]&lt;br /&gt;
[[File:RoN MPL-2.jpg|600px|thumb|none|Another side of the world model from another dead suspect.]]&lt;br /&gt;
[[File:ReadyOrNot MPL 01.jpg|600px|thumb|none|One of the &amp;quot;Carriers of the Vine&amp;quot; cultists on Cherryessa Farm armed with an MPL.]]&lt;br /&gt;
[[File:ReadyOrNot MPL 02.jpg|600px|thumb|none|The other side.]]&lt;br /&gt;
[[File:ReadyOrNot MPL 03.jpg|600px|thumb|none|Close-up of the port. Instead of &amp;quot;Walther&amp;quot;, the text inside the logo says &amp;quot;Shadilay&amp;quot;, in reference to the song by PEPE.]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===12 Gauge Double Barreled Sawed-Off Shotgun===&lt;br /&gt;
A hammerless [[12 Gauge Double Barreled Shotgun|12 Gauge Double Barreled Sawed-Off Shotgun]] of unknown make or model is a common weapon used by low-level suspects.&lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Remington Spartan Sawed Off shotgun - 12 gauge]]&lt;br /&gt;
[[File:RoN Sawed off.jpg|600px|thumb|none|Always found on at least one suspect in the gas station. It's not entirely clear as to what this side-by-side in particular one is modeled after.]]&lt;br /&gt;
[[File:Rondoublebarrel 1.jpg|600px|thumb|none|One of the gas station robbers with the shotgun.]]&lt;br /&gt;
&lt;br /&gt;
===Ithaca Model 37===&lt;br /&gt;
The [[Ithaca 37]] appears in ''Ready or Not'' as the &amp;quot;M37&amp;quot;, and used by low and high-level suspects. &lt;br /&gt;
[[File:IthacaModel37.jpg|thumb|none|300px|Ithaca 37 Riot Version - 12 gauge]]&lt;br /&gt;
[[File:20231223012333 1.jpg|thumb|none|300px|A Russian mobster armed with the Ithaca Model 37 in the reworked Port Hokan. Note he holds it as if it has a pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
===Izhmash KS-K===&lt;br /&gt;
The [[Saiga-12|Izhmash KS-K]] is used by mid level suspects, labelled in game as the &amp;quot;Saiga 12&amp;quot;.&lt;br /&gt;
[[File:Izhmash Ks-k.jpg|thumb|none|450px|Izhmash KS-K - 12 gauge]]&lt;br /&gt;
[[File:RoN Vepr12 evidence.jpg|thumb|none|600px|The KS-K shotgun as seen through NODS. Note the handguards and stock that identify it from the [[Vepr-12]].]]&lt;br /&gt;
&lt;br /&gt;
===Mossberg 590===&lt;br /&gt;
A full stocked version of the [[Mossberg 590]] is used by some suspects, dubbed the &amp;quot;M590-A&amp;quot;. It's found in the hands of some suspects on the Port Hokan and Caesar's Car Dealership, the latter including some devious &amp;quot;Non-Lethal&amp;quot; versions that fire beanbags.&lt;br /&gt;
[[File:Mossberg 590 Special.jpg|thumb|none|450px|Mossberg 590 &amp;quot;Special&amp;quot;- 12 gauge]]&lt;br /&gt;
[[File:RoN 590A1.jpg|600px|thumb|none|Having disabled its owner, Judge gazes upon a full stock 590 in the wild.]] &lt;br /&gt;
&lt;br /&gt;
===Remington 870===&lt;br /&gt;
A fix-stocked Remington 870 appears as a mid-level suspect weapon, marked as &amp;quot;870 CQB&amp;quot;.&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|thumb|none|450px|Remington 870 Express Tactical - 12 gauge]]&lt;br /&gt;
[[File:RoN 870 evidence.jpg|thumb|none|600px|The dropped 870 on the pavement of a car dealership, glad we noticed the different trigger guard as the low lighting makes it look like the 590s on the same map.]]&lt;br /&gt;
&lt;br /&gt;
===Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;===&lt;br /&gt;
The [[Winchester Model 1897|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot;]] appears in ''Ready or Not'' and used by low-level suspects. The shotgun in-game is labeled as &amp;quot;M37&amp;quot;, presumably a development error mislabeling the shotgun as a reference to the [[Ithaca 37]].&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|thumb|450px|none|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge.]]&lt;br /&gt;
[[File:RoN M1897 suspect.jpg|thumb|none|600px|The Model 1897 in-game, dropped by a suspect with an affinity for WWII history.]]&lt;br /&gt;
[[File:ReadyOrNot 1897 01.jpg|thumb|none|600px|One of the &amp;quot;Carriers of the Vine&amp;quot; cultists on Cherryessa Farm armed with an 1897.]]&lt;br /&gt;
[[File:ReadyOrNot 1897 02.jpg|thumb|none|600px|Other side.]]&lt;br /&gt;
[[File:ReadyOrNot 1897 03.jpg|thumb|none|600px|Close-up of the port.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles==&lt;br /&gt;
===AKMN===&lt;br /&gt;
The [[AKM|AKMN]] appears in the hands of high level suspects. All of the AKMN models appear to have AK-47-like smooth dust covers.&lt;br /&gt;
[[File:AKMN.jpg|thumb|none|400px|AKMN - 7.62x39mm]]&lt;br /&gt;
[[File:RoN AKM sceneryprop.jpg|thumb|none|600px|A case of AKM rifles in the Wenderly Hotel stage. Note the AK-47 style wood grips.]]&lt;br /&gt;
[[File:RoN AKMN 01.jpg|thumb|none|600px|Wannabe [[Better Call Saul - Season 4|Lala Salamenca]], ''Miguel Ramirez'', with the AKMN at Caeser's Cars dealership.]]&lt;br /&gt;
[[File:RoN AKMN 02.jpg|thumb|none|600px|Other side of the rifle. Note the not-Izhevsk proof mark, with an exclamation point instead of arrow.]]&lt;br /&gt;
[[File:Ronthehandakm 2.jpg|600px|thumb|none|A &amp;quot;The Hand&amp;quot; terrorist aiming his AKMN in the level &amp;quot;Relapse&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===AK-101===&lt;br /&gt;
The [[AK-101]], which previously appeared in the 2020 PVP build, appears exclusively in the hands &amp;quot;The Hand&amp;quot; during the &amp;quot;Neon Tomb&amp;quot; nightclub level. They are all outfitted with TDI Arms handguards, although they lack attachments.&lt;br /&gt;
[[File:AK101.jpg|thumb|none|400px|AK-101 - 5.56x45mm]]&lt;br /&gt;
[[File:ReadyOrNot AK74M 01.jpg|600px|thumb|none|He isn't here to party.]]&lt;br /&gt;
[[File:ReadyOrNot AK74M 02.jpg|600px|thumb|none|One of the terrorists inspects the other side of his AK-101. Note in some of the idle voice lines, members of the terror cell will complain about their weapons being sub-standard and jamming, though the weapons jamming isn't seen during gameplay.]]&lt;br /&gt;
&lt;br /&gt;
===AK-103===&lt;br /&gt;
The [[AK-103]] appears in the hands of Russian mobsters in the &amp;quot;Buy Cheap, Buy Twice&amp;quot; level and occasionally in the &amp;quot;Keepers of the Vine&amp;quot; level. It was previously seen on the pre-1.0 &amp;quot;Hide and Seek&amp;quot; Port Hokan map. The models have fixed synthetic stocks, a feature of some American-made AK-103 clones that have fixed receiver rear trunnions.&lt;br /&gt;
[[File:KR-103.jpg|thumb|none|400px|Kalashnikov USA KR-103 - 7.62x39mm]]&lt;br /&gt;
[[File:ReadyorNot AK103 mobster1.jpg|thumb|none|600px|A mobster-mechanic with the AK-103 rifle.]]&lt;br /&gt;
[[File:ReadyorNot AK103 mobster2.jpg|thumb|none|600px|A tatted-up mobster with the rifle and its invisible flashlight.]]&lt;br /&gt;
[[File:ReadyorNot AK103 mobster3.jpg|thumb|none|600px|Closeup of the receiver. Note the lack of hardware used for folding the stock.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74U===&lt;br /&gt;
The [[AKS-74U]] is frequently seen in the hands of &amp;quot;The Hand&amp;quot; terrorists.&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:Ronaks74u 1.jpg|600px|thumb|none|A member of &amp;quot;The Hand&amp;quot; holds an AKS-74U. The magazine seems slightly shorter than a standard magazine but longer than a 20-round one.]]&lt;br /&gt;
[[File:RoN AKS74U hip.jpg|thumb|none|600px|A Russian mob mechanic smokes through his welding mask with the AKS-74U at his hip.]]&lt;br /&gt;
&lt;br /&gt;
===ArmaLite AR-180===&lt;br /&gt;
The [[ArmaLite AR-180]] appears in ''Ready or Not'' as a suspect-only weapon, used by low-level robbers on certain levels. A rather odd choice, as AR-180s are relatively uncommon and highly collectible rifles in the modern day.&lt;br /&gt;
[[File:Armalite-AR18.jpg|thumb|none|450px|ArmaLite AR-18 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN AR180.jpg|600px|thumb|none|After stopping one of the active shooters, Judge ponders on the fact that maybe some day the AR-180 will be a police weapon again. Perhaps the modding community will come to the rescue.]]&lt;br /&gt;
[[File:Ronar180 1.jpg|600px|thumb|none|A &amp;quot;Mariposa Lily Order&amp;quot; cult member holds the AR-180 (with his left hand clipping through the magazine). This appears to be their standard assault rifle.]]&lt;br /&gt;
[[File:Ronar180 2.jpg|600px|thumb|none|Ditto but on the left side.]]&lt;br /&gt;
[[File:Ar180ronpromoa.jpg|600px|thumb|none|Official promotional art featuring a MLO operative with the AR-180.]]&lt;br /&gt;
&lt;br /&gt;
===Colt CSR-1516===&lt;br /&gt;
A competition style [[AR-15]] is used by &amp;quot;Left Behind&amp;quot; terrorists in the &amp;quot;Ides of March&amp;quot; level and school shooters in the &amp;quot;Elephant&amp;quot; level. It most closely resembles the Colt CSR-1516, though with a standard receiver set rather than the competition style upper that lacks the dust cover and forward assist, and the lower's distinct trigger guard. They are always fitted with Aimpoint CompM2 red dot sights on risers.&lt;br /&gt;
[[File:ColtCSR1516iimage.jpg|thumb|400px|none|A CSR-1516 with 20-round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:ColtM4.jpg|thumb|none|400px|A Colt M4A1 for comparison - 5.56x45mm]]&lt;br /&gt;
[[File:Roncsr1516 1.jpg|thumb|600px|none|A member of &amp;quot;The Left Behind&amp;quot; domestic terrorist group with the CSR-1516. This appears to be their standard assault rifle in this level.]]&lt;br /&gt;
[[File:Roncsr1516 2.jpg|thumb|600px|none|Another member holds the gun, showcasing the left side of it.]]&lt;br /&gt;
[[File:RoNCSR1516 03.jpg|thumb|600px|none|One of the school shooters with the 1516, showing the standard AR-15 upper and lower.]]&lt;br /&gt;
&lt;br /&gt;
===M16A4===&lt;br /&gt;
The [[M16A4]] originally was available to the player, it seems that at one point in development it was later replaced in favor of the SR-16. It can be found as one of the rifles that needs to be secured in the Brisa Cove level. It can also occasionally be found by some suspects on Port Hokan.&lt;br /&gt;
[[File:M16A4Standard.jpg|thumb|none|460px|M16A4 standard configuration - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN M16A4.jpg|600px|thumb|none|Judge finds yet another piece of potential cut content, maybe he could also stash it like that S&amp;amp;W M76 he found earlier....]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G3A3===&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3]] appears in-game as an NPC weapon only, used specifically by the high level terrorist cell &amp;quot;The Hand&amp;quot;.&lt;br /&gt;
[[Image: HKG3A3.jpg|thumb|none|460px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Ron G3A3.jpg|600px|thumb|none|A G3A3 also found in the hospital level, fitted with a weapon light secured by hopes and dreams.]]&lt;br /&gt;
[[File:Ronthehandg3 1.jpg|600px|thumb|none|A member of &amp;quot;The Hand&amp;quot; runs with his G3.]]&lt;br /&gt;
[[File:Rong3 2.jpg|600px|thumb|none|Note the invisible flashlight with light still protruding from the barrel alongside his thumb clipping into the handguard.]]&lt;br /&gt;
&lt;br /&gt;
===FN FAL===&lt;br /&gt;
Succeeded by the SA-58 OSW, a standard FN FAL appears in game as a high-level suspect weapon, commonly used by the Russian mafiosos on the Port Hokan and Car Dealership levels.&lt;br /&gt;
[[File:FN FAL old.jpg|thumb|none|500px|FN FAL - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ReadyorNotFALThirdPersonPlaceHolder.jpeg|thumb|none|600px|An early render of an officer in RoN with the SA-58, fitted with a top cover rail and a standard plastic handguard over the in-game tri-rail.]]&lt;br /&gt;
[[File:RoN FAL.jpg|600px|thumb|none|Judge looks on the interesting armament of the local Russian mafia, following the takedown of its user.]]&lt;br /&gt;
&lt;br /&gt;
===M14 Rifle===&lt;br /&gt;
The [[M14]] appears in ''Ready or Not'' simply as the &amp;quot;M14&amp;quot;. It was originally introduced in the 2020 PVP build as a SWAT weapon, later removed and reintroduced in the June 2022 Early Access update. It features a green synthetic stock and is used by certain high-level suspects, including the milita members of Cherryessa Farm.&lt;br /&gt;
[[File:M14 rifle.jpg|thumb|none|500px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RoN M14 suspectweapon.jpg|thumb|none|600px|The M14 in a suspects hands, as seen via optiwand.]]&lt;br /&gt;
[[File:RoN M14.jpg|600px|thumb|none|A better look at the M14 in its synthetic green stock. It also has the selector switch modeled, indicating it's indeed a proper M14, and not an M1A]]&lt;br /&gt;
[[File:RoN M14-2.jpg|600px|thumb|none|And one from the other side, for good measure.]]&lt;br /&gt;
[[File:Ronm14 1.jpg|600px|thumb|none|A &amp;quot;Mariposa Lily Order&amp;quot; marksman with the rifle. Certain long rifles seem to cause the suspect's hands to glitch out like this.]]&lt;br /&gt;
&lt;br /&gt;
===M24 Sniper Weapon System ===&lt;br /&gt;
The [[M24 Sniper Weapon System|M24 SWS]] appears in ''Ready or Not'' as a piece of evidence under the generic name &amp;quot;USED MARKSMAN RIFLE&amp;quot;, and can only be found in the &amp;quot;Brisa Cove&amp;quot; level. The in-game model features a Harris bipod.&lt;br /&gt;
[[File:M24.jpg|thumb|none|500px|M24 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RoN M24 evidence.jpg|thumb|none|600px|The M24 laid out in an apartment suite, sans scope.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===M249 Para===&lt;br /&gt;
The [[M249|M249 Para]] appears in ''Ready or Not'' simply as the &amp;quot;M249&amp;quot;, and was introduced in the June 2022 update. The in-game model features a 100-round magazine, and currently can only be found used by a single suspect in the &amp;quot;Brisa Cove&amp;quot; level.&lt;br /&gt;
[[Image:M249 Para ACOG.jpg|thumb|none|400px|M249 Para with Rapid Fielding Initiative telescoping stock, short barrel, heat shield, RIS handguard, Picatinny rail, Trijicon ACOG 4x32 scope, and 100-round cloth ammo bag - 5.56x45mm NATO]]&lt;br /&gt;
[[File:RoN M249para 01.jpg|600px|thumb|none|A member of the &amp;quot;Left Behind&amp;quot; with the M249 Para.]]&lt;br /&gt;
[[File:RoN M249para 02.jpg|600px|thumb|none|Closeup of the stock on one used by another terrorist.]]&lt;br /&gt;
[[File:RoN M249para 03.jpg|600px|thumb|none|Yet another terrorist with one, this one attempting to eat the rear sight. The proximity of the weapon to his face while aiming might have to do with the programming for NPC aiming usually being for weapons with longer stocks.]]&lt;br /&gt;
&lt;br /&gt;
===RPD===&lt;br /&gt;
The [[RPD]] appears in ''Ready or Not'' simply as the &amp;quot;RPD&amp;quot; and is used by various high-level suspects.&lt;br /&gt;
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:RoN RPD evidence.jpg|thumb|none|600px|Holding up a noncompliant RPD for trespassing into a WIP zone.]]&lt;br /&gt;
[[File:Ronrpd 1.jpg|thumb|none|600px|A member of 'The Hand&amp;quot; with the RPD.]]&lt;br /&gt;
&lt;br /&gt;
==Other== &lt;br /&gt;
===RGD-5 Fragmentation Grenade===&lt;br /&gt;
The [[RGD-5]] appears in ''Ready or Not'' as the primary high-explosive booby trap and is set on doors in levels with armored suspects.&lt;br /&gt;
[[Image:Rdg5.jpg|thumb|none|250px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:RoN RGD5.jpg|thumb|none|600px|The RGD-5 in-game. It appears that the grenade is also strapped to some kind of aerosol canister, likely to amplify the explosion.]]&lt;br /&gt;
[[File:Ronrgd-5 1.jpg|thumb|none|600px|A closer view of the grenade.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Crime]]&lt;/div&gt;</summary>
		<author><name>ShermanJumbo</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Phantom_Forces&amp;diff=1637424</id>
		<title>Phantom Forces</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Phantom_Forces&amp;diff=1637424"/>
		<updated>2023-12-23T06:25:36Z</updated>

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